Ubisoft has rolled out another update for Rainbow Six Siege, making a number of key changes which it “felt [they] needed to quickly fix.” Chief among these is an improvement to the server tick rate for consoles. This follows in the footsteps of a recent PC-only hotfix, doubling the tick rate from 30 to 60 times per second. This is essentially the number of times which both the server and the players are updated with player positions, projectile locations, etc.
The faster the tick rate, the more accurate this data is. What it should prevent is issues of hit detection and player location. I’ve yet to give this update a try but it’ll be interesting to see if this change actually makes a difference. PC gamers are being treated too, with a raft of anti-cheating improvements designed to weed out the little gits using hacks. Ubisoft has also removed the three-day ban for first time offenders in Rainbow Six Siege. Cheat now and you’re banned for good.
There’s not a huge deal of changes beyond this, other than a fix for defenders finding exploits which can let them leave the map area during the preparation phase. They reckon it shouldn’t be possible to get out any more, but if by some chance someone does figure out a way, they will be auto-killed. Seems fair enough.
Anyway, without further ado, the Rainbow Six Siege 1.3 Patch notes...
Rainbow Six Siege Update 1.3 Patch Notes
General Tweaks and Improvements
Hit Registration Improvements
- Updated the server tick rate for console users
- With the goal of improving positioning and shooting replication, we had deployed a first update on PC in which the player position update rate is set to 60 times per second (vs. the previous 30). After testing, we are satisfied with its state so we are now deploying this update to all consoles as well.
- Cheating countermeasures have been improved further.
- Banning policy update: all cheaters detected by the system will be banned permanently. No more three day ban for first offense.
Exploit Fix : Defenders Exiting During the Preparation Phase
- Added a configuration that allows us to turn ON an insta-kill configuration for Defenders that go outside their zone during the preparation phase (this behavior should not be possible, but if exploits are found, the guilty shall be punished by a swift death!)
- We will be able to activate this functionality at any time. We will first be testing it on XB1 during the afternoon of January 13th (Montreal time). If it proves effective, we will be deploying this on all platforms later that day.
Top Community-Raised Bug Fixes
Level Design Fixes
- Fixed a bug that allowed players to exit their zone during the preparation phase (red wall). When transitioning from proning to standing position combined with putting up a barricade, players were able to go through walls. We believe this exploit is now solved. Please share your experience in this forum thread if you still encounter it after the patch (information we are looking for listed in opening post).
- Partial fix of Error [2-0x00000041]. Refer to the High Priority Issues in the Known Issues post for more information.
- Potential full fix of the loading screen freeze (smoke background). Refer to the High Priority Issues in the Known Issues post for full information.
- Potential full fix of the failed data synchronization issue. Refer to the High Priority Issues in the Known Issues post for full information.
- Session authentication operation requests are now using the per data center proxy instead of the Dev one.
- Improved error tracking, for easier issue identification from our side.
- Ranked match reconnection fixes for PC:
- If game was closed by pressing [x] or ALT+F4, the players will not be leaving all sessions anymore.
- Players leaving a Ranked match by pressing F10 will now be receiving reconnect & abandon messages.
- Players leaving a Ranked match by quitting with ALT+F4 will now be receiving reconnect & abandon messages.
- Various smaller connectivity and crash fixes.
From what I’ve played of Rainbow Six Siege there aren’t too many more fixes that need to be done to the base game, but there are certainly a few niggling problems. Matchmaking is still dire, and can take up to 15 minutes if you’re unlucky. Exiting out and heading back in seems to help, but it’s not ideal when you’re in a party. It would also be great to remind players what map and game mode it is when selecting an operator, as I’m guilty of instantly forgetting. It would be fine, but having Fuse is a no-go in any hostage rescue missions. Unless you particularly fancy blowing a hostage sky high that is.