Rainbow Six Siege will now remember if you are a bad teammate

Friendly fire enthusiasts be warned: Rainbow Six Siege’s next update, Operation Vector Glare, will bring new sanctions against serial griefers. Players who repeatedly injure teammates enough to trigger reverse friendly fire (a state in which damage to teammates is reflected back to you) will soon see the effect automatically carry over in their next matches. In a press briefing, Siege game director Alex Karpazis called this new rule “preemptive reverse friendly fire”.

Essentially this means that Siege will now remember when you were a bad teammate, at least as far as friendly fire is concerned, which is one of the most common forms of grief in Siege. In the example shown to the press, a notification on an offender’s main menu showed that the RFF would be active for the next 20 matches and would expire after “multiple matches without hurting teammates”. That’s a lot of games to finish with a clean record, but Karpazis told me he wasn’t sure the 20-game number would reflect a real sanction when it’s live.

Players arming friendly fire has been a problem in Siege for its entire existence. Siege is one of the few marksmen out there with friendly fire activated, and it’s by far the least forgiving – a single headshot with any weapon is an instant kill for enemies and allies alike.

Over the years, some players have asked Ubi to lower team damage or turn it off completely, but the studio has taken a rigid stance that learning to shoot enemies without shooting your friends is a fundamental Siege skill that won’t go away. anywhere. Rather than, Ubi decreed reverse friendly fire in 2019.

So far, the RFF has been successful in mitigating grief after being activated, but as players start each match with a clean slate, those looking for a friendly fire fix can comfortably kill at least one teammate each match before for RFF to be activated. That’s where this new “preventive” step comes in, identifying those who try to circumvent the system and inflicting permanent sanctions until they correct themselves.

I can’t detect any holes in Ubi’s logic here, but I do worry about stricter punishments for false positives. Sometimes a teamkill is really an accident. When it is, the dead teammate decides the offender’s fate: declare it unintentional and move on, or decide it was malicious and activate the RFF.

While some players have forgiven me in the past for a genuinely accidental death, many instantly hit the “on purpose” button out of frustration before reviewing the replay. Fortunately, Ubi’s judgment gears are tuned correctly and won’t needlessly punish 20 matches for a new player trying to learn the game.

Leave a Comment