Rainbow Six Siege is enhancing its competitive landscape with the introduction of Ranked 3.0. This update emphasizes more transparent advancement, refined matchmaking, and meaningful rewards based on community input.

One key feature is the elimination of hidden matchmaking rating (MMR), allowing players’ ranks to genuinely reflect their skills. The update introduces Placement Matches, a revamped rewards system, and squad size restrictions to promote fairness in competition.

At the start of each new season, players will engage in five Placement Matches, which are crucial for determining a starting rank and offering increased Rank Point (RP) gains. Players can team up with friends in these matches without rank constraints.

In this setup, every Ranked match contributes to a Competitive Rewards progression track:

  • 2 points for a victory
  • 1 point for a defeat

Accumulating points unlocks various rewards, such as:

  • 10 points – 2500 Competitive Coins
  • 20 points – 2 Alpha Packs
  • 30 points – Card Background
  • 40 points – 2 Alpha Packs
  • 50 points – 4000 Competitive Coins
  • 60 points – 2 Alpha Packs
  • 70 points – 2500 Competitive Coins
  • 80 points – Charm
  • 90 points – 2 Alpha Packs
  • 100 points – 3000 Competitive Coins
  • 110 points – 2 Alpha Packs
  • 120 points – 3000 Competitive Coins
  • 130 points – 2 Alpha Packs
  • 140 points – 5000 Competitive Coins
  • 150 points – Headgear

Ranked rewards correspond to the highest rank achieved during the season, even if a player’s rank decreases later on, keeping the journey rewarding for all players.

The rank a player holds reflects their skill level. After each match, players either gain or lose RP depending on:

  • the outcome of the match
  • the rank distribution within their team

Winning against higher-ranked opponents earns more RP, while losing to lower-ranked teams results in greater RP losses. The post-match report provides insights into RP changes, fostering better player understanding of their ranking journey.

Ranked 3.0 retains the Demotion Shield protection, ensuring that players cannot drop ranks if they start a match with sufficient RP.

The matchmaking system aims to ensure balanced matches while keeping wait times fair. It focuses on Rank Points, discarding MMR, and calculates team strength based on the highest-ranked player:

  • Defeating stronger teams yields more RP
  • Winning against lower-ranked teams results in reduced RP gains
  • Losing to lesser-ranked opponents incurs larger penalties

Squad Restrictions are implemented so players ranked from Copper to Emerald can only team with those within three ranks. For Diamond and Champion players, this is narrowed to two ranks, promoting balanced matchups.

The Map Ban phase has evolved, now incorporating five maps, including:

  • 3 maps from the Pro Pool
  • 2 maps from the Seasonal Pool

When featuring a Season’s Showcased Pool, the phase will also include:

  • 1 Showcased Map
  • 2 maps from the Pro Pool
  • 2 maps from the Seasonal Pool

The traditional format will return mid-season, with new maps available until the mid-season update.

The Champion Rank is now divided into five tiers and aligns with other ranks. The leaderboard will highlight top performers, with plans for future transitions requiring specific achievements.

With Ranked 3.0, players can anticipate a transparent, fair, and enriching competitive experience, emphasizing improved clarity, matchmaking, rewards, and structures throughout the season.

Key Takeaways

  • The removal of hidden MMR changes how skill is represented in ranks.
  • Placement Matches help players quickly regain standings.
  • Competitive rewards link to match performance and rank achievements.
  • Squad restrictions promote balance among teams.
  • The matchmaking system enhances competitive integrity and fairness.
  • The tiered Champion Ranks will enhance the competitive ladder.
  • Players should remain aware of RP changes to understand progression.
  • Ongoing updates aim to adapt to player feedback, keeping the experience engaging.
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