The continued fight against hackers and trolls in Apex Legends and Rainbow 6 Siege gets even more heated.

Respawn Entertainment is continuing the fight against hackers in Apex Legends bringing the banned player number from 355k to 500k. Apex hackers use aimbots and speed hacks to move faster than possible and literally never miss a shot. Sounds fun! With half a million of them banned will it dissuade others? The Season 1 update also brought player reporting to all platforms so that you can send in a complaint directly when foolishness happens.

Via the FAQ:

“We take cheating very seriously,  employ a variety of methods to prevent it, and will take action on EA Accounts that violate the User Agreement. Apex Legends utilizes Easy Anti-Cheat from Kamu (an industry-leading anti-cheat service) on PC, and the built-in anti-cheat features available on Xbox One and PlayStation® 4.”

“Our goal is to make Apex Legends fun and fair for all our players. If you think you have discovered someone cheating please visit this EA Help article to learn more about reporting.”

Rainbow 6 Siege has a different type of problem: In R6 it’s your team who can be the issue. With team damage on, one wrong move can allow a team member to kill another team member. It’s there to create a more realistic game but when you’re playing with randoms they’ll sometimes shoot you just to hear you get mad. Lovely.

Reverse Friendly Fire is a new system that’s being tested by developer Ubisoft. Team killing once will make the next shots you take against a friendly directly damage YOU. (They’re rubber and you’re glue pal) Why allow the first kill? Because it just sometimes happens accidentally.

Check out the full rundown below and for god’s sake, watch your fire!

Via the R6 Dev Blog:

We are planning to activate Reverse Friendly Fire on the Test Server. This is the latest feature we are working on in our efforts to address toxicity.

The goal of this system is to contain the impact of players abusing the friendly fire mechanic, while maintaining a degree of flexibility for accidents. We will collect data and feedback from both ranked and casual playlists on the Test Server, and iterate before releasing it live.


With Reverse Friendly Fire, when a player shoots an ally or the hostage, a warning message will appear on the offending player’s screen. The same will occur if a player uses their unique operator gadget to hurt a teammate (i.e. Maestro’s Evil Eye or Twitch’s drone).


After a player’s first validated team kill, all further damage inflicted upon teammates or the hostage is reflected back to the player. When a player uses a unique operator gadget to deal this damage, reflected damage will impact the gadget itself.

A message will pop up for the offending player to notify them when Reverse Friendly Fire has been activated. All players in the match will be notified of this change to the offending player’s status through the kill feed.



During the kill cam, a team kill victim is able to validate whether they were intentionally team killed. If the player confirms that the kill was intentional, Reverse Friendly Fire will stay active for the offender. If the player believes it was unintentional, Reverse Friendly Fire will be deactivated.

Should the victim not make a decision, Reverse Friendly Fire is activated by default.



After an intentional team kill is validated, Reverse Friendly Fire will stay active for the match instead of kicking that player. We will continue to track team kills, and we may issue appropriate sanctions after multiple offenses.

We will continue to address toxicity as we proceed into Year 4 and beyond. We look forward to hearing your feedback and findings on the Reverse Friendly Fire system through the forums and on the official subreddit!