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Y9S2.3 PATCH NOTES



Here you can find the updates and fixes for the Y9S2.3 patch.

[h2]Y9S2.3 PATCH SIZE[/h2]
Find the download sizes for each platform below.
  • Ubisoft Connect: 570 MB
  • Steam: 486 MB
  • Xbox One: 0.8 GB
  • Xbox Series X: 1 GB
  • PlayStation 4: 525 MB
  • PlayStation 5: 3.63 GB

[h2]PLAYER PROTECTION[/h2]

DEACTIVATION OF THE REPUTATION STANDING POP-UP:
  • Instead of a Reputation Notice pop-up, a yellow dot will now appear on the main menu's Reputation System tile every time a player's current Reputation Standing changes.
DEACTIVATION OF TEAM KILL KICK:
  • Players will no longer be kicked from a match after excessively killing or damaging too many allies but will still have reverse friendly fire activated. Team kills and ally damage will still count towards penalties and impact current reputation.

[h2]PLAYSTATION® TOURNAMENT[/h2]
  • The Rainbow Six Siege PlayStation® Tournaments feature has been deactivated permanently.

[h2]OPERATOR BALANCING[/h2]

[h3]AZAMI[/h3]
  • Kiba Barrier: Increased bullet damage received.

[h3]BUCK[/h3]
  • Removed GONNE-6.

GRIDLOCK
  • Increased Trax Stingers' damage to 15hp (from 10).

[h3]ECHO[/h3]
  • Added Magnified Scope to the MP5SD.
  • Changed to 3 health and 1 speed (from 2/2).

[h3]ELA[/h3]
  • Removed Observation Blocker.
  • Added Impact Grenades.

[h3]MELUSI[/h3]
  • Removed Magnified Scope from MP5.
  • Added ITA12S as a secondary weapon.
  • Increased Banshee Sonic Defense to 4 (from 3).

[h3]WAMAI[/h3]
  • Removed Magnified Scope from MP5K.

[h2]BUG FIXES[/h2]

[h3]GAMEPLAY[/h3]
FIXED - Objective flow breaks when vaulting outside a window located at 2F East Corridor during the action phase of the Defense Tutorial.

[h3]LEVEL DESIGN [/h3]
FIXED - Operator's leg clips through a wall next to the door located at 2F Day Care on the Theme Park map.

FIXED - Players can navigate on top of the concrete cover located at 2F Target Corridor on the Stadium Alpha map.

[h3]OPERATORS[/h3]
FIXED - Fenrir's F-NATT Dread Mine can be clipped inside wooden panels using a bulletproof camera.

FIXED - Players can do melee attacks with Montagne's Le Roc Shield before it's finished deploying.

[h3]USER EXPERIENCE[/h3]
FIXED - Chat loses functionality for all players if two users send a message with the maximum number of characters.

FIXED - Battle Pass tab replaces the Main Menu tab when leaving the Battle Pass map and pressing the escape key at the same time.

FIXED - Intro tab is incorrectly highlighted when going to the progression menu from a modal that takes you to the Battle Pass tab.

FIXED - Chat doesn't appear or is slow to load for other players of an online session if Text Chat channel is set to All.

FIXED - Chat window shrinks in size if players send successive long messages.

FIXED - Text chat messages are not sent when pressing Enter during the match.

FIXED - Placeholder text is present for the Squad Leader in the bottom left corner of the screen during the After Action Report.

FIXED - Recoil patterns occasionally won't load in the Advanced Weapon Stats section if players cycle through multiple attachments of the same type in full screen.

FIXED - Fire Power weapon stat doesn't account barrel attachment changes.

FIXED - Placeholder name and organization appear in the loadout menu of the shooting range and attacker repick before the player selects an operator.

Y9S2.3 Designer’s Notes



In this latest edition of Designer’s Notes, we'll go into detail about the balancing changes that’ll come with the Y9S2.3 update and give you some insight into the reasons behind them.

BALANCING MATRIX AND TOP OPERATOR BANS


[H3]WIN DELTA VS. PRESENCE[/h3]



Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban.
Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per Bomb Site.

[h3]OPERATOR BAN RATE[/h3]


OPERATOR BALANCING

________________________________________

[h3]AZAMI[/h3]

In Y8S4, the destruction rates of the Kiba Barriers were divided between 56% from explosives and 44% from melee attacks. Following the update in Y9S1, the rates shifted to 42% explosives, 29% melee, and 28% bullets. However, during the season, explosive usage increased while bullet damage decreased. As a result, we made adjustments in the mid-season patch, but the usage of bullets didn't even match the numbers we had at the beginning of the season.

To address this, we've decided to further boost the damage modifiers. After analyzing a longer data period, we're less concerned about barriers being too vulnerable to bullets at close range. Melee attackers continue to be a more efficient and quicker method for barrier destruction. Our goal is to make barrier destruction more viable from longer distances, taking into account the damage drop-off of weapons. We aim for a more balanced usage of bullets and explosives.

[h4]KIBA BARRIER[/h4]

  • Increased damage received by Handguns:
    • 20% by Small calibers (e.g. USP40).
    • 30% by Medium calibers (e.g. M45 MEUSOC).
    • 20% by High calibers (e.g. D-50).
  • Increased by 20% the damage received by Revolvers.
  • Increased by 30% the damage received by Machine Pistols.
  • Increased damage increased by Submachine Guns:
    • 30% by Small calibers (e.g. Mx4 Storm).
    • 20% by Medium calibers (e.g. K1A).
    • 20% by High calibers (e.g. UZK50GI).
  • Increased by 20% the damage received by Assault Rifles.
  • Increased by 20% the damage received by Light Machine Guns.
  • Increased by 20% the damage received by Designated Marksman Rifles.
  • Increased by 20% the damage received by Sniper Rifles.
    • 150% by CSRX 300.


[h3]BUCK[/h3]

Over the past couple of years, attackers have gained additional tools to counter defenders' bulletproof utility (such as Brava and Ram) and increased access to explosives (including the additional Gonne-6 and Frag Grenades). As time has passed, many of the stronger defenders have already been addressed by adding more non-explosive counters (like Azami and Fenrir). Therefore, we believe that Buck's Gonne-6 is overshadowing other operators who specialize in explosive capabilities.
Our intention for Buck is to maintain his focus on environmental destruction and vertical play. We feel that the Gonne-6 is unnecessary for him to excel in this area.

[h4]LOADOUT[/h4]
  • Secondary weapons: Removed Gonne-6.


[h3]ECHO[/h3]

Despite the increased pick rate of the Supernova (approximately from 5% to 20%), our intention to position it as an alternative to the usual site architects has unfortunately resulted in it being underutilized. Consequently, we have decided to restore its armor and speed ratings and reintroduce the Magnified Scopes into the MP5SD. The new sights are designed to encourage a more passive playstyle, which should synergy well with him staying on drones at a distance from the action and hold long angles if needed.

We acknowledge that these adjustments alone may not be sufficient to increase Echo's presence substantially, so we are investigating additional changes for the Yokai drones in the background.

[h4]BASE STATS[/h4]
  • Armor: 3 (from 2).
  • Speed: 1 (from 2).


[h4]LOADOUT[/h4]
  • MP5SD: Added Magnified Scopes to sights options.


[h3]ELA[/h3]

As we are adjusting the killing potential of Melusi and Wamai, we have identified an opportunity to enhance her roaming capabilities to fill the gap that those operators might be leaving. Given the recent additions to the defensive roaster, Ela's role has become more constrained. To address this, we have decided to reintroduce her Impact Grenades, allowing her greater mobility and additional tools against Ballistic Shields.

Ela's current lethality is significantly lower than it was in Year 3 when we initially removed the grenades. By reintroducing them, our goal is to make her gameplay more dynamic during the round without creating an overly oppressive experience for the attacking team.

[h4]LOADOUT[/h4]

  • Secondary gadgets: Removed Observation Blocker. Added Impact Grenades.


[h3]GRIDLOCK[/h3]

Despite having a lot of resources and each canister covering a relatively large area, defenders do not seem particularly scared when encountering them. And the punishment for ignoring them is not severe enough. Currently, an enemy only takes 3 ticks of damage when crossing a fully expanded canister, which is only 30 hit points. Furthermore, even if the covered area is extensive, it is unnecessary to destroy all deployed Trax devices to create a safer path, so only a few bullets are needed to invalidate them.

To address this, we plan to increase the damage dealt per second. This adjustment will make them more intimidating, prompting defenders to ensure that the path is clear before proceeding. With the new damage output, crossing the area will cost 45 hp, which should encourage defenders to play more cautiously and give attackers more time to react. We remain open to further adjustments if this value does not meet our expectation in practice.

[h4]TRAX STINGERS[/h4]

  • Damage: Increased to 15hp per second in movement (from 10).


[h3]MELUSI[/h3]

The Magnified Scope has notably enhanced her efficiency in combat scenarios, even outperforming other operators with the MP5. Despite her being a 3-armor like Doc and Rook, we consider that she should be more focused on utility usage. Additionally, the introduction of other operators who can fulfill a similar role in a more flexible manner, such as Fenrir, has diminished her utility.

The proposed adjustments are designed to reduce her killing potential while expanding her contribution to team strategy. The additional resources will help her cover more space or double down in locations that might need more attention. Furthermore, the introduction of a secondary shotgun is intended to foster creativity and versatility preparing the defensive setup.

[h4]BANSHEE SONIC DEFENSE[/h4]

  • Max. resources: Increase to 4 (from 3).


[h4]LOADOUT[/h4]

  • MP5: Removed Magnified Scopes from sights options.
  • Secondary weapons: Added ITA12S.


[h3]WAMAI[/h3]

While the MP5K statistics do not currently raise immediate concerns, on the contrary, its efficiency went almost back to pre-Acog levels by the end of Season 1. The rising presence presents a pattern that can remind of past experiences with other operators, such as Alibi, Oryx, and Warden. While these operators weren't overwhelmingly overpowered in terms of stats, their significant presence – specifically the motivation to pick them – was perceived negatively, leading to concerns about game balance. In light of these considerations, we have decided to remove the Magnified Scope.

[h4]LOADOUT[/h4]

  • MP5K: Removed Magnified Scopes from sights options.

________________________________________

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BLAST R6 Montreal Major


Rainbow Six Esports is returning to Montreal for its final BLAST Rainbow Six Major of Season 2024, in November this year, with tickets available starting now!
The Montreal Major set to take place at the Verdun Auditorium in Montreal. The BLAST R6 Montreal Major will feature a 3-phase format with the final weekend playing out in front of a live audience in the Verdun Auditorium, Montreal, Canada.

R6 SIEGE | M.U.T.E. Protocol 3 is live until July 31!

[h2]M.U.T.E. Protocol is back![/h2]

[previewyoutube][/previewyoutube]
Get ready to fight for what's left of humanity in the M.U.T.E. Protocol 3 Event, only available until July 31! Defeat opponents, climb through weapon tiers, and make your way to the Comm Tower's Brain!

[h2]Exclusive game mode: Arms Race![/h2]


5v5, Best of 3, respawn enabled, one objective: destroying the Brain's case.
Every round, you start with a basic weapon and switch to a new one after eliminating an opponent or when picking up an upgrade. Upon reaching the last weapon tier, you unlock the mythical Golden Hammer to destroy the Brain's Case. However, be careful, you’ll lose a weapon tier every time you get eliminated!

[h2]A limited-time bundle for free![/h2]


For the first-time, you will be able to unlock the Mute Operator bundle FOR FREE by completing weekly challenges, so don't miss the opportunity! A limited-time bundle for Operator Kapkan is also available solely through Twitch Drops!

[h2]The Event Collection[/h2]


3 brand new bundles accompany 4 fan-favorite returnees in shiny new colors. Available for 1,680 R6 Credits each or through limited event packs at 300 R6 Credits/12,500 Renown each. Check them out!

[h2]Collectors Rewarded![/h2]


We are rewarding collectors with this exclusive dynamic Memento weapon skin for the MP5K!

BLAST R6 Montreal Major


Rainbow Six Esports is returning to Montreal for its final BLAST Rainbow Six Major of Season 2024, in November this year, with tickets available starting now!
The Montreal Major set to take place at the Verdun Auditorium in Montreal. The BLAST R6 Montreal Major will feature a 3-phase format with the final weekend playing out in front of a live audience in the Verdun Auditorium, Montreal, Canada.