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Y7S1.2 DESIGNER'S NOTES



In this latest edition of Designer’s Notes, we'll go into more detail about the balancing changes that’ll come with Demon Veil's mid-season balancing update and give you an insight into the reasons behind these changes.
For more information on all the updates, changes and content that was released with Demon Veil, check out the seasonal patch notes here.

[h2]BALANCING MATRIX AND TOP OPERATOR BANS[/h2]
WIN DELTA VS. PRESENCE





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.

OPERATOR BAN RATE





[h2]OPERATOR BALANCING[/h2]
[h3]BANDIT[/h3]
  • Bandit can deploy multiple batteries on the same reinforcement or gadget

Population targeted by this change: Top Ranked.

We've all been there - you're Bandit tricking a reinforcement but your battery gets hit with an EMP. Having to pick up your battery in order to place a new one can be a pain, so we've made a quality of life change to smooth out this system. Bandit can now attach multiple batteries to a single surface or gadget, making the process of re-upping his electrical charge after a battery is disabled more streamlined.
Since this interaction is core to the experience of playing Bandit, it made sense on our side to remove the unnecessary friction (and logical inconsistency) of only being able to have a single battery attached to a given surface. Instead, in the heat of an engagement we would rather let players focus on their tricking strategy, rather than forcing them to micromanage an arbitrary mechanic that takes them out of the moment.

[h3]BLACKBEARD[/h3]
  • Added Claymore (removed Breaching Charges)

Population targeted by this change: Casual.

We previously tweaked Blackbeard's primary gadget to tone down his aggressive playstyle a little, but we hear you. That nerf hit him quite hard and thanks to a loadout that didn't vibe with the change, he's been in a limbo state. To better match his ability to effectively hold flanks and rotations while sticking back in an encounter, we've switched his Breaching Charges with Claymores.
This should help give him a better sense of safety while hanging back without having to rely on his teammates, especially given the Claymore buff detailed below. This should be especially true on maps that feature a lot of rappelling, as he can protect himself from runouts while focusing on his attack strategy and providing firing support to his team.

[h3]GRIDLOCK[/h3]
  • Increased number of Trax canisters to 4 (from 3)

Population targeted by this change: Top Ranked.

We're hoping to make Gridlock a more reliable Operator pick for covering flanks. Right now, Ops like Nomad end up being more consistent - and while that may still be the case efficacy-wise, this buff will allow Gridlock to cover a more extensive area and give Defenders more trouble per square foot, so to speak.

[h3]NOMAD + ORYX[/h3]
  • Pushed operators can remain prone and recover control of the character faster
  • Recovery time reduced to 1.25s (from 2s)

Population targeted by this change: Casual.

We're looking at this change in hopes of making knock-back effects less guaranteed kills and give more room for the affected players to react and survive, either by responding to the threat from the prone position or just being able to escape from some otherwise last-second situations. All of this will more so affect Nomad rather than Oryx due to the frequency and type of encounters, but the change will impact both Operators.

[h3]SMOKE[/h3]
  • Smoke is vulnerable to his own toxic gas

Population targeted by this change: Casual.

While this change is pretty explicitly a nerf, it mainly targets what is essentially a special immunity just for Smoke. Adding this vulnerability should make it more obvious at a glance how abilities affect all Operators, even if they are technically wearing a gas mask. Removing Smoke's immunity also impacts the most hyper-aggressive Smoke players. The gas can still be used for area denial and to apply pressure, but Smoke can no longer prowl through that denied area without paying a cost.

[h3]WARDEN[/h3]
  • Increased duration of the ability to 20s (from 10s)
  • Increased cooldown to 20s (from 10s)

Population targeted by this change: Casual.

This change is half buff and half quality of life improvement. We're hoping that it will better cement Warden as a hard-counter to smoke plants and Operators like Ying. Warden will still be mostly situational, but this should make his Glance Smart Glasses easier to handle in terms of timing.

[h3]YING[/h3]
  • Reduced duration of the flash to 1.4s (from 2.8s)
  • Increased the number of Candelas to 4 (from 3)

Population targeted by this change: Casual.

Long-time players may recognize this as a previously reverted change from a past patch. The rationale remains the same, since the impact of a single Candela may be lesser, but with an additional use, we're hoping the overall kit remains net-neutral when looking at the overall time targets can be flashed for. It should be noted the lesser duration also applies to allies. That in mind, we'll be closely following Ying to see how this influences her place in the game, especially how she interacts with Operators like Wamai, Jäger, and Warden (especially with his buff as seen above), as well as the interplay with the attacker repick mechanic at large.

[h2]GADGET BALANCING[/h2]
[h3]CLAYMORE[/h3]
  • Increased number of units to 2 (from 1)
  • Operators affected: Thatcher, Ash, Twitch, IQ, Blackbeard, Capitão, Jackal, Zofia, Lion, Maverick, Kali, Ace, Zero, Flores, Osa

Population targeted by this change: Top Ranked.

This is a pretty substantial buff to the opportunity potential of the Claymore, if not its solo performance. The main purpose here is to allow a greater selection of Operators to "block" two different flanks without needing to bring along a dedicated Operator like Nomad or Gridlock. We think this change may make Claymores a more appealing selection in some - but not all - cases, ultimately making it a more viable choice compared to grenades which currently dominate the scene.
Picking Claymores still means that the Operator is not bringing stuns, smokes, or frags; making that tradeoff for a gadget to cover against flanks can make roaming strategies for Defenders more dangerous, especially on maps like Bank or Kafe. We also feel that the affected Ops could use a bit more versatility in their roles if the right situation calls for it by making that gadget swap. With all that in mind, we will of course be closely watching this change and other tangential adjustments at all skill levels in the weeks to come.

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Y7S1.1 PATCH NOTES



[h3]Y7S1.1 PATCH SIZES[/h3]
  • Ubisoft Connect: 1.84 GB
  • Steam: 1.1 GB
  • Xbox One: 1.43 GB
  • Xbox Series X: 1.76 GB
  • PS4: 2.17 GB
  • PS5: 1.51 GB


[h2]AN UPDATE ON AUDIO ISSUES:[/h2]
As mentioned in our thread on the subject, Y7S1.1 includes several fixes for ongoing issues. However, in some cases, specific problems may still occur in very specific situations. This is the first wave of changes to address these issues and we will continue monitoring and deploying iterative fixes to resolve any persisting issues.
FIXED – Footsteps SFX are inconsistent when the operator is running.
This includes enemies sounding like they are right next you, even when on the opposite side of the map or a different floor. This may still occur in some niche situations while in drone cam.
FIXED – Gunfire SFX loops infinitely in TDM.
A fix to mitigate this issue is in place, though the problem may continue to occur albeit less frequently.
FIXED – Audio quality decreases before the game crashes.


[h2]BUG FIXES[/h2]

[h3]GAMEPLAY[/h3]
FIXED – An occasional error when attempting to repick an attacker after switching to another player's drone.
FIXED – Team killing a player who joins a match in-progress causes the Reverse Friendly Fire icon to appear for the killed player instead of the team killer in the next round.

[h3]TEAM DEATHMATCH[/h3]
FIXED – Attackers and Defenders on the same team in TDM have louder SFX in-game.
FIXED – Players can aim down sights during the Victory Screen in TDM.
FIXED – Promotional video is shown before finishing introductory TDM video.
FIXED – Player cards are only visible on first death.
FIXED – Victory dances appear broken on operators with removed gadget models.
FIXED – Respawn timer is longer than the visible countdown.

[h3]OPERATORS[/h3]
FIXED – Mira's Black Mirror's canister is breakable from the opaque side of the Mirror with a melee hit.
FIXED – Azami's Kiba Barriers don't destroy damaged barricades when the Barrier deploys.
FIXED – Amaru can't use Garra Hook on a hatch when a Kiba Barrier covers the hatch from the bottom.
FIXED – Placing a Deployable Shield on top of a Kiba Barrier that's near a destroyed hatch destroys both devices.
FIXED – Going up a hatch covered by a Kiba Barrier doesn't destroy the Barrier.
FIXED – Azami's Kiba Barrier can create small platforms to stand on in various locations.
FIXED – Operators can land in a prone position on their stomach after being hit with a pushback effect.
FIXED – Collision, destruction, clipping, and lighting issues for various Operators.
FIXED – Various VFX and SFX issues with Operators and devices.

[h3]USER EXPERIENCE[/h3]
FIXED – OTs-03 weapon sights have a placeholder texture.
FIXED – A second scope appears inside of the 3.0x and 2.0x scopes when the Sentinel Spirit weapon attachment skin is equipped.
FIXED – Several headgears and uniforms are incorrectly named "Default" for various Operators.
FIXED – "Reconnect" prompt is displayed for a minute after completing the match if the player reconnected once during the game.
FIXED – "Jynxzi" Streamer Charm is missing from the game.
FIXED – Privacy Mode options are not greyed out when a match is ongoing.
FIXED – The thumbnail for Ace's Elite skin shows Melusi in the shop instead.
FIXED – Missing 3D preview for shield skins in the shop's Weapon Skins category.
FIXED – Duplicate items from the Lord Tachanka Bundle do not give renown to the player.
FIXED – Joining an in-progress ban phase on the banning team results in missing UI elements.
FIXED – The last viewed pack is shown by default in the carousel when returning to the Pack Manager.
FIXED – End of match report message is incorrect in the case of a draw.
FIXED – Azami appears to still have a process if unlocked via the Premium Battle Pass.
FIXED – Various issues with Montagne's MTG MK.II Elite set.
FIXED – Various clipping and visual issues for cosmetics.
FIXED – Various Battle Pass and challenge issues.
FIXED – Various customization issues.
FIXED – Various UI and UX issues.
FIXED – Various localization issues.

Rainbow Six Siege's Rick and Morty are horrifying

There's a new Rainbow Six Siege Rick and Morty DLC bundle in Ubisoft's popular multiplayer game, and it's the first to actually let people play as the iconic cartoon characters. The new bundle includes skins for Fuze and (appropriately) Doc, and they look both accurate and cursed.


While Rainbow Six Siege is still less well-known for its crossovers than Fortnite or even Call of Duty: Warzone, it's had a few characters pop up - like Lara Croft and the publisher's own Sam Fisher. After Ubisoft teased a collaboration between its FPS game and Adult Swim's Rick and Morty last year, it's released several crossover bundles for Siege.


While previously, players have been able to dress up operators as Mr. Meeseeks, Krombopulos Michael, and even sort-of Pickle Rick, bundle #3 actually brings in Rick and Morty themselves as playable skins. Fuze gets to cosplay as Morty, and - of course - it's Doc who gets to dress up as Rick Sanchez. Don't expect the faces to be animated, or anything - they're masks the operators wear.


Read the rest of the story...


RELATED LINKS:

Rainbow Six Siege Demon Veil release time confirmed

Rainbow Six Siege disruptions were caused by Ubisoft hack

Rainbow Six Siege director: "it's one of the top games in the world"

Rick and Morty finally get their own Rainbow Six Siege skins

Rick Sanchez might believe that the concept of love is just a chemical reaction, but we love these new Rick and Morty Rainbow Six Siege skins from Ubisoft and Adult Swim. We've seen a Pickle Rick skin bundle for Smoke, a Krombopulos Michael skin bundle for Thermite, a Mr Meeseeks skin bundle for Ace, and a Gromflomite skin bundle for Sledge. Now, though, Rick Sanchez and Morty Smith are joining Ubisoft's tactical shooter with skin bundles for Doc and Fuze respectively.


Much like the last set of Rick and Morty Rainbow Six Siege skins, you can purchase both Doc's Rick Bundle and Fuze's Morty Bundle for 2160 R6 Credits each. Or, if you're looking to make a small saving, you can pick up the Rick and Morty Battle Bundle for 4080 R6 Credits - that's a massive saving of 240 R6 Credits. Hey - it's something, right?


Just like before, these skin bundles also come with four items each - a uniform, a headgear, a weapon skin, and a universal charm. You can also unlock a unique Operator Card background for these two, featuring a green portal from Adult Swim's animation.


Read the rest of the story...


RELATED LINKS:

Ubisoft keeping MMR "invisible" in Rainbow Six Siege's Ranked 2.0

Rainbow Six Siege removes the bios of its Spetsnaz operators

Rainbow Six Siege Operation Demon Veil has been delayed

Ubisoft keeping MMR "invisible" in Rainbow Six Siege's Ranked 2.0

The introduction of Azami and Operation Demon Veil is just the start of a stacked year of Rainbow Six Siege content and updates from Ubisoft. Following the exciting reveal of what's to come through the Rainbow Six Siege Year 7 roadmap, The Loadout spoke to Ubisoft about what fans can expect from the new ranked system expected to launch in Y7S3.


Referred to as Ranked 2.0, Rainbow Six Siege's new ranked system is going to do away with placement matches and will separate your rank and skill. This will create a more rewarding experience that should offer a better sense of progression for players looking to climb the Rainbow Six Siege ranks.


However, one major change is coming that is sure to ruffle a few feathers. When asked if players would be able to see their skill rating in-game, something currently available in Siege's ranked system, associate game director Aurélien Chiron revealed that it's "going to be invisible."


Read the rest of the story...


RELATED LINKS:

Rainbow Six Siege removes the bios of its Spetsnaz operators

Rainbow Six Siege Operation Demon Veil has been delayed

Rainbow Six Siege Demon Veil release date, Azami, and more