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Rainbow Six Siege Emerald Plains release date finally arrives

Ubisoft has just released all the details on the first major Rainbow Six Siege update for Year 7 Season 1, confirming that the Emerald Plains release date has finally arrived - the Y7S1.2 update is dropping on April 19. Introducing an Irish country club to the tactical shooter, Emerald Plains is the first new map in several years and is going to be available in Ranked, Unranked, and Team Deathmatch playlists going forwards.


Ubisoft revealed that Emerald Plains will be available in Ranked from day one earlier in the year, but the Y7S1.2 patch notes that confirm it's release on April 19 do not reveal which changes - if any - have been made to the map following it's stint on Siege's Test Servers.


At the moment, all we know is that the new map will be available in the Ranked, Unranked, Quick Match, Team Deathmatch, Newcomer, and Lone Wolf PvE map playlists. Additional details are also expected to be added to the Rainbow Six Siege game info page here.


Read the rest of the story...


RELATED LINKS:

Rainbow Six Siege Smoke nerf renders his gas mask useless

Rick and Morty finally get their own Rainbow Six Siege skins

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

Y7S1.2 PATCH NOTES



Y7S1.2 will release on April 19 on all platforms. For additional information and further details on the changes listed below, please see our Y7S1.2 Designer's Notes.

[h2]Y7S1.2 PATCH SIZE[/h2]
Below you will find the download sizes for each platform.
• Ubisoft Connect: 3.75 GB
• Steam: 1.9 GB
• Xbox One: 2.46 GB
• Xbox Series X: 2.61 GB
• PS4: 2.98 GB
• PS5: 2.32 GB

[h2]NEW MAP[/h2]
[h3]EMERALD PLAINS[/h3]
• Added Emerald Plains to Ranked, Unranked, Quick Match, Team Deathmatch, Newcomer and Lone Wolf PVE map playlists.
• A blog post with more details about Emerald Plains will be coming soon and can be found here.





[h2]OPERATOR BALANCING[/h2]
[h3]BANDIT[/h3]
• Bandit can now attach multiple batteries to the same surface or device.

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

[h3]GRIDLOCK[/h3]
• Gridlock now has 4 Trax canisters (from 3).

[h3]NOMAD + ORYX[/h3]
• Recovery time from knock-back effects is now 1.25s (from 2s).
• Operators will now remain prone after recovering from a knock-back effect.

[h3]WARDEN[/h3]
• Increased duration and cooldown of Glance Smart Glasses to 20s each (from 10s).

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

[h2]GADGET BALANCING[/h2]
[h3]CLAYMORE[/h3]
• Increased the number of Claymores to 2 (from 1).

[h2]TWEAKS AND IMPROVEMENTS[/h2]
[h3]PLAYER COMFORT[/h3]
FoV
• Added Field of View slider on console (PS4, PS5, Xbox One & Xbox Series S/X).
• Please note, setting the field of view above 60 may result in lower frame rate and some graphical issues.

[h3]GAME HEALTH[/h3]
Map Rotations
• Removed Outback from the Newcomer playlist.

[h2]BUG FIXES[/h2]
[h3]GAMEPLAY[/h3]
FIXED – Various Team Deathmatch issues.
FIXED – Players are not getting points for destroying drones during "Prep Phase".
FIXED – Operators are receiving damage after being pushed through a destroyed wall by Nomad or Oryx.
FIXED – Operators affected by Capitão's Asphyxiation Bolt still take damage after the fire disappears and Capitão exits the game.
FIXED – Montagne will retain his Ballistic shield equipped if Oryx pushes him while retracting the Shield.
FIXED – Defenders can see Jackal footprints in support mode after reconnecting.
LEVEL DESIGN
FIXED – Various LOD issues on Emerald Plains map.
FIXED – Various LOD issues on multiple maps.

[h3]OPERATORS[/h3]
FIXED – Various Azami Kiba Barrier issues.
FIXED – Deployable gadgets get destroyed when Kapkan deploys his EDD in their proximity.
FIXED – Tachanka can kill the hostage when the Hostage Death setting is turned off.
FIXED – Various operator VFX issues.

[h3]USER EXPERIENCE[/h3]
FIXED – Various Localization issues.
FIXED – Various Customization issues.
FIXED – Various UI issues.
FIXED - Various Shop issues.
FIXED – Various Audio and SFX issues.
FIXED - Various Battle Pass issues.
FIXED – Missing blood particles when taking damage.
FIXED – Various key binding issues.
FIXED – Multiple playlist and matchmaking issues.

Rainbow Six Siege Smoke nerf renders his gas mask useless

Rainbow Six Siege is always evolving as a tactical shooter. Ubisoft is constantly implementing balancing tweaks to keep the competitive multiplayer experience fair and enjoyable. In mid-season updates, these tweaks tend to be minor changes and understandable alterations. However, the recent Smoke nerf is a big one and it has a lot of players confused - and amused. Going forward, Smoke - the operator known for his gas mask - will not be vulnerable to his own toxic gas. Yes, that means his gas mask is effectively useless.


Commenting on this major change in the Y7S1.2 Designer's Notes, Ubisoft explains that " 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", Ubisoft continues. "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."


Read the rest of the story...


RELATED LINKS:

Rick and Morty finally get their own Rainbow Six Siege skins

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

Rainbow Six Siege removes the bios of its Spetsnaz operators

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.