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Y6S3.3 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 the Y6S3.3 patch and give you an insight into the reasons behind these changes.

For more information on all the updates, changes, and content that launched as part of Crystal Guard, check out the seasonal patch notes here.

[h2]BALANCING MATRIX AND TOP OPERATOR BANS[/h2]

[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]





[h2]OPERATOR BALANCING[/h2]

[h3]CASTLE[/h3]
  • Increased Armor Panels to 4 (was 3).
  • Reduced melee hits required to destroy a Armor Panels to 9 (was 12).

Population targeted by this change: Casual and Top Ranked.

At their core, Castle's Armor Panels represent one of the most quintessentially "Siege" Operator abilities - reinforcement is in Siege's DNA. While they've served him well over the years, we felt his stock was a little limiting, especially with such a clear counter in Sledge.

Starting each round with one additional Armor Panel, this is expected to change how Castle approaches each map and encourage more creativity in their placement. Now, he'll be able to employ more complex defense setups and stand out as a more effective anchor pick, while feeling less of a sting if there's a Sledge on his case. Of course, this increased utility can't come without a small price - namely that it will take less melee hits to break each panel. Given the amount of time and effort required to destroy one of these with even the reduced value, we feel this is a more than fair tradeoff for the increased defense these barricades bring to the table.

[h3]CLASH[/h3]
  • Added Super Shorty (removed P-10C).

Population targeted by this change: Casual and Top Ranked.

Clash, say hello to the Super Shorty shotgun! With a pick rate of only 3%, the P-10C hasn't been seeing much use in Clash's loadout. Given that she already has a machine pistol at her disposal, we wanted to introduce a weapon to her kit that offers a different option from what she already has.

The Super Shorty will open up more gameplay options and utility for Clash, lending well to her up-close-and-personal style of play.

[h3]KAPKAN[/h3]
  • Number of Entry Denial Devices per door/window frame no longer limited to 1.

Population targeted by this change: Casual.

If one Entry Denial Device on a door is a fun surprise, what would you call five EDDs? In an effort to spice up Kapkan's gameplay, he can now place a greater number of traps on doors and window frames, both increasing their active coverage and possible damage output.

It should be noted that while he is no longer limited to one trap per door or window, the deployment space on each will still have a limit depending on their size. This means that while windows are capable of housing fewer EDDs than doors, they can still be stacked on either side of the frame, including on the inside and outside to maximize explosive impact. Triggered traps on a given frame will then explode in unison, dealing 60 damage each. For reference, depending on armor, you can expect three or more traps to be lethal (or just about).

This is expected to open up quite a few more options for creativity when locking down a site as Kapkan. Now, Attackers will have to contend with more unpredictability when facing him, as trapped doors can go from being a mild inconvenience to a full frag real quick. This should also make his ability function more logically, as given its size, it makes sense that attaching multiple traps to a single surface should be possible.

While you'll never come across a round with this many EDDs, this should help illustrate just how stacked windows and doors can get with Kapkan's rework

[h3]MELUSI[/h3]
  • Added Bullet Proof Camera (removed Nitro Cell).

Population targeted by this change: Casual and Top Ranked.

Even after the recent rework to her Banshee, Melusi continues to be a strong Operator. In particular, her win rate continues to trend upward. In order to tone down her fragging potential and focus in on her intel side, we've replaced her Nitro Cell with the Bullet Proof Camera.

This, combined with the set-it-and-forget-it intel-gathering capabilities of her Banshee will help to better define Melusi's role in matches outside of seemingly being able to do it all. She's an intel gatherer at heart and this should help to increase the utility value she brings to matches at the expense of some of her frag power.

[h3]ORYX[/h3]
  • Reduced Remah Dash charge refill time to 8s (was 12s).

Population targeted by this change: Casual and Top Ranked.

As some of you may remember, we tweaked Oryx's Remah Dash in Y5S2.3, which included an increase to the time it took to refill charges. While the other aspects of the tweak have worked well since then, we've decided to roll back the charge refill time.

Charging around as Oryx is one of the main things that sets him apart, so we want to make sure players are able to make the most of this mobility. After all, waiting around to smash through an unsuspecting wall is no fun, so get ready for less downtime and more wanton wall destruction.

You can expect some more tweaks to Oryx in the future as well. His ability to climb through hatches is key to his gameplay identity, but it's a little slow at the moment. We're working on a solution to speed this up slightly, but it will take more time, so stay tuned.

[h3]WAMAI[/h3]
  • Increased max Mag-NET System to 6 (was 4).
  • Reduced Mag-NET System catching area to 3.5m (was 5m).

Population targeted by this change: Casual and Top Ranked.

Similar to Oryx, we've decided to roll back a change to Wamai from Y5S4 and tweak him slightly to account for this. We've heard your feedback about wanting a more viable alternative to Jäger and his ADS, and hope that by increasing Wamai's total Mag-NETs, this will increase his map control.

To account for the 50% increase in total Mag-NETs, their catching area has been decreased, which is expected to make their placement more predictable and easier to spot for Attackers. While this will temper their effectiveness slightly in larger environments, when used in the tighter confines of many maps, players are unlikely to notice a huge difference.

[h2]WEAPON BALANCING[/h2]

[h3]MX4 STORM[/h3]
  • Increased Mx4 vertical recoil.

Population targeted by this change: Casual, Pros, and Top Ranked.



Please note that recoil simulations shown are representative of recoil on PC without attachments.

Approaching Y6S3.3, Alibi has one of the three highest K/D ratios (1.26) of all Operators when equipped with her Mx4. In an effort to give it a little more kick and require a little more finesse to effectively handle and secure frags with, we've increased its vertical recoil. As you can see from the above recoil comparison, the change will require some re-adjustment from players, but should still be manageable to handle.

[h3]P10 RONI[/h3]
  • Reduced P10 Roni magazine to 15+1 (was 19+1).
    • Total ammo:
      • PVP - 181
      • Hardcore - 121
      • PVE - 196
  • Increased vertical recoil.
  • Increases first kick recoil.

Population targeted by this change: Casual, Pros, and Top Ranked.



Please note that recoil simulations shown are representative of recoil on PC without attachments.

Similar to Alibi above with the Mx4, Mozzie also has one of the highest K/D ratios (1.26) with the P10. While Aruni's K/D isn't quite as high, the power and precision of the P10 has helped to make her already-stacked kit - from the strong utility of her Surya Gates to her passive which allows for the creation of infinite rotation holes - a force to be reckoned with. To help bring both Operators back in line with their fellow Defenders and encourage some more experimentation with their loadouts, the P10 is getting a nerf to its recoil and magazine.

In its pre-Y6S3.3 state, the P10 had an extremely tight pattern that made it extremely effective, as proven by Mozzie's impressive K/D. While its vertical recoil has increased, when compared to the updated Mx4 above, the updated P10's recoil should still be slightly easier to manage. It should still represent a strong pick for both Operators, but we also hope that it will open the door to more experimentation with Aruni's MK 14 and Mozzie's Commando. Plus, with the P10's magazine reduction, players will want to make sure they have a solid bead on their opponents before firing, as they'll have less bullets to fall back on.

[h2]GADGET BALANCING[/h2]

[h3]HARD BREACH CHARGE[/h3]
  • Increased gadget amount to 2 (was 1).
    • Affected Operators: Montagne, Buck, Fuze, Capitao, Amaru, Nokk, Ying, Zero

Population targeted by this change: Casual and Top Ranked.

When we introduced the Hard Breach Charge a year ago, the intention was to give Attackers more versatility and approach options - something we're happy to say it achieved, especially in lower ranks. One thing we've noticed, though, is that this flexibility is sometimes hindered by its single use. This can dissuade creative or risky plays in favor of choosing the safe option, so we've added another HBC to the applicable Operators' loadouts.

We expect this to encourage more creative uses of the gadget, whether it's for creating an additional rotation or tying in some more vertical play.

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Y6S3.2 Patch Notes



For additional information and further details on the changes listed below, please see our Y6S3.2 Designer's Notes.

[h2]Y6S3.2 PATCH SIZE[/h2]
Below you will find the download sizes for each platform.
  • Ubisoft Connect: 1.40 GB
  • Steam: 1.2 GB


[h2]TWEAKS AND IMPROVEMENTS[/h2]

[h3]PLAYER COMFORT[/h3]

Scoreboard – Visual Improvements
  • Reduced overall size and improved readability.
Performance Metrics
  • PC users can now display real-time performance metrics in the HUD such as FPS, latency, and NVIDIA-related metrics.
    • This feature can be turned On in the Options menu, and players can choose between Minimal and Advanced Metrics.


[h2]BUG FIXES[/h2]

[h3]GAMEPLAY[/h3]

FIXED – When one player downs a teammate and another player eliminates the teammate, the player who downed them will be removed from the match.
FIXED – Muffled sound is heard on some automatic weapons.


[h3]LEVEL DESIGN[/h3]

FIXED – The player can get stuck between the barrels and garbage bags at EXT Teacups on Theme Park map.
FIXED – Multiple issues with planting or picking up the defuser in specific areas on various maps.
FIXED – Rappel exploit allows players to reach location that should be inaccessible on new Coastline map.
FIXED – Various LOD issues on Yacht and Tower maps.


[h3]OPERATORS[/h3]

FIXED – Game crashes when Mira's Black Mirror is ejected while an active Cluster Charge is attached to it.
FIXED – Pulse's Cardiac Sensor appears to be stuck on the "Connecting..." screen when a player views Pulse in Support Mode.
FIXED – Animation is missing when player tries to exit rappel with Osa's Talon-8 Shield equipped.
FIXED – Player is able to exit rappel with Osa's Talon-8 Shield equipped.


[h3]USER EXPERIENCE
[/h3]
FIXED – Various UI issues.
FIXED – Shield skins are not previewed in 3D in the Weapon Skins category of the Shop.
FIXED – Thumbnails for shield skins are missing from the Battle Pass purchase side-panel.
FIXED – C4 turns white on the new Nitro Cell model.
FIXED – Various localization issues.
FIXED – Round timer shows incorrect time remaining on Stadia. (Hotfix delivered to PC and Luna last week.)

Ubisoft gives out free Rainbow Six Siege Showdown packs after confusing players

Rainbow Six Siege's Showdown event returned last week, and while it's already nearly over, you are getting one last round of free stuff. Ubisoft is offering another Showdown pack to players as an apology for one particularly confusing challenge, so if you've been meaning to log in and check out the Wild West shootout, now's the time.


The 'new sheriff in town' challenge asks players to get 10 eliminations in Showdown in exchange for what looks like a Showdown pack. But it's not a pack - instead, it's a weapon charm that simply shares the appearance of a Showdown pack. The Rainbow Six subreddit has been filled with players this week wondering when their extra pack is going to show up.


"Due to the confusion regarding the Showdown Challenge and to thank you for a rip roarin' return to Fort Truth, we will be granting players a free Showdown pack later this week", Ubisoft explains in a tweet. You'll have until September 28 at 10am PDT / 1pm EDT / 6pm BST to log in and qualify for the extra pack.


Read the rest of the story...


RELATED LINKS:

Rainbow Six Siege's Wild West game mode returns for a limited time

Rainbow Six Siege gets a free weekend for Crystal Guard's launch

Rainbow Six Siege's Indigenous operator gets a new skin to support an Indigenous charity

Rainbow Six Siege's Wild West game mode returns for a limited time

Rainbow Six Siege - sorry, Tom Clancy's Rainbow Six Siege: A Ubisoft Original, as the official logos now call it - has entered Y6S3 with Crystal Guard, and starting today, you're getting another reason to keep playing. The Wild West-themed Showdown event is returning for a limited time, so grab your six-guns and get ready for a shootout.


Just like it was previously, this is a 3v3 limited time mode where a group of defenders - the 'Law', allowing you to play as Maverick, Ash, Twitch, Capitao, and Glaz - hold the line against some criminal attackers - the 'Graveltop Gang', made up of Alibi, Kaid, Caveira, Maestro, and Rook. You'll do battle on the unique Fort Truth map with a limited HUD, only equipped with the BOSG 12.2 or LFP586.


The event runs from September 21 through September 28, when it'll ride off into the sunset once again. The Showdown Collection also returns for the duration, offering 31 cosmetics made up of both old and new items.


Read the rest of the story...


RELATED LINKS:

Rainbow Six Siege gets a free weekend for Crystal Guard's launch

Rainbow Six Siege's Indigenous operator gets a new skin to support an Indigenous charity

Rainbow Six Siege devs are cracking down on AFKers

Y6S3.1 Patch Notes



[h2]Y6S3.1 PATCH SIZE[/h2]
Below you will find the download sizes for each platform.
  • Ubisoft Connect: 1.29 GB
  • Steam: 847.7 MB
  • Xbox One: 1.07 GB
  • Xbox Series X: 1.56 GB
  • PS4: 1.46 GB
  • PS5: 1.07 GB


[h2]BUG FIXES[/h2]

[h3]GAMEPLAY[/h3]
  • FIXED – After spawning with Blitz or Montagne and switching PC windows, hip-fire spread is reduced.

[h3]LEVEL DESIGN[/h3]
  • FIXED – The operator can lean and clip inside the electrical box at EXT Garage on Villa map.
  • FIXED – Various asset issues on Bank map.
  • FIXED – Various collision issues on Coastline map.
  • FIXED – Various LOD issues on multiple maps.


[h3]OPERATORS[/h3]
  • FIXED – The refill SFX for Lesion's GU is not triggered.
  • FIXED – When shooting Clash's CCE Shield with Kali's CSRX 300, the operator will not receive the Guard Break state nor the animation.
  • FIXED – Osa's bullet impact decals disappear when deploying her Talon-8 Shield.
  • FIXED – The first-person camera is offset inside Maestro's Evil Eye when a player spectates through it.

[h3]USER EXPERIENCE[/h3]
  • FIXED – Voice Chat Volume is set to 0 when accepting a party invite on Stadia.
  • FIXED – Under certain conditions, HUD markers will not be visible to players.
  • FIXED – ADS Sensitivity slider jumps in increment of 2 when set to Standard.
  • FIXED – Extra texture is present in first-person view on all of Buck's uniforms.
  • FIXED – Various localization issues.