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Tom Clancy's Rainbow Six Siege News

Infiltration begins with [REDACTED].

[h2]\[REDACTED] EVENT[/h2][previewyoutube][/previewyoutube][p][/p][p]Until April 8, experience the METAL GEAR SOLID-inspired Event: \[REDACTED]. Join the infiltration mission with Snake and Zero to recover stolen data. Hack the data, steal it, or stop the extraction.[/p][p] [/p][h2]STEP IN THE MODIFIED NIGHTHAVEN[/h2][p][/p][p]Nighthaven is redesigned with snow-covered ground, snow ice and rock to break through, giving off the vibe of Shadow Moses Island. [/p][p][/p][h2]CHECK OUT THE EVENT COLLECTION [/h2][p][/p][p]\[REDACTED] brings new limited-time bundles for Jackal, Ash, Kaid, and Zero, which include uniforms, headgear, and multiple weapon skins! In addition, don’t miss the Weapon Kit and the exclusive Signature Pack featuring an MP5 weapon skin, along with a charm, an attachment, and a drone skin! [/p][p][/p][h2]MEMENTO MASTERPIECE [/h2][p][/p][p]Unlock every \[REDACTED] Event bundle to claim a one-of-a-kind reward: the C7E Memento Masterpiece - equipped by Jackal.[/p]

Y11S1.1 PATCH NOTES

[p][/p][p]See the upcoming changes with the release of Y11S1.1.

[/p][h2]BALANCING[/h2][h3]FLORES[/h3][p]A shorter delay allows Flores to follow up behind his drone more quickly, improving his pacing during pushes.[/p][p]RCE-RATERO CHARGE[/p]
  • [p]Reduced delay to exit the drone after triggering the explosion to 1 second (from 2).[/p]
[p][/p][h3]IANA[/h3][p]Extending the duration gives Iana additional time to gather intel with her Gemini.[/p][p]GEMINI REPLICATOR[/p]
  • [p]Duration: Increased to 18 seconds (from 15).[/p]
[p][/p][h3]JÄGER[/h3][p]Reducing the cooldown helps Jäger respond more consistently to staggered projectile threats.[/p][p]ACTIVE DEFENSE[/p]
  • [p]Cooldown: Reduced to 9 seconds (from 10).[/p]
[p][/p][h3]NOKK[/h3][p]A longer duration gives Nokk more freedom to take calculated risks while her ability is active.[/p][p]HEL PRESENCE REDUCTION[/p]
  • [p]Duration: Increased to 13 seconds (from 10)[/p]
[p][/p][h3]ROOK[/h3][p]Increased health boosts the overall survivability of Rook's teammates.[/p][p]ARMOR PACK[/p]
  • [p]Additional health: Increased to 25 hp (from 20).[/p]
[p][/p][h3]WAMAI[/h3][p]Reducing the activation time makes Wamai more responsive when deploying his gadgets.[/p][p]MAG-NET SYSTEM[/p]
  • [p]Activation time: Reduced to 1.5 seconds (from 2).[/p]
[p][/p][h3]M12[/h3][p]Increase its damage will make the weapon more deadly.[/p][p]BASE STATS[/p]
  • [p]Damage: Increased to 42 hp (from 40).[/p]
[p]OPERATORS AFFECTED[/p]
  • [p]Caveira[/p]
[p][/p][h3]POF-9[/h3][p]Higher damage increases the weapon's lethality and strengthens the impact of its wielder.[/p][p]BASE STATS[/p]
  • [p]Damage: Increased to 37 hp (from 35).[/p]
[p]OPERATORS AFFECTED[/p]
  • [p]Sens[/p]
[p][/p][h2]BUG FIXES[/h2][h3]GAMEPLAY[/h3][p]FIXED - Solid Snakes OSP Pouch may highlight two gadgets as selected, making one of them unusable.[/p][p][/p][p]FIXED - Operator's prone movement speed is faster than in previous seasons.[/p][p][/p][p]FIXED - Wamai's Mag-NET still catches throwable devices even after it is destroyed.[/p][p][/p][p]FIXED - Attackers lose control over their drone during the Preparation Phase if another Operator spectates it.[/p][p][/p][p]FIXED - Solid Snake's Soliton Radar MK III can detect the 2nd floor of Oregon map from EXT Dorms Roof.[/p][p][/p][p]FIXED - Ram can hide inside and see through her BU-GI Auto Breacher by deploying it on a window frame.[/p][p][/p][p]FIXED - Shooting Iana's Gemini Replicator in front of smoke causes some of the smoke VFX to disappear.[/p][p][/p][p]FIXED - Gridlock's Trax Stingers don't get destroyed by Denari's T.R.I.P. Connector.[/p][p][/p][p]FIXED - When playing an online match against AI, the AI Attackers won't rappel.[/p][p][/p][p]FIXED - The time it takes holding the button to deploy the defuser is longer than expected.[/p][p][/p][p]FIXED - Flickering sky texture in Dual Front.[/p][p][/p][p]FIXED - Missing explosion VFX and SFX for Flores's RCE-Ratero Charge when the Master Assassin ability skin is equipped.[/p][p][/p][h3]USER EXPERIENCE[/h3][p]FIXED - Spectating Solid Snake after he's activated Soliton Radar Mk III will display no information on the radar screen.[/p][p][/p][p]FIXED - Rebinding the secondary input for Switch Ability Mode causes the selected input to not work.[/p][p][/p][hr][/hr][p] [/p][p]Join the discussion on X, Instagram, Reddit, Discord, Facebook, WhatsApp and TikTok.

Encountering a bug? Report your experience at R6Fix.[/p]

OPERATION SILENT HUNT BEGINS NOW

[h2]SIEGE WELCOMES A LEGEND[/h2]
A legend joins Siege as Operation Silent Hunt gets underway. A man shrouded in mystery, the new Operator is none other than Solid Snake.
[previewyoutube][/previewyoutube]
[h2]DISCOVER OPERATION SILENT HUNT[/h2]
Aside from Solid Snake, this new season brings tons of new features, including balancing updates, a 1v1 Arcade mode later in the season, new modernized maps and more!
[previewyoutube][/previewyoutube]
[h2]GET THE NEW BATTLE PASS[/h2]

This season's Battle Pass comes with brand new Black Ice Packs, an early access to the new Operator, tons of weapon skins, Delta & Alpha Packs, a Psycho Mantis skin coming from our METAL GEAR SOLID collaboration, and much more.
Discover it now!

[h2]READY FOR THE ACTION?[/h2]

Introducing [REDACTED], a new in-game event inspired by the Metal Gear Solid universe coming later this season. It's a fresh 4v4 mode brings tactical espionage action to Siege. Stay tuned, more information will soon be shared on the event's start date.
Discover it now!

Y11S1 PATCH NOTES ADDENDUM

[p]Find the updates and fixes made over the course of the Y11S1 Season Test Server. Check out the full Operation Silent Hunt Patch Notes here.[/p][h2][/h2][h2]BUG FIXES[/h2][h3]GAMEPLAY[/h3][p]Fixed - Two gadgets are sometimes highlighted in the HUD when Solid Snake uses the OSP Pouch.[/p][p]Fixed - Dropped OSP Pouches have the wrong alliance color when pinged.[/p][p]Fixed - Solid Snake's knife gets stuck in his hand when repeatedly switching weapons.[/p][p]Fixed - Enemy icons and field-of-view cones aren't visible on Solid Snake's Soliton Radar MK. III the first time that precision mode is activated.[/p][p]Fixed - Device switch animation is missing when Solid Snake changes devices using the selection wheel.[/p][p]Fixed - Solid Snake's OSP Pouches do not disappear when playing in Clear House Training Mode.[/p][p]Fixed - Attackers walking over Solid Snake's OSP Pouches receive a full device notification.[/p][p]Fixed - Soliton Radar Mk. III can detect the 2nd floor when Solid Snake stands on the rooftop near EXT Garden on Emerald Plains map.[/p][p]Fixed - Soliton Radar Mk. III can detect the basement floor when Solid Snake crouches at EXT Garage Ramp on Bank map.[/p][p]Fixed - Some deployment and removal animations finish playing before the interaction gauge fills completely.[/p][p]Fixed - Operator legs float while rappelling face-down.[/p][p]Fixed - Notification to "Deploy multiple T.R.I.P. Connectors to form a network" is sent to all players when Denari is in the round.[/p][p]Fixed - In Dual Front, Maverick's Breaching Torch will start with 1 charge instead of 5.[/p][p]Fixed - In Dual Front, Maverick's Breaching Torch doesn't refill after being fully depleted.[/p][p][/p][h3]USER EXPERIENCE[/h3][p]Fixed - Lobbies are automatically disbanded at the end of an online Custom Game.[/p][p]Fixed - Bomb objective outline is black for match spectators.[/p][p]Fixed - Placeholder text present for Finka, Thorn, Iana and Kaid in the Operators section.[/p][p]Fixed - Background animation of Solid Snake doesn't play when returning to the Play hub.[/p][p]Fixed - Reassigning the Switch Ability input prevents Solid Snake from opening the OSP Pouch selection wheel.[/p][p]Fixed - Controller vibration doesn't activate when Solid Snake's Soliton Radar MK. III is overclocked.[/p][p]Fixed - Missing subtitle during Solid Snake's intro cinematic.[/p][p]Fixed - Operator models don't load if you quickly swap between them in the Operators section.[/p][p]Fixed - The thumbnail image of Blackbeard's H.U.L.L. Adaptable Shield cuts off in the Loadout section.[/p][p]Fixed - Corrupted graphics on the detection screen of Thatcher's EGS Disruptor.[/p][p]Fixed - Options overlay doesn't update crossplay status message after changing crossplay settings.[/p][p]Fixed - Item type icon appears in the preview of the Operator Appearance section.[/p][p]Fixed - Opening the Customize Replay HUD panel hides the Replay HUD.[/p][p]Fixed - Choppy scrolling experience in the Options menu.[/p][p]Fixed - Inconsistent menus and backgrounds when display resolution is set to 5120x1440.[/p][p]Fixed - Play hub turns black when display resolution is set 3440x1440 on an ultra-wide monitor.[/p][p]Fixed - Mute chat and mute voice buttons in the player profile don't work when accessed from the lobby of an online Custom Game.[/p][h3]
AUDIO[/h3][p]Fixed - Pickup SFX is only played for host players of a custom local match when OSP Pouches are picked up by Solid Snake.[/p][p]Fixed - In Dual Front, no audio is played when Rauora’s D.O.M. Panel is hit by Thatcher's E.G.S. Disruptor.
[/p][hr][/hr][p] [/p][p]Join the discussion on X, Instagram, Reddit, Discord, Facebook, WhatsApp and TikTok.

Encountering a bug? Report your experience at R6Fix.[/p]

Y11S1 DESIGNER'S NOTES

[p][/p][p][/p]
Y11S1 Designer’s Notes
[p]In this latest edition of Designer's Notes, we'll go into detail about the balancing changes that'll come with the Y11S1 update and give you some insight into the reasons behind them.[/p]
BALANCING MATRIX AND TOP OPERATOR BANS
[p][/p][h2]WIN DELTA VS. PRESENCE[/h2][h3]ATTACK[/h3][p][/p][p][/p][p][/p][h3]DEFENCE[/h3][p][/p][p][/p][p][/p][h2]OPERATOR BAN RATE[/h2][h3]ATTACK[/h3][p][/p][p][/p][p][/p][h3]DEFENCE[/h3][p][/p][p][/p][p][/p][h2]OPERATOR BALANCING[/h2][hr][/hr][h2]SKOPÓS[/h2][p]We are sharpening Skopós' identity by reducing the Shells' health while increasing their speed, pushing her further into a fast-but-fragile playstyle. This shift rewards good positioning and tactical movement. The goal is to make her feel distinct, dynamic, and more reliant on smart decision-making rather than just killing potential.[/p][p]To improve the fluidity of her kit, we are reducing both the shell transfer time, and the cooldown between shell swaps. These changes remove unnecessary friction, allowing players to access the right tool more quickly and adapt on the fly. By streamlining these interactions, Skopós' Shells become more responsible and better suited to rapid tactical shifts during engagements.[/p][p]Finally, we are adding Aruni's punch to give Skopós more agency in soft destruction and map interactions. This allows her to contribute more meaningfully during prep phase and mid-round rotations, and it pairs naturally with the increased mobility.[/p][p]Overall, these adjustments aim to make Skopós more flexible, expressive, and rewarding to paly without compromising the counterplay.[/p][h3]BASE STATS[/h3]
  • [p]Speed: 3 (from 2)[/p]
  • [p]Health: 1 (from 2)[/p]
[h3]V10 PANTHEON SHELLS[/h3]
  • [p]Transfer time: Reduced to 1.3 seconds (from 1.5)[/p]
  • [p]Activation time: Reduced to 1.3 seconds (from 1.5)[/p]
  • [p]Swap cooldown: Reduced to 0.5 seconds (from 3)[/p]
[h3]LOADOUT[/h3]
  • [p]Melee: Creates a bigger hole and destroys wood studs (same behavior as Aruni)[/p]
[h2]FLORES[/h2][p]With the introduction of the T-95 to Flores' loadout, we're aiming to broaden his gameplay depth and give players more meaningful choices. While Flores isn't underperforming, his kit has remained unchanged for quite some time. He sits in a healthy spot, but not one that demands immediate attention or raises his presence in the meta.[/p][p]The addition of the T-95 provides new flexibility, opens fresh tactical approaches, and shines a bit of light on an operator who has largely avoided adjustments over the years. Overall, this is a positive, optional expansion to his toolkit.[/p][h3]LOADOUT[/h3]
  • [p]Primary weapons: Added T-95 LSW[/p]
[h2]F2[/h2][p]The F2 is an iconic weapon, but it has lived too long in a state where many players find it difficult to use, despite its high pick rate across every rank and platform. Introducing the Grip attachments allows us to smooth out its handling and bring the weapon back into a place where it feels rewarding rather than punishing.[/p][p]We are aware this is a powerful weapon and that improving its usability may have a noticeable impact on the meta.[/p][h3]ATTACHMENTS[/h3]
  • [p]Grips: Added Vertical, Angled, and Horizontal[/p]
[h3]OPERATORS AFFECTED[/h3]
  • [p]Twitch[/p]
  • [p]Solid Snake[/p]
[h2]BALLISTIC SHIELDS[/h2][p]We are removing the ability for Ballistic Shield operators to break through full-HP barricades by simply pushing through them. This change is intended to slow down the momentum of shield users and create more opportunities for defenders to react, reposition, or counter their approach.[/p][p]By requiring deliberate action to open barricades, we're enhancing interaction and counterplay on both sides, ensuring that shield advances feel less automatic and more thoughtfully earned.[/p][h3]MOVEMENT[/h3]
  • [p]Cannot break through full health barricades[/p]
[h3]OPERATORS AFFECTED[/h3]
  • [p]Blackbeard[/p]
  • [p]Blitz[/p]
  • [p]Fuze[/p]
  • [p]Montagne[/p]
  • [p]Clash[/p]
REFINEMENT CHANGES
[p]These are small adjustments that don't aim to alter an operator's overall power level or flexibility. Instead, they focus on polishing gameplay details, improving consistency, and enhancing quality-of-life without shifting the meta. Our goal is to maintain a steady stream of these refinements alongside major updates, helping the game evolve and improve at a constant pace.[/p][h2]ALIBI[/h2][p]A longer tracking period means that precise trigger control becomes even more rewarding.[/p][h3]PRISMA[/h3]
  • [p]Tracking: The last ping is not removed when the debuff finishes[/p]
[h2]AMARU[/h2][p]Adding an extra charge gives Amaru even more freedom to move around the map.[/p][h3]GARRA HOOK[/h3]
  • [p]Max resources: Increased to 5 (from 4)[/p]
[h2]ELA[/h2][p]A longer concussion effect gives Ela more time to capitalize and secure the takedown.[/p][h3]GRZMOT MINE[/h3]
  • [p]Concussion: Increased duration to 9 seconds (from 7)[/p]
[h2]YING[/h2][p]A longer flash duration gives Ying extra time to exploit the advantage and finish the takedown.[/p][h3]CANDELA[/h3]
  • [p]Cluster Flash: Increased flash duration to 1.6 seconds (from 1.4)[/p]
[h2]OBSERVATION BLOCKER[/h2][p]The Observation Blocker is intended to be placed with a clear tactical purpose. Its ideal use involves covering specific drone lines of sight, protecting valuable utility, and securing key chokepoints. This encourages defenders to plan ahead during the preparation phase, coordinate with teammates to cover blind spots, and shape attacker behavior by forcing drone reroutes or risking utility loss. At its core, the gadget is meant to be proactive, offering defenders a way to control drone vision and create safe zones for rotations or anchoring.[/p][p]If the gadget were throwable, it might be used more reactively, often under pressure after being spotted, leading to less precise placements and not fulfilling its main role of not getting spotted in the first place. This could reduce its strategic impact and shift its role from deliberate intel denial to emergency concealment.[/p][p]Additionally, throwable gadgets often land in unpredictable or unintended locations, on top of props or gadgets, inside map geometry, tilted surfaces, or behind objects. For the Observation Blocker, this is particularly problematic, as it requires clear space to expand and function properly. Poor placement could result in activation failures, visual clipping, or unintended bugs, introducing technical risks and inconsistent gameplay, both of which are serious concerns in a competitive environment like Rainbow Six Siege.[/p][h3]BASE STATS[/h3]
  • [p]Deployment time: Reduced to 1 second (from 2.5)[/p]
[h3]OPERATORS AFFECTED[/h3]
  • [p]Alibi[/p]
  • [p]Caveira[/p]
  • [p]Denari[/p]
  • [p]Fenrir[/p]
  • [p]Jager[/p]
  • [p]Kaid[/p]
  • [p]Lesion[/p]
  • [p]Maestro[/p]
  • [p]Pulse[/p]
  • [p]Sentry[/p]
  • [p]Warden[/p]
[p][/p]
RANK DISTRIBUTION
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