Oct 27, 2020
Tom Clancy's Rainbow Six® Siege - Ubi_Dabbid


It’s All Hallows’ Eve. Creeping away from the horrors of the battlefield, Frost indulges in the nostalgic fun of Halloweens’ past: candy. From October 27th to November 10th 2020, experience the chills of Sugar Fright!

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Tom Clancy's Rainbow Six® Siege - contact@rockpapershotgun.com (Imogen Beckhelling)

Rainbow Six Siege

‘s Halloween event kicks off today, trapping you in a nightmare where everyone has turned into a respawning puppet. I do not like it one bit. The event is called Sugar Fright, and it plonks players straight into Frost’s fever dream where everything is made of sweets and all your friends look like horrible Muppet Show rejects.

(more…)

Oct 22, 2020
Tom Clancy's Rainbow Six® Siege - Ubi_MyAnh


Y5S3.3 was released on PC on October 20th.

BALANCING

ACE

Ace couldn't handle all the thirst from his fans.
  • Reduced the number of explosive ticks of the SELMA Aqua Breacher to 2 ticks (down from 3).

FROST

Shoot your shot(gun).
  • Added the ITA12S as a secondary weapon.

GLAZ

  • Reduced vision recovery time to 0.4s (down from 1s).
  • Reduced movement penalization by 50% to 12s (up from 6s).

MELUSI

  • MP5 primary will replace the T-5. Optics available on the MP5 will be the red dot, holographic, and reflex.

ORYX

  • T-5 primary will replace the MP5. Optics available on the T-5 will be the red dot, holographic, reflex, and scope 1.5x.

BALLISTIC SHIELDS

  • The guard break effect occurs when operators with a ballistic shield are hit by an explosion or take certain types of damage (from a scale of a minimum of 50 to trigger the guard break to 100 damage).

  • The severity of the guard break is proportional to the damage done to the shield. Electric damage and the minimum 50 damage threshold will trigger the minimum strength guard break animation.

  • Melee damage, concussion FX, sonic bursts, and explosions of 100 damage or higher will trigger the the maximum strength guard break animation.

  • Operators positioned behind a Clash, Monty, Blitz, or Fuze are now also partially protected from explosion damage (this still applies even if they are from the opposing team). This protection also applies if the shield is on the operator's back. Damage taken from the explosion is proportionally calculated based on the operator's exposure to the blast.

  • Instead of folding Montagne's Extendable shield, he now as a guard break animation.

  • Shield explosion protection is reduced to 66% (down from 80%).


TCSG12 + ACS12

  • Damage drop-off is now more progressive to reach minimal damage at 50m (instead of 20m).
  • Damage at max range increased to 68% (up from 48%).
  • Suppressor damage penalization normalized to -12.5% regardless of range

GAMEPLAY UPDATES

  • Changes to the defuser interaction that allow players to pick up the defuser, even in situations where it might have originally been inaccessible, due to falling into difficult-to-reach spaces.
  • Improvements to the chat filter feedback system.
  • The ban ticker has been deactivated for custom games. It will remain visible in all other game modes.

BUG FIXES

  • FIXED - Sometimes defenders spawn on top of each other when in 2nd Floor Master Bedroom on Chalet.
  • FIXED - Players can't vault over the half-wall/railing in 2F Library Stairs on Chalet.
  • FIXED - Dropped defuser can be difficult to recover from behind the table of 2F Cigar Balcony on Kafe.
  • FIXED - (PvE) Barbed wire spawns issues in Situation 10.
  • FIXED - Poor lighting inside the cabinet between sofas in 1F Bar of Chalet.
  • FIXED - Players can use a deployable shield to get to the counter next to the piano on Chalet.
  • FIXED - Zero's Piercing Camera can pierce and see through the ceiling in 1F First Aid on Plane.
  • FIXED - Missing SFX when picking up generic items.
  • FIXED - (PvE) Missing pre-barricaded doors/windows in Heavily Fortified Situation.
  • FIXED - Cancelling a Ranked queue can sometimes trigger an abandon penalty even when the player did not join a match.
  • FIXED - Secondary hard breach gadget's blue light can sometimes be seen through a barricade when deployed on it.
  • FIXED - Residual black smoke is visible after some soft walls in the Basement of Chalet are destroyed.
  • FIXED - Minor map asset issues.
Tom Clancy's Rainbow Six® Siege - Ubi_MyAnh


In this latest edition of Designer’s Notes, we'll go into more detail about the balancing changes that’ll come with the 3.3 patch and give you an insight into the reasons behind these changes.

BALANCING MATRIX AND TOP OPERATOR BANS

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





Due to a tracking issue, we cannot provide the "No Ban" details this time around, we hope to have it back next time.

OPERATOR BALANCING

ACE

  • Reduce the number of S.E.L.M.A. Aqua Breacher explosions to 2 (from 3).
Population targeted by this change: Casual, Top Ranked and Pros.

Ace is currently a very strong and popular Operator as you can see in the Balancing Matrix above.

Our investigation on his performance led us to witness that his hard-breaching gadgets are very effective and have less downsides than Thermite for a similar result.

With this change we aim to reduce the presence of the Operator, maintain Thermite as a credible alternative and to invite Ace players to think twice when placing S.E.L.M.A. on a reinforced wall.

FROST

  • Adding the ITA12S as a secondary weapon.
Population targeted by this change: Casual.

As you all know, secondary shotguns are very important in defense to structure the environnement and create rotation holes.

Frost's efficiency currently relies on how often she is played, most players trapped in her Welcome Mats did not expect the Canadian Defender.

On top of that Frost is often placing her traps in staircases close to doors and windows. We hope that by adding a secondary shotgun to her loadout she will benefit from being a bit more versatile, but also to be able to create new pathways to place her Welcome Mats, such as rotation holes requiring Attackers to vault their way in.

Players will be able to be a bit more creative and we hope to bump her presence by a little margin.

GLAZ

  • Reduce vision recovery time to 0.4s (from 1s).
  • Reduce movement penalization by 50% (from 6s to 12s of movement).
Population targeted by this change: Casual, Top Ranked and Pros.

According to our Balancing Matrix, Glaz currently is one of the most underperforming Operator. We are aware that Glaz is an extremely situational Attacker who has to potential to be quite frustrating in certain configurations.

At the moment, we are only trying to help Timur find a middle ground to boost the usefulness of his gadget to make him slightly easier to use and a bit closer to other Attackers in terms of performance.

As usual with Glaz, we will monitor your feedback very closely.

MELUSI

  • Adding MP5 as a primary weapon (Removing T-5).
  • Optics available on the MP5: Red Dot, Holographic, Reflex.
Population targeted by this change: Casual and Top Ranked.

Melusi's performance is extremely solid as she boasts a very high presence and Win Delta in defense. We gathered feedback on this outstanding performance to investigate which balancing lever would make more sense.

The T-5 is currently on of the best Defender weapon and we felt that switching it for the MP5 should lead to an adequate performance reduction. Additionally, only 1.0x optics will be available on the MP5. This should slightly reduce her versatility and ability to win gunfights.

ORYX

  • Adding T-5 as a primary weapon (Removing MP5).
  • Optics available on the T-5: Red Dot, Holographic, Reflex, Scope 1.5x.
Population targeted by this change: Casual and Top Ranked.

Contrary to the change we did with Melusi, Oryx was suffering from having an underwhelming weapon which turned out to be detrimental to performance in firefights.

Thanks to the T-5, which has proven to be excellent for other roamers, but also with the addition of the Scope 1.5x we are fairly confident that Oryx should see some improvements in that area.

TACHANKA

  • Removed 1.5x Scope from Tachanka's 9x19VSN.
Population targeted by this change: Casual; Top Ranked and Pros.

To prepare the arrival of the Tachanka rework, we decided to remove the 1.5x Scope from the Lord's SMG.

We believe that he will be able to rely on quite some assets and this scope would likely make him a bit too potent.

BALLISTIC SHIELDS - EXPLOSION PROTECTION

  • Shields bearers are now affected by the Guard Break when hit by an explosion.
  • Operators protected behind a shield bearer are no longer taking full explosion damage.
  • Shield explosion protection lowered to 66% (from 80%).

EXPLOSION PROTECTION:

The following Operators: Montagne, Blitz, Fuze and Clash will protect any player (hostiles included) from an explosion if the shield bearer is standing between them and the explosion.

It's important to add that players standing behind a shield will suffer proportionally to how exposed their body is to the explosion. Additionally, shields will still be protecting Operators even if stored on characters' backs.

GUARD BREAK:

The Guard Break animation will be proportional to the damage inflicted to the Shield (not to the Operator) and will only be triggered if a minimum of 50 damage is received. The greater the damage the more important the guard break animation will be. (up to 100 damage)..

Melee damage, concussion effects as well as the Sonic Burst will trigger the guard break to the highest degree, while Electric damage will only trigger the lowest guard break animation.

Additionally, the rotation speed of the shielded Operator will be reduced during the animation and we also added a new animation for Montagne to prevent his shield from folding up during the Guard Break.

This change has several major goals, the first being consistency. It feels intuitive for Operators hiding behind a shielded ally to be protected in the same way as the Operator standing even closer to the explosion.

With that in mind, we know that this is likely to open the door to more team work and cooperation. Attackers will be able to rely on the passive protection of a shield bearer to plant on a bombsite for instance.

Indirectly, we foresee a renewed interest from Defenders to pick Operators such as Goyo, Smoke as well as the future Tachanka to counter these tactics.

However, explosions will now also trigger the Guard Break mechanism and offer a window of opportunity to damage shield bearers.

On top of that, Clash's CCE Shield is becoming a hard counter for shielded Operators as her ability will now trigger the Guard Break.

We are aware that shields are often a source of frustration, and we hope that the new guard break mechanism will improve this aspect. Our goal is also to improve teamwork and find new interesting ways to play with a shield and for the benefit of your team.

WEAPONS

TCSG12

  • Damage drop-off has been made more progressive to reach minimal damage at 50m (instead of 20m).
  • Damage at maximum range increase to 68% (from 48%).
  • Suppressor damage penalization normalized to -12.5% regardless the range.
Population targeted by this change: Casual and Top Ranked.

The presence of both Kaid and Goyo is currently quite low within the Top Ranked population, we would like to tweak their shotgun to make them a bit more appealing that they have been recently.

The feedback we gathered from pro players tend to indicate that buffing long-range damage by a reasonable margin should not be concerning. With these new specifications, the TCSG12 will now be capable of downing a 2-armor operator at maximum range.

We will keep on monitoring the performance of both Defenders to see if additional adjustments are required.

ACS12

  • Damage drop-off has been made more progressive to reach minimal damage at 50m (instead of 20m).
  • Damage at maximum range increase to 68% (from 48%).
  • Suppressor damage penalization normalized to -12.5% regardless the range.
Population targeted by this change: Casual.

Just like the change abovementioned, and also out of consistency, now that the ACS12 is equipped with slugs, we are increasing the effectiveness of this weapon and long-range.

Given how good the MX4 Storm for Alibi and the Alda 5.56 for Maestro currently are, we don't expect this change to have a massive impact on the presence of win delta of both these Operators.

The ACS12 should now be a bit more viable and more effective at long-range for anyone willing to use it.

OPTICS

The community requested the possibility to equip any x1 optic an any weapon. From our perspective, some elements of these optics are only a matter of preference and have no direct impact on the actual performance of the Operator. However, these optics have different shapes and casings and have, to a degree, a balancing impact. The space taken by the optic on the screen can be something that can make the gun perform better.

On top of that, we want Operators to feel different and have a specific identity. Our intent is to give players a reason to choose certain Operators over others.

If you want to learn more about optics in Siege, Mathieu Lacombe was recently interviewed on the Logic Bomb podcast and provided some additional insights on this specific topic (around the one hour mark).

We also updated the full list of our weapon optics for attacker and defender to reflect the current distribution on the live build and the upcoming Y5S3.3 TS changes.



Click here to download the full assets.

  • A few operators are not included in these assets: Kali as she only has her unique scope on the CSRX 300 and Blitz, Montagne & Clash as their only primary option is their shield.
  • Tachanka's new primary option, the DP27 is not included either, as it only has access to a custom reflex sight.


Try out the latest Rainbow Six updates on the Test Server and earn an exclusive charm through the BugHunterProgram.

Follow us and share your feedback on Twitter, Reddit, Facebook and on our forums.
Oct 8, 2020
Tom Clancy's Rainbow Six® Siege - Ubi_MyAnh
Patch Y5S3.2 will go out to PC the week of October 5th. For consoles, the Y5S3.2 and Y5S3.3 updates will be bundled together and released when the 3.2 patch is ready.



BUG FIXES

GAMEPLAY

  • FIXED - If a deployable shield is placed in a doorway, players are sometimes blocked by the doorframe when trying to vault over it.
  • FIXED – Yellow Pings were not displayed in Replay Mode.
  • FIXED – Only the first Trax Stinger deployed could be targeted by the Smart Ping feature.
  • FIXED – Frost's Welcome Mats becoming invisible when Frost was killed under certain conditions.
  • FIXED – Spas-15 and Bearing-9 reload animations have to be entirely restarted when the reloading was interrupted.
  • FIXED – Missing burn/fire SFX for smaller explosions that accompany an explosion.

OPERATORS

ZERO

  • FIXED – Missing or incorrect interaction prompts for Zero's Piercing Camera crosshair when aiming at certain map assets/surfaces.
  • FIXED – When aiming through see-through + unbreakable glass, Zero's Argus Launcher does not detect an obstacle.
  • FIXED – Zero's Piercing Camera is not piercing through the destructible floor on the carpet in 2F Gym of Clubhouse.
  • FIXED – The Argus Camera activation SFX can be heard when deployed on an electrified wall.
  • FIXED – The Argus Camera can sometimes pierce through other gadgets on the other side of a wall.
  • FIXED – The Argus Camera cannot pierce through the rug in 1F Great Room.

CLASH

  • FIXED – When affected by a Breach Charge detonation, Clash’s Shield is automatically placed on her back.
  • FIXED - Speed penalty does not gradually wane after being affected by Clash's CCE shield.
  • FIXED - Fix for an issue with weapon swapping when Clash's CCE shield is deployed.

NOMAD

  • FIXED - Missing fall damage for Nomad when jumping/vaulting from an elevated location (hotfixed on PC on Oct 1st).

FUZE

  • FIXED - Fuse SFX for Secondary Hard Breach gadget is too long.

LEVEL DESIGN

  • FIXED – Various LOD issues on maps.
  • FIXED – Various clipping issues on maps.

CHALET

  • FIXED – The vault prompt at the stairway railings (1F Fireplace) was inconsistent and difficult to activate on Chalet.
  • FIXED – Vault prompt inconsistencies in stairway railings (1F Gaming Room Hallway and 2F Library Stairs) on Chalet.
  • FIXED – Defenders were able to scan Attackers through trees and rocks from EXT Campfire camera on Chalet.
  • FIXED – Navigation issues due to rock collision in EXT Snowmobiles on Chalet.
  • FIXED – Drones can fall through the map at EXT Front Yard of Chalet.
  • FIXED – Drones can teleport into the shelf at B Storage room on Chalet by forcing collision.
  • FIXED - Low lighting inside the wardrobe of 2F Master Bedroom of Chalet after breaking the doors.

BORDER

  • FIXED – Throwable gadgets could be thrown through walls above certain windows on Border.

CLUBHOUSE

  • FIXED – Yellow Pings do not appear immediately when targeting TVs on Clubhouse.

COASTLINE

  • FIXED - Valkyrie cam can be thrown through the wall in 2F Hallway on Coastline.

USER EXPERIENCE

  • FIXED – Battleye ticker is now fixed. Previous banwaves carried out during the season were not visible due to a bug with the ticker.
  • FIXED – In map ban phase, system always bans the map on the right when there are two maps left.
  • FIXED – Ensuring all maps are properly randomized to show up in the map-ban phase.
  • FIXED - Crashes when using Vulkan (hotfixed on PC on Oct 1st)
  • FIXED – Various shop/cosmetic issues.
  • FIXED – Various HUD/UI issues.
  • FIXED – Reload prompt still appears even when interface preference is disabled.
  • FIXED – Steel Wave Champions charm is very, very pink.
  • FIXED – Players getting expired/older in-game notifications and pop-ups.
  • FIXED – Banned players could hit the “Find another Match” button, causing odd in-game messages.
  • FIXED – Custom color sights were not applied in Replay Mode.
Oct 8, 2020
Tom Clancy's Rainbow Six® Siege - Ubi_MyAnh


We announced it at the beginning of the year, and finally our very first ever Operator rework is here. Russian Defender Tachanka has proven to be a well-liked character in the community, but he came with a set of flaws we wanted to address and repair.

That’s why he has traded his beloved turret to create an all-new way of moving. We have given our trusty Operator a fresh spin through a new gadget, a new primary weapon as well as a new ability in a conscious effort to transform a popular personality into a force to be reckoned with. Don’t worry, Tachanka has kept his spirit, he just got brand-new toys to play with!

LEARN MORE
Tom Clancy's Rainbow Six® Siege - Ubi_MyAnh


We will be updating the following list regularly to outline the status of certain issues that are currently pressing for our community.

Updated: October 02nd 2020

We will be updating the following list regularly to outline the status of certain issues that are currently pressing for our community. Please note that this list is not exhaustive, and should only be used as a reference to give a general idea of where our focus currently is.

Top Issues

Map Ban System

Random selection

Description: We are currently investigating an issue with the random selection of the two remaining maps during the map ban flow.

We have verified that the map on the left of the interface is always selected. We have already started working on a fix.

Status: During Y5S3

Map pool representation

Description: The representation of maps during the map ban flow favors the presence of certain maps (~10%): Oregon, Coastline, Kanal, Villa, Kafe, and Consulate at the expense of the following ones (~6%): Chalet, Theme Park, Bank, Club House, Border, Outback. We aim to deliver a fix to even the odds and have a more balanced map representation.

Status: Target Y5S3.2

Inverted Audio

Description: Following the Y5S3.1 update on PC, our teams can no longer reproduce the inverted audio issues. Our latest patch notes mentions a fix for sound effects going missing after using a drone. We believe that the inverted audio was linked to this issue and that both are now fixed.

Status: Fixed (Y5S3.1)

Player Behavior

Mouse & Keyboard on Consoles

Description: We continue our investigation on the topic, we are currently gathering information as well as technical data to gauge how widespread these adapters are and if we can detect them in a reliable manner.

Status: Ongoing

### DDoS on consoles

Description: We are working on mitigation plans with our partners and we are continuously monitoring the situation. We have also recently started to issue sanctions to users responsible for such attacks.

Status: Ongoing

Cheating & Hacking

Description: As we stated in our [Anti-Cheat DevBlog](https://rainbow6.com/anticheatblog), this will be a continuous initiative.
We are always striving to improve on our detections and are hard at work on developing more reactive sanctions to keep R6 as fair as possible.

We started using a new identification method and proceeded to issue ban waves based on those results.

In the last month we sanctioned around 4000 players ranging from blatant cheaters to closet cheaters.

Status: Ongoing

BattlEye Ticker

Description: The system displaying sanctions being applied to cheaters and toxic users is currently disabled. We are working on a fix and we hope to reactivate it soon.

Status: Y5S3.2 (PC) / Y5S3.3 (Consoles)__

Top Gameplay Topics

Balancing

Yellow Ping

Description: We have received extensive feedback about the Yellow Ping feature and we know that it is perceived as strong in certain levels of play when coupled with observation tools. We would like to explore alternatives to make the feature more acceptable for everyone. We are ready to add the Yellow Ping to the in-game replays, in order for everyone to understand that your position was known to the enemy team via this system. We are also exploring additional solutions to try to make the feature feel less one-sided.

Status: Y5S3.2 on PC / Y5S3.3 on console__

Blurry Holographic Sight

Description: With Y5S3 we moved away from sights being represented as part of the weapon model. It is now part of the HUD in order to allow for more customization as we described it in the [Weapon Optics blog](https://rainbow6.com/optics).

This led to having a significantly blurrier Holo sight in certain combinations of aspect ratios, resolution, and anti-aliasing. We are working on the rendering of the sight and hope to offer something closer to what was prior to Shadow Legacy.

Status: Y5S3.2

Runouts

Description: We would like to move away from the timer to replace it with a gauge system, which is more accurate visually speaking.

We are also looking at potentially tweaking the duration of time of an undetected run-out, but we are still debating the option.

Status: Target Y5S4

Improved Flash detection/consistency

Description: The rework intends to make flash detection more reliable. Enemies are often not affected by flashes due to objects and obstacles. We want to simulate the light ricocheting with the environment, to improve the effectiveness of flashbangs & other similar gadgets. We have recently made some progress on that front. However, it may require additional work.

Status: Target Y5S4.3 or later

Defuser planting detection improvements

Description: Interactions with the defuser could often lead to some issues. In Y5S4 we’ll address the following ones:

- Defuser plant prompt is sometimes missing when the player is on site
- Defusers can be planted outside of the site when the players sits on the edge of the area.
- Players could drop the defuser when attempting to plant.
When trying to plant with 0:00 secs left, you may continue to drop the defuser, but this is not considered a bug as the Attackers have simply ran out of time.

Status: Target Y5S4

Defuser retrieval improvements

Description: It is possible to drop the defuser in locations where it cannot be picked up again by running over it. Often outside of the map, in cracks, gaps between objects, holes, etc.

To fix this, we created a 'Pickup Defuser' interaction that works at a distance. It will aim for defuser retrieval to act like picking up any other gadget.

Status: Target Y5S3.3
Sep 24, 2020
Tom Clancy's Rainbow Six® Siege - Ubi_MyAnh


The Y5S3.1 update contains primarily a backlog of bug fixes from the TS that did not make it in time for the season update.

UPDATES

VOTE-TO-KICK REMOVAL

In this update we will be removing the vote-to-kick feature from Quick Match (vote-to-kick was previously only available in Quick Match.)

We've been monitoring the use of vote-to-kick for the last seasons and have confirmed that it is indeed a highly abused feature used as a disruption tool and that it is considered by most to be a pain point in this playlist. Considering that it brings more tension to Quick Match, we decided to turn it off.

BUG FIXES

GAMEPLAY

FIXED - Mismatched SFX when picking up a hard breach charge gadget.
FIXED - Operator shields will flip in first person POV after swapping out the shield and performing a melee attack.

LEVEL DESIGN

FIXED - Various clipping/dynamic clipping issues.
FIXED - Various issues with assets/props on maps.
FIXED - Various LOD issues on maps.
FIXED - Various minor caster mode details.
FIXED - Various vault issues.

CHALET

FIXED - Various vault issues on Chalet.
FIXED - Jukebox in 1F Bar on Chalet can be vaulted onto.
FIXED - Various drone collision issues on Chalet allowing drones to go OOB/OOW, or blocking drones.
FIXED - Defuser can't be picked up if dropped behind the boiler in B Main Garage on Chalet.
FIXED - Defuser can't be picked up if dropped in certain spots on Chalet after forcing collision.
FIXED - Defuser can't be picked up if dropped in a specific spot on EXT Helipad Trail of Chalet.
FIXED - Drones are not destroyed when thrown OOB on Chalet.
FIXED - Issues with Secure Area mode in 1F Fireplace on Chalet.
FIXED - Operator can go OOB by forcing collision in EXT Helipad Trail of Chalet.
FIXED - Players can't vault down to B Backyard stairs on Chalet.
FIXED - Potentially exploitable position on Chalet.
FIXED - Some gadgets float when attached to solarium windows on Chalet.
FIXED - The table in B Wine Cellar of Chalet can't be damaged by explosives.

OPERATORS

ZERO

FIXED - Sensitivity for Zero's Argus Camera on controllers is higher than intended.
FIXED - Inconsistent replication for Zero's Piercing Camera for players who have reconnected to the game
FIXED - Multiple damage decals from Zero's camera when deployed on certain surfaces.
FIXED - Visual issues with Zero's Argus Launcher reticule and crosshair while hipfiring and ADS, respectively.
FIXED - Zero's Argus Launcher crosshairs are not being affected by the disable state when inside Mute's jammer AOE.
FIXED - Zero's Piercing Camera can be deployed multiple times in the same spot.
FIXED - Zero's Piercing Camera floats if deployed on a barricade that later has its perimeter destroyed.

CLASH

FIXED - Clash's shield animation can be stopped by pressing any spring/shoot buttons.

IANA

FIXED - When using Iana's Gemini, her 1.5x and 2.0x scopes will change to a different scope on the Gemini.

NOKK

FIXED - Scopes are held closer to Nokk's face when prone when her HEL is active.

USER EXPERIENCE

FIXED - ADS Sensitivity settings are not being saved after restarting on console.
FIXED - In custom matches, duplicate pings can occur when switching sides.
FIXED - Missing SFX while in support mode after dying.
FIXED - Various issues lost in-game voice chat functionality.
FIXED - Various issues with in-game voice chat.
FIXED - Various minor bugs in PvE.
FIXED - Various UI/HUD issues.
FIXED - Various visual cosmetic/shop issues.
Tom Clancy's Rainbow Six® Siege - Ubi_MyAnh
Updates and fixes made over the course of the Y5S3 Test Server. For the full Shadow Legacy Patch Notes, follow the link below.



UPDATES

PING 2.0

We’re currently evaluating the feedback that we’ve received on Ping 2.0 over the course of the Test Server. So far, we've observed that the benefits of the new ping system are more heavily weighted towards more casual players, but we also understand the potential drawbacks raised by high-tier players about the new ping system. With this in mind, we would like to spend some more time gathering data and feedback on the live servers. We'll continue closely monitoring the impact of Ping 2.0 while it's on live while we we take a closer look at our options to try and will do our best to incorporate feedback to make the new Ping 2.0 an enjoyable experience and useful tool for players of all backgrounds.

OPTICS

1X SCOPE OPTIONS AND AVAILABILITY

We have heard player feedback on the availability of options for 1x scopes on operators. While making the 1x scopes available for all the operators is something that we have considered, there are a number of design limitations that prevent us from making it a possibility at this time. We are currently exploring our options and will share more when we have a better solution.

SCOPE ADDITIONS

1.5x on Mozzie's P10 Roni
1.5x on Alibi's ACS12
2.0x on Maestro's ACS12
2.5x on Hibana's Type-89

HOLO

Based on feedback over the course of the TS, we’ve given the old Holo back to some operators, while swapping the new Holo to others to gather more data and feedback. This change should give players more agency when choosing between using the new Holo vs. other alternatives. This will also only impact DEF operators with 1x zoom scopes. We'll be closely studying and monitoring the performance of the two Holos and player feedback on the live servers as well.

Re-added old Nato Holo in place of the new MH1 Holo for: Wamai (AUG A2), Oryx (Mp5), Pulse (Ump 45)
Added new Nato Holo to replace old Holo for: Castle (Ump45), Doc (Mp5), Echo (Mp5SD)

NOMAD

Gave Nomad more options on her scopes to make them feel and look a bit better.

ARX: Removed 1.5x, Added 2.0x
AK: Removed 2.0x, Added 1.5x and 2.5x

ADS SENSITIVITY

The sensitivity slider now goes up to 200. Don’t forget that when you patch into the new season, your old sensitivity settings will automatically be converted into the new system.

If you want to calculate your own conversions, check out our sensitivity guide.

BOMB REMODEL



Addition of panels to the bomb model in order to fix issues with pixel peeks.

PLAYER BEHAVIOR

MMR CHANGES FOR ANTI-BOOSTING

To discourage boosting and de-ranking, players can no longer drop below 1000 MMR, and players cannot gain more than 150 MMR from any game.

VOTE-TO-KICK REMOVAL (LATER IN THE SEASON)

Early in the season, we will be removing the vote-to-kick feature from Quick Match. We've been monitoring the use of vote-to-kick for the last seasons and have confirmed that it is indeed a highly abused feature used as a disruption tool and that it is considered by most to be a pain point in this playlist. Considering that it brings more tension to Quick Match, we decided to turn it off.

IN-GAME REPORT NOTIFICATIONS

You will now receive in-game notifications after a player you reported is sanctioned. These will replace the ‘Thank you’ emails that used to be sent out in this scenario. We are replacing the emails with notifications to be more transparent about our sanction process. It also allows us to keep sanction communication in-game, making it easier for users to get updates while they play.

OTHER UPDATES
  • Added raiser to the 1.5x Scope to alleviate the issue of the visible iron sight/front pins when in ADS.
  • Iana's Holograms will no longer trigger metal detectors.
  • New naming convention for shields. All shields will now display 'SHIELD' as their weapon type. (ex: Le Roc Shield, G-52 Tactical Shield, CCE Shield).
  • Reduced the size of the 1.5x Scope
  • Reduced the size of the reticule for the MH1 Holo Sight
  • Minor visual tweaks to Zero's scope icons for aesthetics.
  • Updated reticle structure for Kali's CSRX300 and Capitao's Crossbow
  • Updated reticle when entering gadget mode for Kali.
  • Vault prompt consistency after meleeing a barricade (See Vault Detection changes). Previously you could sometimes vault barricades after 1 melee. Barricades will now require at least 2 melee hits before the vault prompt will appear.

BUG FIXES

GAMEPLAY

  • FIXED – Issues with gadget deployment and consistency when interacting with destructible/fragile map assets (see Gadget Deployment Refactor in Patch Notes).
  • FIXED – Minor feedback issues for new disable state (see new Disable State in Patch Notes).
  • FIXED – Various minor issues with Ping 2.0 feedback (see new Ping 2.0 in Patch Notes).
  • FIXED – Various feedback issues for hard breach charge (see new Hard Breach Charge in Patch Notes).
  • FIXED – Various vault fixes (see Vault Detection Improvement in Patch Notes).
  • FIXED – Hot breach charge can kill operators during entry.
  • FIXED – Issues with DBNO detection.
  • FIXED – Launcher projectiles (Ash, Zero) can sometimes pass through walls.
  • FIXED – Breaching charges display fire spark VFX if they're destroyed without being detonated.
  • FIXED – Drones not always spawning in the same vicinity as the player.
  • FIXED – Drones sometimes spawn facing the wrong way and not facing the objective building.
  • FIXED – Drones spawning at random map locations instead of near the Attacker spawn point if 'No vote' is chosen.
  • FIXED – Firearms can sometimes get stuck if players pick up deployable gadgets during the animation and using other buttons simultaneously.
  • FIXED – Gadgets/projectiles can sometimes pass through surfaces if they are thrown while leaning, prone, and while forcing collision.
  • FIXED – Inconsistent objective scan detection by drone on bomb sites.
  • FIXED – Missing occluded SFX when deploying while standing away from the wall and rappelling.
  • FIXED – Popping animation when running downhill.
  • FIXED – Shield operator's shields will flip after swapping it out and meleeing.
  • FIXED – Small barricades can be vaulted after just one hit.
  • FIXED – Weapons appear in the middle of a deployable gadget while gadget is being deployed/cooked.
  • FIXED – When melee hitting an electrified deployable shield, players take 15 damage (should be consistent with damage taken from electrified reinforced walls/barbed wire – which is 3 dmg).
  • FIXED – Holo MH1 reticule is not properly aligned.
  • FIXED – Red dot is not aligned.

LEVEL DESIGN

  • FIXED – Exploitable gaps in some map areas.
  • FIXED – Flickering textures for certain map surfaces.
  • FIXED – Minor chroma changes to destructible walls for better clarity.
  • FIXED – Various clipping/dynamic clipping issues.
  • FIXED – Various issues with carpets.
  • FIXED – Various LOD issues on maps.
  • FIXED – Various map props/assets.

CHALET

  • FIXED – Tons of Chalet stuff (see Chalet rework.)

BANK

  • FIXED – Echo's Yokai can get stuck behind a water dispenser in 1F Skylight Stairwell of Bank.
  • FIXED – Explosion damage can pass through the metal desk in B CCTV of Bank.
  • FIXED – Invisible ceiling collision when navigating with Echo's Yokai at B Main Stairway on Bank.

BORDER

  • FIXED – Attackers can plant the defuser on top of the lockers in 1F Supply Room of Border.

COASTLINE

  • FIXED – Bullets can penetrate through the trim around the bar counter on Coastline.
  • FIXED – Carpets on Coastline are not destroyed when hit by explosives (see Gadget Deployment Refactor).
  • FIXED – You can go through the cool vibes wall on Coastline while rappelling.

CONSULATE

  • FIXED – Placing and detonating a nitro cell or impact grenade on the flag in 2F Consul Office of Consulate will not deal damage to any nearby operators.
  • FIXED – Small gap above the double doors of EXT Visa Entrance of Consulate.

HEREFORD

  • FIXED – Issues with gadget deployment on the top window of EXT East Staircase window on Hereford.

FORTRESS

  • FIXED – The defuser can be dropped in a difficult to access area in EXT Cannon Overlook on Fortress.

HOUSE

  • FIXED – Drones spawning in the wrong locations on House.
  • FIXED – Barbed wire can't be placed on certain spots in 1F Lobby Stairs of House.

KAFE

  • FIXED – Barbed wire not deploying on carpeted stairs on Kafe.

OUTBACK

  • FIXED – Counters in 1F Kitchen Outback are missing some materials.

THEME PARK

  • FIXED – Defenders sometimes spawn in the air at 2F Bunk on Theme Park.

OPERATORS

ZERO

  • FIXED – Various issues with Zero’s piercing camera gadget and interactions with various props/functionality (see Zero in Patch Notes).
  • FIXED – Various visual feedback issues with Zero's gadget.

AMARU

  • FIXED – When using Amaru's Garra Hook to rappel up, Amaru can sometimes get stuck and fall back to the ground.

ASH

  • FIXED – Ash's breaching round will not explode properly when it interacts with reinforced walls in a certain way.

CLASH

  • FIXED – Montagne and Clash cannot extend their shields while crouched.
  • FIXED – Missing feedback warning message when Clash tries to user her CCE shield while in a disabled state.
  • FIXED – Clash can slow opponents even when her CCE Shield is facing the opposite direction after being meleed and having her guard broken.

FROST

  • FIXED – Frost's Muzzle Flash with her 9mm sub–machine gun extended barrel is misplaced.

FUZE

  • FIXED – Fuze has the Nato red dot, and the holographic and reflex scopes available for the AK–12 (he should have the Russian red dot, Russian holo, the Russian reflex, 2.0x and Russian 2.5x).

IANA

  • FIXED – If Iana is using the new Y5S3 1.5x or 2.0x Scopes, they will revert back to the old ones when using her hologram.
  • FIXED – If Iana's hologram is activated while a player reconnects to a session, Iana may appear to be dead to that player.

MAESTRO

  • FIXED – Maestro's Evil Eyes should now match the same deployment behavior of other deployable gadgets.

MAVERICK

  • FIXED – Missing 'Empty fuel' message for Maverick's blowtorch.

MELUSI

  • FIXED – Melusi's Banshee and Maestro's Evil Eye are not destroyed when an enemy is pushed into them by Nomad's Airjab or Oryx's charge.
  • FIXED – Small destructible objects can block Melusi's Banshee's LOS.

MONTAGNE

  • FIXED – Montagne and Clash cannot extend their shields while crouched.
  • FIXED – Montagne can unequip his shield while being guard broken.
  • FIXED – Montagne's extended shield is automatically equipped if the player presses the key/button for his shield and then stands up later.

MOZZIE

  • FIXED – Destroying a Mozzie pest while hacking a drone renders the drone unusable for both Mozzie + the attacker.

THATCHER

  • FIXED – Thatcher gets 10 points instead of 5 points for disabling Melusi's Banshee.
  • FIXED – Thatcher getting 2x points for disabling Clash's CCE shield.

USER EXPERIENCE

  • FIXED – HUD icon updates for voice chat.
  • FIXED – Various cosmetic/shop issues.
  • FIXED – Various HUD fixes in caster mode.
  • FIXED – Various HUD issues with compass locations on maps.
  • FIXED – Various HUD/UI issues.
  • FIXED – Various issues when spectating with Caster mode.
  • FIXED – Various minor menu/round SFX issues.
  • FIXED – Various minor visual issues with map props when in spectator mode.
  • FIXED – Various SFX ping errors in menu/UI.
  • FIXED – Ammo counter appears off screen when using 4:3 aspect ratio.
  • FIXED – Buff/debuff icons are missing their animations on the HUD.
  • FIXED – Defender's weapon attachments sometimes spawn with a delay after the start of the round.
  • FIXED – Doc's stim pistol is not functional in Training Grounds
  • FIXED – Errors with disable state interaction in completing PvE situations.
  • FIXED – Graphical corruption when setting the brightness at 60 or above
  • FIXED – In custom matches, the Hostage can still be killed even after setting Hostage death to off.
  • FIXED – Long loading times when transitioning to the start of a round.
  • FIXED – Missing score/timer from the UI during match point.
  • FIXED – Overlapping running SFX when shield operators run with the shield on their back.
  • FIXED – Player's attachment loadout visual information does not update during operator selection after being changed.
  • FIXED – Reload button is misplaced on non–native aspect ratios.
  • FIXED – Some Optic colors (orange, turquoise) are not displaying their true color at high opacity levels.
  • FIXED – The bots start talking about grenades when Zero uses his gadget in PvE. At least they're pretty.
  • FIXED – Unmuting another user that you blocked does not unmute them.
Tom Clancy's Rainbow Six® Siege - paul
Operation Shadow Legacy, the third season of Tom Clancy’s Rainbow Six Siege Year 5, is now available. This new season brings innovation with the addition of Sam Fisher from the Tom Clancy’s Splinter Cell saga as a new operator, a rework of the Chalet map, an improvement of the ping system and many other key updates.

Owners of the Year 5 Pass can play with Zero aka Sam Fisher immediately, while other players can unlock him with Renown or R6 Credits starting September 17. New seasonal content, including the Chalet map rework, are available for free to all players. Year 5 Season 3 also welcomes the Battle Pass, available now through October 19.

Sam Fisher is equipped with a new gadget called the Argus Launcher, a two-way drill camera. The cameras are launched to pierce soft or reinforced walls, windows and hatches, and can stick to any surface. The attacker can rotate the camera to see the other side of the wall and each camera is equipped with one laser charge, used to deal damage to defenders or destroy gadgets. Sam Fisher also comes with his unique weapons, the SC3000K and Karambit.

In addition to this new operator, players can explore a reimagined Chalet map, which is newly reworked. The first and the second floors are improved and the roof is now traversable, among other features. Objectives have been the focus of this rework, with a hallway added to improve rotation in the Basement, and the Trophy site has been switched for a new one in Dining.

Additional game updates include:
  • Ping 2.0
  • Map Ban
  • New Secondary Gadget: The Hard Breach Charge
  • New Optics and Sights Colors
  • New Reinforcement Pool

For more information about Tom Clancy’s Rainbow Six Siege, please visit http://rainbow6.ubisoft.com.
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