In Y6S1 we’ve teamed up with Prime Gaming and launched our Community Artist Bundle Program by releasing the very first community-designed operator bundle: The SAU_SIEGE Bundle for Caveira.
With this program, we want to celebrate our amazingly creative and dedicated community artists and give them a chance to be represented in-game. Each selected artist gets to create a full set for an operator of their choice and these bundles will drop over the course of Year 6 and beyond.
We’re excited to continue our partnership with Prime Gaming in Y6S2 North Star to bring you the next edition of our Community Artist Bundle Program. As we announced during the Ubisoft Forward Post Show on June 12th, it’ll be a bundle created by artist Sunstark for the operator Lion.
Have a look at the full VOD of Ubisoft Forward to learn more about this bundle in a video interview with Sunstark herself, and for more exciting news and updates from our Siege Community Team.
This set for Lion includes the Sunstark:
Uniform
Headgear
V308 Weapon Skin
Charm
HOW TO REDEEM THE BUNDLE
The Sunstark Operator Bundle will become available through Prime Gaming starting from Thursday, June 17th. Make sure to claim it once it's live, as it will be available for a limited time only!
Prime Gaming members will be able to claim this exclusive set for free. If you’re not a Prime member yet, you can sign up for a free trial.
Until the Sunstark Operator Bundle will be live on June 17th, you can unlock a 7-day Renown Booster with Prime right now!
Receive the content automatically in-game within 48 hours.
ABOUT THE ARTIST
Sunshine Kim, better known as “Sunstark”, is a professional concept artist from South Korea and she has been drawing impressive fan art of Siege’s operators since 2017. Through her attention to detail and love of the operators’ biographies, she became a role model to many artists and a core pillar in the Siege community.
But there’s even more to her story than that – while her Lion bundle was in production last year, Sunstark was hired by Ubisoft to work full-time on Siege as a Character Concept Artist. We’re proud to have such a talented personality coming from the community and joining our art team to create even more amazing content for our players in the future!
Lion is Sunstark’s absolute favorite operator (she calls herself “the mother of all lions”), so it was crystal clear to her (and us!) that she wanted to create this set for him. When she drew a concept of Lion as a firefighter some time ago, she received many heartwarming messages from real firefighters, who wanted to see her design in-game. This inspired her to dedicate her Lion bundle to first responders in our community.
Have a look at her Twitter and Instagram channels and make sure to follow her for more awesome art!
FAQ
What is the Community Artist Bundle Program?
The Community Artist Bundle Program launched in Y6S1 and it brings operator bundles created by some of our most talented and dedicated Siege fan artists into the game.
I’m a Siege fan artist too – what can I do to get selected as well?
Given the length of our production cycle for in-game content, the fan artists for Year 6 have already been determined. However, we are always on the lookout for future participants. If your goal is to see your bundle in-game, continue showing us your passion and strive to be an outstanding member of the Siege community. We have multiple ways for our dedicated community artists to get more involved with the game, such as the Siege Champions Program.
How can I get the Y6S2 Sunstark Operator bundle?
Link your Ubisoft account with your Amazon account here and claim the Operator set through Prime Gaming starting from June 17th. After successfully redeeming the content, it will be available in your in-game inventory within 48 hours. Players must have Lion available as an operator.
Can I buy the Sunstark Operator Bundle with Renown or R6 Credits as well?
The Sunstark Operator Bundle is exclusive to Prime Gaming for a limited time only and can be obtained via the Prime Gaming offer as described above. Prime Gaming is included for free with Amazon Prime, and free trials are available for new users.
Will this offer be available on all platforms?
Yes, it can be redeemed on PC, Xbox One, Xbox Series S|X, PlayStation 4, PlayStation 5, Amazon Luna, and Google Stadia.
How long will this offer be available?
Following its release on June 17th, you have one month to claim this offer via Prime Gaming.
I don’t see my rewards.
If you’re having trouble redeeming your Sunstark Operator Bundle, please contact our support.
For more information about Prime Gaming, visit the Prime Gaming FAQ.
Rainbow Six Siege is introducing Year 6 Season 2, North Star! When some of our beloved Operators end up in a difficult situation, only the best of the best can come to the rescue. Introducing Thunderbird, a free-spirited pilot from the Nakoda Territories in Saskatchewan, Canada. Possessing a quiet strength, she uses the Kóna Healing Station to help the fallen on the battlefield.
This season, players can expect balancing changes to Melusi, Smoke, Mira, and Nøkk, a redesign of the scoreboard, and much more. New after-death gameplay will also be featured on the Test Server. Read the Patch Notes below for more information.
In this latest edition of Designer’s Notes, we'll go into more detail about the balancing changes that’ll come with North Star and the Y6S2 patch. This season, we have quite a wide range of balancing tweaks and overall reworks (with a number coming exclusively to the Test Server for, well, TESTING). There's a ton to cover below, so scroll on for insights 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
MAJOR REWORKS
GAMEPLAY AFTER DEATH (TEST SERVER ONLY)
Starting off with a big topic, we first want to make it clear that Gameplay After Death will not come to Siege's Live servers this season. Instead, we want to give you an early look at this rework on the Test Server for two important reasons:
You have more opportunities to familiarize yourself with theses huge changes before they hit Live.
We have more time to get your feedback and adjust things ahead of release, as needed.
On that note, a survey will be made available via in-game news on the Test Server, running from May 26th to May 28th. Your feedback will be hugely important in the continued development of this feature, so we look forward to hearing your thoughts!
First, what is the intention behind Gameplay After Death?
Put simply, we want players to feel invested in their team's success, right up until the last second of the round. We want players to be able to feel their impact on the match outcome. In doing so, our goal is to keep players interested and engaged, even after their operator has been eliminated. This means less downtime, and a greater range of gameplay opportunities in Support mode.
Ultimately, it's essential to us that this is balanced so that players remaining alive in a match is always the superior option.
Even if this change means that getting fragged will be a bit less punishing than it was before, it should still be something players actively avoid, given the threat that loss of utility and support poses.
In other words: one of the things we want to make certain of before releasing this system is that it is never a valid strategy to initiate careless fights early in the round and not worry about dying.
We are very aware that this change will likely affect the whole game's balance. Operators whose abilities revolve around observational tools in particular will need to be rebalanced as we take this new system into account. We've already begun this task and will continue doing so with the help of your feedback. We know that this feature will bring a fundamental change, but it is a change that we believe will continue to sharpen the Siege experience.
After all, you can't rework an operator without breaking a couple mounted LMGs.
What are the changes?
We have added a number of gameplay elements for players on both sides to aid them after their operators have died:
ATTACKERS
Dead players can control and drive their own drone, including Twitch’s drone. You cannot drive the drone of another operator.
Antennas are shown on regular drones when the owner dies, in order to help opponents know if the drone belongs to a dead or alive operator.
The abilities of observation tools and gadgets can be used.
i.e. Twitch’s and Zero’s lasers
If you died with regular drones in your inventory, they will spawn at your original spawn location.
An operator ability like Twitch's Shock Drone won’t spawn after death.
DEFENDERS
Specifically for Defenders, we have added new tools to help counter the threat of Attacker drones:
Bulletproof Camera Rework
The camera can now rotate.
The camera can shoot an EMP burst to disable Attackers' electronic gadgets and drones for 8 seconds.
The first player in the camera can use the ability to shoot. Unlike operators' abilities, there is no notion of ownership
Drone Counter
The Drone Counter is displayed exclusively to Defenders to help them track the number of regular drones their team has destroyed or captured.
This is intended to incentivize Defenders to be aware of the importance of destroying drones, especially in a context where dead players can still drone them out.
This counter is not meant to reveal extra intel to Defenders. It only reflects Defenders' actions and doesn't take into account special drones - only regular ones.
Echo, Maestro and Mozzie can control and use their abilities after death.
Note for Maestro: Teammates will be able to rotate the turret like any other observation tool, although Maestro will maintain priority over other Defenders.
Some additional topics to consider about Gameplay After Death:
A number of changes released before and during this season will also help player experience in this new context:
Yokai drones no longer have cloaking, limiting the potential source of frustration of dealing with invisible after-death drones.
The bulletproof glass of the Maestro’ Evil Eye can be shattered with a melee to deny vision when it is closed (same of the Bulletproof Camera and more on these below).
The introduction of the GONNE-6 helps a wider range of operators deal with these.
While it will not be available in this initial test, Attackers being able to repick their operator in the Prep Phase (coming later in Year 6) will encourage players to more thoroughly scout the objective and Defenders' setups to collect info, putting their drones at risk.
We are actively exploring and looking for more options relating to:
Dokkaebi's Logic Bomb affecting dead Defenders.
New secondary gadgets that can help with info denial.
As mentioned above, we know that there are many questions of how this will affect the game's overall balance. This is a big part of why we are turning to the Test Server to test this. We value your feedback and extensive knowledge of the game, and want to make sure we're bringing you along on the journey before this officially hits Live servers. We hope all these explanations help to give you context into this change to game flow and invite you to give it a try on the Test Server and let us know what you think – we’ll be paying close attention to your feedback!
DEATH EXPERIENCE
Adjusted the flow and content of replays after being fragged
Gameplay After Death made it important to improve the flow from the moment a player dies, to when they can control their observation tools. We took this opportunity to revisit the entire death sequence that had remained untouched since the launch of Siege.
Our main focus was to help players understand how they died and keep them in the action. We feel it is important for players to understand exactly what happened in order for there to be an opportunity to learn. Thus, the camera will now look towards what killed the player for a few seconds (note: this can be reduced to two seconds in Custom Game settings) without slow motion or a sudden close-up on the opponent. Then, players can watch the replay to get additional details if needed.
Depending on their needs, players will be able to skip through this death sequence as quickly as they want in order to get into their cameras and help their team. We also wanted to make sure the amount of intel shared during the sequence was fairer. In this way, only relevant details to a given frag will be shared with eliminated players. For example, when dying to a Kapkan trap, players won’t be informed of how much HP Kapkan has, or where he is.
ELIMINATED OPERATOR ICONS
When a player is eliminated, a transparent operator icon will appear in place of their body and remain for the duration of the round.
Due to the differences in how the server and the client handle their positioning, the bodies of eliminated players have the potential to create unfair gameplay scenarios. While one player may see an eliminated body laying one way, another player may see it oriented slightly different. This rework should help to even the playing field and ensure consistency between players' experiences.
This will guarantee that lines of sight are not unfairly obstructed, that gadgets, defusers or prone operators can't be hidden in them, and will make it easier for players to identify which operator was eliminated.
BULLET HOLES
Line of sight through bullet holes in soft surfaces has been blocked
With this rework, players will no longer be able to peek through individual bullet holes in the environment. This previously created unfair gameplay scenarios in which peekers could take out unsuspecting players without them having the tools to effectively identify the potential threat.
Now, players will have to shoot a soft surface multiple times in order to create a hole big enough to peek through, providing those being peeked upon a fairer chance to identify and react to this threat. Please note that bullet holes in thin materials like window glass, barricades, and the inner cores of props are not affected by this change.
Speaking to barricades specifically, they were excluded from this feature as they work differently than walls. That being said, even though removing bullet holes from walls is a huge step toward addressing the issue, we are acutely aware that bullet holes in barricades will still pose a similar concern. We are currently working on a solution to address this for a future update and will keep you informed as we have more to share.
HP REPLACING ARMOR (TEST SERVER ONLY)
Operator armor will be converted to HP:
3-armor operators will have 125 HP
2-armor operators will have 110 HP
1-armor operators will have 100 HP
Rook's Armor Plates will grant a buff to permanent HP for the round:
Picking up Armor Plates will buff an operator's maximum HP by 20 until the end of a round
Any heals will heal up to this new maximum value for the duration of the round
As we've previously mentioned with "hidden" passives, there are certain mechanics in Siege that are difficult to convey in straightforward terms without understanding a number of different variables. Armor is one of those mechanics. It's obvious that a 3-armor operator will be harder to take down than a 1-armor, but knowing the exact values requires lab time and isn't conducive to quick thinking in a match.
To streamline this and establish clear health pools for all operators, each armor class has been assigned a different HP total. This should make it easier for players to accurately judge the impact of an offensive play and coordinate accordingly, taking the mystery out of armor values.
Please note, this is a TEST SERVER ONLY change. As this rework nears completion and the team uses this additional time to finetune and tweak it, we wanted to give you a chance to try it out on the Test Server. We're excited to hear what you think!
SHATTERED GLASS
A melee hit will now shatter the glass of Mira's Black Mirror, Maestro's Evil Eye, and the Bulletproof Camera
Shattered glass is opaque and prevents these devices from being used to spot players
When Mira's Black Mirror is shattered, vision is denied on both sides
When the canister is destroyed, the device now shatters and explodes (solely a visual effect) instead of falling to the floor
When Maestro's Evil Eye is shattered, he has to open the device to see through it
It's no secret that there's a ton of value to be found in bulletproof utility. Due to their durability and limited counters, they can continue to provide support to their owners long into a match. With Y6S2, we are introducing a new counter to these powerful tools in the form of shattered glass. Now, players will be able to limit the usefulness of bulletproof gadgets with a well-placed melee hit.
At its most basic, this melee hit will make it impossible for players to see through the shattered glass of their device as it will turn opaque, requiring them to adapt their strategy on the fly. This means opposing players will have more options at their disposal when it comes to dealing with one. Will you use an explosive to guarantee the utility's destruction? Risk exposing yourself to shatter it with a melee hit and throw off enemy intel? Avoid it entirely? In addition to the basic act of shattering, different gadgets will react differently to this rework.
For Mira's Black Mirror, shattered glass will hinder the vision of players on both sides of the window and will now explode when the canister is destroyed. This will make aggressive windows in heavily reinforced spaces easier to deny, although well-protected windows will still favour the Defenders given the risk associated with approaching a window.
As for Maestro's Evil Eye, even after being shattered, he will be able to use it as a microphone and can still open the device to use its turret functionalities. This should help even out the risk vs. reward of Evil Eye placement as this new counter will require Maestro players to be more thoughtful with their placement or risk losing part of its utility.
Finally, Bulletproof Cameras are expected to survive longer in matches, albeit with their glass shattered. Since they are now melee-proof from the front but can be shattered with this melee, opposing players will have to make the choice of burning explosive utility to eliminate them, leaving them operational-yet-shattered, or spending time looking for the right angle to destroy them.
SMOKE PROPOGATION
Toxic gas from Smoke's Remote Gas Grenade will not travel through walls, floors, and ceilings
A new sound plays when the canister is detonated
Toxic gas damage increased to 15 HP every 0.66 seconds while in area of effect
Thanks to his ability to simultaneously flush out choke points and create visual cover, Smoke can be an invaluable addition to team compositions and a ton of fun to play. Somewhat less fun is coming up against Smoke and having his toxic gas travel through walls, creating obstacles that shouldn't exist. To combat this, we've reworked his Remote Gas Grenade to release its gas more naturally, filling spaces without leaking through solid walls, floors, and ceilings.
This helps improve the experience of facing him, as Attackers will be able to better predict the impact and effect of a thrown canister. Not only this, but it should eliminate a number of exploits that made certain bomb sites easier to defend, requiring a more dangerous playstyle that risks denial in order to achieve similar results.
In addition to changing the behavior of this toxic gas, we've modified the way that its damage is tracked, dealing flat damage over time for the whole duration that someone is in the toxic cloud's area of effect. We have also added a new sound for when the canister detonates. This means that even though Smoke's gas no longer defies the laws of physics, it will remain a formidable deterrent for approaching Attackers.
MUZZLE REWORK
Flash Hider
Reduces the speed and intensity of vertical recoil
Compensator
Reduces the speed and intensity of horizontal recoil
In their previous state, muzzle attachments needed a shake-up. Put simply, it was difficult to grasp exactly what impact each had when equipped. We want you to feel a clear difference between the muzzle attachments, allowing you to make an informed choice in your loadout and understand the distinct advantages each bring to the table.
Now, these two attachments fill more unique roles. The compensator focuses on helping to control horizontal recoil, making it a great choice for weapons with noticeable swing. For the flash hider, the focus is on vertical recoil and limiting vertical spread of bullets. These changes allow players to more closely tailor their loadouts to the needs of the weapons they’re using.
We expect that this will make some weapons feel easier to control than before once players begin experimenting, so as always, we will be closely monitoring performance and stats, and will adjust as needed.
OPERATOR BALANCING
ASH
Reduced Breaching Rounds to 2 (from 3)
Modified R4-C recoil, harder to control:
Increased vertical kick
Horizontal spread will be more constant and stronger to the the right
Long burst recoil will start on the 8th bullet (previously the 12th)
Breaching Rounds are now immune to electricity
Population targeted by this change: Top Ranked and Pros.
Likely surprising no one, Ash is currently positioned with the highest presence of any Attacker or Defender on the Balancing Matrix. Not only does she have the highest kill-per-round ratio among Attackers, but her Breaching Rounds offer a great deal of flexibility and utility in the heat of combat. At the end of the day, Ash is a great all-around pick who unfortunately outclasses some of her contemporaries.
In order to bring her more in line with other frag-forward operators like Iana, we have reduced her available Breaching Rounds and increased the recoil of her R4-C. For context, this recoil increase is less intense than that of Jäger in Y6S1.3, but we still want to hear what you think after getting your hands on it on the Test Server.
Now, on to the Breaching Rounds. As you may recall, this reverts a change from Y5S4 that granted Ash an additional one. The original intention for this was to balance out the utility meta and increase the pace of the game in the wake of rebalances to projectiles in attack and catchers in defense. Now, with new denial tools like the GONNE-6 and the brand new rework to Melusi's Banshee (more on that below) that reduces the need to burn a Breaching Round to reliably eliminate it, we feel that this change is no longer necessary and by reverting it, it will make other operators more appealing.
FINKA
Finka's ability will fill up teammates' base health. The exceeding boost health will be allocated as overheal
Coinciding with the announcement of Thunderbird, our latest operator and owner of a healing gadget, we wanted to make some adjustments to Finka to bring her gadget in line with Thunderbird's and Doc's. Specifically, we felt it was important to make sure their healing effects were consistent with one another.
Now that the additional health of Finka's Adrenal Surge is no longer tied to an active timer, this should help to make it less of a situational tool, encouraging more active usage of it.
NØKK (TEST SERVER ONLY)
When HEL Presence Reduction is active:
Proximity-based gadgets are not triggered
Gadgets affected: Ela's Grzmot Mine, Melusi’s Banshee, Proximity Alarm, and Metal Detectors
Laser-based gadgets are triggered
Sounds made by Nøkk are no longer muffled
Glitch effect cancels proximity immunity, resulting in the activation of any gadget in range
[/list] Population targeted by this change: Casual, Top Ranked and Pros.
Following up on our last set of tweaks to Nøkk's HEL Presence Reduction Device, we wanted to take this experimentation a step further by drilling down to its effect on laser-based gadgets. Now, while use of the HEL will allow Nøkk to bypass proximity gadgets, laser-based gadgets will still pose a threat, activating as normal.
Between this and the removal of noise reduction on her ability, we want to strike a healthy balance between stealthy counter-intel utility that rewards smart play, and her becoming the embodiment of everyone's favorite extraterrestrial hunter from the 80's. The use of her HEL should be interesting to use, but not so effective that it bypasses all opposition.
As a reminder, this is a TEST SERVER ONLY change. We will turn it off before releasing the new season to continue working on her. As with the previous change, we have tested this change internally and are interested to hear your feedback so we can iterate as needed before deploying such a notable change to the wider community.
MELUSI
Banshees are now deployed closed and will open when triggered, revealing a Banshee Core
Banshee Cores are vulnerable to bullets and melee attacks
The device now also detects enemies' feet (previously detected head and hip)
Population targeted by this change: Casual, Top Ranked and Pros.
We promised that we were listening to your Melusi feedback! It's no secret that bulletproof gadgets can be difficult and costly to deal with, so adding in the disorienting effects of the Banshee, Melusi had quite a strong gadget on her hands and her extremely high presence in the Balancing Matrix reflects that. In order to better balance its strengths and its weaknesses, we've added a new mechanic to this gadget.
Banshees will now deploy in a closed, bulletproof and melee-proof state. Once a player activates a Banshee, it will open up, revealing its Core, which is its weak point. The Banshee Core can then be destroyed with gunfire or melee attacks, giving players multiple options for approaching and eliminating one outside of relying on explosives.
This should help to alleviate some of the frustration caused by this gadget, while still rewarding strategic use of it. Since Attackers need to activate the Banshee to reveal its weak point, thoughtful positioning will be more important than ever to unleash its full potential.
VIGIL
Modified K1A recoil, harder to control:
Mild increase to vertical kick
Horizontal spread will be more constant and stronger to the the right
Long burst recoil will start on the 6th bullet (previously the 12th)
Population targeted by this change: Casual and Top Ranked.
We don't mean to spoil a change coming a little further down this page, but the SMG-12 is getting a buff. That's great news for Vigil, as its improved recoil and high fire rate will make it a more desirable kit choice, especially when you take his role as a roamer into account. In order to make sure his loadout doesn't become too stacked, however, we have increased the recoil of his K1A slightly. We feel this is a fair compromise for the increased firepower of the SMG-12, but look forward to hearing your thoughts.
ZERO
Added same resource management system as Twitch's drone to Argus Camera
Cooldown: 15s
Initial/Maximum shots: 1
Population targeted by this change: Casual and Top Ranked.
Who says Twitch's drones should have all the fun? To add additional utility to Zero's Argus Cameras, they now come equipped with an identical resource management system. Not only will this give him better gadget denial value, but this should help incentivize more creative camera placement as players seek to maximize their survival. Specifically, we have noticed that his cams are often destroyed soon after deployment, so while we look forward to seeing more strategic placement, we expect this to keep the increase in denial capability in line.
This increase in utility is offset by a long cooldown, so players will have to pick their shot carefully to make the most of it. Even so, this addition should help introduce a new layer to Zero's strategy for newer players and veterans alike.
WEAPON BALANCING
BEARING 9 (HIBANA, ECHO, THUNDERBIRD)
Modified recoil, easier to control:
Horizontal spread will be more constant and closer to the center
Population targeted by this change: Casual and Top Ranked.
While Hibana and Echo are relatively close to the center of Win Delta on the Balancing Matrix, their fragging potential could use a buff as we have noticed their kills-per-round fall. By making the Bearing 9 more reliable and consistent on its horizontal axis, this should give both operators the push they need, while also equipping new operator, Thunderbird, with a quality loadout.
For Echo in particular, this also increases the viability of running a shotgun and SMG combo loadout.
SMG-12 (VIGIL, DOKKAEBI, WARDEN)
Modified recoil, easier to control:
Reduced first shot kick
Reduced vertical kick
Horizontal spread will be more predictable and constant to the left
Long burst recoil will start on the 12th bullet (previously the 6th)
Population targeted by this change: Casual and Top Ranked.
As noted before, Vigil, Dokkaebi and Warden will all be getting a buff in the form of reduced recoil for the SMG-12. Its high rate of fire is a force to be reckoned with but it has historically been quite difficult to tame. By reducing the recoil, we feel this should help to make it a more desirable choice, especially for operators like Dokkaebi for whom this is her only close-range option.
GENERAL BALANCING
AREA OF EFFECT
Operators affected:
Jäger's ADS
Ela's GRZMOT Mine
Nomad's Airjab
Kaid's Rtila Electroclaws
Population targeted by this change: Casual.
Sometimes, it can be difficult to accurately judge the effective area of a proximity-based gadget when placing it. We would much rather players worry about realizing their strategic plans than second-guess whether they should place their GRZMOT Mine a little more to the left.
To help illustrate their effective range, a visual effect - this is no change to power level - has been added to some operators' gadgets at the time of placement. This should place more of a focus on creative and strategic deployment as players are able to more quickly and efficiently visualize their gadget's effect on the map.
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Try out the latest Rainbow Six updates on the Test Server and earn an exclusive charm through the Bug Hunter Program.
Get ready for the pinnacle of the Rainbow Six Siege competitive year ! For its fifth edition, the World Championship of Rainbow Six Siege will be held in Paris, from May 11th to 23rd and will see the world’s best 19 teams compete to be crowned World Champions.
At the hands of nuclear energy, society has now collapsed and was replaced with a wasteland of desolation. From the vestige of civilization, emerged two clans fighting for hope and freedom. Which one will you choose? From May 4th to 18th, scavenge through the Apocalypse!
Y6S1.3 will release the week of May 3rd on all platforms. For additional information and further details on the balancing changes listed below, please see our Y6S1.3 Designer's Notes.
Y6S1.3 PATCH SIZE
Below you will find the download sizes for each platform.
Ubisoft Connect: 986.80 MB
Steam: 770.98 MB
Xbox One: 1.64 GB
Xbox Series X: 1.52 GB
PS4: 1.40 GB
PS5: 1.42 GB
OPERATOR BALANCING
ACE
Replaced Smoke Grenades with Claymore
The S.E.L.M.A. Aqua Breacher destroys Mira's Black Mirror window
JACKAL
Reduced the C7E magazine capacity to 25+1 bullets (from 30+1)
Reduced the C7E damage to 42 (from 46)
JÄGER
Reduced the 416-C magazine capacity to 25+1 (from 30+1)
Increased the 416-C vertical kick
TACHANKA
Shumikha Launcher
Increased the magazine capacity to 7 (from 5)
Increased the fire duration to 7s (from 5s)
Reduced the detonation time to 0.75s (from 1s)
Increased the fire area radius to 1.9m (from 1.7m)
Increased the projectile “distance to start drop” to 20m (from 8m)
Increased the projectile speed to 30 (from 20)
DP27
Reduced the equip time to 0.65s (from 0.9s)
Reduced the unequip time to 0.3s (from 0.42s)
THERMITE
Replaced Claymore with Smoke Grenades
TWEAKS AND IMPROVEMENTS
GAME BALANCING
Designated Marksman Rifle (ATTACKERS)
Removed access to 1.0x scopes
Gave access to 1.5x, 2.0x, and 2.5x scopes
Added 3.0x as default scope
PLAYER COMFORT
Removal of Tactical Realism
Removed the Tactical Realism playlist type from Custom Games.
Added Interface Preferences to the Options menu that allow players to enable and disable some HUD parameters.
All Tactical Realism playlists that have been saved by players will be removed.
Ubisoft Connect
Stats micro-app is coming to Ubisoft Connect overlay.
Discover your stats and compare them with your friends.
Discover your playstyle as an Attacker and as a Defender.
GAME HEALTH
Ranked Match Cancellation
A vote to cancel a match can only be triggered during the Preparation Phase in the first round of the match. When a player refrains from voting, it is considered a "no" vote instead of not being counted. The vote is still decided by the majority, with ties going in favor of a cancel.
BUG FIXES
GAMEPLAY
FIXED – Attackers can use 2 drones to push the planted defuser inside the objective room.
FIXED – Environmental destruction is not replicated for a player who joins an in-progress match.
FIXED – Players who leave a Ranked or Unranked match are sometimes unable to rejoin and get infinite loading.
FIXED – Players are able to get double MMR if 4 players leave the match and rejoin.
FIXED – Explosions can destroy Bandit's Shock Wire through reinforced walls and indestructible floors.
FIXED – Cancelling a Ranked queue may result in an Abandon Penalty, even if the player never joined a match.
LEVEL DESIGN
FIXED – The drone can see through the curtains above the window near 1F Red Stairs on Villa map.
FIXED – Doorway on the eastern side of 2F Bedroom is blocked if the player is AFK on Club House map.
FIXED – Player is able to glitch inside of the car located in Garage on House map.
FIXED – Drones get stuck inside the pile of wood in EXT Stable on Villa map.
FIXED – Payphones have no collision with Operators on Outback map.
FIXED – The spotlight in 1F Waiting Room no longer illuminates the environment when looking at it from 1F Customs Inspection on Border map.
FIXED – Defenders can be detected outdoors when they stand near the door frame in 1F Waiting Room on Border map.
FIXED – Collision issues around windows on Consulate map.
FIXED – Player is able to plant the defuser between the bomb sites in 1F Main Lobby on Border map.
FIXED – Attackers have unfair line of sight through a drone vent from EXT Office Balcony to 1F Bedroom on Skyscraper map.
FIXED – Various LOD issues on Outback map.
FIXED – Multiple collision issues on Chalet map on Xbox Series X.
OPERATORS
FIXED – Echo's Yokai and Mozzie's captured drones lose their signal on the stairs in B Snowmobile Garage Corridor on Chalet map.
FIXED – When Flores' RCE-Ratero Charge detonates, its HUD remains on screen.
FIXED – Player with RFF is able to eliminate Caveira while she is interrogating an Attacker.
USER EXPERIENCE
FIXED – Minor cosmetic and UI issues.
FIXED – Localization issues throughout the game.
FIXED – Various Audio, SFX, and Animation issues throughout the game.
FIXED – Infinite loading present if the player starts a match replay and enters the Options menu before the Operator reveal ends.
FIXED – Error is received when attempting to purchase currency packs or digital content from the first party store in-game on PS5.
FIXED – Inconsistent difficulty for Flores in the Battle Pass section and the Operators section
FIXED – Player is kicked from Squad after changing their spoken language on Xbox.
In this latest edition of Designer’s Notes, we'll go into more detail about the balancing changes that’ll come with the Y6S1.3 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
OPERATOR BALANCING
ACE
Replaced Smoke Grenades with Claymore
The S.E.L.M.A. will destroy Black Mirror Window
Population targeted by this change: Casual, Top Ranked, Pro.
Looking at the Balancing Matrix, Ace has climbed higher in pick presence and win rate. Overall, we see him as a fast and versatile hard breacher, but he should not be the dominant pick for hard breachers in all situations. We’ve replaced his smoke grenades with a claymore, reducing his late game execution to give room for other breachers such as Thermite.
We are also changing how Ace’s gadget will work with Mira’s Black Mirror Window. Players already use Ace to counter Mira by opening a space beneath the mirror to deny defender access. Now, it can destroy the Black Mirror completely, adding more counterplay options for dealing with Mira.
JACKAL
Reduced C7E magazine capacity to 25+1 bullets (from 30+1)
Reduced C7E damage to 42 (from 46)
Population targeted by this change: Casual, Top Ranked, Pro.
Jackal is seen both a lot in matches and ban picks due to his overall strength and versatility. We’ve taken a look at the data for the C7E and found it a tad too strong. The change should bring Jackal in line with other operators, while not dramatically reducing his capability. Additionally, this should give more room for his PDW9 to be used, empowering players with the option to use either weapon depending on the map or strategy.
JÄGER
Reduced 416-C magazine capacity to 25+1 (was 30+1)
Increased 416-C weapon recoil vertical kick
Population targeted by this change: Top Ranked, Pro.
Jäger is a community favorite and we can understand why! While we all love Jäger and the utility he brings to team compositions, his 95% presence is too high to ignore. This is something we've spent a great deal of time working through how to address, understanding it will affect so many players and we want to maintain the identity of such a beloved operator while also encouraging greater pick diversity.
Our last change addressed his utility and while this was a change in the right direction, the data shows that his presence is still overwhelmingly high compared to other operators. Our next step is to look at the frag potential of his 416-C, which has been performing above average among ARs. By reducing ammo and increasing recoil, we believe this will require a greater degree of finesse from players to make the most of it. These changes help make the weapon less of a must-pick compared to other weapons and operators, while keeping it a strong weapon in a skillful player’s hand.
At the end of the day, though, we know that his denial utility is a huge part of what makes him such a draw—not just his loadout. We have potential tweaks for the ADS that we are considering for the future, but also understand this topic encompasses more than just Jäger. Balancing is an iterative process for any operator or weapon, so we will be closely monitoring how this affects everyone's favorite ADS-wielder and will continue to tweak as necessary as we seek that sweet spot.
TACHANKA
Shumikha Launcher
Increased magazine capacity to 7 (was 5)
Increased fire duration to 7s (was 5s)
Reduced detonation time to 0.75s (from 1s)
Increased fire area radius to 1.9m (from 1.7m)
Increased projectile “distance to start drop” to 20m (was 8m)
Increased projectile speed to 30 (from 20
DP27
Reduced equip time to 0.65s (from 0.9s)
Reduced unequip time to 0.3s (from 0.42s)
Population targeted by this change: Casual, Top Ranked, Pro.
Initial feedback after Tachanka's rework suggested that he would be too overpowered and game-breaking. However, the data now shows Tachanka with a low presence and low usage of grenades, causing his lethality to not be where we would like. We hope to see Tachanka viable in all levels of play, and as a good alternative or complement to Smoke to create new strategies based on area and time denial. We’ve increased the power, duration, radius, speed, and capacity for his grenades to make them more useful and lethal in combat. These changes should make them more deadly and useful in fights while also not feeling overpowering.
THERMITE
Replace claymore with smoke grenades
Population targeted by this change: Casual, Top Ranked, Pro.
We want to improve Thermite’s capability in a wider range of in-game scenarios. By giving him smoke grenades, we feel he will have more impact in late game execution, offering another avenue for providing utility, even after walls have been opened.
WEAPON BALANCING
DMR (ATTACKERS)
Removed access to 1.0x scopes
Gave access to 1.5x, 2.0x, and 2.5x sights
3.0x as default option
Population targeted by this change: Casual, Top Ranked, Pro.
DMRs are designed to be effective in long range engagements. However, they are currently limited by only having a 3.0x for these fights, which is not comfortable in all maps or situations. We are adding more sight options for DMRs to give players more freedom in their options, while keeping the intended focus of the weapons in sight.
Patch Y6S1.2 will go out to PC the week of April 12th.
Y6S1.2 PATCH SIZE
Below you will find the download sizes for each platform.
Ubisoft Connect: 1.28 GB
Steam: 895 MB
BUG FIXES
GAMEPLAY
FIXED -- Ping marker doesn't appear if the player aims too close to the edge of an asset. FIXED -- Defenders can prevent a match cancellation by prematurely ending the round. FIXED -- Defenders are detected by Proximity Alarm if a Defender is eliminated while throwing one. LEVEL DESIGN FIXED -- Multiple destruction, texture, and clipping issues on various maps. FIXED -- Various instances of Operators' legs clipping through maps. FIXED - Multiple exploitable gaps on various maps. FIXED - Frost's Welcome Mat is clipping through the two rugs at 1F Mudroom on Chalet map. FIXED - Kapkan can deploy a trap inside the desk near 2F Break Room on Border map. FIXED -- Various LOS, navigation, and clipping issues on Outback map. FIXED -- Defenders get detected outside when standing in the doorway between 1F Lobby and 1F Courtyard on Coastline map.
OPERATORS
FIXED -- Team kills from the RCE-Ratero Charge aren't treated as an exemption and will activate RFF on Flores. FIXED -- The first-person animation when vaulting with a shield is different than the third-person animation. FIXED -- Aruni's special melee attacks do not break the glass of some bookcases but will destroy objects behind them. FIXED -- If Flores' RCE-Ratero Charge is deployed next to a drone and the player enters Observation Tools at the same time that the RCE-Ratero Charge explodes, the RCE and drone HUDs will stay on screen for a second.
USER EXPERIENCE
FIXED -- Various UI and navigation issues throughout the game. FIXED -- Various localization issues throughout the game. FIXED -- Minor cosmetic and shop fixes. FIXED -- Various Audio and SFX issues throughout the game. FIXED -- Host cannot kick another player in a Custom Game.
NVIDIA Reflex reduces latency and gives you the best system responsiveness -- from the time the mouse is clicked to when the display updates. With lower latency you get the edge on opponents, and gameplay feels more responsive. To learn more about the technology in Rainbow Six Siege and answer your questions, we sat down with Seth Schneider from NVIDIA in the video below!
Rainbow Six Siege now supports NVIDIA Reflex in the Vulkan version of the game and provides a free upgrade to a huge number of GeForce gamers by reducing latency and improving responsiveness for GeForce GTX 10 Series and newer GPUs. In fact, latency reductions are typically better for lower end hardware.
Enabled by a simple toggle in the display settings menu, NVIDIA Reflex reduces system latency by up to 25%, giving you a split-second advantage in the heat of the moment.
Being a fraction of a second late on the trigger is the difference between your digital life and death, so reducing system latency can be a huge boon for all of you Rainbow Six Siege players. If you’re looking for more information about NVIDIA Reflex and the additional features that come with it, head over to their website.
Occasionally, life brings us a gift. Something magical and special that flutters into our world only to fade away in the distance, never to be seen again.
But not this time! We’re bringing back the fan-favorite, wholeheartedly goofy and unapologetically wild revamping of the Rainbowverse with the return of the sparkliest event the game as ever seen – complete with new items to add to the Collection.
FROM MARCH 30TH TO APRIL 6TH, RE-EXPERIENCE THE WHIMSY OF RAINBOW IS MAGIC!
SAVE THE TEDDY BEAR, SAVE THE WORLD
It’s the return of the Very Important Plushie! Just like you did two years ago, save the fluffiest of hostages in a colorful mission of pure chaos aboard the toy version of Airplane. Let Blackbeard, Montagne, Smoke and Tachanka back into their favorite uniforms to fight over the VIP Teddy Bear.
Need a reminder on which Operators are deployed for the occasion? Ash, Thermite, Bandit, Frost, Castle, Kapkan, Sledge, Thatcher and our Recruit are once again the handpicked units for such a crucial and – totally – serious task. There’s no room to fail!
A FANTASTIC COLLECTION
The world is more beautiful in colors, and you’ll be the most colorful of all with the return of the Rainbow Is Magic Collection.
We’re bringing “tactical cuteness” back for Blackbeard, Montagne, Sledge and the Lord Tachanka by re-releasing their playful looks as bundles. We’re also adding some new exclusive items, including a whimsical weapon skin for Tachanka. No duplicate drops guaranteed!
This is not the main event of the Season – that one is coming later – but it does not mean that you shouldn’t provide more meme-worthy poses adorned in your fanciest wardrobe pieces for all of us to admire.
Log in while the Game mode is live and receive a free Rainbow Is Magic Collection Pack. Purchase Rainbow is Magic bundles with R6 Credits or Collection Packs with R6 Credits or Renown.
All items in the collection pack have the same chance to drop[/list]