Nov 9, 2021
Tom Clancy's Rainbow Six® Siege X - Ubi_Frog


Rainbow Six Siege introduces the fourth season of Year 6, High Calibre! Our newest Operator, Thorn, joins Rainbow as a Technical Weapons Expert from Ireland's Emergency Response Unit. Never one to back down from a challenge, her strength and leadership set a new course for Rainbow. Her Razorbloom Shell proximity grenade is as sharp as her temper.

This season we've integrated some select updates including Team Colors, a Bulletproof Camera Rework and changes on the Test Server. We're bringing balance to Finka, Drone Counters, Elite 2.0, and more! Read the Patch Notes below for full details.

View Patch Notes
Tom Clancy's Rainbow Six® Siege X - Ubi_Frog


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

For more information on all the updates, changes and content that you can expect from High Calibre, check out the [seasonal patch notes here] (https://rainbow6.com/highcalibre)


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





GAMEPLAY REWORKS

BULLETPROOF CAMERAS
  • Bulletproof Cameras can now rotate.
  • Added EMP burst shot that disables Attackers' electronic gadgets (i.e. drones, claymore, Airjab, etc.).
    • The first player in the camera can use the ability to shoot. Unlike operators' abilities, there is no notion of ownership.
Population targeted by this change: Casual, Top Ranked and Pros.

While the Bulletproof Camera offers a good amount of intel utility thanks to doing what it says on the tin, its pick rate is still far below where we'd like it to be. Building upon the recent [Shattered Glass rework] (https://www.ubisoft.com/en-ca/game/rainbow-six/siege/news-updates/76KxHcLFOo2PdhSS4t1HmZ/y6s2-preseason-designers-notes) which changed how the Bulletproof Camera reacts to melee hits, we took it back to the drawing board to give it some added features.

In addition to making it a more versatile pick thanks to its ability to rotate and fire an EMP burst, we feel this will make it more interesting to run and a more "active" tool in players' loadouts. Now, Defenders will have more options for effectively disabling Attacker gadgets outside of Mute, which should enable new strategies. The decision to allow anyone on the team to control and shoot the EMP is also intended to make this secondary gadget into a shared resource that can benefit the whole team.

It's important to note, though, that once the glass on a Bulletproof Camera has been shattered, it will be unable to shoot EMP bursts.

DRONE COUNTER
  • Added on-screen counter for Defenders that tallies number of regular drones destroyed by Defenders or captured by Mozzie during the round.
  • The following actions do not count towards the Drone Counter:
    • Defenders destroy a special drone (i.e. Twitch, Flores)
    • Attackers destroy a drone
    • A drone is disabled
Population targeted by this change: Casual, Top Ranked and Pros.

Back when we tested Gameplay After Death, we noticed that many Defenders felt overwhelmed towards the end of matches when faced with multiple drones seeking them out. This feeling isn't exclusive to that feature, though, so we used this as an opportunity to make a quality of life change.

Say hello to the Drone Counter: an on-screen counter for Defenders that helps track the number of drones they've destroyed. Put simply, we want to make it easier for Defenders to track this information and make educated decisions about how much intel their opponents may have left. Not only that, but we feel having this information more readily available helps to emphasize the importance of tracking and eliminating Attacker intel and drones. We also feel this will benefit solo players and those still learning the ropes, as it adds another layer of non-verbal communication to teams.

Arguably the most important note here is that this is not intended to reveal any extra intel to Defenders - it's simply meant to streamline the mental counting that was already occurring in many cases. In addition to the special cases listed above that aren't tracked by the counter, it's also important to remember that this won't affect or decrease the total number of drones owned by Attackers. They will retain all the same intel capabilities they previously had, while reducing some of the mental strain Defenders had to contend with.

PLAYER COLORS
  • Teams are now referred to in-game as "Your Team" and "Opponents" instead of Blue Team and Orange Team.
  • Default team colors changed to blue (Your Team) and red (Opponents).
    • Team colors can be changed between blue, red, or orange.

We want to make Siege as comfortable of an experience as possible, so sometimes that means tweaking long-standing aspects of the game. Enter team colors. Moving forward, we will be streamlining how color is used to differentiate each team. Now, instead of players being part of the blue or orange team, players will always see themselves represented by one color (blue with the default settings) and their opponents by another (red by default).

Some colors are simply easier to see than others, so while we will be setting a new default for team colors, we want to ensure players have the option to change how this is presented to them personally to match their own experience. We will be launching this change with three available colors (blue, orange, red), but we are working on making a wider spectrum of options available, all while ensuring that they are presented equally in-game with regards to brightness, intensity, and distance.

This is a topic that we will be continuing to build upon, expanding how colors are presented in-game to better convey crucial info to players in the heat of a match, while fortifying gadget clarity. From recolored C4 to Claymore lasers, stay tuned for more information in the coming seasons!

OPERATOR BALANCING
A NOTE ON GOYO
As many of you have already noticed, we're approaching the end of the year and there's a certain Operator rework that's still conspicuously absent. We hate to make you wait a little bit longer, but Goyo's rework still needs some more time. Originally announced during the Year 6 reveal, our team had - and still has - plans for Goyo, but as the year has progressed, other Operators have shifted and changed, and we discovered that the change we have in mind requires us to completely redo his animations, it has taken more time than originally anticipated.

We know this is something a lot of you are waiting for and it's still in the works on our end, so we just ask for a little more time to make sure we release a rework all you past, present and future Goyo mains can be happy about!

FINKA
  • Can now activate Adrenal Surge while in DBNO.
  • Removed Recoil Boost granted by Adrenal Surge.
  • Increased cooldown to 20s (from 10s).

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

Finka's presence continues to be lower than we'd like. To help further define Finka's gameplay identity, increase her utility, and make her more than just a decentralized healer, we've tweaked the way her Adrenal Surge functions.

A healer is only truly effective when they're in the game, so we gave Finka a boost to her survivability. Whereas she used to only be able to raise others from a DBNO state when activating her Surge, she can now raise herself as well. This should help to ensure Finka stays in matches longer and brings longer-term healing value to her squad, reviving more players in the process. Why the increase in cooldown, you might ask? Ever since the change from over-heal to actual heal, it's become clear that her healing capacity is high and quick, managing to heal 60hp in 30 seconds for every Attacker. Combined with a self-revive, we felt this would be tuned too high and had to be tempered in some way.

We've also heard the feedback from our pro scene that Adrenal Surge's recoil burst is often more of a hindrance than a benefit since it alters the recoil patterns you've learnt, throwing off muscle memory. We've made the decision to remove this effect. While we understand this will be a small nerf for players who have not developed this same muscle memory, the added benefits coming to Finka with this update should more than offset this.

VALKYRIE + OUTDOOR CAMERAS
  • Cameras thrown outside will lose connection after 10 seconds of activity.
    • This change also applies to Bulletproof Cameras and Maestro's Evil Eye.
  • Cameras are accessible while in the air, but video feed does not begin until they attach to a surface.
    • This change also applies to Zero's ARGUS cameras.
Population targeted by this change: Casual, Top Ranked and Pros.

On the opposite side of Finka, Valk has a very high presence and ban rate on the Balancing Matrix. Not only is she like kyptonite to new players who spend too much time planning their attack while outside in certain maps, but many experienced players have voiced frustration at the overwhelming intel value her cameras bring when deployed outside at the beginning of a match. To address this, we've changed the way cameras function while outside of buildings.

Now, Valkyrie and other Defenders' cameras will lose connection shortly after being placed outside of buildings. With this change, they will not activate until they are placed on a surface, but once active, will only have signal for 10 seconds. This is intended to limit the oppressive nature of outside cameras - especially in the case of Valk - in the beginning moments of each round. While her cameras are still expected to bring a great amount of value inside buildings, this should help to limit the exceptional utility they previously offered, giving Attackers a chance to compose themselves and aligning the expectations of how she functions with that of the other Defenders (i.e. within the building that must be defended).

We know this change to outside cameras is a big one, so while we feel 10 seconds is fair, we're going to be keeping a close eye on how it performs on the Test Server. We're open to making adjustments in time for Y6S4's launch, so get out there, give this a try, and let us know what you think!

ECHO + MOZZIE
  • Increased drones' time outside the building to 10s (from 3s).
Population targeted by this change: Casual, Top Ranked and Pros.

To go along with the above change to Valkyrie and the use of Defender cameras outside, we also wanted to make sure the impact on their resident drone experts is consistent with it. While we're limiting the passive monitoring of outside spaces through cameras, there will now be more opportunities for active droning outside of buildings with a change that'll affect Echo and Mozzie.

Now, instead of being limited to 3 seconds of droning outside of the main building, they'll have 10 seconds to gain as much intel as they can. This is expected to shift focus to a slightly more active beginning-of-round flow for Defenders while also giving these two operators more early-round utility. It will also help to establish a continuity between camera-using gadgets that are used outside by Defenders.

MAESTRO
  • Evil Eye cameras can be rotated by teammates if Maestro is not actively using the camera.
    • If hacked, Dokkaebi and Attackers will also have access to camera rotation.
Population targeted by this change: Casual, Top Ranked and Pros.

Adding to the other camera changes - specifically around camera rotation - included in this update, we also wanted to provide some clarity on how this will affect Maestro. While he was previously able to rotate his Evil Eyes himself, his teammates will also be able to rotate them, provided he is not actively on cams. This is intended to bring them up to speed with the rotation rules of other camera gadgets like with Echo, Zero and Valkyrie. It's also important to note that if Maestro is eliminated in a round, he will still be able to rotate his Evil Eyes, but will be unable to shoot with them.

We want to make sure when a player deploys an Operator camera, there's a general consistency to how they function, so that meant removing one of the exceptions that limited Maestro's Evil Eyes.

WEAPON + ATTACHMENT BALANCING
ANGLED GRIP
  • The increase to ADS speed provided by the Angled Grip is now 20% less than it was before.
Population targeted by this change: Top Ranked and Pros.

Before we get into the description, we want to acknowledge that we know this isn't going to be a popular change. We all love the angled grip, but that's part of the problem - it's so effective that it has become an essential attachment in just about every case. We know that by changing this, it will have an effect that's felt throughout the game, so we ask you to please jump on the Test Server, give it a try, and then come to us with your thoughts. In theory, it's a big change - we know that - but we truly want to understand how you feel with it in practice. This is something we can and do plan to continue tweaking, so we're extremely open to hearing your thoughts, as always.

With this change, equipped weapons will take slightly more time to transition from hip fire to ADS than they previously did. We still feel that the benefit it brings is strong, but not so strong that it instantly trumps all other attachment options. Our intention with this change is to encourage a greater degree of experimentation with weapon loadouts, reducing the angled grip's pick rate from its current place atop the roster.

As mentioned above, this isn't the end of what we have planned for attachment tweaks. We are working on ways to change the game HUD to better and more clearly display key values of weapons, like the ADS time. Once this has been implemented, we then plan to work on balancing those values (including ADS) on a per weapon basis - not just by weapon classes - to further build out the unique identity of each weapon. This is a change planned for quite a ways in the future, but we wanted to make sure we shared our long-term plans here to give you a snapshot of how this will continue to evolve.

GAMEPAD RECOIL COMFORT
Reduced lateral recoil on:
  • Jager - 416-C
  • Ash - RC4
  • Vigil - K1A
  • Zofia - M762
  • Ace - AK-12
  • Warden, Dokkaebi, Vigil - SMG-12
  • Mozzie, Aruni - P-10 Roni
  • Alibi - Mx-4 Storm
Population targeted by this change: Casual and Top Ranked.



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

We're going to keep this one nice and simple. We know that certain weapons are difficult to handle on console with a controller- specifically with some of our recent recoil changes. In particular, strong lateral recoil can be much more difficult to adjust for when compared against a mouse. For that reason, we wanted to rethink some of the weapons which have received recoil increases in recent seasons and give them a pass that makes their recoil more manageable for controller users.

We've included before and after images above to showcase how these changes will affect these weapons and look forward to hearing your thoughts once you get your hands on them.

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Nov 8, 2021
Tom Clancy's Rainbow Six® Siege X - Ubi_Frog


In August 2021, we released an article outlining the top issues and community concerns among the Rainbow Six Siege community in which we informed our intention to provide a complete solution to protect our content creators. In this update, we will provide insight on what we will soon be doing for the protection and privacy of _all_ our players, including our streamers.

Player Protection
The protection of our entire player community is important and key for our game. In addition to the importance of this subject for our content creators, we believe that it is also everyone's right to be protected while playing.
Therefore, we are working on establishing sustainable solutions to protect all of our users, not only at the game level, but also at the account level with several Ubisoft partners and teams.
We are motivated by the same goal: improving our users' protection. Whether it's by giving more control over their personal data or public identity, we believe that our users require and deserve an improvement on this matter. We are aware that changes must be done within the Ubisoft environment and externally (external third-parties).
For this reason, we are working on three fronts:
  • Preventing stream sniping with options that are on the Rainbow Six Siege dev team’s side. The options will prevent malicious players from using another player’s live stream to gather information and get an unfair edge, or to act in a disruptive manner to sabotage and harass the streamer.
  • Controlling and limiting the data shared from your account to third-party sites/apps/overlays.
  • Ensuring the protections for account data and game telemetry are respected by those third parties.
Consequently, it is no longer only about protecting our streamers, but all of our player base and, even more globally, all users of Ubisoft services.

Rainbow Six Siege & Privacy
Players will see a new section in the Options menu called "Privacy" which will contain all the current options related to queue sniping that were deployed with Y6S1.1.



Status: Available at Y6S4 launch.
To discourage and prevent disruptive players from using streamers' public information in a toxic way, we improved and created a new set of options that will allow players to increase their gameplay privacy while being able to keep their legacy name without the need to create multiple accounts or change their account name to avoid stream snipers.





Hence, here is the set of options that will compose this new protection:
  • Appear as Nickname: This will allow our players to create and use a custom temporary display name to be used directly in-game without losing their legacy name. These will not be cross-linked and can be changed at any time, which will add more friction to malicious players’ process of grieving.
  • Appear as “You”: Both your legacy and alternative generated names can be a primary indicator used by malicious players to follow you from match to match. To reduce any collateral effects, this option will replace the player's name on their screen with "You" so that somebody viewing their live stream, for example, cannot determine their displayed username.
  • Hide Other Players: The use of surrounding information is also part of the problem and can contribute to the identification of a specific match. To alleviate this, this option generates pseudonyms for all usernames on the streamer’s screen in a match session except their own. This applies to both teammates and opponents in the match.
  • Account Identity Privacy: Additionally, we’ll be testing an experimental iteration of account privacy settings to conceal the Ubisoft account name (with a randomly generated username) and profile avatar of users to protect their name on the platform. This will prevent stream snipers from using third-party tools to reveal streamer identities. Note: depending on the success of the test, this may not be available for public release.
Status: Planned to release during Season 4, but not at season launch.

Account Privacy
Privacy and Data Sharing at the account level remains a particularly key point.
We are currently working with internal service partners at Ubisoft to establish and provide sustainable solutions from the short to long term. We are aiming to better protect our players and global users by increasing the protection and control over their data at the Ubisoft level.
  • Data Shared by Ubisoft: Extend the protections for players’ account data and game telemetry to third-party partners outside of Ubisoft.
  • Legal Actions: Exploring consequences for entities that undermine our efforts to respect players' personal data and game telemetry. People accessing our data for community use must abide by our rules and guidelines.

Release Plan
Our end goal remains to protect anyone in terms of identity in Rainbow Six Siege, but to ensure a smooth deployment and to gather key players’ feedback, we will first release to a small pool of content creators, who remains one of the user groups most impacted by identity-based harassment in-game. Our plan is to roll out this feature in a gradual way, which will allow us to stress-test the functionality of each setting and allow adjustments to be made before a wider release.
To summarize, these first sets of privacy settings described above (including part of the account privacy settings) will be deployed initially on Rainbow Six Siege on PC via a soft-launch release to a limited audience during Season 4. Following the results of the soft launch, these features will roll out publicly to our entire PC community. As noted above, the “Account Identity Privacy” option is more experimental, and is possible not to ship publicly with the rest of these options. We are also planning to extend these privacy features to console players in the future.

Conclusion
Rest assured that this topic remains a top priority on the Rainbow Six Siege development team and across Ubisoft. The Player Behavior team and the different stakeholders involved are committed to protecting our players' personal identities and providing a safer environment for our players.
We will release a roadmap around the launch period of Season 4, followed by further planned updates to be released iteratively. We will continue to inform you of the long-term plans including console release.
Oct 19, 2021
Tom Clancy's Rainbow Six® Siege X - Ubi_Frog


For additional information and further details on the changes listed below, please see our [Y6S3.3 Designer's Notes](https://rainbow6.com/DN_Y6S33).

Y6S3.3 PATCH SIZE
Below you will find the download sizes for each platform.
  • Ubisoft Connect: 2.21 GB
  • Steam: 1.7 GB
  • Xbox One: 1.2 GB
  • Xbox Series X: 3.7 GB
  • PS4: 1.4 GB
  • PS5: 1.13 GB

OPERATOR BALANCING

ALIBI
Increased Mx4 Storm vertical recoil.

ARUNI AND MOZZIE
  • Reduced P10 Roni Magazine from 19+1 to 15+1.
  • Increased vertical recoil and first kick recoil.
  • Total ammo is now 181 in PVP, 121 in Hardcore and 196 in PVE.
CASTLE
  • Increased number of Armor Panels to 4 (was 3).
  • Reduced number of punches required to destroy an Armor Panel to 9 (was 12).
CLASH
  • Replaced P-10C with Super Shorty.
HARD BREACH CHARGE
  • Increased number to 2 (was 1).
  • Affected Operators include: Montagne, Buck, Fuze, Capitão, Amaru, Nøkk, Ying, and Zero.
KAPKAN
  • No longer limited to placing 1 trap per door/window frame.
MELUSI
  • Added Bulletproof Camera (removed Nitro Cell).
ORYX
  • Reduced Dash refresh time to 8 seconds (was 12 seconds).
WAMAI
  • Increased number of Mag-NETs to 6 (was 4).
  • Reduced catching area of effect to 3.5 meters (was 5 meters).

TWEAKS AND IMPROVEMENTS

PLAYER COMFORT
Performance Metrics
  • PC users can now display real-time performance metrics in the HUD such as FPS, latency, and NVIDIA-related metrics. This feature can be turned On in the General section of the Options menu.

BUG FIXES

GAMEPLAY
FIXED – Attacker is removed from the match if they injure a hostage that is later revived and eliminated by a Defender.
FIXED – Ammo counter flashes red after switching weapons.
FIXED – The G36Cs rail reduces visibility when the Red Dot is equipped.
FIXED – If a player is reconnecting, round doesn't end when the last opponent is eliminated.
FIXED – "Join Party" option is not functional in the Ubisoft Connect overlay and client.
FIXED – Rim lighting is applied to Operators on the victory screen.
FIXED – Muffled sound is heard on some weapons.
FIXED – Defenders can vault on top of an unreachable location and secure a win for their team in the Doktor's Curse Event.
FIXED – The attacker's hammer animation freezes and loops without collision when holding down the trigger button in the Doktor's Curse Event.

LEVEL DESIGN
FIXED – Bar shadow at 1F Bar disappears when viewed from trapdoor in 2F Library Entrance on Chalet map.
FIXED – Asset and collision issues on Bank map and Kafe Dostoyevsky map.
FIXED – The light of the wall cladding located at 3F Lounge disappears when LOD lowers when viewing it from 3F Casino on Yacht map.
FIXED – Player is unable drop the defuser on the roof above 2F Billiards Room on Coastline map.

OPERATORS
FIXED – Kapkan is not receiving 20p for each activated trap.

USER EXPERIENCE
FIXED – Various UI issues.
FIXED – Various localization issues.
Tom Clancy's Rainbow Six® Siege X - Ubi_Frog


In this latest edition of Designer's Notes, we'll go into more detail about the balancing changes that'll come with the Y6S3.3 patch and give you an insight into the reasons behind these changes.

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

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

CASTLE
  • Increased Armor Panels to 4 (was 3).
  • Reduced melee hits required to destroy a Armor Panels to 9 (was 12).
Population targeted by this change: Casual and Top Ranked.

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

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

CLASH
  • Added Super Shorty (removed P-10C).
Population targeted by this change: Casual and Top Ranked.

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

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

KAPKAN
  • Number of Entry Denial Devices per door/window frame no longer limited to 1.
Population targeted by this change: Casual.

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

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

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


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

MELUSI
  • Added Bullet Proof Camera (removed Nitro Cell).
Population targeted by this change: Casual and Top Ranked.

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

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

ORYX
  • Reduced Remah Dash charge refill time to 8s (was 12s).
Population targeted by this change: Casual and Top Ranked.

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

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

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

WAMAI
  • Increased max Mag-NET System to 6 (was 4).
  • Reduced Mag-NET System catching area to 3.5m (was 5m).
Population targeted by this change: Casual and Top Ranked.

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

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

WEAPON BALANCING

MX4 STORM
  • Increased Mx4 vertical recoil.
Population targeted by this change: Casual, Pros, and Top Ranked.



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

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

P10 RONI
  • Reduced P10 Roni magazine to 15+1 (was 19+1).
    • Total ammo:
      • PVP - 181
      • Hardcore - 121
      • PVE - 196
  • Increased vertical recoil.
  • Increases first kick recoil.
Population targeted by this change: Casual, Pros, and Top Ranked.



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

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

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

GADGET BALANCING

HARD BREACH CHARGE
  • Increased gadget amount to 2 (was 1).
    • Affected Operators: Montagne, Buck, Fuze, Capitao, Amaru, Nokk, Ying, Zero
Population targeted by this change: Casual and Top Ranked.

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

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

---

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

Follow us and share your feedback on TwitterRedditFacebook and on our forums.

Oct 4, 2021
Tom Clancy's Rainbow Six® Siege X - Ubi_Frog


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

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

TWEAKS AND IMPROVEMENTS

PLAYER COMFORT

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

BUG FIXES

GAMEPLAY

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


LEVEL DESIGN

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


OPERATORS

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


USER EXPERIENCE
FIXED – Various UI issues.
FIXED – Shield skins are not previewed in 3D in the Weapon Skins category of the Shop.
FIXED – Thumbnails for shield skins are missing from the Battle Pass purchase side-panel.
FIXED – C4 turns white on the new Nitro Cell model.
FIXED – Various localization issues.
FIXED – Round timer shows incorrect time remaining on Stadia. (Hotfix delivered to PC and Luna last week.)
Sep 21, 2021
Tom Clancy's Rainbow Six® Siege X - Ubi_Frog


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

BUG FIXES

GAMEPLAY
  • FIXED – After spawning with Blitz or Montagne and switching PC windows, hip-fire spread is reduced.
LEVEL DESIGN
  • FIXED – The operator can lean and clip inside the electrical box at EXT Garage on Villa map.
  • FIXED – Various asset issues on Bank map.
  • FIXED – Various collision issues on Coastline map.
  • FIXED – Various LOD issues on multiple maps.

OPERATORS
  • FIXED – The refill SFX for Lesion's GU is not triggered.
  • FIXED – When shooting Clash's CCE Shield with Kali's CSRX 300, the operator will not receive the Guard Break state nor the animation.
  • FIXED – Osa's bullet impact decals disappear when deploying her Talon-8 Shield.
  • FIXED – The first-person camera is offset inside Maestro's Evil Eye when a player spectates through it.
USER EXPERIENCE
  • FIXED – Voice Chat Volume is set to 0 when accepting a party invite on Stadia.
  • FIXED – Under certain conditions, HUD markers will not be visible to players.
  • FIXED – ADS Sensitivity slider jumps in increment of 2 when set to Standard.
  • FIXED – Extra texture is present in first-person view on all of Buck's uniforms.
  • FIXED – Various localization issues.
Tom Clancy's Rainbow Six® Siege X - Ubi_Frog


After releasing the amazing SAU_SIEGE and Sunstark bundles in Y6S1 and Y6S2, we are delighted to continue our collaboration with Prime Gaming for the Community Artist Bundle Program in Y6S3 Crystal Guard!

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 chosen artist will have the opportunity to design a full set for an operator of their choice and the resulting bundles will become available during Year 6 and beyond.

Today, we are proud to present our next Community Artist Bundle: A Samurai and Oni – a type of yōkai, Japanese spirit – inspired set for Hibana, designed by FrAgMenT.



This Hibana Operator Bundle includes the FrAgMenT:
  • Uniform
  • Headgear
  • Weapon skin
  • Charm

HOW TO REDEEM THE BUNDLE

The FrAgMenT Operator Bundle will be available via Prime Gaming for a limited time, starting from Wednesday, September 22nd.

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.

A Renown Booster is currently available from Prime Gaming until September 22nd when the FrAgMenT Operator Bundle will be live, so don’t forget to claim this too!

Here’s how you can get these Prime Gaming offers:
  • Link your Ubisoft and Amazon accounts here.
  • Redeem the respective offer through Prime Gaming here.
  • Receive the content automatically in-game within 48 hours.

ABOUT THE ARTIST

Before joining the Siege community, FrAgMenT was mostly known as a community artist for For Honor, which he continues to love, especially for its setting.
In 2018, when FrAgMenT was a Ubisoft Star Player, he was contacted by Ubisoft Australia to draw Siege artwork. As this was his first time drawing tactical gear and modern elements, this was a new challenge for him. During this process, FrAgMenT gained an appreciation for this style of artwork, and along with the support of the Siege community, it led him to join the Siege Champions Program along with other talented community members!
FrAgMenT’s art is all about challenging perspectives and details while telling stories and bringing emotions into his artwork. But why Hibana? FrAgMenT wanted to introduce his passion for Japanese mythology and folklore in a well-fitting way. On top of being his favorite operator, Hibana felt like the perfect choice for his vision. The design is inspired by characters he’s created with some important elements: horns, a headband, and typical Oni colors.
Don’t forget to follow FrAgMenT on Artstation, Twitter, and Instagram to see more!



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 Y6S3 FrAgMenT Operator bundle?
Link your Ubisoft account with your Amazon account here and claim the Operator set through Prime Gaming starting from September 22nd. After successfully redeeming the content, it will be available in your in-game inventory within 48 hours. Players must have Hibana available as an operator.

Can I buy the FrAgMenT Operator Bundle with Renown or R6 Credits as well?
The FrAgMenT 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 September 22nd, you have one month to claim this offer via Prime Gaming.

I don’t see my rewards.
If you’re having trouble redeeming your FrAgMenT Operator Bundle, please contact our support.

For more information about Prime Gaming, visit the Prime Gaming FAQ.

Tom Clancy's Rainbow Six® Siege X - Ubi_Frog


Updates and fixes made over the course of the Y6S3 Test Server. For the full Crystal Guard Patch Notes, follow the link below.

Crystal Guard Season Patch Notes: https://rainbow6.com/crystalguard

# Y6S3 PATCH SIZE
Below you will find the download sizes for each platform.
  • Ubisoft Connect: 24 GB
  • Steam: 12 GB
  • Xbox One: 20 GB
  • Xbox Series X: 20 GB
  • PS4: 20 GB
  • PS5: 16 GB
TWEAKS AND IMPROVEMENTS

GAME BALANCING

Ranked and Unranked Earning Increased
  • Increased XP and Renown gain in Ranked and Unranked by 15% to match other PVP playlists.
ZOFIA
Modified M762 recoil so it's slightly easier to control.
  • Horizontal spread to the left has been reduced.
ACE & FUZE
Modified AK-12 recoil so it's slightly easier to control.
  • Horizontal spread to the right has been reduced.
FLASH EFFECT UPDATE
  • Decreased the duration of the flash effect based on player's orientation.
  • Affects Stun grenades, Ying's Candela and Blitz's G52-Tactical Shield.

BUG FIXES

GAMEPLAY
  • FIXED – Windows cursor remains stuck on screen, blocking camera movement.
  • FIXED – Reinforcing a partially damaged hatch does not destroy the original wooden surface.
  • FIXED – Battle Pass reward system is not functional for all game modes and completing a match results in an infinite error message.
  • FIXED – Revive animation isn't canceled when players fall through a hatch while reviving a teammate.
  • FIXED – Operator first-person view shifts downwards when players lean right while rappelling.
  • FIXED – Defenders can exit onto Skyscraper scaffolding without being detected.
  • FIXED – Players don't receive Kill score if they are eliminated after they DBNO an opponent and a teammate finishes the opponent.
  • FIXED – Death Replay camera is offset if player is eliminated by an electrified wall.
  • FIXED – Health bars of spotted opponents are visible in HUD.
LEVEL DESIGN
  • FIXED – Multiple LOD and LOS issues on various maps.
  • FIXED – Various defuser planting and retrieval issues in specific areas on maps.
  • FIXED - Exploitable gaps on various maps.
  • FIXED – Multiple clipping, collision, destruction, and asset issues on various maps.
  • FIXED – Multiple lighting issues on various maps.
  • FIXED – Environmental destruction does not occur around indestructible assets.
BANK
  • FIXED – EXT location on Bank map that's normally inaccessible can be accessed by players.
  • FIXED – Deployment animation is no longer available if the barricade animation is canceled on the door that is west of 1F Teller's Office on Bank map.
  • FIXED – Operator floats and shakes when positioned between the trash bags and concrete ramp on Bank map.
  • FIXED – Aruni's Surya Gate does not deploy on the door that leads to 1F Tellers' Office on Bank map.
  • FIXED – Players can navigate onto the top of the fridge on Bank map.
BORDER
  • FIXED – Hostage is located in 1F Workshop not 1F Server Room as specified by the objective location on Border map.
CLUBHOUSE
  • FIXED – Multiple navigation issues where the operator is floating and shaking in specific locations on Clubhouse map.
  • FIXED – Drone can navigate under floors on Clubhouse map.
COASTLINE
  • FIXED – Echo's Yokai loses signal near 1F North Stairs and 1F Hallway on Coastline map.
  • FIXED – During Preparation Phase, a red wall can be seen on one side of the window located at 2F Hallway on Coastline map.
  • FIXED – Echo's Yokai loses signal if it's navigated near the wall at 1F North Stairs on Coastline map.
  • FIXED – A gap is visible when Osa's Talon-8 Shield is attached to the door between 1F Service Entrance and 1F Kitchen on Coastline map.
OPERATORS
  • FIXED – Lion, Finka and Iana's first-person device animations are not interrupted by Oryx's Remah Dash or Nomad's Airjabs.
  • FIXED – Operators with wearable electronic devices are not revealed after being pinged by IQ's Electronics Detector.
ACE
  • FIXED – Ace's S.E.L.M.A. Aqua Breacher destroys Osa's Talon-8 Shield when thrown.
CLASH
  • FIXED – Energy bar for Clash's CCE Shield is missing.
DOKKAEBI
  • FIXED – Dokkaebi's 3.0x scope reticle appears in EOR replay.
ECHO
  • FIXED – Collisions involving Echo's Yokai interfere with navigation.
  • FIXED – Echo's Yokai can be attached to any exterior doorframe.
FLORES
  • FIXED – Flores' RCE-Ratero Charge gets destroyed near fences on various maps.
FUZE
  • FIXED – Drill SFX for Fuze's Cluster Charge continues playing when device is destroyed.
  • FIXED – A reinforced wall is treated as a soft wall if Fuze deploys the Cluster Charge exactly where another device is deployed on the other side.
GRIDLOCK
  • FIXED – Gridlock's M249 SAW has only 60 bullets when reloading with 1 bullet in the chamber.
HIBANA
  • FIXED – Occasionally, some of Hibana's X-Kairos pellets don't deploy when shot in succession.
  • - FIXED – Reload animation for Hibana's X-Kairos experiences glitches.
IQ
  • FIXED – Multiple detection and ping issues with IQ's Electronics Detector.
  • FIXED – Camera pulses remain stuck on screen of IQ's Electronics Detector after cameras are destroyed.
  • FIXED – Captured Mozzie drones don't appear as captured in IQ's Electronics Detector.
  • FIXED – Regular ping appears instead of smart ping when IQ uses the Electronics Detector to ping the counter defuser in PVE.
  • FIXED – IQ's Electronics Detector detects friendly drones that have recovered from disabled state.
KAID
  • FIXED – Area of effect feedback for Kaid's Proximity Alarm remains stuck on screen in Support Mode.
  • FIXED – Kaid's Rtila Electroclaw activates without delay when it drops from one surface to another.
LION
  • FIXED – Lion doesn't get +5 pts when the EE-One-D detects an opponent.
MAESTRO
  • FIXED – Maestro's Evil Eye can't destroy Gridlock's Trax Stingers when they're deployed on uneven surfaces.
  • FIXED – Shooting the back of Maestro's Evil Eye while his shield is open, destroys the device.
MIRA
  • FIXED – Mira loses points when another player breaks a Black Mirror that has a friendly gadget deployed on it.
  • FIXED – Crash occurs if player ejects Mira's Black Mirror while a device is deployed on it.
MUTE
  • FIXED – Mute's Signal Disruptor doesn't get destroyed when an opponent shoots the antennas.
NØKK
  • FIXED – HEL Presence Reduction grants Nøkk immunity to slow effect produced by Melusi's Banshee Sonic Defense.
OSA
  • FIXED – Osa's weapon collides with Talon-8 Shield if she picks it up while rappelling.
  • FIXED – Handles on Osa's Talon-8 Shield are incorrectly positioned when she equips/unequips the device while rappelling.
  • FIXED – Osa's hitbox is too small when she rappels and picks up the Talon-8 Shield.
  • FIXED – Various Osa animation issues.
  • FIXED – Osa does not have a Nighthaven model phone.
  • FIXED – Player can cancel the equip animation for Osa's Talon-8 Shield.
  • FIXED – SFX is missing when Osa picks up the Talon-8 Shield.
ROOK
  • FIXED – Health bar flashes when players equip one of Rook's armor plates after being revived.
TWITCH
  • FIXED – Twitch's Shock Drone lights appear detached.
  • FIXED – Twitch's Shock Drone clips through any asset.
  • FIXED – Twitch's Shock Drone gets destroyed near fences on various maps.
  • FIXED – Landing SFX plays twice after player jumps Twitch's Shock Drone.
  • FIXED – Twitch's Shock Drone does not appear during EOR replay.
ZERO
  • FIXED – Total loss of functionality is encountered when swapping between Zero's Argus Camera and other Observation Tools.
USER EXPERIENCE
  • FIXED – Multiple UI and graphics issues.
  • FIXED – Various Match Replay issues.
  • FIXED – Various localization issues.
  • FIXED – Various voice chat and VFX issues.
  • FIXED – Various customization and Shop issues.
  • FIXED – Surrender vote remains active when round ends before the vote expires.
  • FIXED – Player usernames are sometimes replaced with random numbers and letters representing the profile ID of a linked account.
  • FIXED – Operator icons and player usernames shake when players move around.
  • FIXED – Tactical map was not updated after release of reworked Bank map.
  • FIXED – UI elements present during EOR replay do not respond correctly after player modifies the HUD Display Area.
  • FIXED – MMR Rollback popups appear after players complete a match, not when they log into the game.
  • FIXED – Online ID on PS5 is split in Simplified Chinese.
  • FIXED – A PC player has the communication disabled for all Stadia users if the PC user activates the Crossplay Communication option only after entering the session.
Tom Clancy's Rainbow Six® Siege X - Ubi_Frog


In Year 6 Season 3, the Sixth Guardian Program rolls onward! The program aims to support a charity via the sales of an in-game bundle which is available throughout the entire length of a Season, with 100% of net proceeds (with a minimum of $6 USD per bundle sold) going to the charity. Your purchases will help to directly support a charity and help a diverse range of causes. Together, we hope to unite the Rainbow Six Siege community and make a positive change outside of our game.

Since the program's launch in the past year, together with our community, we have raised well over $200,000 USD* for charity! Big thanks once again to our first two Sixth Guardian partners: AbleGamers Charity and Stack Up.

The Siege team is excited to reveal that throughout Crystal Guard, players will be able to purchase this Thunderbird SG Bundle, with all proceeds will going towards an incredible charity called Indspire. Their North Star (see what we did there) goal is to see every Indigenous student in Canada graduate school within a generation. Indspire serves First Nations, Inuit, and Métis students in remote communities, rural areas and urban centres across Canada. With the support of their funding partners, they disburse financial awards, deliver programs, and share resources with the goal of increasing graduation rates for Indigenous students. We felt this was a perfect organization to partner with on a Thunderbird-themed bundle, and we're honored to be working together on this.



This bundle features a full Thunderbird set with Indspire's signature gradient colors and Sixth Guardian branding. Specifically, the set includes:
  • "Sixth Guardian Uplift" Uniform
  • "Sixth Guardian Uplift" Headgear
  • "Sixth Guardian Uplift" Weapon skin
  • "Guardian Thunderbird" Charm
The bundle will be limited in time and available only for this Season. Make sure to check it out before Season 3 ends!

If you'd like to donate directly to further support Indspire, click here to go straight to their Donation page.



Learn more about Indspire - https://indspire.ca/

* Not final numbers as Year 6 Season 2 is still ongoing at the time of this writing
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