Our website has been updated!

Website content update

We wanted to let you know that our website guides should now be up to date with the Y6S3.2 patch.

If you spot any mistakes on our part, please do not hesitate to contact us at contact@r6siegecenter.com. We’re working hard to provide you with the best quality of content possible, but unfortunately, mistakes do happen.

At the same time, we would like to apologize for the recent delays in updates on the page. Life situation caused me to temporarily focus on other aspects of life.

We are currently working on catching up with guides for operators.
We are planning to release soon Osa’s operator guide, so stay tuned for the updates on the website.

 

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Rainbow Six Siege Y6S3.3 Patch Notes

Rainbow Six Siege Y6S3.3 patch notes for Operation Crystal Guard

Rainbow Six Siege:
Y6S3.3 Patch Notes

Rainbow Six Siege is set to receive the usual dose of balancing updates in the middle of a season.

What will Y6S3.3 update bring to the table?
Let’s have a look at the details of the changes.

Rainbow Six Siege Y6S3.3
the Nerfs:

  • MELUSI Nitro cell replaced with Bulletproof camera
    Not as severe nerf as Melusi received in the past to her Banshees, but still a significant one.
  • Mx4 Storm (Alibi) – vertical recoil increased
    Developers are not satisfied with the K/D of Alibi with Mx4, thus nerfing the gun
  • P10 Roni (Mozzie & Aruni) – multiple changes:
    • decreased magazine size to 16 (from 20)
    • increased vertical recoil
    • increased kick on the first bullet

Rainbow Six Siege Y6S3.3
the Buffs:

  • CASTLE Increased number of Armor panels to 4 (from 3)
    Castle’s buff comes with a slight nerf. The total number of melee hits required to destroy the barricade is reduced to 9 (from 12)

  • KAPKAN  – He can now place multiple traps on the same doorway/window
    This change adds lethality to Kapkan’s trap placement!

  • ORYX cooldown for Remah dash reduced to 8s (from 12s)

  • WAMAI Maximum number of Mag-nets increased to 6 (from 4)
    The trade-off is that the area of effect of each Mag-net has been reduced to 3.5m (from 5m)

  • HARD BREACH CHARGE – Operators who can equip the gadget will have 2 charges available during the round (previously 1)

  • CLASH – P10-C has been replaced with Super Shorty
    Such a change adds potential for more utility of Clash. Unlikely to be a major change in how Clash is played since she can equip only 1 weapon. Having Super Shorty as your only gun is extremely limiting. 

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Rainbow Six Siege Y6S2.2 Patch Notes

Rainbow Six Siege Y6S2.2 Patch Notes

Rainbow Six Siege:
Y6S2.2 Patch Notes

Rainbow Six Siege will soon receive the 2nd patch to its 2nd season of Year 6 content. 

This update is a balancing one – Rainbow Six Siege live servers won’t receive any gameplay changes nor new features.

The release date of the Y6S2.2 patch has not been revealed by Ubisoft.

Y6S2.2 BALANCING CHANGES:

Zofia nerf

Recently Zofia took the role of Ash in the presence chart appearance – she is the new queen of attacking in Rainbow Six Siege.

Thus, Ubisoft decided to bring the nerf hammer and smash her M762 recoil pattern, with the following changes:

  • increased horizontal spread to the left
  • decreased number of bullets in a spray for long burst recoil pattern to kick in – now on the 8th bullet vs. 12th prior to the patch
  • gun will kick harder vertically, as well

Alibi buff

The trickster among Rainbow Six Siege defenders will receive a slight buff to her guns with the addition of new scope options:

  • ACS12 receives 2.0x scope (1.5x is removed from the gun)
  • MX4 Storm gets 1.5x scope

Frost nerf

Canadian defender loses access to 1.5x scope on C1.

Tachanka buffs

The Lord and Savior will receive the following buffs:

  • increased Shumikha Launcher ammunition to 14 (from 10)
  • increased DP-27 environmental destruction
    • up to 5m – 0.3 hole radius
    • above 5m – 0.2 hole radius
  • added Deployable shield (removed Proximity alarm)

Y6S2.2 Weapon changes:

Weapon balancing changes coming to Rainbow Six Siege live servers in Y6S2.2 patch impact only 2 weapons:

TCSG12

  • Increased damage to 63 (from 57)

ASC12

  • Increased damage to 69 (from 59)

Will the above changes impact the popularity of both guns? Highly unlikely especially when we consider alternatives in weaponry options.

Is nerf to Zofia a good move?
What do you think about Tachanka’s buffs?

 
Let us know in the comments below!
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Y5S4.3 Patch Notes – Balancing Patch

Rainbow Six Siege Y5S4.3 Patch Notes - Balancing Update

Rainbow Six Siege:
Y5S4.3 Patch Notes

Rainbow Six Siege received a Y5S4.3 patch on live servers on the 26th of January 2021. The Y5S4.3 patch was anticipated by many players within the R6 community and for a good reason. Balancing patches that come out every season tend to shift the meta of the game. It’s hard to speak about the general consensus of a community as big as Rainbow Six Siege one, but it feels to us as if more and more people grew dissatisfied with the current meta of the game.

Does the Y5S4.3 patch bring changes that will make your experience more enjoyable?
Well, you will have to judge it by yourself after reading the below patch notes!

Y5S4.3 Patch Notes

Kali Changes

Kali R6 operator poster black&white by r6siegecenter

Changes made in the Y5S4.3 patch to Kali are interesting.
They are by far the most creative of all modifications introduced in this update.

The idea behind the changes is to buff Kali, but we are not sure whether it is actually a buff, and not a nerf.

Long story short: CSRX300 is no longer a 1-shot DBNO machine.

What we got instead is damage based calculation which is more nuanced.
Here are the details of how the damage will work now

  • CSRX300 deals now 122 base damage until 25 meters distance
  • After 25 meters, the damage drops linearly to 80% of the base value (97.6) at 35 meters distance
  • Limbs damage remains unchanged

What this means is that the results of body shots will differ depending on defenders armor ratings and distance:

  • 1-armor operators will be killed (up to 34 meters)
  • 2-armor operators will be downed
  • 3-armor operators will be significantly damaged but not downed

So the changes to Kali’s primary weapon are a buff if you shoot 1-armor defender in close range, but are not in many other circumstances. I mean, you won’t even down 3-armor operators in the point-blank range…

On top of that, CSRX300 logic change increases the usefulness of Rook’s armor plates!

It’s a weird design choice that does not fix the problem with Kali.
Instead, Ubisoft could have buffed the gun versus 1-armor defenders and leave DBNO mechanics for 2 and 3 armor operators. It would be buff without making Kali broken.

On top of that, the damage indicated in patch notes seems to be inconsistent with the in-game results. Below you can see the Rogue-9 video on this subject.

Y5S4.3 Patch Notes

The Buffs

Buck

  • Skeleton Key ammo increased to 31 from 26
  • Hard Breach Charge added instead of Claymore

Y5S4.3 changes to Buck are in our opinion a good buff to a Canadian attacker. Both additions fit his desired role better as they allow Buck to focus on environmental destruction.

Echo

Echo R6 Siege operator B&W design by r6siegecenter

Echo’s Yokai drones received some love after the significant nerfs in previous patches.

  • Sonic Burst cooldown reduced to 16s from 20 seconds
  • Yokai drone jump cooldown reduced to 2s from 3s
  • The drone’s animation for failing to stick to the ceiling reduced to 0.5s from 2s

Hard Breach Charges

Developers from Ubisoft are not fully satisfied with where the newest universal gadget is at.
As a result, charges receive a buff to:

  • Deployment time of charges reduced to 2s from 3s
  • Activation time to 5s from 6s

Ballistic Shields

The camera penalty has been removed for Guard Break animation.

Decreased recoil

Please note that the below weapons’ recoil was lowered but only for controller players.
The guns impacted by recoil changes are:

  • ARX
  • C8
  • M1014
  • TCSG12

Y5S4.3 Patch Notes

The Nerfs

Zofia

Zofia R6 B&W design by r6siegecenter

Zofia has been nerfed quite heavily. In fact, she is the most impacted operator who got nerfed with the Y5S4.3 update.

  • Withstand mechanic removed
  • Resistance to concussion effects removed (both Zofia’s and Ela’s)
  • Explosive range of impact grenade reduced to 2m from 3m

Withstand changes got the most attention from the R6 community.
Was it a bad ability? Opinions are split on that one. Some claim that free self-revival mechanic is cheap and not skill-based. Others claim that withstand was just one of the abilities in the game, similar to Doc’s self-revival.
Who is right? Probably everyone in a way.

We did not find it broken. Withstand was rather an annoyance in case of inability to confirm a kill in certain circumstances.

Ash

  • Breaching round explosion radius decreased to 2m from 3.5m

Both Ash and Jager seem to be in a position where whatever nerfs they receive, they remain favorite picks of the community. The Y5S4.3 change to Ash is not a significant enough nerf change that.

This nerf, however, will force Ash mains to be more precise with the usage of Breaching Rounds.

Ela

  • DBNO extra mine mechanic removed
  • Resistance to concussion effects removed (both Ela’s and Zofia’s)

A nerf that should not change the operator’s pick rate, but appears to be another step in a direction of removing DBNO mechanics and passive resistances.

Attachments removals

Lesion, Melusi & Mira

  • Lesion – 1.5x scope removed from T-5
  • Melusi – Angled grip removed from MP5
  • Mira – 1.5x scope removed from Vector (.45 ACP)

Lion universal gadget change

  • Lion loses Hard Breach Charge and gets Claymore

The Y5S4.3 patch comes also with a list of bug fixes and tweaks. A full list of those changes can be found on Ubisoft’s website under this link

Do you agree with changes implemented by Ubisoft in Y5S4.3?
What do you think about removing Kali’s primary weapon DBNO mechanics?

Let us know in the comments below!
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“Operation Neon Dawn” – Y5S4 Patch Notes

Operation Neon Dawn R6 - Y5S4 cover photo

Rainbow Six Siege
“Operation Neon Dawn"
Y5S4 patch notes

The last season in Year 5 of Rainbow Six Siege brings us Operation Neon Dawn. This new update continues the trend of the Ubisoft team adding 1 new operator. Since the last operator was an attacker (Zero), the Y5S4 adds a defender called Aruni.
The below Y5S4 patch notes will tell you everything you need to know about the newest update in R6S.

Operation Neon Dawn R6 - Y5S4 cover photo

Simultaneously, Ubisoft releases the rework of yet another map – Skyscraper – and huge changes to key operators:

  • Jäger
  • Echo
  • Hibana

And many less drastic changes to other operators.
Last but not least, the way runouts work in R6 is altered, as well.

We’ve got plenty of information to get through in Y5S4 patch notes, so let’s jump right into it. Shall we?

Operation Neon Dawn - Release date

Operation Neon Dawn follows a typical Rainbow Six Siege patch release cycle, hence we have received the Y5S4 patch on the 1st of December.

NEW OPERATOR - ARUNI

The newest addition to the Rainbow Six Siege roster is a female defender from Thailand.
Her name is Apha Tawanroong, aka “Aruni”, and she seems to know where the Joker got his scars from.

ARUNI UTILITY

Aruni will be an interesting addition to the game. She’ll take the role of an architect on defense, similarly to Castle.

Her gadget is a Surya laser gate (Surya means “sun” in Thai). Surya will create an obstacle for attackers of laser wall deployable on:

  • Walls, both reinforced and unreinforced
  • Windows
  • Hatches
  • Doorways

Single Surya device is capable of covering space similar to single doors.

Once deployed, the Surya device:

  • Becomes indestructible, but the laser itself can be temporarily disabled by attackers
  • Prevents drones, projectiles, and other attacking utility from passing through it (destroys on contact)
  • Damages attackers who decide to pass through it without disabling the lasers beforehand (40HP damage is dealt)
  • Once Surya has been touched by either attackers or their utility, the lasers become deactivated until the cooldown is finished
  • Reactivation of Surya lasers does not happen automatically. Instead, Surya needs to be shot by defenders after the cooldown (the device stops sparkling)
  • Covers entire hatch, window, or space on the wall (from the gadget to the floor), but leaves a drone space when deployed on doors (similar to Castle’s Armor Panels)
  • The device itself can be picked up by Aruni
  • Surya allows friendly players and gadgets to pass through it – lasers deactivate automatically when friendlies are nearby

On top of Surya lasers, Aruni has another unique touch – her prosthetic arm grants her an enhanced punch ability. As a result, Aruni can create punch holes in walls of a size similar to shotgun holes. Plus, she’s capable of opening unreinforced hatches with a single blow!

ARUNI LOADOUT

Aruni R6

Unfortunately, Aruni does not bring any new guns to the Rainbow Six Siege weaponry. Luckily for her, though, she is equipped with strong weapons!

Aruni is the first defender to have officially categorized DMR gun at her disposal (TCSG12 is considered as a shotgun) – Mk14 EBR.
For players who prefer using automatic weapons, Aruni offers community favorite P10 Roni (Mozzie’s SMG).

The secondary weapon available to Aruni is PRB92, a handgun used primarily by Brazilian operators (Capitao & Caveira).

Lastly, her universal gadget options complement her potential playstyle as she can use Barbed wires or Proximity alarms.

Map Rework - Skyscraper

The last map rework of 2020 is one of the most anticipated ones – yes, I am talking about Skyscraper coming in the Y5s4 patch!

Here are a couple of videos that showcase the new Skyscraper. Don’t about you, but I am pretty excited about this one!

OPERATORS' CHANGES

Jäger NERF

The infamous defender, Jäger, is going through yet another change. With his 90%+ presence rate over the years, he has been a target of multiple nerfs. Ubisoft has already nerfed his primary gun, speed ratings, and altered his gadget choices.

What change comes in Y5S4 patch notes for Jäger?
Well, it’s time for changing how ADS devices work. Up until now, a single ADS device was capable of intercepting 2 projectiles. Thus Jäger was capable of preventing 6 enemy projectiles from impacting the defensive team.
Now, each ADS will be able to intercept only 1 projectile, after which the device will enter a 10 seconds cooldown. During the cooldown period, ADS won’t intercept any projectiles.
The upside for Jäger’s mains is that ADS will have an unlimited number of charges, limited only by the cooldown period.

What will be the impact of this change?
Well, it should make “burning the ADS” an easier task, but one that requires coordination from attackers and cooperation between teammates.
This change to how ADS works should also modify where and how Jäger players place their devices.
As an example: Instead of spreading devices across two bomb sites and multiple entry points, Jäger may choose to place 2 or even 3 ADS at a strategically crucial position.
Lastly, this change may increase the pick rate of Wamai.

Will it make Jäger obsolete?
No, we don’t think so.

Echo Nerf

One of the most banned and hated defenders (at least to play against) is getting a huge nerf. In the last quarter of 2020, Ubisoft went full hammer and decided to nerf the Echo’s Yokai drones.
With the release of the Y5S4 patch, Echo’s drones will no longer be invisible when attached to the ceiling!

This change is huge for Echo, one that is likely to completely alter how Echo is being played and both his presence and ban rates.

Ubisoft developers try to ease the pain a little bit for Echo mains by re-introducing a deployable shield to his loadout options. But that’s a rather minor buff comparing to the nerf.

Hibana's X-Kairos change

The least controversial change in Operation Neon Dawn impacts Hibana. From December she will be able to change fire mode for the X-Kairos launcher. Instead of having 3 charges of 6 pellets, Hibana will now have 18 charges that she can deploy in 3 modes:

  • 6 pellets
  • 4 pellets
  • 2 pellets

Hibana has always been the specialist in opening the hatches within the Hard Breach role group. Now she has even more flexibility to using her utility. She can open 4 hatches or deal with Castle barricades without losing much of hatch opening capabilities.

This is a very welcomed change, one that the Rainbow Six Siege community has been asking for!

RUNOUT COUNTDOWN CHANGE

The last major change in Operation Neon Dawn is the modification of how the runouts work in Rainbow Six Siege.
Runout is a defensive strategy of running out of the objective building to get a jump on the attackers. It can also be used as a way to rotate through external space but is primarily used to kill opponents.

Up until now the defender who left the objective building had 2 seconds before attackers were notified about such action. The Y5S4 update will give defender only 1 second before their location is exposed to the opponents.

Is this a good change?
I believe that 2 seconds did feel a tad long. It’s a change that will force defenders to commit to a runout much more and will eliminate certain runouts for a spawnpeek.
Additionally, runout modification should help new players when attacking.

OTHER CHANGES:

  • Wamai & Valkyrie lose deployable shields
  • Ash loses Stun grenades (in favor of Claymores) but gainst additional Breaching Round (has now a total of 3)
  • Twitch gains Stun grenades but loses Breaching charges
  • Capitao loses Stun grenades but gains Claymore
  • Ace gains Breaching charges but loses Claymore
  • Reinforcements are deployed faster
  • Tachanka is not capable of Withstanding
Source for our above Y5S4 patch notes are articles released by Ubisoft in here and in Pre-season designer notes.
 
 
Are your favorite operators impacted by Operation Neon Dawn changes?
What do you think about Aruni?
 
 
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Rainbow Six Siege Y5S3.3 Patch Notes – Mid Season Reinforcements

Rainbow Six Siege Y5S3.3 Patch Notes - Mid Season Reinforcements

Rainbow Six Siege:
Y5S3.3 Patch Notes

Rainbow Six Siege will soon enter its final 4th season of Year 5. Meanwhile, we received the mid season  Y5S3.3 patch notes.

Unfortunately, we won’t get Tachanka rework just yet, but there are plenty of changes that will excite some of you and anger others.
This time around we will get a lot of operator balancing changes to our most favorite characters (and those less popular, too), as well as a massive change to how shield bearing operators work in R6.
Last, but not least we get a nerf for the “yellow ping” mechanic in the game!

The Y5S3.3 patch was released on the 20th of October 2020 for PC and PS4, while Xbox will receive the patch on the following week (from 26th October).
Furthermore, PS4 and Xbox will receive the Y5S3.2 patch together with Y5S3.3.

Y5S3.3 BALANCING CHANGES:

MELUSI & ORYX SWAP GUNS

Melusi R6 Siege operator minimalistic portrait
Oryx R6 Siege operator B&W design by r6siegecenter

As you can see in Y5S3 Designer notes (here are our analysis) Melusi has been performing too well. She is second to only Jager in the presence rate (~58%), with the second-highest win delta for all defenders (~2,8%).

Therefore, Melusi nerf was inevitable. We guess that Ubisoft had three directions to deal with it:

  • Weapons
  • Gadget
  • Speed

They chose the first option.

Melusi will lose T-5 as a primary weapon and instead will receive MP5. She will not have an access to magnifying scopes on MP5, hence her options will be Red Dot, Holographic and Reflex sights.

Oryx, on the other hand, will get the T-5 instead of MP5. On top of that, Oryx will be able to equip 1.5x scope on his new SMG.
Yes, you heard well! Rainbow Six Siege impersonation of Juggernaut will get one of the best guns on the defense with magnification.
If this Oryx buff does not boost his presence rate, then probably nothing will.

ACE NERF

The newest Hard Breacher addition in Rainbow Six Siege is about to get nerfed in the utility department.
Ace is generally a very strong attacker, with a great primary gun and a very strong breaching gadget.
In fact, he is the third most picked attacker, after Ash & Zofia.

As a result, Ubisoft decided to lower the effectiveness of his S.E.L.M.A gadget.
Ace will retain 3 pieces of SELMA, but each gadget will detonate 2 explosions, instead of the current 3.

Such a nerf makes sense since Ace had advantages of both Hibana and Thermite, without major setbacks.
For us, it’s a step in a good direction from a balancing perspective. We expect Thermite to make a comeback from Y5S3.3. On the other hand, Ace might become more of a supplementary Hard Breacher or a situational pick where ranged wall breaching is the preferred option (i.e. Coastline, 2F Billiards Room wall to the courtyard)

GLAZ GETS BUFFED

The infamous sniper of Rainbow Six Siege is in a terrible spot from a statistics perspective.
He is not picked often (to say the least) and his win delta is off the chart, but in the negative direction (-10%).

Yet again developers attempt to buff Glaz’s unique scope in hope to bring him back from nerf oblivion. This time Glaz buff will:

  • Decreased movement penalty by 50% (from 6s to 12s of movement)
  • Decreased recovery time for vision (from 1s to 0.4s)

What this means in practical terms is that Glaz will be able to move longer without decreasing drastically his ability to see enemies’ outlines and will recover faster when remaining still.

Will this make him a viable attacker in Rainbow Six Siege?
We don’t think so. The game is played at a much higher pace now in Year 5 than it used to be. Also, the operator’s design is just not fitting well in R6.

FROST loadout addition

Ubisoft decided to add the ITA12S shotgun as Frost’s secondary weapon.
The reasoning behind this change is thatFrost’s effectiveness depends on awareness (or rather lack of) about her presence on the defensive team. Once attackers know that defenders have Frost, it becomes easy to predict where the Welcome mats may be – doors, windows, or top of staircases.

By adding shotgun as a secondary, the developer hopes to add versatility to Frost’s gadget placement with a new layer – creating rotation holes behind which she places mats. On top of that, the Canadian defender will be able to help other operators with objective re-modeling chores during the preparation phase.

TACHANKA loses scope

Ubisoft removes 1.5x scope from 9x19VSN to prepare the Lord for his rework.
It’s not a big deal since nobody plays the Savior anyway until he gets buffed.

Y5S3.3 BALLISTIC SHIELDS CHANGES:

Shield operators are going through changes. It’s safe to say that shield mains will not like those changes. Well, maybe besides rare breed of Clash mains.
The changes are twofold:

  • Guard Break animation
  • Explosion protection

GUARD BREAK:

Guard break is an animation when the shield operator is left exposed to frontal damage. Before the Y5S3.3 patch, a guard break could be achieved only by a meleeing shield operator. Extended Montagne was resistant to melee.
Now, guard break will be also achievable with:

  • Explosives (impact grenades, nitro cell)
  • Clash taser

And probably the most impactful change – fully extended Montagne is now also impacted by guard break!

For more on Guard Break, check out the below video from CoreRoss:

EXPLOSION PROTECTION:

With the introduction of the Y5S3 mid season patch, shield-bearing operators will protect other players located behind them from an explosion. Explosion protection is granted to both allies and enemies who are positioned behind the shield operator.

The shield damage protection will depend on body exposure to the source of the explosion.
On the other hand, the protection for shields from the explosives is being lowered to 66% from 80%, which is a nerf for the shield operators.

Y5S3.3 Patch notes:
YELLOW PING CHANGES

Up until now, using the yellow ping on surveillance devices was a no-risk and high reward mechanic in Rainbow Six Siege. Instead of scanning the enemy’s location with a red ping, it was better to just use a yellow ping instead.
The enemy had no way to know that they were pinged or that the intel gathering gadget (i.e. drone or camera) is present nearby.

Now, pinging is about to change! With the Y5S3.3 patch, using yellow ping will emit a sound, which is audible for enemies present nearby the device.
This is a huge change that will surely impact how the teams are utilizing information in Rainbow Six Siege. An ability to make a detailed verbal callout will be more important than ever. And knowing when to ping safely and when not is going to be crucial, too!

The official patch notes can be found on Ubisoft’s website under this link.

What do you think about the Y5S3.3 patch?
Do you like the changes to shield operators?

 
Let us know in the comments below!
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Rainbow Six Siege Y5S3 Patch Notes

Rainbow Six Siege
Y5S3 Patch Notes:
Operation Shadow Legacy

The upcoming season called Operation Shadow Legacy has been officially announced and thanks to Y5S3 patch notes released by Ubisoft, we know what we are about to get in Rainbow Six Siege.

It’s been a while since I was so optimistic and excited for a new season. This is all thanks to lots of changes to the game that seems like a step in a good direction.

 
We will see a lot of changes to the game, such as:
  • Chalet map rework
  • Ping 2.0
  • Optics changes
  • Reinforcement pool addition
  • New Hard Breaching gadget
  • and more!
 

Operation Shadow Legacy
Release Date

Rainbow Six Siege Sam Fisher - Zero operator

Operation Shadow Legacy was released by Ubisoft on the 10th of September 2020.

The only information players received was about the maintenance right before the season was deployed. Developers pulled a sneaky release claiming “data repackaging” in their below tweet:

Shadow Legacy Operator:
ZERO

Rainbow Six SIege Zero Operator - Sam Fisher

ZERO

In the Y5S3 update, Rainbow Six Siege will receive only 1 new operator, which is aligned with Ubisoft’s Year 5 Roadmap.

Shadow Legacy will bring an attacker who is based on Sam Fisher, from a legendary series Splinter Cell. The Y5S3 operator will be called Zero, with 2 speed and 2 armor characteristics.

ZERO'S UNIQUE UTILITY - ARGUS LAUNCHER

Zero will be equipped with Argus Launcher which allows him to fire deployable cameras capable of penetrating the surface it is attached to. In case the camera gets attached to the penetrable surface, it drills through it and allows Zero to view both sides of the surface. Such penetrable surfaces are:

  • unreinforced walls and hatches
  • reinforced, but not electrified, walls and hatches
  • penetrable floors
  • barricades

When fired at an un-penetrable surface, Zero’s gadget will still attach to it. However, it won’t allow viewing the other side of the surface.
The Y5S3 attacker in Rainbow Six Siege will, therefore, serve an intel-gathering role on the team.

But Zero’s impact does not end there. In addition to intel, he will also be able to fire 1 taser per camera to either destroy defensive gadgets (i.e. Bandit’s Shock battery, Jager’s ADS, or Mira’s Black Mirrors) or deal minor damage to a defender. As a result, Zero will be like a mix of Valkyrie and Twitch.

Important to note that Zero’s camera will be destroyed when fired at electrified surfaces.

ZERO'S LOADOUT:

SC3000K

New gun in Rainbow Six Siege available only to Sam Fisher aka Zero.

MP7

SMG that was previously available only to Bandit on the defense.

5.7 USG

Good pistol with default silencer attached for Zero.

Universal gadgets for Zero R6 operator will be Frag grenades and Claymore.

 

The addition of Zero is certainly an interesting one.

I always like intel-gathering operators as information is the king in Rainbow Six Siege. On top of that, intel-based operators tend to require game sense, game knowledge, and reward players for creativity.

Chalet MAP REWORK:

Rainbow Six Siege Chalet map rework intro

Chalet has been quite an annoying map from the ranked map pool. For the past couple of years, every match on Chalet felt the same due to only 2 bomb sites being defendable reliably.

We will have to see how the rework plays out in a live environment, but it looks solid from what we’ve had a chance to test and see.

For those of you who did not install TS, you can check comparison video made by Thaquil:

PING 2.0

As most seasoned R6 players will agree with, the ping system is an incredibly important and useful tool at the players’ disposal.

Looking retrospectively, the ping system was an unusual feature in FPS games when R6 Siege was released. It was a great feature that simplified the communication and callouts for R6 players.

But as time passed, new games came out with more sophisticated ping systems, which made us all question the simplicity of Rainbow Six Siege one. I think Apex Legends was the game that widely popularized the contextual ping system and showed us that a well-done ping system is worth investing in.

Now in 2020, Ubisoft is finally ready to implement an improved ping system in Rainbow Six Siege.
This might be our favorite change coming in the Y5S3 Shadow Legacy season!

The improvement will be two-fold.
First, all players will be assigned a number to their pings, which will make it easier to distinguish who pinged what.

Secondly, and more importantly, pings will be contextualized. This means that when you ping a barbed wire, your ping will show an icon dedicated to that gadget. Now, you will be able to ping a defuser and no one will be confused about what was pinged, even without voice chat.

REINFORCEMENT POOL

Up until now, each defender had 2 reinforcements available at his or her disposal. This created problems for more busy defenders – some operators have a lot to do during the preparation phase (i.e. Castle).

Sometimes you had to send 2 or more people above the site to set up your defenses, even though not all of them would stay there for the action phase. We had to guide inexperienced players by pinging and telling them what to reinforce.

Now those problems will be gone. The defense in Rainbow Six Siege will have a pool of 10 reinforcements. This means that less busy defenders or those who stay on the site are the ones who can take care of reinforcing required walls (i.e. Rook). In structured teams this change is great!

Unfortunately, it comes with its downsides, but that’s just inevitable. If you have a teammate who wants to troll or does not know the strategy, they can ruin the whole setup more than before. Though, they would probably have ruined your experience anyway if they wanted to.

CHANGES TO SIGHTS

Rainbow Six Siege will have revamped optics with the introduction of the Shadow Legacy update.

As per the Y5S3 patch notes, the changes to the sights will be:

New style for existing sights

Holographic and Red dot sights will have new variants – MH1 & M4S respectively.

RED DOT (M4S)

HOLO (MH1)

New magnification setup

SCOPE 1.5x (NEW)

SCOPE 2.0x (NEW)

SCOPE 2.5x (aka ACOG)

SCOPE 3.0x (OLD)

Overhaul to sights availability

Balance changes will be made for which gun/operator has access to specific magnification options.
Redistribution will have an impact only on primary weapons in Y5S3.

You can find the list of available optics per operator and weapon with below links to Ubisoft’s materials:

We have some mixed feelings about those balancing shifts but will have to wait and see how changes play out once the new season is out.

Optics customization

Rainbow Six Siege players will finally have an option to modify aspects of a reticle, such as color blindness type, sight color, and opacity.

NEW HARD BREACHING GADGET

The attackers get a new universal gadget – secondary breacher. This new gadget will allow breaching through reinforced walls. The hole made by the new gadget is smaller than generated by Hard Breachers.

Secondary breacher can be countered the same way as Hard breaching utility.

We don’t particularly like the addition of another hard breaching gadget.

On one hand, certain operators who were previously rarely picked can be now more viable. This may add variety to attacking rosters.

On the other hand, there’s just so much hard breaching in the game already. Though, Ubisoft tries to balance this new gadget addition with nerf to Thatcher (EMP will only disable temporarily all gadgets, not destroy them).

MATCH REPLAY & MAP BAN

Match replay system will allow players to watch their past matches. The system stores up to 12 last matches. This new feature is in the alpha stage and will be available only on test servers for the time being.

To read more on the match replay system, check our article on this subject.

Last but not least, Ubisoft is adding a map ban feature that will work similarly to operator ban mechanics in unranked and ranked game modes.

Operation Shadow Legacy -
FULL REVEAL PANEL:

What do you think about upcoming season?
Do you like the changes and new features?
 
Let us know in the comments below!
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R6 Siege Y5S2.3 patch notes

Rainbow Six Siege Y5S2.3 patch notes

Rainbow Six Siege Y5S2.3 Patch Notes

Ubisoft released patch Y5S2.3 for both PC and console versions of Rainbow Six Siege on Wednesday 29th of July.
Additionally, together with this patch console players will receive minor update Y5S2.2, released earlier on PC in the middle of July.

Unlike the previous update, the Y5S2.3 patch contains balancing changes that may have an impact on the META of the game.

Let’s have a look at what changes Ubisoft outlined in Y5S2.3 patch notes and whether changes are likely to improve the pick rate of impacted operators.

Y5S2.3 BALANCING CHANGES:

Fuze R6 Siege operator B&W design by r6siegecenter

FUZE:

  • Increased Cluster charge number from 3 to 4
Gridlock R6 Siege operator B&W design by r6siegecenter

GRIDLOCK:

  • Added deployment activation delay of 0.45s – previously activation initiated immediately
  • Lowered Trax Stingers full deployment time from 13s to 9s
  • Reduced deployment time of single trap from 0.7s to 0.45s
  • Decreased the range of random deploy variation from 0.1s to 0.05s
Oryx R6 Siege operator B&W design by r6siegecenter

ORYX:

  • Dashing through soft wall uses 1 Remah dash charge – previously all available charges were consumed
  • Remah dash recharge time increased from 8s to 12s
  • Oryx recovers faster from all dash animations – 0.5s; Previously: dashing at an enemy – 0.7s, through a wall – 1s

OUR OPINION ON
BALANCING CHANGES:

FUZE & GRIDLOCK SITUATION

Rainbow Six Siege developers try to improve the viability of the above operators.
Fuze and Gridlock are highly support-focused attackers, who provide their team with useful utility.
Personally, I do not think that improvements to the utility aspect will increase the pick rate of both operators. At least not to an extent that Ubisoft would like it.
 
So let’s talk about elephant in the room – 1 speed movement factor.
Rainbow Six Siege has currently only 3 attackers who have 1 speed 3 armor ratings. Those attackers are Montagne, Fuze, and Gridlock. We will leave Montagne out of this discussion since he is not impacted by Y5S2.3 patch notes, neither is he a niche pick.
The problem of Fuze and Gridlock is that 1 speed operators feel very clunky on the attack.
 

1 SPEED AND DEFENDERS

On the defense lack of speed is not that much of an issue for operators specializing in anchoring the site.
1 speed defenders also get benefits, such as:
  • Potentially round-changing utility – i.e. Mira, Echo or Kaid
  • Strong gun – Maestro
  • Access to ACOG – i.e. Rook and Doc

SO HOW ABOUT 1  SPEED ATTACKERS?

They have nice guns and useful utility, sure.
But is their utility game-changing? Not really.
Of course, Fuze can come handy for clearing utility on some objectives. But it’s situational and you clear defensive utility with a well-planned combination of operators and smart usage of their utility (both universal and unique gadgets).
 
Gridlock, on the other hand, can be replaced by Nomad for covering flanks and lowering movement potential of defenders on the site, too.
 
Are their guns unique only to them? Negative.
Fuze’s AK is also available to Ace, while his LMG can be equipped by Finka. Gridlock’s LMG is accessible by Capitao (3 speed). Sure, her AR is currently only available to Gridlock, but that gun is far from being OP or a reason to pick her instead of other operators.
 
On attack, you have to move a lot. The speed at which you peek and advance your push is an important factor in winning rounds in R6 Siege.
So in my opinion Ubisoft should just change Fuze’s and Gridlock’s ratings to 2 speed.
1 speed attackers will not be a thing in Rainbow Six Siege unless they are shield operators.
Also, I may be wrong, but neither attacker would all of a sudden become OP with such a solution.

THE CURIOUS CASE OF ORYX

When I first got a chance to play Oryx, I thought he would become quite a common pick for players who like to roam. Well, as the numbers show, I was wrong.
 
The value of vertical climb and speed burst does not outweigh the sacrifices – noise that Oryx makes while using his Remah Dash and depleting health when breaking walls.
Additionally, in year 5 of Rainbow Six Siege, we have such good roaming alternatives that picking Oryx is rarely a reasonable option. You’re just better off picking Jager, Vigil, or Melusi.
 
It also feels that health punishment, however low it currently is, still impacts the mindset of players. 
Basically, there’s a downside of using Oryx to the fullest of his ability.
Thus, he is one of the very few operators who have to sacrifice something to use unique utility.
Such operators tend to be unpopular choices within the Rainbow Six Siege community – i.e. Clash, Tachanka, Glaz, or Warden.
 
I do not have a good idea for how to fix Oryx without making him potentially OP.
Ubisoft could improve the mechanics of climbing hatches – this ability feels clunky.
Maybe developers could try to remove the health punishment of breaking walls and replace it with other limitations. Or perhaps lower the noise Remah dash makes when Oryx is sprinting?
 

Y5S2.3 Patch notes
GAMEPLAY CHANGES

PUSHBACK MECHANICS

This change applies to animations of being thrown through a wall with:
  • Nomad’s Airjab push
  • being tackled by Oryx’s Remah dash
From Y5S2.3 patch any player pushed through a soft wall will have the same effect as Oryx has – visual distortion and losing 5 HP.

BUG FIXES in
Y5S2.3 patch notes:

FIXED – Couple of fixes to SELMA – lost anchoring decals & inability to recover SELMA in certain spots
 
FIXED – Bug with Amaru being able to aim faster with LMG when buttons are pushed in a certain way
 
FIXED – IQ Electronics detector displaying outlines for Melusi’s Banshee
 
FIXED – Various menu/UI, shop, cosmetics and lighting issues
 
FIXED – AI reaction between for Ace’s SELMA
 
FIXED – Flattened windows and doors on all maps
 
FIXED – Gunshot sound being muffled on Plane from 1F Technical Seating
 
FIXED – Zofia’s concussion grenades being impacted by explosions and bouncing off the target
The official patch notes can be found on Ubisoft’s website under this link.
Do you think changes to operators in the Y5S2.3 patch are good?
 
Let us know in the comments below!
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Rainbow Six Siege Y5S1.2 Patch Notes

Rainbow Six Siege Y5S1.2 Patch notes

Rainbow Six Siege
Y5S1.2 Patch Notes

Rainbow Six Siege Y5S1.2 Patch is out today on the 21st of April 2020. In Designer’s Notes, Ubisoft has shared with R6 Siege community what to expect in the upcoming Y5S1 mid season patch. Since then, the changes were also implemented to TTS (Technical Test Server).
 
In this article, we will list changes in the Y5S1.2 mid season patch and discuss their potential impact on the game.

List of
Y5S1.2 patch notes
changes

Jager NERF

Jager R6 B&W poster design by r6siegecenter
Click the image to get this poster
  • Jager will be 2 speed 2 armor operator
Jager’s presence in R6 Siege has been off the chart (like literally) with his insanely high pick rate for as long as Ubisoft shares statistics with the R6 community.
Ubisoft already tried to lower his pick rate by nerfing damage on his primary gun – 416-C. However, as we can see in Y5S1.2 Designer Notes, Jager has a 90% presence rate, which remained unchanged since Year 4.
In our opinion, Jager’s speed decrease won’t impact his presence rate much.
Speed is not the only reason people pick Jager. He just offers such a good damn package.
His gadget is essential and also passive (place ADS during preparation and go out roam), so we’d argue that changes to ADS are necessary to lower his rate, too.

Buck Nerf & Buff

Buck R6 Siege operator B&W design by r6siegecenter
Click the image to get this poster

In Y5S1.2 Patch Buck will go through the following changes:

  • Buck’s Frag grenades will be replaced with Claymore
  • Skeleton Key magazine capacity increased from 5 to 6
  • Skeleton Key total amount of rounds increased from 21 to 26

This is probably the most controversial change in the upcoming R6 Siege patch.

Are you curious about the point of view of professional Rainbow Six Siege players on this subject?
Pengu G2 has voiced his opinion on this subject in the below Youtube video:
I may not always agree with Pengu’s point of view on some topics, but in this case, Niclas makes a lot of sense.
 
Buck seems to be too versatile for Ubisoft’s liking.
Buck and Sledge are frequently compared to each other since they fill in a similar role – both R6 operators are masters of creating openings in the destructible surfaces.
 
When it comes to soft environmental destruction and establishing vertical pressure, Buck is second to none (not even to Sledge).
However, Buck has limited capacity in regards to dealing with defensive utility. In fact, his only tool for dealing with the utility are frag grenades.
Sledge, on the other hand, is superior to Buck in dealing with gadgets, such as Evil Eyes, Deployable shields, and Armored panels. That has always been the case.
It seems though, that Ubisoft would like to create an even further distinction in the specialty of both operators.

IS NERFING BUCK A GOOD IDEA?

Considering current defensive meta of heavy delay, no I don’t think so.
Below meme portraits very well moods of many people within R6 community:
Additionally, just have a look at the presence rate and win delta of both Sledge and Buck in our Y5S1 vs Y4S4 Designer’s notes comparison.
 
Buck is not much more picked than Sledge and, in fact, has even a slightly lower win delta!
 
So why changing and why now? 
If it ain’t broke, don’t fix it.

Ying Buff

Ying R6 Siege operator B&W design by r6siegecenter
Click the image to get this poster

Y5S1.2 mid season patch brings the following buffs to Ying:

  • Claymores will be replaced by Smoke grenades
  • LMG – T-95 LSW damage increased to 46 (from 43)
  • The number of Candela increased to 4 (from 3)
Rainbow Six Siege development team is surely unhappy with where Ying stands.
Basically, the Y5S1.2 patch is Ying’s second buff in a row!
As of now, Ying is a very niche operator. She is on the bottom end of the presence rate in both ranked and competitive scene of R6 Siege.
 
 

CAN WE EXPECT RESURGENCE OF YING META?

It’s certainly a possibility!
Her projectile count just doubled. This could be huge!
In other words, with the upcoming buff, defenders will need 3 ADS to stop Ying completely from flashing an area she wants to push.
Quite a lot of potential push power from one operator, wouldn’t you agree?

Mozzie Nerf

Mozzie R6 B&W design by r6siegecenter
Click the image to get this poster

In Y5S1.2 update Mozzie is a subject to the following nerf:

  • Super Shorty removed from the operator
Mozzie is just too damn versatile defender from the developer’s perspective.
 
Personally, I like playing Mozzie but can fully understand such reasoning from the Ubisoft team. Right now, Mozzie is capable of intel-gathering, intel-denial, and reconstructing the site.
Such a combination is a very good package thrown in 1 operator who also has decent guns and is 2 speed 2 armor operator, with a Nitro cell.
 
Honestly, I don’t anticipate Mozzie’s presence rate and win delta to be hit hard by Y5S1.2 patch change. Rather, specific compositions which relied on Mozzie to restructure the site will see an adjustment.

Goyo Nerf(s)

Goyo R6 Siege operator portrait B&W design by r6siegecenter
Click the image to get this poster

The latest mid season R6 patch hits Goyo hard:

  • The number of Volcan shields decreased to 2 (from 3)
First, Y5S1.2 Goyo nerf is absolutely targeted towards the ESL Pro League meta. As we could see in Y5S1.2 Designer notes, Goyo is under-picked and under-powered from a non-competitive perspective. In fact, Goyo is one of the less picked defenders and has negative win delta.
 
 
However, in the Pro League, the addition of Goyo together with Wamai is the main reason for the abundance of utility on the defense. Thus, I can understand the reasoning behind taking away one of his Volcan shields.
On the other hand, such a harsh nerf of a 33% reduction in utility may deem Goyo absolutely redundant. Especially, since Goyo is part of another nerf, which is…

TCSG12 Nerf

This powerful DMR disguised as shotgun sees the following change:

  • Damage decreased to 57 (from 84)
Damn, now this is quite harsh nerf for a gun!
Currently, TCSG12 is available to Kaid and Goyo. Most people agree that this gun is powerful in the hands of skilled players.
TCSG certainly requires skill – it is a semi-automatic weapon, so no spray and pray here. As it stands now, TCSG12 is capable of killing anybody with just 2 body shots.
 
 

IS TCSG12 NERF A GOOD CHANGE?

I personally do not like TCSG12 changes proposed in Y5S1.2 R6 patch notes. I think they are too harsh.
TCSG has a high entry skill level to use the gun effectively and a high skill ceiling, as well.
 
With TCSG12, if you can control the recoil and make your shots count, then you will win a lot of gunfights – players should be rewarded for their skill.
 
Just to be clear – I don’t use this gun too often.
In fact, I probably die to TCSG more often than kill someone with it.
But when I die to TCSG12 I am not mad – I just got outplayed/out skilled.

M12 SIGHT ADDITION

Caveira R6 Siege operator B&W poster design by r6siegecenter
Click the image to get this poster
  • M12 will have access to Razor Holographic sight
Last and definitely least important change in Y5S1.2 patch notes is an addition of Holo sight to M12, which is a primary weapon of Caveira.
Razor Holographic sight is an alternative version of Holo. It applies to such weapons as FMG, C1 and P10 RONI.
There’s actually no reason for certain primaries not to have access to Holo, so it is good to see such a change. Though, it’s a convenience change that will impact only a small portion of the player base, similarly to Frost’s change in patch Y5S1 where Ubisoft added Holo to C1.
What do you think about the Y5S1.2 changes?
Do you like nerfs?
Are you worried about Ying buff?
 
Let us know in the comments below!

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CHECK OUR LATEST NEWS:

Our website has been updated!

Guides on R6siegecenter.com has been updated with all the changes up to Y6S3.2.
Now we are working on expanding available guides, so stay tuned for more content!

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