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.


Fuze R6 Siege operator B&W design by r6siegecenter


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


  • 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



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.


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:


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.


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


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.

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
FIXEDZofia’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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