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Rainbow Six Seige Patch Notes

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In this latest edition of Designer’s Notes, we'll go into more detail about the balancing changes that’ll come with the Y6S2.2 patch and give you an insight into the reasons behind these changes.



Y6S2 Win Delta Attackers

BalancingMatrix DefY6S2 2 v2

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.


Y6S2.2 Attack Ban

Y6S2.2 Ban Defender



  • Added 2.0x scope to ACS12 (removed 1.5x scope)
  • Added 1.5x scope to MX4 Storm

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

Despite having a solid mix of utility, including a solid primary weapon and secondary shotgun, deployable shield and impacts, and high speed, her presence in the Balancing Matrix is still low. By changing up her scopes, the intention is to open up new role opportunities for her.

In particular, this should make Alibi more viable in roaming scenarios and appeal to players who are more frag-focused.


  • Removed 1.5x scope from C1
  • Population targeted by this change: Casual, Top Ranked and Pros.

In her current state, Frost has the highest win delta of all the Defenders and possesses a very high kill/death ratio when compared against other Defenders. To prevent her from holding longer angles as comfortably and bring her more in line with other operators, we have removed the 1.5x scope from her C1.

This isn't the only piece to the Frost puzzle, though. We know that her Welcome Mats play a role in her overall strength, but want to first understand the role her gun plays before deciding if it will be necessary to shift focus to this utility. As such, we will be keeping a close eye on her updated performance over time .


  • Added Deployable Shield (removed Proximity Alarm)
  • Increased Shumikha Launcher total ammunition to 14 (from 10)
  • Improved DP-27 destruction:
    • 0 to 4.99m: 0.3 radius hole per shot
    • 5 to 7.99m: 0.2 radius hole per shot
    • Beyond 8m: 0.2 radius hole after three shots

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

Playing Tachanka should be a blast, but as it stands he has a very low presence in the Balancing Matrix. One of the reasons for this is that his Shumikha Launcher tends to be quite situational and can be unsafe to fire since it renders him defenseless. In addition to increasing its total ammunition to encourage more active usage, Tachanka now has a Deployable Shield which will offer him more protection when using the launcher.

That's not the only improvement Tachanka's received to his destructive capabilities. His DP-27 is also capable of making larger holes per shot at mid-range which, when combined with the added protection of his Deployable Shield, should make him a more fearsome anchor.


  • Modified M762 recoil, harder to control.
    • Vertical recoil increased
    • Horizontal spread will be stronger to the the left
    • Long burst recoil will start on the 8th bullet (was 12th)

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

Looking at the Balancing Matrix, Zofia continues to have a very high presence, which is due in part to the high fragging potential and ease of use of her M762. In order to bring her more in line with other operators, her M762's recoil has been increased making it harder to control. This comes in the form of increased vertical recoil and more of a horizontal spread to the left.

What's new about this approach (and something we'd love your feedback on), is that while the horizontal spread will be stronger than other guns, it will be more predictable and with much less randomness. This means that while it will initially be harder to control, it should be possible to master the recoil pattern over time.

Since this will require a greater degree of control over her shots to secure frags, we expect Zofia to be less of an all-around pick who has both a strong, easy-to-use primary weapon and useful gadget. Her gadget will continue to be a draw, but those looking for a more easy to use frag-focused Attacker will find Ace, Sledge, and Iana more enticing options.


Following experimentation on the Test Server, we've made the decision to put Nøkk's balancing rework on hold.

Our initial objective with this idea was to expand on the player experience of being invisible, making her more useful in a wider range of situations by addressing how her utility interacts with recent gadget and ability additions.

With her existing kit, Nøkk is already a difficult operator the detect. She is invisible to cameras, and she doesn't make noise. If we were to add another invulnerability to detection, it would require removing something from her kit. No operator should be able to reach the bombsite totally undetected, after all.

Most recently, we tried removing the HEL Presence Reduction's ability to muffle sounds, but found players missed this noise reduction more than they liked the immunity to proximity detectors that replaced it. This makes sense, as muffled sounds have more universal utility, whereas proximity immunity's usefulness depends on the Defenders' team composition.

On top of this, we feel that players should always be able to trust their gadgets. By adding this experimental immunity to proximity detection, it made a wide range of additional utility feel unreliable, which we want to avoid.

As a result, we've decided to put these experimental changes on hold and stick with the Nøkk you know and love as we explore other possibilities for the future.

Thank you to everyone who took the time to test out this change on the TS and shared constructive feedback with us. It's hugely appreciated and helps guide future changes that you will truly enjoy playing with!



  • Increased damage to 69 (from 59)

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

In its current state, the ACS12 has a very low pick rate. Especially when compared with the ALDA and Mx4, the ACS12's fragging potential was more limited, so we have increased the damage of its shots. This should help to bring it more in line with its contemporaries and make it a more viable option.

Note, this change does not affect damage drop-off values, which will remain the same.


  • Increased damage to 63 (from 57)

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

Similar to the ACS12, the TCSG-12 has a very low pick rate. In order to make it a more viable option, its damage has been increased.

With Goyo and Kaid already being viable operators, this is not intended to further increase their fragging potential. The increase to damage, while a step up from where it was previously, brings the TCSG-12 to a state that is still weaker than it was at release. This should help keep it in balance while still offering options when it comes to selecting their loadouts.

Full Notes: https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/3GagocNbKbhkQ7Wmrc1xlt/y6s22-designers-notes

Edited by Uncrowned Guard
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  • 2 weeks later...

Y6S2.2 Patch Notes

Y6S2.2 will release the week of July 26 on all platforms. For additional information and further details on the balancing changes listed below, please see the Y6S2.2 Designer's Notes.


  • Ubisoft Connect: 1.48 GB
  • Steam: 850 MB
  • Xbox One: 1.28 GB
  • Xbox Series X: 1.61 GB
  • PS4: 1.77 GB
  • PS5: 1.43 GB



  • Added 2.0x scope to ACS12 (removed 1.5x scope).
  • Added 1.5x scope to MX4 Storm.


  • Removed 1.5x scope from C1.


  • Added Deployable Shield (removed Proximity Alarm).
  • Increased Shumikha Launcher grenades to 14 (from 10).
  • Improved DP-27 destruction:
    • 0 to 4.99m: 0.3 radius hole per shot.
    • 5 to 7.99m: 0.2 radius hole per shot.
    • Beyond 8m: 0.2 radius hole after three shots.


  • Modified M762 recoil so it's harder to control:
    • Increased vertical recoil.
    • Horizontal spread is stronger to the the left.
    • Long burst recoil starts on the 8th bullet (was 12th).



  • Increased damage to 69 (from 59).


  • Increased damage to 63 (from 57).



Included Favela map in Ranked and Unranked

  • Added the reworked Favela map to Ranked and Unranked playlists so players have more opportunities to play and test it.

Added feature to report players who left the game 

  • In the Post-Action Report, Ranked and Unranked players can now block or report players who disconnected before the last EOR replay. 



  • FIXED - Players can vault through barricades after a single melee hit.       

  • FIXED - Operator Selection remains stuck on screen during gameplay.     

  • UPDATED - Players can destroy a barricade with certain weapons, causing it to desync and become exploitable. There is an ongoing investigation into this issue to ensure it works as expected for players.  

  • FIXED - Players can deploy a reinforcement or barricade while falling through a hatch.     

  • FIXED - Players can select the same Operator as another player during a match.  

  • UPDATED - Sometimes the Windows cursor remains stuck on screen, blocking camera movement. There is an ongoing investigation into this issue to ensure it works as expected for players.  

  • FIXED - Some players above 4400 MMR are unable to Squad queue with other players, despite being within the accepted MMR range.           

  • FIXED - Players lose camera control if they play a match while under an Abandon Penalty.             

LEVEL DESIGN           

  • FIXED - Operators can fall out of bounds or clip through the wall to get inside the building after exiting rappel in the gap between vents at EXT Forklift Alley on Kanal map.       

  • FIXED - Attackers have unfair LOS into 1F Main Hallway and 2F Landing after vaulting over a bush on Villa map.               

  • FIXED - The destructible floor doesn't fully break when Sledge uses the Breaching Hammer on the metal support beams on Favela map.  

  • FIXED - Two soft walls cannot be reinforced while Defenders are standing on a reinforced hatch in 1F Public Bathroom on Consulate map.    

  • FIXED - Gap on top of barricaded doorway allows LOS into EXT Pedestrian Customs on Border Map.          

  • FIXED - Several LOD issues on Villa map.

  • FIXED - Defuser can be dropped behind indestructible plant pots at EXT Terrace on Villa Map.      

  • FIXED - Player movement dips while passing over the triangular gap between PC boxes in 2F Coin Farm on Favela Map.       

  • FIXED - Deployable devices float when placed on wooden beams on Kafe Dostoyevsky map.         


  • FIXED - Fuze starts a round with a default weapon loadout if the player doesn't swap between weapons during Operator Selection.        

  • FIXED - Jackal stops rappelling for a moment if gadget is enabled or disabled.      

  • FIXED - Lights on Ace's S.E.L.M.A. Aqua Breacher appear in an incorrect location.

  • FIXED - When Kali cancels a reload by switching weapons, the player is unable to ADS.    

  • FIXED - When Buck cancels a Skeleton Key reload, the player is unable to ADS.    

  • FIXED - Jackal's Eyenox Model III continues to ping Defenders after Jackal is eliminated.  

  • FIXED - IQ's Electronics Detector automatically reequips after IQ places a Breach Charge.


  • FIXED - Multiple localization issues throughout the game.             

  • FIXED - Deployment SFX is silent when a player deploys a Frag Grenade or C4, then crouches or goes prone at the same time. 

  • FIXED - New HUD can be activated through a game console command.   

  • FIXED - Popup for redeeming the Sunstark bundle crashes the game.       

  • FIXED - Prompts may linger on screen over several rounds.          

  • FIXED - The iron sight attachment for the ITA12S and SMG-12 floats in multiple menus.  

  • FIXED - Players can create a hole in Castle's Armor Panel if they melee a spot near the frame on both sides.               

  • FIXED - Rappel SFX is sometimes inaudible.         

  • FIXED - Keyboard players who browse the Charms category in the shop experience navigation issues.      

  • FIXED - UMP45 has the wrong weapon skin thumbnail for Six Major NA 2021.       

  • FIXED - Booster icon is missing from the Booster activation confirmation side-panel.        

  • FIXED - Battle Pass tab in Post-Action Report does not immediately update for players who complete the last tier of the Battle Pass.   


  • FIXED - Incorrect Traditional Chinese character present in Thunderbird's Bio.

Full Notes: https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/5ZMF9L4RORllBhrRV618tr/y6s22-patch-notes

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  • 3 weeks later...



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



BalancingMatrix AttY6S3

BalancingMatrix DefY6S3

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.


BanMatrixAtt Y6S3

BanMatrixDef Y6S3




  • Adjusted ammo count for primary and secondary weapons to set a consistent magazine ammo range for each weapon in a weapon type

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

Over the past couple seasons, we've spent a great deal of time behind the scenes looking at how we could rework the ammo system. Specifically, we wanted to establish a consistent ammo count range between weapons of the same type, while also improving the experience and increasing the ammo of "utility" weapons like DMRs and shotguns. Below, we've broken out the updated total ammo ranges for each weapon type (except for secondary shotguns which will remain unchanged), alongside explanations for each weapon type's change:

Weapon Type / Ammo
Minimum Ammo Count Range
Maximum Ammo Count Range
Reason For Change
Assault Rifle
By lowering the total ammo of assault rifles we want to make shooting them feel more deliberate, meaning that while players should have enough ammo to take on every engagement, they need to be more careful about wasting bullets.
LMGs have largely stayed the same ammo-wise, as we feel they're in a good place right now.
SMG (primary)
Similar to assault rifles, total ammo for SMGs has been reduced to encourage players to be more deliberate with their shooting and be careful about wasting bullets.
DMRs can be difficult to use due to their restrictive ammo counts. We've increased their total ammo in order to make missed shots more forgiving and encourage more aggressive play.
Shotgun (Primary)
The ammo cost of reshaping a bomb site during Prep Phase can be quite high, so we've increased the ammo count to ensure you have shells left over to deal with the other team.
Pistols have gained bullets across the board to reduce the chance that you'll find yourself in an encounter where you have absolutely no bullets left to lean on.
SMG (secondary)
Prior to Y6S3, there was a wide gap in ammo counts for secondary SMGs with some being high and some being low. With this rework, we've adjusted their range to sit somewhere in the middle to normalize the experience of secondary SMGs.
Slug Shotgun
Unlike the other weapon types, slug shotgun ammo counts won't be as closely normalized since there's such a significant difference in their firing capabilities. The fully-auto ACS12 will increase, the double-barrel BOSG.12.2 will remain the same, and the semi-auto TCSG12 will get a slight increase.
Similar to regular pistols, we've increased ammo counts on revolvers to make sure players have enough ammo to fight and encourage more regular use of their destructive power.

In addition to everything noted above, each weapon will also get one extra bullet, similar to what you previously saw with open bolt guns. Unlike open bolts, closed bolt guns will get this extra bullet in their initial magazine.



  • Adjusted damage drop-off for each primary weapon type (except for shotguns with spread pellets) to have consistent, linear curves
  • Unified damage drop-off for silencers (15%) across all primary weapons (except for shotguns with spread pellets)

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

Similar to streamlining "hidden" passive abilities with past updates, we've wanted to rework how damage drop-off functions for a while now. With so much going on under the hood, weapons have historically had multiple different damage curves that address damage drop-off over distance while reacting differently to certain attachments - specifically silencers. This made it hard to pick up a new weapon (even if it was the same type as the last one you were using) and understand at a glance how it would react to long-range engagements without first taking it to the lab.

With Y6S3, we want to take the guesswork out of damage drop-off by giving each primary weapon type (except for shotguns with spread pellets) its own distinct, linear curve that's consistent across every weapon in that type. While you won't notice a change with pistols, secondary SMGs and regular shotguns, the following weapon types and Glaz's OTs-03 have all received tweaks to their damage drop-off curves. The first distance value represents the point at which damage begins to drop off. Damage will drop off in a linear curve until it reaches (and then stays at) its minimum damage at and beyond the second distance value:

Weapon Type
First Drop-Off
Last Drop-Off
Minimum Damage
Assault Rifle
Slug Shotgun
OTs-03 (Glaz)

As for silencers, we've made the damage reduction of this attachment consistent across all guns. As many of you have rightfully pointed out in the past, the loadout screen previously claimed that silencers had the same effect on all guns, even though there were slight variations in the damage reduction per weapon. With Y6S3, we're making 15% damage reduction the uniform value across all weapons that have a silencer equipped, which will now be reflected accurately on the loadout screen.



  • Ying's Candela, Blitz's G52-Tactical Shield, and the Stun Grenade use a new flash detection system that calculates flash duration. It takes the environment and angle of the explosion into account as well as players' distance and orientation.
  • If an Operator is affected, they will always be flashed at 100%, but the duration will change each time, increasing the reliability of the flash effect.

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

One of the most frustrating parts of coming face-to-face with a flash has always been the consistency. It's not fun to use a gadget and be unsure of exactly how it will affect your enemy. In order to address this, we've completely reworked how flashes interact with operators and the surrounding environment in order to take the guesswork out of encounters.

The new flash detection system uses four parameters to determine the intensity of flash a player will encounter. Whenever a player throws a flash, it now calculates the operator's distance from the explosion, the orientation of that operator, the environment around them, and the angle of the explosion. This calculation is performed for every player caught in a flash's radius, ensuring everyone's results are accurate to their situation, while still being consistent across matches.

With this change, we hope that players will be able to trust the consistency of their flashes once more as they come to understand exactly how they should react in a given situation. We expect that this reliability will also increase their effectiveness in combat, making them a more valuable resource.



  • Operator armor will be converted to HP:
    • 3-armor operators will have 125 HP
    • 2-armor operators will have 110 HP
    • 1-armor operators will have 100 HP
  • Rook's Armor Plates will grant a buff to permanent HP for the round:
    • Picking up Armor Plates will buff an operator's maximum HP by 20 until the end of a round
    • Any heals will heal up to this new maximum value for the duration of the round
  • HP is now represented using a bar in the HUD instead of a circle

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

Many of you likely got your first taste of this on the Y6S2 Test Server. Well, we're happy to extend this rework to Siege's Live servers this season. The goal was to streamline certain "hidden" passives that are difficult to understand at a glance in a match without hitting the lab or looking at a ton of different variables.

To streamline this and establish clear health pools for all operators, each armor class has been assigned a different HP total. This should make it easier for players to accurately judge the impact of an offensive play and coordinate accordingly, taking the mystery out of armor values. We've also updated the way HP is represented in the HUD to make the information clearer at a glance, specifically the different amounts of HP for each armor class and the immediate effects of damage, heals and overheals on these values. This also means that everyone - from players to casters - will see HP represented in one unified style.

It's also important to note that this is the first step in an eventual move away from rigid armor and speed ratings. They can be artificially limiting when trying to realize an operator, so in the future we would like to rework speed values in a manner similar to this HP rework, ultimately opening more options for balancing operators. While we don't have a timeline to share at the moment, we're investigating this and will be sure to follow a similar process of working with pros, testing on the Test Server, and digging into your feedback to ensure any reworks meet your expectations.



  • Screen shakes that result from explosions are now reduced across the board and are completely removed from certain device explosions
  • Screen shakes are completely removed from explosions caused by:
    • Ela's GRZMOT Mines
    • Zofia's KS79 Lifeline concussion grenades
    • Echo's Yokai sonic bursts
    • Nomad's Airjab Launcher repulsion devices

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

While screen shakes can be an important effect to convey the power of an explosion, we've heard from players that they can be overwhelming, uncomfortable, and particularly intense when the effects come from multiple sources simultaneously. In response to this, we’ve reduced the intensity of screen shakes coming from explosions, while removing screen shakes from certain gadgets completely.

Since this change affects quite a few operators and gadgets, we wanted to dig into some of the reasons for these changes. Looking first at concussive blasts and Echo's Yokai bursts, we've found that their effects can be frustrating, jarring, and produce some physical discomfort when paired with screen shakes. At the end of the day, they should be efficient at disorienting affected players in-game without creating discomfort outside of the game. Of course, they will still retain their other disorienting effects to ensure they operate as you've come to expect in-game. For Nomad's Airjabs, our intention was to make the screen shake intensity consistent with the lethality of the explosion, so we decided to remove screen shakes from the non-damaging explosion. The push-back will still feature a screen shake as you would expect, but the non-lethal explosion of the device will not add to the ability's existing shake.

Our intention is for this to create a competitive environment where screen shakes are experienced in expected scenarios, but are not overbearing. Specifically, approaching this as a matter of comfort rather than a nerf. It's also worth noting that we're investigating options to accommodate players who are prone to motion sickness in the future. While we don't have any dates to share, we'll be sure to share updates when we can.




We know you're excited to give Osa a try on the Test Server - we're right there with you! While the Test Server will launch tomorrow as mentioned in the reveal, Osa's Test Server debut will be delayed by one day. The team wants to make sure we do her justice for her debut. Just like her work leading Nighthaven R&D, sometimes it takes a little extra time to make sure you're getting the best possible first experience.

That means Osa will be available to play on the Test Server beginning Wednesday, August 18. You'll still be able to check out the many operator changes below and map buffs coming tomorrow, so we appreciate your patience as we get Osa ready for testing. We can't wait to hear what you think of her!



  • Added Frag Grenades (removed Hard Breach Charge)

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

Moving into Y6S3, Finka's win delta is the highest of all Attackers, but her presence continues to be among the lowest. She has an effective loadout, but so much of her play requires effective coordination with her team.

By replacing her Hard Breach Charge with Frags, the intention is to approach her in a way that's similar to Iana. Whereas Iana is an intel gatherer with Frags and the GONNE-6, we wanted to extend this to an operator in the healer/support role, making Finka the clear choice. Our hope is that this change in utility will open up more on-the-fly strategic options for her.



  • Cluster Charges
    • Can be deployed on reinforced surfaces and Mira's Black Mirror
    • Charges take longer (3s) to pass through reinforcements
    • Reduced charge bounce after triggering
    • Extension tube is now vulnerable to damage
    • Added gadget light to signify phase of activation
    • Added VFX for Cluster Charge triggering on soft walls and reinforced surfaces
    • Added SFX for Cluster Charge triggering on reinforced surfaces
  • Increased recoil on AK-12

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

Despite having an interesting ability, Fuze has struggled to increase his presence. We know that some of this comes from his ability, specifically that it can be difficult to understand exactly what effect it will have on the other side of the surface it's applied to. To improve on this, we've reworked Cluster Charges. In an effort to make their effects clearer, we reduced the amount they bounce after being triggered and added a light to show what phase of activation the device is on. Probably most exciting is that Cluster Charges are now useable on reinforced surfaces.

Now that they're no longer restricted to soft walls, Fuze's Cluster Charges will be useful in a much wider range of scenarios. This is expected to make Fuze a strong counter for heavy utility strategies thanks to his increased effectiveness against bulletproof utility. Plus, the more versatile nature of being able to deploy on reinforced surfaces should make Fuze more fun to play, as this opens up more options for in-the-moment strategies.

For those looking to counter Fuze, this rework also opens up some new options:

  • Now that it can be deployed on reinforced surfaces, electricity can be used to effectively destroy it.
  • It also won't trigger if it's within the range of Mute's Signal Disruptor, although if the disruptor is placed once the Cluster Charges have already been triggered, it won't have any effect.
  • The updated visual effects will allow players to accurately anticipate where the charge has been placed.
  • While players won't be able to shoot the gadget until it has breached the surface, its extension tube can now be destroyed with any type of damage. Note, no matter how quick you act, the gadget will always release at least one sub-grenade.
  • The charge will now take longer to drill through Castle's Armor Panel and Mira's Black Mirror, making them a little more reliable.

For information on the increased recoil on the AK-12, scroll down to the Weapon Balancing section.



  • Increased OTS-03 magazine size to 15 bullets (from 10)

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

As it stands with the Balancing Matrix, Glaz has a very low presence and win delta. Considering he only has a single primary weapon available to him, it's important that it serves him well. Tying into the rework to ammo mentioned above, we've increased his DMR's mag size and updated his maximum ammo to fit the weapon class' new normalized values. This should encourage more active play in the field, especially when he previously had less ammo when compared to other DMRs.

Now, missed shots won't be as immediately punishing given his larger magazine and ammo reserve. Players will be able to approach combat situations more aggressively, making him a more viable pick for players who like the range of his loadout, but also want to get in their opponents' faces more often.



  • Removed 2.0x scope from G36C
  • Removed 2.5x scope from ARX200

Population targeted by this change: Top Ranked and Pros.

Since the last update, Iana's presence has been steadily rising, to the point where she now has the second highest amongst Attackers. An increase was expected following Zofia's nerf, but similar to Ace and Sledge who are receiving nerfs to bring their presence, versatility and fragging potential in line with other Attackers, Iana is also receiving some tweaks to her kit.

Specifically, the longest-range scopes for her two primary weapons have been removed. The intention here, much like the others mentioned above, is to lower her overall versatility, as she is capable of excelling in just about any situation. Now, it will be more important that players make strategic use of her Gemini Replicator to get an edge on their opponents rather than simply picking them off at range with such a powerful kit.

To give some more background to this balancing philosophy, with all these changes to weapons, we want to make sure that operators with really strong or essential utility don't also excel as strongly in the fragging department. That's not to say that we want to completely cut their fragging potential if they have strong gadget utility - simply that we want to find a balance between the two. As a gadget-based game, removing utility puts more emphasis on weapons. We try to explore weapon-based adjustments first where possible, as this allows us to make more granular adjustments to the balance without causing the meta to swing too strongly to being weapon-first, utility-second. We previously saw this happen after adjusting the utility meta, which made utility easier to clear. These wild balance swings create frustration for players, so we think it's important to take a more iterative approach to find that sweet spot, and it just so happens that beginning with weapons is often the best starting point.



  • Electronics Detector
    • Can use Ping 2.0 through walls
    • Can ping operators with wearable electronic devices (Vigil, Counter-Defuser, etc.)

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

When it comes to intel gathering, IQ has historically been a solid pick. This is despite the potential shortcoming that much of her value requires quick and effective communication with the rest of her team. Unfortunately, not all players find themselves in situations where this is possible. That's where Ping 2.0 comes in.

We've updated IQ's Electronics Detector to now use the Ping 2.0 system when scanning for electronics. This means IQ no longer needs to use comms to contextualize pings. Once pinged with the Electronics Detector, the rest of the team has the most important intel at the ready on-screen. The goal here is to make IQ even more effective in her intel-gathering role and make it easier to share information if voice comms aren't available. This also allows her to keep the focus on her actions in-match instead of having to also make regular call-outs, which should help speed up her game.

This rework also increases the effectiveness of her interaction with Dokkaebi. Since cell phones function as wearable electronic devices when in use, IQ is now able to share more contextual info with her team when she spots Defenders affected by Dokkaebi's Logic Bomb.



  • Signal Disruptor
    • Disruption zone shape changed to sphere with the same radius of 2.25m (from cylinder)
    • Warning zone shape changed to sphere and radius reduced to 4.75m (from cylinder, 6m radius)
    • Added AoE VFX (red area removed)
    • Added new LEDs
    • Improved accuracy of bullet collision

Population targeted by this change: Top Ranked and Pros.

The heavy utility meta has made it very clear that while many operators offer incredible utility through their abilities, some are still overtuned. One of those operators is Mute. He has become an popular pick for his Signal Disruptor, which acts as an extremely powerful denial tool thanks to its large area of effect - particularly vertically. From denying intel to denying entire reinforced walls, the Signal Disruptor has been in need of a tweak for a while now.

In its pre-Y6S3 state, it used a cylindrical shape for its area of effect, which began at the device's base and extended vertically. This allowed it to cover a significant amount of space in a column, effectively denying on its own terms while also outclassing the options of similar operators. With Y6S3, its area of effect has been changed to a sphere, extending outward with the Disruptor at its center. This means that while the disruption radius will stay the same at ground level, it will not extend to the same vertical heights as before.

With this change, the goal is to make Mute less of a jack of all trades denial expert and instead make him more focused on intel denial. Since the device's disruption radius is the same at ground level, he'll continue to excel at cutting off drones. This should then open the door to more viable denial picks like Bandit, while encouraging a wider range of strategies and synergies.



  • Removed SMG-11

Population targeted by this change: Top Ranked and Pros.

Coming into Y6S3, Sledge continues to show an upward trajectory on the Balancing Matrix, rising in presence and win delta. A big part of his comes from the high degree of utility in his loadout that makes him incredibly versatile.

By removing his SMG, this will bring his overall versatility down and encourage a slightly more focused approach to his moment-to-moment play, given his strong soft breaching capabilities and vertical control. We may be closing one door for Sledge, we can't imagine anyone better at breaking open another door in its wake.



  • Equipped with a regular drone during Preparation Phase - only 1 regular drone available
  • Shock Drone can jump
  • Shock Drone's projectile changed to laser (from taser)
    • Deals 5hp damage (from 1)
    • Has infinite range
    • Does not disable electronic devices
  • Shock Drone has a larger bullet collision (double the size)

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

It's possible that some of you caught a hint of this earlier this year, but the secret's out - Twitch's Shock Drone can jump now! That's not all, though. In addition to getting a little more mobility, we've tweaked the drone's projectile to bring its damage type more in line with other gadgets. This means that it will now deal damage that destroys gadgets, rather than disabling them.

To offset this increase in utility, Twitch won't immediately have access to a Shock Drone. Instead, she'll begin the Prep Phase with her sole regular drone. Once the round starts, though, she'll be able to use her new and improved Shock Drone. While we expect many of Twitch's existing strategies to stay the same following this rework, normalizing the drone's damage type to match other lasers should help make its effect more clear at a glance. Since this is quite a large change, however, we want to hear what you think about it.




  • Increased recoil on AK-12
    • First shot kick increased
    • Vertical recoil increased
    • Horizontal spread will be stronger and constant to the right
    • Long burst recoil will start on the 10th bullet (was 12th)

Population targeted by this change: Top Ranked and Pros.

R6S Recoil Simulation Image

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

We know recoil changes can be frustrating, especially when they target an operator as widely loved (at least by Attackers) as Ace. They require you to rethink and relearn muscle memory, so we want to help with that process. Moving forward, we will be sharing diagrams that break down the before and after for any recoil changes. This should help to visualize the change up-front and take a lot of the guesswork out of the relearning phase.

For Ace, it's likely not surprising that he continues to boast one of the highest Attacker win deltas on the Balancing Matrix. His AK-12 is a force to be reckoned with and the utility that comes from a ranged hard breach makes him a powerful all-around operator which is reflected in his presence. By giving his primary a little more kick, this should help bring him more in line with other Attackers while maintaining the unique utility he brings to a team.

Fuze is a different story. As mentioned above, his Cluster Charge has been buffed considerably, which is expected to make him a strong counter to current heavy utility strategies. Our intention is for his increased effectiveness against bulletproof utilities to far outweigh the AK-12's nerf. As always though, we will be keeping a close eye on him post-patch to make sure this change is tuned appropriately and can tweak as necessary.

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 Twitter, Reddit, Facebook and on our forums.

Full Notes: https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/2zsUnVBdSsc10rirkPl1K5/y6s3-preseason-designers-notes

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  • 4 weeks later...


Y6S3 Crystal Guard Patch Notes Addendum

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

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


Ranked and Unranked Earning Increased

  • Increased XP and Renown gain in Ranked and Unranked by 15% to match other PVP playlists.


Modified M762 recoil so it's slightly easier to control.

  • Horizontal spread to the left has been reduced.


Modified AK-12 recoil so it's slightly easier to control.

  • Horizontal spread to the right has been reduced.


  • Decreased the duration of the flash effect based on player's orientation.

  • Affects Stun grenades, Ying's Candela and Blitz's G52-Tactical Shield.


  • 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.


  • 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.


  • 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.


  • FIXED – Hostage is located in 1F Workshop not 1F Server Room as specified by the objective location on Border map.


  • 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.


  • 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.


  • 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.


  • FIXED – Ace's S.E.L.M.A. Aqua Breacher destroys Osa's Talon-8 Shield when thrown.


  • FIXED – Energy bar for Clash's CCE Shield is missing.


  • FIXED – Dokkaebi's 3.0x scope reticle appears in EOR replay.


  • FIXED – Collisions involving Echo's Yokai interfere with navigation.
  • FIXED – Echo's Yokai can be attached to any exterior doorframe.


  • FIXED – Flores' RCE-Ratero Charge gets destroyed near fences on various maps.


  • 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.


  • FIXED – Gridlock's M249 SAW has only 60 bullets when reloading with 1 bullet in the chamber.


  • 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.


  • 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.


  • 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.


  • FIXED – Lion doesn't get +5 pts when the EE-One-D detects an opponent.


  • 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.


  • 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.


  • FIXED – Mute's Signal Disruptor doesn't get destroyed when an opponent shoots the antennas.


  • FIXED – HEL Presence Reduction grants Nøkk immunity to slow effect produced by Melusi's Banshee Sonic Defense.


  • 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.


  • FIXED – Health bar flashes when players equip one of Rook's armor plates after being revived.


  • 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.


  • FIXED – Total loss of functionality is encountered when swapping between Zero's Argus Camera and other Observation Tools.


  • 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.

Full Notes: https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/4DWOjAkLM70Yma491GE4qm/y6s3-crystal-guard-patch-notes-addendum

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  • 3 weeks later...


Y6S3.1 Patch Notes


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



  • FIXED – After spawning with Blitz or Montagne and switching PC windows, hip-fire spread is reduced.


  • 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.


  • 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.


  • 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.

Full Notes: https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/5o0onUmj3Sd5wc2ei18Dsd/y6s31-patch-notes

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  • 2 weeks later...


Y6S3.2 Patch Notes

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


Below you will find the download sizes for each platform.

  • Ubisoft Connect: 1.40 GB
  • Steam: 1.2 GB



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.



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.


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.


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.


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.)

Full Notes: https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/5AsMMjZyakGlJWN6fhKnVP/y6s32-patch-notes

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  • 4 weeks later...


Y6S3.3 Patch Notes

For additional information and further details on the changes listed below, please see our Y6S3.3 Designer's Notes.


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



  • Increased Mx4 Storm vertical recoil.


  • 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.


  • Increased number of Armor Panels to 4 (was 3).
  • Reduced number of punches required to destroy an Armor Panel to 9 (was 12).


  • Replaced P-10C with Super Shorty.


  • Increased number to 2 (was 1).
  • Affected Operators include: Montagne, Buck, Fuze, Capitão, Amaru, Nøkk, Ying, and Zero.


  • No longer limited to placing 1 trap per door/window frame.


  • Added Bulletproof Camera (removed Nitro Cell).


  • Reduced Dash refresh time to 8 seconds (was 12 seconds).


  • Increased number of Mag-NETs to 6 (was 4).
  • Reduced catching area of effect to 3.5 meters (was 5 meters).



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.



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.


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.


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


FIXED – Various UI issues.
FIXED – Various localization issues.

Full Notes: https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/6a45eQdFTRwigPbdBGXkRH/y6s33-patch-notes

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Y6S4.1 Patch Notes


Find the download sizes for each platform below.

  • Ubisoft Connect: 3.38 GB
  • Steam: 2.07 GB
  • Xbox One: 1.94 GB
  • Xbox Series X: 2.71 GB
  • PS4: 2.19 GB
  • PS5: 2.44 GB


  • Added an in-game toggle to show or hide an Operator Card while in Support Mode.



  • FIXED – Reverse friendly fire icon is not displayed during the end of round replay if the last Defender standing eliminates the hostage.
  • FIXED – Headshot Only setting is missing from the Matchmaking Preferences for Training Grounds.
  • FIXED – When Thatcher's EMP Grenade disables Thorn's Razorbloom Shell, the scoring message names Thorn's unique ability instead of Thatcher's.
  • FIXED – AI opponents equipped with assault rifles don't fire at players in Training Grounds on PS5.


  • FIXED – Collision, destruction, clipping, and lighting issues on various maps.
  • FIXED – Multiple issues with planting or picking up the defuser in specific areas on various maps.
  • FIXED – LOD and LOS issues on various maps.


  • FIXED – When a Mag-NET device detonates and eliminates a hostage, it is counted as an accidental death instead of reverse friendly fire for Wamai.


  • FIXED – Various UI issues.
  • FIXED – Various audio and SFX issues.
  • FIXED – Various localization issues.
  • FIXED – Various customization issues.
  • FIXED – Microphone remains open after releasing Push To Talk button.
  • FIXED – Performance drops to 30fps when highlighting any uniform in the Progression section of the Battle Pass.
  • FIXED – Performance drops while browsing and opening Alpha Packs.
  • FIXED – Incorrect purchase option is highlighted in the Get Packs side panel.
  • FIXED – The first two Battle Pass tiers appear as locked when unlocking next tier.

Full Notes: https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/5F5lSqxuI2iYkr8oZxhBan/y6s41-patch-notes

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  • 1 month later...


Y6S4.2 Patch Notes


Find the download sizes for each platform below.

  • Ubisoft Connect: 2.49 GB
  • Steam: 1.01 GB
  • Xbox One: 2.14 GB
  • Xbox Series X: 2.58 GB
  • PS4: 2.68 GB
  • PS5: 1.99 GB


  • Investigations are ongoing for the crashes related to audio issues on Xbox and it's suspected to be related to sound data corruption.

  • Today's patch aims to help limit the number of crashes related to these issues and will allow the team to collect data from active cases to help further investigations.

  • A new icon (see below) has been introduced and will appear in-game when a related audio issue is identified on your end.
    R6S Y6S4.2 Siege AudioIssueIcon2

    • If you see this audio icon, rebooting the console at your earliest convenience should help avoid the issue and minimize the chance of crashing.
  • The team will continue to share progress updates via the Siege Twitter account as a more extensive fix for this issue is worked on.



  • Muzzle Brake attachment can be equipped on the MK14.


  • FO-12
    • Reduced damage to 25 (from 35).
    • Reduced Extended Barrel attachment damage modifier to be consistent with other weapons.


  • Concussion effect of Grzmot Mine and KS79 no longer affects movement speed.



FIXED - Camera goes out of bounds for an Attacker that's watching a death replay when the end of round replay begins.

FIXED - Bulletproof cam remains visually present when the deploy animation is interrupted.

FIXED - Fuze's Cluster charge cannot be deployed on Mira's Black Mirror.

FIXED - Razorbloom and Grzmot mine can be activated through a soft wall if the wall is shot with a small caliber weapon.

FIXED - Ping doesn't function when looking at a lower angle with Twitch's Shock Drone.


FIXED - Destruction, clipping, and lighting issues on various maps.

FIXED - LOD issues on various maps.

FIXED - Some devices can be hidden behind the bookshelf in 2F CEO Office on Bank map.


FIXED - While using a controller, player cannot lean and hold Ying's Candela at the same time.

FIXED - Animation is missing for the Victory Celebration of Ash's Black Viper elite.


FIXED - Crash occurs when players shoot a certain locations on some maps.         

FIXED - Various UI issues.

FIXED - Various BattlePass issues.

FIXED - Various shop issues.

FIXED - The game soft locks when changing the mouse sensibility while eliminated.        

FIXED - Various audio and SFX issues.

FIXED - Various localization issues.

FIXED - Various customization issues.

FIXED - Players is removed for inactivity on Xbox after disconnecting and reconnecting a controller during a match.

FIXED - Missing text on 3D preview in Packs after previewing items from different categories.    

FIXED - Player gets redirected to the home screen after interrupting a Pack opening by pressing ESC.    

FIXED - Compass Location and Orientation doesn't update for a caster when switching from one player in first person to another in third person.         

FIXED - Various HUD issues.

Full Notes: https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/AAAzimMg8bPRW3c1jKVDl/y6s42-patch-notes

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  • 3 months later...


Y7S1 Demon Veil Patch Notes Addendum

You can find here the updates and fixes made over the course of the Y7S1 Season Test Server. For the full Demon Veil Patch Notes, follow the link below.

Demon Veil Season Patch Notes: https://rainbow6.com/demonveil.


Find the download sizes for each platform below.

  • Ubisoft Connect: 4.4 GB
  • Steam: 3.8 GB
  • Xbox One: 13.82 GB
  • Xbox Series X: 13.17 GB
  • PS4: 5.17 GB
  • PS5: 4.66 GB


FIXED - Camera is zoomed out while aiming down sights with the Reflex B sight equipped.

FIXED - Entering Observation Tools will default to security cameras if one of a player's Observation Tools was picked up or destroyed.

FIXED - Unable to pick up some devices that are deployed into small spaces.

FIXED - Camera goes out of bounds if watching a kill cam when the end of round replay begins.

FIXED - Windows don't break when deploying a device on a barricade.

FIXED - After spawning, crosshairs can sometimes remain visible while aiming down sights.

FIXED - Camera goes out of bounds for Attackers in support mode when the last Attacker is eliminated and there are no Observation Tools on their team.

FIXED - Bulletproof Camera EMP burst disables electronic map objects for 15 seconds instead of 6 seconds.

FIXED - Bulletproof Camera EMP burst can destroy fragile map objects.

FIXED - Crosshairs of the Reflex B sight are obstructed by the iron sights of various weapons.

FIXED - Defuser disappears if an Attacker picks up the defuser and disconnects between Attacker lock and the start of the Action Phase.

FIXED - SPAS-15 shotgun has no reticle for some non-magnifying sights.

FIXED - Enemy AI doesn't interact with Azami's Kiba Barriers.\


FIXED - Multiple LOD issues on various maps.

FIXED - Azami's Kiba Barrier doesn't break when the breakable wall it's deployed on is completely destroyed.


FIXED - Valkyrie's Black Eye doesn't lose signal when thrown onto the garage door outside at EXT Garage Ramp on Bank map.


FIXED - Ceiling decals in 1F Blue Bar aren't destroyed when destroying the floor in 2F Billiard floor on Coastline map.

FIXED - Valkyrie's Black Eye loses signal on the ceilings of various second floor rooms on Coastline map.


FIXED - Players can defuse the same bomb site twice to win a Training Grounds match on Favela map.


FIXED - Valkyrie's Black Eye doesn't lose signal when thrown outside onto the bottom of 2F Upper Bridge on Kanal map.


FIXED - Azami's Kiba Barrier can allow players to get inside the shark on Outback map.


FIXED - Valkyrie's Black Eye loses signal at 1F Yellow Corridor drone vent on Theme Park map.


FIXED - Ace's S.E.L.M.A. Aqua Breacher activates when deployed on the indestructible floor in 1F Lounge on Tower map.


FIXED - Various Operators are missing some non-magnifying weapon sights.

FIXED - Various modelling and clipping issues.

FIXED - Various animation issues.


FIXED - Ace's S.E.L.M.A. Aqua Breacher has no SFX when equipped and held.


FIXED - Aruni's MK14 EBR is missing Muzzle Brake from weapon barrels.


FIXED - Azami's Kiba Barrier doesn't collapse when an operator stands on it.

FIXED - Azami's Kiba Barrier deployment VFX are visible from the other side of walls.

FIXED - Azami's Kiba Barrier deployment VFX aren't visible when watching a match replay.

FIXED - Azami's Kiba Barrier destroys Goyo's Volcán Canisters when it expands.

FIXED - Azami's Kiba Barrier doesn't destroy the canister of Mira's Black Mirror when it expands, making the canister indestructible.

FIXED - Azami's Kiba Barrier doesn't break when an Operator stands on it if it was deployed on a hatch that gets destroyed afterward.

FIXED - Azami's Kiba Barrier doesn't break when an Attacker exits rappel through the Barrier.

FIXED - Azami's Kiba Barrier can sometimes prevent vaulting through windows when it's deployed on a ceiling.


FIXED - Bandit's Shock Wire can't be deployed on a reinforced hatch when another device is in the center of it.


FIXED - Incendiary bolts from Capitão's Tactical Crossbow don't disappear when Capitão disconnects.


FIXED - Caveira's SPAS-15 Reflex C sight is incorrectly attached to the weapon.


FIXED - Flores' RCE-Ratero Charge floats midair when affected by Mute's Signal Disruptor while jumping.

FIXED - Activating Flores' RCE-Ratero Charge changes the Observation Tool that an Operator was viewing.


FIXED - Fuze's AK12 is missing Scope 2.0x from weapon sights.

FIXED - Fuze's Cluster Charge can be deployed on an angle where a reinforced and indestructible wall meet.


FIXED - Defenders lose the round and Goyo gets a Friendly Fire penalty if an Attacker moves the hostage near a Volcán Canister and disconnects after deploying a device to destroy the canister.


FIXED - IQ's Electronics Detector can detect Azami's Kiba Barrier when the kunai is the environment but undeployed.


FIXED - Bullet impact visuals appear on both of Maestro's Evil Eyes when only one is shot.


FIXED - Maverick's Breaching Torch is unable to breach a reinforced wall when an Operator's shield is pressed against the other side.


FIXED - Melusi's Banshee detects Operators through Azami's Kiba Barrier.


FIXED - Osa's Talon-8 Shield remains visible if it's destroyed by Maverick's Breaching Torch during deployment.


FIXED - Pulse's Cardiac Sensor can't be unequipped after a player equips it and immediately swaps to a gadget.


FIXED - Tachanka's DP27 has no reticle when aiming down some non-magnifying sights.


FIXED - Defenders lose the round and Wamai gets a Friendly Fire penalty if an Attacker moves the hostage near Wamai's MAG-Net and disconnects after deploying a device to destroy the MAG-Net.


FIXED - Ying is unable to vault while holding a Candela.


FIXED - Zero's SC3000K has access to Scope 2.5x A in weapon sights.


FIXED - Some unique ability previews are missing during the Preparation Phase.

FIXED - Privacy Options can be reset to default while the player is in the middle of a match.

FIXED - "View Fullscreen" button doesn't work for unique abilities and victory celebrations when selected using a mouse.

FIXED - Duplicated pop-ups for Team Deathmatch can appear on game launch.

FIXED - The Home section background is sometimes replaced by a black screen after exiting the Notifications section.

FIXED - The last Operator eliminated at the end of a match doesn't appear eliminated on the scoreboard.

FIXED - Team Deathmatch playlist pop-up appears before the intro cinematic finishes.

FIXED - Players can join an in-progress Team Deathmatch match when there is less than 2 minutes left in the round or when 3/4 of the total eliminations has been reached.

FIXED - Long delay between the end of a Custom Local Team Deathmatch match and when the MVP starts.

FIXED - Player usernames aren't display during the MVP of a Team Deathmatch match.

FIXED - Screen resolution slider for Display options can become unresponsive.

FIXED - Crash occurs when multiple players repeatedly switch Operators while the lobby is paused by the host.

FIXED - Various UI issues.

FIXED - Various localization issues.

FIXED - Various customization issues.

FIXED - Various VFX and SFX issues.

FIXED - Overall game performance.


FIXED - Gunshot audio replays every time a Match Replay is rewound.

FIXED - Player isn't returned to the Watch section at the end of a match replay.

FIXED - Match Replay experiences long loading times when transitioning between rounds if the rewind and pause buttons are pressed repeatedly as the round ends.

FIXED - Match Replay recordings aren't created for Testing Grounds matches on the Test Server.

FIXED - Various Match Replay camera issues.

Full Notes: https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/5uvJIketTRZux4L1T4I3Ij/y7s1-demon-veil-patch-notes-addendum

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Below you will find the download sizes for each platform.

  • Ubisoft Connect: 480 MB
  • Steam: 394 MB
  • Xbox One: 660 MB
  • Xbox Series X: 655 MB
  • PS4: 551 MB
  • PS5: 480 MB



FIXED – Blackbeard mounted shield can block Stun Grenades.

FIXED – Defenders gadgets become indestructible after being downed or killed while holding the gadget.

FIXED – Gadgets are indestructible after getting pushed while holding the gadget in hands.



FIXED – Amaru can't use Garra Hook to get to the top of the left tower of Emerald Plains



FIXED – Operator Portrait is not equipped after purchasing a bundle and pressing the "Equip All" button.

FIXED – Crosshair will become a white dot in multiple conditions for Montagne.

FIXED – Camera issues during match replay on Emerald Plains.

Full Notes: https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/19uFROeb5EjABdx9lpagmy/y7s13-patch-notes

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  • 2 months later...

Rainbow Six Siege is proud to present the second season of Year 7, Operation Vector Glare! The latest Operator to join team Rainbow is Sens, a brilliant tactician from Belgium with extensive experience in the military, training in mechanics and psychology. Adept at using technology and misdirection to their advantage, they will use their R.O.U. Projector System to redefine battlefield cover and move tactics to a whole other level. Read the Patch Notes below for full details.


Dr. Harishva “Harry” Pandey

Behavioral Analyst


“Don’t mistake Sens’ smile for complacency. They likely already figured out how to beat you.”

Life is a puzzle for Néon “Sens” Ngoma, but it’s one they’ve solved a hundred times over. Their empathic nature serves them well both in bonding with others and in dominating their enemies on the field. They’ll fit right in with the rest of Wolfguard.




Primary Weapon





Secondary Weapon

SDP 9mm





Breach Charge




Dr. Elena “Mira” Álvarez

Director of R&D

“The R.O.U. Projector System is a testament to how valuable non-lethal gear can be in the field.”


R.O.U. Projector System rolls after it's thrown by Sens and drops small projectors to create a screen along its path. Although physical objects can still pass through the screen, it's highly flexible—cutting off multiple lines of sight at once.



Close Quarter is the first dedicated Team Deathmatch map that focuses on movement rather than defense setups. With a circular flow and a good mix of different lines of sight, this facility used by Team Rainbow for training purposes will be a completely different experience.



Shooting Range is a playable space that can be used to practice and learn about all available weapons. There are 2 lanes found in the Shooting Range: A Recoil lane to measure the spread created from the kickback when the weapon is discharged and a Damage lane to determine the amount of damage dealt by each bullet when it hits a specific part of the opponents body. The Shooting Range allows for easy and quick comparison of the different weapons used by Operators. All Operators can be used within the Shooting Range whether or not they have been unlocked. You can find the Shooting Range in the Learn Area of the Play Menu.



Operator Guides are quick tutorials that explain how to use an Operator's unique ability and gadgets, as well as utility that's available if they're an Attacker or Defender. You can view Operator Guides in the Operators menu or via the Start menu during the any point of a match.




Privacy Mode brings several new options for gameplay privacy that can be found in the Privacy section of the Options menu. These tools can help prevent malicious players from using another player’s livestream to gather information and get an unfair edge, or to act in a disruptive manner to sabotage and harass the streamer and players.

Privacy options allow you to create a nickname and hide information that will be seen by everyone in-game:

  • Appear as Nickname: Create a custom temporary display name to be used directly in-game (can be changed at any time outside of a match).

  • Hide Avatar: Hide your personal avatar by displaying the default Ubisoft avatar instead.

You now have more control over what information you choose to show on screen:

  • Appear as “You”: Hide your username or nickname by appearing as "You".
  • Rename Other Players: Hide other players' usernames by having them appear as the NATO phonetic alphabet instead (Alpha, Bravo, Charlie, etc).

At the Account level, new privacy settings are available that will allow players to better control who can send a friend request, but also later during the season a settings to allow you to control how you appear in the Friend Suggestions on Ubisoft Connect.


Part of the Reputation System and the first phase to be deployed. It implements a reputation penalty when we detect regular abuses of friendly fire.
The purpose of reputation penalties is to activate when we detect that someone has abused a mechanism during several matches, in this case the Reverse Friendly Fire. It aims to better control and address certain regular abuses of Friendly Fire and reduce the frustration associated with recidivists that injure too many teammates.

  • As the repeat offenders’ actions bring them closer to the penalty, they will receive a set of warnings notifying them of how they are seen by the system and asking them to modify their playstyle.

  • If the player persists with the disruptive behavior, the penalty will be applied. The player will be aware of the number of matches left in their penalty by signs and feedbacks in and out of the gameplay loop.
    This feature will be shipped later during season 2.




  • Players can now turn off or reduce the intensity of screen shake feedback during gameplay from the Accessibility section of the Options menu.


  • Match cancellation has received several updates to bring more information and control to players throughout the entire process, from the initial request to the match cancellation itself. Also, some updates were made to prevent abuses of the system.



  • New Operators are now allowed in Esports competitions in the same season that they are released. The performance of each Operator will be carefully monitored and adjustments will be made when necessary.


  • Players and spectators can now request a Tactical Timeout during Custom matches.


As with every season, Operation Vector Glare brings a price decrease for specific Operators. Nøkk and Warden are dropping to 10,000 Renown or 240 R6 Credits, Ace and Melusi are changing to 15,000 Renown or 360 R6 Credits, and Thunderbird will now cost 20,000 Renown or 480 R6 Credits. Now is a good time to try out these Operators and perhaps find a new favorite!



This season, Operation Vector Glare arrives with dazzling new additions for your seasonal skin collection. Acquiring the Energy Refraction Bundle will unlock the Beryl Matrix weapon skin and attachment skin, as well as the Peridot Disk charm. The seasonal weapon skin will be released at season launch and is available for purchase throughout the season. Once unlocked, it remains in your inventory indefinitely and can be applied to all available weapons.




  • Glaz now has 1 armor and 3 speed (from 2 armor and 2 speed).


  • Glaz: Bearing-9
  • Kali: P22 Mk5
  • Clash: P10-C
  • Tachanka: Bearing-9
  • Lion: P9
  • Dokkaebi: C75-AUTO
  • Finka: GSH-18
  • Gridlock: SDP 9mm
  • Amaru: ITA12S



Match Replay

  • Match replay system on consoles has been improved. In addition, dedicated disk space has been allocated for match replays.

Gridlock Trax Stingers Visual update

  • Gridlock's Trax Stinger now matches team color.

Spectator HUD

  • Additional information about the spectated player are now displayed.

Operator Tips

  • Operator tips are now displayed from the in-game option menu for Ash, Sledge, Thermite, Osa, Bandit, Smoke, Kapkan and Thorn.
  • Operator tips are also available from the Operator Album.


Crouch Walking

  • Updated the Crouch Walk sound mix.

Map Rotation

  • Added Skyscraper to the Team Deathmatch playlist.

Full Notes: https://www.ubisoft.com/en-ca/game/rainbow-six/siege/game-info/seasons/vectorglare

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Y7S2 Vector Glare Patch Notes Addendum

Operation Vector Glare Season Patch Notes: https://rainbow6.com/VectorGlare.


Find the download sizes for each platform below.

  • Ubisoft Connect: 4.8GB
  • Steam: 4.9GB
  • Xbox One: 4.39GB
  • Xbox Series X: 4.63GB
  • PS4: 4.93GB
  • PS5: 4.58GB 



  • We are reintroducing the previous result texts and adding small visual tweaks to the match outcome screen.


  • Reenabling validations on the game server to prevent cheater from shooting through ballistic shields.



FIXED - The defuser doesn't automatically drop when the Operator carrying it is downed.

FIXED - Melee hits do not register on a shield that is clipping through a surface.

FIXED - The interaction between Sens' R.O.U. Projector System and Aruni's Surya Gates causes the game to crash.

FIXED - Vigil's ERC7 activation sound can be heard from anywhere on the Map by the Attackers' drones.

FIXED - Defuser disappears if the player who has it crashes during the droning phase.

FIXED - Various destruction and clipping issues.

FIXED - Blood splatters are not being displayed when shooting an enemy with M249, SR-25 and DP27.

FIXED - Wamai MAG-NET can catch attacker gadgets that have already stuck.

FIXED - Attackers can fall off the roof by interrupting the rappel animation.

FIXED - The planted bomb sound effect is missing for some players after the defuser is dropped in a site and then planted in the other site.

FIXED - Player can get stuck in their drone when preparation phase ends. 

FIXED - VFX for camera switch will show when another player switches to a camera you are on.

FIXED - Normal cameras can scan (red ping) enemies through Sens' Light Screen without seeing them.

FIXED - Operators can discover the game mode objective through Sens' Light Screen without seeing them.

FIXED - Sens' Light Screen is invisible to players reconnecting to the game if it was deployed before the reconnection.

FIXED - AI in PVE Lonewolf Ignores Sens' Light Screen.

FIXED - Defenders see the R.O.U. Projectors as friendly gadgets when using the Smart Ping on the Light Screen.


FIXED - Multiple LOD issues on Emerald Plains map.

FIXED - Various collision issues on Emerald Plains map. 

FIXED - Multiple LOD issues on Close Quarter map. 

FIXED - Multiple LOD issues on Shooting Range game mode. 

FIXED - Multiple LOD issues on various maps.



FIXED - Sens' R.O.U. Projector System moves Player sideways when it hits the operator after bouncing off an obstacle.

FIXED - Some parts of Sens' Light Screen will stay visible for 2 seconds upon the auto destruction of their gadget.

FIXED - Sens' R.O.U. Projector System is not affected by Mute's Signal Disruptor.

FIXED - Sens does not receive the "Peek a Boo" kill bonus for killing an enemy after passing through a Light Screen.

FIXED - The trajectory of the R.O.U. Projector System curves when deployed underneath a barricade that faces the Player.

FIXED - Various collision issues with the R.O.U. Projector System.


FIXED - Caveira's Luison damage in-game is 55 instead of 65.

FIXED - Glaz's sight and the bullet origin are offset if the Holo A sight is equipped.

FIXED - The feedback marker for Thunderbird's Kona station isn't visible from a certain distance.

FIXED - Red Dot B is not aligned when aiming down sight with the SPAS-15.

FIXED - Incorrect animation for Osa's Talon-8 Shield when picking up from a window.

FIXED - The explosion reverb of Kapkan's EDD is always the same despite the size of the room.

FIXED - Nomad's Airjab Launcher laser is not disabled when Nomad is affected by EMP.

FIXED - IQ's EFD displays the electrical waves on hacked defenders' cameras while in Signal Lost state.

FIXED - Iana's warning message is displayed while the gadget is recharging or affected by EMP.

FIXED - Valkyrie's camera in "losing signal state" is not displayed if the operator is in affected by EMP.

FIXED - Blitz's warning message is displayed while the shield is in cooldown and when in disabled state.

FIXED - Sens POF-9 ADS time is faster than other Assault Rifle.

FIXED - Sens' last two projectors of the R.O.U. Projector System are not in synchronized with the rest when despawning.

FIXED - Various VFX issues with the R.O.U. Projector System.

FIXED - Various Azami Kiba Barrier issues.

FIXED - Various weapon VFX issues.

FIXED - Various operator VFX issues.


FIXED - During match replay, rewinding while watching a player's POV will move the character through all locations it has been in quick succession.

FIXED - In a Bomb custom game, the plant time is 4 seconds no matter the custom game's setting.

FIXED - Voice and text chat issues in Close Quarter discovery playlist. 

FIXED - Scoreboard text chat mute button is not disabled in Team Deathmatch.

FIXED - End of Match message displays Victory for the defeated team.

FIXED - Subtitles are not present during the intro cinematic for new accounts.

FIXED - Windows cursor remains stuck on screen, blocking camera movement.

FIXED - Left and Right Dead Zone option doesn't apply immediately if changed in game. 

FIXED - Mute button is greyed out for some players in game. 

FIXED - Several weapons are missing their 2D thumbnails.

FIXED - Purchased elite skins do not show up as owned after purchase.

FIXED - Launching the game on PC using PS4 or PS5 gamepad and swapping to an Xbox controller will lead to input loss from new connected device.

FIXED - Various UI issues.

FIXED - Various customization issues.

FIXED - Various custom match issues.

FIXED - Various match replay issues.

FIXED - Various Caster Mode issues.

FIXED - Various Audio and SFX issues.

FIXED - Various Spectator issues. 

FIXED - Various Localization issues.

FIXED - Various shop issues.

FIXED - Various FOV issues on console.

Full Notes: https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/5sNMTeAQ47ee9eHVHjvMfg/y7s2-vector-glare-patch-notes-addendum

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Y7S2.1 Patch Notes


Find the download sizes for each platform below.

  • Ubisoft Connect: 2.03 GB
  • Steam: 2.3 GB
  • Xbox One: 2.8 GB
  • Xbox Series X: 3.4 GB
  • PS4: 2.4 GB
  • PS5: 2.2 GB



FIXED – Drones may not spawn in the chosen spawn location.

FIXED – Some sticky throwable devices may break windows that are behind barricades when thrown on the barricade.

FIXED – Various animation issues.

FIXED – Attacker devices deployed on Castle's Armor Panel can be destroyed through the Armor Panel with a single melee hit.


FIXED – Various LOD issues on multiple maps.

FIXED – Devices clip through the metal frame of the display cases on Chalet map. FIXED – Wamai's Mag-Net systems don't destroy the plants on Emerald Plains map when deployed onto them and can't be picked up after.

FIXED – Operators receive explosive damage through the pink cabinets at 2F Pink Room on House map.


FIXED – R.O.U. Projectors briefly reappear a few seconds after they self-destruct.

FIXED – Sens' R.O.U. Projector Screen is missing in Match Replay, end of round replay, and kill cam.

FIXED – Sens' left hand uses the wrong animation while vaulting and holding a R.O.U. Projector System.

FIXED – Explosive devices deployed on the surface of Mira's Black Mirror can eliminate opponents through it.

FIXED – Spectators can see Sens' R.O.U. Projector Screen on a floor that's one level below.

FIXED – Nomad's Airjab briefly reappears a few seconds after being destroyed.

FIXED – Pests in Mozzie's Pest Launcher appear as Doc's Stim shots when reloading.


FIXED – Coughing bark is present for Smoke when he is affected by Toxic Gas.

FIXED – Bomb SFX are occasionally missing for some players after the defuser is dropped and then planted in the other site.


FIXED – Various customization and Shop issues.

FIXED – Various UI issues.

FIXED – Several issues related to the progression of the "Gadget Removal" personal Battle Pass challenge.

FIXED – Killcam infobox does not display nickname suffix.

FIXED – Various localization issues.

FIXED – Sometimes packs cannot be opened using the A Button on Xbox Controllers.

FIXED – Penalty banner does not appear and tiles do not lock after the user is banned.

FIXED – Loadout selection resets after any Team Deathmatch match.

FIXED – Several issues related to Spectator HUD.

Full Notes: https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/bU0FMHNhGGUzK06jvxSPQ/y7s21-patch-notes

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  • 2 weeks later...



Below you will find the download sizes for each platform.

  • Ubisoft Connect: 1.29 GB
  • Steam: 1.6 MB
  • Xbox One : 1.06 GB
  • Xbox Series X : 1.41 GB
  • PS4: 1.86 GB
  • PS5: 1.15 GB



  • Reputation Penalty has been added that activates Reverse Friendly Fire by default for players who injure too many teammates.
  • Repeat offenders will receive a set of warnings notifying them of how they are seen by the system, and warn them to modify their play style before receiving a penalty.
  • Reputation Penalty lasts multiple matches to address disruptive behavior in-game.  



FIXED - Player is slowed and can't sprint if they quickly trigger Melusi's Banshee multiple times or step onto multiple of Lesion's GU mines.


FIXED - Multiple LOD issues on various maps.

FIXED - Exploit that causes players to teleport when trying to vault over a ledge at EXT Central Sub-roof on Clubhouse map


FIXED - R.O.U. Projector VFX persists if the player is downed on the light screen.

FIXED - Grey drone filter stays on screen while looking through a teammate's drone that is caught by Mozzie's Pests.


FIXED - Various UI issues.

FIXED - Various Caster Mode and Spectator issues.

FIXED - Various Shop, Customization and Battle Pass issues.

FIXED - Headphone icon is missing when a teammate talks in voice chat.

FIXED - Players can't use text or voice chat in the After Action Report screen.

FIXED - Various issues with Privacy options and Streamer mode.

FIXED - Visual issues during end of round replay and kill cam if a player is eliminated by a Nitro Cell while prone on top of a hatch.

FIXED - Various audio issues in menu.

Full Notes: https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/3QHRUp1wCuYkvBO6Je3vks/y7s22-patch-notes

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