RainbowSix: Siege

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Updates and fixes made over the course of the Y5S3 Test Server. For the full Shadow Legacy Patch Notes, follow the link below.


PING 2.0

We’re currently evaluating the feedback that we’ve received on Ping 2.0 over the course of the Test Server. So far, we’ve observed that the benefits of the new ping system are more heavily weighted towards more casual players, but we also understand the potential drawbacks raised by high-tier players about the new ping system. With this in mind, we would like to spend some more time gathering data and feedback on the live servers. We’ll continue closely monitoring the impact of Ping 2.0 while it’s on live while we we take a closer look at our options to try and will do our best to incorporate feedback to make the new Ping 2.0 an enjoyable experience and useful tool for players of all backgrounds.



We have heard player feedback on the availability of options for 1x scopes on operators. While making the 1x scopes available for all the operators is something that we have considered, there are a number of design limitations that prevent us from making it a possibility at this time. We are currently exploring our options and will share more when we have a better solution.


1.5x on Mozzie’s P10 Roni
1.5x on Alibi’s ACS12
2.0x on Maestro’s ACS12
2.5x on Hibana’s Type-89


Based on feedback over the course of the TS, we’ve given the old Holo back to some operators, while swapping the new Holo to others to gather more data and feedback. This change should give players more agency when choosing between using the new Holo vs. other alternatives. This will also only impact DEF operators with 1x zoom scopes. We’ll be closely studying and monitoring the performance of the two Holos and player feedback on the live servers as well.

Re-added old Nato Holo in place of the new MH1 Holo for: Wamai (AUG A2), Oryx (Mp5), Pulse (Ump 45)
Added new Nato Holo to replace old Holo for: Castle (Ump45), Doc (Mp5), Echo (Mp5SD)


Gave Nomad more options on her scopes to make them feel and look a bit better.

ARX: Removed 1.5x, Added 2.0x
AK: Removed 2.0x, Added 1.5x and 2.5x


The sensitivity slider now goes up to 200. Don’t forget that when you patch into the new season, your old sensitivity settings will automatically be converted into the new system.

If you want to calculate your own conversions, check out our sensitivity guide.[rainbow6.com]


Addition of panels to the bomb model in order to fix issues with pixel peeks.



To discourage boosting and de-ranking, players can no longer drop below 1000 MMR, and players cannot gain more than 150 MMR from any game.


Early in the season, we will be removing the vote-to-kick feature from Quick Match. We’ve been monitoring the use of vote-to-kick for the last seasons and have confirmed that it is indeed a highly abused feature used as a disruption tool and that it is considered by most to be a pain point in this playlist. Considering that it brings more tension to Quick Match, we decided to turn it off.


You will now receive in-game notifications after a player you reported is sanctioned. These will replace the ‘Thank you’ emails that used to be sent out in this scenario. We are replacing the emails with notifications to be more transparent about our sanction process. It also allows us to keep sanction communication in-game, making it easier for users to get updates while they play.

  • Added raiser to the 1.5x Scope to alleviate the issue of the visible iron sight/front pins when in ADS.
  • Iana’s Holograms will no longer trigger metal detectors.
  • New naming convention for shields. All shields will now display ‘SHIELD’ as their weapon type. (ex: Le Roc Shield, G-52 Tactical Shield, CCE Shield).
  • Reduced the size of the 1.5x Scope
  • Reduced the size of the reticule for the MH1 Holo Sight
  • Minor visual tweaks to Zero’s scope icons for aesthetics.
  • Updated reticle structure for Kali’s CSRX300 and Capitao’s Crossbow
  • Updated reticle when entering gadget mode for Kali.
  • Vault prompt consistency after meleeing a barricade (See Vault Detection changes). Previously you could sometimes vault barricades after 1 melee. Barricades will now require at least 2 melee hits before the vault prompt will appear.



  • FIXED – Issues with gadget deployment and consistency when interacting with destructible/fragile map assets (see Gadget Deployment Refactor in Patch Notes).
  • FIXED – Minor feedback issues for new disable state (see new Disable State in Patch Notes).
  • FIXED – Various minor issues with Ping 2.0 feedback (see new Ping 2.0 in Patch Notes).
  • FIXED – Various feedback issues for hard breach charge (see new Hard Breach Charge in Patch Notes).
  • FIXED – Various vault fixes (see Vault Detection Improvement in Patch Notes).
  • FIXED – Hot breach charge can kill operators during entry.
  • FIXED – Issues with DBNO detection.
  • FIXED – Launcher projectiles (Ash, Zero) can sometimes pass through walls.
  • FIXED – Breaching charges display fire spark VFX if they’re destroyed without being detonated.
  • FIXED – Drones not always spawning in the same vicinity as the player.
  • FIXED – Drones sometimes spawn facing the wrong way and not facing the objective building.
  • FIXED – Drones spawning at random map locations instead of near the Attacker spawn point if ‘No vote’ is chosen.
  • FIXED – Firearms can sometimes get stuck if players pick up deployable gadgets during the animation and using other buttons simultaneously.
  • FIXED – Gadgets/projectiles can sometimes pass through surfaces if they are thrown while leaning, prone, and while forcing collision.
  • FIXED – Inconsistent objective scan detection by drone on bomb sites.
  • FIXED – Missing occluded SFX when deploying while standing away from the wall and rappelling.
  • FIXED – Popping animation when running downhill.
  • FIXED – Shield operator’s shields will flip after swapping it out and meleeing.
  • FIXED – Small barricades can be vaulted after just one hit.
  • FIXED – Weapons appear in the middle of a deployable gadget while gadget is being deployed/cooked.
  • FIXED – When melee hitting an electrified deployable shield, players take 15 damage (should be consistent with damage taken from electrified reinforced walls/barbed wire – which is 3 dmg).
  • FIXED – Holo MH1 reticule is not properly aligned.
  • FIXED – Red dot is not aligned.


  • FIXED – Exploitable gaps in some map areas.
  • FIXED – Flickering textures for certain map surfaces.
  • FIXED – Minor chroma changes to destructible walls for better clarity.
  • FIXED – Various clipping/dynamic clipping issues.
  • FIXED – Various issues with carpets.
  • FIXED – Various LOD issues on maps.
  • FIXED – Various map props/assets.


  • FIXED – Tons of Chalet stuff (see Chalet rework.)


  • FIXED – Echo’s Yokai can get stuck behind a water dispenser in 1F Skylight Stairwell of Bank.
  • FIXED – Explosion damage can pass through the metal desk in B CCTV of Bank.
  • FIXED – Invisible ceiling collision when navigating with Echo’s Yokai at B Main Stairway on Bank.


  • FIXED – Attackers can plant the defuser on top of the lockers in 1F Supply Room of Border.


  • FIXED – Bullets can penetrate through the trim around the bar counter on Coastline.
  • FIXED – Carpets on Coastline are not destroyed when hit by explosives (see Gadget Deployment Refactor).
  • FIXED – You can go through the cool vibes wall on Coastline while rappelling.


  • FIXED – Placing and detonating a nitro cell or impact grenade on the flag in 2F Consul Office of Consulate will not deal damage to any nearby operators.
  • FIXED – Small gap above the double doors of EXT Visa Entrance of Consulate.


  • FIXED – Issues with gadget deployment on the top window of EXT East Staircase window on Hereford.


  • FIXED – The defuser can be dropped in a difficult to access area in EXT Cannon Overlook on Fortress.


  • FIXED – Drones spawning in the wrong locations on House.
  • FIXED – Barbed wire can’t be placed on certain spots in 1F Lobby Stairs of House.


  • FIXED – Barbed wire not deploying on carpeted stairs on Kafe.


  • FIXED – Counters in 1F Kitchen Outback are missing some materials.


  • FIXED – Defenders sometimes spawn in the air at 2F Bunk on Theme Park.



  • FIXED – Various issues with Zero’s piercing camera gadget and interactions with various props/functionality (see Zero in Patch Notes).
  • FIXED – Various visual feedback issues with Zero’s gadget.


  • FIXED – When using Amaru’s Garra Hook to rappel up, Amaru can sometimes get stuck and fall back to the ground.


  • FIXED – Ash’s breaching round will not explode properly when it interacts with reinforced walls in a certain way.


  • FIXED – Montagne and Clash cannot extend their shields while crouched.
  • FIXED – Missing feedback warning message when Clash tries to user her CCE shield while in a disabled state.
  • FIXED – Clash can slow opponents even when her CCE Shield is facing the opposite direction after being meleed and having her guard broken.


  • FIXED – Frost’s Muzzle Flash with her 9mm sub–machine gun extended barrel is misplaced.


  • FIXED – Fuze has the Nato red dot, and the holographic and reflex scopes available for the AK–12 (he should have the Russian red dot, Russian holo, the Russian reflex, 2.0x and Russian 2.5x).


  • FIXED – If Iana is using the new Y5S3 1.5x or 2.0x Scopes, they will revert back to the old ones when using her hologram.
  • FIXED – If Iana’s hologram is activated while a player reconnects to a session, Iana may appear to be dead to that player.


  • FIXED – Maestro’s Evil Eyes should now match the same deployment behavior of other deployable gadgets.


  • FIXED – Missing ‘Empty fuel’ message for Maverick’s blowtorch.


  • FIXED – Melusi’s Banshee and Maestro’s Evil Eye are not destroyed when an enemy is pushed into them by Nomad’s Airjab or Oryx’s charge.
  • FIXED – Small destructible objects can block Melusi’s Banshee’s LOS.


  • FIXED – Montagne and Clash cannot extend their shields while crouched.
  • FIXED – Montagne can unequip his shield while being guard broken.
  • FIXED – Montagne’s extended shield is automatically equipped if the player presses the key/button for his shield and then stands up later.


  • FIXED – Destroying a Mozzie pest while hacking a drone renders the drone unusable for both Mozzie + the attacker.


  • FIXED – Thatcher gets 10 points instead of 5 points for disabling Melusi’s Banshee.
  • FIXED – Thatcher getting 2x points for disabling Clash’s CCE shield.


  • FIXED – HUD icon updates for voice chat.
  • FIXED – Various cosmetic/shop issues.
  • FIXED – Various HUD fixes in caster mode.
  • FIXED – Various HUD issues with compass locations on maps.
  • FIXED – Various HUD/UI issues.
  • FIXED – Various issues when spectating with Caster mode.
  • FIXED – Various minor menu/round SFX issues.
  • FIXED – Various minor visual issues with map props when in spectator mode.
  • FIXED – Various SFX ping errors in menu/UI.
  • FIXED – Ammo counter appears off screen when using 4:3 aspect ratio.
  • FIXED – Buff/debuff icons are missing their animations on the HUD.
  • FIXED – Defender’s weapon attachments sometimes spawn with a delay after the start of the round.
  • FIXED – Doc’s stim pistol is not functional in Training Grounds
  • FIXED – Errors with disable state interaction in completing PvE situations.
  • FIXED – Graphical corruption when setting the brightness at 60 or above
  • FIXED – In custom matches, the Hostage can still be killed even after setting Hostage death to off.
  • FIXED – Long loading times when transitioning to the start of a round.
  • FIXED – Missing score/timer from the UI during match point.
  • FIXED – Overlapping running SFX when shield operators run with the shield on their back.
  • FIXED – Player’s attachment loadout visual information does not update during operator selection after being changed.
  • FIXED – Reload button is misplaced on non–native aspect ratios.
  • FIXED – Some Optic colors (orange, turquoise) are not displaying their true color at high opacity levels.
  • FIXED – The bots start talking about grenades when Zero uses his gadget in PvE. At least they’re pretty.
  • FIXED – Unmuting another user that you blocked does not unmute them.


Operation Shadow Legacy Now Available

Operation Shadow Legacy, the third season of Tom Clancy’s Rainbow Six Siege Year 5, is now available. This new season brings innovation with the addition of Sam Fisher from the Tom Clancy’s Splinter Cell saga as a new operator, a rework of the Chalet map, an improvement of the ping system and many other key updates.

Owners of the Year 5 Pass can play with Zero aka Sam Fisher immediately, while other players can unlock him with Renown or R6 Credits starting September 17. New seasonal content, including the Chalet map rework, are available for free to all players. Year 5 Season 3 also welcomes the Battle Pass, available now through October 19.

Sam Fisher is equipped with a new gadget called the Argus Launcher, a two-way drill camera. The cameras are launched to pierce soft or reinforced walls, windows and hatches, and can stick to any surface. The attacker can rotate the camera to see the other side of the wall and each camera is equipped with one laser charge, used to deal damage to defenders or destroy gadgets. Sam Fisher also comes with his unique weapons, the SC3000K and Karambit.

In addition to this new operator, players can explore a reimagined Chalet map, which is newly reworked. The first and the second floors are improved and the roof is now traversable, among other features. Objectives have been the focus of this rework, with a hallway added to improve rotation in the Basement, and the Trophy site has been switched for a new one in Dining.

Additional game updates include:

  • Ping 2.0
  • Map Ban
  • New Secondary Gadget: The Hard Breach Charge
  • New Optics and Sights Colors
  • New Reinforcement Pool

For more information about Tom Clancy’s Rainbow Six Siege, please visit http://rainbow6.ubisoft.com.

Kompletter Artikel: Operation Shadow Legacy Now Available



Each season will bring the release of new charms, as well as a return of the streamer’s charms from previous seasons!



















Narcoleptic Nugget[www.twitch.tv]



















Salty Academy[www.twitch.tv]



These charms are only available by subscribing to the respective streamer’s Twitch channel with a linked Uplay account. For more information on how to link your Uplay and Twitch account, as well as opt in for Twitch Drops, please refer to this FAQ[support.ubi.com].


Given the length of our production cycle for in-game content, the participants for Y5S1 S2, S3 & S4 have already been determined. We are always on the lookout for additional content creators to add to the program and will be exploring new candidates in 2020 & 2021. If your goal is to see your charm in game, we use the following criteria to begin the selection process for potential candidates:

Requirements to be considered
  • Approximately 350+ concurrent viewers – preferable.
  • Average of 10 Rainbow Six streams per month.
  • Average of 20 hours of Rainbow Six streamed per month.
  • Positive standing with Ubisoft/Rainbow Six Siege.
  • High quality level of content.
  • Rainbow Six Siege reserves the right for final decision.

Consideration for Removal
  • Less than 10 Rainbow Six Siege main streams over 3 months.
  • Level of quality dropping below an acceptable level.
  • Standing with Rainbow Six Siege/Ubisoft compromised.
  • Any actions that may negatively affect the R6S/Ubisoft brand.
  • Rainbow Six Siege reserves the right for removal of any charms.



Let’s talk sensitivity. ADS sensitivity (not your feelings). Today we’re going to teach you how to convert your old sensitivity settings from the old sensitivity system to the new one in Y5S3.

Keep in mind that when Shadow Legacy goes live, it will automatically convert your old sensitivity settings into the new system! The automatic conversion should preserve the original ADS feeling you had before the new season when it goes to live. It will switch your ADS settings to "Advanced" mode and adjust the per-zoom sliders to replicate the previous sensitivity settings.

Table of Contents
– – Issues with the old system
– – Improvements with the new system
Conversion Guide
– – Conversion calculator
– – ‘The Maths’
Example Calculation
Getting Technical


Previously, ADS sensitivity used constant multipliers. Every zoom level had their own constant multiplier which was used to adjust the sensitivity while in ADS. This caused a few issues we wished to address this season with the addition of new scopes.


QOL and Improved Customization

The first issue with the old system was a straightforward QOL problem. With a single ADS sensitivity slider, it was difficult to have different sensitivity preferences depending on the zoom level. This forced some players to constantly adjust their ADS settings between rounds if they wanted to switch scopes with different zoom levels. To make everyone’s life better, the new "Advanced" settings allow players to customize sensitivity per zoom level with the new sensitivity sliders without having to adjust each time you change.

Improved ADS Sensitivity Consistency

The second issue is a bit more complex. We realized it was difficult for players to get a consistent feeling between zoom levels due to the fact that the constant multipliers differed from one zoom level to another, and because of other external factors not directly taken into account such as the field-of-view (FOV). This meant that players would often resort to third party calculators to achieve the desired effect. So, to improve consistency we looked at 360 Distance and Visuomotor Gain (scroll down for an in-depth explanation).


Method 1 – Easy Mode: Automatically find and convert your sensitivity settings with our handy-dandy spreadsheet.[ubi.li]

Method 2 – Hard Mode: If you want to ‘Do the Maths’. Look below.

🤓 Math time


  • OldADS = The old ADS sensitivity value in the options.
  • VerticalFOV = The FOV value in the display options for PC, or 60 degrees for consoles.
  • AspectRatio = The aspect ratio of the display. For most cases, the game resolution width divided by the height (e.g. 4/3, 16/9, 16/10) should be correct.
  • NewADS = The new ADS sensitivity value in Shadow Legacy (Y5S3).



If HorizontalFOV > 150 degrees, recalculate the VerticalFOV:



Look up your settings. A 16:9 aspect ratio will be 16/9, and 60 degrees will be 60.

In our example, we have:

  • Display aspect ratio of 16:9.
  • FOV setting of 60 degrees.

STEP 2: CALCULATE YOUR HORIZONTAL FOV (calculate new vertical FOV if Horizontal FOV > 150)

Take your vertical FOV and your aspect ratio and plug it into the Horizontal FOV formula. If your Horizontal FOV > 150 you need to use the Vertical FOV formula to recalculate the Vertical FOV.

Here the HorizontalFOV <= 150 degrees, so you do not need to recalculate the vertical FOV.


Lets’s say you had an ADS value of 30 from the old model and want to know how to set your 1.0x magnification settings.

Look up the FOV multiplier from the table above and plug in your Vertical FOV.


Look up the ADS multiplier from the table above and plug in the FOV Adjustment you just calculated. Multiply by your old ADS setting.


In this scenario, an ADS value of 20 should be used for the 1.0x slider of the new model, in order to replicate the feeling of an ADS value of 30 of the old model.



There are typically two ways to keep a consistent effect when changing zoom levels: maintaining the 360° distance and using visuomotor gain.


A 360° distance system means the same physical distance on the mouse or gamepad stick will rotate your character by a constant angle. The unit of measurement to define this sensitivity is centimeters (or inches) per 360 degrees, which is the physical distance required to do a full rotation of the camera. Maintaining the same measurement means using a high magnification scope can be very disorienting, as the view will wildly change from one point to the next due to the zoom.

However, due to the disorientating effect, it is usually undesirable to make the 360° distance constant across zoom levels. While default adjustments can be set for different zoom levels to prevent this issue, there is no gold standard for determining what should be the default adjustment when zooming at various levels. Moreover, personal preferences and varying opinions make this a less ideal solution.


Visuomotor is the coordination of movement and visual perception by the brain. And a Visuomotor Gain system scales the rotation linearly in order to maintain better consistency and perception when rotating your view.

To break it down further, let’s start with an analogy. When you look at an image and move it around with the mouse, you normally expect the same physical distance on the mouse to always move that image by another constant physical distance on your monitor. When you zoom in on that image, you also expect the visual relationship between those distances to remain the same.

In Siege, the image is actually what you view through the player’s camera, and "moving it around" in that context means "moving the ‘panoramic view’ around". Once again, regardless of the zoom, a given physical mouse or gamepad stick distance will always match another physical monitor distance and scale linearly. So in practice, the more you zoom in, the less the camera will rotate in degrees, therefore automatically increasing the 360° distance.

Because of the consistent feeling visuomotor gain provides across all zoom levels, we decided to use it as the new ADS sensitivity model in Siege.

From now on, new R6 players will have an ADS sensitivity value of 50 for all zoom levels. This value of 50 gives a neutral and consistent transition between hipfire and ADS with regard to physical mouse/gamepad stick distance versus physical monitor distance. Other similar FPS games also use similar values to achieve the same effect.

Side Note: If you are on PC and have modified the XFactorAiming value of your GameSettings.ini file, this will unfortunately affect the neutral ADS value of 50. Instead, the neutral value will be (1 / XFactorAiming).

For players who would still prefer to use the previous model, use the guide above to convert the old ADS value to the new ones, which should allow you to replicate it with the new system.

To learn more about the new sights and scopes coming in Y5S3, you can also check out our Sights/Scopes Dev Blog[rainbow6.com]!



With Y5S3 we’ll make changes to our weapon optics by adding new sights and scopes, modifying existing scopes and redistributing them across all operators and weapons. On top of that we’ll also provide you with more accessibility and customization options.

In this blog article we’ll look into all the upcoming changes to optics, the motivations behind them and how they might affect the balancing of the game.


Throughout this article we’ll be using the following terms:

  • Optics: The general term used for any aiming devices.
  • Sights: Aiming devices that provide no particular zoom level, such as the Red Dot or Holographic.
  • Scopes: Aiming devices that provide a zoom level, like the ACOG.
  • Reticle: The pattern of lines or markings built into the eyepiece of an aiming device.


We’ll be modifying two existing scopes as well as introducing four new sights and scopes to Siege: a new Red Dot option, a new Holographic option and 2 new scopes with different zoom level, a 1.5x and a 2.0x.

Due to these changes we’ll also redistribute optics across the board, meaning with Y5S3 almost all operators and their guns have other options than before. You’ll find more details on these changes and the redistribution further down this article.

The main driver of making the changes to Siege’s optics was to provide more choices for you, our players. While not every weapon has access to every optic, we wanted to have a wider variety with more options to choose from. These changes will also bring a breath of fresh air to our gameplay – creating new experiences for all our players. With more options and new combinations available per operator and weapon we also hope players will try out weapons they might have discarded before and maybe even find new favorite guns or optics!

The changes will not only bring more variety for our players, they will also provide us with a new balancing tool for operators and weapons. Previously we only had one choice when it came to scopes: either the weapon gets an ACOG or not. But with the modifications to our existing scopes and through adding additional ones we will now have 4 scope options with different magnification to distribute to operators and their weapons: A 1.5x, 2.0x, 2.5x and a 3.0x. With more options overall, we’ll also have more levers for some weapons that can be hard to balance, and they can also help us with creating even more unique roles for operators.

The initial redistribution of optics is a first proposition based on balancing and gameplay needs for the operators and their weapons. Certain weapon types will only have access to certain optics as well, the Scope 3.0x for example will be distributed to DMRs while the Scope 2.5x will be given to LMGs and Assault rifles. There are also some technical limitations we have to consider. The goal is to stay agile with the distribution and it can we tweaked depending on data and player’s feedback from the Test Servers, so make sure to try it out and tell us what you think!



The Scope 2.5x in Y5S2.3 (left) and Y5S3 (right).

For both versions of the ACOG, the NATO and the Russian one, we will change the zoom level from 3.0x to 2.5x. With Siege being more focused on short range kills and some players mentioning the ACOG feels a bit too zoomed in, we felt like reducing the magnification will be an improvement for this beloved scope. Nothing else will change for the ACOG, except that it will be referred to as the Scope 2.5x in the selection menu and it will also become less available. Check the new distribution further down the blog for more information on this.


The Scope 3.0x in Y5S2.3 (left) and Y5S3 (right).

This scope, previously available on Capitão’s and Gridlock’s LMG, will keep its zoom level at 3.0x and therefore become the scope with the highest zoom level among the non-unique optics. In the menu it will be referred to as the Scope 3.0x. What we have modified on this scope is the reticle, we gave it a cleaner look which will make aiming at targets easier for players. Its distribution will change as well – it will become more available, mainly to operators with DMRs.

All the other optics not mentioned here won’t be changed and therefore remain the same as before.



The M4S, our new Red Dot has a 1.0x zoom level, so it functions as a "no zoom" sight like the other Red Dots as well. It was added to provide our players with more options and we also see it as a quality of life change; the M4S is higher than the NATO Red Dot in-game, so we hope the Picatinny rail of the weapons receiving this new option won’t show up on screen as much when ADS. For now, we’ll only give it to some operators and weapons, but depending on its reception we might distribute it more broadly in the future.


The MH1, our new Holographic Sight has a 1.0x zoom level as well, but it offers a fresh, clean look and a different reticle. Given how many of our players love the NATO Holo Sight, we wanted to provide them with another Holographic option that feels comfortable for them. We are quite interested in the performance of the new MH1, and while it will only be distributed to some operators and weapons at the beginning, we will distribute it more or less based on player feedback in the future.


This new scope provides a 1.5x zoom level, therefore it will be referred to as the Scope 1.5x in the menu. It will bring a whole new magnification into Siege – a compromise between longer and shorter angles. We expect the Scope 1.5x to become one of the most favorite optics of our players, allowing them to engage in close quarters while still providing a comfortable zoom level to fight at the 10M range. (This is still the average value for engagement distances in Siege).


This new scope brings a new medium range magnification into the game: A 2.0x zoom level, which will be referred to as the Scope 2.0x in the menu. This new option features a much slimmer frame compared to the overall thicker Scope 2.5x but it is trading this advantage for a blind spot on the top left. It will be distributed on longer range weapons like LMGs and Assault Rifles.


Each weapon will have their own sights and scopes distribution, and not only per weapon but a combo of weapon and operator. You find an overview of the new distribution further down this article.

The Red Dot, Holographic and Reflex Sights will remain under their respective categories in the selection menu. Like before, the name of their tiles will stay the same while the icon will change to indicate which of the multiple options is available and will be equipped on the selected weapon.

Due to the different magnification of our scopes we’ll have one dedicated tile for each zoom level in the selection menu. These tiles with their unique icons will be visible or not depending on if this zoom level is available on the selected weapon or not.

Here’s an overview of all the tiles in the selection menu and which non-unique optics they will include:


Those are iron sights; they don’t have an icon in the menu as their look changes depending on the selected weapon.


This tile will be for the 1.0x Red Dot Sight options.

Possible cases:

  • NATO
  • Russian
  • M4S


This tile will be for the 1.0x Holographic Sights.

Possible cases:

  • NATO
  • Russian
  • Razor
  • MH1


This tile will be for the 1.0x Reflex Sights.

Possible cases:

  • NATO
  • Russian


This tile will be for the 1.5x Scope only.


This tile will be for the 2.0x Scope only.


This tile will be for the 2.5x Scope.

Possible Cases:

  • NATO
  • Russian


This tile will be for the 3.0x Scope only.




Please note:

  • This optics redistribution will only affect the primary weapons and not the secondary ones.
  • A few operators are not included in these assets: Kali as she only has her unique scope on the CSRX 300 and Blitz, Montagne & Clash as their only primary option is their shield.

Click here [ubi.li]to download high res PDFs of the new optics distribution.


Player accessibility is important to us and the continued growth of Siege, as we want it to be a game anyone can enjoy.

We are aware that players who are colorblind or visually impaired might encounter difficulties with focusing and targeting when shooting. Through adding a new feature which allows to change the reticle color and opacity of our optics we want to improve the shooting experience and increase player comfort for all our players. This is a first step in our vision for greater accessibility and we intent to develop and implement more options and features like this in the future.

In the options menu of the game we are going to have a new tab called "ACCESSIBILITY". Under this tab you’ll find the new optic color feature.

Choose one of five settings which include several predefined color options adapted to different forms of color blindness, a default option and a custom option to adjust the reticle color of all your optics*:


  • Optic Color: Default
  • Optic Opacity: 100%
  • Optic Color: Predefined (Blue)
  • Optic Opacity: 100%
  • Optic Color: Predefined (Yellow)
  • Optic Opacity: 100%
  • Optic Color: Predefined (Turquoise)
  • Optic Opacity: 100%
  • Optic Color: Choose your preferred color from a selection of 12 colors
  • Optic Opacity: Adjustable in a range from 20% to 100%

*The optics on Kali’s CSRX 300 and Capitão’s Crossbow will be included in this feature at some later point.

We aim to increase the comfort level for all our players and ensure everyone has the best experience possible. Because of that we also intend to implement an option in the menu which will allow players to preview their chosen color settings to get a better look and feel of the optic variables before making their choice. We currently plan to include this in a future update, so stay tuned!


We’ve heard your feedback about the feeling of inconsistency between different optics when aiming down sight and the wish for more control over your ADS Sensitivity settings. To address this, we’re going to make some changes to the Aim Down Sights (ADS) Sensitivity system with Y5S3:


The inconsistent feeling when using different optics was caused by different sources of FOV that affected the player’s aim with sights and scopes. We’ve now made a gameplay change to compensate these FOVs, which will result in a more consistent movement across all FOVs and magnification level of our optics when aiming down sight.

(For the more technical players who are interested in what exactly has been changed: the zoom level are no longer based on a FOV ratio, but on focal length instead.)


To give our players more control over their ADS Sensitivity settings when it comes to the different zoom level of Siege’s optics, we’ve made some changes in the Controls tab of the Options menu.

Depending on the platform, players should now see a button with either "Mouse ADS Sensitivity" or "Controller ADS Sensitivity" through which they can access the game’s ADS Sensitivity settings.

In this new panel you’ll have the option to choose between Standard or Advanced ADS Sensitivity settings.


The Standard setting will allow you to apply one ADS Sensitivity in a range from 1 to 100 (or keep the default setting of 50) for all the sights and scopes, no matter their magnification.


In the Advanced settings you’ll now be able to change the ADS Sensitivity for all the different magnifications independently from each other through different sliders as shown in the asset above.

With these additional customization options, you’ll have much more control over your preferred experience when aiming down sight.

Please note: Players with existing profiles will have their ADS Sensitivity settings automatically adjusted to preserve the feeling they were used to have prior to the patch. In order to benefit from the gameplay improvement for more consistency across all zoom levels that was mentioned above, they have to reset their ADS Sensitivity settings to default.


We are aware that these are some big changes for Siege, and we understand they might feel a bit overwhelming at the beginning. Nevertheless, we believe they will truly improve the game, its gameplay and the experiences of you, our players.

We hope this article helped you to familiarize yourselves with the upcoming changes to weapon sights and scopes; all of them are available on the Y5S3 Test Servers – make sure to try them out and play around with them!

We’re looking forward to reading your feedback and thoughts about each of those changes on Twitter, Reddit, Facebook[www.facebook.com] and on our forums[forums.ubi.com].


  • R6 Siege Core Gameplay Modifications Cell
  • R6 Siege Balancing Cell
  • R6 Siege PC & Accessibility Cell
  • R6 Siege Operators Cell
  • R6 Siege Community Team


Kompletter Artikel: DEV BLOG: SIGHTS & SCOPES IN Y5S3


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



  • Increased number of Gas Canisters to 6 (from 5).

Population targeted by this change: Casual and Top Ranked.

Currently, Maverick needs 2.3 canisters to open a hatch with the Suri Torch.

The previous number of Gas Canisters left very little margin of error to open two hatches, even for pro players.

By increasing the number of Gas Canister at his disposal, we would like to give him a slight Presence bump in the Casual player spectrum.

This change will not allow Suri Torch experts to open more than two hatches, which was already the case in Y5S2. However, resource management should now be easier to handle for everyone.


  • The Gemini Replicator (Iana’s hologram) is now able to use the Ping 2.0 system.

The hologram is a carbon copy of Iana and controls related to the Ping System are the same as well.

We hope that this change will reinforce the level of synergy and cooperation that Iana brings to the attacking team, we also hope that it will also rationalize and streamline her ability.


  • EMPs will now disable gadgets instead of destroying them.
  • Thatcher’s EMP effect increased to 15s (from 10s when applicable).
  • Picking up a disabled gadget will remove the EMP effect.
  • The EMP effect will not affect gadgets within the Operator’s inventory.

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

Too often, Thatcher’s EMPs ended up destroying Defender gadgets by accident or without real intention to do so.

The following gadgets affected by Thatcher’s EMP are now disabled for 15s instead of being destroyed prior to Y5S3:

  • Nitro Cell
  • Kapkan’s Entry Denial Device
  • Jäger’s Active Defense System
  • Lesion’s Gu Mines¹
  • Ela’s GRZMOT Mine
  • Mute’s Signal Disruptor
  • Smoke’s Remote Gas Grenade
  • Kaid’s Rtila Electroclaw
  • Mozzie’s Pest Launcher
  • Bandit’s Shock Wire
  • Echo’s Yokaï Drone²

Note¹: When affected by Thatcher’s EMP, Gu Mines will now lose their cloaking ability, and won’t be triggered nor destroyed when stepped on.

Note²: The Yokai Drone was already disabled by the EMP Grenade, however, the Sonic Burst Charge refilling was still happening. It is no longer the case in Shadow Legacy as the refilling will be suspended during 15s as well.

Bandit Tricking (and other similar techniques):

Now, a disabled battery can be picked up to remove the disabled state. However, this takes more time to perform than deploying a new battery after the first one had been destroyed.

Bandit tricking should remain very efficient against slower hard breachers like Hibana, Ace or the new Hard Breaching Charge.

EMP Effect and IQ’s Electronics Detector:

In addition, we have updated IQs gadget feedback when she locates a disabled electronic device.

The white outline around the electronic gadget is still present but the pulse animation around the gadget is not displayed.

Thatcher mains will have to think a bit more and increase synergy with their teammates, before spending their ressources.

We are aware that this is a big change for Thatcher which should lead to more consistency around the EMP effect in Siege.

It may improve Defender performance as a consequence, but we’ll monitor the impact of this change and react as we feel necessary.


Almost our entire pool of weapons is going to be changed with the addition of new sights.

Given how important these changes are, a dedicated blog with additional detail and information will be made available soon.



  • Adding a new Secondary Gadget: Hard Breach Charge

Operators affected:

  • Montagne instead of Stun Grenades.
  • Ying instead of Breach Charges.
  • Fuze instead of Smoke Grenades.
  • Finka instead of Breach Charges.
  • Amaru instead of Claymore.
  • Nokk instead of Breach Charges.
  • Capitao instead of Stun Grenades.
  • Lion instead of Claymore.

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

With the addition of the Hard Breach Charge, our goal is to provide the attacking team with more tools against their opponents.

Picking a hard-breacher is often a must for many bombsites. It reduces the flexibility of the attacking team’s composition and increases pressure on the Operator tasked with opening reinforced walls and hatches.

The gadget will not perform as well as pure hard-breachers. It takes 3 seconds to deploy and 6 seconds to explode and the activation of the charge will be automatic.

The breach created will be too small for players to run their way through it and will require player to either crouch or vault their way in.

This new gadget could open a window of opportunity for Teams willing to adopt a more versatile approach and reduce the pressure on Hibana, Maverick, Ace and Thermite mains.

This is quite an important change, and results will be monitored closely. We would like to see if the presence of Operators listed above will increase as well.



Multiple hard breach devices can be combined to destroy a reinforced hatch.
Population targeted by this change: Top Ranked and Pro League.

With Y5S3, we are introducing a change that will enable attackers to effectively destroy a reinforced hatch, combining different hard-breaching devices.

If an Operator does not fully open the hatch, another one will be able to finish the job and invest ressources proportionally to what was already done.

Before Y5S3, opening a reinforced hatch required one Exothermic Charge, or 4 X-Kairos, or 116 Breaching Torch impacts, or 2 Selmas.

Hatches were destroyed only when one of those conditions was met. When enough X-Kairos were destroyed to deny the destruction of the hatch, Maverick still needed to invest 2.3 canisters (or 116 Suri Torch impacts) to open it.

With the introduction of the new Hard Breach Charge, as we are having more and more hard breaching tools, we also felt that we needed be able to combine them.

Now, reinforced hatches will have a health-pool of one million points and each device will deal damage as follows:

  • 1 Exothermic Charge: 1M
  • 1 X-Kairo: 250k
  • 1 Breaching Torch impact: ~87k
  • 1 Selma: 500k
  • 1 Hard Breach Charge: 1M (3 or more Conical Shaped Charges have to be on top of the hatch)

With this change, you will be able to combine your resources more efficiently to reach the one million damage necessary to destroy the reinforcement.

We have not changed the way each device works by itself, we are just opening the door to more strategies and synergy.

Try out the latest Rainbow Six updates on the Test Server and earn an exclusive charm through the BugHunterProgram[rainbow6.com].

Follow us and share your feedback on Twitter, Reddit, Facebook and on our forums[forums.ubi.com].




In the past, we have released a post touching on how the MMR system works. We are updating it to properly reflect the current system in Rainbow Six Siege.



Your skill represents your ability to win a game. Comparing two teams’ skill gives you the probability that one team will win against the other. The higher the difference, the more likely a given team is going to win. When two teams with the same skill levels are matched up with each other, they both have an equal shot at winning. The algorithm used in Rainbow Six Siege assigns two values to each player: an estimation of their skill (μ) and the uncertainty of this estimation (σ). The players’ skills are distributed along a Bell curve, centered around 25 (High Silver – Low Gold).


The estimation of your skill is probabilistic. In general, the more games you play, the more information we have about you, and the more confident we are about this estimation. This confidence is represented by the uncertainty value sigma (σ). The lower the uncertainty, the higher the confidence.


Early on in the game’s first year, your rank was partially also determined by your engagement with the game. This led to confusion as the play experiences of players of different ranks would vary greatly.This has not been the case since Year 1 Season 4 and presently, your MMR only takes into account your skill (MMR = 100*μ). This also means that your clearance level has no impact on your MMR.


The MMR is updated solely on the outcome of your match. If this outcome is unexpected (for example, you lost against players with a lower skill than your team), the skill updates will be more substantial, and vice-versa. In addition to that, the more confident we are about your skill (i.e., if your σ is low), the smaller the updates will be.

Let’s take a simple example with only two players: Hibana vs Pulse. The values in this example do not reflect the actual updates that would happen with our system but it should give you an understanding of the situation. Hibana is a Gold player (μ ≈ 29), and has been playing at that level for quite some time. Hibana’s rank has a low uncertainty value attached to it, so σ ≈ 3. Hibana faces Pulse (a Copper ranked player, but he has a lot of heart), and loses. Due to the low uncertainty value, it is likely that Hibana just had a bad game, so her skill level would decrease, resulting in μ ≈ 28. This is due to the system taking into account the rank of the enemy you have lost to. If Hibana lost to someone that was Gold, the adjustment would be closer to μ ≈ 28.5. Losing to a Diamond would have resulted in a change to μ ≈ 28.9.

That being said, Pulse is still relatively new to the game, and our system is attempting to determine where he should be placed (μ ≈ 17 and σ ≈ 6). By Tachanka’s grace, Pulse won the match, so we would increase his skill level to 20. His victory against Hibana has helped us to determine that he may be a better player, so his uncertainly has dropped a small amount (σ ≈ 5.5). The large increase in skill level rating for is a result of Pulse being a fairly unknown player, and our confidence in Hibana’s placement.


In order to prevent matchmaking abuses while switching regions, we’ve changed our Matchmaking Rating system in Y5S2 to unified MMRs for each playlist. This means that you will not have different MMRs depending on the region you play in. However, your matchmaking ranking will remain separate in different playlists.


(formerly Casual)

This is the standard multiplayer playlist offering a fair environment for beginner and intermediate skill levels to play in.

Quick Matches are available for all players, do not affect the players’ ranking in Ranked and offer 3 game modes: Bomb, hostage and Secure Area.

Quick Matches and Unranked Matches use the same MMR. Therefore, winning/losing in one will affect your MMR in the other playlist as well.

However, MMR used in Quick Match is not linked to the MMR used in Ranked. Therefore players that mainly play Ranked, and rarely enter Quick Match have an MMR in QM that does not reflect their real ability. We think that that may be one of the reasons why QM is considered unbalanced. Unless they enter from time to time to update their QM MMR they will currently have this issue.

In the past we’ve tested several methods with the goal to provide all Quick Match players with a best possible matchmaking experience. Since Y2S3 the Quick Match matchmaking pairs players based on an independent and hidden Quick Match / Unranked Matchmaking Rating (MMR). This Quick Match / Unranked MMR is based on the same system described above, taking into account your performance in both, Quick Matches and Unranked. It is not tied to your Ranked MMR at all, nor visible to you or other players.

New players are provided with a base line MMR, which is more on par with where a beginner should be. A lower starting point for beginners means that they will be able to increase their MMR in a pool of players with a comparable skill level. This lower MMR rating will be erased over time as they win more matches, eventually placing them where they truly belong based on their skill level.


The leap from Quick Match to Ranked can be overwhelming due to the stark difference between competitive and casual players in terms of mentality, playstyle, and even personal comfort level. This gap was the driving motivation behind the creation of the Unranked playlist, which was implemented in Y4S3.

Unranked is a multiplayer playlist, available for all players with a Clearance Level above 10. It follows the Ranked ruleset, but has no Rank restrictions (which will be detailed further in this article) and doesn’t affect a player’s Rank or Ranked MMR. Unranked shares the same hidden MMR, which is used for Quick Match matchmaking as well and pairs players based on the same system. So whether you’re into competitive gameplay but would rather do without the pressure of a ranking system, or you want to get familiar with Pick & Ban and other associated features before heading into Ranked, this is the playlist for you.

Its advantage over Ranked is that you don’t need to meet the MMR Restriction as you do in Ranked. This, along with the lower CL compared to Ranked allows you to join a squad that do not meet the requirements for Ranked but still play with competitive rules.

Keep in mind, however, that Ranked policies also apply to this playlist, and any sanctions you incur in it will also apply to the Ranked playlist.


*The distribution above may vary depending on the Season.

Ranked is the competitive multiplayer playlist, which becomes available to players upon reaching level 50. Next to a smaller map pool and bomb being the only game mode available, this playlist features a ban phase, allowing both teams to choose and ban an Attacker and Defender.

Ranked features 23 skill ranks. These ranks are based on a players Matchmaking Ranking (MMR) which is derived from numerical scores generated by the TrueSkill algorithm as described at the beginning of the article. A player’s skill rank is first obtained after successfully completing 10 ranked placement matches.


MMR changes are based on:

  • The relative skill levels of the players/teams in the game.
  • Whether or not the player won the match.
  • Large skill difference between teams has a dramatic outcome based on who won the match as per the previous Hibana/Pulse example.
  • Prematurely exiting a ranked match always counts as a loss toward skill ranks, even if their team won
  • Abandoning a match or inactivity are all included.
  • Connection issues do count as a loss but not as a win if their team won.
  • When internet connection is lost then restored, the player is given an option to re-join the match instead of taking the penalty.


Your personal performance as your score or your kill/death ratio does not impact the number of points you get.

If you get 15 kills per game but lose all of them, then your ability to win a game is very low, hence you should be ranked very low too. Conversely, a player that does not land kills, but still wins often, should be ranked quite high (maybe they make excellent callouts, which is an important factor in a team’s ability to win). The idea is that if you play well, and are an asset to your team, you will naturally win more matches in the long run. This positive influence on winning matches is what we measure.


If you both have the same skill, the update will depend on how confident our system is regarding where you are placed. Let’s say that you are both Gold IV but your friend has played a lot more games than you (they have a low uncertainty), you will gain/lose more points than they will.


In Y4S3 we’ve implemented a limit to the MMR gap between party members. There cannot be a bigger gap than 1000 MMR between the players with highest and lowest MMR in the squad in order to play Ranked. Players can check their squad members’ MMR in the Side Panel Profile. For players above 4400 MMR (Diamonds), you are able to group with any player above 3400 MMR (Platinum). Players below 1200 MMR can group with players below 2200 MMR. This was partially done to reduce the impact of boosting, but, of course, to also encourage a more balanced matchmaking environment.


Once a player reaches 5000 MMR, and has completed a minimum of 100 matches, they’ll enter the Champions rank. While it mostly functions like other ranks, it has something that ups the ante: individual rank numbers. The top 9999 players with the highest MMR within the Champions rank will have their standing displayed on their rank, which means that whichever players have the highest MMR in the game will be recognized as the #1 Champions.

This doesn’t mean, however, that Champions who aren’t currently in the top 9999 will be taken down to Diamond. As long as you remain above 5000 MMR and have more than 100 completed matches, you are a Champion.


At the beginning of every new Season we perform a so-called Soft MMR Reset. This means we are resetting the ranked MMR of all players between the “middle” (2500 MMR) and their rank from the previous Season, with extremes above 3500 and below 1500 clamped to those respective values. This also applies to placement matches.

Before Y4S2, we reset all players to a 2500 MMR at the beginning of the new Season. We changed this in order to improve the matchmaking experience at the beginning of a Season. This change leads to players reaching their “true skill” faster; players that should be Diamond will reach Diamond faster. We understand that some players, particularly those at the extreme high end of Diamond, would like more of a “grind” implemented for attaining the higher ranks. We have heard these concerns and are working on how to provide that type of experience for those who want it in the future.


At the end of every season, players receive a charm based on the highest rank they’ve managed to achieve during that season. For example, if you reached the Diamond rank but finished the Season with a Gold rank, you will receive the Diamond charm. Please note that if your MMR has been reset due to drastic MMR changes, you will not receive the seasonal ranked charm for your highest rank prior to the reset.



This feature’s goal is to help reduce the long-term impact cheaters may have on other players’ seasonal rankings.

When a cheater is sanctioned, the feature will roll back any rating gains and losses for all players from matches that the banned player took part in for that season. This cancels all games that the Cheater played for all parties.

Please note that you cannot go beyond your maximum MMR for the current season as a result of a roll back.

More information on the MMR Rollback feature can be found in this article[rainbow6.com].


Part of the reason we are doing this is also to push back against boosting services or players that use cheats to boost accounts or exploit the integrity of our ranked system in other ways. After those cheaters are banned the boosted accounts would receive drastic MMR changes through the MMR Rollback, which is a sign of massive irregularity and a red flag in our system. This is why we started resetting MMR for players with drastic MMR changes since Y4S3.3.

This means that instead of undergoing a significant change in MMR, players will have to redo their placement matches to get back appropriately on the ladder. Players who have their MMR reset will also not receive the seasonal ranked charm for their highest rank prior to the reset.


The current Roll Back feature will roll back all games (victories and defeats) the banned cheater participated in. We also explored a few other options, but based on the results of the data, rolling back all games will help to maintain a stable MMR environment, while still reducing the impact of cheaters on games.


Due to our process of detecting cheaters, and then the subsequent banning process, there is no way for us to identify which specific matches a person cheated in accurately (such as when players toggle their cheats on/off prior to being caught). With this in mind, we also explored the possibility for limited MMR resets based on recency, and tested MMR resets for the last 7 days vs the entire Season.

However, the results were too random, and there was no way to determine if we had actually reduced the entire footprint of their negative behavior. So in order to confidently ensure that we maximize our removal of the impact of a cheater, we are resetting the MMR from matches that player participated in from the entire Season.


We have noticed that the system itself induced quite a lot of frustration for our most dedicated players.

Therefore, we have decided to tweak the system at some point during Y5S3 and to expand the highest seasonal MMR value up to a fixed number of points. This means that you should still receive meaningful adjustments even if you are at the highest MMR value of your Season. This should lead to a significant reduction of neutral MMR adjustments (receiving 0 points).

If we define the additional fixed number of points you can earn above your maximum MMR value to 10 (disclaimer: it’s not). And if 3000 is your current and highest MMR ranking this season, any positive adjustment will still increase your MMR value beyond 3000 and up to a maximum 3010 MMR points.

We will monitor closely the impact of this change on the MMR economy and adjust the fixed number of MMR points (10 in the example above) based on your feedback and on our data.

An update will be shared as soon as we have a more definitive date to announce.


We want to let you know that we have heard some frustrations around the current MMR Rollback feature. We understand that losing MMR due to winning against cheaters or not gaining more MMR than your seasonal peak can lead to some frustrations for players. We are currently planning to revisit the MMR Rollback feature to explore if we can reduce these frustrations for our players in the future while still effectively cancelling out any effect cheaters have on matches.

Furthermore, the Matchmaking Ranking system as a whole is quite a complex system. We know that it can cause frustration amongst our players, when they feel like the matches are unbalanced and not fair for them. It is difficult to find the sweet spot between short queue times and balanced matches on all playlists and we always work on improving our system and its functionalities to give you all the best possible matchmaking experience.

Your feedback is – and always has been very important to us. Therefore, we want to encourage you once more to share your feedback on the Matchmaking Rating system and the MMR Rollback feature, and what kind of improvements you’d like to see.

We are looking forward to reading your thoughts on Twitter, Reddit and on our official forums[forums.ubisoft.com].

Kompletter Artikel: MATCHMAKING RATING

New in-game event: M.U.T.E. Protocol


The future may or may not be here, but one thing’s for certain: technology is changing. Mute has taken control of the Comm Tower, but dissenting forces are itching to take it back. In this all-new game, it’s robot against robot! Can you secure victory with gameplay modifiers thrown in the mix?

For two weeks starting August 4th, reinvent yourself with the M.U.T.E. Protocol!


For this event, most Operators will be available to play, with a few exceptions for gameplay reasons that deal with drones and cameras. We’ll explain in a moment but know that for the playable characters with customization exclusive to this event, their robotic appearances will be automatically equipped.


Whether or not you’re used to playing Secure Area, you’ll probably find this game mode quite unique. For starters, Attackers will have to secure not one, but two areas. Divide or unite your tactics accordingly, because Defenders will have to protect twice as many objectives!

However, the special thing about this event is the Operators’ use of technology. On the attacking side, you’ll be able to switch between Operator and Drone forms by entering and exiting Observation Tools. This means that while you’re controlling your drone, your Operator is nowhere to be seen. Then, when you switch back, your Operator will be where your drone was. You cannot control your teammates’ drones, but if you’re eliminated in Drone form, you’ll respawn in Operator form.

On the defending side, you can use indestructible cameras to travel digitally. Opening Observation Tools will make your Operator enter the network and exiting them will make the Operator appear in front of the last controlled camera. Navigate those electronic pathways, and victory could be yours!


The M.U.T.E. Protocol event comes with its own Collection of 26 items, featuring exclusive customization for Jackal, Lion, Ying, Kapkan, Mira, Mute, Oryx and Vigil. These high-tech stylings are the same you’ll find in-game by picking these Operators to play the Event. Inside the packs, you’ll also find some signature items, including the event’s signature weapon skin, exclusive to this Collection.

You can earn M.U.T.E Protocol packs through a special Event Challenge. You can also purchase packs for 300 R6 Credits or 12500 Renown each in the Packs section of the Home screen.

We have been listening to the community’s requests, so each Operator’s exclusive, time-limited customization items are also available for purchase as Bundles in the Shop section for 1680 R6 Credits each. Year Pass owners can purchase bundles and packs for a 10% rebate.

For more information about the M.U.T.E. Protocol event, follow us on Twitter.

Kompletter Artikel: New in-game event: M.U.T.E. Protocol


Y5S2.3 will release the week of July 27th for PC.



Some updates to the notifications system to help make future popups less spammy.


After August 11, 2020, 2-Step Verification will be mandatory for ranked on PC in APAC[rainbow6.com]. If you have not activated 2SV prior to this date you will be locked out of the Ranked queue until 2SV is activated on your account.

Go activate 2SV under the account management section at https://account.ubisoft.com/!


For more information on balancing changes, see our Designer’s Notes[rainbow6.com].



If you’ve ever stepped on a Lego…this hurts worse.

By making her gadget a bit more enjoyable to use, we’re looking to make Gridlock players’ lives a bit easier.

  • Lowered Gridlock’s Caltrop deployment time to 9s (down from 13s).
  • Lowered the individual Caltrops deployment time to 0.45s (down from 0.7s).
  • Lowered the range of random deploy variation to 0.05s (down from 0.1s).
  • Added a delay of 0.45s before the deployment sequence starts (previously no delay).


The Rainbow 🐐 has goat to dash.

We want to let Oryx make more use of his dash, and added mobility and durability will hopefully make him a bit more fun to play.

  • Using his dash through a soft wall will not deplete all the dash charges.
  • Increased Dash refresh time to 12s (up from 8s).
  • Dash recovery time for all dashes is now 0.5s. (Previous recovery times: soft wall = 1s, enemy = 0.7s).


Hide the hostages! Giving Fuze a bit more presence and utility with an additional charge.

  • Increased the number of cluster charges to 4 (up from 3)



To maintain consistency with softwall interactions, we’re giving enemies that are pushed through walls the same feedback as when Oryx dashes through them.

When pushed through a wall by Nomad’s airjabs or Oryx’s dash, players will receive the same feedback and rtake the same damage (5 hp) as when Oryx dashes through a soft wall.

  • FIXED – Missing anchoring decals from Ace’s SELMA.
  • FIXED – Ace’s SELMA can get stuck when thrown in a certain way at some beams, becoming unrecoverable.
  • FIXED – While grappling through a window or hatch, Amaru can aim faster with her LMG if she times her sprint and ADS buttons just prior to landing.
  • FIXED – IQ’s gadget will not display the outline and distance of Melusi’s Banshees.
  • FIXED – Zofia’s concussion grenades are impacted by external explosions and can bounce away from the target location.
  • FIXED – Flattening the doorframes and windows on all maps.
  • FIXED – Floating and indestructible wooden squares after destroying some walls on Yacht.
  • FIXED – Gunshot sounds are muffled when shooting from inside 1F Technical Seating of Plane.
  • FIXED – Various menu/UI fixes.
  • FIXED – Various cosmetics fixes.
  • FIXED – Various Lighting issues on maps.
  • FIXED – Various shop visual and cosmetic fixes.
  • FIXED – (PvE) Interaction between Ace’s gadget and AI.

Kompletter Artikel: Y5S2.3 PATCH NOTES