RainbowSix: Siege

Dortmunder Jungs Rainbow Six Siege


Coming hot on the heels of the launch of Operation Vector Glare, we’re excited to unveil the latest addition to the Sixth Guardian Program[news.ubisoft.com]! If you’re new to this program, it aims to support a charity via the sales of an in-game bundle, with 100% of net proceeds (with a minimum of $6 USD per bundle sold) going to the charity. Your purchases help directly support a charity and help a diverse range of causes. Together, we hope to unite the Rainbow Six Siege community and make a positive change outside of our game.

Since the program’s launch in 2020, together with our community, we have raised over $350,000 USD for charity! Big thanks once again to our past Sixth Guardian partners: AbleGamers Charity[ablegamers.org], Stack Up[www.stackup.org], and Indspire[indspire.ca].

The Siege team is excited to reveal that our latest partner is the fantastic charity, ILGA World[ilga.org]. Over the course of Operation Vector Glare and the following season, players will be able to purchase this Osa Sixth Guardian Bundle as a way of supporting their mission. Representing more than 1,800 organizations in over 160 countries and territories, ILGA World supports human rights for lesbian, gay, bisexual, trans, intersex and queer people through advocacy, research, trainings, and awareness campaigns. In their words, “we want a world where the human rights of all are respected and where everyone can live in equality and freedom: a world where global justice and equity are assured and established regardless of people’s sexual orientations, gender identities, gender expressions and sex characteristics.” We’re beyond excited to be working with them on this and feel they’re a great fit for a bundle focused on Osa.

This bundle features a set of cosmetics focused on Osa, all featuring ILGA World’s distinctive colors and Sixth Guardian branding. Specifically, the set includes:

  • "Sixth Guardian Glory" Uniform
  • "Sixth Guardian Glory " Headgear
  • “Sixth Guardian Glory” Background Card
  • "Sixth Guardian Osa" Charm

The bundle is available for a limited time over the course of the next two seasons, so make sure to check it out before Season 3 ends!

If you’d like to donate directly to further support ILGA World, click here[ilga.org] to go straight to their Donate page.

Learn more about ILGA World – https://ilga.org/


Y7S2 Vector Glare Patch Notes Addendum

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


Find the download sizes for each platform below.

  • Steam: 4.9GB
  • Ubisoft Connect: 4.8GB
  • 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 – VFX for camera switch will show when another player switches to a camera you are on.


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.

Kompletter Artikel: Y7S2 Vector Glare Patch Notes Addendum



Announcing the next Streamer Charms!

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








How to acquire charms

These charms are only available by subscribing to the respective streamer’s Twitch channel with a linked Ubisoft account. For more information on how to link your Ubisoft and Twitch account, as well as opt in for Twitch Drops, please refer to {LINK REMOVED}this FAQ.

How to get involved

We are always on the lookout for additional content creators to add to the program. If your goal is to see your charm in game, we use the following criteria to begin the selection process for potential candidates:

This is an evolving program so to reflect this, the following requirements have been adjusted.

Requirements to be considered
– Approximately 150+ concurrent viewers.
– 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.
– Twitch Partnered.
– 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.
– Loss of Twitch Partnership.
– Rainbow Six Siege reserves the right for removal of any charms.



In this latest edition of Designer’s Notes, we’ll go into more detail about the balancing changes that’ll come with Operation Vector Glare’s Season Test Server and give you an insight into the reasons behind these changes.


[IN-ARTICLE ASSET = [R6S_DN_Y7S2_BalancingMatrix_Att.png]]
[IN-ARTICLE ASSET = [R6S_DN_Y7S2_BalancingMatrix_Def.png]]

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.

[IN-ARTICLE ASSET = [R6S_DN_Y7S1.2_BanMatrixAtt.png]]
[IN-ARTICLE ASSET = [R6S_DN_Y7S1.2_BanMatrixDef.png]]


Before we dive into the balancing changes you can expect from Operation Vector Glare’s Season Test Server, we wanted to address a topic we know is important to you. In the current state of Siege’s balance, there are a few components that we agree are tuned a little high, specifically LMGs and Finka. We’ve been investigating how to bring them more in line with other Operators and weapon types and have begun putting this into action. In order to make sure these changes don’t cause a ripple effect to the overall balance ecosystem, though, this has taken some additional time.
We can comfortably announce that adjustments will be coming to both LMGs and Finka in Y7S3. We know you were likely hoping for adjustments this season, so we ask for a little more patience as we work to do this right by you. We appreciate your passion for these changes and look forward to getting them in front of you next season!

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

Population targeted by this change: All.
Back in Y6S3[rainbow6.com], we deployed a change which reduced the intensity of screen shakes from explosions, removing it altogether in the case of certain gadgets. At the same time, we mentioned we were looking into options for players who encountered motion sickness as a result of these screen shakes. While we know screen shakes can be an important part of immersion for some players, we don’t want that to come at the expense of others’ comfort or ability to play the game.
This is why we have added an option to the Accessibility menu to adjust the intensity of screen shakes or turn them off entirely. Now, players can choose the option that best fits their preferred experience with Siege. Default will offer the same screen shake intensity you’ve come to expect over the last couple seasons, while Medium will offer a further-reduced option that should help provide a more comfortable experience to those who are prone to motion sickness. Of course, there will also be the option to turn off screen shake altogether.
We hope that by opening up these options, players will be able to better shape the comfort and immersion of their Siege experience.

  • Increased the volume of footsteps while crouch walking.

Population targeted by this change: All.
We know those early-round frags where an Operator manages to sneak behind your squad’s lines while crouch walking can be frustrating. Over the last couple months, we actively investigated the sound mix of crouch walking and found that the balance of sound to movement speed needed some tuning. Compared to alt walking, crouch walking offered an alternative that was both quiet and quick, so with Y7S2, we’ve tweaked the audio mix to increase the volume of these footsteps slightly.
Given how how fast you can still move while crouch walking, we wanted to better align the sound of this movement with comparable forms of walking. Watch the below video to hear this change in action:

  • Added 3rd secondary weapon option.
    • Amaru – ITA12S
    • Clash – P-10C
    • Dokkaebi – C75-AUTO
    • Finka – GSH-18
    • Glaz – Bearing-9
    • Gridlock – SDP 9mm
    • Kali – P22 Mk5
    • Lion – P9
    • Tachanka – Bearing-9

Population targeted by this change: Casual.
This season will see quite a few of our Operators expanding their loadouts to include a third secondary weapon option. In many cases, this will mark the return of secondary weapons that were previously replaced from Operators’ loadouts to make room for other gear like the Gonne-6.
In particular, by adding submachine guns to some of our longer-range Operators (Dokkaebi, Glaz, Tachanka), we wanted to help give them a bit more confidence in short-range skirmishes. Being committed to range is all well and good, but having the option of add some variety to their kit should help to open up new strategic angles in the long run.
Similarly, we wanted to ensure Clash and Kali had more options available to them to accommodate players who are not particularly comfortable with SMGs (or shotguns as well, in Clash’s case). The addition of a semi-auto pistol should help round out their kits.

  • Changed to 1-Armor, 3-Speed (from 2-Armor, 2-Speed).

Population targeted by this change: Casual.
Adding on his new weapon slot, Glaz is also getting a new set of stats this season. To go along with the addition of a submachine gun, we’ve increased his mobility. While he will always be a niche entry pick thanks to a focus around his unique DMR, we wanted to give casual players more options to experiment with closer-range play as they adapt to his range and sightlines.

Try out the latest Siege updates on the Test Server and don’t hesitate to report any bugs or issues you encounter on the new and improved R6Fix[r6fix.ubi.com].

Follow us and share your feedback on TwitterRedditFacebook[www.facebook.com] and on our forums[forums.ubi.com].


Operation Vector Glare

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.

View Patch Notes[rainbow6.com]

Kompletter Artikel: Operation Vector Glare



Below you will find the download sizes for each platform.

  • Ubisoft Connect: 480 MB
  • Steam: 394 MB
  • Xbox One: 660.60 MB
  • Xbox Series X: 655.26 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.

Kompletter Artikel: Y7S1.3 PATCH NOTES


Coming hot off the recent release of Emerald Plains, our dev team were excited to answer your burning questions about Maps and Operators – past, present, and future. Over the course of the AMA, they answered a variety of topics, including night maps, the design process of Emerald Plains, and their approach to keeping Siege fresh each season. You can review the full AMA here!

We’re planning more focused AMAs like this in the future to cover a range of different topics, so keep an eye out for future Q&As!


Q: What are your plans to combat players banning future new maps/reworks instead of giving them an honest chance?

A: Good question! We have plans to change up the existing map ban system later this year and will be sharing more soon but suffice to say, this new system should lead to a wider range of maps seeing more active play in Ranked! – Alexander

(Full Post Here)

Q: Curious about Emerald Plains design and what other maps it incorporates from. With the map design process, do you look at other maps and try to incorporate similar structure? Or is it from the ground up?

A: The comparisons to Bartlett make sense – Emerald Plains DID begin its life as a Bartlett rework. As we proceeded to change more and more of the map during the reworking phase, we quickly found that it was becoming its own map and didn’t fit our definition of a rework, so we decided to shift gears and lean into the newness, theme and all. While there are hints and nods to its old self like the foyer and two front towers, its moment-to-moment gameplay flow is entirely different from its humble beginnings as a Bartlett rework. – Frédéric and Yann

(Full Post Here)

Q: Is there a possibility to see night maps return to the game, possibly in Casual mode?

A: Whenever we choose to make a night map, we need to ensure that it’s well-lit to ensure the most balanced and competitive environment possible. It doesn’t matter whether a future map is night or day, but the lighting of the map needs to offer fair play. We don’t have plans to turn past maps into night maps, but we aren’t closing the door to future maps! – Alexander

(Full Post Here)

Q: What kind of challenges does bringing in new maps for TDM present to the Level Design team? With the introduction of TDM, is this the start of a more reinforced casual side to Siege?

A: The main challenge is that this is largely new to us in the scope of Siege. We’re used to thinking about attack and defense aspects of our maps, but for TDM, we need to make sure no one area is too defensible – you should be able to easily navigate, and orient yourself, and easily identify opponents at a glance. Let’s just say that after making this, we have a lot of ideas we didn’t get a chance to use, so we have those stored away.

As for the question about Siege’s casual side, when we have a community that’s as large and diverse as the Siege community, we absolutely want to reinforce our casual playlists just as much as we reinforce the competitive side, so this is something that’s always important to us to consider. – Yann and Alexander

(Full Post Here)

Q: How arduous is the process of finding and fixing exploits, unfair angles, and other cheesy things when creating a new map?

A: We wish we played viciously enough to catch everything on the first pass! Our QC team is incredibly instrumental in helping us find these issues given the amount of time they put into these maps ahead of release.
At the end of the day, though, the community also plays a huge role in this process, as millions of players tend to help catch things that a singular Map team may not always catch. We appreciate your ability to stretch the game’s boundaries to their max, which helps to catch these exploits. It makes for an interesting process of searching, resolving, getting feedback, and continuing to iterate. – Frédéric and Yann

(Full Post Here)

Q: How do you tackle map reworks on maps that are popular?

A: Oregon is a great example of this. Before every rework, we look at pick rate and win rate of objectives and seek to try and equalize them. This one in particular was becoming stale prior to the rework and certain objectives were played the same way every time, so we tried to analyze which aspects of the map were strongest and most fun. This is where a workshop with pros came in. We often work with them to identify how to make the game flow more versatile and offer up more ways that plays can approach a map instead of falling into a routine they use every time. – Yann

(Full Post Here)

Q: Emerald Plains only has a single point of entry on the roof of the map. What was the thought process behind this?

A: Putting entry points on the roof tends to be a tricky balancing act, as there are often very few ways for Defenders to counteract this – specifically when there are hatches on the roof. Regarding the skylight, it was originally far more powerful in an earlier version, but we found with testing that even if you were more vulnerable while rappelling all the way down, it was way too much of an advantage for Attackers and had to be tweaked. – Yann

(Full Post Here)


Q: Will we ever have a unique combination of armor and speed in the future? (ie. 3 armor 2 speed)

A: Good question! This is something we’ve experimented with, but are still looking at how we can "break" this system with it still being fun and balanced. We’ve also been toying with a 4-speed Operator, but the world’s not ready yet (and maybe we’ll never be ready for it). – Dominic

(Full Post Here)

Q: One of the complaints from more old-school or traditional players is that the game has lost its more realistic tone and design, especially so in the gadgets. Do you plan on continuing this trend of futuristic and sleek looking gadgets? Or do you plan on mixing in more grounded looking gadgets as well as more futuristic looking ones?

A: Since Siege’s inception, it’s been important to us to ground the concepts behind our gadgets in existing real-life technology with the caveat that fun and balanced gameplay comes first. Sometimes, it’s necessary to stretch the bounds of reality and the real life tech we use as inspiration to fit the gameplay. Just look at Thatcher and Pulse: a grenade-sized EMP capable of disabling most electronic gadgets and a handheld heartbeat sensor of this strength take tech people are familiar with and stretch their reality to make them fun in a game concept.

With your example of Thorn, this is quite close to how we handled Thatcher. The look of gadgets may touch on an Op’s lore, but 1:1 translations from real life often don’t have the same fun factor, so this is where the ingenuity of our designers comes in.

Looking to the future, we will strive to strike a balance between real life tech inspiration and near-future innovation, all while prioritizing fun-factor. We still apply the same care and thoughtfulness to our gadgetry that we did with our Operators 7 years ago. – Alexander

(Full Post Here)

Q: How did you collaborate with the game balance team when introducing Azami and her gadget to make sure it isn’t too OP, especially since her ability can modify the entire flow of a room?

A: From the prototyping phase, we sit down with Balancing once a week to explain our intentions and get an idea of any concerns they may have. This way, we can look at how best to strike that balance and offer as many possible ways to tweak an Operator in the future. We also take time to consider how they can affect (and be affected) by older legacy maps, which sometimes leads into considering reworks for the future. In that way, making an Operator isn’t JUST about talking with Operator designers – it touches so many other teams. – Dominic and Frédéric

(Full Post Here)

Q: How do you decide who gets what scope magnification? Is there a reason some guns have a 1x and a 2x, but not a 1.5x?

A: This really comes down to balancing the distance that an Op is viable at. Due to the nature of their gadgets and gameplay, this helps to determine where Ops play, so choosing their scope magnifications is an extension of helping to define where and what range they play from. This is also why different Ops might have different scopes available, tying directly into their unique styles of play.
Also, we ARE investigating adding 1.5x scopes, so that’s something we’re looking at for the future. – Dominic

(Full Post Here)

Q: Why the shift towards not releasing new weapons and instead reusing weapons?

A: We have a massive roster of weapons and while there’s always a chance of introducing new ones in the future, we also want to ensure we use the over 100 guns already in the game to build interesting loadouts that expand on weapons that are fan-favorites or that haven’t had the chance to shine. We’d still love to give renewed life to weapons that have been in there from day 1. – Dominic

(Full Post Here)



Y7S1.2 will release on April 19 on all platforms. For additional information and further details on the changes listed below, please see our Y7S1.2 Designer’s Notes[rainbow6.com].


Below you will find the download sizes for each platform.
• Ubisoft Connect: 3.75 GB
• Steam: 1.9 GB
• Xbox One: 2.46 GB
• Xbox Series X: 2.61 GB
• PS4: 2.98 GB
• PS5: 2.32 GB


• Added Emerald Plains to Ranked, Unranked, Quick Match, Team Deathmatch, Newcomer and Lone Wolf PVE map playlists.
• A blog post with more details about Emerald Plains will be coming soon and can be found here[rainbow6.com].


• Bandit can now attach multiple batteries to the same surface or device.


• Added Claymore (removed Breaching Charges).


• Gridlock now has 4 Trax canisters (from 3).


• Recovery time from knock-back effects is now 1.25s (from 2s).
• Operators will now remain prone after recovering from a knock-back effect.


• Increased duration and cooldown of Glance Smart Glasses to 20s each (from 10s).


• Reduced duration of the Candelas flash to 1.4s (from 2.8s).
• Increased the number of Candelas to 4 (from 3).


• Increased the number of Claymores to 2 (from 1).


• Added Field of View slider on console (PS4, PS5, Xbox One & Xbox Series S/X).
• Please note, setting the field of view above 60 may result in lower frame rate and some graphical issues.


Map Rotations
• Removed Outback from the Newcomer playlist.


FIXED – Various Team Deathmatch issues.
FIXED – Players are not getting points for destroying drones during "Prep Phase".
FIXED – Operators are receiving damage after being pushed through a destroyed wall by Nomad or Oryx.
FIXED – Operators affected by Capitão’s Asphyxiation Bolt still take damage after the fire disappears and Capitão exits the game.
FIXED – Montagne will retain his Ballistic shield equipped if Oryx pushes him while retracting the Shield.
FIXED – Defenders can see Jackal footprints in support mode after reconnecting.
FIXED – Various LOD issues on Emerald Plains map.
FIXED – Various LOD issues on multiple maps.


FIXED – Various Azami Kiba Barrier issues.
FIXED – Deployable gadgets get destroyed when Kapkan deploys his EDD in their proximity.
FIXED – Tachanka can kill the hostage when the Hostage Death setting is turned off.
FIXED – Various operator VFX issues.


FIXED – Various Localization issues.
FIXED – Various Customization issues.
FIXED – Various UI issues.
FIXED – Various Shop issues.
FIXED – Various Audio and SFX issues.
FIXED – Various Battle Pass issues.
FIXED – Missing blood particles when taking damage.
FIXED – Various key binding issues.
FIXED – Multiple playlist and matchmaking issues.

Kompletter Artikel: Y7S1.2 PATCH NOTES


In this latest edition of Designer’s Notes, we’ll go into more detail about the balancing changes that’ll come with Demon Veil’s mid-season balancing update and give you an insight into the reasons behind these changes.
For more information on all the updates, changes and content that was released with Demon Veil, check out the seasonal patch notes here[rainbow6.com].



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.


  • Bandit can deploy multiple batteries on the same reinforcement or gadget

Population targeted by this change: Top Ranked.

We’ve all been there – you’re Bandit tricking a reinforcement but your battery gets hit with an EMP. Having to pick up your battery in order to place a new one can be a pain, so we’ve made a quality of life change to smooth out this system. Bandit can now attach multiple batteries to a single surface or gadget, making the process of re-upping his electrical charge after a battery is disabled more streamlined.
Since this interaction is core to the experience of playing Bandit, it made sense on our side to remove the unnecessary friction (and logical inconsistency) of only being able to have a single battery attached to a given surface. Instead, in the heat of an engagement we would rather let players focus on their tricking strategy, rather than forcing them to micromanage an arbitrary mechanic that takes them out of the moment.

  • Added Claymore (removed Breaching Charges)

Population targeted by this change: Casual.

We previously tweaked Blackbeard’s primary gadget to tone down his aggressive playstyle a little, but we hear you. That nerf hit him quite hard and thanks to a loadout that didn’t vibe with the change, he’s been in a limbo state. To better match his ability to effectively hold flanks and rotations while sticking back in an encounter, we’ve switched his Breaching Charges with Claymores.
This should help give him a better sense of safety while hanging back without having to rely on his teammates, especially given the Claymore buff detailed below. This should be especially true on maps that feature a lot of rappelling, as he can protect himself from runouts while focusing on his attack strategy and providing firing support to his team.

  • Increased number of Trax canisters to 4 (from 3)

Population targeted by this change: Top Ranked.

We’re hoping to make Gridlock a more reliable Operator pick for covering flanks. Right now, Ops like Nomad end up being more consistent – and while that may still be the case efficacy-wise, this buff will allow Gridlock to cover a more extensive area and give Defenders more trouble per square foot, so to speak.

  • Pushed operators can remain prone and recover control of the character faster
  • Recovery time reduced to 1.25s (from 2s)

Population targeted by this change: Casual.

We’re looking at this change in hopes of making knock-back effects less guaranteed kills and give more room for the affected players to react and survive, either by responding to the threat from the prone position or just being able to escape from some otherwise last-second situations. All of this will more so affect Nomad rather than Oryx due to the frequency and type of encounters, but the change will impact both Operators.

  • Smoke is vulnerable to his own toxic gas

Population targeted by this change: Casual.

While this change is pretty explicitly a nerf, it mainly targets what is essentially a special immunity just for Smoke. Adding this vulnerability should make it more obvious at a glance how abilities affect all Operators, even if they are technically wearing a gas mask. Removing Smoke’s immunity also impacts the most hyper-aggressive Smoke players. The gas can still be used for area denial and to apply pressure, but Smoke can no longer prowl through that denied area without paying a cost.

  • Increased duration of the ability to 20s (from 10s)
  • Increased cooldown to 20s (from 10s)

Population targeted by this change: Casual.

This change is half buff and half quality of life improvement. We’re hoping that it will better cement Warden as a hard-counter to smoke plants and Operators like Ying. Warden will still be mostly situational, but this should make his Glance Smart Glasses easier to handle in terms of timing.

  • Reduced duration of the flash to 1.4s (from 2.8s)
  • Increased the number of Candelas to 4 (from 3)

Population targeted by this change: Casual.

Long-time players may recognize this as a previously reverted change from a past patch. The rationale remains the same, since the impact of a single Candela may be lesser, but with an additional use, we’re hoping the overall kit remains net-neutral when looking at the overall time targets can be flashed for. It should be noted the lesser duration also applies to allies. That in mind, we’ll be closely following Ying to see how this influences her place in the game, especially how she interacts with Operators like Wamai, Jäger, and Warden (especially with his buff as seen above), as well as the interplay with the attacker repick mechanic at large.

  • Increased number of units to 2 (from 1)
  • Operators affected: Thatcher, Ash, Twitch, IQ, Blackbeard, Capitão, Jackal, Zofia, Lion, Maverick, Kali, Ace, Zero, Flores, Osa

Population targeted by this change: Top Ranked.

This is a pretty substantial buff to the opportunity potential of the Claymore, if not its solo performance. The main purpose here is to allow a greater selection of Operators to "block" two different flanks without needing to bring along a dedicated Operator like Nomad or Gridlock. We think this change may make Claymores a more appealing selection in some – but not all – cases, ultimately making it a more viable choice compared to grenades which currently dominate the scene.
Picking Claymores still means that the Operator is not bringing stuns, smokes, or frags; making that tradeoff for a gadget to cover against flanks can make roaming strategies for Defenders more dangerous, especially on maps like Bank or Kafe. We also feel that the affected Ops could use a bit more versatility in their roles if the right situation calls for it by making that gadget swap. With all that in mind, we will of course be closely watching this change and other tangential adjustments at all skill levels in the weeks to come.

Try out the latest Siege updates on the Test Server and don’t hesitate to report any bugs or issues you encounter on the new and improved R6Fix[r6fix.ubi.com].

Follow us and share your feedback on TwitterRedditFacebook[www.facebook.com] and on our forums[forums.ubi.com].

Kompletter Artikel: Y7S1.2 DESIGNER'S NOTES


  • Ubisoft Connect: 1.84 GB
  • Steam: 1.1 GB
  • Xbox One: 1.43 GB
  • Xbox Series X: 1.76 GB
  • PS4: 2.17 GB
  • PS5: 1.51 GB


As mentioned in our thread on the subject, Y7S1.1 includes several fixes for ongoing issues. However, some in some cases, specific problems may still occur in very specific situations.
FIXED – Footsteps SFX are inconsistent when the operator is running.
This includes enemies sounding like they are right next you, even when on the opposite side of the map or a different floor. This may still occur in some niche situations while in drone cam.
FIXED – Gunfire SFX loops infinitely in TDM.
A fix to mitigate this issue is in place, though the problem may continue to occur albeit les frequently.
FIXED – Audio quality decreases before the game crashes.



FIXED – An occasional error when attempting to repick an attacker after switching to another player’s drone.
FIXED – Team killing a player who joins a match in-progress causes the Reverse Friendly Fire icon to appear for the killed player instead of the team killer in the next round.


FIXED – Attackers and Defenders on the same team in TDM have louder SFX in-game.
FIXED – Players can aim down sights during the Victory Screen in TDM.
FIXED – Promotional video is shown before finishing introductory TDM video.
FIXED – Player cards are only visible on first death.
FIXED – Victory dances appear broken on operators with removed gadget models.
FIXED – Respawn timer is longer than the visible countdown.


FIXED – Mira’s Black Mirror’s canister is breakable from the opaque side of the Mirror with a melee hit.
FIXED – Azami’s Kiba Barriers don’t destroy damaged barricades when the Barrier deploys.
FIXED – Amaru can’t use Garra Hook on a hatch when a Kiba Barrier covers the hatch from the bottom.
FIXED – Placing a Deployable Shield on top of a Kiba Barrier that’s near a destroyed hatch destroys both devices.
FIXED – Going up a hatch covered by a Kiba Barrier doesn’t destroy the Barrier.
FIXED – Azami’s Kiba Barrier can create small platforms to stand on in various locations.
FIXED – Operators can land in a prone position on their stomach after being hit with a pushback effect.
FIXED – Collision, destruction, clipping, and lighting issues for various Operators.
FIXED – Various VFX and SFX issues with Operators and devices.


FIXED – OTs-03 weapon sights have a placeholder texture.
FIXED – A second scope appears inside of the 3.0x and 2.0x scopes when the Sentinel Spirit weapon attachment skin is equipped.
FIXED – Several headgears and uniforms are incorrectly named "Default" for various Operators.
FIXED – "Reconnect" prompt is displayed for a minute after completing the match if the player reconnected once during the game.
FIXED – "Jynxzi" Streamer Charm is missing from the game.
FIXED – Privacy Mode options are not greyed out when a match is ongoing.
FIXED – The thumbnail for Ace’s Elite skin shows Melusi in the shop instead.
FIXED – Missing 3D preview for shield skins in the shop’s Weapon Skins category.
FIXED – Duplicate items from the Lord Tachanka Bundle do not give renown to the player.
FIXED – Joining an in-progress ban phase on the banning team results in missing UI elements.
FIXED – The last viewed pack is shown by default in the carousel when returning to the Pack Manager.
FIXED – End of match report message is incorrect in the case of a draw.
FIXED – Azami appears to still have a process if unlocked via the Premium Battle Pass.
FIXED – Various issues with Montagne’s MTG MK.II Elite set.
FIXED – Various clipping and visual issues for cosmetics.
FIXED – Various Battle Pass and challenge issues.
FIXED – Various customization issues.
FIXED – Various UI and UX issues.
FIXED – Various localization issues.

Kompletter Artikel: Y7S1.1 PATCH NOTES