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Axle

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post all patch notes here
 

Axle

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Y5S2.3 PATCH NOTES 07-28-2020
Y5S2.3 will release the week of July 27th for both PC and Console. The Console update will also include the Y5S2.2 patch that was released on July 14th for PC.
UPDATES
IN-GAME NOTIFICATIONS
Some updates to the notifications system to help make future popups less spammy.
APAC 2SV
After August 11, 2020, 2-Step Verification will be mandatory for ranked on PC in APAC. 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!
GAMEPLAY UPDATES
For more information on balancing changes, see our Designer's Notes.
BALANCING
GRIDLOCK
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).
ORYX
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).
FUZE
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)
GAMEPLAY
PUSHBACK MECHANICS
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.
BUG FIXES
  • 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.
 

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VOTE-TO-KICK REMOVAL
In this update we will be removing the vote-to-kick feature from Quick Match (vote-to-kick was previously only available in 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.

BUG FIXES
GAMEPLAY
  • FIXED - Mismatched SFX when picking up a hard breach charge gadget.
  • FIXED - Operator shields will flip in first person POV after swapping out the shield and performing a melee attack.
LEVEL DESIGN
  • FIXED - Various clipping/dynamic clipping issues.
  • FIXED - Various issues with assets/props on maps.
  • FIXED - Various LOD issues on maps.
  • FIXED - Various minor caster mode details.
  • FIXED - Various vault issues.
CHALET

  • FIXED - Various vault issues on Chalet.
  • FIXED - Jukebox in 1F Bar on Chalet can be vaulted onto.
  • FIXED - Various drone collision issues on Chalet allowing drones to go OOB/OOW, or blocking drones.
  • FIXED - Defuser can't be picked up if dropped behind the boiler in B Main Garage on Chalet.
  • FIXED - Defuser can't be picked up if dropped in certain spots on Chalet after forcing collision.
  • FIXED - Defuser can't be picked up if dropped in a specific spot on EXT Helipad Trail of Chalet.
  • FIXED - Drones are not destroyed when thrown OOB on Chalet.
  • FIXED - Issues with Secure Area mode in 1F Fireplace on Chalet.
  • FIXED - Operator can go OOB by forcing collision in EXT Helipad Trail of Chalet.
  • FIXED - Players can't vault down to B Backyard stairs on Chalet.
  • FIXED - Potentially exploitable position on Chalet.
  • FIXED - Some gadgets float when attached to solarium windows on Chalet.
  • FIXED - The table in B Wine Cellar of Chalet can't be damaged by explosives.
OPERATORS
ZERO

  • FIXED - Sensitivity for Zero's Argus Camera on controllers is higher than intended.
  • FIXED - Inconsistent replication for Zero's Piercing Camera for players who have reconnected to the game
  • FIXED - Multiple damage decals from Zero's camera when deployed on certain surfaces.
  • FIXED - Visual issues with Zero's Argus Launcher reticule and crosshair while hipfiring and ADS, respectively.
  • FIXED - Zero's Argus Launcher crosshairs are not being affected by the disable state when inside Mute's jammer AOE.
  • FIXED - Zero's Piercing Camera can be deployed multiple times in the same spot.
  • FIXED - Zero's Piercing Camera floats if deployed on a barricade that later has its perimeter destroyed.
CLASH

  • FIXED - Clash's shield animation can be stopped by pressing any spring/shoot buttons.
IANA

  • FIXED - When using Iana's Gemini, her 1.5x and 2.0x scopes will change to a different scope on the Gemini.
NOKK

  • FIXED - Scopes are held closer to Nokk's face when prone when her HEL is active.
USER EXPERIENCE
  • FIXED - ADS Sensitivity settings are not being saved after restarting on console.
  • FIXED - In custom matches, duplicate pings can occur when switching sides.
  • FIXED - Missing SFX while in support mode after dying.
  • FIXED - Various issues lost in-game voice chat functionality.
  • FIXED - Various issues with in-game voice chat.
  • FIXED - Various minor bugs in PvE.
  • FIXED - Various UI/HUD issues.
  • FIXED - Various visual cosmetic/shop issues.
 

|Fever| GaMeOveR

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Y5S4.1​

TWEAKS AND IMPROVEMENTS​

GAME HEALTH​

Custom Game Timers

  • A pause/resume timer option has been added to lobby creator's menu options during the Planning Phase for Online Custom Games. This setting is accessible by click the Menu icon found in the top right of the screen.
  • This pause timer has a default timeout setting of 10 minutes that we can modify on our end.

BUG FIXES​

LEVEL DESIGN​

  • FIXED – Various defuser planting and retrieval issues in specific areas on maps.
  • FIXED – Minor rappel issues present on Skyscraper and Plane maps.
  • FIXED – Several glass resistance and destruction issues present on Bank and Outback maps.
  • FIXED – Drones are able to pass through multiple objects and textures.
  • FIXED – A multitude of LOD issues present on Skyscraper map.
  • FIXED – Line of sight issue present between the railing and wall in 2F Exhibition Room on Skyscraper map.
  • FIXED – Misaligned textures and clipping are present on various surfaces on Skyscraper map.
  • FIXED – Deployable gadgets can be heavily obscured in table debris in 2F Geisha Room on Skyscraper map.
  • FIXED – Compass location is missing in drone view on top of the fence in EXT Ventilation Units on Skyscraper map.
  • FIXED – An Operator will spawn on top of the display case on the north side of 2F Exhibition Room on Skyscraper map.
  • FIXED – Ceiling vents are not visible underneath the ceiling in 2F Shrine on Skyscraper map.
  • FIXED – Several collision issues present when destroying items on Skyscraper map.
  • FIXED – Various gaps and seams present between objects on Skyscraper map.
  • FIXED – LOD issue present on a box located at the south side of 1F Cargo Hold on Plane map.
  • FIXED – A gap is visible between the west wall and ceiling in 1F Garage on Clubhouse map.
  • FIXED – Players can clip at the NE corner of the EXT Roof on Border map.
  • FIXED – Attackers can navigate to certain points on Coastline map to create an unfair line of sight.
  • FIXED – Lighting issues on Skyscraper map create various hiding points for Operators and their gadgets.
  • FIXED – Some cardboard boxes have a delay when being destroyed on Tower map.

OPERATORS​

  • FIXED – Twitch's Shock drones and Echo's Yokai drone are shooting when the player begins to pull the trigger rather than the end position of the trigger.
  • FIXED – Inputs for Operator drones and cameras are not swapping when left-handed controls are selected.
  • FIXED – Montagne can melee and extend his shield in the same animation.
  • FIXED – Sound effects aren't present when Tachanka melees an indestructible wall or item with the Shumikha Launcher.
  • FIXED – Fire sound effects are present even when fire does not emit from Tachanka's weapon.
  • FIXED – Rook's facemask is white instead of the intended color on several of his headgear options.
  • FIXED – Players are unable to pick up Aruni's Surya Gate after deploying it on the western window at 1F Reception on Kafe Dostoyevsky map.
  • FIXED – Zero's Argus Camera experiencing several functionality issues on Skyscraper map.
  • FIXED – Echo's Yokai drone clips with various objects on Villa and Fortress.
  • FIXED – Finka's Adrenaline Boost has a slight audio issue near the end of the sound.
  • FIXED – Lion's EE-ONE-D drone is not visible on his arm when activated in Article 5.
  • FIXED – Tachanka's Shumikha Launcher projectiles are colliding with invisible walls.

USER EXPERIENCE​

  • FIXED – Overlapped text is present on the warning screen.
  • FIXED – Some charms are clipping or overlapping each other.
  • FIXED – When multiple controllers are paired, not all of them are able to control the game.
  • FIXED – Visual customization is not displaying on Operator weapons in the Operator View after pressing the "Equip to All" button.
  • FIXED – Performance/Resolution mode settings don't apply on the PS5 console after a reboot.
  • FIXED – Incorrect message displays when a player attempts to reconnect to a match.
  • FIXED – Various visual issues present with Battle Pass progression.
  • FIXED – Changing the resolution in the options menu makes the background flicker black and white.
  • FIXED – Voice chat frequently cuts off or is heavily distorted when CVAA is activated.
  • FIXED – When matchmaking in Quick Match, a Connection Failure message appears for some players.
  • FIXED – Score and timer are occasionally missing from HUD elements.
  • FIXED – Minor spacing and line-break text errors in menu and descriptions.
  • FIXED – Collision audio for certain ceramic tiles is playing the sound of metal footsteps.
  • FIXED – Multiple small clipping issues present on Operator uniforms.
  • FIXED – Rooftop reinforcement notification is present even though the system is off.
  • FIXED – The "Safety First" Core Challenge does not unlock in certain situations.
 

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Holiday Packs are up today everyone get your Christmas gear!
 

|Fever| GaMeOveR

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OPERATOR BALANCING​

ASH​

  • Reduced Breaching Round explosive damage range to 2m (from 3.5m)
Population targeted by this change: Casual, Top Ranked and Pros.

According to the Balancing Matrix, Ash continues to be the Attacker with the highest presence, owing to her strong versatility.

Specifically, the explosion range on her Breaching Round has made her an effective utility denier from below, destroying gadgets in the top floor ceiling, like Kaid's Electroclaws. By reducing this range, this will bring her versatility more in line with other Attackers.

BUCK​

  • Increased shotgun's total ammo to 30+1 (from 26)
  • Added Hard Breach Charge (Removed Claymore)
Population targeted by this change: Pros.

Further differentiating Buck from Sledge and highlighting his unique strategies as a master of destruction, we are increasing his utility with a Hard Breach Charge and additional shotgun ammo.

Combined with his Stun Grenades, we expect the Hard Breach Charge to offer additional versatility and increase his presence in matches.

As his shotgun is less reliable than Sledge's trusty hammer, the extra ammo will ensure Buck brings value to team compositions while accounting for the additional shots required (i.e. two shots required to destroy both layers of the floor).

ECHO​

  • Reduced Yokai drone jump cooldown to 2s (from 3s)
  • Reduced animation time when Yokai fails to stick to the ceiling to 0.5s (from 2s)
  • Reduced Sonic Burst cooldown to 16s (from 20s)
Population targeted by this change: Casual, Top Ranked and Pros.

With this patch, we wanted to improve the way Echo's Yokai drone feels to use, focusing on quality of life changes.

Compensating for the removal of invisibility, players will find that the Yokai is more reactive to their commands and has a snappier feel. This empowers Echo to be more aggressive with his drone use.

ELA​

  • Removed resistance to Concussion effects
  • Removed the ""extra"" mine while in DBNO
Population targeted by this change: Casual, Top Ranked and Pros.

With this patch, we intend to remove some of the ""hidden"" mechanics that are not explicitly explained and are based on the character's lore, rather than their balance.

During the Tachanka tests on the TS, the community was very vocal about these kinds of mechanics. The work we did removing these exceptions on Echo last year (i.e. vulnerable to Dokkaebi's Logic Bomb and hacking, allowing IQ to detect his cellphone with the scanner) was mentioned as a step in a positive direction.

We have decided to approach Ela in a similar manner, removing her Concussion resistance and ""extra"" mine. We do not believe these changes will affect her current viability and presence.

Additionally, we feel that removing these ""hidden"" mechanics helps make the game easier to understand and learn for new players while retaining the qualities players pick Ela for.

KALI​

  • CSRX 300 base damage set to 122
  • 100% damage until 25 meters and linearly falls to 80% (97.6) at 35 meters
Population targeted by this change: Casual, Top Ranked and Pros.

Looking at our Balancing Matrix, Kali's low presence is due in part to a weapon that is considered underperforming.

We have noticed that the 1-shot-DBNO mechanic has been mentioned several times in balancing surveys as a frustration for players. We understand that the exceptions to this rule (i.e. headshot, limb hit, the target is extremely far away) can cause confusion.

With this in mind, we will remove this rule and turn her sniper into a normal weapon, increasing its base damage in the process. This means that damage will function the same as any other weapon against the armor and health of the target (good news for Rook, as his armor is now useful against her):

  • 1 body shot will kill a 3-speed operator
  • 1 body shot will down a 2-speed operator
  • 1 body shot will damage a 1-speed operator
It is worth noting that we will keep one of the exceptions noted above—the damage to limbs—as we do not want to reward inaccurate shots now that the base damage is higher. We feel this fits with the logic of the weapon and is unlikely to generate the same confusion.

LESION​

  • Removed 1.5x scope from the T-5
Population targeted by this change: Top Ranked.

Looking at his place on the Balancing Matrix, Lesion brings a lot to teams, making him one of the top roamers.

From a primary gadget that offers strong map control by slowing Attackers and providing intel, to an effective weapon, he has a great deal of utility without factoring in his scope. Since this was already the case before giving him the 1.5x, we have decided to remove this scope from his kit.

Reducing his killing potential slightly, we want to make space for other Operators to find their footing in the roamer role, while also encouraging interesting roaming pairings to emerge.

LION​

  • Added Claymore (Removed Hard Breach Charge)
Population targeted by this change: Casual and Top Ranked.

Trading part of his gadget loadout with Buck, Lion is now the proud owner a Claymore. Given his role a roamer focused on control, this shift better fits with his playstyle.

Given the option, players were less likely to choose the Hard Breach Charge. We feel this change will be a more appealing option to Lion players.

MELUSI​

  • Removed Angled Grip from the MP5
Population targeted by this change: Ranked.

Melusi continues to have a high presence in matches per the Balancing Matrix, combined with a strong win-delta.

By removing the Angled Grip, her presence is expected to see a reduction back to previous values. She is a valuable asset to teams, but the effectiveness of her MP5 made it possible to outpace roamers at their own game.

We also intend to make adjustments to Melusi's gadget in the future. As gadget changes require more iteration and testing, this will come later on. This Angled Grip change is more immediate, however, as we do want to have something in the short term to address Melusi's current performance.

MIRA​

  • Removed 1.5x scope from the Vector.45 ACP
Population targeted by this change: Top Ranked.

As a result of her perceived ability to hold longer angles with the 1.5x sight, Mira's ban rates have become disproportionately high.

Removing this sight will reduce her killing potential back to previous values, while still maintaining her strong utility in matches. We hope to see a decrease in bans, giving her more chances to see active play.

ZOFIA​

  • Removed resistance to Concussion effects
  • Removed Withstand
  • Reduced impact grenade explosive damage range to 2m (was 3m)
Population targeted by this change: Casual, Top Ranked and Pros.

Zofia is considered a strong pick with the second highest Attacker presence, as you can see in the Balancing Matrix above.

Similar to Ela, we are removing some of the ""hidden"" mechanics that are not explicitly explained in the game and instead stem from the character's lore. For Zofia, this means removing her Concussion resistance and Withstand effect, which we do not see affecting her power or presence. We have also observed Zofia's ability to destroy gadgets placed in the top floor ceiling with impact grenades. To balance her currently high presence, we are decreasing their explosive range, slightly reducing her versatility as a utility denier from below.

WEAPON & GADGET BALANCING​

BALLISTIC SHIELDS​

  • Removed (set to 0) the camera penalization during the Guard Break animation
Population targeted by this change: Top Ranked and Pros.

We introduced this mechanic to counter shield Operators' quick rotation during the Guard Break animation. We initially viewed this quick rotation as a source of frustration and sought to reduce the feeling of putting yourself in danger to engage a shield Operator and not getting anything from it. We've all had that one run-in with a skilled Clash…

But over time observing our community's evolving strategies, this interaction feels more in line with how a skilled shield player uses them.

As a result, we have removed this aspect of ballistic shields, as it wasn't our intention to remove a key component of shield play which created frustration for the player using the shield. Shields should now feel more comfortable to play.

HARD BREACH CHARGES​

  • Reduced deployment time to 2s (from 3s)
  • Reduced activation time to 5s (from 6s)
Population targeted by this change: Top Ranked and Pros.

Since the introduction of Hard Breach Charges as a secondary gadget, they have been a useful part of Attackers' kits, albeit not quite as reliable as we had intended.

By reducing deployment and activation time, they will become an even more viable option for Attackers, leaving them less exposed and giving Defenders less time to react to their tactics.

RECOIL​

  • Improved recoil for: ARX, C8, M1014, TCSG12
Population targeted by this change: Console.

As part of our continued efforts to improve controller game feel on console, specifically while aiming down sight, you will notice tighter recoil on a number of guns, making them more viable options when using a controller.

You will notice that successive shots for both the M1014 and C8 will land closer to one another. Similarly, it should be easier to chain shots with the TCSG12 now. As for the ARX, we have reworked the recoil pattern to keep shots more centered instead of spiking to the side.

Since this is an ongoing topic of discussion and experimentation, these changes reflect a part of the bigger picture. We are continuing to look into the console controller experience and how we can further improve the feel of your loadout.
 

Axle

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Flores’ habit of dissecting things to understand them can be both a blessing on the field and a curse in personal matters…”​

If I didn’t know any better, I’d assume a person as appealing and calculating as Santiago “Flores” Lucero is a manipulative egomaniac. However, session after session, it became clearer that he’s just an oddball prodigy with good intentions who cares about people deeply but is never sure how to trust others.

r6s-crimsonheist-bg-characters-flores.jpg

r6s-operators-badge-flores.png

FLORES​

ATTACKER

PRIMARY WEAPON​

AR33
AR33.png

SR-25
SR-25.png

GADGET​

Stun Grenade
Stun_Grenade.png

Claymore
Claymore.png

ARMOR



SPEED



r6-emberrise-operator-quote-portrait_353737.jpg

Dr. Elena “Mira” Álvarez​

Director of R&D​

“With a remote-controlled function, this device counter-balances the usual unpredictability of explosives in a, dare I say, refreshing way.”

UNIQUE ABILITIES AND PLAYSTYLE​

Controlled from a distance, the RCE-Ratero Charge races forward while Flores scouts a location for its blast. Once triggered, the Ratero clutches onto the nearest surface, armors itself with a bulletproof shell, and explodes, destroying nearby gadgets and soft surfaces.
r6s-operators-ability-flores.jpg



MAP REWORK: BORDER​

Border has been reworked to improve gameplay and quality of life for players. 1F Bathroom has been expanded to provide a soft wall between the 1F Bathroom and 1F Tellers bomb sites, and the 2F Archives bomb site has been extended into 2F Offices. In addition, an interior balcony now connects East Stairs to 2F Break Room, and a new exterior staircase leads to the 2F Archives balcony.

SECONDARY WEAPON: GONNE-6​

A new secondary weapon has been added to some Attacker loadouts. The GONNE-6 is Rainbow Six Siege's modern-day hand cannon; it shoots an explosive projectile that detonates on impact with surfaces and destroys bulletproof gadgets. The name is derived from "handgonne," a term that has been used throughout history to refer to hand cannons.

MATCH REPLAY BETA​

Players now have access to the Watch section (via the Home section), which is where they can find replays saved by the new Match Replay system. This feature allows players to re-watch matches and explore gameplay from all angles and perspectives. The system's control bar allows players to rewind, fast-forward, and select their preferred round and replay speed.

NEWCOMER PLAYLIST REWORK​

The Newcomer map pool will now feature 5 iconic Siege maps (Coastline, Oregon, Kafe, Bank, and Clubhouse), plus 1 seasonal map that will rotate each season. Each Newcomer map will have two possible bomb site locations, and each match will feature the same bomb sites for all rounds, allowing players to familiarize themselves with the most-played sites.

DRONE PROXIMITY AWARENESS​

If an Attacker drones near one of Mozzie's Pests, the icon that appears will now pulse at different speeds, depending on the drone's proximity to the Pest. Attackers can use this new information to rethink their droning strategy when a Pest is near.

DISABLED STATE FOR ELECTRONIC GADGETS​

When disabled by Mute, the necessary disabled state feedback will now appear for Attacker drones, Breach Charges, Hibana's X-Kairos, Fuze's Cluster Charge, Thermite's Exothermic Charge, and Zero's ARGUS Cameras. In addition, Claymores and Nomad's Airjabs can now be disabled and will have the proper feedback.

OPERATORS PRICE DECREASE​

For Crimson Heist, Lion and Finka’s prices go down to 10,000 Renown or 240 R6 Credits. Mozzie and Gridlock’s prices decrease to 15,000 Renown or 360 R6 Credits. Finally, Oryx and Iana’s prices drop to 20,000 Renown or 480 R6 Credits.

SEASONAL WEAPON SKINS​

Experience two extremes with the seasonal weapon skin Thermal Antipode! With its striking design, you’ll be sure to stand out on the battlefield and turn players cold.
The weapon skin will be released at season launch and is available for purchase throughout the season. Once unlocked, it remains in your inventory indefinitely and can be applied to all available weapons.


OPERATOR BALANCING​

These changes will be broken down and explained in detail in our upcoming Designer's Notes blog post.

MUTE​

  • Mute's Signal Disruptor now disables Claymores and Nomad's Airjabs.
  • Added the disabled state feedback that was missing for other affected gadgets.

MOZZIE​

  • The warning icon that appears when a drone is near one of Mozzie's Pests now pulses at different speeds depending on the drone's proximity to the Pest.

BLACKBEARD​

  • Reduced Blackbeard's Rifle-Shield HP to 20 from the previous 50.
  • Reduced Mk17 damage to 40 from the previous 49.

DOKKAEBI​

  • Stun Grenades are replacing Frag Grenades.
  • The GONNE-6 is replacing the C75.

FINKA​

  • Stun Grenades are replacing Frag Grenades.
  • The GONNE-6 is replacing the GSH-18.

TWITCH​

  • Smoke Grenades are replacing Stun Grenades.

KALI​

  • Increased CSRX 300 damage to 127 from the previous 122.

G36 RECOIL​

  • Improved recoil for G36.
 

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RAINBOW IS MAGIC RETURNS!​

Occasionally, life brings us a gift. Something magical and special that flutters into our world only to fade away in the distance, never to be seen again.
But not this time! We’re bringing back the fan-favorite, wholeheartedly goofy and unapologetically wild revamping of the Rainbowverse with the return of the sparkliest event the game as ever seen – complete with new items to add to the Collection.

FROM MARCH 30TH TO APRIL 5TH, RE-EXPERIENCE THE WHIMSY OF RAINBOW IS MAGIC!​

SAVE THE TEDDY BEAR, SAVE THE WORLD​

It’s the return of the Very Important Plushie! Just like you did two years ago, save the fluffiest of hostages in a colorful mission of pure chaos aboard the toy version of Airplane. Let Blackbeard, Montagne, Smoke and Tachanka back into their favorite uniforms to fight over the VIP Teddy Bear.
Need a reminder on which Operators are deployed for the occasion? Ash, Thermite, Bandit, Frost, Castle, Kapkan, Sledge, Thatcher and our Recruit are once again the handpicked units for such a crucial and – totally – serious task. There’s no room to fail!

A FANTASTIC COLLECTION​

The world is more beautiful in colors, and you’ll be the most colorful of all with the return of the Rainbow Is Magic Collection.
We’re bringing “tactical cuteness” back for Blackbeard, Montagne, Sledge and the Lord Tachanka by re-releasing their playful looks as bundles. We’re also adding some new exclusive items, including a whimsical weapon skin for Tachanka. No duplicate drops guaranteed!
This is not the main event of the Season – that one is coming later – but it does not mean that you shouldn’t provide more meme-worthy poses adorned in your fanciest wardrobe pieces for all of us to admire.
Log in while the Game mode is live and receive a free Rainbow Is Magic Collection Pack. Purchase Rainbow is Magic bundles with R6 Credits or Collection Packs with R6 Credits or Renown.
All items in the collection pack have the same chance to drop
 

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