Rainbow Six Siege update 2.01 patch notes (Y5S3) is now available for PS4, PC, and Xbox One players. According to Rainbow Six Siege version 2.01 patch notes, the latest Operation Shadow Legacy update brings a new operator Zero (Sam Fisher) with a new Argus device for intel and utility. Apart from this, Rainbow Six Siege patch 2.01 also includes map rework, unique seasonal skin, and more.
Previously, a big Operation Steel Wave update added new operators (Ace and Melusi), new map changes, balancing, and much more. Recently a minor update was also released.
Unfortunately, since the last update, players are still experiencing several issues when trying to play the game online. Today’s Rainbow Six Siege version 2.01 is expected to fix a few of these issues.
Read more details below.
What is new in Rainbow Six Siege update 2.01?
New Operator – ZERO (ATTACKER)
MAP REWORK: CHALET
One hallway was added to improve rotation between the sites in Basement, and we switched out the Trophy site for a new one in Dining.
For Bar and Gaming, the difference is mostly in access and rotation, as it is for most of the map. Doors were moved, and a new hallway on the South side links them together.
Finally, you’ll find the biggest changes with Bedroom and Office. The stairs that led up from the first floor have been moved to connect Trophy and a brand-new room that replaces the balcony next to Master Bedroom: the Solarium. The Bathroom no longer connects directly into Bedroom, but rather serves as a rotation point.
A few other noticeable changes include the extension of the Mezzanine to connect to Office Balcony (where most windows have been blocked), roof access with new rappel points, and Wine Cellar no longer being separated into two rooms.
Overall, you’ll find that the map has been greatly reconfigured, whether it be by changing the cover inside objectives, or moving access points, or even offering new options for rotation. However, it remains widely recognizable and keeps its signature thematic.
The new Ping system is coming! On top of regular yellow pings, you’ll now be able to use contextual pings both while in Character and while using Cameras and Drones. You’ll also be able to keep pinging after being eliminated, so your ability to give your teammates intel will remain.
A few notes, however:
- You can reveal opposing Operators by pinging their primary gadget.
- Regular yellow pings have assigned numbers to make for easier callouts.
- The reticle used to determine where your ping will go can be turned off in Options.
- When using a controller, the default Ping input has been switched with the Swap Fire Mode input.
Take the time to familiarize yourself with this new system. It’s bound to change the way everyone approaches and considers sharing intel with their team.
We’re introducing a new feature called the Map Ban that will allow players to gain more control over the maps they play, both on Ranked and Unranked.
Before a match, each team will be able to ban one map from a random pre-selection of three maps from the pool. Banning the same map will result in a random selection from the two remaining maps while banning two different maps, by elimination, will result in the selection of the remaining map. Players can also choose not to ban any maps.
SECONDARY GADGET: HARD BREACH CHARGE
As we did last season, we’re once again bringing a new secondary gadget to the game. This time, however, the gadget is for the Attacking team.
Much like the Breach Charge, this gadget is meant to be deployed on a wall, hatch, or barricade, and blast through it. However, the Hard Breach Charge also works on reinforced surfaces, and leaves a medium-sized hole that Operators can navigate.
Take care not to stay too close, because the charge is automatically activated shortly after deployment is done!
NEW OPTICS AND SIGHT COLORS
In an effort to make Rainbow Six Siege a game anyone can enjoy, we are introducing a new feature that will increase the accessibility of the game. We’re implementing new optics and sight colors to allow for a better experience to players that are colorblind or visually impaired.
Our menu section now includes an “ACCESSIBILITY” tab that proposes various color options adapted to different forms of color blindness (Deuteranopia, Protanopia and Tritanopia). A custom option is also available for anyone to adjust the sight colors to their preference.
We aim to increase the comfort level for all of our players and ensure everyone has the best experience possible.
- Montagne: Hard breach charge replacing Stun Grenades.
- Ying: Hard breach charge replacing Breach Charges.
- Fuze: Hard breach charge replacing Smoke Grenades.
- Finka: Hard breach charge replacing Breach Charges.
- Amaru: Hard breach charge replacing Claymore.
- Nøkk: Hard breach charge replacing Breach Charges.
- Capitão: Hard breach charge replacing Stun Grenades.
- Lion: Hard breach charge replacing Claymore.
- Maverick now has an additional blowtorch canister, with 6 in all (up from 5).
- This gives players more leniency when rationing their fuel to open hatches. On average it requires approximately 2.3 canisters to open a hatch, so an extra canister will be a bit more forgiving of mistakes.
TWEAKS & IMPROVEMENTS
NEW SIGHTS, MODIFICATION & REDISTRIBUTION OF OLDER SIGHTS
New sights are coming! We’re introducing 2 new sights and 2 new scopes:
- New M4S Red Dot Sight – 1.0x zoom, which functions as a ‘no zoom’ sight
- New MH1 Holo Sight – Alternative Holo that offers a clean sight and new reticule.
- New ACOG (1.5x Scope) – An ACOG with short-to-medium range magnification
- New Scope (2.0 Scope) – With medium range magnification
- 2.5x ACOG – Zoom level changed.
- 3.0x Scope – No longer a unique option, and will be an option for most DMRs (depending on balancing needs)
Redistribution of Sights/Scopes
With the introduction of new sights and scopes, we’ll be redistributing them based on operator, gameplay, and balancing needs.
Minimum MMR Gain/Loss
Winning/Losing a ranked match will now give a minimum of 25 +/- MMR gain or loss. We’ve also tweaked the MMR gain/loss distribution to prevent diminishing MMR returns for players who play lots of ranked games.
In-Game Report Notifications
You will now receive in-game notifications after a player that you reported is sanctioned. These will replace the ‘Thank you’ emails for reporting a banned player. Play nice. Play fair. Report those that don’t.
Vote-To-Kick Removal (Later in the season)
Later in the season, we’ll be removing vote-to-kick from Quick Match—the only playlist which had this feature. We’ve been monitoring the use of vote-to-kick and have found that it has since strayed from its original intent, leaning towards a more toxicity-related use case. With the numerous RFF conditions in place, as well as the improved player-reporting panel, we feel the original need for vote-to-kick should be fulfilled by these other options for reporting toxic players instead. We strongly encourage you to report toxic players via the in-game reporting panel so that they can be sanctioned.
- A new player card is present at the bottom-center of the screen that will help viewers swiftly notice which player they’re spectating. This is extremely useful, especially when switching quickly between players’ views.
- Player’s life bar has new feedback to easily spot players taking damage
- Activating and deactivating the defuser has a new VFX to make this action more noticeable when it occurs during the round
- Drone Info is now present in the player card even if the operator is dead or in the DBNO state
- Abilities and gadgets have new VFX for their states when they are ready, active, cool-down, etc.
- Hostage and Secure Area game modes are now shown as feedback in the HUD
Gadget Deployment Refactor
Moving forward with our push for behavioral consistency, we’ve built further on our Y4S4 projectile map asset destruction changes and brought it to deployables.
To make gadget deployment behavior more predictable and consistent, deployable gadgets will now either destroy fragile/smaller map assets when deployed on them (paintings/posters), or deploy without impediment on normal textured surfaces (paneled walls/carpets).
ADS Sensitivity System
Players now have the option to customize ADS sensitivity in the Options menu. With the ADS Sensitivity System, ADS is more consistent across all sight/scope magnifications. You can customize sensitivity levels per zoom level according to your personal preference by selecting the ‘Advanced’ option in the Options menu.
Improvement of the vault detection system will make vaulting smoother, easier, and make vault behavior more consistent.
RFF + Hostage Rules Update
We’ve updated the RFF rules around hostage to be more consistent and transparent to prevent ambiguity and abuse.
MMR Rollback Cap
The cap for MMR rollback has been raised from your max MMR for the season to your max MMR + a fixed amount. We hope this will give a bit more flexibility for MMR rollback and reduce some of the frustrations surrounding it.
We have begun the process of refactoring our sound system, which will essentially repackage the way sounds are stored and connected to the game.
What is fixed in Rainbow Six Siege 2.01?
- Addressed a bug where with gadget deployment and consistency when interacting with destructible/fragile map assets (see Gadget Deployment Refactor in Patch Notes).
- Fixed an issue where Minor feedback issues for new disable state (see new Disable State in Patch Notes).
- Addressed various minor issues with Ping 2.0 feedback (see new Ping 2.0 in Patch Notes).
- Addressed various feedback issues for hard breach charge (see new Hard Breach Charge in Patch Notes).
- Addressed various vault fixes (see Vault Detection Improvement in Patch Notes).
- Fixed an issue where Hot breach charge can kill operators during entry.
- Addressed a bug where with DBNO detection.
- Fixed a bug where launcher projectiles (Ash, Zero) can sometimes pass through walls.
- Fixed an issue where breaching charges display fire spark VFX if they’re destroyed without being detonated.
- Fixed an issue where drones not always spawning in the same vicinity as the player.
- Fixed a bug where drones sometimes spawn facing the wrong way and not facing the objective building.
- Fixed an issue where drones spawning at random map locations instead of near the Attacker spawn point if ‘No vote’ is chosen.
- Fixed an issue where Firearms can sometimes get stuck if players pick up deployable gadgets during the animation and using other buttons simultaneously.
- Fixed an issue where Gadgets/projectiles can sometimes pass through surfaces if they are thrown while leaning, prone, and while forcing collision.
- Addressed a bug where inconsistent objective scan detection by drone on bomb sites.
- Fixed an issue where missing occluded SFX when deploying while standing away from the wall and rappelling.
- Fixed an issue where popping animation when running downhill.
- Addressed an issue where shield operator’s shields will flip after swapping it out and meleeing.
- Fixed an issue where small barricades can be vaulted after just one hit.
- Fixed an issue where weapons appear in the middle of a deployable gadget while gadget is being deployed/cooked.
- Addressed an issue where 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 an issue where Holo MH1 reticule is not properly aligned.
- Fixed an issue where Red dot is not aligned.
- Fixed an issue where exploitable gaps in some map areas.
- Fixed an issue where flickering textures for certain map surfaces.
- Fixed an issue where minor chroma changes to destructible walls for better clarity.
- Addressed various clipping/dynamic clipping issues.
- Addressed various issues with carpets.
- Addressed various LOD issues on maps.
- Addressed various map props/assets.
- Fixed an issue where Tons of Chalet stuff (see Chalet rework.)
- Fixed an issue where echo’s Yokai can get stuck behind a water dispenser in 1F Skylight Stairwell of Bank.
- Fixed an issue where explosion damage can pass through the metal desk in B CCTV of Bank.
- Fixed an issue where invisible ceiling collision when navigating with Echo’s Yokai at B Main Stairway on Bank.
- Fixed an issue where Attackers can plant the defuser on top of the lockers in 1F Supply Room of Border.
- Fixed an issue where bullets can penetrate through the trim around the bar counter on Coastline.
- Fixed an issue where carpets on Coastline are not destroyed when hit by explosives (see Gadget Deployment Refactor).
- Fixed an issue where you can go through the cool vibes wall on Coastline while rappelling.
- Fixed an issue where 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 an issue where Small gap above the double doors of EXT Visa Entrance of Consulate.
- Addressed a bug where with gadget deployment on the top window of EXT East Staircase window on Hereford.
- Fixed an issue where The defuser can be dropped in a difficult to access area in EXT Cannon Overlook on Fortress.
- Fixed an issue where Drones spawning in the wrong locations on House.
- Fixed an issue where Barbed wire can’t be placed on certain spots in 1F Lobby Stairs of House.
- Fixed an issue where Barbed wire not deploying on carpeted stairs on Kafe.
- Fixed an issue where Counters in 1F Kitchen Outback are missing some materials.
- Fixed an issue where Defenders sometimes spawn in the air at 2F Bunk on Theme Park.
- Addressed various issues with Zero’s piercing camera gadget and interactions with various props/functionality (see Zero in Patch Notes).
- Addressed various visual feedback issues with Zero’s gadget.
- Fixed an issue where When using Amaru’s Garra Hook to rappel up, Amaru can sometimes get stuck and fall back to the ground.
- Fixed an issue where Ash’s breaching round will not explode properly when it interacts with reinforced walls in a certain way.
- Fixed an issue where Montagne and Clash cannot extend their shields while crouched.
- Addressed a bug where Missing feedback warning message when Clash tries to user her CCE shield while in a disabled state.
- Fixed an issue where Clash can slow opponents even when her CCE Shield is facing the opposite direction after being meleed and having her guard broken.
- Fixed an issue where Frost’s Muzzle Flash with her 9mm sub–machine gun extended barrel is misplaced.
- Fixed an issue where 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 an issue where 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 an issue where If Iana’s hologram is activated while a player reconnects to a session, Iana may appear to be dead to that player.
- Fixed an issue where maestro’s Evil Eyes should now match the same deployment behavior of other deployable gadgets.
- Fixed an issue where missing ‘Empty fuel’ message for Maverick’s blowtorch.
- Fixed an issue where 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 an issue where small destructible objects can block Melusi’s Banshee’s LOS.
- Fixed an issue where montagne and Clash cannot extend their shields while crouched.
- Addressed a bug where montagne can unequip his shield while being guard broken.
- Fixed an issue where montagne’s extended shield is automatically equipped if the player presses the key/button for his shield and then stands up later.
- Fixed an issue where destroying a Mozzie pest while hacking a drone renders the drone unusable for both Mozzie + the attacker.
- Fixed an issue where Thatcher gets 10 points instead of 5 points for disabling Melusi’s Banshee.
- Fixed an issue where Thatcher getting 2x points for disabling Clash’s CCE shield.
- Fixed an issue where HUD icon updates for voice chat.
- Addressed various cosmetic/shop issues.
- Addressed various HUD fixes in caster mode.
- Fixed various HUD issues with compass locations on maps.
- Addressed various HUD/UI issues.
- Addressed various issues when spectating with Caster mode.
- fixed a minor menu/round SFX issues.
- Addressed various minor visual issues with map props when in spectator mode.
- Addressed various SFX ping errors in menu/UI.
- Fixed an issue where Ammo counter appears off screen when using 4:3 aspect ratio.
- Fixed a bug where Buff/debuff icons are missing their animations on the HUD.
- Fixed an issue where defender’s weapon attachments sometimes spawn with a delay after the start of the round.
- Fixed a bug where doc’s stim pistol is not functional in Training Grounds
- Addressed an issue where Errors with disable state interaction in completing PvE situations.
- Fixed an issue where graphical corruption when setting the brightness at 60 or above
- Fixed a bug where in custom matches, the Hostage can still be killed even after setting Hostage death to off.
- Fixed a bug where long loading times when transitioning to the start of a round.
- Addressed an issue where Missing score/timer from the UI during match point.
- Fixed an issue where overlapping running SFX when shield operators run with the shield on their back.
- Fixed an issue where player’s attachment loadout visual information does not update during operator selection after being changed.
- Fixed an issue where reload button is misplaced on non–native aspect ratios.
- Addressed a bug where some optic colors (orange, turquoise) are not displaying their true color at high opacity levels.
- Fixed an issue where The bots start talking about grenades when Zero uses his gadget in PvE. At least they’re pretty.
- Fixed an issue where unmuting another user that you blocked does not unmute them
- Fixed various crashing issues.
- Added gameplay optimizations.
- Fixed framerate drop and freezing issues.
- Performance and stability improvements added.
- Other minor fixes.
Download free Rainbow Six Siege patch 2.01 on PlayStation 4, PC and Xbox One.