Rainbow Six Siege Update Y6S3 Patch Notes (R6 Y6S3)

Rainbow Six Siege update Y6S3 will soon roll out for PS4, PC, and Xbox One players. According to Rainbow Six Siege Y6S3 patch notes, the latest update added a new operator (Osa), changes, fixes, and balancing. Apart from this, R6 update Y6S3 also includes various performance and stability fixes.

Read full details below.

Rainbow Six Siege Y6S3 Patch Notes (Updating)

SYSTEM REWORKS

AMMO COUNT + MAGAZINES

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

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

Weapon Type / Ammo
Minimum Ammo Count Range
Maximum Ammo Count Range
Reason For Change
Assault Rifle
175
200
By lowering the total ammo of assault rifles we want to make shooting them feel more deliberate, meaning that while players should have enough ammo to take on every engagement, they need to be more careful about wasting bullets.
LMG
240
300
LMGs have largely stayed the same ammo-wise, as we feel they’re in a good place right now.
SMG (primary)
170
200
Similar to assault rifles, total ammo for SMGs has been reduced to encourage players to be more deliberate with their shooting and be careful about wasting bullets.
DMR
100
140
DMRs can be difficult to use due to their restrictive ammo counts. We’ve increased their total ammo in order to make missed shots more forgiving and encourage more aggressive play.
Shotgun (Primary)
49
60
The ammo cost of reshaping a bomb site during Prep Phase can be quite high, so we’ve increased the ammo count to ensure you have shells left over to deal with the other team.
Pistol
70
115
Pistols have gained bullets across the board to reduce the chance that you’ll find yourself in an encounter where you have absolutely no bullets left to lean on.
SMG (secondary)
112
140
Prior to Y6S3, there was a wide gap in ammo counts for secondary SMGs with some being high and some being low. With this rework, we’ve adjusted their range to sit somewhere in the middle to normalize the experience of secondary SMGs.
Slug Shotgun
60
120
Unlike the other weapon types, slug shotgun ammo counts won’t be as closely normalized since there’s such a significant difference in their firing capabilities. The fully-auto ACS12 will increase, the double-barrel BOSG.12.2 will remain the same, and the semi-auto TCSG12 will get a slight increase.
Revolver
45
60
Similar to regular pistols, we’ve increased ammo counts on revolvers to make sure players have enough ammo to fight and encourage more regular use of their destructive power.

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

DAMAGE DROP-OFF & SILENCERS

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

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

With Y6S3, you won’t notice a change with pistols, secondary SMGs, and regular shotguns, the following weapon types and Glaz’s OTs-03 have all received tweaks to their damage drop-off curves. The first distance value represents the point at which damage begins to drop off. Damage will drop off in a linear curve until it reaches (and then stays at) its minimum damage at and beyond the second distance value:

Weapon Type
First Drop-Off
Last Drop-Off
Minimum Damage
Assault Rifle
<=25m
>=35m
60%
SMG
<=18m
>=28m
60%
Slug Shotgun
<=25m
>=25m
70%
LMG
<=30m
>=40m
65%
DMR
<=30m
>=40m
70%
OTs-03 (Glaz)
<=30m
>=40m
80%

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

FLASH DETECTION

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

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

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

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

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

HP REPLACING ARMOR

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

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

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

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

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

SCREEN SHAKES

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

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

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

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

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

OPERATOR BALANCING

Added new operator Osa

FINKA

  • Added Frag Grenades (removed Hard Breach Charge)

FUZE

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

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

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

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

GLAZ

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

IANA

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

IQ

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

MUTE

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

SLEDGE

  • Removed SMG-11

TWITCH

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

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

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

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

WEAPON BALANCING

AK-12 (ACE, FUZE)

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

Population targeted by this change: Top Ranked and Pros.

R6S Recoil Simulation Image

Please note that recoil simulations shown are representative of recoil on PC without attachments.
We know recoil changes can be frustrating, especially when they target an operator as widely loved (at least by Attackers) as Ace. They require you to rethink and relearn muscle memory, so we want to help with that process. Moving forward, we will be sharing diagrams that break down the before and after for any recoil changes. This should help to visualize the change up-front and take a lot of the guesswork out of the relearning phase.

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

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

OSA

  • Osa will be available on Day 2.

ELITE CUSTOMIZATION

  • In order to ensure headgear and outfits fit together with the introduction of Elite Customization, a number of tweaks have been made to existing Elite skins. These tweaks adjust components like wires and tubes that previously connected headgear and outfits together and could be cut off when customizing loadouts. Below, are some examples of these changes:
  • Smoke – Added a backpack to the Elite Uniform with connectors for headgear that can be plugged in.
  • Doc – Added a collar to the Elite Uniform.
  • Sledge – Removed connecting tube on Elite Uniform and added an historically accurate filter to Elite Headgear to replace the removed tube.
  • IQ, Echo, Glaz, Jager, Twitch – Removed the wire on Elite Uniform to prevent connection issues.

CUSTOM GAME – LOCAL

  • The team is aware of a bug that has caused Gameplay After Death to be active in Local Custom Games on the Test Server. A fix to remove this feature has been identified and will be deployed on Day 2.

BUG FIXES

GAMEPLAY

  • FIXED – Windows cursor remains stuck on screen, blocking camera movement.
  • FIXED – Reinforcing a partially damaged hatch does not destroy the original wooden surface.
  • FIXED – Battle Pass reward system is not functional for all game modes and completing a match results in an infinite error message.
  • FIXED – Revive animation isn’t canceled when players fall through a hatch while reviving a teammate.
  • FIXED – Operator first-person view shifts downwards when players lean right while in rappel.

LEVEL DESIGN

  • FIXED – Multiple issues with planting or picking up the defuser in specific areas on various maps.
  • FIXED – Multiple clipping, collision, destruction, and asset issues on various maps.
  • FIXED – Exploitable gaps on various maps.
  • FIXED – Some lighting issues on various maps
  • FIXED – Multiple LOD and LOS issues on various maps.
  • FIXED – Hostage is located in 1F Workshop not 1F Server Room as specified by the objective location on Border map.

OPERATORS

  • FIXED – Multiple detection and ping issues with IQ’s Electronics Detector.
  • FIXED – Mute’s Signal Disruptor doesn’t get destroyed when an opponent shoots the antennas.
  • FIXED – Dokkaebi’s 3.0x scope reticle appears in EOR replay.
  • FIXED – Twitch’s Shock Drone lights appear detached.
  • FIXED – Camera pulses remain stuck on screen of IQ’s Electronics Detector after cameras are destroyed.
  • FIXED – HEL Presence Reduction grants Nøkk immunity to slow effect produced by Melusi’s Banshee Sonic Defense.
  • FIXED – Collisions involving Echo’s Yokai interfere with navigation.
  • FIXED – Echo’s Yokai can be attached to any exterior doorframe.
  • FIXED – Occasionally, some of Hibana’s X-Kairos pellets don’t deploy when shot in succession.
  • FIXED – Lion doesn’t get +5 pts when the EE-One-D detects an opponent.
  • FIXED – Reload animation for Hibana’s X-Kairos experiences glitches.
  • FIXED – Gridlock’s M249 SAW has only 60 bullets when reloading with 1 bullet in the chamber.
  • FIXED – Mira loses points when another player breaks Black Mirror that has a friendly gadget deployed on it.
  • FIXED – Area of effect feedback for Kaid’s Proximity Alarm remains stuck on screen in Support Mode.
  • FIXED – Maestro’s Evil Eye can’t destroy Gridlock’s Trax Stingers when they’re deployed on uneven surfaces.
  • FIXED – Twitch’s Shock Drone clips through any asset.
  • FIXED – Health bar flashes when players equip one of Rook’s armor plates after being revived.

USER EXPERIENCE

  • FIXED – Multiple UI and Graphics issues.
  • FIXED – Various Match Replay issues.
  • FIXED – Various localization issues.
  • FIXED – Various Voice Chat and VFX issues.
  • FIXED – Various customization and Shop issues.
  • FIXED – Surrender vote remains active when round ends before the vote expires.
  • FIXED – Player usernames are sometimes replaced with random numbers and letters representing the profile ID of a linked account.
  • FIXED – Operator icons and player usernames shake when players move around.

Download links for Rainbow Six Siege Y6S3 update will be available soon on PlayStation 4 and Xbox One.

Jack Johnson
Jack Johnson
Jack Johnson mainly writes about game-related news and updates. He is a passionate gamer, music lover, and traveler.

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