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Rainbow Six Patch Notes Y8S3

Full Rainbow Six Patch Notes Y8S3

Publish Date: August 14, 2023

The new Rainbow Six Patch Notes Y8S3 has finally arrived making some drastic changes to different operators and how the game itself is played. To better prepare players for this new update here is a full list of changes making its way to the title beginning August 29.


R6 Patch Notes Y8S3

Fuze Cluster Charges

  • Can be deployed on Deployable Shields and Talon Shields

Dev Notes: Now that Fuze can deploy the Cluster Charge on reinforcements, we will also allow him to do it on Deployable Shields and Talon Shields. It is a small change but will create a new synergy between Fuze and Osa, allowing the use of his charges in places that weren’t possible before.


Argus Cameras

  • Can pierce through Deployable Shields and Talon Shields.

Dev Notes: This change won’t have a huge impact on matches, but it will bring consistency to the rules of piercing, if the gadget can get through reinforcements, it should also be capable of piercing Deployable and Talon Shields.


Kawan Hive Launcher

  • Switch Ability Mode to Sticky (default) or Bouncy

Dev Notes: One of the main weaknesses of Grim is the need to have a line of sight with the location you want to activate the Hive in. From now on, Grim can select if the projectile will stick or bounce after touching a surface.


Base Stats

  • The gadget refill timer was Reduced to 20 seconds (from 30)
  • Max resources Increased to 9 mines (from 8)


Loadout

  • Added Super Shorty as a secondary weapon option

Gu Mine

  • The gadget type is now Mechanical (unaffected by EMPs)
  • Initial damage Increased to 5hp (from 0)
  • Poison damage Increased to 12hp (from 8)
  • The poison timer was reduced to 2 seconds (from 2.5)
  • Cloaking removed
  • HUD Icon removed
  • Stepping on a GU Mine while being affected by another will reset the Poison timer and deal the Poison damage instantly.
  • Added Area of Effect feedback


Gu Mine Dev Notes:

We have reintroduced the initial damage and made stepping on multiple mines a bit spicier. If you are already poisoned by a GU mine and trigger another, you will receive the initial damage and an instant tick of poison damage from the one already on your foot, so you will need to be more careful. These 2 changes turn the mines into a threat again. We are also tweaking some extra values, like the poison damage and the timer, to make removing the nail more urgent.

Because of these changes, we have decided to remove the cloaking completely, making GU mines always visible. This should eliminate the frustration and increase the skill ceiling, as you will need to look for good locations to place your mines. This also removes the only electronic part of the device, so IQ won’t be able to detect them, and Brava won’t be able to hack them.


Gadget Balancing

Base Stats

  • Bulletproof Glass: Hitting the shield with a melee will shatter the glass windows.

Dev Notes: We have taken the opportunity to update the Shattered Glass System for Deployable Shields along with the changes to Fuze. If the shield receives a melee hit, the glass of the windows will be shattered.


Weapon Balancing

Base Stats

  • Every shotgun excluding the BOSG 12, TCSG12, and ACS12 has had the following changes.
  • Ranges are normalized into 3 stages.
  • 0-5 meters, each pellet deals 100% of the base damage
  • 6-10 meters, each pellet deals 75% of the base damage
  • 13 meters and above, each pellet deals 45% of the base damage
  • Headshot modifier: A pellet getting the headshot modifier deals 1.5x the damage after its range modifier.
  • Hip fire spread has been revisited and redistributed across the board.
  • Shooting while aiming down sight results in a tighter spread across the board. Note that this effect is not new, just being increased to reward players when aiming down sights.
  • Moving increases the spread.

Dev Notes: This is a big pass on every classical shotgun in the game. With these changes, we are adding consistency and something you can learn. Ranges are normalized and based on the average kill distance in the game as well as the m590A1, which we know is a favorite at this time. The goal here is to reward good practices such as aiming for the head or holding angles. These changes are aimed at making shotguns less spray and pray, and more worthy as an option without removing what is currently working.


Playlist Updates

Base Changes

  • The action phase was reduced to 165s (from 180).
  • Operator pick phase duration reduced to 20s (from 30). Additionally, if the round did not involve a role swap, the operator pick phase is reduced to 15s.
  • The preparation phase was reduced to 30s (from 45).
  • Objective locations are automatically revealed to attackers at the start of the round.
  • Clearance Level availability increased to CL 10
  • We have made some tweaks to the matchmaking algorithm for Quick Match to find matches quicker.
  • We will be applying a soft reset to the casual skill level algorithm


Pre-Setups

Dev Notes: For every map in the map pool, we have designed 2 sets of pre-setups for every bombsite (this new feature is bomb exclusive) which include a number of pre-deployed reinforcements on the map as well as pre-placed rotations and holes.


Attacker Safeguard

Dev Notes: Attackers in Quick Match will no longer have to worry about possible spawn peaks or runouts at the beginning of the round as we are implementing 10 seconds of invulnerability at the start of the Action Phase (for attackers only). An attacker will become vulnerable again after those 10 seconds or if that attacker enters the building. This way, attackers will be able to approach the building without having to check every window.

  • We are also extending the already known “Red Walls” for 10 additional seconds to keep defenders from exiting the building while the attackers are making their approach.

  • Additionally, we wanted to address the fact that some of the more classic maps in the casual map pool will not be included in the new Quick Match.

  • With the Quick Match updates, we were losing a place in the game to experience a core Siege match outside of the Ranked environment, that’s why we decided to shift Unranked into what we now call the “Standard” playlist.

  • Standard will now also be the recommended playlist for new players coming into the game.


Base Changes

  • Removal of Operator and Map Ban phases.
  • Overtime rounds changed to 1 (from 3).
  • Clearance Level availability changed to CL 0.
  • We are renaming the competitive cluster to “Tactical” in order to better inform players about the type of playlists that can be found inside.


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