This new season marks a change in the way Ubisoft is doing seasons, now there will just be one new operator entering the game, and thankfully it's an absolute doozy with
Sam Fisher alias Zero joining the action.
The thought process behind the reduction in new operators is it frees up time for the developers to focus their energies on other aspects of the game and there is no doubt this latest update is packed with content - from a revamped Ping system, a brand new attacking gadget (thank god), a rework of the Chalet map and a whole lot more.
The update is out now on PS4, Xbox, and PC.
Sam "Zero" Fisher
Sam Fisher, perhaps the most recognisable Tom Clancy creation is making his way into Rainbow Six: Siege.
Rated as a two-speed, two-armour attacker. Zero boats an Argus launcher which allows players to fire cameras through surfaces such as barricades, soft and reinforced walls.
The Argus can also take out the opponent's utility with a one-shot laster.
On the firepower side, he's sporting the SC3000K which will be familiar to anyone who has played the Splinter Cell games. There is also the option of an MP7.
A 5.7 USG pistol, frag grenade, and claymore round out his arsenal.
Chalet has been in the game since the beginning, and after 5 years the developers are giving it another going over to.
Its bigger, and time will tell if it's better. The biggest changes are reserved for the Bedroom and Office. The balcony next to the Master Bedroom is replaced with the Solarium. This room will be linked to Trophy with a set of stairs.
The Mezzanine has been extended to connect it with the Office Balcony.
The Basement and Kitchen has had minor changes, with rotation between the sites in basement improved. The trophy site has been moved to the Dining room.
Hard Breach Charge and re-enforced hatch changes
Attacking has got increasingly harder in Siege, and to combat this the developers want to give players a helping hand when it comes to breaking down stubborn defences.
To that end, they have introduced the Hard Breach Charge and you will be seeing them a lot in-game.
The explosive gadget can be deployed on a wall, hatch, or barricade, and will punch a hole just big enough to crouch or vault into.
The Hard Breach charge takes 3 seconds to deploy and 6 seconds to explode and the activation of the charge is automatic.
This new breaching gadget will be added to these operators' arsenals:
- Montagne instead of Stun Grenades.
- Ying instead of Breach Charges.
- Fuze instead of Smoke Grenades.
- Finka instead of Breach Charges.
- Amaru instead of Claymore.
- Nokk instead of Breach Charges.
- Capitao instead of Stun Grenades.
- Lion instead of Claymore.
The way re-enforced hatches work has also changed drastically, now different munitions and gadgets damage output will combine meaning multiple munitions can be used to destroy a re-enforced hatch. Previously only one munition type would count if it reached the amount of damage needed to destroy it.
- Read more: Ubisoft announces Rainbow Six Siege UK Ireland Nationals Second Division for rising talent
Now, reinforced hatches will have a HP of one million points and each device will deal damage as follows:
- 1 Exothermic Charge: 1M
- 1 X-Kairo: 250k
- 1 Breaching Torch impact: ~87k
- 1 Selma: 500k
- 1 Hard Breach Charge: 1M (3 or more Conical Shaped Charges have to be on top of the hatch)
The new ping system will allow you to provide more information to your team, with new contextual pings making communication and the sharing of information easier than it has ever been.
- 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.
These are just some of the major additions, other changes include a reworking of Thatcher's EMP, the oft-requested vote Map ban, and a brand new portal for Siege stats, as well as the Squad Finder that makes it easier for you to find the perfect team. Refer to the Rainbow Six: Siege website for a full breakdown of all the features.
More granular changes can be found below.
Rainbow Six: Siege Operation Shadow Legacy patch notes
- 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.
New sights, modification & redistribution of older sights
- 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)
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. For more information on what that means and how it will improve our sound system, please see Top Issues & Community Concerns