News Liste Tom Clancy's Rainbow Six Siege

Y10S4.2 PATCH NOTES
Tom Clancy's Rainbow Six Siege
1 Tag 15:33 Community Announcements
[p][img src="https://clan.akamai.steamstatic.com/images/8328525/77394da305476a55ea5b42e86df8396466960d32.png"][/img][/p][p][/p][p]See the upcoming changes with the release of Y10S4.2, releasing January 20th. [/p][p][/p]

BALANCING

THORN

[p]Thorn has long struggled to secure her role as a reliable trapper. The current Razor Bloom setup often lacks impact during rounds as its effectiveness depends heavily on pre-planting and concealment. If Attackers choose alternate paths, the traps become irrelevant.[/p][p]This update aims to resolve Thorn’s “bark but no bite” issue by making Razor Bloom Shells more flexible and impactful throughout the round. Key changes include:[/p]
  • [p]Reduced activation time for faster response.[/p][/*]
  • [p]Increased Shells quantity to allow more coverage and reactive placement.[/p][/*]
  • [p]Slightly reduced lethal range in exchange for quicker detection-to-trigger timing.[/p][/*]
  • [p]Added a 15-second survivor penalty that adds bleed and slows movement, similar to Frost's Welcome Mats when self-removed.[/p][/*]
[p]These adjustments transform Razor Blooms into a more dynamic and reactive tool, ensuring Thorn remains a meaningful threat beyond the Preparation Phase.[/p][p] [/p][p]RAZOR BLOOM SHELLS[/p]
  • [p]Trigger time after detection: 1.35s (was 2.9s)[/p][/*]
  • [p]Damage[/p][list]
  • [p]Max damage: 125 (was 180)[/p][/*]
  • [p]Max damage zone: 0m-1m from center[/p][/*]
[/*][*][p]Activation time after deployment: 1s (was 5s)[/p][/*][*][p]Detection and explosion range: 4m[/p][/*][*][p]Slowdown and bleed debuff after being hit: 15s[/p][/*][*][p]Starting quantity: 4 (was 3)[/p][/*][/list][p] [/p]

MOZZIE

[p]Mozzie has faced increasing competition in intel denial and roaming over the years. To boost his flexibility and impact during rounds, we’re bringing back the Super Shorty shotgun—an option he lost back in Year 5.[/p][p][/p][p]LOADOUT[/p][p]Added Super Shorty shotgun to secondary weapons.[/p][p] [/p]

ECHO

[p]Echo is already a strong Operator who excels in specific niche situations. The goal is to increase his versatility and improve his chances of success by expanding his Yokai drone resource pool. Rather than making the Yokai themselves stronger—since we believe they’re already well-balanced—we’re giving Echo more opportunities to make an impact and stay relevant throughout the match.[/p][p][/p][p]YOKAI DRONE[/p]
  • [p]Quantity: 3 (was 2)[/p][/*]
[p] [/p]

REFINEMENT CHANGES

[p]These are small adjustments that don’t aim to alter an Operator’s overall power level or flexibility. Instead, they focus on polishing gameplay details, improving consistency, and enhancing quality-of-life without shifting the meta. The goal is to maintain a steady stream of these refinements alongside major updates, helping the game evolve and improve at a constant pace.[/p][p] [/p]

OSA

[p]A shorter deployment time can provide safer use of the Talon Shield.[/p]
  • [p]Decreased shield deployment time: 1.8s (was 2.3s).[/p][/*]
[p] [/p]

CAPITAO

[p]A longer burn-time should make Incendiary Bolts flames a bit more reliable.[/p]
  • [p]Increased fire burn duration to 13s (was 10s).[/p][/*]
[p] [/p]

LION

[p]A longer scan duration should make Lions EE-ONE-D easier to coordinate with allies.[/p]
  • [p]Increased scan duration to 3s (was 2s).[/p][/*]
[p] [/p]

MAESTRO

[p]A small increase to battery life should make Evil Eyes slightly deadlier when not dealt with.[/p]
  • [p]Increased Evil Eye battery life to 8s (was 6).[/p][list]
  • [p]Also affects the recharge duration since they are the same value.[/p][/*]
[/*][/list][p] [/p]

JACKAL

[p]A greater scanning range should make the Eyenox Model III more comfortable when scanning from outside the building, in long hallways, and from different floors.[/p]
  • [p]Increased scanning range to 12m (was 8m).[/p][/*]
[p] [/p]

UMP45

[p]The UMP45 was sitting a bit behind compared to other SMGs with a slow rate of fire. With this small boost, every base armor type should be downed with 3 bullets.[/p]
  • [p]Increase damage to 42 (was 38).[/p][/*]
  • [p]Improved lateral recoil.[/p][/*]
[p] [/p]

BUG FIXES

GAMEPLAY

[p]FIXED - Operators are detected outdoors when navigating in 2F Courtyard Corridor on the Fortress map.[/p][p][/p][p]FIXED - AI Operators get stuck and fail to pick up the defuser when it's dropped at the base of a long staircase on any map.[/p][p][/p][p]FIXED - AI Operators can continuously use contextual pings with no cooldown.[/p][p][/p][p]FIXED - PMR90A2 marksman rifle has no maximum firing capacity on vertical recoil.[/p][p][/p][p]FIXED - EMP can't deactivate the metal detectors in 1F Reception on the Kanal map.[/p][p][/p]

LEVEL DESIGN

[p]FIXED - Chests in front of a desk block it from being vaulted in 2F Commander's Office on the Fortress map.[/p][p][/p]

USER EXPERIENCE

[p]FIXED - Players can't navigate the Report Player side panel while in game.[/p][p][/p]

AUDIO

[p]FIXED - Missing weapon handling SFX when performing a melee.[/p][p][/p]
[p align="start"]Join the discussion on X, Instagram, Reddit, Discord, Facebook, WhatsApp and TikTok.[/p][p][/p][p align="start"]Encountering a bug? Report your experience at R6Fix.[/p]
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