Rainbow Six Siege calls in reinforcements

Rainbow Six SiegeOk so Rainbow Six Siege may not have been the game we all expected and yes it received a significant downgrade to what we were shown way back when it was revealed but despite its flaws it has matured into one of the best shooters this generation and indeed the first person shooter genre. It’s not over yet either because the game is about to receive some more attention in the form of the Rainbow Six Siege Reinforcements update.

Rainbow Six Siege Reinforcements is a major update for Rainbow Six Siege and brings two new weapon attachments, two new gadgets and some significant changes for several characters that will definitely change the way we pick and counter operators.

“You can expect these kinds of updates for future Rainbow Six Siege seasons as we try to implement changes we think will help improve the game, while incorporating feedback from the community”



Rainbow Six Siege

Twitch is to receive some much needed attention. One of my favorite operators in Rainbow Six Siege, she has a fantastic arsenal at her disposal but it always seemed that her shock drone was a bit naff, which is a shame. Hopefully this update will make her more appealing to gamers. Ubisoft say”Twitch’s Shock Drone, is quite underwhelming. Because of this, we have decided to change the utility of the Shock Drone quite drastically, in order to reinforce the uniqueness of her gameplay and the threat her Shock Drone (err… Drones)”.  So what have they changed?

Well for starters during the preparation stage you will get to control your shock drone instead of the standard drone. What’s more is that once the round starts proper you will have a second shock drone that you can deploy. Deploying the second drone will not destroy the first allowing her to switch between them. In addition to these changes, the Shock Drone has been modified the following ways:
• It now moves 30% faster (this puts it on par with normal Drone speeds).
• It creates less sound when moving.
• The red light on the model has been removed.
• The range of the darts has been increased from 5m to 7m.


Rainbow Six SiegeWe’re probably all guilty of immediately equipping Blackbeard’s shield at the start of the round and it is quite a game changer. I get a lot of kills playing with this operator and sadly most of my deaths are to him leaving me wondering if he is perhaps a bit over powered compare to Rainbow Six Siege’s other operators . Ubisoft seem keen to change it up a bit saying “There are two things that we wanted to improve for Blackbeard. Gameplay wise, we’ve observed that the usage of his mounted shield is too passive – most players will just equip it at the beginning of the round, and keep it till the end or till their death. Balancing wise, his pick ratio and win ratio have clearly shown that he is very powerful”.

The following changes are meant to address those two points:
• Blackbeard now has 2 shields, and can cycle through them with a queue system by equipping / un-equipping.
• The HP of the shields has been reduced, from 800HP to 150HP.
• The Shields’ durability is displayed on the UI.


Rainbow Six SiegeDoc is one of those characters in Rainbow Six Siege that if used properly can be very effective. All too often though you see some random guy choose him and not fully utilise his skill. Doc’s skill is getting a bit of an overhaul that should help encourage teamwork. The biggest change they’re making is giving his darts the ability to heal teammates which means he can have a “much more versatile role in more strategic situations. In the same way that Doc can revive himself from DBNO, Doc will also be able to self-heal as well.”

Ubisoft didn’t stop there though saying “Furthermore, he can now over-heal. Shooting a dart at a fully healed teammate or himself will provide a boost up to a max of 120 total health points for a limited time. The heal is 40 HP per dart, so even partially injured teammates can be over-healed. This over-heal is only temporary and will decrease 1 health point every 2 seconds back to 100 health points.”


Rainbow Six SiegeIn addition to the changes to these three operators we can also look forward to having some new gadgets to play with. Some attackers will be able to deploy claymore mines which will explode if a wandering defender strays through one of its 3 laser beams. I’ll be honest I do think this is a bit of an odd inclusion for this type of close quarter shooting game but hey, who doesn’t like things that go boom?

Not all attackers will get claymores and those that do will have had to sacrifice something which Ubisoft have listed:

Claymore Distribution

Claymores have been given to Attackers who mostly play support roles, or who could benefit from having a way to watch their back.
• Thatcher loses Stun Grenades and gains a Claymore.
• Twitch loses Stun Grenades and gains Claymore.
• Glaz loses Breach Charges and gains Claymore.
• Thermite loses Stun Grenades and Breach Charges, gains Smoke Grenades and Claymore. Note: since Thermite is probably the most support oriented attacker right now, we believe Smoke Grenades will fit better with this play-style than Stun Grenades.

I’m sad to see Thermite lose his extra breach charges as they were handy for opening up multiple entry points at once, confusing the defenders, but time will tell how these alterations will affect Rainbow Six Siege gameplay.

Rainbow Six Siege

It wouldn’t be fair to leave all the new toys for the attacking team so select Defenders will have access to the Impact Grenade, a grenade exploding on impact or after 1 second of throwing it. Perfect for close range firefights when things go south, and it can be used to open holes in the environment. If you have these equipped you might want to use them cautiously around the hostage.

Rainbow Six Siege

Impact Grenade Distribution

Impact Grenades have been distributed with two things in mind according to Ubisoft: reducing the overall amount of Nitro Cells among Defenders, and adding more active options to Defenders who mostly used their unique ability during preparation phase.
• Caveira loses Nitro Cell and gains Impact Grenades.
• Castle loses Barbwires and gains Impact Grenades.
• Smoke loses Nitro Cell and gains Impact Grenades.
• Rook loses Barbwires and gains Impact Grenades.

Losing nitro cells is a bit of a sacrifice given they are useful in a number of situations notably against shields and it remains to be seen how effective impact grenades will be against an operator like Montagne but I’d guess that if the worst comes to the worst then you could just lob the thing behind him to take him out.

On the weapons side we have two new attachments to fiddle with as detailed below.

Rainbow Six Siege


This attachment diminishes first shot recoil, putting an emphasis on precision.

Weapons this can be applied to: G36C R4-C, MP7, SR-25, MK17, C8SFW, CAMRS, UMP45, MP5, P90, AK12, OTS-03, 552 COMMANDO, 416-C, 9x19VSN, MP5K, FMG-9, AR33, L85A2, 556xi, F2, 417, MPX.

Rainbow Six Siege


With this barrel attachment equipped, damage at long distance doesn’t decrease as much, in tradeoff for extra recoil. This means that there is less falloff damage, which will vary per weapon but will be around 10-20% damage increase at long ranges.

Weapons this can be applied to: 416-C, beretta m12, C8-SFW, MAC-11, P90, Para-308, R4-C, 9mm C1, UMP45, Mk17 CQB.

Rainbow Six Siege

Ubisoft have made some general tweaks and alterations to other operators and although these may not seem like massive changes they could impact on your established tactics. There are also some changes in the form of hit registration. Full details of the changes Ubisoft have made can be found below.


The combination of her strong shotgun and the amount of intel that she provides makes Valkyrie an incredibly strong pick – she’s a bit too close to being an absolute “must pick”. Finding the cameras on attack is doable, but costs a lot of time when the four cameras are well deployed. We think 3 Black Eye cameras will still make her a great pick, but might provide more room for other Defenders to shine.

  • Pre-Patch 4.2: 1.5 seconds to deploy and unequip.
  • After Patch 4.2: 1 second to deploy and unequip and they are allowed to fire their weapon at 0.7 seconds.


For some of the Operators, there is often a clear better choice when it comes to weapon selection. With the balancing pass for 4.2 we want to bring more diversity when it comes to picking a weapon.


The main problem with the 417’s recoil was to string shots one after the other while staying on target. We have made it so there is less increasing recoil when you are chaining shots.
The recoil change only affects one parameter:

  • It will reach its maximum recoil slower than before by 19% (K&M), 15% (Gamepad)

We have also increased the gun’s damage to bring it on par with our two other DMRs:

  • Pre-Patch 4.2: 65 damage from 0m to 28m
  • After Patch 4.2: 70 damage from 0m to 28m.

The main problem we identified with the CAMRS was the damage it dealt. We want to bring it on par with the Twitch’s 417 and Blackbeard’s SR-21.

  • Pre-Patch 4.2: 57 damage from 0m to 28m.
  • After Patch 4.2: 72 damage from 0m to 28m.

As a reference here is Blackbeard’s SR-21 damage values: 75 damage from 0m to 35m


This LMG is getting its second buff since the launch of Rainbow Six: Siege. In the first change, we made the recoil easier to control. Since it is still less interesting than the AK-12 or the Shield, we are giving the gun a damage upgrade to its close and long range encounters.

  • Pre-Patch 4.2: 45 damage from 0m to 15m, 32 damage from 15m to 38m.
  • After Patch 4.2: 52 damage from 0m to 8m, 45 damage from 8m to 15m, 36 damage from 15m to 38m.

The big question with Ash, G36C or R4-C? For most players, the choice seemed pretty obvious. The R4-C deals more damage and the difference in recoil isn’t substantial enough to pick the G36C. We have modified the G36C’s recoil so it is much more appealing compared to the R4-C. It still deals less damage, but it should now give you a more interesting choice between the two.
The recoil changes are done in 3 different ways.

  • The gun will rise at a slower rate. We are decreasing the rate by 25% (K&M), 13% (Gamepad).
  • We are lowering the maximum recoil limit. In other words, the recoil will not be as important upon reaching its maximum. 12% (K&M), 6% (Gamepad).
  • The first shot multiplier has been lowered. That means that the first shot, when shooting in any fire mode will make the gun jump less. 15% (K&M) 12.5% (Gamepad).

The way we tweaked the recoil when we nerfed the P90 was maybe a little much. The MP5 became an instant better choice. With these changes to recoil, we’d like to offer a better choice between the two. The MP5 will still be better at landing those headshots as the recoil is easier to control, but now the P90 should be able to dish out lethal damage more quickly if you aim for the body.

The recoil changes are done in 5 ways:

  • The gun will rise at slower rate. -20% (K&M) -12.5% (Gamepad).
  • It will reach its maximum recoil slower than before -35% (K&M/Gamepad).
  • The first shot multiplier has been lowered significantly. -25% (K&M), -33% (Gamepad).
  • The maximum recoil value is higher. This means that if you fire automatically for a long time, once you reach the maximum recoil, it will be bigger than before. +16% (K&M), 12% (Gamepad).
  • The diamond shape was modified so it should pull less drastically to the left.

A lot of people have been asking for a buff to Mute’s SMG. While our gameplay stats show that he’s in a fairly decent place already, we’ve decided to slightly buff it in two ways: a small damage buff and a small recoil buff.

Damage changes:

  • Pre-Patch 4.2: 27 damage from 0m to 16m.
  • After Patch 4.2: 31 damage from 0m to 16m.

For the recoil, it is done in two ways:

  • The diamond (or general recoil shape) has been modified so it should have a little less horizontal recoil variation on full automatic fire, which should help you land headshots easier.
  • We are slightly lowering the maximum recoil limit. In other words, the recoil will not be as important upon reaching its maximum. -10%.

We felt like the recoil while having the gun shield on was a little too easy to control. We are making it a little tougher to control when holding down full automatic fire.

This change to the recoil is done in 2 ways and only affects it when the gun shield is on:

  • It’s used to reduce the first shot multiplier. It will now make it slightly more important.+10% (K&M, Gamepad).
  • The speed at which the gun attained its maximum recoil was higher by 50% when bearing the gun shield. It’s now set at 100%. It will reach its maximum recoil twice as fast compared to when the gun shield is not equipped.

Once again, we want the player to have a decision to make when it comes to weapon selection. The shotgun felt like a better option in many cases, so we are buffing the SMG’s damage for close and long range encounters.

  • Pre-Patch 4.2: 40 damage from 0m to 16m, 16m+ 24 damage.
  • After Patch 4.2: 45 damage from 0m to 16m, 16m+ 27 damage.

Rainbow Six Siege



When a player is intentionally team killed, it can be a frustrating experience. The challenge we face is that accidental team kills do happen in Rainbow Six Siege, so finding the balance between intentional team kills and accidental is a delicate adjustment. We will be implementing the following changes to hopefully help with this balance:

  • We have reduced the limit of team kills allowed in a match before getting auto-kicked from a match.
  • Killing the Hostage is now considered to be multiple team kills.

We have also noticed in our data that most intentional team kills will happen in the early stages of the match. The following changes are intended to address this:

  • We have reduced the limit of team kills allowed in the early phase of the match before getting auto-kicked from a match.
  • Early team kills add up throughout the whole match, and will not reset in-between rounds.

In a future update, we are going to be implementing an anti-bullying system. This will make it so that if a player team kills the same person multiple times, then they will be removed from the match.


We are aware that many players have been experiencing hit registration issues since the start of Rainbow Six Siege Season 3, and patch 4.1. This is a challenging issue to tackle as there appear to be several factors that could be influencing issues with hit registration and replication (what each player sees/experiences) based on the reports from players.

One of these issues related to high ping has been identified and fixed in 4.2. Players will sometimes connect to the wrong data-centre, which will result in high ping. This issue often results in a bad gaming experience and may sometimes be related to Hit Registration issues.

“We have a dedicated team assigned to work on this issue and they are making it a priority.”

Rainbow Six Siege

It’s particularly pleasing to see hit registration and team killing receive a lot of attention and the update overall is very encouraging about the future of the game. I love playing Rainbow Six Siege with friends and although I think DLC should be far more frequent given the lack of content on release, Ubisoft should be congratulated for the continued updates the game has received. So what are your thoughts on these Rainbow Six Siege updates? will these changes affect how you play? any you like or dislike? be sure to let us know.


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