Rainbow Six Siege Update 2.44 Released for Operation Commanding Force Y8S1 This March 7 (Update)

Rainbow Six Siege Update 2.44

Ubisoft has released Rainbow Six Siege update 2.44, and this is to usher in the Operation Commanding Force Y8S1 content into the game! Read on for everything new in the Rainbow Six Siege March 7 patch notes.

Rainbow Six Siege Update 2.44 Patch Notes | Rainbow Six Siege Operation Commanding Force Patch Notes | Rainbow Six Siege March 7 Patch Notes:

Size: 4.5GB (PS4), 4.1GB (PS5), 4.3GB (XB1), 4.8GB (XBSX), 3.6GB (Steam)

Update 2: The official patch notes are here (addendum)!

PLAYER COMFORT

BRAVA

At season launch, Brava’s Kludge Drone will overload Aruni’s Surya Gate rather than convert it, meaning that it will deactivate but remain a Defender device.

This is a temporary fix until an issue with conversion between these two devices is resolved in a later update.

BUG FIXES

GAMEPLAY

FIXED – Defuser can’t be picked up while sprinting.

FIXED – Operator Card health bar extends beyond the frame during the end of round replay.

FIXED – Operators can melee through Shields.

FIXED – Misleading controller layout for Spectator.

FIXED – Ammo desync between players shooting after the reload is finished.

FIXED – Zero’s Argus Camera floats in the air if it was deployed on Castle’s Armor Panel and Defenders remove it from the other side.

FIXED – Zero’s Argus Camera can’t pierce the surface if there was a device on the other side while the camera deployed.

FIXED – Clipping occurs when deploying a device onto an elevated surface.

FIXED – Dokkaebi can hack an additional phone if two more Defenders are eliminated.

FIXED – Low performance while rewinding or fast-forwarding in Match Replay.

FIXED – Match Replay UI widgets have arrows displayed incorrectly.

FIXED – Incorrect behavior after pressing ESC key when affected by Dokkaebi’s Logic Bomb as an eliminated Defender.

FIXED – Incorrect animation while counter-defusing.

FIXED – Play Again button in the Home section doesn’t display the last-played playlist.

FIXED – VFX and SFX for out of bounds occur briefly while respawning.

LEVEL DESIGN

FIXED – Azami’s Kiba Barrier at certain angles allows players to vault vegetation near the stairs at 2F CC Stairs on Nighthaven Map.

OPERATORS

FIXED – Clipping present during deploy and pickup animations while rappelling as Osa.

FIXED – Missing VFX and SFX on Flores’s RCE-Ratero Charge.

FIXED – Mute must fully finish equipping the Signal Disruptor before he can deploy it.

FIXED – Solis’ SPEC-IO Electro-Sensor HUD remains displayed on her kill cam after being eliminated.

FIXED – Zero’s Argus Launcher crosshair incorrectly displays that it can pierce metal floor beams.

FIXED – Zero’s Argus Camera uses incorrect SFX when piercing a reinforced wall.

FIXED – Mute’s Signal Disruptor unequip animation is played too fast.

FIXED – Lion’s EE-One-D is reflecting onto the ground indoors and outdoors.

FIXED – Sledge cannot equip the Breaching Hammer while in ADS.

FIXED – Zero’s Argus Launcher screen isn’t displaying anything.

FIXED – Brava’s left arm clips into her weapon in the Home section animation.

FIXED – Operators lose functionality after attempting to pick up a throwable device while Brava’s Kludge Drone is converting it.

FIXED – Devices aren’t deactivated after being converted by Brava’s Kludge Drone if they’re deployed near Mute’s Signal Disruptor.

FIXED – Nøkk’s HEL Presence Reduction isn’t detected by Solis’ SPEC-IO Electro Sensor.

FIXED – No scoring points are awarded for converting opponent devices with Brava’s Kludge Drone.

FIXED – Misplaced LED on Brava’s Kludge Drone.

FIXED – Wave VFX displays for enemy devices converted by Brava’s Kludge Drone on IQ’s Electronic Detector.

FIXED – Brava’s Kludge Drone has White LED lights instead of the selected Team Color while moving.

FIXED – Nøkk’s D-50 does not use the new reload system when reloading after firing the single round.

FIXED – Brava’s Kludge Drone LED is visible in first person while using the drone.

FIXED – Brava’s squad is missing from her bio.

USER EXPERIENCE

FIXED – Reloading shotgun with one round in the chamber creates invisible shots in walls.

FIXED – Incorrect render scaling setting while FSR is turned on.

FIXED – Several navigation issues in the Operator Guide.

FIXED – Rubber banding occurs occasionally at the beginning of the Action Phase in online multiplayer playlists.

FIXED – Various information issues in the Spectator HUD.

FIXED – Custom Game button has no text in Korean, Thai or Arabic.

FIXED – The dynamic button for Situations will suggest the CQB Basics instead of Article 5.

FIXED – All voice lines for time remaining play when a Custom Game round begins with Preparation Phase timer set to 0s.

FIXED – Various reload rework issues.

FIXED – Can reload faster on some weapons by cancelling the animation.

FIXED – CAMRS and POF-9 weapons create an extra magazine in the map if the reload is cancelled by shooting a bullet.

FIXED – Maestro’s Evil Eye can’t fire after Dokkaebi hacks Defender Observation Tools.

FIXED – The player needs to input left – left -right to regain focus on the Operator Guide when there are no Operator Cards visible on Match Replay.

FIXED – Mozzie’s Pest Launcher can’t reload if the first Pest is shot again after being picked up.

FIXED – Incorrect name of Drone Skins category displayed in the Appearance section.

FIXED – Brava’s Kludge Drone LED color is desaturated and missing the glow VFX.

FIXED – Zero’s Argus Camera VFX overlay remains on screen for the player spectating whoever used the camera while Brava’s Kludge Drone converted it.

FIXED – Observation Tool VFX overlay remains on screen for the player spectating whoever used the camera while Brava’s Kludge Drone converted it.

FIXED – Mozzie’s Pest is not affected by converted Mute’s Signal Disruptor when it’s shot from outside of its area.

FIXED – Attackers are not kicked out of the Observation Tool after a hack.

FIXED – Maestro’s Evil Eye VFX remains visible on support mode right after being converted by Brava’s Kludge Drone.

FIXED – Overlapping UI elements on Brava’s Parade Companion drone skin.

FIXED – Various Operator icon issues.

FIXED – Wrong ammo count displayed on the HUD while operating Brava’s Kludge Drone.

FIXED – Reload prompt is incorrectly displayed when performing a normal reload on weapon while Buck’s Skeleton Key has one bullet left.

FIXED – Hack VFX of Brava’s Kludge Drone remains visible when spectating a player using the converted Observation Tool.

FIXED – Brava’s Kludge Drone hack completes before the progress bar is full.

FIXED – Brava’s Kludge Drone can overheat Defenders’ dropped phones, preventing Dokkaebi from hacking them.

FIXED – Inconsistent icon sizes when detecting Operator devices with IQ’s Electronics Detector.

FIXED – Ability Skin thumbnails fail to display when changing their skin to default and back.

FIXED – The round timer UI element is shorter during the Planning Phase if the previous rounded ended while the defuser was planted.

FIXED – If Wamai’s Mag-NET was converted by Brava’s Kludge Drone, picking up a Defender throwable midair while the Mag-NET is capturing it will cause a looping SFX.

FIXED – If a Defender is using an Observation Tool while Brava’s Kludge Drone converts it, the light doesn’t change team colors.

FIXED – Player in a Custom Game lobby can’t change their ready state while someone is requesting to switch teams.

FIXED – Various Localization issues.

FIXED – LOD issues on various maps.

FIXED – Various Shop and Customization issues.

FIXED – Aim and shoot inputs are both on the “L2” button for the Lefty controller layout when the Aim option is set to Toggle.

FIXED – Redirect not working when accessing the View Item button on the side-panel of the News menu.

FIXED – Cleared tag is missing from cleared Breach Path tile preview of the Battle Pass.

FIXED – Weapon skin fullscreen view is missing the Operator icons when redirected from the News section.

FIXED – Missing animated tag for weapon skins.

FIXED – The transparent background layer in the Reputation section doesn’t cover the entire screen when the Menu Display Area option or certain aspect ratios are used.

FIXED – The amount of missing currency is incorrect in the “Get Currency Packs” side panel when a player doesn’t have enough R6 Credits to buy Battle Pass Levels.

FIXED – Notification marker for new content available fails to display on Battle Pass tile.

FIXED – Button to “Unlock all Rewards” remains functional after unlocking all levels resulting in incorrect messages displayed.

FIXED – Completed personal challenges aren’t displayed in the Post-Action Report.

PLAYER EXPERIENCE

FIXED – Duplicated notifications are displayed.

FIXED – Mouse sticks to top left corner of screen when closing the game.

FIXED – Charms purchased through the View More section don’t move to owned list

FIXED – Sanction ribbon doesn’t use alternate title for permanent sanctions.

AUDIO

FIXED – Duplicate SFX plays when deploying Breach Charge on a breakable wall.

FIXED – Audio inconsistencies can be heard by opponents.

FIXED – Wrong SFX plays for toggles in the Options menu.

FIXED – Drone SFX remains active for player if drone is destroyed by Vigil.

FIXED – Vigil’s ERC-7 SFX plays on loop for the droning Attacker who observed Vigil activate and deactivate his ability.


Update: Check out the balance changes for Y8S1 via the Designer Notes.

OPERATOR BALANCE

ZERO

ARGUS CAMERA

  • The camera won’t pierce the surface automatically.
  • The piercing action can only be initiated by Zero and only when controlling a deployed Argus Camera.
  • Once the camera has pierced a surface, any living attacker can swap sides.

We intend to improve two aspects of Zero’s gadget with this change.

First, we want to make it easier to place the initial camera in more locations. Since it won’t pierce automatically, you can place it wherever you want without worry it will be vulnerable from the other side of the wall. This should increase the stealth fantasy of being able to setup your camera network undetected to utilize it when your squad is in position.

Second, we’re increasing the window of opportunity after piercing through a surface. With the manual interaction, you will decide when to pierce walls, meaning you will already be on the camera when this action happens. It will help you to gather intel or deal with some utility before it gets destroyed by defenders, something that could happen before you had access to your camera prior to this change.

WEAPON BALANCE

ONE IN THE CHAMBER

WEAPON RELOAD SYSTEM

  • If you interrupt the reload animation after the magazine is removed the weapon will remain without a magazine until the animation is completed.
  • The ammunition is available once the magazine is attached to the weapon.
  • If the weapon uses a closed bolt system, a bullet will remain in the chamber, if a reload of a partially spent magazine is interrupted. You can shoot this bullet at any time.

Right now, reloading a weapon does not carry the same weight as other actions in the game as you can cancel it at any moment without consequence. Additionally, it can be frustrating when you hear someone reloading, start to push because you think they will be vulnerable, but they aren’t.

We want to encourage thought before taking an action because you can end up in a situation where there is no place to reload your weapon safely. You’ll have to be careful when taking on several engagements in a row. We also want to discourage random pre-firing; we’ve already made changes in this direction by reducing the maximum number of magazines on every weapon. So now, wasting bullets without a reason can put you in a disadvantageous position if the enemy waits until you reload to attack.

Additionally, this will make secondary weapons more impactful, as they will be your backup plan if you need to defend yourself while reloading. Going with the secondary shotgun or the Gonne-6 may now require more thought regarding the best loadout vs. survivability.

Our goal with this change is to increase the tactical aspect of the game, encouraging players to be aware of their resources and stick closer to teammates, so they can cover each other.

COMPENSATOR

BASE STATS

  • Compensator effectiveness increased.
  • Horizontal recoil: Reduction of 35% (from 15%).

We normalized the compensator’s distribution to give players tools to customize weapon recoil, but the Compensator is not strong enough to compete with the latest changes to the other muzzle attachments. We hope that this change will make it an option again.

MUZZLE BRAKE

BASE STATS

  • Muzzle Brake effectiveness increased.
  • First shot kick: Reduction of 50% (from 45%).

The Muzzle Brake is in the same situation as the Compensator, but is more balanced on DMRs, so we will increase the bonus slightly.

QUALITY OF LIFE IMPROVEMENTS

TWITCH

SHOCK DRONE

  • Deceleration power: Increased to 14 (from 5.9). You will stop sooner when releasing the input.

The official patch notes aren’t live yet, but here’s an outline on what’s incoming in Y8S1 straight from Ubisoft via a press event for the new season we attended:

  • Rainbow Six Siege Immersive Reload: Interrupting the animaton will leave the player without a magazine but closed bolt weapons will have a single round for the player to use at any point during the reload.
  • Balancing update to Zero
  • Improvements to Play Section UI
  • Balancing changes on weapon attachments

Alongside these, Ubisoft is also introducing new on-boarding features to assist new players to the game! 

Beginner Challenges identify an Operator’s playstyle in-game.

All Operators have one to two specialties which can be checked during the Planning Phase, in the Operators section, and in Operator Guides.

Specialty Challenges aim to help beginner players learn the various Operator specialties and what they contribute to a match.

Once the official patch notes are out, we’ll update the article to reflect it.

Update: Article has been updated to include the Y8S1 Designer Notes from Ubisoft.

Source: Ubisoft

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