The complete release of Y8S3: Operation Heavy Mettle is now just around the corner after being made available on the Rainbow Six Siege test servers earlier this month.
The newest season of Rainbow Six Siege will once again feature numerous balance changes to the game’s existing operators, gadgets, weapons, and other elements. Ram, a new operator with the deployable BU-GI Auto Breacher, a miniature tank with the ability to blaze a path of destruction, will be the largest addition of the new season.
If you’re excited to play the next season of Rainbow Six Siege and meet the game’s newest operator, Ram, you’ll need to be aware of the official release date and server maintenance schedule. Check out all of the Rainbow Six Siege Y8S3 release date information below.
Rainbow Six Siege Y8S3 Release Date And Start Time Revealed
Y8S3: Operation Heavy Mettle, the latest Rainbow Six Siege update, will be released on Tuesday, August 29th at 6 AM PT / 9 AM ET / 1 PM UTC / 2 PM BST. Servers will be taken offline for roughly 90 minutes at the aforementioned time as Ubisoft prepares for the release of Y8S3: Operation Heavy Mettle.
Players will be prompted to download and install a new patch during the server’s unavailability. Ubisoft has yet to publish the size of the fixes for all supported platforms.
Rainbow Six Siege Y8S3 Designer’s Notes
Ubisoft has not yet issued the official patch notes for Y8S3 at the time of writing. A new designer’s notes blog post, on the other hand, has set down what to expect from the update. Check out the information below:
OPERATOR BALANCING
FUZE
CLUSTER CHARGE
- Can be deployed on Deployable Shields and Talon Shields
Now that Fuze can use the Cluster Charge on reinforcements, we’ll let him use it on Deployable Shields and Talon Shields as well. It’s a minor tweak, but it creates a new synergy between Fuze and Osa, allowing him to deploy his charges in locations where they weren’t previously possible.
However, there is a cost. When the drilling is successful, the Cluster Charge, like any other bulletproof glass, will shatter the shields.
ZERO
ARGUS CAMERA
- Can pierce through Deployable Shields and Talon Shields.
This modification will have little effect on matches, but it will add consistency to the piercing regulations; if the gadget can get through reinforcements, it should also be able to pierce Deployable and Talon Shields. Because the Argus Camera’s penetrating function cannot shatter Mira’s Black Mirror, the same rule applies to shields, and they will not shatter either.
GRIM
KAWAN HIVE LAUNCHER
- Switch Ability Mode to Sticky (default) or Bouncy
One of Grim’s biggest flaws is the requirement for line of sight to the spot where you want to activate the Hive. To remedy this, we are introducing a new firing mode with this release. Grim can now choose whether the missile will stick or bounce after colliding with a surface. This is in addition to all of the adjustments made in the previous season and will assist you in applying the effect to your target.
LESION
BASE STATS
- Gadget refill timer Reduced to 20 seconds (from 30)
- Max resources Increased to 9 mines (from 8)
GU MINE
- Gadget type is now Mechanical (unaffected by EMPs)
- Initial damage Increased to 5hp (from 0)
- Poison damage Increased to 12hp (from 8)
- Poison timer 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
LOADOUT
- Added Super Shorty as a secondary weapon option
It’s frustrating to die because of something invisible, which is why we removed the first damage from the GU mine at the start of Year 5. However, this alteration also removed a problem from which we had been struggling for some time: the anxiety of walking on many mines in a row.
We’ve brought back the first damage and made stepping on several explosives a little more dangerous. If you are already poisoned by a GU mine and trigger another, you will take the initial damage as well as an instant tick of poison damage from the one on your foot, thus you must be more cautious. These two changes make the mines a threat once more. We’re also adjusting some extra numbers, such as the poison harm and timer, to make removing the nail more urgent.
As a result of these modifications, we’ve decided to eliminate cloaking entirely, making GU mines always visible. This should reduce frustration and raise your skill level since you will need to hunt for appropriate places to plant your mines. This also disables the device’s only electronic component, preventing IQ from detecting them and Brava from hacking them.
GADGET BALANCING
DEPLOYABLE SHIELD
BASE STATS
- Bulletproof Glass: Hitting the shield with a melee will shatter the glass windows.
Along with the improvements to Fuze, we took the opportunity to enhance the Shattered Glass System for Deployable Shields. The glass in the windows will be shattered if the shield is attacked with a melee attack.
WEAPON BALANCING
SHOTGUNS
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.
This is a massive pass on every traditional shotgun in the game. We’re introducing consistency and something you can learn with these modifications. Ranges are standardized and based on the average kill distance in the game, as well as the m590A1, which is currently a favorite.
The purpose here is to reward positive habits like aiming for the head or maintaining angles. These improvements are intended to make shotguns less spray and pray and more worthy of consideration as an option without losing what is now effective.
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PLAYLIST ECOSYSTEM UPDATE
QUICK MATCH
As announced during the year 8 announcement, we began to consider how we could improve Quick Match to make it more… well, “Quick.” We learned we needed to make changes to other playlists in order for this new Quick Match to work.
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 to bring everyone closer together, which should result in finding matches even faster.
We’re also using this opportunity to introduce two new features to the Quick Match playlist: Attacker Safeguard and Pre-Setups
PRE-SETUPS
We have built two sets of pre-setups for each bombsite (this new feature is bomb exclusive) for each map in the map pool, which contains a number of pre-deployed reinforcements on the map as well as pre-placed rotations and holes.
These new pre-setups will allow defenders to get directly into the action without worrying about reinforcing the entire location.