Rainbow Six Operation Crystal Guard patch notes: All Y6S3 changes

Rainbow Six Operation Crystal GuardUbisoft

Rainbow Six Operation Crystal Guard isn’t just dropping with new Operator Osa or the three map reworks. The entire game is changing with some big updates to pre-existing operators. Here’s what you need to know about the Y6S3 patch notes.

Operation Crystal Guard is here, but it’s more than just the new content players are excited for.

A host of balance changes are coming to Rainbow Six: Siege in the Y6S3 update, aimed at increasing operator diversity at the tippity-top. Here’s what you need to know.

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Osa in Rainbow Six SiegeOsa’s addition isn’t the only change coming in Operation Crystal Guard.

What’s in the Rainbow Six Operation Crystal Guard patch?

New content: Osa, three map reworks

Of course, the number one thing coming in Operation Crystal Guard is all the new content. First off, Osa is the newest attacker, bringing more shields to the offense to help with setting up defences around bombsites and on flanks.

Popular maps Bank, Clubhouse, and Coastline have also received minor reworks. It’s not to the same scale as the Favela or Border reworks of recent seasons, but the tweaks help freshen things up.

Rainbow Six Clubhouse rework Operation crystal guardUbisoft
Clubhouse’s Bar and Stock Room got expanded in the rework.

Twitch, IQ, and Fuze reworks

Now time to break down the pre-existing operators and their big changes. The first three are mini-reworks to Twitch, IQ, and Fuze.

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Twitch now has an extra drone, with the French attacker getting a regular drone for prep phase and keeping her two Shock drones in her pocket. They can now also jump, and the electric zaps from it destroy defender utility, making it a lot more versatile.

IQ’s Electronic Detector will now have “smart ping”, making it a lot easier to communicate with teammates about bits of utility across the map. You can just use a default yellow ping while in the scanner to show off specific gadgets as they pop up.

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Finally, Fuze’s Cluster Charges now can be deployed on reinforced surfaces. While there’s a three-second delay, and you can shoot it from the other side, you’re guaranteed to get one puck off.

It should help the Russian attacker become a bit more viable.

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Fuze in Rainbow 6Ubisoft
Fuze can now deploy his Cluster Charges through reinforced surfaces, making him an even bigger threat to the hostage.

Mute, Sledge, and Iana nerfs hit high elo players

Defender Mute and attackers Sledge and Iana have been staples of pro and ranked play for quite some time now in Siege. However, a new set to nerfs will aim to restore order ⁠— and a bit more diversity ⁠— to operator selection.

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Mute’s Signal Disruptor gadget can no longer protect a double reinforced wall with its radius being changed. Ubisoft want him to be “more focused on intel denial” rather than stopping hard breachers like Thermite from getting their charges off.

Sledge is losing his popular SMG-11 sidearm, which is widely regarded as the best in the game. He now only has access to the P226 Mk 15 handgun, which is significantly weaker.

Finally, Iana is losing some range on her guns ⁠— the 2x scope on the G36C and the 2.5x scope on the ARX200 are gone. This should force the Void Edge operator to push harder for kills, rather than taking safe engagements from afar.

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Iana will struggle in longer-ranged fights without her 2x and 2.5x scopes.

Changes to Finka, Glaz, as well as the AK-12 are also shipping during Operation Crystal Guard. If you’re a Zofia player too, you’ll be glad to hear the M762 nerf is being reverted slightly as well.

There’s also a ton of system reworks, including rebalances to ammo count based on weapon type and flash detection changes.

You can find the full list of changes in the Y6S3 patch notes below.

Rainbow Six Operation Crystal Guard: Y6S3 patch notes

Operator Balancing


  • Added Frag Grenades (removed Hard Breach Charge)


  • Cluster Charges
    • Can be deployed on reinforced surfaces and Mira’s Black Mirror
    • Charges take longer (3s) to pass through reinforcements
    • Reduced charge bounce after triggering
    • Extension tube is now vulnerable to damage
    • Added gadget light to signify phase of activation
    • Added VFX for Cluster Charge triggering on soft walls and reinforced surfaces
    • Added SFX for Cluster Charge triggering on reinforced surfaces
  • Increased recoil on AK-12


  • Increased OTS-03 magazine size to 15 bullets (from 10)


  • Removed 2.0x scope from G36C
  • Removed 2.5x scope from ARX200


  • Electronics Detector
    • Can use Ping 2.0 through walls
    • Can ping operators with wearable electronic devices (Vigil, Counter-Defuser, etc.)


  • Signal Disruptor
    • Disruption zone shape changed to sphere with the same radius of 2.25m (from cylinder)
    • Warning zone shape changed to sphere and radius reduced to 4.75m (from cylinder, 6m radius)
    • Added AoE VFX (red area removed)
    • Added new LEDs
    • Improved accuracy of bullet collision


  • Removed SMG-11


  • Equipped with a regular drone during Preparation Phase – only 1 regular drone available
  • Shock Drone can jump
  • Shock Drone’s projectile changed to laser (from taser)
    • Deals 5hp damage (from 1)
    • Has infinite range
    • Does not disable electronic devices
  • Shock Drone has a larger bullet collision (double the size)


  • Horizontal spread to the left has been reduced.

Weapon Balancing

AK-12 (Ace & Fuze)

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  • Increased recoil on AK-12
  • First shot kick increased
  • Vertical recoil increased
  • Horizontal spread will be stronger and constant to the right
  • Long burst recoil will start on the 10th bullet (was 12th)

System Reworks

Ammo count & magazines

  • Adjusted ammo count for primary and secondary weapons to set a consistent magazine ammo range for each weapon in a weapon type
    • Assault Rifles: 175 – 200 (nerf)
    • LMG: 240 – 300 (neutral)
    • SMG (primary): 170 – 200 (nerf)
    • DMR: 100 – 140 (buff)
    • Shotgun (primary): 49 – 60 (buff)
    • Pistol: 70 – 115 (buff)
    • SMG (secondary): 112 – 140 (neutral)
    • Slug shotgun: 60 – 120 (neutral)
    • Revolver: 45 – 60 (buff)

Damage drop-off & silencers

  • Adjusted damage drop-off for each primary weapon type (except for shotguns with spread pellets) to have consistent, linear curves
  • Unified damage drop-off for silencers (15%) across all primary weapons (except for shotguns with spread pellets)

Flash detection

  • Ying’s Candela, Blitz’s G52-Tactical Shield, and the Stun Grenade use a new flash detection system that calculates flash duration. It takes the environment and angle of the explosion into account as well as players’ distance and orientation.
  • If an Operator is affected, they will always be flashed at 100%, but the duration will change each time, increasing the reliability of the flash effect.

HP replacing Armor

  • Operator armor will be converted to HP:
    • 3-armor operators will have 125 HP
    • 2-armor operators will have 110 HP
    • 1-armor operators will have 100 HP
  • Rook’s Armor Plates will grant a buff to permanent HP for the round:
    • Picking up Armor Plates will buff an operator’s maximum HP by 20 until the end of a round
    • Any heals will heal up to this new maximum value for the duration of the round
  • HP is now represented using a bar in the HUD instead of a circle

Screen shakes

  • Screen shakes that result from explosions are now reduced across the board and are completely removed from certain device explosions
  • Screen shakes are completely removed from explosions caused by:
    • Ela’s GRZMOT Mines
    • Zofia’s KS79 Lifeline concussion grenades
    • Echo’s Yokai sonic bursts
    • Nomad’s Airjab Launcher repulsion devices