Ember rise release date: Rainbow Six Siege Ember Rise release date: all the latest details

Rainbow Six Siege Ember Rise release date: all the latest details

The Rainbow Six Siege Ember Rise release date is just around the corner, following the full reveal of the new season at the Six Major Raleigh 2019. Thanks to leaks, rumours, and some official information, we’ve known about the two new operators and the map rework for some time now, but now we know every detail about Year 4 Season 3.

Year 4 has been a very balanced year in terms of operator additions, with Mozzie providing the only significant shake up to the meta of the four Year operators released so far. But Operation Ember Rise is shaking things up, with a grapple gun and set of explosive shields being the gadgets carried by our South American newcomers.

In the Ember Rise guide below, we’ll walk you through everything you need to know about the upcoming season, from the TTS and final release date, to the operator loadouts and map changes coming to Kanal. We also have some early gameplay with both new operators on the new map if you’re just keen to see Ember Rise in action.

Rainbow Six Siege Ember Rise release date

Our best guess is that the Rainbow Six Siege Ember Rise release date is September 9, 2019 on PC, PS4, and Xbox One. Every season the reveal takes place before the grand final on Sunday, then the test server goes live the following Monday and runs for two weeks before the final launch across all platforms.

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Recently, the test server run has been extended to three weeks in order to catch all the bugs, so putting all of that information together we arrive at a September 9 Ember Rise release date.

It’s worth noting that if you don’t have the Year 4 Pass then you’ll need to wait seven more days to get your hands on the new operators. The Ember Rise TTS is live now for PC players, so if you game on a computer then you can check both ops out for yourself.

Rainbow Six Siege Ember Rise operators

As ever, the new season adds two Rainbow Six Siege new operators, one defender and one attacker. The  Rainbow Six Siege Ember Rise operators are the Peruvian attacker, Amaru, and the Mexican defender called Goyo.

Amarus gadget is the Garra Hook, which allows her to quickly travel from the ground floor to a rooftop, hot breach through windows, or even go up hatches. You get four uses of the Garra Hook, so you can easily attack a number of angles while most of your fellow attackers are still getting in position. This gadget can be countered by a Castle barricade.

In terms of kit, she carries the G8A1 LMG from IQ or the Supernova shotgun. Her secondary weapon choices are either the ITA12S or the SMG-11. Finally, Amaru can take either the claymore or breaching charges as her secondary gadget.

Goyo’s gadget is the Volcon Shield. He can place down three of these, which all look like the new model for the Deployable Shield from the front, but they hide an explosive canister at the back. Shoot that canister and a small explosion will hurt anyone nearby before a fire spreads, burning for 12 seconds and halting any pushes from the attack.

Goyo can pick between the Vector .45 ACP and the TCSG12 slug shotgun as his primary weapons, but is stuck with the P229 pistol as his backup. As he can be played as either an anchor or roamer, Goyo can bring a nitro cell or impact grenades as his secondary gadget.

Rainbow Six Siege Ember Rise patch notes

Operation Ember Rise has arrived on the Siege test servers, which means we now have full Rainbow Six Siege Ember Rise patch notes.

In addition to the changes highlighted at the Six Major 2019, there are also tweaks to the Terrorist Hunt mode, balancing changes to operators, and stacks of bug fixes to peruse.

Rainbow Six Siege Ember Rise Smoke Elite skin

The next Rainbow Six Siege Elite skin has been revealed accidentally at the Six Major Raleigh 2019 where it was equipped during the group stages by a number of pro players. This a Smoke Elite skin with a streetwear anarchist aesthetic.

Rainbow Six Siege Ember Rise Kanal map rework

There will be no new map coming with Rainbow Six Siege Ember Rise, instead Ubisoft is reworking its Kanal map to make it more competitively viable. We got an early peak at what the rework will change at the last season reveal, but now we know a lot more about what changes have been made.

The map changes include a new route for topside rotations, a tunnel, and generally opening the map up a lot more. A great deal of work has been put in to ensure spawn peeking is not possible, a colour-coding will make call-outs easier, too.

When is the Rainbow Six Siege Ember Rise release date?

Rainbow Six Siege Ember Rise Goyo
(Image credit: Ubisoft)

Tom Clancy’s Rainbow Six Siege is soon on track to receive its next major expansion, kicking off the third season of Year 4, Operation Ember Rise. The free update continues the momentum of trimonthly content drops, debuting two Latin American Operators packing fresh talent for the multiplayer shooter. Promised contents already indicate a step-up beyond what many felt was a disappointing prior season, bringing new grappling hooks and incendiary shields to play. But with silence from Ubisoft, where is the Ember Rise release?

Updated September 10, 2019: Rejoice! Ubisoft has announced Rainbow Six Siege Ember Rise is slated for a September 11 launch. The update will see a staged per-platform rollout, spanning 9 AM ET to 12 PM ET.

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Ubisoft has established a robust schedule for Rainbow Six Siege updates over the years, developing an easy pattern to follow. Teasers drop, tailed by a Pro League Final reveal panel, Technical Test Server (TTS) PC testing, and Tuesday launch. While Ubisoft has recently experimented with fewer teasers and extended three-week tests, players have come to expect a somewhat consistent structure.

Rainbow Six Siege Ember Rise: Hands-on with Amaru and Goyo

Rainbow Six Siege Ember Rise Amaru (Image credit: Ubisoft)

The timetable has made it easy to predict release dates, as proven by Burnt Horizon and Phantom Sight in 2019. As a result, September 10 looked likely for Operation Ember Rise, backed by new Pilot Program Phase 2 cosmetics also confirmed for the same Tuesday launch.

But September 10 is here — and we’re yet to see the announcement of Ember Rise hitting live servers. Ubisoft often details deployment schedules at least 24 hours prior, which may be indicative of a delay beyond the assumed launch. The studio appears to be wrangling final bugs, with TTS maintenance underway just yesterday.

While September 10 looks increasingly unlikely, past Rainbow Six Siege seasons have released after Tuesday, meaning Ember Rise may drop later this week. Lack of communication from Ubisoft might be frustrating, but keep an eye out for the days (or hours) ahead.

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Matt Brown is Windows Central’s Senior Editor, Xbox & PC, at Future. Following over seven years of professional consumer technology and gaming coverage, he’s focused on the world of Microsoft’s gaming efforts. You can follow him on Twitter @mattjbrown.

Operation Ember Rise | Seasons | Tom Clancy’s Rainbow Six Siege

Gameplay

Fixed — Weapons no longer recoil when performing certain actions.
Fixed — At FPS above 70, players could quickly position their character using Macros or Hold.
Fixed — Slow disarm animation at the end of combat
Fixed — Players could move during the deactivation process
Fixed – While holding a device, players could quickly switch to a weapon by pressing the secondary device select button.
Fixed – A penetration charge placed on the floor could damage characters on the floor below through indestructible surfaces.
Fixed — Penetrating charges placed in corners could damage characters behind walls that were not affected by the explosion.
Fixed — A C4 charge placed on an indestructible floor without being attached to the ground did not deal damage.
Fixed — If the defender placed a stationary shield on top of the «bot», the recon device was unable to move.
Fixed — Bot thrown at an operator would hang in the air if it was displayed differently for both operators.
Fixed — After destroying most of the cameras, there were problems accessing the remaining intelligence devices of this type.
Fixed — Sometimes ballistic shields placed by dead characters would prevent other operatives from jumping.
Fixed – Operatives could only pick up a shield placed near a ladder by looking at it from both sides.
Fixed – Operatives could inspect the place of their death if the last camera of the support group was destroyed.

Operatives

Alibi

Fixed – When colliding with the Prism, attachable devices could hover in the air and activate.
Fixed — The effect accompanying the activation of the «Prism» was played even if the appearance of the hologram was prevented.
Fixed — Prism warning indicators disappear after 20 seconds when installed outdoors.
Fixed — Operative standing behind or on top of the hologram was partially protected from the blinding effect.

Bandit

Fixed – After fixing the Bandit device on a stationary shield, the interaction of models was displayed incorrectly at a certain angle.

Blackbeard

Fixed — When the hinged shield was damaged, the durability counter did not change.

Buck

Fixed – Shotgun shots by Buck did not always destroy doorframes on all maps.

Capitao

Fixed — If an Operator fired a dart at a flat surface near the ceiling, characters on the roof could take damage.

Caveira

Fixed — Caveira could interrogate while falling
Fixed — A badly wounded ally’s health points continued to be displayed during interrogation.

Clash

Fixed — Operator’s legs were displayed outside of the area protected by the shield and could be shot at.

Echo

Fixed — Yokai model interacting incorrectly with the ceiling model when jumping at high FPS.
Fixed — If a ceiling hatch was destroyed, the Yokai previously attached to it would still be displayed.
Fixed – When the Yokai model interacted incorrectly with the charge model, the Echo bot became indestructible.

Dokkaebi

Fixed — When spectating a defender using recon devices, the Dokkaebi operative would no longer have the hacking visual effect if the enemy switched cameras while the logic bomb was active.

Frost

Fixed — Frost’s snare could be activated by walking near the surface it was placed on.

Fuze

Fixed — AK-12 burst sounds were muffled.

Gridlock

Fixed — When viewed in 3rd person mode, the throwing animation of the Trax trap did not play correctly.

Hibana

Fixed — Hibana’s «X-KAIROS» damage was incorrectly transferred between server and client in some cases.

IQ

Fixed – If IQ raised a mine while the special device was active, the operator model animations might not play.
Fixed – Simultaneously activating an IQ device and an intelligence device caused the operator’s «bot» to be unable to move.
Fixed — When changing fire modes immediately after switching to the main device, IQ control was blocked.

Nomad

Fixed — A pushed back operator with a ballistic shield remained protected even while moving.

Maestro

Corrected — If Dokkaebi called Maestro while shooting with Evil Eye, then this process did not stop.
Fixed – When moving the Maestro device in the first second after the start of the call, the animation could go out of sync.
Fixed — When receiving a Dokaebbi call while switching between Surveillance Camera and Evil Eye, Maestro Special Device and Logic Bomb interfaces overlapped

Maverick

Fixed — The torch worked more effectively if the Maverick in the prone position activated the use of the scope.
Fixed — Previously damaged walls do not take burner damage.

Mira

Fixed — Characters could jump on Black Mirror.

Mozzie

Fixed – If the defender switched to the Mozzie bot while moving the camera, the recon device continued to turn.

Twitch

Fixed — In support mode, the Shockbot camera used by the Defender was in color instead of black and white.

Level design

Fixed – Incorrect interaction of object models on maps.
Fixed — Level design, lighting and texture rendering issues.
Fixed — Problems with mounting devices on different surfaces.
Fixed — Bug handling and collision issues on all maps.
Fixed — Some destructible walls can only be shot from one side.
Fixed — Attachable devices could be «hidden» in many places.
Fixed — In some maps, there were incorrect hints about the ability to jump over objects.
Fixed – If the Operator was standing with his back against the railing, then when switching to the prone position, his model continued to stand.
Corrected — There was a problem when shooting at double-layer glass.
Fixed — Bullets could not penetrate the third layer of a breakable wall.

Bank

Fixed — At 1F — Teller’s Office, operatives could see what was happening outside and observe through the ceiling.

Boundary

Fixed – Operatives stationed at the dome at ‘OUTSIDE — Rooftop’ could monitor 2F — Offices — Corridor.
Fixed – An invisible barrier appeared at the top of the radio tower at the point «OUTSIDE — Roof».

Clubhouse

Fixed — Operatives could hide under a cabinet shelf at 1F — Kitchen
Fixed — Operatives could observe through a certain part of the wall in the tunnel / point «OUTSIDE — Construction Site».

Chalet

Fixed – Defenders could watch the lake entry point from 1F Trophy Room.

Coast

Fixed — Operatives have found new ways to get on the awning.
Fixed – When installing the Eye camera at a certain point on the ceiling, defenders could observe the roof.
Fixed — Operators could climb onto the blue bar.

Consulate

Fixed — Using the Eye camera, defenders could observe through walls from the point «1E — Corridor (west).

Fortress

Fixed — Defenders could watch the entry point from a window in 2F Old Tower.

Hereford Base

Fixed – Operatives could observe P-Generator point from OUTSIDE Yard (West).

Channel

  • See «Channel Map Rework»

    Cafe «Dostoevsky»

    Fixed – Defenders could jump out of a window to the west and avoid detection and kill the Stormtroopers at EXT Alley.
    Fixed – Operatives could shoot at the enemy in the kitchen through the gap in the OUTSIDE Alleyway.

    Outback

    Fixed – The deactivator could fall behind the vending machine at EXT Balcony.

    Oregon

    Fixed – An operative who climbed through the window between EXT — Dining Room Roof and 2F — Bedroom — Main Hall was not affected by the effect of the Thunder Mine.
    Corrected — Operatives could get into the washing machine at the «P — Laundry Room» point.
    Fixed – Stormtroopers could place a deactivator outside the designated area at 1F Kitchen.
    Fixed — Operatives could not pick up a deactivator that was dropped on any of the pickup trucks at the EXT Junkyard.

    Villa

    Fixed – The C4 explosion placed in a certain area between the lamp and the wall at the “P — Warehouse (Manufacturing)” point did not deal damage.

    Yacht

    Fixed — «Bots» and devices that fell into a snowdrift were destroyed.

    User experience

    Fixed — Problems with the interaction of object models and visual distortions.
    Fixed — Visual glitches in spectator mode.
    Fixed — Various issues with Operations and Anti-Terror.
    Fixed — Various issues with sound and visual effects.
    Fixed — Minor issues with shop interface and menus.
    Fixed — Issues related to the interface and interaction of models when viewing the video replay of the end of the round.
    Fixed — Players had to restart the game in order to receive the free package for completing the event challenge.
    Fixed — If the Operator picked up the device, the subsequent throw animation would not play correctly.
    Corrected — Sometimes at the entry point, the operatives appeared too close to each other, which in certain cases led to the killing of an ally.
    Fixed — After confirming the change of equipment, the settings were reset, as a result of which the recruit could only use the previous set of devices.
    Fixed — If an operative was idle during the preparation phase, he did not automatically lose the deactivator.
    Fixed – «Friend fire» inversion activated if there was no message about intentional/unintentional damage to an ally.
    Fixed — Players can’t hear other users in voice chat and get offline status.
    Fixed — If a player left a session while an operative card was open, the remaining 4 participants were displayed disabled.
    Fixed — Sequentially tilting in different directions caused visual distortions.
    Fixed — After changing weapons, moving the operator was difficult.
    Fixed — If an operative passes through a gap created by an explosive device, it becomes difficult to move.
    Fixed — The user was removed for inactivity if the round ended during the preparation phase.
    Fixed — If an operator with a shield used aiming while running, there was a visual desync when viewing from 1st and 3rd person.
    Fixed — The deactivator icon was displayed in the interface even if the owner of this device left the game as part of the planning phase.
    Fixed – Operator’s hand models were not displayed when quickly descending stairs.

  • Operation Ember Rise has started in Rainbow Six Siege, a funny exit trailer with Amaru and Goyo operatives has been published

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    The company Ubisoft presented on its official YouTube channel a trailer dedicated to the release of the new operation Ember Rise for tactical team shooter Rainbow Six Siege ( Rainbow Six Siege ).