What’s up guys, Rogue-9 here and in this video, I want to once again discuss the suppressors
in Rainbow Six Siege because a lot has changed since my last video!
Compared to the suppressor stats I tested a while back, only 4 guns retain the same
close range suppressed damage and all other stats have changed!
When exactly those changes took place is hard to tell.
I personally don’t track suppressor damage as closely as I do for regular damage and
these changes were never highlighted in any of the patch notes, so at this stage the exact
timing of the updates is a bit of a mystery but never mind that anyway, the Good News
Everyone is that for almost all weapons, the suppressor damage debuff is weaker now than
it used to be and the question then is: could the suppressor actually be viable on any specific guns now?
Let’s go and find out!
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Now if you want a reminder of all of the benefits that the suppressor will provide, I will refer
you to my video on gun attachment types.
Check that out if you need a refresher (link in the card on screen now and also coming
up in the end card) and that saves us having to go over those details again now.
So, what we really want to discuss now is: how do we decide whether or not attaching
a suppressor is “viable”?
I think there have to be two aspects to consider.
First of all, we don’t want to have any significant negative impacts from the damage
reduction; the number of shots to down or kill should remain the same.
Secondly, we also need to consider the lack of recoil suppression the suppressors provide.
Using a suppressor on a high recoil weapon is probably not a great idea, even if the
damage reduction is not that bad.
I have re-analysed the close and long range damage impact of the suppressor on each gun
that can attach one; spoiler alert: it’s almost every weapon in the game and yes, I
tested each and every one of them manually in a custom game.
And that’s where we run into our first little issue… and by little I mean kind of massive.
In Rainbow Six Siege, there are currently 78 weapons that can attach a suppressor.
When you are in the operator menu and you attach said suppressor, the stats instantly
update to show you the new baseline damage and that’s great because any player can
then instantly get a feeling for how picking the suppressor will affect their gameplay!
Awesome, right?
Except that is where the little-massive issue comes into play.
You see the in-game stats aren’t always correct…
Let’s play a little game shall we?
Welcome to the Rainbow Six Trivia Gameshow, I am your host Rogue-9 and for today’s jackpot
of 100,000 Vietnamese Dong all you need to do is answer one simple question!
Are you ready?
Fingers on buzzers please and for those of you playing along at home, do feel free to
leave a comment in the comments section below!
Out of the 78 weapons that can attach a suppressor in Rainbow Six Siege, for how many of them
are the in game suppressed damage stats correct as of the current live build on the 20th February, 2020?
Are we all ready?
Computer, please give us the answer!
Out of the 78 weapons in Rainbow Six Siege, the in-game suppressed damage stats are correct
for a total of 9 weapons and the stats are incorrect for the remaining 69 weapons!
And there you have it, the damage stats are correct in only 12% of all cases.
Congratulations to the winner, I will be getting in touch to PayPal you your prizemoney at
the earliest convenience!
To everyone else who played along, thank you so much for taking part until next time: It’s
good night from Computer!
“Good Night” And good night from me: Good Night!
So yeah, all jokes aside… that is actually a thing.
The suppressed damage stats in the game are wrong for almost all guns…
Yikes!
And another interesting side note worth mentioning is that even though there has clearly been
some work on the suppressor damage at some point since my last tests, the actual relative
damage loss can still vary quite wildly from gun to gun and even between long and short
range for the same gun!
For instance, at close range the average damage reduction for all weapons is 12.94% but some
weapons have a much smaller reductions and some much larger.
For example Nomad’s ARX200 goes from 47 to 44 points and that’s only a 6.38% damage loss; Dokkaebi’s
MK14 EBR, Nomad’s AK-74M, Buck’s CAMRS, Thatcher’s AR33 and Ash’s R4-C also stand
out with less than 8% damage loss each.
On the other end of the spectrum is Vigil’s K1A submachine-rifle-thing.
And yes, I am officially giving up on trying to classify this gun.
Yes: according to the South Korean military, this is supposedly an SMG but also yes: it
shoots rifle ammo and is therefore by definition a full-auto carbine and finally, yes: the
game stats still define it as an SMG.
Call it whatever you want, I hereby withdraw myself from further debate and will from now
on refer to this gun as a submachine-rifle-thing!
Classifications aside, this gun’s close range damage goes from 36 to 24 when attaching
a suppressor and that is a massive 33.33% reduction; other notable guns with more than
25% of close range damage loss are Zofia’s LMG-E, Maverick’s 1911 TACOPS and the Polish RG15.
So as you can see, at close range, the reduction in damage varies quite wildly from gun to
gun and don’t even get me started on the long range stats.
Here, the reduction can be anywhere from as little as 4% (on Lion’s V308), all the way
up to 30.77% (for Jackal’s PDW9).
The clear summary is that the damage reduction is still being handled on a case by case basis
instead of there being a consistent modifier across all weapons.
But now the all-important question: for which guns is the damage reduction still in the
area where the required number of shots to kill is not impacted?
Well, if you want the list of guns for which there is no impact at all, against all three
armour types and at all ranges… then the answer is quite simply none.
There is no gun in the game that doesn’t at least suffer a little bit somewhere.
But maybe not all hope is lost!
What if forget about long range and focus instead on the ranges before damage drop-off
(so 12,18 & 25m) depending on gun type?
Well in that case, there are in fact 12 weapons in the game that will require the exact same
number of shots to down or kill!
4 DMRs (yes, the TCSG12 is basically classed as a DMR in game now), 5 assault rifles and 3 pistols!
And maybe we can broaden this list a little more.
We know that there are really only three 1 speed attackers in the game: Monty, Gridlock
and Fuze; so I think it’s fair to say that we could also add defender weapons to this
list that don’t suffer any STK disadvantages for just 2 and 3 speeds.
There we go, that doesn’t look too bad does it?
For these 23 guns, the damage reduction of the suppressor is exactly so, that at the
most common combat distances and against the most common opponent armour types, you actually
have no negative impact on the number of shots to down your target and with all of the benefits
the suppressor provides, it might actually be worth considering to attach it specifically
to these weapons.
Yes, there are a couple of caveats.
If you are shooting through soft cover or hitting the limbs or if your target is not
at full health, you might need more shots to kill with the suppressor.
The filtering that has suggested these 23 guns only works for full health opponents
and upper body shots, so do keep that in mind.
But if you are landing your shots to the chest and your opponents are unharmed until that
point in time, then the only other thing to consider is how difficult to control these
guns will be without the usual muzzle devices you would be using.
Although for a couple of guns this consideration is completely redundant because they don’t
actually have any alternatives.
The TCSG12 used by Goyo and Kaid, only has access to the suppressor, nothing else and
since the damage of the gun gives it the ability to down/kill an opponent with the exact same
number of body shots in all cases except level 2 armours at long range, I think there’s
actually a strong argument to be made that the suppressor could be viable on this gun.
Just keep in mind that it might stick out from behind cover a bit more.
The same goes for Frost’s 9mm C1 because here the only other alternative is the extendo
barrel and the gun is actually super easy to control with the suppressor, so again if
the benefits of the suppressor are of value to you, you might just consider attaching
it with Frost.
For the other guns I ran recoil tests and in my personal opinion there are definitely
some where the added recoil is still tolerable.
Whether or not they will work for you is of course a personal matter and depends on factors
like whether you are playing with a controller or mouse and keyboard or how experienced you
are in the g ame.
There are a few general principles that I can share though.
In general, the semi-auto rifles and pistols are extremely easy to control once you attach
a muzzle brake.
When using the suppressor, they’re not terrible but you definitely notice the difference.
The pistols behave more like Caveira’s pistol and while that might not be too bad at very
close ranges, keeping your grouping together at even the middle distance becomes a bit
of a challenge.
I might try to run the suppressor on some of these pistols for a little to see how I
feel about it but at this stage, I’m not 100% convinced that this will be the play.
What I can say for sure though, is that suppressing the D-50 is definitely NOT the play.
The recoil on that gun is barely controllable even with the muzzle brake and chaining shots
together without it?
Pretty much impossible!
For the semi-auto rifles, Buck’s CAMRS is kind of meh with the suppressor attached and
I usually prefer the C8 anyway but hey Dokkaebi’s Mk14 actually handles quite well!
Ok, suppressed Dokkaebi it is!
In terms of potentially viable SMGs, besides Frost’s gun there are only Bandit’s MP7
and the GIGN’s P90 of all things.
Recoil on the P90 is not the easiest in the world to control anyway and honest fact, I
literally never use that gun.
The potential of attaching a suppressor is just not going to get me to switch away from
the MP5, so I’m going to forget about the P90.
Comparing the MP7 with and without suppressor, you can see a difference in the handling but
it’s not all that huge.
Maybe I’ll give this a go too!
Finally, over to the five assault rifles that may well be viable!
For me personally, Blackbeard’s Mk17 really didn’t feel all that great when suppressed
but Nomad’s ARX200 and Twitch’s F2 were kind of OK.
And that’s even after testing the F2 on the current test server build, which includes
a recoil increase compared to the live build.
But the two guns that really stood out to me as being quite contro llable were IQ & Wamai’s
AUG A2 and Thatcher’s AR33.
Both of these guns still felt quite good and again, I will definitely be trying them out
with suppressors going forward to see how they feel in practice.
And that’s it!
With the updated suppressor damage stats there are actually a number of weapons that could
take advantage of everything the attachment has to offer while avoiding most of the downsides.
If you want to check over the full stats for all guns yourselves, you will find the up
to date data in my online spreadsheet, link in the description!
Over to you, do you think it might be worth trying out the suppressor on some of these
guns from now on?
Let me know in the comments and with that, thank you so much for watching, I hope you
enjoyed the video and I will see you in the next episode!