What’s up guys, Rogue-9 here!
Many thanks to all of you who got in touch, throughout Operation Ember Rise, to let me
know that the in-game fire rate stats for some of the weapons in Rainbow Six Siege had been changed.
It has taken me a little while but I checked over all of the fire rates and can confirm
that three weapons seem to have been updated at the beginning of the season.
The fire rates for Clash’s SPSMG9 and Mozzies Commando 9 and P10 RONI have all been increased
and in today’s video, I want to reassess these guns with this new information.
Are the new in-game stats accurate and by how much have each of these guns improved?
Let’s go and find out!
As usual, before we even go into the analysis of these guns with the new fire rates, the
first step is to run some tests in a custom game and then manually calculate the fire
rates to make sure that the new in-game info is actually accurate.
And partially good news everyone!
Clash’s SPSMG9 secondary machine pistol is now supposed to deliver a fire rate of
980 RPM (up almost 9% compared to where the gun was last season) and my tests delivered
an average calculated fire rate of 979.63362 RPM and that’s close enough for me.
The Commando 9’s new fire rate is listed as 780 RPM (exactly 4% quicker than last season)
and my calculations give us 779.2342 RPM, so that update is also confirmed!
And I guess two out of three is not that bad, because sadly the listed new fire rate of
980 RPM for the P10 RONI does not quite match with my calculated rate of 970.257743.
It appears that the actual fire rate when you are playing is 10 RPM lower than the in-game
stats would have us believe, so this gun has only received a 2% boost instead of the listed 3%.
For the remainder of this video, I am going to use the actual, calculated fire rate for
the RONI rather than the in-game stat, so 970 it is.
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Ok, so far so good, we have an 8.9%, 4% and 2.1% boost in fire rate for each of the guns
respectively and since the baseline damage per shot of each gun was not affected, this
will of course translate into exactly the same gains in terms of Damage Per Second and the Time to Down/Kill.
Let, me show you the before and after stats and let’s start out with Clash before we
then move on to compare how the changes have affected Mozzie’s primaries.
The old DPS used to make the SPSMG the weakest out of all of the secondary SMGs and even
after the fire rate boost, this doesn’t change.
It still has the lowest fire rate and the damage is not all that great either, so the
damage output is still nothing spectacular by comparison.
But this is balanced out with slightly better controllability and that is really important
given how this gun technically functions as Clash’s primary.
And compared to the primary weapon classes in Siege, the SPSMG comes out looking quite decent.
The SPSMG does a good dose more damage than any of the main SMGS and can even keep up
with many of the attacker rifles and that theoretically goes for all ranges, although
controllability becomes an issue for Clash when your target is further away.
When it comes to Time to Down/Kill, the improvement is helpful against level 2 and 3 armour opponents,
where Clash’s damage stats allow her to increasingly outperform all other weapon classes,
the heavier the armour, the better her gun performs compared to other weapons.
Against level 1 armour though, she can only outperform the defender primaries while losing out to attackers.
The conclusion is that while the new fire rate makes this gun exactly 8.9% better in
all respects, it is still only an ok gun rather than an amazing one.
Now over to Mozzie!
Back when he first came out, I ran one of my regular Loadout META videos where I compared
both of his primaries and my conclusion back then was that for most players, the Commando 9
was the better choice.
If you want the full breakdown of that analysis, a link to that video is in the top right hand
corner now and also coming up in the end card!
As I pointed out in the Mozzie video, both of these guns are exceptional and the superior
fire rate and ADS time mean that the RONI holds some advantages over the Commando.
But the Commando hits harder, needs less shots to down or kill, has quicker times to down
or kill and comes with 6 extra bullets in each mag.
If we check the DPS and TTK for both guns, we can see that before the Ember Rise update,
the Commando already had a bit of an advantage against most armour types and at most ranges
and now that it’s had a bit more of a boost than the RONI, those advantages are just that little bit greater.
To be fair though, these difference are not massive by any stretch.
Maybe 2 frames less to down or kill an opponent at 120 FPS (and only 1 frame if you are on 60 FPS).
But nevertheless, the advantage is there and now just that little bit greater still.
So in terms of a conclusion, I would say that the Ember Rise fire rate updates don’t drastically
change the picture but simply reinforce my earlier conclusion that the Commando just
about edges out the win in the hands of most players.
Fire rate is a really powerful factor though and as long as you are consistent in terms
of hitting headshots then all of these other considerations might not really be all that
important to you.
Which of these guns in your favourite, vote in the poll in the top right hand corner now!
I will be gathering the results of these polls and will be sharing them on my Instagram (rogue.9.r6),
so follow me there to see the results!
And that’s it.
Thanks again to everyone who pointed out the new fire rates; I have updated my online spreadsheet,
so feel free to dig deeper into the stats at your leisure!
Many thanks for watching, I hope you enjoyed the video and I will see you in the next episode!