What’s up guys, Rogue-9 here and many thanks once again to Squarespace for their ongoing
support of the channel.
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presence but I’ll tell you all about that later.
This is the second part of my breakdown of the recent Y4S4.3 patch in Rainbow Six Siege.
There was so much to pick apart with this patch that I had to split the analysis in
to two videos and this one will focus on the impact (or lack of impact) that the latest
gun stat changes will bring to the game.
Ela, Finka, Jäger, Maestro, Nokk and Smoke are all seeing adjustments to their guns but
not all of these changes will actually make much of a difference when fighting full health
opponents, so come, let’s go see what these modifications will actually mean.
Ella is kind of annoying to play and has been for ages because her Scorpion EVO 3 A1 submachinegun
is such a nightmare to handle.
To give her a little bit of a buff and make her more fun to play, the recoil on the first
16 shots of any burst is being reduced by quite an amount.
But after these first shots, the gun will still go crazy, so it’s best to stick to
controlled bursts with her even after the patch.
This is a comparison of the recoil without any control and the improvement actually looks pretty good.
When I went to try out how controllable the gun will be I ran two tests.
One using up the whole mag for each burst and of course the second half of the mag kind
of fudges the results a bit, so I repeated the test while only firing half of the mag each time.
As you can see, things are definitely going to me improving but all in all, compared to
other defender guns, the Scorpion is still going to be quite challenging to handle and
unless you’re very close to your opponents, successfully hitting all of your shots in
a burst is still going to be challenging.
So yeah… is the recoil going to be better?
Yes.
Is it going to be good?
No
Finka may be a powerful attacker overall with generally high win rates but her Spear.308
bullpup rifle is still quite underwhelming.
To address this, the devs have adjusted its damage per shot to 42-26 depending on range,
up from 38-24 and of course the question then is: What practical impact will this have on the game?
Well, at ranges up to 25m the results are a little bit underwhelming.
Against level 1 armour opponents you will only save one shot to down or kill and only
if the enemy is wearing Rook armour and all of your shots hit just the arms or legs, without
over penetrating into the body.
Against level 2 armour there is no improvement at all and against level 3 its again a saving
of only 1 shot and only for either straight up limb shots or if Rook plates are involved.
Because the fire rate stays the same, each of those savings of one hit will also result
in a saving of 86ms (or 0.086s) in time to down or kill.
At long ranges (over 35m) you will see a more frequent reduction in required hits although
again level 2 armour opponents are going to be just as difficult to beat unless you’re
hitting only the limbs.
Nevertheless, you’re going to save a shot in most cases and with that will of course
also come the time saving of 86ms for every shot you save.
But as always, it’s worth keeping in mind that fights over 35m are most often decided
by who gets the headshot rather than who can hit 6, 7 or even up to 10 shots, so again
I would say that the benefit will probably be limited.
My conclusion here would be that at the most common combat distances in Siege, you’re
not actually going to feel much of a difference unless the opponent is already partially damaged
to the point where the four extra damage per shot will actually do something.
The Spear.308’s fire rate is very similar to the top 5 hardest hitting assault rifles
in Rainbow Six, but it’s also is still a good chunk weaker.
The gun’s damage output per second after the patch will be 490 (up from 443) and while
that’s a nice little improvement, it’s still far below the 537 DPS average for the rifle class.
So even after the buff, this gun is going to be below average.
Given how powerful Finka’s gadget can be that’s probably a good thing.
If the objective was to make Finka’s gun just a little bit better in a small handful
of very specific circumstances, while still keeping it relatively weak overall, then this
update will achieve that.
If you were hoping to play Finka more because her gun could finally be fun now, move along,
there’s literally nothing to see here!
Even after the introduction of Wamai as a defender that finally mirrors Jäger's abilities,
it appears that the pick rate of good old Jäger is still through the roof.
I conducted an in-depth comparison of both operators in a recent video (link on screen
now and coming up in the end-card if you want to check that out) and I am surprised that
the pick rate for these guys hasn’t naturally balanced out by itself yet because while both
have their strengths and weaknesses, I think that Wamai is a great alternative.
But that’s just my opinion, obviously there is still a problem with Jäger’s pick rate
and so to adjust that down a little, his 416-C rifle is getting a bit of a damage nerf from
42-21 down to 38-18, so losing 4 points up close and 3 at range.
What does this mean in practice?
Well at the most common combat ranges: almost nothing at all.
Against full health opponents you’re only going to need 1 extra bullet against level three armour opponents
(i.e. Gridlock, Rook, Fuze or one variant of the recruits), that’s it!
At 740 RPM, that means that taking down any of these three and a quarter operators is
going to take 81ms longer if you land body or limb shots.
At the far less relevant long ranges of 35m or more, the change is more impactful because
you’ll need 1 extra bullet in most situations and even 2 against the level three attackers
if you hit them in the limbs.
And of course this once again translates into the appropriate time loss.
Conclusion: If you were worried about the impact that this nerf would have on one of
your favourite operators I would say you’ll probably be ok.
There are only 3 heavily armoured attackers in the game and against all other enemies
you won’t really feel a difference.
Once again the change looks really scary but in practice nothing much changes unless you
are fighting at really long ranges.
The one thing you might notice is that you will be downing 1 armour opponents more often
than before and that 3 armours will die instantly but other than that, this nerf is actually very gentle.
If you enjoy playing Jäger, take a deep breath and relax, you’ll be fine.
But, do maybe check out my Jäger vs. Wamai video and maybe consider switching things up a bit more.
Wamai, in my opinion, is definitely an underrated alternative.
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Ever since joining team Rainbow in Operation Para Bellum, Maestro has without a doubt been
a very competent defender.
He has a great gadget and what is essentially an attacker weapon but on defence.
And with all of the little buffs that the LMG class has received over time, his ALDA
has just become more and more powerful as we go along.
525 Damage Per Second is outrageous when you consider that the second best Defender primary
(Bandit’s MP7) only does 480 and the SMG class average is only 411.
Huge magazine, outstanding fire rate, very controllable and good damage with each shot
make the ALDA probably the best primary weapon on defence right now and it makes perfect
sense to do something to bring it bit more in line with the rest of the Rainbow Six arsenal.
Even without the ACOG, this gun is still a great choice and in all honesty, I can see
the ALDA still being a primary candidate for further nerfs in future.
And finally, the patch notes tell us about one more gun buff and that is Nokk’s FMG-9
submachinegun and of course, that means that Smoke will also benefit!
Damage is going to be 34-20 instead of the current 30-18 and in this case, we finally
have a change that will have a definite impact in most situations.
Up to 18m distance you will consistently need one hit less to down/kill against level 1
and 3 armours and at longer ranges above 28m (after damage drop-off) every armour class
will need 1 bullet less, with 3 armours & limb strikes even taking two shots less.
This will result in a time saving of 75ms for each bullet you save and that’s against
many operators up close and all of them at longer range.
Hurray, so that’s an actual benefit for both operators going forward but then again,
the most common loadout on Smoke is the shotgun/MP combo and Nokk is a very challenging operator anyway.
It’s undeniable that at pro league level, where communication is key and observation
tools play a huge role, Nokk’s ability to move up undetected can swing the odds in favour
of the attackers but if you’re playing online anywhere up to plat level or if you’re solo
queueing, the advantage that Nokk’s gadget can bring has far less of a positive impact for your team.
So the conundrum is, if you give her a gun that’s powerful, she’s going to be broken
at the highest skill levels in the game but with on OK-ish gun, she will never be very
useful to the vast majority of the player base.
I personally don’t ever see this issue being resolved, so despite a nice little buff to
her SMG, Nokk will still be only marginally useful for almost everyone who plays Siege.
Ying is getting a bit of a buff in many ways, with the hope of making her Candela flash
grenades a bit more reliable to use.
First off, the grenade will receive an outline that Ying can see through walls and the intention
here is to give the player a bit more of an understanding of how far the grenade has rolled into the room.
So if it gets hung up on a piece of furniture or any other prop lying around on the floor,
you will at least know before charging in and getting downed by completely a un-stunned opponent.
The next improvement is with the distribution and detonation time of the flash pellets within the grenade.
Up until now, each grenade always had 6 pellets.
Five would be thrown out in a circle just above head height and one would go off on
the floor right on the grenade itself.
After the next patch update, it will then be 7 pellets: 1 goes off on the grenade itself,
three go out at crouch level and then three at just above head height.
The timer on each pellet will only be 0.3s in future (up from currently 1s when thrown
and 2.5s when placed on a wall).
Quicker detonation will give the defenders less chance to turn or run away and therefore
result in more reliable flashing.
And finally, the last little change to the pellets might not seem like much but I think
this could actually be really important.
The patch notes tell us that up until now, pellets that hit any kind of map prop just
fall straight to the floor and detonate there but in my testing, I found many instances
where pellets that didn’t have a perfectly clear path could actually fail to go off altogether.
See there examples here where only 5 pellets go off each time.
In future, the collision will be a bit more intelligent and the pellets will no longer
just fall straight down if they hit any obstacle.
In my preliminary testing, this seems to also have done a great job at helping fix the failures
to detonate and fingers crossed, we will have far more reliable behaviour going forward!
Before we wrap up, let me quickly take you through a couple of bug fixes that will also
have some gameplay impact.
As you will know, Mute’s jammers have two different ranges when interacting with drones or some operators.
Up to 6m away, you will experience minor interference and once you get to 3m distance, your signal
will be completely blocked.
Everyone will have experienced this effect while droning and a very similar effect is
present when using Jackal’s Eyenox visor; first interference, then total loss of vision.
The problem in the game pre-patch is that Jackal is not able to scan footprints even
when in only in the 6m range and that is unintended.
Once the patch goes live, scanning can take place anywhere up to 3m away from a Mute jammer.
Ying’s Candela’s in the live build can sometimes have an issue where if they are
rolling down stairs, their detonation can be delayed and they slide all the way to the
bottom instead of going off where they normally should.
This is being fixed and instead they will stop and detonate as intended once the patch goes live.
And finally, something that many players probably never noticed but before the patch, the Holographic
sight when used on Glaz’ DMR, has a much larger and thicker reticle than it is supposed
to and that is getting fixed with the upcoming update as well!
So great news for all 7 of the players who run the Holo sight on Glaz.
For the other 50 odd million of us who use a normal sight on his gun, this change will have no real impact.
And that’s it, everything you need to know about how the upcoming changes will affect your games.
Do leave a like if you learnt something useful and why not swing by my relatively new Instagram
account for more Rainbow Six content.
Thanks everyone for watching and with that, I hope you enjoyed the video and I will see
you in the next episode!