What’s up guys, Rogue-9 here and with the last balancing patch, we saw (amongst other
changes) a double punch nerf to Jackal’s C7E assault rifle.
The Spanish foot fetishist now underloads his magazines with 25 instead of the standard
30 rounds (possibly something to do with jamming or something, who cares about reasoning anymore
anyway) and the damage that each one of those bullets does is also reduced quite substantially.
So, how bad is this gun now and can the PDW9 finally compete as a viable alternative?
Time to dive all the way down into those juicy, juicy stats.
Let’s go!
Damage from the C7’s bullets has been reduced down to 42 points at close ranges (less than
25m) and 21 (instead of 23) at ranges above 35m.
This means a DPS (or Damage per Second) reduction of 53 up close and 27 at long range.
Doesn’t sound that bad, right?
Well, the actual impact against full health opponents is actually not without consequences.
Up close this nerf will require you to land one extra shot to down/kill your target in
four out of our 12 standard permutations: Level three armour body shots, level 2 armour
body shots with Rook plates, level 1 armour limb shots and level 2 armour limb shots with rook armour.
Because of the 800 RPM fire rate, each of those additional shots means 75 extra
milliseconds to take out the target.
At long range, even though the DPS loss is minimal, additional hits will be needed in
8 out of the 12 cases; see data on screen now!
And as before, this of course means 75 extra milliseconds time to kill in each of those cases.
The first conclusion here is that these changes definitely have some bite to them although,
if we compare the C7’s stats to the rest of the assault rifles in the game, we can
see that the gun can definitely still handle business.
DPS used to be second best, out of all assault rifles in the entire game (only beaten by
Fuze and Ace’s AK-12) and after the nerf, it remains just about above average at close
range but since the C7 now has the weakest long range damage of all attacker rifles,
this also means that the long range DPS went from slightly below average, to quite significantly below average.
The story for times to kill is basically exactly the same.
Before the nerf, the C7 was above average against all targets at close range but often
below average at long range and now only just above average overall up close and decidedly
below average further away.
So while this gun is definitely not as great as it used to be, it can still hold its own
against most other assault rifles but only at ranges up to 25m.
But, add on to that the fact that the gun now only has 25+1 bullets and there is no
doubt, that what was once arguably THE best attacker rifle in the game, is now basically
the ginger middle child of the family.
We’ll still put up with it, it’s not that bad but, let’s be honest here, there are
plenty of other siblings and cousins we’d rather hang out with.
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If we compare the stats of the new and dis-improved C7E to Jackal’s other main weapon, the PDW9
SMG then the main headlines really stay pretty much the same as before.
The only stats that have changed with this recent patch are the damage, DPS and capacity
but even with those nerfs, the C7E is still the stronger gun at short range, with excellent
reload speeds, while the PDW is now much better at max range, with awesome ammo capacity,
great ADS speeds and a modest recoil advantage.
If you are engaging targets anywhere below 25m, then the C7E is hands down, without a
doubt, 100%, undeniably still the significantly deadlier weapon out of the two, with a one
(or even two) shot to down/kill advantage in 8 out of 12 armour and strike location
combinations and in the other 4 cases, the guns are simply just as good as each other.
As before, each bullet saved means 75ms less TTK.
At long range, the tables turn quite drastically and the C7 will now require at least 1, 2
or even 3 additional shots to down opponents and that translates into up to 225ms extra
TTK… that’s almost a quarter of a second and considering the time ranges we normally
deal with in Rainbow Six Siege, this might as well be a lifetime.
That being said, it is worth keeping in mind that the greater the distance to target, the
less relevant these theoretical stats become.
Time to kill is always calculated under the assumption that you fire the gun at max fire
rate and all of your bullets hit, which becomes less and less likely at these kinds of ranges.
In addition to that, at these ranges you can see that we are talking about minimum times
of just under a quarter of a second all the way up to half a second and more (even 900ms
in the worst case scenario!).
These times become totally irrelevant in Siege because of course every single gun can kill
in a single headshot, so if you hit the head, the time to kill could be as little as a grand total of 0ms.
What I’m saying here is that at long range, it’s not so much about who can land 5, 6
or even 7 body shots; what decides the gunfight is really who hits the headshot first.
And in addition to THAT, we also need to consider modern map design in Siege; where with every
new rework, we see the maps changed in a way that reduces the number of long angles you can hold significantly.
Rainbow Six Siege has always been a pretty close quartered game and over time, it is
becoming even closer quartered.
Can you occasionally get into situations where you will be fighting at over 35m?
Yes, sure… it can still happen but those occurrences are becoming exceedingly rare
and we know from stats released by Ubisoft years ago, that the most common kill range
in Siege is in fact less than 10m on average.
And in addition to THAT, we also need to consider that the damage drop-off for the PDW starts
much earlier at 18m and bottoms out at 28m, while that of the rifle doesn’t even start until 25m.
So over this specific mid-range distance, the C7 basically stays at full power until
the very end, while the PDW already becomes progressively weaker, creating a range where
the rifle is SIGNIFICANTLY more powerful than the SMG.
It’s not until you get to 33m or more (and in Siege terms, that’s really far) that
the long range power advantage of the PDW9 kicks in.
The numbers don’t lie, at 35m or more the PDW9 is a lot more powerful than the C7 but
once we factor in all of the caveats I just listed, I think it’s pretty obvious that
the tangible value of this long range damage advantage is questionable at best.
When it comes to suppressing either of the guns, the conclusions are pretty straight forward.
The reduced damage is 28 at close range and 18 after drop-off for the PDW (and can you
believe it!! for once the in game menu stats are actually right!!).
For the C7, damage is 38 up close and 19 at long range and the menu tells us [drum roll…]
35, so close and yet so completely and absolutely wrong!
Mini side rant here: February 21st, 2020; one year and three months ago, is the first
time that I pointed out that the suppressed damage stats in the operator selection menu
is wrong for almost every gun in the game.
That’s literally year 5, Season 1 and we are now heading into Year 6, Season 2… and
these god damn stats are still fucking wrong!!!!
What the hell are you doing Ubisoft!!
How is the game still providing false information to millions of players?!
How is anyone supposed to make an informed choice about the suppressor if you have the
wrong stats in your god damned game?!
How hard is this to change?!?!
I don’t get I, I just don’t get it…
This is such an easy thing to change and not doing it is actually misleading every single
player who checks the menu to try to decide whether or not the suppressor could be worth
using for any particular weapon.
Maybe it’ll get changed soon… maybe it won’t.
If you want the actual, real damage info on suppressors, for now all you can do is check
my suppressor video (link in the top right hand corner now and also coming up in the end card).
Mini rant over…
So, the question now is, are Jackal’s guns worth suppressing or not?
The PDW is, along with the MP5 used by Rook, Doc and Melusi, the worst gun to suppress
in the entire game.
If you attach a suppressor to the PDW, the number of close range body shots to down/kill
against level 2 armours without Rook plates, will not change.
For every other armour type, with and without Rook plates at all ranges, you will need at
least 1, 2 and even up to 3 extra shots to down/kill your target; Completely and utterly
unacceptable in my books.
The C7 on the other hand is actually very suppressible after the nerf… as long as
your opponent is not wearing Rook plates.
Without those, every target will take the exact same number or body shots, at close
as well as long range, with the single exception of level 1 armours at long range.
They take one shot extra.
With Rook plates involved, it’s one extra shot for everyone at long range, plus one
extra for level 1’s at short range too.
My conclusion would be that suppressing the C7 can actually be extremely viable but with
a bit of a risk if your opponents bring Rook.
And so much for the stats but one last thing: now that scopes have apparently become a balancing
tool, it’s also worth mentioning both guns have access to the three standard 1x scopes
and while the C7 also lets you attach a 2x, the PDW9 is limited to the 1.5x.
If you have a strong preference one way or the other, that there might also be worth considering.
So my final conclusion when comparing the PDW9 and the C7E is that at the ranges that
count the most, despite the recent nerfs, the C7 still has the advantage when it comes
to raw takedown power.
That being said, when you factor in all of the other… factors… these two guns are
more balanced than ever before.
Yes the C7 rifle still delivers the greater knockdown power up close and has outstanding
reload times (literally the best of any rifle by far, for whatever bizarre reason) and if
you’re a suppressor loving sneaky boi, then picking the C7 over the PDW is a must in my
books… but that’s it.
The PDW9 is easier to use and control, with better ADS speed, slightly less recoil and
now literally double the mag capacity.
Add to that the long range knock down power and there is now every argument to be made
for Jackal fans to go ahead and shake things up a little by giving his alternate primary
weapon a spin every now and then.
As long as you don’t use that god-awful ITA12L primary shotgun you should be all good
and if you’re one of those people that runs double shotguns; get some help, you need Jesus in your life!
And on that note, thanks for watching, I hope you enjoyed the video and I will see you in the next episode!