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  • What's up guys, Rogue-9 here and today we're taking another look at the extended barrel

  • in Rainbow Six Siege.

  • Those of you who have been following my work for a while now will know that in the past,

  • I have branded the extended barrel as pointless.

  • But how have the recent changes to the damage drop-off modelling affected the extended barrel

  • and what about Ela's new shotgun, the FO-12?

  • There's only one way to find out!

  • Begin

  • The video will be divided into three parts

  • (timestamps in the comments section below): 1.

  • Part 1 will discuss the extended barrel function for rifles and SMGs,

  • plus some bugged drop-of curves I've uncovered.

  • Part 2 will discuss the extended barrel function for the shotgun

  • And part 3 will be an evaluation

  • Basically answering the question: should you use the extended barrel and if so, for which guns?

  • So let's start out by understanding how the extended barrel works.

  • The in-game description still claims that the EB provides "full damage over a longer

  • distance range" and as I demonstrated in my first video on this topic, this is incorrect.

  • The reality is that with the EB, damage drops off from exactly the same distance as without

  • it and the only difference is that the minimum damage is raised resulting in a flatter drop-off.

  • As you can see, max damage is not affected and we just have less drop-off with more power at distance.

  • And this is still how the EB works for most of the weapons after the recent update

  • as you can see from the table I put together here.

  • As always, if you are having trouble reading the numbers, you will find a link in the description

  • that will take you to an online spreadsheet that you can explore at your leisure.

  • This table covers the attacker weapons and apart from the R4-C and Para-308 which receive

  • a minor damage boost at close range against lvl 1 armour targets, all is as expected

  • until we get to the defender weapons.

  • For Frost's 9mm C1, all is still good but that's where the consistency ends.

  • Caveira's M12 and the French GIGN P90 have no damage drop-off whatsoever once you attach the EB

  • Yep, max damage at all distances.

  • So the EB must make these guns super OP right?!

  • I would say, wait for the evaluation at the end.

  • Now while Jaeger's 416-C does experience a damage drop-off over the distances we would expect

  • to see but the EB also lowers max damage for his gun by almost 10%.

  • When it comes to the FBI's UMP45 all bets are off.

  • I tested the damage at point blank range, then 13, 18, 23, 28 & 40m and instead of following

  • the expected drop-off pattern, the damage was 5% higher at close range but then dropped down

  • radically to a minimum damage of 30.

  • Now given that the goal of bringing in a new damage drop-off model

  • was to add consistency to the game

  • It seem odd that the effect of the extended barrel should be so inconsistent for the defender weapons.

  • Some of it may even be by design, I don't know but whatever the case,

  • I've taken the liberty of reporting this as a bug to Ubisoft.

  • But now that we know how the EB works for the simple damage drop-off models of the rifles

  • and SMGs, it's time to get stuck into the interesting part of the video, testing Ela's

  • FO-12 shotgun.

  • As you can see here, the FO-12 deals its max damage of 35 points for each of the eight

  • pellets up to a range of around 6m and then the damage drops off to 24 points at 12m.

  • The damage plateaus here before dropping off again after 18m, reaching its minimum of 12

  • points by 21m distance.

  • Attaching the EB does pretty much what you would expect from it, it raises the mid-range

  • and long-range damage stats each by 5 points per pellet, with the only small inconsistency

  • appearing during that second drop-off range.

  • Here, I didn't see the nice smooth drop-off that I got for the gun without the EB but

  • instead, damage instantly dropped to 18 points per pellet before settling on the minimum

  • of 17 points.

  • But that small detail aside, I am quite happy with how consistent these numbers ended up

  • being and I am quite confident that the results are pretty accurate and dependable.

  • And now that we know how the extended barrel works for all of the weapons that can attach

  • it at all distances, it's time to evaluate these numbers to figure out whether or not

  • you should consider using the EB.

  • There are only two drawbacks to attaching the extended barrel.

  • It sticks out further so it can make you easier to spot when rounding a corner or hiding just

  • to the side of a door or window and you have the opportunity cost of missing out on one

  • of the other muzzle attachments that can improve your guns' recoil.

  • So the question we need to answer is: “does the damage benefit justify dealing with harsher

  • recoil and lower concealment?”

  • The damage benefit you get from the EB (as of the Blood Orchid update) ranges from a

  • mere 18% for the SMG-11 to up to 52% for the 416-C which sounds like a lot of variance

  • but if we calculate the required number of shots to kill, for each weapon

  • this become an awful lot simpler.

  • For almost all of the weapons, the number of shots to kill at the minimum damage range

  • is lowered by one and in the case of Ela's shotgun that difference is one pellet at mid-range

  • damage and three for long range.

  • Considering how nicely this has worked out, it makes me wonder if the way the EB works

  • for the M12 and P90 is maybe not actually a bug but by design.

  • The UMP45 on the other handthat's still messed up.

  • The damage numbers I measured in my experiments mean that there is actually a range between

  • 17 and 21m, depending on the armour of the opperator you are up against,

  • where the EB results in you needing one extra STK before needing the same and

  • then finally one less from 27m onwards.

  • That's stupid and nobody can tell me that that's working as intended.

  • Ok, so to summarise, with most of the guns, we need one less shot to kill.

  • That sounds decently useful, not OP but also not pointless, right?

  • But let's dig a little deeper here!

  • If we look at the ranges from which the additional damage starts giving you an actual benefit

  • for each of the guns, you can see that those ranges tend to be quite far out.

  • Against level 1 armour, the EB on the attacker rifles will not benefit you at all at ranges

  • below 29-32m.

  • And even for the defender weapons, the shortest range at which the EB results in one less

  • shot to kill is with the M12 at 21m and onwards.

  • If we calculate the STK benefits against level 2 & 3 armour we can see that the number will

  • usually be zero up to the 20-30m range and thenminus onebut can also on occasion

  • zero at all ranges or minus two.

  • The bottom line for rifles and SMGs is that since most of the combat takes place in doors,

  • you will rarely get to engage your target at distances where it will actually benefit

  • you and even if you do, all you can hope for in most cases is one less STK.

  • Does this justify missing out on the significant recoil and muzzle flash reduction you can

  • get from other attachments?

  • My general answer would still be no.

  • Sure, if you know that you will be spawn peeking or holding down a long corridor AND you are

  • using a gun that is controllable enough without a muzzle attachment, there could be an argument

  • for using the extended barrel.

  • But in most other cases, I do not think that the benefit of the EB is enough to make it worth using.

  • As before, the 9mm C1 is a special case here, since the gun does not have access to recoil

  • reducing muzzle attachments.

  • This removes the opportunity cost element from the equation and leaves the conclusion

  • that, as long as you are aware of the extra barrel length and how it can give away your

  • position, there is no reason not to opt for the extra damage at range.

  • But what about the Ela's FO-12?

  • This is the first shotgun that is capable of attaching an extended barrel and as we

  • can see in the STK table it can result in needing up to 3 less pellets on target to

  • achieve a kill against all three armour types.

  • In real life, a longer barrel on a shotgun would lead to a tighter spread pattern, which

  • would be really useful in Rainbow Six.

  • Sadly though, I compared the spread indicators in both cases and I can confirm that the EB

  • does not tighten up the pattern.

  • Now let's again dive a little deeper into analysing whether or not the damage boost

  • of the EB makes any difference for the FO-12.

  • With shotguns, their effectiveness is dictated by the number of pellets that can land on

  • target and as Prodigio Pete highlighted in one of his recent videos assessing the FO-12

  • and Six12, the way in which the 8 pellets are spread out in Rainbow Six is pretty random.

  • The pattern will always be different from shot to shot and there are only a couple of

  • rules that add at least some consistency.

  • Firstly, one of the pellets will always land precisely at your point of aim, so as long

  • as your aim is on target, you will always land at least that pellet.

  • The 7 remaining pellets will be spread out in a seemingly random pattern within the spread of your gun.

  • When hip firing, the spread indicator of the HUD will give you a perfect guide for this.

  • And finally, I believe there is one last rule that helps us understand the pellet pattern.

  • If we examine a screenshot form one of my past videos, it becomes clear that with enough

  • shots fired at the same spot, we end up with a donut ring pattern: many shots in the outer

  • half of the spread cone and distinctly fewer in the inner half.

  • So the summary is: one pellet in the centre and 7 patterned around the point of aim with

  • most of them landing in the outer half of your spread indicator.

  • If we use this knowledge and maybe an example test pattern we can assess how many

  • pellets are likely to hit at the distances at which the extended barrel will offer an

  • advantage and that is from 12-18m and then again from 20m onwards.

  • When hip firing the fact is that even at 12m distance, landing more than one or two pellets

  • on target is already fairly unlikely.

  • The FO-12 is most effective at ranges up to 6m, where you should reasonably be able to

  • expect a one shot kill and the maximum distance at which you can still reliably expect 2 pellets

  • to hit is around 10m.

  • Of course if you attach a laser or aim down sights, these distances are pushed out by a little bit further

  • and within these effective ranges the EB does offer a small damage advantage of up to 21%

  • but the more significant damage boost of 42% does not occur until ranges beyond 20m where

  • the FO-12 is simply not effective anymore.

  • The bottom line for the EB on the FO-12 is essentially the same as for the 9mm C1.

  • Attaching it is not going to make a world of difference but unless you want to run the

  • suppressor or you already know that you will be lurking in a spot of the map where the

  • additional length of the barrel might give away your position, there is no real reason

  • not to use the extended barrel, despite the fact that the benefits are rather insignificant.

  • Final conclusion, as in my previous video, I have to say that the EB for all guns will

  • only start to add a damage benefit at ranges that are fairly uncommon in a game where almost

  • all the combat occurs in doors.

  • Whenever you have the option of attaching a recoil reducing muzzle attachment, it is

  • almost always the better choice to take over the EB.

  • The EB only makes sense if you know that you will be guarding a long hallway or attempting

  • to snipe the opposition while still outside and only on guns where recoil is inherently manageable.

  • Apart from these very limited situations, my judgement of the EB remains as before.

  • It's pretty pointless.