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  • What's up guys, Rogue 9 here!

  • Easily the most controversial change in the White Noise mid-season reinforcements patch

  • in Rainbow Six Siege is the significant nerf to Twitch's shock drone.

  • In an unexpected move, Ubisoft is reducing the total number of shock darts down from

  • 30 to 10; that's 5 for each drone.

  • This move has surprised and angered many players and in this video, I want to briefly dive

  • into some of the stats to understand if this nerf is justified and if it will significantly

  • impact how we will all need to play Twitch going forward.

  • Quick reminder (I know it's getting old for some of you) my giveaway is still running

  • and a new way to earn entries has been added, link in the description below!

  • So, Twitch nerf: is it justified?

  • Well, in the patch notes, the game designers give us a little insight into their reasoning

  • by telling us that: “Twitch right now is too strong.”

  • Now we don't get any more detail beyond this but I expect statistics such as win ratio,

  • K/D ratio and maybe kill assist ratio to be higher for Twitch than the devs would like them to be.

  • And one possible explanation they give for Twitch's above average performance is that

  • 30 darts can allow a skilled drone operator to take out far too many defender gadgets.

  • I think this is an interesting point and while destroying defender gadgets is supposedly

  • the main function and purpose of the drone, I would argue that there are statistics that

  • speak against this, but more on that later.

  • I personally feel that being able to take out 10 defender gadgets is still more than

  • enough to facilitate an assault in most games and the real (and possibly overlooked) strength

  • of the drone is actually the damage that it can do against enemy operators.

  • Sure the fire rate of the drone is relatively slow, the damage is only 10 points and at

  • least on PC, shooting the drone is pretty easy once you discover it.

  • So fair enough, being taken down 10 HP at a time from full health is highly unlikely

  • but if we take a bit of a closer look at the damage stats, we will see that you can already

  • have a huge impact on a defender's chances of survival by landing just two or three shots.

  • Because here's the thing: As a rule, the attacker weapons are on average a bit more

  • powerful than the guns of the defenders and with only a handful of exceptions, most of

  • these weapons will do at least 40 points of damage per shot (and that's including the pistols).

  • In fact, it is only Ash's rifles, Zofia's pistol, the machine pistols and most of the

  • LMGs that do less than 40 damage per shot.

  • Why is this important?

  • Well, this means that only two zaps with the shock drone will take any 3 speed / 1 armour

  • defender (and in many cases also 2 armour defenders) from 3 shots to down or kill, to 2 shots to down or kill.

  • If you land three zaps, then the remaining 2 armour and even in some cases the 3 armour

  • operators will become 2 hit kills.

  • Now one less shot to kill might not sound like a lot, but specifically going from 3

  • required shots down to 2 means that thetime to killis cut in half.

  • Let me demonstrate this on the example of the L85A2, used by the SAS attackers.

  • Except when Rook Armour is in play, the gun can down any opponent in three shots at distances

  • up to around 27m.

  • With a fire rate of 670 rpm, this means that the weapon has a consistent time to down or

  • kill of 179ms, for three body shots.

  • The first shot occurs as soon as you pull the trigger and then two more shots.

  • But if you only need 2 shots to down your opponent, then it's the first shot plus

  • one more and that results in needing only half the time, which in this case is around 89.6ms.

  • If we assume that we are dealing with two players with a ping of 40ms each (quite reasonable

  • numbers I would say) then that means that the time to down is now so short that the

  • defender will basically be out of the game before they even know they are under fire.

  • And THAT, is where Twitch's real power lies.

  • Two or three zaps for 10 HP each time might not seem like much but in terms of weakening

  • the defenders and making them much easier to pick off in firefights, this can go an awfully long way.

  • I don't think anyone will have ever taken out 30 gadgets in one round.

  • It's not only unfeasible but also completely unnecessary; but being able to cut the time

  • to down in half for the entire defending team?

  • Now that can make Twitch a real menace, especially on console where drones are much more difficult

  • to deal with and I think this factor may well mean that Twitch is outperforming other operators

  • in terms of win/loss ratio.

  • And my conclusion here would be that even though I did not see this Twitch nerf coming

  • and taking away 20 of her charges seems like a massive change, I have to admit that it

  • probably makes sense.

  • The second question I want to answer is: Will this change have as much of an impact as we fear?

  • And again here I want to refer back to a tiny glimpse behind the curtain that the developers have given us.

  • In a post on Reddit, Ubisoft explained the decision behind the Twitch nerf a little more

  • and a key statistic they shared there was that “[…] the average number of gadgets

  • destroyed by one Shock Drone in a single round is 1.4 (this includes cameras).”

  • So reducing the number of shock charges down to 5 for each drone won't really have much

  • of an impact on Twitch in terms of the gadgets she takes out.

  • Most players will only take out around 3 gadgets per round in total anyway which, even after

  • what seems like a massive nerf, will leave 7 spare charges and that is still more than

  • enough to make two of the defenders relatively easy to kill.

  • It will definitely force Twitch players to be more conscious of their target selection;

  • you can't just take out any device you see anymore, you will need to choose a little

  • more carefully which gadgets to take out or which defenders to injure.

  • So the bottom line here is that I can see where the idea of nerfing the drone came from

  • and if the 1.4 gadgets destroyed per drone, per round stat is anything to go by, the impact

  • of the nerf might not be as drastic as I had initially feared.

  • Nevertheless, I can understand the worry of many of the players who really enjoy playing as Twitch.

  • Could this nerf have gone too far?

  • Yes, that's absolutely possible and we've seen it happen with other operators in the past.

  • But finding this out is exactly what the test server is for and I for one will be making

  • some time this weekend to play a few rounds there to see how all of the new changes affect the game.

  • What are your thoughts on the Twitch nerf and the patch in general?

  • Let me know in the comments section below!

  • And with that guys, I hope you enjoyed the video and I will see you in the next episode!

  • In a post on Reddit Ubedi... Udidi... *laughs* ok.. Let me try that one again:

  • Ubisoft, that's how it's pronounced right? Right!

What's up guys, Rogue 9 here!

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