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  • What's up guys, Rogue-9 here and today, I want to talk to you about a little promise

  • that was made to the Rainbow Six Siege community at the beginning of the Blood Orchid season.

  • A promise that (as you can probably guess, since I'm making a video on it) didn't

  • last all that long.

  • So this video is going to be about the weapon damage drop-off standardisation and how it

  • seems to have only lasted one season.

  • Let's go!

  • Quick reminder, my Year 3 Season pass giveaway is still running, new way to gain 3 bonus

  • entries added recently. Link in the description if you want to get involved.

  • And now, for those of you who don't read and memorise the patch notes religiously,

  • let me start out with a quick recap of what we were told just one season ago:

  • Weapon Falloff Damage Redesign”… or maybe they meant Weapon Damage Falloff Redesign

  • Our old damage model had several inconsistencies, which has [sic] made it hard for players to

  • understand where each weapon loses damage efficiency.

  • With the new model in Year 2 Season 3, we have tried to keep the weapon balance intact

  • while setting hard values for where the damage falloff begins and where it ends per weapon category.

  • With Season 3, we have standardised the fall-off value across all weapons classes [sic]; except

  • for the shotguns and the sole sniper rifle for Glaz.

  • We believe this will help everyone have a better understanding, [sic] of when their

  • weapon loses efficiency.”

  • So now we have standardised drop-off ranges that are long for DMRs and LMGs (25-40m),

  • slightly less long for assault rifles (25-35m), medium for SMGs and MPs (18-28m) and relatively

  • short for pistols (12-22m).

  • The patch notes go on to explain: “We hope this will improve the player's understanding of weapon efficiency.

  • Of course, we will be closely looking at that statistics [sic] to make sure that our game

  • balance remains the same.”

  • I personally loved this change, not only for the reasons given in the statement (making

  • it easier for players to understand the strengths and weaknesses of each weapon category) but

  • also because it finally made it viable for me to create a comprehensive damage drop-off

  • spread sheet (link in the description below).

  • As some of you may already know, I have recently updated the sheet with the gun changes and

  • additions for the White Noise season and lo and behold: half of the new guns no longer

  • fit into this standardised pattern.

  • The SMG-12, the C75 Auto and the M762 are the only new guns that behave according to their class.

  • Ok, I guess the BOSG.12.2 is a shotgun and they were never standardised and in addition

  • to that, it is a completely new and uniquegun, so fair enough, its 11-19m drop-off range is acceptable too.

  • Somewhat more controversial is Vigil's K1A.

  • In the game, this gun is modelled as an SMG (with drop-off between 18 & 28m) but I personally

  • would disagree with this approach.

  • The definition of a submachine gun is “a magazine-fed, fully automatic carbine designed

  • to fire pistol cartridgesand since the K1A is chambered in .223 Remington it should

  • technically be classified as a carbine assault rifle, just likeger's 416-C Carbine.

  • And just likeger's gun, I would have expected it to benefit from the damage drop-off

  • advantage of the assault rifles, instead of being grouped in with the SMGs.

  • And the only reason I refer to this case as controversial (instead of outright wrong)

  • is that the South Korean military, as well as S&T Motiv (the current manufacturer of

  • the gun) both refer to the K1A as a submachine gun.

  • So I guess that it can be argued that Ubisoft throwing this weapon in with the SMGs is acceptable,

  • although I was truly surprised and disappointed to see the K1A underperform the 416-C by as much as it does.

  • And really, since it fires an intermediate rifle cartridge, it should share the drop-off

  • characteristics with the assault rifles but that's just my opinion.

  • And that is where I draw the line.

  • Zofia's LMG-E clearly belongs into the LMG/DMR class in terms of its drop-off but for some

  • reason, it has been included in the assault rifles instead.

  • Sure, it only fires the relatively small 5.56x45mm rifle cartridge but so do Capitao's M249

  • and Ying's T-95 LSW and both of those guns get the longer damage drop-off ranges, so

  • why not the LMG-E?

  • And it's not as if adding on those 5 extra meters until the damage curve bottoms out

  • would have made that much of a difference.

  • The LMG-E is right down there with the worst LMGs in the game and there would have been

  • no risk of making this gun OP by adding that tiny bit of extra range.

  • Ok, its fire rate is above average but the jerky recoil, combined with the weakest damage

  • per shot (both at close and long range) make this a horrible gun in my eyes and it in no

  • way competes with Zofia's alternative choice, the M762.

  • So why make this gun even less viable by classing it as a rifle?

  • I just don't know.

  • And then, of course, we have Dokkaebi's Mk14 EBR (or Enhanced Battle Rifle).

  • This weapon is clearly a designated marksman rifle and belongs in the same damage drop-off

  • class as the rest of the DMRs.

  • I'm not saying that the Mk14 is poorly balanced or underpowered, even though its baseline

  • damage stat of 60 points might make it seems so.

  • Out of the four DMRs in the game (alongside the SR-25, CAMRS & 417) the Mk14 actually

  • has the highest minimum damage of 51, making it a 2 shot to down weapon against 3 speed

  • operators, at all ranges, so it actually becomes the most powerful DMR from 37m and onwards.

  • Still, the reason presented by Ubisoft for going through the exercise of standardising

  • all of the damage drop-off curves was to make it easier for us to be able to differentiate

  • the performance of the different weapon classes and I just don't understand why, only one

  • season later, these new rules have simply been ignored.

  • And you know me, whenever I discover something in Rainbow Six Siege that doesn't seem quite

  • right, I reach out Ubisoft directly to make them aware of what I have found out and I

  • do this before covering the issue in a video.

  • Normally I get a friendly email thanking me for highlighting the issue and assuring me

  • that it will be passed on to the development teambut not this time.

  • I did receive a very friendly email response from a customer support representative but

  • there was one part of the message that somewhat triggered me

  • We love hearing ideas directly from gamers and appreciate the support from fans like

  • you, although we cannot accept or consider creative ideas from outside the company for

  • legal reasons, but we definitely still want your feedback.”

  • And then he went on to direct me towards the Ubisoft forums where the community managers

  • would be happy to listen to my suggestions….

  • Fans like me”….

  • creative suggestions”…

  • DOES HE NOT KNOW WHO I AMwait that sounds a bit arrogant

  • No, you know what, I am leaving it in.

  • I have spent 2 years covering this game in depth and I am not just some fan, offering a creative suggestion.

  • When I take the time to write a detailed bug report, highlighting that promises of standardisation

  • were made at the beginning of Blood Orchid and that half of the new guns in White Noise

  • do not follow these rules; then I'm not making a creative suggestion.

  • Something has gone wrong here and all I'm trying to do is make you guys aware of it.

  • Okdo these errors impact the day to day playing of the game?

  • No, probably not.

  • Will players notice these errors?

  • Again, probably not.

  • Are there more pressing issues, like for instanceger shield glitches?

  • Yes, 100%....

  • Fine, these inconsistencies practically don't even matter and yet, if you are going to tell

  • us that standardisation is being introduced to help clarify the performance of each gun

  • class; then why not stick to it?

  • And since I spend a considerable amount of my time testing exactly these details in the

  • game, I would really like to see that standardisation adhered to.

  • #StandardDropOffPlease

  • And while we're at it: #WhatEvenIsMobilitybecause 50 still makes no sense

  • What are your thoughts on this the drop-off standardisation issue.

  • Do you feel as betrayed as I do?

  • Leave your thoughts in the comments section below and do check out that giveaway link

  • if you want to take part.

  • And with that, as always, I hope you enjoyed the video and I will see you in the next episode.

  • Fans like me?

  • Excuse me i spat a little bit there...

  • Okay... Let's try that again... Fans like me? Creative suggest....

What's up guys, Rogue-9 here and today, I want to talk to you about a little promise

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