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Well we both know that it does not matter what a real military force is going to have or not to have as this game is purely fictional.
The first two games also don't represent any real military force and have quite a large choice of weaponry as well, especially for that time.
Not sure what you mean by " And for a Rainbow Six game there should be variety in the gun collection rather than just a bunch of AR-15s for example, " As Raven shield only has one M4 and one M16 but a variety of weapons from various countries.
What I miss in Raven Shield is that more and different upgrades would be cool. Even R6 Siege is lacking upgrade options in my opinion. I hate Siege anyway and only play it from time to time as its still active and for the tactical gameplay I sometimes get out of it.
As for upgrades yeah, that's the product of its time. Ground Branch and its weapon customization (especially the future content that isn't yet implemented) and future armor customization are the natural evolution in that regard.
I already dealt with the idea of a "multi-national force" thing: the whole lore of Rainbow Six (the 1998 book) is that operators from different countries come together in one unit, and they train as one entity and fight as a cohesive unit.
If everyone brings their own kit, where it's so varied that, just on one fire team alone, one guy has a FAMAS, one has a MAC 10, and one has an AK74, for example, that makes them more like a group of mercenaries or mafiosi than a cohesive CT unit.
For that matter, even actual mercenaries or contractors don't have such wild variety for operations, because it's not as practical or logistically advantageous.
The country of origin for a small arm system doesn't really say much about the unit using it, in terms of the units national affiliations. As I alluded in the earlier post, both British and Australian SAS use M4s...that doesn't make them less British or less Aussie; France has adopted the H&K 416, the Colt platform with a license build from H&K to change the system...that doesn't suddenly make the French units "American" or "German"; US Navy SEAL teams favored the MP5 in the '80s and '90s...that didn't make them become "German"; etc.
In the novel they also don't have tons of resources. There is even a scene in the book where a couple of the characters joke about the difficulty of obtaining the weapons they do have, let alone anything else. The original R6 game is true to the book.
This "lore," as you're alluding to it, is not found in the novel. What you're referring to is much later lore from the game series, long after Tom Clancy was even involved with the IP, or even when Redstorm Entertainment ceased to exist.
The "lore" that Rainbow is a multinational entity so there is a variety of weapons reflecting the operators' origins, is a later idea that comes from the post-Ravenshield period: this idea is *not* in the R6 novel, original R6 game or its expansion, Rogue Spear or its two expansions, nor in the standalone expansion CO: Essentials.
So that's six (6) R6 titles, plus the book, that go against this whole take on the lore. It's only from Ravenshield onward that things began shifting, then went totally off the rails with the crap that was Lockdown, Vegas 1 and 2, and now Siege.
One of the strong points of Raven Shield is its wide arsenal. It's not like it harms anyone to have more weapons. I love how varied they are. I'm tired of games with "tons of weapons" which are nothing but different versions of the AK and M4. It's cool to use an M12S instead of yet another MP5
If the game engine modeled ballistics against cover, and also if the length and size of weapons was actually modeled, then that would put the arsenal into a different perspective.
For example, an FAL or G3 with a suppressor fitted would be a very long arm, and should be unwieldy indoors: in the game engine the physical space of such a rifle isn't modeled though, so aside from reticle "shrink rate," there isn't much to consider, and if anything, the reticle remains more "stable" in-game because of the extra mass, when the suppressor is fitted.
The ballistics are a factor too. Walls and such can't be penetrated by bullets in-game, so this makes a 7.62×51 NATO round perform essentially the same as a pistol round, for all intents and purposes, when shooting into cover, or within close engagement ranges (which is what is usually encountered anyway).
So it's also in light of things such as that where the very large armory seems a little weird.
If the game engine had some way of "manually" operating the weapons, that would change things quite a bit as well. For example, clearing stoppages or with reloading: many of the weapons in the armory wouldn't be very popular with players at all because of such things, relative to other weapons.
Speaking strictly from a tactical pov (especially in SP campaigns or in MP co-op), there is simply no need for most of the weapons, not to mention things like HB pucks or remote charges.
9mm won’t go through good armour, even AP and +9+
One sniper rifle?
Good luck having military-grade sniper in an urban setting. The bullet will go through the tango, you, and the grandma on the opposite side of town.
Small-calibre 5.56 NATO is a nightmare in a non-urban setting, it flies fast, yes, but if you’re doing anything over 300-400 meters you need a heavier bullet. The reason it worked in Nam is cause VC didn’t wear armour and engagements were short range cause of the jungle.
You don’t know what you’re talking about.
This.
Also “weird” weapons like SPAS are there because they were made for and used by elite CT and security agencies. They are too complex for any other market.
Also, the guy talking about weapons like Barrett being superfluous doesn’t play R6 enough to know that that thing is used to break down doors and/or shoot the people behind them.
Walls of cringe, this thread.
Umm ... it's more about ballistics, the muzze energy, the speed at which a bullet travels. Yes a heavier bullet is less likely to deflect but that really depends on how fast or slow it's traveling.
They weren't just shooting through brush, they were shooting through around ... TREES, Bamboo and vines and thick as our arms. SOLID, no rebound no give.
So it depends on the body armor and the bullet. I'm not going to explain the science of ballistics, casting bullets, density and what the bullets are made of. Lead is and copper are the softer materials so there's a hint for you. The less people understand the better.
People believe that in the U.S they NEED a high powered rifle to hunt when a .44 Magnum fired from a carbine will kill just about anything that resides here. People have been doing it with .44-40 and musket rifles long ago when the U.S STILL had larger and heavier game. A .357 Magnum, 10mm Auto, or .38 Super is enough. You could get away with using a good .410 gauge shotgun as long as you're using the proper ammunition. Proper ammunition is important. BUT if you feel more comfortable using a 12 gauge that's fine too.
Point is ... a .44 Magnum carbine is plenty therefore a .45/70 or 454 casull is drifting into the realm overkill, but you get people that insist they need extremely high powered rifles to hunt in the U.S
I've seen what different bullets can do to Kevlar panels. How many deranged people are intelligent enough to make makeshift body armor that COULD stop more than conventional commercial grade?
How many people know enough about the density and weight of materials to construct proper ballistic shielding? Answer, VERY few. How many people know what the body armor they have will stop and won't? How many just assume it will stop everything?
Most engagements will be close and short range because closer is always better, because a bullet loses flight because it loses energy therefore closer is always better? That and you don't want to give your opposition room to breath nor time to think and figure out your positions. It's all about ambush therefore they're likely to be hit mines then hand grenades then mortars first. Bullets come after that. You're luring them into a kill zone before they realize it. You squeeze them, you don't let them see it coming, you don't warn them.
Just hope it never dawned on them create a diversion or mislead you, You think the snipers and riflemen off in the distance are the concern bit what about the enemy soldiers that are MUCH closer and concealed? Setting of mines and tossing hand grenades while all of this is going on? HOPE the opposition is well organized and clever.
The best body armor is EXPENSIVE, bulky and heavy which adds more weight to your loadout. So how many terrorists and rebels would have professionally made heavy grade armor?
A shotgun is always the better weapon to have up close anyway, it's gruesome but it makes aiming for a limb or the head instinctive, just point and shoot, no need to aim with precision. ALSO that close if you do shoot for mass the hit would stun or knock them back or down which could be both a good as well as bad thing. You may not have time to check and very they're dead nor shoot them again to make sure. Just hope one of your trailers has the time to do it. WHICH is why I say it's gruesome, because you're better off to shred or a blow a limb off if because that's a guaranteed kill. They'll be in shock before they hit the ground. They'll be incapacitated if not unconscious or dead.
Point taken...but that point just supports the idea that most of the arsenal is superfluous.
As I said in one of my posts, the increasing efficacy and availability of armor was a large reason for SMGs falling out of favour with SOF and CT units: the game has a plethora of SMGs and MPs, as if it's set in a 1990s or '80s context, when the reality was that everyone was switching to assault rifles and/or carbine versions of battle rifles, so everything from the M4, to SOCOM variant of the M14, to the development of the SCAR.
Weapons such as the M12 and Uzi have essentially no place in a game modeling CT operations in a CQB environment, set in 2005 and later.
For that matter though, if something such as the Uzi or MAC 11 is in, it only begs the question as to why other SMGs are not in, for example, the M3 "Greasegun".
In other words, even if the game was set in an '80s through c. 2001 context, much of the arsenal (pertaining to SMGs) is still weird, because of the absence of weapons such as the M3: the M3 was still issued in many militaries as a PDW into the '90s (e.g. many U.S. AFV crews), and elite CT units were still using it as well (e.g. Delta); it was much more widely adopted and utilized around the world (in a military or special police/tactical team context) than something such as the MAC 11 or M12.
Well that goes totally against the idea you have later about why the Barrett makes sense.
This would all be part of whole other debate. The game is set in CQB, HR context, so getting into a larger debate about rifle chamberings in general warfare contexts is not even relevant.
Regardless, this, like your first point, actually only underscores the idea that you're arguing against, i.e. that the arsenal has a ton of superfluous weapons.
In other words, it doesn't make much sense to have a ton of 5.56 NATO arms in the game, everything from the FAMAS, to L85, to the...lol...Chinese Type 97 for God's sake.
Around the time the game is seemingly set, units such as Brit SAS used CAR15s and later M4, in 5.56, and if they were operating in more open environments (such as Iraq in 1990-91, or Sudan), they'd employ G3 or FAL.
The point is the same though: realistically elite units need one or two proven assault rifle platforms, and, if the situation merits it, one or two proven battle rifle platforms, not like twelve different 5.56 assault rifles and five different .308 battle rifles.