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Yeah, completely different, a headshot is obviously fatal, you can't get downed nor get revived even after one bullet, takes away 100hp instantly(except for t-hunt bombers). A throatshot is maybe 10-30 hp (experience wise, not true hp loss). Rainbow is unlike any shooters as where you shoot directly towards the head even when the enemy is moving they're getting killed, whereas developers on Siege made a very complex hitbox that pisses a lot of players off where you have to be absolutely precise and CAN miss.
They removed neck shots from the game, there is only head, limbs, chest hitboxes.
R6 has a medic operator though :D
Source:
https://rainbow6.ubisoft.com/siege/en-au/game-info/seasons/redcrow/index.aspx
"GAME BALANCING
ARM AND NECK SHOTS DAMAGE UPDATE
When a player is shooting at an opponent’s chest, there is a good chance they will hit the arms and that means that they will need one or two more bullets to kill the operator. We are now making shots that land on arms more consistent with the damage dealt to the body. By making this change the game should feel more consistent every time you try to spray bullets at the chest area. Before it was set at 0.75x multiplier and now it is set at 1x damage for limbs.
We have changed the neck multiplier from 2.5X damage to the same multiplier as the head. Basically, that means that a shot that lands in the neck will now count as a headshot. When a player would land a shot in the neck previously, the character would play the same animation as a headshot and the blood splatter would be the large one. That led players to believe that they hit a head shot when it wasn’t. It even led some players to think it was bad hit registration when they were actually neck shots. We are making that change so that the game will feel more consistent.
With the same logic of consistency, we have also reduced the headshot multiplier for shotguns. As you may or may not know, landing a headshot with a shotgun does not mean that a player will kill instantly their opponent. Shotguns do not have the same multipliers as normal guns. They were set at 1.5x multiplier, but we have reduced this to 1x. Since the shotgun spray is random, that made them feel a little more inconsistent, sometimes needing three shots at a certain distance, other times needing two or even one because you hit the head. This will ensure that at a certain distance, players will more often need the same amount of shots to take their opponent down."
During that time also they were introduced the 1st 3 ELITE sets of the whole game, that were for Sledge, Thermite & Kapkan.
Aka bullets are hit scan instead of projectiles, bullets come out of the sights, instead of the barrel of the gun, no barrel collision when close to walls / objects, you can be hit wit 7.62 bullets in your legs as 3 speed operator and still being able to run, vault and got no accuracy penalty and shot in full auto with 1 hand assault rifles, LMG's, DMR's, etc.
Metal walls in pockets, infinite wood barricades and a nail gun + all the operator gear, sci fi gadgets (for example with our current tech Thatcher EMP grenade isn't possible, and also neither should be possible atm something like the Lion drone, Jackal foot tracker, the invis tech, etc).
Those are some of the arcadeish core mechanics this game has, this game is anything but realistic. Anyways it's still a good game despite it's flaws & how some people behave in the in-game community.
You most likely hit the shoulders, or the gear/backpack/clothing.
This is not the case for terrorists.