Tom Clancy's Rainbow Six Siege

Tom Clancy's Rainbow Six Siege

Bullet spread in R6
Hey guys, I have a question, but there's a little bit of history in it.

I've recently watched some pro league matches, and one moment stood out for me [about 6:00]:

https://youtu.be/JTnuSdnoUVs?t=349

The map was the Bank, and there was a "sniper duel" of sorts between Dokaebi and Doc.
- Dokaebi was on the parking lot, she had her DMR with ACOG,
- Doc was at main hall at balcony, he had MP5 with the same ACOG.

On paper, this fight should be won by Dokkaebi by all accounts, since she had a better position specifically created for the purpose of suppressing anyone in main hall, and had a gun that was made for long range combat. But during the fight it quickly became evident, that this is not the case.

1. Doc's position let him choose few angles with some nice cover, while Dokkaebi more or less had to be in the same position.
2. But what really striked me is:

- Doc has better armor and can heal himself, so he can easily shrug off any damage that Dokkaebi can do to him;
- the damage of MP5 itself at this range isn't that much of a threat for Dokkaebi too.

Which leads to the fact, that the only thing that mattered in this fight was who were be able to land a headshot first. Doc won this fight.

In the hindsight, it feels like Dokkaebi was severely handicapped. If you start to think about it, by at least all the stats that are avaiable, her gun isn't any better for making headshots, than the same MP5. On top of that MP5 has low recoil, auto-fire, same optic, larger magazine, which arguebly makes it even better. Not to mention his position.

I'm a guy, who used to play mostly Battlefield games when it comes to online shooters (from BF2 till BF4, hadn't played anything seriously since then untill I've started playing R6 last summer). Every gun there had (beside all other stats) base bullet spread and spread increase for aiming downsights. Basicly, it was balanced the way, that made:
- Submachine guns well suited for close range combat (with almost equal spread for staying still and moving/strafing),
- ARs for medium range combat (worse spread comparing to SMGs for moving, but better when staying still)
- Sniper riffles for longer ranges (best spread while staying still, terrible while moving).
DMRs were always somewhere among ARs, but a little bit closer to sniper riffles.

Back in the days, when BF still mattered, we had stats, like Symthic.com, where every little detail about every gun in the game was available. But here, in R6, we can only trust ingame info and what we've tested on our own. So some things are just objects of guesswork.

But, back to what I've wanted to ask. Is there really no bullet spread in the game at all? (I'm not talking about recoil and hip-fire spread) No penalty for moving, no bonus for crouching? Is it really so, that every first shot in burst of every gun in the game, no matter what you do and how you move, is equally 100% accurate? So, basicly, MP5 in hands of Doc could be the best headshot machine in the entire game?

By BF measures this situation feels ludicrous, but here, in R6, its completly normal. And I think devs are trying to do something with this particular situation (nerfing damage of MP5), but if it's really done to counter this, its completly pointless.
Last edited by Kestrel Hudson; Jan 22, 2019 @ 8:38am
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Showing 1-10 of 10 comments
Tom Jan 22, 2019 @ 8:40am 
There's no bullet spread in this game if you ads and your gun is not tachanka lmg/shotgun.
Kestrel Hudson Jan 22, 2019 @ 8:45am 
Originally posted by R-S-F Rafael021a:
There's no bullet spread in this game if you ads and your gun is not tachanka lmg/shotgun.

Well, it explains a lot. Was it always this way?
Tom Jan 22, 2019 @ 8:53am 
Originally posted by Kestrel Hudson:
Originally posted by R-S-F Rafael021a:
There's no bullet spread in this game if you ads and your gun is not tachanka lmg/shotgun.

Well, it explains a lot. Was it always this way?
I started playing at last week of operation red crow, about 2 years ago from now on and it was still like this. Do not forget that despite headshots being instant kill, at top level of play at most half of kills are headshots so damage still does matter.
Edit: In that case, dokka primary weapon being weak is to balance her good secondary and good gadget, so it makes sense for her to have weaker primary weapon.
Last edited by Tom; Jan 22, 2019 @ 8:56am
Josh Jan 22, 2019 @ 10:02am 
Originally posted by R-S-F Rafael021a:
Originally posted by Kestrel Hudson:

Well, it explains a lot. Was it always this way?
I started playing at last week of operation red crow, about 2 years ago from now on and it was still like this. Do not forget that despite headshots being instant kill, at top level of play at most half of kills are headshots so damage still does matter.
Edit: In that case, dokka primary weapon being weak is to balance her good secondary and good gadget, so it makes sense for her to have weaker primary weapon.
The dmr itself isn't really bad, it's actually pretty good compared to some others. But the dmr class as a whole is lacking, there's pretty much no reason to run them unless your other choice has riduculous recoil and even then you shouldn't be using the dmr.
Trickst3r83 Jan 22, 2019 @ 10:15am 
Originally posted by The Original Traitor:
Originally posted by R-S-F Rafael021a:
I started playing at last week of operation red crow, about 2 years ago from now on and it was still like this. Do not forget that despite headshots being instant kill, at top level of play at most half of kills are headshots so damage still does matter.
Edit: In that case, dokka primary weapon being weak is to balance her good secondary and good gadget, so it makes sense for her to have weaker primary weapon.
The dmr itself isn't really bad, it's actually pretty good compared to some others. But the dmr class as a whole is lacking, there's pretty much no reason to run them unless your other choice has riduculous recoil and even then you shouldn't be using the dmr.

The bad thing about Dokka is the absence of any assault rifle, and to have to rely on the Mk14 and her smg pistol (not the SMG-12, it has been praticly nerfed into oblivion)

Just use the Mk14 for long range, it's a good DMR, good amount of bullets and less recoil then the average DMR, and her pistol C-75 is realy great for closer range engagements, her SMG-12 used to be a beast some time before, like SMG-11 and Bearing 9 but the amount of recoil is a bit too much insane to deal with
Last edited by Trickst3r83; Jan 22, 2019 @ 10:16am
Tom Jan 22, 2019 @ 10:16am 
Originally posted by The Original Traitor:
Originally posted by R-S-F Rafael021a:
I started playing at last week of operation red crow, about 2 years ago from now on and it was still like this. Do not forget that despite headshots being instant kill, at top level of play at most half of kills are headshots so damage still does matter.
Edit: In that case, dokka primary weapon being weak is to balance her good secondary and good gadget, so it makes sense for her to have weaker primary weapon.
The dmr itself isn't really bad, it's actually pretty good compared to some others. But the dmr class as a whole is lacking, there's pretty much no reason to run them unless your other choice has riduculous recoil and even then you shouldn't be using the dmr.
I mean that in order to balance dokka she was given dmr instead of ar, a weapon class weaker than ar.
Josh Jan 22, 2019 @ 10:17am 
Originally posted by MzK:
Originally posted by The Original Traitor:
The dmr itself isn't really bad, it's actually pretty good compared to some others. But the dmr class as a whole is lacking, there's pretty much no reason to run them unless your other choice has riduculous recoil and even then you shouldn't be using the dmr.

The bad thing about Dokka is the absence of any assault rifle, and to have to rely on the Mk14 and her smg pistol (not the SMG-12, it has been praticly nerfed into oblivion)

Just use the Mk14 for long range, it's a good DMR, good amount of bullets and less recoil then the average DMR, and her pistol C-75 is realy great for closer range engagements, her SMG-12 used to be a beast some time before, like SMG-11 and Bearing 9
bUt sHe hAs aN iNsTaKiLl gUn sO
sHe oP



you can still use the smg 12 effectively, it's just much more difficult now
Last edited by Josh; Jan 22, 2019 @ 10:17am
Trickst3r83 Jan 22, 2019 @ 10:18am 
Originally posted by The Original Traitor:
Originally posted by MzK:

The bad thing about Dokka is the absence of any assault rifle, and to have to rely on the Mk14 and her smg pistol (not the SMG-12, it has been praticly nerfed into oblivion)

Just use the Mk14 for long range, it's a good DMR, good amount of bullets and less recoil then the average DMR, and her pistol C-75 is realy great for closer range engagements, her SMG-12 used to be a beast some time before, like SMG-11 and Bearing 9
bUt sHe hAs aN iNsTaKiLl gUn sO
sHe oP



you can still use the smg 12 effectively, it's just much more difficult now

True, but atm I like C-75 better then SMG-12 right now, but ofc it's just personal preference
Last edited by Trickst3r83; Jan 22, 2019 @ 10:19am
Josh Jan 22, 2019 @ 10:21am 
Originally posted by MzK:
Originally posted by The Original Traitor:
bUt sHe hAs aN iNsTaKiLl gUn sO
sHe oP



you can still use the smg 12 effectively, it's just much more difficult now

True, but atm I like C-75 better then SMG-12 right now, but ofc it's just personal preference
not gonna lie. I'm starting to love the cz now that the smg 12 is unbearable as hell
Uncle Sam Jan 22, 2019 @ 10:23am 
Originally posted by Kestrel Hudson:
Originally posted by R-S-F Rafael021a:
There's no bullet spread in this game if you ads and your gun is not tachanka lmg/shotgun.

Well, it explains a lot. Was it always this way?
Yep it's been like this since the closed beta, that way the game is more arcadeish & easier to appeal to a bigger market. Also bullets come out of the sight of the weapons instead of the barrel, also bullets are hit scan instead of projectiles.
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Date Posted: Jan 22, 2019 @ 8:30am
Posts: 10