What's up guys, Rogue-9 here and I have pushed on with my analysis of the new guns
coming to Rainbow Six Siege with Operation Wind Bastion.
Today, we dive into the hidden stats behind the defender Kaid's weapons; so strap in
tight, this is going to get interesting!
Kaid of course brings two different main weapons to the table: the AUG A3 9mm SMG and TCSG12
semi-auto shotgun.
Both of these guns handle quite differently, so ultimately the question of which is the
better choice will come down to which one suits the map, current objective and your personal playstyle.
My analysis in this video will be as concentrated as I can make it, so do feel free to follow
up for yourself in more detail with my online spreadsheet (link in the description).
Let's start out by taking a closer look at the AUG.
This SMG, much like Nomad's AK-74, has below average damage per shot (both before and after
drop-off) and a significantly below average fire rate.
This unfortunate combination gives the AUG the lowest damage per second output (at close
range) out of all of the SMGs in Rainbow Six and also the slowest Time to Down or Kill
against all three armour types.
Yes, fair enough, we are talking about tens of milliseconds here but the fact remains
that this gun is even more of a pea shooter than Valkyrie's MPX or the GIGN's P90.
The capacity of 31+1 is ok I guess but the reload times are again significantly below
average compared to the rest of the SMGs.
In fact, the reload time from empty is exactly the same as the average assault rifle reload
and the tactical is even 100ms slower than the rifle average.
And that's not the only parallel between the AUG SMG and the assault rifles.
All SMGs in the game have an ADS time of 300ms which gives them a bit of an advantage against
the slower rifles when unexpectedly coming face to face with an opponent.
Kaid's AUG though, for some strange reason, once again shares the same stats as the rifles
and takes 450ms to aim down sights.
And last but not least, at least there is one good thing about this weapon and that's the recoil.
Even the baseline recoil is highly manageable and once you attach the vertical grip and
muzzle brake, it basically becomes a laser.
In fact the recoil is so mild, that I would even suggest that you ignore the vertical
grip and go for the angled grip instead.
That way, at least you reduce the ADS time to 270ms which then brings the gun more in
line with the rest of the SMGs.
In conclusion, the AUG is possibly the weakest defender primary in the game in terms of damage
output and in addition to that, it has the slower reload and ADS times of the attacker primaries.
This gun is clearly designed to be weak in order to compensate for Kaid's useful gadget.
To me, that gives him a role similar to Valkyrie.
The gadget is a great benefit to the entire team but the individual player picking these
characters will have to put up with lowered fragging capability for the entire round.
But that of course is only a third of the story with Kaid; we still have the option
to rely more on his primary shotgun or outrageous .44 mag sniper pistol.
The TCSG12… urgh again with these weird long acronyms that nobody even knows the meaning of?!
This is literally the BOSG.12.2 all over again…
Anyway, as I was saying: the Tactical Clutch Shotgun 12 is, as we know, a 10+1 shot semi-auto
slug shotty that can (for now) attach an ACOG, which let's face it, makes this gun into
more of a DMR with breaching capabilities than anything else.
One headshot or two body shots against any type of armour at distances of up to 19m as
well as the standard semi-auto fire rate is exactly the same (or better) than any of the
DMRs, the only difference here is the very unique damage drop-off curve of the Totally
Cool Super Gun 12.
Up to 19m, the gun will do the full 84 points of damage and at 21m the drop-off already
bottoms out at the minimum 40 points, so it's only in between where we see the transition.
This makes the gun's performance very bipolar: up to 19m, it's a guaranteed 2 shot to kill
weapon but from 21m onwards, it's always 4 shots to the upper body.
This does give the actual DMRs a long range advantage but this is Siege after all, where
the average kill distance is consistently below 10m from season to season, so you're
probably not even going to notice this disadvantage all that much unless you are going for some
particularly long range spawn peeks.
Reload times of the Tenaciously Cool Slug Gun 12 are 100% in line with the semi-auto
shotguns and significantly better than those of the other DMRs and this is also true for
the 300ms ADS time.
Recoil is harsh-ish, even with the vertical grip attached, but at least for PC players,
it is definitely something you can learn to handle with some experience.
For console players, the recoil may make the gun a little less viable.
But after all that, statistically this gun is pretty damn good in terms of its combat
capabilities but of course, it is still a shotgun and therefore comes with a whole bunch
of breaching benefits.
Basically, the TCSG functions just like Vigil and Dokkaebi's BOSG but this functionality
has been tweaked slightly on the Test Server compared to the live build.
In the current live build, Vigil and Dokkaebi can open hatches and shoot the studs out from
in between walls but it takes several shots to create an impulse in a soft wall.
On the test servers, as long as you are within 7m distance from a soft wall, each individual
shot will cause an instant impulse.
This makes the slug shotguns much better as breaching tools although the two shot capacity
of the BOSG is still a hugely limiting factor.
But of course the Top Capacity Shotgun 12 does not have this issue and so it can be
a pretty decent breaching tool.
It will never be as useful for breaching walls as other shotguns with their 8 pellets of
buckshot but it can get the job done.
When it comes to hatches, the slug shotguns can be pretty inconsistent.
If you just start randomly shooting holes into a hatch, it could take anywhere up to
eight shots or even more before the hatch gives way.
But if you create a shallow angle of attack and make sure to take out as many of the studs
as possible, you can open an undamaged hatch in a single shot.
It all depends on how much material the slug will travel through.
And that's pretty much all of the highlights you need to know about the TCSG and AUG; and
with all of this info in mind, I think the conclusion is quite clear.
Operation Wind Bastion brings with it two hybrid weapons that combine the best features
of two different Rainbow Six Siege weapon classes.
The TCSG has the breaching capabilities, ADS time and reload time of a semi-auto shotgun
but with the damage and combat capabilities that can rival and even outplay the DMRs.
The same goes for the .44 Mag Semi-Auto pistol: combat capabilities of the DMRs but with many
of the strong advantages of the pistol class.
Sadly, for the AUG A3, the exact opposite is the case.
This is one of the weakest possible SMGs with the added negative aspect of sharing the ADS
time and reload time with the attacker rifles.
Two of Kaid's guns take the best of two classes while one comes with the worst of two.
Does that mean that the TCSG is always going to be the better choice?
Not necessarily.
If you are playing on a map and site that will most likely end up in very close quartered
engagements, the controllability and full-auto capability of the AUG might still make it
the better choice for some players, but all in all, your choice will be between a poor
SMG and a very powerful DMR/Shotgun hybrid.
And then of course, there is still the .44 mag pistol.
If you want a detailed breakdown of this outrageous pocket sniper: feel free to check out my video
on Nomad's guns, where I go into significant detail about the strengths and weaknesses….
No wait, scratch that, there are no weaknesses… sooo, where I go into detail about the strengths
of this ridiculous firearm.
If you're interested in that video, click the upcoming link in the end card and with
that, many thanks for watching, I hope you enjoyed the video and I will see you in the next episode!
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