Eight More Hidden Abilities and Tricks – Rainbow Six: Siege

Eight More Hidden Abilities and Tricks – Rainbow Six: Siege

What’s up guys, Rogue-9 here and in this
video I want to cover another set of hidden features in Rainbow Six Siege that the
game just never tells you about in any way. I already covered 10 such features in a
previous video (check out a link to that in the end card) but there many more to cover,
so why don’t we just make this a series? And with that, let’s get stuck in with part two! This video is brought to you by MANSCAPED.com
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code ROGUE at checkout! In a recent video where I tested everything
you need to know about breaching walls, I discovered that if you reinforce a wall and
attach a Mira window, nothing happens to the sound, the wall still blocks just about all of it. BUT if you create a hole in the soft part
of the wall (either before or after reinforcing) and then you apply a Mira window, you will
be able to hear sound through that window as if the wall was completely open. So not only do you have full vision of what’s
on the other side but you will also get much better audio cues, neat! Keep in mind though that this is almost certainly
unintended behaviour and the devs have already announced that they are looking to fix this in future. And while we’re at it, we might as well
also talk about some other breaching and sound propagation quirks that are still in the game right now. When you create holes in a soft wall before
reinforcing over it, you will get much better sound propagation than if you reinforce a solid wall. And that makes perfect sense, I guess. The dry wall or wooden panels that make up
the intact wall will absorb sound much more than a metal barricade would. But one thing that does not make sense is
that in places where the metal reinforcements only reach part of the way up to the ceiling,
the sound dampening effect of the reinforcement still applies, even though
there is a very obvious gap at the top. The other Spanish operator in Siege, Jackal
may also have a couple of little weaknesses that you might never have thought about. The first one makes complete
sense but is still worth mentioning. If you are roaming as a defender and you know
that the enemy will be bringing out a Jackal, it can make sense in certain
situations to walk backwards. This will leave footprints that are facing
the wrong way and can help mask the direction you were actually moving in. Furthermore, if you really want to avoid leaving behind
a trail, you can choose to crawl instead of walking. This will make you pretty slow, noisy and
vulnerable but can still be worth it if it’s still early in the round and you really don’t
want to leave any footprints behind while you are sneaking to some ambush point. Echo’s drones are not only hard to spot
and can provide invaluable information to the defending team but he can also fire out
concussive blast waves that will disorient anyone it hits and interrupt their current action,
such as planting the defuser or placing a breach charge. So far, so good, right? But something that some players still get
confused about is that if you are hit by one of these blasts, the best thing
is to stay as still as possible. The more you move (and especially the faster
you move), the worse the stun effect will be. You will have an immediate sway effect added
in and the black vignette around your screen will become larger, plus the
effect will also last much, much longer. Contrary to some beliefs though, lying down
will not make you recover any faster, it’s all just about movement speed. Unlike pretty much all other projectiles in
the game Capitao’s fire and smoke bolts and Hibana’s X-Kairos breaching pellets
are not intercepted by Jäger’s Active Defence System and neither are Gridlock’s Trax stingers. Wamai on the other hand can intercept
Capitao and Gridlock’s gadgets but still has no effect on Hibana and while this might be a
minor point to players who have hundreds or even thousands of hours in the game, little
inconsistencies like this are a huge factor in making the game difficult for new players to pick up. Movement speed is another topic that is
probably more complex than most players realise. Sure, there are three different types of armour
ratings in the game and the lighter the armour, the faster the character can move, OK. But then there is the additional feature that
switching to your secondary weapon makes your operator around 5% faster than their
baseline speed but only if it’s a pistol, machine pistols and mini shotguns do not count (although
the Bailiff does because it’s basically a revolver). So switching to a pistol will make your
operators move faster but here’s the thing. While you are going through the switching
animation, your operator is unable to sprint and the time you lose while changing guns
actually ends up consuming some of the advantage you will get from moving faster, so the question
is: How far do you have to run before it makes sense to switch weapons. Time for some experiments! I ran several trials comparing running speed with the primary weapon, the secondary and while switching. The time saving over various distances for
3 speed operators was between 4.37% and 4.45% and the cost of switching guns mid run was consistently 166ms (or 10 frames in my 60 FPS recording). So in theory, you need to run a distance
where the time saving of running with the pistol is equal to or greater than the cost of switching guns. We know that the cost is 166ms and that
must be greater than or equal to a running time of X minus X (with pistol), which according
to our tests is around 4.5% faster. Solve this equation for X and we receive a
minimum required running time of between 3.729 and 3.795s which for three speeds
translates into 17.62 to 17.94m. So, as long as the distance you need to go
is greater than 18m, switching to your pistol will start saving you a little bit of time
in terms of reaching your destination. Let’s just confirm that in a practical test
in this hallway: It’s about 18m and without switching the time is 3.716s and with switching… 3.7s; a difference on one frame in my test footage. Not bad, I’ll take that! But of course, if you want to use your primary
weapon again at once you get to where you want to be, you will have to switch back and
that’s another 166ms, so then you will need to double the minimum
distance before you start saving time. That’s 36m or more for 3 speed ops and even
then you’ll really only start saving fractions of a second with each additional meter. My very first test at 69m kind of proves this
because even over a respectable distance like that, the time reduction was less than half
a second and that was without switching back to my primary at the end! The upshot of all of this is that in reality,
you will almost never benefit significantly from switching to your pistol to travel faster,
at least not with just regular operators. Because finally in addition to all of this,
there are also a number of characters that have their own speed penalties. Shield operators are another 20% slower than
their armour would normally dictate and even though this penalty still applies when the
shield is slung on their back the vastly slower speed of a 1 speed op with shield compared
to a 3 speed means that you will only need to travel around 18.5m in order to start saving
time with either Monty or Fuze (when weapon switching twice) and for Blitz that distance is 23.3m. Blackbeard will also experience a 20% speed
nerf once he attaches one of his ballistic glass panels to his rifle and Kali has a default
speed nerf of 10% in place anytime she is using he big arse sniper rifle, so for both
of these operators, switching to the sidearm when moving and not expecting any
sudden engagement can be well worth it. Over to Mute, you know, the guy who’s jammers
stops drones and can defend reinforced walls from being breached… although
maybe you don’t actually know that! I once used some Mute footage in the background
of one of my videos and was a little surprised at the number of people who made fun of
me for placing his “anti-drone devices” next to reinforced walls… in all fairness though,
most players probably do know about this dual role. Nevertheless, there are quite a number of
lesser known features about the Mute jammers as well. Not only do they block drones and breaching
charges from going off, but they can also disrupt quite a number of other attacker gadgets. First of all, not only do the jammers disrupt
the drones themselves as they drive into their reach but if an attacker tries to use their
drones from within the radius of a jammer, the phone signal itself is
blocked and they will not be able to drone. And this blocking effect goes for
a whole number of different actions. Dokkaebi, Jackal, Finka, Blitz and Lion will not be able to use their abilities as long as they are within the range of a Mute jammer. Plus the jammers will offer a safe haven to
any defender that is within their reach and neither Dokkaebi’s calls nor Lions drone scans will be
able to affect these protected players. Fuze’s cluster charges are blocked from
being activated, just like any breaching charges and I guess that makes sense. But there are a whole bunch of electronic
devices and breaching gadgets that will still work. Nøkk’s cloaking device, Nomad’s Air Jabs, Ash’s breaching grenades, Zofia’s impact & stun grenades and Kali’s projectiles, IQ’s device scanner, Glaz’ IR scope, Ying’s Candelas and Claymores! They are all completely immune to the
influence of Mute’s jammers because why not? I guess for some of these devices, it makes
sense that they are not affected, but if Jackal can’t use his visor, then IQ
and Glaz should also be affected. And if barbed wire can give away Nøkk, then
a jammer should at least do the same if not completely disable her ability. But I guess some of these inconsistencies
are down to balancing and even though they can cause a lot of confusion, the balancing
downsides to standardising the effects for these operators could well cause their own problems. Kali is the most recent addition to Team Rainbow
at the time of the making of this video and yet there are still inconsistencies about
her that will start to stump newer players in the not so distant future. We’ve already discussed her movement speed
penalty with her primary weapon and this gun has a whole set of other features that are unique. It will always down a target with one shot
to the upper body, no matter how far away that person is or how many walls the bullet
had to penetrate first. Each shot also causes instant impulses (the
term Ubisoft uses for larger holes in soft walls) and they can penetrate through a number
soft walls, unlike all other guns that can now only go through one wall before being stopped. Finally, the bullets from the CSRX can also
penetrate and take down all five operators on the enemy team in one shot and can also
open barricades and hatches in a single shot. Sure, these are all features of her special
primary weapon but sooner or later, I can see these unique aspects
causing confusion with newer players. Thatcher is another potential source of confusion,
especially with his gadget being nerfed not so long ago. With so many different types of electronic
gadgets in the game right now, it can be challenging to know which ones are destroyed by the EMP
blast and which ones are merely disabled. So here’s a full list of gadgets
and how they are affected. I will be releasing this graphic, along with
a bunch of others from past projects on my Instagram, so do leave a follow there if you
want a nice little condensed feed of all of my findings going forward. Another thing to note about Thatcher’s EMPs
is that they will also temporarily disable electronic weapon attachments
on any defender caught in the blast. If you are on defence, you will get a little
debuff timer in the bottom left hand corner and while that is active, your electronic
sights as well as your laser pointers will be switched off and yes, during that time
the hip fire advantage you get from the laser will also be temporarily disabled. And that’s about one video’s worth of
additional hidden features and little tricks. If you know of any more that you think are
worth covering in future, leave a comment below and until then; many thanks for watching, I hope you enjoyed the video and I will see you in the next episode!

58 comments on “Eight More Hidden Abilities and Tricks – Rainbow Six: Siege

  1. Rogue-9 Post author

    Get 20% OFF @manscaped + Free Shipping with promo code ROGUE at checkout! http://bit.ly/2updDC7

    Minor Correction! In the list of Thatcher effects, Valkyrie belongs in the "disabled" column, not the "destroyed" column!


    1:54 – Sound Propagation

    4:01 – Jackal

    4:45 – Echo

    5:33 – Wamai & Jäger Inconsistencies

    6:06 – Movement Speed (When does weapon swapping make sense?)

    10:06 – Mute Jammer Effects & Inconsistencies

    13:39 – Kali Gun Exceptions

    14:44 – Thatcher Effects

  2. Talosgak 123 Post author

    „Kali can kill all five players in one shot“

    I am still waiting for that one clip that will hopefully happen eventually.

  3. Sebastian Zimmerle Post author

    A video about Kali's gadget would be nice. I'm still not entirely sure how it actually works. Is it just like a smaller EMP or does it have even more limits/advantages that thatcher does not have? Is there actually a reason to pick her for the gadget when you could also just use thatcher or do people just play her for the sniper?

  4. Austin Burke Post author

    The reason the pellets don't get eaten by the ADS is because when they were affected people would shoot a set through a window into site and soak up all 3 ADS'

  5. Vincent Valentine Post author

    Something I think you missed with thatcher is if you disable maestros evil eye it opens up and you can destroy it

  6. eska Post author

    all my friends got shocked when i told them when you are castle and your teamates remove your barricade, it goes back to you

  7. Bayek Of Siwa56 Post author

    14:41 Kali has speed penalties when she's pulling the bolt on her rifle. If your aiming down sights, you'll pull the bolt back faster, but if not, she pulls the bolt back slower.

  8. AFK _ Post author

    Mute's gadet jamms wireless signals, not electronics, so the only interactions that doesn't make sense is Jackal's visor and Blitz's sheild given that they are internally wired

  9. HytaleJar Post author

    I'm unsure if you've covered Vigil before or if it's worth mentioning but, could you comment on how Vigil is able to move during a lion scan when using his ability?

  10. Patrik Martini Dalene Post author

    Jammers are designed to block radio signals, hence claymores are not affected. But why for instance The blitz shield is affected remains a mystery

  11. Eddie Sanchez Post author

    10:50 on the note of mute the new operator the chick who has a human drone when she goes by mute jammer the same thing that happens to drones happens to her and when she goes right next to it it disconnects

  12. De’Avion Frias Post author

    I have been shot by khali while using a 3 armor op like Doc, Rook, and Tachanka with a stim and got down to 45 health

  13. Tyler Yang Post author

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  14. Oskar 464 Post author

    haha i love youtube now, want to watch r6 video shave your balls. No problem with that rogue, youtube is very harsh those days its great that you get sponsors


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