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  1. #1

    What if we added a "maximum character rotation" value?

    In other words, put a limit to how fast a player can turn to help eliminate ridiculous 180 flicks
    You sneak up on a player, loaded down with weapons and equipment, they should not be able to turn as fast as someone's DPI allows them
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  2. #2
    WBBCoop's Avatar Senior Member
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    Yea, I thought of that too, but in reality what happens if for some reason you were watching some scary movie with an AK and someone walks in slowly and then slams a door behind you? How long did it take you to turn around an mow down your roomy?
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  3. #3
    Originally Posted by WBBCoop Go to original post
    Yea, I thought of that too, but in reality what happens if for some reason you were watching some scary movie with an AK and someone walks in slowly and then slams a door behind you? How long did it take you to turn around an mow down your roomy?
    Let's expand on this a little bit. I have some real world experience that may put it into perspective.

    I shot a format of handgun competition for quite a few years called practical pistol. It is governed by a body in the US call USPSA and internationally, by a body called IPSC.

    I was a High "A" Class to Low Master class Limited division shooter. (The only two things you could not use in limited were a red dot sight or a muzzle brake.... Heavy guns, big mags, muzzle weights, race holsters were all fair game.)

    On most targets that were between 1 and 6 yards apart, I could move from one target to the next in 0.15 to 0.30 seconds. If you took that to >100 degrees apart. That shot to shot time increased to >0.5 seconds. I think the fastest center hit to center hit I was ever able to pull on a 160 degree swing was somewhere around 0.68 or 0.69 seconds. And those were close targets, less than 7 meters from my muzzle to the target.
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  4. #4
    Originally Posted by WBBCoop Go to original post
    Yea, I thought of that too, but in reality what happens if for some reason you were watching some scary movie with an AK and someone walks in slowly and then slams a door behind you? How long did it take you to turn around an mow down your roomy?
    Pretty damn fast, but there's no way in hell that I could do that while looking down a gun sight, or even pull my gun up so that I could take aim...
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  5. #5
    WBBCoop's Avatar Senior Member
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    Originally Posted by System_Lag Go to original post
    Pretty damn fast, but there's no way in hell that I could do that while looking down a gun sight, or even pull my gun up so that I could take aim...
    True, you'd be deaf too, and in a combat situation you would have your weapon at the ready, but that doesn't matter, the point of my querry was in a perfect cat ready to pounce with an automatic weapon world how fast should we realistically max the rate of turning . And we have our answer..

    Originally Posted by DontTwitchMeBro Go to original post
    I could move from one target to the next in 0.15 to 0.30 seconds. If you took that to >100 degrees apart. That shot to shot time increased to >0.5 seconds. I think the fastest center hit to center hit I was ever able to pull on a 160 degree swing was somewhere around 0.68 or 0.69 seconds. And those were close targets, less than 7 meters from my muzzle to the target.
    Bam! That means Ubi should cool our jets to about .5 seconds for a 180 snope (no-scope). But still, that bothers me for some reason. Maybe because I think of me doing a quick 180 full auto on someone and with or without sights I'm pretty sure my wall is going to die, along with anyone that was standing there, without full blown body armor .
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  6. #6
    And here is a really good example of what it would look like.

    At the 5 second mark, there is a wide transition. He has to turn ~170 degrees, and shoot at a very hard target. (A 15cm Steel plate at about 13 meters.) It takes him somewhere in the range of 1.1-1.2 seconds.

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  7. #7
    Maybe if Siege was built for realism. But as Ubi's enamored with "e-sports", don't hold your breath. Although it looks like they are nerfing dropshoting, so maybe there is hope.
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  8. #8
    WBBCoop's Avatar Senior Member
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    Originally Posted by Nick Witucki Go to original post
    Maybe if Siege was built for realism. But as Ubi's enamored with "e-sports", don't hold your breath. Although it looks like they are nerfing dropshoting, so maybe there is hope.
    They are not nerfing the dropshot, they are nerfing the prone position by animation. And although I've been vocal about it I also realize that I was probably one of the first to suggest it. So lets not start breathing easy just yet, there might be hope after all.
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  9. #9
    Originally Posted by WBBCoop Go to original post
    They are not nerfing the dropshot, they are nerfing the prone position by animation. And although I've been vocal about it I also realize that I was probably one of the first to suggest it. So lets not start breathing easy just yet, there might be hope after all.
    TomAto Tomato; so long as you're forced out of ADS while you slam into the ground, I'm satisfied.
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  10. #10
    Originally Posted by Mad_Dog8762 Go to original post
    In other words, put a limit to how fast a player can turn to help eliminate ridiculous 180 flicks
    You sneak up on a player, loaded down with weapons and equipment, they should not be able to turn as fast as someone's DPI allows them
    I've found that this ia less of an issue on console. Mostly because of the inaccuracy of stick based aiming.
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