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  • What's up guys, Rogue-9 here and yes, I know that this one has been a long time coming.

  • You guys have been asking me to do a comprehensive shotgun review for months and months now and

  • I admit that I've been putting it off.

  • It's such a challenging topic to tackle because by their very nature, the shotguns

  • are pretty random in their effectiveness and very problematic to test but I have given

  • it my best shot and I am happy to finally be sharing these findings with you!

  • As always, if I drift off into rambling about minute details; feel free to consult the pinned

  • comment below for timestamps to the individual chapters of this video!

  • All the nitty-gritty data I have gathered on the shotguns will also be shared in my

  • only stat-spreadsheet, so do feel free to swing by there if you want a deeper insight.

  • And now, let's get this show on the road!

  • There are essentially four types of shotguns in Rainbow Six Siege: Pump-action, semi-auto,

  • the BOSG slug gun and Buck's Modular Accessory Shotgun System

  • (which I will refer to as MASS from now on).

  • I have already covered the BOSG in a previous video and since it essentially functions more

  • like a two shot DMR, I will be excluding it from this evaluation; Buck's MASS will be

  • evaluated alongside the semi-autos.

  • My effectiveness analysis and ranking of the weapons will be based on the following criteria:

  • Damage per pellet & damage drop-off, hip-fire & ADS spread, the fire rate, ADS times, reload times and recoil.

  • So let's kick things off with the damage per pellet and damage drop-off.

  • As you may already know, there are a few rules that apply to all shotguns in the game.

  • Each of them fires 8 pellets of buck shot at a time and one of those pellets will always

  • land perfectly in the middle of your point of aim with the remaining 7 dispersed around this.

  • Another general rule to keep in mind is that shotguns do not get a headshot damage multiplier.

  • Headshot damage per pellet is exactly the same as for body shots, so my first piece

  • of advice would be to always aim for the body, since you will have the greatest chance of

  • landing as many pellets as possible and thereby doing the most damage.

  • Another important factor is that all weapons in Rainbow Six Siege have a limited range.

  • Beyond that range, bullets will simply evaporate.

  • For most of the guns: pistols, rifles, DMRs, LMGs and SMGs this range is so great that

  • you will never really be able to notice the bullets disappearing but for shotguns the

  • maximum range is not that far.

  • As you can see in the test footage in the background, the shotgun pellets will disappear

  • at ranges beyond 40m and sure that is still a very long way by Rainbow Six Siege standards

  • but if you ever have the crazy idea of going for a spawn peek with a shotgun, you might

  • just end up in a situation where your bullets won't reach your target, so be aware!

  • When comparing the damage done by the individual

  • shotguns, we can see that, up until around 12m, the pump-action guns do more damage per

  • pellet on average than the semi-autos.

  • Between 12-18m the two types are pretty similar but beyond that, the pump actions regain a

  • bit of an advantage.

  • Diving into the two groups, the general rule we can see applied to most guns is that the

  • more powerful they are at close range, the weaker they tend to be at longer ranges.

  • Great examples of this are the GEO ITA12S sidearm, the GSG 9's M870, the MASS and the Russian SASG-12.

  • Conversely, guns like the ITA12L and Caveira's SPAS-15 are relatively weak up close but offer

  • more power at longer range.

  • And I sayrelativelyweak because even the SPAS-15, with its 30 damage per pellet,

  • can still deal a combined 240 points of damage with every single shot; more than enough to

  • make any opponent regret taking you on at close range.

  • This rule of short vs. long range capability doesn't apply to every gun though.

  • Frost's Super 90 for instance, is quite weak at short range and even weaker at longer range.

  • Similarly, the SAS' M590A1 is one of the weakest pump-actions up close as well as at distance.

  • In terms of ranking the guns based on this first criterion alone, I would say that the

  • more powerful guns up close have an advantage over those with a little more power at range,

  • since the spread of the pellets will make shooting at ranges beyond 10m pretty ineffective anyway.

  • Hey, and that's the first aspect down already!

  • But of course if we really want to judge the damage output of these weapons the next factor

  • to take into account is the fire rate.

  • My assumption going into these tests was that each type of shotgun would have a fixed fire rate.

  • I.e. one fire rate for semi-autos and one for pump-actions.

  • But of course, this is Rainbow Six we're talking about

  • and any kind of standardisation would just be too simple.

  • As it turned out, there are a surprising range of calculated fire rates.

  • Amongst the pump-actions, I discovered three different fire rates.

  • The Japanese operators' SuperNova is the slowest firing shotgun of all, with a measly

  • fire rate of around 75 RPM, although it's only marginally slower than most of the other

  • pump-actions, which manage around 85 RPM.

  • At the top of this group is the GSG9's M870, with a fire rate of around 100 RPM.

  • So not only is the M870 pretty much the most powerful shotgun up to 5m distance in terms

  • of damage per pellet, but it also shoots the fastest….

  • Interesting.

  • Here's a quick comparison of what the three types of pump actions look and sound like

  • when shooting as fast as possible.

  • The semi-autos of course shoot significantly

  • faster and the slowest ones here clock in at around 200 RPM.

  • Significantly above this group is Valkyries SPAS-15 at 290 RPM, the SASG-12 at around

  • 330 RMP and Ela's FO-12 at a massive 400 RPM.

  • And with this info, we can now calculate a maximum theoretical damage per second for

  • each gun, at each range.

  • The low damage per pellet of the SPAS-15 means

  • that even with its elevated fire rate, its damage per second output is not that huge.

  • The FO-12 and the SASG-12 on the other hand end up with an overall damage output that

  • is much higher than all other shotguns.

  • And, as long as you are within 3m of your target, Buck's MASS is also pretty powerful.

  • Keep in mind though, that the damage per second output is a theoretical value that assumes

  • that you can fire the gun as fast as possible and still hit every pellet of every shot.

  • For shotguns specifically, this measure is even more problematic than for regular guns

  • because no matter how good your aim, you will never be able to hit all of your pellets once

  • you reach a certain distance from your target.

  • But we'll get to spread in a second, before that, I think it's worth noticing that even

  • the most powerful pump action shotgun (the M870) still delivers less damage per second

  • than the weakest semi-auto shotguns (the M1014 and the Super 90).

  • Does that mean that the semi-autos are better than the pump-actions?

  • I would actually say overall, yes.

  • With the pump-actions you really need to make sure that you hit your first shot and that

  • you're close enough to get an instant down or kill if you want to survive the engagement.

  • With the semi-autos, the ability to spam fire in panic situations or after missing the first

  • shot, can allow you to survive where the pump-actions might not.

  • While this DPS data allows us to compare the shotguns on a theoretical level, the info

  • becomes very misleading once you're only a few meters away from your target since in

  • reality, many of the pellets of each shot will start to miss.

  • So now let's try to get a more realistic view of the damage output by taking into account

  • the hip-fire and ADS spreads.

  • Let me again start off with a few general rules.

  • Unlike other gun classes in the game, the hip fire spread for shotguns (and I assume

  • the same applies for the ADS spread) is not affected by your character's stance.

  • Crouching or lying down will not give you any spread advantage.

  • Moving on the other hand will open up the spread.

  • Furthermore, in the past, the amount of zoom provided by your optic could improve your

  • ADS spread and the benefit of the laser would stack while aiming down sights but neither

  • of those features are in the game anymore.

  • The laser will now only improve your hip-fire spread.

  • With those general rules out of the way, let's now look into the specific spread for each

  • gun and more importantly, let's try to use that data to adjust our DPS table.

  • I have measured the diameter of the hip fire and ADS spread for each shotgun and here is

  • an overview with the raw spread sizes in pixels.

  • Of course, the actual pixel count for the spread size will vary depending on your resolution,

  • so these numbers won't be exactly the same for everyone.

  • But there is an important lesson to be learned already.

  • Some of the shotguns (like the MASS and M590) benefit more from aiming down sights and others

  • benefit less (specifically the semi-auto defender shotguns) but the bottom line is that aiming

  • down sights is always worth it.

  • Here is an image with examples to show you just how much you can improve your gun's spread.

  • If you are going to breach with buck, hip-firing

  • gives you a much larger spread and bigger hole but if you are going to use the MASS

  • to fight, aiming down sights will MASSively improve your chances of landing multiple pellets.

  • The spread of the MASS in fact reduces by more than half when aiming!

  • The next thing we can do with these spread diameters, is to overlay the one for each

  • weapon (for hip fire, hip fire when moving and ADS states) onto a piece of test footage

  • showing an operator at various distances and then estimating how many pellets are likely

  • to land at each distance.

  • And this is where we finally come to some the really juicy conclusions.

  • Once we have an estimate for how many pellets will land when hip firing or aiming down sight,

  • for each shotgun at each range, we can estimate the damage for a single shot as well as an

  • adjusted damage per second that only takes into account how many pellets are likely to land.

  • Of course the estimated number pellets you can land at each distance, is not set in stone.

  • Depending on the individual pattern you end up with for any given shot, you may land 7

  • instead of 6 pelletsor maybe only 5…

  • Also, I purposefully picked a medium sized operator to compare the spread sizes to but

  • that means that smaller operators will receive less damage while larger ones may take more.

  • And a final caveat is that these damage tables will be only applicable to level 1 armour body shots.

  • For level 2 or three armour, the figures need to be multiplied by 0.9 and 0.8 respectively.

  • Despite these limitations, I think that the adjusted damage per second stats we can derive here

  • will still give us a clearer picture of the true damage output of each shotgun.

  • As you can see, the close range damage stats are of course not affected since you will

  • still be landing every pellet but once you push past 5-6m range, the damage output starts

  • dropping significantly across the board.

  • If you are hip firing or hip firing and moving at the same time that drop off will start

  • between 3 and 4 meters distance and will be even steeper.

  • Guns that are affected the worst by this are the GEO's ITA12S, Buck's MASS, Ela's

  • FO-12, and the Russian SASG-12.

  • Having an adjusted DPS is a great start when trying to rank the shotguns but with the estimated

  • pellet hit information, we can also calculate estimated damage per shot stats at various ranges.

  • This is especially useful, since it allows us to gauge at which distance you are likely

  • to get a one hit kill with each of the guns when you're aiming down sight, hip firing or hip firing and moving.

  • Let me mark the fields where you are likely to get a one hit kill in green.

  • Yellow fields may get you a one hit down but could also result in your opponent surviving

  • and orange fields will frequently not be enough to down your opponent but could still work

  • out for you if you get a lucky pattern.

  • Unsurprisingly, the pump action shotguns, with their much slower fire rate, have an

  • advantage of 1 or 2 meters critical hit range over the semi-autos.

  • And as much as the damage, damage drop-off and spread stats will vary from gun to gun,

  • these tables make it quite clear that they are still balanced quite well in terms of

  • their effective range (with the exception of maybe the ITA12L… that guns just seems bad).

  • The tables for level 2 and level 3 armour are not too dissimilar and I will let you

  • peruse those at your own leisure; link to my online sheet in the description.

  • And now, since aiming down sights is so important, it is also worth taking the ADS times into account.

  • Most of the guns have the same, or at least very similar ADS times but there are a few that stand out.

  • The difference between the first and second groups here is only one frame (at 60 FPS)

  • and so I would say that they are practically identical.

  • The next group is around 85ms slower than this and again, it is the semi-auto defender

  • guns that are being put at a slight disadvantage.

  • The weakest of all, with a significant disadvantage in terms of ADS time is Ela's FO-12.

  • It's time is almost half a second but since this shotgun is also capable of attaching

  • the angled grip you can take that time down to around 268ms.

  • The choice is yours, vertical grip for more stability, angled for a 40% better ADS time.

  • Ok, we're making good progress, there are only a couple of factors left to consider

  • and one of those factors is the reload time.

  • I discussed the reload times for the detachable magazine fed shotguns in a previous video

  • but as a reminder, those times are on screen now.

  • The SASG-12 stands out with the slowest full and tactical reloads.

  • The Six12s have the best reload times from empty but conversely they do not see an improvement

  • when going for a tactical reload and will therefore be amongst the slowest there.

  • The three remaining detachable mag shotguns will take just over three seconds for a full

  • reload and just over two for a tactical reload.

  • When it comes to the reload times of the fixed mag shotguns things become a little bit more

  • complex but let me try to break it down for you.

  • The first thing is that from the third shell onwards, the time it takes to load in a single

  • shot is consistently around 600ms for most guns.

  • The only exceptions here are the two ITA12s available to Mira and Jackal, which have a

  • slower time of 800ms per round and Frost's Super90 which clocks in at a slightly faster

  • time of around 580ms.

  • But the real differentiation with these guns comes from the reload of the first two shots.

  • When you go for a tactical reload, your operator first needs to tip the gun over onto the side

  • to start reloading and when reloading from empty, this is even worse because the gun

  • is tipped first to one side and then the other.

  • The slowest initial reload times from empty go to the ITA12 variants.

  • The GSG9's M870 reloads the quickest, followed by Valkyrie's SPAS-12 which is also above average here.

  • The M870 and SPAS-12 also have the best tactical reloads and again, the ITA12s are the slowest

  • but only by a small margin.

  • Ok, we've explored the damage, damage drop-off, fire rate, spread, ADS times and reload times

  • and that leaves only one factor left to look at: the recoil.

  • For the pump action shotguns recoil is a non-factor, since even the fastest firing example in this

  • group (the M870) still shoots so slowly that it will reset to the point of aim before you

  • can fire the next shot.

  • For the semi-auto shotguns on the other hand, recoil is very important and the overall trend

  • here is that the more powerful shotguns are harder to control while the less powerful

  • ones are much easier.

  • If we compare the in-game recoil patterns we can see that the Super90 and M1014 are

  • relatively easy to control, the two Six12 variants are a little harder, followed by

  • the SPAS-12 ad SPAS-15 and right at the end of the pack are the SASG-12 and FO-12.

  • You may notice the recoil on the FO-12 is actually a little weaker than on the SASG-12

  • but because of the outrageous fire rate of the FO-12, the felt recoil at max fire rate

  • is still stronger and that's why I am listing it at the end.

  • And with that, our analysis is finally concluded.

  • The important question now is what does all of this mean?

  • Let's start out with some general conclusion first.

  • If you are hip firing and moving, the semi-autos will only be able to get you a one hit down

  • or kill at up to around 5 meters (and that's with perfect aim against level 1 armour!).

  • Taking advantage of their superior fire rate is a must and it makes sense to always fire

  • more than just one shot, no matter how close you are to your opponent.

  • If you are aiming down sights, you can push the effective range out to around 7m but beyond

  • that, securing a quick victory can become a challenge.

  • Pump-actions can provide an effective range up to 10m but only if you aim down sights

  • and stand still; hip firing on the go will reduce this range down to 6-7m.

  • The key to winning gun fights with a shotgun in Rainbow Six Siege is picking your battles carefully.

  • This is easier to do as a defender, since you can position yourself in areas that give you the advantage.

  • On the attacker side, careful droning and planning your route to the objective to avoid long angles is key.

  • But now, over to the all-important question: “Which shotguns are the best and which

  • ones are underpowered?”

  • Clearly at the bottom of the pile is the ITA12S but that's neither surprising nor interesting

  • to discuss, since it is the only shotgun sidearm in the game and of course it needs to be underpowered

  • to balance out the fact that you can bring it with you alongside a more viable primary.

  • Although having said that, as long as you get into virtually touching distance, even

  • this gun can act as a decent backup.

  • Slightly more useful but not by an awful amount is its big brother, the ITA12L.

  • This guns relatively low baseline damage, aggressive damage drop-off and slower than

  • normal reload times make it a surprisingly bad choice and there is pretty much no reason

  • for anyone to use this gun ever.

  • Yes, it does have the best damage per pellet of all once you get past 13m but what's

  • the point when hardly any of them hit at this distance anyway?

  • Hibana and Echo's SuperNova has low baseline damage and a stupidly slow fire rate which

  • make it the next in line and although the SAS' M590A1 has a slightly better fire rate,

  • its steeper damage drop-off make it all in all pretty much just as bad.

  • And in terms of the pump actions that only leaves the French SG-CQB and the German forces'

  • M870 and I think their stats make it clear that they are definitely the best choices

  • when it comes to pump-action shotguns in Rainbow Six: Siege.

  • The highest baseline damage per pellet, relatively fast fire rates, the smallest possible spreads

  • and the best ADS times and these factors all combine to make both of these guns quite usable.

  • The M870 is clearly the overall winner for me, due to the better reload times and higher

  • baseline damage, despite the fact that the SG has a slightly longer effective one shot kill range.

  • But as I mentioned earlier, I believe that the semi-auto shotguns on the whole are a

  • more reliable choice over the pump- actions due to their superior fire rates.

  • At the bottom of this group is the gun formerly known as the Sniper90.

  • Nowadays Frost's Super90 has one of the lowest baseline damage stats with the harshest

  • drop-off of all and the mediocre spread, ADS times and reload times are just not enough to make up for this.

  • Just above the Super90 is the FBI's M1014 and the only reason I list it slightly higher

  • are the better ADS time and damage drop-off.

  • In all fairness though, the differences are probably minimal in practice.

  • Above this, I would list the Valkyrie's SPAS-12 since it has more power at the closer

  • ranges and also a reload time that appears to be just a little faster than all of the

  • other shotguns featuring fixed magazines.

  • Another step above that are the two Six12 variants which have similar power but better

  • spread and great reload from empty.

  • Among my top listings for the shotguns in Rainbow Six are Caveira's SPAS-15 and surprisingly

  • also Buck's MASS and even though the stats of these guns are very different, I would

  • say that their overall performance is quite comparable.

  • The SPAS-15 is the weakest shotgun in terms of baseline damage but makes up for this with

  • a superior fire rate and the best possible hip fire while moving spread.

  • The MASS is very powerful up close with harsh damage drop-off and while the hip fire spread

  • is poor, the ADS spread is the best one possible, so it's a good thing that the MASS gets

  • the best possible ADS time as well.

  • Both guns have great tactical reload times, so make sure that you take advantage of that whenever possible.

  • And that only leaves two contenders for the overall top spot: Ela's FO-12 and the Russian

  • SASG-12 and the winner isdrum roll please…..

  • the SASG!

  • Ela's FO-12 is definitely a force to be reckoned with.

  • Decent power at all ranges, combined with the fastest fire rate out of all shotguns,

  • give this gun and insane DPS.

  • The tactical reload time is very good and as long as you attach the angled grip, you

  • will have the best ADS time out of all shotguns.

  • Yes, the super high fire rate and challenging recoil make the gun hard to control but as

  • long as you are close enough, you can still absolutely shred your opponents.

  • But after all of this, my clear number one out of all of the shotguns in Rainbow Six

  • Siege is the Russian SASG-12.

  • Yes, its high fire rate and challenging recoil make it harder to control than most other

  • shotguns but it's still easier to handle than its closest rival, the FO-12.

  • There are a couple of other downsides like slow reload times, a relatively slow ADS time

  • and relatively large spread when aiming or hip firing and moving but nothing can argue

  • with its baseline damage combined with its great fire rate.

  • Whether you're playing as Kapkan, Tachanka or Finka, theSausage-12” can definitely

  • help you get the job done!

  • And that's it.

  • FINALLY!!!

  • My definitive shotgun review for Rainbow Six Siege is complete….

  • Until the dev team decide to rebalance these guns...

  • But for now, these stats will stand and I really hope that all this effort was worth

  • it and that you managed to take away some useful info.

  • If so, likes are very much appreciated (hint hint!)

  • Over to you, what are your favourite shotguns?

  • And was there anything about the info I uncovered that was surprising you?

  • Do let me know in the comments section below and as always, if you have any suggestions

  • for topics I should cover in future, go ahead and post those as well.

  • And with thatthank you all for watching, I hope you enjoyed the video and I will see

  • you in the next episode!

What's up guys, Rogue-9 here and yes, I know that this one has been a long time coming.

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レインボーシックスシージで最高のショットガン? (Best shotgun in Rainbow Six Siege?)

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    DarKnightOuO に公開 2021 年 01 月 14 日
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