Rainbow Six Siege Introduces Limb Penetration System by games news
Y4S4 in Tom Clancy’s Rainbow Six Siege will see changes to the way bullets penetrate on character models. This new system, dubbed limb penetration system by the devs, aims to increase the lethality of shots and provide guidance to where a bullet should land. This means that some weapons will have bullets that will pierce a body part and then hit another or, some bullets could damage more than one target per shot.
Under this system, damage modifiers and armor ratings will additionally impact overall hit registration. The body part with the highest modifier will be considered when determining damage when multiple parts are hit.
The new Bullet Penetration system that will be available on the Y4S4 Test Server before going live. Coming to Rainbow Six Seige - Operation Shifting Tides, is it's first Indian Operator. Ubisoft is currently working a PvE spin-off called Rainbow Six Quarantine for current and next-gen consoles.
In Y4S4 we are changing bullet penetration on character models in Rainbow Six Siege. This new system aims to increase the lethality of shots and provide guidance on where a bullet should land.
The goal of the new bullet penetration system is to reduce the impression of inaccurate hit registration, reducing past player confusion as to where a shot will land. The new penetration rules will be dependent on the type of gun used and will determine how the bullet will travel after its initial hit.
PENETRATION RULES
NO PENETRATION
A bullet hits one body part and will not pass through to hit other body parts. This was the case for almost all guns in Rainbow Six Siege up until now.
SIMPLE PENETRATION
A shot that connects with a body part will then potentially hit another body part behind the first hit appendage of the same Operator.
For example, you shoot at an enemy with their hand up in front of their faces after being flashed. If you hit their hand, the bullet will penetrate through to their head. The actual damage done will be calculated by taking into account the hit on the body part with the highest modifier (please see the “Damage Modifier” section). In this case, the bullet’s damage will equal the headshot.
Please note that in simple penetration, a bullet will never hit a third part of the character. Nor will simple penetration bullets shoot through the first person to continue doing damage to another body.
As an additional note, should a bullet pass through two of either of the following: chest, neck, or head - only the 1st area hit will be accounted to calculate damage. This avoids issues were hitting the lower back of an operator result in a headshot.
FULL PENETRATION
If someone else is behind the first person shot, the bullet will damage the first person, then go through to penetrate a second person or surface. The second person will only take 70% of the initial damage.
For each body that the bullet hits under full penetration, the bullet’s damage and route will follow the same simple penetration rules above.
DAMAGE MODIFIER
Under the Simple Penetration system mentioned above, the body part with the highest modifier will be considered when determining damage when multiple parts are hit.
Hands/Arms: 0.75 (1 and 2 armor) and 0.65 (3 armor)
Groin/Lower Torso/Upper Torso: 1.0
Legs: 0.75 (1 and 2 armor) and 0.65 (3 armor).
Neck and Head: 50.0
ARMOR RATING
Since an operator’s Armor also affects the amount of damage taken, below is a breakdown of the 3 different Armor Ratings and how much of the initial damage a limb will actually take.
1 Armor: 1.0 (full damage)
2 Armor: 0.9 (10% lower)
3 Armor: 0.8 (20% lower)
The new Bullet Penetration system will be on the Y4S4 Test Server. We appreciate any feedback you all have to offer us on the new system and look forward to hearing your thoughts!
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