Recoil in R6 is NOT random! - Rainbow Six Siege
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Published 2020-11-07
0:00 - Recoil Example: Sam Fisher
1:16 - SMG -11 Recoil
2:09 - Mk17 Recoil
2:52 - Recoil Basics
3:39 - Recoil Rework
4:57 - How Recoil Works Now
9:03 - Conclusion
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All Comments (21)
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"So the recoil is randomized?" Ubi: "Well yes, but actually no"
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It's actually pretty smart. As in a real in game scenario, you would never be able to end up with the same recoil. That with the fact that it's impossible to code pure randomness. Good find Rogue !
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Now this is the question, which pixel on each map has the least recoil
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The return of the king
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There isn't a preset of recoil patterns, from your evidence, they use a pseudo-random algorithm to calculate the recoil, using your bullet count and your coordinates as seeds. Since these two factors are player-controlled in a multiplayer game, it's practically random. It's just not true random like many people think. Most rng isn't so it's not too surprising. If this was a singleplayer game, however, knowing the recoil rng is completely player-controlled might be useful in speedruns.
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Damn Rogue you really went all Crazy Charlie day with the tracker boards on this one huh 🤣 great work as usual dude thank you for this ❤
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Possible explanation: Computers can't create truly random numbers. Usually computers get a "random" number by looking at the time. But you can feed it certain numbers like x / y / z coordinates and bullet count, then use that as a base to get a "random" number that acts as a rule for the recoil. And because standing in the same place with the same bullet cound each time is not possible in a real game, the rng is truly "random".
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That is actually a very good solution, credit where credit is due to Ubisoft. Great video as always
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Good job as always, budd. :)
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When ever we get a Bank rework I'd love to see Ubisoft change that wall to have hundreds of bullet holes in it as a reference to rouge.
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Tom Clancy’s Random 6: Siege Operation GPS Bullet Spread
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Nobody: The guy who made scorpion recoil. So anyway It Started flying
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7:24 the gun with capacity of 30+1 after full reload only will have 30 bullet . in you test bullet number shoud be 1 32 62 92 instead 1 32 63 94 if you only reload once. (sorry for my bad english grammar and my rude tone)
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I've been waiting a long time for this video to go up!
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I believe that calling this procedural recoil would be far more accurate than "fixed" recoil patterns. As you said the system is feeding information along the lines of the number of bullets remaining and the character location into an algorithm to procedurally generate recoil. Thus, it's not random, but it's also not a fixed pattern, in that there's a virtually infinite number of patterns. But it is definitely interesting to realize that it's not true RNG, if only from a technical design and testing perspective. EDIT Or algorithmic recoil.
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So I think the reason that the recoil is not "random" is because computers procedurally generate random numbers, so the values are not truly "random". If you give 2 different computers the exact same algorithm and seed for random number generation, they will output the same numbers. So I think the devs did implement a random generator in the recoil calculation, but they all start with the same seed.
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You keep saying "sadly..." but I think this is a really cool discovery! There has to be some underlying structure to recoil because it's impossible for computers to create true randomness: the closest they can get is to take as many variables as possible and combine them in unique ways. Props to you for figuring this out, and also to the devs for a pretty ingenious solution!
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Holly wow. I love your testing and findings. Thank you for sharing what you find with us. You rock!
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Yaay! A new video from Rogue! Love your videos, man.
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I have been waiting for this video. Thanks for finally putting it together. ❤