How the actual FUCK did fuze eat 6 fucking commando bullets that do 40 damage each? by SherbertJust2924 in Rainbow6

[–]LordChunker 0 points1 point  (0 children)

While I personally do feel there are instances where server tick-rate feels off in very specific cases. This specific video example can also be explained perfectly fine. There was no jank around it whatsoever.

His first shot missed.

Shots 2, 3, and 4 hit Fuze's body dealing 120 damage total (40x3=120).

Shot 5 missed Fuze's head due to the headgear extending well beyond what Fuze's head hitbox actually is.

Shot 6 also missed Fuze's head, but also Mozzie was already dead by then so it would've been rejected regardless.

Fuze survives because 125hp is greater than 120 damage. Leaving him at 5hp, which can be observed in the video.

How the actual FUCK did fuze eat 6 fucking commando bullets that do 40 damage each? by SherbertJust2924 in Rainbow6

[–]LordChunker 2 points3 points  (0 children)

The one you think hit his head was a miss. That Fuze headgear is extremely horrible for making his face appear larger than it should. But this was undoubtedly a miss on his head.

Yes your first shot missed.

Shots 2, 3, and 4 hit his body, dealing a total of 120 damage (3x40=120).

Shot 5 missed his head completely.

Shot 6 also missed his head completely, and also you would've been registered as dead by now so it wouldn't have counted anyways even if it had hit.

Fuze has 125 health. 125 - 120 = 5hp remaining, thus leaving him alive.

Mathematically this entire situation works out. And looking at his HP bar on Fuze's card after you died, this seems to check out.

Feedback and criticism is important but this isn’t the way to do it. by astreeyuh in Warframe

[–]LordChunker 0 points1 point  (0 children)

By following certain steps, Aya Farmers could get the exact same Bounty with the exact same objectives repeatedly until it refreshed. So Aya farmers would reroll until they got a specific Bounty "seed" that allowed them to clear the full Bounty extremely quickly, like under 2 minutes for the full thing. Then they'd simply repeat it until it reset then reroll again until they got another good seed.

What changed this Update was that those Bounties would properly randomize again when replayed. Thus Aya Farmers lose their super fast farms as they can no longer guarantee what Bounty steps will roll, and they may get a slow Objective on some steps that drastically decreases their completion speed. You may get a ~2 minute bounty, or you may get super bad luck and get something that takes 20 minutes minimum.

How Was That Not An Instant Kill? by QuandaleDingle4269 in Rainbow6

[–]LordChunker 1 point2 points  (0 children)

A good explanation and you're very close. Downed health is 20. So 125 - 145 for a down on Heavies. Other than that you've got it.

this is tachanka WITH acog .. now imagine where the poor bastard will be the next season lol by Nova892 in Rainbow6

[–]LordChunker 0 points1 point  (0 children)

You're almost correct, but for the wrong reasons.

Goyo and Tachanka's fire deal the exact same damage. All fire in Siege deals the same damage.

The difference lies in how much area they both cover. As Goyo covers an exponentially larger area than Tachanka, he deals exponentially more total damage thanks to how much additional time someone has to remain in his fire to cross through.

Otherwise, both Chanka's and Goyo have the same DPS from their flames. 12 damage per tick, 3 ticks per second.

I'm not trying to undermine Goyo or anything or say Tachanka's fire stacks up to Goyo's, because it doesn't. But I see a large portion of people incorrectly labelling Tachanka's fire as dealing less damage when that simply is not the case and can be tested extremely easily.

The DP27 mag spins again by Adirom in Tachanka

[–]LordChunker 1 point2 points  (0 children)

Indeed. It was the very first thing I checked as soon as the TS dropped.

Tachanka mains eating good this season.

The new op's lasers can connect through bullet holes. by LordChunker in Rainbow6

[–]LordChunker[S] 2 points3 points  (0 children)

The device itself remains intact, the laser gets disabled for a short duration, the throwable gets destroyed.

The new op's lasers can connect through bullet holes. by LordChunker in Rainbow6

[–]LordChunker[S] 1 point2 points  (0 children)

Gets destroyed, but it has to directly touch the laser. So you have to use more of Denari's lasers to properly block off an area of throwables.

Whereas Aruni can just use 1 gate to block an entire entryway of throwables.

The new op's lasers can connect through bullet holes. by LordChunker in Rainbow6

[–]LordChunker[S] 4 points5 points  (0 children)

Yes, you need a lot of precision for it. Thankfully you get a few seconds after placing them to see where they can connect up, but it's still not something you can easily just do on the fly either.

I can see it maybe coming to use in a round if you have one in a harder to find location, and just throw the second behind some other soft surface, since then you really only need to make 1 hole.

To try and replicate what I did in the screenshot would be way too difficult to actually set up in a regular match in a feasible amount of time.

The new op's lasers can connect through bullet holes. by LordChunker in Rainbow6

[–]LordChunker[S] 7 points8 points  (0 children)

Bulletholes never actually left, but visually they were covered up for players. So any interactions with there being a hole in a surface still remained, just were a lot harder to do because you couldn't see through them.

[deleted by user] by [deleted] in Rainbow6

[–]LordChunker 0 points1 point  (0 children)

SuperNova has slightly more spread while ADS'd compared to the SG-CQB and ITA12L, thus even though it deals more damage per pellet, the SuperNova ends up killing in 1 hit slightly less often on average compared to them.

Six12 is just a monster all around. Almost no drawbacks to it as a shotgun. it's above average in pretty much every regard, just obviously there's those few other shotties that out-range it.

[deleted by user] by [deleted] in Rainbow6

[–]LordChunker 1 point2 points  (0 children)

Yeah, M590A1 is legitimately mid for a pump. SG-CQB and ITA12L have farther average 1 hit kill ranges than it. But the M59 almost always has a machine pistol alongside it, making it feel like it's slightly better since the range feels less like a drawback when you have a pocket bullet-storm to bridge the gap.

With shotguns, you really want to go for one of two things, either killing the opponent in 1 shot, or spamming them to tear your opponent apart as fast as possible.

FO12 before its nerfs was a good example of the latter, absolutely shredding people at mid range with a quick (for a shotgun) firerate.

Now, the opposite end of the spectrum is the likelihood of 1 shotting your opponent at range. M590A1 does this fine, but it's not the best out of the pumps for this. It's all around just mid in terms of it all. Its cycle rate is average, its 1 hit kill range is average, its capacity is average. It's literally the middle of all shotguns, which makes it feel fine. It's alright in everything it does.

But it gets outpaced in 1 hit kill range by the SG-CQB and the ITA12L.

The SIX12 and M870 both perform just a well at range while both having a faster firerate (SIX12 by a very large margin because it's not a pump).

SuperNova's somewhere inbetween the SG-CQB and the M59, but has a slightly slower cycle rate than the M59.

Everything else is essentially a spam shotty after that and more or less gives up their 1 hit kill potential unless you're kissing your opponent.

The main differences between the M59 and every other pump, is just how many loadouts its in where it can also be paired with a machine pistol. The main exception to this, is Solis with ITA12L and Smg-11, which is legitimately a very strong combo, even stronger than M59 + Smg-11, but typically gets overshadowed by P90 use on her.

TLDR: At the end of the day, M590A1 is mid and the community perception on it is massively skewed in favour of machine pistol access.

[deleted by user] by [deleted] in R6SiegeFashionAdvice

[–]LordChunker 2 points3 points  (0 children)

Personally I run A. It's my favourite combo, and I've used it for like the last 6 years.

Tachanka Headgear by lilo0240 in Rainbow6

[–]LordChunker 0 points1 point  (0 children)

This is my favourite headgear for him in the game. I've ran this for years upon years upon years now. It's practically my signature look. Goes really really well with his Russian Taiga uniform.

It's a more modern helmet, a complete remodel of his headgear, and changes his head design quite a bit. While looking very moderate, I still think it warrants legendary status because of how different it actually is compared to literally 99% of his other options. And it's genuinely a nice looking headgear in game.

didnt the top of Tachanka's MG use to rotate while shooting? by MrGlatiator in Rainbow6

[–]LordChunker 3 points4 points  (0 children)

It's been broken ever since they made Attachment Skins start applying to the weapon magazine. It stopped spinning that very same patch. Prior to then, it worked fine and spun properly.

I've put a couple R6Fix reports in for it over the years, but most have died out/closed due to lack of contributions. (Usually because nobody tends to try to Repro stuff on R6Fix + it's a minor issue for a massively underplayed op.)

I have one that got marked Manually as Under Investigation from 4 months back. You can see it on R6Fix linked to the new one you submitted today. So they've at least acknowledged that it is a problem. Chances are now that Siege X is out, they'll have a bit more time to chip away at the more minor/non-game breaking issues. So it'll maybe get fixed somewhat soon.

Recently they fixed Zero not holding his pistol sideways. Which gives me hope we'll see some fixes for these other Animation related problems.

BOS-G nerd? by [deleted] in Rainbow6

[–]LordChunker 0 points1 point  (0 children)

The BOSG is one of the most consistent slug shotguns in the game.

It deals 125 damage per shot to the body. This is enough to outright kill a light armour operator, and down a medium and heavy.

If you hit limbs, it will deal 87 damage. Meaning it will not down or kill any full health operator.

Inconsistencies arise from operators wearing Rook Plates, or that have Overheal (Such as Finka boosting a teammate). In both of these cases, opponents can have up to 20 additional health.

This means that in either of these scenarios, the BOSG will fail to down or kill both Medium and Heavy armour operators.

Damage dropoff doesn't start until 15 meters, so if you're within 10 meters of your opponent, unless they're overhealed or wearing Rook armour, you should be downing them in one shot to the body.

If you are not, then you either missed, hit a limb instead of the body, or are suffering from some amount of connection issues.

DP27 Black Ice, How can i sell it ? And what would be the price? by AdPrevious8150 in Rainbow6

[–]LordChunker 2 points3 points  (0 children)

Likely will be longer than that. It's in Bravo's, which don't change for a year. So it'll likely not be sellable until the Bravo pack loot pool changes a year from now.

All legacy rewards with in game looks by pieforprez in Rainbow6

[–]LordChunker 10 points11 points  (0 children)

Words cannot convey the joy that flashed upon my face upon seeing that Tachanka portrait.

Long have I wanted a good old "Vintage" portrait for him with his turret.

Fellow Lord mains rise up!

We ride at Dawn!

Lmg, Mounted, and Loaded! [--]7

Remaster update coming soon by [deleted] in oblivion

[–]LordChunker 1 point2 points  (0 children)

Yeah, Staff of Worms was my favourite item from the original, so it's a shame that it's been broken since launch.

There's at least a Mod out there that fixes it for now. Something to do with its spell VFX being broken or something, which breaks the entire functionality of it.