Perspective, Positioning and Stances To Get Kills - Rainbow Six Siege
Summary
TLDRこの動画は、Rainbow Six Siegeにおける視点とキャラクターの姿勢が戦闘にどのように影響するかについて述べています。視点の変更、キャラクターモデルの見え方、そして立ち上がり、尻込み、そして横たわすなど様々な姿勢が、相手に最初に見られる可能性をどのように変化させるかについて分析しています。また、ゲーム内の戦術的なアドバイスも提供しています。
Takeaways
- 🎮 ゲーム「Rainbow Six Siege」の視点に関する議論の要約と、その影響を受ける他のゲームについても触れられています。
- 🔄 Operation Burnt Horizon以降、游戏中の1人目カメラの挙動が変更され、頭の中心部に固定されるようになりました。
- 🔧 視点問題は、プレイヤーと相手の距離、そしてカバーとの関係性にも依存します。
- 💡 プレイヤーは、可能であればカバーから離れ、視点を有利にすることが大切です。
- 🎧 今回の動画は、Drop(旧Massdrop)がスポンサーして提供しています。Sennheiser PC37Xゲームヘッドセットを紹介しています。
- 👀 1人目と3人目の視点の違いが、ゲームの戦術や視覚的な隠れ場所に影響を与える可能性があります。
- 📸 ゲームのキルキャムの質が高くなると、プレイヤーは失敗から学び、不正行為を特定するのに役立ちます。
- 🤔 視点に関する問題が「Rainbow Six Siege」で顕著になっている理由は、ゲームの特性に関連している可能性があります。
- 🔄 傾けることの意味は、1人目と3人目では異なり、キャラクターモデルの動きや露出される部分に影響を与えます。
- ⏺ 傾けることの方向が正しいと、カバー近くでの戦いではより小さいターゲットを提示できます。
- 📈 ゲーム内での高台戦や階差のある戦いでは、視点の位置によって戦いが有利になる場合があります。
- 🐜 「Rainbow Six Siege」のキャラクターは、微妙な動きがあり、これは隠れることが難しい状況につながる可能性があります。
Q & A
Rainbow Six Siegeでは視点の変更に関する重要な変更は何ですか?
-Operation Burnt Horizonの開始時に、リーン時の第一人称カメラの振る舞いが変更されました。パッチ前はカメラが頭の側にシフトしていましたが、パッチ後は頭の中央、目の間に固定され、リーンしていても直立していても変わりません。
カバーからの距離が戦術にどのように影響しますか?
-カバーに近いプレイヤーは常に不利であり、時には相手に見られることなく撃たれるほどです。一方、カバーから遠いプレイヤーは、角を見ることができるため有利です。
第三者視点のゲームでは視点がどのように異なりますか?
-第三者視点のゲームでは、カメラがキャラクターの上に浮かんでいるため、自分をさらすことなく角を見ることができる大きな利点があります。
リーンすることの利点とは何ですか?
-リーンすることで、キャラクターモデルがカバーに近いほど、頭とカメラをさらに側面にシフトさせることができ、カバーの背後から体と脚が見えるのを最小限に抑えることができます。
なぜリーン時にキャラクターが少し背が高くなるのですか?
-照準を合わせるとキャラクターが少し屈むのですが、リーンするとこの利点がキャンセルされ、キャラクターがわずかに背が高くなります。これは、カバーの後ろに隠れている時には不利になる可能性があります。
なぜリーンは高所からの戦闘において有利なのですか?
-高所からの戦闘では、リーンすることでキャラクターが実質的に短く見え、相手に対して利点を増やすことができます。
Sennheiser PC37X ゲーミングヘッドセットの特徴は何ですか?
-Sennheiser PC37Xは、素晴らしい音質、長時間の使用でも快適な着用感を提供するヘッドセットです。821件のレビューで4.5以上の高評価を受けています。
プローンポジションではどのような慎重さが必要ですか?
-顔を前にしてプローンすると、身体全体をシフトさせるので、相手が遠くにいる場合、腕と頭を角から出さなければならず、見つかりやすくなります。しかし、背中を向けてプローンすると、頭がより安全になります。
Rainbow Six Siegeにおけるキャラクターの無意識の動きが戦術にどのように影響しますか?
-キャラクターは常に微妙に動いており、この動きは第三者モデルとヒットボックスを若干露出させる可能性があります。特に右にリーンしているときにこの動きが顕著ですが、照準を合わせるとこの動きを止めることができます。
Rainbow Six Siegeでの視点と関連する死に関するRogue-9の結論は何ですか?
-適切な側にリーンし、カバーに近いときは特にそうするべきですが、カバーの上から覗くときに無駄にリーンするべきではありません。高い位置から戦っている場合は、リーンが有利です。狙いを定めているときは、キャラクターのランダムな動きがなくなるため、より安全です。
Outlines
🎮 ゲームの視点と傾斜の重要性
この段落では、Rogue-9が視点と傾斜に関するリクエストに応えるために、Z1ronicと共同で調査を行いました。視点に関する議論は、Rainbow Six Siegeだけでなく、他のゲームでも重要であることを強調しています。特に、第一人称視点のゲームでは、プレイヤーの位置やキャラクターの姿勢が、敵との遭遇に大きな影響を与えると指摘しています。また、ゲームの開発者は、Operation Burnt Horizonの開始時に、傾斜時に使用される1人目視点のカメラの挙動を変更したことも触れています。
🎯 視点と傾斜が影響を与える要因
この段落では、視点と傾斜がRainbow Six Siegeでの戦術的な選択や位置取りにどのように影響するかについて詳細に説明しています。カメラの位置が変更されたことにより、傾斜時にキャラクターがより見えるようになった点や、傾斜によって視線が平行になること、そして傾斜が死角を作り出す可能性についても触れています。また、立ち上がり位置や傾斜方向が敵との遭遇にどのように影響するかについても具体的なアドバイスを提供しています。
🛡️ 傾斜と隠れる戦術
この段落では、傾斜とその方向性がどのようにプレイヤーの隠れ战術に役立つかについて説明しています。傾斜によってキャラクターのモデルが変形し、視線を隠すことができる点に焦点を当てています。また、傾斜によって得られる利点や、特定の状況下での傾斜のリスクについても詳細に触れ、例えば高い位置から戦う際には傾斜が有利である一方、低い位置から戦う際にはリスクがあることなどを指摘しています。
🚨 戦闘中の視点管理
最後の段落では、視点管理が戦闘の成果にどのように影響するかについて述べています。特に、低い位置から戦う際のリスクや、立ち上がり時のキャラクターの動きが曝露リスクを増加させる可能性について警告しています。また、視点を管理することで、戦闘中のリスクを軽減できる方法を提案しており、例えばスイカスを狙うことでキャラクターの動きを止めることができると説明しています。
Mindmap
Keywords
💡視点
💡レーン
💡カバー
💡キャラクターモデル
💡第一人称視点
💡第三人称視点
💡爆頭
💡キルカム
💡ゲームヘッドセット
💡視差
💡不可见の敵
💡キャラクターの動き
Highlights
Rogue-9 discusses perspective in Rainbow Six Siege and other games like CS:GO and Insurgency Sandstorm.
The developers changed how the 1st person camera behaves when leaning in Operation Burnt Horizon.
The camera position was fixed to the center of the head, affecting gameplay.
Perspective is crucial in first person games, with the player closer to cover at a disadvantage.
The 3rd person character models extend out to the sides, becoming visible before the camera.
In Rainbow Six, leaning has been adjusted to provide a better strategic positioning.
The kill cam in Siege helps players learn from mistakes and identify cheaters.
Leaning can have significant advantages, especially when close to cover.
The proper direction of leaning is important to minimize visibility to the enemy.
When fighting from an elevated position, leaning makes the character appear shorter.
At long ranges, the prone position with feet forward provides better cover.
The camera position at the front of the head makes fighting from a lower position dangerous.
The top player has an advantage in fights through hatches or doorways from elevation.
Random character movement caused by 'ants' can expose the player to enemy fire.
Aiming down sights can eliminate the risk of exposure from character sway.
When prone, facing backward is safer than facing forward in terms of head exposure.
Leaning to the correct side is crucial, especially near cover, but unnecessary leaning can be harmful.
The video provides actionable tips for improving positioning and stance in Rainbow Six Siege.
Transcripts
What’s up guys, Rogue-9 here.
I have had a good number of requests asking me to weigh in on the topic of perspective
in Rainbow Six Siege and I recently spent some time with Z1ronic, exploring the issue
in Siege as well as other games, specifically CS:GO and Insurgency Sandstorm and in this
video, I want to highlight some actionable tips that may be useful to you when playing
Siege in terms of choosing your positioning or character stance.
So let’s jump right in.
Now of course, there have been quite a number of videos made recently discussing perspective
and I don’t really want to spend too much time covering those points again in detail
but I will briefly highlight the two main facts, as a brief reminder.
If you’ve been following the discussion, you will know that at the beginning of Operation
Burnt Horizon, the developers changed how the 1st person camera behaves when leaning
in Rainbow Six.
Before the patch, the camera used to shift all the way over to the side of the head when
leaning and after the patch it has been fixed to the centre of the head, between the eyes,
no matter if you are leaning or standing up straight.
This seems like a significant change and I also fully believed that it must have had
an impact on the game.
The other important fact that has been discussed on other channels is that when it comes to
perspective, it is important how close or far you and your opponent are away from cover.
If the first person cameras were represented by single pixels, this would not matter at
all since no matter how far each camera is away from the cover, they will always see
each other at exactly the same time.
The issue of one person being able to see and shoot the other, while not being seen
themselves, arises because the 3rd person character models extend out to the sides quite
a bit and become visible before the camera itself.
So, the simple conclusion is that whenever you are playing a first person game, the player
who is closer to cover is always be at a disadvantage, sometimes to such a degree that they can be
taken out without ever seeing their opponent.
For 3rd person games, where the camera floats above and behind the character, the opposite
is the case since and you can get a huge advantage by seeing around corners without exposing
yourself at all but that’s a different topic altogether.
Those are the facts that are important to my exploration of this topic.
Being as far away from cover as possible is an advantage when peeking and the camera positioning
has changed somewhat recently.
This video is sponsored by Drop, the company formerly known as Massdrop and their product,
the Sennheiser PC37X gaming headset!
I have owned this headset for many months now and I am still more than happy to recommend it!
Sennheiser is of course known for making great quality speakers and great speakers translate
into great sound quality.
Light and comfortable to wear even over long time periods, I would say that this headset
is a great all in one solution for anyone looking for a mic and headphone combo but
don’t just take my word for it.
The item currently has 821 reviews on the Drop website, with a great customer rating
of over 4.5 out of 5 stars.
So if you’re in the market for a new headset, I can definitely recommend the PC37X and if
you use the link in the description below a $20 discount will automatically be applied
for you during checkout!
Many Thanks to Drop for supporting the channel!
And as I mentioned, Z1ronic and I tested the principal of perspective and view quite extensively
and the same phenomenon exists in every other 1st person shooter as well in Siege.
In Rainbow Six, we may have been shielded from this phenomenon a little by the way leaning
used to work or maybe in the past, perspective related deaths were assumed to be netcode problems instead.
I think it is also worth thinking about why we were noticing the problem more in Siege
than maybe in other games.
The instant headshot death, easy to control guns and fast time to kill overall are probably
important factors to consider.
In games where you die a little slower (be that because of a larger health pool, less
lethal headshots or harder to control recoil) you may face the exact same issues of being
shot at by an unsighted opponent but at least in those situations, you may still have some
time to react and either get further into cover or attempt to peek out more in order to return fire.
And another factor that is worth considering is also the reasonably high quality kill cam
we get in Siege compared to other games.
Dying to an unseen enemy and then getting to see a clip of how much of us that guy was
able to see and how easy it was for him to kill us may make us feel even more cheated
than if we had not been shown the clip.
Am I arguing for the kill cam to be removed?
No, absolutely not!
I think the kill cam is a valuable tool in helping players learn from their mistakes
and also in helping to identify cheaters and suspicious players and I think more games
should aim to have a robust replay system in place.
Nevertheless, I do also think that it is possible for the replay to add frustration in some
situations and maybe that is just one more factor that makes perspective related deaths
jump out at us more in Siege than they do in other first person games.
Whatever the explanation as to why perspective related deaths have become so noticeable in
Siege lately; there are still some factors that you should take into consideration when
choosing your positioning and stances while playing Rainbow Six.
Let’s take a closer look at those!
Back when the camera position was changed, the image that the developers shared in their
blogpost about the leaning change, gives us a relatively good idea of where the first
person camera is mounted onto the character model.
Centre of the head, just above the eyes.
I ran a few tests and confirming the horizontal camera placement was really easy, it is always
the centre of the head.
When looking straight ahead, a simple test of shooting at a wall at close range also
revealed the vertical positioning of the camera and it is exactly where I expected it, just above the eyes.
Now one of the questions I set out to answer in this video, is: how do various stances
and leaning affect how likely you are to be spotted first by your opponent?
To get to answer this question, let’s first explore what leaning actually means in terms
of a first and third person perspective because this will already throw up a few little dangers to be aware of.
From the first person perspective, leaning is pretty simple.
The camera just shifts to the side by a few inches while staying perfectly vertically
aligned and without turning the view left or right at all.
What this means is that you essentially end up with a perfectly parallel line of sight
to the one you have before and this means that your bullet impacts will always be spaced
exactly the same distance apart, no matter how far away from your target you are.
This only works though when you are aiming straight ahead.
When aiming up or down, the lean is no longer perfectly in line and your aim will either
pivot up (when aiming up) or down (when aiming down).
The 3rd person character movement when leaning has been modelled in such a way that the camera
position, above and between the eyes, shifts pretty much in line with the movement of the
first person camera, although the character model does straighten up and become maybe
an inch or so taller and the head also tilts a little bit.
And this is where we run into our first little danger.
When you lean and you are aiming down your sights, your camera position moves perfectly
horizontally but your character becomes a bit taller and in certain situations, this
can make you a slightly easier target without you gaining any advantage.
The reason for this is that aiming makes your character hunch down a little bit but leaning
cancels out this benefit.
When peeking over solid cover, leaning will make your head stick out just that little
bit more while not providing you with a better view in any way.
Sure, you can be argue that the difference is only a couple of centimetres but in a game
where headshots mean instant death, this could make all the difference, so my advice would
be to use caution when leaning behind cover and only lean if you actually have a valid
reason to do so.
This does not apply though when fighting from an elevated position.
If you are above your opponent, fighting over a balcony, through a hatch or maybe a floor
breach, leaning will actually make your character appear significantly shorter and will increase
the advantage you have over your opponent.
But apart from the minor disadvantage of leaning behind hip high cover, leaning can have significant
advantages and the fact is that the closer to cover you are, the more you will get out of leaning.
Because what leaning will also do, in terms of your character model, is to shift the head
and also the camera further towards the side while keeping the body and legs where they are.
When you lean to the left, your 3rd person character model will even switch to a left-handed
grip on their firearm and this is really useful in terms of minimising how much for their
body and legs will be visible from behind cover.
As you can see in the footage of one of my tests, leaning (even after the removal of
the camera shift to the side of the head) goes quite a long way towards helping mitigate
the risks of fighting around close cover when your opponent is further away.
There is still a possibility of being seen first but you are presenting a much smaller target.
So the closer you are to cover, the more important it becomes to lean and to lean in the right direction.
Leaning the wrong way will basically present everything but a small part of your head to
the enemy and as several studies have shown, this is a bad thing to do!
When kneeling and leaning close to cover, the results are pretty much exactly the same.
Leaning the correct way will always expose less of your body and head.
The prone position is a little more complex though especially since we have to differentiate
between lying face forward or backward.
When prone, instead of bringing the head further over to one side, leaning will shift your
entire body around.
This means that when your feet are facing backwards, you will have to expose your arm
and head around a corner before you can see your opponent further away.
When not leaning though, your operator exposes more of their legs and body but at the same
time exposing less of their head.
Sure, with the low time to kill in Siege, this is definitely going to get you killed
but interestingly, your head is safer in this position.
Leaning the wrong way is still a really bad idea though because you have to almost fully
expose yourself before you get to see anything of your opponent.
What is the difference when lying feet forward, well: see for yourself!
As with all of the other images, I have moved Rook out to a position where he just can’t
see me and while I can see his arm because I am still in the much more powerful position
at long range from the cover, I can see almost nothing of his head.
Not leaning with Rook fully exposes one leg but still, the head is more in cover than
when lying face forward.
Leaning the wrong way…
yeah still terrible…
So my conclusion here would be that if at all possible, it is worth making sure that
you back up again cover and force your operator to turn around when holding a prone angle.
You will still potentially suffer if you are in a disadvantageous position but at least
your head is reasonably safe.
When you are in the stronger position (that is: further away from cover) the perspective
shift of leaning will only provide you with a minimal benefit but nevertheless, it is
still good practice to lean because of the change in stance of your 3rd person character
model and this is particularly true when you are prone.
The change in angle of your body when leaning will make a significant difference in terms
of how early you expose yourself.
In the test you can see on screen now, I always arranged the two characters in such a way
that the forehead cameras can only just see each other and as you can see, leaning the
correct way makes a significant difference in terms of the amount of your body and legs
that will be exposed to your opponent.
So those are the general considerations of perspective and leaning in Siege but I have
two more topics here that could have an impact on your engagements.
At the beginning of the video, I talked about the dangers of leaning when fighting from
an elevated position and there is another factor to be aware of when fighting at different heights.
What you need to be aware of here is again the camera position which right now is just
above the eyes at the front of the head and it’s this last detail that is important.
In the past, the camera position used to be further back inside the head of your character
but now that it is right at the front, it can make fighting from a lower position extremely
dangerous, even if your opponent above you is technically closer to the cover that is
separating the two of you.
This is because, as either you or the enemy move out of cover, the first thing that will
become exposed for the lower player is the top of the head, starting at the back.
This means that the elevated player has a very good chance of killing the lower one
via headshot, before the lower player ever has a chance to fight back.
When fighting through a hatch of doorway from elevation, the advantage again lies with the
top player, since they will be able to see the opponent’s feet and body long before
the lower player has a chance to get a decent view.
This definite advantage for the top player has its limitations though.
Once the distance between the two players increases, the earlier principle of “the
closer to cover you are, the greater your disadvantage” comes into play more.
As you can see, once the lower player moves far enough away, they will actually start
to take the advantage to the point where they could get a kill onto the other player without being seen.
And finally, there is one last quirk in Siege that could end up costing you a gunfight when
you are holding certain angles and the problem appears to be an ant infestation at Rainbow HQ.
When standing still, every operator in Siege cycles through a continuous movement animation
that is undoubtedly caused by ants that are crawling down the character’s back at all times.
The movements may be subtle BUT they do present an issue in that your 3rd person model and
hitbox will shift around ever so slightly, while your 1st person view stays exactly the same.
When we run a test with two players on the same team, you can see that it’s not just
the model but also the hitbox that can become just that little bit more exposed when you
allow your character to bobble about like this and something that adds to the issue
is that it is not even consistent.
Standing straight up and leaning right will allow your character to bob around but when
you lean left, the animation stops and your operators suddenly becomes focused and disciplined
for no reason whatsoever.
When kneeling, the animation becomes simplified and shorter and it also becomes consistent,
no matter which way you lean.
It does still involve swaying left and right but maybe not quite to the same degree as when standing.
When prone, a similarly simple and consistent movement cycle is used but with a little look
out to the side thrown in at the end.
Now of course the movement is very subtle and chances are that you may never die to
an opponent that happened to be just in the right place to catch your character jiggling
out of cover but even a minor desync in what your 3rd person model and first person perspective
are doing is a risk factor.
My conclusion would be that this animation is the most dangerous when standing up and
leaning to the right and a minor as the issue may be, there is something you can do to eliminate
it altogether.
Aiming down sights will immediately stop your operator from swaying around so much and so
if you are in a situation where your character might inadvertently stick part of their head
out of cover, aiming will help you reduce that risk to zero.
And that is it, my take on the question of perspective in Rainbow Six and a few small
practical tips that you can hopefully use to try to avoid falling victim to unseen enemies.
DO lean to the correct side, especially when you are close to cover but DON’T lean unnecessarily
when aiming and peeking over the top of cover.
If you are fighting from an elevated position though, leaning WILL be beneficial to you.
When holding an angle, you are just that little bit safer if you aim down sights, since this
removes the random character movement and if you are prone, you are better off face
back than face forward.
Do let me know what you think about the topic in the comments section below and with that:
thank you for watching, I hope you enjoyed the video and I will see you in the next episode!
Browse More Related Video
RIZIN LANDMARK9 井上直樹vs佐藤将光の勝敗予想
アートがよくわからないあなたへ。チームラボ代表が解説するアートの歴史と変化【猪子寿之×堀江貴文】
方言はなぜ存在するのか?トウモロコシで謎を解く。【言語地理学1】#311
【米国のダブルスタンダード】同志社大学大学院 内藤正典・三牧聖子/イスラエルーハマス戦闘/欧米はなぜ自壊し始めているのか/日本の立ち位置【PVOT TALK】
【ウマ娘】『新シナリオ因子周回』徹底解説!最強なのか!?UAFシナリオ因子周回 コツ・立ち回り・高速化・比較・おすすめ因子周回ローテ・デッキ構成【ウマ娘プリティーダービー UAF育成法・立ち回り 知識
【朗報】あの厄介な制度が遂に改変!?インボイス制度で面倒くさかったルールが変更しました!
5.0 / 5 (0 votes)