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Two mechanical quirks of Rainbow Six Siege wound up making the difference during a match between G2 Esports and Team Empire last weekend. An Ubisoft game designer has helped explain what happened, and it has to do with how the bomb defuser process begins, and with how bodies are handled between the multiplayer game's server and game client.

With seven seconds remaining on the clock, G2 player Virtue began counter defusing - a process which, on paper, takes seven seconds. While this was happening, Team Empire's Joystick began firing at him from the floor below. From the broadcast booth, it seemed that Virtue should have had time to counter defuse, except that he would have been shot by Joystick. But in the game, neither of those things happened. Virtue ran out of time, and none of Joystick's rounds ever touched him.

Rainbow Six Siege game designer Emilien Lomet took to Twitter to explain the discrepancy. It's true that the defuse time is seven seconds, he said - but there's a 0.6 second animation to start the defuse process, which makes the whole thing take 7.6 seconds.

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