Guides A guide to using Finka on Bank

■ Using Finka on Bank
Bank is a very sized large map designed with large rooms. This map has three floors. Attackers will have to be careful when crossing the map’s open spaces. This map is also great for spawn peaking with many windows and doors facing and leading to the different spawn points of the attackers.
 
Finka is a two speed, two armor operator whois great for supporting pushes into the objective.
Finka's Adrenal Surge gives her team a short boost in HP, pick up allies that have been downed, and also steady the team’s aim. These three effects are all being tied together making this ability very powerful. This ability gives a boost of 20 HP to the attacking team for a few seconds.
 
Finka has the choice of three weapons. The first option is the SPEAR .308 Assault Rifle. This weapon offers excellent damage output with minimal recoil. It is hard to find a negative argument as to why you would pick this weapon.
 
The second option is the 6P41 LMG offers a slower ADS time and more recoil than the SPEAR .308. The benefit to this weapon is that it offers a massive clip of 100 bullets allowing you to prefire and suppress enemies with confidence.
 
The final option is the SASG-12 Shotgun. It is hard to make a case for choosing this weapon over the other options. However, If you are just playing to have some fun, I heavily recommend combining using Finka’s ability while rushing the objective with this shotgun, you are guaranteed to have fun!
 
Finka also has the option of two semi-automatic handguns. Try out both and pick what feels the best for you.
 
You can choose to either use breach charges or frag grenades for your secondary gadget.
▲ The sites you will have to attack on Bank.
 
▶ In case, the site is located at '2F Executive Lounge ~ 2F CEO Office'
The CEO Office, Bomb Site A, features two windows and one large door connecting this site to Bomb Site B. You will have to consider many directions of attack when in this room. This room also features many breakable walls which attackers can use to open up this site and create sight lines into both bombs. Focus on trying to open these walls, you will probably need a hard breacher such as Thermite, Ace or Hibana.
 
▲ This window looks directly into Bomb Site A.
 
Don’t be afraid to get on the rooftop and use these angles to your advantage. You have a view of the two main walls into Bomb Site A and the hallway which runs parallel to the bomb sites.
▲ The view from the rooftop.
 
The Executive Lounge, Bomb Site B directly connects to Bomb Site A, almost forming one large site. This room features two large double doors. One leads to the Front Desk, the other leads to the Conference Room.
 
Attackers should focus on gaining control of the Hallway. This will restrict defenders from roaming throughout the floor.
▲ From the Main Stairway you can look directly into the Conference Room.
▲ You can also use this rooftop window to have a view of the hallway and stairs.
 
▲ How the bomb sites connect to one another.
 
▶ In case, the site is located at '1F Staff Room ~ 1F Open Area'
Open Area, Bomb Site A, provides defenders with a lot of space in which to move and a lot of cover. There is one window you can access from an attacker spawn point which leads directly to Bomb Site A. Defenders will be actively defending this window though, so approach with caution.
▲ The expansive Bomb Site A.
▲ This window leads directly into Bomb Site A, it will be well defended.
▲ The long hallway which leads to the bomb sites.
 
There are also two hatches directly in this site, and another in a connecting room, Admin Office. If opened these hatches give great viewpoints into Bomb Site A, and will allow attackers to keep up the pressure from above.
 
Attackers can approach the bomb sites using the Office Hallway. This wide hallway has a staircase branching off which attackers will have to be mindful of on their approach. Beware of the metal detectors at the end of this hallway, located just ahead of the doorway into Bomb Site A. This will be set off if you go through it, alerting defenders to your presence.
 
Staff Room, Bomb Site B, has one large door leading to the Skylight Stairwell, and many breakable walls which attackers may use to their advantage. Breaking the walls in between these two sites can create additional sight lines of which you and your teammates can use to gain the advantage in a firefight.
▲ You can reach Bomb Site B by traversing Skylight Stairwell.
 
▶ In case, the site is located at '1F Tellers Office ~1F Archives’
Tellers’ Office, Bomb Site A, has two doors on either side, separated by a breakable wall in the middle. It also has a breakable wall on the left. You will need four reinforcements to cover these walls. Attackers will have great access to this site as they will be coming from the Lobby. A large expansive area with lots of cover and entry points. Attackers can approach this Lobby area by using the main doors to the building. Be cautious, as there may be defenders roaming throughout this area. Once in the Lobby take out the camera on the back wall to avoid being spotted. Keep your guns trained on the two doors that lead into Bomb Site A.
▲ You will be very exposed trying to cross the Lobby.
▲ How the bomb sites connect to one another
 
The Archives, Bomb Site B is connected to the Tellers’ Office by a door and a breakable wall. The Archives has one window and one door which attackers can use to apply pressure to any defenders located inside. These access points lead out to the Skylight Stairwell, which as you can tell by how many times it has been mentioned thus far, is a focal point of this map. By maintaining control of Skylight Stairwell attackers should be able to peak into Bomb Site B and take out any defenders unfortunate enough to be inside.
▲ The door and mid level window in Bomb Site B.
 
Being Finka, I would try to use your ability at key moments, such as when you and your team are close to the bomb sites and are planning to breach or maybe when you have already planting the defuser, forcing defenders to rush back and try to retake the site.
 
▲ Use your Adrenal Surge ability when it is a good opportunity to do so.
 
▶ In case, the site is located at 'B Lockers ~ B CCTV Room
These bomb sites are located in the basement, which has many entry points for attackers to utilize.
CCTV Room, Bomb Site A, is small and provides only minimal cover. Attackers can approach from two main directions. The first is the Server Room. The Server Room has a tunnel which leads directly to a spawn point for the attacking team, making it a popular point of entry.
 
In Server Room, there is also a door leading to a staircase, which may be used by attackers as an alternate entry point. Working your way through the Server room can be difficult. Make use of any stun or smoke grenades you may have to cover your approach.
▲ The view of Server room from the tunnel.
 
Lockers of Bomb Site B, is an even smaller room. The main entry point to this room is from the Garage. Attackers can access the Garage from a nearby spawn point, and this Garage directly faces Bomb Site B. Expect a long range duel with defenders. If you are able to control Garage you can flank behind any attackers that may currently be located in Bomb Site A.
▲ This will be your view of the bomb site if you choose to come through the garage.
▲ You can also open this hatch in Admin Office. This will allow you to view Bomb Site A directly.
 
The final point of entry is Main Stairway. This goes from the basement all the way to the top floor. It provides defenders an opportunity to roam, and provides attackers with another entry point to the basement.
▲ The Main Stairway can be used to reach the basement.

A guide to using Finka on Bank +17
A guide to using Finka on Bank
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Guides Someone to help me with aim

I’m a copper five and my aim severely influences you rank. I don’t care about your rank or me just as long as you can help me. Thanks:)

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SLT_ScreamingEmu
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Guides Guide to playing ‘Thermite’ in ‘Villa’

Villa is a slightly larger battleground consisting of a basement, 1F, and 2F. As the entire floor consists of three floors and several rooms are intertwined, it’s good for the defensive team Roamer to play. On the contrary, the offensive team should always be careful inside the building, as they must try to get into Bombsite while avoiding Roamer's surprise attack.
 
The Objective Location is placed two on the 1F and two on the 2F, none in the basement. Because of this, engagements also occur frequently on the 1F and 2F, but when Bombsite is on the 1F, engagements often occur in the basement.
 
With most of the Objective Locations having windows or doors outside the building to check inside, the offensive team would do well to start attacking here first. While some of the offensive teams are fighting here, it would be easy if the rest of the offensive team were to enter far away from Bombsite, clear Roamer, and attack Bombsite in both directions. On the contrary, it can be difficult to even reach Bombsite if the attack is not carried out like this.
 
 
▲ Villa's Objective Location, although it has a basement, all of the Objective Location are placed on the 1F and 2F.
 
 
Thermite is one of the offensive team's hard-breacher operator, which has been selected by various users since the beginning of the game as it can breach the largest hole on the reinforced wall using his dedicated equipment, Exothermic Charge. Although there is a disadvantage of having to approach the reinforcement wall directly because it is a method of attaching and detonating Exothermic Charge on the reinforcement wall, it also has the advantage of being able to cope with the defensive team's Bandit Trick as it can be taken back from the attached wall.
 
Thermite can use 556XI Assault Rifle and M1014 Shotgun as a Primary Weapon, and 556Xl is an auto weapon, which has quite good performance and is used by many people. Sometimes players attach Angled Grip to operate Thermite more aggressively, as its fire rate is not bad at 690 and Damage of 47. As a gadget, I tend to use Claymore Mine and Stun Grenade to suit my needs.
 
 
▲ 556XI is the only auto weapon that Thermite can use, and fortunately, it has a good performance.
 
 
▣ In case, the site is '2F Aviator Room ~ 2F Games Room'
 
The most important place of this attack is the Study, which the offensive team must take control of as they can breach both walls leading to the Aviator Room and Games Room, which are Bombsite. However, the defensive team will also try to prevent the offensive team from entering as much as possible because they know that losing this place will make it difficult to defend. Because of this, there are often confrontations between the two teams, with study at the center.
 
If some of the offensive teams had infiltrated the other side of the study and changed the direction of the defensive team's defense, or they had luckily caught the defensive team at the check stage, they could somehow enter the Study. And if Thermite breaches the wall leading to Aviator Room and Games Room in the Study, the defensive team will no longer have a place to hide, so the offensive team can take a big advantage.
 
If the team members have been caught during the attack or if the situation is not good enough to occupy the Study, it would be good to breach the Hunting Vault wall connected to both Bombsite in the Classic Hall. However, since this is an open hallway, it is easy to get a surprise attack from the defensive team between the breaching work, so if possible, let's get a backup from the team members.
 
 
▲ You can climb up to Veranda on the 2F by rappelling to keep Study in check, but be careful of the defensive team on this side...
 
▲ And this side. When entering the study, if there are defensive teams on both sides, it is easy to get attacked.
 
▲ When checking through the window in the Terrace on the 2F, be careful of this side's master bedroom window. There could be a defensive team Roamer.
 
▲ If you've occupied the Study, all you have to do is breach this wall and wipe out the hidden defensive team inside Bombsite.
 
▲ Let's be careful since there are often defensive teams lurking around the Classic Hall.
 
▲ If you've caught the hiding defensive team in the Classic Hall, we can breach the wall of the Hunting Vault and make a new angle.
 
 
▣ In case, the site is '2F Trophy Room ~ 2F Statuary Room'
 
It also allows the offensive team to stand on the Bedroom Roof outside the 2F and check the Master Bedroom through the window. If the offensive team has taken control of the Master Bedroom, Thermite can breach the State Room wall, and if they had secured the State Room, it would be easy to take the round because even the opposite Trophy Room can be checked from there. Overall, it feels similar to the previously described Games Room ~ Aviator Room attack.
 
While some of the offensive teams are facing off against the defensive team near the Master Bedroom and Master Bathroom, the rest of the offensive teams are advised to enter from the other side so that they can confuse the defense direction. It's also good to enter through the Trophy Entrance, Classical Hall, Astronomy Room windows, etc., or to enter from the Study side and clear the Roamer and go all the way to Bombsite. There is also a way to enter the 1F and climb up the stairs.
 
 
▲ Let's get on the Bedroom Roof, break the window, and keep Master Bedroom in check.
 
▲ There are several windows, so it will be easier to enter if you and your team check the angles at the same time.
 
▲ If you breach the wall from Master Bedroom to the State Room, it’s advantageous as both Bombsite can be seen.
 
▲ The Astronomy Room window is good for catching defensive teams passing Bombsites.
 
▲ The window around the Trophy Room, if you enter here, just to the left is the Trophy Room Bombsite.
 
▲ It would be nice if there are members in the study who narrow it down to Bombsite through the Aviator Room.
 
 
▣ In case, the site is '1F Living Room ~ 1F Library'
 
The area of both Bombsite is quite large, and there are so many windows and doors for the offensive team to try to check or enter. The Bombsite is also placed on the 1F, so it is possible for the offensive team to climb toward the Classical Hall on the 2F, smash the floor, attack the defensive team on the 1F, or try to drop through the hatch. Either way, there are many routes that are good for offensive teams to choose from.
 
If Thermite uses his Exothermic Charge, it would be better to attach it to the wall along the Main Hallway on the 1F. Although it is a good attack that can create a new angle, it is easy to be attacked by the defensive team because it is a corridor open to both sides. As mentioned earlier, as there are many offensive routes for the offensive team to choose from, I don't think it's necessary to breach the wall if the location of the defensive team Roamer has not been confirmed or there's no one to back up.
 
 
▲ If you cross this window...
 
▲ There's Bombsite just to the right, which is the route that the offensive team uses quite often.
 
▲ It's also a good idea to get to the left and breach the Living Room wall from the Skylight Hallway.
 
▲ You can breach the other walls of the Living Room from the Main Hallway.
 
▲ It is also good to breach the wall leading to the Gallery, the middle point of the two Bombsite. Either way, let's beware of Roamer's surprise attack.
 
▲ There is a window that leads to the Toilet right next to the Library, but it can be dangerous to enter without droning.
 
▲ If you open the hatch at the Classic Hall on the 2F, you can drop from here.
 
▲ You can do Vertical play through the floor of the Classic Hall, but Thermite doesn't have to do it.
 
 
▣ In case, the site is '1F Dining Room ~ 1F Kitchen'
 
It is a place where the area of Bombsite is significantly smaller compared to the Library~ Living Room, while there are also fewer windows or doors to attack from outside, showing different aspects of the attack from other places. If you want to attack using windows, you can check the Kitchen by rappelling the Pantry window on the 1F, but it's just the second way as it doesn't have that much angle.
 
As the Objective Location is narrow, there aren't so many places where Thermite can attach Exothermic Charge. If you have to use it, it would be good to enter the Laundry on the 1F and breach the Dining Room wall, but since it is right next to Bombsite, there is a high possibility that there will be a check by the defensive team. There is even a high possibility that the defensive team Roamer is aiming to enter Laundry after opening the hatch in the 2F Master Bedroom, so the area must be checked first before breaching.
 
Unusually, there is a basement staircase in the Pantry, right next to the Kitchen, where it is also worth considering using this staircase to allow the offensive team to enter Bombsite. Of course, drone reconnaissance and surveillance are essential as the defensive team may be hiding in the basement in preparation for the offensive team's infiltration here.
 
 
▲ Through the Bicycle Storage window, you can enter the Memorial Room right in front of the Dining Room.
 
▲ Rappelling on the Pantry window, and make a hole on the cabinet side, you can get a little bit of an angle of the Kitchen.
 
▲ After entering the Laundry, there is a strategy to breach this Dining Room reinforced wall, but it’s quite dangerous.
 
▲ For Vertical play, go to the Master Bathroom or Master Bedroom on the 2F.
 
▲ There are several routes from the basement to the Pantry Stairs.

Guide to playing ‘Thermite’ in ‘Villa’ +26
Guide to playing ‘Thermite’ in ‘Villa’
RetroFlame77
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verified LV.24 Good Leader 3years

Guides Guide to Playing Goyo on Kanal

Kanal is made up of two towers joined by two bridges and contains three internal staircases, plus two secret ladders in the West basement. This all adds up to plenty of ways to navigate the map. Kanal also features plenty of windows for attackers and defenders to fight through. The Eastern tower consists primarily of first and second floor, and a smidgeon of basement. The Western tower is made up mostly of first floor and basement with very small bits of second floor leading to the roof.
 
Goyo, the Mexican defender released during Operation Ember Rise, packs some serious firepower in his kit – in more ways than one! He is a two-speed, two-armor operator that excels at creating more aggressive defenses and expanding the positions defenders can play, while limiting attacker movement. He is able to waste time, provide cover for his teammates, and even trap his enemies.
 
GOYO’S GADGET
Goyo brings two Volcan shields which feature the glass slits you may peek through for intel just like regular deployable shields. Additionally, they are each modified with combustible gas canisters that detonate when triggered. Upon detonating, the shields explode, dealing 34 damage to nearby operators, and destroying other gadgets within 4 meters. Following the explosion, fire propagates to fill the area, burning any player caught for 12 points per second over the next 10 seconds. When finally forced off the shield, you may want to blow it up to deny the area and provide cover while rotating or dealing with attackers from a different angle.
 
SYNERGIES & COUNTERS
The gas canister can be shot or hit with a melee attack by any player behind the shield. So position it with the rear protected, and don’t accidentally punch it! You can coordinate with Maestro, as an Evil Eye behind the shield can zap it to detonate it. A Kapkan trap, placed at knee-height, will detonate the canister when both are placed in the same doorway as an attacker vaults over (if placed at ankle-height, attackers will dodge the Kapkan trap). The shield can be destroyed by Sledge’s hammer and Maverick’s torch, but when properly placed, and when a defender plays behind it as intended, this should be practically impossible, leaving attackers with one solution – EXPLOSIVES. Ash’s breaching round can be countered by electrifying the shield with a Bandit battery or Kaid’s Electroclaw. But all explosives are countered with Jaeger’s ADS or Wamai’s Mag-Nets. For this reason, the shield is often best placed offset if near doorways, instead of locking it in the doorway, so these gadgets can properly intercept projectiles.
 
****YELLOW PINGS IN THE GUIDE WILL OFTEN BE USED TO REPRESENT ADS PLACEMENTS***
 
LOADOUT
Goyo has two amazing guns to choose from – the Vector .45 ACP and the TCSG12. Most players will prefer the Vector .45 ACP with a vertical grip and compensator. But I run it with a flash hider for better burst since the magazine capacity is a bit small, especially given the high fire-rate. In some situations I plan on taking long-range engagements and equip the extended barrel. When the team needs it, you can bring the TCSG12 to help remodel the site. It also has a much better optical zoom for players that prefer it.
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It has the added bonus of synergizing with the Volcan shield – place it safely behind the shield to detonate it when an attacker treads too close for an instant kill.
 
The Proximity Alarm can be a decent choice too though. Place it to alert teammates to incoming flanks or use it to inform the team when attackers are close to a Volcan. Shooting the canister in response can potentially secure a kill, or at least deal some serious damage and bide some time.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Server Room [2F] and Radar Room [2F]
Typically the preferred site, Server and Radar contain an external wall in Renovations. In addition to this whole cubby, reinforce the corner walls of the L-shaped hallway surrounding site. Attackers will breach any of these walls, but they tend to focus on the Cubby. They also may push through Upper Bridge or up the Red and Green Stairs. They also pressure the hallway windows from the balcony outside and the window in Control Room from the opposite roof.
 
Playing Sky Bridge can secure the site flank. Use one or both Volcans to accomplish this. Wamai's discs or Jaeger's ADS both work well to protect them.
 
This Volcan can be used to give more control over the Box once attackers successfully pull off a breach. Don't place it here if you have a Bandit or Kaid tricking the box though!
 
This Volcan is another great option for controlling the Box. It has the added benefit of providing cover for defenders moving through the rotate.
 
This Volcan can be used with a rotate opened up here instead. Just be sure all the corner walls are reinforced. From here you can also watch attackers trying to push in the Box.
 
 
BOMB SITE 2 - Security Room [1F] and Map Room [1F]
This site can be pretty rough and requires either extending vertically into Server and Radar or horizontally into Kitchen and Model Room. Attackers typically take vertical control since the whole ceiling is destructible and there are three hatches to drop. They also may push into Kitchen from Museum or push Security from West Tower through Lower Bridge.
 
This Volcan watches Lower Bridge while covering rotates through this doorway from the Bridge window.
 
Alternatively place the Volcan oriented completely facing the bridge if you plan on playing more aggressively in Model.
 
This Volcan can be used here with a rotate behind it to protect Kitchen and challenge Museum. Just be careful of the Kitchen window!
 
 
BOMB SITE 3 - Coast Guard Meeting Room [1F] and Lounge [1F]
This site is a decent third choice if your squad is more comfortable with holding the West tower, but it is quite tough to hold. All but a small portion of Lounge bears destructible flooring, so defending from below with C4s works in theory, as you can toss them up through the Lockers hatch. Extend the site into Radio for more wiggle room, making Lounge wall tougher to breach. If your team runs a pocket strat here, I recommend an Ace ban.
 
This Volcan stalls out attackers trying to enter Reception while protecting Archives wall.
 
This Volcan combined with these reinforcements and this added rotate make this hallway intersection a Power Position where you can contest attackers all around you. Whoever plays here should have sensational aim skills!
 
A player should sit here in Coast Guard to support teammates working either of the above Volcans.
 
If you bring alarms, lob one above the White Stairs roof entrance for an early heads up.
 
Toss the other one exactly here where it will go unnoticed until attackers begin pushing up White Stairs from the basement.
 
 
BOMB SITE 4 - Kayaks [B1] and Supply Room [B1]
This is my favorite site on Kanal. It makes for some really interesting gameplay, and uniquely features a second basement, accessible via two ladders - one in Showers and one in Diving. Attackers most commonly push above, as well as through Supply Room Corridor. They may also pressure Lockers and Diving windows to threaten a hallway flank. When attackers begin to execute, watch for pushes coming down either staircase.
 
A good Volcan placement for the basement is here watching this Trench entrance. Have Jaeger or Wamai protect it so it is not destroyed early in the round.
 
Another great entrance to watch with a Volcan is Diving window. It can also be protected by both Jaeger and Wamai. Detonate it if you had back off and attackers might hop in the window.
 
Alternatively, place a shield here watching Long Hallway. If you pop this shield, attackers who jump into Lockers will not be able to exit this way.

Guide to Playing Goyo on Kanal +18
Guide to Playing Goyo on Kanal
drTaperdown
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verified LV.19 Big Chungus 3years

Guides Guide to Playing Goyo on Villa

Villa, the Italian map of operation Para Bellum, features three floors, and three staircases that enable bold flanking plays to be made, especially through the poorly watched basement. In addition to these many flanking routes, all sites lack an external wall, so multiple rooms need to be pushed through when attacking. These features make it a generally defender-favored map.
 
Goyo, the Mexican defender released during Operation Ember Rise, packs some serious firepower in his kit – in more ways than one! He is a two-speed, two-armor operator that excels at creating more aggressive defenses and expanding the positions defenders can play, while limiting attacker movement. He is able to waste time, provide cover for his teammates, and even trap his enemies.
 
GOYO’S GADGET
Goyo brings two Volcan shields which feature the glass slits you may peek through for intel just like regular deployable shields. Additionally, they are each modified with combustible gas canisters that detonate when triggered. Upon detonating, the shields explode, dealing 34 damage to nearby operators, and destroying other gadgets within 4 meters. Following the explosion, fire propagates to fill the area, burning any player caught for 12 points per second over the next 10 seconds. When finally forced off the shield, you may want to blow it up to deny the area and provide cover while rotating or dealing with attackers from a different angle.
 
SYNERGIES & COUNTERS
The gas canister can be shot or hit with a melee attack by any player behind the shield. So position it with the rear protected, and don’t accidentally punch it! You can coordinate with Maestro, as an Evil Eye behind the shield can zap it to detonate it. A Kapkan trap, placed at knee-height, will detonate the canister when both are placed in the same doorway as an attacker vaults over (if placed at ankle-height, attackers will dodge the Kapkan trap). The shield can be destroyed by Sledge’s hammer and Maverick’s torch, but when properly placed, and when a defender plays behind it as intended, this should be practically impossible, leaving attackers with one solution – EXPLOSIVES. Ash’s breaching round can be countered by electrifying the shield with a Bandit battery or Kaid’s Electroclaw. But all explosives are countered with Jaeger’s ADS or Wamai’s Mag-Nets. For this reason, the shield is often best placed offset if near doorways, instead of locking it in the doorway, so these gadgets can properly intercept projectiles.
 
****YELLOW PINGS IN THE GUIDE WILL OFTEN BE USED TO REPRESENT ADS PLACEMENTS***
 
LOADOUT
Goyo has two amazing guns to choose from – the Vector .45 ACP and the TCSG12. Most players will prefer the Vector .45 ACP with a vertical grip and compensator. But I run it with a flash hider for better burst since the magazine capacity is a bit small, especially given the high fire-rate. In some situations I plan on taking long-range engagements and equip the extended barrel. When the team needs it, you can bring the TCSG12 to help remodel the site. It also has a much better optical zoom for players that prefer it.
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It has the added bonus of synergizing with the Volcan shield – place it safely behind the shield to detonate it when an attacker treads too close for an instant kill.
 
The Proximity Alarm can be a decent choice too though. Place it to alert teammates to incoming flanks or use it to inform the team when attackers are close to a Volcan. Shooting the canister in response can potentially secure a kill, or at least deal some serious damage and bide some time.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Aviator Room [1F] and Games Room [2F]
Aviator Room and Games Room connect to each other through Vault and are surrounded by a few hallways and Study. Attackers like to push from Study and invest utility into opening either of the walls. They may also pressure “90 hallway” from the window by Vault. Other than that, watch for flanks coming from Landing by Red Stairs, or Lobby Stairs.
 
This setup can be protected with Wamai or Jaeger and forces attackers to expend a good bit of utility just to get into Study.
 
Alternatively, play further back with a spare reinforcement in your pocket. Once you or the attackers finally pop the shield, sprint back into Games and reinforce the wall.
 
This shield is great for stalling out attackers trying to breach, while simultaneously keeping them from pushing into site doorway. Just when attackers think nobody is playing here, give them a good peek.
 
Having someone hold Landing with this Volcan is great for delaying flanking attackers, especially when Wamai tosses a couple discs on the arch above. This works much better with the wall behind it reinforced, particularly the one closest to the Trophy window. Just be sure your team has enough reinforcements on site for this.
 
 
BOMB SITE 2 – Trophy Room [2F] and Statuary Room [2F]
This site is almost as popular as the former, and is the preference for some teams. Attackers nearly always take control of Master Bedroom and breach Statue wall. Bathroom can be played, and even Closet can be played to delay this as long as possible. Teams often push through Landing and sometimes Trophy Entrance, coming from Red Stairs and 90 Hall. Astronomy Room is very crucial to hold onto and whoever controls it influences the round outcome heavily.
 
Place a shield here slightly diagonal to the door, facing the East Master Bedroom window. It can be protected with Wamai discs in the rafters, or an ADS just next to the doorway. When placed in this way you can even peek Closet, and sneak into Master for a flank.
 
Another great Volcan is this one watching Astro window, and stalling out the Bathroom push.
 
Alternatively, play more aggressively in bathroom itself. The shield is best placed here so its canister isn't exposed to the window. If you open the window, you can use the lighting to help you guide your placement.
 
This is the main site wall to reinforce that you are delaying the breach on as long as possible.
 
 
BOMB SITE 3 – Living Room [1F] and Library [1F]
This site is perhaps the least popular, mostly because it is extremely large and holding it requires spreading out your resources. Attacking teams typically take control of Lobby and Piano to breach Desk wall in Library. Otherwise they may take Kitchen and Dining to focus on pushing Living Room. Whether or not they breach above to flush out anchors depends on their playstyle and familiarity with attacking the site. Be careful of Mudroom and Toilet as they each offer attackers quick access to site.
 
This rotate in Living Room allows access to the surrounding hallway and Red Stairs, creating many flank opportunities. Use a Volcan to make it much more easy for defenders to access than attackers. Place it precisely here so you can play around this pillar and protect the canister from attackers in Toilets.
 
A second Volcan here creates a slight pixel angle to cover Living Room doorway and even the Red Stairs. They'll never see you. When playing this shield, you can also keep an eye on Toilets.
 
Cover the rear with these reinforcements and an Alarm if you have them.
 
This creates an additional rotate option so you aren't funneled into the only doorway between sites. Reinforce the wall here to keep it safe.
 
You can also choose to use a Volcan here if you wish to play inside Gallery. This allows you to isolate gunfights so you are only fighting a single opponent at a time.
 
 
BOMB SITE 4 – Kitchen [1F] and Dining Room [1F]
Attacking teams will usually take Master Bedroom to play vertically and enable a Laundry push. It is also common to see them hold Living Room and Mudroom or Piano so they can cut off roamers attempting to return to site. Be careful of rushes coming through the basement either up the stairs by China Room, or Pantry. Memorial Room is a good place to hold Dining without playing inside it.
 
These two Volcans are great for watching attackers trying to enter China. You can use one or both. They are vulnerable to pantry though, so be sure the Pantry reinforcement is protected with anti-breach gadgets.
 
This Volcan protects Laundry wall, the primary wall attackers try to breach.
 
This Volcan next to the Dining Table adds cover to rotate between the Table and Memorial through this added rotate. It can be protected from Supply with Wamai discs in the rafters.
 
This Volcan is an alternative to the one above that holds Memorial more aggressively. If doing this, reinforce this wall instead.

Guide to Playing Goyo on Villa +20
Guide to Playing Goyo on Villa
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 3years

Guides Possible training mode...hhmmmm

thoughts on this upcoming mode?

Possible training mode...hhmmmm
Possible training mode...hhmmmm
SEANMI670
SEANMI670 SEANMI670
LV.17 Sage 3years

Guides Guide for playing 'IQ' on 'Theme Park'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Theme Park is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is overall fairly balanced however, some bomb sites have heavy advantages for either side.
 
‘IQ’ is a 1 armour, 3 speed attacker. The operators’ ability is known as the Electronics Detector; a portable electronic gadget worn on the operators wrist which is capable of detecting electronics through any surface. IQ is most commonly used for eliminating hard to reach electronics like Bandit Batteries and Mute Jammers as the Electronic Detector allows the player to see this type of utility through walls and flooring. IQ is also used as a counter to operators like Pulse, Echo, Vigil, and Valkyrie as all of these defenders have utility that is difficult to counter with the naked eye. In fact, when operators like Vigil and Pulse are actively using their ability, IQ is able to see their electronics in use through any surface. This is also the case with any defenders that happen to be caught on their phone looking through the defending teams cameras as the phone itself is considered to be an electronic device. IQ is always a great operator choice for these reasons as well as the operator being capable of acting as a strong backup entry-fragger for the attacking team in the case of attackers losing their original entry at the beginning of the round.
 
If you are to be in accordance with the current meta, IQ’s loadout should be as follows:
PRIMARY: G8-A1 (holo-graphic + flash hider)
SECONDARY: P-12 (suppressed)
UTILITY: Breach Charge x 3
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] OFFICE(A) - INITIATION(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Dragon Stairs, Cash Room, and Control Room. After establishing control over the eastern most rooms of the second floor, the attacking team will breach the reinforced wall separating Initiation(B) from Control Room. This will provide attackers with significant control over Initiation(B) and, as a result, allow them to plant the defuser. IQ will provide value to the attacking team on this bomb site by eliminating the defending teams entry denial utility placed inside of Initiation(B). IQ should breach the objective building through the first floor inside of Barrels. After establishing control inside of Barrels, IQ will then proceed to roam clear the first floor from Barrels - eliminating defenders inside of Bottom Arcade, Split, Throne, Armory, and Dragon. This will then position the operator to go underneath the Initiation(B) bomb site and use her Electronics Detector to eliminate the defending team's entry denial utility. Thermite will then be able to breach the bomb site and plant the defuser inside the default plant spot of Initiation(B).
 
NOTE: It is important that IQ thoroughly clears the first floor of defenders as not doing so will leave additional second floor teammates vulnerable to defenders using nitro-cell underneath their positions inside of the Control room and Bunk.
 
TEACUPS SPAWN LOCATION:
ATTACKING: [2F] DAYCARE(A) - BUNK(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the hatch located on the roof of the Control Room. Attackers will then proceed to establish control over all second floor rooms east of the second floor yellow hall doorway. This will provide attackers with flank protection while the attacking team's hard breacher opens the reinforced wall separating Initiation room and Bunk(B). Attackers may also commonly enter the building through the second floor Cafe located directly across the hall from Daycare(A). IQ will be used identically to the way in which the operator was used on the previously mentioned Office-Initiation bomb site. The player should breach the objective building through the first floor inside of Barrels and proceed to roam clear the first floor of all defenders positioned inside of Drug Lab, Drug Storage, Bathroom, and bottom Arcade. IQ will typically be assisted in this first floor roam clear by having one or more teammates drone the route ahead of her. This will be hugely beneficial for IQ and the attacking team as a whole as it will provide IQ with intel - as opposed to forcing the player to clear the first floor with no form of support. After defenders have been isolated back up to the second floor, IQ will then use her Electronics Detector to eliminate the defending team's entry denial utility placed on the reinforced wall separating Bunk(B) and Initiation.
 
NOTE: Attackers will actually be opening the exact same wall as on the previous bomb site. The only difference for IQ will be that the entry denial utility will be placed on the opposite side of the wall (inside of Bunk(B)) than on the previous Initiation-Office bomb site.
 
BUMPER CARS SPAWN LOCATION:
 
ATTACKING: [1F] ARMORY(A) - THRONE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over bottom Arcade and Barrels as the reinforced wall separating the two rooms is a common access point for attackers to breach and plant the defuser. Control over lower Arcade is important for attackers to have as it will provide a buffer zone for the attacking teams flank watch to use to protect friendly hard breachers from the defending teams roamers. IQ will add the largest amount of value to the attacking team by eliminating the defending team's entry denial utility placed on the reinforced wall separating Armory(A) and Bottom Yellow Stairs. IQ should breach the objective building through the second floor Cafe and proceed to roam clear the second floor with the rest of the attacking team. IQ should NOT be used as an entry fragger on this bomb site as her utility will be highly valuable for the attacking team. IQ should instead be used as a supporting teammate by droning the second floor for the attacking teams entry fragger. After the second floor is cleared of all defensive presence and flank protection is established on Yellow, Arcade, and Dragon Stairs, IQ will then proceed into Office and use her Electronics Detector to eliminate the defending teams entry denial utility placed on the Armory(A) wall. This will then allow the attacking team's hard breacher to open the reinforced wall leading into Armory(A) from Yellow Stairs and plant the diffuser.
 
NOTE: For the first half of the round, IQ will not be taking any engagements. IQ’s primary responsibility on this bomb site will be to eliminate the defending teams electronics and support the attacking teams entry fragger. The player using IQ should be hyper-aware of their surroundings and try their best to not put themselves in harm's way until after the Armory(A) wall has been opened.
 
MAIN ENTRANCE SPAWN LOCATION:
 
ATTACKING: [1F] LAB(A) - STORAGE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Upper Arcade, Cafe, and Yellow Hallway as the flooring inside of these rooms can be destroyed in order to open up lines of sight down onto the two bomb sites as well as the first floor bathroom which is not one of the bomb sites, but is commonly used by defenders to defend Storage(B). IQ will provide value to the attacking team by acting as an entry fragger. The operator should breach the objective building though the first floor Lockers so as to establish an attacker presence on the first floor inside of Lockers and Yellow Stairs Hallway. IQ will then proceed to eliminate any defenders playing inside of Showers while additional attacking teammates apply vertical pressure onto the defenders inside of Storage(B) and Showers from the second floor Cafe and Cafe Hallway. This will be a mutually supportive push for both IQ and second floor teammates as IQ will be an immediate threat for enemies inside of Storage(B) and Showers thus preventing defenders from being able to dedicate all of their attention onto second floor attackers. Second floor attackers will be able to support IQ while she applies horizontal pressure as these teammates will force on-site defenders to move position as they become exposed to vertical pressure - this will then provide IQ with the potential to capitalize on the opportunity while defenders spend time repositioning.
 
NOTE: This is a great example as to why it is so important to have a well-rounded attack. Having only one dimension of pressure will allow your enemy to reposition and ‘dodge’ your route of pressure. Whereas, having a multi-dimensional attack, limits the options defenders have in terms of positioning. As a result, this will either force defenders to take unfavorable engagements or abandon the bomb site all together.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'IQ' on 'Theme Park'. +4
Guide for playing 'IQ' on 'Theme Park'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide for playing 'IQ' on 'Border'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Border is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is generally balanced, although a slight edge may be given to attackers as the map is highly destructible.
 
‘IQ’ is a 1 armour, 3 speed attacker. The operators’ ability is known as the Electronics Detector; a portable electronic gadget worn on the operators wrist which is capable of detecting electronics through any surface. IQ is most commonly used for eliminating hard to reach electronics like Bandit Batteries and Mute Jammers as the Electronic Detector allows the player to see this type of utility through walls and flooring. IQ is also used as a counter to operators like Pulse, Echo, Vigil, and Valkyrie as all of these defenders have utility that is difficult to counter with the naked eye. In fact, when operators like Vigil and Pulse are actively using their ability, IQ is able to see their electronics in use through any surface. This is also the case with any defenders that happen to be caught on their phone looking through the defending teams cameras as the phone itself is considered to be an electronic device. IQ is always a great operator choice for these reasons as well as the operator being capable of acting as a strong backup entry-fragger for the attacking team in the case of attackers losing their original entry at the beginning of the round.
 
If you are to be in accordance with the current meta, IQ’s loadout should be as follows:
PRIMARY: G8-A1 (holo-graphic + flash hider)
SECONDARY: P-12 (suppressed)
UTILITY: Breach Charge x 3
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] ARMORY(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attackers gaining control over CCTV and Break room located on the north side of the second floor. After establishing control over CCTV-Break room, attackers will then proceed to breach the reinforced wall of the outside balcony leading into the Armory(A) bomb site. Attackers will then plant the defuser in or around the breach hole. IQ will be used on this bomb site to eliminate the defending teams entry-denial utility placed on the wall separating Box and Armory Balcony. To do this, IQ will breach the objective building through the first floor Ventilation room. IQ will then use her Electronics Detector to eliminate all defender electronics placed on the Box wall as well as remaining gadgets placed inside of Armory(A). This will then allow the attacking teams hard breacher to open the site wall and plant the defuser inside of Armory(A).
 
NOTE: IQ should maintain positioning on the first floor for the entirety of the round. This is because defenders will commonly position operators like Pulse and Valkyrie on the first floor, underneath the bomb site, so as to eliminate attackers with nitro-cell as they attempt to plant the defuser inside of either Armory(A) or Archives(B).
 
VALLEY SPAWN LOCATION:
 
ATTACKING: [1F] BATHROOM(A) - TELLERS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall separating Tellers(B) from the outside - located on the north eastern wall of the first floor. Attackers will also typically need control of the second floor ‘Offices’ as it is very common for defenders to defend Bathroom(A)-Tellers(B) vertically from the second floor. Due to IQ not having a huge amount of entry denial counter potential on this bomb site, the operator will primarily be used as an entry-fragger for the attacking team. IQ should breach the objective building through the second floor Armory Balcony and communicate with additional supporting teammates as they drone the second floor for defender positions. IQ will be used as an entry fragger while attackers are establishing control over the second floor. This means that the player will need to act on the intel provided to them by teammates.
 
NOTE: It will be IQ’s primary responsibility to establish the attacking teams map control. This means that the player must be able to confidently take gun fights against opposing defenders as soon as the opportunity is provided. Supporting teammates like Thatcher and Thermite are counting on you to reliably establish control in areas of high contention. If you do not feel like you can fulfill this role reliably, consider asking an additional teammate to assist you in entry fragging. Alternatively, IQ can also communicate this concern to the rest of the team so as to take up a more supportive role in the team roster by acting as a flank watch or intel gatherer.
 
EAST VEHICLE SPAWN LOCATION:
 
ATTACKING: [1F] SUPPLY(A) - CUSTOMS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the south-western reinforced wall leading from the outside into Detention. Attackers will also commonly attempt to gain control over the second floor CCTV and Break Room as these positions will provide great vertical control over the two first floor bomb sites. IQ will be used on this bomb site similar to the way in which the operator was used on the previously mentioned Tellers-Bathroom bomb site. The operator should breach the objective building through CCTV using the Armory Balcony. IQ will need to communicate with supporting teammates to effectively eliminate defenders positioned on the second floor inside of CCTV and Break Room. After establishing control inside of CCTV and Break Room, IQ will reposition to the first floor at the bottom of Metal Stairs and apply the attacking teams horizontal pressure onto Customs(B).
 
NOTE: Attackers on the second floor will need to be highly aware of on-site defenders using nitro-cell on the first floor as a way of countering the attacking teams vertical pressure from CCTV and Break Room.
 
WEST VEHICLE SPAWN LOCATION:
 
ATTACKING: [1F] WORKSHOP(A) - VENT(B)
The primary route of attack on this bomb site will be by the attackers establishing full control of the second floor Armory-Archives rooms located directly above the Workshop(A)-Vent(B) bomb sites. After gaining control of the second floor, attackers will breach the reinforced hatches located inside of Armory and Archives in addition to destroying the flooring of the second floor as this will allow attackers full vertical control of the two ground floor bomb sites. IQ will assist the attacking team in establishing a presence on the second floor inside of Armory and Archives. Attackers can establish full second floor control of the objective building similar to the way in which it was gained on the Armory-Archives bomb site. After attackers eliminate defenders on the second floor, IQ will use her Electronics Detector to eliminate the defending team's electronic utility placed inside of the Ventilation(B) and Workshop(A) bomb sites. This will then allow attackers like Thermite and Hibanna to breach the reinforced wall separating Bathroom and Workshop(A).
 
NOTE: Similar to the previously mentioned Customs-Supply bomb sites, Attackers will need to be cautious of first floor defenders using nitro-cell as a way of countering the attacking teams vertical pressure from Armory and Archives. Typically the best way to counter this defender strategy is by having a significant horizontal pressure on the bomb site. However, that can be difficult to accomplish as the nature of Vent and Workshop makes it difficult to establish significant horizontal pressure.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'IQ' on 'Border'. +4
Guide for playing 'IQ' on 'Border'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides General attacking advice:

"This will be a mutually supportive push for both IQ and second floor teammates as IQ will be an immediate threat for enemies inside of Storage(B) and Showers thus preventing defenders from being able to dedicate all of their attention onto second floor attackers. Second floor attackers will be able to support IQ while she applies horizontal pressure as these teammates will force on-site defenders to move position as they become exposed to vertical pressure - this will then provide IQ with the potential to capitalize on the opportunity while defenders spend time repositioning.
 
NOTE: This is a great example as to why it is so important to have a well-rounded attack. Having only one dimension of pressure will allow your enemy to reposition and ‘dodge’ your route of pressure. Whereas, having a multi-dimensional attack, limits the options defenders have in terms of positioning. As a result, this will either force defenders to take unfavorable engagements or abandon the bomb site all together."
 
ATTACK
IQ - THEME PARK
[1F] LAB(A) - STORAGE(B)

General attacking advice:
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Excerpt from IQ on Theme Park:

"After the second floor is cleared of all defensive presence and flank protection is established on Yellow, Arcade, and Dragon Stairs, IQ will then proceed into Office and use her Electronics Detector to eliminate the defending teams entry denial utility placed on the Armory(A) wall. This will then allow the attacking team's hard breacher to open the reinforced wall leading into Armory(A) from Yellow Stairs and plant the defuser.
 
NOTE: For the first half of the round, IQ will not be taking any engagements. IQ’s primary responsibility on this bomb site will be to eliminate the defending teams electronics and support the attacking teams entry fragger. The player using IQ should be hyper-aware of their surroundings and try their best to not put themselves in harm's way until after the Armory(A) wall has been opened."
 
ATTACK
IQ - THEME PARK
[1F] ARMORY(A) - THRONE(B)

Excerpt from IQ on Theme Park:
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Reworked Chalet Preview

With the update of Operation Shadow Legacy season in Rainbow Six Siege, the long-loved map, Chalet has been reworked. According to the developers in the Operation Shadow Legacy Patch Note, the previous state was not as competitive as other maps, so the changes were made to suit today’s environment.
 
This has resulted in changes to the Chalet, the same as the relatively recent reworked battlefields, with slightly larger areas and new rotation options added. In particular, Master Bedroom and Office have changed the most among existing Bombsite, and most of the Balcony and Terrace around them have disappeared. In addition, it underwent major restructuring overall, with small covers being changed and Bombsite access points being added.
 
On the other hand, the existing elements of Chalet have not changed much, so if you play it a few times, you will get used to it quickly. In fact, the development team also mentioned that the Kitchen side of the basement and 1F was already quite complete, so there were only a few changes. Therefore, this time, let’s look at the changes for each Bombsite before and after Rework and find out how to use them.
 
 
▲ Chalet's Objective Location after Rework, Bombsite location and overall structure remains unchanged.
 
 
▣ 2F - Master Bedroom ~ Office
 
 
This is the Bombsite with the most changes among the places that have been changed to the Chalet Rework. First of all, as the area of the Office became larger, and the Bedroom Hallway also became wider, it changed to connect with the Master Bathroom. And most of the outer terrace and Balcony that had been placed around Bombsite disappeared. The only place left is the Bathroom Balcony and the Office Balcony, so it's hard to attack Bombsite while surrounding on all sides as before.
 
The area previously known as Bedroom Terrace was renamed to Solarium. There are additional staircases connected to the 1F Trophy Room, which can be used by the offensive team to approach Bombsite or by the defensive team to raid the offensive team approaching the Solarium. From Solarium to Master Bathroom, Master Bedroom and Bedroom Hallway, I think that engagements on the 2F after Rework will be held here often in the Solarium.
 
 
▲ The Bedroom Terrace has disappeared and transformed into Solarium
 
▲ However, we can still use do rappelling here and attack the Solarium side through the window.
 
▲ The Solarium is the main point leading to the Master Bedroom, Master Bathroom, and the newly added 1F staircase.
 
▲ A cover was newly placed at the South Office Balcony, which greatly reduces the risk of climbing up the ladder.
 
▲ However, because of this cover, you have to be close in order to attack the Office from Office Balcony.
 
▲ If hard breaching is possible, it might be better to cross the window over to the Mezzanine and breach this wall.
 
▲ The new Piano Room between the Bedroom Hallway and the Master Bathroom, there is also an exterior window on this side.
 
▲ Many windows have been removed, so sniping around Bombsite in Gazebo has big merit now.
 
 
▣ 1F - Bar ~ Gaming Room
 
 
There are also many changes here due to Rework. Previously, when the Great Room door and window barricade were opened, the Bar side was exposed immediately, allowing the offensive team to check inside the Bombsite from outside the building. But after Rework, a new, non-breakable wall was created toward the Great Room, transforming the bar itself into an independent room. The offensive team now has to enter through two entrances leading to the bar to attack the bar.
 
Similarly, before Rework, there were three outer windows and doors on the Gaming Room side, which was connected to the Bar, allowing the offensive team to keep the Gaming Room in check outside the building. However, after Rework, the attack will not be as easy as before because there is only one outer window left. The hatch, which was located on the 2F Library, remains the same, so it would be better to use it to launch an attack vertically.
 
 
▲ Now it is only possible to attack the Game Room through these two places.
 
▲ It's still not a bad route, but depending on the setting of the defensive team, entering can be difficult.
 
▲ Attempting to enter the Library on the 2F taking a ladder is still a valid method.
 
▲ However, on the 2F, only the Library hatch was remaining, and the hatch leading to the Bar has disappeared.
 
▲ If you have entered the Mudroom through the window on the 1F, you can either breach the Bar wall or enter both Bombsite directly.
 
 
▣ 1F - Kitchen ~ Dining Room
 
 
Although the overall structure has not changed much, it is necessary to remember that the changes have been made in detail. First of all, Bombsite was changed from the Trophy Room to the Dining Room, and the staircase leading to the 2F appeared on the Trophy Room side. This leads to the 2F the Solarium described above, and since the offensive team may try to enter using these stairs, it will a place for the defensive team where they must protect.
 
The Kitchen originally had a long horizontal window that was connected to the outside, but it disappeared and was no longer able to shoot through it. Originally, the offensive team was able to check from this window to the Dining Room, which apparently was deleted due to a balancing problem as Bombsite moved to the Dining Room.
 
A breakable wall has been created from the Great Room to Dining Room, enabling the offensive team to breach this wall. If you have entered the Great Room and there is no defensive team Roamer on the Library side of the 2F, it would be a good idea to attack this way.
 
 
▲ The Kitchen window here has disappeared. It's a good thing for the defensive team.
 
▲ The Trophy Room is no longer a Bombsite, but instead, there is a staircase that leads to the 2F.
 
▲ If the offensive team has taken control of the Great Room, they can break the wall leading to Dining Room and make an angle.
 
▲ Similarly, in the Gaming Room Hallway, you can create an angle that leads to the Dining Room.
 
▲ The hatch from the 2F Master Bedroom to the Kitchen still exists, but its position has changed slightly.
 
▲ The place that used to be the Main Entrance has been changed and it can only be entered through the window.
 
▲ As the staircase here has disappeared, the defensive team had no place to hide, reducing the risk for the offensive team.
 
 
▣ Basement - Wine Cellar ~ Snowmobile Garage
 
 
The basement has not changed much, so a similar battle is expected. The outer reinforcement wall of Snowmobile Garage is still the core of the basement attack, and the intense psychological warfare between the offensive team hard breacher and the defensive team is expected to continue even after Rework. However, this season's update has added the Hard Breach Charge to the offensive team as a public Gadget, and Thatcher's EMP Grenade has been changed to no longer destroy the Shock Wire and Electroclaw, so there will be some changes in the breaching fight.
 
Before Rework, the Wine Cellar area, which used to be divided into two rooms, Wine Cellar and Wine Stock, was now integrated into a single room. Previously, Mira's Black Mirror used to be installed in the Wine Stock to defend, but now instead of being unable to defend that way, the size of the room has expanded and many covers have been added.
 
A new corridor has been added to the Library Stairs area where it was often called the Blue Stair. Originally, it was only connected to the Snowmobile Garage, but it was also changed to connect to the Wine Cellar after Rework. However, it seems a little difficult for the offensive team to use this place, and it will mainly be used as a new rotation option for the defensive team.
 
 
▲ Still, this wall is an important place for the defensive team to block.
 
▲ Make sure you keep an eye on this window when you try to breach the Snowmobile Garage wall from the outside.
 
▲ The defensive team can do run-out play and raid the offensive team trying to breach to the wall.
 
▲ Conversely, it is possible for the offensive team to use this window to penetrate the Great Room Stairs.
 
▲ Wine Cellar has now changed into one large room structure.
 
▲ The wall that used to be the Wine Stock was remaining, so it would be good to break this wall to make an angle.
 
▲ Library Stairs still feel like the other route to attack the Snowmobile Garage, so nothing seems to have changed.
 
▲ There is a new corridor to the Wine Cellar. However, there is a high possibility for the defensive team to use this.
 
▲ Only the Great Room and Dining Room hatch from the 1F to the basement is left and the Bar hatch is gone.

Reworked Chalet Preview +33
Reworked Chalet Preview
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.24 Good Leader 3years

Guides Villa fridge glitch tutorial (will be more clips to show strats for both ATT and DEF ops)

Step 1: Vault onto the edge of the counter and crouch walk to the corner of the shelf and break the bottom corner of said shelf, demonstrated in clip 1

Step 2: Position yourself in between the burners and countertop until you feel yourself get boosted a bit upward (helps when you line your crosshairs up to where the burners and countertop meet) demonstrated in clip 2

Step 3: Once in position look over at the top corner of the fridge to be promoted with the "Vault" prompt (if it doesn't let you vault then you aren't correctly positioned) as demonstrated in clip 3

Villa fridge glitch tutorial (will be more clips to show strats for both ATT and DEF ops) +2
Villa fridge glitch tutorial (will be more clips to show strats for both ATT and DEF ops)
Dyslique
Dyslique Dyslique
LV.19 4x Champion! 3years

Guides Attacking strats that can be used on Villa fridge glitch (Tutorial on previous post)

Clip 1: you can plant ontop of the fridge to make the round an easy win

Clip2: If you run above the stairs you can plant a breaching charge to defend the defuser if they know how to defuse it

Clip3: Do the same as clip2 with a breaching charge opening the floor above defuser but then jumping out of the window next to stairs for an easy repel pixel peak to protect the defuser

Attacking strats that can be used on Villa fridge glitch (Tutorial on previous post) +2
Attacking strats that can be used on Villa fridge glitch (Tutorial on previous post)
Dyslique
Dyslique Dyslique
LV.19 4x Champion! 3years

Guides Defending strats that can be used on Villa fridge glitch (tutorial on previous post)

This glitch is very good for the following ops

1. Mozzie
2. Valkyrie
3. Maestro
4. Echo

Defending strats that can be used on Villa fridge glitch (tutorial on previous post) +1
Defending strats that can be used on Villa fridge glitch (tutorial on previous post)
Dyslique
Dyslique Dyslique
LV.19 4x Champion! 3years

Guides Guide for playing 'IQ' on 'Kafe'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Kafe is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the building is fairly balanced since the rework of the map.
 
‘IQ’ is a 1 armour, 3 speed attacker. The operators’ ability is known as the Electronics Detector; a portable electronic gadget worn on the operators wrist which is capable of detecting electronics through any surface. IQ is most commonly used for eliminating hard to reach electronics like Bandit Batteries and Mute Jammers as the Electronic Detector allows the player to see this type of utility through walls and flooring. IQ is also used as a counter to operators like Pulse, Echo, Vigil, and Valkyrie as all of these defenders have utility that is difficult to counter with the naked eye. In fact, when operators like Vigil and Pulse are actively using their ability, IQ is able to see their electronics in use through any surface. This is also the case with any defenders that happen to be caught on their phone looking through the defending teams cameras as the phone itself is considered to be an electronic device. IQ is always a great operator choice for these reasons as well as the operator being capable of acting as a strong backup entry-fragger for the attacking team in the case of attackers losing their original entry at the beginning of the round.
 
If you are to be in accordance with the current meta, IQ’s loadout should be as follows:
PRIMARY: G8-A1 (holo-graphic + flash hider)
SECONDARY: P-12 (suppressed)
UTILITY: Breach Charge x 3
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [3F] BAR(A) - COCKTAIL(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Cigar. This will allow attackers to breach the reinforced wall separating Cigar and Freezer and, in turn, flush out any defenders playing inside of Freezer. After eliminating defenders inside of the Freezer, attackers will attempt to plant the defuser under the cover of smoke behind one of the wooden counters inside of Bar(A). IQ will provide value to the attacking team on this bomb site by eliminating all of the defending teams electronic utility from the second floor inside of Pillar and Reading. IQ should breach the objective building though the second floor Mining Room and steadily clear the second floor of all defenders. After eliminating second floor roamers and isolating defenders back up to the third floor, IQ will then use her Electronics Detector to identify and eliminate the defending team's electronic gadgets through the ceiling of Reading and Pillar. IQ will also be able to identify defenders on cameras like Maestro and Echo. This will then provide IQ with the opportunity to eliminate these players while they are vulnerable inside of Cocktail(B).
 
NOTE: As mentioned in previous IQ guides, the operator is capable of preventing defenders from disabling the defuser after the defuser has been planted. This means that it will be advantageous for IQ to maintain positioning on the second floor for the entirety of the round as the player will be uniquely positioned to protect the attacking teams defuser in a post-plant situation.
 
RIVER DOCKS SPAWN LOCATION:
 
ATTACKING: [2F] FIREPLACE(A) - MINING(B) + [2F] READING(A) - FIREPLACE(B)
 
Due to these two bomb sites being so similar in nature, both bomb sites will be covered in one section of the guide.
 
Attackers will begin the round by establishing control over the third floor (similar to the way in which attackers played on the previous bomb site). IQ will be used similar to the way in which the operator was used on the previously mentioned Bar-Cocktail bomb site. The difference on this bomb site being that IQ will instead spend the entirety of the round on the third floor. IQ should breach the objective building through the third floor and assist teammates in roam clearing Cigar and Cocktail. It is common for defenders to place a significant amount of resources behind the defense of the third floor. IQ should act as a supporting team member for the duration of the third floor roam clear. The player should drone all of the third floor so as to provide dedicated entry fraggers (Zofia and Ash) with actionable intel with which they can effectively clear defenders with.
 
After attackers have established control over the third floor and isolated defenders to the first and second floor, IQ will then use her Electronics Detector to eliminate the defending teams electronic gadgets placed inside of Reading, Fireplace, and Mining. This will then assist additional second floor attackers as they are executing their final push onto the bomb site. IQ should maintain third floor positioning for the entirety of the round on both bomb sites. This is because the operator is very well suited for defending the defuser from an adjacent floor after it has been planted.
 
PARK SPAWN LOCATION:
 
ATTACKING: [1F] SERVICE(A) - COOKING(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of Large and Small Bakery. This will allow attacking hard breachers like Thermite and HIbanna to breach the reinforced wall between Cooking(B) and Large Bakery. It is common for defenders like Kaid or Bandit to trick the Bakery-Cooking wall due to Cooking(B) being nearly impossible to defend after the wall has been breached. IQ will be used on this bomb site to eliminate the defending teams entry denial utility placed on the reinforced walls inside of Freezer and Bakery. The player should breach the objective building with additional soft-destructors through the second floor Mining window and proceed to roam clear the entirety of the second floor. It is also common for attackers to alternatively breach the objective building through the third floor and clear the entirety of the third and second floor before moving forward with vertical pressure. Regardless, after defenders have been isolated to the first floor, IQ will then use her Electronic Detector to eliminate the defending team's entry denial utility (Bandit Batteries, Mute Jammers, and Kaid Electro-Claws) placed inside of Freezer and Cooking(B). This can be done by shooting the utility through the flooring of Mining and Fireplace. After doing so, IQ can then breach additional parts of the flooring inside of Fireplace, Train, and Mining with breach chargesso as to provide attackers with additional vertical pressure onto the first floor bomb site.
 
NOTE: Attackers applying vertical pressure onto the first floor from the second floor should always be highly aware of defenders using nitro-cell on the ceiling of the first floor to eliminate you. IQ can partially counter this by shooting the nitro-cell as it is being deployed. However, this is not a reliable counter and should instead be considered a ‘counter-measure’ as it is an unreliable way of preventing defenders from using nitro-cells.
 
CHRISTMAS MARKET SPAWN LOCATION:
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'IQ' on 'Kafe'. +4
Guide for playing 'IQ' on 'Kafe'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides A guide to using Ying on Villa

■ Using Ying on Villa
Villa is a small map, with three floors. The building features many small rooms and a lot of tight narrow hallways. Attackers can use these many interconnected rooms to their advantage, flanking defenders and catching them by surprise.
 
Ying is a two speed, two armor attacking. Her gadget is the Candela device, which is a hybrid between a super-powered flash grenade and a non-lethal version of Fuze’s gadget. The Candela can either be thrown, or it can be mounted to soft cover and detonated against the surface. Ying cannot flash herself when using these Candela devices.
 
Ying has a choice of two primary weapons. The first is the T-95 LSW Light Machine Gun. This LMG boasts high damage a high damage output with 81 bullets per clip. It has a relatively low rate of fire with a higher level of recoil that reduces its effectiveness. To get more out of this weapon, you can equip it with an ACOG scope, to engage enemies at a long range.
 
The other primary weapon available to Ying is the SIX12 shotgun. This is a fun weapon to use if you are a fan of using shotguns, however it’s effectiveness can be quite limited when playing at a higher level. Don’t let this fact dissuade you from choosing this weapon if you are just looking to have some fun.
 
Ying’s only choice of sidearm is the Q-929, which is a middling semi-automatic pistol without any notable features, though it’s a solid backup weapon.
▲ The sites you will have to attack on Villa.
 
▶ In case, the site is located at '2F Aviator Room ~ 2F Games Room'
Games Room, Bomb Site A, is a site with only one door as an entry point. On the surface this site may look easy to defend, but the destruction of the breakable walls in this room can leave defenders very exposed. This is where the importance of hard breachers comes into effect.
▲ The view from inside Bomb Site A.
▲ This is usually a hotly contested area. Ideally, you will have a hard breacher on your team that can create an opening into one of the bomb sites from this position.
▲ Beware enemies in this corridor if you are entering the Study.
▲ You can use this window to get an alternate view of the Study.
 
There is a connecting room between the bomb sites in the form of the Hunting Vault. This provides great cover to defenders so expect enemies to be anchoring here. The use of gadgets and stun grenades can assist you in clearing out enemies from this Hunting Vault. However attackers will expect defenders to be in this area, and will be maintaining the sight.
▲ Bomb Site A can be accessed by this single door.
 
Aviator Room, Bomb Site B, is a room with two entry points. This room also has less cover available, making it a difficult site anchor in. The main point of entry for attackers is usually through the Office. This room, which connects to Bomb Site B, has a door and window which leads directly outside. Use your superior assault rifles to engage your opponents at range. It has another door that leads to the main staircase which attackers can use to gain access to the second floor. Expect a fight in this Office.
▲ The view from inside Bomb Site B, beware of enemies anchoring inside the Hunting Vault.
▲ You can also access Bomb Site B from the Landing.
 
▶ In case, the site is located at '2F Trophy Room ~ 2F Statuary Room'
These two bomb sites combined almost form a ‘U’ shape. They have open archways allowing both defenders and attackers alike to look into both the two sites simultaneously from a variety of angles.
 
Statuary Room, Bomb Site A, provides little cover to defenders while also giving them 3 angles to defend. The main points of entry are the door at the top of the room, close to the statue, and also the door leading to the Master Bedroom. This Master bedroom area has many windows leading directly outside. Attackers can stand on the rooftop and engage you and your teammates from this position making it a popular point of entry for attackers.
▲ Statuary Room and how it connects to Master Bedroom.
 
The other door in Bomb Site A leads to a connecting room between the sites, Astronomy Room. This room provides some good cover and holding this room can deny attackers this angle of attack. Astronomy room has a staircase which directly enters the room as well as a door leading to the Master Bedroom. If you are coming from Master Bedroom expect defenders to be taking cover behind the desk in Astronomy room.
▲ Expect enemies to be in the Astronomy room.
▲ You can use Back Stairs to reach the Astronomy Room also.
 
Trophy Room, Bomb Site B, is a small room with some cover in the center. It connects to Astronomy Room. The other door in this site leads to the rest of the top floor. Attackers of this site will have to be mindful of the archways exposing them to sight lines which stretch all the way back to Master Bedroom, which is adjacent to Bomb Site A.
▲ This window leads to Master Bedroom.
▲ You can reach both bombsites from inside the building by passing through the Classical Hall.
 
▶ In case, the site is located at '1F Living Room ~ 1F Library'
Living Room, Bomb Site A, is a large room with a lot of entry points. One to take special note of is the window leading directly outside, this is not in plain view. This window leads into a tiny room which then subsequently leads into Living Room.
The other entrances are the two doors at the top of the room. Use these alternate points of entry to full effect, coordinating a multifaceted attack with your teammates to overwhelm any defenders anchoring inside.
▲ This large door leads to both bomb sites.
▲ You can also reach the bomb sites by using the Back Hallway.
 
Library, Bomb Site B, is connected directly to Living Room by a door. It has a small room which can be considered as a part of this site. This smaller room has breakable walls can be reinforced and used as additional cover, or opened up to create additional angles of the hallways surrounding these bomb sites. Beware of defender creating “kill holes” here. The other door in Library leads out to a landing at the bottom of main stairs. This landing is also close to some of the main ground floor entrances to the building. This is where you will more than likely be approaching from as an attacker. You will have to be mindful of the stairs that may be used by defenders to roam around the map.
▲ Notice the proximity of this entrance to the bomb sites, expect heavy resistance here.
▲ This window leads directly to the bomb sites and will be hotly contested.
 
▶ In case, the site is located at '1F Dining Room ~ 1F Kitchen'
Dining Room, Bomb Site A, is a medium sized room which can become exposed quickly. It has doors leading to some of the main entry points that attackers can use to enter the building. In fact, both of these bomb site’s proximity to the entrances leading outside make these sites difficult to defend. Attackers can quickly create lines of sight and get in close to the objectives very quickly. The two main doorways into Dining room, which are on the same side of the room, making it easier for defenders to defeat you here.
▲ The winding Back Hallway connects to the bomb sites.
▲ The bomb sites are directly connected to one another.
▲ Notice the proximity of this window to both bomb sites.
 
Kitchen, Bomb Site B, has many points of entry. These doors leading into this site are also at differing angles, making anchoring here difficult. Expect attackers to come quickly due to this site's proximity to easy-to-access entrances which can be opened up easily.
▲ The Cellar can also be used to gain entry to the bomb sites.

A guide to using Ying on Villa +20
A guide to using Ying on Villa
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides Guide for playing 'IQ' on 'Kanal'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Kanal is a triple-level map (consisting of three floors) currently only found in ranked play though that may be subject to change as the developers could add the map to the pro-league map roster after observing how the map plays now. The current architecture of the map is fairly balanced, advantages will change based on which site is being played and how the ban phase plays out at the beginning of the match.
 
‘IQ’ is a 1 armour, 3 speed attacker. The operators’ ability is known as the Electronics Detector; a portable electronic gadget worn on the operators wrist which is capable of detecting electronics through any surface. IQ is most commonly used for eliminating hard to reach electronics like Bandit Batteries and Mute Jammers as the Electronic Detector allows the player to see this type of utility through walls and flooring. IQ is also used as a counter to operators like Pulse, Echo, Vigil, and Valkyrie as all of these defenders have utility that is difficult to counter with the naked eye. In fact, when operators like Vigil and Pulse are actively using their ability, IQ is able to see their electronics in use through any surface. This is also the case with any defenders that happen to be caught on their phone looking through the defending teams cameras as the phone itself is considered to be an electronic device. IQ is always a great operator choice for these reasons as well as the operator being capable of acting as a strong backup entry-fragger for the attacking team in the case of attackers losing their original entry at the beginning of the round.
 
If you are to be in accordance with the current meta, IQ’s loadout should be as follows:
PRIMARY: G8-A1 (holo-graphic + flash hider)
SECONDARY: P-12 (suppressed)
UTILITY: Breach Charge x 3
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] SERVER(A) - RADAR(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall on the south side of ‘Renovations’ as this will provide the attackers with clear lines of sight directly into Radar(B) in addition to direct access to the bomb site to plant the defuser. IQ will provide value to the attacking team by eliminating the defending teams entry denial utility placed inside of Renovations. To do this, the operator will need to breach the objective building through the first floor and establish an attacker presence inside of Kitchen and Maps. This is done most effectively when supported by additional attacking teammates. IQ should communicate with the attacking teams entry fragger (Ash or Zofia) and drone the first floor so as to eliminate any off-site defenders playing inside of Security and Maps. After eliminating these defenders, IQ will then be able to maintain positioning on the first floor and use her Electronic Detector to eliminate all defenders electronics through the ceiling of the first floor. This will then allow the attacking teams hard breaches to open the reinforced wall inside of Renovations as well as the walls separating Server(A) from Green and Red hall.
 
NOTE: Having a player positioned on the first floor for the entirety of the round will be highly advantageous for attackers as it will prevent defenders like Pulse and Valkyrie from being able to counter the attacking teams plant with a nitro-cell. It is typically common practice for players positioned on the first floor to set up some sort of flank protection on 1F Sky Bridge to eliminate the potential for a late flank from Reception.
 
SAILBOATS SPAWN LOCATION:
 
ATTACKING: [1F] COAST GUARD(A) - LOUNGE(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of ‘Scuba’ and ‘Printer’ stairs, as well as the hallway-landing which separates the two. After establishing control of the northern stairwells, attackers will want to breach the reinforced wall between the lower-printer-stairs-landing and Lounge(B). This will completely expose the Lounge(B) bomb site as well as position attackers to plant the defuser in a variety of different safe plant spots inside of the B bombsite. IQ will provide value to the attacking team on this bomb site by eliminating the defending teams electronic utility through the flooring of the bomb site. IQ should breach the objective building through the basement inside of Scuba and Diving. After establishing an attacker presence inside of Scuba, IQ should proceed to clear the entirety of the basement of any additional defenders. This will accomplish two important tasks: 1) IQ will be positioned to eliminate the defending teams electronic utility placed inside of Lounge(B), 2) As long as IQ maintains control over the basement, defenders will not be able to use nitro-cell from underneath the bomb site as a means of preventing attackers from planting the defuser inside of Lounge(B).
 
NOTE: IQ’s primary responsibility will be to eliminate the defending team's entry denial utility placed on the reinforced wall separating Lounge(B) and Printer Stairs. It is highly important that IQ does not get eliminated while attempting to clear the basement of defenders. In order to roam clear the basement more safely, it is recommended that IQ drone the basement for defender positions and relay this information to the attacking teams dedicated entry fragger so as to not run the risk of losing IQ early on in the round.
 
FLOATING DOCKS SPAWN LOCATION:
 
ATTACKING: [BSMNT] KAYAKS(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by attackers gaining control of the first floor inside of Coast Guard and Lounge as the hatches located on the floors of these two rooms offer great lines of site and access points to the basement. It is very common for defenders to be playing inside of Bathroom and Lockers, located directly across the hall from the bomb sites in the basement. IQ will provide value to the attacking team on this bomb site by acting as the dedicated entry fragger. IQ’s primary responsibility will be to reliably act on the intel provided to you by supporting teammates. This means that IQ will be directly responsible for establishing and maintaining attacker map control. IQ should breach the objective building though the first floor Reception and steadily eliminate all defenders playing on the first floor. After isolating defenders back into the basement, IQ will then want to maintain the attacking teams primary horizontal pressure onto defenders by establishing a presence inside of Scuba Stairs and Diving. This will then position the player to apply further horizontal pressure onto Kayaks(A) while additional teammates are maintaining vertical pressure onto both bomb sites from inside Reception and Radio.
 
NOTE: All attacking players need to be cautious of defenders using nitro-cell on the flooring of the first floor as this will be the defending teams primary counter to the attacking teams vertical pressure. The optimal way to prevent this from happening is by having a significant amount of horizontal pressure on defenders while vertical pressure is being applied. This is because defenders inside of the bomb site will be forced to deal with the immediate threat coming from Diving instead of attempting to precisely deploy nitro-cell underneath first floor attackers.
 
CONSTRUCTION SPAWN LOCATION:
 
ATTACKING: [1F] SECURITY(A) - MAP(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Server and Radar rooms located directly above the bomb site. The ceiling of Security(A)-Map(B) is destructible, making it advantageous for attackers to first focus on control of the second floor. IQ will provide value to the attacking team on this bomb site by eliminating the defending teams electronic utility. IQ should breach the objective building with the rest of the attacking team through the second floor Renovations and Green Hall. IQ will then be used as a support player by droning the second floor for defenders positioned inside of Radar, Server, and Sky Bridge. IQ will then want to reposition into Radar and Sky Bridge so as to eliminate all defender electronics placed on the first floor through the flooring of Radar, Sky Bridge, and Server. This will then allow the attacking teams hard breacher to breach the reinforced wall at the bottom of Green Stairs and establish an attacker presence inside of Kitchen. IQ should maintain positioning on the second floor throughout the duration of the round as the operator will be capable of protecting the defuser from defenders trying to disable in a post-plant scenario.
 
NOTE: It is sometimes recommended to bring claymores on this bomb site instead of breach charges. This is because IQ will then be equipped to assist attackers in maintaining reliable flask protection - particularly from Printer Stairs and Sky Bridge.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'IQ' on 'Kanal'. +4
Guide for playing 'IQ' on 'Kanal'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide for playing 'IQ' on 'Bank'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Bank is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture gives a slight advantage to the attackers being able to have control over large portions of the map without entering the building.
 
‘IQ’ is a 1 armour, 3 speed attacker. The operators’ ability is known as the Electronics Detector; a portable electronic gadget worn on the operators wrist which is capable of detecting electronics through any surface. IQ is most commonly used for eliminating hard to reach electronics like Bandit Batteries and Mute Jammers as the Electronic Detector allows the player to see this type of utility through walls and flooring. IQ is also used as a counter to operators like Pulse, Echo, Vigil, and Valkyrie as all of these defenders have utility that is difficult to counter with the naked eye. In fact, when operators like Vigil and Pulse are actively using their ability, IQ is able to see their electronics in use through any surface. This is also the case with any defenders that happen to be caught on their phone looking through the defending teams cameras as the phone itself is considered to be an electronic device. IQ is always a great operator choice for these reasons as well as the operator being capable of acting as a strong backup entry-fragger for the attacking team in the case of attackers losing their original entry at the beginning of the round.
 
If you are to be in accordance with the current meta, IQ’s loadout should be as follows:
PRIMARY: G8-A1 (holo-graphic + flash hider)
SECONDARY: P-12 (suppressed)
UTILITY: Breach Charge x 3
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] CEO(A) - EXECUTIVE(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the second floor ‘Terrace’ located to the south east of the map. After gaining control over square stairs, the attackers will proceed to open the reinforced wall separating CEO(A) from Square as this will provide attackers with a direct route to the bomb site to plant the defuser. IQ will provide the most value to the attacking team on this bomb site by eliminating the defending teams entry denial utility placed on the wall separating CEO(A) and 2F Square Stairs. This will be important as the attacking teams hard breacher will need some form of support in order to breach the site wall. IQ can accomplish this task through two different avenues. Firstly, IQ can breach the objective building through the first floor Open Area and clear the first floor through Kitchen, 1F Square Stairs, and Archives. After establishing a presence inside of Archives IQ can then use her Electronics Detector to eliminate the defending team's entry denial utility by shooting it through the ceiling of 1F Archives. Alternatively, IQ can also rappel on the northern wall of the objective building and eliminate the entry denial utility through the window barricade inside of CEO(A). Either one of these routes are acceptable and ultimately come down to player preference.
 
NOTE: Attackers rappelling on the north wall of Bank need to always keep in mind that defenders positioned inside of 1F Main Lobby can use the ‘bar long windows’ to get an angle on rappelling attackers. This is the most popular way for defenders to counter attackers rappelling on the second floor site windows.
 
BACK ALLEY SPAWN LOCATION:
 
ATTACKING: [1F] OPEN(A) - STAFF(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor as the entire ceiling of 1F Open(A)-Staff(B) is able to be destroyed in order to gain dynamic angles into the bomb site. Although the operators utility will only be slightly useful on this bomb site, IQ can still provide value to the attacking team on this bomb site by assisting teammates in a full second floor roam clear. IQ should breach the objective through the second floor Square Stairs and communicate with supporting teammates as they drone the western portion of the objective building. IQ will be acting as the attacking teams entry fragger. This means that the player will need to take head-on engagements so as to be the initial spearhead of the attacking teams push. After the attacking team has successfully isolated all defenders to the first floor, IQ will reposition into the 2F Stock Trading so as to use her Electronics Detector to eliminate the defending team's electronic utility placed inside of Open(A). After clearing the bomb site of all electronic utility, IQ should then reposition to the first floor portion of Main Stairs (commonly referred to as Metal) and maintain horizontal pressure onto Open(A) while the majority of the attacking team is applying vertical pressure from the second floor.
 
JEWELRY SPAWN LOCATION:
 
ATTACKING: [1F] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the second floor CEO Office as this will enable attackers to destroy the ceiling of the Tellers-Archives bomb site. Attackers will also focus on control of Kitchen and Open Area as this will enable attacking hard breachers like Hibanna and Thermite to breach the reinforced wall between Admin Office and Archives(B). IQ will be used similarly to the way in which the operator was used on the previous bomb site. The largest difference here is that IQ will not be acting as an entry fragger, but instead as a supporting teammate. IQ should breach the second floor with additional attackers through 2F Square Stairs. After establishing a position inside of Square, IQ should then hop back onto her drone so as to gather intel for the attacking teams entry fragger while they clear the second floor of the defending teams off-site roamers. IQ will then want to take up a position inside of CEO. Positioning inside of the 2F CEO will then allow IQ to eliminate the defending teams entry-denial utility placed on the reinforced wall separating Archives(B) and Open Area. This will then allow the attacking teams hard breacher to open the site wall and plant the defuser inside of Archives(B).
 
NOTE: A commonly unrecognized benefit of IQ is that the player is capable of eliminating defenders attempting to disable the defuser after the defuser has been planted. This is because defenders leave an electronic footprint which can be detected by IQ’s Electronic Detector when they are in the process of disabling the defuser. This means that IQ can maintain positioning on the second floor, even after the defuser has been planted, as the operator will still be positioned to effectively protect the defuser in the event of a disable.
 
PARKING SPAWN LOCATION:
 
ATTACKING: [BSMNT] CCTV(A) - LOCKERS(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the first floor Open Area and Kitchen as the hatches located on the floors are crucial in cutting off defenders rotating throughout the basement and two bomb sites. Due to the entirety of the basement bomb site ceilings being hard, IQ will not be able to eliminate any of the defending teams electronic utility from the first floor like on the previous bomb sites. However, the operator can still provide a tremendous amount of value to the attacking team by eliminating Echo’s Yokai Drones and by acting as the attacking teams dedicated entry fragger. IQ should spawn Back Alley and breach the objective building through the Open Area (printer window) and communicate with supporting teammates to effectively clear the first floor Open, Kitchen, and Square. This will then allow the attacking teams hard breachers to open the hatches inside of Open. IQ should then reposition over to the Blue Stairs in order establish attacker control inside of Blue and Server. Maintaining Server control will then allow the attacking teams hard breacher to open the reinforced wall separating Server and CCTV(A). Attackers will then be able to plant the defuser inside of default and play the post-plant
 
NOTE: Defenders will commonly defend the top of Blue Stairs with a Smoke-shotgun combo playing behind a deployable shield. IQ will need to communicate with the attacking teams Ash or Zofia so as to effectively eliminate the shield before attempting to take a gun fight head to head over the deployable. Failure to do so will essentially just be giving the defending team a free man advantage as it is almost impossible to win that engagement without some sort of third-party assistance.
 
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'IQ' on 'Bank'. +4
Guide for playing 'IQ' on 'Bank'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides Guide for playing 'IQ' on 'Consulate'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Consulate is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map gives a significant advantage to the attacking team due to the high amount of exposure each bomb site is vulnerable to from the outside.
 
‘IQ’ is a 1 armour, 3 speed attacker. The operators’ ability is known as the Electronics Detector; a portable electronic gadget worn on the operators wrist which is capable of detecting electronics through any surface. IQ is most commonly used for eliminating hard to reach electronics like Bandit Batteries and Mute Jammers as the Electronic Detector allows the player to see this type of utility through walls and flooring. IQ is also used as a counter to operators like Pulse, Echo, Vigil, and Valkyrie as all of these defenders have utility that is difficult to counter with the naked eye. In fact, when operators like Vigil and Pulse are actively using their ability, IQ is able to see their electronics in use through any surface. This is also the case with any defenders that happen to be caught on their phone looking through the defending teams cameras as the phone itself is considered to be an electronic device. IQ is always a great operator choice for these reasons as well as the operator being capable of acting as a strong backup entry-fragger for the attacking team in the case of attackers losing their original entry at the beginning of the round.
 
If you are to be in accordance with the current meta, IQ’s loadout should be as follows:
PRIMARY: G8-A1 (holo-graphic + flash hider)
SECONDARY: P-12 (suppressed)
UTILITY: Breach Charge x 3
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] MEETING(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team rappelling on the second floor windows of Office(B), Meeting(A), Conector, and Bathroom. The attackers have a huge advantage on this bomb site due to the amount of control which can be had by just rappelling on the windows, attackers can cut off any and all rotates between Office(A), Meeting(B), Long Desk, and Yellow Stairs without even coming inside the building. Due to the amount of control which can be had from the outside, attackers can dedicate the majority of their personnel and resources safely from the outside while only having a few attackers actually enter the building. IQ will provide the largest amount of value to the attacking team by eliminating all of the defending teams electronic utility placed on the second floor. To do this, IQ will need to breach the objective building through either Yellow Stairs doorway or through the Main Lobby double doorway. These will be the optimal entry points for the operator due to IQ being able to quickly establish attacker control on the first floor without much map control. After IQ has eliminated all defenders playing inside of Piano, Lobby, Anti-Chamber, and Spiral, the player will use IQ’s Electronics Detector to eliminate all defender utility on the second floor. This is because IQ will be able to shoot the electronics through the ceiling of the first floor. This will then allow attacking teammates to use their projectile and intel utility to the highest potential as they will no longer need to worry about Mute Jammer, Jager ADS, or Echo Drones.
 
RIOT BARRICADE SPAWN LOCATION:
 
ATTACKING: [1F] PRESS(A) - LOBBY(B)
The primary route of attack on this bomb site will be by the attacking team attempting to plant the defuser inside of the outside double door leading into Lobby(B) from the south of the bomb site. This is the most common strategy due to the safe and direct route to the bomb site the attacking team is given in addition to the attackers not needing too much map control in order to successfully plant the defuser. That being said, some map control is still required by attackers before planting the defuser. It is very common for defenders to have a presence inside of the second floor Meeting Room as, any defenders with the ability to open the flooring of 2F Meeting Room, can provide any defenders on the second floor a clear line of sight to the default plant spot inside of Lobby(B) without over exposing themselves to the outside. IQ will provide the largest amount of value to the attacking team by essentially doing the inverse of the previously mentioned strat inside of Meeting and Office. To do this, the player will want to breach the objective building through the second floor Office. This will then establish a beachhead for the attacking team to clear the second floor from. After isolating defenders to the first floor, IQ will then use her Electronics Detector to eliminate all defender utility placed inside of Lobby(B), Press(A), Anti-Chamber, and Bathroom. This will then serve the same purpose as on the previous bomb site in that it will allow the rest of the attacking team to use their utility without resistance from the defending teams’ counter utility.
 
POLICE LINE SPAWN LOCATION:
 
ATTACKING: [1F/BSMNT] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Visa Entrance on the eastern side of the building and proceeding to gain control of Visa Office. Before gaining control over Visa Office, the attacker must first deduce whether or not the defenders are playing inside of the second floor Administrators Office as this will be the defending teams primary method for defending Tellers(A) due to their ability to open the flooring of Administrator's Office and use the vertical angles against the attackers approach from either Visa Entrance or Spiral Hallway. IQ will provide the attacking team with a unique advantage on this bomb site in that the player will be able to effectively counter the defending teams Pulse; the operator that is considered to be the centerpiece to most defending teams strategies on this bomb site. IQ should breach the objective building through either the second floor Office or through the Yellow Stairs window. After establishing an attacker presence on the second floor, IQ will then communicate with the rest of the attacking team to clear defenders form the second floor Admin Office. This will then position attackers to slowly work their map control down to the first floor inside of Tellers(A) and Visa. After establishing a presence inside of Visa and Tellers(A), IQ will spend the rest of the round on her Electronics Detector so as to counter the defending teams Pulse as he is attempting to locate the attacking teams planter.
 
NOTE: After breaching the first floor Tellers(A) bomb site, IQ will want to make sure to stay as close to the attacking teams planter as possible. This is because IQ will be the nitro-protection for the diffuser planter. IQ will need to be diligently scanning the flooring underneath first floor attackers so as to detect and eliminate all explosives through towards the flooring of Tellers(A). Failure to do so will typically result in defenders rapidly gaining significant man advantages as collateral kills are common with frequent nitro-cell strats.
 
SIDE ENTRANCE SPAWN LOCATION:
 
ATTACKING: [BSMNT] CAFETERIA(A) - GARAGE(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall located on the west of the Garage(B) and planting the defuser in front of ‘White Van’. However, before breaching the reinforced wall, the attackers will need to gain control over the first floor Press Room and Lobby as these two rooms are located directly above the basement bombsites. IQ will provide the largest amount of value to the attacking team by eliminating the defending teams entry-denial utility placed on the main Garage(B) wall separating the bomb site from the outside. To do this, IQ should breach the objective building through the first floor Main Lobby with additional soft-destructors (Buck, Sledge) so as to then proceed and clear the first floor Spiral, Lobby, Anti-Chamber, Piano, and Zig. After isolating defenders back into the basement, IQ will then use her Electronics detector to eliminate the defending team's entry denial utility inside of the basement. IQ can do this without breaching the flooring of Piano by simply using the operators gadget to determine the precise placements of the enemy teams Bandit Batteries and Kaid Electro-Claws. The operator can then shoot this utility through the soft flooring of Piano. IQ can also accomplish this task without full first floor control by rappelling on the Piano window and shooting the utility through the flooring from the rappel. However, this can occasionally be more dangerous than actually breaching the first floor as defenders will likely run-out on attackers from 2F Projector Balcony as they are rapelled.
 
NOTE: All attackers inside of the first floor Piano, Anti-Chamber, and Lobby will want to be highly cautious of defenders using nitro-cell on the flooring of these rooms. This is typically the defending team's go-to way of countering the vertical play from the from the bomb site - that is, outside of a Spiral Stairs flank.
 
GAS STATION SPAWN LOCATION:
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'IQ' on 'Consulate'. +5
Guide for playing 'IQ' on 'Consulate'.
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Guides Excerpt from 'IQ' on 'Bank':

"IQ will provide the most value to the attacking team on this bomb site by eliminating the defending teams entry denial utility placed on the wall separating CEO(A) and 2F Square Stairs. This will be important as the attacking teams hard breacher will need some form of support in order to breach the site wall. IQ can accomplish this task through two different avenues. Firstly, IQ can breach the objective building through the first floor Open Area and clear the first floor through Kitchen, 1F Square Stairs, and Archives. After establishing a presence inside of Archives IQ can then use her Electronics Detector to eliminate the defending team's entry denial utility by shooting it through the ceiling of 1F Archives. Alternatively, IQ can also rappel on the northern wall of the objective building and eliminate the entry denial utility through the window barricade inside of CEO(A). Either one of these routes are acceptable and ultimately come down to player preference.
 
NOTE: Attackers rappelling on the north wall of Bank need to always keep in mind that defenders positioned inside of 1F Main Lobby can use the ‘bar long windows’ to get an angle on rappelling attackers. This is the most popular way for defenders to counter attackers rappelling on the second floor site windows."
 
ATTACKING
IQ - BANK
[2F] CEO(A) - EXECUTIVE(B)

Excerpt from 'IQ' on 'Bank':
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Guides Excerpt from 'IQ on Kanal':

"IQ will provide value to the attacking team on this bomb site by acting as the dedicated entry fragger. IQ’s primary responsibility will be to reliably act on the intel provided to you by supporting teammates. This means that IQ will be directly responsible for establishing and maintaining attacker map control. IQ should breach the objective building though the first floor Reception and steadily eliminate all defenders playing on the first floor. After isolating defenders back into the basement, IQ will then want to maintain the attacking teams primary horizontal pressure onto defenders by establishing a presence inside of Scuba Stairs and Diving. This will then position the player to apply further horizontal pressure onto Kayaks(A) while additional teammates are maintaining vertical pressure onto both bomb sites from inside Reception and Radio.
 
NOTE: All attacking players need to be cautious of defenders using nitro-cell on the flooring of the first floor as this will be the defending teams primary counter to the attacking teams vertical pressure. The optimal way to prevent this from happening is by having a significant amount of horizontal pressure on defenders while vertical pressure is being applied. This is because defenders inside of the bomb site will be forced to deal with the immediate threat coming from Diving instead of attempting to precisely deploy nitro-cell underneath first floor attackers."
 
ATTACKING
IQ - KANAL
[BSMNT] KAYAKS(A) - SUPPLY(B)

Excerpt from 'IQ on Kanal':
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Guides Jackel ace

nice

Jackel ace
Theworkhorse
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LV.1 Mootie 3years

Guides Need help with setting and aim

Can someone help me

Need help with setting and aim
Solo Crim
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LV.2 Lurker 3years

Guides R6 plat team

Need a good gold one or a good plat 3
Message me on ps4
Boosted230607

R6 plat team
Wozzermad
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LV.2 Lurker 3years

Guides Looking for breach practise

Looking for someone to practise both bandit tricking, and breaching. we will be taking turns to breach and trick. my region is asia.

Looking for breach practise
IlIMistyIlI
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Guides Excerpt from 'IQ on Consulate':

"IQ will provide the largest amount of value to the attacking team by eliminating the defending teams entry-denial utility placed on the main Garage(B) wall separating the bomb site from the outside. To do this, IQ should breach the objective building through the first floor Main Lobby with additional soft-destructors (Buck, Sledge) so as to then proceed and clear the first floor Spiral, Lobby, Anti-Chamber, Piano, and Zig. After isolating defenders back into the basement, IQ will then use her Electronics detector to eliminate the defending team's entry denial utility inside of the basement. IQ can do this without breaching the flooring of Piano by simply using the operators gadget to determine the precise placements of the enemy teams Bandit Batteries and Kaid Electro-Claws. The operator can then shoot this utility through the soft flooring of Piano. IQ can also accomplish this task without full first floor control by rappelling on the Piano window and shooting the utility through the flooring from the rappel. However, this can occasionally be more dangerous than actually breaching the first floor as defenders will likely run-out on attackers from 2F Projector Balcony as they are rapelled.
 
NOTE: All attackers inside of the first floor Piano, Anti-Chamber, and Lobby will want to be highly cautious of defenders using nitro-cell on the flooring of these rooms. This is typically the defending team's go-to way of countering the vertical play from the from the bomb site - that is, outside of a Spiral Stairs flank."
 
ATTACKING
IQ - CONSULATE
[BSMNT] CAFETERIA(A) - GARAGE(B)

Excerpt from 'IQ on Consulate':
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Guides Excerpt from 'IQ on Kafe':

"After eliminating second floor roamers and isolating defenders back up to the third floor, IQ will then use her Electronics Detector to identify and eliminate the defending team's electronic gadgets through the ceiling of Reading and Pillar. IQ will also be able to identify defenders on cameras like Maestro and Echo. This will then provide IQ with the opportunity to eliminate these players while they are vulnerable inside of Cocktail(B).
 
NOTE: As mentioned in previous IQ guides, the operator is capable of preventing defenders from disabling the defuser after the defuser has been planted. This means that it will be advantageous for IQ to maintain positioning on the second floor for the entirety of the round as the player will be uniquely positioned to protect the attacking teams defuser in a post-plant situation."
 
ATTACKING
IQ - KAFE
[3F] BAR(A) - COCKTAIL(B)

Excerpt from 'IQ on Kafe':
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Guides Operator Zero Review (Operation Shadow Legacy)


As the Operation Shadow Legacy update was applied to the Test Server, offensive team operator Zero joined the Rainbow Six team. Zero is an operator that has the background of Sam Fisher, the main character of Ubisoft's Stealth Action game "Tom Clancy's Splinter Cell," has joined the Rainbow Operational Staff (ROS). In Rainbow Six Siege, it looks older than the original character and has a thick beard, and you can see his signature night vision goggle is mounted in a backpack.
 
It is impressive that Zero, the new operator, possesses a unique special technology specialized in infiltration and information collection as the original's reputation, and has brought out his main weapons used in the Splinter Cell series. In particular, SC3000K, one of Zero's Primary Weapon, is a new weapon that could not be selected in Rainbow Six Siege, and it has the highest specifications among offensive team guns, helping Zero to be considered quite powerful.
 
 
▲ Samuel Leo Fisher, the main character of the Splinter Cell series, joined the Rainbow Six Siege team with a name called Zero.
 
 
▣ Versatile observation tool - ARGUS Launcher
 
Zero uses his dedicated equipment called ‘ARGUS’. A camera can be installed through the breakable and reinforced wall, and monitor both sides of the wall and shoot lasers. If you press the Primary Gadget key when playing Zero in the game, he takes out the ARGUS launcher. At this time, ARGUS can be designated and installed with an aiming shot similar to a regular gun. You can install four ARGUS cameras in a round.
 
Once you installed the ARGUS, you can check the internal structure and the defensive team over the wall, can also shoot laser and destroy defensive team gadgets. Each ARGUS can give 5 damages per shot, you can use it similar to Maestro’s Evil Eye and Twitch’s Shock Drone. It is also possible to shift the view from the installed point to the inside and outside of the wall, similar to Maestro, it’s only possible when Zero is alive.
 
When ARGUS is installed, there is a small noise of drilling the wall, and ARGUS's unique hook-shaped gadget is revealed at the installed point. The structure is not so visible in the dark, but when Zero observes the inside with an ARGUS camera, yellow light comes in, making it easy for the defensive team to notice. ARGUS is simply destroyed by the defensive team shooting, so it is necessary to adjust the installation or the observation timing well so that the defensive team inside does not see it.
 
 
▲ ARGUS Launcher is fired and installed on breakable walls, barricades, and reinforced walls.
 
▲ It can be installed through the floor or ceiling, so we can use it in many different ways.
 
▲ The camera after installation, you can check inside the wall with a dark green screen. You can also ping or shoot a laser.
 
▲ At the ARGUS installation point, a hook-shaped structure is revealed, and yellow light comes in when Zero uses it to observe, making it easy to spot.
 
 
Because it is installed through walls, floors, ceilings, as well as reinforced walls, it may assist hard breachers to remove Bandit’s Shock Wire, Kaid’s Electroclaw, and Mute’s Signal Disruptor behind the reinforced wall. Of course, it would be destroyed or inoperable if it was installed directly on an electrified wall or within the range of a Signal Disruptor, but it's not that difficult to install it outside the range and shoot a laser.
 
In addition, it can destroy Mira's Black Mirror oxygen canister beyond the wall, forcing the mirror to be ejected, or operating the incendiary bomb of Goyo's Volcán Shield installed in the door frame, which is expected to be useful in many ways. However, if Jager's ADS or Wamai's Mag-net system is around when launching ARGUS, it will be incapacitated before it is installed, so caution is needed.
 
 
▲ Installing ARGUS to breach the outer wall of the underground Snowmobile Garage in Chalet.
 
▲ Each ARGUS can shoot the laser once. It looks the same as Maestro's Evil Eye, which has 5 damage and unlimited range.
 
▲ We can use the laser in many useful ways, such as destroying the defense gadgets behind the wall.
 
 
▣ SC3000K, MP7 and Frag Grenade – A top-level loadout for the offensive team
 
Zero comes out as a Medium Speed / Medium Armor Attacker and uses the loadout he used himself in his previous game. In particular, the Assault Rifle SC-3000K, which is an entirely new weapon, boasts a specification of Fire Rate 850 and Damage 45, the same level as the AK-12 of Fuze and Ace. However, SC-3000K has a Capacity of 25 and can use Scope 1.5x and Scope 2.0x as zooming sights.
 
Another primary Weapon uses MP7 SMG, which differs in that the Bandit cannot use any zooming sight for MP7, while Zero can attach Scope 1.5x to MP7. As such, it seems Zero is possible to play the role of Entry Fragger, which actively engages in front-line combat, as both of his Primary Weapons have the highest specification in the game.
 
 
▲ SC-3000K, with specifications similar to AK-12 of Fuze and Ace in many ways.
 
▲ When shooting without recoil control with Vertical Grip equipped, it has quite a recoil on the right side, so adaption would be needed.
 
 
In addition, the Secondary Weapon uses 5.7 USG Pistol with a silencer attached as basic, which, surprisingly, does not reduce the damage despite a silencer attached and has the same specification as the normal 5.7 USG. In addition, there are many things that can see only from Zero in the game, such as using the Karambit Knife that Zero used in his previous game when doing a close attack.
 
For gadgets, you can choose Frag Grenade and Claymore Mine, of which the Frag Grenade has very good synergy with his dedicated equipment, ARGUS. For example, it can be used by installing ARGUS near the area where combat is expected, check the exact location of the defensive team, and throwing Frag Grenade. In addition, it can be used in various ways such as removing ADS or Mag-net System in advance with ARGUS and throwing Frag Grenade, so it can be evaluated strong enough using Frag Grenade.
 
 
▲ You can see Karambit Knife used differently from other operators when doing a close attack.
 
▲ MP7 SMG equipped with Scope 1.5x, it has a good synergy as MP7 itself is a gun with great specification.
 
▲ If you install ARGUS on the ceiling and ping the enemy spot, cook, and throw a Frag Grenade from the bottom, you can cause damage upstairs.
 

Operator Zero Review (Operation Shadow Legacy) +13
Operator Zero Review (Operation Shadow Legacy)
RetroFlame77
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Guides Guide for playing 'IQ' on 'Club House'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Clubhouse is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map can favor either attackers or defenders depending upon which team wins the ban phase, as well as which site is being played.
 
‘IQ’ is a 1 armour, 3 speed attacker. The operators’ ability is known as the Electronics Detector; a portable electronic gadget worn on the operators wrist which is capable of detecting electronics through any surface. IQ is most commonly used for eliminating hard to reach electronics like Bandit Batteries and Mute Jammers as the Electronic Detector allows the player to see this type of utility through walls and flooring. IQ is also used as a counter to operators like Pulse, Echo, Vigil, and Valkyrie as all of these defenders have utility that is difficult to counter with the naked eye. In fact, when operators like Vigil and Pulse are actively using their ability, IQ is able to see their electronics in use through any surface. This is also the case with any defenders that happen to be caught on their phone looking through the defending teams cameras as the phone itself is considered to be an electronic device. IQ is always a great operator choice for these reasons as well as the operator being capable of acting as a strong backup entry-fragger for the attacking team in the case of attackers losing their original entry at the beginning of the round.
 
If you are to be in accordance with the current meta, IQ’s loadout should be as follows:
PRIMARY: G8-A1 (holo-graphic + flash hider)
SECONDARY: P-12 (suppressed)
UTILITY: Breach Charge x 3
 
ATTACKER SPAWN LOCATIIONS:
 
ATTACKING: [2F] CASH(A) - CCTV(B)
The primary route of attack on this bomb site will be by the attacking team breaching the east reinforced wall inside of CCTV(B) (also known as ‘Platform wall’) as this will provide a direct route for attackers to plant the defuser behind ‘Server Rack’ located inside of the CCTV bomb site. IQ will provide the largest amount of value to the attacking team by breaching the first floor Lounge and clearing all defenders playing inside of Lounge, Blue, Stock, and Bar. After isolating defenders to the second floor, IQ will then use her Electronics Detector to eliminate the defending team's entry-denial utility placed on the CCTV(B) wall through the ceiling of 1F Lounge. This will allow the attacking teams hard breacher to open the reinforced wall separating Platform and CCTV(B). Attackers will then be able to access the bomb site and plant the diffuser inside of the default plant spot by ‘server rack’.
 
NOTE: Before planting inside of CCTV(B), attackers will first need to completely clear both the first floor and second floor portions of the Garage. Not doing so will allow defenders to flank attackers through Lounge and Garage.
 
CONSTRUCTION SPAWN LOCATION:
 
ATTACKING: [2F] BEDROOM(A) - GYM(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall between outside ‘jacuzzi’ and the bedroom/gym hallway (commonly known as Jacuzzi wall). After breaching the Jacuzzi wall, attackers will attempt to plant the defuser inside of Gym(B). Attackers will also commonly dedicate a large amount of time and resources to gain control over 2F Construction. IQ will provide the largest amount of value to the attacking team by eliminating the defending teams intel gadgets placed throughout the second floor. IQ should breach the objective building through the second floor CCTV window while communicating with additional supporting teammates as they drone her entry into Construction. After isolating all defenders back into Master Bedroom and Gym, IQ will use her Electronics Detector to eliminate the defending teams intel utility. IQ should always be prioritizing Yokai drones and Pulses Cardiac Sensor as these will be the defending teams primary means of preventing the attacking team from planting the defuser.
 
NOTE: Defenders will commonly have a presence on the first floor inside of Bar so as to be positioned to eliminate attackers inside of Gym(B) and Bedroom(A) as they attempt to plant the defuser. IQ is occasionally used to help clear these defenders by acting as either a supporting teammate (wherein the player drones for the attacking teams entry fragger) or as the active entry (wherein the player is the head of the attacking teams roam clear). IQ will need to be flexible on this bomb site as both tasks may be required from the player.
 
MAIN GATE SPAWN LOCATION:
 
ATTACKING: [1F] BAR(A) - STOCK(B)
The primary route of attack on this bomb site will be by the attacking team planting the defuser inside of one of the two doorways located inside of Stock(B). Although the attackers have a very direct route to the bomb site from the outside, successfully planting the defuser inside of Stock(B) can be difficult due the exposure attackers are under from ‘stage’ (located inside of Bar(A). IQ will be most useful on this bomb site by acting as an entry fragger for the attacking team in addition to being a counter to the defending teams intel operators. IQ should spawn at Warehouse and breach the objective building through Garage. After establishing attacker control on both the first and second floor of Garage, IQ will want to maintain pressure on defenders by steadily establishing control inside of Lounge. This will be valuable positioning for the attacking team as it will allow attackers to prevent defenders from being able to safely rotate between the two bomb sites. This is because Defenders will only be able to access Stock(B) through the rotation hole connecting Stock(B) to Stage - which is a highly contested rotation due to the angles attackers have access to from the Stock(B) east doorway. IQ will maintain the positioning inside of Lounge for the remainder of the round so as to provide cover to attacking teammates inside of Stock(B) while the defuser is being planted.
 
NOTE: Don’t forget that IQ has the ability to detect and eliminate the defending teams cameras. The player should use this to their full advantage by first scanning for any defender gadgets placed inside of Stock(B) and eliminating them BEFORE the defuser is planted. It is important that attackers eliminate as much intel utility as possible before the defuser is planted as the more intel defenders have access to in a post-plant scenario, the easier it will be for them to retake the bomb site.
 
SHIPPING DOCK SPAWN LOCATION:
 
ATTACKING: [BSMNT] CHURCH(A) - ARSENAL (B)
The primary route of attack on this bomb site will be by attackers establishing vertical control over the bomb sites by opening the hatches located on the ceiling of ‘Moto connector’ and Arsenal(B). To do this, attackers will first need to gain control of the first floor. IQ will provide the largest amount of value to the attacking team by eliminating the defending teams Pulse playing inside of Arsenal(B). The player should breach the objective building through the Freezer doorway leading into Kitchen. However, all attacking players need to be highly cautious of playing inside of Kitchen. This is because defenders will commonly use a nitro-cell on the ceiling of Arsenal(B) to eliminate first floor attackers from the basement. IQ will act as a counter to this as her Electronic Detector can detect nitro-cell as well as Pulse when the operator is using his Cardiac Sensor. With a few well calculated bullets, IQ is capable of eliminating Pulse as his head will always be directly underneath the Cardiac Sensor whenever the sensor is detected vertically by IQ.
 
NOTE: Even after attackers have eliminated the defending teams Pulse, attackers will still need to be cautious when playing inside of Kitchen. It is typically common practice to have as brief of a physical presence inside of Kitchen as possible. Although the vertical angles that are provided from this position are highly valuable, attackers will be safest when holding the angles from adjacent rooms or whenever on top of furniture inside of Kitchen.
 
WAREHOUSE SPAWN LOCATION:
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'IQ' on 'Club House'. +5
Guide for playing 'IQ' on 'Club House'.
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Guides A guide to using Ying on Club House

■ Using Ying on Club House
Club House is a large map with three floors, designed with a focus on rotation and mobility. It provides attackers with great opportunities to traverse safely as there are many smaller connecting rooms an attacker can use to flank and rotate around their opponent. However this map is also great for spawn peaking with many windows facing the main spawn areas of the attackers, so be cautious on your approach to the main buildings that make up this map.
 
Ying is a two speed, two armor attacking. Her gadget is the Candela device, which is a hybrid between a super-powered flash grenade and a non-lethal version of Fuze’s gadget. The Candela can either be thrown, or it can be mounted to soft cover and detonated against the surface. Ying cannot flash herself when using these Candela devices.
 
Ying has a choice of two primary weapons. The first is the T-95 LSW Light Machine Gun. This LMG boasts high damage a high damage output with 81 bullets per clip. It has a relatively low rate of fire with a higher level of recoil that reduces its effectiveness. To get more out of this weapon, you can equip it with an ACOG scope, to engage enemies at a long range.
 
The other primary weapon available to Ying is the SIX12 shotgun. This is a fun weapon to use if you are a fan of using shotguns, however it’s effectiveness can be quite limited when playing at a higher level. Don’t let this fact dissuade you from choosing this weapon if you are just looking to have some fun.
 
Ying’s only choice of sidearm is the Q-929, which is a middling semi-automatic pistol without any notable features, though it’s a solid backup weapon.
▲ The sites you will have to attack on Club House
 
▶ In case, the site is located at '2F Gym ~ 2F Bedroom'
The Bedroom, Bomb Site A, has a lot of entry points that can get heavily exposed, use this to your advantage. There is a landing outside of the main window from which attackers can stand and peek from. As an attacker I would maintain the sight line this window provides for as long as possible, you will more than likely pick up at least one kill from this position.
 
▲ The window on the left leads to Bomb Site B. The window on the right leads to Bomb Site A.
▲ If you do decide to engage enemies from the sub-roof, beware of defenders peaking from this window.
 
There is a Bathroom in this site which can provide some cover for defenders. Drone out and frag this area to clear out any defenders unfortunate enough to be anchoring inside.
▲ Opening this wall will allow you and your teammates to view the hallway that connects the bombsites.
 
The Gym or Bomb Site B is quite a small claustrophobic room. It has one window and one door opposite that window. This door opens out to the Bedroom Hallway. Attackers can use the Central Stairs to come up to this hallway or simply breach the side wall which can be accessed from outside. This wall will more than likely be reinforced. If you are a hard breacher such as Thermite or Hibana I would focus on using your gadget to open this area. Once opened it provides a great view into the hallway and stairs, you are sure to catch some defenders unaware as they move between the sites.
▲ Opening this hatch on the roof will put you in close proximity to Bomb Site A.
 
▶ In case, the site is located at '2F CCTV Room~ 2F Cash Room'
For the CCTV Room or Bomb Site B, attackers can approach from three different locations. The Eastern stairs provide attackers a view directly into the left side of the site. The Eastern sub-roof allows attackers to stand and engage defenders through the window. The walkway above garage can also be accessed by attackers. There is a breakable wall in this site which can be opened from outside while standing on the landing outside.
 
▲ Use your gadget to get this wall opened as soon as possible. This will put defenders at a great disadvantage.
 
▲ The other side of Bomb Site B, which can be accessed from the garage.
 
For the Cash Room, Bomb Site A, attackers should take caution if they are approaching from the garage, you will be exposed when crossing this open area. There is a breakable wall in this room which can view the Eastern Stairs when opened.
▲ The Central Sub-roof provides you with a window directly into Bomb Site B. Make use of all of the access points into this room to overwhelm the defenders inside.
▲ Bomb Site A is connected to Bomb Site B by a single door.
 
▶ In case, the site is located at '1F Bar ~ 1F Stock Room'
The Bar, or Bomb Site A, has a lot of breakable walls and entry points for attackers. Ying’s T-95 LSW machine gun is a must for this site as you will more than likely be engaging defenders at range. In addition to the breakable walls, there are two wide doors from which you and your teammates can enter. Making a hole in the breakable wall between the bomb sites will allow Ying to use her T-95 LSW to maximum effect, covering both bombsites and engaging enemies at range. Use the T-95 LSW’s ACOG scope to your advantage and quickly peak this area aiming for headshots each time.
▲ The Lobby provides a route to both bomb sites. Expect heavy resistance here.
▲ The expansive bar area.
▲ This window at the front of the building can provide you with a viewing angle into the Bar.
 
The Stock Room, Bomb Site B, is a very dangerous place for defenders to stay. There are two doors leading directly outside, and another wide door giving attackers a view of the entire site. Open all these entry points and hold the angles these openings provide. You are sure to pick up at least one kill if you are patient enough to wait for a defender to cross your path.
▲ This door leads directly into Bomb Site B, and allows you to engage enemies at range.
▲ The other entry point into Bomb Site B can provide you with an alternate view of the room.
 
▶ In case, the site is located at 'B Church ~ B Arsenal Room'
The Church Room, Bomb Site A, is separated from Bomb Site B by a long hallway (Basement Hallway). Gaining control of this hallway will be instrumental in a successful attack on these sites.
▲ Beware this line of sight when coming down Central Stairs.
 
You can approach the basement using the Central Stairs, which is accessible near the Bar area. However defenders have a useful sight line of these stairs so be careful if you choose to use this route.
▲ Bomb Site A, the Memorial Room on the left side of this image is a popular position for Defenders to take up.
 
The Arsenal Room, Bomb Site B, is more complex. Attackers have the use of a tunnel from which they can directly access from spawn. Approach with caution if you plan on using this tunnel, defenders could be lurking around any corner of the winding tunnel. They also have the option of using a hatch directly above the bomb to provide pressure from above.
▲ Bomb Site B is a large expansive room.
▲ This hatch opens directly on top of Bomb Site B.
▲ This tunnel leads to Bomb Site B, however approach with caution as defenders will probably be lurking around the corner.
 
Attackers also have access to the Utility Room, a room leading directly to the site, which provides some cover to attackers. Being Ying, either open one of the hatches above and engage enemies from there, or approach via the utility room and use your gadget to effectively breach one of the bomb sites from there.
▲ You can reach the Utility Room from the Oil Pit.
▲ Blue Stairs provides an alternate route to the Utility Room.
▲ Once inside Utility Room you can create a large opening into whichever bomb site you prefer.

A guide to using Ying on Club House +21
A guide to using Ying on Club House
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides A guide to using Ying on Oregon

■ Using Ying on Oregon
Oregon features is a medium to large size map, with 3 floors of elevation. Oregon provides excellent roaming opportunities with many smaller rooms for defenders to move between in order to flank their enemies. However this tactic can also be utilized by attackers once they are inside the building. This map is also well known for it’s spawn peaking, with many windows facing the various spawn points of the attackers.
 
Ying is a two speed, two armor attacking. Her gadget is the Candela device, which is a hybrid between a super-powered flash grenade and a non-lethal version of Fuze’s gadget. The Candela can either be thrown, or it can be mounted to soft cover and detonated against the surface. Ying cannot flash herself when using these Candela devices.
 
Ying has a choice of two primary weapons. The first is the T-95 LSW Light Machine Gun. This LMG boasts high damage a high damage output with 81 bullets per clip. It has a relatively low rate of fire with a higher level of recoil that reduces its effectiveness. To get more out of this weapon, you can equip it with an ACOG scope, to engage enemies at a long range.
 
The other primary weapon available to Ying is the SIX12 shotgun. This is a fun weapon to use if you are a fan of using shotguns, however it’s effectiveness can be quite limited when playing at a higher level. Don’t let this fact dissuade you from choosing this weapon if you are just looking to have some fun.
 
Ying’s only choice of sidearm is the Q-929, which is a middling semi-automatic pistol without any notable features, though it’s a solid backup weapon.
▲ The sites you will have to attack on Oregon.
 
▶ In case, the site is located at '2F Kids’ Dorms ~ 2F Dorms Main Hall'
These sites can almost be treated as one. Attackers should look to controlling this part of the second floor in its totality
 
Dorms Main Hall, Bomb Site A, is a big space with a large window acting as the main entry point. Expect there to be a fight over this large window. Once opened it provides you and your teammates with a great sight line of Bomb Site A. If you are patient and maintain this line of site, you are likely to pick up one or two kills as the round progresses. This site also has a doorway leading to White Stairs, which attackers can use as another route to the objective. This room stretches back to connect to the other bomb site.
▲ This large window is frequently breached by attackers.
 
Kids’ Dorms is a small room with one window acting as the point of entry. This window is on the opposite side of the room as the entrance, so defenders will have to consider both angles as a possible line of sight for attackers.
▲ The singular window into Bomb Site B.
▲ The White Stairs leads directly to Bomb Site A.
▲ Consider making the Attic your base of operations, it is close to both bomb sites.
▲ Once in the Attic, you create an opening into Bomb Site B.
▲ This Balcony doorway leads you to the top floor, expect a roaming defender to be in this room.
 
▶ In case, the site is located at '1F Kitchen ~ 1F Dining Hall'
These sites are a dream for anchors. With only three doors attackers can use across both bomb sites, which are easy to traverse between, makes one easier sites in which to stay and hold angles. Opening the reinforced walls of these sites can greatly improve your chances of success. It will force defenders to consider more angles of attack, which will prevent them from getting too comfortable.
 
Dining Hall, Bomb Site A, features two doors at a right angle to one another. The cover in this site is minimal, which is an advantage for you and your teammates when entering this room. Defenders will likely have their sights trained on both of the doors leading into this site, consider breaching the breakable walls to throw them off guard.
▲ This door leads directly to Bomb Site A, expect heavy resistance here.
▲ The two entry points into Bomb Site A.
 
Kitchen, Bomb Site B, only has one door leading into the site. The main source of cover is the kitchen placed right in the middle of the room. Be cautious if you are planning to approach this site using the Kitchen Corridor. Defenders will likely be waiting for you to turn the corner.
▲ This narrow corridor leads to Bomb Site B.
▲ The view from inside Kitchen.
▲ Attackers can also make use of this hatch above Bomb Site B.
 
▶ In case, the site is located at '1F Meeting Hall ~ 1F Kitchen'
Meeting Hall, Bomb Site A, is an expansive room with three main points of entry. The first is a large door which opens out onto the main entrance into the building, the large door at the front of the building. Therefore, as an attacker, you can reach this bomb site rather quickly. Another point of entry is the hatch above. If you gain complete control of the floor above you can wreak havoc using this hatch. The final point of entry is the door which leads to the hallway that connects the two bomb sites. Defenders may have opened up the breakable wall between the two bomb sites to provide another access point between them. You will more than likely be engaging enemies at range in this vast room, meaning assault rifles and longer range weaponry is a must.
▲ The Main Entrance provides you with a view of a large door which leads to Bomb Site A. This can be a dangerous route for attackers to take.
▲ The expansive site of Bomb Site A.
 
Kitchen, Bomb Site B, is the site we have already discussed above. In summary, it only has one door leading into the site. The main source of cover is the kitchen placed right in the middle of the room.
▲ Bomb Site B, Kitchen is a long narrow room with two doors.
▲ This window leads to the narrow corridor that connects the bomb sites.
 
▶ In case, the site is located at 'B Laundry Room ~ B Supply Room'
The Laundry Room, Bomb Site A, is accessible by a winding staircase that comes down from the main lobby above. Defenders will be frequently checking this staircase so expect some resistance if you are using this route. The bomb sites are separated by a wide hallway which leads all the way to another staircase from which attackers can access the basement. One door which shoots off from this wide hallway leads to yet another staircase. These three staircases must stay in the mind of the defending team when they are planning their defense. Use the number of stairwells to your advantage and attack from different directions.
▲ The laundry stairs and how they connect to Bomb Site A.
▲You can use a stairway to reach Freezer which has a view of Bomb Site B.
 
Another route attackers can use to access the basement is through using a large door which can be easily accessed from the Construction Site spawn point. Once through this door the attackers will have access to a breakable wall which they can open up to leave the Laundry Room, Bomb Site B, very exposed. It is important to get this reinforced wall breached in order to expose Supply Room and any defenders that may be anchoring inside.
▲ The third and final stairway leads to the Boiler Room. Expect enemies to be roaming around this area.
▲ This is close to a spawn point, use this to your advantage and reach the basement quickly.
▲ You can open this wall to expose any defenders that may be anchoring inside this Bomb Site. You may need a hard breacher, as this wall is usually reinforced.

A guide to using Ying on Oregon +20
A guide to using Ying on Oregon
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides Guide for playing 'IQ' on 'Chalet'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Chalet is a triple-level map (consisting of three floors) found only in Ranked play. The current architecture of the map gives a significant advantage to the attackers due to the vertical destruction available to attackers found on all four bomb sites.
 
‘IQ’ is a 1 armour, 3 speed attacker. The operators’ ability is known as the Electronics
Detector; a portable electronic gadget worn on the operators wrist which is capable of detecting electronics through any surface. IQ is most commonly used for eliminating hard to reach electronics like Bandit Batteries and Mute Jammers as the Electronic Detector allows the player to see this type of utility through walls and flooring. IQ is also used as a counter to operators like Pulse, Echo, Vigil, and Valkyrie as all of these defenders have utility that is difficult to counter with the naked eye. In fact, when operators like Vigil and Pulse are actively using their ability, IQ is able to see their electronics in use through any surface. This is also the case with any defenders that happen to be caught on their phone looking through the defending teams cameras as the phone itself is considered to be an electronic device. IQ is always a great operator choice for these reasons as well as the operator being capable of acting as a strong backup entry-fragger for the attacking team in the case of attackers losing their original entry at the beginning of the round.
 
If you are to be in accordance with the current meta, IQ’s loadout should be as follows:
PRIMARY: G8-A1 (holo-graphic + flash hider)
SECONDARY: P-12 (suppressed)
UTILITY: Breach Charge x 3
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [1F] KITCHEN(A) - TROPHY(B)
The primary route of attack on this bomb site will be by attackers establishing vertical angles over and under Kitchen(A)-Trophy(B) by gaining control over 2F Master Bedroom, 2F Office, and BSMNT Car Garage. After establishing 2F control, attackers will then proceed to the first floor level of West Main stairs and breach the reinforced wall separating Trophy(B) and West Main. IQ will provide value to the attacking team on this bomb site by assisting buck in establishing control over Big Garage, located inside of the basement. IQ should spawn at Campfire and act as an entry fragger with the intel that Buck gathers on his drone in order to successfully eliminate all defenders playing inside of Big Garage and Trench. After isolating roamers from the northern portion of the basement, IQ will then use her Electronics Detector to eliminate the entry-denial gadgets placed on the reinforced wall separating Trophy(B) and West Main. This will then allow the attacking teams Ace or Thermite to breach the Trophy(B) wall and plant the defuser inside of Trophy(B).
 
CLIFFSIDE SPAWN LOCATION:
 
ATTACKING: [1F] GAMING(A) - BAR(B)
The primary route of attack on this bomb site will be by the attacking team entering and clearing the building from 2F Master Bedroom on the west side of the building all the way to the east of the building, concluding their roam clear after establishing control inside of the Library. IQ will be most influential on this bomb site by assisting the attacking team in a full second floor roam clear. IQ should spawn with the rest of the attacking team at Campfire and breach the objective building through the second floor Master Bedroom and Bathroom. After eliminating players on the northern end of the second floor, IQ will move with the rest of the attacking towards Library so as to eliminate all second floor defenders and isolate them to the first floor. IQ will then use her Electronics Detector to eliminate all defender gadgets placed inside of Bar(B) and Gaming(A). This will greatly benefit the attacking teams final site execution as it will allow attackers to confidently entry onto the bomb site and plant the defuser without having to worry about additional defenders gadgets like Echo Drones, Gu Mines, or Kapkan Traps.
 
LAKESIDE SPAWN LOCATION:
 
ATTACKING: [2F] OFFICE(A) - MASTER BEDROOM(B)
The primary route of attack on this bomb site will essentially just be the inverse of Gaming-Bar. Entering through the Library and moving from east to west inside of the building is a much safer route to the second floor bomb sites as attackers can be easily shot if caught trying to repel directly onto the Master Bedroom balcony or climb the Front Yard ladder to the second floor. IQ will assist teammates on this bomb site by breaching the objective building through the basement, inside of BIg Garage. After establishing an attacker presence inside the basement, IQ will work her way up West Main Stairs to the first floor and eliminate all defenders playing inside of Trophy, Kitchen, and Dining. This will be an incredibly important job for attackers as it is common for defenders to position a Valkyrie or Pulse on the first floor, underneath the bomb site, so as to allow defenders to eliminate on-site attackers with Nitro Cell. IQ be a counter to this by eliminating these defenders and maintaining first floor positioning.
 
NOTE: IQ is capable of using her Electronic Gadget through flooring to detect when a defender attempts to disable the defuser after the defuser has been planted. This can be useful if the operator maintains positioning inside of Dining after the defuser has been planted as IQ will be able to prevent defenders from disabling the defuser through the flooring of Office(A).
 
FRONT YARD SPAWN LOCATION:
 
ATTACKING: [BSMNT] WINE(A) - SNOWMOBILE(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced exterior wall leading from the buildings southern exterior into Snowmobile(B). IQ will provide the most amount of value to the attacking team by acting as a counter to the defending team's entry-denial utility placed inside of Snowmobile(B). IQ should breach the objective building through the first floor West Main double door. After establishing attacker control on the West Main Stairs, IQ will proceed through Dining and Fireplace so as to eliminate and isolate defenders into Snowmobile(B) that were previously positioned on the first floor. This will then allow the operator to use breach charges on the flooring of Fireplace so as to expose defenders inside of Snowmobile(B). Additionally, IQ will be able to eliminate the Mira window placed on the rotation wall inside of Wine(A) and, as a result, allow attackers to successfully plant the defuser inside of Snowmobile(B). IQ can also use her gadget to eliminate the defending teams intel placed inside of Snowmobile(A) so as to eliminate the defending teams Echo Drones, Valkyrie Cameras, and Pulses Cardiac Sensor.
 
CAMPFIRE SPAWN LOCATION:
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'IQ' on 'Chalet'. +5
Guide for playing 'IQ' on 'Chalet'.
footwork.
footwork. footwork.
verified LV.29 Legend 3years

Guides A guide to using Hibana on Outback

■ Using Hibana on Outback
Outback is a small confined map, with two floors. Outback, with the exception of its garage area, is a map with many small rooms and a lot of tight narrow hallways. Attackers can use these many interconnected rooms to their advantage, flanking roaming defenders and catching them by surprise.
 
Hibana is a three speed, one armor operator. Hibana is one of the most important operators in the game as her gadget, the X-KAIROS launcher, allows her to hard breach reinforced walls. The advantage of the X-KAIROS launcher is that allows Hibana to deploy it from safety, whereas both Thermite and Maverick must approach the reinforced wall in order to make use of their respective gadgets.
 
Hibana’s main weapon is the Type-89 assault rifle. This gun has a high fire rate and strong damage that are offset by its small magazine size, making disciplined fire a necessity.
Hibana also has the option to use a submachine gun as her secondary weapon, the Bearing-9. This weapon has an extremely high rate of fire and its recoil can be difficult to manage. If the Bearing-9 proves too difficult to use effectively, or it does not suit your play style, you also have the option of using a very capable pistol, the P229.
 
Hibana can also make use of stun grenades which can prove useful when flushing out enemies or breaching a room.
▲ The sites you will have to attack on Outback.
 
▶ In case, the site is located at '2F Laundry ~ 2F Games Room'
These sites are quite far apart and are separated by a long hallway that encompasses much of the second floor. Attackers should look to control this area in its entirety and not just the individual bomb sites. You and your teammates can gain entry to the 2nd floor directly using the many windows and doors at your disposal.
▲ The Convenience Store Roof has two windows from which you can access the 2nd Floor.
 
Laundry, Bomb Site A, is a small room with two doors. One door opens out onto the hallway which connects the two sites. The other door leads to a landing which is connected to a staircase you can use to access the 2nd floor. Be cautious if you plan on moving up through the hallway. There are many doors branching off from this hallway, with defenders possibly anchoring inside.
▲ From the Back Stairs, you can use Hibana’s gadget to create an opening into Bomb Site A.
 
Games Room, Bomb Site B, is medium sized room with ample cover. It has a door which faces the rest of the 2nd floor. Outside the door, you will notice a bull. Once in the mechanical bull area, you should be relatively safe, if you have cleared out the rest of the floor beforehand. You can use this bull as cover as you peak into this site.
▲ You can use this door on the Terrace to get immediate access to the second floor.
▲ Expect heavy resistance to occur in this doorway.
 
▶ In case, the site is located at '2F Party Room ~ 2F Office'
Party Room, Bomb Site A, is a small room with two doors. The first leads into the Bomb Site B, the other opens out to the rest of the second floor. Any defenders anchoring in this small room will be very susceptible to any stun grenades or similar gadgets you have at your disposal.
▲ From the Motel Balcony, you can use Hibana’s gadget to create an opening into Bomb Site A.
▲ This window on the Terrace will eventually lead you to the Mechanical Bull area, from there you can breach the Party Room.
 
Office, Bomb Site B, can become quite exposed. This is due to it being next to two main areas of attack. The first is the Garage and associated stairwell. If you and your teammates manage to gain control of the Garage you will have a sight line into both bomb sites. You will have to engage enemies at range if you decide to approach via the Garage, which should suit the attacking team if they are equipped with assault rifles, compared to defenders mostly having submachine guns.
▲ Bomb Site B, opens out onto the Garage. You will be quite exposed if you decide to use this route.
 
The other area which both sites are exposed to is the Office Supplies hallway which runs perpendicular to both sites. There is a window in this hallway that can be accessed from outside. Attackers should attempt to enter through this window as it gives them direct access to the sites, however, expect heavy resistance. It will probably not be possible to do so unless you have already taken out some opponents already.
▲ This window leads to the Office Supplies area which runs perpendicular to both bomb sites.
 
▶ In case, the site is located at '1F Nature Room ~ 1F Bushranger Room'
These sites can almost be treated as one. They are an anchor’s dream, with only three points of entry in total. With one door in each of the sites and a window that leads into the room that connects both sites. There is a breakable wall between these sites, which will probably be opened by the defending team. Breaching the reinforced walls of these sites is key to winning the round.
 
Bushranger Room, Bomb Site A, provides excellent cover to defenders. It will be difficult to gain entry to this room using the single doorway which leads inside. Consider using a hard breacher to open the reinforced wall. Hibana is a great choice for this.
▲ Bomb Site A is very close to this entrance to the building.
▲ You can use Hibana’s gadget to create an opening in this wall, then you can engage enemies at range with your Type-89 assault rifle.
▲ The door into Bomb Site A.
 
Nature Room, Bomb Site B, is a similar situation. With excellent cover and only two angles of attack to think about, it is easy for defenders to anchor at this site.
▲ Bomb Site B provides excellent cover to defenders.
▲ Creating an opening here will deprive defenders of useful cover.
 
▶ In case, the site is located at '1F Compressor Room ~ 1F Gear Store'
Gear Store, Bomb Site A, is a small room with three doors. One leads to the other bomb site. The other two are on opposite sides of the walls facing each other, which allows attacks to come from these two different angles. This makes staying in this room difficult. Opening either of the breakable walls on either side of this site will leave any defenders anchoring inside greatly exposed.
▲ Entering the building through this door will get you close to the bomb sites, however expect there to be heavy resistance here.
 
Compressor Room, Bomb Site B, is another small room. However there is only one door to worry about in the form of the doorway leading out to the Garage. This Garage is relatively easy for attackers to access, however be cautious about your approach as there may be defenders waiting in this location. On the opposite side of the room, there are three breakable walls which when opened, make the defense of this site considerably more difficult.
▲ Bomb Site B can be accessed from the Garage. Attackers will have to be mindful when crossing the garage as there is little cover here.
▲ Restaurant Area is a large expansive room and leads to the bomb sites. You can use Hibana’s gadget to breach this wall, which will make life difficult for any defenders inside.

A guide to using Hibana on Outback +16
A guide to using Hibana on Outback
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides A guide to using Hibana on Theme Park

■ Using Hibana on Theme Park
Theme Park is a small to medium sized map with 2 floors of elevation. It features long hallways and providing far-reaching sight lines. There are many rooms branching off from these hallways that provide many angles from which to attack your enemy.
 
Hibana is a three speed, one armor operator. Hibana is one of the most important operators in the game as her gadget, the X-KAIROS launcher, allows her to hard breach reinforced walls. The advantage of the X-KAIROS launcher is that allows Hibana to deploy it from safety, whereas both Thermite and Maverick must approach the reinforced wall in order to make use of their respective gadgets.
 
Hibana’s main weapon is the Type-89 assault rifle. This gun has a high fire rate and strong damage that are offset by its small magazine size, making disciplined fire a necessity.
Hibana also has the option to use a submachine gun as her secondary weapon, the Bearing-9. This weapon has an extremely high rate of fire and its recoil can be difficult to manage. If the Bearing-9 proves too difficult to use effectively, or it does not suit your play style, you also have the option of using a very capable pistol, the P229.
 
Hibana can also make use of stun grenades which can prove useful when flushing out enemies or breaching a room.
▲ The sites you will have to attack on Theme Park.
 
▶ In case, the site is located at '2F Initiation Room ~ 2F Office'
Office, Bomb Site A, is a medium sized room with two main points of entry. The first is a door leading to a bathroom which you and your teammates use to get up close and personal. The other entry point is the large door which opens up onto a wide hallway that cuts through both bomb sites. If you can hold a maintain a sight line of the hallway between the sites you can make life very difficult for defenders. To traverse between the bombs, defenders will have to cross this hallway, being open to attackers while they do so.
▲ Yellow Corridor will place you in between the two bomb sites.
▲ Consider using Hibana’s gadget to open up this wall into Bomb Site A. It will put defenders inside at a distinct disadvantage.
 
Initiation Room, Bomb Site B, is a small room with good cover. It has two doors. One leading to the wide hallway mentioned above, with the other acting as another point of entry for attackers. Opening any of the breakable walls in this site will leave defenders who happen to be in this room very exposed.
▲ This window provides you with a good sight line of Bomb Site B.
▲ This bathroom is adjacent to Bomb Site A. This window can provide you with a sight line into the bomb site.
 
▶ In case, the site is located at '2F Bunk ~ 2F Daycare'
Daycare, Bomb Site A, is a small room with two doors facing one another. There are two breakable walls between these doors. Holding these angles simultaneously can be difficult for defenders, however, this room does provide some decent cover. You and your team should attack this site from different directions forcing the defenders inside to react quickly.
▲ The Upper Arcade connects the two bomb sites.
 
Bunk, Bomb Site B has three entry points. These sites are surrounded by long narrow hallways. Controlling these long narrow hallways will be key to successfully attacking this site. There is the balcony which is connected directly to Bomb Site B which provides sight lines of the stairway below. Bomb Site B has a large door that has a sight down the other hallway which leads to another staircase. By controlling these stairways attackers can stop defenders from moving through the map safely.
▲ The Yellow Stairs provides a direct view of Bomb Site A.
▲ Defenders have a direct sight line of Arcade Stairs if this door is open, be mindful of this if you decide to use this stairwell to approach the bomb sites.
 
▲ This window provides a view into the bomb site, however defenders will be prepared to defend this window.
 
 
▶ In case, the site is located at '1F Armory ~ 1F Throne Room'
These separate sites can also be viewed as one large site. The only separation between these sites is in the form of a large door and two breakable walls that can easily be opened.
There are three doors in which attackers can enter these sites. One facing the dragon room and stairs, the other two forming a long hallway, of which defenders should be easily able to maintain control. This means that breaching the reinforced walls of these sites is absolutely necessary. If you do not your opponents will have to only consider two separate directions of attack.
 
There is a breakable ceiling above Bomb Site A so beware of the usual suspects, Buck, Sledge and Fuze. They can cause havoc from above. The number of breakable walls make this site a challenge for defenders.
▲ Use Hibana’s gadget to full effect, creating a useful opening for you and your teammates.
▲ This door is one of only two doorways leading into the bomb sites.
▲ You can use the Dragon Stairs area on the second floor as a vantage point.
▲ Entering through this window can get you in close proximity to the bomb sites.
▲ After entering through the window you can safely breach this wall in Maintenance, providing you direct access to the bomb sites.
 
▶ In case, the site is located at '1F Lab ~ 1F Storage'
Lab, Bomb Site A, is a medium sized room with one main access point in the form of a large door. There are also breakable walls which will probably be reinforced. Opening one of the breakable walls in this site using a hard breacher will assist you greatly. This will give the defending team more to think about other than the single large door which leads into the site.
 
▲ You can use this window to get a sight line into the bomb sites.
▲ Opening this window provides the following view.
 
Storage, Bomb Site B, is a small room with decent cover. It has one window leading directly to outside. This window is very accessible for you and your teammates. Once opened you can hold various angles and try to pick off defenders. There are no breakable walls in this site other than the one leading to Bomb Site A.
▲ From Arcade Entrance, this large door is the only route into Bomb Site A.
▲ Use Hibana’s gadget to create an alternative point of entry into the site.
 
One of the two doors in this room leads to the other bomb site. The other leads to a bathroom. This bathroom has decent cover but also a window that leads outside. If you can get control of this bathroom you may be able to flank the defenders inside, as long as they are focusing on the large door that leads into Bomb Site A.
▲ The bathroom that connects to Bomb Site B. This window can be used to gain control of this room.
 

A guide to using Hibana on Theme Park +18
A guide to using Hibana on Theme Park
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides A guide to using Ying on Kanal

■ Using Ying on Kanal
Kanal features two separate buildings, both with multiple floors of elevation. Kanal can be a excellent map for roaming, as attackers try to rappel up one building, defenders can be in the opposite building shooting them from a multitude of windows. Beware attacking on this map as it allows defenders to spawn peak most of the spawn locations.
 
Ying is a two speed, two armor attacking. Her gadget is the Candela device, which is a hybrid between a super-powered flash grenade and a non-lethal version of Fuze’s gadget. The Candela can either be thrown, or it can be mounted to soft cover and detonated against the surface. Ying cannot flash herself when using these Candela devices.
 
Ying has a choice of two primary weapons. The first is the T-95 LSW Light Machine Gun. This LMG boasts high damage a high damage output with 81 bullets per clip. It has a relatively low rate of fire with a higher level of recoil that reduces its effectiveness. To get more out of this weapon, you can equip it with an ACOG scope, to engage enemies at a long range.
 
The other primary weapon available to Ying is the SIX12 shotgun. This is a fun weapon to use if you are a fan of using shotguns, however it’s effectiveness can be quite limited when playing at a higher level. Don’t let this fact dissuade you from choosing this weapon if you are just looking to have some fun.
 
Ying’s only choice of sidearm is the Q-929, which is a middling semi-automatic pistol without any notable features, though it’s a solid backup weapon.
▲ The sites you will have to attack on Kanal.
 
▶ In case, the site is located at '2F Server Room ~ 2F Radar Room'
Radar Room, Bomb Site A, is a room with a lot of entry points. It has a breakable wall leading directly to an outside spawn area. If you are playing as a hardbreacher your main task when attacking these sites is to get this wall breached. When opened, it provides a great view into Bomb Site A, and greatly exposes any opponents anchoring inside. It has a door leading to a hallway, which is frequently used by attackers to traverse the map. There are many breakable walls between the bomb sites, which defenders may choose to open. Be mindful of this when entering this room.
▲ Assist your hard breacher in attempting to get this door opened, this will help you and your teammates massively.
▲ This balcony window has a view of the hallway which runs parallel to the bomb sites.
 
Another aspect to consider with this site is the long hallway in the which lead to a window and a staircase, of which attackers can use to gain access to the room. You can reach this window by rappelling to the rooftop, however beware of defenders peaking out from the various windows and doorways which lead to the roof.
▲ The sight line into Bomb Site A from the Control Room Hallway.
▲ This window provides another route into Bomb Site A. Entering this window leads to a long hallway, at the end of which lies the bomb.
▲ You can stand on this sub roof and engage enemies though this window in Bomb Site A.
 
The Server Room, Bomb Site B, provides a lot of cover thanks to the many tall and wide servers. There are only two entry points to this site. The door leading to the hallway and also a window attackers can rappel to. However this site also contains a breakable wall which is commonly breached by attackers. When attacking this room it is extremely helpful if you open up one of the many breakable walls. It will give defenders inside another entry point to consider other than the single doorway.
▲ The view of Bomb Site B from Green Stairs.
 
▶ In case the site is located at '1F Security ~ 1F Map Room'
Map Room, Bomb Site A, is a small room that has a door leading to the main hallway. The other door in this room leads to an adjacent room in which defenders may be taking cover in. Attackers should look to gain control of the hallway and associated stairwell between the bomb sites. In doing so, you will essentially cut off the defenders from one another, and possibly pick up some kills, as defenders often use this hallway to traverse the first floor.
▲ Red Stairs provides a view into Bomb Site A.
▲ This window provides an entrance point to the Kitchen, an adjacent room to Bomb Site A.
 
Security, Bomb Site B, is a small room with few entry points. Attackers can come through the kitchen which connects to this bomb site, however be cautious as there will probably be an opponent lurking in here. You can also make use of a hatch which is directly above the bomb, opening this will put any defenders anchoring here under immense pressure.
▲ The view of Bomb Site B, from it’s single entry point.
▲ How the bomb sites connect to one another.
 
Holding sight lines into the hallway and stairways can be instrumental in mounting a successful attack of these bomb sites.
 
 
▶ In case, the site is located at '1F Coast Guard Meeting Room ~ 1F Lounge'
The key to successfully attacking these sites is gaining control of the Radio Room Hallway. This is a long hallway which runs in between the bomb sites. Holding a sight line of this area makes passing between the sites difficult for defenders. One must expect an engagement each time they enter this hallway.
▲ The hallway which separates the bomb sites.
▲ You can use the White Stairs to access the hallway.
 
Coast Guard Meeting Room, Bomb Site A, has many entry points, one leading to the hallway and bridge which is a common point of entry for attackers. There are many breakable walls in this site too, which attackers can breach in order to leave the defenders inside more exposed.
▲ Notice the proximity of this entrance leading to outside to Bomb Site A.
 
The room adjacent to this one is called Archives. A long room with sight lines overlooking the main entrance, of which attackers can spawn next to. Defenders may be taking cover in this area so be cautious when deciding to enter the building using the main entrance.
 
At the other end of the hallway is the Lounge, Bomb Site B. This site is considerably smaller, it has a doorway leading to the hall, and two windows that can be breached and rappelled through by attackers. Opening both windows can give the defenders a lot to think about, however rappelling and hanging at windows can be quite risky.
▲ You can use these two windows to access Bomb Site B.
 
▶ In case, the site is located at 'B Kayaks ~ B Supply Room'
These sites can almost be considered one large room. There are separated by one large door and two breakable walls, meaning you can completely open the area between the sites.
 
Bomb Site A has two points of entry, a door and a hatch. Along with this Defenders will have to defend a connection room, Pipes. This features a breakable wall which when broken, overlooks a popular entry point for attackers. Attackers should be looking to gain complete control of the floor above these bomb sites. It will lessen the chances of you and your teammates later in the round. It also allows you to safely apply pressure by opening the hatches above the bomb sites.
▲ Expect heavy resistance if you decide to use the Basement Stairs to get access to the sites.
▲ The hallway which runs parallel to the bombs.
▲ This stairwell leads to the Supply Room Corridor which runs parallel to the sites.
 
Kayaks, Bomb Site B, features two doors where attackers can enter. This site also features less cover than Bomb Site A. Surrounding these sites is a hallway which goes past all the entry points that we have discussed.
▲ This window shows you the area leading to Bomb Site B.
 
One factor we have not discussed yet is the destructible ceiling. Both bomb sites have completely destructible ceilings, meaning a Buck, Sledge or Fuze could prove deadly, if not properly contested.
▲ The Yellow Stairs has a view directly into Bomb Site B.
▲ Go to the floor above to open up this hatch.

A guide to using Ying on Kanal +20
A guide to using Ying on Kanal
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides A guide to using Ying on Border

■ Using Ying on Border
Border is a small to medium sized map with 2 floors of elevation. This map features an almost excessive number of breakable walls, and lots of small interconnected rooms, which can make it a difficult map to traverse for both attackers and defenders alike. Many of the bomb sites feature breakable walls or entrances leading directly outside, which can make things slightly easier for attackers.
 
Ying is a two speed, two armor attacking. Her gadget is the Candela device, which is a hybrid between a super-powered flash grenade and a non-lethal version of Fuze’s gadget. The Candela can either be thrown, or it can be mounted to soft cover and detonated against the surface. Ying cannot flash herself when using these Candela devices.
 
Ying has a choice of two primary weapons. The first is the T-95 LSW Light Machine Gun. This LMG boasts high damage a high damage output with 81 bullets per clip. It has a relatively low rate of fire with a higher level of recoil that reduces its effectiveness. To get more out of this weapon, you can equip it with an ACOG scope, to engage enemies at a long range.
 
The other primary weapon available to Ying is the SIX12 shotgun. This is a fun weapon to use if you are a fan of using shotguns, however it’s effectiveness can be quite limited when playing at a higher level. Don’t let this fact dissuade you from choosing this weapon if you are just looking to have some fun.
 
Ying’s only choice of sidearm is the Q-929, which is a middling semi-automatic pistol without any notable features, though it’s a solid backup weapon.
 
▲ The sites you will have to attack on Border.
 
▶ In case, the site is located at '1F Customs Inspections ~ 1F Supply Room'
The Supply Room, Bomb Site A, is a long narrow room with one window acting as the main point of entry. This window leads directly outside and attackers can use this to their advantage. However be cautious, as defenders may be peaking at this window. A Rook or Doc peaking this window can make life very difficult for attackers. Supply Room is separated from Bomb Site B by a door and three breakable walls which can be destroyed to create additional angles.
 
▲ This ground floor window gives you and your teammates great access to Bomb Site A.
 
Customs Inspections, Bomb Site B, is a large room with three points of entry. It features two large doors and a hatch from which attackers can gain entry to the room. The number of entry points makes it difficult for defenders to cover all positions at once. Use this to your advantage. Coordinate with your team mates and approach this room from multiple directions. There is a small office in this bomb site which can provide defenders with additional cover.
▲ The view of Bomb Site B from the Main Lobby.
 
Another room that must be mentioned when discussing this site is the Detention Room. This has a breakable wall that leads directly to outside. This should be opened up as early as possible. If this wall is breached early in the round it will make life very difficult for the defenders.
▲ Attackers should do their utmost to breach this wall. It will put the defenders at a distinct disadvantage.
▲ Attackers can open this hatch above the bomb sites by going to the floor above. Once opened use your Candela gadgets to blind enemies that may be in the bomb site.
 
 
▶ In case, the site is located at '1F Ventilation Room ~ 1F Workshop'
Workshop, Bomb Site A, is a large room with two doors. One door leads out to a hallway, the other leads out to a main entrance for attackers that could prove deadly for defenders trying to peak. This site provides lots of excellent cover and should allow defenders to create useful angles of attack. Bomb Site A is definitely the more difficult site to attack, Bomb Site B is very exposed in comparison.
▲ The Server room can be a very difficult room to attack.
▲ The only door into Bomb Site A, can be reached by traversing through the Main Lobby.
▲ Bomb Site B is a small room that can be accessed via this ground floor window.
 
Ventilation Room, Bomb Site B, is a very small room which attackers should be able to open up quickly. It features very little cover and will be difficult for defenders to anchor in. The window in the room is a ground floor window that leads directly outside. The doorway in this room also can be viewed from directly outside. With attackers looking at the site from both of these angles it leaves little room to maneuver. Open the large main door and keep a sight line of the wide hallway between the bomb sites. This will restrict the movement of defenders throughout the map.
▲ Opening this main entrance provides you and your teammates an excellent view of the bomb sites.
 
▲ Be cautious of defenders peaking through this window.
 
▶ In case, the site is located at '1F Bathroom ~ 1F Tellers'
Bathroom, Bomb Site A, is a small room with 1 door but three breakable walls. This site provides decent full body cover in the form of shower stalls..
Breaching one of the walls in Bomb Site A will completely expose any defenders unfortunate enough to be anchoring in this position.
▲ Bomb Site A, is small but unfortunately provides good cover for defenders.
▲ How the bomb sites connect to one another.
 
Tellers, Bomb Site B, is quite exposed. It has one window leading outside. Two windows leading to the larger, more expansive, Waiting Room, and also a door. This is a great bomb site to attack. The breakable wall in this room leads directly outside. By breaching this wall, and breaking open the nearby window, attackers will have a full, unobstructed view into Bomb Site B.
 
▲ Opening this breakable wall early in the round will give you and your teammates a great advantage.
▲ This ground floor window also provides a great view into Bomb Site B.
▲ The view of Bomb Site B from the Waiting Room.
 
▶ In case, the site is located at '1F Armory Lockers ~ 1F Archives'
Armory Lockers, Bomb Site A, is a medium sized room with a lot of cover for defenders to hide behind. However, this room also grants a lot of opportunities to attackers. There is a door along with a breakable wall that leads directly outside. Opening this wall will put the defenders at a disadvantage and allow you and your teammates to enter the bombsite without having to go through the winding hallways surrounding the sites. Along with this, there is another door leading to the hall outside. This site is directly connected to Bomb Site B, creating three separate angles of attack of which the defending team will have to be constantly mindful of.
▲ The door leading directly to Bomb Site A, along with the breakable walls that you should open up as early as possible.
 
Archives, Bomb Site B, is a similar situation. With a door and a window leading directly outside, it gives attackers an opportunity to stand and engage at a distance, or rush into the room quickly. There is also a high number of breakable walls leading in this room, which you and your teammates can open up and leave defenders exposed.
▲ This door which leads directly into Bomb Site B is a popular entry point.
▲ This sub-roof allows you to stand and engage enemies that may be located in Bomb Site B.
▲ Another window that can be accessed from the sub-roof. This provides a slightly different view of Bomb Site B.
▲ How the bomb sites connect to one another.

A guide to using Ying on Border +19
A guide to using Ying on Border
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides Guide to Playing Goyo on Kafe Dostoyevsky

Kafe Dostoyevsky is a large, tightly-packed map with three floors, three staircases, and two roof hatches. The many rooms are a bit clustered and connected by hallways. The third floor has an open layout with a skylight above shining down on a set of balconies. The balcony railings can be safely vaulted for a quick rotate to second floor. Doing so lands you in the sizable Pillar Room which offers little in terms of cover. This open area is surrounded by a few hallways linking a cluster of rooms together. The first floor again has an open restaurant area with hallways leading to the sectioned-off Kitchen, which can be broken down into a few compartments, and the Bakery rooms.
 
Goyo, the Mexican defender released during Operation Ember Rise, packs some serious firepower in his kit – in more ways than one! He is a two-speed, two-armor operator that excels at creating more aggressive defenses and expanding the positions defenders can play, while limiting attacker movement. He is able to waste time, provide cover for his teammates, and even trap his enemies.
 
GOYO’S GADGET
Goyo brings two Volcan shields which feature the glass slits you may peek through for intel just like regular deployable shields. Additionally, they are each modified with combustible gas canisters that detonate when triggered. Upon detonating, the shields explode, dealing 34 damage to nearby operators, and destroying other gadgets within 4 meters. Following the explosion, fire propagates to fill the area, burning any player caught for 12 points per second over the next 10 seconds. When finally forced off the shield, you may want to blow it up to deny the area and provide cover while rotating or dealing with attackers from a different angle.
 
SYNERGIES & COUNTERS
The gas canister can be shot or hit with a melee attack by any player behind the shield. So position it with the rear protected, and don’t accidentally punch it! You can coordinate with Maestro, as an Evil Eye behind the shield can zap it to detonate it. A Kapkan trap, placed at knee-height, will detonate the canister when both are placed in the same doorway as an attacker vaults over (if placed at ankle-height, attackers will dodge the Kapkan trap). The shield can be destroyed by Sledge’s hammer and Maverick’s torch, but when properly placed, and when a defender plays behind it as intended, this should be practically impossible, leaving attackers with one solution – EXPLOSIVES. Ash’s breaching round can be countered by electrifying the shield with a Bandit battery or Kaid’s Electroclaw. But all explosives are countered with Jaeger’s ADS or Wamai’s Mag-Nets. For this reason, the shield is often best placed offset if near doorways, instead of locking it in the doorway, so these gadgets can properly intercept projectiles.
 
****YELLOW PINGS IN THE GUIDE WILL OFTEN BE USED TO REPRESENT ADS PLACEMENTS***
 
LOADOUT
Goyo has two amazing guns to choose from – the Vector .45 ACP and the TCSG12. Most players will prefer the Vector .45 ACP with a vertical grip and compensator. But I run it with a flash hider for better burst since the magazine capacity is a bit small, especially given the high fire-rate. In some situations I plan on taking long-range engagements and equip the extended barrel. When the team needs it, you can bring the TCSG12 to help remodel the site. It also has a much better optical zoom for players that prefer it.
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It has the added bonus of synergizing with the Volcan shield – place it safely behind the shield to detonate it when an attacker treads too close for an instant kill.
 
The Proximity Alarm can be a decent choice too though. Place it to alert teammates to incoming flanks or use it to inform the team when attackers are close to a Volcan. Shooting the canister in response can potentially secure a kill, or at least deal some serious damage and bide some time.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Bar [3F] and Cocktail Lounge [3F]
Bar and Cocktail are typically attacked from the roof through the hatches and skylight. It is also quite common for attackers to rappel on the windows. These rappelled attackers can be countered with nitro cells or run outs. Attackers will almost always seek to establish control of Cigar Lounge, so delaying this push as long as possible is always a great strategy. Beer Fridge can be completely reinforced to protect anchors, or rotates can be opened up to keep defenders mobile. In the current meta attackers mostly push and plant Bar.
 
This Volcan can be used to play a forward position in Bar as well as to burn any attackers that drop skylight. Position it precisely here to protect the canister from the window behind.
 
Set up this rotate to allow safe passage between sites. If you can't, at least break the balcony railing so you can sprint across.
 
This reinforcement also protects the Volcan canister above and this open hatch and rotate in Freezer help to keep defenders mobile if desired.
 
This alarm will alert your team to attackers pushing White Stairs. Defenders can shoot this Volcan in response to stall them out.
 
Placing a Volan here turns this into a power position with these holes. Through the left hole you can deny attackers pushing through Cigar and New Balcony. Through the right hole you can shoot at attackers dropping Skylight. Place the shield precisely so the canister isn't shot from the window behind.
 
This alarm can alert teammates to attackers pushing deep in Cigar Shop.
 
 
BOMB SITE 2 – Fireplace Hall [2F] and Mining Room [2F]
Fireplace and Mining are connected by Train Museum and surrounded by hallways. The roof of Fireplace is indestructible, but it is quite small with little cover. There are two hatches above site to reinforce, one above the hallway by Red Stairs, and one above Train. Attackers will likely take control of Cigar Lounge above to play vertically, so reinforcing the wall at the top of red stairs and playing in Cigar Lounge can help eat up utility and time. The site flooring is mostly destructible, so playing below with nitro cells is viable too. This is uncommon, making it unexpected and therefore difficult to counter.
 
This Volcan allows rotating between these reinforcements in Train and the Engine in Mining. Cozy on up to the Engine, using it as cover for nitro tosses at attackers in Red hallway or outside Mining window.
 
You can even make some holes in the flooring of Red hall and use this nasty pixel on attackers pushing up the stairs or hopping in the window.
 
Extending into Reading helps control site perimeter and only takes two reinforcements. With this hole in the wall you can watch Fireplace window from behind the bookcase.
 
This alarm will alert you to attackers flanking Reading from Pillars.
 
Reinforce this panel and hatch, and make a rotate. Use your second alarm here to warn you of attackers trying to sneak in this way.
 
Some teams prefer leaving a rotate into Fireplace. This is optional. But either way this Volcan can be used to deny attackers trying to enter in Laundry or Reading. This is great for covering an escape from Reading when rotating through Pillars.
 
 
BOMB SITE 3 – Reading Room [2F] and Fireplace Hall [2F]
A defense of Reading and Fireplace shares a lot of overlap with a defense of Mining and Fireplace. Attackers may implement a lot of the same strategies as above, but may also focus on White Stairs more, and Pillars Room. The site can be extended laterally into Train Museum to help with flank watch. When attacking vertically, they will place more emphasis on Bar and Cocktail above Reading. The outcome of the round often depends heavily on your team's ability to delay attackers top floor without dying in the process. Roamers can also rotate to first floor and flank late in the round by coming up the stairs.
*Many of the Volcans for the above site can be used here as well due to site overlap*
 
This Volcan, combined with the hatch reinforcement protects site from attackers seeking entry through Train. Protect the shield with an ADS in the fireplace itself.
 
If you vault onto the railing from the top of White stairs and slide down you can shoot attackers entering Fireplace through holes above these reinforcements. This works as long as White Stairs window is closed and won't be expected!
 
This same Power Position can be used to protect Train hatch as well as many of the entrances above for attackers trying to play vertically.
 
When playing the Power Position, slip an alarm in here to alert you to attackers pushing in Piano this way.
 
 
BOMB SITE 4 – Kitchen Service [1F] and Kitchen Cooking [1F]
Kitchen is a super spacious site surrounded by hallways. Much of the ceiling is destructible but the site itself offers plenty of equipment and protective counters for cover. Attackers may choose to focus on breaching above to clear out Cooking and breach Bakery wall to pull a plant off. Or else they may focus on the backside, breaching Freezer instead. Watch for flanks coming in Service door from the Coat Check hallway.
 
This Volcan is great for wasting time while attackers try their best to even get into the building. Just keep an eye out for attackers playing behind this Blue sheet metal outside that I am aiming at.
 
You can also play the Volcan from above if you prefer to roam. This may lure attackers into thinking nobody is playing the shield and they are safe.
 
If you really want to keep attackers from getting in the building, use this Volcan, these two reinforcements, and open this rotate.
 
Protect the Volcan with Wamai discs in place of these proximity alarms or an ADS precisely on ping.
 
You can also place a Volcan in Red carpet hallway to deny attackers trying to enter this way.
 
If playing the above Volcan, consider opening these lines of sight so you can contest attackers trying to enter Small Bakery. This is also very helpful for supporting defenders when extending into Bakery.
 
The Volcan can also be played from this pixel when prone in Service.

Guide to Playing Goyo on Kafe Dostoyevsky +26
Guide to Playing Goyo on Kafe Dostoyevsky
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 3years

Guides A guide to using Ying on Coastline

■ Using Ying on Coastline
Coastline a small sized map with 2 floors of elevation. This map features a lot of small to medium sized rooms, many of which have entrances leading directly outside. This gives attackers direct sight lines into the objectives in many cases, however it can also leave them vulnerable to being rushed out on or peaked from windows.
 
Ying is a two speed, two armor attacking. Her gadget is the Candela device, which is a hybrid between a super-powered flash grenade and a non-lethal version of Fuze’s gadget. The Candela can either be thrown, or it can be mounted to soft cover and detonated against the surface. Ying cannot flash herself when using these Candela devices.
 
Ying has a choice of two primary weapons. The first is the T-95 LSW Light Machine Gun. This LMG boasts high damage a high damage output with 81 bullets per clip. It has a relatively low rate of fire with a higher level of recoil that reduces its effectiveness. To get more out of this weapon, you can equip it with an ACOG scope, to engage enemies at a long range.
 
The other primary weapon available to Ying is the SIX12 shotgun. This is a fun weapon to use if you are a fan of using shotguns, however it’s effectiveness can be quite limited when playing at a higher level. Don’t let this fact dissuade you from choosing this weapon if you are just looking to have some fun.
 
Ying’s only choice of sidearm is the Q-929, which is a middling semi-automatic pistol without any notable features, though it’s a solid backup weapon.
▲ The sites you will have to attack on Coastline.
 
▶ In case, the site is located at '2F Hookah Lounge ~ 2F Billiards Room'
Billiards Room, Bomb Site A, is an L-shaped room with some cover in the form of a bar at the back of the room. This site can become quite exposed due to it featuring a large window in the center, as well as a door which leads to an adjacent room, Aquarium, that can be directly accessed from outside. If you and your teammates can gain control of the Aquarium area, you have a strong chance of winning the round. The final door to this site looks down a hallway towards the stairs. As an attacker, if you successfully maintain control of this hallway, without getting flanked by any roaming defenders, you will be able to access both bomb sites.
▲ This door which can be accessed from a landing outside allows you to view Bomb Site A. This is a hotly contested area.
▲ You can use the rooftop to engage defenders at various angles.
▲ This large window allows you to see Bomb Site A in its entirety. Beware of enemies taking cover behind the bar.
▲ You can engage enemies through this door from the relative safety of the Hookah Deck.
 
 
The sites are separated by a breakable wall. Attackers can open up this wall to expose any defenders.
 
Hookah Lounge, Bomb Site B, is a small room with three access points. It has a door leading directly outside from which attackers can use to stand and engage any defenders inside, or perhaps even rush into the objective. There is also a window at a 90-degree angle to this door which means you can have a full view of the room if there is one attacker positioned at each of these entry points. The final point of entry is the door that leads out to the hallway and to the top of the stairs. Attackers should make use of this staircase as once you reach the top you will have a view of the hallway which connects the sites.
▲ You can see how the Hallway connects directly to both bomb sites.
 
▶ In case, the site is located at '2F Penthouse ~ 2F Theater'
Theater, Bomb Site A, is a small room offering little cover. It has one door leading to the main hallway outside of which is the main point of entry into this room. The other door in this site leads directly to Bomb Site B. The wall at the back of this site faces the stairwell, if opened, will completely expose any defenders anchoring inside. However, expect this wall to be reinforced.
▲ From the hallway you can breach the wall in view to leave the defenders inside with little to no cover.
▲ This window provides a great view of Bomb Site B, however hanging here is risky.
 
Theater, Bomb Site B, is a larger room with many more areas that can be breached. There is a large window from which attackers can rappel and directly engage any opponents inside. There are also two doors to be mindful of. The first leads to a bathroom. This bathroom is relevant as it has a hatch leading to the roof. As an attacker, you can rappel to the rooftop, open this hatch, and apply pressure from above. This hatch cannot be reinforced by defenders as they can not access the rooftop.
▲ This hatch cannot be reinforced by defenders.
 
The other door leads to a hallway and an entrance leading directly outside. Attackers should open this door and use the sight line it provides.
▲ How the bomb sites connect to one another.
▲ From this outdoor area you can see all the way into the bomb site.
 
▶ In case, the site is located at '1F Kitchen~ 1F Service Entrance'
Kitchen, Bomb Site A, is a large room with two main points of entry. The first is a large window which opens directly to outside. As an attacker you should hold this angle or quickly peak this window. The other main entry point is a door, which is at a 90 degree angle to the window mentioned above. Once you and your teammates gain control of this doorway you will have a line of sight of covering both bomb sites, making a successful defense exceedingly difficult for the other team.
 
 
Service Entrance, Bomb Site B, is a long room with little to no cover. At the end of the room is a door leading directly outside. As an attacker this will serve as your main entry point. Open this door and engage the defenders at range using your superior long range assault rifles. The Toilets adjacent to this room provide some cover for defenders, so be cautious when entering through this door.
▲ Use Ying’s T-95 LSW machine gun to engage enemies at range.
▲ If you come through the Main entrance you will first have to clear the Toilets before reaching the bomb sites.
▲ This door that branches off from the hallway is one of the points of entry into Bomb Site A.
▲ There is also this window that provides an alternate view of Bomb Site A.
 
▶ In case, the site is located at '1F Blue Bar ~ 1F Sunrise Bar'
Blue Bar, Bomb Site A, is a small room with many points of entry. There is a window you and your teammates can rappel to. At a right angle to this is a door leading to Office, which subsequently has an entrance to outside. The final door looks directly out to the main hallway and a staircase. The layout of this room leaves defenders quite exposed as they will have to be mindful of these many different angles of attack.
▲ This window provides a great view of Bomb Site A.
▲ This Terrace is not far from the bomb sites. Defenders will be expecting you and your teammates to come through this area.
 
Sunrise Bar, Bomb Site B, is a small room with a doorway leading to an entrance to the building. You and your teammates can easily access this door as it is close to a nearby spawn point. Once opened this door provides a great view into the room which you can use to pick off any defenders who may peek their heads out. This site also features a window on the opposite side of the room which can be quite dangerous to rappel on. The final door in this room looks out onto the main stairs of which you can use as another point of attack.
▲ How the bomb sites connect to one another.
 
The fact that these bomb sites can be accessed so easily from outside make it very difficult for the other team to defend both of these bomb sites effectively. Expect to engage in some what of a “peek off” with the defenders as you battle over the entrances to the building.
▲ This door leads directly to Bomb Site B.
▲ This window provides an alternate view of the site. Use these different angles of attack to your advantage.
 

A guide to using Ying on Coastline +19
A guide to using Ying on Coastline
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides A guide to using Ying on Kafe Dostoyevsky

■ Using Ying on Kafe Dostoyevsky
Kafe Dotsoyevsky is a medium to large sized map with 3 floors of elevation. This map features small to medium sized room with lots of narrow hallways connecting them. The hallways in this map almost form a square shape with rooms branching out at different points. This makes roaming on this map popular. Defenders have the ability to spawn peak most of the spawn locations due to the high number of windows. This means the attacking team will have to be cautious on their approach.
 
Ying is a two speed, two armor attacking. Her gadget is the Candela device, which is a hybrid between a super-powered flash grenade and a non-lethal version of Fuze’s gadget. The Candela can either be thrown, or it can be mounted to soft cover and detonated against the surface. Ying cannot flash herself when using these Candela devices.
 
Ying has a choice of two primary weapons. The first is the T-95 LSW Light Machine Gun. This LMG boasts high damage a high damage output with 81 bullets per clip. It has a relatively low rate of fire with a higher level of recoil that reduces its effectiveness. To get more out of this weapon, you can equip it with an ACOG scope, to engage enemies at a long range.
 
The other primary weapon available to Ying is the SIX12 shotgun. This is a fun weapon to use if you are a fan of using shotguns, however it’s effectiveness can be quite limited when playing at a higher level. Don’t let this fact dissuade you from choosing this weapon if you are just looking to have some fun.
 
Ying’s only choice of sidearm is the Q-929, which is a middling semi-automatic pistol without any notable features, though it’s a solid backup weapon.
▲ The sites you will have to attack on Kafe Dotsoyevsky.
 
▶ In case, the site is located at '3F Bar ~ 3F Cocktail Lounge'
Cocktail Lounge, Bomb Site A, is situated on the balcony with a view of both the floor below and the balcony on the other side of the room. Attackers will have to mindful of several entry points. The main point of entry to this room is the entrance which leads to Back Stairs and the Washroom Corridor. Expect resistance at the top of these stairs and associated hallway.
 
Another entry point to Bomb Site A is through a single window in a connecting room. Defenders will more than likely be defending this window, it can be a dangerous route for attackers.
▲ These two windows are useful when attacking these bomb sites.
▲ This window provides a great view of Bomb Site A.
▲ The White Stairs are notoriously dangerous thanks to the view defenders will have as you come up.
 
Bar, Bomb Site B, is a large room with many entry points. To successfully attack this site you will have to also mindful of enemies that may be anchoring in Bomb Site B, as these sites are connected to one another. There is a skylight above Bar, which is a popular point of attack. You and your teammates can reach this point by rappelling to the rooftop. Use this skylight to throw your grenades and gadgets towards defenders, while also creating angles and sight lines to keep the defenders pinned down.
▲ Bomb Sight B, notice the skylight directly overhead.
▲ The skylight on the roof provides attackers with excellent angles.
 
There is an adjacent room, Bar Freezer, which is a room that can provide some cover for defenders, expect your opponents to be hiding here when traversing this area. However some sections of this room are in the view of the skylight mentioned earlier, use this to your advantage.
▲If you can successfully gain control of Cigar Lounge it can serve as the foundation for the rest of your attack.
 
The other entry point to this room is through the Cigar shop, a small narrow room which which attackers must approach with caution. An opponent could be lying in wait holding an angle on this area.
If you and your teammates can gain control of the expansive Cigar Lounge on this floor, it will give you a great advantage, and will assist you greatly in your effort to win the round.
 
▶ In case, the site is located at '2F Fireplace Hall ~ 2F Mining Room'
Fireplace Hall, Bomb Site A, is a small room with three entry points. There is a window from where the attacker can see both sides of the room depending on which side they are peaking in from. You will have to rappel to this window stay hanging in order to maintain this line of sight. There is also a door and a fireplace where attackers and defenders alike will have to crouch in order to fit through it. Bomb Site A is relatively simple to defend given it has few entry points. However it is a small room so gadgets with an area of effect such as that of Ying or Fuze will be effective. The breakable wall in this room that is parallel to the stairwell is a great area to open up. It will more than likely be reinforced, however if you do manage to open up this wall, it will leave defenders in this room very exposed.
▲ Fireplace Hall, this window can provide you with access to the site.
▲ The stairs in relation to Bomb Site A.
 
Mining Room, Bomb Site B, is a small room with many entry points. It features two large doors at right angles to one another and a window which views the entirety of this room.
Staying in this site is difficult given the number of directions attackers can come from. Use this to your advantage. Open the window and maintain the sight line in the hope of picking one or two opponents off as they move around the site. While this is happening the rest of your team can get in position and attack this room from using all the entry points available.
▲ You can stand and engage enemies in Bomb Site B though this window.
 
The connecting room, or the Train Museum, is a room which provides excellent cover and sight lines of both of the bomb sites. This room is frequently used by anchors thanks to the abundance of cover that can be utilized. However, the ceiling is completely destructible and features a hatch, which you and your teammates can use to flush out the enemy.
▲ Expect enemies to be anchoring in Train Museum.
▲ Use this hatch above Train Museum to gain an advantage over your enemies.
 
▶ In case, the site is located at '2F Reading Room ~ 2F Fireplace Hall'
Fireplace Hall, Bomb Site A, is a small room with 3 entry points. This is the same site which was mentioned above. In summary, there is a window from where the attacker can see both sides of the room depending on which side they are peaking in from. There is also a door and a fireplace which players have to crouch through. Bomb Site A is relatively simple to defend given its few entry points. However it is a small room so gadgets with an area of effect such as Ying’s or Fuze’s will be effective.
▲ Bomb Site A, you will have to watch the window and fireplace.
 
Reading Room, Bomb Site B, is an ‘L’ Shaped site with two points of entry. This room is quite susceptible to a multipronged attack. If you and your teammates coordinate your attack, it will require the enemies inside to have at least one person looking at each of the doors that lead into the room. Throw in some stun grenades or useful gadgets to improve your odds of success.
▲ This L-Shaped room provides good cover.
▲ Use this door located on the Terrace, in close proximity to Bomb Site B, to get access to the sites quickly.
▲ The stairs in relation to Bomb Site A.
 
The bombs are separated by a long hallway which defenders can access by a door leading directly to outside. This hallway also leads the all the way to another staircase and also to the door at the back of Bomb Site B. If you and your teammates can gain control of this hallway It will essentially cut off the defenders from one another. If the hallway is lost it will be very difficult for the opponents to get from one site to the other without crossing into your sight lines.
 
 
▶ In case, the site is located at '1F Kitchen Service ~ 1F Kitchen Cooking'
These bomb sites are separated by a large door and a breakable wall. If the breakable wall is destroyed these can be treated as one large site.
Kitchen Cooking, Bomb Site A, has one main point of entry. It is a doorway leading to a short hallway which has a wide window looking straight into the room, and a door that shoots off to the left, providing attackers with direct access into the site. There are many breakable walls in this site so use your reinforcements wisely. Get your hard breachers into a position where they can open the reinforced walls of this site, and you will have a high probability of winning the round.
▲This large door leads to directly to the bomb sites. Expect defenders to be waiting behind this door.
▲When entering the sites be mindful of the window on the right. It exposes you to defenders’ line of sight.
 
Kitchen Service, Bomb Site B, has two main points of entry. There is a large door which is the main access point to this site. Defenders have ample cover to maintain sight lines and hold angles of this doorway, so beware entering through here. The other point of entry is a hatch in the back of Bomb Site B, in Freezer. The Freezer ceiling is completely destructible making holding this hatch from below quite difficult. Use this to your full advantage, there is a strong chance that you ill be able to pick up a kill by opening up this ceiling and hatch. The walls in the back of the freezer room are also destructible. These walls will more than likely be reinforced, but if you manage to open them it will but the defending team at a great disadvantage.
▲ This door at the Back Alley provides an alternate route to the bomb sites.
▲ Opening this wall will make life exceedingly difficult for defenders inside. You may need a hard breacher to assist you as this wall is usually reinforced.
▲ Roaming to the floor above and opening this hatch can help clear out enemies anchoring on the floor below.

A guide to using Ying on Kafe Dostoyevsky +20
A guide to using Ying on Kafe Dostoyevsky
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides A guide to using Hibana on Oregon

■ Using Hibana on Oregon
Oregon features is a medium to large size map, with 3 floors of elevation. Oregon provides excellent roaming opportunities with many smaller rooms for defenders to move between in order to flank their enemies. However, this tactic can also be utilized by attackers once they are inside the building. This map is also well known for it’s spawn peaking, with many windows facing the various spawn points of the attackers.
 
Hibana is a three speed, one armor operator. Hibana is one of the most important operators in the game as her gadget, the X-KAIROS launcher, allows her to hard breach reinforced walls. The advantage of the X-KAIROS launcher is that allows Hibana to deploy it from safety, whereas both Thermite and Maverick must approach the reinforced wall in order to make use of their respective gadgets.
Hibana’s main weapon is the Type-89 assault rifle. This gun has a high fire rate and strong damage that are offset by its small magazine size, making disciplined fire a necessity.
Hibana also has the option to use a submachine gun as her secondary weapon, the Bearing-9. This weapon has an extremely high rate of fire and its recoil can be difficult to manage. If the Bearing-9 proves too difficult to use effectively, or it does not suit your play style, you also have the option of using a very capable pistol, the P229.
Hibana can also make use of stun grenades which can prove useful when flushing out enemies or breaching a room.
 
▲ The sites you will have to attack on Oregon.
 
▶ In case, the site is located at '2F Kids’ Dorms ~ 2F Dorms Main Hall'
These sites can almost be treated as one. Attackers should look to controlling this part of the second floor in its totality
 
Dorms Main Hall, Bomb Site A, is a big space with a large window acting as the main entry point. Expect there to be a fight over this large window. Once opened it provides you and your teammates with a great sight line of Bomb Site A. If you are patient and maintain this line of sight, you are likely to pick up one or two kills as the round progresses. This site also has a doorway leading to White Stairs, which attackers can use as another route to the objective. This room stretches back to connect to the other bomb site.
 
▲ This large window is frequently breached by attackers.
 
Kids’ Dorms is a small room with one window acting as the point of entry. This window is on the opposite side of the room as the entrance to the space so defenders will have to consider both angles as a possible line of sight for attackers.
▲ The singular window into Bomb Site B.
▲ The White Stairs leads directly to Bomb Site A.
▲ Consider making the Attic your base of operations, it is close to both bomb sites.
▲ Once in the Attic, you can use Hibana’s gadget to create an opening into Bomb Site B.
 
▶ In case, the site is located at '1F Kitchen ~ 1F Dining Hall'
These sites are a dream for anchors. With only three doors attackers can use across both bomb sites, which are easy to traverse between, makes this one of the easier sites in which to stay and hold angles. Opening the reinforced walls of these sites can greatly improve your chances of success. It will force defenders to consider more angles of attack, which will prevent them from getting too comfortable.
 
Dining Hall, Bomb Site A, features two doors at a right angle to one another. The cover in this site is minimal, which is an advantage for you and your teammates when entering this room. Defenders will likely have their sights trained on both of the doors leading into this site, consider breaching the breakable walls to throw them off guard.
▲ This door leads directly to Bomb Site A, expect heavy resistance here.
▲ Consider creating an opening in the breakable wall to give defenders inside an additional point of entry to consider.
▲ How the bomb sites are connected to one another.
 
Kitchen, Bomb Site B, only has one door leading into the site. The main source of cover is the kitchen placed right in the middle of the room. Be cautious if you are planning to approach this site using the Kitchen Corridor. Defenders will likely be waiting for you to turn the corner.
▲ This narrow corridor leads to Bomb Site B.
 
▶ In case, the site is located at '1F Meeting Hall ~ 1F Kitchen'
Meeting Hall, Bomb Site A, is an expansive room with three main points of entry. The first is a large door that opens out onto the main entrance into the building, the large door at the front of the building. Therefore, as an attacker, you can reach this bomb site rather quickly. Another point of entry is the hatch above. If you gain complete control of the floor above you can wreak havoc using this hatch. The final point of entry is the door which leads to the hallway that connects the two bomb sites. Defenders may have opened up the breakable wall between the two bomb sites to provide another access point between them. You will more than likely be engaging enemies at range in this vast room, meaning assault rifles and longer-range weaponry is a must.
▲ The Main Entrance provides you with a view of a large door that leads to Bomb Site A. This can be a dangerous route for attackers to take.
▲ The expansive site of Bomb Site A.
 
Kitchen, Bomb Site B, is the site we have already discussed above. In summary, it only has one door leading into the site. The main source of cover is the kitchen placed right in the middle of the room.
▲ Bomb Site B, Kitchen is a long narrow room with two doors.
▲ You can also apply pressure from above using the hatch in the attic.
 
▶ In case, the site is located at 'B Laundry Room ~ B Supply Room'
The Laundry Room, Bomb Site A, is accessible by a winding staircase that comes down from the main lobby above. Defenders will have to be frequently checking this staircase so expect some resistance if you are using this route. The bomb sites are separated by a wide hallway which leads all the way to another staircase from which attackers can access the basement. One door which shoots off from this wide hallway leads to yet another staircase. These three staircases must stay in the mind of the defending team when they are planning their defense. Use the many alternative routes to your advantage and attack from different directions.
 
▲ The laundry stairs and how they connect to Bomb Site A.
▲You can use a stairway to reach Freezer which has a view of Bomb Site B.
 
 
Another route attackers can use to access the basement is through using a large door that can be easily accessed from the Construction Site spawn point. Once through this door, the attackers will have access to a breakable wall which they can open up to leave the Laundry Room, Bomb Site B, very exposed. It is important to get this reinforced wall breached in order to expose Supply Room and any defenders that may be anchoring inside.
▲ The third and final stairway leads to the Boiler Room. Expect enemies to be roaming around this area.
 
▲ This is close to a spawn point, use this to your advantage and reach the basement quickly.
 
▲ You can open this wall to expose any defenders that may be anchoring inside this Bomb Site.

A guide to using Hibana on Oregon +18
A guide to using Hibana on Oregon
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides A guide to using Ying on Chalet

■ Using Ying on Chalet
Chalet is a medium sized map with three floors. It provides defenders great opportunities to roam thanks to it’s three floors, with three separate staircases. This map is also a spawn peeker’s delight with lots of windows to peek from, and also doors to burst out from to grab some quick kills.
 
Ying is a two speed, two armor attacking. Her gadget is the Candela device, which is a hybrid between a super-powered flash grenade and a non-lethal version of Fuze’s gadget. The Candela can either be thrown, or it can be mounted to soft cover and detonated against the surface. Ying cannot flash herself when using these Candela devices.
 
Ying has a choice of two primary weapons. The first is the T-95 LSW Light Machine Gun. This LMG boasts high damage a high damage output with 81 bullets per clip. It has a relatively low rate of fire with a higher level of recoil that reduces its effectiveness. To get more out of this weapon, you can equip it with an ACOG scope, to engage enemies at a long range.
 
The other primary weapon available to Ying is the SIX12 shotgun. This is a fun weapon to use if you are a fan of using shotguns, however it’s effectiveness can be quite limited when playing at a higher level. Don’t let this fact dissuade you from choosing this weapon if you are just looking to have some fun.
 
Ying’s only choice of sidearm is the Q-929, which is a middling semi-automatic pistol without any notable features, though it’s a solid backup weapon.
▲ The sites you will have to attack on Chalet
 
▶ In case, the site is located at '2F Master Bedroom ~ 2F Office'
The site of 2F Master Bedroom ~ 2F Office, provides a lot of entry points for attackers, making this one of the easier bomb sites to attack in the game.
The Office, Bomb Site A, has a window and a door that leads to a walkway outside. This threat is difficult to defend against as, if both of these are opened, attackers have a view of the entirety of Bomb Site A. The main concern for attackers should be their approach. Try not to get spawn peaked or killed on route to the ladders. Once climbing a ladder, or rappelling, you will be very exposed. If you avoid getting killed while attempting to get into position, this site should not prove too difficult. Open up the multitude of doors and windows and proceed to hold these angles, eliminating any defenders unfortunate enough to cross your path.
▲ Be cautious on your approach, defenders my decide to spawn peak from these windows.
 
The Master Bedroom, Bomb Site B, is a similar situation. With two windows and a large door leading to a landing outside, this site is very difficult to hold for defenders. Use your projectiles and gadgets to overwhelm any defenders unfortunate enough to be anchoring here.
▲ This ladder leads to a landing from which you can access Bomb Site A via a doorway.
▲ View of Bomb Site A from the singular window that looks into this room.
▲ View of Bomb Site B from the large window.
▲ View of Bomb Site B from the exterior balcony
 
There is a bathroom adjacent to the Master Bedroom in which defenders may choose to anchor in as it provides a little more cover when compared to the bomb sites. However attackers can still come through a window in the back of this bathroom. If you are planning to clear the bathroom, look sharply to the left side of the room as soon as you have opened the window. Defenders will more than likely be on this side of the room.
▲ The bathroom adjacent to Bomb Site B. You can use Hibana’s gadget to create openings that lead to Bomb Site B.
 
When attacking these bomb sites, maintain the sight lines provided to you by opening up the windows in the sites. You should be able to pick up at least one or two kills from this position. Hold these angles for as long as possible, waiting for your opportunity to enter one of the sites and planting the defuser.
 
▶ In case, the site is located at '1F Bar ~ 1F Gaming Room'
The 1F Bar ~ 1F Gaming Room sites can become very exposed. The Gaming Room, or Bomb Site A is very difficult to hold. Attackers have the use of a doorway and two windows, when opened, provide you and your teammates with a full view of the bomb site. Open these access points and quickly peek into the site, taking out any defenders that may be anchored there. Defenders may have opened the breakable wall between two bomb sites which you must be mindful of.
▲ Bomb Site A, it can be a dangerous place for defenders to stay.
▲ This window provides an alternate view of Bomb Site A.
 
In Bar, Bomb Site B, you and your teammates will have an excellent opportunity to engage the defenders at range. There is a large door into this site which will attackers a great view into the room You should also try to breach the breakable wall on the same side as this door. When opened, it will expose any defenders that may be taking cover behind the bar. I would engage enemies at range using your T-95 LSW machine gun.
▲ The large window at the front of the building provides you a great view of Bomb Site B.
▲ You can get a great view of Bomb Site B by opening the large door, providing you and your teammates the opportunity to engage opponents at range.
▲ You can also open this hatch above Bomb Site B. From here you can use Ying’s gadget to full effect.
 
▶ In case, the site is located at '1F Kitchen ~ 1F Trophy Room'
When attacking the 1F Kitchen ~ 1F Trophy Room there are some key entry points that you and your teammates can use to your full advantage. In Trophy room, Bomb Site B, there is a window that leads directly outside. This window is at ground level, meaning attackers can engage defenders at range from this position.
▲ This window is almost always used by attackers.
▲ The hallway between the bombs.
 
In Kitchen, Bomb Site A, attackers have a great opportunity to overwhelm defenders through two different means. The first is the narrow window on the right side of the site. Attackers can both shoot through this window and throw their respective gadgets and projectiles. There is also a hatch in this site directly above the bomb, when attackers have access to both the hatch and the narrow window it won’t take long before defenders are picked off.
▲ This window provides the attackers with a slight view of the Bomb Site. It is very useful for throwing grenades or gadgets.
▲ This hatch on the top floor is directly above Bomb Site A.
 
▶ In case, the site is located at 'B Wine Cellar ~ B Snowmobile Garage'
For the Snowmobile Garage, Bomb Site B, you can expect attackers to come from several different directions. Expect the garage doors to be blown open. If you are a hard breacher on your team this will be your task. When these doors are opened it will be very difficult to for the defenders inside.
▲ The Snowmobile Garage, hopefully your team has a hard breacher that can assist in opening up this garage.
 
 
In Wine Cellar, Bomb Site A, there are two main points of entry. The door at the back of the room, as well as a hatch. This site opens out so a long hallway with a staircase leading up to the first floor. Attackers can get access to this long hallway by opening a door that leads to another garage area.
▲ The entry points into Bomb Site B when approaching from the Great Room Stairs.
▲ This corridor can also be used to reach the garage area.
▲ This door is close to a nearby spawn point and can get your or your teammates very close to Bomb Site A.
▲ Bomb Site A has one door connecting to the Snowmobile Garage, and the other leading out to a hallway and stairs.

A guide to using Ying on Chalet +20
A guide to using Ying on Chalet
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides A guide to using Hibana on Kanal

■ Using Hibana on Kanal
Kanal features two separate buildings, both with multiple floors of elevation. Kanal can be an excellent map for roaming, as attackers try to rappel up one building, defenders can be in the opposite building shooting them from a multitude of windows. Beware attacking on this map as it allows defenders to spawn peak most of the spawn locations.
 
Hibana is a three speed, one armor operator. Hibana is one of the most important operators in the game as her gadget, the X-KAIROS launcher, allows her to hard breach reinforced walls. The advantage of the X-KAIROS launcher is that allows Hibana to deploy it from safety, whereas both Thermite and Maverick must approach the reinforced wall in order to make use of their respective gadgets.
 
Hibana’s main weapon is the Type-89 assault rifle. This gun has a high fire rate and strong damage that are offset by its small magazine size, making disciplined fire a necessity.
Hibana also has the option to use a submachine gun as her secondary weapon, the Bearing-9. This weapon has an extremely high rate of fire and its recoil can be difficult to manage. If the Bearing-9 proves too difficult to use effectively, or it does not suit your play style, you also have the option of using a very capable pistol, the P229.
 
Hibana can also make use of stun grenades which can prove useful when flushing out enemies or breaching a room.
▲ The sites you will have to attack on Kanal.
 
▶ In case, the site is located at '2F Server Room ~ 2F Radar Room'
Radar Room, Bomb Site A, is a room with a lot of entry points. It has a breakable wall leading directly to an outside spawn area. If you are playing as a hardbreacher your main task when attacking these sites is to get this wall breached. When opened, it provides a great view into Bomb Site A, and greatly exposes any opponents anchoring inside. It has a door leading to a hallway, which is frequently used by attackers to traverse the map. There are many breakable walls between the bomb sites, which defenders may choose to open. Be mindful of this when entering this room.
▲ When playing as Hibana your main task is opening this breakable wall leading to Bomb Site A. This will assist your teammates massively.
▲ The view of the site after opening the wall.
 
 
Another aspect to consider with this site is the long hallway in the which lead to a window and a staircase, of which attackers can use to gain access to the room. You can reach this window by rappelling to the rooftop, however beware of defenders peaking out from the various windows and doorways which lead to the roof.
▲ From this window on the Balcony, you have a sight line into Bomb Site A.
▲ This window provides another route into Bomb Site A. Entering this window leads to a long hallway, at the end of which lies the bomb.
 
The Server Room, Bomb Site B, provides a lot of cover thanks to the many tall and wide servers. There are only two entry points to this site. The door leading to the hallway and also a window attackers can rappel to. However, this site also contains a breakable wall which is commonly breached by attackers. When attacking this room it is extremely helpful if you open up one of the many breakable walls. It will give defenders inside another entry point to consider other than the single doorway.
▲ There is also this window on the Balcony that can be used to create a view into Bomb Site B.
 
 
▶ In case the site is located at '1F Security ~ 1F Map Room'
Map Room, Bomb Site A, is a small room that has a door leading to the main hallway. The other door in this room leads to an adjacent room in which defenders may be taking cover in. Attackers should look to gain control of the hallway and associated stairwell between the bomb sites. In doing so, you will essentially cut off the defenders from one another, and possibly pick up some kills, as defenders often use this hallway to traverse the first floor.
▲ Red Stairs provides a view of Bomb Site A.
▲ This door can be accessed from a nearby spawn point and is in close proximity to the bomb sites. Expect resistance here.
 
Security, Bomb Site B, is a small room with few entry points. Attackers can come through the kitchen which connects to this bomb site, however be cautious as there will probably be an opponent lurking in here. You can also make use of a hatch that is directly above the bomb, opening this will put any defenders anchoring here under immense pressure.
▲ The Construction Stairs also provide access to the second floor.
 
Holding sight lines into the hallway and stairways can be instrumental in mounting a successful attack of these bomb sites.
▲ This hallway can be used to access both bomb sites.
 
▶ In case, the site is located at '1F Coast Guard Meeting Room ~ 1F Lounge'
The key to successfully attacking these sites is gaining control of the Radio Room Hallway. This is a long hallway that runs in between the bomb sites. Holding a sight line of this area makes passing between the sites difficult for defenders. One must expect an engagement each time they enter this hallway.
▲ The hallway which separates the bomb sites.
 
Coast Guard Meeting Room, Bomb Site A, has many entry points, one leading to the hallway and bridge which is a common point of entry for attackers. There are many breakable walls in this site too, which attackers can breach in order to leave the defenders inside more exposed.
▲ Notice the proximity of this entrance leading to outside to Bomb Site A.
 
The room adjacent to this one is called Archives. A long room with sight lines overlooking the main entrance, of which attackers can spawn next to. Defenders may be taking cover in this area so be cautious when deciding to enter the building using the main entrance.
 
At the other end of the hallway is the Lounge, Bomb Site B. This site is considerably smaller, it has a doorway leading to the hall, and two windows that can be breached and rappelled through by attackers. Opening both windows can give the defenders a lot to think about, however rappelling and hanging at windows can be quite risky.
▲ You can use these two windows to access Bomb Site B.
 
▶ In case, the site is located at 'B Kayaks ~ B Supply Room'
These sites can almost be considered one large room. There are separated by one large door and two breakable walls, meaning you can completely open the area between the sites.
 
Bomb Site A has two points of entry, a door and a hatch. Along with this Defenders will have to defend a connection room, Pipes. This features a breakable wall which when broken, overlooks a popular entry point for attackers. Attackers should be looking to gain complete control of the floor above these bomb sites. It will lessen the chances of you and your teammates later in the round. It also allows you to safely apply pressure by opening the hatches above the bomb sites.
▲ Expect heavy resistance if you decide to use the Basement Stairs to get access to the sites.
▲ This stairwell leads to the Supply Room Corridor which runs parallel to the sites.
 
Kayaks, Bomb Site B, features two doors where attackers can enter. This site also features less cover than Bomb Site A. Surrounding these sites is a hallway that goes past all the entry points that we have discussed.
▲ This window shows you the area leading to Bomb Site B.
 
One factor we have not discussed yet is the destructible ceiling. Both bomb sites have completely destructible ceilings, meaning a Buck, Sledge or Fuze could prove deadly for the defenders below.
 
▲ The Yellow Stairs has a view directly into Bomb Site B.
 
▲ Go to the floor above to open up this hatch.

A guide to using Hibana on Kanal +17
A guide to using Hibana on Kanal
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides Guide to Playing Goyo on Consulate

Consulate is one of those maps that really favors playing for picks and fragging out so it sees plenty of spawn peeks and run outs, especially if Valkyrie is on the board or Nomad is banned. With three large floors, three staircases, and plenty of hatches, a full roam-clear on attack can be pretty tedious.
 
Goyo, the Mexican defender released during Operation Ember Rise, packs some serious firepower in his kit – in more ways than one! He is a two-speed, two-armor operator that excels at creating more aggressive defenses and expanding the positions defenders can play, while limiting attacker movement. He is able to waste time, provide cover for his teammates, and even trap his enemies.
 
GOYO’S GADGET
Goyo brings two Volcan shields which feature the glass slits you may peek through for intel just like regular deployable shields. Additionally, they are each modified with combustible gas canisters that detonate when triggered. Upon detonating, the shields explode, dealing 34 damage to nearby operators, and destroying other gadgets within 4 meters. Following the explosion, fire propagates to fill the area, burning any player caught for 12 points per second over the next 10 seconds. When finally forced off the shield, you may want to blow it up to deny the area and provide cover while rotating or dealing with attackers from a different angle.
 
SYNERGIES & COUNTERS
The gas canister can be shot or hit with a melee attack by any player behind the shield. So position it with the rear protected, and don’t accidentally punch it! You can coordinate with Maestro, as an Evil Eye behind the shield can zap it to detonate it. A Kapkan trap, placed at knee-height, will detonate the canister when both are placed in the same doorway as an attacker vaults over (if placed at ankle-height, attackers will dodge the Kapkan trap). The shield can be destroyed by Sledge’s hammer and Maverick’s torch, but when properly placed, and when a defender plays behind it as intended, this should be practically impossible, leaving attackers with one solution – EXPLOSIVES. Ash’s breaching round can be countered by electrifying the shield with a Bandit battery or Kaid’s Electroclaw. But all explosives are countered with Jaeger’s ADS or Wamai’s Mag-Nets. For this reason, the shield is often best placed offset if near doorways, instead of locking it in the doorway, so these gadgets can properly intercept projectiles.
 
****YELLOW PINGS IN THE GUIDE WILL OFTEN BE USED TO REPRESENT ADS PLACEMENTS***
 
LOADOUT
Goyo has two amazing guns to choose from – the Vector .45 ACP and the TCSG12. Most players will prefer the Vector .45 ACP with a vertical grip and compensator. But I run it with a flash hider for better burst since the magazine capacity is a bit small, especially given the high fire-rate. In some situations I plan on taking long-range engagements and equip the extended barrel. When the team needs it, you can bring the TCSG12 to help remodel the site. It also has a much better optical zoom for players that prefer it.
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It has the added bonus of synergizing with the Volcan shield – place it safely behind the shield to detonate it when an attacker treads too close for an instant kill.
 
The Proximity Alarm can be a decent choice too though. Place it to alert teammates to incoming flanks or use it to inform the team when attackers are close to a Volcan. Shooting the canister in response can potentially secure a kill, or at least deal some serious damage and bide some time.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Consul Office (2F) & Meeting Room (2F)
This site on the top floor tends to be the preferred site for most teams. The most difficult part of defending the site is when attackers establish multiple rappels on the many windows surrounding site, cutting off site rotations. The glass on the windows can be shot out to better hear rappels and respond early. Waiting Room, the connector, is the strongest window for attackers to rappel on, but they also rappel on the site windows and other nearby windows. Attackers pushing into the building may push primarily from Administration Office or Yellow Stairs, but may also flank either Visa or Spiral Stairs.
 
This Volcan and rotate can be used as a forward defense against an Admin push.
 
These reinforcements should be used if playing the above shield.
 
Alternatively, back up a bit and hold Long Desk hallway with this Volcan. Open a rotate here and the hatch to watch Lobby. The other 3 walls should be reinforced. These two shields can be used together or just one can be used.
 
This Volcan is used against the Yellow Stairs push. Protect it with an ADS on ping or Wamai discs in place of these proximity alarms.
 
Bathroom can be completely closed off to funnel attackers into your shield or a rotate can be made if someone wishes to play on Yellow Stairs themselves. Just make sure it's tall enough they can sprint through in a pinch. The reinforcement on the side protects the Volcan player from Bathroom window.
 
These reinforcements are both essential for the Volcan player not to get shot in the back.
 
 
BOMB SITE 2 – Lobby (1F) & Press Room (1F)
Lobby & Press Room are best defended with aggressive peeking to waste time and eventually plant denial. Attackers mostly just need to make sure roamers aren’t watching from above before attempting a smoke plant in Lobby, but if Press Room is caught unattended, they may instead swing in there to plant, or rush from Yellow Stairs.
 
This Volcan is easily protected with an ADS on either side of the doorway and plenty of Wamai discs. If protected all round, attackers will have a tough time entering here to plant in the default spot.
 
This Volcan unlocks the other side of Lobby for play, allowing defenders to fall back through the hatch and toss a nitro cell up if attackers eventually destroy the shield and push in.
 
Playing above site is critical to holding Lobby. Consider supporting the effort with this Volcan.
 
If your team needs someone to hold Piano room, place a Volcan here angled slightly to the right. When positioned next to the speaker attackers cannot shoot the canister from window rappel. If attackers do rappel, go prone using the black boxesfor cover.
 
 
BOMB SITE 3 – Archives (B) & Tellers (1F)
This split site rarely sees play, so if you have a full squad build a pocket strat for it and you can probably grab some easy rounds. It requires a coordinated team that can spread out between floors effectively, which can be difficult to achieve. You will need to maintain control over Visa stairs, and Admin hatch plus the hallway hatch by Tellers. Attackers like to push into Lobby and Consul, looking to flank Tellers. They also may push Archives from Garage and Cafe through Lockers and Red hallway.
 
Crucial to any successful defense of this site is a proper Tellers setup. Reinforce these two walls and the wall on ping, with a rotate to Visa stairs. If you bring the TCSG, shoot out holes below each entry as well for defenders playing below!
 
These reinforcements complete the setup. Now you can play in Tellers! This Volcan stops the primary attacker push, and provides cover when rotating to the hallway hatch and dropping to the site below.
 
A defender should be situated in Admin. An alarm here and this reinforcement will give them less to worry about, while also alerting the Tellers player to nearby attackers. If the two of you hear this alarm, get ready to trade kills!
 
This Volcan can be protected with Wamai discs in place of these alarms. It's great for denying site and closet entry while simultaneously controlling Lockers to stall out the Security hallway push.
 
 
BOMB SITE 4 – Cafeteria (B) & Garage (B)
This site has been popular in the past, but may become less so with the addition of Ace. Reinforce Garage wall, Lobby and Bathroom hatches , and Visa hatches as well. Someone should play Pipes to keep an eye on Yellow Stairs and Locker Hallway. Someone should play in Café to deny flanks coming through Red Hall. And a roamer should be ready to pounce on attackers should they play vertically in Piano.
 
There are few viable positions for Volcans in Garage, but this one denying attackers trying to push up White Van is an amazing option.
 
This Volcan is great for protecting defenders rotating between Pipes and Security. This can be particularly useful if the hatch is protected by Kaid.
 
Place a Volcan here to deal with flanking attackers. Just be sure these two walls on Security are reinforced so it isn't detonated by attackers outside Garage and the defender playing it isn't wallbanged. It is best protected with Wamai's discs on the ledge above.

Guide to Playing Goyo on Consulate +20
Guide to Playing Goyo on Consulate
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 3years

Guides A guide to using Hibana on Club House

■ Using Hibana on Club House
Club House is a large map with three floors, designed with a focus on rotation and mobility. It provides attackers with great opportunities to traverse safely as there are many smaller connecting rooms an attacker can use to flank and rotate around their opponent. However this map is also great for spawn peaking with many windows facing the main spawn areas of the attackers, so be cautious about your approach to the main buildings that make up this map.
 
Hibana is a three speed, one armor operator. Hibana is one of the most important operators in the game as her gadget, the X-KAIROS launcher, allows her to hard breach reinforced walls. The advantage of the X-KAIROS launcher is that allows Hibana to deploy it from safety, whereas both Thermite and Maverick must approach the reinforced wall in order to make use of their respective gadgets.
Hibana’s main weapon is the Type-89 assault rifle. This gun has a high fire rate and strong damage that are offset by its small magazine size, making disciplined fire a necessity.
Hibana also has the option to use a submachine gun as her secondary weapon, the Bearing-9. This weapon has an extremely high rate of fire and its recoil can be difficult to manage. If the Bearing-9 proves too difficult to use effectively, or it does not suit your play style, you also have the option of using a very capable pistol, the P229.
Hibana can also make use of stun grenades which can prove useful when flushing out enemies or breaching a room.
 
▲ The sites you will have to attack on Club House
 
▶ In case, the site is located at '2F Gym ~ 2F Bedroom'
The Bedroom, Bomb Site A, has a lot of entry points that can get heavily exposed, use this to your advantage. There is a landing outside of the main window from which attackers can stand and peek from. As an attacker I would maintain the sight line this window provides for as long as possible, you will more than likely pick up at least one kill from this position.
▲ The window on the left leads to Bomb Site B. The window on the right leads to Bomb Site A.
▲ If you do decide to engage enemies from the sub-roof, beware of defenders peaking from this window.
 
There is a Bathroom in this site which can provide some cover for defenders. Drone out and frag this area to clear out any defenders unfortunate enough to be anchoring inside.
▲ Opening this wall will allow you and your teammates to view the hallway that connects the bombsites.
 
The Gym or Bomb Site B is quite a small claustrophobic room. It has one window and one door opposite that window. This door opens out to the Bedroom Hallway. Attackers can use the Central Stairs to come up to this hallway or simply breach the side wall which can be accessed from outside. This wall will more than likely be reinforced. If you are a hard breacher such as Thermite or Hibana I would focus on using your gadget to open this area. Once opened it provides a great view into the hallway and stairs, you are sure to catch some defenders unaware as they move between the sites.
▲ Opening this hatch on the roof will put you in close proximity to Bomb Site A.
▲ Dropping down the hatch will land you in this position.
 
▶ In case, the site is located at '2F CCTV Room~ 2F Cash Room'
For the CCTV Room or Bomb Site B, attackers can approach from three different locations. The Eastern stairs provide attackers a view directly into the left side of the site. The Eastern sub-roof allows attackers to stand and engage defenders through the window. The walkway above the garage can also be accessed by attackers. There is a breakable wall in this site which can be opened from outside while standing on the landing outside. Being Hibana your main task is to try and get the breakable wall opened from the Eastern Sub-roof.
▲ Use your gadget to get this wall opened as soon as possible. This will put defenders at a great disadvantage.
▲ The other side of Bomb Site B, which can be accessed from the garage.
 
For the Cash Room, Bomb Site A, attackers should take caution if they are approaching from the garage, you will be exposed when crossing this open area. There is a breakable wall in this room that can view the Eastern Stairs when opened.
 
▲ The Central Sub-roof provides you with a window directly into Bomb Site B. Make use of all of the access points into this room to overwhelm the defenders inside.
▲ Bomb Site A is connected to Bomb Site B by a single door.
 
▶ In case, the site is located at '1F Bar ~ 1F Stock Room'
The Bar, or Bomb Site A, has a lot of breakable walls and entry points for attackers. Hibana’s Type-89 assault rife is a must for this site as you will more than likely be engaging defenders at range. In addition to the breakable walls, there are two wide doors from which you and your teammates can enter. Making a hole in the breakable wall between the bomb sites will allow Hibana to use her Type-89 to maximum effect, covering both bombsites and engaging enemies at range. Use the Type-89 ACOG scope to your advantage and quickly peak this area aiming for headshots each time.
▲ The Lobby provides a route to both bomb sites. Expect heavy resistance here.
 
The Stock Room, Bomb Site B, is a very dangerous place for defenders to stay. There are two doors leading directly outside, and another wide door giving attackers a view of the entire site. Open all these entry points and hold the angles these openings provide. You are sure to pick up at least one kill if you are patient enough to wait for a defender to cross your path.
▲ This door leads directly into Bomb Site B and allows you to engage enemies at range.
▲ The other entry point into Bomb Site B can provide you with an alternate view of the room.
 
▶ In case, the site is located at 'B Church ~ B Arsenal Room'
The Church Room, Bomb Site A, is separated from Bomb Site B by a long hallway (Basement Hallway). Gaining control of this hallway will be instrumental in a successful attack on these sites.
▲ Beware this line of sight when coming down Central Stairs.
 
You can approach the basement using the Central Stairs, which is accessible near the Bar area. However, defenders have a useful sight line of these stairs so be careful if you choose to use this route.
▲ This hatch leads to Memorial Room, a popular room for defenders to anchor in.
▲ Jumping down this hatch will land you in Memorial Room, adjacent to Bomb Site A.
 
The Arsenal Room, Bomb Site B, is more complex. Attackers have the use of a tunnel from which they can directly access from spawn. Approach with caution if you plan on using this tunnel, defenders could be lurking around any corner of the winding tunnel. They also have the option of using a hatch directly above the bomb to provide pressure from above.
▲ This tunnel leads to Bomb Site B, however, approach with caution as defenders will probably be lurking around the corner.
 
Attackers also have access to the Utility Room, a room leading directly to the site, which provides some cover to attackers. Being Hibana either open one of the hatches above and engage enemies from there, or approach via the utility room and use your gadget to create a large opening into either bomb site.
▲ You can reach the Utility Room from Garage Storage.
▲ Once inside Utility Room, you can create a large opening into whichever bomb site you prefer.

A guide to using Hibana on Club House +18
A guide to using Hibana on Club House
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides A guide to using Hibana on Kafe Dostoyevsky

■ Using Hibana on Kafe Dostoyevsky
Kafe Dostoyevsky is a medium to large sized map with 3 floors of elevation. This map features small to medium sized room with lots of narrow hallways connecting them. The hallways in this map almost form a square shape with rooms branching out at different points. This makes roaming on this map popular. Defenders have the ability to spawn peak most of the spawn locations due to the high number of windows. This means the attacking team will have to be cautious on their approach.
 
Hibana is a three speed, one armor operator. Hibana is one of the most important operators in the game as her gadget, the X-KAIROS launcher, allows her to hard breach reinforced walls. The advantage of the X-KAIROS launcher is that allows Hibana to deploy it from safety, whereas both Thermite and Maverick must approach the reinforced wall in order to make use of their respective gadgets.
 
Hibana’s main weapon is the Type-89 assault rifle. This gun has a high fire rate and strong damage that are offset by its small magazine size, making disciplined fire a necessity.
Hibana also has the option to use a submachine gun as her secondary weapon, the Bearing-9. This weapon has an extremely high rate of fire and its recoil can be difficult to manage. If the Bearing-9 proves too difficult to use effectively, or it does not suit your play style, you also have the option of using a very capable pistol, the P229.
 
Hibana can also make use of stun grenades which can prove useful when flushing out enemies or breaching a room.
▲ The sites you will have to attack on Kafe Dotsoyevsky.
 
▶ In case, the site is located at '3F Bar ~ 3F Cocktail Lounge'
Cocktail Lounge, Bomb Site A, is situated on the balcony with a view of both the floor below and the balcony on the other side of the room. Attackers will have to mindful of several entry points. The main point of entry to this room is the entrance which leads to Back Stairs and the Washroom Corridor. Expect resistance at the top of these stairs and associated hallway.
 
Another entry point to Bomb Site A is through a single window in a connecting room. Defenders will more than likely be defending this window, it can be a dangerous route for attackers.
 
▲ This window provides a great view of Bomb Site A.
▲ The White Corridor leads to both bomb sites.
 
Bar, Bomb Site B, is a large room with many entry points. To successfully attack this site you will have to also mindful of enemies that may be anchoring in Bomb Site B, as these sites are connected to one another. There is a skylight above Bar, which is a popular point of attack. You and your teammates can reach this point by rappelling to the rooftop. Use this skylight to throw your grenades and gadgets towards defenders, while also creating angles and sight lines to keep the defenders pinned down.
▲ The skylight on the roof provides attackers with excellent angles.
 
There is an adjacent room, Bar Freezer, which is a room that can provide some cover for defenders, expect your opponents to be hiding here when traversing this area. However some sections of this room are in the view of the skylight mentioned earlier, use this to your advantage.
▲This window looks into Cigar Lounge. If you can successfully gain control of this area it can serve as the foundation for the rest of your attack.
 
The other entry point to this room is through the Cigar shop, a small narrow room in which attackers must approach with caution. An opponent could be lying in wait holding an angle on this area.
If you and your teammates can gain control of the expansive Cigar Lounge on this floor, it will you a great advantage, and will assist you greatly in your effort to win the round.
 
▶ In case, the site is located at '2F Fireplace Hall ~ 2F Mining Room'
Fireplace Hall, Bomb Site A, is a small room with three entry points. There is a window from where the attacker can see both sides of the room depending on which side they are peaking in from. You will have to rappel to this window stay hanging in order to maintain this line of sight. There is also a door and a fireplace where attackers and defenders alike will have to crouch in order to fit through it. Bomb Site A is relatively simple to defend given it has few entry points. However, it is a small room so gadgets with an area of effect such as that of Ying or Fuze will be effective. The breakable wall in this room that is parallel to the stairwell is a great area to open up. It will more than likely be reinforced, however if you do manage to open up this wall, it will leave defenders in this room very exposed.
▲ Fireplace Hall, this window can provide you with access to the site.
▲ From White Stairs you can use Hibana’s gadget to create an opening in this wall.
 
Mining Room, Bomb Site B, is a small room with many entry points. It features two large doors at right angles to one another and a window that views the entirety of this room.
Staying in this site is difficult given the number of directions attackers can come from. Use this to your advantage. Open the window and maintain the sight line in the hope of picking one or two opponents off as they move around the site. While this is happening the rest of your team can get in position and attack this room from using all the entry points available.
▲ You can stand and engage enemies in Bomb Site B though this window.
 
The connecting room, or the Train Museum, is a room that provides excellent cover and sight lines of both of the bomb sites. This room is frequently used by anchors thanks to the abundance of cover that can be utilized. However, the ceiling is completely destructible and features a hatch, which you and your teammates can use to flush out the enemy.
▲ Use this hatch above Train Room to gain the advantage over your enemies.
 
 
▶ In case, the site is located at '2F Reading Room ~ 2F Fireplace Hall'
Fireplace Hall, Bomb Site A, is a small room with 3 entry points. This is the same site that was mentioned above. In summary, there is a window from where the attacker can see both sides of the room depending on which side they are peaking in from. There is also a door and a fireplace that players have to crouch through. Bomb Site A is relatively simple to defend given its few entry points. However, it is a small room so gadgets with an area of effect such as Ying’s or Fuze’s will be effective.
▲ Bomb Site A, you will have to watch the window and fireplace.
 
Reading Room, Bomb Site B, is an ‘L’ Shaped site with two points of entry. This room is quite susceptible to a multipronged attack. If you and your teammates coordinate your attack, it will require the enemies inside to have at least one person looking at each of the doors that lead into the room. Throw in some stun grenades or useful gadgets to improve your odds of success.
▲ This L-Shaped room provides good cover.
▲ Use this door located on the Terrace, in close proximity to Bomb Site B, to get access to the sites quickly.
 
The bombs are separated by a long hallway that defenders can access by a door leading directly to outside. This hallway also leads the all the way to another staircase and also to the door at the back of Bomb Site B. If you and your teammates can gain control of this hallway It will essentially cut off the defenders from one another. If the hallway is lost it will be very difficult for the opponents to get from one site to the other without crossing into your sight lines.
 
▶ In case, the site is located at '1F Kitchen Service ~ 1F Kitchen Cooking'
These bomb sites are separated by a large door and a breakable wall. If the breakable wall is destroyed these can be treated as one large site.
Kitchen Cooking, Bomb Site A, has one main point of entry. It is a doorway leading to a short hallway which has a wide window looking straight into the room, and a door that shoots off to the left, providing attackers with direct access into the site. There are many breakable walls in this site so use your reinforcements wisely. Get your hard breachers into a position where they can open the reinforced walls of this site, and you will have a high probability of winning the round.
▲This large door leads directly to the bomb sites. Expect defenders to be waiting behind this door.
▲When entering the sites be mindful of the window on the right. It exposes you to defenders’ line of sight.
 
 
Kitchen Service, Bomb Site B, has two main points of entry. There is a large door which is the main access point to this site. Defenders have ample cover to maintain sight lines and hold angles of this doorway, so beware entering through here. The other point of entry is a hatch in the back of Bomb Site B, in Freezer. The Freezer ceiling is completely destructible making holding this hatch from below quite difficult. Use this to your full advantage, there is a strong chance that you ill be able to pick up a kill by opening up this ceiling and hatch. The walls in the back of the freezer room are also destructible. These walls will more than likely be reinforced, but if you manage to open them it will but the defending team at a great disadvantage.
▲ This door at the Back Alley provides an alternate route to the bomb sites.
▲ Use Hibana’s gadget to open a back route to the bomb sites. Opening this wall will make life exceedingly difficult for defenders inside.
▲ Roaming to the floor above and opening this hatch can help clear out enemies anchoring on the floor below.
▲ Jumping down the hatch will land you in the Freezer, in close proximity to both bomb sites.
 

A guide to using Hibana on Kafe Dostoyevsky +17
A guide to using Hibana on Kafe Dostoyevsky
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides A guide to using Hibana on Coastline

■ Using Hibana on Coastline
Coastline a small-sized map with 2 floors of elevation. This map features a lot of small to medium-sized rooms, many of which have entrances leading directly outside. This gives attackers direct sight lines into the objectives in many cases, however, it can also leave them vulnerable to being rushed out on or peaked from windows.
 
Hibana is a three speed, one armor operator. Hibana is one of the most important operators in the game as her gadget, the X-KAIROS launcher, allows her to hard breach reinforced walls. The advantage of the X-KAIROS launcher is that allows Hibana to deploy it from safety, whereas both Thermite and Maverick must approach the reinforced wall in order to make use of their respective gadgets.
 
Hibana’s main weapon is the Type-89 assault rifle. This gun has a high fire rate and strong damage that are offset by its small magazine size, making disciplined fire a necessity.
Hibana also has the option to use a submachine gun as her secondary weapon, the Bearing-9. This weapon has an extremely high rate of fire and its recoil can be difficult to manage. If the Bearing-9 proves too difficult to use effectively, or it does not suit your play style, you also have the option of using a very capable pistol, the P229.
 
Hibana can also make use of stun grenades which can prove useful when flushing out enemies or breaching a room.
▲ The sites you will have to attack on Coastline.
 
▶ In case, the site is located at '2F Hookah Lounge ~ 2F Billiards Room'
Billiards Room, Bomb Site A, is an L-shaped room with some cover in the form of a bar at the back of the room. This site can become quite exposed due to it featuring a large window in the center, as well as a door which leads to an adjacent room, Aquarium, that can be directly accessed from outside. If you and your teammates can gain control of the Aquarium area, you have a strong chance of winning the round. The final door to this site looks down a hallway towards the stairs. As an attacker, if you successfully maintain control of this hallway, without getting flanked by any roaming defenders, you will be able to access both bomb sites.
▲ This door which can be accessed from a landing outside allows you to view Bomb Site A. This is a hotly contested area.
▲ You can use the rooftop to engage defenders at various angles.
▲ This large window allows you to see Bomb Site A in its entirety. Beware of enemies taking cover behind the bar.
▲ You can engage enemies through this door from the relative safety of the Hookah Deck.
 
The sites are separated by a breakable wall. Attackers can open up this wall to expose any defenders.
 
Hookah Lounge, Bomb Site B, is a small room with three access points. It has a door leading directly outside from which attackers can use to stand and engage any defenders inside, or perhaps even rush into the objective. There is also a window at a 90-degree angle to this door which means you can have a full view of the room if there is one attacker positioned at each of these entry points. The final point of entry is the door that leads out to the hallway and to the top of the stairs. Attackers should make use of this staircase as once you reach the top you will have a view of the hallway which connects the sites.
▲ This window provides an alternate view of Bomb Site B.
▲ If you decide to access the sites using the stairs and associated hallway, you can create an opening here in Bomb Site A to expose any defenders that may be anchoring behind the bar.
 
▶ In case, the site is located at '2F Penthouse ~ 2F Theater'
Theater, Bomb Site A, is a small room offering little cover. It has one door leading to the main hallway outside of which is the main point of entry into this room. The other door in this site leads directly to Bomb Site B. The wall at the back of this site faces the stairwell, if opened, will completely expose any defenders anchoring inside. However, expect this wall to be reinforced.
▲ From the hallway you can create this opening in Bomb Site A, which will make defending this site much more difficult for your opponents.
 
Theater, Bomb Site B, is a larger room with many more areas that can be breached. There is a large window from which attackers can rappel and directly engage any opponents inside. There are also two doors to be mindful of. The first leads to a bathroom. This bathroom is relevant as it has a hatch leading to the roof. As an attacker, you can rappel to the rooftop, open this hatch, and apply pressure from above. This hatch cannot be reinforced by defenders as they can not access the rooftop.
▲ This hatch cannot be reinforced by defenders.
 
The other door leads to a hallway and an entrance leading directly outside. Attackers should open this door and use the sight line it provides.
▲ How the bomb sites connect to one another.
▲ From this outdoor area, you can see all the way into the bomb site.
 
▶ In case, the site is located at '1F Kitchen~ 1F Service Entrance'
Kitchen, Bomb Site A, is a large room with two main points of entry. The first is a large window that opens directly to outside. As an attacker, you should hold this angle or quickly peak this window. The other main entry point is a door, which is at a 90-degree angle to the window mentioned above. Once you and your teammates gain control of this doorway you will have a line of sight of covering both bomb sites, making a successful defense exceedingly difficult for the other team.
 
Service Entrance, Bomb Site B, is a long room with little to no cover. At the end of the room is a door leading directly outside. As an attacker, this will serve as your main entry point. Open this door and engage the defenders at range using your superior long range assault rifles. The Toilets adjacent to this room provide some cover for defenders, so be cautious when entering through this door.
▲ Use Hibana’s Type-89 assault rifle to engage enemies at range.
▲ Use can make use of Hibana’s gadget to create an opening into Bomb Site B from here.
▲ If you come through the main entrance you will first have to clear the Toilets before reaching the bomb sites.
▲ This door that branches off from the hallway is one of the points of entry into Bomb Site A.
▲ There is also this window that provides an alternate view of Bomb Site A.
 
▶ In case, the site is located at '1F Blue Bar ~ 1F Sunrise Bar'
Blue Bar, Bomb Site A, is a small room with many points of entry. There is a window you and your teammates can rappel to. At a right angle to this is a door leading to Office, which subsequently has an entrance to outside. The final door looks directly out to the main hallway and a staircase. The layout of this room leaves defenders quite exposed as they will have to be mindful of these many different angles of attack.
▲ This window provides a great view of Bomb Site A.
▲ This Terrace is not far from the bomb sites. Defenders will be expecting you and your teammates to come through this area.
 
Sunrise Bar, Bomb Site B, is a small room with a doorway leading to an entrance to the building. You and your teammates can easily access this door as it is close to a nearby spawn point. Once opened this door provides a great view into the room which you can use to pick off any defenders who may peak their heads out. This site also features a window on the opposite side of the room which can be quite dangerous to rappel on. The final door in this room looks out onto the main stairs of which you can use as another point of attack.
 
The fact that these bomb sites can be accessed so easily from outside makes it very difficult for the other team to defend both of these bomb sites effectively. Expect to engage in somewhat of a “peak off” with the defenders as you battle over the entrances to the building.
▲ This door leads directly to Bomb Site B.
▲ This window provides an alternate view of the site. Use these different angles of attack to your advantage.

A guide to using Hibana on Coastline +19
A guide to using Hibana on Coastline
Shampy
Shampy Shampy
verified LV.20 S 3years

Guides Guide to Playing Goyo on Coastline

Coastline, the Spanish map released during Operation Velvet Shell, is widely considered to be one of the most balanced maps, but is perhaps arguably attacker favored. The map is fundamentally a large rectangle composed of two floors and two staircases. The middle is cut out, leaving a very open courtyard. This area offers attackers plenty of angles to cut off defenders, while safely positioned on the roof, so be careful when rotating.
 
Goyo, the Mexican defender released during Operation Ember Rise, packs some serious firepower in his kit – in more ways than one! He is a two-speed, two-armor operator that excels at creating more aggressive defenses and expanding the positions defenders can play, while limiting attacker movement. He is able to waste time, provide cover for his teammates, and even trap his enemies.
 
GOYO’S GADGET
Goyo brings two Volcan shields which feature the glass slits you may peek through for intel just like regular deployable shields. Additionally, they are each modified with combustible gas canisters that detonate when triggered. Upon detonating, the shields explode, dealing 34 damage to nearby operators, and destroying other gadgets within 4 meters. Following the explosion, fire propagates to fill the area, burning any player caught for 12 points per second over the next 10 seconds. When finally forced off the shield, you may want to blow it up to deny the area and provide cover while rotating or dealing with attackers from a different angle.
 
 
SYNERGIES & COUNTERS
The gas canister can be shot or hit with a melee attack by any player behind the shield. So position it with the rear protected, and don’t accidentally punch it! You can coordinate with Maestro, as an Evil Eye behind the shield can zap it to detonate it. A Kapkan trap, placed at knee-height, will detonate the canister when both are placed in the same doorway as an attacker vaults over (if placed at ankle-height, attackers will dodge the Kapkan trap). The shield can be destroyed by Sledge’s hammer and Maverick’s torch, but when properly placed, and when a defender plays behind it as intended, this should be practically impossible, leaving attackers with one solution – EXPLOSIVES. Ash’s breaching round can be countered by electrifying the shield with a Bandit battery or Kaid’s Electroclaw. But all explosives are countered with Jaeger’s ADS or Wamai’s Mag-Nets. For this reason, the shield is often best placed offset if near doorways, instead of locking it in the doorway, so these gadgets can properly intercept projectiles.
 
****YELLOW PINGS IN THE GUIDE WILL OFTEN BE USED TO REPRESENT ADS PLACEMENTS***
 
LOADOUT
Goyo has two amazing guns to choose from – the Vector .45 ACP and the TCSG12. Most players will prefer the Vector .45 ACP with a vertical grip and compensator. But I run it with a flash hider for better burst since the magazine capacity is a bit small, especially given the high fire-rate. In some situations I plan on taking long-range engagements and equip the extended barrel. When the team needs it, you can bring the TCSG12 to help remodel the site. It also has a much better optical zoom for players that prefer it.
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It has the added bonus of synergizing with the Volcan shield – place it safely behind the shield to detonate it when an attacker treads too close for an instant kill.
 
The Proximity Alarm can be a decent choice too though. Place it to alert teammates to incoming flanks or use it to inform the team when attackers are close to a Volcan. Shooting the canister in response can potentially secure a kill, or at least deal some serious damage and bide some time.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Hookah Lounge (2F) and Billiards Room (2F)
Most of the community prefers Hookah and Billiards, despite exposure to two balconies, two windows, and the roof. Navigating rotations requires a good bit of map knowledge to avoid getting caught between cross-fire. Attackers will likely push from the Hookah and Aquarium balconies, as well as up Cool Vibes stairs or through VIP hallway or Luggage hallway.
 
This Volcan stalls out attackers seeking Aqua entry. It also protects this sweet rotate that is much safer than the doorway. You can also always drop hatch to rotate to Cool Vibes or play nitros from below.
 
This Volcan watches VIP hallway, making an already difficult and common push much more intimidating. The back is exposed to attackers on window rappel though so shoot out the window glass and listen for that sound cue.
 
This shield is a more passive option than the Aquarium position for those that don't have the soft destruction to make that key rotate. Pop the canister to deny the default plant. These alarms showcase great locations for Wamai's discs to protect it.
 
The Billiards shield is vulnerable to this precise location in Ruins, so have a defender behind Billiards Bar with a long-range scope to contest this.
 
 
BOMB SITE 2 – Penthouse (2F) and Theater (2F)
While this site was previously a community favorite, as the meta has evolved it has become clear that the site is actually quite tough to hold. The large window in Penthouse makes the whole room unplayable when someone rappels upside down. This leaves defenders with Theater, VIP Room, and the “L-shaped” hallway surrounding site, as well as playing below with nitro cells. In general, reinforce all theater walls leading to the hallway and the walls on the West side of Penthouse.
 
This shield and reinforcements support a defender playing 90. An ADS on ping or some Wamai discs in the gaps in the ceiling keep it safe.
 
This shield again is used to control site perimeter together with the one above. Place it to create a small pixel on the right that you can use against attackers. When positioned here, the flames will not keep defenders from rotating out. Position it further forward if you would rather detonate it to deny attacker entry to site.
 
This Volcan functions more as a trap than a shield. Protect it with plenty of anti-projectile utility. Makes some holes below it so roamers can detonate it from below.
 
Play below in Toilets with a nitro for plant denial.
 
 
BOMB SITE 3 – Kitchen (1F) and Service Entrance (1F)
This is my personal favorite. It does, however, require a coordinated team. Otherwise attackers may successfully pull off a rush plant in Service doorway. Other than that, watch for attackers cutting off rotations from Kitchen window, breaching the floor above, and flanking through Lobby or the Bars.
 
This Volcan creates additional cover when rotating between Kitchen Bomb and the half wall. Detonate it to deny the default plant.
 
This Volcan watches the other attacker entry to site. Detonate it if attackers vault in.
 
This alarm will alert your team to incoming flanks.
 
Alternatively play a shield here, but inform your roamers if you choose to do so so they can play around it accordingly.
 
This setup supports the Toilets Volcan.
 
 
BOMB SITE 4 – Blue Bar (1F) and Sunrise Bar (1F)
Though this site is a bit less popular, it is actually quite strong, so long as your team practices it regularly. It is similar to Penthouse and Theater, but objectively better; it just takes practice. Blue Bar, similar to Penthouse, is nigh impossible to play in due to the window; avoid contesting attackers outside unnecessarily. But Sunrise is larger and safer to hold than Theater. Office, like VIP, can be played to delay and control the flank, but has better cover. Unlike Theater and Penthouse, you also have the option of playing above until inevitably falling back. This can be challenging so your team may choose to spread out on first floor instead, flanking attackers upstairs or collapsing on them during their execute.
 
Blue Bar is difficult to play in due to a lack of cover. This Volcan is useful for solving that problem. When placed precisely here, it provides cover to defenders using this Offices rotate.
 
Holding onto Offices is extremely powerful, particularly when using it to control Security Hallway. This Volcan accomplishes just that.
 
Place an alarm in Security and reinforce the hatch if your team can spare a reinforcement. This makes it much safer to rotate through here.
 
Dip out of Offices via Security to come into Courtyard. Use these holes here to contest Blue Bar from a separate angle. The reinforcements are necessary for protecting the Blue Bar Volcan.

Guide to Playing Goyo on Coastline +20
Guide to Playing Goyo on Coastline
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Guides Which one?

Who would be a better operator for attacking maverick, or buck?

Which one?
Tucker Laplaunt
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LV.8 Epic 3years

Guides Guide for playing 'Twitch' on 'Oregon'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Oregon is a triple-level map (consisting of three floors) currently only found in ranked play. Although, this is subject to change. The map has recently undergone a rework by Ubisoft and will be left in ranked to see how viable the map is for high-level competitive play.
 
‘Twitch’ is a two speed, two armour, attacker. The operator's gadget is the Shock Drone; a retro-fitted attacking drone capable of shooting electrical projectiles remotely from the drone. This is a useful ability where as it is capable of eliminating defender utility like Jager’s ADS, Mira Windows, defender Cameras, Mute Jammers, and much more. The primary role Twitch tends to play is that of a solo-entry. This is largely due to the operators primary weapon being the F-2 (One of the best weapons in the game and largely considered by the community to be one of, if not THE, best weapon for attackers). In addition to her strong primary, Twitch is set up for a solo-entry role really well due to her drone. The Shock Drone is not only capable of clearing valuable defender utility, but also has the added benefit of being nearly in-audible. This provides the player with huge advantages in terms of gathering defender intel for an extended period of time while also having the ability to assist teammates in clearing round-setting utilities like Mira Windows and Bandit Batteries.
 
If you are to be in accordance with the current meta, Twitch’s loadout should be as follows:
PRIMARY: F-2 Assault Rifle (Attachments to player preference)
SECONDARY: P9 Hand-gun
UTILITY: Breach Charges
 
Terminology:
1.) SOLO-ENTRY - Maintaining the weight of an entire assault through a particular route of attack as an individual player.
2.) ROUND-SETTING - A factor in an on-going round that will influence the result of the round in a significant way. [NOT to be confused with MATCH-SETTING which could be considered the ‘next-ring-up’ in that it would help describe the factors which influence the result of a match (Ex. Operator and Map ban phase).
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] KIDS(A) - DORMS(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the north side of the building. After establishing control over all of Big Tower, attackers will breach the reinforced wall on the second floor level of Big Tower separating Attic and Big Tower. This will then provide attackers with a clear pathway through the Attic to get into the Kids(A) bomb site and plant the defuser. Twitch will be used by the attacking team to clear the first floor roamers positioned inside of Classroom and Kitchen. The operator should spawn at Junkyard and breach the objective building through Small Tower, located on the western most portion of the objective building. After breaching the building, Twitch should drone the entirety of the first floor so as to determine the positioning of the defending teams first floor roamers. Twitch should then communicate this information to additional teammates on the second floor as it will impact them directly. This is because defenders like Pulse and Valkyrie are capable of eliminating second floor attackers through the flooring with the use of a nitro-cell. Twitchs’ primary responsibility on this bomb site will be to prevent this from happening by hunting down and eliminating all off site defenders.
 
JUNKYARD SPAWN LOCATION:
 
ATTACKING: [1F] KITCHEN(A) - DINING(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Small tower located on the western most part of the building. After establishing control over Small Tower, attackers will attempt to breach the reinforced wall inside of 1F Small tower which separates the first floor Small Tower and Kitchen(A) bomb site. Twitch will provide the largest amount of value to the attacking team by acting as an entry fragger for attackers on the second floor. Twitch should spawn with additional attackers and breach the objective building through the second floor Master Bedroom balcony. From Master, Twitch will be the head of the attacking teams primary assault on the second floor. The player should communicate with supporting teammates as they drone Bunk, Dorms, and Armory for defenders. As Twitch, your primary responsibility on this bomb site will be to assist teammates in securing the second floor. This is because attackers will have a large advantage on the first floor Kitchen(A) and Dining(B) bomb sites by using the vertical pressure available from the second floor.
 
After attackers have secured the second floor, Twitch should reposition to the bottom of White Stairs so as to maintain horizontal pressure onto defenders playing inside of Dining(B) from the first floor White hallway. This will prevent defenders from being able to rotate between the Kitchen(A)-Dining(B) bomb sites as well as protect the White Stairs flank for teammates positioned on the second floor.
 
STREET SPAWN LOCATION:
 
ATTACKING: [1F] MEETING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the northernmost side of the building. After establishing control over the first floor Big Tower (T1), attackers will proceed to breach the reinforced wall separating the first floor level of Big Tower and the Meeting(A) bomb site. Twitch will provide the largest amount of value to the attacking team by clearing the basement of all defending roamers. Twitch should spawn with the majority of the attacking team at Construction and then split off and breach the objective building through Barrels. After breaching Barrels, Twitch will want to drone the entirety of the basement so as to determine the positions of roamers inside of Laundry and Freezer. After eliminating the off-site defenders, Twitch will want to go through the basement and reposition to the first floor Main Lobby. This will be beneficial to Attackers inside of Big Tower as Twitch will be able to apply pressure onto defenders inside of Meeting(A) through Split. This will force defenders inside of Meeting(A) to split their attention between two fronts of attack - Big Tower and Main Lobby.
 
CONSTRUCTION SPAWN LOCATION:
 
ATTACKING: [BSMNT] LAUNDRY(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through Barrel/Construction rooms located on the northwestern side of the building inside of the basement. After establishing control over Construction, attackers will breach the reinforced wall separating Construction and Supply(B). The key to a successful attacking round in the basement is to have a multi-directional assault while also having a really heavy primary assault. Twitch will be focusing on carrying out the attacking teams secondary assault inside of Freezer. At the start of the round, the player should spawn at Junkyard and drone the first floor of the objective building to determine the positions of off-site defenders inside of Small Tower and Kitchen. Assuming there aren't any off-site defenders here, Twitch should then apply pressure down the Freezer Stairs and effectively eliminate any defenders playing inside of Freezer. Because the room is positioned alongside the Long Hall, the basement hallway commonly used by defenders as a highway to rotate between the two bomb sites, Freezer will be an invaluable position for either team to have control over. Twitch should focus all of her time and resources to obtaining and maintaining control over this room as it will be directly assisting teammates inside of Big Tower and Construction as they carry out the primary north-eastern assault.
 
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Twitch' on 'Oregon'. +4
Guide for playing 'Twitch' on 'Oregon'.
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