Guide to Playing Mozzie on Kafe Dostoyevsky

Check your coat pockets when you grab your swag back from coat check. The last thing you want is to find a pest that snuck in waiting to snatch a drone.
Kafe Dostoyevski is a 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.
 
Mozzie, the Australian defender, is super fun to play and can be very helpful for his team. He is a two armor two speed operator with a flexible playstyle, fit for roamers and anchors alike, making him great for solo queuing. He excels in disrupting enemy intelligence, and if you play your cards right, he brings amazing information to you and your teammates. In addition to having top tier utility, Mozzie performs amazingly in firefights, not to mention his Commando 9 has the BEST reload animation in the game.
 
Mozzie’s pest launcher fires out spider-like robots that latch onto nearby drones, hacking them, granting Mozzie controls instead. He comes equipped with three pests which can block off narrow choke points that attackers commonly drone, effectively locking down entire areas of the map, especially when paired with Mute. He can also hunt drones as soon as the prep phase begins, heading straight to doorways near drone spawn locations and sniping some of those RC cars to use right off the bat. You can position captured drones near site and leave them, or hide in a safe location and hop on cams to cruise them around and hunt attackers.
 
 
MOZZIE’S LOADOUT
Mozzie has the choice between the Commando 9 and the P10 Roni. The Commando is more reliable, with a more shallow damage drop-off curve and a higher magazine capacity. But the P10 Roni shreds in CQB with a higher fire rate and virtually no recoil. It is arguably a matter of preference, and the attachments you equip on either gun boil down to preference as well. I currently prefer the Commando with a holo sight, vertical grip, and flash hider.
 
Mozzie brings the SDP 9mm, a well-rounded pistol with a decently high ammo-count. It is best equipped with the muzzle break, but the silencer can be useful in some situations, such as shooting out drones or claymores while flanking. For his secondary gadget, he nearly always brings a nitro cell because it is significantly more powerful than the alternative barbed wire. The C4 also synergizes with his Pests, because vision from hacked drones can be used to set up kills. Additionally, the nitro can be used to blow open rotations when getting pinched. There may be some situations though where your team decides they need barbed wire, so you do have that option available, and I will showcase good locations to place it for those who prefer it. It is also worth noting that barbed wire can hide your pests, but shoot your pest first and place the wire after.
 
 
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 placed below. 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. With Mozzie you could anchor in Beer Fridge, in Cocktail, or you could roam below in Train to land C4s on attackers pushing through Cigar Lounge.
 
If you anchoring, post up in Beer Fridge. This wall and the wall behind Mozzie should be reinforced. But you can always ask a teammate to open a rotate hole on ping so you aren't trapped in here.
 
Whether you anchor in Beer Fridge or not, throw down a pest to keep the site flank from being droned. Attackers may rappel on this window to cut off rotations, so don't let them catch you out.
 
Or go a step further and plant a pest on White Stairs to keep drones even further at bay.
 
A pest here can prevent droning through Bar. This wall is commonly reinforced but some teams open lines of sight instead to contest Cigar Lounge from positions on site. Place a nitro cell below this ping to surprise attackers that think it's safe to drop down.
 
Reinforce Cigar Lounge wall even if nobody plays in there to eat up attacker utility. You can drop a pest on this doorway too to prevent attackers from droning Cigar Shop. This is especially great if a defender wants to aggressively hold here.
 
Launch a pest on Cocktail Balcony window as attackers frequently try to drone it out and rappel in if it's caught unguarded. This reinforcement makes Cocktail more playable but leave the one next to it soft so a teammate can make a rotate hole. It never hurts to place barbed wire below Skylight... or else a nitro cell.
 
 
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 can help eat up utility.
 
This is one of the main walls and all three panels should be reinforced. You can also plug up this site window which is frequently contested and droned with a pest. Make sure to thank your opponents for the free intel!
 
This wall should be reinforced too to make Train Museum more playable. A pest plugging up this drone hole could be helpful to anchors too.
 
This is the other crucial wall to reinforce which attackers may choose to breach. You may want to stop attackers from droning this window too if someone's anchoring here.
 
Extend into Reading Room with these reinforcements and a pest blocking this drone hole. You can also place one on the North doorway to keep all drones out of the room.
 
From the position above you can contest Fireplace window through this hole in the wall. Place some barbed wire in this hallway too as the final attacker push might come this way. It can also hide a pest where my crosshair is.
 
Playing for C4s below is a great option since the map rework since Fireplace, Train, and Mining all have plenty of destrucitble flooring. You're also very likely to catch attackers off-guard.
 
 
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, or 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 will depend heavily on your team's ability to delay taking hold of top floor without dying in the process. Roamers can also drop to first floor and flank late in the round by coming up the stairs.
 
This door leading to Terrace is awfully close to site and should be watched at all times. A pest on the doorway can help too. If you choose to anchor, play on ping behind the bookcase.
 
Just as with above, reinforce all of these walls, and feel free to plant a pest on ping. This is even better if someone brings barbed wire.
 
These reinforcements enable someone to defend aggressively in Pillar Room. To further facilitate this strat, plop some barbed wire on this staircase and use it to cover up a pest.
 
Break the furniture on ping to open this aggressive positioning in the hallway. You can also cover this drone hole with a pest and slow a Mining push with barbed wire.
 
This video showcases a setup for roaming upstairs. Fall off after shooting some drones and wasting time so you can ready yourself to use captured drones to land nitro kills.
 
 
BOMB SITE 4 – Kitchen Service [1F] and Kitchen Cooking [1F]
 
Kitchen is a super spacious site surrounded by hallways. The entire 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 is the main wall attackers breach. If you're looking to support anchors or play site, fire a pest above the drone hole beneath the fan, and one on the doorway to Kitchen prep.
 
This is the other main wall in Freezer. Both it, and the hatch, should be reinforced. You can toss a pest above this drone hole, especially if you're looking to chuck C4s at hard breachers.
 
Defenders sometimes play at the bottom of Red Stairs. As a result attackers tend to hold angles from outside this window. Weaken their position with a pest on the window and this reinforcement keeping them from viewing all the way through Bakery.
 
Pests on either end of Coat Check allow a defender to retreat into here and vault up on this furniture to hold an off-angle.
 
A pest in this hallway, hidden under barbed wire can be used if you forfeit holding Coat Check. Use of either of these two reinforcements to prevent attackers from cutting off site rotations from safety in Restaurant Area.
 
Here are some areas you may catch drones with early drone hunting while setting up your roam. Play in Train until you get some intel to play off of.
 
Gotta love Mozzie on a map with so much capacity for destruction. Hopefully next you play your drone army will continue to grow!

Guide to Playing Mozzie on Kafe Dostoyevsky +26
Guide to Playing Mozzie on Kafe Dostoyevsky
drTaperdown
drTaperdown drTaperdown
LV.9 Bamboozled 20d

Guide for playing 'Amaru' 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.
 
Amaru is a two-speed, two-armour attacking operator. Her ability is a “high-tensile grappling gun” which can be used to quickly access entry points on the objective building as well as vault up open hatches. Unfortunately, Amaru is an entirely useless operator - the utility the operator brings is not impactful at all for the whole of the attacking team and is overall considered to be a highly situational operator (situational; meaning that the operator has almost zero versatility and is only useful in select situations which rarely occur.) That being said, I will still be writing a guide for the operator on all ranked maps. However, these guides will be used to offer a more comprehensive overview of how entry fragging should be carried out for new players looking to improve.
 
If you are to be in accordance with the current meta, Amaru’s loadout should be as follows;
- PRIMARY: G8-LMG (Attachments to player preference)
- SECONDARY: SMG-11 (Attachments to player preference)
- UTILITY: FLASH BANG GRENADES (This can actually be useful for the attacking team as it will allow you to assist teammates in burning Jager’s ADS.)
 
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. Use Amaru as a flank watch for teammates who are repelled on the building; having someone off the reppel and on the look-out outside can prove very useful in protecting teammates who are applying pressure on the bomb sites from the 2F windows - especially if Nomad is banned. Amaru in particular is a good operator for this role because when your team discovers that the bomb site is clear of enemies, you can very quickly act on that intel and grab the site more efficiently than any other player on the outside.
 
POLICE LINE 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. Amaru can be a useful operator on this bomb site by using the operators grapple-hook to access the second floor quickly. This can be beneficial for attackers because if the attacking team can establish a foothold on the second floor without going onto the first floor it will make clearing the second floor go much more smoothly. This is because of the time that can be saved from not having to enter through the first floor and work your way upwards to the second. In short, you will give yourself much more time to work with to execute a second floor roam clear.
 
RIOT BARRICADE 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. Amaru should act as an entry fragger for the attacking team while clearing the second floor of any defensive presence. The optimal way to clear the second floor will be by entering the building through the 2F Yellow Stairs window and CEO Office window. This will provide the attacking team with a strong beach head on the second floor to thoroughly clear defenders from any offsite second floor positions.
 
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 and will provide the attacking team with plenty of vertical angles to flush out defending anchors, as well as eliminate a Kaid or Bandit attempting to ‘trick’ the wall. Amaru will, once again, be used as an entry fragger for the attacking team. Defenders will commonly break the second floor CEO windows while attackers are breaching the main wall. For this reason, it is recommended to use the operators grabbel-hook on the CEO windows from the outside to immediately establish an authoritative position on the second floor to prevent defending roamers from peeking here.
 
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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 
 

Guide for playing 'Amaru' on 'Consulate'. +4
Guide for playing 'Amaru' on 'Consulate'.
footwork.
footwork. footwork.
LV.17 Sage 20d

I need some help, idrk where to put this.

Whenever I try to start siege on pc it says whatever is binded to start then it says that it has had a problem authenticating the ownership of the game, but I just bought it on steam. Any fixes?

I need some help, idrk where to put this.
MerK
MerK MerK
LV.28 Gameboy 20d

Guide for playing 'Amaru' 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 found on all four bomb sites.
 
Amaru is a two-speed, two-armour attacking operator. Her ability is a “high-tensile grappling gun” which can be used to quickly access entry points on the objective building as well as vault up open hatches. Unfortunately, Amaru is an entirely useless operator - the utility the operator brings is not impactful at all for the whole of the attacking team and is overall considered to be a highly situational operator (situational; meaning that the operator has almost zero versatility and is only useful in select situations which rarely occur.) That being said, I will still be writing a guide for the operator on all ranked maps. However, these guides will be used to offer a more comprehensive overview of how entry fragging should be carried out for new players looking to improve.
 
If you are to be in accordance with the current meta, Amaru’s loadout should be as follows;
- PRIMARY: G8-LMG (Attachments to player preference)
- SECONDARY: SMG-11 (Attachments to player preference)
- UTILITY: FLASH BANG GRENADES (This can actually be useful for the attacking team as it will allow you to assist teammates in burning Jager’s ADS.)
 
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. Amaru should be acting as an entry fragger for the attacking team and communicate with support teammates while they drone you through the second floor. As stated previously, control over the second floor will be crucial in order for attackers to successfully gain any kind of control over the two first floor bomb sites. After clearing all defenders from the second floor, it is usually best for Amaru to rotate back outside underneath the west Trophy(B) window. This is because Amaru can easily grapple up to the window while the bulk of the attacking team is executing a site take - sometimes repelling directly into Trophy(B) in tandem with teammates entering the bomb site from different directions can be a viable blitz-strat.
 
CLIFF-SIDE 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. As an entry fragger, Amaru will have similar responsibilities to those mentioned previously. Communicate with support drones while eliminating compromised off-site defenders. In addition to this, keep in mind that it is important for you to communicate to your teammates what you don’t know as this will help supporting teammates know where to take their drones. For example, if you have cleared Office but you aren't sure about the West Main Stairs, communicate that to your teammates instead of expecting them to know that you aren't sure. Never forget that teammates can help you in a variety of ways but, they cannot read your mind.
 
LAKE-SIDE 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. Entry fragging on this bomb site won’t require as much of an aggressive play-style as compared to the previous bomb sites. This is because the entirety of the attacking team usually pushes together through the second floor balcony hallways leading from Library to Office(A). Move slowly and thoroughly throughout the second floor to ensure that you and your team have complete control over the rooms the team gains control over. Flanks are very common on this bomb site; for this reason, it is recommended to bring claymores instead of flashbang grenades as this will provide attackers with an extra layer of flank protection so the team can focus their attention on the Office(B) site control.
 
CAMPFIRE 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). Since the basement-level bomb site is fairly formulaic, I would recommend that Amaru acts as an agent of chaos. In addition to this usually being pretty fun, it can also have surprising benefits for the attacking team. Try grappling directly into the 2F Library double window and rush down the Blue Stairs to catch defenders off guard while Bandit is attempting to ‘trick’ the wall - eliminating the defending teams entry denial will prove hugely beneficial for attackers moving the round forward.
 
FRONT YARD 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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Amaru' on 'Chalet'. +4
Guide for playing 'Amaru' on 'Chalet'.
footwork.
footwork. footwork.
LV.17 Sage 20d

I’m looking for a new strat

I’m looking for a new start to use in rainbow and I want to know some of the strays that y’all use please share this

I’m looking for a new strat
The Drownster
The Drownster The Drownster
LV.3 Lurker 20d

Help

I need silvers to bronze

Help
gamer532369696
gamer532369696 gamer532369696
LV.2 Lurker 20d

Need Players

Need gold1+ players-plat2

Need Players
YoUnG_Fate_317
YoUnG_Fate_317 YoUnG_Fate_317
LV.2 Lurker 20d

Guide to playing ‘Rook’ in ‘Border’

Border is a small-sized battlefield consisting of 1F and 2F. Each floor is quite narrow and has multiple routes to enter, so there are not many rooms for the defenders to settle down. Due to the following reasons, the attackers usually check inside the building through the windows or doors, but on the contrary, the defenders also often run-out to catch the enemies checking outside the building.
 
Uniquely, the Objective Locations are generated one on the 2F and three on the 1F. Almost every floor on the 2F is made of destructible material, and many hatches are leading to the main Bombsites, so if the Bombsite is placed on the first floor, you will often see the attackers trying to play vertical on the 2F. Likewise, the defenders should also distribute defending units on the 2F and use the map widely to defend.
 
 
▲ Border’s 2F is safe from the enemy’s vertical play, so this objective location is relatively advantageous compared to the other sites.
 
 
Rook is an operator who can distribute the Armor Pack, which increases the team's defense. Because Rook a supportive dedicated equipment, players usually think of him as a Buffer or Supporter, but Rook’s actual ability is to use an ACOG sighting, even though he is the defender. Therefore, it is possible to use like a sniper with the 2.5 magnification ACOG sight.
 
Because of the ACOG sight, Rook's primary Weapon selection is usually chosen between SMG MP5 and P90. While MP5s are stable and easy, the P90s have a faster Fire Rate with 50 Capacity, but it has low damage with quite a bit of recoil. I don't think either side is particularly superior, so choose depending on your taste.
 
 
▲ P90 has lower damage with high recoil, compared to the MP5, but it has a high Fire Rate(970) with 50 Capacity.
 
▲ As soon as the preparation phase starts, set the Armor Pack on the floor for the defending roamers.
 
 
 
▣ In case, the site is located at '1F Customs Inspections ~ 1F Supply Room'
 
The most important action to do in this site is blocking the reinforced wall on the Detention side, which is in contact with both Bombsites. If the attackers pierce this wall, they can reach the Supply Room and Customs Inspections directly. Therefore, the defenders usually operate Bandit or Kaid to install electrical equipment behind the reinforced wall. Of course, the attackers might also use Thatcher or Kali along with the hard-breacher, so usually, Bandit or Kaid attempts Bandit Tricking behind this reinforced wall.
 
Although there are quite a few angles for Rook to hold, it is not good to just hold one site because the attackers can approach from different directions. It is important to communicate with the team members, keep track of the enemy location, and change the angle accordingly. It would not be bad to run-out towards the Exit Hallway or Ventilation Room and surprise the attackers working on the Detention reinforced Wall breaching.
 
 
▲ Detention side reinforced wall, where the defenders must protect till the end. Bandit or Kaid should handle this wall.
 
▲ You may also attempt run-out through the Exit Hallway barricade.
 
▲ If you are playing Rook, try to utilize the functionality of ACOG sight as much as possible.
 
▲ Use the Impact Grenade in suitable places to create new angles.
 
▲ If you use the impact grenade at this wall, you can check the enemy entering through the Supply Bombsite window.
 
▲ The 2F Security Room has two hatches leading to the Customs Inspection, so make sure you reinforce them before the action phase starts.
 
 
 
▣ In case, the site is located at '1F Ventilation Room ~ 1F Workshop'
 
This site has no such place as the Detention reinforced wall described above, but the Ventilation Room has a window that leads to the outside, allowing the attackers to look inside the Bombsite. Therefore, it is nearly impossible for the defenders to hide in the Ventilation Room. Instead, the defenders create a rotation and defend at the Server Room. Since Rook can choose Impact Grenade, put down the Armor Pack first and work on creating Rotation with the Impact Grenade as soon as it starts.
 
This site not only has hatches on the 2F Armory and Archives but also is vulnerable to Vertical Play from the top, due to the destructible material floor. For this reason, the defenders reinforce the hatches and dispatch defending units on the 2F to cut the enemy entered 2F. In this case, Rook can act as a sub-anchor at this position, keeping an eye on the angle to the enemy approaching.
 
 
▲ I recommend making a rotation between the Server Room and the Ventilation Room to move freely.
 
▲ Likewise, make a rotation between the Workshop and the Bathroom.
 
▲ You can seize an angle showing the Main Lobby and Waiting Room from the Bathroom.
 
▲ 2F has a hatch, enabling the attackers to look down the Server Room and Workshop, so reinforce it.
 
▲ If you attempt run-out through the 2F Archives window, you can catch the enemy checking the Ventilation Room.
 
 
 
▣ In case, the site is located at '1F Bathroom ~ 1F Tellers'
 
There is an external reinforced wall in Tellers, and there is even a window right next to it, so the situation is completely different from the Detention reinforced wall described above. Even if Shock Wire or Electroclaw is installed behind the reinforced wall, it can be easily removed through the window, making it impossible to try Bandit Trick. Therefore, it would be comfortable to think that this side of the reinforced wall will inevitably be pierced.
 
Instead, players defend the enemies from the 1F Bathroom side or looking down the hatch of the 2F Office. In particular, it is quite effective to defend on the 2F, because if the attackers don’t check the upper condition, they will be easily get caught by the defenders on the 2F. Because of this, the attackers also want to clear the 2F first. Let's work with the team members to stay as long as possible on the 2F and delay the attackers.
 
 
▲ Because Tellers has a window right next to the reinforced wall, it is nearly impossible to protect the wall until the end.
 
▲ Or you just leave the enemy to breach the Tellers reinforced wall and wait for the moment the enemy enters. You can check the enemy entering from the 2F hatch.
 
▲ The attackers can check through the 2F Balcony window, so be cautious.
 
▲ If you run-out through the Archives 2F window, you can find the enemy confronting on the circled place.
 
 
 
▣ In case the site is located at '2F Armory Lockers ~ 2F Archives'
 
This site is the only place where the Objective Location is created on the 2F, so there is no risk of having a vertical play upstairs. For this reason, this place is the most frequently appeared among the objective locations that the defense team can choose from in the Borders.
 
If the external reinforced wall on the side of the Armory Lockers is pierced, the Armory will be clearly exposed to the enemies, so the offensive team will attempt breaching this wall. Of course, it would be nice if Bandit or Kaid handles, but one of the defenders could also be located at the opposite side of the Security Room and check the offensive team hard breacher approaching the reinforced wall. To secure the safety, the offensive team might approach the 2F Security Room and Break Room first, so be careful.
 
In some cases, the offensive team enters the opposite side of the North Balcony or East Balcony and targeting the Office or Archives. At this moment, if Rook is waiting in a position where he can check both the office or Balcony angles, the offensive team will not be able to access easily.
 
 
▲ The wall that you should reinforce. If the attackers captured the Security Room, they can make a hole and create an angle forwards the Hallway.
 
▲ If the attackers approach the Armory to attempt breaching, you can check from the Security Room.
 
▲ Create an angle with the Impact Grenade and check the enemy approaching the Security Room.
 
▲ If you wait on the East Stairs, you can check both the Security Room and Balcony at the same time.
 
▲ If you try to catch the enemy approaching the Archives from the North Balcony, ACOG sight will be super helpful.
 

Guide to playing ‘Rook’ in ‘Border’ +22
Guide to playing ‘Rook’ in ‘Border’
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 22d

Guide to playing ‘Fuze’ in ‘Theme Park’

Theme Park is a mid-sized battlefield consisting of 1F and 2F. Because the map rework has been made during the shifting Tides season, the structure of the building is slightly changed, which adjusted the balance of offense and defense. Overall, the Bombsites on the west side of the map feel similar to before, but the newly reorganized Bombsites on the east side of the map are changed quite difficult for the attackers to target.
 
The Objective Locations are generated two on each floor. As there are many windows connected to the outside, the defenders often try spawn-kill or run-out. On the other hand, the attackers usually hang themselves on the wall and checks inside the building. For this reason, both teams need to be careful of the windows.
 
 
▲ Newly updated objective locations after the Rework.
 
 
Fuze's dedicated equipment,*Cluster Charge, is a device, installing on the destructive terrain, such as barricades, reinforced walls, and floors, and fires five stray bullets across. Each bullet has the power to kill the operator at once when it directly hits, so it is possible to clear not only the defending operators but also the gadgets installed.
 
At the point where the cluster Charge is installed, five small stray bullets are fired in the right-to-left direction, each of which operates in a way that hits a wall or floor and then explodes in a certain amount of time instead of bursting immediately. In other words, the higher the device is installed, the farther it can deliver the explosion. Also, it is more effective if it is installed on the upper floor and fires the lower floor. For this reason, Fuze is a good operator to attempt the vertical play.
 
Fuze also features that all of the weapons are super powerful. Especially, AK-12, the Assault Rifle considered the most powerful weapon among the attackers, enabling him to act as the team's Entry Fragger. Fuze was the only operator who could use AK-12 until the Steel Wave season, but Ace came out with AK-12 and became another operator who can use AK-12 in the game.
 
 
▲ The quality of the AK-12 Assault Rifle is no need for words.
 
 
 
▣ In case, the site is located at '2F Initiation Room ~ 2F Office'
 
Since both Bombsites are located in the center of the second floor, it would be good to approach from diagonal directions. It is common to split the units into two and one team enters the Cafe Terrace, while the others enter the Castle Entrance. It is also okay to attempt a hatch drop from the rooftop leading to the Control Room.
 
Since the site is located on the 2F, the attackers cannot try vertical play. Also, there is no window directly leading to Bombsite, so there are not many places for Fuze to install the Cluster Charge. If necessary, you can install it on the Office Showers' windows, Control Room's windows or hatches, or Break Room's window to drive out the roamers. However, it will break down only a few defending gadgets and catch the enemy’s attention due to sound creation.
 
Rather than utilizing the Cluster Charge, it is better to engage actively with AK-12. There are many good walls to attempt breaching, so if Fuze takes the lead, the team hard breacher can work smoothly.
 
 
▲ A good angle to take a look at the beginning of the action phase. If lucky, you can catch the defender who has not finished setting up the gadget.
 
▲ You can either move up to the South Terrace and enter the 2F Café, or
 
▲ Enter the 2F Castle Entrance and start clearing the Cash Stash.
 
▲ You can also try dropping from the rooftop hatch.
 
▲ If the team hard breacher opens a new path leading to the bombsite, actively engage with the enemies.
 
 
 
▣ In case, the site is located at '2F Bunk ~ 2F Day Care'
 
If you enter the Cafe from Terrace and move a bit, you can reach to the Day Care, but it would be dangerous if the defenders waiting on the Yellow Corridor or Upper Arcade. While some of the offensive team members are confronting, the rest should enter the other side and narrow down toward the Initiation Room, Waiting Room, or Office.
 
It is also possible to check inside the Bombsite through windows on either side of the Break Room. At this moment, Fuze can install the Cluster Charge on the barricade to destroy the defending gadgets and drive out the anchors. However, defender roamer sometimes run-out through the window on the 1F, so you should ask the team to install the Claymore Mine or pay attention to the sound of the enemy run-out play.
 
 
▲ It would be nice to breach this wall, but because of the enemies waiting on the edge of the Hallway, it would not be easy.
 
▲ To prevent the enemy surprise attack from the right side, one of the team members should hold an angle on the Upper Arcade window.
 
▲ If you approach the 2F Office and fire the Cluster Charge on the circled position,
 
▲ You can drive away the enemies positioned in Yellow Stairs and Yellow Corridor.
 
▲ If you fire the Cluster Charge at the 2F Break Room window,
 
▲ You can drive away the enemies hiding inside the Break Room or can make a kill if lucky.
 
▲ However, while rappelling, watch out for the enemy’s run-out through the 1F windows.
 
 
 
▣ In case, the site is located at '1F Armory ~ 1F Throne Room'
 
If the site is generated on the 1F, the Cluster Charge can be installed on the upper floor and detonate to clear the 1F. Therefore, Fuze has more opportunities to play than the two Objective Locations described above. However, in the case of the ‘Armor~Throne Room’, the area of Bombsite is quite large, and the upper initialization room is made of non-destructive material, so you will have to try vertical through the Office floor to attack the Armory side.
 
The Blue Room, a public entrance leading to the Armory and Throne Room, usually has defending gadgets installed such as the Barbed Wire and Deployable Shield. If the Cluster Charge is installed in the correct spot of the Yellow Corridor's hatch, these defensive gadgets could be cleared.
 
 
▲ You can attempt vertical play from the 2F Office looking down the Armory.
 
▲ However, the 2F Initiation Room floors are nondestructive material, impossible to play vertical.
 
▲ If the 2F Yellow Corridor hatch has not been reinforced, install the Cluster Charge facing this way and fire.
 
 
▲ You can clear the Blue Room side, where the Barbed Wire is often been installed.
 
 
 
▣ In case, the site is located at '1F Lab ~ 1F Storage'
 
Unlike the other objective locations described earlier, Lab and Storage have quite a small space and even a window that leads to the outside, so there is not enough room for the defensive team to hide. Also, it enables the attackers to play vertical from the 2F Café and Upper Arcade, making it more disadvantageous for defenders to save the site. Because of this, the defenders minimize the number of anchors and run three or more players into the roamers.
 
You should install the Cluster Charge and Breach Charge on the floor of Cafe and Upper Arcade, and attempt Vertical Play. If you break through the floor first and explode the Cluster Charge, you will be able to catch the anchors running away to avoid the explosion. Of course, while in process, your position will be exposed by the defending roamer, so don't forget to cover each other with the team members.
 
 
▲ Because there is a window leading inside the Storage, you can install the Cluster Charge here and check safely.
 
▲ Also, there is a window leading to the Arcade Toilet right next, so depending on the situation, you may attempt entering through this window.
 
▲ You can play vertical from the 2F Café looking down the Storage.
 
▲ Or, you can pierce the 2F Upper Arcade floor to make an angle looking down the Lab. However, keep in mind that this place is vulnerable to the enemy roamer’s surprise attack.
 

Guide to playing ‘Fuze’ in ‘Theme Park’ +21
Guide to playing ‘Fuze’ in ‘Theme Park’
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 21d

Rainbow

Rainbow
Walkerboysagve
Walkerboysagve Walkerboysagve
LV.2 Lurker 21d

Guide to playing ‘Mute’ in ‘Consulate’

Consulate is a slightly large-sized battlefield consisting of basement, 1F, and 2F. The objective locations are generated one on the 2F, one on the 1F, one that is combining 1F and basement, and the last one in the basement. However, the defenders do not favor the double-decker bombsite due to its wider defense range.
 
As there are many windows on the exterior walls, the defenders often attempt spawn-kill. However, the attackers also use these windows to check inside or to enter, so the defenders also have to keep their sensors sensitive.
 
Each floor is connected by three stairs: Exit Stairs on the west of the building, Main Stairs on the center, and Service Stairs on the east. Due to the multiple stairs on each side, if the defending roamer utilizes these stairs well, it will make it easier to catch the back of the attackers. While the anchors around the Bombsite confront the attackers, the defending roamers will detour and catch the attackers from behind.
 
 
▲ Consulate Objective Location. The Bombsite is created on the B Archives ~ 1F Tellers.
 
 
Mute is the most representative ‘Intel Denier’ Operator of the defense team, responsible for blocking the drone of the offensive team by installing dedicated equipment, Signal Disruptor. If the Signal Disruptor is installed on the main route, the offensive team will not know the anchor position or what gadgets are installed around. If the offensive team doesn’t destroy the Signal Disruptor, they would have to try an excessive approach to the Bombsite without having any information.
 
The Signal Disruptor not only can deactivate the enemy drone, but also all the electronic equipment, so it is possible to act as a team's Secure if the team does not have Bandit or Kaid. If Mute installs the Signal Disruptor behind the reinforced wall, it will make the hard breaching equipment inoperable. However, Bandit Trick is not possible with Mute's Signal Disruptor, and if it is installed on the side of the reinforced wall, other places will be empty, so if possible, it is better to prioritize the role of blocking drones.
 
 
▲ If the remodeling work is required around the Bombsite, it is okay to pick the M590A1 shotgun as a Primary Weapon.
 
 
 
▣ In case, the site is located at '2F Consul Office ~ 2F Meeting Room'
 
2F is the uppermost floor of the building, so the defenders don’t need to worry about the attacker’s vertical play. Also, it is not difficult for the defense team to detect the enemy wherever they enter. The offensive team will try to attack inside through the windows or infiltrate into the Exit Stairs or the Administrations, but if the defender checks the enemy entering, it would not be easy for the attackers to enter.
 
Just by installing the Signal Disruptor around the three stairs during the Preparation Phase, the enemy drone reconnaissance can be shut down. This would make it more difficult for the offensive team to enter because the attackers would not know where the defenders are located. Therefore, Mute and other anchors should drag time as much as possible rather than engaging with the offensive team. Wait for the roamer and catch the offensive team simultaneously.
 
 
▲ Install the Signal Disruptor one on the Exit Stairs,
 
▲ Another one on the Main Stairs...
 
▲ And another one on the Service Stairs. If you successfully install the Signal Disruptors on those three points, the enemy drones will not able to move inside the bombsite.
 
▲ You can either install the last one behind the Consul Office reinforced wall or…
 
▲ On the Waiting Room, where the middle of both Bombsites. If you make the rotation on the circled wall, it would be helpful for the team.
 
▲ If you open this wall while defending the Administration Office, you can cover both the Service Stairs and the Meeting Room at the same time.
 
 
 
▣ In case, the site is located at '1F Lobby ~ 1F Press Room'
 
If the enemy breaks the main entrance barricade, the Lobby will be exposed completely, making the defenders have no place to hide. Press Room is also the same, so there is nowhere to hide if the enemy checks from the window on the first floor or approach from the Exit Stairs. Due to the following reasons, anchor operators such as Echo and Maestro usually stick inside the Public Bathroom and the rest spreads around and works as a roamer.
 
There is no suitable place to install the Signal Disruptor on the Lobby because of the heavy exposure. If you really want to, you should install it in blind spots or focus the Signal Disruptor on the Public Bathroom or Press Room side. In particular, the attackers occasionally attempt breaching the Public Bathroom on the West Corridor, so installing the Signal Disruptor on this wall will help ensure the safety of the anchor.
 
 
▲ The Main Lobby barricade usually gets destroyed immediately as soon as the action phase starts. So, defending this barricade is quite meaningless.
 
▲ Pierce the 2F Meeting Room floor and checking the entrance might be more effective.
 
▲ Sometimes the attackers throw the Smoke Grenade and install the Defuser, so make sure you install the Bulletproof Camera or Maestro’s Evil Eye in advance to prevent this happening.
 
▲ It is also good to install the Signal Disruptor on the Public Bathroom reinforced wall.
 
▲ Likewise, if you reinforce this wall, you may set the Signal Disruptor here as well.
 
▲ If you install the Signal Disruptor in a circled point, it may be helpful to block the enemy approaching from the Exit Stairs.
 
 
 
▣ In case, the site is located at 'B Archives ~ 1F Tellers'
 
Since the site is generated one on the underground and the other on the 1F, the defensive team must cover both floors. Inevitably, the number of defense teams should be dispersed, so a number of the disadvantageous situation will happen. For this reason, the defenders rarely choose this place.
 
It may also be better to focus the Signal Disruptor on only one side of the Bombsite because it is too difficult to cover all. If you are in charge of defending the 1F, set up the Signal Disruptor around the Visa Office and East Corridor. However, if you have to defend the basement, install it on the Garage or Archive Corridor.
 
When blocking the 1F Tellers, it will be helpful to hold the angle through the hatch on the 2F Administration Office. However, sometimes the attackers prioritize clearing the 2F first, so be careful when defending on the 2F.
 
 
▲ Make sure you reinforce the Visa Office hatch.
 
▲ Because the enemy drone often passes the Visa Entrance, it would be nice to install the Signal Disruptor here to block it.
 
▲ When you’re defending the Visa Office, open the 2F Administration Office hatch and look down to check the enemy approaching.
 
▲ Through a gap on the table next to hatch, you also can check the Garden side window.
 
▲ When you are defending the basement, install the Signal Disruptor on the circled place to block the enemy drone approaching from the Cafeteria.
 
▲ If you install the Signal Disruptor on the Electric Room, you can block the enemy drone approaching from the Main Stairs.
 
 
 
▣ In case, the site is located at 'B Cafeteria ~ B Garage'
 
Garage has three walls connected to the outside. If one of these walls is destroyed, the attackers become easier to enter and install the defuser, so the defenders must reinforce these walls and set up Bandit’s Shock Wire or Kaid’s Electroclaw to save it. If the team doesn't have a Bandit or Kaid, Mute should install the Signal Disruptor instead. In this case, two Signal Disruptors will be required because there are three walls.
 
While both team units are confronting each other in Garage, the rest of the offensive team will either bypass the other side of the Cafeteria or enter the 1F Meeting Room to try Vertical. Therefore, the defensive team will also have to be prepared for this route. If things get worse and hard to keep the Garage, give up the reinforced wall and fall back to the Cafeteria or the Security Room.
 
 
▲ If Bandit or Kaid does not exist, you should install the Signal Disruptor on the Garage exterior reinforced wall.
 
▲ The Signal Disruptor installation point, which blocking the enemy drone approaching the Exit Stairs.
 
▲ Through a Van window, parked on the Garage, you can check the enemy approaching the Exit Stairs.
 
▲ I would recommend making the rotation connecting the Cafeteria and Garage.
 
▲ While confronting in the Garage, the other attackers might approach from the Cafeteria, so be cautious.
 
▲ The Signal Disruptor installation point, which blocking the enemy drone approaching to the Main Stairs.
 

Guide to playing ‘Mute’ in ‘Consulate’ +25
Guide to playing ‘Mute’ in ‘Consulate’
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 23d

Heres a new reverse spawn peek 😱👌

Heres a new reverse spawn peek 😱👌
Heres a new reverse spawn peek 😱👌
A7 OvenLicka
A7 OvenLicka A7 OvenLicka
LV.2 Lurker 23d

What could i have done better?

Can someone give me some tips pls (level 31)

What could i have done better? +1
What could i have done better?
W4tched
W4tched W4tched
LV.2 Lurker 23d

Guide to Playing Mozzie on Chalet

So you found yourself defending the infamous Chalet? No worries! Simply hide in the bathtub and play on your phone while your pests keep you company!
Chalet is notorious for its somewhat chaotic frag-centric gameplay. The building is somewhat large, with three floors and three staircases, but is clustered tightly. As a result both shallow roams and deep roams are quite popular. It has plenty of windows and external balconies, most of which attackers need to climb ladders to get onto, leaving them vulnerable in the process. All sites are all quickly accessible from outside, so having dependable anchors is vital, but anchoring is tough with all the destructible floors and ceilings.
 
Mozzie, the Australian defender, is super fun to play and can be very helpful for his team. He is a two armor two speed operator with a flexible playstyle, fit for roamers and anchors alike, making him great for solo queuing. He excels in disrupting enemy intelligence, and if you play your cards right, he brings amazing information to you and your teammates. In addition to having top tier utility, Mozzie performs amazingly in firefights, not to mention his Commando 9 has the BEST reload animation in the game.
 
Mozzie’s pest launcher fires out spider-like robots that latch onto nearby drones, hacking them, granting Mozzie controls instead. He comes equipped with three pests which can block off narrow choke points that attackers commonly drone, effectively locking down entire areas of the map, especially when paired with Mute. He can also hunt drones as soon as the prep phase begins, heading straight to doorways near drone spawn locations and sniping some of those RC cars to use right off the bat. You can position captured drones near site and leave them, or hide in a safe location and hop on cams to cruise them around and hunt attackers.
 
 
MOZZIE’S LOADOUT
Mozzie has the choice between the Commando 9 and the P10 Roni. The Commando is more reliable, with a more shallow damage drop-off curve and a higher magazine capacity. But the P10 Roni shreds in CQB with a higher fire rate and virtually no recoil. It is arguably a matter of preference, and the attachments you equip on either gun boil down to preference as well. I currently prefer the Commando with a holo sight, vertical grip, and flash hider.
 
Mozzie brings the SDP 9mm, a well-rounded pistol with a decently high ammo-count. It is best equipped with the muzzle break, but the silencer can be useful in some situations, such as shooting out drones or claymores while flanking. For his secondary gadget, he nearly always brings a nitro cell because it is significantly more powerful than the alternative barbed wire. The C4 also synergizes with his Pests, because vision from hacked drones can be used to set up kills. Additionally, the nitro can be used to blow open rotations when getting pinched. There may be some situations though where your team decides they need barbed wire, so you do have that option available, and I will showcase good locations to place it for those who prefer it. It is also worth noting that barbed wire can hide your pests, but shoot your pest first and place the wire after.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Master Bedroom (2F) and Office (2F)
 
This seems to be the more popular of the two third-picks, though it is rather exposed to plenty of angles that attackers can safely hold from outside at a distance. To the North attackers peek from atop the rocks by Campfire spawn; they also rappel up the balcony there to push into Master. To the East attackers like to climb the sniper tower and climb the ladder onto the balcony just outside the Master and Office windows. There is also the catwalk South of Office that looks through four windows into Great Room. You can anchor in bathroom while giving callouts, or roam below in Dining Room setting up nitro cells for attackers that waltz into site.
 
This wall should be reinforced to allow playing in the hallway. A pest in Bathroom on ping will help protect any anchors in the bathtub.
 
These two reinforcements keep the anchor here safe from wallbangs. A pest on this doorway combined with the one above will deny attacker drones from scoping out defender locations.
 
These reinforcements keep attackers from setting up nasty lines of sight on the hallway from deep in Library. A pest in this doorway serves the team well, especially if someone covers it with wire. Check cams for attackers pushing up these two staircases.
 
These reinforcements are great for anyone anchoring at the top of West Main Stairs. Support them with a pest on the stairs too.
 
Playing below for nitros is a great option since so little of site is actually playable. Launch a pest at the rafters above Great Hall windows to deny an OP drone spot. Plus if attackers know about the spot, your drone army grows by one!
 
 
BOMB SITE 2 – Bar (1F) and Gaming Room (1F)
 
This is the alternative third-pick option available. It is typically held from above in Library and from the surrounding hallway and stairs. Most teams push from Bedroom to clear Library. Once they have top control they may smoke plant in Gaming or Breach Bar wall and plant in Bar instead. You will want to keep an eye out for flanks coming up the staircases from the basement.
 
Reinforce this left wall and hatch so you can anchor safely behind Bar. A pest on the drone hole thwarts attackers' attempts to scout Bar from Gaming. Be careful of this window however as attackers can use it to get an angle on you if you push up too far.
 
These reinforcements are essential to defending behind Bar as well. Attackers may flank this site from Dining Room on ping.
 
These two reinforcements complete the setup for Bar. A castle or barricade should cover up this doorway to allow defender rotations. Place a pest behind this tree to snatch drones rolling in through the drone hole on ping.
 
Attackers may try flanking site through this side entry. Some barbed wire can make that much more treacherous of an undertaking. You can also prevent them from sneaking drones through it with a pest on the doorway. A pest below these stairs on ping will prevent attacker drones from accessing site via Blue Hallway below.
 
Keeping attackers from droning Gaming can be super helpful, especially if attackers ignore this site and focus on pushing through Great Hall. A pest on the main door and one behind the couch will at least block off two entry points for drones.
 
 
BOMB SITE 3 – Wine Cellar (B) and Snowmobile Garage (B)
 
A contender for the best site, Garage and Wine can make for a solid hold. If the plant goes down however, and attackers can chill outside covering from deep angles. When they’re situated on either side of the garage door, it's very uncomfortable to retake. It is becoming increasingly popular though for attackers to push the back side of Wine from Car Garage. With Mozzie you can anchor in Wine Closet or roam in Library and chuck nitros at attackers focusing on Snowmobile Garage wall.
 
Make sure main wall is reinforced! You can throw a pest above this drone hole too if Thatcher is banned.
 
You may also want to keep drones from entering site via Great Hall stairs.
 
Blue hallway is a popular flank route for attackers and should be locked down with a pest on the steps. If you prone behind this box you can line up a nasty pixel angle on attackers pushing the staircase. You can also break this shelving to vault on the sink and hold an off-angle.
 
Attackers also frequently push from this doorway to breach the Closet wall. Deny their
drones with a pest on the doorway.
 
A defender can play these stairs on ping to slow the backside push. A pest and some barbed wire can help them by making it more difficult for attackers to push from Car Garage.
 
You can't set up all of these C4 plays in one round but you can add them all to your arsenal and change it up to remain unpredictable.
 
 
BOMB SITE 4 – Kitchen (1F) and Trophy Room (1F)
 
Perhaps the most popular site, Kitchen and Trophy can be defended as an anchor, a lurker nearby, or you can head deep into the map for a late flank. If you choose to anchor, play by the Dining table but beware breachers above and the drone hole behind. If instead you choose to roam, you can play in Wine Closet and flank attackers that breach Trophy from below in Car Garage. Otherwise you can roam top floor and interfere with the attacker's drone game before falling off.
 
If Thatcher is banned, lay one pest on the window and one above the drone hole. If he is up and EMPs this, he'll get both.
 
Attackers tend to drone this hallway late in the round. So fire a pest on ping and get a teammate to hide it with barbed wire. This wall in West Main leading to Trophy should certainly be reinforced.
 
Plug up Kitchen window and the Dining drone hole with a pest each. And be sure to reinforce this Kitchen wall.
 
This double doorway is another common route for attackers to take and houses two drone holes. Block it all up with a pest and some barbed wire!
 
Double down on your drone denial game after laying all your pests down by playing up here to shoot attacker drones before falling off.
 
Don't let Chalet get you down folks! It's actually a pretty fun map if you adopt your playstyle to fit the features of the map. And if that doesn't help, remember: it's in line for an upcoming rework!

Guide to Playing Mozzie on Chalet +23
Guide to Playing Mozzie on Chalet
drTaperdown
drTaperdown drTaperdown
LV.9 Bamboozled 23d

Guide for playing 'Doc' on 'Villa'.

[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.]
 
 
Villa 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 slight advantage to the defending team due to there being few routes into the primary bomb sites forcing attackers to bottle neck. In addition to this, Villa is a very large map which makes roam control very difficult for the attacking team.
 
Doc is a one speed, three armour defending operator. Doc’s ability is the ‘Stim Pistol’; a projectile gadget which shoots medical stims, capable of healing teammates with low HP as well as reviving teammates who are in a DBNO state. Doc is most commonly used for the operators MP5 which can be customized to have an ACOG equipped as an optic. Due to the MP5’s low recoil, the ACOG can be highly useful if used to hold long angles on the bomb site. This makes Doc ideal as an anchor.
 
If you are to be in accordance with the current meta, Doc’s loadout should be as follows;
-PRIMARY - MP5 (WITH ACOG)
-SECONDARY - LFP586 (Revolver)
-UTILITY - Can vary based upon the needs of the team. (Personally, I always bring Barbed wire.)
 
DEFENDING: [2F] AVIATOR(A) - GAMES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the outdoor Study Balcony located on the second floor of the south side of the building. After establishing control over Study and the top of Main Stairs, attackers will proceed to breach the reinforced wall separating Study and Games(B) (being the westward facing reinforced wall inside of Study). This will allow the attacking team to plant the defuser inside of Games(B) behind the bar; providing attackers with a safe place to plant the defuser. Doc will be most optimally positioned at ‘90’ (the corner at the end of the hall from the top of Main Stairs, also directly adjacent to the ‘Vault connector’.) From this position, you will be in a great spot to utilize the operators long-range capabilities by holding an angle down either one of the hallways leading from Main Stairs or Red Stairs. However, you should always be careful playing at 90 due to there being a 2F window which attackers can reppel on to eliminate any defenders playing in this position.
POSITIONING: [2F] AVIATOR(A) - GAMES(B)
 
DEFENDING: [2F] TROPHY(A) - STATUARY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building from the north eastern roof access points leading into the second floor Bathroom and Master Bedroom. After establishing control over Master Bed and Bath, attackers will proceed to breach the reinforced wall separating Master Bedroom from Statuary(B) as this will expose both Statuary(B) and Trophy(A) as well as providing attackers with a more open route into Statuary(B) to plant the defuser. Doc will be a great operator choice on this bomb site. You will be best positioned inside of Trophy(A) - from Trophy, Doc will be able to use his ACOG to hold a powerful long-angle looking directly into the Master Bedroom doorway which connects Master Bed to Statuary(B).
POSITIONING: [2F] TROPHY(A) - STATUARY(B)
 
DEFENDING: [1F] LIBRARY(A) - LIVING ROOM(B)
The primary route of attack on this bomb site will be by the attacking team entering the building from the south and gaining control over the Main Stairs, Art Storage, and Main Hall. After establishing the necessary control over the first floor needed to move the attacking round forward, attackers will commonly attempt to plant the defuser inside of the Library(A)-Main Entrance doorway. Attackers will also want to gain control over the second floor Games and 90 (in addition to 90’s subsequent hallways) as the flooring of these rooms can be destroyed to provide attackers with vertical angles down onto the first floor bomb sites. Doc should be positioned inside of Library to assist friendly operators in defending Library(A) from the Main Entrance push. Any defending operators anchoring on the bomb site should be hyper aware of attackers breaching the ceiling of the bomb sites from the second floor as Library(A)-Living Room(B) have entirely soft ceilings (soft means that the material can be shot through and destroyed.)
POSITIONING: [1F] LIBRARY(A) - LIVING ROOM(B)
 
DEFENDING: [1F] DINING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Basement and first floor Laundry. The primary force of attackers will be focused on the reinforced wall separating Laundry room and Dining as well as control over the second floor for vertical control. Having control over the top of Pantry Stairs will limit defenders ability to rotate throughout the two bomb sites as the Pantry Doorway provides anybody inside of Pantry with a clear line of sight through Kitchen(B). Doc should be positioned inside of Kitchen(B) with the player's attention focused on Pantry. Due to Doc having an ACOG, the operator allows you to position yourself in a variety of locations on the bomb site and still accurately engage attackers as they attempt to push up the Pantry Stairs. Similar to the previous bomb site, defenders should be aware of attackers also breaching the ceiling of the bomb site as the ceiling is entirely soft.
POSITIONING: [1F] DINING(A) - KITCHEN(B)
 
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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6

Guide for playing 'Doc' on 'Villa'. +4
Guide for playing 'Doc' on 'Villa'.
footwork.
footwork. footwork.
LV.17 Sage 23d

Can I get tips for R6

Can anyone give me tips in how to get better at play RS6 please? It'll help a lot! Thx

Can I get tips for R6
YT_MilleeMoo
YT_MilleeMoo YT_MilleeMoo
LV.3 Lurker 23d

Guide for playing 'Doc' on 'Outback'.

[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.]
 
Outback is a double-level map (consisting of two floors) found only in ranked play. The current architecture gives a significant advantage to the defenders due to there being limited second floor access points. Although, an argument could be made for this being mitigated by the vertical advantages given to the attackers on the ground floor bomb sites.
 
Doc is a one speed, three armour defending operator. Doc’s ability is the ‘Stim Pistol’; a projectile gadget which shoots medical stims, capable of healing teammates with low HP as well as reviving teammates who are in a DBNO state. Doc is most commonly used for the operators MP5 which can be customized to have an ACOG equipped as an optic. Due to the MP5’s low recoil, the ACOG can be highly useful if used to hold long angles on the bomb site. This makes Doc ideal as an anchor.
 
If you are to be in accordance with the current meta, Doc’s loadout should be as follows;
-PRIMARY - MP5 (WITH ACOG)
-SECONDARY - LFP586 (Revolver)
-UTILITY - Can vary based upon the needs of the team. (Personally, I always bring Barbed wire.)
 
 
DEFENDING: [2F] LAUNDRY(A) - GAMES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of Garage and the Shark Stairs second floor window. After establishing control over all second floor rooms east of Games(B), the attacking team will proceed to breach the reinforced wall between Mechanical Bull (Bull) and Games(B) as this will provide attackers with a direct route to plant the defuser inside of the Games(B) bomb site. Doc should be played inside the Bathroom. This will position the player to prevent attackers from flanking defenders inside of Games(B) and Piano through the Dorms and Bathroom windows. Due to Doc having an ACOG, the operator is great for accurately holding the long-angles necessary for playing inside of the Bathroom.
POSITIONING: [2F] LAUNDRY(A) - GAMES(B)
 
DEFENDING: [2F] PARTY(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team essentially executing the inverse attack plan used on the previous bomb site; the only difference here being over which rooms attackers need to establish control over. To ensure protection from any possible flanks, attackers should clear all second floor rooms west of Mechanical Bull and Shark Stairs and place some type of flank protection on Shark and Yellow Stairs. Doc should be played on the second floor CatWalk of Garage. From this position the player will be in a great spot to prevent attackers from vaulting the 2F Garage windows; forcing attackers to use the Garage Stairs. Doc will also be positioned in a good spot to prevent attackers from entering Party(A) by holding the long-angle through the Party(A)-Office(B) rotation hole from Garage.
POSITIONING: [2F] PARTY(A) - OFFICE(B)
 
 
DEFENDING: [1F] NATURE(A) - BUSHRANGER(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Yellow Stair doorway located on the west of the building near the ‘Camping’ spawn location. After establishing control over the Nature Hallway and top of Yellow Stairs, attackers will breach the reinforced wall separating Nature Hallway and BushRanger room. Attackers will commonly send a few soft destructors like Buck, Sledge, or Zofia to the second floor to destroy the flooring of of Laundry and the adjacent hallways as this will expose defending anchors inside of Bushranger(B) and Nature(A) to vertical angles. Doc should be played inside of Bushranger(B) behind Refrigerator. From this position, the player will be in a great spot to cover Bandit or Kaid from the hallway door while they attempt to ‘trick’ the main wall. Being close to the entry denial operators (Bandit, Mute, Kaid) will also be beneficial as Doc because you will be able to revive or re-heal your teammates if they become injured while ‘tricking’ the main wall.
POSITIONING: [1F] NATURE(A) - BUSHRANGER(B)
 
DEFENDING: [1F] COMPRESSOR(A) - GEAR(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the top of the 2F Garage (accessed through the west and east single windows) and through the 1F Main Entrance (accessed through the mud room double-doorways on the east of the building). After establishing the necessary control over Restaurant and Kitchen, attackers will breach the reinforced wall separating Kitchen and Compressor(A). As Doc, you should be positioned the same way in which it was recommended to play the second floor Party-Office bomb sites. This is due to attackers likely placing a large amount of time and resources to gaining control over the second floor. As stated previously, Doc can be very influential for defenders maintaining control over Party-Office from the second floor Garage catwalk.
POSITIONING: [1F] COMPRESSOR(A) - GEAR(B)
 
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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Doc' on 'Outback'. +4
Guide for playing 'Doc' on 'Outback'.
footwork.
footwork. footwork.
LV.17 Sage 23d

Guide for playing 'Doc' 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 as 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.
 
Doc is a one speed, three armour defending operator. Doc’s ability is the ‘Stim Pistol’; a projectile gadget which shoots medical stims, capable of healing teammates with low HP as well as reviving teammates who are in a DBNO state. Doc is most commonly used for the operators MP5 which can be customized to have an ACOG equipped as an optic. Due to the MP5’s low recoil, the ACOG can be highly useful if used to hold long angles on the bomb site. This makes Doc ideal as an anchor.
 
If you are to be in accordance with the current meta, Doc’s loadout should be as follows;
-PRIMARY - MP5 (WITH ACOG)
-SECONDARY - LFP586 (Revolver)
-UTILITY - Can vary based upon the needs of the team. (Personally, I always bring Barbed wire.)
 
DEFENDING: [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. Doc should be played inside of Attic. Due to the combination of Doc having an ACOG and a low-recoil gun, Doc is the perfect operator for playing inside of the 2F Attic as being able to accurately hold long-angles through the Attic will be very important for the player to reliably prevent attackers from advancing up through the Attic. Doc will also be useful for this play-style because of the operator's ability to take significantly more damage and re-heal himself with the Stim Pistol.
POSITIONING: [2F] KIDS(A) - DORMS(B)
 
DEFENDING: [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 separating the first floor Small Tower and Kitchen(A) bomb site. Doc should be played inside of Dining(B) behind ‘tables’ (the tables which have been flipped on their sides inside of Dining(B).) This will position the player to assist defenders inside of Lockers as well allow the player to eliminate attackers inside of Small Tower after the main wall has been breached. Defenders should always be weary of attackers flanking Dining(B) through the first floor hallway from the bottom of the White Stairs window.
POSITIONING: [1F] KITCHEN(A) - DINING(B)
 
DEFENDING: [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, attackers will proceed to breach the reinforced wall separating the first floor level of Big Tower and the Meeting(A) bomb site. Doc should be positioned inside of Meeting(A). There isn't one particular ‘best’ spot to play inside of Meeting(A) but, as Doc, the player will be very impactful in defending the bomb site after the main wall has been breached due to the operator being great for holding long-angles.
POSITIONING: [1F] MEETING(A) - KITCHEN(B)
 
DEFENDING: [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). Doc should be positioned inside of Laundry(A) near the connecting double door which connects Laundry(A) to the basement Long Hall. From this spot the player will be able to hold a very long-angle which looks directly down the basement Long Hall. This will passively apply pressure to attackers after they have come down the North Basement Stairs - preventing them from pushing deeper into the basement through the Long Hallway.
POSITIONING: [BSMNT] LAUNDRY(A) - SUPPLY(B)
 
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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Doc' on 'Oregon'. +4
Guide for playing 'Doc' on 'Oregon'.
footwork.
footwork. footwork.
LV.17 Sage 23d

Guide to playing 'Blackbeard' in 'Kafe Dostoyevsky'

Kafe Dostoyevsky is a mid-sized battlefield consisting of 1F ~ 3F. The objective locations are generated one on the 3F, two on the 2F, and the last one on the 1F. Among those locations, two of the sites on the 2F are overlapping the Fireplace Hall as the bombsite.
 
Kafe is known as a notorious battlefield due to frequent spawn-kill attempts by the defenders as it has many windows on all sides of the building. For this reason, the attackers must check the broken barricades on the window first and approach the building slowly. However, the attackers also can use these windows as a way to check inside the building by hanging on the walls.
 
The Balcony near the 3F Bar not only can look down the 2F Pillar Room, but some hatches lead to the 2F, making it easier for the attackers to attack in diverse routes. Due to the following reasons, there are a lot of skirmishes happening on the 3F.
 
 
▲ Kafe Dostoyevsky Objective Location
 
 
Blackbeard is an operator who can equip its' dedicated equipment, the Rifle Shield, on top of the primary weapon, making him powerful in peeking fight. Because the Rifle Shield prevents sudden death by headshot, it is powerful in a situation where you check inside the building through the window. Kafe has a lot of windows on the wall, so Blackbeard can be more effective compared to the other operators.
 
However, due to the effectiveness of the Rifle Shield, the performance of the MK17 CQB, Blackbeard's primary weapon, is quite low, and the aiming speed and movement dramatically reduce when the Rifle Shield is installed. For this reason, Blackbeard is not super advantageous in 1 on 1 fight without a cover. Rifle Shield also got nerfed several times and has only 50 durabilities, so never overdo it.
 
 
▲ Even though the MK17 CQB is an automatic weapon, the quality is low, but the SR-25 DMR has a decent function with soft breaching ability.
 
 
 
▣ In case, the site is located at '3F Bar ~ 3F Cocktail Lounge'
 
If an objective location has been created on the 3F, the most common attacking route will be either the hatch drop from the rooftop or enter through the windows on the 3F. However, the defenders may attempt spawn-kill through the window, so when approaching the building, make sure you check the barricades of the window or door are broken.
 
The Cigar Lounge on the 3F is easily accessible through windows or hatches and serves as a bridge leading to the other areas on the 3F. Therefore, the defenders also dispatch sub-anchors to block the Cigar Lounge, and if Blackbeard checks inside through the windows around the Cigar Lounge, it will be easy to overpower the enemies on the Cigar Lounge.
 
Also, there are many windows on the Cocktail Lounge and White Corridor, enabling him to perform well. You should work together with the team by surrounding the enemies.
 
 
▲ If you use the SR-25, you can breach the rooftop hatch by shooting it.
 
▲ It is okay to set position on the rooftop Skylight and seize an angle, but...
 
▲ It would be better if you actively engage against the enemies hiding inside the bombsite.
 
▲ The defenders often hide on the Cocktail Balcony. If you clear this area, the team can safely attempt to drop from the rooftop.
 
▲ If you step up the obstacle on 2F Terrace, you can seize an angle leading to the White Corridor through a window.
 
 
 
▣ In case, the site is located at '2F Fireplace Hall ~ 2F Mining Room'
 
On the 2F Fireplace Hall and Mining Room, each room has a window enable the attackers to check inside. If Blackbeard takes charge of this window, he can effectively distract the defenders, reducing the burden on the rest of the team. However, these windows are both vulnerable to run-out play, so you need to be extra careful.
 
It is not a bad idea to enter into the 3F Cigar Lounge, clear Romer, and narrow down from the top. It is possible because the 3F allows the vertical play and there is a hatch that leads to the Train Museum.
 
Usually, the Cigar Lounge hatch is reinforced, so you'll need a hard breacher to get through it. If Blackbeard equipped the Breach Charge, he can attempt vertical play in a limited area, but vulnerable to the enemy roamer's surprise attack. Therefore, consider the situation carefully before attempting a vertical play.
 
 
▲ The 2F Bakery Roof window that can look down the Mining Room. This place doesn't need rappelling, making it much easier to check.
 
▲ However, this place has three windows, enabling the attackers to attempt run-out, so you need to be super careful.
 
▲ Park spawn side 2F window also allows you to check inside the Fireplace Hall.
 
▲ Likewise, this place is also vulnerable to the enemy's run-out from the 1F Vip Corridor.
 
▲ You can make a hole on the 3F Cigar Lounge floor and kill the enemy hiding on the 2F Train Museum.
 
 
 
▣ In case, the site is located at '2F Reading Room ~ 2F Fireplace Hall'
 
One site is placed equally in the Fireplace Hall, but the other side becomes the Reading Room, not the Mining Room. However, the patterns and the routes are not so different from the one described above. It is common to check through a 2F window or enter through the 3F.
 
However, the Reading Room has an entrance towards the Pillar Room, which is located just right next to the Terrace barricade, making it easy for the attackers to access. For this reason, the defenders often wait on the 3F Cigar Balcony to catch the enemies trying to approach this way. I would recommend clearing that Cigar Balcony first before entering this route.
 
 
▲ If you open the 2F Terrace barricade, you can find the Reading Room entrance, but...
 
▲ The enemy might check here form the 3F Cigar Balcony.
 
▲ If a new angle is created by the team hard breacher, it is now time for Blackbeard to perform.
 
 
 
▣ In case, the site is located at '1F Kitchen Service ~ 1F Kitchen Cooking'
 
When targeting the 1F, the attackers usually attempts to enter through the entrance or the windows on the first floor or clearing the defending roamers on the 2F. Therefore, quite a different style of strategy is used. In the case of Blackbeard, he can attempt vertical play limitedly with the Breach Charge, but as the aiming speed is slow, it is very disadvantageous when he encounters the roamer. It would be better to hold the 1F angle rather than staying on the 2F.
 
The 1F surrounds the Bombsite and has long Main Corridor and VIP Corridor attaching to the bombsite. As such, if Blackbeard keeps an eye on the angle of this long corridor, the offensive team's hard breacher can safely attempt breaching work.
 
 
▲ If the team opens the Bakery entrance and breaches the Prep Room wall, you can check inside.
 
▲ If you use the SR-25, try to shoot this wall from the Small Bakery. You may create an angle to check the Prep Room.
 
▲ If you infiltrate into the Small Bakery and seize the Main Corridor angle, the team hard breacher can safely proceed breaching work.
 
▲ If the defenders are covering on the Dining Room or Bar, try to open the Dining Room window and check.
 
▲ It is possible to check the VIP Corridor from the Bar. As a result, it is important to capture the Hallway.

Guide to playing 'Blackbeard' in 'Kafe Dostoyevsky' +19
Guide to playing 'Blackbeard' in 'Kafe Dostoyevsky'
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 24d

Guide to Playing Mozzie on Kanal

Have you ever been relaxing in the Radar control room and suddenly a small mechanical spider leaps in front of the screen you were viewing? Yupp, you guessed it... Mozzie just hacked your biz yo!
 
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.
 
Mozzie, the Australian defender, is super fun to play and can be very helpful for his team. He is a two armor two speed operator with a flexible playstyle, fit for roamers and anchors alike, making him great for solo queuing. He excels in disrupting enemy intelligence, and if you play your cards right, he brings amazing information to you and your teammates. In addition to having top tier utility, Mozzie performs amazingly in firefights, not to mention his Commando 9 has the BEST reload animation in the game.
 
Mozzie’s pest launcher fires out spider-like robots that latch onto nearby drones, hacking them, granting Mozzie controls instead. He comes equipped with three pests which can block off narrow choke points that attackers commonly drone, effectively locking down entire areas of the map, especially when paired with Mute. He can also hunt drones as soon as the prep phase begins, heading straight to doorways near drone spawn locations and sniping some of those RC cars to use right off the bat. You can position captured drones near site and leave them, or hide in a safe location and hop on cams to cruise them around and hunt attackers.
 
MOZZIE'S LOADOUT
Mozzie has the choice between the Commando 9 and the P10 Roni. The Commando is more reliable, with a more shallow damage drop-off curve and a higher magazine capacity. But the P10 Roni shreds in CQB with a higher fire rate and virtually no recoil. It is arguably a matter of preference, and the attachments you equip on either gun boil down to preference as well. I prefer the Commando with a holo sight, angled grip, and muzzle break.
 
Mozzie brings the SDP 9mm, a well-rounded pistol with a decently high ammo-count. It is best equipped with the muzzle break, but the silencer can be useful in some situations, such as shooting out drones or claymores while flanking. For his secondary gadget, he nearly always brings a nitro cell because it is significantly more powerful than the alternative barbed wire. The C4 also synergizes with his Pests, because vision from hacked drones can be used to set up kills. Additionally, the nitro can be used to blow open rotations when getting pinched. There may be some situations though where your team decides they need barbed wire, so you do have that option available, and I will showcase good locations to place it for those who prefer it. It is also worth noting that barbed wire can hide your pests, but shoot your pest first and place the wire after.
 
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 the four panels in this cubby, reinforce the corner walls of the hallways surrounding site. Attackers are likely going to push through Upper Bridge or the Red and Green Stairs. They also like to pressure the hallway windows from the balcony outside. Be weary crossing the window in Control Room as it is frequently opened early in the round and attackers sit on the opposite roof with ACOGs. With Mozzie you can anchor in Server Room where you are relatively safe to remain on cams. But if you're a natural born roamer, you can play below in Maps and use your intel to score a kill with a nitro cell.
 
Lock down Upper Bridge from being droned with a pest on this equipment. You can also vault on the red crates for a lesser-known angle on attackers hopping in Printer.
 
These two reinforcements are vital. Keep drones from getting close to site with a pest locking down this doorway.
 
Attackers may attempt to push or at least drone up Red Stairs. Foil their attempts with a well placed pest.
 
Don't let some insane Ash main drone out a hole in your defenses at the top of Green Stairs and proceed to rush right up. A pest hidden in barbed wire, or else placed at the top should do the trick.
 
If you prefer drone hunting to default setups, hop right to it when the round begins and then head back to site and reinforce before hurrying below to play for C4 kills.
 
 
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. With Mozzie I prefer to either play in Maps and provide intel to my team or deep roam in Lounge and set up a flank on attackers playing vertically in Server and Radar.
 
Make attackers' efforts to push through this door as miserable as possible with barbed wire and a pest.
 
Don't lose control over Model Room. These two pests will help keep it locked tight.
 
Plug off attacker intel from getting through Kitchen with a pest on this doorway. This panel can be reinforced, or a rotate can be made and East Kitchen wall can be reinforced instead.
 
Looking to make a risky play that just may win the round? Block off this basement door with a pest and punch the broomstick so you can hide on this janitor cart.
 
If you anticipate vertical play, hack some RC cars in prep phase before playing a deep roam in Lounge where you can hide while droning out your flank.
 
 
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 appears to be the worst site to defend. All but a small portion of Lounge bears destructible flooring, so defending from below with C4s works in theory. You can also extend the site into Radio for more wiggle room. If your team runs a pocket strat here, I recommend a Maverick or Ace ban.
 
Reinforce these four walls if you plan on holding from inside Coast Guard. OR if you're a PRO, reinforce just the walls on the right and have a teammate blow holes throughout the left wall so site can be defended from the surrounding hallway instead.
 
This is the wall that make this site so hard to defend, it should be tricked if possible. Attackers can breach then plant on the indestructible flooring. But with Mozzie you can play below and lob a C4 up through the hatch from Lockers. A pest between this window and drone hole can capture drones coming in through both.
 
A pest in this doorway will almost certainly hack a drone. But immediately pilot it to safety or it will be shot. You can C4 Reception from below in Bathroom.
 
Holding Radio makes this site more viable. Shoot a hole in the two walls lined up on my crosshair to get an angle on White Stairs when you stand on this desk. You'll see the feet of attackers coming down from the roof before they see you.
 
 
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. You can anchor off-site in Lockers where you are safe to drone as long as teammates watch your back from either side. Otherwise anchoring in Kayaks is solid too. If instead you choose to roam, use your pests to delay the push above and hide in Lounge, hiding drones you capture when possible.
 
Sling a pest out on the right side of this doorway above the blue line and you'll pick up any drones cruising into Kayaks from the nearby drone hole.
 
Throw a pest here and one just inside bathroom door to deny droning from one of the main areas attackers push through.
 
A drone on the steps here will likely score any drones trying to clear this staircase and can't be seen until attackers are on the steps themselves. Make sure all four panels at the bottom of this staircase are reinforced!
 
If you're roaming head above to hunt some drones before reinforcing the hatches.
 
Some people captain ships. Mozzie captains RC cars with little cameras embedded in them. To each their own I guess.

Guide to Playing Mozzie on Kanal +20
Guide to Playing Mozzie on Kanal
drTaperdown
drTaperdown drTaperdown
LV.9 Bamboozled 24d

Ranked

High plat 3 must be plat 3 or higher with at least 1.1 k/d

Ranked
Buqse
Buqse Buqse
LV.6 Nomad 24d

Guide to Playing Mozzie on Consulate

Did anyone order pest control service? If so, Mozzie's got you. He has a bit of a strange take on the matter though as he's the sort to fight spiders with spiders. But don't worry, his have quite the edge thanks to some seriously genius AI.
 
Consulate is one of those maps that favors frag happy loonies and sees plenty of spawn peeks and run outs, especially when Valkyrie is on the board, so consider banning her. With three large floors, three staircases, and plenty of hatches, a full roam-clear on attack can be pretty tedious. Make it even moreso by snatching up drones with Mozzie to use for your own mad lad plays. There are very clear cut paths for attackers to take, making it possible to deny intel in entire key areas.
 
Mozzie, the Australian defender, has a very unique playstyle that is somewhere in between Echo, Valkyrie, and Vigil. He is a two armor two speed operator, fit for roamers and anchors alike, making him great for solo queuing. He excels in disrupting enemy intelligence, and if you play your cards right, he brings amazing information to you and your teammates. In addition to having top tier utility, Mozzie performs amazingly in firefights, not to mention his Commando 9 has the BEST reload animation in the game.
 
Mozzie’s pest launcher fires out spider-like robots that latch onto nearby drones, hacking them, granting Mozzie controls instead. He comes equipped with three pests which can block off narrow choke points that attackers commonly drone, effectively locking down entire areas of the map, especially when paired with Mute. He can also hunt drones as soon as the prep phase begins, heading straight to doorways near drone spawn locations and sniping some of those RC cars to use right off the bat. You can position captured drones near site and leave them, or hide in a safe location and hop on cams to cruise them around and hunt attackers.
 
 
MOZZIE’S LOADOUT
Mozzie has the choice between the Commando 9 and the P10 Roni. The Commando is more reliable, with a more shallow damage drop-off curve and a higher magazine capacity. But the P10 Roni shreds in CQB with a higher fire rate and virtually no recoil. It is arguably a matter of preference, and the attachments you equip on either gun boil down to preference as well. I prefer the Commando with a holo sight, angled grip, and muzzle break.
 
Mozzie brings the SDP 9mm, a well-rounded pistol with a decently high ammo-count. It is best equipped with the muzzle break, but the silencer can be useful in some situations, such as shooting out drones or claymores while flanking. For his secondary gadget, he nearly always brings a nitro cell because it is significantly more powerful than the alternative barbed wire. The C4 also synergizes with his Pests, because vision from hacked drones can be used to set up kills. Additionally, the nitro can be used to blow open rotations when getting pinched. There may be some situations though where your team decides they need barbed wire, so you do have that option available, and I will showcase good locations to place it for those who prefer it. It is also worth noting that barbed wire can hide your pests, but shoot your pest first and place the wire after.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Consul Office (2F) & Meeting Room (2F)
This site on the top floor tends to be the preferred site. The most difficult part of defending the site is when attackers establish multiple rappels on the many windows surrounding site. So shoot out the glass on these windows with 5 bullets apiece to hear better! Waiting Room is the strongest window for attackers to rappel on, but they also rappel on the double windows on each site. The windows on Spiral Stairs and Private Bathrom may see some rappels too. All these windows can be ran out on from first floor. Attackers pushing into the building may push primarily from Administration office, or up any of the staircases from below.
 
This pest on ping and these reinforcements both work to weaken the push from Yellow Stairs.
 
This pest, barbed wire, and reinforcement weaken the push from Administration.
 
Place Barbed Wire at any point on Spiral Stairs, including the steps, and use it to hide your pest.
 
Roam below in Public Bathroom and use your drones to boost some sweet nitro plays when attackers rappel in.
 
 
BOMB SITE 2 - Lobby (1F) & Press Room (1F)
Lobby & Press Room are best defended with aggressive peeking and plant denial. Attackers mostly just need to make sure roamers aren’t watching from above before attempting a smoke plant. You can hide in Public Bathroom or on lower Spiral Stairs while you operate stolen drones and still be close to site when attackers go for the plant. Playing in Tellers is great too since you can switch to the default camera in Visa to watch your back. Use your reinforcements in Public Bathroom, or by Yellow Stairs, or to help roamers upstairs. Your pests can be used on-site, especially if you have a lot of roamers, or upstairs to help your roamers not get droned out.
 
Antechamber is a very powerful position when defending Lobby and Press and can influence either bombsite.
 
These barricades, this reinforcement, and this pest all work to protect upstairs roamers from an Administration clear.
 
This reinforcement makes Meeting Room more playable and a pest on this ping keeps drones from passing through Consul via Yellow Stairs. Barricade Bathroom so attackers can't fly in guns blazing.
 
Jam this drone hole with a pest and barricade this doorway to keep Visa Stairs safe for rotating defenders. Punch a hole in this window to keep attackers worried about peeks.
 
 
BOMB SITE 3 - Archives (B) & Tellers (1F)
This split site rarely sees play, so if you have a five man, 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. You will need to maintain control over Visa stairs, and Admin hatch as well as the hallway hatch between Tellers and Spiral Stairs. Hallway hatch and Visa stairs are good rotates to use when collapsing on attackers during their execute. Attackers will likely push into Lobby and Consul, looking to flank Tellers or drop through the hatches. They also tend to push Archives from Garage and Cafe through Lockers and Red hallway.
 
This hatch should be reinforced so attackers cannot rush in and drop down from outside. These two pests can make playing in Visa more viable since you are less likely to be droned out.
 
Block droning from this window with a pest as well to completely keep drones out of Visa. Reinforce these two walls and the hatch by Vending Machine.
 
Deny droning up Yellow Stairs from Garage and Spiral Stairs from Lobby with pests in these locations.
 
Reinforce this panel in archives and sit here with a nitro primed for anyone foolish enough to rush in Visa door.
 
These reinforcements in Archives are critical for protecting anchors beneath the ping. A C4 placed on the ping will delete any attackers that vault into Visa window.
 
 
BOMB SITE 4 - Cafeteria (B) & Garage (B)
This site is very popular, but may become less so with the addition of Ace since the Garage wall is basically guaranteed to be opened. Other than Garage wall, make sure Visa hatches are reinforced, and Lobby and Bathroom hatches as well. If you need to anchor, situate in Security Room while you comfortably drone for your roamers. Reinforce the two walls closest to Spiral if you do. You can also play flankwatch in Archives behind site. Alternatively, roam upstairs in Administration Office until you nab some drones to scout out your flanking play.
 
A pest on Yellow Stairs steps is perfect, and one above the drone hole can work if Thatcher is banned.
 
Pests placed in these two locations work really well for keeping your flank from being droned out.
 
When reinforcing this hatch, place a pest in the doorway, especially if you have a brave soldier sitting in here to protect the hatch.
 
A pest in Lobby or Antechamber may catch some drones if their drivers are asleep at the wheel. It's no guarantee, but its helpful if anyone is roaming first floor.
 
If you find yourself roaming top floor, definitely reinforce these two Visa hatches while hunting drones, or simply use these preplaced pests.
 
These are just examples for you to build from folks. But if you have a different playstyle and prefer holding different rooms than me, adopt the principles of these pest locations to create your own strats!

Guide to Playing Mozzie on Consulate +21
Guide to Playing Mozzie on Consulate
drTaperdown
drTaperdown drTaperdown
LV.9 Bamboozled 25d

Guide to Playing Mozzie on Clubhouse

Looking to make some risky plays and net some wins? Bring Mozzie to hack the odds in your favor!
 
Clubhouse, is quite spacious and roamer-friendly, so attackers tend to instead dedicate someone to flank watch instead of full-clearing. The map has three floors, including a basement and three staircases plus a ladder in the garage, leaving plenty of approaches to attackers and flank routes to defenders. The strip club is a risky area to play. Attackers may clear it, or leave it unchecked the entire round making it a potential area to flank from. The rounds tend to be heavily focused around hard breaching because of the surplus of external walls for every site. Clubhouse is also home to the iconic SSG Mute – Mozzie strat where defenders roam throughout the entire building when defending basement. If you’re interested in learning more, Reaper, former pro league coach, covers it in depth on his youtube channel.
 
Mozzie, the Australian defender, has a very unique playstyle that is somewhere in between Echo, Valkyrie, and Vigil. He is a two armor two speed operator, fit for roamers and anchors alike, making him great for solo queuing. He excels in disrupting enemy intelligence, and if you play your cards right, he brings amazing information to you and your teammates. In addition to having top tier utility, Mozzie performs amazingly in firefights, not to mention his Commando 9 has the BEST reload animation in the game.
 
Mozzie’s pest launcher fires out spider-like robots that latch onto nearby drones, hacking them, granting Mozzie controls instead. He comes equipped with three pests which can block off narrow choke points that attackers commonly drone, effectively locking down entire areas of the map, especially when paired with Mute. He can also hunt drones as soon as the prep phase begins, heading straight to doorways near drone spawn locations and sniping some of those RC cars to use right off the bat. You can position captured drones near site and leave them, or hide in a safe location and hop on cams to cruise them around and hunt attackers.
 
 
MOZZIE’S LOADOUT
 
 
Mozzie has the choice between the Commando 9 and the P10 Roni. The Commando is more reliable, with a more shallow damage drop-off curve and a higher magazine capacity. But the P10 Roni shreds in CQB with a higher fire rate and virtually no recoil. It is arguably a matter of preference, and the attachments you equip on either gun boil down to preference as well. I prefer the Commando with a holo sight, angled grip, and muzzle break.
 
Mozzie brings the SDP 9mm, a well-rounded pistol with a decently high ammo-count. It is best equipped with the muzzle break, but the silencer can be useful in some situations, such as shooting out drones or claymores while flanking. For his secondary gadget, he nearly always brings a nitro cell because it is significantly more powerful than the alternative barbed wire. The C4 also synergizes with his Pests, because vision from hacked drones can be used to set up kills. Additionally, the nitro can be used to blow open rotations when getting pinched. There may be some situations though where your team decides they need barbed wire, so you do have that option available, and I will showcase good locations to place it for those who prefer it. It is also worth noting that barbed wire can hide your pests, but shoot your pest first and place the wire after.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Gym (2F) and Bedroom (2F)
 
Gym and Bedroom are surrounded by windows and an external wall facing to the West which opens up onto Jacuzzi Balcony. The South-facing balcony where attackers like to peek through windows from can be peeked at through CCTV window, so to help control this balcony some teams like to extend into CCTV, reinforcing the external wall there. Mozzie can post up in the bathroom shower on his drones or can roam below in Bar where he's less likely to be droned out and can scout out some nitro cell plays.
 
A pest on Gym window will almost positively grab an attacker drone.
 
This is the main wall that needs reinforced and IF Thatcher is banned, a pest on this drone hole will probably score a hack. If Thatcher is on the board, don't waste a pest here.
 
If you keep a pocket pest, once this hatch opens you could try to grab the drone that comes flying through.
 
A pest on this staircase will catch drones cruising up or flying through the window.
 
Extending into CCTV helps to eat up hard breach utility. Make sure the solo panel in Construction is reinforced as well.
 
 
BOMB SITE 2 - CCTV Room (2F) and Cash Room (2F)
 
Defending CCTV and Cash is going to largely revolve around denying the breach on the external wall in CCTV. Flanks may come through Construction or Red Stairs. Controlling Garage catwalk is crucial or attackers may surround site entirely. Anchoring in Cash is the play if you need to drone for your roamers. Otherwise you can roam in Bar or Church, scouting potential flanks with captured drones.
 
Again, only if Thatcher is banned, lob a pest by this drone hole near the main wall.
 
A pest on Garage stairs is almost certain to hack a drone. It'll be much more effective if someone covers it with barbed wire. If your team has spare reinforcements, this wall in Garage should be reinforced as well.
 
A pest on these stairs may eat up an attacker drone, but will at least force attackers pushing this way to face-check the stairs.
 
If you're the roaming type, post up in Bar and land some C4s on attackers pushing from Bedroom.
 
 
BOMB SITE 3 - Bar (1F) and Stock Room (1F)
 
Bar and Stock don't really see too much play, arguably because they make up the worst site in the ranked map pool, but having a pocket strat on-hand and surprising your opponents could come in handy. Attackers will almost certainly go for a smoke plant in Stock Room, but may otherwise push through the Strip Club and Bathroom or flank from Bedroom Stairs. The spacious nature of the site makes it difficult to properly defend as it requires spreading out. A good location for Mozzie to play is behind the Bar. And if you wiggle up onto the cash register you get a nasty angle onto Stock doorway.
 
Locking down drones coming from either doorway in Strip Club hallway can stave off rushing attackers.
 
Here's the other pest location mentioned above. Make sure Pool Table wall is reinforced too.
 
A pest above Bathroom drone hole finally secures this end of the site from being droned. Reinforce this Bar wall to keep you safe while you sit behind Bar on cams.
 
Lounge is a powerful position that needs to be held. It tends to receive too much pressure to allow Mozzie to play it safely, but Mozzie can help hold it by shooting out the glass on this shelving near the drone hole and hiding a pest to plug up this drone hole.
 
This Bar wall should also be reinforced and someone can play by the stage to support whoever plays in Lounge. Barbed wire in Lobby can also help protect whoever plays in Lounge, and hides a pest too.
 
 
BOMB SITE 4 - Church (B) and Arsenal Room (B)
 
This is a great site for anchoring or roaming. And again, check out Reaper's analysis of SSG's basement roam on his YouTube channel. That dude really helps make sense out of the 9000 IQ strategies coming out in pro league. Most of the ceiling in Arsenal is soft, in contrast to Church, which bears an indestructible ceiling. This makes Church Bar the ideal place to anchor when droning. There are three hatches above attackers will likely try to open, and they need to all be reinforced. Watch for attackers pushing down Blue Stairs and Main Stairs as well, and through Dirt Tunnel. If you choose to roam, head all the way up to top floor where you can flank attackers and try to keep them from opening hatches.
 
A pest on this doorway keeps attackers from droning out their Blue Hall push to significantly. This is ideal for whoever plays these ammo boxes on ping.
 
This wall in Church should be reinforced as well, and a pest on this doorway keeps drones from getting through once attackers open "Moto" hatch from Bar.
 
If you're reinforcing hatches, hunt some drones while you're out and about.
 
Attackers like to hide a drone in one of the many dark corners in Kitchen as well, so rush straight here and sit in the corner waiting for your prey to roll through.
 
Don't forget to make sure Dirt tunnel is reinforced! The job is quick and easy and you can spend the remainder of your time in Prep phase snatching drones.
 
Happy hunting ya'll!

Guide to Playing Mozzie on Clubhouse +21
Guide to Playing Mozzie on Clubhouse
drTaperdown
drTaperdown drTaperdown
LV.9 Bamboozled 25d

R6S dropshot?

I'm new to the game, and started playing after the dropshot nerf, is it still a ting though? And what actually was the nerf?

R6S dropshot?
gamer695790284
gamer695790284 gamer695790284
LV.1 Mootie 25d

Rainbow Six Siege RANKED LFS

Need a 5 Stack, Good callouts, 13 and up, Gold or higher, need good players, I'm doing Placement matches.

Rainbow Six Siege RANKED LFS
FireTiltZ
FireTiltZ FireTiltZ
LV.2 Lurker 25d

Guides

Guides
Sterling Parsons
Sterling Parsons Sterling Parsons
LV.2 Lurker 25d

3v3 house

Need three people to 3v3

3v3 house
TonicReflex2K
TonicReflex2K TonicReflex2K
LV.1 Mootie 25d

Guide to Playing Mozzie on Oregon

Rumor has it the Cyborg Apes are coming ya'll... Ready your weapons and bunker down in this rickety old building located in Oregon. Intel suggests they have drones, so definitely bring a Mozzie.
 
Oregon is on the larger side, but has some very direct avenues to site with quite tight choke points. Its three floors are a bit spread out and feature many destructible floors and ceilings. Three major staircases connect the map together, creating plenty of flank routes. The lobby in the East contains a set of stairs, as does the Security Corridor in the South, and the Big Tower in the North. Intel and intel denial are always key components to a defensive setup, but Mozzie’s pest perform particularly well on this map due to its size and clear cut attacking routes.
 
Mozzie, the Australian defender, has a very unique playstyle that is somewhere in between Echo, Valkyrie, and Vigil. He is a two armor two speed operator, fit for roamers and anchors alike, making him great for solo queuing. He excels in disrupting enemy intelligence, and if you play your cards right, he brings amazing information to you and your teammates. In addition to having top tier utility, Mozzie performs amazingly in firefights, not to mention his Commando 9 has the BEST reload animation in the game.
 
Mozzie’s pest launcher fires out spider-like robots that latch onto nearby drones, hacking them, granting Mozzie controls instead. He comes equipped with three pests which can block off narrow choke points that attackers commonly drone, effectively locking down entire areas of the map, especially when paired with Mute. He can also hunt drones as soon as the prep phase begins, heading straight to doorways near drone spawn locations and sniping some of those RC cars to use right off the bat. You can position captured drones near site and leave them, or hide in a safe location and hop on cams to cruise them around and hunt attackers.
 
 
MOZZIE’S LOADOUT
Mozzie has the choice between the Commando 9 and the P10 Roni. The Commando is more reliable, with a more shallow damage drop-off curve and a higher magazine capacity. But the P10 Roni shreds in CQB with a higher fire rate and virtually no recoil. It is arguably a matter of preference, and the attachments you equip on either gun boil down to preference as well. I prefer the Commando with a holo sight, angled grip, and muzzle break.
 
Mozzie brings the SDP 9mm, a well-rounded pistol with a decently high ammo-count. It is best equipped with the muzzle break, but the silencer can be useful in some situations, such as shooting out drones or claymores while flanking. For his secondary gadget, he nearly always brings a nitro cell because it is significantly more powerful than the alternative barbed wire. The C4 also synergizes with his Pests, because vision from hacked drones can be used to set up kills. Additionally, the nitro can be used to blow open rotations when getting pinched. There may be some situations though where your team decides they need barbed wire, so you do have that option available, and I will showcase good locations to place it for those who prefer it. It is also worth noting that barbed wire can hide your pests, but shoot your pest first and place the wire after.
 
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Kids' Dorms (2F) & Dorms Main Hall (2F)
 
Attackers will likely pressure this site from up to three different areas, including the North from Big Tower and Attic, the West from Small Tower and White Stairs, and the South/East from Master Bedroom and Lobby Stairs. Hard breachers will be opening Attic wall, or Games Room wall. If you anchor, you can sit on your drones in Kids’ Dorms while you gather intel and give callouts. If you roam, you can play in Meeting Room, or Security.
 
Games Room is one of the main walls and needs to be reinforced. A drone hole sits behind this keg so go ahead and plug it up with a spider bot.
 
Slap a pest on White stairs to keep your flank from being droned.
 
Attic wall is the other most important set of reinforcements. This pest will keep the drones at bay.
 
Sit on ping if you anchor to stay safe while droning. A pest on this window will be your best friend, that is, if you can even make friends with spiders.
 
Trophy is a serious chokepoints that's rough for attackers to push through. Make it even more tedious by throwing down pests on these doorways!
 
 
BOMB SITE 2 - Kitchen (1F) and Dining Hall (1F)
 
Kitchen and Dining is a tricky site to hold, with many hallways surrounding it. Attackers will likely push Small Tower and may also choose to push from Big Tower or Lobby, surrounding the site's flank, or breach from above in Dorms. You can anchor on site in Kitchen to give callouts and pilot captured drones. Otherwise, consider roaming in Meeting Hall or Basement where you can delay a Kitchen push.
 
This is the main wall which nearly always gets opened by a Thermite charge placed on the soft ceiling above. If your team prefers this site, ban him. A pest on this doorway will help any teammates that want to aggressively peek Small Tower.
 
This is the other main wall that demands a set of reinforcements. It can be breached from Meeting Hall. This two-for-one pest protects the doorway and the drone hole!
 
Lay a pest just inside Security doorway. This room is pivotal to hold. If attackers take control they can cut the site in half.
 
Extending site into Showers with a pest and some reinforcements can help control the site perimeter.

Let's be honest, if you don't watch the flank, who will? Run this setup and lurk in the hallways surrounding site.
 
 
BOMB SITE 3 - Meeting Hall (1F) and Kitchen (1F)
 
Attackers will probably focus on pushing Meeting Hall, in which case they will breach from Big Tower, or Lobby. If they do focus Kitchen, they will try to take Security and push from Dining. Due to the overlap with the above site, much of the same information applies here as well.
 
This is the main wall in Meeting Hall. and this drone hole gives easy access to site, so block it off with a spider bot.
 
Reinforce either wall of Split and keep your flank from getting droned with a pest, preferably hidden in barbed wire.
 
A pest on each of these doors will slow the attackers' drone game and may score you a free RC car. Just be sure to immediately take control and zip it on out before they shoot it.
 
Run this setup for Kitchen and scoot on out to shut down attackers with your nasty roam game.
 
 
BOMB SITE 4 - Laundry Room (B) and Supply Room)
 
The basement has seen a major overhaul since the map rework. Attackers frequently push Construciton to breach those walls, and head into Meeting to open the hatch. This push can be defended by lurking in Boiler Room. They also like to push Laundry through Lobby and Freezer. If you'd rather roam and try to waste time, you can play in Meeting and Kitchen, with the option of rotating upstairs and flanking Lobby.
 
These are the most important walls to reinforce. Hurry to throw them down then head upstairs and use your pests to keep attackers from droning you out.
 
This hatch in Freezer is one of the most important. You can also drop a pest on the stairs here to really keep attackers out.
 
A pest hidden in barbed wire here along with a reinforcement on Lobby hatch and Lobby stairs make Laundry a little more roomy for anchors.
 
A pest right on my crosshair shuts down attackers droning out Back Stairs.
 
Remember, Mozzie's best friends are Mute and Vigil. Together you three can make a team of drone warriors super uncomfortable. But Mozzie as a solo pick is always great too.

Guide to Playing Mozzie on Oregon +20
Guide to Playing Mozzie on Oregon
drTaperdown
drTaperdown drTaperdown
LV.9 Bamboozled 1mo

Tips for returning player

I had a long break from Siege, maybe 5-6 months and I'm coming back now. Any tips or any new metas since I left? Thanks :)

Tips for returning player
vxrfyyy
vxrfyyy vxrfyyy
LV.2 Lurker 1mo

Just started and need tips

I just started on pc and need a guide

Just started and need tips
gamer271262697
gamer271262697 gamer271262697
LV.1 Mootie 1mo

How to server change

https://youtu.be/yDVYqJBl9AA

How to server change
Masaki.GzxU
Masaki.GzxU Masaki.GzxU
LV.3 Lurker 1mo

Looking for 2 more players atleast silver or gold (Good Players)

Looking for 2 more players atleast silver or gold (Good Players)
DabloonsPlaysYT
DabloonsPlaysYT DabloonsPlaysYT
LV.2 Lurker 1mo

Newly Joined Operators "Ace" and "Melusi"

With the Operation Steel Wave update, Ace and Melusi have newly joined the Rainbow team. Especially, newly joined operators have unique dedicated equipment with an excellent weapon loadout, which is considered to be powerful, unlike other operators added in other seasons. For this reason, even it’s early in the season, many users compete to pick those operators, and it is also frequently appearing in rank.
 
This time, I will organize the features and roles of new operators for the new update, and learn how to properly utilize the dedicated equipment of new operators on the battlefield.
 
 
 
 
▣ “Ace” the Hard Breacher with the Best Assault Rifle ‘AK-12’
 
It is noteworthy that Ace is a newly added hard breacher to the offensive team following Thermite, Hibana, and Maverick. Ace's exclusive equipment, S.E.L.M.A. AQUA BREACHER (aka S.E.L.M.A.) is hydraulic breaching equipment that can pierce not only the regular wells but also the walls reinforced by the defensive team.
 
S.E.L.M.A. is throwing equipment that attaches to the wall and explodes. It deploys two more times in the downward direction, eventually drilling a large hole. Ace also has three S.E.L.M.A.s, enable him to create additional angles depending on its use.
 
Ace's S.E.L.M.A. has the following differences compared to other hard breachers breaching equipment.
 
 
▲ In the attached place, it explodes the size of Mira’s Black Mirror and makes two additional holes in down word.
 
 
˙ Unlike the other breaching equipment, it works hydraulically, so it does not produce visual effects such as glare, tinnitus, and dust when it explodes (instead, it creates visual effects like water splashing on the screen) and does not cause much damage even if you stand close to the explosion point.
 
̇ S.E.L.M.A. is directly thrown and attached, enabling safe breaching at a long distance like Hibana. This can be used to safely destroy Mira's Black Mirror from a long distance.
 
˙ Thermite and Maverick should be close to the reinforced wall during breaching work, and Hibana should hold the pallet Launcher during the breaching work, but Ace only needs to throw S.E.L.M.A., making him be much safer.
 
 
▲ Because Ace can throw the S.E.L.M.A. breaching equipment, he can safely work on hard breaching in the far distance.
 
▲ Ace can pick the Smoke Grenade as a gadget, enable him to throw the Smoke as soon as the breaching work is done.
 
 
˙ It takes quite a time until the S.E.L.M.A. makes a huge hole. The breaching speed is in the order of Thermite > Hibana > Ace > Maverick. Because the S.E.L.M.A. breaches one by one and creates noise, it can be destroyed by the defenders while working.
 
˙ Ace carries a total of three S.E.L.M.A.s, enable him to breach the most number of walls among the hard breachers. However, when breaching the reinforced hatch, it requires two S.E.L.M.A.s.
 
˙ Unlike Thermite or Hibana, Ace can install the S.E.L.M.A. on the Deployable Shield or Goyo’s Volcan Shield to destroy.
 
˙ Unlike Hibana’s breaching equipment, Ace’s S.E.L.M.A. can be removed by the Jager’s ADS or Wamai’s Mag-NET while in air.
 
 
▲ You can attach the S.E.L.M.A. on the Deployable Shield or Goyo’s Volcan Shield to destroy.
 
▲ However, if you install the S.E.L.M.A. on the floor, it only explodes once, so the additional S.E.L.M.A. is required to open the reinforced hatch.
 
 
Another advantage of Ace is an excellent loadout, especially the AK-12 choice for Primary Weapon. The AK-12 is one of the best of the offensive teams' weapons, boasting a monster performance with 850 Fire Rate and 45 Damages. It is not even difficult to control recoil under attachment, so it can perform well in long distances skirmish.
 
However, Fuze was the only operator who could use the AK-12, so to use the AK-12, the players have to play Fuze that was somewhat out of the current meta. While this happening, ACE, which is 2 Speed / 2 Armor with a hard breaching capability, came out with the AK-12, allowing players whom to choose Ace instead of Fuze.
 
So Ace is not only able to play the role of hard breacher, but also as an Entry Frager. Trust the function of AK-12 and actively jump into the angle and engage against the enemies. It would be nice to play by sticking S.E.L.M.A. to the reinforced wall, throwing a Smoke Grenade inside, jumping into the hole, and kill the enemies with the AK-12.
 
 
▲ If you hesitated to use the AK-12, because Fuze is 3 Speed operator, now you have an alternative, “Ace”.
 
 
 
▣ "Melusi" Who Changed the Defending Meta with the Ability 'Banshee'
 
Melusi is a 3 Speed / 1 Armor operator and has Impact Grenade and Nitro Cell, so it can play both the roamer and sub-anchor. As dedicated equipment, it has a deployable bulletproof tool called ‘Banshee Sonic Defense’ (aka Banshee), which is in the highlight as Ace with its outstanding performance.
 
Banshee slows down the attackers and continuously generates noise when the offensive team approaches within a radius of 6 meters based on the installed point. It also has a bulletproof feature that cannot be destroyed by shooting and can only be destroyed by using close-range attacks or explosives. Melusi carries three of them and can greatly delay the enemies if they are distributed and installed in appropriate locations.
 
It is more effective when used with the team defending gadgets like Volcan Shield, ADS, and, Remote Gas Grenade. More detailed effects on Banshee are listed below.
 
 
▲ You can hide around and as soon as you hear the Banshee activating sound, you can run-out and catch the enemy slowing down.
 
 
˙ Banshee can be destroyed by the close-range attack, but closer you get, you will be slower.
 
˙ Even though Banshee slows down the operator’s speed, but not slowing down the aiming speed. So, keep in mind.
 
˙ While within the range of Banshee, the slow effect does not additionally add by Clash’s CCE Shield or Barbed Wire.
 
 
▲ Banshee can be destroyed by the close-range attack, but closer you get, you will be slower, so it’s quite risky.
 
▲ If you use it with the Smoke’s Remote Grenade, Goyo’s Volcan Shield, and Maestro’s Evil Eye, it gives a synergy effect.
 
 
˙ Ash’s Breaching Round, Zofia’s KS79 Lifeline, and Kali LV Explosive Lance can destroy Banshee in the far distance.
 
˙ Thatcher’s EMP Grenade or Twitch’s Shock Drone Taser can deactivate Banshee for a few seconds.
 
˙ Even though Nøkk activates the Presence Reduction, if it moves within the range of Banshee, Banshee will activate.
 
˙ If the attacker gets Finka’s Adrenalin Boost, it will get less effect by Banshee.
 
˙ Iana’s Gemini Replicator doesn’t activate Banshee.
 
 
▲ Because the Banshee is bulletproof equipment, it forces the attackers to use the explosives.
 
▲ With Twitch’s Shock Drone, it can deactivate Banshee for a few seconds.
 
▲ Even though Nøkk activates the Presence Reduction, it still is detected by the Banshee.
 
 
Melusi uses Lesion’s T-5 SMG and Frost's Super 90 shotgun as a primary weapon. Among them, the T-5 SMG is a weapon that belongs to a fairly good function among defensive teams' weapons because the Fire Rate is 900 with decent recoil. Especially, while Lesion is 2 speeds, Melusi is 3 speeds, showing better ability. It is more attractive due to the availability of equipping the Impact Grenade and Nitro Cell, which can be used for multi-purposes.
 
Perhaps because Banshee's regional defense was so strong, players began to assume that Melusi had become a meta-changer for the defense team as soon as the season began. Due to the following reason, the Test Server had a patch that changed Melusi's Deployable Shield to Nitro Cell, and in the future Y5S2.1 Patch will also reduce the range of Banshee to 4 meters and reduce the sound of the Banshee effect.
 
 
▲ Melusi uses Lesion’s signature weapon T-5 SMG.
 
 

Newly Joined Operators "Ace" and "Melusi" +13
Newly Joined Operators "Ace" and "Melusi"
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 1mo

Guide for playing 'Doc' on 'Coastline'.

[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.]
 
Coastline is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map gives a large advantage to the attacking team due to the ease of access attackers have to map control from the outside of the building.
 
Doc is a one speed, three armour defending operator. Doc’s ability is the ‘Stim Pistol’; a projectile gadget which shoots medical stims, capable of healing teammates with low HP as well as reviving teammates who are in a DBNO state. Doc is most commonly used for the operators MP5 which can be customized to have an ACOG equipped as an optic. Due to the MP5’s low recoil, the ACOG can be highly useful if used to hold long angles on the bomb site. This makes Doc ideal as an anchor.
 
If you are to be in accordance with the current meta, Doc’s loadout should be as follows;
-PRIMARY - MP5 (WITH ACOG)
-SECONDARY - LFP586 (Revolver)
-UTILITY - Can vary based upon the needs of the team. (Personally, I always bring Barbed wire.)
 
 
DEFENDING: [2F] BILLIARDS(A) - HOOKAH(B)
The primary route of attack on this bomb site will be by the attacking team rappelling on the double window of Billiards(A) and the single window of Hookah(B) while vertical soft destructors like Buck and Zofia gain control of the first floor Sunrise bar and proceed to destroy the ceiling of Sunrise - the flooring of Hookah(B). Doc can be useful on this bomb site inside of Billiards(B). From this position you will have access to a variety of long-angles which can be incredibly effective at preventing attackers from establishing control over the two bomb sites from the second floor windows. The Billiards(B) double window will likely be the most heavily contested window by attackers as there are a variety of angles which can be held on the BIlliards(B) bomb site from ‘Ruins*’ (*the collection of stone formations located directly adjacent to the main building.)
POSITIONING: [2F] BILLIARDS(A) - HOOKAH(B)
 
DEFENDING: [2F] THEATER(A) - PENTHOUSE(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor VIP room from the second floor balcony located on the north side of the building. After gaining control over VIP and Hall of Fame, attackers will breach the reinforced wall between VIP and Penthouse(B) as this will provide attackers with a safe and clear pathway to the default plant spot in the corner of Penthouse(B) by the master bed. Doc is commonly played on site inside of Theater(A) as there are multiple long-angles which can be held that can prevent attackers from entering VIP as well as Hall Of Fame. As an anchor on this bomb site you will also be responsible for communicating with teammates what attackers are doing as they approach the bomb site - if you notice that attackers have breached the VIP wall and are planting the defuser, communicate the plant location to a teammate with a nitro-cell as this will be the most effective way to prevent attackers from planting the defuser inside of Penthouse(B).
POSITIONING: [2F] THEATER(A) - PENTHOUSE(B)
 
DEFENDING: [1F] BLUE(A) - SUNRISE(B)
The primary route of attack on this bomb site will be by the attacking team entering through the Pool Entrance located on the north western corner of the building. Attackers will typically gain control of second floor Hookah as this will enable attacking soft destructors (Buck, Zofia, Ash, or Sledge) to destroy the ceiling of Sunrise and eliminate any defending anchors playing behind ‘couches’ or ‘bar’. Doc will be most useful when played inside of Blue(A). Attackers will commonly try to flank defenders inside of Sunrise(A) by gaining control over Cool Vibe Stairs and Kitchen, Doc can help prevent this by playing near the ‘jungle’ exit (located underneath the default camera outside of Blue(A)). Use caution when playing in this position as attackers can also flank through the ‘long hall’ or through the ‘court-yard’.
POSITIONING: [1F] BLUE(A) - SUNRISE(B)
 
DEFENDING: [1F] KITCHEN(A) - SERVICE ENTRANCE(B)
The primary route of attack on this bomb site will be by the attacking team planting the defuser inside of the doorway of service entrance leading to the outside exit - located on the eastern side of the building. Attackers will also commonly attempt control of the second floor VIP, Theater, and Penthouse rooms as this will allow attackers to destroy the ceiling of Kitchen(A) and Service(B). Doc should be positioned inside of Service Entrance(B), behind the B bomb. From this position, the operator's long-range capabilities will be highly valuable in preventing attackers from entering the bomb site through the Service Entrance(B) single doorway. The largest weak point of this position will be from above; if attackers gain control over the 2F VIP and Master Bedroom, the ceiling of your position will commonly be destroyed - forcing you to relocate to a more passive location like ‘beer corner’ or ‘bathroom’.
POSITIONING: [1F] KITCHEN(A) - SERVICE ENTRANCE(B)
 
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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6

Guide for playing 'Doc' on 'Coastline'. +4
Guide for playing 'Doc' on 'Coastline'.
footwork.
footwork. footwork.
LV.17 Sage 1mo

Guide to Playing Mozzie on Bank

Next time you find yourself in need of a drone, give Mozzie a call. If he's feeling generous he may just loan you one. Believe me... he has plenty.
Bank is one of the original maps of Siege and has been thoroughly explored by the community, but of course there are still new tricks waiting to be uncovered. With three staircases and three spacious floors, Bank offers many options for roam play since it's so spread out and time-consuming to roam-clear. Anchoring is acceptable for sites though, especially if they have somewhere safe to sit on cameras, so you can drone for your roamers. The many windows in Lobby make it a very risky area to rotate through, but with proper game sense you can navigate your way through it to surprise opponents or pull off some late flanks.
 
Mozzie, the Australian defender, is super fun to play and can be very helpful for his team. He is a two armor two speed operator with a flexible playstyle, fit for roamers and anchors alike, making him great for solo queuing. He excels in disrupting enemy intelligence, and if you play your cards right, he brings amazing information to you and your teammates. In addition to having top tier utility, Mozzie performs amazingly in firefights, not to mention his Commando 9 has the BEST reload animation in the game.
 
Mozzie’s pest launcher fires out spider-like robots that latch onto nearby drones, hacking them, granting Mozzie controls instead. He comes equipped with three pests which can block off narrow choke points that attackers commonly drone, effectively locking down entire areas of the map, especially when paired with Mute. He can also hunt drones as soon as the prep phase begins, heading straight to doorways near drone spawn locations and sniping some of those RC cars to use right off the bat. You can position captured drones near site and leave them, or hide in a safe location and hop on cams to cruise them around and hunt attackers.
 
 
MOZZIE’S LOADOUT
Mozzie has the choice between the Commando 9 and the P10 Roni. The Commando is more reliable, with a more shallow damage drop-off curve and a higher magazine capacity. But the P10 Roni shreds in CQB with a higher fire rate and virtually no recoil. It is arguably a matter of preference, and the attachments you equip on either gun boil down to preference as well. I prefer the Commando with a holo sight, angled grip, and muzzle break.
 
Mozzie brings the SDP 9mm, a well-rounded pistol with a decently high ammo-count. It is best equipped with the muzzle break, but the silencer can be useful in some situations, such as shooting out drones or claymores while flanking. For his secondary gadget, he nearly always brings a nitro cell because it is significantly more powerful than the alternative barbed wire. The C4 also synergizes with his Pests, because vision from hacked drones can be used to set up kills. Additionally, the nitro can be used to blow open rotations when getting pinched. There may be some situations though where your team decides they need barbed wire, so you do have that option available, and I will showcase good locations to place it for those who prefer it. It is also worth noting that barbed wire can hide your pests, but shoot your pest first and place the wire after.
 
 
DEFENDER BOMBSITES
PIC
 
BOMB SITE 1 – Executive Lounge (2F) & CEO Office (2F)
 
This site is extremely exposed to windows on the West and North side, particularly the Lobby windows. It also has a few breachable walls on the East side of CEO which should certainly be reinforced. Janitor Closet should be opened up and played to choke out attackers pushing in. Watch for flanks through Lobby, and beware attackers pushing Stock Trading Office and Main Stairs to the South. With Mozzie, you can play in Meeting, or can roam below and try to land some nitro kills.
 
Reinforce these four walls and place a pest between the windows to keep attackers from sending drones through.
 
A teammate should open a rotate hole into Janitor, and blow the hatch. You can help hold this by placing a pest on the doorway and one by the drone hole.
 
Reinforce these four walls. Having a defender sit in the elevator on ping is very helpful, and Mozzie can play spot decently. If you do play there, have a teammate open the hatch for you.
 
This hallway wall is critical, especially if someone plays elevator. You can stack barbed wire in these two locations on the stairs, and use it to hide your pest.
 
As a roamer, immediately start hunting drones in prep phase. You can play in Archives or Open Area and aim to land these C4s.
 
 
BOMB SITE 2 - Staff Room (1F) & Open Area (1F)
 
This is definitely the least popular site, mostly because it is so spread out. All of Staff Room's ceiling is indestructible leaving anchors relatively safe. Attackers will almost certainly pressure site from Alley outside, and push into Square Skylight to the Northeast to open Staff Room wall. Expect attackers to enter above as well and destroy the ceiling of Open Area from Stock Room, perhaps opening site hatches. Having a pocket strat for this site can grant the occasional win by catching your opponents by surprise. With Mozzie you could anchor, or hide in basement while you drone out the attacker push for your eventual flank.
 
Reinforce these two walls, and the two next to them. They are the most important. A pest on this doorway to Server Stairs and one in Electrical Room work together to help keep this area from being droned out.
 
This wall leading to Loan Office should be reinforced as well. A pest in this Barbed Wire keeps site from being droned from this direction. You may also capture a drone on this ping during Prep phase.
 
The site can be opened through Admin Office to extend into Archives and Tellers' Office for more room to play around. In this case, reinforce this wall and place a pest here.
 
Even when your team doesn't open up into Archives, it is good to roam in here to protect site walls. A pest on this doorway and a barricade on the window help you accomplish that goal.
 
 
BOMB SITE 3 - Tellers' Office (1F) & Archives (1F)
 
Tellers and Archives have entirely destructible ceilings. Due to this, roaming top floor to slow the push is necessary to protect anchors. Attackers will likely pressure site from Lobby, possibly rappelling on windows. They also may push into Open Area to open the Archives wall connecting to Admin Office. If you choose to anchor on site, be ready to deal with the vertical pressure. If instead you roam, you can hide in basement while droning. Otherwise roam in Open Area, hiding in a cubicle to drone.
 
Similar to above, place a pest on this doorway, and one on the window.
 
These three reinforcements are the most important. A pest on this ping is great, but less so if Thatcher has not been banned.
 
Just like before, reinforce this wall and place a pest on this doorway. But place it on the North side so it potentially isn't destroyed by an EMP.
 
This wall should be reinforced, and a pest can be placed on this doorway. Ask a teammate to pop this hatch so anchors can rotate out if needed.
 
Whether you roam or not, deny drones from coming in these windows. You can hide captured drones in CEO and Executive to help anchors land nitros from below. You also might capture an early drone and find some picks in these locations.
 
 
BOMB SITE 4 - Lockers (B) & CCTV Room (B)
 
This site has seen the most play, and its meta has grown quite stale. Attackers almost always push through Servers room and breach the CCTV walls. You should also keep an eye out for attackers pushing up Garage or through the nearby stairs, named Main Stairs. It is also very common for attackers to take Open Area and breach the hatches above. There are four hatches in total and all should be reinfroced, especially the two in Open Area. If you anchor, sit in vault or Lockers while you drone. If instead you roam, you can play upstairs and eventually flank, especially if they don't clear you out. But at higher tier play, most teams will notice if a roamer is top floor and clear it.
 
Since Server is the typical focus, stack your pests around here to disrupt droning and delay the push as much as possible. Barbed wire in Dirt is useful if someone is playing in Server, but a nitro is better for plant denial if you are anchoring in Vault.
 
This pest on the underside of the desk cannot be shot out once the hatch is opened.
 
A pest on the stairs can be super helpful especially if you have a shotgun player holding stairs.
 
This reinforcement and barricade are optional but can make playing Server and moving through this area more comfortable.
 
If you roam, start drone hunting asap and make sure these hatches get reinforced. If playing up top and you expect to be pushed, use these pests to score a drone or two.
 
Gotta love Mozzie. Nobody wants to drone on attack, but on defense? Ohhhhh yeaaahhhh.

Guide to Playing Mozzie on Bank +20
Guide to Playing Mozzie on Bank
drTaperdown
drTaperdown drTaperdown
LV.9 Bamboozled 1mo

Guide for playing 'Doc' 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 pretty balanced however, some bomb sites have heavy advantages for one side.
 
Doc is a one speed, three armour defending operator. Doc’s ability is the ‘Stim Pistol’; a projectile gadget which shoots medical stims, capable of healing teammates with low HP as well as reviving teammates who are in a DBNO state. Doc is most commonly used for the operators MP5 which can be customized to have an ACOG equipped as an optic. Due to the MP5’s low recoil, the ACOG can be highly useful if used to hold long angles on the bomb site. This makes Doc ideal as an anchor.
 
If you are to be in accordance with the current meta, Doc’s loadout should be as follows;
-PRIMARY - MP5 (WITH ACOG)
-SECONDARY - LFP586 (Revolver)
-UTILITY - Can vary based upon the needs of the team. (Personally, I always bring Barbed wire.)
 
 
DEFENDING: [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 Stash, 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 room from Control room as this will provide attackers with significant control over Initiation(B) allowing them to plant the defuser. This bomb site doesn't have any flag-ship positions for Doc. By that I just mean that there aren't a large number of influential positions for Doc to be played in. I would recommend playing the operator inside of Initiation(B) behind ‘pillar’. From this spot you will be able to contest attackers as they attempt to execute a plant inside of the Control-Initiation(B) breach.
POSITIONING: [2F] OFFICE(A) - INITIATION(B)
 
DEFENDING: [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 teams 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). I would recommend playing Doc at the end of the ‘arcade balcony’ (located adjacent to Daycare(A) and Bunk(B)). Communicate with a teammate to set up a deployable shield as cover while playing on the ‘arcade balcony’ - this will also provide you with the ability to see attackers and line up your shot before actually peeking due to the new re-work of the deployable shield.
POSITIONING: [2F] DAYCARE(A) - BUNK(B)
 
DEFENDING: [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 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. Doc should be played inside of Armory(A). From this position, you will be in a great spot to prevent attackers from either rushing the ‘dragon doorway’ or prevent attackers from entering the Throne(B) bomb site after breaching the maintenance/barrels wall(s). When playing in this position, be cautious of attackers either breaching the wall separating Armory(A) or breaching the ceiling above (this ceiling is particularly dangerous as it is the only portion of the Armory-Throne bomb site ceiling which is soft.)
POSITIONING: [1F] ARMORY(A) - THRONE(B)
 
DEFENDING: [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). Doc should be played on the second floor in the aforementioned rooms. This is because it is important for defenders to have a heavy presence on the second floor in order to waste the attacking teams time or, if possible, eliminate any attackers attempting to gain control over the second floor. I would recommend communicating with the rest of your team and have additional defenders assist you on the second floor as it can be challenging to do so independently.
POSITIONING: [1F] LAB(A) - STORAGE(B)
 
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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Doc' on 'Theme Park'. +4
Guide for playing 'Doc' on 'Theme Park'.
footwork.
footwork. footwork.
LV.17 Sage 1mo

Guide for playing 'Doc' 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 though a slight edge may be given to attackers as the map is highly destructible.
 
Doc is a one speed, three armour defending operator. Doc’s ability is the ‘Stim Pistol’; a projectile gadget which shoots medical stims, capable of healing teammates with low HP as well as reviving teammates who are in a DBNO state. Doc is most commonly used for the operators MP5 which can be customized to have an ACOG equipped as an optic. Due to the MP5’s low recoil, the ACOG can be highly useful if used to hold long angles on the bomb site. This makes Doc ideal as an anchor.
 
If you are to be in accordance with the current meta, Doc’s loadout should be as follows;
-PRIMARY - MP5 (WITH ACOG)
-SECONDARY - LFP586 (Revolver)
-UTILITY - Can vary based upon the needs of the team. (Personally, I always bring Barbed wire.)
 
 
DEFENDING: [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 made by the hard breachers. Doc should be playing inside of the Fountain room - adjacent to the Archives(B) bomb site. From this position, you will have access to an incredibly powerful long angle which can allow you to prevent any attackers from vaulting the Archives(B) window all the way from the opposite end of Fountain.
POSITIONING: [2F] ARMORY(A) - ARCHIVES(B)
 
 
DEFENDING: [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. Doc should be playing on the first floor, inside of the Bathroom(A). Bathroom(A) is connected to the rest of the building with a long hallway which leads to the primary first floor intersection (the open area of metal hallway, directly underneath the default camera.) This provides Doc with a good opportunity to use the operators low recoil and long range capabilities to the players advantage as the Bathroom(A) is a relatively safe location to play inside of and hold a long-angle looking down the adjacent long hall.
POSITIONING: [1F] BATHROOM(A) - TELLERS(B)
 
DEFENDING: [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. Doc should be playing by the connector window, located in between Detention and Supply(A). This will be a great spot for you to get the most out of Doc’s long-range capabilities by either holding a long-angle from the connector to the Supply(A) window, or by holding an aggressive long-angle through the detention wall after it has been breached by attackers. Use caution when playing in this position as it is very common for attackers to use frag grenades to eliminate defenders playing in this position.
POSITIONING: [1F] SUPPLY(A) - CUSTOMS(B)
 
DEFENDING: [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 Desk 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. Doc can be played in a variety of positions on this bomb site. I believe the most influential way to play the operator would be similar to the way in which I had previously explained how to play Doc on 2F Armory-Archives. Due to attackers commonly dedicating a large amount of resources to the second floor, Doc will be well positioned inside of Fountain to help contest the inevitable push from attackers entering the building through the second floor Archives Window.
POSITIONING: [1F] WORKSHOP(A) - VENT(B)
 
 
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 my social media accounts:
TikTok - FTWRK
Twitch - footwork6
 

Guide for playing 'Doc' on 'Border'. +4
Guide for playing 'Doc' on 'Border'.
footwork.
footwork. footwork.
LV.17 Sage 1mo

Try not to laugh Rainbow six siege edition

Watch "Rainbow Six Siege: TRY NOT TO LAUGH!" on YouTube
https://youtu.be/qZcxxgJPjHY

Try not to laugh Rainbow six siege edition
Phade_Away360
Phade_Away360 Phade_Away360
LV.25 Assassin 1mo

Daily seige tip #1

Always check for a claymore on the planted defuser so you don’t kill yourself after clutching!

Daily seige tip #1
RaG3 Fuzzy
RaG3 Fuzzy RaG3 Fuzzy
LV.3 Lurker 1mo

You can comment or go to poll.

Poll
You can comment or go to poll.
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LV.5 Lurker 1mo

Reworked House Preview

On June 16th, the House, the oldest battlefield in SIEGE, was reworked with the Operation Steel Wave update. Although the size of the building got wider than before, it is still smaller than other battlefields. After the rework, the House added many windows, doors, and walls allowing attackers to check inside the bombsite from the outdoor. Therefore, I am estimating defending the bombsite will not be easy.
 
I can feel the nostalgia of the House before the rework, and in fact, about half of the structures stayed the same, so the users who have played the House battlefield before will not get lost. This time, I will take a look at the features of the newly updated House, focusing on parts different from before Rework, and find out how to launch an attack.
 
 
▲ Instead of removing the objective location placed in the ‘basement ~ 1F’, a new objective location is added on the 2F.
 
 
 
▣ 2F - Car Room ~ Pink Room / Master Bedroom ~ Car Room
The 2F now has two objective locations and the Bombsite, ‘Car Room’, is overlapping. Either site, there is quite a distance between A Bomb and B Bomb, and because the size of the 2F is not so large, the defenders have to block the entire 2F.
 
On the 2F of the building, there are many windows for the offensive team to check from outside or try to infiltrate. On top of that, there is even a Master Bedroom reinforced wall connected to the outside, so if the offensive team uses a hard breacher and pierces the wall, they can take a huge advantage. On the other hand, the defensive team has to install the defending gadgets around to delay the entry of the offensive team.
 
 
▲ The Car Room, where the bombsite is overlapped, is the most important place on the 2F.
 
▲ The original Workshop finally finished the construction and turned into the Pink Room.
 
▲ There is a Play Room connecting the Reading Room and Car Room. In this room, it has a window leading outside, so be cautious.
 
▲ Reading Room has two windows and stairs leading 1F.
 
▲ Master Bedroom has two walls leading outside, so the reinforcement is highly essential.
 
▲ The hallway leading to the Pink Room. If Melusi’s Banshee is installed here, the attackers will have a hard time entering through this hallway.
 
 
 
▣ 1F - TV Room ~ Music Room
 
On the 1F, both the TV Room and the Music Room, where Bombsite is located, are allowed to enter as soon as one barricade is broken from the outside. If the offensive team throws Stun Grenade or Smoke Grenade inside the Bombsite and tries to force into the field with Montagne and others, it will be quite difficult to stop.
 
The defensive team must hide in an invisible blind spot, and then block the enemies as soon as they enter. Of course, this would require setting up the Barbed Wire, Deployable Shield, or Melusi's Banshee Sonic Defense to slow down the offensive team's entry as much as possible. It would also be good to have Jager's ADS or Wamai's Mag-NET installed to prepare for the throwing objectives, like Stun Granade, Frag Granade, and Ying's Candela.
 
It would be nice if some of the attackers enter through the Office ~ Dining Room, which is located opposite, and then press the Bombsite simultaneously from both sides. If ACE throws S.E.L.M.A. Aqua Breacher into the Kitchen reinforced wall from the Dining Room, it could disturb the defending operators hiding inside the Bombsite.
 
 
▲ If you break one single barricade, you can see straight into the TV Room.
 
▲ Similarly, if you break this barricade, you can enter into the Music Room directly.
 
▲ If there is an operator who can attach the ACOG sight, like Rook or Doc, it can check the Music Room entrance in the far distance.
 
▲ Or the defenders can attempt run-out through that barricade to surprise attack.
 
▲ The defenders should install tons of defending gadgets on the entrance and hide on the circled spot.
 
▲ Some of the attackers can attempt infiltrating through the Front Balcony to approach to the Office.
 
▲ If you have reached Kitchen through the Dining Room, breach the Music Room wall to seize a new angle.
 
 
 
▣ Basement - Garage ~ Gym
 
Unlike the 1F / 2F, the basement is where the defensive team has an advantage. Originally, before the Rework, the defensive team had a hard time blocking this site because it was too difficult to save the Garage reinforced wall. However, now the stress has released because one of the external reinforced walls becomes invalid on hard breaching. Even as the rest of the reinforced walls are checkable by drilling the floor at the 1F Office, it made it even harder for the attackers to enter.
 
Instead of disappearing one side of the outer wall, the door is added on the left side, making the attackers enable them to enter through this door. However, if the defense team has the Barbed Wire, Deployable Shield, or Melusi's Banshee Sonic Defense installed here, it won’t be easy to get through the Garage Entrance.
 
Similarly, the Depot, close to the Gym Bombsite, was originally possible to breach the wall connected to the Gym, but it is now been changed so that the offensive team cannot make a new angle. For this reason, the offensive team must enter only through the door that leads directly to the Gym, which will be very risky.
 
 
▲ Instead of the three reinforced walls are not being breached, the Garage Entrance is added on the left.
 
▲ Two reinforced walls on the right are possible to work on breaching…
 
▲ But the defenders can break the 1F Office floor and irritate hard breaching work. Therefore, securing safety is required.
 
▲ Of course, the attackers will rush into the Office to catch the defending roamer looking down the basement.
 
▲ Newly added Garage Entrance. If the Barbed Wire or Melusi’s Banshee is installed, it would be hard to pass through.
 
▲ It also has a hatch on the top, making it vulnerable to the defending roamer waiting upstairs.
 
▲ Even though the attacker attempts to enter through the Depot side, it will not be easy.
 

Reworked House Preview +21
Reworked House Preview
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 1mo

Guide to playing ‘Frost’ in ‘Outback’

Outback is a mid-sized battlefield consisting of 1F and 2F. The Objective Locations are generated two on each floor. Among those objective locations, 1F objective locations allow the attackers to attempt a vertical play, making the defenders extra caution while defending the site. For this reason, the defensive team prefers the Objective Location on the 2F.
 
Because of the existence of multiple windows around the building, the attackers have many windows to attempt infiltration. However, due to the complicated structure inside the building, the attackers have to carefully approach by clearing the defending roamers. On the other hand, the defense team must constantly harass and delay the offensive team by using the internal structure of the building.
 
 
▲ Outback Objective Location, Objective locations are generated two on each floor.
 
 
Frost's Welcome Mat is a deadly device that can make the enemy in down condition, but the enemies are not easily get caught in a trap. For this reason, it is usually installed underneath the window and used as a way to make the offensive team shoot the Welcome Mat while they enter. If the defender checks this moment, it can easily stop the enemy entering, so Frost usually acts as an anchor.
 
Depending on the Objective Location, there may not have a window or no suitable place to install the Welcome Mat. In this case, if you select the Deployable Shield as a Gadget, you can try the Deployable Shield Setup, which you install the Welcome Mat behind the Deployable Shield, to block the enemy. However, this setup also has a disadvantage that both the Welcome Mat and Deployable Shield could be torn down at once by the offensive team's explosives.
 
 
▲ Usually, the players choose the automatic 9mm C1 Submachine Gun, but because the fire rate is extremely low, it requires time to get used to it.
 
 
 
▣ In case, the site is located at '2F Laundry ~ 2F Games Room'
 
Here, the offensive team will try to climb up the 2F Motor Balcony and begin checking through the windows around Bombsite. The defense team should hide on the blind side and when the attackers enter, cooperate with the roamer to defend.
 
It would be helpful if you set up the Welcome Mat underneath a window and keep an eye on it. Dorms, Showers, and Mechanical Bull windows are suitable to try this. Among those places, Dorms and Showers windows can be handled by one person from the Showers side.
 
Other than that, Back Stairs or Piano Stairs, which can come up to the 2F, are also a suitable place to install the Welcome Mat. When attackers climb up the stairs, they often don't care about their feet because they usually aim at doors where the defenders might be.
 
▲ Window 1, where the attackers must open. Hide behind the blindside and wait for the moment the enemy enter.
 
▲ Window 2, where the attackers must open. Likewise, hide behind the blindside and wait.
 
▲ Games Room deployable shield setting. It can be destroyed by the Frag Grenade, so keep in mind.
 
▲ The attackers often attempt to enter through the Mechanical Bull window.
 
▲ If you install the Welcome Mat on the stairs, it works quite well.
 
 
 
▣ In case, the site is located at '2F Party Room ~ 2F Office'
 
Similarly, there are plenty of windows for the offensive team to try to enter around the Bombsite. There are quite a few good places to install the Welcome Mat, such as the Garage Lounge window on both sides, the Electrical Room behind the Party Room, the Mezzanine, and Mechanical Bull windows, so try install it in the appropriate location.
 
Occasionally, the attacker enters from the Dorms and approaches the Games Room. Frost’s primary weapon is less lethal than the attacking team, so if you encountered the enemy, fall back and catch with the team roamer, instead of engaging alone.
 
 
▲ Because the Garage Lounge window has an obstacle to cover, the attackers often attempt entering through this window.
 
▲ The opposite side of the Garage Lounge window. Likewise, it has an obstacle, covering the shooting angle in a certain place.
 
▲ If the attackers enter through the Electrical Room window, the bombsite will be exposed in danger, so install the Welcome Mat at this point.
 
▲ Setting up the Deployable Shield like this would make you much easier to defend the enemy approaching from the Mezzanine.
 
 
 
▣ In case, the site is located at '1F Nature Room ~ 1F Bushranger Room'
 
If the objective location has been generated on the 1F, the defenders need to consider the enemy’s hatch drop or Vertical play from the 2F. Therefore, it is necessary to operate a roamer on the 2F. Even worse, the attackers can attempt breaching the Bushranger Room reinforced wall, so the defenders need to cover the whole area.
 
There aren't many places to install the Welcome Mat here except for the Bathroom window and Reptile Hallway window. However, you can use it by installing the Deployable Shield at the entrance of each site and the Welcome Mat behind.
 
Because the attackers often attempt penetrating the 2F, install the Welcome Mat on the 2F, similar to ‘Laundry ~ Games Room’, and work as a sub-anchor. If you make a hole on the 2F Back stairs floor, you may catch the enemy hard breacher breaching the Bushranger Room reinforced wall.
 
 
▲ The Bathroom has a window directly leading outside, so the attackers often attempt to enter this window.
 
▲ Not bad to install the Welcome Mat on the Reptile Hallway window.
 
▲ Other than that, 1F doesn’t have a suitable installation point unless you do the Deployable Shield Setup.
 
▲ If you make a hole here, you can have an angle to shoot the enemy hard breacher breaching the Bushranger Room.
 
 
 
▣ In case, the site is located at '1F Compressor Room ~ 1F Gear Store'
 
The Objective Location is located in the middle of the building and two Bombsites are lined up parallel, so the offensive team is attacking from various directions. Of course, there is a risk of vertical play from the 2F, so the defenders need to cover a wide area.
 
There are no suitable places to install the Welcome Mat except for the Waiting Room window leading to the Gear Store or the window behind the Garage Stairs. That's why it might be better to use the Deployable Shield Setup at the Bombsite entrance or use it in the 2F Electronic Room or the Garage Lounge to catch the offensive team moving into the 2F office.
 
 
▲ If the attacker rushes to the Gear Store, they might get caught by the Welcome Mat installed on the Waiting Room.
 
▲ Underneath of the Garage Stairs, it has a window leading outside, so the attackers often attempt entering through this window.
 
▲ Deployable Shield Setup to block the enemy approaching from the Restaurant.
 
▲ It is not bad to make the Deployable Shield Setup on the Garage entrance.
 

Guide to playing ‘Frost’ in ‘Outback’ +18
Guide to playing ‘Frost’ in ‘Outback’
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 1mo

Best Defenders on Rainbow Six Seige

Best Defenders on Rainbow Six Seige
Best Defenders on Rainbow Six Seige
bas151
bas151 bas151
LV.4 Lurker 1mo

My R6S Tier List (Steel Wave)

Tell me what you guys think in the comments.

My R6S Tier List (Steel Wave)
My R6S Tier List (Steel Wave)
bas151
bas151 bas151
LV.4 Lurker 1mo

First Operator for The Beginner

What do you think for The first Operator I can choose. I'm a beginner and I dont wanna buy Unnecessary operator.

First Operator for The Beginner
uraskurt
uraskurt uraskurt
LV.2 Lurker 1mo

Bandit iron sight op

Bandit iron sight op
Bandit iron sight op
KillingJay
KillingJay KillingJay
LV.12 Let’s play R6! 1mo

My Views on the New R6S Operators (Melusi and Ace)

I am writing this as many of the R6 community do not have the season pass and so won’t be able to use her for a week. So I have written what I think about them after playing over 2 hours with them.




I’ve found that Ace is good, as his gun is Fuze’s AK12 without the Russian Site. However I think that his gadget is too inconsistent and could do with a few changes. Good idea from Ubisoft for this Operator though.

Melusi is amazing and is high up in my tier list for a reason. Her gun shreds, it is the T-5 smg which is Lesion’s gun too. Her gadget is very good for many different reasons. It makes a loud noise when any attacker is near it and slows them down too. It provides intel for the defenders and slows down attackers. She is overpowered and will be abused after the week early access has finished.

My Views on the New R6S Operators (Melusi and Ace)
My Views on the New R6S Operators (Melusi and Ace)
bas151
bas151 bas151
LV.4 Lurker 1mo

New spot on house

Can get on top of the van in garage!

New spot on house
New spot on house
Cameron Pirie
Cameron Pirie Cameron Pirie
LV.2 Lurker 1mo

Melusi vs Ace: my opinion

So I’ve been playing siege all day today and yesterday, and got to experience playing with and against the new ops. Here are my opinions on both.

Melusi:

First off she’s a badass and I love her special little perk that she has. When you’re on the same team as her (since she is a defender) it really helps and is VERY op. Against her is a different story. It’s very difficult and the only way to get rid of it is if you melee it. It makes you SUPER slow when you walk near it in the room where it is placed, of course most of you know this already. Her gun, also very strong just like her. Overall I want to look into possibly making her my main.

Ace:

His is also badass. This one to me was like thermite on steroids that’s how op it is. It breaks down reinforced walls so easily and if you’re against him, it’s going to be quite a challenge because his perk is also op, and his gun is pretty strong too from what I’ve been against and on the same team as. Playing against this on the new house map, was pretty challenging to me and it’s crazy how cool this op is, although it wasn’t so great for my team against Ace. When I was on the same team though, he was a HUGE help, helping my team claim victor of the round.

Overall:

Love the new operators, can’t wait to get them with my renown, since I can’t just throw money out on the season 5 pass. Definitely want to try them out!!


What are your opinions on the new season 5 ops?

Melusi vs Ace: my opinion
hazyheaded
hazyheaded hazyheaded
LV.2 Lurker 1mo

Duo queues in ranked pushing plat

Looking for a duo to push to plat with, in silver rn

Duo queues in ranked pushing plat
gamer853293070
gamer853293070 gamer853293070
LV.3 Lurker 1mo
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