Should Nøkk get a buff?

Since the addition of more proximity gadgets such as the banshee and the proximity alarm, Nøkk should not activate proximity gadgets when using a presence reduction . This includes Ella mines, lesion gu mines, proximity alarms and banshees. Nøkk's ability will be useless after steel wave goes live. What are your thoughts?

Should Nøkk get a buff?
HondaCivici
HondaCivici HondaCivici
LV.2 Professional Noob 2mo

Guide for playing 'Pulse' 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.
Pulse is a three speed defending operator whose ability is the ‘Cardiac Sensor’, a portable heat-seeking device; capable of detecting attacking enemies within the radius of the Cardiac Sensor. Pulse is an essential defending operator on almost every map as the Cardiac Sensor is incredibly useful for exposing attackers that may be attempting to plant the defuser. The largest benefit being the unique positioning Pulse may play in as the Cardiac Sensor eliminates the necessity for the player to have a clear line of sight on their enemy in order to shoot and can instead shoot through any soft surface after the necessary intel has been gathered using the Cardiac Sensor.
If you are to be in accordance with the current meta, Pulses’ loadout should be as follows;
- PRIMARY: UMP-45 (Attachments to personal preference.)
- SECONDARY: M45 (Attachments to personal preference.)
- UTILITY: Nitro-Cell
 
DEFENDING: [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 B Car Garage. As Pulse, your responsibilities will involve gathering intel for your teammates. The optimal positioning for Pulse on this bomb site will be inside of Kitchen(A); use the Cardiac sensor to detect attackers inside of the second floor Office and Master Bedroom and communicate with teammates in order for them to accurately expend Nitro-Cells on the ceiling of Kitchen(A) and Dinning as explosives detonated on the ceiling of these rooms will eliminate any player within the radius of the explosion on the second floor.
 
POSITIONING: KITCHEN(A)-TROPHY(B)
 
DEFENDING: [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. Pulse will be most influential on this bomb site by playing inside of Bar(B) by using the Cardiac Sensor to gather intel for defenders playing inside of the second floor Library as that room will undergo significant contention by the attackers. Pulse can also play inside of Trophy room/ Kitchen and C4 any attackers inside of 2F Master Bedroom and Office as these two rooms are common entry points for attacking teams.
 
POSITIONING: GAMING(A)-BAR(B)
 
DEFENDING: [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. Pulse should be playing on the first floor, underneath the bomb site, inside of Kitchen-Dining. This positioning will be most optimal for gathering intel, as well as allowing the player to prevent any attempts made by attackers to plant the defuser in either one of the bomb sites with a well placed Nitro-Cell.
 
POSITIONING: OFFICE(A)-MASTER BEDROOM(B)
 
DEFENDING: [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). Kali will almost certainly be needed on this bomb site ever since the emergence of Thatcher being commonly banned. Pulse can be very useful on this bomb site in cooperation with a talented Bandit player; capable of ‘Bandit Tricking’. Pulse should be positioned directly on the Snowmobile(B) exterior wall with Bandit with the Cardiac Sensor out; communicate with the defending teams Bandit as this will enable Bandit to always place Bandit Batteries on the correct wall which the attacking Teams Thermiote is attempting to place an Exothermic Charge on. However, any defending team attempting this strategy should be cautious of attackers like Maverick or Sledge throwing frag grenades through the adjacent drone hole; this will result in a 3v5 round.
 
POSITIONING: WINE(A)-SNOWMOBILE(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
Instagram - footwork.R6
 
Thanks!

Guide for playing 'Pulse' on 'Chalet'. +4
Guide for playing 'Pulse' on 'Chalet'.
footwork.
footwork. footwork.
LV.17 Sage 2mo

New strategy???

If you have Oryx, grab your favorite gun and have barbed wire equipped. This works best if your on the top floor of a building. Open a hatch close to OBJ and cover your sides with the barbed wire. Then go under the hatch and hang off of it. Then wait for your prey. Have fun memeing.

New strategy???
Drarkmethod1805
Drarkmethod1805 Drarkmethod1805
LV.5 Lurker 2mo

Nøkk Rush Kanal 2F

Spawn sailboats. Go through basement stairs entrance. Run up yellow stairs to skybridge. Take cover behind black crates and kill anybody you can see. Works best with suppressor. (Sorry for bad picture quality this is all I could find for new kanal)

Nøkk Rush Kanal 2F +2
Nøkk Rush Kanal 2F
SRTCHC
SRTCHC SRTCHC
LV.2 Lurker 2mo

Guide for playing 'Pulse' 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.
Pulse is a three speed defending operator whose ability is the ‘Cardiac Sensor’, a portable heat-seeking device; capable of detecting attacking enemies within the radius of the Cardiac Sensor. Pulse is an essential defending operator on almost every map as the Cardiac Sensor is incredibly useful for exposing attackers that may be attempting to plant the defuser. The largest benefit being the unique positioning Pulse may play in as the Cardiac Sensor eliminates the necessity for the player to have a clear line of sight on their enemy in order to shoot and can instead shoot through any soft surface after the necessary intel has been gathered using the Cardiac Sensor.
If you are to be in accordance with the current meta, Pulses’ loadout should be as follows;
- PRIMARY: UMP-45 (Attachments to personal preference.)
- SECONDARY: M45 (Attachments to personal preference.)
- UTILITY: Nitro-Cell
 
DEFENDING: [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. Pulse should be playing on the first floor, inside of the Press Room, underneath the bomb site. This positioning will allow the player to deny attackers from planting the diffuser by throwing a nitro on the flooring underneath where the defuser is being planted - whether that be inside of Meeting(A) or Office(B).
 
POSITIONING: [2F] MEETING(A) - OFFICE(B)
 
DEFENDING: [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 on the default plant spot inside of Lobby(B) without over exposing themselves to the outside. Pulse typically plays inside of the basement at that bottom of the Visa Stairs as there is a hatch on the ceiling of the lower level of Visa Stairs which, when opened, allows for any defender with a Nitro-Cell to throw the explosive through the hatch from the basement to deny attempted defuser plants inside of Lobby(B).
 
POSITIONING: [1F] PRESS(A) - LOBBY(B)
 
DEFENDING: [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 their ability to open the flooring of Administrator's Office and play the vertical angles against attackers approach from either Visa Entrance or Spiral Hallway. Pulse should be playing inside of the basement in Archives(B) as this position will allow the player to protect both bomb sites without having to leave Archives. This is because Tellers(A) is located directly above Archives(B) and has an entirely soft floor; meaning that Pulse can pin-point the exact location of any attackers inside of Tellers(A) and either shoot them through the floor, or use a Nitro-Cell to eliminate the attacking operators.
 
POSITIONING: [1F/BSMNT] TELLERS(A) - ARCHIVES(B)
 
DEFENDING: [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 diffuser 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 room 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. Pulses’ job on this bomb site will be to prevent this from happening. The defending teams entry denial operators (Kaid or Bandit) will need to be covered in order to successfully Bandit Trick the Garage Wall. Pulse is a great operator to accomplish this due to the intel his Cardiac Sensor can gather; communicate with teammates to protect Bandit or Kaid while attempting to ‘Trick’ the wall.
 
POSITIONING: [BSMNT] CAFETERIA(A) - GARAGE(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
Instagram - footwork.R6
Thanks!

Guide for playing 'Pulse' on 'Consulate'. +4
Guide for playing 'Pulse' on 'Consulate'.
footwork.
footwork. footwork.
LV.17 Sage 2mo

Ranked

Looking to play on American servers is there anyone on here that can help me

Ranked
BrAzILiAn Wh1p
BrAzILiAn Wh1p BrAzILiAn Wh1p
LV.4 Lurker 2mo

Chill

Chill in casual. Have a nice. Be decent.

Chill
Gamerkid628ya
Gamerkid628ya Gamerkid628ya
LV.4 Lurker 2mo

Ranked ps4

I'm plat 2, 1.2kd EU only, tryna to get plat 1

Ranked ps4
Norbert Matisz
Norbert Matisz Norbert Matisz
LV.3 Lurker 2mo

I need help to chose who to start main as a beginner

It would help a lot of just 1 comented Someone who is good but not to hard to play🥴

I need help to chose who to start main as a beginner
Temp2101
Temp2101 Temp2101
LV.4 Let’s play R6! 2mo

Who is the best r6 operator??

Need to know who is the best R6 operator plz. Comment below plz

Who is the best r6 operator??
Who is the best r6 operator??
Booglehead
Booglehead Booglehead
LV.4 Lurker 2mo

new strat

prone shotgun,new meta

new strat
Shly_GD
Shly_GD Shly_GD
LV.2 Lurker 2mo

I'm silver 5 no mic needed

Ok

I'm silver 5 no mic needed
I'm silver 5 no mic needed
CykoToast
CykoToast CykoToast
LV.2 Lurker 2mo

Help moi with a team. PC Ranked Silver

Been solo queueing for ages. Need some players for the silver grind back to gold. I'm a gold 3 skilled player but solo queuing is BS.

Help moi with a team. PC Ranked Silver
NO NAME
NO NAME NO NAME
2mo

What do you think?

What do you think of the new kali buff coming in steel wave ?

What do you think?
PURE270
PURE270 PURE270
LV.4 Lurker 2mo

Guide to playing ‘Castle’ in ‘Villa’

Villa is a slightly large-sized battlefield consisting of the basement, 1F, and 2F. In rank, the objective location is not generated in the basement, making players use 1F and 2F often. However, sometimes the defensive roamer detour using this route. Overall, it is a complex structure, and there are many rooms for the defensive roamer to hide.
 
Villa has two objective locations on each floor, and like other maps, if the bombsite is located on the 1F, there is a risk of being vertical from the 2F. Therefore, the defenders prefer 2F more than 1F. However, all bombsites, regardless of the floor, has many windows making easier access for attackers. Attackers will use these windows to capture the bombsite and defenders should check frequently to stop them.
 
 
▲ Villa’s Objective Location, Even though it has the basement, the bomb is not generated.
 
 
Castle uses dedicated equipment the ‘Armor Panel’ to block windows or entrances. The ‘Armor Panel’ basically serves to block the enemy from entering, but it is impossible to block the entry because the attackers break it with explosives such as Breach Charge or Frag Grenade. However, it can serve to provide the enemy location through the sound and make them use gadgets to penetrate.
 
Castle can choose the shotgun ‘Super Shorty’ as a secondary weapon, making it possible to play the role of remodeling inside the bombsite. However, during the preparation phase, Castle has to break/install the Armor Panel, reinforce walls, and remodel. Since he has a lot of works do to in preparation phase, players often choose the impact grenade to save remodeling time. If there are other team members who can help remodel, Castle can equip a bulletproof camera.
 
 
▲ UMP 45 has decent recoil, but the fire rate and damage are too low, making players aim for the headshot.
 
 
 
▣ In case, the site is located at '2F Aviator Room ~ 2F Games Room'
 
2F ‘Aviator Room ~ Games Room’ has no risk of being vertical, but the attackers strongly check-in from the outside the Veranda of Study, which is in contact with both the bombsites. Due to the following reason, defenders often pick Mira and install the Black Mirror here in the direction of study from the Aviator Room and Games Room.
 
It is not bad to install the Armor Panel on the Study’s windows and entrances to prevent, but it would be better to set it on a different driveway if you consider the attackers destroying it anyways. If the team operates Mira and install the Black Mirror in the direction of the Study, it is recommended installing the Armor Panel in a way that protects the back of the Black Mirror.
 
Occasionally, the Armor Panels are installed by blocking the bombsite entrance, which may be good in terms of delaying the time, but it may be worse because the friendly roamer cannot move around. Therefore, when installing the Armor Panel, think carefully before setting up.
 
 
▲ It is not a bad idea to block the Study room window, but if you considered being broken, it can be waste.
 
▲ You just can leave it open and check the enemy entering from a different angle.
 
▲ It is a good idea to block the window and entrance approaching from the Red Stairs or Landing side.
 
▲ You can lead the enemy in one direction by blocking the path with the Armor Panel.
 
▲ Classical Hall window is a good installation point, due to the frequent penetration attempt.
 
 
 
▣ In case, the site is located at '2F Trophy Room ~ 2F Statuary Room'
 
Here, the attackers often use rappel to move up and attempt to enter through the Master Bathroom ~ Master Bedroom window. If the attackers have entered through this window, they could quickly reach the Trophy Room and State Room, so the defenders may require a couple of units to block this site.
 
Since there are many windows, it is a very good place for Castle to perform. However, since the numbers of windows are a lot more than the number of Armor Panel, you should sometimes consider which one to block or not. Therefore, choose the window depending on the defensive position and catch the enemy entering from the unblocked window.
 
 
▲ Astronomy Room is the midpoint leading to the bomb site. Make sure you block this window with the Armor Panel
 
▲ In between the Astronomy Room and Trophy Room, make the rotation hole.
 
▲ It is good to block the window right in front of the Trophy Room entrance.
 
▲ You just need to set up the Armor Panel condignly on the Master Bathroom, Walk-In, Master Bedroom windows.
 
▲ It is good to install the Bulletproof Camera showing all the Master Bedroom windows.
 
 
 
▣ In case, the site is located at '1F Living Room ~ 1F Library'
 
This bombsite has multiple windows around and large areas to cover, making defenders hard to defend. Also, due to the objective location is generated on the 1F, there is a risk of Vertical of hatch drop, so the defenders should allocate defending units on the 2F. Overall, each defense team has a wide area to cover.
 
Similarly, Castle needs to block the window around the bombsite and reduce the number of routes that the attackers can approach. The installation sites are the 1F Toilet exterior windows next to the Library or the Mudroom exterior windows next to the Living Room. Once you hear the Armor Panel breaking sound, react, and check.
 
 
▲ If you block the Toilet window with the Armor Panel and break this wall, you can check the enemy breaking the Armor Panel from the Library.
 
▲ Likewise, immediately react once you hear the Mudroom window Armor Panel breaking sound.
 
▲ Block the 1F Main Entrance with the Armor Panel and listen to the breaking sound from the Main Stairs.
 
▲ The Armor Panel installation point blocking the Art Studio. Likewise, you also can hear the sound from the Main Stairs.
 
▲ The Bulletproof Camera installation point showing the Skylight Hallway.
 
 
 
▣ In case, the site is located at '1F Dining Room ~ 1F Kitchen'
 
As it is the objective location created on the 1F, there is a risk of being vertical from the 2F ‘Living Room ~ Library’. The bomb site itself is not wide, but there are stairs leading to the basement, making defenders pay attention. In addition, the enemy hard breacher can move in through the Laundry and attempt breaching the Dining Room reinforced wall.
 
Although there is an external window on the Pantry side, one of the two windows are in a position where the Armor Panel cannot be installed at all. For this reason, there is not much place to install the Armor Panel around the bomb site. If you really want to use Castle here, I would recommend using the Armor Panel outside the bombsite.
 
 
▲ The Armor Panel installation point to block the enemy hard breacher approaching from the 1F Laundry.
 
▲ The enemies often check inside through the Pantry window. So, this point is also a good place to set up the Armor Panel.
 
▲ If you break the Pantry hatch, it provides you an angle to catch the rappelling enemy from the basement.
 
▲ The Pantry has another window, but cannot install due to the height problem.
 
▲ The Armor Panel setup point to block the enemy approaching from the basement Garage.
 
▲ To prevent the attackers from attempting vertical, you may stay on the 2F ‘Astronomy Room’ or ‘Master Bathroom’.
 
 
 
Please go visit Moot SIEGE Encyclopedia for more detailed guides!

Guide to playing ‘Castle’ in ‘Villa’ +25
Guide to playing ‘Castle’ in ‘Villa’
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 2mo

Guide to Playing Maestro on Consulate

What's up party people! I was rummaging around in the archives and dug up some tasty looking Maestro strats. You'd be surprised at the kind of documents to be found in there!
 
Consulate, a classic fan favorite, houses three floors, including a basement, and three staircases, as well as plenty of windows. Due to the prevalence of window play, Blackbeard and Nomad are common picks, and the two together can be very difficult and frustrating to deal with, so you might consider banning one of them, particularly if you defend first. Two of the sites make for reliable picks, with each of the other two offering viable third picks, though they depend heavily on a structured strategy. When playing on the attacking side, approach the building with caution, taking cover and checking spawnpeeks, especially if defenders are playing Lobby and Piano.
 
Maestro is an incredibly versatile 3 armor 1 speed operator capable of supporting his teammates throughout the round only to clutch out the final moments by himself. He brings valuable intel to his team and is equipped with an infamous LMG. They say he’s always smiling because he enjoys harassing attackers during their push and execute. He’s always a solid pick.
 
As an anchor, Maestro is focused on finding a safe perch on site where he can sit on cams, giving callouts to his teammates. He uses his Evil Eyes to supervise the site and its perimeter, zapping breach gadgets, drones, and harassing attackers, even through smoke. Being multi-functional allows using them to fill whatever role the team needs. When in doubt, just slap them on site where they can have a good view of everything. Beware of Sledge, Maverick, Thatcher, Twitch, and explosives, as they all counter your gadget. To prevent easy counters, place them above opened hatches, vault onto surfaces and place them high up, or hide them in sneaky locations where attackers are unlikely to notice them. NEVER place them on surfaces that can be destroyed with gunfire; destroying the surface will destroy your gadget! As soon as you finish setting up, hop on cams to obtain early intel on the push.
 
Maestro's Loadout
Maestro’s loadout boasts the mighty ALDA 5.56, which is best modified with a vertical grip, flash hider, and whichever sight you prefer (RIP ACOG). This fearsome LMG loads a whopping 80 round magazine, plenty to clutch with. Failure to manage his ammo properly, however, can leave you stuck in a punishingly awkward reload animation.
 
Maestro prefers the Bailiff 410, which can remodel the site a fair bit, and create additional lines of sight for his evil eyes. It runs best without the laser sight, as tightening the hip-fire any further makes its destruction holes too small. If you fancy a hand cannon though, the Keratos .357 is viable and capable of some mediocre destruction. As with all pistols, fix it up with a muzzle break. Barbed wire pairs well with his gadget, providing a sound cue to attacker movements nearby. But consider bringing some impact grenades for either quicker setups or “impact tricking,” which destroys breach gadgets placed on certain reinforced walls that can have small gaps shot out above them as well as certain hatches next to walls or furniture above.
 
Bombsite Locations
 
Bomb Site 1 - Consul Office (2F) and Meeting Room (2F)
Widely considered to be the most favorable site for defenders, the top floor can be held by spreading out, or can be defended from below using intel and C4s. Attackers like to sit quite comfortably on the many site windows, particularly in Consul Office and Waiting Room, so be sure not to cross into their fire when rotating. A solid place to anchor is in bathroom, where you're relatively safe to sit on cams. But attackers can kill you with nades from below or rappel on your window so don't get too comfortable. Hop off every now and then to listen for sound cues. Other than site windows, attackers will likely push up any of the surrounding stairs and often come from Admin Office.
 
This Evil Eye on the flag in Consul Office watches both sites when paired with this rotate. The reinforcement next to the rotate prevents attackers on rappel from shooting deep into Meeting Room.
 
This setup helps to delay the push up the hallway and gives attackers plenty of utility to deal with if they commit to such a push.
 
Setting up the yellow stairs like this allows teammates to play here and prevent attackers from swinging in Consul window.
 
Vaulting up here allows you to place an Evil Eye under the default cam, which can provide amazing intel on much of the top floor. The holes at the foot of Bathroom wall make it difficult for attackers to swing in.
 
Bomb Site 2 - Lobby (1F) and Press Room (1F)
While this site can be overrun by attackers very quickly, ending with a smoke plant that attackers protect from angles deep outside, it could also be all but won by defenders shortly into the round with a few well-executed window peeks. Attackers who are more thorough will establish top floor control and flush out defenders in Meeting Room above. Use your Bailiff or an impact grenade to provide a line of sight on Lobby door for anyone playing in there. Bathroom is the safest place to anchor, but you can also play on lower Spiral staircase, as it is less commonly pushed by attackers and the flank is covered by the default cam in Lockers Hallway. From this position you can hold the backside of site and peak out into Lobby if attackers start swarming.

These two guys are good buddies. They go hand-in-hand. The one on the desk zaps drones and serves as a distraction so they don't find the real Evil little fiend watching by the door.
 
This Evil Eye simply sits on the wall in Piano where it supervises both sites. It's a great choice if you're looking to spread out your intel.
 
Mount a turret on the statue to act as a lookout on the flank, hearing anyone rappelling Spiral windows, while still keeping an eye on Lobby. It's ideal if you choose to anchor lower Spiral stairs. Use this reinforcement and barricade to stop attackers from easily cutting you off from Visa. The barbed wire slows them down if they commit to pushing and try sneaking through Tellers.
 
 
Bomb Site 3 - Archives (B) and Tellers (1F)
This is one of the rare sites in Siege that is split between two different floors. This feature requires spreading the team out to effectively accomplish a hold. Someone should deny attackers pushing into Visa from Admin above. Blow the hatch in case they find themselves in need of a quick rotate, though the stairs are a better bet for this. Someone should play on each of the sites as well. Holes can be shot underneath the windows in Visa to allow defenders playing in Archives to assist in defending Tellers. Attackers like to clear from the West side of map, either pushing Archives from Garage, or taking control of Consul Office and finding their way into Tellers. You can anchor on either site, but playing Tellers is preferred since your loadout is not particularly geared for vertical play. Barricade the doorways around Spiral Staircase to give you a heads up on attackers moving near your flank.
 
Okay, I wasn't going to include this one, but its such an amazing Evil Eye I just had to. You need to REALLY practice this one or you will definitely not get set up in time. It watches the Spiral stairs hallway and sees attackers before they see the camera. It also watches Visa stairs, not to mention all of Visa itself. Last but not least it protects any of these hatches, though I'd recommend opening the one in the Hallway as a defender-friendly rotate. To get the vault prompt, stand between the two bushes closest to the pillar and scan the vending machine up and down where my crosshair was placed. Practice makes perfect folks!
 
This is an alternative to either of the two in the video. In case either hatch does get opened, you will know. You can also listen for attackers pushing into Red and they won't even see the Evil Eye thanks to the utility box blocking vision.
 
Bomb Site 4 - Cafeteria (B) and Garage (B)
Cafeteria and Garage typically see plenty of vertical play, with attackers establishing control of Lobby and Piano. Because breach denial can be shot out from Piano, it is almost guaranteed that the Garage wall is opened. Security Room makes for a safe anchor position, but be mindful of attackers seeking to flank from Locker Hallway. For added protection, barricade the two doorways leading there.
 
The barbed wire in this setup can help protect Bandit or Kaid while they deny the breach on Garage wall. Once it does get opened, the Evil Eyes can zap the feet of attackers outside and even those who rush inside to try and plant in front of White van. Smash the fan to vault on this sweet perch in Security. Use your reinforcements on the Security wall facing Spiral stairs.
 
This spot can be a tad tricky, so hop into a custom match until you get the mechanics down. Just hug the wall while parkouring your way up there. Don't spend too much time to get it right or you'll waste most of your prep phase.
 
This mechanical madman isn't anything particularly creative, but it does keep an eye on plenty of common spots, including both hatches, Red hall and behind White van. Back him up with an ADS behind the tipped over tables.
 
There are some variations I left out because these all seemed like the best options in my opinion. Some of them are more exposed though, so tag along with a Mute or Jaeger to help keep your friends safe. Comment below with your favorite Evil Eye locations on Consulate; I'm sure some of you are very creative. Happy hunting!

Guide to Playing Maestro on Consulate +14
Guide to Playing Maestro on Consulate
drTaperdown
drTaperdown drTaperdown
LV.9 Bamboozled 2mo

How to Play Sledge on Bank in Rainbow Six Siege

Rainbow Six Siege’s Bank map is one of the most frantic maps in the game, mainly because of the enclosed spaces which result in intense firefights. Of course, the map is also well-known for its spawn peeking and run-outs, sometimes resulting in rounds that last barely 15 seconds beyond the prep phase.
 
Due to the map’s fast-paced gameplay, a lot of players have trouble grasping the necessary strategy and mechanics when they play on Bank. Today, we’re going to make it easier for our audience to get used to this map with our guide to playing Sledge on Bank.
 
Sledge is a British SAS attacker (one of two along with Thatcher), and he’s been a staple operator for beginners since the game launched. Because of his balanced weaponry and his straightforward breaching hammer as a primary gadget, grasping the basics of the game is relatively simple with Sledge.
 
 
Sledge’s ideal loadout features the L85A2 assault rifle as a primary weapon, and it can either be equipped with an ACOG for medium range fighting or a holographic sight for close-range engagements. Sledge is also one of the few attackers who can still equip frag grenades as a secondary gadget, and they’re a must-have.
 
▲ Here are Sledge’s Bank spawn points.
 
Bomb Site 1 - Lockers (B) and CCTV Room (B)
When playing as Sledge, we like to take a more unusual approach to the lockers instead of the usual run through the garage or the sewers. Start at the parking front and head towards the garage, but climb on the ramp that’s placed on top of the stopped police car to get to the ground level.
 
▲ Breaking the wall between the loan office and the hall.
 
Break one of the barricades and jump through the window into the loan office. Use your breaching hammer to break through the eastern wall of this room and then climb through to the bank’s main hallway. As you move through here, be sure to keep an eye out for roamers, as you’ll be vulnerable.
 
 
▲ Break through the top of the elevator and drop down.
 
Be sure to make as little noise as possible as you move through the hall and vault on top of the jammed elevator. Use your breaching hammer to destroy the hatch on top of it and drop straight down. Be prepared for enemies to engage you, and use either side of the elevator doors as cover.
 
 
▲ Ideally, you’ll be able to fight your way to the lockers so that you can place the defuser.
 
At the same time, your team should be flanking the opponents through the garage or the CCTV room. Time your push so that you and your squadmates are attacking the defenders at different points simultaneously.
 
Bomb Site 2 - Tellers’ Office (1F) and Archives (1F)
Bomb site 2 works well for Sledge, as it allows him to engage in some vertical combat. Split up from your squad and spawn at the alley access. Rapel up to the second floor and make your way up to the CEO office, breaking through the back wall using your breaching hammer.
 
▲ Breaking into the CEO office.
 
Once you’re in the CEO’s office, start using your breaching hammer to tear open the floor beneath you. This will give you the perfect angle to fire at enemies who are anchoring inside of the archives room. Be careful and watch for return fire while you’re using your hammer.
 
 
▲ A look at the firing angles that you can open up from the CEO office.
 
When you’re done dealing with the defenders in the archives, move over to the executive lounge and break the floor over there too. This will allow you to fire down on enemies in the tellers’ office as well.
 
 
▲ The angle from the executive lounge.
 
While you’re on the second floor, always keep your eyes out and your ears open for roamers that are sneaking up on you. They’ll know you’re focused on the floor, and they’ll use it as an opportunity if you let them.
 
Bomb Site 3 - Staff Room (1F) and Open Area (1F)
▲ As you move towards the bank, be sure to take out this camera.
 
At bomb site 3, Sledge should usually approach from alley access so he can make the most of his long-range weaponry. When equipped with the ACOG scope, Sledge’s assault rifle is surprisingly accurate, and it will allow you to counter enemies firing from the open area surprisingly well.
 
 
▲ Use your range to suppress defenders in this window.
 
After dealing with the cameras along the exterior and any enemies taking pot shots from the open area, Sledge can move through the electrical room to enter the building. Clear the area around the stairs and move towards the breakable wall adjacent to the staff room. Break it open with your hammer and engage the defenders.
 
 
▲ You can open up a dangerous firing angle into the staff room from the skylight stairwell.
 
While this is happening, your team can either support you by moving up along the same flank, or they can provide a diversion by keeping their pressure on the open area.
 
Bomb Site 4 - Executive Lounge (2F) and CEO Office (2F)
At bomb site 4, we prefer to approach the second floor from the bank’s main entrance after spawning at the parking front.
 
 
▲ Be careful as you move up these stairs, since defenders can be on either side.
 
Make your way up the lobby staircase and clear each of your corners as you move forward. You’ll want to create entry points in each of the unreinforced walls that you come across, as that will ensure that your approach is much less predictable than through the hallways.
 
 
▲ A direct angle to the CEO office opened up by the breaching hammer.
 
You can also create dangerous firing angles when you break down the walls around you, so use them for combat and for rotation as you move around the second floor. Ideally, you’ll have one or two squadmates alongside you to keep the opponents occupied while you use your hammer.
 
 
▲ Moving closer to the objective.

How to Play Sledge on Bank in Rainbow Six Siege +13
How to Play Sledge on Bank in Rainbow Six Siege
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Pro League Skins leaked

Where are Oryx and Iana?

Pro League Skins leaked
Pro League Skins leaked
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How to Play Montagne on Bank in Rainbow Six Siege

Bank is a notorious map in Rainbow Six Siege for a few different reasons, including spawn peekers and the iron bars that tend to block bullets in the basement. Due to the limited number of attacker spawns on Bank, run-outs by defenders are frequent and deadly, so knowing the map is essential.
 
If you’re having trouble learning how to play on Bank, you’re in the right place. In this short guide, we’re going to take a look at the best strategies for Montagne on Bank. One of three shielded attackers, Montagne is the best-defended out of all of them thanks to his primary gadget: his Le Roc shield.
 
When Montagne activates his gadget, his shield extends and provides him with complete frontal cover. With his shield deployed, the only way to kill Montagne is by flanking him or using explosives. A well-organized team with good shooters can do a lot of damage from behind his shield.
 
 
Montagne’s ideal loadout won’t vary too much from player to player because he only has one primary weapon: his shield. His ideal secondary is the P9 pistol, as the revolver is simply too inaccurate for its six shots to potentially kill an opponent with hip fire. As a secondary gadget, Montagne’s stun grenade allows him to suppress enemies before moving in.
 
▲ Montagne’s potential spawns on Bank.
 
Bomb Site 1 - Lockers (B) and CCTV Room (B)
Like with most of Montagne’s strategies, the approach to the first bomb site is relatively basic, as you just need to tank enough fire for your team to make it to the objective safely. Start by spawning at the parking front and rush over to the garage entrance, deploying your shield when you’re near the police car.
 
▲ Defenders will often hide under these armored trucks, so keep your shield deployed.
 
As you push through the garage, the enemies will either have to fall back or get shot by your supporting squadmates, so gradually work your way towards the lockers. Ensure that the back right corner is clear of defenders before you turn left and face the rest of the opposing team.
 
▲ This is the most dangerous part of the attack, as a smart enemy will be waiting in the staircase.
 
As you get close to the stairs and the loading docks, have your teammates close up a little bit, as this is the perfect point to ambush a shield user like Montagne. Without support, two defenders can easily circle around you, and one of them will be sure to get some shots off at your back.
 
▲ When the enemies outside of the lockers have been dealt with, plant the defuser.
 
Clear the enemies out of the hall and rush for the lockers so that you can defuse the bomb. If a squadmate is carrying the defuser, you can instead physically block the door so that the last few defenders have to go through the window or open a rotation hole.
 
Bomb Site 2 - Tellers’ Office (1F) and Archives (1F)
 
With the bomb at site 2, Montagne needs to spawn at alley access and rush through the electrical room. Deploy your shield just before you leave the electrical room and peek left to make sure that enemies aren’t watching from the direction of the staff room before you head towards the archives.
 
▲ Carefully moving out of the electrical room.
 
As you move through the stairwell, keep your eyes on the second floor, and also check the upper level behind you so that you don’t get shot in the back. Hopefully, you’ll have teammates bringing up the rear so they’ll be able to cover your back as you put pressure on the objective.
 
▲ Checking behind before moving into the archives.
 
Push into the archives room and pressure any anchors with your deployable shield. Once they’ve been dealt with, find a corner where you can take cover and start arming the defuser.
 
▲ Breach the archives room and plant the defuser.
 
Bomb Site 3 - Staff Room (1F) and Open Area (1F)
▲ Stepping out of the electrical room into the skylight stairwell.
 
Once again, Montagne should spawn at alley access and run over to the electrical room, taking care to watch for cameras and peekers on the way over. Instead of heading to the archives, immediately make a left when leaving the electrical room and move toward the staff room.
 
▲ Throw a stun grenade into the staff room before you move in.
 
Break down the barricade to the staff room and throw a stun grenade to rattle any enemies that are waiting for you to push. Deploy your shield and try to draw their fire so you can identify their locations for your teammates.
 
 
▲ Pushing into the staff room, headed towards the open area.
 
If you have squadmates pushing from the open area window, you can keep pressuring the defenders in the staff room so that the defenders are all concentrated in the open area. This will also leave them vulnerable to Fuze’s cluster charges and other operators’ frag grenades.
 
Bomb Site 4 - Executive Lounge (2F) and CEO Office (2F)
On bomb site 4, we will once again spawn at alley access, but this time we’ll repel up to the rear terrace and get to the second floor through the back office. The goal is to get a foothold upstairs as soon as possible, creating a diversion and making it easier for our teammates to move through the building untouched.
 
 
▲ Break down this window and make sure the room is clear before you vault through.
 
Work your way into the hallway, keeping your shield deployed so that enemies don’t get the drop on you. You should have at least one squad member following you, as you will be unable to engage enemies with your shield deployed.
 
▲ Don’t move through this hallway unsupported, as you’ll be easily flanked.
 
Push past the hallway and move into the executive lounge, ideally with fire support from your teammates. Make sure that you use a combination of voice comms and the “ping” function to spot enemies and point them out for the shooters behind you.
 
▲ The gallery windows on the left will usually have a defender in them.

How to Play Montagne on Bank in Rainbow Six Siege +13
How to Play Montagne on Bank in Rainbow Six Siege
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LV.4 Lurker 2mo

Guide for playing 'Kali' 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.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
ATTACKING SPAWN LOCATIONS
 
ATTACKING: [2F] OFFICE(A) - INITIATION(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Dragon Stairs, Cash 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. Due to there not being many long angles on this map, Kali’s primary responsibility will consist of watching for flanking defenders as well as acting as a Thatcher alternative for the attacking teams hard breacher as it is common for defenders to being operators like Kaid, Mute, and Bandit to prevent attackers from breaching reinforced walls.
 
MAIN ENTRANCE SPAWN LOCATION
 
ATTACKING: [2F] DAYCARE(A) - BUNK(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the hatch located on the roof of the Control Room. Attackers will then proceed to establish control over all second floor rooms east of the second floor yellow hall doorway; this will provide attackers with flank protection while the attacking teams hard breacher opens the reinforced wall separating Initiation room and Bunk(B). Kali will need to use her utility to destroy any entry denial devices placed on the Initiation-Bunk(B) reinforced wall so that the attacking teams Thermite or Hibbanna can breach the reinforced wall. Kali can also be useful by being a dedicated support operator on the attacking team; droning for the attackers entry fraggers like Ash or Zofia.
 
BUMPER CARS SPAWN LOCATION
 
ATTACKING: [1F] ARMORY(A) - THRONE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over bottom Arcade and Barrels as the reinforced wall separating 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. Kali will be very useful on this bomb site, even if the attackers bring Thatcher, because the defenders will expend a large amount of time and resources on the Throne(B) wall. Defenders will typically bring a Kaid and Bandit to ‘trick’ the wall while attackers try to breach; Kali and Thatcher can help mitigate this issue by providing attackers with the ability to burn the defenders' amount of entry denial devices.
 
TEA CUPS SPAWN LOCATION
 
ATTACKING: [1F] LAB(A) - STORAGE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Upper Arcade, Cafe, and Yellow Hallway as the flooring inside of these rooms can be destroyed in order to open up lines of sight down onto the two bomb sites as well as the first floor bathroom which is not one of the bomb sites but is commonly used by defenders to defend Storage(B). Kali is unfortunately not all that useful on this bomb site. This is due to there not being many reinforced walls or hatches which need to be destroyed in order for attackers to gain an advantage over defenders on the bomb site. That being said, Kali can still be a good supporting operator if you position yourself correctly. I would recommend playing in the bottom of Arcade Stairs as this is a common spot defenders like to rotate through. This position also provides the player with a decent amount of vision into the Drug Lab(A) bomb site.
 
 
 
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
Instagram - footwork.R6
 
Thanks!

Guide for playing 'Kali' on 'Theme Park' +4
Guide for playing 'Kali' on 'Theme Park'
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LV.17 Sage 2mo

Guide for playing 'Kali' 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.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
ATTACKING SPAWN LOCATION
 
ATTACKING: [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. Kali will be needed if the attacking team does not bring a Thatcher as it is common for defenders to bring entry denial operators like Mute or Bandit to prevent attackers like Thermite from breaching the reinforced Mechanical Bull wall. After the Bull-Games(B) wall has been breached, Kali will have strong lines of sight into the Games(B) and Bathroom which should be used to cover attacking teammates attempting to plant the deuser.
 
STORAGE SPAWN LOCATION
 
ATTACKING: [2F] PARTY(A) - OFFICE(B)
The primary route of attack 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. Kali’s role on this particular bomb site will be very similar to that of Laundry and Games. After the attacking teams hard breacher opens the Games-Mechanical Bull reinforced wall, Kali will be able to prevent attackers from rotating through Bull, as well as keep defenders inside of Electrical and Party(A) as teammates advance forward into Bull from Shark Stairs.
 
FUEL PUMP SPAWN LOCATION
 
ATTACKING: [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. Kali will need to counter the defending teams entry denial operators by using the operators gadget on the wall separating the first floor Yellow Stairs hallway and Bushranger(B). After the wall has been opened, Kali can use her sniper rifle to prevent defenders from swinging on a teammate attempting to plant the diffuser inside of the Fridge.
 
CAMPING SPAWN LOCATION
 
ATTACKING: [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). Kali should be used as a Thatcher alternative on this bomb site by assisting the attacking teams hard breacher in opening the reinforced wall separating KItchen and Gear(B). After the wall has been opened, Kali should reposition to the bottom of Shark Stairs and watch for any defenders flanking through the Nature Hallway/ Bottom of Piano Stairs.
 
 
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
Instagram - footwork.R6
 
Thanks!
 

Guide for playing 'Kali' on 'Outback' +4
Guide for playing 'Kali' on 'Outback'
footwork.
footwork. footwork.
LV.17 Sage 2mo

Guide for playing 'Kali' 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.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
ATTACKING SPAWN LOCATIONS
 
ATTACKING: [2F] KIDS(A) - DORMS(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the north side of the building. After establishing control over all of Big Tower, attackers will breach the reinforced wall on the second floor level of Big Tower separating Attic and Big Tower. This will then provide attackers with a clear pathway through the Attic to get into the Kids(A) bomb site and plant the defuser. Kali should act as a Thatcher alternative for the attacking team as it is common for defending teams to ban Thatcher during the ban phase in ranked play. As Kali you will be a support player; your primary responsibility will be to drone for attacking entry fraggers, flank watch, and assisting the attacking teams hard breacher in breaching the reinforced wall inside of Attic.
 
JUNKYARD SPAWN LOCATION
 
ATTACKING: [1F] KITCHEN(A) - DINING(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Small tower located on the western most part of the building. After establishing control over Small Tower, attackers will attempt to breach the reinforced wall inside of 1F Small tower separating the first floor Small Tower and Kitchen(A) bomb site. Kali will be needed on this bomb site to assist the attacking teams hard breacher in opening the reinforced wall between Small Tower and Dining(B). After the wall has been breached, Kali will have access to numerous long angles looking directly through Dining(B) and into Kitchen(A). These long angles will be useful for covering teammates while they attempt to plant the defuser and clear the two bomb sites.
 
CONSTRUCTION SPAWN LOCATION
 
ATTACKING: [1F] MEETING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the northernmost side of the building. After establishing control over the first floor Big Tower, attackers will proceed to breach the reinforced wall separating the first floor level of Big Tower and the Meeting(A) bomb site. Kali will most likely be needed inside of the Big Tower to assist the attacking teams hard breacher in opening up the wall separating Meeting(A) and Big Tower. After thje3 wall has been breached, Kali can provide strong over watch for attackers as the defuser is being planted. Kali will also be positioned in a good spot to prevent defenders from flanking through the Big Tower hallway, coming from Kitchen(B).
 
STREET SPAWN LOCATION
 
ATTACKING: [BSMNT] LAUNDRY(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through Barrel/Construction rooms located on the northwestern side of the building inside of the basement. After establishing control over Construction, attackers will breach the reinforced wall separating Construction and Supply(B). Kali can be very useful on this bomb site if the attackers can successfully breach the wall separating Freezer and Laundry(A) inside of the basement. After the Freezer wall is breached, Kali will be positioned for shutting down any defender trying to anchor inside of Laundry(A); this will open up a Main Stairs push as a viable route of attack for spare attacking entry fraggers like Ash or Zofia.
 
 
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
Instagram - footwork.R6
 
Thanks!
 

Guide for playing 'Kali' on 'Oregon' +4
Guide for playing 'Kali' on 'Oregon'
footwork.
footwork. footwork.
LV.17 Sage 2mo

Need to play ranked but I'm copper 5 and im ok but need to rank up EU only

Need a team no fucking about

Need to play ranked but I'm copper 5 and im ok but need to rank up EU only
Jack b 111
Jack b 111 Jack b 111
LV.2 Lurker 2mo

Guide for playing 'Kali' 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.]
 
ATTACKING SPAWN LOCATIONS
 
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.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
 
ATTACKING: [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. Kali will be needed on this bomb site to assist the attacking teams hard breacher in opening the wall separating Study and Games(B). If Mira is not present, it is common for defenders to attempt Bandit or Kaid ‘tricking’ the Games(B) wall as a defensive countermeasure to prevent attackers from gaining access to the Games(B) bomb site.
 
RUINS SPAWN LOCATION
 
ATTACKING: [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. Kali will be used similar to the way the operator was used on the previous bomb site. The Statuary(B)-Master Bedroom wall will have entry denial utility placed on it which will need to be destroyed by Kali to allow the attacking hard breacher to do their job. After the Stat(B) wall is destroyed, Kali can still be useful by playing on the Master Bedroom balcony as there are numerous angles given to attackers that look directly through the two upstairs bomb sites.
 
MAIN ROAD SPAWN LOCATION
 
ATTACKING: [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 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. If attackers can successfully maintain control over the bottom of the first floor Main Stairs, Kali will have powerful positioning in the Main Lobby allowing the operator to shut down defenders as the attempt to rotate through Library(A) as well as provide cover for any attacker inside of the bomb site attempting to plant the defuser in the corner of Library(A).
 
FOUNTAIN SPAWN LOCATION
 
ATTACKING: [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). Kali will be needed on this bomb site to help the attacking teams Thermite or Hibanna with breaching the Laundry-Dining(A) wall. Other than countering the defending team's entry denial, Kali’s role will be very supportive. The structure of this bomb site is not very long range and this usually works against this operator.

Guide for playing 'Kali' on 'Villa' +4
Guide for playing 'Kali' on 'Villa'
footwork.
footwork. footwork.
LV.17 Sage 2mo

What’s the best spawn peaker

Which defender is best for spawn peaking in bank?

What’s the best spawn peaker
Akav
Akav Akav
LV.2 Lurker 2mo

Dokkaebi New Elite Skin leaked!!

Dokkaebi New Elite Skin leaked!!
Dokkaebi New Elite Skin leaked!!
WF_Dracul
WF_Dracul WF_Dracul
LV.4 Lurker 2mo

How to take over obj in 15 seconds 😂😂

How to take over obj in 15 seconds 😂😂
How to take over obj in 15 seconds 😂😂
Infinite Dark
Infinite Dark Infinite Dark
LV.3 Lurker 2mo

Please

Can my man Pulse get 1 like.

Please
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Guide to playing ‘Thermite’ in ‘Theme Park’

Theme Park is a mid-sized battlefield consisting of 1F and 2F. During the Shifting Tides season, map rework has been proceeded, resulting in the reduction of the map size and significant change in internal configuration. Since then, defenders can attempt spawn-peek from diverse angles, and attackers become harder to approach to the building.
 
Theme Park’s objective locations are generated in four different places, two on the 1F, ‘Armory ~ Throne Room’ / ‘Lab ~ Storage’, and another two on the 2F, ‘Initiation Room ~ Office’ / ‘Bunk ~ Day Care’. Based on the building, the two objective locations in the west have not changed much even after the rework, while many changes have occurred in the east of the building. Now, approaching the east side objective location, ‘Armor ~ Throne Room’ / ‘Initiation Room ~ Office’, becomes even harder to approach to the bombsite, making defenders prefer the most.
 
 
▲ Theme Park Objective Location, 1F Armory ~ Throne Room is the most preferred defending objective location.
 
 
Thermite is one of a few hard breachers on the offensive team using dedicated equipment, Exothermic Charge to break through the reinforced wall. If the Exothermic Charge can breach the wall around the bomb site, the attackers can get a new angle and driveway that leads inside the bombsite, giving an advantageous situation to achieve victory.
 
Theme Park has few entrances leading to the bombsite and defenders have many angles to find attackers approaching, so it is highly important to make a new angle by breaching the wall. As such, Thermite’s ability is almost essential here, but if countered by a defender roamer, it could be very disadvantageous. Therefore, if you successfully enter the building, make sure you accompany the team.
 
Thermite can choose either the 556XI assault rifle or M1014 shotgun as the primary weapon but usually carry the 556XI assault rifle. Since Theme Park has a high probability of the enemy attempting spawn-kill, ACOG sight equipped 556XI assault rifle, which can engage with the long-distance enemy, will be more functional. If you worry about defender roamer’s outplaying, choose the Claymore Mine or want to focus on clearing the inside after breaching the wall, choose Stun grenade.
 
 
▲ 556XI has low recoil with decent RPM. It also can equip ACOG sight, making players prefer the most.
 
 
 
▣ In case, the site is located at '2F Initiation Room ~ 2F Office'
 
If the objective location is deployed on the 2F, the attackers can attempt to enter inside via hatch on the rooftop, or through the Terrace outside the building. However, there is a risk of being spawn-killed or roamer’s outplay. Therefore, whenever you approach the building, you should always check with the aim to see if the barricade at the entrance, window, or terrace is broken.
 
Some of the places where Thermite can install the Exothermic Charge include the ‘Yellow Corridor ~ Office’ wall, ‘Bunk ~ Initiation Room’ wall, and ‘Control Room ~ Initiation Room’ wall. All can create a new angle leading to the bombsite, but while installing the Exothermic Charge, Thermite is exposed to roamer. For this reason, Thatcher usually removes defending equipment behind the reinforced wall and watch Thermite’s back.
 
 
▲ Eastside 2F Castle Entrance Balcony causes roamer’s frequent outplay. Keep in check.
 
▲ If you open up the east-side hatch on the rooftop, you can drop into the Control Room next to the Initiation Room.
 
▲ If you breach the Yellow Corridor reinforced wall next to the Yellow Stairs, you can get a new angle leading to the Office.
 
▲ From the 2F Bunk, you can get a new angle leading to the Initiation Room.
 
 
 
▣ In case, the site is located at '2F Bunk ~ 2F Day Care'
 
In case, the site is located at the ‘Bunk ~ Day Care’, in addition to using the previously described 2F Terrace or hatch, approaching through the Break Room window is also considerable. However, it is not only dangerous that the defender roamer often tries outplaying to catch the rappelling attackers, but also not suitable for Thermite to operate his ability.
 
If you respawn on Teacup and move up to the Café Terrace to enter the Café, you would be able to work on breaching the Day Care reinforced wall at the Café Corridor. However, the Café Corridor has stairs leading to 1F on both sides, so the roamer often hides here. Before attempt breaching, seize the safety with the team first.
 
Breaching the Initiation Room towards the Bunk is also a good idea. If you successfully breach this wall, you can get a new angle that can disturb defenders from both front and back. Due to the following reason, a defender roamer often hides around this place, so check inside with a drone first before entering.
 
 
▲ Move up to the 2F external Cafe Terrace and enter through the Café is typical.
 
▲ Next to the Terrace, there is a window that can check the Upper Arcade.
 
▲ If you enter through the Café, seize the safety first, and breach the Cafe Corridor wall.
 
▲ Breaching the Initiation Room wall towards the Bunk is also a good idea.
 
▲ It would be good to have one person to Rappel from the Main Entrance and check inside the Break Room window.
 
▲ Watch out for the roamer’s outplay coming out from the 1F window.
 
 
 
▣ In case, the site is located at '1F Armory ~ 1F Throne Room'
 
‘Armory ~ Throne Room’ is a newly updated objective location after the rework, featuring a large interior of the site and sharing the same entrance, which reduces the attacker’s approaching route. For this reason, it is likely that the defender anchor set position around the bombsite and aiming at the attackers from various angles. As such, the role of hard breacher like Thermite is important here.
 
The effective places to use the Exothermic Charge are the Barrel Room, Maintenance, and Yellow Corridor. Like other places, rather than trying alone, work with the team by covering each other’s blindside. ‘Armory ~ Throne Room’ has many rooms around and sometimes the enemy moves down from the 2F, so use the drone recon frequently to check the location.
 
 
▲ From the Barrel Room, you can breach the wall leading to the Throne Room. Watch out for the roamer surprise from the back.
 
▲ From the opposite side of the Maintenance, you can also make a hole and find the Throne Room angle.
 
▲ From the Yellow Corridor, breaching the wall leading to the Armory is also a good point.
 
▲ On the 2F, there is a hatch leading to the Blue Room, but not providing a useful angle.
 
 
 
▣ In case, the site is located at '1F Lab ~ 1F Storage'
 
Unlike the other 1F objective location, ‘Lab ~ Storage’ is placed on the west of the building and the area is not that large. Also, there are many windows leading to the bombsite and 2F destructive floor makes possible for attackers to try vertical from the top. Therefore, the defenders will try to minimize the number of anchors and operate multiple roamers.
 
However, due to the small-sized objective location, there are not many places where Thermite can use the Exothermic Charge. If you are willing to use the Exothermic Charge, get inside the building and breach the Joint Corridor wall. Unfortunately, this wall is placed in the middle of the building and takes a high risk, so try only if the safety is secured.
 
 
▲ There is a window where you can check inside the Storage, but risky to enter right away.
 
▲ There also is a window leading to the Arcade Toilet. If the defenders are not there, you can try moving in.
 
▲ It would be great to breach the wall from the Joint Corridor, but it takes a high risk. It requires the team’s back up.
 
▲ Breaching the Barrel Room wall towards the Lab direction is also not a bad idea.
 
 
 
 
If you want to see more of the guides of Thermite,
 
 
Or if you want to see other operator playing on this map,

Guide to playing ‘Thermite’ in ‘Theme Park’ +19
Guide to playing ‘Thermite’ in ‘Theme Park’
RetroFlame77
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Operation Steel Wave Update Preview

On May 19, detailed updates of Operation Steel Wave, Y5S2 (Second season of the fifth year), were released. According to the patch notes, new operators "Ace" and "Melusi" will be added, as well as the battlefield ‘House’ rework, the addition of the new defense team's gadget ‘Proxy Alarm’, balancing operators, Echo's new Elite Skin, other changes, and bug fixes.
 
There were bound to be new changes every season, but overall, there seem to be a lot of big changes that can affect the gameplay this season. So this time, let's take a look at what's new or changing inside the game through the Operation Steel Wave season update.
 
 
 
 
▣ The Addition of New Operator "Ace" and "Melusi"
 
Whenever the new season comes, the thing that draws the most attention will be the part of who the new operators and what skills do they use. The newly joined operators in the Rainbow team is named "Ace" and "Melusi," both of which use unique and powerful special skills.
 
 
 
Håvard "Ace" Haugland is an emergency services operator from NIGHTHAVEN, where Kali and Wamai etc. belong, and can breach the reinforced wall using a special technology S.E.L.M.A. AQUA BREACHER (*S.E.L.M.A. Breacher). In other words, hard breacher like Thermite and Hibana has been newly added to the offensive team.
 
The S.E.L.M.A. Breacher is a breaching tool that blows up the attached point horizontally. Once it makes a hole, it automatically unfolds and rolls down and again drills a hole with the same size. Three consecutive explosions will be carried out and will create a hole in the size of which people can pass. Ace has three S.E.L.M.A. breachers, which can be thrown from a distance and attach to the reinforced wall like the Trax Stingers of Gridlock. Further details on the S.E.L.M.A. Breachers are as follows.
 
 
▲ S.E.L.M.A explodes horizontally where it was originally attached, then unfolds downward, breaching two more identical holes.
 
 
· It can be removed by the Shock Wire from Bandit or the Electroclaw from Kaid during deployment.
 
· Mute's Signal Disruptor can make S.E.L.M.A. inoperative.
 
· It can be removed by Jager's ADS or Wamai's Mag-NET during the throw.
 
· In addition to the reinforced walls, it is also possible to destroy defense team gadgets attached to a specific location, such as Deployable Shield or Volcan Shield of Goyo.
 
· If attached to a floor, ceiling, hatch, etc., it will explode only once, and two S.E.L.M.A.s will be required to completely destroy the reinforced hatch.
 
 
Ace is a 2 Speed / 2 Armor Operator and can equip AK-12 as a Primary Weapon. Before the update, Fuze was the only operator who has used AK-12, but as Ace, a 2 speed operator, can pick, I am expecting that it will be perfect for the role of an entry-fragger (a role that actively engages and raises kills on the front line) as well.
 
 
▲ If you attach the S.E.L.M.A breacher on the Deployable Shield, you can destroy the enemy gadgets.
 
▲ However, in order to break the hatch, it requires two S.E.L.M.A breachers, which is inefficient.
 
▲ The AK-12 Assault Rifle, which the only Fuze has been able to use, is now sharing with ACE, expecting strong firepower.
 
 
 
 
Thandiwe "Melushi" Ndlovu, a member of the South African National Defense Force, is a 3 Speed / 1 Armor Operator and uses a deployable tool called BANSHEE SONIC DEFENSE (*BANSHEE) as a special ability.
 
BANSHEE is a deployable tool that continuously slows down the offensive team operators approaching within the range, and has a bulletproof effect that can only be destroyed by the explosives or close-range attacks. Melusi is a 3 Speed / 1 Armor Operator, who can use BANSHEE well to slow the opponent and make herself moving faster. Also, if the offensive team comes within range, it emits sound waves and causes noise, so if it is set up on the main road, other team members can listen to it.
 
 
▲ No matter the direction, if the offensive team is within the range of BANSHEE, they will slow down and cause noise.
 
 
· More you move close to the BANSHEE, the slow effect becomes stronger, so it is not easy to break it down with a close attack.
 
· While within the range of BANSHEE, it is not further slowed down by other factors such as the Clash’s CCE Shield electric shock.
 
· Even within the range of BANSHEE, it does not work without visibility, so we cannot slow the enemy beyond the wall.
 
· With THATCHER's EMP Granade or Switch's Shock Drone Taser, BANSHEE can be disabled for a certain period of time.
 
· Finka ‘s Adrenal Surge can ignore the certain level of slow effect of BANSHEE.
 
 
Melusi uses the T-5 SMG as a primary Weapon. Originally, the T-5 SMG was the weapon used only by Lesion, but now, Melusi can also carry it. The T-5 SMG is a fairly powerful weapon among defensive guns, and Melusi, the 3-Speed / 1 Armor, is expected to show strong firepower among the team.
 
 
▲ Even though NØKK uses her special ability, HEL Presence Reduction (Which removes moving sound and does not detect by the camera), BANSHEE can find and slow her down.
 
▲ The T-5 SMG, which the only Lesion has been able to use, is now sharing with Melusi, expecting faster-paced gameplay.
 
 
▣ Map Rework: House
 
 
 
The Map, House, has long been loved by the SIEGE players, designed to have fun, but the battlefield itself was very small and had an unbalanced aspect. Due to the following reasons, House did not show in Rank and could only play in Quick Match.
 
Through the rework, the House became larger and many elements were added to make the balance, but the overall frame was maintained, making it a familiar but new battlefield. For example, Garage, which is placed in the basement, is now able to reinforce only one side of the wall, instead, a new entrance has been added, creating a completely different style of battle.
 
In addition, the 2F workshop, which was under construction, is changed to Girls' Room, resulting in changes in objective location. The reworked House will still not appear in Rank, but please look forward to it as it plans to provide a separate map guide when the Steel Wave season is officially applied.
 
 
▲ The 2F workshop, which had been under construction, was finally completed and transformed into the Girls' Room.
 
▲ Reworked basement. Before rework, defenders had difficulty with stopping the attacker’s hard breaching.
 
 
▣ New Secondary Gadget: Proximity Alarm
 
 
 
A new gadget, Proximity Alarm, has been added to the defense team. The Proximity Alarm is a gadget that sounds an alarm when the offensive team operator approaches within range. A Total of two are given and can throw and attach. Operators, who can equip the Proximity Alarm, are as follows.
 
ㆍCastle – Instead of the Impact Grenade
ㆍCaveira - Instead of the Bulletproof Camera
ㆍGoyo - Instead of the Impact Grenade
ㆍRook - Instead of the Barbed Wire
ㆍWamai - Instead of the Barbed Wire
ㆍTachaka - Instead of the Deployable Shield
ㆍMira - Instead of the Barbed Wire
ㆍOryx - Instead of the Bulletproof Camera
ㆍRecruit – Can choose as a Primary Gadget
 
The Proximity Alarm not only makes an alarm sound when the attacking team gets close but also has the advantage of locating the attackers even if the installed person is not near the Proximity Alarm because the owner of the Proximity Alarm gets five points at the moment the alert rings. Although the Proximity Alarm has the potential to be changed, I think it is a very useful tool in case it is used like Lesion's GU Mine.
 
 
▲ It can be broken simply by shooting, but it be thrown and installed, and it is quite useful because it has a wide range.
 
 
▣ Operator Balance
 
This season, several operators have been balanced. In a way, it is also the most important part of the update, and interesting, this season's update Designer's Notes introduced each change and specified the topic "Population targeted by the change."
This has enabled the production team to understand the intent of each user group to apply these changes. The details of the changes are as follows.
 
▶ Amaru
ㆍAfter using the Garra Hook, the loading weapon gets faster.
ㆍThe moment the Garra Hook is attached, it does not destroy the Barricade right away, but brakes at the moment she passed through.
ㆍGarra can use the Hook without destroying the hatch of the ceiling in advance.
 
▶ Clash
ㆍClash's SMG will switch from having a red dot to using the reflex's green triangle.
 
▶ Echo
ㆍRemoved the camera shake effect from Yokai's concussion effects.
ㆍLength of concussion effect is no longer affected by movement. Now has a fixed duration of 10s and the intensity of the vision disruption stays fixed throughout the effect.
ㆍReplaced the Deployable Shield with Impact Grenades.
 
▶ Finka
ㆍIncreased base hp to 30 (from 5) for teammates revived by Finka's Nanoboost. DBNO Players will stand up with 50 hp (30 from own base hp + 20 from Finka boost).
 
▶ Kaid
ㆍAdded LFP586 secondary to a loadout.
 
▶ Kali
ㆍReduced LV Explosive Lance's fuse time to 1.5s (down from 2.5s).
ㆍImproved CSRX 300 recoil through reduced weapon climb after each shot.
ㆍReplaced P22 Mk5 with SPSMG9 in a loadout.
 
 
▲ Amaru is now able to use its ability as a ceiling hatch without breaking the hatch in advance, making it easier to surprise attack.
 
▲ Kali can use the PSPMG9, which has the lowest recoil out of the Machine Pistol, as a Secondary Weapon.
 
 
▶ Nomad
ㆍAdded PR892 secondary weapon to loadout.
 
▶ Oryx
ㆍReduced damage taken when dashing through walls to 5 (down from 10).
ㆍBulletproof Camera replaced with new Proximity Alarm secondary gadget.
ㆍAdded angled grip option to Oryx's MP5.
 
▶ Ela, Zofia
ㆍEliminated the mouse sensibility modifier from the concussion effect of the Bosak sisters' gadgets.
 
▶ Ying
ㆍRemoved a Candela to bring it down to 3 (from 4 Candelas). – In PC version, already fixed on 04-30-2020.
 
▶ ACS12 Shotgun
ㆍ Existing shotgun was found to load the server and modified to shoot sluggers.
 
 
▲ It is also noticeable that the mouse sensibility modifier is deleted from the Concussion of Ela and Zofia, which had been too powerful.
 
▲ Oryx’s Remah Dash piercing damage has been reduced to 5 and can attach an Angled Grip on the MP5.

Operation Steel Wave Update Preview +18
Operation Steel Wave Update Preview
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Guide to Playing Maestro on Chalet

Gather 'round ya'll. Papa Maestro just released his strats for Chalet. So cozy up to the fireplace and listen up.
 
Chalet, one of the original maps of the ranked map pool, is a bit notorious in the community. Many players hate it while others consider it to be underappreciated. It is a bit bunched up but does house three floors, including a basement, and three staircases. This layout tends to favor roaming, particular late flanking plays. It also allows for plenty of window peeks and runnouts, particularly because the sites are all easily accessible from outside. This often leads to attackers remaining outside for the majority of the round.
 
Maestro is an incredibly versatile 3 armor 1 speed operator capable of supporting his teammates throughout the round only to clutch out the final moments by himself. He brings valuable intel to his team and is equipped with an infamous LMG. They say he’s always smiling because he enjoys harassing attackers during their push and execute. He’s always a solid pick.
 
As an anchor, Maestro is focused on finding a safe perch on site where he can sit on cams, giving callouts to his teammates. He uses his Evil Eyes to supervise the site and its perimeter, zapping breach gadgets, drones, and harassing attackers. Being multi-functional allows using them to fill whatever role the team needs. When in doubt, just slap them on site where they can have a good view of everything. Beware of Sledge, Maverick, Thatcher, Twitch, and explosives, as they all counter your gadget. To prevent easy counters, place them above opened hatches, vault onto surfaces and place them high up, or hide them in sneaky locations where attackers are unlikely to notice them. NEVER place them on surfaces that can be destroyed with gunfire; destroying the surface will destroy your gadget! As soon as you finish setting up, hop on cams to obtain early intel on the push.
 
Maestro's Loadout
Maestro’s loadout boasts the mighty ALDA 5.56, which is best modified with a vertical grip, flash hider, and whichever sight you prefer (RIP ACOG). This fearsome LMG loads a whopping 80 round magazine, plenty to clutch with. Failure to manage his ammo properly, however, can leave you stuck in a punishingly awkward reload animation.
 
Maestro prefers the Bailiff 410, which can remodel the site a fair bit, and create additional lines of sight for his evil eyes. It runs best without the laser sight, as tightening the hip-fire any further makes its destruction holes too small. If you fancy a hand cannon though, the Keratos .357 is viable and capable of some mediocre destruction. As with all pistols, fix it up with a muzzle break. Barbed wire pairs well with his gadget, providing a sound cue to attacker movements nearby. But consider bringing some impact grenades for either quicker setups or “impact tricking,” which destroys breach gadgets placed on certain reinforced walls that can have small gaps shot out above them as well as certain hatches next to walls or furniture above.
 
Bombsite Locations
 
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. On the North attackers will peak from the rocks by Campfire spawn; they also will likely rappel up the balcony there to push Master. On the East attackers like to climb the sniper tower and group up along the balcony adjacent to the Master and Office windows. There is also the catwalk South of Office that looks through four windows into Great Room. As an anchor, you can relax in the bathtub, but that's right you guessed it, there's a balcony outside West Bathroom as well.
 
This is my go-to setup when playing this site. I prefer anchoring in Office by the filing cabinets for a more active role throughout the round.
 
If you'd rather your intel give you a heads up on attackers pushing Catwalk, this Evil Eye stares through the windows. It can also see down the stairs to boot.
 
This Evil Eye again favors peeking, as it watches through the windows. This is a bit of a double-edged sword however since doing so makes it easier for attackers to destroy it, so protect it with some ADS's placed by the windows.
 
Bomb Site 2 - Bar (1F) and Gaming Room (1F)
The alternative third-pick option available, this site is typically held from above in Library and in the surrounding hallway and stairs. Playing in site can be a bit rough since attackers can open the walls between sites allowing them to peer into Bar from deep outside Gaming windows. While most teams aim to clear Library and plant in Gaming, you will want to keep an eye out for flanks coming through Great Hall or up the staircases from the basement.
 
This reinforcement allows you to anchor more easily behind the bar. Be sure the wall behind Maestro is reinforced as well and preferably protected with breach denial.
 
You may want an Evil Eye to watch for the plant going down in Gaming. This one does exactly that. An ADS placed on the ping will help to extend its life. Pop the hatch above to allow defenders to do the same from Library.
 
This boy here can watch the flank. Place him above the hatch in Great Room then blow that sucker wide open.
 
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 are posted outside holding deep angles covering defuser, it's very uncomfortable to retake since they often establish a crossfire on the garage door, making any efforts to push out a nightmare. Play Storage Room to prevent this from happening, or if you'd rather nest in a safer location, relax in Wine Stock, but high tail it out of there if attackers push in Basement Hall and open Stock wall.
 
This setup includes an Evil Eye for watching over Garage. Use it to call out when attackers push in through smoke to go for the plant. The Evil Eye in Basement hallway may perhaps go unnoticed, and can be used to deny the Stock wall being breached.
 
If you expect a push from the back side, or simply don't need the added protection on Stock wall, place your mechanical henchman here where he can zap drones and attackers looking to plant in Wine Cellar. The cooler hides him from attackers still in the hallway.
 
This cam is good for intel on attackers playing vertically. Give callouts to teammates looking to flank when the attackers least expect it. As an added bonus it keeps an eye on Blue hallway.
 
Bomb Site 4 - Kitchen (1F) and Trophy Room (1F)
Certainly the most popular site, Kitchen and Trophy offer plenty of options to Maestro. If you choose to anchor behind the Dining table, beware the drone hole, as well as attackers breaching from Office above. But play it right and you can heavily influence the round, stopping attackers pushing in from Great Room dead in their tracks, as well as those hopping in Trophy window. You could also play in the back of Trophy, but you may find a Buck in the garage below making your life miserable, and when you rotate out, don't get caught by an attacker playing Kitchen window. Either way, create a rotate/line of sight between Trophy and Kitchen.
 
This Trophy cam is great since attackers frequently try to plant in Trophy after getting some picks.
 
You could pair the previous with this cam for full site coverage. To place it, break the pot on top of the logs, smash the fan, and hop your way up onto the fridge. You could open up this line of site for some wallbangs outside of West Main if you play that way, or simply reinforce it instead. Either way you have eyes on the Great Room push and the Kitchen hatch drop, both quite common.
 
This Evil Eye is mounted on the reinforced wall in West Main and sits above the hatch. Use it for info on the site perimeter and any activity going down in Big Garage below.

Guide to Playing Maestro on Chalet +14
Guide to Playing Maestro on Chalet
drTaperdown
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Guide for playing 'Kali' on 'Kanal'

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Kanal is a triple-level map (consisting of three floors) currently only found in ranked play though that may be subject to change as the developers could add the map to the pro-league map roster after observing how the map plays now that Ubisoft has reworked it. The current architecture of the map is fairly balanced, advantages will change based on which site is being played and how the ban phase plays out at the beginning of the round.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
ATTACKING: [2F] SERVER(A) - RADAR(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall on the south side of ‘Renovations’ as this will provide the attackers with clear lines of sight directly into the Radar(B) as well as access to the bomb site to plant the defuser. Kali will support the attacking team's hard breach in destroying the exterior ‘Renovations’ wall which leads directly into the Radar(B) bomb site. Kali can also be useful on this bomb site by playing on the roof of the building opposite of the second floor bomb sites as there are multiple windows which can be used by attackers to prevent defenders from rotating throughout the second floor.
 
SAIL BOATS SPAWN LOCATION
 
ATTACKING: [1F] SECURITY(A) - MAP(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the second floor east building as the ceiling of Security(A)-Map(B) is destructible, making it advantageous for attackers to first focus on control of the second floor as it will make a final push on to the bomb site much easier. Kali will be most useful on this bomb site by assisting Thermite or Hibanna in breaching the reinforced hatches on the second floor as it is common for defenders to bring Kaid to prevent attacking hard breachers from opening the hatches located on the ceiling of the two bomb sites.
 
FLOATING DOCK SPAWN LOCATION
 
ATTACKING: [1F] COAST GUARD(A) - LOUNGE(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of ‘Scuba’ and ‘Printer’ stairs, as well as the hallway-landing which separates the two. After establishing control of the northern stairwells, attackers will want to breach the reinforced wall between the lower-printer-stairs-landing and Lounge(B). This will provide attackers with completely exposing the Lounge(B) bomb site as well as position attackers to plant the defuser in a variety of different safe plant spots. Kali will act as a Thatcher alternative on this bomb site as entry denial will be emphasized by the defenders; if the defending team is organized, Bandit/Kaid tricking will most likely be attempted on the Printer Landing - Lounge(B) reinforced wall.
 
CONSTRUCTION SPAWN LOCATION
 
ATTACKING: [BSMNT] KAYAKS(A) - SUPPLY(B)
The primary route of attack on this bomb site will be by attackers gaining control of the first floor inside of Coast Guard and Lounge as the hatches located on the floors of these two rooms offer great lines of site and access points to the basement. It is very common for defenders to be playing inside of Bathroom and Lockers as these positions are located directly across the hall from the bomb sites in the basement. Kali will be needed if Thatcher is banned as opening the Supply(B) hatch will be crucial for attackers in order to establish a clear vertical presence onto the bomb site. Any attacker playing on the first floor should be cognisant of defenders like Pulse or Valkyrie throwing their Nitro-Cell on the ceiling as the explosion will eliminate any player in the kill radius of the explosive - even if the explosion occurs in an adjacent room.
 
 
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
Instagram - footwork.R6
Thanks!
 

Guide for playing 'Kali' on 'Kanal' +3
Guide for playing 'Kali' on 'Kanal'
footwork.
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I’m looking for a doc guide on any of the ranked maps

Anyone got any good guides up for doc in any map that’s in the ranked playlist. It’d be very useful

I’m looking for a doc guide on any of the ranked maps
Zach Ruane
Zach Ruane Zach Ruane
LV.3 Lurker 2mo

Guide for playing 'Kali' 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.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
ATTACKING SPAWN LOCATIONS
 
ATTACKING: [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 - which is the flooring of Hookah(B). Kali can be useful on this bomb site by acting as a long-range supporting operator from ‘Ruins’ (the structure outside of the main building located on the western side of the map). Kali’s sniper rifle is incredibly precise as the operator has a scope with a variable zoom in addition to the rifle being able to down any defender with just one bullet. Ruins offers the player powerful positioning on this specific bomb site as there are a variety of windows and doorways which provide the player with clear lines of sight directly into the bomb site.
 
RUINS SPAWN LOCATION
 
ATTACKING: [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 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. Kali will be most useful on this bomb site by acting as the attacking teams alternative to Thatcher as it is very common for defenders to use entry denial gadgets on the V.I.P. wall separating Penthouse(B) and V.I.P.
 
POOL SIDE SPAWN LOCATION
 
ATTACKING: [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’. Kali should play in the same way the operator is played on Hookah-Billiards as any player positioning themselves on ‘Ruins’ will have strong lines of sight into either one of the two first floor bomb sites; Kali in particular is a great fit for this play style due to the operators long-range capacity.
 
MAIN ENTRANCE SPAWN LOCATION
 
ATTACKING: [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 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). Kali can be incredibly powerful on this bomb site if used in coordination with Hibanna. If the reinforced wall separating Service(B) and the main lobby is breached by Hibbana, Kali can prevent any defenders on the bomb site from rotating between the two bomb sites in addition to be able to prevent defenders from having a save location to anchor in as ‘Beer’ is a common spot for defenders like Smoke or Echo to play in.
 
 
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
Instagram - footwork.R6
 
Thanks!
 

Guide for playing 'Kali' on 'Coastline' +4
Guide for playing 'Kali' on 'Coastline'
footwork.
footwork. footwork.
LV.17 Sage 2mo

Question!!!

I just started on pc I’ve been playing on Xbox for about 2 years I find the default crouch key is C which feels like a bit of a stretch on my pinky and recommendations for keybind?

Question!!!
dexter randolph
dexter randolph dexter randolph
LV.2 Lurker 2mo

Guide for playing 'Kali' 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.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
 
ATTACKING: [2F] ARMORY(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attackers gaining control over CCTV and Break room located on the north side of the second floor. After establishing control over CCTV-Break room, attackers will then proceed to breach the reinforced wall of the outside balcony leading into the Armory(A) bomb site; attackers will then plant the defuser in or around the breach hole made by the hard breachers. Attackers should be careful of a pulse playing underneath the bomb site inside of Vent or Workshop (1F) as it is very common for defenders to nitro attackers as they attempt to plant the defuser. Kali can be useful on this bomb site by acting as a Thatcher alternative as is common for defenders to use Kaid or Bandit to ‘trick’ the reinforced wall while attacking hard breachers attempt to detonate exothermic charges.
 
VALLEY SPAWN LOCATION
 
ATTACKING: [1F] BATHROOM(A) - TELLERS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall separating Tellers(B) from the outside located on the north eastern wall of the first floor. Attackers will also typically need control of the second floor ‘Offices’ as it is very common for defenders to defend Bathroom(A)-Tellers(B) vertically from the second floor. Kali may be needed on this bomb site in order to breach the 2F Office exterior wall as it is common for defenders to place entry denial devices like that of a Bandit Battery or Mute Jammer in order to prevent the attacking teams hard breacher from destroying the second floor east balcony Office wall.
 
EAST VEHICLE SPAWN LOCATION
 
ATTACKING: [1F] SUPPLY(A) - CUSTOMS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the south-western reinforced wall leading from the outside into Detention. Attacking on this bomb site is very similar to attacking Bathroom-Tellers and is essentially just the inverse of the previous bomb site; Kali and Thermite will breach the 1F Detention wall while soft destructors gain control over the second floor. CCTV will be the primary room of contention on the second floor as the entire floor of CCTV can be destroyed; providing attackers with additional lines of sight into the Customs(B) bomb site. Kali’s gadget may also be needed on the second floor if the defenders reinforce and Electro-Claw the CCTV hatches although this is typically only done if defenders decide not to have an upstairs presence inside of CCTV-Break Room.
 
WEST VEHICLE SPAWN LOCATION
 
ATTACKING: [1F] WORKSHOP(A) - VENT(B)
The primary route of attack on this bomb site will be by the attackers establishing full control of the second floor Armory-Archives rooms located directly above the Workshop(A)-Vent(B) bomb sites. After gaining control of the second floor, attackers will breach the reinforced hatches located inside of Armory 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. Kali will be needed as a Thatcher alternative on this bomb site as defenders will invariably reinforce the 2F Archives-Armory hatches even if defenders decide to have an upstairs presence. The only circumstance in which the hatches are opened intentionally by defenders is when the majority of the defending teams roster is organized and positioned on the second floor as a way of defending the first floor Workshop(A)-Vent(B) bomb sites vertically.
 
 
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
Instagram - footwork.R6
Thanks!

Guide for playing 'Kali' on 'Border' +3
Guide for playing 'Kali' on 'Border'
footwork.
footwork. footwork.
LV.17 Sage 2mo

Looking for People to have Fun. U don't have to be good

Just for Fun. Age 15+

Looking for People to have Fun. U don't have to be good
Thibault Transé
Thibault Transé Thibault Transé
LV.2 Lurker 2mo

Wanna play som rank

Follow my twitch at “joboy_martin”

Wanna play som rank
joboy_martin
joboy_martin joboy_martin
LV.2 Lurker 2mo

New on the R6 Elite Skin [Echo] coming in the next Season

Here ist the introducing Video of the NEW elite skin

New on the R6 Elite Skin [Echo] coming in the next Season
New on the R6 Elite Skin [Echo] coming in the next Season
WF_Dracul
WF_Dracul WF_Dracul
LV.4 Lurker 2mo

Guide to playing ‘Jackal’ in ‘Outback’

Outback is a mid-sized battlefield consisting of 1F and 2F. Due to the multiple windows and doors leading to the building, attackers can attempt to approach from diverse routes, but the defenders also have many rooms inside the building and complicatedly structured interior makes it possible to counter attackers. Therefore, the attackers should prepare for the surprise attack.
 
Outback’s objective locations are generated four in total, each floor has two. If the bomb site has located on the 1F, defenders should worry about the attacker’s vertical play or hatch drop. Therefore, the defenders prefer defending the 2F bombsite. However, the attackers can try sniping from the Motel Balcony through the window, so be careful from it.
 
 
▲ Outback Objective Location, each floor has two objective locations.
 
 
Jackal can track the footsteps of the defender using his dedicated equipment ‘Eyenox Tracker’, acting mainly as a counter-roamer to track and annihilates the defender roamer. Since the ability of Jackal is too annoying, players start to ban Jackal in a recently ranked match. If not banned, I highly recommend picking Jackal when you are playing an offensive team. Outback has a unique style of the internal structure and Jackal’s ability will perform even better.
 
Jackal can choose the C7E assault rifle and PDW9 SMG as a primary weapon. The C7E has strong damage among other assault rifles, but has high recoil, making necessary to attach the vertical grip or Barrel to control. On the other hand, PDW9 has 50 rounds, decent recoil, and high RPM, but has low damage. Pick either one depending on your preference.
 
 
▲ C7E and PDW9 both have the same Fire Rate (800), but different in damage and capacity, making players choose depends on their taste.
 
 
 
▣ In case, the site is located at '2F Laundry ~ 2F Games Room'
 
If the bombsite is generated at ‘Laundry ~ Games Room’, attackers can move up through the Motel Back stairs and check the window from the Balcony, or approach to the 2F Mechanical Bull and cut down to the Games Room.
 
Jackal can play any position, but since the ability is tracking the defender roamer’s footsteps with the Eyenox Tracker, he should actively move into the building and cut roamers around the bomb site. If the team is approaching the 2F Mechanical Bull to occupy the Games room, they may worry about the roamer coming from the back. If Jackal finds the roamer’s footsteps and track, this would be really helpful for the team.
 
If you successfully catch the defender roamer, you will have a chance to press the defenders from back and front. At this moment, Jackal’s ability can also be used to track the anchor’s footsteps.
 
 
▲ You can check inside through the Balcony window, but the defenders also frequently attempt outplaying through this window. So you may need a claymore mine installed under this window.
 
▲ If you break the circled barricade from the other side Balcony window, you can have a new angle all the way to the Back Stairs.
 
▲ It is a good strategy to approach form the Mechanical Bull to the Games Room.
 
▲ You may move in from the North Terrace, but be careful if you find the footstep.
 
 
 
▣ In case, the site is located at '2F Party Room ~ 2F Office'
 
Likewise, it is a good place for the attackers to press the objective location is in various directions. It would be nice if few units climb up to the Motor Balcony and Convenience Store roof and try to get into the Garage-side window, while the other team approach from the far side, clearing the roamer and narrowing it down to the Mechanical Bull.
 
If you want to enter through the window around the bombsite, make sure you first check with a drone whether someone is aiming at this window or the trap is installed. On the other hand, if Jackal is working as a counter-roamer, try to enter from the far-distance. If you waste too much time tracking down the roamer, friendly forces may suffer, so make sure you don’t spend too much time on it. While you are moving, you should install the Claymore Mine in a location where the roamer might appear.
 
 
▲ If you rappel, many windows lead you to the Garage Lounge.
 
▲ If you successfully enter, you can check the Office side right away, but the enemy might set in position in advance.
 
▲ North Terrace window leading to the Mezzanine stairs. If you safely move in, you can check the Mechanical Bull side.
 
▲ A route, approaching through the Games Room and press the Mechanical Bull, is also useful.
 
▲ Mechanical Bull window. If you enter, there is the Office on the right side, but the enemy usually in check.
 
 
 
▣ In case, the site is located at '1F Nature Room ~ 1F Bushranger Room'
 
If the objective location is generated on the 1F, in addition to the usual route, there is an option to play vertical on the 2F or hatch drop. Outback’s 2F floor is usually made of destructible material, Jackal is able to use an IT12S shotgun as a secondary weapon and can scan the 1F footsteps from the 2F, making super effective to detect the enemy.
 
If the offensive team operates a hard breacher, you should move into to Motel Back Entrance and help to breach the Bushranger Room reinforced wall. However, the defenders usually cover this area to prevent this from happening. In this case, Jackal should use his ability to locate the defending enemy’s position and kill if possible.
 
▲ If the team operates a hard breacher, I would recommend breaching this wall. But…
 
▲ If a roamer is waiting on the 2F like this, it would be very dangerous.
 
▲ In this case, It would be great if Jackal tracks the roamer’s footsteps and make a kill.
 
▲ You also can clear behind the reinforced wall from the 2F Motel Hallway, making a hole with the shotgun.
 
▲ If you want to target the Nature Room and play Vertical, make a hole of the Piano Room.
 
 
 
▣ In case, the site is located at '1F Compressor Room ~ 1F Gear Store'
 
The objective location, Compressor Room ~ Gear Store, is not only located in the middle of the building, but it also features two long horizontally connected rooms side by side, making it easy to pressure in various directions. In addition, attackers can play vertical from the top of the site, making defenders have fewer places to hide. As such, defenders use multiple gadgets to remodel the bombsite or operate more than three roamers to cover.
 
If you attempt a vertical play on the 2F, you can proceed from the Office ~ Office Supplies. Of course, rather than trying it alone, I recommend that you work with the team to cover each other’s back.
 
If you intend to escort and support the hard breacher, try to find the defender’s footsteps around the reinforced wall, such as the Kitchen, Restaurant, Convenience Store, and etc… If would be best if you could catch the roamer who stands nearby, but just scanning and driving out the enemy would be good enough to help breaching.
 
 
▲ Since the Objective Location is placed in the middle of the building, there are various routes to enter.
 
▲ If the team hard breacher breaks the Kitchen wall, you will have a new angle and the attackers will take the advantage.
 
▲ Clear behind the reinforced wall from the 2F Office and scan 1F footsteps to located defenders.
 
▲ Defenders often move around the 1F Restaurant and close to the Gear Store. Faster you clear, more the chance of winning.
 
▲ If you try vertical from the 2F Office Supplies, you can check the Gear Store bombsite.
 
 
 
If you want to check Jackal playing on a different map,
 
Or if you want to see other operator playing in Outback,

Guide to playing ‘Jackal’ in ‘Outback’ +20
Guide to playing ‘Jackal’ in ‘Outback’
RetroFlame77
RetroFlame77 RetroFlame77
LV.22 Good Leader 2mo

Who is the best??

who is the best attacker for you ☺☺☺

Who is the best??
Ghost_Squassel
Ghost_Squassel Ghost_Squassel
LV.3 Lurker 2mo

Console settings (Try them out)

Vertical 85
Horizontal 85
DeadZones 10
Aiming 22

Console settings (Try them out)
CrispyBeaulo R6
CrispyBeaulo R6 CrispyBeaulo R6
LV.4 Lurker 2mo

Season Skins

Here are the two Season Skins from Operation Steel Wave

Season Skins
Season Skins
WF_Dracul
WF_Dracul WF_Dracul
LV.4 Lurker 2mo

Any Tips For New Ranked Players?

I got the game three weeks ago (I’ve played it before, a few years ago though) and I really got into it. I’m an okay player overall, I can improve some though. I’m not going straight into ranked, but I would like to have some tips. My attack mains are Blackbeard and Ying. My defense mains are Jäger and Frost.

Any Tips For New Ranked Players?
NoodleJuice7254
NoodleJuice7254 NoodleJuice7254
LV.2 Professional Noob 2mo

If you have any questions about rainbow sixe siege I'll try and answer them. Im an x diamond.

Whether u want to improve or don't understand something in the game I'll try and help you out cus im trying to make the siege community somewhat less toxic :)

If you have any questions about rainbow sixe siege I'll try and answer them. Im an x diamond.
RawBageL
RawBageL RawBageL
LV.4 Let’s play R6! 2mo

I need a guide to play siege

My ps4 name is youtubebunnies09

I need a guide to play siege
Youtubebunnies
Youtubebunnies Youtubebunnies
LV.2 Lurker 2mo

A guide for playing 'Kali' on 'Bank'

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Bank is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture gives a slight advantage to the attackers being able to have control over large portions of the map without entering the building.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
 
ATTACKING: [2F] CEO(A) - EXECUTIVE(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the second floor ‘Terrace’ located to the south east of the map. After gaining control over square stairs the attackers will proceed to open the reinforced wall separating CEO(A) from Square as this will provide attackers with a direct route to the bomb site to plant the defuser. Kali will be needed to act as a Thatcher alternative on this bomb site in order to support the attacking teams hard breacher attempting to destroy the reinforced wall between CEO(A) and 2F Square Stairs. Kali can also be a useful operator if played on the roof of the Parking Garage directly next door to the main objective building.
 
JEWELRY SPAWN LOCATION
 
ATTACKING: [1F] OPEN(A) - STAFF(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor as the entire ceiling of Open(A)-Staff(B) is able to be destroyed in order to gain dynamic angles into the bomb site. After attackers have gained control over the second floor and opened up vertical angles down onto the bomb site, Kali in addition to any other support operators on the attacking team, should maintain vertical pressure on the defenders using the hatches while the attacking teams entry fraggers establish a secondary horizontal route of attack . Kali may also be needed to use her gadget to eliminate any Electro-Claws deployed by the defending teams’ Kaid.
 
BACK ALLY SPAWN LOCATION
ATTACKING: [1F] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the second floor CEO Office as this will enable attackers to destroy the ceiling of the Tellers-Archives bomb site. Attackers will also focus on control of Kitchen and Open Area as this will enable attacking hard breachers like Hibanna and Thermite to breach the reinforced wall between Admin Office and Archives(B). Kali can be used as a Thatcher alternative on this bomb site by assisting the attacking teams hard breacher in destroying the reinforced wall between Admin office and Archives(B). Kali can also be a very powerful operator on this bomb site by playing on the roof of the Parking Garage adjacent to Bank as anybody playing here is positioned perfectly to eliminate defenders rotating between the first and second floors.
 
PARKING SPAWN LOCATION
 
ATTACKING: [BSMNT] CCTV(A) - LOCKERS(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the first floor Open Area and Kitchen as the hatches located on the floors are crucial in cutting off defenders rotating throughout the basement and two bomb sites. Kali will be useful on this bomb site by assisting Thermite or Hibanna in breaching the reinforced hatches located inside of Admin and Open Area. If attackers choose to bring Kali on this bomb site, the player should be dedicating themselves to flank watch as the basement bomb site is very CQC; leaving Kali vulnerable to defending operators playing close angles like that of a Smoke or Mute on the top of Blue Stairs.
 
 
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
Instagram - footwork.R6
 
Thanks AND have a wonderful day!
 
 
 
 
 

A guide for playing 'Kali' on 'Bank' +3
A guide for playing 'Kali' on 'Bank'
footwork.
footwork. footwork.
LV.17 Sage 2mo

Guide for playing 'Kali' on 'Kafe'

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Before we get started on the actual guide, I wanted to share a cool fact about the history behind the map! Kafe Dostoyevsky, usually just called 'Kafe', was named and designed after the famous Russian author Fyodor Dostoevsky and his life in Russia during the 19th century. As I am sure most of you all know, the map features a variety of unique and, some might say random, rooms like the 'Train Museum' and 'Mining Room'. However these rooms actually aren't all that out of place as you might think. After Dostoevskys' arrest in 1849, he was sent to Omsk, Siberia to work at labor camp for four years which consisted primarily of mining - that's where we get 'Mining'. Luckily, 'Train' was not inspired from such a dark aspect of the great Russian authors life. In fact, this roamers high-way was likely named after the numerous mosaics presently found in the metro systems of Russia made in honor of the world renowned novelist.
 
Okay!
Now that we got our history out of the way lets get back to the reason you came to read this article in the first place.
 
Kafe is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture leaves the map fairly balanced since the rework of the map.
Kali is an attacking two speed operator equipped with a sniper rifle, SMG pistol, and a gadget capable of destroying any defensive utility placed within the radius of her explosive micro charge. Kali will most commonly be used as an alternative to Thatcher as her ability is capable of destroying the defensive teams entry denial utility (Bandits’ batteries, Mutes’ jammers, and Kaids’ electro-claws). The operator is also useful for flank watch and holding long angles as her sniper rifle is incredibly powerful and capable of downing defenders with one bullet.
If you are to be in accordance with the current meta, Kali’s loadout should be as follows:
PRIMARY - CSRX 300 (Attachments are unavailable on this weapon.)
SECONDARY - C75 Auto (No attachments)
UTILITY - Claymore
 
ATTACKING: [3F] BAR(A) - COCKTAIL(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Cigar as this will allow attackers to breach the reinforced wall separating Cigar and Freezer and in turn flush out any defenders playing inside of Freezer. After eliminating defenders inside of the Freezer, attackers will attempt to plant the defuser under the cover of smoke behind one of the wooden counters inside of Bar(A). Kali can be useful on this bomb site by acting as a Thatcher alternative in assisting the attacking teams hard breacher with opening up the reinforced walls separating Cigar and the Top of Red Stairs as well as the wall separating Cigar and Freezer as there is commonly some type of entry denial (Bandit Battery, Mute Jammer, or Electro-Claw) placed on these walls to prevent attackers from breaching them.
 
CHRISTMAS MARKET SPAWN LOCATION
 
ATTACKING: [2F] FIREPLACE(A) - MINING(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of the third floor as the entirety of the ceiling of Fireplace(A)-Mining(B) is able to be destroyed by attacking soft destructors. Kali will be useful here by assisting the attacking teams hard breacher in breaching the reinforced hatch located inside of Cigar as this will provide attackers with ability to prevent defenders from using the Train Room to rotate between the two bomb sites. Kali may also be needed if attackers want to breach the reinforced wall separating the Fireplace(A) and 2F White Stairs Hallway.
 
RIVER DOCK SPAWN LOCATION
 
ATTACKING: [2F] READING(A) - FIREPLACE(B)
The primary route of attack on this bomb site will be basically identical to attacking Fireplace and Mining. Attackers will prioritize control over the third floor as this will allow for vertical pressure on the defending anchors. The biggest thing to keep in mind while attacking any of the four bomb sites on the second floor of Kafe is that defenders usually understand how unviable it is to play inside of the bomb sites and will often instead choose to defend from the outside of Reading and Fireplace and play inside of adjacent second floor rooms and hallways. Kali can be useful in preventing defenders from playing around the 2F Pillars if the player positions themselves either on the northernmost second floor balcony or by repelling on the 2F west Pillar double window.
 
BACK ALLY SPAWN LOCATION
ATTACKING: [1F] SERVICE(A) - COOKING(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of large and small Bakery, this will allow attacking hard breachers like Thermite and HIbanna to breach the reinforced wall between Cooking(B) and large Bakery. It is common for defenders to Kaid or Bandit trick the bakery-cooking wall as defending Cooking(B) is almost impossible to do after the wall has been opened. Kali will be crucial on this bomb site as Thatcher is commonly banned in the current meta and the attackers ability to breach the reinforced wall separating Service(A) and Bakery will determine their success in the round. Kali will be needed in addition with Thermite or Hibanna in destroying the defenders entry denial and breaching the Bakery wall.
 
 
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
Instagram - footwork.R6
Thanks!

Guide for playing 'Kali' on 'Kafe' +3
Guide for playing 'Kali' on 'Kafe'
footwork.
footwork. footwork.
LV.17 Sage 2mo

Needing team

I am looking for a high level team to grind ranked and non toxic

Needing team
Vibin5687
Vibin5687 Vibin5687
LV.2 Lurker 2mo
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