Guide for playing 'Twitch' 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 of the map 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.
 
‘Twitch’ is a two speed, two armour, attacker. The operator's gadget is the Shock Drone; a retro-fitted attacking drone capable of shooting electrical projectiles remotely from the drone. This is a useful ability where as it is capable of eliminating defender utility like Jager’s ADS, Mira Windows, defender Cameras, Mute Jammers, and much more. The primary role Twitch tends to play is that of a solo-entry. This is largely due to the operators primary weapon being the F-2 (One of the best weapons in the game and largely considered by the community to be one of, if not THE, best weapon for attackers). In addition to her strong primary, Twitch is set up for a solo-entry role really well due to her drone. The Shock Drone is not only capable of clearing valuable defender utility, but also has the added benefit of being nearly in-audible. This provides the player with huge advantages in terms of gathering defender intel for an extended period of time while also having the ability to assist teammates in clearing round-setting utilities like Mira Windows and Bandit Batteries.
 
If you are to be in accordance with the current meta, Twitch’s loadout should be as follows:
PRIMARY: F-2 Assault Rifle (Attachments to player preference)
SECONDARY: P9 Hand-gun
UTILITY: Breach Charges
 
Terminology:
1.) SOLO-ENTRY - Maintaining the weight of an entire assault through a particular route of attack as an individual player.
2.) ROUND-SETTING - A factor in an on-going round that will influence the result of the round in a significant way. [NOT to be confused with MATCH-SETTING which could be considered the ‘next-ring-up’ in that it would help describe the factors which influence the result of a match (Ex. Operator and Map ban phase).
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] 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. Twitch will be used by the attacking team to add secondary pressure onto the defending team from Piano. The player should Spawn ar Storage and proceed to the 2F outdoor balcony leading into Piano. From here, Twitch will want to utilize her Shock Drone to eliminate all defender gadgets placed inside of both Piano and Games(B). Twitch should prioritize the utility placed inside of Games(B) first as this will directly assist teammates inside of Bull after the main wall has been breached by attackers. Twitch should then maintain pressure onto Piano from the outside Piano Balcony. This will assist teammates inside of Bull as it will lessen the amount of defensive pressure the enemy team can output onto attackers attempting to plant the defuser inside of Games(B).
 
FUEL PUMPS SPAWN LOCATION:
 
ATTACKING: [2F] PARTY(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team essentially executing the inverse attack plan used on the previous bomb site; the only difference here being over which rooms attackers need to establish control over. To ensure protection from any possible flanks, attackers should clear all second floor rooms west of Mechanical Bull and Shark Stairs and place some type of flank protection on Shark and Yellow Stairs - this is commonly taken care of by bringing a Nomad or Gridlock. Twitch will provide value to the attacking team on this bomb site by assisting teammates in clearing the second floor defending roamers playing inside of Showers and Laundry. Twitch should spawn with the majority of the attacking team at Camping and breach the objective building through either the first floor Back Stairs or second floor Dorms window. Regardless of where the player breaches from, clearing Laundry, Dorms, Showers, Piano, and Games will be critically important for attackers as, not doing so, will result in uncontrollable flanking throughout the first and second floor of the building. To prevent this, Twitch will need to communicate with supporting teammates as they drone the second floor for defender positions. Twitchs’ responsibility will be to act on the intel provided to her so as to not only gain map control for attackers, but to also gain a man advantage over the opposing team during the roam-clear phase. This will then provide attackers with a significant advantage over defenders during the final site execution later on in the round.
 
CAMPING 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. This will expose defending anchors inside of Bushranger(B) and Nature(A) to vertical angles. Twitch will add value to the attacking team by establishing full horizontal pressure onto the bomb site from the Nature Hallway. The player should spawn camping and breach the objective building through either Reception or Back Stairs (both located on the first floor). From Either entry point, the player will then want to steadily apply pressure towards the opposite end of the hallway (so if the player breaches Reception they will want to work their way down the Nature Hallway towards Back Stairs- vice versa). This will assist the attacking team in that it will be maintaining control over all first floor rooms adjacent to the bomb site. The value in this positioning is enormous as it prevents defendants from being able to leave or enter the bomb site which, in turn, makes the vertical pressure being applied from the second floor much more deadly.
 
STORAGE 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). Twitch will add value to the attacking team on this bomb site by establishing and maintaining pressure onto Compressor(A) from Garage. To do this, Twitch will spawn at the Fuel Pumps spawn location and breach the objective building through the first floor Reception. After clearing defenders from inside of Reception and Garage, Twitch will use her Shock Drone to prioritize any defender entry-denial utility placed on the reinforced wall separating Kitchen and Compressor(A). This will then allow the attacking teams hard breacher to open the Compressor(A) reinforced site-wall and plant the defuser behind Big Compressor. Twitch will then maintain pressure onto defenders playing inside of Gear(B) as the attacking teammate planting the defuser will need sufficient cover in order to successfully plant the defuser.
 
NOTE: All attacking players positioned inside of Garage will need to fully clear both the first and second floor portions of Garage. Not doing so will result in defenders flanking first floor attackers through the second floor portion of Big Garage. Clearing Garage is commonly done before control over the Office and Party is established. That being said, Twitch can also be used as an entry fragger on the second floor while attackers are roam clearing Garage, Office, and Party.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Twitch' on 'Outback'. +4
Guide for playing 'Twitch' on 'Outback'.
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footwork. footwork.
verified LV.29 Legend 1year

Guide for playing 'Twitch' on 'Villa'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Villa is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map gives a slight advantage to the defending team due to there being few routes into the primary bomb sites forcing attackers to bottle neck. In addition to this, Villa is a very large map which makes roam control very difficult for the attacking team.
 
'Twitch’ is a two speed, two armour, attacker. The operator's gadget is the Shock Drone; a retro-fitted attacking drone capable of shooting electrical projectiles remotely from the drone. This is a useful ability where as it is capable of eliminating defender utility like Jager’s ADS, Mira Windows, defender Cameras, Mute Jammers, and much more. The primary role Twitch tends to play is that of a solo-entry. This is largely due to the operators primary weapon being the F-2 (One of the best weapons in the game and largely considered by the community to be one of, if not THE, best weapon for attackers). In addition to her strong primary, Twitch is set up for a solo-entry role really well due to her drone. The Shock Drone is not only capable of clearing valuable defender utility, but also has the added benefit of being nearly in-audible. This provides the player with huge advantages in terms of gathering defender intel for an extended period of time while also having the ability to assist teammates in clearing round-setting utilities like Mira Windows and Bandit Batteries.
 
If you are to be in accordance with the current meta, Twitch’s loadout should be as follows:
PRIMARY: F-2 Assault Rifle (Attachments to player preference)
SECONDARY: P9 Hand-gun
UTILITY: Breach Charges
 
Terminology:
1.) SOLO-ENTRY - Maintaining the weight of an entire assault through a particular route of attack as an individual player.
2.) ROUND-SETTING - A factor in an on-going round that will influence the result of the round in a significant way. [NOT to be confused with MATCH-SETTING which could be considered the ‘next-ring-up’ in that it would help describe the factors which influence the result of a match (Ex. Operator and Map ban phase).
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] 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. Twitch will be used on this bomb site to eliminate the defending teams gadgets placed inside of Games(B) and 90. The player should spawn with the rest of the attacking team at Ruins and proceed to the 2F Study Balcony. After assisting teammates in clearing defenders inside of Study and Main Stairs, Twitch should use her Shock Drone to eliminate the defending teams entry-denial utility placed on the reinforced wall separating Study and Games(B). This will allow the attacking teams hard breacher to open the Study-Games(B) wall and in turn provide the attacking team with a route behind Bar to plant the defuser. While teammates are planting the defuser, Twitch should be maintaining the attacking teams pressure inside of the bomb sites. This will act as a buffer zone between your teammates panting and the remaining defenders inside of Vault and Aviator(A).
 
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. Twitch will add the most value to the attacking team on this bomb site by acting as an entry fragger for teammates. The player should breach the objective building through the second floor Bathroom window so as to prevent defenders from being able to rotate through Bathroom and flank attacking teammates. After attackers isolate roamers back into Astronomy and Statuary(B), Twitch can use her Shock Drone to eliminate the defending teams entry-denial utility placed on the reinforced walls separating Statuary(B) and Master Bedroom. This will then allow Thermite to breach the site wall and provide additional teammates with a safe and clear route to plant the defuser near the default statue.
NOTE: Attackers playing inside of Bathroom and Master Bedroom always need to be mindful of defenders playing inside of Kitchen (located on the first floor) as defenders will commonly attempt to eliminate attackers on the second floor with vertical nitro-cell. Attackers will typically counter this by first executing a full first floor roam clear before proceeding inside of the Master Bedroom.
 
PARKING SPAWN LOCATION:
 
ATTACKING: [1F] LIBRARY(A) - LIVING ROOM(B)
The primary route of attack on this bomb site will be by attackers breaching the objective building through Art Storage and Main Lobby. After establishing control over Main Lobby and Red Hallway, attackers will apply pressure on the Library(A)-Lobby doorway and breach the reinforced wall separating Library(A) and Red Hall. Twitch will provide the most amount of value by acting as a solo-entry on the opposite side of the attacking teams primary assault inside of Lobby. Twitch should breach the objective building through the basement and solo-roam clear from the basement, up to Mud Room. After the operator has established an attacker presence inside of Mud, Twitch should maintain pressure onto Living(B) from Mud. This will assist teammates inside of Main Lobby as it will force defenders to divide their defensive resources across multiple fronts of attack - decreasing the defensive resistance inside 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). Twitch will provide the largest amount of value to the attacking team by acting as an entry fragger on the second floor. Twitch should spawn at the Fountain spawn location and breach the objective building through the second floor Walk-In Closet. From Walk-In, Twitch will be able to carry out a full second floor roam clear - starting from Master Bedroom and ending inside of Study. This will be highly valuable for the attacking team in that it will help isolate defenders into the first floor and Basement. This is useful for an attacking team as it narrows down the possible locations in which defenders can play in as well as narrows the available routes for flanking.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Twitch' on 'Villa'. +4
Guide for playing 'Twitch' on 'Villa'.
footwork.
footwork. footwork.
verified LV.29 Legend 1year

Operation Shadow Legacy - New Sights Preview (Defenders)

On the 17th, when detailed updates of Operation Shadow Legacy were released, they were applied to Rainbow Six Stage's Test Server. This season's update has led to a number of changes related to gameplay, and one of the most important changes is the addition of new sights and reorganization. This will greatly affect the balance of both teams, with all operators changing their available sights.
 
In this post, we will continue to look into the change of the defensive team's sights, and predict how the change will affect them. Since DMR is not available for defensive teams, only AR, SMG and LMG are subject to this analysis except Shotgun among Primary Weapon.
 
※ Clash, which mainly uses Shield among the defensive team operators, is not included as she uses Pistol as the Primary Weapon.
 
※ The following information is currently applied to the test server. Please note that there may be some changes during the period when the test server is open.
 
 
 
 
▣ Major Change Point of the Defensive Team Sights
 
The first change to mention is the addition of new scopes that can also be used for public use. However, the defensive team cannot use Scope 3.0x because there is no DMR available. It is also new for some operators, as some of the offensive team, to see the design of Red Dot and Holographic have changed. If there are users who have previously used Red Dot or Holographic sights among non-magnifying sights, they will need to adapt anew.
 
Previously, Rook, Doc, and Echo among the defensive teams had been playing the role of the team's sniper, mainly equipped with the ACOG sight. In addition, the ACOG could be attached to the shotguns of Kaid, Goyo, and Vigil, but they were all single-shot weapons, so they made choices according to their taste.
 
After the reorganization, the ACOG changed to Scope 2.5x, with no one to choose except Vigil's BOSG.12.2 shotgun. Scope 2.0x was given to Kaid and Goyo's TCSG12 shotgun and Rook's MP5, except that most of them received Scope 1.5x or can only select non-zooming sights. In fact, the number of operators who will be in charge of long-distance combat in the defensive team has decreased more than before.
 
 
▲ The differences of each sight of MP5, the left is Holographic (Oryx), the middle is Scope 1.5x (Doc) and the right is Scope 2.0x (Rook)
 
 
▶ SAS - Smoke
 
The FMG-9 has been newly able to select Scope 1.5x as a zooming sight, and the Holographic has been changed to a new design. This is also the exact same change as the offensive team's FMG-9 of Nøkk. However, Smoke can use SMG-11 as the Secondary Weapon, and he often uses M590A1 shotgun as Primary Weapon, which is not such a big change. You can just think there’s an increased number of options to Smoke.
 
 
▶ SAS - Mute
 
Mute has been able to select Scope 1.5x on MP5K, and Red dot and Holographic have been changed into new designs among the non-zooming sights. Mute can also use SMG-11 as a Secondary Weapon, and M590A1 shotgun is used very much, so it is not a big change.
 
 
▶ FBI SWAT - Castle
 
Scope 1.5x is now available for UMP45. In the past, only non-zooming sights could be used, so it was slightly buffed. However, since there is no big difference in the magnification and the design of the non-zooming sights have not changed at all, it is expected that there will be quite a few users who still use the non-zooming sights.
 
 
▶ FBI SWAT - Pulse
 
Uses UMP45 same as Castle, but you can't select any magnification scope. I think they intentionally made a difference with Castle because Pulse has the special ability to play the role of Roamer with 3 Speed. Although only the non-zooming sights can be selected, the Holographic is changed to a new design and may require adaptation.
 
 
▶ GIGN - Doc
 
Both P90 and MP5 can only select Scope 1.5x as a magnification sight. It's a pretty big nerf for Doc, who was able to use the ACOG for both guns, which was previously a 2.5x magnification sight. This has made it difficult for Doc to engage actively with the offensive team on the front line, and he will have to play in support of the team using Stim Pistol.
 
 
▶ GIGN - Rook
 
P90 was given Scope 1.5x as a zooming sight, but unlike Doc, Scope 2.0x could be selected for MP5. Compared to the fact that both guns were able to use ACOG, this is also a nerf, but if the MP5 is equipped with Scope 2.0x, it will be able to act as a sniper for the defensive team to some extent. With Doc and Echo losing their ability to engage at long distances, the only gun in which they have more than 2.0x in an auto weapon except for a single shotgun is Rook's MP5.
 
 
▶ Spetsnaz - Kapkan
 
For 9x19VSN, Scope 1.5x can be selected as a magnification sight. The non-zooming sights can be chosen as the same as before, the Spetsnaz Russian design sights, of which there would be some players to give up the Scope 1.5x scale and choose Reflex as the sight is neat and less obstructed.
 
 
▶ Spetsnaz - Tachanka
 
Tachanka's 9x19VSN is also able to select Scope 1.5x as a magnification sight, which has the same sight option as Kappkan's 9x19VSN. The non-zooming sights are also Russian design sights just like Kapkan.
 
 
▶ GSG-9 - Jager
 
416-C CARBINE, the AR of only a few of the defensive teams, was not given any zooming sights. Among the non-zooming sights, Red Dot was changed to a new design. This seems to have been deliberately adjusted to reduce the influence of Jager, who is still strong after the nerf. However, the sight itself is not different from before and after the reorganization, so you don't have to pay much attention.
 
 
▶ GSG-9 - Bandit
 
Bandit's MP7 also cannot select the magnification sight. The MP7 of Zero, the new Shadow Legacy operator, is able to select Scope 1.5x and Scope 2.0x, which is contrary to Bandit’s MP7. All of the non-zooming sights are all original design sights, so you can just use them the same as before.
 
 
▶ JTF-2 - Frost
 
Scope 1.5x is now available for 9mm C1 SMG. Although it has a high damage of 45, it was a very disadvantageous gun in the 1:1 battle due to its low Fire Rate of 575, but its utilization is now slightly buffed as it has a 1.5x zooming sight. However, since it is not such a big buff, it seems that its operation method will not change.
 
 
▶ Navy SEAL - Valkyrie
 
MPX can only select non-zooming sights without magnification sight. The MPX did not get a magnification sight even though it was not such a powerful gun among the defensive team guns, which is believed to be because Valkyrie's dedicated equipment, Black Eye, is a very powerful gadget. In fact, for Warden, another operator that uses MPX, Scope 1.5x can be selected.
 
 
▶ BOPE - Caveira
 
Caveira's M12 also can’t select any magnification sight at all. The design of the Holographic was changed among the non-magnifying sights. The M12's performance is also very poor among the defensive team guns, but in the case of Caveira, it doesn't matter what happens to her gun because she mainly uses the secondary Weapon, Luison Pistol, and Silent Step.
 
 
▶ SAT - Echo
 
Echo's MP5SD was changed only able to select Scope 1.5x as a magnification sight. The MP5SD was previously able to equip the ACOG, which is why the reorganization has caused quite a painful nerf. As a result, Echo will have to focus more on the role of Intel using the Yokai drone.
 
 
▶ GEO - Mira
 
Mira's VECTOR .45 ACP, like most other guns, is now able to choose Scope 1.5x. However, let's keep in mind that the VECTOR .45 ACP is a gun with a fire rate of 1200 and has a huge vertical recoil, so even a 1.5x zooming sight can give a big recoil. Because of the installation location of the Black Mirror, you may be forced to engage in medium-range combat, so it would be good to practice the Scope 1.5x.
 
 
▶ SDU - Lesion
 
Lesion's T-5 SMG also has the option of choosing Scope 1.5x as a zooming sight. Non-magnifying sights remain the same design as before, with no change in design. The T-5 SMG also has a fairly high Fire Rate of 900, but the rebound is relatively stable, so it won't be too difficult to use the Scope 1.5x.
 
 
▶ GROM - Ela
 
The SCORPION EVO 3 A1 can only select non-magnifying sights, and the design is all the same as before without changing. However, since the SCORPION EVO 3 A1 has a high fire rate and the horizontal recoil is also serious, it seems fine even if there are no zooming scopes. It would be good to choose the non-magnifying sights and operate just like before.
 
 
▶ 707th SMB - Vigil
 
The K1A also only has a choice of non-magnifying sights. I think this is because K1A's performance is very good and Vigil is also a powerful Roamer. Since the design of the non-magnifying sights has not changed, it seems that there will be no problem to operate it in the same way as before.
 
However, Vigil's BOSG.12.2 can use the Scope 2.5x, the same as the existing ACOG sight. Among the defensive teams, BOSG.12.2 is the only gun that can use Scope 2.5x, but as it has big recoil and reload speed of the double-barrel type shotgun are quite slow, it is not selected often, so it is not so big a merit.
 
 
▶ GSUTR - Maestro
 
Maestro’s ALDA 5.56 cannot select a zooming sight. It’s quite unique that most of the LMGs in the offensive team are given most of the zooming sights, such as Scope 1.5x, Scope 2.0x, Scope 2.5x. However, the ALDA 5.56's self-performance is not bad and that the defensive team can use LMG itself is considered as merit, so I think it was intentionally excluded.
 
 
▶ GSUTR - Alibi
 
Alibi's Mx4 Storm can also select only non-magnifying sights without a zooming sight. This seems to be an intention not to give Alibi an option of 1.5 magnification, who has a great loadout and 3 Speed. Even the design of the non-magnifying sights is the same as before, so the operation is unlikely to change much.
 
 
▶ GIGR - Kaid
 
Scope 1.5x can be selected for AUG A3 SMG and Scope 2.0x can be selected for TCSG12 shotgun. Between these two, the TCSG12 shotgun, along with Rook's MP5, is the only gun that can use a 2.0x zooming sight among the defensive teams, only Kaid and Goyo can choose it. However, the flaw is that it is a slug shotgun, and the damage is significantly lowered from a long distance.
 
 
▶ SASR - Mozzie
 
Both COMMANDO 9 and P10 RONI guns are not allowed to choose magnification sights, so nothing has changed from the past. In addition, the Holographic design, which was previously attached to the P10 RONI, remained the same. For this reason, it would be better to choose the one that suits your taste by considering the Recoil or Capacity rather than the sight option.
 
 
▶ Secret Service - Warden
 
Unlike Valkyrie, he is now possible to attach Scope 1.5x to MPX. However, since MPX's Damage is not high, and the SMG-12 can be used as a Secondary Weapon, so players often use the M590A1 shotgun as Primary Weapon and the SMG-12 as Secondary Weapon. However, caution is needed because SMG-12 has a huge recoil.
 
 
▶ Fuerzas Especiales - Goyo
 
Unlike Mira, VECTOR .45 ACP differs in that Scope 1.5x cannot be used and only non-magnifying sights can be selected, which was described earlier. I think this is because Goyo is a 2 Speed / 2 Armor Operator different from Mira. However, the TCSG12 shotgun can be selected with a Scope 2.0x just like Kaid. If you need the ability to engage at a long distance, it may be better to use the Shotgun, but keep in mind that the damage is lowered from a long distance as it is a shotgun.
 
 
▶ NIGHT HAVEN - Wamai
 
Unlike IQ’s AUG A2, the magnification sight cannot be selected for the AUG A2 of Wamai. Among the non-magnifying sights, the design of the Holographic was changed to a new one. However, MP5K can select Scope 1.5x just like Mute's MP5K. I guess this may lead to a slight increase in MP5K's selection rate.
 
 
▶ Independent - Oryx
 
Maybe of his special ability, MP5 can be used, but the zooming sight was not available before. Even after the sight reorganization, the zooming sights cannot be used as well. Among the non-magnifying sights, the Holographic was changed to a new design.
 
 
▶ Inkaba Task Force - Melusi
 
You can use the same T-5 SMG as Lesion, but you can't choose any of the zooming sights, perhaps because she showed a very strong presence in the previous season's Steel Wave season. The design of the sights has not changed, so you can just operate the same as before.

Operation Shadow Legacy - New Sights Preview (Defenders) +28
Operation Shadow Legacy - New Sights Preview (Defenders)
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Guide to Playing Goyo on Bank

Bank is one of the original maps of Siege and has been thoroughly explored by the community, but of course there are still new tricks waiting to be uncovered. With three staircases and three spacious floors, Bank offers many options for roam play since it's so spread out and time-consuming to roam-clear. Anchoring is acceptable for sites though, especially if they have somewhere safe to sit on cameras, so you can drone for your roamers. The many windows in Lobby make it a very risky area to rotate through, but with proper game sense you can navigate your way through it to surprise opponents or pull off some late flanks.
 
Goyo, the Mexican defender released during Operation Ember Rise, packs some serious firepower in his kit – in more ways than one! He is a two-speed, two-armor operator that excels at creating more aggressive defenses and expanding the positions defenders can play, while limiting attacker movement. He is able to waste time, provide cover for his teammates, and even trap his enemies.
 
GOYO’S GADGET
Goyo brings two Volcan shields which feature the glass slits you may peek through for intel just like regular deployable shields. Additionally, they are each modified with combustible gas canisters that detonate when triggered. Upon detonating, the shields explode, dealing 34 damage to nearby operators, and destroying other gadgets within 4 meters. Following the explosion, fire propagates to fill the area, burning any player caught for 12 points per second over the next 10 seconds. When finally forced off the shield, you may want to blow it up to deny the area and provide cover while rotating or dealing with attackers from a different angle.
 
SYNERGIES & COUNTERS
The gas canister can be shot or hit with a melee attack by any player behind the shield. So position it with the rear protected, and don’t accidentally punch it! You can coordinate with Maestro, as an Evil Eye behind the shield can zap it to detonate it. A Kapkan trap, placed at knee-height, will detonate the canister when both are placed in the same doorway as an attacker vaults over (if placed at ankle-height, attackers will dodge the Kapkan trap). The shield can be destroyed by Sledge’s hammer and Maverick’s torch, but when properly placed, and when a defender plays behind it as intended, this should be practically impossible, leaving attackers with one solution – EXPLOSIVES. Ash’s breaching round can be countered by electrifying the shield with a Bandit battery or Kaid’s Electroclaw. But all explosives are countered with Jaeger’s ADS or Wamai’s Mag-Nets. For this reason, the shield is often best placed offset if near doorways, instead of locking it in the doorway, so these gadgets can properly intercept projectiles.
 
****YELLOW PINGS IN THE GUIDE WILL OFTEN BE USED TO REPRESENT ADS PLACEMENTS***
 
LOADOUT
Goyo has two amazing guns to choose from – the Vector .45 ACP and the TCSG12. Most players will prefer the Vector .45 ACP with a vertical grip and compensator. But I run it with a flash hider for better burst since the magazine capacity is a bit small, especially given the high fire-rate. In some situations I plan on taking long-range engagements and equip the extended barrel. When the team needs it, you can bring the TCSG12 to help remodel the site. It also has a much better optical zoom for players that prefer it.
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It has the added bonus of synergizing with the Volcan shield – place it safely behind the shield to detonate it when an attacker treads too close for an instant kill.
 
The Proximity Alarm can be a decent choice too though. Place it to alert teammates to incoming flanks or use it to inform the team when attackers are close to a Volcan. Shooting the canister in response can potentially secure a kill, or at least deal some serious damage and bide some time.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Executive Lounge (2F) & CEO Office (2F)
This site is extremely exposed to windows on the West and North side, particularly the Lobby windows. It also has a few breachable walls on the East side of CEO which should certainly be reinforced. Janitor Closet should be opened up and played to choke out attackers pushing in. Watch for flanks through Lobby, and beware attackers pushing Stock Trading Office and Main Stairs to the South.
 
This Volcan makes it much easier to control Janitor. Just make sure this reinforcement is in place to protect whoever plays it from CEO windows.
 
These rotates and this reinforcement complete the setup. Pop hatch in case you need to get out of Dodge.
 
Place your second Volcan here watching Meeting door.
 
If you aren't on rotate duty, barricade these three windows and toss an alarm above the big door, alerting teammates to flanking attackers.
 
 
BOMB SITE 2 – Staff Room (1F) & Open Area (1F)
This is definitely the least popular site, mostly because it is so spread out. All of Staff Room's ceiling is indestructible leaving anchors relatively safe. Attackers will almost certainly pressure site from Alley outside, and push into Square Skylight to the Northeast to open Staff Room wall. Expect attackers to enter above as well and destroy the ceiling of Open Area from Stock Room, perhaps opening site hatches. Having a pocket strat for this site can grant the occasional win by catching your opponents by surprise.
 
This Volcan helps control Office Hallway and can be blown to stall out pushes. Just be sure the hatch is closed so you can safely tuck into the corner.
 
These reinforcements are critical so you are not shot in the back while playing the above position.
 
So is this reinforcement. To keep attackers from freely vaulting into Printer window unpunished, place an alarm under this shelving and shoot some holes in the base of the adjacent wall.
 
The ceiling above is soft, and your Volcan can be destroyed if attackers establish vertical control, so consider some holes beneath Stock windows, or bringing a nitro to deal with vertical pressure.
 
Luckily the ceiling in Staff is indestructible so this Volcan is much safer in that regard. Complete the Printer setup with this reinforcement and rotate.
 
If you do opt for proximity alarms this one is useful for detecting attackers trying to hide at the top of Server stairs waiting for a pick.
 
 
BOMB SITE 3 – Tellers' Office (1F) & Archives (1F)
Tellers and Archives have entirely destructible ceilings. Due to this, roaming top floor to slow the push is necessary to protect anchors. Attackers will likely pressure site from Lobby, possibly rappelling on windows. They also may push into Open Area to open the Archives wall connecting to Admin Office. Skylight Stairwell is easily accessible from outside too, so beware of flank watches posting on the skylight, Servers stairs, or Electrical Room.
 
This Volcan gives cover for peeking attackers in Lobby. You can even peer at the ATM windows through the slits to check for rappelling attackers first! Protect it with some Wamai discs underneath the Tellers desk.
 
Add a reinforcement on ping and this becomes a power position for holding the flank. You can even vault on the Kitchen tables to peer through slits above the top of these reinforcements at attackers pushing down Square Skylight stairs.
 
This alarm will alert teammates to attackers dropping into Administration to breach Archives wall.
 
Reinforce Loan Office wall so you can play this Volcan in Office Hallway. Together with a teammate playing the one in Staff you two can really lock down the flank. Pop the elevator hatch to drop to basement if needed.
 
Shoot some holes in the base of this wall so you can work with teammates in Tellers to establish a crossfire. Reinforce this Elevator hatch instead of the panel I pinged in Staff when playing here.
 
This alarm or these barricades will alert you to flank attempts coming from the basement.
 
 
BOMB SITE 4 – Lockers (B) & CCTV Room (B)
This site has seen the most play, and its meta has grown quite stale. Attackers almost always push through Servers and breach the CCTV wall to plant. You should also keep an eye out for attackers pushing up Garage or through the nearby stairs, named Main Stairs. It is also very common for attackers to take Open Area and breach the hatches there. There are two other main hatches; one in Lobby and one in the Elevator by Main Stairs. Servers hatch can be played reinforced to delay the Servers push, or opened and played against attackers once they push in below it.
 
Holding Server Stairs to delay the push can really prove a thorn in the side of attackers.
 
For this setup reinforce Server hatch and play this shield to stall the Dirt push. Preferably Kaid uses an Electroclaw here.
 
This alarm will alert you to attackers once they have pushed up enough in Dirt to be exposed.
 
Goyo can also be used to setup Red hall. When prone behind this vault hole, chuck a nitro at attackers going for the plant.
 
In case you have no cameras in Garage, you can use two proximity alarms. This first one catches attackers that like to wrap around the back of Black car. This gives a nice early heads up.
 
This second one catches attackers that instead push up close against the wall. They will almost certainly trigger one unless they properly drone it out and circumvent each of them.
 
This last shield can be used as an option to watch the hatch drop. Just DON'T peek before attackers drop as they can get an angle on you here and have the advantage from above.

Guide to Playing Goyo on Bank +26
Guide to Playing Goyo on Bank
drTaperdown
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verified LV.19 Big Chungus 1year

Guide to Playing Goyo on Border

Home to the infamous annoying loud speaker, Border was released during Operation Dust Line. A bit on the smaller side, with only two floors and two staircases, the map favors plenty of close quarter combat. Border also sees attackers playing from outside for a large portion of the round, either holding flanks or pressuring site windows, thus run outs are quite common. The majority of the walls and floors in this map are destructible, so vertical play is essential.
 
Goyo, the Mexican defender released during Operation Ember Rise, packs some serious firepower in his kit – in more ways than one! He is a two-speed, two-armor operator that excels at creating more aggressive defenses and expanding the positions defenders can play, while limiting attacker movement. He is able to waste time, provide cover for his teammates, and even trap his enemies.
 
GOYO’S GADGET
Goyo brings two Volcan shields which feature the glass slits you may peek through for intel just like regular deployable shields. Additionally, they are each modified with combustible gas canisters that detonate when triggered. Upon detonating, the shields explode, dealing 34 damage to nearby operators, and destroying other gadgets within 4 meters. Following the explosion, fire propagates to fill the area, burning any player caught for 12 points per second over the next 10 seconds. When finally forced off the shield, you may want to blow it up to deny the area and provide cover while rotating or dealing with attackers from a different angle.
 
SYNERGIES & COUNTERS
The gas canister can be shot or hit with a melee attack by any player behind the shield. So position it with the rear protected, and don’t accidentally punch it! You can coordinate with Maestro, as an Evil Eye behind the shield can zap it to detonate it. A Kapkan trap, placed at knee-height, will detonate the canister when both are placed in the same doorway as an attacker vaults over (if placed at ankle-height, attackers will dodge the Kapkan trap). The shield can be destroyed by Sledge’s hammer and Maverick’s torch, but when properly placed, and when a defender plays behind it as intended, this should be practically impossible, leaving attackers with one solution – EXPLOSIVES. Ash’s breaching round can be countered by electrifying the shield with a Bandit battery or Kaid’s Electroclaw. But all explosives are countered with Jaeger’s ADS or Wamai’s Mag-Nets. For this reason, the shield is often best placed offset if near doorways, instead of locking it in the doorway, so these gadgets can properly intercept projectiles.
 
****YELLOW PINGS IN THE GUIDE WILL OFTEN BE USED TO REPRESENT ADS PLACEMENTS***
 
LOADOUT
Goyo has two amazing guns to choose from – the Vector .45 ACP and the TCSG12. Most players will prefer the Vector .45 ACP with a vertical grip and compensator. But I run it with a flash hider for better burst since the magazine capacity is a bit small, especially given the high fire-rate. In some situations I plan on taking long-range engagements and equip the extended barrel. When the team needs it, you can bring the TCSG12 to help remodel the site. It also has a much better optical zoom for players that prefer it.
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It has the added bonus of synergizing with the Volcan shield – place it safely behind the shield to detonate it when an attacker treads too close for an instant kill.
 
The Proximity Alarm can be a decent choice too though. Place it to alert teammates to incoming flanks or use it to inform the team when attackers are close to a Volcan. Shooting the canister in response can potentially secure a kill, or at least deal some serious damage and bide some time.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Customs Inspections [1F] and Supply Room [1F]
This site is commonly the third pick, but can be a good early pick to catch opponents off-guard if your team has a rehearsed strat. Attackers will breach Detention wall and may breach the East Customs wall from Passport Check so reinforce these and reinforce Supply wall at the bottom of Metal Stairs. Hatches can be played open if you have significant upstairs roam presence or reinforced if you have good intel upstairs and a few anchors with nitro cells.
 
This setup keeps the defense mobile without allowing attackers to simply rush in from Main door.
 
This Volcan watches the other entrance. From here you can detonate the first if you hear the alarm go off.
 
Barricade Construction and use this alarm so no matter what you get a sound cue if attackers try going around.
 
If you'd rather stop vertical play dead in in it's tracks, set up base in CCTV with an ADS on ping and one at your feet for good measure. Hold on for dear life!
 
 
BOMB SITE 2 – Ventilation Room [1F] and Workshop [1F]
The most popular second choice, Vents and Workshop are a spacious site, and include Server Room in between. Since Vents itself is dangerous to play in, hold it from above in Armory Lockers. East Workshop wall should be reinforced, but a coordinated team may leave it soft and even create a rotate hole to bathroom, instead saving their reinforcements for elsewhere. Either way be sure someone is keeping an eye on Bathroom so attackers cannot freely breach the flank.
 
This shield watching front door is best protected with Wamai's discs. He can toss them where these proximity alarms are.
 
Reinforce this hatch and panel to make this spot a good fall back position in case your Volcan is blown. And if you bring the TCSG make a rotate in the corner.
 
Opening into Bathroom helps control the flank, giving more rotate options for roamers and creating flank opportunities in case attackers establish upstairs control.
 
Wamai can protect the shield with discs thrown in these locations. The left intercepts projectiles from Tellers, and the right one from Blue hall.
 
When you extend into Bathroom you save three reinforcements that can be used instead on Offices wall. A defender can protect this hatch with a Volcan for roamers to fall back to site. At the same time you can cover Tellers from this position making it all the more powerful.
 
Either of these proximity alarms will be useful for the roamer playing in Lockers.
 
 
BOMB SITE 3 – Bathroom [1F] and Tellers [1F]
This site is almost unplayable but could potentially be defended well enough with a solid vertical hold from Offices. To do so, a few teammates need to invest plenty of utility upstairs. But if you are less comfortable with this site in general, extend laterally instead into Customs by reinforcing Detention, or Server Room using reinforcements along with a teammate on Server wall. Generally, this site favors aggressive defending teams.
 
This Volcan watches the default plant in Tellers and should be played by someone with a nitro cell. It is particularly important that it is not destroyed on the attacker's terms so consider protecting it with 2 ADS.
 
Make a rotate here between Tellers and Waiting Room and defend it with a Volcan. The shield can be protected with Wamai discs on the archway pillars in place of these proximity alarms. Whoever plays here needs to be mindful of attackers peeking them from the roof skylight!
 
Make some holes below the East stairs door for the defender playing this position to peek through. This is best if the holes are hidden with barbed wire. Having a nitro handy here could certainly come in clutch.
 
Reiforcing Passport is vital for keeping the Benches player safe. An alarm here will alert them to attackers pushing in this way.
 
 
BOMB SITE 4 – Armory Lockers [2F] and Archives [2F]
Finally, we arrive at the preferred bomb site! Attackers almost always push this site by taking control of Security and West balcony, then breaching Lockers wall. Sometimes, they will push Archives door and window, and may or may not take control of Offices before breaching Archives. This site is best defended by extending into Offices, or otherwise having an off-site anchor in Security with a bit of utility to delay as long as possible.
 
This Volcan can be used to contest attackers seeking entry post-breach. It is best protected with Wamai discs.
 
Have Jaeger place an ADS on ping then place this shield behind it so attackers cannot rush Metal stairs. This also provides excellent cover for rotating between sites. But this reinforcement is crucial when using this Volcan so it is not detonated from Archives window.
 
Similarly, this Volcan requires the above reinforcement so it is not shot from Metal Stairs. It stalls out attackers outside Archives window, and is best protected with Wamai discs in the shelving.
 
If your team wants more perimeter control, which helps to open up flank opportunities, open a rotate here and reinforce the triple wall in Offices. Protect the rotate with this Volcan and an ADS on ping.
 
This alarm will provide an early alert to any Metal Stairs rushes.

Guide to Playing Goyo on Border +22
Guide to Playing Goyo on Border
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 1year

mmr

Why do I only earn 20 points of mmr when others earn 100 points

mmr
TheItalianSped TheItalianSped
LV.2 Lurker 1year

3 man looking for 2 guys to squad with for Ranked Siege

18+ silver for ranked, needs a mic and good banter PS4

3 man looking for 2 guys to squad with for Ranked Siege
PKYS
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LV.2 Lurker 1year

Operation Shadow Legacy - New Sights Preview (Attackers)

On the 17th, when detailed updates of Operation Shadow Legacy were released, they were applied to Rainbow Six Stage's Test Server. As of the 19th, you can experience the new attack team operator Zero and the newly reworked Chalet battlefield on the test server.
 
Although many major changes have been made through this season's update, most of all, the changes directly related to actual play include the introduction of new sights and scopes and the reorganization of usable sights by each weapon. The change is expected to have a significant impact on the balance between the two teams as each operator will have a variety of available sights.
 
Therefore, we will take time to find out in detail the situation of the offensive team and defensive team operators and see how they will affect the character's play. The analysis targets are AR, DMR, LMG, and SMG, except for Shotgun or Pistol, among the Primary Weapon of each operator. Since there are a lot of operators and Primary Weapons, we will first look into the situation of the offensive team's guns and then analyze the situation of the defense team.
 
※ Among the attack team operators, Glaz and Kali use their own zoom sights for special abilities, so they are not included.
 
※ Montagne and Blitz, which mainly use Shield among the offensive team operators, use Pistol as primary Weapon, so they are not included.
 
※ The following information is currently applied to the test server. Please note that there may be some changes during the period when the test server is open.
 
 
 
 
▣ Major Change Point of the Offensive Team Sights
 
The first change to mention is the addition of new scopes that can also be used for public use. Previously, only Red Dot, Holographic, and Reflex existed as 1.0 zoom sights, where most of the offensive team operators and some of the defense team's operators could use the ACOG, a 2.5 zoom scope.
 
This update adds new Scope 1.5x, Scope 2.0x, Scope 2.5x, and Scope 3.0x as zoom sights (Scope 2.5x is the same as the ACOG sight), and the available sights are distributed differently for each operator. Even operators using the same gun have different sights that can be accessed, in my opinion, it is intentionally set by the development team considering the balance of each operator. However, Scope 3.0x can only be attached to DMR guns.
 
 
▲ The difference between Scope 1.5x (left) and Scope 2.5x (right) in-game, Scope 2.5x is the same sight as the existing ACOG sight.
 
▲ The newly added Holographic sight design, the sight design of some operators have changed.
 
 
▶ SAS - Sledge
 
As Scope 1.5x and Scope 2.5x can be attached to L85A2, only Scope 1.5x has been added from existing options. However, in the case of the Holographic sight, it uses the new design that is newly added, and because the design is so different, if you were a user who used Holographic to L85A2, you would need to adapt.
 
 
▶ SAS - Thatcher
 
While there is not much difference for AR33 as it can attach Scope 1.5 and Scope 2.5x, but only Scope 2.0x can be used for L85A2 in addition to 1.0x sights. Despite it’s the same gun with Sledge, the available scopes are different.
 
 
▶ FBI SWAT - Ash
 
Previously, the G36C was able to attach the ACOG sight (Scope 2.5x), but after the reorganization, only Scope 1.5x is available, resulting in a slight nerf. There is no significant change in R4-C, as only non-zoom sights are still available.
 
 
▶ FBI SWAT - Thermite
 
There is no big difference for 556XI, 1.0x sights, Scope 2.0x, and Scope 2.5x can be used. As the difference in the zoom of the two Scopes is not big, it would be good to choose the one that suits your taste after using.
 
 
▶ GIGN - Twitch
 
ACOG disappeared on F2 and only the newly added Scope 1.5x can be used. In fact, it can be still used as the ability to engage a long distance has been nerfed, but F2 itself is still powerful. On the other hand, the 417 DMR can now attach Scope 3.0x, so if you need to engage a long distance, you can choose this gun.
 
 
▶ Spetsnaz - Fuze
 
Previously, Spetsnaz operators could use Russian-designed sights, but the new scopes added with the update do not have a separate Russian-style variation. However, Red Dot, Holographic, Reflex, and Scope 2.5x (ACOG) still use the existing Spetsnaz-type sights.
While Fuze's 6P41 can use Scope 1.5x and Scope 2.5x, AK-12 can use Scope 2.0x and Scope 2.5x. Unusually, the current AK-12 has both the Russian-style variation and the general-design sight, giving him eight selectable sights. It is still uncertain whether this will be applied to the main server.
 
 
▶ GSG-9 - IQ
 
AUG A2 can only use Scope 2.5x, while 552 Commando can only use Scope 1.5x. Previously, AUG A2 could not attach an Angled Grip, so the 552 Commando was often used with the Angled Grip attached when going rush, which is likely to be used similarly after the sight update.
 
However, strangely, G8A1 can't use any scopes at all, unlike other LMGs, and can only choose the non-zoom sights. Even Amaru, which uses the same gun G8A1, can use scopes, while IQ’s G8A1 is not even given a Scope 1.5x, which is not sure it will actually be reflected in the main server.
 
 
▶ JTF-2 - Buck
 
While Scope 1.5x can be used to C8-SFW, Scope 3.0x can be used to the DMR CAMRS. The C8-SFW has a big recoil, so there have been quite a few users in the past who don't use ACOG, and the Scope 1.5x might be a suitable sight to adopt.
 
 
▶ Navy SEAL - Blackbeard
 
The AR, MK17 CQB, can only attach Scope 1.5x, and the DMR SR-25 can only attach Scope 3.0x. The low-powered MK17 CQB due to the advantage of Rifle Shield will no longer be able to use ACOG. Now, if long-distance engagement is required, SR-25 should be used unconditionally.
 
 
▶ BOPE - Capitão
 
While PARA-308 can only use Scope 1.5x sight, M249 LMG has a variety of options, including Scope 1.5x, Scope 2.0x, and Scope 2.5x. He has the weapon loadout similar to IQ, it would be good to choose PARA-308 for a rush with an Angled Grip for his unique 3 Speed and a Scope of more than 2,0x attached to M249 for an overpowering long-distance engagement play.
 
 
▶ SAT - Hibana
 
TYPE-89 can only attach Scope 1.5x after the reorganization. Similar to Ash, there is no way to choose Scope more than 2.0x, so it can be seen as a nerf. However, the TYPE-89 has a big recoil but a high Fire Rate, so it can show a strong presence with Scope 1.5x.
 
 
▶ GEO - Jackal
 
Scope 2.0x is given to AR C7E, and Scope 1.5x is given to SMG PDW9. Similarly, ACOG has become unavailable, but 2.0x zoom will not be bad enough for long-range engagement. On the other hand, if Angled Grip is attached to PDW9, it has been used frequently in close combat due to its fast-paced aim, so Scope 1.5x can also be an appropriate choice.
 
 
▶ SDU - Ying
 
The T-95 LSW can attach Scope 1.5x, Scope 2.0x, and Scope 2.5x as zooming scopes. You can use the Scope 2.5x as usual, but since LMG’s recoil is a little strong, so you'd better try using Scope 1.5x or 2.0x to suit your taste.
 
 
▶ 707th SMB - Dokkaebi
 
The Mk 15 EBR, like other DMRs, is given Scope 3.0x. Uniquely here, you can select Scope 2.5x, the same as the existing ACOG sight, in BOSG.12.2, the Shotgun Primary Weapon. This is the same for Vigil's BOSG.12.2 and is the only shotgun that uses a magnification sight.
 
 
▶ GROM – Zofia
 
LMG-E, the LMG, can attach Scope 1.5x, Scope 2.0x, Scope 2.5x, and can attach Scope 2.0x for AR M762. Since the difference in the zoom is not big, the way of play will not be much different.
 
 
▶ CBRN - Lion
 
For the AR V308, you can select Scope 2.0x and Scope 2.5x, while DMR 417 can only select Scope 3.0x the same as Twitch. The playstyle itself is unlikely to change much.
 
 
▶ CBRN - Finka
 
SPEAR .308 can only attach Scope 2.0x and can attach Scope 1.5x and Scope 2.5x to 6P41. Finka belongs to CBRN, but probably because she was originally from Spetsnaz, all the other scopes are Russian-style, except for the new scopes.
 
 
▶ GSUTR - Maverick
 
AR-15.50 is given Scope 3.0x, as with other DMRs, while M4 is given Scope 1.5x only. As a result, the distinction was clearly made by holding M4 in the short-middle-distance engagement and AR-15.50 in the event of a medium-range or higher-range engagement.
 
 
▶ GIGR - Nomad
 
The AK-74M is given the Scope 2.0x, and the ARX200 change to attach Scope 1.5x and Scope 2.5x. Nomad can choose two types of AR for the Primary Weapon, similar to Ash and Iana, and as there’s no big difference, it is recommended that you choose a gun comparing other specifications rather than the sights.
 
 
▶ SASR - Gridlock
 
The F90 has been changed to allow attaching Scope 2.0x and Scope 2.5x, while the M249 SAW, which is an LMG, allows attaching up to Scope 1.5x, Scope 2.0x, and Scope 2.5x. Either way, there will be no significant change in playstyle itself as it is able to use the 2.5x scope that was previously used.
 
 
▶ Jaeger Corps - Nøkk
 
For FMG-9 SMG, only Scope 1.5x can be used as a zooming scope. In the past, Nøkk was the only operator on the offensive team that could not use the ACOG sight, so it can be seen as a buff. However, there are quite a few cases in defensive teams that they can use Scope 1.5x to SMGs, which is hard to see as a big advantage.
 
 
▶ APCA - Amaru
 
Unlike IQ described earlier, who was unable to attach any magnification sight to the G8A1 LMG, Amaru's G8A1 can use Scope 2.0x and Scope 2.5x. It is not yet known whether the decision was made in consideration of the balance with IQ or a simple error, but considering Amaru's G8A1 alone, there is no significant change from the previous one, leaving the possibility to use as Amaru's main weapon after the update.
 
 
▶ REU - Iana
 
For the ARX200, you can select Scope 1.5x and Scope 2.5x sights, and for the G36C you can only select Scope 2.0x. While ARX200's sight option is completely the same as Nomad’s sight option, her G36C has differences in the magnification of the scopes from Ash's G36C.
 
 
▶ NIGHT HAVEN - Ace
 
It differs from Fuze’s AK-12 in that only the Scope 2.0x can be selected for AK-12. However, the scope itself is not a big difference, and AK-12 is a bit of recoil, so it is not a big problem.
 
 
▶ ROS - Zero
 
The newly added gun, SC3000K, offers a choice of Scope 2.0x in addition to no-magnifying sights. The SC3000K is a fairly spectacular gun with 45 Damage and 850 Fire Rate, but it has a strong rebound and a slightly lower Capacity of 25, so you need to be careful when shooting.
 
Another primary is MP7, which allows you to select Scope 1.5x and Scope 2.0x as zooming scopes. As the defensive team's bandit can't use any zooming scopes on the MP7, this is also a unique difference.

Operation Shadow Legacy - New Sights Preview (Attackers) +27
Operation Shadow Legacy - New Sights Preview (Attackers)
RetroFlame77
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verified LV.24 Good Leader 1year

Guide for playing 'Twitch' on 'Theme Park'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Theme Park is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is overall fairly balanced however, some bomb sites have heavy advantages for either side.
 
‘Twitch’ is a two speed, two armour, attacker. The operator's gadget is the Shock Drone; a retro-fitted attacking drone capable of shooting electrical projectiles remotely from the drone. This is a useful ability where as it is capable of eliminating defender utility like Jager’s ADS, Mira Windows, defender Cameras, Mute Jammers, and much more. The primary role Twitch tends to play is that of a solo-entry. This is largely due to the operators primary weapon being the F-2 (One of the best weapons in the game and largely considered by the community to be one of, if not THE, best weapon for attackers). In addition to her strong primary, Twitch is set up for a solo-entry role really well due to her drone. The Shock Drone is not only capable of clearing valuable defender utility, but also has the added benefit of being nearly in-audible. This provides the player with huge advantages in terms of gathering defender intel for an extended period of time while also having the ability to assist teammates in clearing round-setting utilities like Mira Windows and Bandit Batteries.
 
If you are to be in accordance with the current meta, Twitch’s loadout should be as follows:
PRIMARY: F-2 Assault Rifle (Attachments to player preference)
SECONDARY: P9 Hand-gun
UTILITY: Breach Charges
 
Terminology:
1.) SOLO-ENTRY - Maintaining the weight of an entire assault through a particular route of attack as an individual player.
2.) ROUND-SETTING - A factor in an on-going round that will influence the result of the round in a significant way. [NOT to be confused with MATCH-SETTING which could be considered the ‘next-ring-up’ in that it would help describe the factors which influence the result of a match (Ex. Operator and Map ban phase).
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] OFFICE(A) - INITIATION(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Dragon Stairs, Cash Room, and Control Room. After establishing control over the eastern most rooms of the second floor, the attacking team will breach the reinforced wall separating Initiation(B) from Control Room. This will provide attackers with significant control over Initiation(B) and, as a result, allow them to plant the defuser. Twitch will provide the most value to the attacking team by acting as a solo-entry through the second floor Cash Balcony. The player should spawn at Bumper Cars and rappel up to the second floor Cash Balcony. This will position the player to quickly establish attacker control adjacent to the Office(A) bomb site. After Twitch has eliminated defenders playing inside of Cash, the operator should use her Shock Drone to eliminate any defender utility placed inside of the 2F Bathroom and Office(A). This will enable Twitch to independently apply pressure onto the Office(A) bomb site. Twitch will also be providing additional value to the attacking team by enabling teammates to take a similar route to the bomb site in the event that the player is eliminated. This will stream-line efficiency in the attacking teams final site execution.
 
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 team's hard breacher opens the reinforced wall separating Initiation room and Bunk(B). Attackers may also commonly enter the building through the second floor Cafe located directly across the hall from Daycare(A). Twitch should be used as a solo-entry fragger for the attacking team by applying pressure onto defenders playing inside of Arcade and Yellow Hallway. This will provide attackers with two distinct advantages: 1) While the bulk of the attacking team is breaching the reinforced wall separating Bunk(A) and Initiation, Twitch will be able to contest the Yellow Hallway from Cafe so as to prevent defenders from being able to flank attackers through the Yellow double doorway. 2) Twitch will be forcing defenders to redirect manpower and attention towards Cafe and Arcade. This will force defenders to spread themselves over a larger portion of the second floor - potentially resulting in defenders overextending themselves into Yellow and Cafe.
 
TEACUPS SPAWN LOCATION:
 
ATTACKING: [1F] ARMORY(A) - THRONE(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over bottom Arcade and Barrels as the reinforced wall separating the two rooms is a common access point for attackers to breach and plant the defuser. Control over lower Arcade is important for attackers to have as it will provide a buffer zone for the attacking teams flank watch to use to protect friendly hard breachers from the defending teams roamers. Twitch can provide value to the attacking team on this bomb site by acting as an entry-denial counter. The player sould spawn at Tea Cups and carefully work their way up the drone hole connecting the outside southern portion of the objective building to Throne(B). Twitch will then be able to carefully place her Shock Drone inside of Throne(B) as this will allow the player to eliminate any entry-denial utility placed on either one of the Throne(B) walls. This can also be a useful strategy for attackers when they are needing to prevent defenders from Bandit Tricking the wall. However, it will be highly important that Twitch is very careful in the placement of her Shock Drone inside of the bomb site as it is very common for defenders to be anticipating the drone at the start of the round.
 
BUMPER CARS 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). Twitch should be used as a solo-entry fragger for the attacking team. During the prep phase, Twitch should only use the Shock Drone to gather intel on the defending teams set up. Due to this bomb site being rarely played, determining how the defenders are going to play can be difficult. For this reason, Twitch will want to be sure to take plenty of time droning the bomb site and surrounding rooms so as to get a general understanding of the opposing teams defense. The player should ideally be looking for how many defenders are actually on the bomb sites. If you notice that there are only two on-site defenders (one on A and one on B) Twitch can very realistically establish full attackers control of both bomb sites independently. As a solo-entry, you will want to isolate your gunfights as much as possible. This will not only help protect you as a player but will also allow you to focus on winning just one gun fight at a time as opposed to multiple. Personally I have noticed that, in addition to aim, your ability to intently focus on one task tends to be the determining factor in winning gunfights.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Twitch' on 'Theme Park'. +4
Guide for playing 'Twitch' on 'Theme Park'.
footwork.
footwork. footwork.
verified LV.29 Legend 1year

Guide to playing ‘Blackbeard’ in ‘Bank’

Bank is a three-story building battleground with a basement, 1F, and 2F. The 1F has a large Lobby area, while the basement and 2F are narrow, so if the offensive team wants to reach Bombsite, it can only be reached through a certain route. Because of this, the defensive team Roamer often tries to hit the offensive team’s back, so the offensive team must either lay down Claymore Mine or move forward with keeping on alert.
 
The Objective Location is located one on the 2F, two on the 1F, and one in the basement. Among them, the basement is most favored by the defensive team as the offensive team can go up the outer wall by rappelling and check Bombsite on the 2F, Vertical play and hatch drop can be done on the 1F, but the basement has no windows connected to the outside and cannot do Vertical play on the upper floor.
 
 
▲ Bank's Objective Location, 1F has Lobby, which is wider than other floors.
 
 
Blackbeard can equip Rifle Shield with a durability of 50 on the upper front of the Primary Weapon, an operator who shows a powerful aspect in the firing battle. He is particularly powerful in situations when fighting with only his head put out, so it is very advantageous to engage in such a battle as to putting his head out and checking the inside of Bombsite while rappelling on the outer wall of the building. However, when equipped with rifle shields, the speed of sighting and movement decreases significantly, so it is vulnerable to engagement in sudden situations.
 
Blackbeard's primary Weapon has been nerfed several times, perhaps because the rifle shield is very powerful in a 1:1 battle. The only auto weapon, the MK17 CQB, has now remained in the vague specification of Capacity 20, Damage 49, and Fire Rate 585. For this reason, some use the DMR gun SR-25, which is the second-best option. The SR-25 is a single-shot weapon but has a high damage of 71, and soft breaching is possible to some extent, such as breaking down unreinforced walls and hatches by shooting only.
 
 
▲ If you use the single-shot DMR SR-25 of 71 Damage, you can use Blackbeard like a sniper.
 
 
▣ In case, the site is '2F Executive Lounge ~ 2F CEO Office'
 
If the offensive team uses a hard breacher, it would be convenient to first enter the Skylight Stairwell and then breach the wall leading to the CEO Office here. Of course, the defensive team will try to block this by installing a Bandit or Kaid gadget on the reinforced wall or attempting a Bandit Trick, which will be easy to breach if Blackbeard checks the back of the reinforced wall in through the outer window of the CEO Office.
 
Besides the northern window of the CEO Office, it is also possible to check around Bombsite from the western window on the Lobby side or on the Exterior Parking rooftop. However, the distance from here to Bombsite is so far that ACOG sight is necessary and the damage reduction is huge, making it less effective unless it is snipers such as Glaz or Kali. For Blackbeard, it's worth a try if you use SR-25.
 
 
▲ Breaching through the reinforced wall of the CEO's Office from the Skylight Stairwell is the key to the attack of the 2F.
 
▲ The back of the reinforced wall can be checked through the outside window of the CEO Office.
 
▲ If there are many people on the Skylight Stairwell, it's a good idea to enter the Stock Trading Room and spread the angle.
 
▲ If you have taken control of the Skylight Stairwell and Stock Trading Room, it is possible to secure the Hallway.
 
▲ If you're using SR-25, it's a good idea to do rappelling at the Garage Ramp and shoot through this angle.
 
▲ It's quite limited, but you can see inside the Bombsite from here and catch the defensive team with an unexpected headshot.
 
 
▣ In case, the site is '1F Staff Room ~ 1F Open Area'
 
A certain portion of the Open Area can be checked through the Printer Room window connected to Bombsite. It's good for Blackbeard to check here, but if the defensive team doesn't deal with this window angle, it's likely to waste time, so I don't recommend it that much. The surest way is to jump over the window and move to the Bombsite area, but it is also not safe as defensive teams are likely to be wary of entering the window with holes pierced on the right wall.
 
It may be better to exclude the attack route from this window. In this case, there are only two entrances to the Bombsite, and it is highly likely that there are a lot of various defensive team gadgets, so it would be a good idea to use a hard breacher and make a new entrance from the Archives to the Admin Office.
 
If you have Breach Charge with you, it's okay to try Vertical play at the Stock Trading Room or Janitor Closet on the 2F. However, there is a disadvantage that Blackbeard can't fight with only his head out. There could be a surprise attack by the defensive team Roamer, in which case, the aim speed is slow due to the rifle shield, so let's take out the secondary Weapon D-50 instead and respond to them.
 
 
▲ The only window connected to Bombsite, you can keep some of the Open Area in check, but it is somewhat limited.
 
▲ If you just jump over the window without droning, you can be attacked through the holes in the Kitchen side.
 
▲ If your team has a hard breacher, it would be good to make a new entrance in the Archives and other places and use it to launch attacks.
 
▲ However, the defensive team may open the hatch at the Janitor Closet and target the Archives side offensive team from above, so be careful.
 
▲ Since there are three hatches from the 2F to Bombsite, it is a good idea to occupy the 2F first.
 
 
▣ In case, the site is '1F Tellers' Office ~ 1F Archives'
 
With Bombsite located in the center of the 1F, there is no place outside the building to check inside the Bombsite. Eventually, the offensive team has no choice but to infiltrate and approach directly or to do Vertical play on the 2F, which both sides don't have much merit for Blackbeard, so you can just play normally.
 
If your team uses a hard breacher, you can make a new entrance by breaching the reinforcement wall of the Tellers' Office from the Office Hallway or of the Archives from the Admin Office in the Open Area. It would also be okay for Blackbeard to support the breaching by guarding the surrounding area and then engaging a battle through the newly opened angle.
 
 
▲ On the contrary, let's try to make a hole to the Archives from the Admin Office in the Open Area.
 
▲ You can also make an angle from the Office Hallway to the Tellers' Office.
 
▲ If you rappel like this in the Main Entrance on the 1F...
 
▲ Even if it's limited, it's nice to give it a try since there's an angle of the Tellers' Office.
 
▲ It is also possible to check at the location used to snipe when attacking the 2F.
 
▲ You can do Vertical play using Breach Charge at the 2F CEO Office, Executive Lounge, and Conference Room.
 
 
▣ In case, the site is 'B Lockers ~ B CCTV Room'
 
Because Bombsite is located in the basement, there are no windows or doors that lead outside, and most of the floors on the 1F are made of non-destructive materials, making it impossible to do Vertical play to the basement. However, there is Sewer underground passageway and the Bank Garage area, which are directly connected to the basement, allowing the offensive team to move safely around Bombsite immediately.
 
While some of the offensive teams usually use these passages to confront in front of Bombsite, the rest of the offensive team carries the attack by opening the hatch on the 1F and firing from both sides. Rather than going to the 1F, Blackbeard is more suitable for the role of checking Bombsite and confronting.
 
If you spawned at the Jewelry Front, you can proceed directly to the Server Room through the Sewer in front of you, and if you spawn at the Boulevard, it would be possible to check the Lockers past the Bank Garage through the Garage Ramp. Rather than engaging too hard, let's try to keep the confrontation as long as possible while the other team members are breaching the hatch on the 1F.
 
 
▲ Spawned at the Jewelry Front and go into the manhole right in front of you, you can take the Sewer passage.
 
▲ You can reach the Server Room right in front of the Bombsite through the Sewer.
 
▲ However, be careful of the defensive team opening the 1F hatch and waiting for the offensive team coming from the Sewer.
 
▲ We can infiltrate the Bank Garage and catch the back of the confronting defensive team at the CCTV Room.
 
▲ If you open the hatch on the 1F, you can get an angle in favor of the offensive team, but you should be careful of Roamer’s surprise attack.

Guide to playing ‘Blackbeard’ in ‘Bank’ +23
Guide to playing ‘Blackbeard’ in ‘Bank’
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.24 Good Leader 1year

Guide to Playing Goyo on Clubhouse

Clubhouse is probably most iconic for the heavy emphasis on hard-breaching. It is a large map with three floors and three internal staircases. Attackers have plenty of external walls to breach which they may enter the building through. One is by Bedroom Stairs, called Jacuzzi wall. Another is in CCTV. There are also two external walls in Garage. A single panel in Construction leads out to Construction spawn, where you can find another external wall opening Dirt Tunnel in the basement. A couple external walls can be found in Strip too, but they are more commonly used by defenders to peek or run out. All of these major walls are in close proximity to the bomb sites, so they are typically reinforced to give defenders more room to play with.
 
Goyo, the Mexican defender released during Operation Ember Rise, packs some serious firepower in his kit – in more ways than one! He is a two-speed, two-armor operator that excels at creating more aggressive defenses and expanding the positions defenders can play, while limiting attacker movement. He is able to waste time, provide cover for his teammates, and even trap his enemies.
 
GOYO’S GADGET
Goyo brings two Volcan shields which feature the glass slits you may peek through for intel just like regular deployable shields. Additionally, they are each modified with combustible gas canisters that detonate when triggered. Upon detonating, the shields explode, dealing 34 damage to nearby operators, and destroying other gadgets within 4 meters. Following the explosion, fire propagates to fill the area, burning any player caught for 12 points per second over the next 10 seconds. When finally forced off the shield, you may want to blow it up to deny the area and provide cover while rotating or dealing with attackers from a different angle.
 
SYNERGIES & COUNTERS
The gas canister can be shot or hit with a melee attack by any player behind the shield. So position it with the rear protected, and don’t accidentally punch it! You can coordinate with Maestro, as an Evil Eye behind the shield can zap it to detonate it. A Kapkan trap, placed at knee-height, will detonate the canister when both are placed in the same doorway as an attacker vaults over (if placed at ankle-height, attackers will dodge the Kapkan trap). The shield can be destroyed by Sledge’s hammer and Maverick’s torch, but when properly placed, and when a defender plays behind it as intended, this should be practically impossible, leaving attackers with one solution – EXPLOSIVES. Ash’s breaching round can be countered by electrifying the shield with a Bandit battery or Kaid’s Electroclaw. But all explosives are countered with Jaeger’s ADS or Wamai’s Mag-Nets. For this reason, the shield is often best placed offset if near doorways, instead of locking it in the doorway, so these gadgets can properly intercept projectiles.
 
******YELLOW PINGS IN THE GUIDE WILL BE USED TO REPRESENT ADS PLACEMENTS*****
 
LOADOUT
Goyo has two amazing guns to choose from – the Vector .45 ACP and the TCSG12. Most players will prefer the Vector .45 ACP with a vertical grip and compensator. But I run it with a flash hider for better burst since the magazine capacity is a bit small, especially given the high fire-rate. In some situations I plan on taking long-range engagements and equip the extended barrel. When the team needs it, you can bring the TCSG12 to help remodel the site. It also has a much better optical zoom for players that prefer it.
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It has the added bonus of synergizing with the Volcan shield – place it safely behind the shield to detonate it when an attacker treads too close for an instant kill.
 
The Proximity Alarm can be a decent choice too though. Place it to alert teammates to incoming flanks or use it to inform the team when attackers are close to a Volcan. Shooting the canister in response can potentially secure a kill, or at least deal some serious damage and bide some time.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Gym (2F) and Bedroom (2F)
Gym and Bedroom are next to Construction, and each of these three rooms contains a window facing the South Balcony. Attackers mainly push from this direction and breach Jacuzzi wall to the West, at the top of Bedroom Stairs. They may also come up the stairs themselves to flank the perimeter. It is also quite common for attackers to breach the roof hatch in Logistics Office, and drop down. Or they may clear from CCTV and Garage, to push Construction.
 
This shield is particularly useful if you want to open a rotate into Showers. It also helps Bandit trick the wall. One ADS should be placed on ping behind Gym bomb and one above the drone hole. If the wall gets opened, destroy the shield and back off.
 
This Volcan can be used to limit attacker movement in Gym, especially if the hatch is blown. Punish attackers who vault in by detonating the canister. This rotate is protected by the shield and the reinforcement protects defenders playing the shield from Bedroom window.
 
This Volcan allows contesting Jacuzzi balcony even after the wall is opened. This creates a power position that can also contest Gym window, effectively locking down all entrances to Gym.
 
These rotates and lines of sight are super useful when extending into Logistics and Construction. As long as those two rooms are controlled, you can rotate around to contest Gym window from a variety of windows.
 
 
When extending into Logistics and Construction, bring a Kaid to place an Electroclaw in place of this Alarm, electrifying the shield, and both of these walls. An ADS on ping completes this position.
 
When extending site you will want some sound cues for approaching attackers. This one in Cash serves nicely.
 
Even if you opt out of the above extension, this Alarm is still amazing for alerting you to Logistics hatch drops.
 
 
BOMB SITE 2 - CCTV Room (2F) and Cash Room (2F)
Attackers tend to primarily focus on opening CCTV wall to obtain direct access into site. They also pressure CCTV Window and may try to take the Garage to push up to the Catwalk. Controlling Catwalk throughout the round can make a serious impact, making it easier to rotate using the staircases to bypass the the main wall once it’s breached. Flanks often come through Construction, and attackers may clear below to approach site from either of the staircases.
 
When placed here, the volcan is far enough back that the canister cannot be shot from CCTV window. An ADS on ping protects it, as does a Wamai Disc where my crosshair is. If you don't have the Wamai, toss an alarm here instead to alert teammates to attackers vaulting in.
 
This shield is great for stalling out the Construction push.
 
This setup at the top of Red Stairs is best with a Thatcher ban so the ADS is not easily handled. The punch holes keep attackers guessing. Push up to the Volcan to contest the breach and trigger the canister to vacate so attackers can't push this way.
 
This hole, when combined with a Garage Rafters rotate, gives sight onto Garage Stairs. The larger hole allows tossing a nitro over the server rack when standing on ping.
 
Hide an alarm in these tires to alert you to attackers pushing up Garage Stairs.
 
 
BOMB SITE 3 - Bar (1F) and Stock Room (1F)
Bar and Stock don't really see too much play, arguably because they make up the worst site in the ranked map pool, but practicing a pocket strat to surprise your opponents could be fun. Attackers will almost certainly go for a smoke plant in Stock Room, but may otherwise push Bar, clearing through the Strip Club and Bathroom or flanking from Bedroom Stairs.
 
These two volcans work well when you are coordinating with a teammate to hold Bar Stage. Just be sure the hatch is reinforced.
 
If holding Stage solo, place a volcan here, and stand on this table to peek over it. Some Wamai discs by the speakers on ping will keep it safe.
 
I call this room Wolf because of the trophy mouned on the wall here. This alarm above the large door alerts defenders to attackers pushing in Wolf. Immediately respond to this threat!
 
This shield helps control Kitchen hallway and allows contesting attackers outside of Stock through the hallway door.
 
This alarm alerts your team to attackers flanking Bar through Toilets.
 
 
BOMB SITE 4 - Church (B) and Arsenal Room (B)
Most of the ceiling in Arsenal is soft, whereas Church’s is entirely indestructible. Attackers will frequently clear a portion of first floor and work on opening hatches. There is also the treacherous route of Dirt Tunnel which is commonly pushed. Other than that, Attackers are left with Blue hall and Main Stairs.
 
Tired of shields pushing through Dirt? Deny their attempts, or at least stall them out with a Volcan here. An ADS or two on ping will really add to the effectiveness.
 
This alarm will alert you to their push, in case you find yourself preoccupied with site. It's a must-have when holding Dirt.
 
This alarm will alert defenders to attackers trying to enter site from Blue. It's a late notice, but can be used as a sound cue for when to peek.
 
Better yet, Bring Kaid to toss an electroclaw on the hatch and have Jaeger plant an ADS on ping so someone can hold Garage Ladder with this shield.
 
Looking for someone to watch Main Stairs? Reinforce this panel so you can play this Volcan here without getting shot from hatch.
 
Goyo's super flexible with his holds so pick your favorite two Volcan placements to start off and slowly add more options to the more popular sites to remain unpredictable.

Guide to Playing Goyo on Clubhouse +25
Guide to Playing Goyo on Clubhouse
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 1year

Monty is gonna be so much better!

Monty is gonna be so much better!
Monty is gonna be so much better!
STEPSlSZOFIA
STEPSlSZOFIA STEPSlSZOFIA
LV.16 Sage 1year

Back after 2 seasons

So i decided to quit 2 seasons ago. Tried really hard back then to get plat 3, now i feel like im trash..
Any tips on to get back quickly?
PS4

Back after 2 seasons
Brian0481
Brian0481 Brian0481
LV.2 Pokémon Master 1year

Mute Protocol Cheaters

I wanna hear how others deal with the cheaters in the Mute Protocol map when they use that glitch above the CEO Office.

My technique:

Me and a friend play as Jager and smoke. The Jager prevents us from being exposed and having to run around to avoid grenades, and the smoke catches people in the ceiling and especially the wall spot, so they either have to get out of their or die. Also put a camera on the side of the wall glitch so they can shoot through but your able to shoot them at a moments notice.

Mute Protocol Cheaters
Moustache INC. Moustache INC.
LV.9 Nomad 1year

Have fun Pc

Casual tryna level up

Have fun Pc
DocMainPlayer
DocMainPlayer DocMainPlayer
LV.2 Lurker 1year

Guide to Playing Goyo on Outback

Outback, home to the famous Kangaroo Sandwich, is shaped like an elbow. This two-floor map contains many staircases, both inside and out. At the top left of the map you can find the Back Stairs and at the bottom right is the Garage Stairs. Where the two wings join together in the Northeast, you can find the Piano Stairs, and the Restaurant Stairs, recognizable by the massive shark. Piano and Shark Stairs are connected by an external patio which even 1 speed operators can traverse without being detected.
 
Goyo, the Mexican defender released during Operation Ember Rise, packs some serious firepower in his kit – in more ways than one! He is a two-speed, two-armor operator that excels at creating more aggressive defenses and expanding the positions defenders can play, while limiting attacker movement. He is able to waste time, provide cover for his teammates, and even trap his enemies.
 
GOYO’S GADGET
Goyo brings two Volcan shields which feature the glass slits you may peek through for intel just like regular deployable shields. Additionally, they are each modified with combustible gas canisters that detonate when triggered. Upon detonating, the shields explode, dealing 34 damage to nearby operators, and destroying other gadgets within 4 meters. Following the explosion, fire propagates to fill the area, burning any player caught for 12 points per second over the next 10 seconds. When finally forced off the shield, you may want to blow it up to deny the area and provide cover while rotating or dealing with attackers from a different angle.
 
 
SYNERGIES & COUNTERS
The gas canister can be shot or hit with a melee attack by any player behind the shield. So position it with the rear protected, and don’t accidentally punch it! You can coordinate with Maestro, as an Evil Eye behind the shield can zap it to detonate it. A Kapkan trap, placed at knee-height, will detonate the canister when both are placed in the same doorway as an attacker vaults over (if placed at ankle-height, attackers will dodge the Kapkan trap). The shield can be destroyed by Sledge’s hammer and Maverick’s torch, but when properly placed, and when a defender plays behind it as intended, this should be practically impossible, leaving attackers with one solution – EXPLOSIVES. Ash’s breaching round can be countered by electrifying the shield with a Bandit battery or Kaid’s Electroclaw. But all explosives are countered with Jaeger’s ADS or Wamai’s Mag-Nets. For this reason, the shield is often best placed offset if near doorways, instead of locking it in the doorway, so these gadgets can properly intercept projectiles.
 
******YELLOW PINGS IN THE GUIDE WILL BE USED TO REPRESENT ADS PLACEMENTS*****
 
LOADOUT
Goyo has two amazing guns to choose from – the Vector .45 ACP and the TCSG12. Most players will prefer the Vector .45 ACP with a vertical grip and compensator. But I run it with a flash hider for better burst since the magazine capacity is a bit small, especially given the high fire-rate. In some situations I plan on taking long-range engagements and equip the extended barrel. When the team needs it, you can bring the TCSG12 to help remodel the site. It also has a much better optical zoom for players that prefer it.
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It has the added bonus of synergizing with the Volcan shield – place it safely behind the shield to detonate it when an attacker treads too close for an instant kill.
 
The Proximity Alarm can be a decent choice too though. Place it to alert teammates to incoming flanks or use it to inform the team when attackers are close to a Volcan. Shooting the canister in response can potentially secure a kill, or at least deal some serious damage and bide some time.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Laundry [2F] and Games Room [2F]
The defense of this site involves extending into the surrounding rooms, particularly the power positions in Piano Room, and Showers. Hold onto the perimeter for as long as possible. Once attackers are in, it is a very quick rush to site. This means the round tends to be packed with explosive action, so focus on trading kills off fallen teammates. The main pushes come from either Bull or Dorms.
 
This Volcan watches Piano patio and can be protected with an ADS or Mag-Nets on ping.
 
this Volcan watches attackers that vault into Showers.
 
This alarm on Piano Stairs alerts you to flanking attackers.
 
This hole watches Bathroom below for attackers trying to play vertically. Open hatch and this hole between Laundry and Piano for more rotate options.
 
This alarm alerts you to attackers pushing up Dorms stairs or out of Dorms into the hallway.
 
 
BOMB SITE 2 – Party Room [2F] and Office [2F]
Attackers mostly clear dorms to push through Games and simultaneously push Shark stairs. But watch for attackers pressuring Bull window, Electrical window, and Garage Catwalk. Be mindful of the 2 drone holes on the roof which attackers can use for grenades; one is by the Raptoil poster in Office, and the other is by the Hotel sign in Mezzanine.
 
This Volcan gives you cover while playing Garage Lockers. When you retreat, you can detonate it to stop attackers from pushing up the West rafters.
 
From Lockers you can reinforce the left Office wall and make a small hole to watch Office doorway.
 
If you don't want to venture into Garage, you can use a shield in the doorway to force any attackers pushing that way to vault if they want to get into Office. A kapkan trap with the shield and a frost mat under the window can really finish things off!
 
A player can watch Electrical using this Volcan and Alarm. If attackers hop in, detonating the shield will force them back out or over to Mezzanine. This is a great response if they unleash a flurry of flash bangs.
 
*This one is untested* I've always thought it would be nice to use this hatch in Bull to escape if needed. A Volcan shield can help you extend site into Bull without giving attackers easy access. Just make sure to protect it with multiple forms of anti-projectile utility! This strat becomes more feasible if you reinforce the panel on ping and place a Mira there.
 
 
BOMB SITE 3 – Nature Room [1F] and Bushranger Room [1F]
These two bombsites can be distinguished by the décor found in each. The bed in Nature is adorned with a canopy of vines, while the Bushranger suite feels more like an old timey Cowboy's home. This is perhaps the worst site on this map since the whole ceiling above is destructible, and there are many flank paths to the hallways surrounding site, as well as a window cutting site in half.
 
This Volcan can be used to protect the Bushranger Kitchen wall.
 
Reinforce the wall on the right and open up lines of sight on the left. Create a sneaky angle through the furniture you can use against attackers that push up after your Volcan is destroyed.
 
The position shown above is vulnerable to attackers breaching above. Using Coconut Brah's gadget bounce trick, place your first alarm on the floor beneath the bunk bed, and bounce your second off of it so it sticks to the underside. Then pick up your first alarm. Attackers will never find this! Shoot some holes in the flooring underneath Dorms window so the sound propagates to you below.
 
Make a hole in the flooring on ping and place an alarm under the sink in Showers to get info on attackers hopping in here.
 
Your second Volcan can be used to deter attackers trying to hop in Bathroom. Just be sure Bathroom hatch is reinforced too!
 
This is the kind of trick that only works once, but you shouldn't be playing this site multiple times anyways! Open the single panel in Nature Kitchen and block it off with a Volcan. Then make some holes in the Cabinet that allow you to watch attackers pushing in from Restaurant. This setup is good for supporting teammates playing Piano or Reptile Hallway, so you can rotate to help them.
 
 
BOMB SITE 4 – Compressor Room [1F] and Gear Store [1F]
This is hands down my favorite site to play and I believe it is an underappreciated pick, with the two upstairs sites being overrated. The East half of Gear Store and all of Convenience Store bear indestructible ceilings, making them great candidates for anchors. There does seem to be some difficulty in defending site if attackers effectively take control of Restaurant however and pull off a breach. Extend the site into Convenience and either reinforce all of Beer Fridge, or create a rotate hole and reinforce Garage.
 
This shield helps protect all North-facing site walls. You can use it to contest attackers in Kitchen trying to breach Compressor. An ADS placed close to the shield on the wall on ping cannot be seen by attackers in Kitchen. Just be sure the shield is positioned perfectly so you can retreat from the shield to Gear Store without exposing yourself.
 
After retreating use this volcan to provide cover. Set it so you have a pixel to contest attackers rushing in the doorway. If attackers try to breach Gear Store wall, chuck a nitro over the shield out into the hall.
 
Make a rotate into Compressor and place a Volcan here to delay attackers pushing Convenience while giving more cover to rotate around. Make sure at least the single panel in Beer Fridge is reinforced, and the middle panel of the triple wall.
 
This alarm can be placed so it's perfectly hidden from attackers outside the Benches window.
 
This alarm is great for alerting teammates to attackers flanking Compressor from Reception.
 
When extending into Garage, reinforce Garage wall and protect the rotate with a Volcan. You can place it to give you a pixel angle on ping watching Garage stairs. Just be careful for attackers on the West rafters. This Volcan is best protected with Wamai discs hidden in the furniture nearby.

Guide to Playing Goyo on Outback +25
Guide to Playing Goyo on Outback
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 1year

Guide to Playing Goyo on Oregon

Oregon is on the larger side, but has some very direct avenues to site with quite tight choke points. Its three floors are a bit spread out and feature many destructible floors and ceilings. Three major staircases connect the map together, creating plenty of flank routes. The lobby in the East contains a set of stairs, as does the Security Corridor in the South, and the Big Tower in the North.
 
Goyo, the Mexican defender released during Operation Ember Rise, packs some serious firepower in his kit – in more ways than one! He is a two-speed, two-armor operator that excels at creating more aggressive defenses and expanding the positions defenders can play, while limiting attacker movement. He is able to waste time, provide cover for his teammates, and even trap his enemies.
 
GOYO’S GADGET
Goyo brings two Volcan shields which feature the glass slits you may peek through for intel just like regular deployable shields. Additionally, they are each modified with combustible gas canisters that detonate when triggered. Upon detonating, the shields explode, dealing 34 damage to nearby operators, and destroying other gadgets within 4 meters. Following the explosion, fire propagates to fill the area, burning any player caught for 12 points per second over the next 10 seconds. When finally forced off the shield, you may want to blow it up to deny the area and provide cover while rotating or dealing with attackers from a different angle.
 
SYNERGIES & COUNTERS
The gas canister can be shot or hit with a melee attack by any player behind the shield. So position it with the rear protected, and don’t accidentally punch it! You can coordinate with Maestro, as an Evil Eye behind the shield can zap it to detonate it. A Kapkan trap, placed at knee-height, will detonate the canister when both are placed in the same doorway as an attacker vaults over (if placed at ankle-height, attackers will dodge the Kapkan trap). The shield can be destroyed by Sledge’s hammer and Maverick’s torch, but when properly placed, and when a defender plays behind it as intended, this should be practically impossible, leaving attackers with one solution – EXPLOSIVES. Ash’s breaching round can be countered by electrifying the shield with a Bandit battery or Kaid’s Electroclaw. But all explosives are countered with Jaeger’s ADS or Wamai’s Mag-Nets. For this reason, the shield is often best placed offset if near doorways, instead of locking it in the doorway, so these gadgets can properly intercept projectiles.
 
******YELLOW PINGS IN THE GUIDE WILL BE USED TO REPRESENT ADS PLACEMENTS******
 
LOADOUT
Goyo has two amazing guns to choose from – the Vector .45 ACP and the TCSG12. Most players will prefer the Vector .45 ACP with a vertical grip and compensator. But I run it with a flash hider for better burst since the magazine capacity is a bit small, especially given the high fire-rate. In some situations I plan on taking long-range engagements and equip the extended barrel. When the team needs it, you can bring the TCSG12 to help remodel the site. It also has a much better optical zoom for players that prefer it.
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It has the added bonus of synergizing with the Volcan shield – place it safely behind the shield to detonate it when an attacker treads too close for an instant kill.
 
The Proximity Alarm can be a decent choice too though. Place it to alert teammates to incoming flanks or use it to inform the team when attackers are close to a Volcan. Shooting the canister in response can potentially secure a kill, or at least deal some serious damage and bide some time.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Kids' Dorms (2F) & Dorms Main Hall (2F)
Attackers will have two major pushes available to them. One involves pushing from Master Bedroom and Armory to breach Games Room wall. The other involves taking control of Big Tower and breaching Attic to push. Often you will see an attempt to breach both of these. But be on the lookout for attackers pressuring windows surrounding site or flanking either of the nearby staircases.
 
Delay the attic push with a Volcan to provide extra cover when contesting attackers. An ADS on ping will keep it safe or some of Wamai's discs in the rafters.
 
This Volcan allows contesting attackers in Master. The proximity alarm in Trophy by the lights forces attackers to expose their backs to destroy it.
 
When playing on the yellow ping, you can use the Volcan for cover to contest Trophy without exposing yourself to White Stairs.
 
An alarm on White Stairs will alert you to flanking attackers.
 
 
BOMB SITE 2 – Kitchen (1F) and Dining Hall (1F)
Kitchen and Dining is a tricky site to hold. Attackers tend to push Small Tower and breach Dining wall. Otherwise they may push through Meeting Room to breach Kitchen wall. Be on the lookout for flanks coming through the surrounding hallways and Security Room. Kitchen is vulnerable to soft destruction breachers above, but the ceiling in Dining is largely indestructible. Extend into Showers to control the perimeter and delay the Small Tower push.
*This site can be played by extending into Meeting Hall using some of the strategies covered in the next site.*
 
This Volcan provides cover for defenders contesting Kitchen hall. Shoot it in the dying moments of the round to keep attackers from pushing this way.
 
This Volcan delays attackers as they seek to enter Small Tower. Toss a nitro up if Thermite tries to "trick" the breach from above.
 
Extend into Showers reinforcing the left panel, and making lines of sight on the right. Now you can contest attackers in Small Tower.
 
Place your second Volcan here to give you cover when contesting Showers door. Be sure the East wall is reinforced too.
 
Make the rotate here, and toss an Alarm above this doorway to alert you to flanking attackers.
 
 
BOMB SITE 3 – Meeting Hall (1F) and Kitchen (1F)
Attackers like to focus on taking control of Big Tower to breach Attic and Meeting Hall, enabling a plant on the Stage. If they do focus Kitchen, they may push from Small Tower and above, and flank through Security, breaching Kitchen wall and hatch. Due to the overlap with the above site, much of the same information applies here as well. *This site could be played by extending into Dining using some of the strategies covered in the previous site*
 
Reinforce the Attic hatch and pop the floor one. Play this pixel using the shield as cover even after attackers breach. When forced off, blow the shield and drop hatch to toss a nitro cell up on the stage. This shield is best defended with Wamai's discs.
 
A shield can be used next to this reinforcement in Kitchen, so long as the hatch is reinforced. Now the Kitchen anchor can watch the flank!
 
This shield by the rotate lets you extend into Security without giving attackers easy access. Place an alarm above the doorway for added measure. Popping the hatch creates more flank opportunities for defenders.
 
This shield gives cover to defenders rotating between sites and allows contesting Garage. Place an alarm above Split door in case an attacker tries to sneak through when the round gets hectic.
 
Reinforce the other single, and have Bandit slap a battery on it so you can play this position. You can use the shield slits as well as punch holes in the bench and bookcase to make attackers extra uneasy. You can also rotate to the sand bags for cover giving you plenty of wiggle room!
 
 
BOMB SITE 4 – Laundry Room (B) and Supply Room (B)
The basement has seen a major overhaul since the map rework. Attackers frequently push Blue Bunker to breach, and head into Meeting to open the hatch. This push can be defended by playing the Pillar in Boiler Room, and playing the Elbow connecting Supply to Bunker. They also like to push Small Tower to breach Freezer wall. Watch for attackers flanking Laundry via Lobby Stairs.
 
Open the site into Bunker Elbow and space your train your shields, but space them apart enough to not blow each other up. When the second Volcan blows, fall back into site and use a pocket reinforcement while the embers keep attackers at bay.
 
You can use this shield instead of the two above for this pixel angle. This way you can spread your utility out.
 
Similar to Showers, make a line of sight next to the rotate in Electrical to stall out the Bunker push. Another shield can be placed on Blue Tarps by Bunker door. Reinforce North Electrical walls with this setup.
 
Again, reinforce one wall between Laundry and freezer and use the other for lines of sight while using this Volcan for protection.
 
Use this second Volcan to provide more cover while moving around in Laundry.
 
Placing a Volcan elevated can catch attackers by surprise. These elevated holes are also great candidates for a C4 toss.
 
With any of the above setups you may want either of these Alarms. The upper one gives more of a heads up but may be discovered by attackers if they open holes above the stairs like shown. This lower one gives less of a warning but is more likely to go unnoticed.

Guide to Playing Goyo on Oregon +24
Guide to Playing Goyo on Oregon
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 1year

Guide for playing 'Twitch' 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 objective building.
 
'Twitch’ is a two speed, two armour, attacker. The operator's gadget is the Shock Drone; a retro-fitted attacking drone capable of shooting electrical projectiles remotely from the drone. This is a useful ability where as it is capable of eliminating defender utility like Jager’s ADS, Mira Windows, defender Cameras, Mute Jammers, and much more. The primary role Twitch tends to play is that of a solo-entry. This is largely due to the operators primary weapon being the F-2 (One of the best weapons in the game and largely considered by the community to be one of, if not THE, best weapon for attackers). In addition to her strong primary, Twitch is set up for a solo-entry role really well due to her drone. The Shock Drone is not only capable of clearing valuable defender utility, but also has the added benefit of being nearly in-audible. This provides the player with huge advantages in terms of gathering defender intel for an extended period of time while also having the ability to assist teammates in clearing round-setting utilities like Mira Windows and Bandit Batteries.
 
If you are to be in accordance with the current meta, Twitch’s loadout should be as follows:
PRIMARY: F-2 Assault Rifle (Attachments to player preference)
SECONDARY: P9 Hand-gun
UTILITY: Breach Charges
 
Terminology:
1.) SOLO-ENTRY - Maintaining the weight of an entire assault through a particular route of attack as an individual player.
2.) ROUND-SETTING - A factor in an on-going round that will influence the result of the round in a significant way. [NOT to be confused with MATCH-SETTING which could be considered the ‘next-ring-up’ in that it would help describe the factors which influence the result of a match (Ex. Operator and Map ban phase).
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] HOOKAH(A) - BILLIARDS(B)
The primary route of attack on this bomb site will be by the attackers entering the building through the first floor Sunrise Bar to apply vertical pressure from the first floor in addition to applying pressure onto Hookah(A) from the outside second floor Hookah Balcony and Hookah(A) window. Twitch will be used as a solo-entry for the attacking team by applying pressure onto the Billiards(B) bomb site from 2F Aquarium. The player should spawn at Ruins and carefully make their way up to the Aqua rappel (located directly outside of 1F Office). Always be careful spawning at Ruins as this spawn location is notorious for spawn peeking from Aqua Balcony and Sunrise window. After establishing an attacker presence inside of Aqua, Twitch should use her Shock Drone to eliminate the defending team's utility placed inside of Billiards(B). This will allow additional teammates to use their utility and gadgets (most notably, hand grenades) on defenders playing inside of the bomb site. After clearing defender gadgets, Twitch should then maintain pressure onto defenders inside of Billiards(B). The primary value that will be had here will be that Twitch can prevent defenders from being able to use the rotation hole between Hookah(A) and BIlliards(B). This will allow teammates positioned on Hookah Balcony to isolate defenders from the Hookah(A) bomb site much more easily as they will only need to worry about the Cool Vibe access points into Hookah(A).
 
POOL ENTRANCE 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 floor VIP room from the second floor balcony located on the north side of the building. After gaining control over VIP and Hall of Fame, attackers will breach the reinforced wall between VIP and Penthouse(B) as this will provide attackers with a safe and clear pathway to the default plant spot in the corner of Penthouse(B) by the master bed. Twitch will provide value to the attacking team by establishing and maintaining pressure onto the defenders playing inside of Theater(A). This will allow attackers inside of Hall of Fame and VIP a lot more breathing room while attempting to establish control inside of Penthouse(A). Twitch should breach the second floor with the bulk of the attacking team inside of VIP. After attackers establish control inside of VIP and Hall of Fame, Twitch will then reposition to the Theater(B) hallway as this will allow the player to cut defenders off when attempting to flank attackers inside of VIP.
 
Remember, as a solo-entry your primary responsibility will be to maintain a secondary form of pressure. If an opportunity to establish attacker control inside of the bomb site presents itself then the player should act. Otherwise, Twitch should be prioritizing steady attacker pressure instead of round-setting plays.
 
MAIN ENTRANCE 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 also 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’. Twitch will provide value to the attacking team by acting as an entry fragger for attackers establishing control on the second floor inside of Hookah and Billiards. The player should spawn with Buck and Sledge at Pool Entrance. From Pool, Twitch will rappel to the VIP Balcony and breach the objective building though VIP and execute a roam clear from VIP all the way into Billiards. After isolating defenders to the first floor, Twitch will then reposition to Cool Vibe Stairs and maintain this position until the close of the round. Cool Vibe Stairs control will accomplish two jobs: 1.) Protect second floor teammates from the Cool Vibe flank, 2.) maintain pressure on the first floor Kitchen Hallway. Kitchen Hallway pressure is important for attackers (and is often overlooked on this bomb site) as it will prevent defenders from being able to rotate between Kitchen, Blue(A), and Sunrise(B).
 
RUINS 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 exit - located on the eastern side of the building. Attackers will also commonly attempt control of the second floor VIP, Theater, and Penthouse rooms as this will allow attackers to destroy the ceiling of Kitchen(A) and Service(B). Twitch will provide value to the attacking team by acting as a solo-entry inside of Main Lobby. From this position the player will be able to prevent defenders from rotating back into Bathroom from Courtyard and Security. Main Lobby control will also position Twitch to maintain pressure inside of Bathroom. After teammates establish second floor control inside of Master Bedroom and breach the flooring, Twitch will be able to organize with teammates and apply horizontal pressure onto Bathroom while Sledge applies vertical pressure. Twitch will then have a perfect opportunity to maintain attacker control inside of Bathroom so as to allow additional teammates to plant the defuser inside of Service Entrance(B).
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Twitch' on 'Coastline'. +4
Guide for playing 'Twitch' on 'Coastline'.
footwork.
footwork. footwork.
verified LV.29 Legend 1year

Guide for playing 'Twitch' on 'Border'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Border is a double-level map (consisting of two floors) found both in ranked play as well as professional. The current architecture of the map is generally balanced, although a slight edge may be given to attackers as the map is highly destructible.
 
‘Twitch’ is a two speed, two armour, attacker. The operator's gadget is the Shock Drone; a retro-fitted attacking drone capable of shooting electrical projectiles remotely from the drone. This is a useful ability where as it is capable of eliminating defender utility like Jager’s ADS, Mira Windows, defender Cameras, Mute Jammers, and much more. The primary role Twitch tends to play is that of a solo-entry. This is largely due to the operators primary weapon being the F-2 (One of the best weapons in the game and largely considered by the community to be one of, if not THE, best weapon for attackers). In addition to her strong primary, Twitch is set up for a solo-entry role really well due to her drone. The Shock Drone is not only capable of clearing valuable defender utility, but also has the added benefit of being nearly in-audible. This provides the player with huge advantages in terms of gathering defender intel for an extended period of time while also having the ability to assist teammates in clearing round-setting utilities like Mira Windows and Bandit Batteries.
 
If you are to be in accordance with the current meta, Twitch’s loadout should be as follows:
PRIMARY: F-2 Assault Rifle (Attachments to player preference)
SECONDARY: P9 Hand-gun
UTILITY: Breach Charges
 
Terminology:
1.) SOLO-ENTRY - Maintaining the weight of an entire assault through a particular route of attack as an individual player.
2.) ROUND-SETTING - A factor in an on-going round that will influence the result of the round in a significant way. [NOT to be confused with MATCH-SETTING which could be considered the ‘next-ring-up’ in that it would help describe the factors which influence the result of a match (Ex. Operator and Map ban phase).
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] 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. Twitch can be used by the attacking team to act as a counter to the defending team's entry denial gadgets (Mute Jammers, Kaid Electro-Claws, Bandit Batteries). Twitch should breach the objective building through the second floor Break Room/ CCTV balcony. After assisting teammates in establishing attacker control on the south western portion of the second floor, the operator will then position her Shock Drone inside of Armory(A), near the reinforced wall, so as to eliminate any gadgets placed on or around the ‘box’ wall.
 
The player needs to be careful as defenders will commonly anticipate a Shock Drone coming though the Armory(A) doorway. It is usually best for Twitch to deploy her drone around ‘90’ and carefully maneuver the drone through Metal doorway and ‘Africa’ as this drone route is often overlooked by defenders. After attackers have successfully breached the Armory(A) wall, Twitch should then reposition to the Archives(B) window so as to maintain pressure on defenders inside of the bomb site and prevent them from being able to rotate within the bomb site while teammates ar attempting to plant the defuser inside of ‘box’.
 
WEST VEHICLE SPAWN LOCATION:
 
ATTACKING: [1F] BATHROOM(A) - TELLERS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall separating Tellers(B) from the outside - located on the north eastern wall of the first floor. Attackers will also typically need control of the second floor ‘Offices’ as it is very common for defenders to defend Bathroom(A)-Tellers(B) vertically from the second floor. Due to the attacking teams support players not needing a large amount of assistance in breaching the Tellers(B) wall, Twitch will be able to act much more independently on this bomb site. The player should breach the objective building though either Detention or Supply (both located on the western side of the first floor) and diligently make their way through Customs. This will then position Twitch to maintain pressure on defenders inside of Metal Hallway and CourtYard while the primary attacking force is being carried out on the second floor Office and outside of Tellers(B).
 
Twitch will also be able to establish control inside of Workshop from Customs. This can be highly valuable map control for the player if the defenders don’t reinforce the walls separating Bathroom(A) and Workshop as Twitch will be able to access the bomb site with a breaching charge. In this case, communicating the defending team's weakness to the rest of your team will be important as it will mean that your teammates on the second floor can rotate to the first floor as 2F Office control will no longer be necessary for site control.
 
EAST VEHICLE SPAWN LOCATION:
 
ATTACKING: [1F] SUPPLY(A) - CUSTOMS(B)
The primary route of attack on this bomb site will be by the attacking team breaching the south-western reinforced wall leading from the outside into Detention. Attackers will also commonly attempt to gain control over the second floor CCTV and Break Room as these positions will provide great vertical control over the two first floor bomb sites. Twitch can assist the attacking team by acting as an entry fragger on the second floor so as to establish control inside of Break Room and CCTV. Communicating with supporting teammates while they drone the second floor will be important as it will provide you with valuable information regarding defender positions. After Twitch has successfully eliminated the second floor roamers, the player should reposition to the first floor Ventilation room and work their way through Vent and WorkShop so as to eliminate the remaining defenders positioned outside of Customs(B) and Supply(A). A combination of horizontal and vertical pressure will be important for attackers to maintain on the bomb site as it will force defenders to expose their position by either moving or fighting. This will then provide attackers with even more value in that it will enable attackers to form a more complete picture of the bomb site - allowing attackers to formulate an accurate site execution plan based on the new intel.
 
VALLEY SPAWN LOCATION:
 
ATTACKING: [1F] WORKSHOP(A) - VENT(B)
The primary route of attack on this bomb site will be by the attackers establishing full control of the second floor Armory-Archives rooms located directly above the Workshop(A)-Vent(B) bomb sites. After gaining control of the second floor, attackers will breach the reinforced hatches located inside of Armory and Archives in addition to destroying the flooring of the second floor as this will allow attackers full vertical control of the two ground floor bomb sites. Twitch will be used as a solo-entry on this bomb site by applying pressure onto the Ventilation(B) bomb site through the Front Door and Vent(B) window. The player should spawn at the West Vehicle spawn location and work their way up to the objective building. After placing a claymore on the Ventilation(B) window, Twitch should use her drone to eliminate any gadgets placed inside of Vent(B) or the front hallway. The lower the amount of defending utility inside of the bomb sites, the more attention the player will be able to dedicate to successfully winning gunfights when establishing site control.
 
A lot of players tend to ‘write off’ a particular route of attack just because there is an enemy player defending it. However, I would ask those same players how often they have experienced an enemy push the angle they were holding just lose the gun fight. Most players undervalue themselves and don’t realize how winnable certain situations are if they just took a step back and actually looked at the battlefield. A good rule of advice that i’ve always played by was that, if I am not making my enemy uncomfortable then I am doing something wrong.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Twitch' on 'Border'. +4
Guide for playing 'Twitch' on 'Border'.
footwork.
footwork. footwork.
verified LV.29 Legend 1year

Rainbow six xbox brasileiro

Preciso de 3 players para vir um time o mínimo é 0.3
de K/D
E é necessário fone.

Rainbow six xbox brasileiro
Matheus gam3r11
Matheus gam3r11 Matheus gam3r11
LV.2 Lurker 1year

Guide to Playing Clash on Villa

Villa, the Italian map of operation Para Bellum, features three floors, and three staircases that enable bold flanking plays to be made, especially through the poorly watched basement. In addition to these many flanking routes, all sites lack an external wall, so multiple rooms need to be pushed through when attacking. These features make it a generally defender-favored map.
 
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
 
CLASH’S GADGET
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
 
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
 
LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
 
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Aviator Room [1F] and Games Room [2F]
Aviator Room and Games Room connect to each other through Vault and are surrounded by a few hallways and Study. Attackers like to push from Study and invest utility into opening either of the walls. They may also pressure “90 hallway” from the window by Vault. Other than that, watch for flanks coming from Landing by Red Stairs, or Lobby Stairs.
 
Clash can harass attackers looking to enter Study, zapping them even while they are out on the Balcony. Some anti-projectile protection on ping will help you do this even longer.
 
A teammate anchoring on ping can support you. If they try to flank up these stairs give your buddy the intel they need to win the gunfight.
 
Clash can also rotate over to work 90 Hall and support whoever is anchoring there. Just be mindful of whether or not this window is open.
 
You can play in the Northeast portion of study itself too so long as a teammate is playing Landing to cover your flank. Fall off before attackers reach Landing.
 
 
BOMB SITE 2 – Trophy Room [2F] and Statuary Room [2F]
This site is almost as popular as the former, and is the preference for some teams. Attackers nearly always take control of Master Bedroom and breach Statue wall. Bathroom can be played, and even Closet can be played to delay this as long as possible. Teams often push through Landing and sometimes Trophy Entrance, coming from Red Stairs and 90 Hall. Astronomy Room is very crucial to hold onto and whoever controls it influences the round outcome heavily.
 
Clash is great for getting intel on attackers pushing into Master. Just slow them and ping their location for teammates playing below with nitro cells.
 
Clash can also stave off the flank coming through landing. This is much more effective with help, so have a teammate play near this ping to assist you. Reinforce this wall so you aren't shot from attackers outside Trophy window.
 
Keep an eye on Red Stairs and slow attackers foolish enough to push it so a teammate can rotate to help deal with them.
 
 
BOMB SITE 3 – Living Room [1F] and Library [1F]
This site is perhaps the least popular, mostly because it is extremely large and holding it requires spreading out your resources. Attacking teams typically take control of Lobby and Piano to breach Desk wall in Library. Otherwise they may take Kitchen and Dining to focus on pushing Living Room. Whether or not they breach above to flush out anchors depends on their playstyle and familiarity with attacking the site. Be careful of Mudroom and Toilet as they each offer attackers quick access to site.
 
Reinforce each of the single panels and drop some barbed wire below Mudroom window and just inside Living. You can hold this area with Clash to stall out attackers trying to get in site.
 
This site is best held by controlling above or the perimeter. Reinforce Piano wall and this wall on ping to give you more freedom to move into the surrounding hallway. A teammate should position in Astronomy above to cover you.
 
Open this rotate and reinforce connector wall. You can also open a rotate on Triple wall in Living Room if you have a teammate anchor on Red Stairs with an ACOG.
 
Swing over to get intel on attackers trying to breach Library wall ONLY if the window is closed. If it's open you'll want to have a teammate run out of Bicycle Storage or Laundry to check if any attackers are outside. After they give you the green light, move over this way to grab intel and harass the breachers.
 
 
BOMB SITE 4 – Kitchen [1F] and Dining Room [1F]
Attacking teams will usually take Master Bedroom to play vertically and enable a Laundry push. It is also common to see them hold Living Room and Mudroom or Piano so they can cut off roamers attempting to return to site. Be careful of rushes coming through the basement either up the stairs by China Room, or Pantry. Memorial Room is a good place to hold Dining without playing inside it.
 
Attackers may clump up out here when trying to breach Laundry wall. Give them a good zap to keep them from lingering.
 
You can play Memorial Room to stall out attackers trying to flank, but if Laundry wall is about to be opened, fall back immediately or you'll be caught in a terrible situation.
 
Reinforce the wall on ping and drop some barbed wire in this doorway. From here you can harass breachers while feeding info to your teammates so they can chuck nitro cells over the reinforced Laundry wall.
 
Reinforce the single here in China and the one in Pantry. Place some barbed wire in Red hall and barricade off Mudroom to help control site perimeter.
 
Have a teammate post up on Astro stairs and watch your back while you head up stairs to slow and ping attackers for anchors below with nitro cells. There may be a claymore in the drone hole at the bottom of the stairs though so double check on your way up!

Guide to Playing Clash on Villa +19
Guide to Playing Clash on Villa
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 1year

Guide to Playing Clash on Theme Park

Theme Park, the Chinese map of operation Blood Orchid, is an abandoned spooky amusement park which has since been repurposed for rather devious activity. It features two very spread out floors and three staircases as well as two roof hatches. The map is essentially rectangular in shape, being split in half East to West. The choice between four viable bomb sites, and the time it takes for attackers to completely roam clear tends to leave the defending team in favor.
 
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
 
CLASH’S GADGET
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
 
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
 
LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
 
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Initiation Room [2F] and Office [2F]
Initiation and Office are split apart by Waiting Room, which is itself quite exposed and risky to play in. This makes it easy for attackers to cut off rotations between sites when attacking from the West, forcing defenders to rotate instead through the hallway between Cash and Control Room. Beware the roof hatches above Yellow Corridor and Control Room providing attackers quick access to site. The site can also be held by extending into Cash and Control or instead stretching into Bunk and Cafe for more elaborate setups.
 
Waiting Room is a bit of a "no-man's land," but thanks to the CCE, Clash can tread this danger zone. Use the Coffee machine and Benches for cover in case staggered.
 
With careful navigation, you can slide down the hallway to cover Cash. These reinforcements keep you from getting shot in the back by attackers outside this barricade or outside Waiting Room so you can freely rotate.
 
Open this barricade in the beginning of the round and head onto the balcony for a quick spawn peek. When playing Cash remain on the South side of the room so you aren't shot by attackers rappelling Showers window.
 
You can work this hall too, just be cautious of the window. And you may want this wall reinforced if your team has extra so you aren't shot by an attacker that rushes into Cash.
 
 
BOMB SITE 2 – Bunk [2F] and Day Care [2F]
A rather popular site, Bunk and Day Care are surrounded by three hallways and Break Room. Attackers will likely push from Cafe, and possibly up Yellow or Arcade Stairs. Be wary as well of the hatch in the hallway by the vending machine that attackers may drop. The other push comes from Cash and Control in through Initiation to breach Bunk wall. There is also always the threat of attackers rappelling into Break Room to flank site.
 
Step out onto Cafe Balcony for a juicy spawnpeek. You may just give a teammate the info they need to snatch an early pick.
 
Play on ping for a more aggressive position, or back up to here so you can quickly escape Cafe when your battery is low.
 
Reinforce the top of Yellow Stairs and lay some barbed wire to alert you to flankers. How you handle the single panels depends on whether you have roamers that want them open or not.
 
Have a teammate blow the hatch on ping to limit attacker movements so you can place barbed wire in Vending Machine Hall. With Clash you can work this area, slowing any attackers foolish enough to drop roof hatch, or bold enough to push through Waiting Room.
 
 
BOMB SITE 3 – Armory [1F] and Throne Room [1F]
This is widely considered to be the most defender-favored site. The reason for this is because there are many different ways to deny breaching of the three reinforced walls, and the ceiling above Throne Room is indestructible. Given that the tops of the panels can be shot open, impact tricking is viable, or teammates can throw C4s over the reinforcements, and of course traditional breach denial operators work well. Be sure someone is keeping an eye on Split from either side to easily trade kills on attackers pushing through.
 
Reinforce East Throne Wall. With Clash you can peek Dragon Statue and Stairs to relay intel to your roamers.
 
Reinforce North Armory wall. This single reinforcement is very atypical but with it you can play around this Armory Pillar on ping without getting shot in the back. Just make sure you discuss it with your teammates or they may think you're trolling. You will also want to vacate Armory if attackers open up above.
 
Every wall in this site is defensible with Impact Tricking. Have a teammate open up some holes so you can stop the breach and force attackers into choke points.
 
 
Blue Room is a perfect choke hold for Clash to play, so long as the hatch is shut. Barbed wire can be placed in the doorway and under the hatch.
 
 
BOMB SITE 4 – Lab [1F] and Storage [1F]
This site can be defended in a few ways. One option is to send a few roamers above to to cover site entrances using holes in the flooring. Another is to extend the defense into Armory and Throne Room by reinforcing East and West Throne Wall, effectively granting control over the site flank and creating a safe area for roamers above to retreat using Split hatch. To complete this strategy someone should open a line of sight onto Yellow Stairs from Armory using a shotgun. Attackers tend to push upstairs to establish vertical control, but if they get a pick by Bathroom or Storage they may simply rotate to site to plant.
 
Reinforce all the walls in the 90 hallway, particularly the East-facing walls, and the Barrels walls. This lets you play in the hallway surrounding site. Barricade off Throne if no roamers are playing over there so you aren't as easily flanked.
 
Reinforce this Barrel wall too You can move into Arcade but be careful for attackers watching over the Balcony. A teammate should sit on the stairs to let you know if this area is safe or becomes too hot to contest.
 
If your teammate gives the thumbs up, head up top to ping attackers while you slow them for anchors below to toss nitro cells.
 
As long as you have a teammate watching your back from Bunk, Yellow Stairs, or on ping, you can start the round by watching Cafe to land nitros on attackers playing vertically in here. Just be ready to dip quick or you will be overwhelmed, particularly if an attacker drops the hallway hatch!

Guide to Playing Clash on Theme Park +19
Guide to Playing Clash on Theme Park
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 1year

Need some good spawn peek ideas

Just looking for some spawnpeeking strats

Need some good spawn peek ideas
MushroomCrawdad
MushroomCrawdad MushroomCrawdad
LV.4 Team Player 1year

Epic game tips

Need some tips from some gamers

Epic game tips
MushroomCrawdad
MushroomCrawdad MushroomCrawdad
LV.4 Team Player 1year

JOIN FOR EVERYTHING SIEGE!!!👇👇👇

https://discord.gg/2Xs8H4J

JOIN FOR EVERYTHING SIEGE!!!👇👇👇
AverageGaming
AverageGaming AverageGaming
LV.15 Let’s play R6! 1year

Guide to playing ‘Rook’ in ‘Chalet’

Chalet is a three-story battlefield consisting of a basement, 1F, and 2F. The Objective Location is located one on the 2F, two on the 1F, and one in the basement. All Bombsite except the basement has windows connected to the outside, so the offensive team plays by keeping Bombsite in check safely outside the building. On the other hand, the defensive team often reacts by doing Remodel work to use the map wider or doing run-out plays.
 
The size of each floor inside the building is not that big, but there are many rooms to hide and stairs to go up and down on each floor, making it a good battleground for defensive team Roamer. Usually, while anchors confront the offensive team outside the building, Roamers often raids the offensive team trying to infiltrate the building.
 
 
▲ Chalet's Objective Location, except for the basement, the offensive team can check Bombsite from the outside.
 
 
Since the offensive team checks outside the building through windows and doors, the ability of Rook’s long-distance engagement is particularly brilliant. Rook is one of the few operators on the defensive team that can attach ACOG sights, and usually serves as a sniper for the defensive team by mounting ACOGs on MP5s and P90s, except for the SG-CQB Shotgun. For this reason, it would be very profitable to set up defensive gadgets around Bombsite in advance and to counteract the entry of the offensive team.
 
Rook can also serve as a supporter within the team by distributing his dedicated equipment, Armor Packs. Wearing Armor Packs not only increases defense by 20 percent and reduces damage, but also makes injured except headshots and close attacks even if the offensive team kills you. This greatly helps increase the duration of Rook's battle who is in charge of long-distance engagements.
 
 
▲ MP5 and P90 are guns with no major features, but they are worth using just because they can attach ACOG Sights.
 
▲ When the game starts, let's put the bulletproof pack on the floor first for the Roamers.
 
 
▣ In case, the site is '2F Master Bedroom ~ 2F Office'
 
Each Bombsite on the 2F has Terrace and Balcony, where the offensive team can step on, allowing them to attack from various angles. If the offensive team attacks from multiple angles, there is virtually no safe cover in Bombsite, so the defensive team usually plays defense on the Bedroom Hallway or the Master Bedroom. In the meantime, if the offensive team penetrates into the Library and hold the opposite side, the defensive team will be in big danger, so if possible, they should use the entire 2F to defend themselves.
 
With his ability to long-distance engagement, it would be good for Rook to prevent the offensive team from attempting to enter the building. Depending on how you remodel around the Bombsite, there will be a large number of angles that you can use, so use Impact Grenade if necessary.
 
If you're lucky, you can easily kill an offensive team who doesn’t know your (Rook’s) position, but if the offensive team finds out where you are, try not to engage too much. Usually, the offensive team uses the same ACOG sights and uses the Assault Rifle, so unless you hit a headshot first, you will be at a disadvantage.
 
 
▲ First of all, let's create a rotation that can pass by the Master Bathroom with Impact Grenade.
 
▲ Using Rotation at the Master Bedroom, you can counteract attacks from the Bedroom Balcony windows in this way.
 
▲ You can also break the wall between Bombsite and create a cover to keep the offensive team on Bedroom Terrace in check.
 
▲ A good angle to keep an eye on when playing defense at the Master Bathroom.
 
▲ The angle that can target the offensive team using the Office Balcony ladder and the point is to break the barricade’s lower part slightly.
 
▲ If there's an offensive team on the Office Balcony, it can be used through multiple windows to attack the defensive team on the Library Hallway side, so be careful.
 
 
▣ In case, the site is '1F Bar ~ 1F Gaming Room'
 
This is also, where the offensive team can safely check the inside of Bombsite from the outside. In particular, the Gaming Room has many windows and doors that lead to the outside, so there is no room to hide inside the Bombsite. That's why it's common to break the wall between the Bar and Gaming Room and defend the Gaming Room at the Bar. If an operator like Mira is in the team, you will be able to protect the Game Room by installing a Black Mirror on this wall and taking charge of it by Rook.
 
Since Bombsite is located on the 1F, there is also the possibility that the offensive team will infiltrate the 2F and narrow it downwards. Even on the 2F of the Library, there are two hatches that lead to each Bombsite on the 1F, so allowing the offensive team to use them would be a big disadvantage. For this reason, it is necessary to have defensive members on the 2F. Occasionally, defensive teams defend by opening the Library hatch on the 2F and catching an offensive team that penetrates into the Gaming Room through it, which would be good if the player in charge takes charge of the 2F defense.
 
 
▲ Gaming Room has a lot of windows, so it's basic to play defense outside the Bombsite.
 
▲ The typical setup when you block the gaming room at the bar. If your team has Mira, you can install a Black Mirror on the side of the reinforced wall.
 
▲ There is also a way to open and look down at the Library hatch on the 2F and target the offensive team coming in.
 
▲ When an attack is made towards the bar, use the reinforcement wall as a cover, and engage in a long-distance using ACOG sights.
 
 
▣ In case, the site is '1F Kitchen ~ 1F Trophy Room'
 
Similar to other places, there are windows here that can be checked from the outside, so care must be taken. However, since one of the Trophy Room windows can't penetrate unless it is Amaru's Garra Hook, and Kitchen's window is a window that can't be vaulted, there is virtually only one window on the north side of the Trophy Room where the offensive team can enter. Therefore, various traps and gadgets such as Jager's ADS are often equipped on this window.
 
However, since Bombsite is also located on the 1F, there is a risk of vertical play at the Master Bedroom and Office on the 2F. There is even a hatch directly connected to the Kitchen in the Master Bedroom, which risks a major collapse of the defensive line if the offensive team occupies here. Therefore, 1F and 2F need to be defended at the same time.
 
 
▲ The only Trophy Room window that can vault over, let's make a hole between the two Bombsite so you can check this window from the Kitchen.
 
▲ The offensive team cannot do rappelling on the opposite side of the window, so it is impossible for them to enter, so it is only used to snipe from the outside occasionally.
 
▲ At the corner of the Dining Room, you can aim for the offensive team peeking from the Kitchen window.
 
▲ Occasionally, the offensive team hard breacher may try to breach this wall of the Trophy Room, but it can be easily blocked from the stairs.
 
▲ The 2F defense is important because if the 2F Master Bedroom hatch is opened, the offensive team can drop to the Kitchen immediately.
 
 
▣ In case, the site is 'B Wine Cellar ~ B Snowmobile Garage'
 
Unlike the Bombsite that has been described so far, the basement has no windows or door barricades for the offensive team to keep Bombsite in check from the outside. However, there are two exterior-connected walls in the Snowmobile Garage, which should be reinforced and defended because if breached, the Snowmobile Garage Bombsite will be greatly exposed. On the contrary, the offensive team will try to use a hard breacher to breach it. For this reason, Bandit or Kaid is often used here.
 
Even if this wall is breached, if the Bombsite internal setup is perfectly done, the defensive team can prevent the offensive team from entering Bombsite. As elsewhere, if Mira's Black Mirror is installed and Rook is in charge of it, the offensive team will not be able to enter easily although they have breached the reinforced wall. Even without Mira, it would be possible to stop the offensive team to some extent by using the bomb as a cover and attacking through the gap.
 
The problem is that while the confrontation continues, the rest of the offensive team may infiltrate in different directions and attack on the opposite side. For Rook, who usually acts as an anchor within Bombsite, there is no choice but to wait for the Roamers to come.
 
 
▲ A common setup when defending the Snowmobile Garage, and if your team has Mira, it would be good to install a Black Mirror on the reinforced wall.
 
▲ If the Snowmobile Garage wall is breached, you can defend it in this way by making a hole with an Impact Grenade.
 
▲ It is possible to use the bomb as a cover and check the outside team through the gap.
 
▲ The small angle to catch the offensive team coming down to the Snowmobile Garage Corridor, which is also known as the Blue Stairs. You will be able to defend more safely if you install a Deployable Shield.
 
▲ The angle to catch the offensive team trying to enter the opposite side of the Wine Cellar, it is important to hide as much as possible above the stairs.

Guide to playing ‘Rook’ in ‘Chalet’ +23
Guide to playing ‘Rook’ in ‘Chalet’
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.24 Good Leader 1year

Guide to playing ‘Fuze’ in ‘Consulate’

Villa is a slightly larger battlefield consisting of a basement, 1F, and 2F. Although each floor is not that wide, there are three stairs that can go up and down, so it is good for the defensive team Roamer to play. It is also a place where you need to pay attention to the defense team's spawn kill from the start of the game as there are many windows on all sides of the building's exterior walls. But on the contrary, if the offensive team somehow reached the building, these windows could be used to check the inside.
 
Objective location is located one each on the 2F, 1F, and basement, and there is an additional double-decker Objective Location where Bombsite is placed on the 1F and basement. This double-decker Objective Location is not favored by the defensive team because it has to defend both the basement and the 1F at the same time. Because of this, it does not appear often, but if the round gets longer, it is chosen at least once.
 
 
▲ Consulate's Bomb mode Objective Location, uniquely, there is B-1F double-decker Bombsite.
 
▲ There are many windows on the Police Line spawn area in the front of the southern building, so you must be careful of spawn kills.
 
 
Fuze is an operator that can use dedicated equipment, Cluster Charge, to carry out the extensive bombing on the other side of the wall or window that can be destroyed. Since the Cluster Charge fires grenades that have a high damage and a large range, it is possible to use it to remove all gadgets installed on the other side, and if lucky, it can also kill the defensive team. However, each grenade has a slight delay before it explodes, so it is not difficult to get out of the blast range. For this reason, it is better to use it as a feeling of kicking the defensive team out of the area rather than catching them.
 
Fuze is also a notorious operator for the high firepower of all weapons in choice. In particular, one of his Primary Weapon, the AK-12 is the highest-performing weapon of all guns of the offensive team, and only Ace and Fuze are available to use it in the game. In addition, PMM Pistol, a Secondary Weapon, has 61 Damage which can almost do the same as Revolver damage, and sometimes players use it to choose the Ballistic Shield as Primary Weapon. Fuze is also appropriate for the role of Entry Fragger, who actively engages in front-line combat because any weapon he chooses has considerable firepower.
 
 
▲ Fuze is also an operator that has the advantage of a variety of Loadout.
 
 
▣ In case, the site is '2F Consul Office ~ 2F Meeting Room'
 
The 2F is the top floor of the Consulate, and if the offensive team tries to enter the 2F, they must break the outer wall window and enter using rappel or use the three stairs from the 1F to the 2F. However, entering through the window is easy to detect due to the loud noise, and the stairs are likely to be guarded by the defensive team. Therefore, it is good to say that this place is also a difficult place to attack Consortium's Objective Location.
 
First of all, let's start the attack by each hanging on several windows of the outer wall and the Balcony on the 2F. At the same time, you will be able to catch a defensive team while checking the inside from various angles if you are lucky. It will be good for Fuze to set up Cluster Charge without breaking the windows immediately and then fire them up to clear up the defense gadgets around the windows in advance or drive out the defensive team before starting checking.
 
Once the building interior has been cleared up to some extent, let's boldly try to enter the building and move to the Bombsite. For Fuze, let's trust AK-12’s performance and try to engage actively. Unexpectedly, it would be easy to break up the confrontation.
 
 
▲ When installing cluster bombs on windows, it is essential to completely hide your body.
 
▲ First, clean the inside with a Cluster Charge and then break the window to make it easier to check.
 
▲ The defensive team can run-out play to the Emergency Exit on the 1F and raid the rappelling offensive team, so be careful of that position.
 
▲ The defensive team is often hiding in the Waiting Room, between the Bombsites, so it's good to check from this side as well.
 
▲ If you're on the Balcony, let's blow up a Cluster Charge over here before you break the window.
 
▲ The explosion of Cluster Charge reaches the top of the Service Stairs, removing most of the defense gadgets.
 
▲ It is possible to make an angle by shooting this side from the rooftop.
 
 
▣ In case, the site is '1F Lobby ~ 1F Press Room'
 
If you just break the main entrance barricade on the 1F Lobby, you'll see Lobby Bombsite at a glance from outside the building. You may think that you can throw a Smoke Grenade and set up a defuser right away, but the defensive team can check from the Public Bathroom between the two Bombsites, and sometimes they would try to break the floor and aim the offensive team from the Meeting Room on the 2F, so it can be dangerous.
 
First of all, it is necessary to check where and how the defensive team is defending through drone reconnaissance. In particular, if there are defensive members defending at the Meeting Room on the 2F, it would be good to catch them first, and since you are on the 2F, it is also good to do hatch drop through the hatch at the Meeting Room and Consumer Office or vertical play.
 
If you want to attack the Press Room instead of the Lobby, enter the Emergency Exit at the back and launch the attack. In this case, it would be even better if the offensive team makes the defensive team’s defense direction confused by simultaneously attacking the Press Room window and the 2F hatch.
 
 
▲ Break down the Lobby main entrance barricade and you'll see Bombsite right in front.
 
▲ But it's hard to get in, as there's a high possibility that there’s a defensive team at the Public Bathroom watching the main entrance.
 
▲ Also, the defensive team can break the floor and wait for the offensive team at Meeting Room on the 2F.
 
▲ You can go directly up to the 2F, clear the Roamer, open the hatch, and attack.
 
▲ The Press Room on the 1F would be nice to have at least one person checking through the window.
 
▲ Enter the Emergency Exit on the 1F and proceed to the Press Room.
 
 
▣ In case, the site is 'B Archives ~ 1F Tellers'
 
Bombsite is placed on both the basement and 1F at the same time, and the defensive team is also distributed to the basement, 1F, and 2F. For this reason, it is possible to occupy Bombsite easily if the offensive team aims one place at the same time, but it will not be that easy as the defensive team will also come cover.
 
If you want to target the Tellers on the 1F, it is dangerous to enter the Visa Entrance directly, it is recommended that you first check through the Visa Office window or the Administrative Office hatches on the 2F before proceeding with the attack. If you want to attack the basement Archives, it is common to try to enter from the Emergency Exit or Garage or to try hatch drop on the 1F. Sometimes, the defensive team Roamer takes the stairs and makes a detour to catch the back of the offensive team, so let's keep checking behind while moving to the Archives.
 
 
▲ It seems good to push straight from the Visa Entrance to the Tellers, but...
 
▲ There may be a defensive team waiting after opening the hatch at the Administrative Room on the 2F.
 
▲ Likewise, let's clear the 2F first, clear the Roamer, take the hatch angle.
 
▲ In addition, it is a good idea to use the various window angles of the Visa Office.
 
▲ When attacking the basement, you can either infiltrate the Garage and proceed...
 
▲ Or if go down though this hatch from the Main Lobby,
 
▲ You can come straight down to the Archives.
 
 
▣ In case, the site is 'B Cafeteria ~ B Garage'
 
The basement has three exterior walls at the Garage, so it is important than anything else to breach them. That's why the offensive team needs hard breachers such as Thermite and Hibana, while the defensive team often uses Bandit or Kaid to disrupt them. However, it is not that difficult to breach through these walls because we can check the back of these walls by entering the Emergency Exit and can also do Vertical play at the Press Room on the 1F. Therefore, the delay in this process is a decisive factor.
 
Fuze can easily remove the gadgets behind the Garage's reinforced wall and drive out Bandit or Kaid, just by installing Cluster Charges on the floor of the Press Room. For this reason, it is good to try to infiltrate the Press Room first, but the defensive team is also likely to be ambushing around because they also know that Vertical play is strong here. Before entering, make sure to check the surroundings with drones to ensure safety before proceeding with the breaching.
 
 
▲ The Garage wall which is the most important wall in the basement Objective Location, how quickly you break through this wall, determines the victory.
 
▲ The back of the reinforced wall can be checked at the Emergency Exit, but this angle is dangerous.
 
▲ You can safely clear the back of the reinforced wall by blowing up Cluster Charges around the Piano in the Press Room on the 1F.
 
▲ While everyone is paying attention to the Garage, there is also a way to approach the back and attack the Cafeteria.

Guide to playing ‘Fuze’ in ‘Consulate’ +26
Guide to playing ‘Fuze’ in ‘Consulate’
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.24 Good Leader 1year

MUTE Protocol

You know I feel like maybe Ubi should've waited to rerelease the game mode to make sure that all exploits are gone because when it came back I was so excited to play it. That was until there were people in the ceiling. I don't know. What do you guys think?

#rainbowsixsiege
#exploits

MUTE Protocol
stephen_tp19
stephen_tp19 stephen_tp19
LV.7 Nomad 1year

Guide for playing 'Twitch' on 'Kafe'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Kafe is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the building is fairly balanced since the rework of the map.
 
‘Twitch’ is a two speed, two armour, attacker. The operator's gadget is the Shock Drone; a retro-fitted attacking drone capable of shooting electrical projectiles remotely from the drone. This is a useful ability where as it is capable of eliminating defender utility like Jager’s ADS, Mira Windows, defender Cameras, Mute Jammers, and much more. The primary role Twitch tends to play is that of a solo-entry. This is largely due to the operators primary weapon being the F-2 (One of the best weapons in the game and largely considered by the community to be one of, if not THE, best weapon for attackers). In addition to her strong primary, Twitch is set up for a solo-entry role really well due to her drone. The Shock Drone is not only capable of clearing valuable defender utility, but also has the added benefit of being nearly in-audible. This provides the player with huge advantages in terms of gathering defender intel for an extended period of time while also having the ability to assist teammates in clearing round-setting utilities like Mira Windows and Bandit Batteries.
 
If you are to be in accordance with the current meta, Twitch’s loadout should be as follows:
PRIMARY: F-2 Assault Rifle (Attachments to player preference)
SECONDARY: P9 Hand-gun
UTILITY: Breach Charges
 
Terminology:
1.) SOLO-ENTRY - Maintaining the weight of an entire assault through a particular route of attack as an individual player.
2.) ROUND-SETTING - A factor in an on-going round that will influence the result of the round in a significant way. [NOT to be confused with MATCH-SETTING which could be considered the ‘next-ring-up’ in that it would help describe the factors which influence the result of a match (Ex. Operator and Map ban phase).
 
ATTACKER SPAWN LOCATIONS:
 
 
ATTACKING: [3F] BAR(A) - COCKTAIL(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over Cigar. This will allow attackers to breach the reinforced wall separating Cigar and Freezer and, in turn, flush out any defenders playing inside of Freezer. After eliminating defenders inside of the Freezer, attackers will attempt to plant the defuser under the cover of smoke behind one of the wooden counters inside of Bar(A). Twitch will provide value to the attacking team by assisting teammates in establishing control inside of Christmas and Cigar. After attackers have breached through the hatch located on the roof of the objective building, Twitch will use her Shock Drone to eliminate the entry denial utility placed on the Red Stairs wall. This will provide attackers with a much safer route into Cigar and successfully eliminate defenders inside of Christmas. Twitch will then need to use her Shock Drone to eliminate the entry denial utility placed on the Freezer wall. This will allow attackers to prevent defenders from being able to rotate through the Freezer while attackers attempt to plant the diffuser inside of Bar(A).
 
PARK SPAWN LOCATION:
 
 
ATTACKING: [2F] FIREPLACE(A) - MINING(B) + [2F] READING(A) - FIREPLACE(B)
Due to these two bomb sites being so similar in nature, both bomb sites will be covered in one section of the guide.
Attackers will begin the round very similar to the previously covered Bar-Cocktail bomb site. After attackers have breached the building, Twitch will assist teammates in establishing full control of the third floor. Twitch will then use breaching charges to open the flooring of the third floor so as to expose defenders positioned on the second.
After third floor control is established, Twitch will then want to rotate to the second floor and take up an offensive position in Mining (if the bomb site is FIREPLACE(A) - MINING(B)) or Pillar (if the bomb site is READING(A) - FIREPLACE(B)). This is for the purpose of maintaining horizontal pressure onto defenders while additional teammates are applying vertical pressure from the third floor. Defenders will be forced to either expose themselves to third floor attackers if they engage you or expose themselves to you if they are to engage your teammates playing vertical inside of Cocktail.
 
DOCKS SPAWN LOCATION:
 
 
ATTACKING: [1F] SERVICE(A) - COOKING(B)
The primary route of attack on this bomb site will be by the attacking team gaining control of Large and Small Bakery. This will allow attacking hard breachers like Thermite and HIbanna to breach the reinforced wall between Cooking(B) and Large Bakery. It is common for defenders like Kaid or Bandit to trick the Bakery-Cooking wall due to Cooking(B) being nearly impossible to defend after the wall has been breached. Twitch will add value to the attacking team by assisting the team's soft-destructors (Buck and Sledge) in establishing control over the second floor Mining and Train Rooms. Twitch should breach the objective building through the third floor Red Stairs Hatch so as to establish some map control above where the defending roamers will be. This is advantageous for attackers as it will provide the attacking teams roam clear with a little bit more breathing room while assessing the situation of the second floor. Twitch should then communicate with Buck and Sledge while they drone the second floor for off-site defenders.
NOTE: In order to be an effective entry fragger, Twitch will need to be a proactive player. This means to be confident in your gun fights and to trust the intel your team gives you. Your supporting teammates are taking the time to drone for you and are counting on you to capitalize on the intel they gather. You must be able to effectively win gunfights if you are to be taking an entry-fragging role. A successful roam clear is critical for attacker time management - especially on a map as big as Kafe.
 
CHRISTMAS SPAWN LOCATION:
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Twitch' on 'Kafe'. +4
Guide for playing 'Twitch' on 'Kafe'.
footwork.
footwork. footwork.
verified LV.29 Legend 1year

Guide for playing 'Twitch' on 'Kanal'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Kanal is a triple-level map (consisting of three floors) currently only found in ranked play though that may be subject to change as the developers could add the map to the pro-league map roster after observing how the map plays now. The current architecture of the map is fairly balanced, advantages will change based on which site is being played and how the ban phase plays out at the beginning of the match.
 
‘Twitch’ is a two speed, two armour, attacker. The operator's gadget is the Shock Drone; a retro-fitted attacking drone capable of shooting electrical projectiles remotely from the drone. This is a useful ability where as it is capable of eliminating defender utility like Jager’s ADS, Mira Windows, defender Cameras, Mute Jammers, and much more. The primary role Twitch tends to play is that of a solo-entry. This is largely due to the operators primary weapon being the F-2 (One of the best weapons in the game and largely considered by the community to be one of, if not THE, best weapon for attackers). In addition to her strong primary, Twitch is set up for a solo-entry role really well due to her drone. The Shock Drone is not only capable of clearing valuable defender utility, but also has the added benefit of being nearly in-audible. This provides the player with huge advantages in terms of gathering defender intel for an extended period of time while also having the ability to assist teammates in clearing round-setting utilities like Mira Windows and Bandit Batteries.
 
If you are to be in accordance with the current meta, Twitch’s loadout should be as follows:
PRIMARY: F-2 Assault Rifle (Attachments to player preference)
SECONDARY: P9 Hand-gun
UTILITY: Breach Charges
 
Terminology:
1.) SOLO-ENTRY - Maintaining the weight of an entire assault through a particular route of attack as an individual player.
2.) ROUND-SETTING - A factor in an on-going round that will influence the result of the round in a significant way. [NOT to be confused with MATCH-SETTING which could be considered the ‘next-ring-up’ in that it would help describe the factors which influence the result of a match (Ex. Operator and Map ban phase).
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] SERVER(A) - RADAR(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall on the south side of ‘Renovations’ as this will provide the attackers with clear lines of sight directly into Radar(B) in addition to direct access to the bomb site to plant the defuser. Twitch will provide value to the attacking team by establishing and maintaining attacker control inside of the Red and Green Hallways located adjacently to the Server(A) bomb site. This positioning will be critically important for attackers to have as it will allow Twitch to quickly act on openings in the defending teams setup as they will inevitably become apparent after the Renovations wall has been breached. Twitch will also be accomplishing a secondary task in that the operator will be able to completely prevent defenders from being able to use the hallway as a means of running out on teammates positioned on the outside of the building. In addition to this, the player will also be positioned to eliminate off-site defenders attempting to use Red and Green stairs to rotate back into the bomb site.
 
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 completely expose the Lounge(B) bomb site as well as position attackers to plant the defuser in a variety of different safe plant spots inside of the B bombsite. Twitch will be used as an entry fragger for the attacking team while control over Printer and Scuba stairs is being established. Twitch should communicate with supporting teammates as they drone the objective building for off-site defenders.
As an entry fragger, it is critical that you can effectively act on the intel provided to you by teammates. Failure to do so typically results in attackers having to spend large amounts of time chasing the defending teams roamer throughout the building. This will then require attackers to dedicate players to flank watch if the roamer isn't caught. Although this is not always a bad thing, flank-dedicated players have their drawbacks. Most notably of which being the fact that they can’t stop watching a flank until the round is complete otherwise they expose themselves and teammates to the flank.
 
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, located directly across the hall from the bomb sites in the basement. Twitch should act as a solo-entry on this bomb site through the Diving double window located in the basement. At the beginning of the round, Twitch should position herself near the Diving Window so as to be ready to quickly establish a presence inside of Diving after she eliminates defender utility placed in and around Diving and Scuba. Although this is a role which can be easily accomplished with Ash, defenders will hear Ash’s breaching round as it explodes inside of Diving. The advantage of using Twitch is that the operator Shock Drone will maintain a low-profile presence for Twitch when she has breached the Diving. If defenders hear attackers breaching Scuba, they will typically position one player on Diving Stairs and one player near the Oxy Tanks so as to establish a cross-fire. This makes it highly difficult for a single player to successfully establish full control of Diving. Therefore, stealth will be the players biggest advantage in a solo-entry Diving take.
 
SAILBOATS SPAWN LOCATION:
 
 
ATTACKING: [1F] SECURITY(A) - MAP(B)
The primary route of attack on this bomb site will be by the attacking team establishing control over the second floor Server and Radar rooms located directly above the bomb site. The ceiling of Security(A)-Map(B) is destructible, making it advantageous for attackers to first focus on control of the second floor. Twitch should be used as a solo-entry inside of Museum while the primary attacking force is establishing control of the second floor Server and Radar. The player should breach the building though the bottom of Red Stairs and carefully work their way to the first floor landing. This will position the player to effectively cut the Map(B) bomb site in half as the doorway connecting Map(A) to Museum is centered directly in the middle of the bomb site. From Red Stairs, Twitch will be accomplishing two important tasks: 1.) Twitch will be maintaining horizontal pressure onto defenders inside of Map(B) while attacking teammates are applying vertical pressure onto both bomb sites from the second floor 2.) Twitch will be protecting the Red and Green Stairs flank that attacking teammates are exposed to on the second floor. From this position, attackers will only need to worry about a potential flank coming from the 2F Sky Bridge in addition to having a player positioned on the first floor to quickly establish an attacker presence on the bomb site as soon as an opening is made.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Twitch' on 'Kanal'. +4
Guide for playing 'Twitch' on 'Kanal'.
footwork.
footwork. footwork.
verified LV.29 Legend 1year

Guide for playing 'Twitch' 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.
 
‘Twitch’ is a two speed, two armour, attacker. The operator's gadget is the Shock Drone; a retro-fitted attacking drone capable of shooting electrical projectiles remotely from the drone. This is a useful ability where it is capable of eliminating defender utility like Jager’s ADS, Mira Windows, defender Cameras, Mute Jammers, and much more. The primary role Twitch tends to play is that of a solo-entry. This is largely due to the operators primary weapon being the F-2 (One of the best weapons in the game and largely considered by the community to be one of, if not THE, best weapon for attackers). In addition to her strong primary, Twitch is set up for a solo-entry role really well due to her drone. The Shock Drone is not only capable of clearing valuable defender utility, but also has the added benefit of being nearly in-audible. This provides the player with huge advantages in terms of gathering defender intel for an extended period of time while also having the ability to assist teammates in clearing round-setting utilities like Mira Windows and Bandit Batteries.
 
If you are to be in accordance with the current meta, Twitch’s loadout should be as follows:
PRIMARY: F-2 Assault Rifle (Attachments to player preference)
SECONDARY: P9 Hand-gun
UTILITY: Breach Charges
 
Terminology:
1.) SOLO-ENTRY - Maintaining the weight of an entire assault through a particular route of attack as an individual player.
2.) ROUND-SETTING - A factor in an on-going round that will influence the result of the round in a significant way. [NOT to be confused with MATCH-SETTING which could be considered the ‘next-ring-up’ in that it would help describe the factors which influence the result of a match (Ex. Operator and Map ban phase).
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] 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. Twitch will add value to the attacking team on this bomb site by acting as an entry fragger as well as eliminating the defending teams gadget placed inside of Janitor and Long Desk. The operator should spawn Back Alley and breach the objective building through the second floor Stock Trading Room. Stock Trading will be crucial for attackers to maintain control over as it will be one of their primary beachheads from which they will carry out the rest of their attack on the second floor. After Twitch has helped attackers establish control inside of Stock Trading and Long Hallway, the player will use Twitch’s Shock Drone to eliminate any anti-projectile utility placed inside of Long Desk and Janitor. It is also common for defenders to use Mira Inside of Long Desk to prevent attackers from approaching Long through the Hallway. Twitch can help counter this by eliminating the Mira Windows with her Shock Drone. However, attackers should always have a back up plan as relying solely on a Twitch Drone to counter Mira is typically a gamble. Bring Habanna or Ace as these operators can throw their hard breaching gadgets on the Mira Window to destroy it.
 
BACK ALLEY SPAWN LOCATION:
 
ATTACKING: [1F] OPEN(A) - STAFF(B)
The primary route of attack on this bomb site will be by the attacking team gaining control over the second floor as the entire ceiling of 1F Open(A)-Staff(B) is able to be destroyed in order to gain dynamic angles into the bomb site. Twitch will provide value to the attacking team by acting as a solo-entry at the bottom of Square Stairs. The operator should spawn Jewelry and use the Dirt Tunnel to access Server and Blue Stairs. After Twitch is established inside of the Objective Building, the player should diligently work their way up Blue Stairs and establish the initial attacker presence inside of Square Stairs. This will provide the attacking team with the ability to eliminate defenders attempting to use Archives as a roam route to return to the bomb site with. Twitch will also be well positioned to use her Shock Drone to eliminate any defending utility placed inside of Staff(B). Prioritize anti-projectile utility and trap gadgets placed by defenders in the Staff(B) double door so as to provide yourself with a clear route from which you can effectively entry into the bomb site through. Attackers will typically be applying vertical pressure onto the bomb site from the second floor Janitor and Stock Trading rooms, Twitch will be able to amplify this pressure by maintaining horizontal pressure onto defenders through Staff(B) as defenders will be forced to contest two different dimensions of attack simultaneously.
 
PARKING 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). Twitch will be used very similar to the way in which the operator was used on the previously mentioned Open-Staff bomb sites. After breaching the building through Dirt Tunnel, Twitch should establish attacker control at the top of Blue Stairs. From this position, the player will be able to prevent defenders from rotating between Staff and Archives(B) as well as keep the player in an actionable position from which to act on intel as it is provided to you. Throughout most ranks, the Archives(B) side of the bomb site is commonly overlooked by defenders as they usually are spending the majority of their time and attention on the defense of the second floor CEO and Stock Trading. Twitch will be well positioned to take advantage of a weak Archives(B) defense as the player will have already established an attacker presence on Blue and Square Stairs.
 
NOTE: I use generalities to describe this flank being overlooked as it is not always and attackers should carefully assess the defensive setup of Archives(B) before rushing. In addition to this, attackers will need to maintain control of the top portion of Square Stairs. Otherwise, if attackers get stalled on 1F Square, they will be exposed to angles from Archives(B) as well as 2F Square.
 
JEWELRY 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. Twitch will assist attackers by using her Shock Drone to eliminate the defending teams utility inside of Blue Stairs and Server. Twitch should spawn Back Alley and breach the objective building though the first floor Printer Window. Attackers will then need to establish control inside of Staff and Open Area. After doing so, Twitch should use her Shock Drone to eliminate the defending team's anti-projectile utility placed at the top of Blue Stairs as there will almost always be a defending player in this position. It is critically important that the defending utility placed on Blue Stairs is eliminated. Failure to do so will result in a huge amount of attacker time and utility wasted on Blue Stairs control (NOTE: This could also result in a man disadvantage as defenders typically play this position with an Ela or Smoke shotgun - making it almost impossible to win the engagement without some kind of utility advantage).
 
After attackers establish Blue Stairs and Server control, Twitch will reposition to 1F Metal Detector and apply pressure down the Main (marble) Stairs into the basement. This will force defenders to carefully manage their on-site resources in order to prevent attackers from breaching the basement from either Main Stairs or Server - as a result, making it much easier for attackers to plant the defuser inside of CCTV(A).
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Twitch' on 'Bank'. +4
Guide for playing 'Twitch' on 'Bank'.
footwork.
footwork. footwork.
verified LV.29 Legend 1year

(An explanation) A Platinum’s Advice about being an Overall good player.

I’m an old player (lvl 251) and I gained a bunch of knowledge and experience through the years.

I just got this app because a friend got it, but I saw a bunch of LFG’s that have the requirements of “carry your weight” or the lines of something like that.

Having kills is nice and all but it won’t matter if you lose the match and go down. Kills are only a small segment to becoming a good overall player. I would put 6 categories in an excel chart; Gunning, Communication, Knowledge, Flexibility, adaptability, and Gadget.

Now, these are extremely broad categories that can go into more specific subunits.
What I’m trying to say is, you don’t have to have high kills to be good. You just need the motivation to get better and strive for it. You need to surround yourself around players that care for winning than just kills.

Siege is a team game not an individual’s game. The goal is to win and that’s it. Remember, it’s a TEAM game not a free for all to see who is the best player, Siege is about who is the better team.

(An explanation) A Platinum’s Advice about being an Overall good player.
CrypticKai
CrypticKai CrypticKai
LV.20 Let’s play R6! 1year

R6 grind any rank

Ranked ANY RANK no toxic ppl

PlayStation

R6 grind any rank
Avery McDermott Avery McDermott
LV.2 Lurker 1year

Guide for playing ‘Frost’ in ‘Kafe Dostoyevsky’

Kafe is a three-story building of moderate size. There are many windows along the outer wall of the building, which is also notorious for frequent attempts of spawning kills by the defensive team using them. On the contrary, the offensive team can also use this window to get an angle to check the inside of the building, which is an important factor for both teams.
 
One Objective Location will be located on the 3F, two on the 2F, and one on the 1F. It has a structure that overlooks the 2F from the 3F Bar, Cigar Balcony, and Cocktail Balcony, so it is effective to penetrate downward from the 3F even when attacking the 2F. With a total of three Objective Locations located on the 2F and 3F, the offensive team will most likely try to launch an attack on the rooftop or on the 3F. Because of this, defensive teams often play defense on the 3F.
 
 
▲ Since the Objective Location is located one on the 3F and two on the 2F, engagements usually take place on the 3F.
 
 
Frost is one of the defensive team’s main Trap Operators who can set up Welcome Mat, which makes the offensive team injured at once when they step on it. It is effective equipment if caught, it can immediately make one of the offensive team injured, but there are many restrictions because it can only be installed on the floor. If the offensive team checked Frost by drone reconnaissance, they would easily break it just by being aware of the traps installed on the floor.
 
For this reason, Frost tends to install Welcome Mat under a window frame that usually has to be vaulted over or under a Deployable Shield installed on the door. If the Welcome Mat is set up here and one of the defensive team is watching, the offensive team must be exposed to either the Welcome Mat or the defensive team's attack when they jump over the window.
 
Frost can choose 9mm C1 SMG or Super 90 Shotgun as Primary Weapon. Generally, players use 9mm C1, which is an auto weapon, but the 9mm C1 is an extremely low fire rate, high damage weapon that has Damage 45 and Fire Rate 575, which will require adaptation. Since Fire Rate is low, it is better to avoid 1:1 engagement with the offensive team.
 
 
▲ Most players choose 9mm C1, but... It's an extremely low-profile gun, so you'll need to adapt.
 
▲ If you don't have a suitable place to install Welcome Mat, you can install Deployable Shield on the door frame to create a similar effect as the window frame.
 
 
▣ In case the site is '3F Bar ~ 3F Cocktail Lounge'
 
In general, when the offensive team targets the 3F cafe, they will try to check the defensive team through the window by rappelling at the outer wall of the building or go to the rooftop and try to check and infiltrate through the Skylight windows or hatches. The hatches on the roof are located one each at the Red Stairs and Cigar Balcony, so offensive teams often target the Cigar Lounge first, which is close to the hatches here.
 
When the offensive team enters the 3F, they often enter the building through a window or does a hatch drop, so there is no suitable place to install the Frost Welcome Mat here. Especially, it is hard to recommend installing under the window frame as the offensive team can destroy the Welcome Mat by rappelling with their body upside down. Neither under the hatch nor under the Skylight window is a good place to install as they can also destroy the Welcome Mat from above.
 
It's better to install Deployable Shield on the door frame around Bombsite and install the Welcome Mat behind it. Of course, this can also be easily destroyed by the offensive team's Frag Grenade and others, but let's put it to the point that it consumed the offensive team's explosives.
 
 
▲ It's good to install it this way, but this Welcome Mat can be destroyed at the top of the window using rappel.
 
▲ Deployable Shield Setup can be done on the door frame to the White Corridor from the Cigar Lounge.
 
▲ The offensive team can't see well if you put the Welcome Mat or Barbed Wire at that point to catch the enemy entering from the Skylight window, which is right above the Bar.
 
▲ The Welcome Mat location good for catching enemies coming up from under the stairs, the offensive team won't see it while aiming.
 
 
▣ In case the site is '2F Fireplace Hall ~ 2F Mining Room'
 
If Bombsite is placed on the 2F, some personnel are needed to defend the 3F as described above. Especially, the Cigar Lounge on the 3F has a hatch that leads to the Train Museum between the Fireplace Hall and the Mining Room, so if the offensive team uses a hard breacher, they will first try to take control of this place. On the contrary, it would be good for the defensive team to defend by placing a minimum number of people around the Bombsite on the 2F and defend on the 3F.
 
On the 2F outside the building, there is a Bakery Roof where you can step on, enabling the offensive team to check Mining Room Bombsite through the window here. Mining Room has few places to hide, so it's usually necessary to block them in the Train Museum, which is effective because if Frost installs the Welcome Mat under Mining Room's window frame, the offensive team won't be able to jump over the window.
 
 
▲ Welcome Mat to catch the offensive team jumping into the Mining Room from the Bakery Roof, simple but powerful.
 
▲ It is important to delay the offensive team as much as possible while confronting the Train Museum.
 
▲ Right above the Train Museum, there is Cigar Lounge and even a hatch, so we need members to protect the 3F.
 
▲ There is also a way to jump out of the 3F window and raid the offensive team in the Bakery Roof.
 
 
▣ In case the site is '2F Reading Room ~ 2F Fireplace Hall'
 
Same as the Objective Location described above, one Bombsite is placed in the Fireplace Hall, and the other Bombsite is placed in the Reading Room, which is the opposite side. However, the overall defense method does not change much. You should also pay attention to the defense on the 3F, blocking the offensive team coming from the Bakery Roof to the Mining Room.
 
It is a structure that leads directly to the Reading Room Bombsite entrance if you open the door leading to the Pillar Room from the 2F eastern Terrace, so there are often times when offensive teams use this route for a rush. However, this place can be easily blocked at the Cigar Balcony on the 3F, so it is better to have at least one defensive member here. It's also a good idea for Frost to install Deployable Shield and the Welcome mat on the doorframe of the Reading Room.
 
 
▲ The offensive team’s rush from the Terrace on the 2F, you can either defend it by doing Deployable Shield Setup at the entrance to the Reading Room...
 
▲ Or checking the Terrace door from the Cigar Balcony on the 3F.
 
▲ The offensive team sometimes attempt to breach the Fireplace Hall wall from the White Stairs.
 
 
▣ In case the site is '1F Kitchen Service ~ 1F Kitchen Cooking'
 
Unlike above, when Bombsite is located on the 1F, the battle takes place only on the 1F and 2F. Bombsite is usually located in the middle of the building, so the offensive team often tries to create a new angle that leads to the Bombsite after penetrating inside the building. For this reason, it is good for the defensive team to use Bandit or Kaid to reinforce the wall or to use Roamer to delay the offensive team's breaching attempt as much as possible.
 
There aren't that many places here for Frost to put the Welcome Mat, either. You can install it under the Small Bakery or Dining Room window, and it is also a good idea to install Deployable Shield on the door frame of the Prep Room and then put the Welcome Mat behind.
 
Since Bombsite is on the 1F, the offensive team can go up to the 2F and try to break through the hatch leading to the Freezer on the 1F or try vertical play. In preparation for this, it would not be a bad idea to set up a Welcome Mat in a location where the offensive team can try to infiltrate and roam on the 2F. Welcome Mat works better when it is in a difficult position to predict.
 
 
▲ Deployable Shield Setup on the Prep Room door frame
 
▲ The small Bakery window is also where the offensive team often tries to break in.
 
▲ It is also good to install the Welcome Mat under the Dining Room windows on the opposite side.
 
▲ The place where it is not used often but is difficult for the offensive team to predict because of its unexpected location.

Guide for playing ‘Frost’ in ‘Kafe Dostoyevsky’ +17
Guide for playing ‘Frost’ in ‘Kafe Dostoyevsky’
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.24 Good Leader 1year

Guide for playing 'Twitch' 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.
 
‘Twitch’ is a two speed, two armour, attacker. The operator's gadget is the Shock Drone; a retro-fitted attacking drone capable of shooting electrical projectiles remotely from the drone. This is a useful ability where as it is capable of eliminating defender utility like Jager’s ADS, Mira Windows, defender Cameras, Mute Jammers, and much more. The primary role Twitch tends to play is that of a solo-entry. This is largely due to the operators primary weapon being the F-2 (One of the best weapons in the game and largely considered by the community to be one of, if not THE, best weapon for attackers). In addition to her strong primary, Twitch is set up for a solo-entry role really well due to her drone. The Shock Drone is not only capable of clearing valuable defender utility, but also has the added benefit of being nearly in-audible. This provides the player with huge advantages in terms of gathering defender intel for an extended period of time while also having the ability to assist teammates in clearing round-setting utilities like Mira Windows and Bandit Batteries.
 
If you are to be in accordance with the current meta, Twitch’s loadout should be as follows:
PRIMARY: F-2 Assault Rifle (Attachments to player preference)
SECONDARY: P9 Hand-gun
UTILITY: Breach Charges
 
Terminology:
1.) SOLO-ENTRY - Maintaining the weight of an entire assault through a particular route of attack as an individual player.
2.) ROUND-SETTING - A factor in an on-going round that will influence the result of the round in a significant way. [NOT to be confused with MATCH-SETTING which could be considered the ‘next-ring-up’ in that it would help describe the factors which influence the result of a match (Ex. Operator and Map ban phase).
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] 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. Twitch should be used as the attacking team's in-building presence by maintaining Yellow Stairs control for the duration of the round. However, Twitch will provide the largest amount of value to the team by providing attackers with a significant utility advantage.
 
During the drone phase, the player should carefully maneuver their drone as close to the Office(B) bomb site as possible without destroying any defender gadgets. This is because Twitch is going to want to get back on her drone after the action phase has begun so as to have a better opportunity to eliminate ALL of the defending team's utility inside of Office(B). If the player starts destroying gadgets like ADS and Wamai Discs, defenders will quickly realise there is a Shock Drone and they will not stop chasing it until they have destroyed it. Instead, Twitch should wait until the round properly begins and then take time to assess the placement of defender gadgets inside of the bomb site. This will allow the player to prioritize high value gadgets and then determine the most optimal drone-route to use to successfully eliminate the largest amount of defender utility.
 
SIDE ENTRANCE SPAWN LOCATION:
 
ATTACKING: [1F] PRESS(A) - LOBBY(B)
The primary route of attack on this bomb site will be by the attacking team attempting to plant the defuser inside of the outside double door leading into Lobby(B) from the south of the bomb site. This is the most common strategy due to the safe and direct route to the bomb site the attacking team is given in addition to the attackers not needing too much map control in order to successfully plant the defuser. That being said, some map control is still required by attackers before planting the defuser. It is very common for defenders to have a presence inside of the second floor Meeting Room as, any defenders with the ability to open the flooring of 2F Meeting Room, can provide any defenders on the second floor a clear line of sight to the default plant spot inside of Lobby(B) without over exposing themselves to the outside. Twitch will be used as a solo-entry on this bomb site by flanking defenders through the Yellow Stairs. After the player has determined the defense of the opposing team inside of Press(A), twitch should use her Shock Drone to clear Yellow Stairs and the doorway connecting Yellow to Press(A) of any defender trap utility. This will make solo-entry fragging into the Press(A) bomb site much more manageable for a single player to accomplish as they will be able to focus exclusively on winning their gunfights, as opposed to having to engage enemy players while also being subject to the effects of Grzmot Mines and Echo Drones. After establishing attacker control inside of Press(A), Twitch should communicate to the bulk of the attacking team that there is an opening to plant the defuser inside of (A). In some instances, the rest of the attacking team will be so heavily established on the second floor inside of Projector that it may make more sense for Twitch to press deeper into the Lobby(B) bomb site through Antichamber and Bathroom so as to take up mutually supportive positions inside of Lobby(B).
 
RIOT BARRICADE SPAWN LOCATION:
 
ATTACKING: [1F/BSMNT] TELLERS(A) - ARCHIVES(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the first floor Visa Entrance on the eastern side of the building and proceeding to gain control of Visa Office. Before gaining control over Visa Office, the attacker must first deduce whether or not the defenders are playing inside of the second floor Administrators Office as this will be the defending teams primary method for defending Tellers(A) due to their ability to open the flooring of Administrator's Office and use the vertical angles against the attackers approach from either Visa Entrance or Spiral Hallway. Twitch will be used as a solo-entry on this bomb site inside of Archives(B). The player should breach the objective building through the Basement inside of Big Garage - NOTE: Make sure to bring breaching charges so that you will be able to access the objective building independent of the rest of the attacking team. After the player has established attacker control over the lower portion of Yellow Stairs and Garage, Twitch should diligently clear the western portion of the Basement so as to isolate defenders back into Archives(B). Twitchs primary role on this bomb site will be to apply horizontal pressure onto the defenders playing inside of Archives(B) while they are attempting to prevent the primary attacking assault inside of Visa with Nitro-Cell and Smoke Canisters. Assuming Twitch is successfully entry-fragging the Basement, defenders will be forced to prioritize their focus on you before attempting to eliminate attacking players inside of Tellers(A) as Twitch will be their immediate threat. Twitch will essentially be acting as the attacker version of a roamer insofar as the player should be more concerned with wasting defender time and attention rather than establishing any kind of significant control inside of Archives(B).
 
POLICE LINE SPAWN LOCATION:
 
ATTACKING: [BSMNT] CAFETERIA(A) - GARAGE(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall located on the west of the Garage(B) and planting the defuser in front of ‘White Van’. However, before breaching the reinforced wall, the attackers will need to gain control over the first floor Press Room and Lobby as these two rooms are located directly above the basement bombsites. Twitch will be used by the attacking team to eliminate the entry-denial utility placed on the Garage wall separating Garage(B) from the outside. Twitch should use her Shock Drone diligently and intentionally so as to successfully eliminate the Bandit Batteries placed on the main wall. After the attacking teams' hard breachers open the Garage(B) wall, Twitch should reposition to the first floor Main Lobby so as to act as a solo-entry on the back end of the Cafeteria(A) bomb site by way of Lower Spiral Stairs. This will serve two important purposes: 1.) While working her way down Spiral Stairs, Twitch will be proactively protecting the Spiral Flank that first floor teammates inside of the Press Room are exposed to 2.) Twitch will be establishing a secondary route of horizontal pressure. This is valuable for attackers in that it can be used as an alternative route to the bomb site in the event that defenders and attackers are in a stalemate at the Garage(B) main wall breach.
 
GAS STATION SPAWN LOCATION:
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Twitch' on 'Consulate'. +5
Guide for playing 'Twitch' on 'Consulate'.
footwork.
footwork. footwork.
verified LV.29 Legend 1year

Guide for playing 'Twitch' on 'Clubhouse'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Clubhouse is a triple-level map (consisting of three floors) found both in ranked play as well as professional. The current architecture of the map can favor either attackers or defenders depending upon which team wins the ban phase, as well as which site is being played.
 
‘Twitch’ is a two speed, two armour, attacker. The operator's gadget is the Shock Drone; a retro-fitted attacking drone capable of shooting electrical projectiles remotely from the drone. This is a useful ability where as it is capable of eliminating defender utility like Jager’s ADS, Mira Windows, defender Cameras, Mute Jammers, and much more. The primary role Twitch tends to play is that of a solo-entry. This is largely due to the operators primary weapon being the F-2 (One of the best weapons in the game and largely considered by the community to be one of, if not THE, best weapon for attackers). In addition to her strong primary, Twitch is set up for a solo-entry role really well due to her drone. The Shock Drone is not only capable of clearing valuable defender utility, but also has the added benefit of being nearly in-audible. This provides the player with huge advantages in terms of gathering defender intel for an extended period of time while also having the ability to assist teammates in clearing round-setting utilities like Mira Windows and Bandit Batteries.
 
If you are to be in accordance with the current meta, Twitch’s loadout should be as follows:
PRIMARY: F-2 Assault Rifle (Attachments to player preference)
SECONDARY: P9 Hand-gun
UTILITY: Breach Charges
 
Terminology:
1.) SOLO-ENTRY - Maintaining the weight of an entire assault through a particular route of attack as an individual player.
2.) ROUND-SETTING - A factor in an on-going round that will influence the result of the round in a significant way. [NOT to be confused with MATCH-SETTING which could be considered the ‘next-ring-up’ in that it would help describe the factors which influence the result of a match (Ex. Operator and Map ban phase).
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] CASH(A) - CCTV(B)
The primary route of attack on this bomb site will be by the attacking team breaching the east reinforced wall inside of CCTV(B) (also known as ‘Platform wall’) as this will provide a direct route for attackers to plant the defuser behind ‘Server Rack’ located inside of the CCTV bomb site. Twitch will provide value to the attacking team by applying pressure onto the defenders inside of Cash(A) through Construction. The player should breach the objective building through either the Jacuzzi wall or Logistics Hatch (be sure to bring breaching charges so that you can access the building without the aid of teammates). After establishing control on the western portion of the second floor, Twitch should use her Shock Drone to clear Construction and Cash(A) of defender trap utility. Twitch will then have a clear route to the bomb site, through Construction and Bedroom, wherein the operator will be well positioned to maintain pressure on the defenders rotation between Cash(A) and Red Stairs. This will be important for the whole of the attacking team as it will isolate offsite defenders from Cash(A) while the primary attack is being carried out on CCTV(B) wall - forcing defenders to only be able to contest from Red Stairs and Garage.
 
WAREHOUSE SPAWN LOCATION:
 
ATTACKING: [2F] BEDROOM(A) - GYM(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced wall between outside ‘jacuzzi’ and the bedroom/gym hallway (commonly known as Jacuzzi wall). After breaching the Jacuzzi wall, attackers will attempt to plant the defuser inside of Gym(B). Attackers will also commonly dedicate a large amount of time and resources to gain control over 2F Construction. Twitch will provide the most value to the attacking team by helping teammates in eliminating the entry denial utility placed on the Jacuzzi wall. The operator should be sure to bring breaching charges so as to be able to eliminate the Caste Barricade that is typically placed on the Gym(B) window. This will help attackers in that Ash and Zofia will be able to save their Breaching/ Impact rounds to use on the Gym(B) doorway. This is important because attackers like Twitch won’t be able to safely breach Gym(B) to place the charge on the doorway and, as a result, will need to rely on attackers like Zofia and Ash to use their gadget’s to eliminate the barricade. Although this seems like a very small task, it is generally regarded to be a round-setting advantage as careful utility management is crucial on this bomb site.
 
SHIPPING DOCK SPAWN LOCATION:
 
ATTACKING: [1F] BAR(A) - STOCK(B)
The primary route of attack on this bomb site will be by the attacking team planting the defuser inside of one of the two doorways located inside of Stock(B). Although the attackers have a very direct route to the bomb site from the outside, successfully planting the defuser inside of Stock(B) can be difficult due the exposure attackers are under from ‘stage’ (located inside of Bar(A). Twitch will act as a solo-entry fragger on this bomb site. The player should spawn on the western portion of the map and breach the objective building through Strip Bar. So long as the player roam clears’ Strip Bar and Bathroom thoroughly, defenders will not be able to flank you through the Strip. This is because defenders can only access Strip Bar through one route - that being through the Strip Hallway. Twitch will then be well positioned to maintain attacker pressure onto defenders inside of Bar(A) and Pool Table while the primary attacking force is being carried out inside of Stock(B). This will be necessary for attackers to do in order to maintain an even distribution of defender man-power. In other words, you don’t want the entire attacking team watching the doorway that you’re trying to plant in. Twitch will help mitigate this by forcing defenders to also focus on their western flank.
 
If you watch a lot of Pro League, you may have noticed a common trend across professional teams (most notably in the early seasons) in that they commonly begin their ClubHouse roam clear from the west and work their way east - starting in Strip and concluding their roam clear in Blue+Oil Pit. This is precisely because of how easy it used to be to control an off-site defenders roam route as they had very limited options in escaping a multi-pronged attacking roam clear (this is not so much the case anymore ever since the advent of defenders like Alibi and Vigil as well as the rework of ClubHouse).
 
MAIN GATE SPAWN LOCATION:
 
ATTACKING: [BSMNT] CHURCH(A) - ARSENAL (B)
The primary route of attack on this bomb site will be by attackers establishing vertical control over the bomb sites by opening the hatches located on the ceiling of ‘Moto connector’ and Arsenal(B). To do this, attackers will first need to gain control of the first floor. Twitch will help the rest of the attacking team by acting as an entry fragger while establishing first floor control. Attackers should split up and breach the objective building through the first floor Strip Bar and second floor CCTV wall. Twitch should be the head of the attacking teams presence on the first floor. Starting in Strip Bar and concluding her roam clear at the top of Main Stairs, Twitch will prevent off-site defenders playing near 2F Logistics, Gym, and Bedroom from being able to flank the primary force of the attacking team in Kitchen and Bar. The defending team's roamers will then be forced to change their roam-route from Main Stairs to Construction. This will then allow for the previously mentioned attackers who breached the 2F CCTV wall to eliminate the roamers as they attempt to fall back to the bomb site through Cash Room and CCTV. After all defenders are isolated to the first floor, Twitch will then reposition to the bottom of Main Stairs so as to take up an actionable position wherein the operator will be able to apply pressure down the BSMNT Long Hall while additional teammates apply pressure onto Church(A) from Moto.
 
CONSTRUCTION SPAWN LOCATION:
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Twitch' on 'Clubhouse'. +5
Guide for playing 'Twitch' on 'Clubhouse'.
footwork.
footwork. footwork.
verified LV.29 Legend 1year

Guide for playing 'Twitch' on 'Chalet'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
Chalet is a triple-level map (consisting of three floors) found only in Ranked play. The current architecture of the map gives a significant advantage to the attackers due to the vertical destruction available to attackers found on all four bomb sites.
 
‘Twitch’ is a two speed, two armour, attacker. The operator's gadget is the Shock Drone; a retro-fitted attacking drone capable of shooting electrical projectiles remotely from the drone. This is a useful ability where as it is capable of eliminating defender utility like Jager’s ADS, Mira Windows, defender Cameras, Mute Jammers, and much more. The primary role Twitch tends to play is that of a solo-entry. This is largely due to the operators primary weapon being the F-2 (One of the best weapons in the game and largely considered by the community to be one of, if not THE, best weapon for attackers). In addition to her strong primary, Twitch is set up for a solo-entry role really well due to her drone. The Shock Drone is not only capable of clearing valuable defender utility, but also has the added benefit of being nearly in-audible. This provides the player with huge advantages in terms of gathering defender intel for an extended period of time while also having the ability to assist teammates in clearing round-setting utilities like Mira Windows and Bandit Batteries.
 
If you are to be in accordance with the current meta, Twitch’s loadout should be as follows:
PRIMARY: F-2 Assault Rifle (Attachments to player preference)
SECONDARY: P9 Hand-gun
UTILITY: Breach Charges
 
Terminology:
1.) SOLO-ENTRY - Maintaining the weight of an entire assault through a particular route of attack as an individual player.
2.) ROUND-SETTING - A factor in an on-going round that will influence the result of the round in a significant way. [NOT to be confused with MATCH-SETTING which could be considered the ‘next-ring-up’ in that it would help describe the factors which influence the result of a match (Ex. Operator and Map ban phase).
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [1F] KITCHEN(A) - TROPHY(B)
The primary route of attack on this bomb site will be by attackers establishing vertical angles over and under Kitchen(A)-Trophy(B) by gaining control over 2F Master Bedroom, 2F Office, and BSMNT Car Garage. Twitch can provide value to the attacking team by acting as a solo-entry on the first floor through the West Main double door. After attackers have established second floor control inside of Office and Master Bedroom, Twitch will be able to apply significant pressure onto the Dining Hallway from West Main as defenders will only have one flank route available to them (that being through the basement Trench Hallway and up the West Main Stairs). This is hugely advantageous to the attacking team as West Main is directly adjacent to the outside. This provides attackers a lot of mobility in terms of being able to leave West Main, apply pressure through an alternative direction, and then reacquire the positioning quickly later on in the round as to maintain a multi-directional attack. Twitch will also be able to use her Shock drone inside of West Main and quietly maneuver the gadget into Kitchen(A) so as to eliminate the Kaid Electro-Claw that will be placed on the Kitchen(A) hatch.
 
CAMPFIRE SPAWN LOCATION:
 
ATTACKING: [1F] GAMING(A) - BAR(B)
The primary route of attack on this bomb site will be by the attacking team entering and clearing the building from 2F Master Bedroom on the west side of the building all the way to the east of the building, concluding their roam clear after establishing control inside of the Library. Twitch will provide value to the attacking team by acting as a solo-entry through Snowmobile Garage. The operator’s loadout should have breaching charges so that the player can breach the soft wall in the basement that separates the outside from Snowmobile. After Twitch breaches the basement, the player should use her Shock Drone to clear the Blue Hallway and Blue Stairs of any defender utility placed in the pathway. At this point, the rest of the attacking team should have a relatively strong hold on the second floor so as to allow you a good opportunity to quietly flank up the Blue Stairs and establish a secondary attacker foothold inside of Gaming(A). From this position, the attacking team will be positioned really well to plant the defuser inside of Gaming(A) while also maintaining a barrier between the bomb site and any remaining defenders inside of Bar(B).
 
CLIFFSIDE SPAWN LOCATION:
 
ATTACKING: [2F] OFFICE(A) - MASTER BEDROOM(B)
The primary route of attack on this bomb site will essentially just be the inverse of Gaming-Bar. Entering through the Library and moving from east to west inside of the building is a much safer route to the second floor bomb sites as attackers can be easily shot if caught trying to repel directly onto the Master Bedroom balcony or climb the Front Yard ladder to the second floor. Twitch will spend the majority of the round maintaining the attacking teams pressure onto the second floor Bathroom through the Bathroom double window. The player should spawn at Front Yard and steadily work their way up to the objective building. After doing so, Twitch will spend the majority of the round on the Bathroom Window from the outside balcony. This will maintain the attacking teams pressure through the Bathroom rotation and into Master Hallway while the bulk of the attacking team is applying pressure from Library.
 
NOTE: Always be careful on this bomb site in particular as it is notorious for spawn peeking. Defending team’s tend to do this on hard-to-hold bomb sites as they realize that their largest advantage will, and can only, be had at the beginning of the round while attackers are still in known locations. This is a common phenomenon that you see on a variety of bomb sites throughout Siege: Lobby-Press (Consulate), Bathroom-Tellers (Border), and Open-Kitchen (Bank). Although this tends to be frustrating, I don’t believe the devs to be at fault for this occurrence as it is the resulting play-style from a disadvantaged mindset - not necessarily poor map design.
 
LAKESIDE SPAWN LOCATION:
 
ATTACKING: [BSMNT] WINE(A) - SNOWMOBILE(B)
The primary route of attack on this bomb site will be by the attacking team breaching the reinforced exterior wall leading from the buildings southern exterior into Snowmobile(B). Defenders may try to counter this by doing what is called ‘bandit tricking’ wherein, the defending teams Bandit uses the audio of a Thermite or Hibbana placing their hard breaching gadget’s on a reinforced wall to determine the correct timing to place a Shock Wire so as to eliminate the attacking teams hard breach gadget. Twitch will be used similar to the way the operator was used on the previously mentioned Bar-Gaming bomb site. The difference here being that the operator will perform what would essentially be the inverse of the attack route wherein Twitch will instead breach the objective building through the second floor Library and work her way down to the first floor portion of the Blue stairs. Twitch will then use the Shock Drone to clear the BSMNT level of Blue Hallway of any defender utility (in particular, Trap utility) so as to provide the player with a clear route into Snowmobile(B). After establishing attacker control at the end of Blue Hallway, Twitch will be positioned in a great spot to both, eliminate the defending teams Bandit, as well as isolate defenders inside of Wine(A) and Connector while teammates breach the Snowmobile(B) wall and plant defuser.
 
FRONT YARD SPAWN LOCATION:
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Twitch' on 'Chalet'. +5
Guide for playing 'Twitch' on 'Chalet'.
footwork.
footwork. footwork.
verified LV.29 Legend 1year

Guide to Playing Clash on Coastline

Coastline, the Spanish map released during Operation Velvet Shell, is widely considered to be one of the most balanced maps, but is perhaps arguably attacker favored. The map is fundamentally a large rectangle composed of two floors and two staircases. The middle is cut out, leaving a very open courtyard. This area offers attackers plenty of angles to cut off defenders, while safely positioned on the roof, so be careful when rotating.
 
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
 
CLASH’S GADGET
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
 
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
 
LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
 
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Hookah Lounge (2F) and Billiards Room (2F)
Most of the community prefers Hookah and Billiards, despite exposure to two balconies, two windows, and the roof. Navigating rotations requires a good bit of map knowledge to avoid getting caught between cross-fire. Attackers will likely push from the Hookah and Aquarium balconies, as well as up Cool Vibes stairs or through VIP hallway or Luggage hallway.
 
Castle is an essential teammate when running Clash on this site. Have Castle block off the doorway to Aquarium and move the rotate up against the West wall. Have him install a barricade on Billiards window as well. These reinforcements are key as well, and make the site rotate on this wall.
 
Hookah window is the last installment for a Castle barricade. With all of these reinforcements and Castles you are much less likely to be shot in the back while moving around.
 
Reinforce VIP hall and use Clash to stall out attackers as they attempt to push through these long hallways.
 
You can also use Clash to watch over Aquarium. This is the best place for her if none of your teammates wish to play Castle.
 
 
BOMB SITE 2 – Penthouse (2F) and Theater (2F)
While this site was previously a community favorite, as the meta has evolved it has become clear that the site is actually quite tough to hold. The large window in Penthouse makes the whole room unplayable when someone rappels upside down. This leaves defenders with Theater, VIP Room, and the “L-shaped” hallway surrounding site, as well as playing below with nitro cells. In general, reinforce all theater walls leading to the hallway and the walls on the West side of Penthouse.
 
With some anti-projectile support, like an ADS on ping, you can hold VIP hallway as long as you have these reinforcements on VIP.
 
Help to protect this hallway as well with a teammate hiding on ping or playing in Theater.
 
Hall of Fame becomes playable for Clash with Bathroom reinforced. But if an attacker is rappelled on Penthouse window, scoot on out. A Castle barricade there can help bide you some time.
 
From hall of Fame you can peek VIP balcony to support anyone playing in VIP or looking to pull off a surprise run out on Hookah Balcony.
 
If you don't have a Castle, or the window is otherwise opened, peek the AC unit on ping. You can also deny attackers from rappelling in the window to plant!
 
 
BOMB SITE 3 – Kitchen (1F) and Service Entrance (1F)
This is my personal favorite. It does, however, require a coordinated team. Otherwise attackers may successfully pull off a rush plant in Service doorway. Other than that, watch for attackers cutting off rotations from Kitchen window, breaching the floor above, and flanking through Lobby or the Bars.
 
Start off the round with a bold peek onto attackers spawning in Parking. Just don't linger!
 
The main plant tends to go down in Service. Reinforce Supplies and play on ping using the bottom of the wall to cover your feet if staggered.
 
These two reinforcements allow you to play in bathroom and even push into the doorway to watch Lobby.
 
If you have a Castle, a barricade here will keep you from getting shot in the back while you do your job.
 
 
BOMB SITE 4 – Blue Bar (1F) and Sunrise Bar (1F)
Though this site is a bit less popular, it is actually quite strong, so long as your team practices it regularly. It is similar to Penthouse and Theater, but objectively better; it just takes practice. Blue Bar, similar to Penthouse, is nigh impossible to play in due to the window; avoid contesting attackers outside unnecessarily. But Sunrise is larger and safer to hold than Theater. Office, like VIP, can be played to delay and control the flank, but has better cover. Unlike Theater and Penthouse, you also have the option of playing above until inevitably falling back. This can be challenging so your team may choose to spread out on first floor instead, flanking attackers upstairs or collapsing on them during their execute.
 
Reinforce these walls and the one on ping, with a rotate here so Clash doesn't have to worry about getting shot by attackers from outside.
 
This finishes the Couch setup. Reinforce the wall in the Northwest corner on ping too, preferably, sticking a Smoke or a Wamai there with a shield. They may need your help.
 
A teammate on Cool Vibes may need your support as well. You can help them out so long as a Castle barricades these two doorways. Be mindful of flanks coming from Kitchen.
 
The third Castle barricade should be placed here to protect an anchor playing on ping. They can use these two holes in Blue Bar wall to cover site.
 
You can also assist your teammate holding Offices. Just be sure Offices wall and Hatch are reinforced.

Guide to Playing Clash on Coastline +21
Guide to Playing Clash on Coastline
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 1year

Nice head dink

Dink

Nice head dink
Nice head dink
FutureGageYT
FutureGageYT FutureGageYT
LV.5 Epic 1year

im looking for a team

you dont need to be good at the game
dont need a mic
dont be toxic to others
most recently come online
most be open for trainingen.

Poll
im looking for a team
minibackie
minibackie minibackie
LV.3 Lurker 1year

Guide to Playing Clash on Kafe Dostoyevsky

Kafe Dostoyevsky is a large, tightly-packed map with three floors, three staircases, and two roof hatches. The many rooms are a bit clustered and connected by hallways. The third floor has an open layout with a skylight above shining down on a set of balconies. The balcony railings can be safely vaulted for a quick rotate to second floor. Doing so lands you in the sizable Pillar Room which offers little in terms of cover. This open area is surrounded by a few hallways linking a cluster of rooms together. The first floor again has an open restaurant area with hallways leading to the sectioned-off Kitchen, which can be broken down into a few compartments, and the Bakery rooms.
 
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
 
CLASH'S GADGET
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
 
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
 
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
 
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Bar [3F] and Cocktail Lounge [3F]
Bar and Cocktail are typically attacked from the roof through the hatches and skylight. It is also quite common for attackers to rappel on the windows. These rappelled attackers can be countered with nitro cells or run outs. Attackers will almost always seek to establish control of Cigar Lounge, so delaying this push as long as possible is always a great strategy. Beer Fridge can be completely reinforced to protect anchors, or rotates can be opened up to keep defenders mobile. In the current meta attackers mostly push and plant Bar.
 
Piano is a heavily contested room. Play behind the couches to protect the walls.
 
You can fall back to this hallway while supporting your teammate who is playing on ping. Just be careful of the windows so you aren't shot in the back.
 
Stopping a rush or flank from coming up White stairs is a breeze with Clash!
 
If you find yourself playing in the Bar area you can ping attackers attempting to plant for teammates with nitros below. You can also watch Skylight for attackers to support your buddy in Freezer.
 
 
BOMB SITE 2 – Fireplace Hall [2F] and Mining Room [2F]
Fireplace and Mining are connected by Train Museum and surrounded by hallways. The roof of Fireplace is indestructible, but it is quite small with little cover. There are two hatches above site to reinforce, one above the hallway by Red Stairs, and one above Train. Attackers will likely take control of Cigar Lounge above to play vertically, so reinforcing the wall at the top of red stairs and playing in Cigar Lounge can help eat up utility and time. The site flooring is mostly destructible, so playing below with nitro cells is viable too. This is uncommon, making it unexpected and difficult to counter.
 
Controlling the perimeter becomes much easier with Clash to gather immense amounts of intel.
 
You can also work Red Stairs, protecting this wall, so long as the hatch in this hallway is reinforced.
 
Similarly you can help keep White Stairs secure. This works best if a teammate is playing in Reading Room.
 
Don't be afraid to snatch some info on attackers playing Bakery Roof. You can help a teammate set up a run out this way.
 
 
BOMB SITE 3 – Reading Room [2F] and Fireplace Hall [2F]
A defense of Reading and Fireplace shares a lot of overlap with a defense of Mining and Fireplace. Attackers may implement a lot of the same strategies as above, but may also focus on White Stairs more, and Pillars Room. The site can be extended laterally into Train Museum to help with flank watch. When attacking vertically, they will place more emphasis on Bar and Cocktail above Reading. The outcome of the round often depends heavily on your team's ability to delay attackers top floor without dying in the process. Roamers can also rotate to first floor and flank late in the round by coming up the stairs.
 
Again, controlling the site hallways is a very effective way to use Clash.
 
You may find yourself more suited to assisting the efforts top floor though. This wall on ping can be reinforced to protect your back while pushing into Bar. Otherwise a teammate can make a hole in it to toss a nitro cell based off your intel. You can also freely ping attackers for teammates with nitro cells below!
 
This hallway is vital to maintaining top floor control. Use these reinforcements and barbed wire. A Castle Barricade on White Stairs window keeps your back safe meanwhile.
 
Pillars is a bit of a no man's land. But Clash can work this area more safely to protect Reading wall. Reinforce the wall to the left on ping to keep from getting wall-banged if you play over here.
 
 
BOMB SITE 4 – Kitchen Service [1F] and Kitchen Cooking [1F]
Kitchen is a super spacious site surrounded by hallways. Much of the ceiling is destructible but the site itself offers plenty of equipment and protective counters for cover. Attackers may choose to focus on breaching above to clear out Cooking and breach Bakery wall to pull a plant off. Or else they may focus on the backside, breaching Freezer instead. Watch for flanks coming in Service door from the Coat Check hallway.
 
Defend Bakery as long as possible if an aggressive teammate wishes to play around here and needs your support. This reinforcement is vital so attackers cannot wall-bang you.
 
You can also play Prep instead which is less aggressive, but still very effective.
 
If Castle places a barricade here, this rotate can be opened and the end of the hall reinforced. This way You can move freely into Restaurant Bar and Coat Check hallway.
 
If you get pushed back, play around the dish pit to continue to gather intel for your teammates.

Guide to Playing Clash on Kafe Dostoyevsky +19
Guide to Playing Clash on Kafe Dostoyevsky
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 1year

Guide to Playing Clash on Outback

Outback, home to the famous Kangaroo Sandwich, is shaped like an elbow. This two-floor map contains many staircases, both inside and out. At the top left of the map you can find the Back Stairs and at the bottom right is the Garage Stairs. Where the two wings join together in the Northeast, you can find the Piano Stairs, and the Restaurant Stairs, recognizable by the massive shark. Piano and Shark Stairs are connected by an external patio which even 1 speed operators can traverse without being detected.
 
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
 
CLASH’S GADGET
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
 
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
 
LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
 
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Laundry [2F] and Games Room [2F]
The defense of this site involves extending into the surrounding rooms, particularly the power positions in Piano Room, and Showers. Hold onto the perimeter for as long as possible. Once attackers are in, it is a very quick rush to site. This means the round tends to be packed with explosive action, so focus on trading kills off fallen teammates. The main pushes come from either Bull or Dorms.
 
Deny Attackers seeking entry to Piano from Patio.
 
If they try taking the stairs instead, waltz on over to slam your big red button while yelling at them. Muppets!
 
As soon as Games wall is breached, rotate over to slow attackers desperately pushing site.
 
You can also cover Back Stairs to prevent the flank.
 
Playing Dorms works too if a teammate below is coordinating with a nitro in their pocket.
 
 
BOMB SITE 2 – Party Room [2F] and Office [2F]
Attackers mostly clear dorms to push through Games and simultaneously push Shark stairs. But watch for attackers pressuring Bull window, Electrical window, and Garage Catwalk. Be mindful of the 2 drone holes on the roof which attackers can use for grenades; one is by the Raptoil poster in Office, and the other is by the Hotel sign in Mezzanine.
 
The Mechanical Bull offers excellent cover for you in case you are staggered. You can whittle away at attackers pushing through Games or even those outside Bull Window.
 
Clash is also an excellent candidate for stalling out a Shark push. But you better have some anti-projectile protection for the drone hole above!
 
Clash can also provide excellent overwatch for Garage.
 
If they seek to flank up Garage Stairs, you know the drill. Smash that red button. And maybe the like button while your at it ;)
 
 
BOMB SITE 3 – Nature Room [1F] and Bushranger Room [1F]
These two bombsites can be distinguished by the décor found in each. The bed in Nature is adorned with a canopy of vines, while the Bushranger suite feels more like an old timey Cowboy's home. This is perhaps the worst site on this map since the whole ceiling above is destructible, and there are many flank paths to the hallways surrounding site, as well as a window cutting site in half.
 
Replacing these three barricades with Castles will help keep you from getting shot in the back while you work Reptile Hall.
 
Make sure this hatch is reinforced too.
 
Swing on over to Back Entrance to protect these walls, the main walls attackers seek to breach. A teammate can use you as cover to safely peek or shoot the hard breach off the wall.
 
Reinforce this wall in Nature and the Kitchen wall on ping. Make sure there's a rotate through Closet too!
 
 
BOMB SITE 4 – Compressor Room [1F] and Gear Store [1F]
This is hands down my favorite site to play and I believe it is an underappreciated pick, with the two upstairs sites being overrated. The East half of Gear Store and all of Convenience Store bear indestructible ceilings, making them great candidates for anchors. There does seem to be some difficulty in defending site if attackers effectively take control of Restaurant however and pull off a breach. Extend the site into Convenience and either reinforce all of Beer Fridge, or create a rotate hole and reinforce Garage.
 
Reinforce the middle panel in Beer Fridge and the single panel. Your team can situate Clash here to hold down Convenience Store.
 
Extending into Garage is easier with Clash. Reinforce Garage Wall though. And when you head this way be careful of the rafters above.
 
These reinforcements and rotates complete the setup. Make sure all North-facing site walls are reinforced too.
 
You can slip into Restaurant to get intel on attackers pushing through Kitchen as well. This is great for supporting your flankers.

Guide to Playing Clash on Outback +20
Guide to Playing Clash on Outback
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 1year

Haha you thought this was a guide noob

Hahahahhahahahahhahahahahhahahahaha

Haha you thought this was a guide noob
Haha you thought this was a guide noob
NO NAME NO NAME
1year

I want tips for improving!

I try to work on my recoil control sometimes and aim for that matter, but I was wondering if I could get some tips on what I should work on other than this. I’m trying to push plat. I am currently around a gold 2-1 player.

I want tips for improving!
Gianluca Pacello Gianluca Pacello
LV.9 Nomad 1year

Guide to Playing Clash on Chalet

Chalet sees a bit of chaotic gameplay. The building is somewhat large, with three floors and three staircases, but is clustered tightly. It has plenty of windows and external balconies. All sites are all quickly accessible from outside, so having dependable anchors is vital.
 
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
 
CLASH'S GADGET
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
 
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
 
LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
 
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Master Bedroom (2F) and Office (2F)
This is one of the third-picks, since it is rather exposed to plenty of angles that attackers can safely hold from outside at a distance. To the North, attackers peek from atop the rocks by Campfire spawn; they also rappel up the balcony there to push into Master. To the East, attackers like to climb the sniper tower and climb the ladder onto the balcony just outside the Master and Office windows. There is also the catwalk South of Office that features four windows viewing over Great Room.
 
*Due to the many windows surrounding site, it is essential to use all the reinforcements mentioned to allow Clash to move around with minimal risk for being shot in the back.*
 
This Alcove is the core of your defense. Reinforce these two panels and the wall on ping. Be wary of this window.
 
Reinforce this panel and open a rotate here. This lets you move between Bathroom and the Alcove without getting shot in the back. From Bathroom, keep an eye on Ladder on ping.
 
This reinforcement and rotate keep attackers from posting outside on Office Catwalk and slicing site in half. This enables defenders to position on ping more easily.
 
Begin the round with an early peek for info on the attacker lineup. You can also give callouts to your teammates for spawnpeeks.
 
Deny attackers trying to flank up the staircase.
 
Open these two windows to slow attackers outside on Office Catwalk. You can also position between the reinforcements on ping to watch Office window.
 
Reinforce these two panels by Library to keep attackers from wallbanging you from inside Library. Have someone shotgun the hatch and use these two barbed wire placements for useful sound cues. And keep an eye on Ladder window. Flanks can come from any of these directions!
 
 
BOMB SITE 2 – Bar (1F) and Gaming Room (1F)
This is the alternative third-pick option available. It is typically held from above in Library and from the surrounding hallway and stairs. Most teams push from Bedroom to clear Library. Once they have top control they may smoke plant in Gaming or Breach Bar wall and plant in Bar instead. Flanks may come up the staircases from the basement, or through Dining.
 
Peeking this Gaming window gives you good intel on attackers outside while keeping your feet safe. But quickly fall back once attackers head to open the window on ping.
 
This reinforcement and rotate help add playable positions within Bar while still leaving plenty of lines of sight. With Clash you can anchor on ping, using the furniture as cover in case you are staggered.
 
Slow attackers pushing towards West Entrance, giving your teammates time to respond.
 
Keep an eye on the hallways surrounding site for any bold attackers daring to flank.
 
If attackers try pushing Bar through Great Hall, protect your feet with the couch while thwarting their efforts. Some barbed wire on ping makes for very useful sound cues.
 
 
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, attackers can chill outside covering from deep angles. When they’re situated on either side of the garage door, it's very uncomfortable to retake. It is also popular though for attackers to push the back side of Wine from Car Garage and Trench. Other than these two main pushes, be wary of attackers flanking any of the nearby staircases, or breaching vertically from Fireplace.
 
Once Garage is opened, use the snowmobile as cover while gathering intel on attackers outside the breach.
 
You can also use Clash to watch Blue Hall. An ADS on ping will help keep you safe.
 
Alternatively, use Clash to watch Trench. You will want the help of a teammate on ping so you are not overwhelmed though.
 
When you fall back to Wine, use the barrels as cover for your feet if needed.
 
 
BOMB SITE 4 – Kitchen (1F) and Trophy Room (1F)
Kitchen and Trophy seems to be the most popular site. Attackers tend to push above for vertical breaching above Kitchen and Dining. Trophy can be pushed through West Main Entrance and Trophy Window. The flooring in Trophy is destructible too, so Buck may flush out anchors from Car Garage. Kitchen is exposed to the window, and is also commonly flanked through Dining from Fireplace.
 
Start off the round with some early spawnpeeking through Kitchen Window to determine the attacking roster.
 
Clash can be used to slow attackers pushing down West Main Stairs or through Connector Hallway.
 
Fall back to Kitchen as long as the hatch remains shut, but if it is opened stay away from here. All West-facing Kitchen walls should be reinforced to prevent wallbangs.
 
Play here in Dining to support a teammate on ping when denying attackers flanking through Double Doors.
 
Suspect an Amaru rush? Stand in this window to prevent her from using her gadget! You can also peek outside West for useful intel. Don't linger here though! Or you will be shot in the back from the other Trophy window.

Guide to Playing Clash on Chalet +24
Guide to Playing Clash on Chalet
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 1year

r6 RANKED

need a player for placements with 4 man, high silver low gold please

r6 RANKED
anthuhnyy anthuhnyy
LV.2 Lurker 1year

Guide for playing 'Montagne' on 'Oregon'.

[DISCLAIMER: This guide is intended to be as bare bones as possible in order to give general advice to any new Rainbow Six: Siege players. In addition to this article being opinionated, I would like to also state that zero-sum strats in this game do not exist and the tell of a good Siege player is their decision making and adaptation to the changing battlefield.]
 
Oregon is a triple-level map (consisting of three floors) currently only found in ranked play. Although, this is subject to change. The map has recently undergone a rework by Ubisoft and will be left in ranked to see how viable the map is for high-level competitive play.
 
‘Montagne’ is a three armor, 1 speed, attacker. The operator is equipped with an ‘Extendable Ballistics Shield’ which provides the player with the ability to fully extend the shield down to the operators feet so that the player is completely protected from all forms of damage (excluding Toxic Canisters thrown by Smoke and Gu Mine’s thrown by Lesion). Montagne is used very heavily in the current game meta due to the operator being a virtually indestructible drone so long as supporting teammates are watching his rear flank. The most common way to use Montagne is to aggressively contest map control while being backed by additional teammates. Montagne is considered to be most valuable due to the operator being able to win a face-to-face melee duel in any situation due to the TTM (time-to-melee) being faster than the default TTM. However, this can occasionally be countered by a three speed defender if the defender has the room and free-space to out maneuver Montagne and melee him in the side while he is still in the unshielding animation.
 
If you are to be in accordance with the current meta, Montagne’s loadout should be as follows:
SECONDARY: P9 Hand-gun
UTILITY: Smoke Grenades x 2
 
ATTACKER SPAWN LOCATIONS:
 
ATTACKING: [2F] KIDS(A) - DORMS(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the north side of the building. After establishing control over all of Big Tower, attackers will breach the reinforced wall on the second floor level of Big Tower separating Attic and Big Tower. This will then provide attackers with a clear pathway through the Attic to get into the Kids(A) bomb site and plant the defuser. Montagne will assist the attacking team by establishing control inside of the Big Tower and then maintaining the attacker presence through Attic and into Kids(A). After breaching Big Tower through the first floor, Monty should communicate with teammates to eliminate off-site defenders and isolate the Big Tower from all defensive presence. After doing so, attackers will breach the reinforced wall separating 2F Attic and Big Tower so that Montagne can steadily work the attacking teams primary pressure deeper into Attic. This will provide attackers with steady intel as well as a mobile shield for which attacking entry fraggers can use as cover in Attic while taking control of Attic. Montagne will then coordinate with supporting teammates to eliminate defenders inside of Kids(A) and plant the defuser.
 
CONSTRUCTION SPAWN LOCATION:
 
ATTACKING: [1F] KITCHEN(A) - DINING(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Small tower located on the western most part of the building. After establishing control over Small Tower, attackers will attempt to breach the reinforced wall inside of 1F Small tower which separates the first floor Small Tower and Kitchen(A) bomb site. Montagne’s sole responsibility on this bomb site will be to protect the attacking teams hard breacher while they open the reinforced wall separating Dining(B) and Small Tower. To do this, attackers will start the round by clearing the Small Tower of defending roamers. Montagne should breach the Small Tower on the first floor through the outdoor patio doorway leading into the building from Junkyard. After doing so, the player will communicate with supporting teammates to establish full attacker control inside of the Small Tower. Montagne will then reposition inside of the doorway connecting Small Tower to Dining(B) so as to block the doorway and maintain this positioning to prevent the defending team from being able to quickly ‘swing’ the Dining-Small Tower door and eliminate the attackers hard breacher while they are placing their gadget. After the reinforced wall has been breached, Montagne should press deeper into Dining(B) so as to be a buffer between the defenders and the attacking teammate planting the defuser. Think of Montagne as acting like a linebacker for the attacking team.
 
JUNKYARD SPAWN LOCATION:
 
ATTACKING: [1F] MEETING(A) - KITCHEN(B)
The primary route of attack on this bomb site will be by the attacking team entering the building through the Big Tower located on the northernmost side of the building. After establishing control over the first floor Big Tower (T1), attackers will proceed to breach the reinforced wall separating the first floor level of Big Tower and the Meeting(A) bomb site. Montagne will play a very similar role on this bomb site as was played on the previously mentioned Kitchen-Dining. The difference here will be in the positioning. Instead of Small Tower control, attackers will focus control of the Big Tower. Montagne will assist the attacking team in gaining control over Big Tower identical to the way the operator did it on the previously mentioned Kids-Dorms. After attackers have full control over the Big Tower, Montagne will reposition himself in the doorway connecting Meeting(A) to Kitchen hallway. This will not only prevent defenders from being able to flank attackers through Kitchen Hallway, but Montagne will also be well positioned to gather intel on the positions of defenders playing inside of Meeting(A).
 
NOTE: Montagne needs to be supported in this position as he can be easily flanked and exposed to defenders flanking Kitchen Hallway from Kitchen(B). Attackers MUST, at all times, have flank protection on the Kitchen(B) doorway in order to maintain Big Tower control.
 
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). The key to a successful attacking round in the basement is to have a multi-directional assault while also having a really heavy primary assault. Montagne will be assisting attackers with their primary assault inside of construction. After the attacking team has cleared construction of the defensive presence, Montagne will take up a position inside of (or in some cases, a little bit past) the doorway connecting Single Pillar to construction. This will provide attackers with two highly valuable advantages. The first (and in my opinion, most valuable) advantage is that Montagne will be in an actionable position to not only gather real-time intel, but to also act on it if and when the opportunity arises. Secondarily, Montagne will be protecting the flank of additional teammates positioned inside of Construction while they are breaching the primary Supply(B) wall separating the bomb site and Construction. Montagne should maintain pressure at the bottom of Big Tower most aggressively AFTER the Construction wall has been breached. This is important timing as the player will have the best windows of opportunity when the enemy team is in their highest moments of chaos. This is because defenders will have to spend time, movement, and attention to restructuring their defense to fit with the lost map control.
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Montagne' on 'Oregon'. +4
Guide for playing 'Montagne' on 'Oregon'.
footwork.
footwork. footwork.
verified LV.29 Legend 1year

Guide to Playing Clash on Border

Home to the infamous annoying loud speaker, Border was released during Operation Dust Line. A bit on the smaller side, with only two floors and two staircases, the map favors plenty of close quarter combat. Border also sees attackers playing from outside for a large portion of the round, either holding flanks or pressuring site windows, thus run outs are quite common. The majority of the walls and floors in this map are destructible, so vertical play is essential.
 
Clash, the menacing wall of a defender, was released during Operation Grim Sky. She is a three armor, one speed operator, but with her shield out suffers an even greater speed penalty in exchange for some serious protection. Her primary function is crowd control, delaying attackers while providing incredible intel for her team. Her potential for teamplay is amazing, but in some sense can be considered a liability as her fragging capability is quite low.
 
CLASH'S GADGET
Clash’s Crowd Control Electro Shield, or CCE Shield, is very frustrating for attackers to deal with and requires significant coordination. When equipped, Clash’s front and sides are protected, and she can zap all attackers she is facing within a 12 meter distance, but she cannot melee, or use her gun. Her zaps slows attackers significantly and deal 5 damage per tick. The charge depletes completely within 5 seconds of continuous use, and after a brief delay begins to recharge at 20% per second. If the battery drains completely, you must wait until it is full before using it again. Keep your distance, and pace your battery so you are not easily rushed when it has drained. Keep in mind, when attackers are on rappel, you can deny their entry by standing in front of the window. You can also use your shield to trigger claymores; you will take some damage, but it is not lethal
 
CLASH’S COUNTERS & COUNTERING THEM
Thatcher’s EMPs and Twitch’s drone both temporarily disable your shield’s ability to zap. Kali’s rifle, Zofia’s concussion grenades, and enemy melee hits all stagger Clash, swinging her shield to the right, leaving her feet vulnerable. When this happens, turn left. A good tactic to deal with these scenarios is to stand behind cover that protects your legs, like deployable shields. Nomad, Capitao, and Gridlock are all serious threats, along with explosives, and flash bangs. Stay on the move and near anti-projectile gadgets.
 
LOADOUT
Clash brings the SPSMG9, a solid machine pistol equipped with a clean reflex sight and the flash hider. Generally you want to avoid taking gun fights with Clash, but in some situations it is necessary. It is also good for shooting drones and attacker gadgets. Whenever forced to whip out your gun, preferably duck into cover, or if necessary, spin left and crouch so your shield keeps you safe meanwhile.
 
Barbed wire is always a great secondary to bring with Clash due to its synergy with the CCE, but Impact Grenades are sometimes necessary for rotates, and can also be used to impact trick hatches or certain site walls. Practice using impact grenades perfectly so you can walk through the rotate without crouching or vaulting.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Customs Inspections [1F] and Supply Room [1F]
This site is commonly the third pick, but can be a good early pick to catch opponents off-guard if your team has a rehearsed strat. Attackers will breach Detention wall and may breach the East Customs wall from Passport Check so reinforce these and reinforce Supply wall at the bottom of Metal Stairs. Hatches can be played open if you have significant upstairs roam presence or reinforced if you have good intel upstairs and a few anchors with nitro cells.
 
Pairing Castle with Clash here gives her much more freedom to move around. Have Castle place one at the top and bottom of Metal Stairs, and one on Workshop door on ping.
 
With the previously mentioned Castle Barricades and these reinforcements, Clash can slow attackers in CCTV and ping them for anchors with nitro cells.
 
Clash can safely navigate Blue Hall, gathering plenty of intel, and protecting the flank. Use the desk on ping to protect your feet if staggered.
 
This entire wall should be reinforced. Once opened, Clash can gather intel on attackers trying to push in and stall them out.
 
 
BOMB SITE 2 – Ventilation Room [1F] and Workshop [1F]
The most popular second choice, Vents and Workshop are a spacious site, and include Server Room in between. Since Vents itself is dangerous to play in, hold it from above in Armory Lockers. East Workshop wall should be reinforced, but a coordinated team may leave it soft and even create a rotate hole to bathroom, instead saving their reinforcements for elsewhere. Either way be sure someone is keeping an eye on Bathroom so attackers cannot freely breach the flank.
 
Clash can watch here and stall attackers foolish enough to push through. These reinforcements allow you to safely move out to the hallway.
 
After swinging out you can stall attackers pushing down the staircase or through Blue Hall.
 
Reinforcing Customs helps control the perimeter, which is essential for Clash so you aren't easily shot in the back. You can also head over to the window on ping to gather intel on attackers outside.
 
Some attacking teams attempt to open the backside wall. Some defending teams like to extend site into Bathroom. Either way Clash can be useful in securing the flank.
 
 
BOMB SITE 3 – Bathroom [1F] and Tellers [1F]
This site is almost unplayable but could potentially be defended well enough with a solid vertical hold from Offices. To do so, a few teammates need to invest plenty of utility upstairs. But if you are less comfortable with this site in general, extend laterally instead into Customs by reinforcing Detention, or Server Room using reinforcements along with a teammate on Server wall. Generally, this site favors aggressive defending teams.
 
Start off the round nabbing some early intel on attackers pushing Tellers Window.
 
The default plant is behind this fridge. Clash can keep watch for an attempt to pull this off. You can also peek the breach once opened.
 
Extending site into Servers and reinforcing Servers wall gives defenders more room to control the perimeter. Clash can stop attackers from flanking site through Exit Hall.
 
With Blue Hall under control, you can position aggressively in Waiting Room to stall out flanks coming from this direction. The benches offer plenty of cover in case you are staggered.
 
 
BOMB SITE 4 – Armory Lockers [2F] and Archives [2F]
Finally, we arrive at the preferred bomb site! Attackers almost always push this site by taking control of Security and West balcony, then breaching Lockers wall. Sometimes, they will push Archives door and window, and may or may not take control of Offices before breaching Archives. This site is best defended by extending into Offices, or otherwise having an off-site anchor in Security with a bit of utility to delay as long as possible.
 
Stepping out onto West Balcony for a quick spawnpeek can score a teammate a kill or at least ID some of the attackers.
 
As your battery recharges back off to hear, but be super careful to avoid exposing your back to Lockers window if attackers are rappelling there!
 
Clash is also great for keeping attackers from pushing up Metal Stairs. To help her play this hallway reinforce all the walls under the default cam.
 
With all 4 corner walls reinforced, Clash can slide over to stall attackers trying to push up the hallway. This is only really effective if your team reinforces the Offices balcony walls so attackers cannot easily circumvent you.
 
You can also stall out attackers flanking from East balcony. This push is less common, but if you get a whiff of attackers focusing this side, rotate on over to help. Otherwise, feel free to stand here as cover for defenders looking for a tasty spawn peek!

Guide to Playing Clash on Border +20
Guide to Playing Clash on Border
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 1year

Guide for playing 'Montagne' 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 of the map 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.
 
‘Montagne’ is a three armor, 1 speed, attacker. The operator is equipped with an ‘Extendable Ballistics Shield’ which provides the player with the ability to fully extend the shield down to the operators feet so that the player is completely protected from all forms of damage (excluding Toxic Canisters thrown by Smoke and Gu Mine’s thrown by Lesion). Montagne is used very heavily in the current game meta due to the operator being a virtually indestructible drone so long as supporting teammates are watching his rear flank. The most common way to use Montagne is to aggressively contest map control while being backed by additional teammates. Montagne is considered to be most valuable due to the operator being able to win a face-to-face melee duel in any situation due to the TTM (time-to-melee) being faster than the default TTM. However, this can occasionally be countered by a three speed defender if the defender has the room and free-space to out maneuver Montagne and melee him in the side while he is still in the unshielding animation.
 
If you are to be in accordance with the current meta, Montagne’s loadout should be as follows:
SECONDARY: P9 Hand-gun
UTILITY: Smoke Grenades x 2
 
ATTACKER 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. Montagne will be the head of the attacking teams primary assault inside of Mechanical Bull. The player should breach the objective building through the second floor level of Garage and then steadily work their way from Garage through Office and Electrical. Additional attacking members should back Montagne as he maneuvers through the eastern portion of the second floor. This is because Montagne will be most valuable when he has teammates that he can provide actionable information to. After attackers have isolated defenders back into the bomb site, Montagne should maintain a position inside of the doorway connecting Mechanical Bull (‘Bull’) and Games(B). This will ensure flank protection for the attacking teams hard breacher while they open the reinforced Games(B) wall. Alternatively, Montagne could be positioned inside of Piano while having an additional support teammate like Thatcher or Capitao taking up Monty’s original position in Bull. However, this is an ideal way to protect the hard breacher in Bull as defenders still have the potential to swing on the Thermite as opposed to Monty being able to physically block the doorway.
 
FUEL PUMPS SPAWN LOCATION:
 
ATTACKING: [2F] PARTY(A) - OFFICE(B)
The primary route of attack on this bomb site will be by the attacking team essentially executing the inverse attack plan used on the previous bomb site; the only difference here being over which rooms attackers need to establish control over. To ensure protection from any possible flanks, attackers should clear all second floor rooms west of Mechanical Bull and Shark Stairs and place some type of flank protection on Shark and Yellow Stairs - this is commonly taken care of by bringing a Nomad or Gridlock. Montagne will also mirror the attacking strategy used on the previously mentioned Laundry-Games. After attackers have successfully isolated defenders back into Bull, Montagne should maintain positioning in the same doorway as the previous site - only opposite in direction, so that the player is inside of Games and facing Mechanical Bull. This will accomplish the exact same purpose as used on the previous bomb site, only this time the player will push deeper into Bull after the wall has been breached and then take up a new position inside of the doorway connecting Mechanical Bull to Office(B). This will enable the attacking teams hard breacher to then open the reinforced wall separating Party(A) and Mechanical Bull without having to worry about exposure on their right-hand flank through the Office(B) bomb site. Monty will want to keep in mind his exposure to defenders in Party(A) after the wall has been breached and reposition himself accordingly. Typically, it is optimal for Montagne to push even deeper into Office(B) while this is going on and maintain a passive position inside of Office(B) so as to spend the remainder of the round as a reliable intel source.
 
CAMPING 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. This will expose defending anchors inside of Bushranger(B) and Nature(A) to vertical angles. Montagne will be used very simply on this bomb site by acting as a passive flank-watch (NOT TO BE CONFUSED WITH FLANK PROTECTION: Flank PROTECTION should eliminate the threat whereas flank WATCH should monitor for threat). The player should breach the objective building through first floor Reception and maintain positioning inside of the doorway connecting Reception to Reptile Hallway for the entire round. Although this may seem pointless, the influence this positioning has is incredibly valuable. This is because Montagne will essentially be removing Reception from the map for all on-site defenders, while also maintaining good positioning to flank WATCH on the bottom of Piano stairs. I emphasize the flank watch aspect of this role so heavily because, although this can be an influential position for Montagne, it is only as valuable as your teammates are capable of acting on the intel you provide. Attackers on the second floor will need to be hyper-aware of your callouts on the first floor to eliminate exposed defenders on Piano; otherwise, Montagne’s positioning is essentially nullified and the operator is wasted.
 
STORAGE 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). Montagne will be used by the attacking team to establish the attacking teams initial presence inside of Compressor(A) .Monty should breach the objective building through first floor Reception and work his way through First floor Garage, near Lockers. The player will then need to stop and wait for the rest of the attacking team while they clear the second floor portion of Garage, otherwise Montagne can be easily exposed to defenders on the catwalk. After attackers have established full control over Garage, Montagne should maintain a Position inside of the doorway connecting Garage and Compressor(A). Attackers will then breach the reinforced wall separating Compressor(A) and Kitchen so as to allow themselves to pinch defenders back into Gear(B). After defenders are isolated to the secondary bomb site, Montagne will maintain the pressure on defenders by pressing deeper into Compressor(A) and physically block the doorway connecting the two bomb sites while an additional attacker plants the defuser behind the compressor.
 
 
Thank you for reading and I hope this was helpful for you guys.
 
If you are interested in more content or want to ask me questions, you can always find me on Twitch or connect with me via discord - I always enjoy discussing Siege with fellow enthusiasts; regardless of skill level.
 
Discord - https://discord.com/invite/TjGAPdM
Twitch - https://www.twitch.tv/footwork6

Guide for playing 'Montagne' on 'Outback'. +4
Guide for playing 'Montagne' on 'Outback'.
footwork.
footwork. footwork.
verified LV.29 Legend 1year

Operator guide-Clash

So I wanna make some guides to a couple of operators that I play a lot or ones that I don't play as much but know a fair amount about and my first one is gonna be on clash since she's probably one of my favourite defenders, yes you can call me toxic 😂
So clash is a 3 armour and 1 speed operator that can either be played close/on site to hold things down and slow any pushes or rushes. However, if you got a Co ordinated 5 stack then she can be used off of site to hold high traffic areas that the enemies are guaranteed to push, such as cigar when defending fireplace on kafe. Clash is a very support type operator so don't play her if you want to frag out.
The most common mistake I see people do is they always want to turtle and 360 the enemies but that's not the best way to utilise clash, she should be used to hold map control and slow down the push and basically try waste both the enemies time and utility. If the enemies take 2 minutes to clear you out of an area then they have 1 minute to open breach, try clear any extra roamers and get onto site and plant all while having used a bunch of utility on you, which makes it a lot worse for them.
Another important thing about clash is that leaving her alive in a 1vX situation is not optimal as her strength is not clutching, although it is possible but when you play clash you should expect to die sooner than the other players and should never be last alive without at least 1 extra person with you. Expecting to die in a game like siege sounds a bit stupid but clash is nothing but a time and utility waste so as long as you waste a good chunk of time and utility then it's not too bad dying.
Something that I do as clash is when holding an area, such as prep room/bakery on kafe I usually like to have someone behind me ready to peak so that they can kill the enemy and I can push up again and be aggressive and a pain in the arse to the enemies.
Those are basically the main points I wanted to make about clash, she is a basic and easy to play operator but she is really good when in the right hands. To sum it up in short, play either close to site where the enemies will push or hold above site where the enemies will push to get vertical control, waste the enemies time and utility, you shouldn't be the last alive, clutching is not optimal as clash, expect to die and try have someone play close.
Hope this helps some people with their clash play and maybe even get more people playing clash.

Operator guide-Clash
Shade Dizzy
Shade Dizzy Shade Dizzy
LV.31 Shotcaller 1year
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