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Guides Guide to playing "Rook" in "Bank"
Bank consists of an underground, first, and second floors. The first floor is larger than the underground and second floors. Therefore, the attackers tend to favor certain routes more than others. The defenders’ play style should be to wait for these attackers and catch them during their advance. Mira’s Black Mirrors can be of great help to your team with this.
There is one objective location on the second floor, two on the first, and one in the underground. Defenders will want to favor the underground and second floors because there are less opportunities for the attackers to scout from the outside and have limited routes. The first floor is at risk of a vertical play so it tends to not be chosen as often.
▲Bank’s objective locations. The first floor is quite wide making it a good spot for roamers.
Rook is an operator that can give his team Armor Packs and is typically played as a support. Operators with Armor Packs equipped have their defense stats raised by 20% and go into an injured state if damage was taken by anything other than a headshot or melee attack. Simply laying down your Armor Packs is sufficient, but try to at least put them down in a spot your team can easily reach.
Rook’s primary weapon used to be able to equip the ACOG sight which enabled Rook to play a sniper role as well. After the Shadow Legacy update, Rook has had some changes to his sight options. The P90 can equip the Scope 1.5x while the MP5 can equip the 2.0x. The ACOG used to magnify your sights by 3.0x, so the sight changes can be seen as a big nerf. If you plan on playing Rook as a sniper, take the MP5 and Scope 2.0x.
▲The P90 can no longer use the ACOG sight making it a worse option.
▲The MP5 can use the 2.0x which salvages some of its previous pros.
▲Don’t forget to drop Armor Packs for your team at the beginning of the match.
▣ 2F Executive Lounge ~ 2F CEO Office
There are three main attack routes you need to be aware of on the second floor. One is the Skylight Stairwell into CEO Office wall breach. Another is through the Stock Trading Room to the Hallway. The last one is a rapple from the exterior into a window. If the attackers manage to use two of these routes at the same time, it will become very hard to defend.
Make sure to reinforce the CEO Office wall and use Bandit or Kaid’s abilities as well. Stopping this wall from being breached means your team can focus on the other routes. Of course, you must also close off any potential angles the attackers might use. Mira’s Black Mirror or Castle’s Armor Panel can be used to set up this area.
Rook should be using his magnified sights to engage from medium distance. Try to wait in the Conference Room, Elevators, or Janitor Closet and catch attackers coming into the Hallway. Good use of your Impact Grenades can give you good angles the attackers won’t be expecting.
▲If the attackers are attempting to breach the CEO Office wall, Rook can use an Impact Grenade on the top wall to perform an Impact Grenade Trick.
▲If the enemy team has Kali or Glaz, be careful of gunfire from the Lobby.
▲I would recommend making a rotation from the Conference Room to the Janitor Closet.
▲Making a hole like this can allow you to scout the Stock Trading Room from the Janitor Closet.
▲Rook is best in medium to long ranges, but the attackers will often have better guns and scopes than you so be wary.
▲Don’t get too close to the Main Stairway or else you could draw fire from the upper window.
▣ 1F Staff Room ~ 1F Open Area
The combined area of both Bombsites is quite large. The Open Area is connected to the Printer Room which leads out to the exterior Back Alley, so be careful of approaches from here.
Attackers can try a vertical play from the second floor using hatches. There are three hatches in total which must be reinforced. Deploying roamers on the second floor is a good option as well. If Rook is one of the roamers, use the Hallway and try to get a wide angle.
If the attackers decide to come from the first floor Archives, they will likely try to breach the Admin Office wall. To reach the Bombsites, they must come through either the Staff Room of Open Area entrances. If Rook is playing as an anchor, use the obstacles for cover and engage entering attackers.
▲When defending the Printer Room window, having a Black Mirror here will be helpful.
▲Make a rotation between the Staff Room and Admin Office like so.
▲If you breach this wall, you can check the Printer Room window from the Staff Room.
▲There are three hatches that lead down to the first floor. Make sure your team has people covering these hatches.
▣ 1F Teller’s Office ~ 1F Archives
Here, the Bombsites are located in the middle of the floor which means no exterior windows to worry about. The objective locations also aren’t very wide and there aren’t any hatches leading down to them from the second floor. Sometimes defending teams can breach the Archives wall leading to Admin Office and use the Open Area as well to cover a large amount of ground. However, if your team does not comply simply reinforce the wall instead.
Don’t reinforce the Teller’s Office and Archives wall and instead breach it to make a rotation. This will help widen the narrow Bombsites. You can also use the Lobby right next to the Bombsites to take advantage of Rook’s range but be careful of rapple plays to the Lobby.
There aren’t any hatches that lead down directly to the Bombsites but there is a chance of a vertical play. If you choose to roam and defend the second floor, focus on the CEO Office, Executive Lounge, or Conference Room.
▲Breach this wall between both Bombsites for a nice rotation.
▲A good angle to take from the Archives. You can catch attackers coming in from the window.
▲The attackers will try to breach the Admin Office wall leading to Archives.
▲Or, they might try to breach the Office Hallway wall leading to Teller’s Office.
▲If the Teller’s Office wall was breached, take this angle. The smaller the hole, the less likely the attackers are to notice.
▲The attackers might breach the floors on the second floor to scout inside the Bombsites.
▣ B Lockers ~ B CCTV Room
There are no exterior windows and doors here. The first floor floors are also made of unbreakable material so a vertical play is impossible as well. However, there are underground Sewer or Bank Garage routes which the attackers are very likely to use. Set up your defenses carefully and stop the attackers in their tracks.
If you have a Mira on your team, get her to place a Black Mirror on the Secure Hallway between the CCTV Room and Lockers. This will allow you to see attackers coming from the CCTV Room. You can also use an Impact Grenade to make a rotation between the Lockers and Secure Hallway. You can engage the enemy coming from the Garage from the Secure Hallway.
Sometimes the attackers will try to breach the first floor hatches leading down to the underground floor. There are five hatches in total, one in each of the Admin Office, Open Area, Elevators, Skylight Stairs and Tellers rooms. There is a hatch that leads right to a Bombsite and one that leads to the Vault opposite the Bombsite so reinforce these places and deploy roamers on the first floor.
▲Rotation between the Lockers and Secure Hallway.
▲Have Mira place a Black Mirror here and scout the attackers coming from the CCTV Room.
▲You must also be careful of attackers coming from the Garage. Having a Black Mirror isn’t necessary but can be beneficial.
▲Black Mirror placement for engaging attackers coming from the Main Stairway. Again, not necessary but beneficial.
▲There are many hatches near the Open Area that allow you to see down into the Bombsite. Make sure to reinforce them.
▲You can catch attackers coming from the Sewer from the Server Room hatch.
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Guides Excerpt from 'Capitao on Outback':
"Capitao will be used similarly to the way in which the operator was used on the previously mentioned Games-Laundry bomb site by providing cover for attackers as they plant inside of Party(A).
Capitao will spawn with the rest of the attacking team at Camping and then proceed to the second floor Dorms Balcony. From here, Capitao will use his drone to assist the attacking teams entry fraggers as they roam clear the second floor of all defending roamers playing inside of Showers, Dorms, Laundry, Piano, and Games. After the aforementioned rooms have been thoroughly cleared, attackers will place flank denial on the Piano and Yellow Stairs so as to prevent dfenders from being able to flank through the back portions of the first floor.
After Games control is established, Capitao will reposition to Shark Stairs in order to eliminate defenders playing inside of Mechanical Bull. The operators most significant role will be in eliminating the defenders playing behind deployable shields inside of Bull’s Short Hallway (the open space connecting Party(A) to top Shark Stairs). Capitao will need to use his firebolts to eliminate all defenders out of this position as this will allow the attacking teams hard breacher to proceed into Mechanical Bull and breach the reinforced wall separating Bull and Party(A).
After the Party(A) wall has been opened, Capitao will use his smokebolts to smoke off the rotation hole and doorway connecting Party(A) to Office(B). This will prevent defenders from being able to contest attackers as they plant inside of Party(A).
NOTE: Similar to the previously mentioned Games-Laundry bomb site, defenders can use nitro-cell on attackers inside of Mechanical Bull and Party(A) from the first floor. Attackers may want to establish some form of map control inside of Restaurant at the start of the round to prevent this."
CAPITAO - OUTBACK
[2F] PARTY(A) - OFFICE(B)
Guides Guide to playing "Frost" in "Oregon"
Oregon has three floors: B1, 1, and 2. Each floor isn’t very big by itself but there are many stairwells between them so defending roamers will have a big impact on the game.
The Void Edge update brought a rework to this map which changed some objective locations and added a couple new routes to the Bombsites. There are four objectives in total: one on the second floor, two on the first floor, and one on the underground floor. Both of the first floor Bombsites reside in the Kitchen. Therefore, defending teams tend to prefer the second or underground floors over the first.
▲Oregon’s objective locations. Both of the first floor’s objective locations include the Kitchen.
Frost is the defenders’ signature trap operator. She can place Welcome Mats that down an enemy when stepped on. These traps are of course effective when stepped on, but they can only be placed on floors meaning careful attackers can easily avoid them. Because of this, she isn’t picked often.
However, her Welcome Mats can have a big impact when placed in front of windows. The enemy team will be forced to destroy them before vaulting the window which gives defenders the advantage in shootouts. Attackers must either use a Frag Grenade to destroy the trap or risk getting caught as soon as they enter which makes it much harder for them to use windows effectively.
First’s best primary weapon is the 9mm C1. It has a good damage stat but fairly low fire rate so it may take some time getting used to. It also has very good recoil and with the Angled Grip and Extended Barrel attachments, you can almost completely remove any recoil.
▲After the scope changes, the 9mm C1 can now equip the Scope 1.5x, though it doesn’t differ much from the non-magnified sights.
▣ 2F Kids’ Rooms ~ 2F Dorms Main Hall
There are many windows near the Bombsites which gives the attackers plenty of angles to choose from. Frost can use her Welcome Mats on some of the windows but if attackers rapple up to the windows they can easily destroy them. Placing Welcome Mats in front of windows such as the Attic or Dorm Main Hall windows will be much better.
If you have a Deployable Shield, you can create a similar set up to the windows. Place the Shield at the Bombsite entrances to force the enemy to vault over it and possibly step on one of your Welcome Mats.
You can make some good rotations by breaching the Kids’ Dorms ~ Dorm Main Hall wall and the Attic ~ Kids’ Dorms wall. However, Frost cannot breach walls without the SUPER 90 shotgun so ask your teammates to breach the walls for you.
▲A common angle for attackers to use: the Dorm Main Hall window. Place a Welcome Mat here and wait for the attackers to vault.
▲Reinforce the Attic wall and place a Welcome Mat here. Can be even more effective with an Active Defense System.
▲When defending the Attic, create this Kids’ Room rotation.
▲After securing the windows mentioned above, use the rest of your Welcome Mats with Deployable Shield.
▲Welcome Mats on top of stairs like so can actually be quite difficult to see.
▣ 1F Kitchen ~ 1F Dining Hall
Your defense strategy will vary based on which Bombsite the attackers choose to go after. If they go for the Dining Hall, they will likely try to go through the Small Tower and breach the Dining Hall wall. If they choose the Kitchen, they will concentrate their efforts on the Kitchen Corridor or Meeting Hall to begin their attack. Try to predict the attackers’ route and place Welcome Mats and Deployable Shields accordingly.
Due to the first floor placement, the objectives are at risk of a vertical play from the second floor. The Dining Hall and Kitchen are also rather apart from each other which forces defending roamers to pick one side. They will need to choose between the Small Tower Office area for the Dining Hall and the Dorm Main Hall for the Kitchen. Therefore, it is imperative that your team find the attackers’ locations quickly.
There aren’t any windows in the Bombsites for you to place Welcome Mats near. Use the Deployable Shield/Mat combo on the entrances or place your Mats somewhere else. I would recommend the Shower Corridor or Small Tower Office windows.
▲You can place a Deployable Shield and a Welcome Mat like so in the Kitchen area.
▲For the Dining Room area, set up your traps like this.
▲Attackers will often try a vertical play from the Small Tower Office so place a Welcome Mat here.
▲The Shower Corridor window.
▣ 1F Meeting Hall ~ 1F Kitchen
Again, one of the Bombsites is the Kitchen. The other Bombsite is the Meeting Hall opposite to the Dining Room. However, this doesn’t mean you can ignore the Dining Room. Defending the Kitchen will require securing the Dining Room first. However, your team will not have enough reinforcements to reinforce both the Dining Room and Kitchen walls making defense quite hard.
Attackers can come from the Big Tower and breach the Meeting Hall wall or make a vertical play from the second floor. If the attackers manage to create new angles your team will immediately lose the advantage. Try to quickly predict what routes the attackers are going to use and react accordingly.
Once again there aren’t any windows inside the Bombsites themselves for Frost to use Welcome Mats on. Use the Deployable Shield combo on the entrances or place Welcome Mats on other windows.
▲Right as the round starts create a rotation between the Bombsites.
▲Reinforce the Big Tower wall and set up a Deployable Shield.
▲Reinforcing the Big Tower wall and hatch from the Attic. You will need 5 reinforcements for the Meeting Hall alone.
▲The Security Corridor windows. Wait on top of the Dormitory stairs to catch attackers.
▲If the attackers reach the Kids’ Room hatch that leads down to Kitchen, your defenses will be at risk.
▣ B Laundry Room ~ B Supply Room
There are no exterior windows or doors which makes it a good location choice for defenders. However, there also aren’t many good places to use your Welcome Mat. Though there are many places to use Deployable Shield, picking a different operator who can use it may be the better option.
Before the rework, you could reach the underground floor through the Back Stairs, Laundry Stairs, or the Blue Bunker. The rework added the White Stairs near the Freezer in addition to these. Defending roamers can camp near these routes to ambush approaching attackers.
There are three hatches on the first floor that lead down to the underground: one each in the Lobby, Meeting Hall, and Security. Among these, the Meeting Hall hatch gives attackers the most benefit as they can use it to rush the Bombsite. Make sure your roamers cover this hatch especially well.
▲You can either reinforce this Supply Closet wall or breach it and use a Deployable Shield for shootouts.
▲Without the Deployable Shield, your Welcome Mats are pretty ineffective here.
▲The new Freezer room. The first floor Security hatch leads down to it.
▲The Meeting Hall hatch can be used to reach the Supply Room Bombsite.
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Guides Excerpt from 'Capitao on Oregon':
"Capitao will provide value to the attacking team on this bomb site by assisting Thermite in breaching the reinforced wall separating Dining(B) and Small Tower as well as then providing further support for attackers inside of Dining(B).
Capitao will spawn at Junkyard with the rest of the attacking team and then proceed to breach the objective building through Small Tower. Capitao and Thermite will use their drones to gather intel on the defensive set-up inside of Small Tower, Showers, and Showers Hallway. Up to date intel gathered by drones will be critically important for the attacking teams entry fraggers as they will be relying on the teams support players to guide them through the objective building.
After Small Tower control has been established, Capitao will then use his firebolt to prevent defenders from being able to swing the doorway connecting Small Tower to Dining(B) while Thermite places an ExoThermic Charge on the site wall. Upon breaching the Main Wall, Capitao will then use his smokebolts to smoke off the single doorway connecting Dining(B) to Kitchen(A) as well as any other rotations between the two bomb sites. This will then allow the attacking team to establish initial site control inside of Dining(B) and plant the defuser behind ‘half-wall’.
NOTE: Defenders will sometimes protect Dining(B) from Shower with a Smoke. Attackers may need to first establish attacker control inside of Showers before attempting to establish any kind of map control inside of Dining(B)."
CAPITAO - OREGON
[1F] KITCHEN(A) - DINING(B)