Advertisement
Pilz

Siege new player intro setup

May 17th, 2018
311
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 13.03 KB | None | 0 0
  1. What operators are good?
  2. tl;dr: almost all have their uses but some are better introductions to the game than others.
  3.  
  4. OFFENSE
  5. -Thatcher is the BEST operator in the game for taking out clustered enemy electronics with EMP grenades. Twitch and IQ are also sometimes suggested as replacements, but IQ's gadget only allows her to see the locations of nearby electronics - she still has to shoot them. Twitch has drones that can fire small taser darts that can be used to destroy enemy gadgets, but she still has to drive her drone around until she can get near enough and her drone is easily destroyed or defended against.
  6.  
  7. -Thermite and Hibana are the ONLY operators that can breach reinforced walls and hatches. Hibana is currently the better option at higher levels but Thermite is more consistent and they're working to make Thermite a high-level option just as much as Hibana is. In particular some weird shit can happen when using Hibana's charges to make a hole big enough for you to get through, whereas Thermite ONLY makes big holes.
  8.  
  9. Additional Offense Choices:
  10. -Sledge's sledgehammer can be used to knock holes in soft walls and floors, helping you learn map layouts, how to play vertically, and he's got decent guns.
  11.  
  12. -Buck is similar to sledge, but since he uses an underslung shotgun he can also shoot out ceilings.
  13.  
  14. -Ash is 3-speed and has good guns. If you want to rush she's probably one of the cheaper options for such a thing. Be ready for everyone to make fun of you because Ash Mains are also a meme. Ash's gadget is a small, single-shot grenade launcher that can blow holes in soft cover, Castle Barricades, boarded up doors and windows, and deployable shields.
  15.  
  16. -IQ and Twitch can help with learning spots for Cameras and have decent guns. Twitch has possibly the best AR in the game. IQ is a 3-speed and may be a better option to learning rush-y strats to Ash. IQ is also one of the only operators in the game with access to fragmentation grenades.
  17.  
  18. -Fuze's gadget is a small device that can be planted in soft walls, floors, or on boarded up or castle barricaded windows and doors. After activation, it spits out small explosive charges through the wall, devastating a fairly large area. Fuse also has a choice to take a shield in place of his primary weapon, allowing him to act as a distraction while teammates set up a crossfire or flank. Crouching with the shield will ensure almost all of fuse's body is covered except for the hand holding his pistol. Note that Fuze should not be taken on the hostage game type until you know the map very, very well. Do not blow up the hostage. DO NOT BLOW UP THE HOSTAGE.
  19.  
  20. -Dokkaebi, Lion, and Finka both have abilities that are easy to use and give massive assistance to teammates. Their guns aren't great, on the other hand. Best to do research outside this guide if you wish to choose any of these three.
  21.  
  22. DEFENCE
  23. -Mute places down jammers that prevent remote-operated devices from working in an AOE around the device. This includes Thermite and Hibana's breaching items, regular breaching charges, drones, etc. This does not include grenades. In addition, Mute jammers just temporarily disable these things - if the jammer is shot, the drones reactivate and thermite/hibana's charges can be detonated. A jammed drone is very easy to shoot, however. Mute makes a good starting Anchor because of his 2 speed 2 armour and generally good utility.
  24.  
  25. -Bandit has car batteries that can be placed on reinforced walls, barbed wire, deployable shields, and maybe some other stuff I'm forgetting. Enemies who touch the electrified area are hurt for a small amount of damage while any electrical gizmos that touch it are immediately destroyed. Unlike Mute's jammers though, items affected by this ability have a visible 'lighting' effect to indicate they're all zappy. Bandit is a 3-speed and can be used as an effective Roamer
  26.  
  27. -Rook is one of the best operators in the game for new players IMO. He's a 3-armour anchor whose ability allows him to place down a bag with extra armour in it. Put the bag down at the start of your setup phase and let your team enjoy the near free benefit you bring to the team. You also have good guns and are one of the only defenders that can equip an ACOG scope (see equipment below for more info)
  28.  
  29. Additional Defense Choices:
  30. -Doc is another option for a good starting Anchor. Decent guns, can pick himself up from down but not out with a heal dart, can shoot other players with heal darts to heal them or pick them up from DBNO from range.
  31.  
  32. -Kapkan is a 2-speed, 2-armour Russian with reasonable weapons and a backpack full of laser tripwire mines. Place mines on doors and windows to slow or deter enemy progress, then find a good spot to lie in wait for the enemy. If time gets short and the attackers start to rush, they might kill themselves by tripping your mines.
  33.  
  34. -Valkyrie has small cameras she can throw around the map. This can be a great way to learn how to attack opponents when they're still outside. She is DLC, however.
  35.  
  36. -Lesion slowly gains charges for his gadget over the course of a round, up to a maximum of 7. these invisible needle mines trigger when an enemy walks near them, making a distinctive sound and poisoning the enemy. The poison does 10 damage on impact and then a small amount of damage per second until the player holds F for a few seconds to remove the needle from their thigh. The poison also prevents them from sprinting and interrupts certain animations. The position of mines is shown on Lesion's HUD. The sound and visual indicators can help Lesion locate enemy forces and direct flankers against them or shoot them himself. his guns are nothing to write home about, though.
  37.  
  38. - Yaeger is similar to bandit and also has one of the only ARs on the defending team. His gadget shoots grenades out of the air after being placed and are very 'fire and forget'. You simply fortify a wall or two, drop your gadgets around the objective area or wherever it looks like your anchors will be hunkering down, and then leave site to roam. Even if you absolutely fuck up, at least your gadget is still an obstacle.
  39.  
  40. Do not play Tachanka. I know he looks fun but he's so bad that it's a meme.
  41.  
  42. TERMINOLOGY
  43. Anchors are typically 3-armour operators. They generally hunker down on or near the point to defend it from an immediate assault. Roamers are typically 3-speed operators, and thus are faster and harder to hear coming. A roamer's job is to roam throughout the map and try to get juicy flanks on the enemy. In an ideal situation, the attackers will be caught between the anchors and a roamer or two.
  44. Cover has two types: hard and soft. Soft can be shot through, hard can't. In general if it looks like it's made out of wood it's probably soft cover. Quick melee can be used to double-check. If you make a hole, it's soft cover.
  45. Drywall work: blowing up/destroying soft cover to shape the battlefield.
  46.  
  47. GUNS AND EQUIPMENT
  48. Guns can be modified with selected attachments and each op gets to choose one of two deployable gadgets to bring along.
  49.  
  50. Primary Gun Choices:
  51. Assault Rifles: The generic gun for attackers. Usually the 'best' option, though stats vary. Better at longer-range.
  52. SMGs: The generic gun for defenders. Usually the 'best' option, though stats vary. Generally better at shorter ranges.
  53. Shotguns: Shoot buckshot, save for the BOSG which fires a single slug and is basically a DMR. Bit unreliable, but good for doing drywall work.
  54. LMGs: Large Machine Guns shoot many bullet, are not particularly accurate, but are fun to shoot. Don't expect to be the very best there ever was, though.
  55. DMR: Designated Marksman Rifle. Single-shot, good for long-range. Generally not used outside of Glaz and Blackbeard. And Dokkaebi.
  56.  
  57. Secondary Gun Choices:
  58. Pistols: It's a pistol, normally with around 12 shots or so. Put a silencer on it if you want to use it to take out cameras or gadgets while being sneaky. Headshots kill people regardless of caliber. Will soon give you a speed buff if you have them out.
  59. Machine Pistols: Pistols that vomit bullets. Spray and pray. Sometimes they're even a bit accurate.
  60. Shotguns: Some people have a shotgun sidearm option. S'aight for utility purposes.
  61. Revolvers: Pistols with less bullets, slower fire rates, and higher damage. Probably better off with a pistol unfortunately.
  62.  
  63. Sights and Scopes: There are two types, ACOG and not-ACOG. ACOG is 2x magnification which can make it harder to control recoil but it's better in almost every situation. Otherwise the sights are cosmetic - choose the one you prefer.
  64.  
  65. Barrels: Flash hiders mitigate small-burst recoil and somewhat dampen the visual effects from firing your gun. Chances are this is the barrel you want. Suppressors make the gun's firing sound quieter and prevent the enemy getting directional warnings when bullets whizz past their head, but you take a damage penalty. Muzzle brake gives a high amount of recoil damping but only on the first shot. The long barrel is for full auto.
  66.  
  67. Stocks: Vertical stock lowers your spread. Angled lowers the time it takes you to Aim Down Sights - ADS time. Vertical stock is almost always the best choice.
  68.  
  69. Laser Sights: Make your gun easier to aim and actually lower the gun's spread slightly but everyone can see the laser resting on the wall. This can give away your position if you're not careful.
  70.  
  71. DEPLOYABLES:
  72. Offensive Deployables:
  73. -Frag Grenades: Can be cooked, do decent damage and can be used to take out clusters of people or gadgets. Can also be used to blow open hatches if you're clever about it.
  74. -Breaching Charges: Can be placed on boarded up windows, castle barricades, or unreinforced soft walls or hatches. Remotely detonated.
  75. -Flashbang Grenades: You throw, they make bright light. People who look at light are temporarily blinded. Do not do this to teammates.
  76. -Smoke Grenades: Not to be confused with Smoke's Grenades. Create Grey smoke that obscures vision. Useful for covering movement or blocking sightlines. Glaz has a special scope that can see through smoke. If you have a glaz maybe bring extra smoke.
  77. -Claymore Mines: You put these down on the ground. After a moment, they'll activate and project a short cone of red light. When an enemy walks into the light the mine goes boom and usually so do they. Use them to protect your flank from a cheeky roamer but remember that careful roamers will just shoot them and continue on their merry way.
  78.  
  79. Defensive Deployables:
  80. -Impact Grenades: Decent damage, grenades that go off on impact. Best used for blowing open holes or hatches to escape through, can be used for confirming kills.
  81. -Nitro Charges: Throw, then detonate with G. Can be detonated in the air. Generally used like a bigger grenade- chuck it through a window or hatch where your enemies are lurking then detonate it and pulp them. Like other explosives can be used to blow open holes to escape or shoot through.
  82. -Razor Wire: Slows enemy movement and makes noise and moves whenever anyone walks through it. Use it to get an early warning about enemy movement. Can be destroyed with 2 melee hits or explosives.
  83. -Deployable Shield: Small, waist-height bulletproof shield. Can be used to block off doorways, forcing enemies to vault throu.gh and preventing twitch from driving her drone through the doorway. I like them, but they're not really viewed as a 'good' option.
  84. -Bulletproof Camera: Coming in the next major release. Camera in a bulletproof casing. Camera can be destroyed by being melee'd, with explosives, or by shooting in a gap in the bulletproof casing around the sides of the gadget. The camera can be stuck on walls or the floor and can see through smoke.
  85.  
  86. In addition to these, Attackers have 2 remote drones. One drone will be deployed at the start of a round and is used for scouting during the setup phase. If it survives the setup phase it continues to be useable. Defenders have 2 reinforcements they can put on hatches or sections of wall to convert them into hard cover. Hatches and Walls reinforced in this way cannot be broken, save by Thermite or Hibana.
  87.  
  88.  
  89. GAME TYPES:
  90. Bomb: The mode used in Ranked/Competitive. Two rooms on the map, generally next to each other, have a bomb in them. Defend the bomb until time runs out or the defuser is destroyed. Attackers have to try and plant the defuser in one of the two rooms then defend it until it defuses the bombs. Defenders can run up to the defuser and defuse it by activating a somewhat long animation during which they are vulnerable.
  91. Hostage: Defenders have a hostage. Attackers have to grab the hostage and run with them to an exit point. Attackers running with the hostage can only use their sidearm. IF someone shoots the hostage and they die, the team that killed the hostage loses.
  92. Biohazard Container: Basically king of the hill. There's a container in one room. The attackers want to be in the room for a certain amount of time without defenders entering to win. The defenders want to keep them out.
  93.  
  94. Note that any game type can be won if the entire opposing team dies. On the other hand, defenders who ignore the objective put themselves at risk of getting backdoored.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement