Rainbow Six Siege Operators: Apprentice

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Preface:

After unlocking the first set of operators, the second set becomes a little bit more expensive. This makes choices a little more difficult because it takes even more time to unlock the next operator. Now that Rainbow Six Siege is no longer a new place, the operators recommended should offer plenty of new gameplay and strategies. Compared to the novice set of operators, these operators are a little more complex, but are fairly easy to use. Following the same models of simplicity, playability, and XP, these operators will prove to be very useful to a now more experienced player.

Defenders:

Mute:

Mute is a very playable character, and is very useful in all game modes. Carring 4 signal disruptors, Mute can jam communications with remotely controlled gadgets like drones or breach charges. Each jammer has a radius of 2.25 meters, covering two reinforced walls.

 

Simplicity:

Despite Mute sounding like an easy operator to get the hang of, there are actually a few complexities that surround his signal disruptors. The complexities follow mostly with placement, which can offer more XP and objective bonuses. Also, because Mute is so playable, choosing how to best play him is a little complicated in itself.

 

Playability:

Mute, is an incredibly playable operator since he is very anti-gadget. Mute is most effective by jamming drones before they can see the objective. This needs to be done immediately after the preparation round starts. Choosing to place a jammer inside or outside a doorway affects how the game will play out. Outside offers a better chance to disable drones, but is more susceptible to being destroyed. Inside offers protection, but a drone might be able to peak at the objective. Mute’s jammers serve other purposes as well. For example: by placing signal disruptors by windows, you can counter Fuze’s cluster charges or a breach charge. Or, by placing a jammer by a reinforced wall counters operators like Thermite or Hibana. Regardless of how Mute is played, he is an incredibly playable operator with a wide breadth of play styles.

 

XP:

One of the many benefits of using Mute, is that often, gaining XP and gaining objective bonuses go hand in hand. Since Mute receives XP every time his jammer disables something, optimizing the jammers to their fullest potential is how to optimize more XP. By putting a jammer in front of a doorway to an objective, not only do you protect the objective’s location, but you also gain XP for the drones disabled. Finding areas where placing one jammer will reward a ton of XP is very possible. For example, if the enemy drones need to go up a flight of stairs, a well placed jammer can engulf most, if not all the drones trying to go up. Overall, Mute is able to rack up a handsome amount of XP, regardless of game mode.

 

Weakness & Consensus:

Despite Mute’s ability to counter numerous operators, he is still a gadget based operator himself, meaning that he has counters as well. Anti-gadget operators like Thatcher and IQ can hunt down the jammers and destroy them. Even though Mute is used to counter drones, Twitch’s drone can destroy a jammer before it becomes jammed. Also, some operators like Ash carry gadgets that are detonated automatically, not remotely. This means that the jammers will not counter them. However, this is nothing to be afraid of. Mute’s ability to rack up XP while also providing epic objective strategies will prove to have excellent synergy with any team, making him a near perfect operator.

 

Castle:

Castle is one of the more tricky operators to play, offering a more objectively intensive play style. He carries around 3 armour panels that replace a normal wooden barricade. These panels are almost completely bulletproof, are much stronger than normal barricades, and cannot have a hole punched in them. Although they are bulletproof, they are not explosive-proof. Breach charges and grenades can still destroy them.

 

Simplicity:

Castle is very simplistic, his only complexity depends on the game mode played. Like mute, he is a gadget based operator, deploying his armor plates wherever he deems necessary.

 

Playability:

The armor panels can be useful in every game mode, affecting gameplay in every way. In the Secure Area game mode, placing armor panels a little farther away from the objective can force the attackers to use some of their breaching tools earlier, deluding any surprise attack. In Bomb, Castle’s panels can fortify the area surrounding both bombs to add to their cohesion as a whole. The game mode where Castle is the most effective is Hostage. In Hostage, Castle’s panels prove more effective since heavy explosives are not likely to be used. This is because they pose a risk in injuring the hostage. This makes it so that actually reaching the hostage is very difficult, destroying any stealth that the attackers might have gained.

 

XP:

Castle is not a super ideal operator for gaining XP. The only real way to obtain XP with him is by placing the armor panels, and the armor panels being shot. However, since players often know that the armor panels are bullet proof, playerss shouldn’t expect to gain a lot of XP that way.

 

Weakness & Consensus:

The armor panels offer great counters and conservative gameplay against everything non-explosive. However, explosive operators and devices are brutal to Castle. Fuze can destroy an entire team fortified behind Castle’s panels since his cluster charges can puncture through Castle’s defences. Glaz, is the only operator whose bullets can destroy the panels after 12 shots. Melee attacks can also destroy the panels after 12 hits. The biggest weakness behind Castle, is the false sense of security behind the panels. Despite these large amount of counters, Castle is a powerful operator, who can change the flow of the match if used well.

 

Jager:

Jager is a powerful operator, who carries 3 Active Defense Systems (ADS). These ADS can intercept 2 projectiles in the air, preventing them from exploding, and can be placed on both the ground and on walls. While this gadget is incredibly useful, his primary weapons are also deadly. His 416-C carbine can be deadly at both close and long range, depending on the attachments, and the M870 shotgun has both range and stopping power.

 

Simplicity:

Being a gadget based operator, Jager is relatively simplistic. Placing the ADS by windows or doorways is an easy way to prevent projectiles from entering, and if angeled well, can also prevent the ADS from being shot right after. So overall, the only complexity is proper placement.

 

Playability:

Jager is very playable. His ADS can prevent grenades and Fuze’s cluster charges from devastating the objective in modes like Bomb and Secure Area. Generally, since non explosive operators are optimal for Hostage, whatever gadgets that could enter the room are futile. This makes capturing the objective very stressful for attackers. Also, since his weapons are very customizable, offering both long and short range, Jager can both wander and play stationary, offering a large breadth of play style.

 

XP:

The ADS can actually rack up a large amount of XP. Since each item it destroys gives the player 10 XP. So, if a attacker is using Fuze, his cluster charges can grant Jager up to 60 XP per round. Also, since both of Jager’s weapons are incredibly powerful, be prepared to gain a lot of XP from a high kill count.

 

Weaknesses & Consensus:

Jager’s ADS is countered like any other electric gadget. Operators like Twitch, IQ, and Thatcher can hunt down and destroy these ADSs. Even though the ADS can counter Thatcher’s EMP grenades, the blast from them can still go through walls and destroy the gadgets. Also, like other gadgets, one bullet from any weapon can destroy them. One downside to this amazing gadget, is that it has a light that glows bright red, making it pretty noticeable from a distance. However, since this operator’s only downside is that the gadget can be destroyed, everything else should demonstrate why Jager is still an incredibly powerful operator.

 

Attackers:

Twitch

Twitch is an operator that offers a lot. She has two shock drones that replace the operators normal drones. One spawns in the preparation phase, while Twitch carries the other. These drones carry 5 shock darts that can destroy gadgets, and hurt operators. Although these drones can not jump like the other drones, they are much quieter, and easier to control. In addition to these two drones, Twitch also carries two powerful rifles, the F2, fully automatic assault rifle, and the 417 marksman rifle. The F2 is has one of the highest firing rates in the game, and combined with heavy damage, the weapon is a destructive force. The 417 rifle is very powerful, offering complete accuracy from a long distance, and little recoil. She also carries a shotgun, however, it pales in comparison with the other weapons.

 

Simplicity:

The only reason why Twitch wasn’t on the Novice list, is because Twitch is a little complicated when it comes to determining how to best play her. This is because using Twitch’s drones requires a different play style than the other drones. Since the other drones are trying to find the objective and scan the operators, some players struggle to make very good use of the shock drones. After adjusting to the various play styles of Twitch’s shock drones, she becomes a very simplistic operator that is good in every scenario. 

 

Playability:

Twitch is one of the most playable operators ever. In every game mode, she can injure operators, and destroy gadgets and cameras. Her three primary weapons are all very powerful, providing a more aggressive play style with the F2 and SG-CQB, or a more conservative approach with the 417. Also, since the drone acts essentially as an extension of the operator, the ability to deal damage and destroy gadgets from a distance opens up many different play styles.

 

XP:

Like Rook, Twitch is an amazing operator to gain XP from. Not only do you gain XP from every gadget or camera destroyed, but there are ways to gain even more XP. Instead of playing tactically, the player can instead damage each opponent operator once. What this does, is grant the possibility of gaining 5 assists for a round. When each assist grants 75 XP, that can easily add up to 375 XP, the equivalent of over three kills.

 

Weakness & Consensus:

Since her shock drone is still a drone, it can fall prey to Mute’s jammers and Bandit’s shock wires. Although, the shock drone can destroy both before they can affect it. The biggest weakness to Twitch, is her drone’s inability to jump, and the limited amount of shock darts. Since the drone can not jump, there are often scenarios where areas are unreachable to Twitch. The limited amount of shock darts also limit the play style. Rather than damaging all of the opponent operators and destroying equipment, the player must use quick thinking and critical analysis to best weigh when to use the darts. However, despite the limitation of jumping, the drones are still very powerful. Because Twitch is a very playable operator, offering many play styles and XP, she is definitely an operator to use often.

 

Fuze:

Fuze is one of the most feared operators in Rainbow Six Siege. This is because of his powerful and highly destructive cluster charges. These charges act similar to breach charges, because they have to be applied to destructive mediums (walls, floors, barricades) to be used. They launch 5 sub grenades, which are only slightly less potent than regular grenades. In addition to his fearsome cluster charges, Fuze can also carry a riot shield, a 6P41 machine gun, and a AK 12 assault rifle.

 

Simplicity:

Being a very simplistic character, Fuze’s only complication is placing the cluster charges well. This means placing them in areas that they won’t be countered in (like next to Mute’s signal disruptor). While also ensuring that they will deal high damage to operators, or destroy a lot of gadgets. This also means not placing them in empty rooms, or in areas that could injure teammates, or the hostage (if applicable).

 

Playability:

Fuze is very powerful in both Secure Area, and in Bomb. This is because his cluster charges can be placed very close to the objective(s), and deal a lot of damage to gadgets and operators protecting the objectives, without the worry of harming the objective. However, in Hostage, Fuze is a little more complicated to use. Since his cluster charge can easily kill the hostage, placing it on the hostage room, or even near it is incredibly risky, and often results in a loss. While game modes may be a little limiting for Fuze, his weapons offer a breadth of play styles. The riot sheild allows for comfort while digging deep in enemy territory, while the LMG offers the comfort of constant, powerful suppressive fire in addition to the cluster charges. The AK is very powerful, and accurate, offering a median between the other two primaries.

 

XP:

Dealing damage with the cluster charges is the sole way to gain XP. This means that the cluster charge’s XP, mimics the cluster charge’s objective use. There are rounds where Fuze can single handedly destroy and entire enemy team with one cluster charge, and there are rounds where Fuze won’t grant you any additional XP. Fuze is like a roll of the dice for XP, not really guaranteeing anything, but also guaranteeing everything.

 

Weakness & Consensus:

Because Fuze is so powerful, he does have a few counters. Mute can prevent cluster charges from going off, and Jager’s ADS can prevent up to two sub grenades from going off. Rook’s armor plates also reduce the amount of damage taken by the grenades. Cluster charges can be destroyed while being placed on the surface, like breach charges. However, besides these counters, there isn’t really anything that can stop Fuze from total annihilation. Fuze offers both power and simplicity, making him a true force to be reckon with.

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