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This series has been re-created to facilitate the gameplay, metagame, and strategy discussion that often gets buried or lost in the abundance of others posts that flood this sub. The goal of this series is to not only give new players a primer on an operator, but also for midlevel or competitive players a chance to share the knowledge that they have accrued in their experiences and maybe let people know something that they did not know before. Today's operator is Sledge. Iceycat's Sledge Guide Serenity17's Sledge Guide Sledge Wiki The community has outlined a couple of things that they want to converse about with every operator, but feel free to branch out should you feel a piece of information warrants its own discussion. The operator’s primary or ideal role in the team. (DISCLAIMER: Operators can be played in a number of different ways. There is no single way to play an operator. This is probably the most subjective segment of the discussion series, and hopefully will spark debates or help us learn things we did not know before.) The operator’s gadget and how it will help the team achieve its goals. Please share any tidbits you may know to help expand discussion. The operator’s loadout, and how best to optimize it. This includes primaries, secondaries, and secondary gadgets. What maps and game modes does this operator do well on? What maps and game modes does this operator struggle with? What teammates synergize well with this operator? What opposing operators check or counter this operator? What strategies have you adopted while playing this operator? What is something that a new player should know * when playing this operator, or what is something you know that would help a veteran player take that next step? What is your overall opinion of this operator? Where would you rank them among the other operators?
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Don't let drones see you place your traps. If they do, destroy the drone(s) and move your trap to another door/window. (Bonus points if the drones don't ID you at all) Don't place a trap on a door/window that has a Castle barricade on it. Use sunlight to your advantage. On some maps, creating a hole in a barricade allows sunlight to come through, effectively masking the laser of your trap if done properly. Rooms with red light are your secret weapon. Red light makes your trap laser almost IMPOSSIBLE to see, so remember to place traps down in/near red light if possible. Don't place your traps in the objective room. Seriously, often times the doors and windows in the objective room will go down when the attacking team is pushing, leaving the red laser exposed unless some idiot on the enemy team just charges in. Just don't.
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This series has been re-created to facilitate the gameplay, metagame, and strategy discussion that often gets buried or lost in the abundance of others posts that flood this sub. The goal of this series is to not only give new players a primer on an operator, but also for midlevel or competitive players a chance to share the knowledge that they have accrued in their experiences and maybe let people know something that they did not know before. Today's operator is Kapkan. Iceycat's Kapkan Guide Kapkan Wiki The community has outlined a couple of things that they want to converse about with every operator, but feel free to branch out should you feel a piece of information warrants its own discussion. The operator’s primary or ideal role in the team. (DISCLAIMER: Operators can be played in a number of different ways. There is no single way to play an operator. This is probably the most subjective segment of the discussion series, and hopefully will spark debates or help us learn things we did not know before.) The operator’s gadget and how it will help the team achieve its goals. Please share any tidbits you may know to help expand discussion. The operator’s loadout, and how best to optimize it. This includes primaries, secondaries, and secondary gadgets. What maps and game modes does this operator do well on? What maps and game modes does this operator struggle with? What teammates synergize well with this operator? What opposing operators check or counter this operator? What strategies have you adopted while playing this operator? What is something that a new player should know * when playing this operator, or what is something you know that would help a veteran player take that next step? What is your overall opinion of this operator? Where would you rank them among the other operators?
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Buck is the most versatile character in the game; however the recent patches have made him a bit odd. Let's start with Buck's skeleton key, even since the recent patch to focus on environmental damage it still delivers a punch to the opponent. The great thing about Buck is that you can punch a hole in any reinforced wall and take the enemy by surprise. Unfortunately, sometimes, it takes more than one round to penetrate the wall - it really depends where you stand. Buck is a very good support operator in the sense that he can make holes for the team to see through or even crawl under (if you fire two shots you can likely prone under it). Buck's DMR has an incredible fire-rate, I would recommend running it without an ACOG (and you can reference Matimi0's video for this), as well as a flash hider. Buck's AR is interesting, again I recommend it mostly without an ACOG as the recoil can overwhelm you, however if it is truly necessary (you're on a large map) then I would say take it. Depending on your preference you can pick your barrel modification, I personally like flash hider for those head shots. Between stun or frag grenades, it is really up to personal preference - I love them both. Now, there are some interesting ways to play Buck that can really benefit your teammates (clubhouse especially). In some situations, reinforced walls leave a gap at the top and can give some really good peek spots, some maps of this include: - Clubhouse - Consulate In consulate you can peek into the office with almost all control of the desk area, in clubhouse you can do the same with garage. Buck's strong suit would is bomb, as you can punch a hole through the wall to the diffuser and catch an unsuspecting defender off guard. Overall, Buck is just an amazing support operator and he is even great on his own. My best advice to playing with him is to make holes in places you can crawl under in if your alternatives are blocked, and to heavily use him on bomb.
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This series has been re-created to facilitate the gameplay, metagame, and strategy discussion that often gets buried or lost in the abundance of others posts that flood this sub. The goal of this series is to not only give new players a primer on an operator, but also for midlevel or competitive players a chance to share the knowledge that they have accrued in their experiences and maybe let people know something that they did not know before. Today's operator is Buck. Iceycat's Buck Guide Serenity17's Buck Guide Buck Wiki The community has outlined a couple of things that they want to converse about with every operator, but feel free to branch out should you feel a piece of information warrants its own discussion. The operator’s primary or ideal role in the team. (DISCLAIMER: Operators can be played in a number of different ways. There is no single way to play an operator. This is probably the most subjective segment of the discussion series, and hopefully will spark debates or help us learn things we did not know before.) The operator’s gadget and how it will help the team achieve its goals. Please share any tidbits you may know to help expand discussion. The operator’s loadout, and how best to optimize it. This includes primaries, secondaries, and secondary gadgets. What maps and game modes does this operator do well on? What maps and game modes does this operator struggle with? What teammates synergize well with this operator? What opposing operators check or counter this operator? What strategies have you adopted while playing this operator? What is something that a new player should know * when playing this operator, or what is something you know that would help a veteran player take that next step? What is your overall opinion of this operator? Where would you rank them among the other operators?
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Pulse is good at a few things: Defending the objective and calling out where attackers are about to breach from, and sometimes pushing out from that first. This is better on some maps and objective locations than others. Overall, kind of mediocre strategy, too, as it limits the usefulness of his gadget. He's great at shooting people while they're planting breaching charges on un-reinforced walls. IQ, Buck, and to a lesser degree Sledge will mess a Pulse doing this up bad. Mark contacts for your teammates and call them out; 5 people wallbanging 1 poor sap simultaneously is lots of fun. Roaming and flanking. Pulse is a monster when played properly this way. What you want to do is roam around normally, and periodically do a sweep with his heartbeat scanner. If you find a contact, approach it from the other side of a thin wall, quietly. Wallbang or nitro. Sometimes you can do other things; eg: leap out a window and toss a nitro onto a rooftop where you know several attackers are who are about to breach. Don't forget you can pick people up from above and below, as well. Weapon picks: Primary: Shotgun, all the way. Pulse's scanner is short-ranged, so by nature you're going to be in people's faces. Might as well do more damage when you are. Also better for wallbanging with, and gives Pulse more mobility by being able to shoot out hatches either to jump through, or throw a nitro through. Item: Nitro. All the way. The heartbeat sensor gives you info as to where to throw before the attackers even know you're there. You can also slap it on the other side of a wall/ceiling from the attackers, and blow it for kills through the wall, and a breach that you can run through to finish people off. It's also great for hatches; if people are around the edge of a hatch yet aren't peeking down, fling a nitro up through it and blow it up in midair. (Anyone with a nitro can do this, but Pulse doesn't have to guess or rely on sound.) Pulse is really good when you know what you're doing, but basically just Castle if you don't. Things to be aware of with the heartbeat sensor are: It's really short-ranged. Like, really short. You can fast-switch away from it by pressing your weapon button(eg: 1 for primary weapon on PC.), instead of just letting go of the gadget key. This is essential. Related to point 1, IQ out-ranges Pulse by a lot. If she's competent, she's going to kill Pulse every time if you're using your gadget. Then you get into a meta game where you try to get her without the gadget giving you away. Fortunately, there aren't many IQ users around who use her gadget much. It's not real time, it updates quickly but there's a pause between updates. People can move between those. Be aware. Map knowledge helps Pulse a lot, in determining where people are or are likely to be. You want to use cameras to get a general idea first if possible, then get closer and bring the gadget into play. Beginners, if you notice yourself walking down a corridor scanning ahead or behind looking for someone around corners; you're doing it wrong, and they're going to shoot you before they're in range, or before you can react. Pulse wants a wall between himself and attackers, and wants to pick and choose when to engage.
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This series has been re-created to facilitate the gameplay, metagame, and strategy discussion that often gets buried or lost in the abundance of others posts that flood this sub. The goal of this series is to not only give new players a primer on an operator, but also for midlevel or competitive players a chance to share the knowledge that they have accrued in their experiences and maybe let people know something that they did not know before. Today's operator is Pulse. Iceycat's Pulse Guide Serenity17's Pulse Guide Pulse Wiki The community has outlined a couple of things that they want to converse about with every operator, but feel free to branch out should you feel a piece of information warrants its own discussion. The operator’s primary or ideal role in the team. (DISCLAIMER: Operators can be played in a number of different ways. There is no single way to play an operator. This is probably the most subjective segment of the discussion series, and hopefully will spark debates or help us learn things we did not know before.) The operator’s gadget and how it will help the team achieve its goals. Please share any tidbits you may know to help expand discussion. The operator’s loadout, and how best to optimize it. This includes primaries, secondaries, and secondary gadgets. What maps and game modes does this operator do well on? What maps and game modes does this operator struggle with? What teammates synergize well with this operator? What opposing operators check or counter this operator? What strategies have you adopted while playing this operator? What is something that a new player should know * when playing this operator, or what is something you know that would help a veteran player take that next step? What is your overall opinion of this operator? Where would you rank them among the other operators?
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His potential on paper is out of this world but he can also create the biggest fuck-ups ever. I'm going to bullet point some very unique things about this hostage-hungry-hippo. Fuze is the most flexible attacker in the game. He can play pointman/support by picking the riot shield, badass kill everyone in your sights carry with the AK or with the LMG. Speaking of the 6P41... Fuze's LMG gives him the most powerful wall banging power in the game. With a monster capacity of 100 rounds, Fuze can target wooden walls where he knows OpFor is hiding behind and spray and pray. He won't need to reload anytime soon, so he can sweep entire rooms through soft walls and force a reposition from enemies. Not enough players take advantage of the power that is the LMG mowdown. Fuze isn't as effective when attacking top level objectives. He is best used by placing his cluster charge on the ceiling above. Good Fuze's will hold the detonation until he himself or his teammates are in view of the targeted room to be ready for the reposition when OpFor hears the grenades falling. Shield Fuze actually has a great choice of handguns. Most shield users opt for the higher capacity, low damage handguns, but Fuze's PMM has great damage, decent capacity, but most importantly has an amazingly fast reload. Compared to the revolver, it is almost strictly better. Poor Monty. Overall, Fuze is flexible and his gadget has the greatest kill potential of any operator. He requires slow, methodical gameplay, and map awareness of where his cluster charges will be deploying from on the other side of the room. Often I see people planting the Fuze charge on trapdoors as if that is the only place on the floor they can be planted. As long as the floor is breakable you can place the Fuze anywhere - which is especially useful since most enemies don't just sit under trapdoors. His shield seems to leave something to be desired as it feels like it offers less protection as compared to main shield characters so I never really use him that way.
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This series has been re-created to facilitate the gameplay, metagame, and strategy discussion that often gets buried or lost in the abundance of others posts that flood this sub. The goal of this series is to not only give new players a primer on an operator, but also for midlevel or competitive players a chance to share the knowledge that they have accrued in their experiences and maybe let people know something that they did not know before. Today's operator is Fuze. Iceycat's Fuze Guide Serenity17's Fuze Guide Fuze Wiki The community has outlined a couple of things that they want to converse about with every operator, but feel free to branch out should you feel a piece of information warrants its own discussion. The operator’s primary or ideal role in the team. (DISCLAIMER: Operators can be played in a number of different ways. There is no single way to play an operator. This is probably the most subjective segment of the discussion series, and hopefully will spark debates or help us learn things we did not know before.) The operator’s gadget and how it will help the team achieve its goals. Please share any tidbits you may know to help expand discussion. The operator’s loadout, and how best to optimize it. This includes primaries, secondaries, and secondary gadgets. What maps and game modes does this operator do well on? What maps and game modes does this operator struggle with? What teammates synergize well with this operator? What opposing operators check or counter this operator? What strategies have you adopted while playing this operator? What is something that a new player should know * when playing this operator, or what is something you know that would help a veteran player take that next step? What is your overall opinion of this operator? Where would you rank them among the other operators?
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General Tips: Place traps in places where enemies will aim down sights or at least focus their attention in front of them or in places that they will retreat back to if they are shot at. Place in dark places and in parallel or perpendicularly to furniture, walls and things like planking and carpets. It makes world of a difference. When placing behind the stationary shields place it so there is no gap on one side and place the trap a bit on that side. Make sure no to place them to close to the window/shield. The enemies can jump over them. In my opinion it's a horrible idea to place shield traps right next to the objective room if you plan on sitting inside. The enemies can come unannounced and you got them cover to hide behind. By the time they jump onto the trap, most of the people in the room are going to be dead. Placing a trap in the objective room will directly win the round more than placing them outside, but placing them outside is much more consistent in slowing them down and will most likely get you more actual profit. When you have two windows and one trap to spare it's probably better to just choose one, rather than place it in between. If you hear the trap don't just immediately go running to finish the guy off, it's probably going to end badly. If you're close, you should listen to when the enemies are going to be reviving. If you're not, it's probably better to let go. Normal trap plus wire not so good in my experience. Makes the enemies look down. Night time maps are better, because it affects the lighting inside as well. Her traps can disjoint not only paths of entry into objective rooms or traversal up stairs, but also can bait enemies into rescuing fallen comrades injured in the frost traps or setting up potential flank opportunities for you or your teammates. There's no telling how many times I've seen enemies sit outside a window pondering entry, only to wind up dead moments later from an outside flank. With one of the best semi-auto shotguns paired with those deadly defensive traps, I find her to be one of the best flankers / roamers on defense. Both the barbed wire and shield prove useful depending on the map - as certain maps provide better opportunities for the gadgets depending on the layout of stairs, sizing of the room and how many doorways there are. I miss that C4, however I can see why it was removed. She became a bit too overpowered with it vs. shielded units. Now shes not invincible as a roamer, but still deadly - especially when paired with valkyrie so you have great cams to take advantage of. Remember where your traps are and the paths to take to them. Just injuring them is nothing if they aren't killed. Also make sure to tell your teammates where they are and tell them if you get a op with it.
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This series has been re-created to facilitate the gameplay, metagame, and strategy discussion that often gets buried or lost in the abundance of others posts that flood this sub. The goal of this series is to not only give new players a primer on an operator, but also for midlevel or competitive players a chance to share the knowledge that they have accrued in their experiences and maybe let people know something that they did not know before. Today's operator is Frost. Iceycat's Frost Guide Serenity17's Frost Guide Frost Wiki The community has outlined a couple of things that they want to converse about with every operator, but feel free to branch out should you feel a piece of information warrants its own discussion. The operator’s primary or ideal role in the team. (DISCLAIMER: Operators can be played in a number of different ways. There is no single way to play an operator. This is probably the most subjective segment of the discussion series, and hopefully will spark debates or help us learn things we did not know before.) The operator’s gadget and how it will help the team achieve its goals. Please share any tidbits you may know to help expand discussion. The operator’s loadout, and how best to optimize it. This includes primaries, secondaries, and secondary gadgets. What maps and game modes does this operator do well on? What maps and game modes does this operator struggle with? What teammates synergize well with this operator? What opposing operators check or counter this operator? What strategies have you adopted while playing this operator? What is something that a new player should know * when playing this operator, or what is something you know that would help a veteran player take that next step? What is your overall opinion of this operator? Where would you rank them among the other operators?
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General tips: Don't walk around with your shield extended all the time. You won't be able to react to nitro cells if you do. Instead, deploy the extended shield in response to heavy fire, or just before executing a play that requires it. Stun grenades are much better than they used to be. It's much easier to dynamically clear a room after throwing stun grenades in now. Take the heavy side of the room after throwing a couple of 'bangs and feel the adrenaline. (I don't advocate going dynamic as a bread-and-butter tactic, as it's still really risky, but when the clock's running down and your squad can't get angles on the remaining opponents in a room, it's ideal.) The revolver is great for downing enemies with body shots (two or three at close to medium range is enough for most opponents). Be aware that you probably won't hit anything at all if you're under any amount of fire, and if you're playing with people who probably won't back you up (e.g. solo queue or friends are being jerks) the P9 is better for taking on multiple opponents at once due to better accuracy and simply having more bullets per reload. Try to avoid walking sideways as much as possible and don't change directions too often. It makes the lives of your teammates behind you a lot easier. Smooth and predictable movement is key in a teamplay situation. Montagne's weapons are very... Iffy. The revolver can be good, but it isn't always good. If you want reliable and consistent accuracy, with a higher mag, use the handgun. The revolver is one of the worst weapons in the game, and having to reload after six shots as a shield is pretty detrimental. Uses for extended shield: Recon. Everyone knows this one, but for posterity's sake, you can use your extended shield to reconnoitre OpFor positions without fear of being shot. Coordinate with your team, ping locations and call out opponent stances (standing, crouching, prone) and whether they're using cover (e.g. "Got one crouching, peeking left of deployable shield". Cover. Another obvious one -- you can be a moving wall of cover for your allies. Create a safe spot in a hallway to place a breaching charge, protect a DBNO ally as they crawl to cover, advance with someone at your shoulder. Further to the last point: tell your allies to direct you and tell you where they are, because they know best where you'll be able to protect them. Having them use callouts like "I'm leaning out to your right. Move to the left" will save your allies some headaches and you from getting bullets up your butt. Obstacle. We've all seen our fair share of Montagnes blocking entire doorways with their extended shields (usually accompanied by references to Lord of the Rings or Game of Thrones). Just be aware that the more players left on the opposite team there are, and the earlier in the match it is, the less viable this tactic becomes, because the first thing people think when they see a Montagne in a doorway is "who's got nitro?" Distraction. A classic tactic is to split your opponent's focus as much as possible, so that they can't react as quickly to anything you or your allies do. For example, walk straight into a room with a roamer and back into the opposite corner. Once you have the roamer's attention, call in an ally to hose them down with bullets. Even if the roamer suspects you have an ally waiting outside, they can't turn their back on you in case you unextend and shoot them. Get used to roamers simply running away when you do this. What do we mean "heavy side of the room?" Rooms can be loosely categorised into one of two types: centre door or heavy/light. Centre door means that there is space to either side of the entry point before each corner. In turn this means that there are two near corners, and you can't see them from outside the room. Heavy/light means the entry point is close to a corner of the room, and there is only one corner that can't be seen from outside. The side of the room with the blind near corner is called the heavy side, because that's likely where most of the enemies will be. The light side is the side that the entry point is on. During a dynamic entry and room clearance, it's generally considered best practice for the point man to clear the heavy side, and the number 2 man to clear the light side. This article probably explains it better than I just did, and it has diagrams.
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Part of the problem I think is that teammates and the player apply the mindset of Blitz and think Montagne can just barge in and hold his own. I feel that people don't trust Montagne to do his job and Montagne playes don't trust their teammates enough to do theirs. With the widening of the shield extensions, Montagne doesn't need to do the side-to-side dance, which also makes it easier for teammates to shoot from behind him. But I still see a lot of dancing going on. Here's three tactics which I've seen him be very useful. Pointman - Extend the shield, walk right through. Call out targets while teammates file in behind and shoot over his shoulder, or stay behind long enough to get to another piece of cover. Sure, Nitro Cell risk, but if sneaky-peeky isn't going to work, he's a good door-kicker. Flank Guard - Basically, protects the main attack from any counter-attacks from the side. Found this through a match on Plane. I scouted the bio container and found Kapkan, flashed him and jumped in, not realizing Mute was also there. Thankfully, Monty came in behind me and shielded me from what would have otherwise been a flank, and after dispatching Kapkan I was able to finish off Mute too. Flanker - It takes some coordination, but Montagne (and Blitz) can attack the enemy from the opposite side without getting friendly fire because of the shield. Alternatively, they can flank and seal off an exit. Found this playing Border. Was clearing the last two defenders off a bomb site and found them at a doorway trying to get past Montagne. Easily took them out without any risk to Monty.
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This series has been re-created to facilitate the gameplay, metagame, and strategy discussion that often gets buried or lost in the abundance of others posts that flood this sub. The goal of this series is to not only give new players a primer on an operator, but also for midlevel or competitive players a chance to share the knowledge that they have accrued in their experiences and maybe let people know something that they did not know before. Today's operator is Montagne. Iceycat's Montagne Guide Montagne Wiki The community has outlined a couple of things that they want to converse about with every operator, but feel free to branch out should you feel a piece of information warrants its own discussion. The operator’s primary or ideal role in the team. (DISCLAIMER: Operators can be played in a number of different ways. There is no single way to play an operator. This is probably the most subjective segment of the discussion series, and hopefully will spark debates or help us learn things we did not know before.) The operator’s gadget and how it will help the team achieve its goals. Please share any tidbits you may know to help expand discussion. The operator’s loadout, and how best to optimize it. This includes primaries, secondaries, and secondary gadgets. What maps and game modes does this operator do well on? What maps and game modes does this operator struggle with? What teammates synergize well with this operator? What opposing operators check or counter this operator? What strategies have you adopted while playing this operator? What is something that a new player should know * when playing this operator, or what is something you know that would help a veteran player take that next step? What is your overall opinion of this operator? Where would you rank them among the other operators?
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Smoke commands many options as a defending operator and is probably the most flexible one in all of Siege. Commanding the infamous SMG-11, Smoke is allowed to pick a shotgun as a primary not only as a weapon but also a tool to create long distance murder holes for the pocket sniper. Shotguns also allow defending operators to move up and down the map quickly through hatches, creating flanking opportunities, causing an objective camping Smoke to sometimes appear behind the attacking team. Smoke has the potential to be a roamer and though some people swear by this, I believe he is best played near the objective where he can stall for time and crowd control with his smoke grenades. If you die with 3 bombs left, you were a Rook who didn't drop his armor. People really do underestimate the Smoke bomb. If it's 30 seconds left and you basically know which door the enemy is going to have to rush to get to the objective, smoke it. It will either force them to charge right through it and damage themselves, or make a panic rush to another entrance. Smoke has access to the nitro cell AND his smoke bombs which make him a fun "trappy" kind of archetype. He synergizes very well with Valkyrie because he can use her cameras to watch his traps from safety without needing line of sight to activate them when it's time. Smoke works better on objectives where you can narrow down the choke points to 2 or 3 doors so your smokes can be a nuisance. Overall, Smoke used to be considered a weak pick until his true potential was realized with the SMG-11. Without his trusty sidearm he would not be the pick he is today, yet he is a solid defender while also not being entirely necessary like Rook or Valkyrie. Roam if you want to spawn peek with the SMG-11 but return to the objective ASAP. By ASAP I mean right after you get that first kill or you miss the guy you were shooting - whatever that outcome, haul back. Careful of your smokes on Hostage. I've smoked out the Hostage before. For the love of god, do not throw all your smokes in quick succession - space them out so that as one dissipates, you set off the next. You can also throw the smokes on top of a defuser and defuse it without the attackers seeing you or stopping you. On daytime the attackers cant see in but you can see out through the smoke. He is very Versatile and that's why he is one of the 3 must haves on defense along with Valkyrie and Rook.
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This series has been re-created to facilitate the gameplay, metagame, and strategy discussion that often gets buried or lost in the abundance of others posts that flood this sub. The goal of this series is to not only give new players a primer on an operator, but also for midlevel or competitive players a chance to share the knowledge that they have accrued in their experiences and maybe let people know something that they did not know before. Today's operator is Smoke. Serenity17's Smoke Guide Iceycat's Smoke Guide Smoke Wiki The community has outlined a couple of things that they want to converse about with every operator, but feel free to branch out should you feel a piece of information warrants its own discussion. The operator’s primary or ideal role in the team. (DISCLAIMER: Operators can be played in a number of different ways. There is no single way to play an operator. This is probably the most subjective segment of the discussion series, and hopefully will spark debates or help us learn things we did not know before.) The operator’s gadget and how it will help the team achieve its goals. Please share any tidbits you may know to help expand discussion. The operator’s loadout, and how best to optimize it. This includes primaries, secondaries, and secondary gadgets. What maps and game modes does this operator do well on? What maps and game modes does this operator struggle with? What teammates synergize well with this operator? What opposing operators check or counter this operator? What strategies have you adopted while playing this operator? What is something that a new player should know * when playing this operator, or what is something you know that would help a veteran player take that next step? What is your overall opinion of this operator? Where would you rank them among the other operators?
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Thatcher just isn't as attractive a pick as before 3.0. His EMP grenades range got reduced a lot, a frag grenade has practically the same effect (minus going through walls) but can be thrown through drone holes or any unreinforced section of the wall you're attempting to breach. Granted not all bomb sites have the opportunity to throw a frag close enough to reach batteries/jammers but quite a bit do and in those situations I think it's a smarter pick to bring an operator like Sledge/Buck who can frag clear electronics (or save them to flush out defenders) and have other tools to bring to the team. He's a good all rounder. People underestimate him as his gadget is vital so he has to shadow Thermite but the L85 is a very accurate rifle and has a good rate of fire. I find him to be a very good support in any firefight in which medium/long range is available. He suffers like most against shotguns up close as he has no real counter to that. When I use Thatcher I typically cover Thermite for the main breach and after that, depending who I play with, I do one of two things. Either I'll cover Themite when he goes into the breach or I'll go with another player (usually Sledge) and try and flank from the softer entries opposite the breach so shields can move in on the gap. Obviously his primary use is to disable bandit/mute stacks on reinforced walls but the EMP nades are fairly good to distract people. They don't do anything other than mess with the holo/RDS but still every little helps. Overall I quite enjoy playing Thatcher. It tends to be a thankless role at times but when you've got good mates it makes it all the more enjoyable being a core member of a strong team. Quick tip is that if you're stuck at a window that's castle/muted you can throw, while looking directly upwards, a EMP and it'll discharge close enough when it lands back near you to disable the jammer. If you hang upside down above the window, you can throw it in the corner of the ledge of the window and it'll usually stay there. I do that a lot for Fuse and Thermite.
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This series has been re-created to facilitate the gameplay, metagame, and strategy discussion that often gets buried or lost in the abundance of others posts that flood this sub. The goal of this series is to not only give new players a primer on an operator, but also for midlevel or competitive players a chance to share the knowledge that they have accrued in their experiences and maybe let people know something that they did not know before. Today's operator is Thatcher. Serenity17's Thatcher Guide Iceycat's Thatcher Guide Thatcher Wiki The community has outlined a couple of things that they want to converse about with every operator, but feel free to branch out should you feel a piece of information warrants its own discussion. The operator’s primary or ideal role in the team. (DISCLAIMER: Operators can be played in a number of different ways. There is no single way to play an operator. This is probably the most subjective segment of the discussion series, and hopefully will spark debates or help us learn things we did not know before.) The operator’s gadget and how it will help the team achieve its goals. Please share any tidbits you may know to help expand discussion. The operator’s loadout, and how best to optimize it. This includes primaries, secondaries, and secondary gadgets. What maps and game modes does this operator do well on? What maps and game modes does this operator struggle with? What teammates synergize well with this operator? What opposing operators check or counter this operator? What strategies have you adopted while playing this operator? What is something that a new player should know * when playing this operator, or what is something you know that would help a veteran player take that next step? What is your overall opinion of this operator? Where would you rank them among the other operators?
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Tips: Little Jager pro tip. Easier with gadget deployment on toggle, but able to do even without. When placing an ADS (say next to a garage door) with gadget deployment on toggle look up at about a 45 degree angle and while holding place, start to look down. Jager will reach up and place the ADS higher than if he placed it right in front of him on the wall. If done correctly it will not be destroyed by Thatcher's EMP grenade if Thatcher throws the EMP grenade at the ground behind the wall. If placed next to a garage door and above a drone hole there is a good chance it will keep his brother Bandit alive destroying grenades, smoke, and flash. If its hostage never place ADS in the path of a possible grenade from the enemy team. You want them to kill the hostage, let them!
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Negatives: The recoil on his rifle has that unpredictable sideways recoil that screws up some headshots. Having to put down your ADS's slows you down from getting to a good spawn kill or roaming spot. The lack of a nitro cell also is a negative in terms of roaming in case you run in to a team with a shield user or blackbeard. The size of his big old head leads to easier headshots. Positives: The option of ACOG which is great for spawn kills. The range on his carbine allows you to peek attackers you otherwise would have to hold back on. His speed of course. There are certain objective locations on some maps where his ADS's are absolutely needed to counter Fuze. The train room at kafe, bar at oregon, bedroom and garage at club house, and plenty more.
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Jager with a 416, smartly using cameras, sound, map knowledge, and speed, is an absolute TERROR when it comes to roaming. Jager is all about flanking and good gunplay. He has high mobility/little noise so he's perfect for running around a map and quietly flanking/taking out stragglers. He's almost a must have for Secure Area/Bombs, and while not as necessary for Hostage, he still has quite a few perks that are too good to pass up. Now his gadget is one of the most useful for the defense team. He is effectively able to stop six projectiles (each ADS is capable of shooting out two projectiles). These projectiles are anything from grenades, to EMP's, to even smoke or flashbangs. Note that you cannot pick up an ADS after it has fired a shot, so place them wisely. Typically you'll want to keep them spread out for the best effect and for enemies to have a harder time shooting all of them. Typically Jäger will be good on any map simply due to his rifle, but his gadget alone will always make him useful. He's best at long-medium range engagements due to his armor/speed ratio, but keep in mind that when he grabs armor from Rook his stats go up to 3 armor and 3 speed (so get that armor!)
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This series has been re-created to facilitate the gameplay, metagame, and strategy discussion that often gets buried or lost in the abundance of others posts that flood this sub. The goal of this series is to not only give new players a primer on an operator, but also for midlevel or competitive players a chance to share the knowledge that they have accrued in their experiences and maybe let people know something that they did not know before. The creator of the original threads deleted them all so I am taking it upon myself to resurrect the discussions. Today's operator is Jäger. Serenity17's Jäger Guide The community has outlined a couple of things that they want to converse about with every operator, but feel free to branch out should you feel a piece of information warrants its own discussion. The operator’s primary or ideal role in the team. (DISCLAIMER: Operators can be played in a number of different ways. There is no single way to play an operator. This is probably the most subjective segment of the discussion series, and hopefully will spark debates or help us learn things we did not know before.) The operator’s gadget and how it will help the team achieve its goals. Please share any tidbits you may know to help expand discussion. The operator’s loadout, and how best to optimize it. This includes primaries, secondaries, and secondary gadgets. What maps and game modes does this operator do well on? What maps and game modes does this operator struggle with? What teammates synergize well with this operator? What opposing operators check or counter this operator? What strategies have you adopted while playing this operator? What is something that a new player should know * when playing this operator, or what is something you know that would help a veteran player take that next step? What is your overall opinion of this operator? Where would you rank them among the other operators?
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I watched a bit of fencing and also really enjoyed it.
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Archery, trap shooting, judo, rugby sevens (obvious favorite for me) and table tennis tend to be my favorite to watch. I now have gotten interested in handball though.