Rainbow Six Siege Pro Settings and Gear List Archives

Rainbow Six Siege Pro Settings and Gear List Archives

Rainbow Six Siege Pro Settings and Gear List Archives

Rainbow Six Siege Pro Settings and Gear List Archives

We make every effort to ensure the rules are complete and up to date but this may not always be the case. You should also check the Info Page and News for additions, exceptions and modifications that may apply. The rules are a guideline and the decisions by admins may differ from them depending on the circumstances. If you have any questions about the rules, please write a support ticket.

1. Global Rainbow Six Siege Tournament Rules

1.1. Players

1.1.1. Eligibility

Any person that has a standing ban by Ubisoft for Rainbow Six Siege is ineligible to participate in any ESL-run Rainbow Six leagues and tournaments that have prize funding by Ubisoft, or are an ESL-run qualification event to a Ubisoft-funded Rainbow Six league or tournament. This ineligibility will last as long as Ubisoft upholds the ban.

1.1.2. Requirements and Gameaccount

A protest for wrong or missing gameaccount needs to be opened before the start of the preparation phase of the 2nd round. This also includes players who joined the team after the tournament has begun. Later objections are considered as an acceptance of the situation and the protest will be rejected so the match can continue.

As soon as all players have joined the lobby of the match, the team is considered as ready to play and no further changes to the roster are allowed, exceptions may be authorized by an admin through a protest.

PlatformKind of Gameaccount
PCUplay
Xbox OneXbox Account
Playstation 4PSN Online ID
  • All players need to enter their correct gameaccount associated with their platform on their ESL profile before the start of the tournament.

  • Only those who reside in a nation listed in the country restriction section of the rule-set can participate in tournaments with said restrictions.

  • To be eligible to receive prices your team needs to meet all tournament requirements and the correct lineup must be entered on all played matches. Each team is responsible for their own lineup and needs to make sure that all 5 players, which competed are correctly entered in the lineups on the match pages. Please note: Teams, which get removed from/left the tournament or competed with ineligible players (e.g. ringers/fakers/minors) get their prices revoked.

1.1.3. Technical Issues

Players are responsible for their own hardware, software and internet connection. Matches will not be rescheduled or paused because of technical issues. If a team cannot play with the number of players that is stated in the requirements then this will be counted as a forfeit.

1.1.3.1 Connection

All players are responsible to have a connection (ping) as good as possible for their team region and technical situation. Also, all downloads and other programs which are unnecessary for the match must be turned off. For abusing this rule, the team can be disqualified.

By default the game will be hosted on the following servers:

  • EU: EUW
  • NA: CUS
  • LATAM: SBR

It is possible to change the data center to a different one instead of the default one, and both teams need to agree on their choice, the tournament administration needs to approve that change.

If any of the teams face connectivity issues with the standard datacenters (based on the lowest ping), the tournament administration can choose a different datacenter which the lobby gets hosted on.

1.1.3.2. VPNs and other Tools

Any software which impacts and influences the connection is prohibited, i.e. active running software during the matches (background service-processes are excluded). If said kind of software is detected running actively during a match and there is sufficient evidence (e.g. MOSS screenshots showing the active connection together with all three timestamps in the logs) for the usage of VPNs or other tools to manipulate the connection, a protest must be opened and the guilty team might be disqualified. The player(s) and team(s) who have been found guilty using the tool will be punished with 2 penalty points.

1.1.3.3. High Ping

The ping limit for an ESL match is 130 ms. If a player is over this value please try to do a re-host first, before a protest is opened and make sure a dedicated server was created. In case the player still has a ping over 130 ms and it's not possible to play the match without there being problems, a protest can be opened. It can only be counted as high ping if the ping is continuously over 130 ms and the necessary evidence was provided. When opening a protest due to high ping the match must not be finished and the team must submit at least three screenshots of the scoreboard which were taken at different times over two rounds with the high ping visible from the same player (in the action phase!).

1.1.4. Unsportsmanlike Behaviour

For an orderly and pleasant game, it is essential that all players have a sportive and fair attitude. Breach of this rule will be punished with one to six penalty points.

Every player should represent their team by participating to the best of their abilities. Anything that falls short of this is considered to be unsportsmanlike and will be penalised depending on the severity of the behaviour as determined by the administration. This includes but is not limited to spamming, insulting, trolling or unsportsmanlike behaviour in general towards other players, teams, casters and the staff.

1.1.4.1. Forbidden on PC

Any modification or changing of the game using external graphics solutions or other 3rd party programs is strictly prohibited and may be punished under the cheating paragraph

The use of the following programs is considered cheating: Multihacks, Wallhack, Aimbot, Colored Models, No- Recoil, No-Flash, Macros, Sound changes and Graphical changes through third-party tools. These are only examples, other programs or methods may be considered cheats as well.

Furthermore, it's forbidden to use any kind of overlays which will show the usage rate of the system in any way in-game (e.g. Nvidia SLI Display, Rivatuner Overlay, Nvidia Profile Inspector). Overlays which show the frames per second (FPS) are permitted.

1.1.4.1.1. Virtual Machines

Players are not allowed to actively run (background service-processes are excluded) Virtual Machines of any kind, including but not limited to Hyper-V, VMWare, or VirtualBox. If said kind of software is detected running actively during a match and there is sufficient evidence (e.g. MOSS screenshots showing the active usage together with all three timestamps in the logs) a protest must be opened and the guilty team will be removed from the tournament, forfeit all prizes and points, in addition, 2 penalty points will be given to the team/player.

1.1.4.1.2. Remote Control Software

Players are not allowed to run programs (background service-processes are excluded) that offer remote control like Teamviewer or similar programs. If said kind of software is detected running actively during a match and there is sufficient evidence (e.g. MOSS screenshots showing the active usage together with all three timestamps in the logs) a protest must be opened and the guilty team might get removed from the tournament, forfeit all prizes and points, in addition, 2 penalty points will be given to the team/player. Software primarily used for communication during matches, including but not limited to Discord and Skype which are permitted to be run during tournaments. The usage of software, which is not mentioned here, is permitted, with acknowledgement from the admin-team.

1.1.4.2. Forbidden on Consoles

Any changes to sprites, skins, scoreboards, and crosshairs are strictly disallowed. Only the official models are allowed. If a player plays with custom files (not models) or removed files that have been installed by the game, then this will be penalized with two penalty points per player. If a player plays with custom models, then this will be penalized with 6 penalty points per player and the opponent of the match may request a rematch in a ladder match. In a cup or league match, this will result in a default win for the opposite team.

If a player is suspected of using an illegal device to use Mouse and Keyboard, sufficient evidence needs to be provided. High Sensitivity does not automatically prove the use of Mouse and Keyboard.

1.2. Team rules

1.2.1. Roster

Team rosters must consist of the number of players stated under requirements on the tournament page to participate in a cup. All roster changes must be made prior to the generation of the matches.

  • In a single or double elimination tournament, this is the creation of the bracket

  • In a Swiss tournament, this is the generation of the first SWISS round

The ESL Play Team must not be modified/changed in any way throughout the entirety of the tournament. Teams are only allowed to play with players on their ESL Play Team which have their correct gameaccount entered before the start of the tournament.Playing with different players and/or illegal ringers will be punished.

All matches have to start with a full roster depending on the tournament requirements.

1.2.2. Substitute Players

It is only allowed to substitute a player before the match has started. As soon as all players have joined the lobby of the match, the team is considered as ready to play and no further changes to the roster are allowed, exceptions may be authorized by an admin through a protest. Teams are allowed to change players in between maps in a Best of 2 and a Best of 3 Series, those players need to be part of the roster prior tournament start.

1.3. Tournament rules

1.3.1. Settings for the tournament

All players are expected to follow the given settings and rules. Different agreements between the teams and its players are not allowed and tolerated unless approved by an admin through a protest.

1.3.2. Mapvote and Hosting rights

Map bans must be done via the map veto system on the matchpage.

The team with the higher seed (lower number in the bracket) gets the lobby hosting right. The game must be hosted on a dedicated server. The dedicated server location must be settled by default (based on ping). Who is the lower and higher seed? Example: Seed Number

The team which picked the last map (banned the final map) in a Best of One cannot choose the starting side, the team can only pick the starting side in overtime which must be set up correctly before the start of the match.

During a Best of Three, each team can pick the starting side of the map picked by the other team. Team A picks the Map and Team B can choose the starting side on that map, while Team A can choose the starting sides in overtime. On the pick of team B, team A can choose the starting side while team B can choose the starting side in overtime. Sides in the last map at a Best of 3 are chosen by the team with the best round difference in the previous maps. In case of a same round difference, a coin flip will determine which team decides the starting side. Should further assistance be needed with the coin flip, a protest must be opened. The team that does not decide the starting side decides the starting side on overtime.

When a team has all their players in the lobby, they are counted as ready and the match, considering both rosters are complete, can be started.

1.3.3. No show

If a contestant is not ready to play the match after 15 minutes has passed (e.g no Maps have been banned and no communication took place), then they should be reported for a no-show to the admin team via a protest ticket. The 15-minute countdown starts from the moment both teams have progressed to the match, and not at the time stated on the matchpage. Additional time will then be given by the admin team depending on the circumstances. Delaying the tournament will result in disqualification.

1.3.4. Forfeit

If a contestant chooses to forfeit a match, they risk forfeiting all prizes and points. In order to forfeit a match, the team needs to open a protest and inform the tournament administration about their decision.

1.3.5. Match postpone

Any match that can start before 11:00 PM (CEST for EU tournaments, EDT for North American Tournaments and BRT for Latin American Tournaments) must be played on the tournament day.

Matches where one (or both) of the teams progress to after this deadline can be moved to the next day. Teams need to open up a protest and find an agreement for it.

If only the final and the 3rd place matches have to be postponed they can, exceptionally, be moved up to three days from the starting day of the tournament with the approval of an admin through a protest.

If both teams agree to play a match on the tournament day after 11:00 PM, they are allowed to do so. Matches which started after this time must be played till the end. However, in case of an issue, the admin team may not be available.

1.3.6. Protests

If a controversial situation occurs, whether or not it is described in this rulebook during a match, the team that has spotted it should immediately stop the match and inform the administration in a protest ticket about it. If the team does not stop the match and continues to play, it will be taken as an acceptance of the situation and therefore the result of the match will not be changed. Furthermore, the team will lose all rights to file a protest concerning that situation after the game has ended. Protests must be made immediately, or they may be ignored depending on the circumstances.

An exception is rules regarding ESL Wire Anti-Cheat and MOnitor System Status (MOSS) as well as cheating accusations according to rule 1.6. Cheating.

Protest should be opened on the matchpage of the respective match or here: PROTEST

1.3.7. Match Results

Both teams are responsible for entering correct results on the ESL website. Therefore, both teams should take a screenshot at the end of the match, where we can see the correct result and they need to upload it after the match to the ESL website. If you have a conflict in the match, please open a protest, so the staff team can check the case and make a decision. The decision can also mean that both teams are disqualified if there is not enough proof for either team to be the clear winner. Overall Results: Bo1: 1:0 or 0:1 Bo3: 2:0 2:1 1:2 and 0:2 Possible Overtime Score to win the map: 2:0 2:1 1:2 and 0:2

A Match score entered to a match which has not been played out is considered as a Fake score and will be punished according to our rules and might lead to disqualification of the Team.

Example of a correct result screenshot:

Correct Screenshot

Examples of incorrect result screenshots:

Incorrect Screenshot 1

Incorrect Screenshot 2

Incorrect Screenshot 3

1.3.7.1. Match media

All match media (screenshots, demos, etc) must be kept for at least 14 days. In general, you should upload the match media from a match to the matchpage as soon as possible. Faking or manipulating match media is forbidden and will result in severe penalties. Match media should be named clearly based on what it is. It is not possible to file a protest or write a support ticket to complain about bad match media naming. However, if an admin is hindered in their work because of bad match media names then it can be punished.

1.3.7.2 Fake Results

It is only allowed to add a score when the match is finished and played. Entering a fake result or entering the result before the match is concluded, can lead to disqualification of the team. Submitting an invalid result can result in punishment.

If a team enters the match as a loss for themselves, it will be instantly automatically closed. If a team submits a win for them to the match, the opponent has 15 minutes to accept the result or to open a protest ticket. If no protest is opened the match will be closed automatically when the time period has expired.

1.3.7.3 Closed matches

Both contestants of the match lose their right to file a protest ticket after the match has been closed. A closed match will stay closed in almost every scenario unless ESL representatives deem it needs to be reopened. In case a wrong score has been submitted and later on accepted by either contestant the administration of ESL reserves the right to not take any action. Filing a protest ticket will not be taken into account and will be closed immediately.

An exception are the rules about MOSS files and accusation of cheating by timetable.

1.3.8. Disqualification

All matches of the tournament must be played as soon as both teams are added to the match. The starting date on the matchpage is not relevant in this case.

To keep the delay during the cup as low as possible we reserve the right to disqualify teams from the tournament. This will only be done in cases where a team shows no real effort to get a match done or is even obviously stalling. In severe cases, this can even affect both teams.

To prevent delaying the SWISS rounds, every match must be played in the period of 90 minutes. If the match takes longer than the period of time the match will be cut and a draw will be given. Any abuse of this rule is considered to be deception and will result in punishment, up to and including disqualification of the Team

1.4. Ingame

1.4.1. Player drops

If a player drops from the server during a match, the round will continue uninterrupted until the end (Round starts with the first second of the preparation phase) if a team leaves the round before it's finished the other team will get the round point. After the round completion, the player who disconnected will be allowed to rejoin the server or a re-host can be requested.

The match is considered 'live' when the operator ban starts. At least half of the players need to remain to play (3 players in a 5v5 match and 2 players in a 3v3 match), the match needs to be played until the match ends and a the winner is decided.

If this isn't possible due to connection issues it will be considered a forfeit in favour of the team who is able to have all players on the server.

Every team can re-host the server once in a map. If problems like this appear again, such as a player dropping out when the match has already been re-hosted, the team needs to play the map with the remaining players to its conclusion. Any abuse of this rule will be considered as deception and will result in penalization and including disqualification of the team.

Each user is responsible for his/her own hardware.

1.4.2. Re-host

Rehosts are possible up to 30 seconds in the action phase if no player was killed.

All members of the rehosting team have to leave the match before the first 30 seconds of the action phase passed. If not all members of the rehosting team left the match within the given time, it will count as a round loss. A rehost doesn't have to be confirmed by the opponent.

If a team leaves the game because of a protest, this will not count as a rehost. Admins may decide that multiple re-hosts are appropriate depending on the circumstances e.g Ubisoft Servers have issues.

If a match is interrupted then it should be continued where it left off, by re-host. If a round is to be replayed due to a rehost, players must choose the same operators, same sixth pick, same bombsites and the same equipment.

The number of authorized re-hosts depend on the match format:

  • Bo1: max. 2 re-hosts (1 per team)

  • Bo2: max. 4 re-hosts (1 per team on each map)

  • Bo3: max. 6 re-hosts (1 per team on each map)

Should a team not resume the match 10 minutes after a re-host, the admin team must be informed via protest. Additional time will then be given by the admin team depending on the circumstances.

1.4.3. Prohibited Actions

Any actions that result in an unfair advantage are illegal. This includes bug and glitch using of any kind. If a team is using any bug or glitch in a tournament it will result in a round loss in the round the bug or glitch was used, by the second violation of this rule the team will be disqualified.

1.4.3.1 Unallowed operators

Operators that are banned to play either due to the evaluation period of operators or the tournament format (e.g. Vanilla Open Cups) can be found within the "Info"-tab of each tournament and are prohibited use in the action phase of a match.

In case your opponent team is playing with a banned operator in action phase a protest must be opened with a screenshot of the scoreboard/player in action phase where it is clearly visible the operator was played.

1.4.3.2 Unallowed cosmetics

Cosmetics that are listed here are prohibited to use during matches.

List of currently banned cosmetics:

  • Outbreak Collection

  • Wind bastion Bundle

  • Blood orchid Bundle

  • Twitch & Valkyrie Elite

  • Ember Rise bundle

  • Seared Flats bundle

  • Satellite bundle

  • Wanderer Bundle

If any player of a team will select a cosmetic that is currently listed as banned the tournament administration should be notified through a match protest with a clear screenshot with the ineligible cosmetic with the player name visible before the start of the next round in order to be eligible to protest for it.

The team of such a player will receive a penalty based on the list below:

  • 1st violation - Match warning

  • 2nd violation - Round loss

  • Further violations - Disqualification

1.4.3.3 Bugs/Glitches

Below is a list of known intended and unintended game mechanics. Any situations that arise and are not specified below will be dealt with on a case by case basis. In general, common sense will be applied.

Not allowed:

  • using a Mira shield to boost

  • standing on a window ledge undetected

  • shield boosting on to undetected window ledge

  • one-way shots

  • shooting through what should be non-destructible walls/floors/ceilings/objects

  • glitching through walls, objects, surfaces etc at any moment

  • blocking window vaulting with a destructible shield

  • placing a Valk cam in a place where it can't be destroyed

  • placing a Maestro's Evil Eye on Alibi's decoy.

Using these glitches/bugs will result in a round loss for the team that uses it, further penalties if used again by the same team during the tournament.

Allowed Actions:

  • any position that you can get to and out of without glitching through walls/objects/surfaces, and you can be seen and shot at normally

  • shield boosting

  • standing on a window ledge and being detected

  • shield boosting onto a detected window ledge

  • Hibana and Thermite charges can be placed anywhere

  • using a teammate to boost

  • long-arming

  • using equipment or defusing through a destructible surface

  • destroying the whole floor of a bomb spot so the enemy team can not plant the defuser

  • smoke through wall

The tournament directions reserve the right, also retroactively, to add more bugs to the list of explicitly allowed bugs.

1.4.4 Spawnkilling

Spawn killing which results in a kill of an attacker during the first 2 seconds of action phase is not allowed.

Doing so will result in a round loss for the defending team.

Any kills happening after 2 seconds within the action phases are legal.

1.5. Casting

Casting an ESL match is only allowed with an ESL admin agreement. To get an agreement please write a support ticket at least 24 hours before the start of the tournament.

A list of official ESL Community Casters, as well as information to apply yourself, can be found here: https://play.eslgaming.com/rainbowsix/streams

1.5.1. Observers

Observers are only allowed if both teams agree. An exception to this rule is ESL Staff and people that are explicitly allowed to observe (e.g. Community Casters or Content Creators).

Teams should only allow observers they trust. It is not allowed to protest after a match to complain about observers that were allowed in the game.

Admins are allowed to revoke the permissions of Casters and Observers any time when ghosting is suspected.

1.5.2. Personal Streaming

Personal Streaming is always allowed if no ESL broadcast takes place. If ESL or a Community Caster broadcasts a match, personal streaming is not allowed without an admin agreement. Personal Streaming of a match shown by ESL, without permission from an ESL Admin, can lead to disqualification of the team or ban of the streaming player in the tournament. ESL advises using a delay in the streams.

If a player decides to stream his own point of view it is his own responsibility to take action against stream sniping e.g the use of a delay. Stream sniping will not be prosecuted as a rule breach within a protest!

1.6. Cheating

1.6.1. Accusation of cheating by timetable

If you want to accuse your opponent(s) of cheating, you need to hand in a timetable within 72 hours after the match has finished. Timetables must be prepared based on videos in Full HD quality. A timetable should be handed in along with the opening of the protest, so please make sure you have your timetable(s) ready when you open the protest. Nevertheless, the timetable can still be handed in later (if it is within the 72h deadline) in case you did not do that, along with the opening of the protest. An accusation of cheating by timetable will not be executed during a tournament. All timetables which are not in the correct form will be directly declined.

1.6.1.1. Timetable structure

The timetable has to contain the following information:

  • name and account link of the accused player

  • the in-game nickname of the player you want to be checked

  • sort, description and the name of the suspected cheat

  • link and name of the video/photo evidence

  • specific times of the demo which look suspicious, along with a reason for each (e.g. why it cannot have been a coincidence, luck, hearing or skill)

1.6.1.1.1. Example

I have the suspicion that the player1 cheated against player2 because he was afraid to lose the match.

Player link: link to the player's profile. In-game nick: Mister Spock1337 Cheat: aimbot, flashhack and wallhack/ESP Demo link: link to download the demo from the matchsheet Demo name:

12:21 - I creep to the ramp and the player1 stays at the ramp too because he "sees" that I'm coming.

14:34 - I'm throwing a flash grenade to the entry of the hall and the player1 stands there, therefore he has to be blinded but he sees everything and kills me immediately when I come out of the door.

15:01 - I creep in the anteroom of the radio room to the chippy, and the crosshair of the player 1 remains on my head

18:00 - The player1 stands on the ct base and looks up to the hall, I creep from the ramp to the ladder. All at once his crosshair moves to my head and then he shoots. He couldn't hear me!

20:21 - I'm running in the hall and the crosshair of the player1 is locked at my head. Although I jump his crosshair is still on my head.

27:12 - The player1 sits on the hall and he is aiming at the entry of the hall. I'm coming out of the chippy (I creep out) and the crosshair of the player1 immediately is locked at my head. Unbelievable reaction!

30:12 - I throw another flash in front of the player1, but he is aiming unchecked at me.


2. Penalty points and barrages

In general, players and teams can receive up to 6 penalty points per match, unless a single violation has a higher punishment. Where a player or team receives penalty points for multiple violations, the penalty points are added together.

A team is only punished once per violation, regardless of the number of players. Where a player or team receives penalty points for multiple violations, the penalty points are added together.

2.1. Barrages

Players that receive barrages during a cup related to following violations are not allowed to continue the cup:

  • cheating

  • fake- & multi-account

  • ringing

  • unwanted contents & behaviour

  • underage barrages

Barrages which are not listed allow players to continue the cup, with acknowledgment from the admin-team.

2.2. Bypassing barrages and penalty points

Bypassing barrages and penalty points due to the creation of new teams is strictly forbidden.

Existing penalty points/barrages will be transferred, barrages which result out of it may remain. Further sanctions for the teams and players in case of recurrence are reserved.

2.3. Cups

  • Penalty points are given out for special cases (e.g No Show)

  • Due to a match deletion not being possible in a cup this results in disqualification of the team.

2.4. Ladder

  • In Ladder matches there will never be given default wins only match deletions

2.4.1. Game-specific penalties

Match media

Missing match media

Player / Team: 1

Missing match media with cheat suspicion

Player / Team: 6 and match deletion

Unsportsmanlike behaviour

Bug use

Player / Team: 2 per use

Unsportsmanlike behaviour

Player / Team: Up to 6

Settings

Illegal 3rd Party Tools

Player / Team: 4 up 6

Wrong server settings

Team: 2 - 4




3. Penalty Point Catalogue

In general, a player and the team can receive up to 6 penalty points per match, unless a single violation has a higher punishment. A team is only punished once per violation, regardless of how many players violated the specific rule. Where a player or team receives penalty points for multiple violations, the penalty points are added together.

Rule Violation Number of penalty points
General

No show¹

Team: 3; Player: 2

Abort match

Player / Team: 2

Use of ineligible player

Inactive barrage

Player / Team: 3

Barraged

Player / Team: 6

Unregistered player

Player / Team: 3

Ringer/Faker

Player / Team: 6

Playing with wrong gameaccount

Player / Team: 3

Playing without a registered gameaccount

Player / Team: 3

Unsportsmanlike behaviour

Multiple/Fake accounts

Warning / 1-4 penalty points

Deception

Player / Team: 1 - 4

Fake result

Player / Team: 4

Fake match media

Player / Team: 6

Fake match

Player / Team: 6

Cheating

Player: 12 / Team: 6

¹In cup and league-matches default wins are given instead of a match deletion and penalty points.

Matches only get deleted if the team/player violating the rules won the match.


4. Legal

UBISOFT has provided prizes and the use of their name and trademarks but is not involved in the execution or administration of this tournament, and any questions, comments or complaints regarding this tournament must be directed to ESL.

Selling and/or Trading of tournament prizes, as well as the attempt, is strictly prohibited. This includes but is not limited to in-game content (e.g. charms or credits) and ESL premium prizes. Any violation of this rule will lead to a barrage of the selling player.

Источник: [https://torrent-igruha.org/3551-portal.html]
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Rainbow Six Siege Pro Settings and Gear List Archives
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https://docs.google.com/document/d/1pH0NrTtOYTS1E_bGteZSnUa03_pTAlgqeR1QMW_s3RQ/edit?usp=sharing
______________________________________________________________________________

Hello everybody to the sophomore guide! Goo’s Guide to Mira, that is, my guide to Mira, for starters. As you may remember from last month’s guide (Kapkan), the Preface is a recurring section in all of my guides where I address some of the things surrounding the project in general, like reader feedback, context of writing and publishing, and other general thoughts. If you don’t care and wanna get to the actual guide, skip to the introduction (next section).

First of all I want to thank everyone for showing so much interest for the Kapkan guide; I am very excited to keep making and writing these guides for the Siege community. Look at this:



I also want to thank personally to my Patreon supporters:Michal Grochowski & Bumi665. The fact that they were so trusting in the project to invest in it right from the start is a huge motivation for me; and I’ve been working extra hard to make the Patreon project as reader-engaging as I can because of that. Shoutout to them!

Shoutout also to everyone up on Steam that made me not regret porting the guide over to the steam platform (from now on porting them all :D). Even managed to make it to Top 1 Rainbow 6 Siege guide on Steam for a whole week!

As far as I could tell, the formatting worked well enough for the Kapkan guide; which was, for all intents and purposes, a test guide; so not many changes have been made to my overall system for guide structure. I’ve just decided to go a little easier on the Patreon plugs; just moved it all the way to the End Note. You’ll be able to find the link to the Patreon project down there if you’re looking for it (it’s also on the cover page along all the relevant links, such as night version and steam version of this very guide).

Either way; you know the deal: Index is over to the right. The guide is long. You’re not meant to read the entire thing if you don’t want to or need to; but you can go and click on the titles of the sections to just jump around as you like.

Also, since this is no longer the first guide, I’m now keeping a list with all the links for past guides. This “archive” is public and accessible via this link[docs.google.com]. That list will be updated every time a new guide comes out, so if you want to check for new guides without going on Reddit you can just bookmark that link and you’ll have handy links to all available guides whenever you go there. Patreon supporters get new guides and any updates emailed directly (and two weeks earlier than everyone else, wink wink).

Regarding this guide in particular; I think I went deep into really conceptual stuff about angles and the mirrors, especially when talking about landscaping. So, if you’re interested in In-Depth info on particularly unintuitive concepts regarding lines of sight; you’ll enjoy this guide. Really the sections that make up the second half of the guide are in my opinion, the meat of the guide if you’re looking for detailed stuff; more than the first half, which is more generally oriented to beginners; and to establish beginner concepts such as the basic logic of defense and anchoring.

For the first time I’ve color-coded the Index for different levels of complexity so check that out if you wanna!

We’ve got a lotta ground to cover so let’s get started:
Ok, where do we start…? Mira is a really interesting operator, for me at least, not because of any attractive gadget related mechanic she has, but because her addition to the game roster drastically changed one of the most structured concepts that existed to Siege before then, which is anchoring. Now, admittedly, this becomes more and more evident at higher levels of play, where defense is generally favored (as long as an overall good site is being played), and breaking into defender setups becomes trickier and trickier. This is not to imply Mira is far less effective when picked in a more average-skilled game; but it is to imply that it is because of the possibilities that an operator like Mira brings to the table that various gadget balancing decisions are taken in favor of the attacking team; such as the implementation of Dokkaebi’s Logic Bombs during White Noise, or any of the more recent Operation Chimera examples, Finka & Lion. In a nutshell:

Mira is a 3 armor, 1 speed defender whose main role is to create and take advantage of one-sided gunfights, made possible by landscaping and her unique gadget (the black mirrors), with the purpose of preventing hostiles from entering or taking control of a particular room (usually the defended site or an adjacent room). Fitting this definition, she is a very good example of what an anchor’s job is, but at the same time, she, inside the defended site, doesn’t play exactly as one. As instead of using positioning and angle advantage to take out entering hostiles; she uses her one-way windows to aggressively shut down enemy movement.

Because she brings all these added elements (to anchoring) I think that, even if there’s a lot of technicalities to play Mira like, in the best way possible, abusing mirrors to the max and getting nitro kills and all that; the fundamentals are relatively straightforward and intuitive, unlike something like an ideal play-by-play on how to use a flexible, multi-purpose operator such as Smoke or breaking down something as generally complex as roaming as a defender. For this reason, Mira is my first recommendation for beginners looking for DLC operators purchase suggestions; at least as their first DLC defender, for sure.

Let’s talk a little about Pros & Cons for Mira as an operator, to know what to expect from attackers (in the cons) and to know what to capitalize on (in the pros).

Starting with the cons, just because the pros are far more apparent as they are directly related to mirror use. Cons on the other hand are more related to Mira herself.

First of all, Mira has one of the most limited effective ranges in all of the defending team, excluding people running shotguns, because of her 1 speed and also because of her weapons. The Vector has very low damage per bullet and it gets even worse with distance (dropping drastically past the 18 meter mark), which makes it so really the only way you’re ever getting a kill from a long distance is with a clean headshot, and she has no ACOG, unlike other popular 3 armor defenders (Echo, Doc & Rook).

The fact that she can barely manage at mid-range is very, very noticeable in games where you are forced out of your anchoring position and away from your windows (they were shot open by enemies, or you’ve lost control of that area of the map, etc). So really the use of mirrors is the only thing keeping Mira even competitive in terms of gunfighting.

Balancing that out with a Pro; the Vector, despite all this, has a very high rate of fire which makes it ideal for the short-range, short-time-window peeks that Mira wants to be doing with the help of her Black Mirrors. Rate of fire helps the most because it increases the chances of you hitting a headshot even if the pre-aim wasn’t exactly on the mark; as you can quickly correct while hiding back behind cover and you have generally high chances of still getting at least 1 bullet to hit the target considering thirty billion bullets come out of the Vector per second.

Second Con to Mira, branching from her limited range, is the fact that she’s relatively restricted to a small and predictable area to operate in (anchoring by mirrors); which leads attackers to chucking frags, smokes, shooting Capitao Darts, all those sort of things, on you. If you’re paying attention, it would be pretty surprising to get killed by one of these attempts; but they will make you at least take some distance; which can chain into an attacker peeking your kill-hole or your door and killing you without leaving much room for you to react at all. This fault in the job of “manning a mirror” is sorta manageable if you are super aggro on your peeking so that enemies don’t even bother peeking with a frag on their hand; but if they get a blind spot on you or some weird angle and suddenly a candela comes in flying into the room it can be very problematic for sure.

A Pro that’s a really big deal is the fact that she can pre-aim and pre-set peeks or Nitro throws/activations in real time. I’ll go over this again later on the guide but the general idea is that in any other way you have as a Defender to directly look at defenders you have some sort of delay in the middle (for example any kind of camera, a Pulse scanner, etc; all have to pull a screen out) while the mirrors allow you to directly look at enemies with your gun in your hand, and that’s huge in terms of aggressive possibilities.

For simplicity, and for insane scrolling addicts, here’s a eye-grabbing list:


  • Can pre-aim hostiles in real time.
  • Is the best way defenders have for sustained area denial.
  • Strong at short range/Strong at in-site firefights.


  • Weak at medium to long range (Without Mirrors).
  • Overall predictable positioning (So weak to fire bolts, Frags, etc).
  • Can be shut-down just once for the entire round (Mirrors get breached and you basically lose that position).

Also, one last important thing to mention about her in the Introduction (as it’s going to be coming up a lot during the guide) is how Mira is very, very landscaping focused; and a lot of her tech and skill ceiling comes from managing holes and lines of sight.
2. The Invisible Factor (Basic Concepts about Anchoring & Defense)
“The Invisible Factor” is another recurring section in my guides, where I try to define and break down what is “the thing” that sets apart the way a particular operator is played and what is the thought process behind them; when compared to all of the rest. For Kapkan (last month’s guide) this was understanding the perspective of attackers, in order to set up more effective traps. For Mira, it has to do a lot with Map Landscaping and creating very awfully one sided encounters favoring defenders.

I dare say that because of this, Mira is one of the most DM independent operators in the game (for those unfamiliar, DM is a term used to describe the ability of a player for straight out fire-fighting another player; as in, a player with great DM is one that has good crosshair placements, good reactions, overall good aim, goes for headshots, etc). DM is 100% required to keep improving in Siege overall; but if there’s one defender that really does work without much DM it is Mira; as angles are already set up, you tend to have an advantage on peeks, and so on. What you’re going to need most is just a ton of awareness and understanding of lines of sight, landscaping; that sort of thing; to play a good Mira. Luckily, that’s just the sort of thing that you can teach in a guide; unlike DM, which is just raw practice, hardware related specifications & experience.

Here’s an interesting thing about Siege. You can generally say that whoever sees the other first, will win the gunfight; for this reason, the defense is so so much tactically stronger than the attacking side. In fact, in this game, the advantage of just being on the defense side is so large that attackers need all drones, and generally the more powerful gadgets in terms of intel; just because they are up against enemies who can literally just wait them out and know where they are going to come from, and they are the ones that have to break through (which is much harder than holding, if done properly). This advantage the defenders have by default of “being able to position themselves and wait out attackers so they see them first when entering a room” is just what the windows are for. They take it a step further basically. Instead of hiding in a corner and waiting for attackers to turn on said corner; you’re waiting behind a one-sided window, and actively covering an area while watching enemies that cannot see you directly.

If there’s one thing I can reduce the “Invisible factor” to is that, usually, site defense comes down to turning the site room and sometimes adjacent rooms, into fortified shells; while Mira allows certain parts of the room to become pillbox-like fronts, instead of going for the completely closing surfaces off approach; which sometimes is absolutely needed.

A bad Mira gives you window information of what’s going on outside the walls. A good Mira turns the “outside” the walls into a killzone.

Now, there are obviously exceptions (like windows to the exterior to help battery trick and that sort of thing), but still that should be the idea to take away from this section.
2.a. Mira's Role On The Team (Modifying The AO)
Let’s elaborate: A good Mira window placement changes everything about a room; it changes how defenders defend it, and how attackers go about attacking it. Mira windows are actually so strong as landscape modifyers that they make some unplayable sites actually an option. This is why Mira is seen so much in really high level of play; the windows will turn some already good sites to great sites; popular example: Border Armory; turning the wall from site to CCTV exterior into a literal death trap; having the door just next to the window. And being able to keep control of office.

Mira is an anchor; I’d say there’s no worse way to play her than roaming about as her (You’re away from your windows, you’re away any potential choke points you could stop dead just with a window anchor, and you’re roaming as a 3 armor with a small mag, low damage, and no ACOG).

So, as we all know by know, the role of an anchor is staying on site and making sure people don’t get in to plant/capture, etc. Depending on the skill level of the match, anchoring can be a little inconsistent because the first half of the round you’ll may barely make any enemy contact; and the second half, depending on your team, could be a horrible hold outnumbered by attackers because your roamers failed; or again, you doing nothing, because your roamers succeeded. Anyway, unlike some other common so called “Anchors”, like Mute or Rook; that will work when you get bored and start lurking about for kills; as Mira you’ll always have the combat advantage if you stay and properly anchor so roaming as Mira is discouraging by itself.

Other than just being an “Anchor”, Mira’s main task can be divided into particular moments in the round; however these will change quite a lot depending on the enemy team and how skilled they are. These are the basic objectives an attacking team has to accomplish to take control of the site and get the plant or whatever; your task is to adapt to whatever the current enemy objective is and shut it down or at least delay it as much as possible; until you either get killed, or you get pushed away from the position (by smokes, by your mirror getting popped open, whatever). These “objectives” can be stuff like hard breaching a site wall, getting rid of your mirror or whoever is “manning it”, opening the ceiling, taking out gadgets, etc.

You have to be paying attention to what the attacking team is up to so you can become that obstacle. And also, you have to familiarize yourself to what the common approach to a particular site is so you can place your mirrors accordingly (We are going to see Mirror placement in a bit but the idea is that you’re not waiting there expecting to stop a hard breach when defending a site that’s never or very rarely breached). After all you only have 2 mirrors and can only cover one at a time.

If the people you’re up against are any competent you won’t get bored by anchoring, you’ll be stopping breachers, peeking on people, defending your mirrors and trying to keep people out all at the same time. Mira is one anchor that takes up a lot of manpower just to force her to forfeit a position.

We’re taking a closer look at what this all means when we talk some window placements; as your “role” sorta changes from position to position you hold with mirrors.

Let’s talk about the guns (& equipment) for a bit. This is one part of the guide that I changed a bit from last month’s guide to try and shorten it up as one user commented how there really as no need for a full section about the GSH-18. Fair enough:

“The Loadout” is what I call the generally accepted gun & equipment choices for a particular operator, for Mira it is the following:
  • Vector .45 ACP (With Compensator & Vertical Grip)
  • ITA12S (With Laser)
  • Nitro Cell
The Vector can equip any 1x sight, and even has decent Iron sights; so it’s up to you. I recommend Reflex because of the smaller housing, Holographic is not half bad though.

The ITA12S is really just a landscaping tool; I recommend the Laser so the spread at about 4 meters is focused and I am able to makes holes first try every time. Engaging enemies with it is pretty much like resorting to your knife when all other options fail so having the laser give away your position is not a thing to worry about.

Nitro cell over Deployable Shield should be a given. Mira can really use Nitro cells in combo with her windows to get rid of people in blind spots, behind cover, or to do pre-placed nitro setups.

Deployables do have some synergy with Mira’s windows but it very rarely warrants not going for a Nitro cell, if you wanna get of those Deployable shield setups going just as for one from a teammate and tell them where to place them.

Their main use is to break lines of sight from a transitted window or long angle for an attacker and the back of your mirror; so that they may not shoot the canister. For example here:


______________________________________________________________________________

The reason I place the shield way back on the mirror is because I don’t want it to become an obstacle for me moving around when I’m manning the mirror; I just want it to be in the way of the canister from the line of sight that’s all.

Other guns not generally picked up on Mira are the ITA12L (Shotgun Primary) & the USP40 (Pistol Secondary).

Now, the ITA12L is not a particularly bad shotgun, it’s a pump action, pretty decent at 1 shot kills or injures up to like 8 or 9 meters; with relative fast pumps. It’s not the best shotgun but it certainly can be described as a weaker version of the GIGN’s SG-CQB; which still makes it a usable shotgun. However, by not picking the Vector you’re squandering the potential of your mirrors; and the case to made for the USP 40 (Equipping the ITA12L as a primary and the USP40 as the secondary to pull out in long-range, shotgun incompatible gunfights), is defeated by the fact that it gets weak really fast around and past medium range; and it has very poor 12+1 mag size with only 4 additional mags in reserve (poor for attempting to run it as your only fighting tool other than a shotgun; it’s not like Kapkan or Tachanka who have the PMM on their side; or Pulse, who has access to two very good FBI handguns).

In short, that’s all there is. Neither the shotgun or the handgun are good enough to be considered a real viable alternative to Vector+Pocket Shotgun; especially because a Shotgun+Handgun loadout does not help you at all use your mirrors to their fullest.
4. Mirror Tech (HIT ME WITH THAT TECH OH YEAH)
Alright now we get to the cool stuff, the technology. Basically I’m going into the little technical tips you can use with mirror placements. The halfway mirror, that sort of thing. If you’re a familiar reader from the Kapkan guide; you probably agree with me that the little tech tips are the best part of the guides; and I hope these Mirror Tech tricks live up to the expectations:

Unfortunately I had to split this section into three parts for the Steam version of this guide because sections have a character limit I'm afraid:

The trick I’m about to teach you may be a little confusing for some people, especially beginners, to its actual use on matches, but if you look into Section 6 in this guide you’ll see clearly what is the potential power this placement has. For players that already know how powerful a peeking mirror can be, you’ll notice immediately how broken this “Halfway Mirror” can be on a few specific scenarios.


I’m using this wall on Coastline Kitchen not because it’s a good place to do a halfway mirror, but because it’s a well lit wall to serve as an example. I’ll go over some actual suggested spots for them later on the section,



It’s called a halfway mirror because it’s halfway into a reinforcement and halfway into a soft wall; allowing you to take cover and peek through murder holes with a single window: Now, you can place a halfway mirror on the right or left sides of a reinforcement, and at crouch and standing height. I’ll show you the crouching one in a more detailed way because that’s the one you’ll be using the most in matches.


To place them, you need to find this exact 1 pixel spot.


There exactly.


A way to find that particular spot is to pull out the mirror (which hides your crosshair); and if you’re on the right on, the little circle will appear for mirror placement, and the light will turn green. This works with both standard and advanced gadget deployment.





Look at the compression I had to do so Steam let me put this up jeez.
______________________________________________________________________________



This is what it looks like from inside and outside.



Stand-up style murder hole.


Halfway mirrors are useful not only because they provide you both cover and aggressive possibilities, but because it makes the window indestructible (unlike mirrors placed entirely on soft walls that can be destroyed if the wall is destroyed, with like an Ash breaching shot for example).

As I said, you can also place halfway mirrors at standing height; the position to place it is this:



Similar to the crouching height but instead of using the red lower bar as reference, you’re using the line right under the red top bar as reference; and the very edge of the reinforcement as well.


You can place two halfway mirrors on just 1 reinforcement (they can be at the same height too, I placed them like these just to show both heights side by side).


You can also still (for some reason) reinforce the soft wall even though the mirror is in the way.
______________________________________________________________________________

An example I think is very powerful to showcase the potential of halfway mirrors; this is a way to make Clubhouse’s Cash Room a little more playable. This goes for all of you casual-matchmaking players who have the disgrace of defeding Cash Room:


You basically play the whole thing from the stairs (arguably the safest place in the whole floor). A decent way to defend cash is pre-placed Nitros from the floor below as well; both A and B sites have soft floors; however stairs does not and there’s only one angle for people to shoot your windows open (which I blocked with a deployable shield; this can be your friend’s shield though; make them play Doc or something).
Composite Setups is named after a section that I had no idea what to call. This is basically for mirror setups (usually either active or in-site mirrors) that have pre-placed Nitro Cells, Double Windows, that sorta thing.

Pre-placed Nitro Cells for some specific holds with mirrors are used even in the Pro League to great effect; as they add the element of blindsiding attackers staring down closed windows and murder holes by a pre-placed Nitro either through a wall or through the floor. I recall actually one being used in game 3 of the Invitational Grand Finals (EG vs Penta) on Kafe, on red stairs through mining room, being held by a mirror from Mira inside train’s right hand side of the door.

This is basically what the setup was: (I wanna explain this as a sorta “real world” example; and then I’ll give another one to give you some ideas).


From here you can watch people coming down from red; and of course, people coming in from the windows of pastry roof:


The idea is the Nitro is pre-placed here, for people coming in from the second pastry window, or up from red stairs, that are behind this piece of cover. The reason you keep this wall and not shoot it out is because you want to avoid lines of sight from pastry roof to the mirror; and encourage them to vault in.


Attackers come in like this; see the mirror, and you, instead of peeking out, just instantly nitro. Any reactions they may have (prefiring the mirror, vaulting back out, proning, taking cover to the right) are all in-range of the nitrocell. Plus, because the wall is all blown out, you can clearly hear people break the window barricade, and if the match is silent, even hear them vaulting in to red.


You can also pre-place the nitro here; but it takes way longer and can be found by an attacker earlier on the round (and you have no way to tell your nitro cell was destroyed once placed)


Doing it from under though leaves the wall between red and mining intact.
______________________________________________________________________________

This next one is funny because it’s designed to deny after you’ve already forfeited the original position. It’s a bit of a gamble but it’s basically impossible to counter, since it comes from below it does 100% damage to shields too. The general idea is that having some foresight and knowing just a couple of these placements per map allows you to be super patient with your anchoring; as you can just back off before things get too hot and just hold your second angle without sticking your head out too much. Just don't go trying this every round, this is more the sorta thing you’d clip if you were streaming; having your Nitro Cell on you is very valuable too.


This is the Desk hold I talked about in last section.



After losing the mirror position you got this plan-b denying nitro all set.


Takes out default plant on A from below. If you play with some higher skill players normally a Pulse or Valkyrie will be trying this and you can keep your Nitro for tossing it through nitro holes and such.
______________________________________________________________________________

Let’s look at double mirrors now. Generally I tell people that double mirrors suck, and it’s not really because they do, but because I see them overused when not necessary. The initial idea for a double mirror starts with the right idea of having a way to shoot people behind the glass, but instead of leaving the wall next to the window soft and opening a murder hole there, you reinforce the whole thing up, place mirrors next to one another and open one of them.

There’s some issues with this; first of all, using both windows to cover 1 area will mean you won’t have the second mirror to place somewhere else; for someone else to use, or for you to fall back to when you forfeit the original position. The second problem with some of the placements for double mirrors is that they leave a hole in a reinforcement leading right into the site, which I don’t need to explain how troublesome that can be.

So, the few double mirror placements that are actually quite good have at least two features in common, that are having a closed background (so, you’re not exposing any important room from the open mirror), and also, having an enclosed space that prevents you from anchoring from moving from one angle to the other, more or less encouraging you to “put all your eggs in a single basket”, using both mirrors to cover one area. This is specially relevant when you’re not playing with a particularly coordinated team that uses your mirrors as often as you do.

The best way to actually use a double mirror is to generate a piece of cover in the center and have the possibility of peeking from both sides of the cover; so, you use a natural hole like a doorway and then make the other hole with an open mirror.




The reason you must open this window instead of the other one is because, as I keep saying, you have to try to be able to peek from both sides, or at least have the possibility, to avoid getting prefired.

With this setup you can do this:



______________________________________________________________________________

This "peeking from both sides" can also be found "naturally", it's just not as common; for example here in Geisha Room:

Источник: [https://torrent-igruha.org/3551-portal.html]
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