Rainbow six cards. Tom Clancy's Rainbow Six Siege: Oregon map analysis

Oregon is one of the oldest and most balanced maps, which enjoys the well-deserved love of players. What are its features? What tactical maneuvers are available?

Good day, reader. As you can see from the preview, today we have a review "Oregon", and with a video format for greater clarity. The goal was, as always, to show newcomers (and not only them) the versatility of the game and demonstrate something new. Since some descriptions of tactics and positions can be quite convoluted, feel free to check the video.


The analysis of the map was quite extensive, timecodes are in the description on Youtube.

General description of the map

Spawns, universal placement of drones, cameras

Let's start with the planning stage. For an attack, players have a choice between three entry points: a junkyard, a street, and a construction site. For defense (we will consider exclusively the “Charge” mode as the most eSports), players vote for one of four points: the nursery and bedroom, the kitchen and dining room, the laundry room and pantry, as well as the stairs in the back and the tower. Don’t be surprised by the double names of points - in the “Charge” mode, you need to defend two bombs at once, and, accordingly, two points.

On the left are the entry points of the attackers, on the right are the defenders


During the planning stage, the attacking team has 45 seconds to conduct initial reconnaissance with bots, and the defensive team has 45 seconds to prepare points and select positions.

I recommend not just giving away the reconnaissance bots, but hiding them or placing them in positions that are often used by defenders. A good example A universal arrangement of bots at the planning stage could be as follows: armory, office, dining room, rear stairs, bunker. Such positions allow you to immediately understand whether the defenders will make spawn picks, that is, show aggression on their own and shoot the attackers almost immediately at their entry points.


Armory, office, canteen, tower, bunker


The next thing an attack operative will encounter after the planning stage is external security cameras. I advise you not to neglect shooting cameras - in this game information is critically important and a single, forgotten camera with good review may be worth the game. So, there are only 7 cameras on Oregon: 3 external and 4 internal. The external ones are located at the construction site, the parking lot (next to the “Street” spawn; by the way, it is from here that you can shoot all 3 external cameras at once) and the landfill. Internal: dining room corridor, hall, rear staircase and main staircase.


Construction site camera


Outdoor camera


Camera in a landfill


Camera in the dining room corridor


Camera in the hall


Camera in the big tower

Spawnpicks

Welcome to dark side, naughty girl. Let's look at the popular and not so popular points that defenders use for spawn picks and how you can counter it.

Let's start from the street. Here it is worth noting the window and doorway in the second floor master bedroom and garage. On the second floor, the barricades are either removed completely or knocked down several times, depending on the wishes of the defenders.

We remove barricades on the window and doorway...


...or we knock them out

At the entrance to the garage, killholes are prepared or a hole is made with an impact grenade, after which they wait for careless attackers.


From the side of the construction site, you can expect three standard spawn peaks: immediately after the end of the preparatory phase, the defenders can run out from the first floor of a large tower or take a pretty good angle by running out of the bunker. The third expected position is the garage door.

Running out from the first floor of a large tower


Running out of the bunker


Looking out for the victim from the garage door


But there is another point that is not so predictable - this is literally shooting across the entire map from the master bedroom. In any convenient way, a window is broken, a wall is broken through, and then, thanks to a conveniently located chair, you can get an incredible position for shooting through the construction site.

Shot into the construction site from the master bedroom


From the landfill side, everything is much more prosaic: the expected points are the window in the shower room and two windows in the office of the small tower. But be careful: insidious roamers may not break the windows in the small tower, but knock them down and listen to what is happening nearby, and then jump out at the most inconvenient moment.

We look at the landfill from the shower window or use one of the windows in the small tower overlooking the landfill

Laundry room and storage room

It's worth starting with one of the classic defender points on this map - the laundry room and storage room. Without exaggeration, one of the two most convenient points for defense - judge for yourself: a small number of burned walls, imposing vertical gameplay on the enemy, since the three available entrances (not counting hatches) can become truly impregnable for attackers.

Protection

First of all, it is worth looking at what the players who remain at the point can do. And they can do neither more nor less - a bastion that is difficult to open. Mira is ideal for the point - a key device for defense and a shotgun in the secondary slot, perfect for preparing holes for the rotation of defenders between points. Installing windows allows you to safely collect information and, if circumstances are successful, shoot off the heads of attackers from prefires.

Window in the closet


Window in the pantry


Not bad Mute– he is the only one who can seriously spoil the attackers’ cutting of the hatch in the hall thanks to the jammers placed in the right places. Two jammers right at the corners of the table in the laundry room block cutting devices on the hatch in the hall, a jammer in the pantry can intercept reconnaissance boats coming from the garage (and also block low-lying hardbricher devices on the wall near the stairs), a jammer in the closet will intercept reconnaissance boats coming from the conference -hall.


Two jammers at the corners of the table in the laundry room


Jammer in the pantry


Jammer in the closet


Good also Bandit– to electrify the walls between the bunker and the switchboard, as well as the windows Worlds. A fairly versatile operative who, moreover, can then even go roaming.
You can add any two operatives to your taste, the main thing is that they strengthen two hatches in the conference room and a hatch in the hall.


The first hatch from the conference room, view from the defense side


...and the second


Luke in the hall


A little more detail about why it is better not to reinforce the wall near the hatch in the hall: if the hatch is protected by jammers Mute, Termite can place his charge in a crouch on the other side outside the radius of the jammers and still blow up the hatch. The solution is simple: there is no wall - there is nothing to put a thermal charge on. From this, however, it follows that Termite You can catch this: we break through the floor on the second floor and get a convenient angle from the audience.


What's wrong with the wall, Termite?


Catching Termite from a small bedroom


Now a couple of small useful things: on the second floor, having broken through the floor at the entrance to the main bedroom, you can quite comfortably monitor the fate of the hatch in the hall, periodically shooting at the insolent attackers. Literally next door, at the entrance to the armory, you can also break through the floor and easily view the stairs. And if you do it suddenly, you can get some frags. Having broken through the floor in the armory itself, we get a convenient viewing angle of the space in the garage.


We follow the hatch in the hall


Watching the stairs


Looking into the garage from the armory

Attack

The attack is literally forced to use vertical gameplay in order to somehow swing the situation. To do this, it is vital to gain control of all three hatches, otherwise everything will come down to shootouts with the enemy behind the mirrors. Ideal for cutting hatches Hibana– three charges of the device for three hatches, or (if there is another hardbreacher in the team) you can afford the luxury of sawing through both the hatch in the hall and the wall next to it. Specifically, the hatch in the hall is critical for the attacking team: you can conveniently spread smoke from it, jump down and install a deactivator, and actually control it when the smoke runs out.

For a laundry room, it is classic to disperse the fumes (whether from the hatch or not) and then install a defuser on the washing machine or behind the laundry baskets. It is also possible to push from a bunker (tunnel, blue and red - there are many names) with a shield, but beware of roamers. What if Thermite saws through the wall into the panel room - entry becomes even more comfortable.

Just a minute useful information: in the large tower there is a fairly large gap between the floor and the wall, into which Eye can with great convenience shoot roamers returning to the point along the northern stairs. In addition, it is possible to conveniently control the installed deactivator immediately at the base of the stairs using Fuza. It is necessary to install the nesting doll on the second floor immediately next to the stairs, turning slightly in the right direction. There is one peculiarity here: charges from a nesting doll always fly from right to left, so the very first charge will fly into the deactivator.

Children's room and bedroom

The second most important point for defenders: conveniently located bombs, many options for attackers to enter the flank, which forces them to scatter their attention. However, it's not all bad for the attack: defenders can be smoked out from convenient positions thanks to vertical gameplay, and a well-placed deactivator almost guarantees victory.

Protection

To more or less effectively protect this point, it is quite important to do several things, one of which is control over the attic, for which the wall at the point is broken through and the far one leading to the large tower is strengthened. Or it doesn’t get stronger if a very aggressive game is planned. The attic is needed in order to immediately cut off an entire direction of attack - two windows into the nursery and a window into the small bedroom.

To access the attic, this very wall is blown up


We cut off the windows to the children's room from the attic


You can throw barbed wire on the white stairs - which will give away any attacker who wants to take this direction. It is better to strengthen the wall between the small bedroom and the closet in the main bedroom - because this is, in fact, an entrance for an attack.


Barbed wire on white stairs


Wall between the small bedroom and the main bedroom


Another thing to do is to prepare a hole in the wall from the nursery to the main hall for a comfortable and quick rotation. Perfect fit Mira– with her window it becomes very easy to hold a position. The second window can be placed on the wall in a small bedroom - in case the wall from the closet in the main bedroom is sawed through Termite, the player holding the white ladder will be able to hold off the attack quite effectively.


Window in the nursery


Second window on the wall to the small bedroom


It would be nice if there was at least some kind of control over the armory - something for collecting information or a player inside. The wall in the armory provides an excellent view of the entire corridor - it would be a shame if an attack took such a position.

Control of the corridor between points from the armory


In addition, the window in the main hall can be very effectively held by a player who takes a position immediately below it, against the wall in the shower, having previously strengthened it.

We control the window in the main hall from below


An operative who is good at collecting information himself is best suited - Ela, Lizhn etc. However, you will need a shield to cover your back. Again, from this position flanking moves are made very quickly through the small tower (overlooking the window into the main hall) and the dining room to control the same windows into the nursery. A player in a large tower can be very useful - its windows provide an excellent overview, which allows you to control the windows into the children's and small bedrooms.

Attack

If at the preparation stage it turns out that the defenders are well entrenched, you should not rush (in no way am I trying to hurt the feelings of the Ash Mainers). Best choice will slowly prepare its approach to the points, get rid of the roamers and begin to systematically push through the defense. Will show himself great here Tank– from the kitchen you can destroy the entire floor of the nursery and cause quite a lot of stress to the world, depriving her of a window. If it is known that in a small bedroom an enemy is hiding somewhere behind the bed, you can destroy the floor there too, entering from the audience.

Termite works great in opening up the wall to the loft in a large tower and the wall between the master bedroom closet and the smaller bedroom. There are also several interesting angles right from the “Junkyard” spawn: jumping from the car body onto the refrigerator opens up a view of the main hall, and if you climb onto the washing machine and twist the camera a little to catch right place without foliage - a view of the same window will open, but from a different angle. Eye ideal for these purposes. By the way, if you wish, you can hang to the left of the same long-suffering window and check if there are any traps there or even shoot with your opponent on the first floor.

If you have already gained control over the attic and the large tower, you can quite calmly hang yourself near the windows in the nursery (but remember about the door to the dining room). Fuse, for example, can create a branch of hell on earth if it gets to them. Here's a little tidbit: since most of the floors at this point are destructible, you can place a breaching charge on them. We install the deactivator and the charge on top. If there is a reconnaissance boat in the room, we blow up the unlucky defender based on the information.

Staircase at the back and tower (aka big tower)

The big tower is perhaps the rarest point that defenders choose, and all because its defense requires the presence of many factors: near-ideal information, each defensive player must understand perfectly what the team needs at the moment and the most important thing is that they need constant aggressive actions, and at the right time. However, Brazilian teams take this point more often than other teams and their defense is a perfect example.

Protection

As I said earlier, the defense team needs near-ideal and up-to-date information, so Valkyrie fits perfectly. Two external cameras cover almost everything required zones: we throw one onto a bucket at a construction site, the other onto the roof of a canopy, which allows us to know about almost all of the attackers’ suspensions.
As always, it is recommended to establish control over the attic - this is where it will show itself best. Mira and her window. The second window is best placed in a crouch from the conference room - it will allow you to throw C4 at the standard places where the deactivator is installed, and it is more difficult to shoot through it because of the sandbags. It is advisable to strengthen the walls in the conference room from the kitchen side and from the hall side.


Getting control of the attic using the Worlds window


The same Mira window in the conference room

Attack

The attack here can and should catch defenders making mistakes and overly aggressive actions. Claymores under the windows and simple attentiveness will help a lot - you should check the windows, and not run headlong. It is strongly recommended to gain control of the topmost floor of the tower. A classic smoke bombing on the ground floor under cover can also work. Eyes, which, by the way, can conveniently target defenders into the gap at the base of the tower. He can show himself quite well Maverick– the walls between the kitchen or hall and conference room are perfect for creating killholes.

Kitchen and dining room

Quite a vulnerable point - most directions cannot be effectively held. However, it can also become difficult for inexperienced attackers.

Protection

A good preparation for a certain universal option is to strengthen the walls between the dining room and the small tower, the walls in the food room and the hatch in the nursery (where it would be desirable for one of the roamers to be - Fuse, Buck, Sledge from above - disaster). One of the walls between the bathroom and the kitchen can be broken through for more convenient rotation.

Reinforced hatch in the nursery


The window will show itself perfectly Worlds– beneficial for the player in the lineout and completely useless for the attacker who takes this position. The second window is best placed from the kitchen overlooking the dining room.


In order to cover the direction from the street, it is quite possible for one of the players to go to the large tower - there are plenty of convenient corners in it.

Attack

Hypothetically, you can enter the point from any direction (even straight through the door to the dining room), practically, it’s best to cut through from the small tower and calmly place the deactivator in a saving corner by the sofa. Why do I so ardently advocate approaching from a small tower? It's simple: we substitute fewer flanks compared to other options. If there is smoke, everything becomes even easier. But here it is worth understanding that all five of you going on one side is unproductive - you will interfere with each other and the defenders will need to focus on only one direction.

Will show himself superbly Buck, Sledge or any other operative capable of breaking through the floor in the nursery - thus cutting off the entire kitchen. It is highly advisable to gain control over the showers - there will definitely be someone from the defenders there - fast operatives, reconnaissance bots and flash-bang grenades to help you. If there is another hardbreacher besides Termite- he can be entered from the big tower, but he will be exposed to immeasurable danger of being interrogated.

That's all for me, if you still have any questions, feel free to write. Don't forget to let us know which card you'd like to see analyzed in the future!

P.S. I apologize for the long absence - the video required a colossal investment of time and effort. However, I am very interested in what you think about this. Is the format a good fit? Is it worth continuing? I look forward to your comments.

Defense tactics:
The most difficult thing to defend is a children's room; usually all the walls in the child's room are destroyed as much as possible and protect it from renovation/shower/bedroom. Also, in the workshop they do not strengthen the wall near the small window. Mira really comes in with her mirror, you can put one in the closet and the second on the back staircase with the workshop.

Smoke out the closet/dressing room
Few people know or know but don’t use it)
These shelves are collapsing and so is the wall behind them.


It is impossible to strengthen these walls.

You can also shoot/blow up the ceiling from the kitchen.

As you understand, a defender in such a situation at least drops a brick in his pants: D

Attack tactics:
We almost always clear the upper floors completely first, gradually working our way down. This way we get rid of unpleasant roamers and take away room for maneuver from the enemy.
Billiard room.
It is important to renovate the office as well; from the office we will get greater control of the hall, part of the billiards room and partly the dining room + kitchen. The floor in the corridor near the renovation is destructible and can be fused.
Bench press
We take the garage, laundry room and second floor.
Good points to set defuse:
Near the small stairs.
Near the wall between the garage and the bench.

It is convenient to control the defuse on the small staircase through the hatch on the second floor in the corridor. The second point is easy to keep through the garage and hallway. The ceiling near this wall is destructible, this can be used by both attack and defense.

Defense tactics:
Garage
It is advisable to keep the first floor or have a roamer who will control the entire first floor. In the dining room from the window you can jump on the attackers who are going into the garage, you can also throw c4 and other delights on their heads.
Mira comes in at the small gate in the garage. We don’t strengthen one wall, we put a mirror next to it, we try to take away the inattentive enemy, and only now we strengthen the second wall.
Press

We’ve already talked about protecting the press, but I’ll just add that it’s advisable to either close the hatch or break it and keep the billiard room open.

Attack tactics:
Press
As always, ideally it is best to run the entire house from top to bottom, consider this a universal tactic for all maps. There is a hatch in the billiards, from which you can control the press and the wall between the press and the garage. I have already described the rest of the press above.
Garage
With a 99% probability you will be greeted from the window of the dining room, shower or office.
We are trying to knock down the gate in the garage, and usually Termite gets the big gate, Hibana gets the small one. Almost always there is someone sitting behind the car; this point is perfectly fused from the hall or shot at the legs under the car. It is convenient to place a defuse behind Montagnier's back. In principle, at any open point without any cover, Montagnier always enters.

24.08.2017 12:00

In Season 3, some changes will be made to the lists of ranked and unranked games. Now the sets of cards for ranked games and battles in the professional league will be the same. We also intend to introduce several innovations that will improve the user experience in unrated games.

Maps for the ranked list of games

To create an environment that allows players to maximize their gaming experience, we have decided to reduce the number of cards available in ranked games. The ranked list of games for Season 3 will feature the following maps:

Starting this season, the same maps will be available in the ranked list of games as for the professional league. We will be introducing new Ranked and ESL Pro League lists when we reset the ranks at the start of the new season. Similar to the list of ESL games, the ranked list will change each season.

Moreover, both of these lists will not include new cards introduced at the beginning of the seasons. We want players to have enough time to explore new features in unranked and custom games, and developers to be able to fix any problems and vulnerabilities before serious fights begin on the new maps.

Updated list of unrated games

In Season 3, we will reduce the number of maps in the list of unrated games to fifteen. This will make it easier for new players to become familiar with the game. Rainbow Six with changes in seasons. We noticed that until now it was a little difficult for beginners to quickly learn new maps, and therefore decided to change the approach to this aspect.

Moreover, the level design team will rework some of the maps that were removed from this list. Let us clarify: in the future, not all maps removed from the unrated list of games will undergo changes, but only a certain part.

In addition, we have almost reached the limit on the amount of data, and therefore we will need to rework the map storage scheme. In the future, some maps will be completely removed from the game (this initiative will not affect Season 3).

While some maps will no longer be available in unranked or ranked game lists, they will still be selectable for custom games.

Map settings

We analyzed the operation of the map installation system and decided to disable it for everyone network games in PvP mode (it will continue to function in Anti-Terror mode so that you and your allies can choose the maps you want to play on). It's unclear when this feature will be available again in PvP mode; the team is considering other options to improve the user experience.

We were glad to tell you about the changes that will affect rated and unrated games: we are waiting for your feedback on this topic! Join the discussions at

Tactical shooter from the company Ubisoft continues to confidently gain popularity and build up a very active audience. In addition, the game has already acquired a successful e-sports league, the grand final of which will take place today.

It was the connection with the competitive process and e-sports that forced Ubisoft to take an ambiguous new and drastic changes in the upcoming third season, which is called "Bloody Orchid" The publisher decided to replace the set game cards. What does it mean? If you are playingRainbowSixSiege, then in a random or ranked game you come across random cards on which the battle takes place. The developers will slightly correct the list of these cards. For what? The changes are intended to create “competitive conditions.”

The number of cards in a ranked game will be reduced to nine and their list is identical to that used in Pro League. Cards that are introduced in new seasons will only appear in the list for the next season. This is done to ensure that players have time to study the cards in a casual game and test the cards themselves for suitability for professional competitions. According to the developers, this will help find various bugs and exploits before the card gets into the ranked set.



For approximately the same reasons, the number of cards in a random game decreases to fifteen. This innovation should make the game easier for novice players who cannot quickly adapt to Siege due to the fact that learning large quantity cards takes a lot of time. Some cards removed from the random play list will be sent for rework. The victims of remapping will be “Favellas” and “Yacht”. However, not all cards removed from gameplay will be remade. Some will have to leave the game forever and disappear into the abyss of netcode. At this time, all "off" cards will remain available to custom game. Besides this, Ubisoft has removed the card “advantage” system for PvP mode and is now developing some kind of analogue. Details are not known.

These changes, on the one hand, caused indignation among some players. Reducing the number of playable cards when they were quite playable is overkill. Many will say “why do we care about e-sportsmen and their style of play?” But Rainbow Six Siege is competitive first and foremost tactical shooter. And in a ranked game, it is important that all participants have equal conditions. Experienced Siege players know that some maps are fraught with imbalances, such as simplified defense of a certain point or bugs with a deactivator. To prevent such incidents from happening in a rating game, the developers decided to use the card pool from ESL. These are the most balanced and convenient maps for battles. We hope this change will help make Rainbow Six Siege even more fun.

Share: