Rainbow Six Siege will change the set of cards for the game: LEOGAMING. Tom Clancy's Rainbow Six Siege: Oregon Map Breakdown Rainbow Six Maps

24.08.2017 12:00

There will be some changes to the Ranked and Unranked playlists in Season 3. Now the card sets 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 unranked games.

Maps for ranked list of games

In order to create an environment that will allow players to maximize their playing skills, we have decided to reduce the number of cards available in ranked games. The Season 3 Ranked List will feature the following maps:

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

Moreover, both of these lists will not include new cards introduced with the start of the seasons. We want players to have enough time to explore what's new in non-ranked and custom games, and developers to be able to fix all the problems and vulnerabilities before serious fights begin on new maps.

Updated list of unrated games

In Season 3, we will be reducing the number of cards in the Unranked Games list to fifteen. This will make it easier for new Rainbow Six players to get familiar with the season changes. We noticed that until now it was 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 cards removed from this list. To clarify: in the future, not all cards removed from the unranked 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 it will be necessary to rework the card storage scheme. In the future, some maps will be completely removed from the game (this initiative will not affect Season 3).

While some cards will no longer be available in the unranked and ranked playlists, they will still be selectable for custom games.

Map settings

We've reviewed how the map set system works and decided to disable it for all multiplayer PvP games (it will continue to function in Counter-Terror mode so you and your allies can choose which maps you want to play). It is not yet clear when this feature will be available again in PvP mode, as the team is looking at other options to improve the user experience.

We were excited to tell you about the changes that will affect ranked and unranked games - we are waiting for your feedback on this topic! Join the discussions on

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

It was the connection with the competitive process and eSports that made Ubisoft go to the controversial new and drastic changes in the upcoming third season, which is called "Bloody Orchid". The publisher decided to replace the set of 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 of the list of these cards will slightly correct. For what? The changes are intended to create a "competitive environment".

The number of cards in a ranked game will be reduced to nine and their list is identical to that used in Pro league. Maps that are introduced in new seasons will only be added to the list by the next season. This is done so that players have time to study the cards in a casual game and test the cards themselves for suitability for professional competition. As the developers assure, this will help to find various bugs and exploits before the map gets into the rank set.



For roughly the same reasons, the number of cards in a random game reduced to fifteen. This change should make the game easier for novice players who can't quickly adapt to Siege due to the time-consuming learning of a large number of maps. Some cards removed from the random play list will be sent for rework. Favelas and Yacht will become victims of remapping. However, not all cards removed from gameplay will be redone. Some will have to leave the game forever and disappear into the abyss of netcode. For now, all "off" maps will remain available for custom play. Besides, Ubisoft removed the system of "advantages" for maps for PvP mode and are 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 “what do we care about esports players and their style of play?”. But Rainbow Six Siege is first and foremost a competitive tactical shooter. And in a ranked game, it is important that all participants have equal conditions. Experienced Siege players know that some cards 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 ESL card pool. These are the most balanced and combat-friendly maps. We hope this change helps make Rainbow Six Siege even more interesting.

Oregon is one of the oldest and most balanced maps that enjoys a well-deserved love of the 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. As some of the descriptions of tactics and positions can be quite ornate, feel free to check out the video.


The analysis of the map came out rather big, the 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 protection (we will consider exclusively the "Charge" mode as the most e-sports), players vote for one of four points: a nursery and a bedroom, a kitchen and a dining room, a laundry room and a pantry, as well as a staircase at the back and a tower. Do not be surprised by the double names of points - the defense in the "Charge" mode needs 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


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

I recommend not to just give away recon bots, but to hide them or place them in positions that are often used by defenders. A good example of a versatile bot layout at the planning stage would be: armory, office, canteen, back stairs, bunker. Such positions allow you to immediately understand whether the defenders will spawn, i.e. independently show aggression and shoot the attackers almost immediately at their entry points.


Armory, office, canteen, tower, bunker


The next thing an attack operative will face after the planning stage is the outer security cameras. I advise you not to neglect shooting cameras - in this game, information is critical and a single, forgotten camera with a good view can be worth the game. So, there are only 7 cameras in Oregon: 3 outdoor and 4 indoor. The outer 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 outer cameras at once) and the dump. Internal: dining hallway, hall, rear staircase and main staircase.


Construction site camera


outdoor camera


dump camera


Camera in the hallway of the dining room


Camera in the lobby


Camera in the big tower

Spawnpicks

Welcome to the dark side, little brat. Let's take a look at popular and not so popular points that defenders use for spawnpicking and how you can counter it.

Let's start from the street. Here you should pay attention to the window and doorway in the master bedroom on the second floor and the garage. On the second floor, the barricades are either completely removed or knocked down several times, depending on the desire of the defenders.

Removing barricades on windows and doorways...


...or knock them out

Killholes are prepared at the entrance to the garage or a hole is made with a shock grenade, after which careless attackers are waiting.


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 door to the garage.

Running out from the first floor of a large tower


Running out of the bunker


We look out for the victim from the garage door


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

Shooting to the construction site from the master bedroom


From the side of the landfill, things are 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: cunning roamers may not break windows in a small tower, but knock them out and listen to what is happening nearby, and then jump out at the most inconvenient moment.

Look at the junkyard from the shower window or use one of the windows in the small tower overlooking the junkyard

Laundry room and pantry

It is worth starting with one of the classic defender points on this map - the laundry room and pantry. Without exaggeration, one of the two most convenient points for defense - judge for yourself: a small number of walls to burn through, the imposition of 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 stay on the point can do. And they can do neither more nor less - a bastion that is difficult to open. Mira is perfect for a point, a key defensive device and a shotgun in the secondary slot, great for preparing holes for defenders to rotate between points. Installing windows allows you to safely collect information and, with good luck, shoot off the heads of attackers from prefires.

Window in closet


Window in pantry


Good fit Mute- he is the only one who can seriously spoil the attackers drank 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 the devices for cutting on the hatch in the hall, the jammer in the pantry can intercept the recon bots coming from the garage (and also block the low-lying devices of the hardbreachers on the wall near the stairs), the jammer in the closet will intercept the recon bots coming from the conference -hall.


Two jammers in 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 control room, as well as the windows Worlds. A fairly versatile operative, who, moreover, can then go roam altogether.
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 side of protection


...and the second


Luke in the lobby


A little more about why it is better not to strengthen the wall near the hatch in the hall: if the hatch is protected by jammers Mewtah, Termite can put 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 thermocharge on. From this, however, it follows that termite you can catch on this: we break through the floor on the second floor and get a comfortable angle from the side of the audience.


What's with the wall, Termite?


We catch Termite from a small bedroom


Now a couple of minor benefits: on the second floor, breaking through the floor at the entrance to the main bedroom, you can quite comfortably follow the fate of the hatch in the hall, periodically firing off impudent attackers. Literally nearby, at the entrance to the armory, you can also break through the floor and comfortably view the stairs. And if you do it suddenly, you can cut frags. Having broken through the floor in the armory itself, we get a convenient viewing angle on the space in the garage.


Watching the hatch in the hall


Follow the stairs


We look into the garage from the armory

Attack

The attack is literally forced to use vertical gameplay in order to somehow shake the position. To do this, it is vital to gain control of all three hatches, otherwise everything will come down to skirmishes 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 off and install a deactivator and actually control it when the smoke ends.

For the laundry, it is a classic to spread smoke (whether from the hatch or not) and then install the 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. And if Thermite saw through the wall into the control room - the entry becomes even more comfortable.

A moment of useful information: in a large tower there is a rather 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 comfortably control the installed deactivator immediately at the bottom of the stairs using Fuza. It is necessary to install a nesting doll on the second floor immediately by the stairs, turning a little in the right direction. There is one feature here: the charges from the matryoshka always fly from right to left, so the first charge will fly into the deactivator.

Nursery and bedroom

The second most important point for the defenders: well-placed bombs, many options for the attackers to flank, which makes them disperse their attention. However, it's not all that bad for an attack either: defenders can be fired from comfortable 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 to control the attic, for which the wall at the point breaks through and the far one leading to the large tower is strengthened. Or it does not increase if a very aggressive game is planned. The attic is needed in order to immediately cut off the whole direction of attack - two windows to the nursery and a window to the small bedroom.

To access the attic, this very wall explodes.


We cut off the windows in the nursery from the attic


Barbed wire can be thrown onto the white staircase - which will give out any attacker who wishes to take this direction. The wall between the small bedroom and the closet in the main bedroom is better to strengthen - because this is, in fact, the entrance to the attack.


Barbed wire on a white staircase


Wall between small bedroom and master bedroom


Another thing to do is prepare a hole in the wall from the nursery to the main hall for a comfortable and quick rotation. Perfect fit Mira- with its window, positioning becomes very easy. The second window can be put on the wall in the small bedroom - in case the wall from the closet in the main bedroom is sawn through Termite, the player who holds the white ladder will be able to hold back the attack quite effectively.


Window in the nursery


The second window on the wall in the small bedroom


It would be nice if there was at least some control over the armory - something to collect information or the player inside. The wall in the armory provides excellent visibility as far as the entire corridor - it will be annoying if an attack takes such a position.

Corridor control between points from the armory


In addition, the window in the main hall can be very effective in holding a player who takes a position directly below it, against the wall into the shower room, having previously strengthened it.

We control the window in the main hall from below


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

Attack

If at the preparation stage it turned out that the defenders are well strengthened, you should not rush (in no way am I trying to hurt the feelings of ash-mainers). The best choice would be to slowly prepare your entry to the points, get rid of the roamers and start systematically pushing through the defense. Shows great here Tank- from the kitchen you can smash the entire floor of the nursery and not weakly strain the world by depriving her of the window. If it is known that in the small bedroom the enemy hid somewhere behind the bed, you can smash the floor there too, entering from the audience.

Termite will show itself perfectly in opening the wall to the attic in the large tower and the wall between the main bedroom closet and the small bedroom. There are also some interesting angles right from the Junkyard spawn: jumping from the body of the car to the refrigerator opens up a view of the main hall, and if you climb onto the washing machine and rotate the camera a little to catch the right place without foliage, you will see the same window, 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 ground floor.

If you have already gained control over the attic and the large tower, you can pretty easily hang from the windows to the nursery (but remember about the door to the dining room). Fuse, for example, can arrange a branch of hell on earth if it reaches them. And here's a little utility: since most of the floors at this point are destructible, they can be placed on a penetrating charge. We install the deactivator and charge on top. If there is a reconnaissance bot in the room, we blow up the unlucky defender according to information.

Ladder 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 defender player must perfectly understand what the team needs at the moment, and most importantly, what is needed constant aggressive actions, and - on time. However, Brazilian teams take this point more often than other teams and their defense is just a perfect example.

Protection

As I said earlier, the defensive team needs near-perfect and up-to-date information, so Valkyrie fits perfectly. Two outer cameras cover almost all the necessary areas: we throw one on the bucket at the construction site, the other on the roof of the canopy, which allows us to know about almost all the attackers' suspensions.
As usual, it is recommended to establish control over the attic - here it will show itself in the best possible way Mira and her window. The second window is best placed in a crouch from the conference room - it will allow you to forward the C4 to the standard deactivator installation sites, and it is more difficult to shoot through it because of the sandbags. It is desirable to strengthen the walls in the conference room from the side of the kitchen and from the side of the hall.


Gaining control of the attic using the Mira window


The same Mira window in the conference room

Attack

The attack here can and should catch the defenders on mistakes and too aggressive actions. Claymores under the windows and simple attentiveness will help perfectly - it is worth checking the windows, and not running headlong. It is highly recommended to gain control of the topmost floor of the tower. The classic smoke plant on the ground floor undercover might work too. Eyes, which, by the way, can conveniently aim defenders into a gap at the base of the tower. It can show itself quite well. Maverick- the walls between the kitchen or the hall and the conference room are perfect for creating killhalls.

Kitchen and dining room

A rather vulnerable point - most areas cannot be effectively held. However, it can also become difficult for inexperienced attackers.

Protection

A good preparation for some 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 is desirable for one of the roamers to be - Fuze, Buck, Sledge above - a 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 corridor and completely useless for the attacker, who will take 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 a 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), in practice, it is best to get drunk from a small tower and calmly put the deactivator in a saving corner by the sofa. Why am I so vehemently advocating entry from a small tower? It's simple: we substitute fewer flanks compared to other options. If there are smokes, everything becomes even easier. But here it is worth understanding that all five go on the same side is unproductive - you will interfere with each other and the defenders will need to focus only on one direction.

Shows great Buck, Sledge or any other operative who can break through the floor in the nursery - this way the entire kitchen is cut off. It is highly desirable to gain control over the showers - there will definitely be one of the defenders there - fast operatives, reconnaissance bots and stun grenades to help you. If there is another hardbreacher besides termite- he can be entered from a large tower, but he will be exposed to immeasurable danger of being interrogated.

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

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

Defense Tactics:
The most difficult thing is to defend the children's room, usually all the walls in the nursery destroy as much as possible and protect it from repair / shower / bedroom. Also in the workshop they do not strengthen the wall near the small window. Mira comes in very well with her mirror, you can put one in the closet, and the second on the back stairs from the workshop.

Smoke closet/cloakroom
Few people know or know, but do not use)
These shelves are destroyed and the wall behind them is the same.


It is impossible to strengthen these walls.

Also from the kitchen you can shoot / blow up the ceiling.

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

Attack tactics:
Almost always, we clean the upper floors completely first, gradually going down. So we get rid of unpleasant roamers and take away the enemy's room for maneuvers.
Billiard room.
It is important to overcome the renovation and the office, from the office we will get a lot of control over the hall, part of the billiards and partly the dining room + kitchen. The floor in the corridor near the repair is destructible, it can be fused.
Press.
We pick up the garage, laundry room and the second floor.
Good points to install a defuse:
Near the small stairs.
Near the wall between the garage and the bench.

Defuz on a small staircase is conveniently controlled through a hatch on the second floor in the corridor. The second point is easy to keep through the garage and hall. The ceiling near this wall is destructible, it can be used 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 go to the garage, you can also throw c4 and other charms on their heads.
Mira enters at the small gate in the garage. We do not strengthen one wall, we put a mirror next to it, we try to pick up an inattentive enemy, and only now we strengthen the second wall.
bench press

It has already been about protecting the bench, I will only add that it is desirable to either close the hatch or break it and keep the billiard room.

Attack tactics:
bench press
As always, it's ideal to run the whole 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 bench and the wall between the bench and the garage. The rest I have already described about the bench press above.
Garage
You will be met with a probability of 99% from the window of the dining room, shower or office.
We are trying to knock out the gate in the garage, and usually Termite gets a big gate, Hibana is small. Almost always someone is sitting behind the car, this point fuses perfectly from the hall or shoots through the legs under the car. It is convenient to put a defuse behind Montagnier's back. In principle, Montagnier always enters any open point without any shelters.