Breakdown + tips on R6 and the Nato mod (Article by Brian Yeoh)
I've been playing multiplayer on the Zone for about a month now, and I
have to say
that the NATO mod really improves the game a lot. To help anyone who might
be
a newbie, I have these few rules which may save them from having to wait
all that
while lying on the ground...
1) This is not Quake !
You are not invincible. In Quake or any other 3D shooter you know when
you're
about to die, and can run away. No one weapon, except for the rocket launcher,
can
kill you with one instant blow. In Rainbow Six, one shot can ruin your
entire day.
Anyone who runs through a door firing full auto can very well expect to
be popped
the second he steps through. Your rounds do not always go where you want
them,
unlike most other 3D shooters.
2) Keep moving.
Camping is not a bad thing in itself. Especially in Rainbow, it adds an
element of
realism. If you walk down the middle of the street in an urban combat situation
in
real life, you had better expect to die. The same should hold for Rainbow.
That
being said, if you do decide to be a sniper, do *not* stay in one place
looking for
the perfect shot. Chances are someone else has played this map, and is
heading for
your position. Move to position A, settle in for a few seconds, then displace
to
position B.
2a) Run when you move.
As in real life, run everywhere you go. Don't shoot on the move, and don't
stop in
the middle of the road to return fire. Concentrate on getting to cover
as fast as you
can. Once you're under cover, then you can worry about returning fire.
3) Penetration is king.
There is a massive difference between 9mm, .40, .45, 5.56 and 7.62. Try
this little
thought experiment; play two-rooms training with a computer demolitions
mob and
pick an MP5 as your primary weapon. At point blank range, aim directly
at his chest,
and fire three round bursts. See how many bullets he can take. In my experience,
they can take up to 3 magazines, if not more. do the same thing with a
CAR-15 and
watch him crumple at the first burst.
7.62 is without doubt the king of ammo. The main reason armies moved away
from
7.62 is that it is heavy and you can carry more 5.56 further. In Rainbow,
however,
running out of ammo is often the least of your worries. Pick 7.62, and
you'll turn
body armour into tissue paper. I'd recommend the G36 as your primary weapon,
and
a .44 of some sort as your secondary.
5.56 is decent, but if you can get 7.62, why go with 5.56? The only really
good 5.56
arm is the M4-SD, which has the incredible benefits of being silenced,
automatic
and decently penetrative. With this, you won't need to worry about being
surprised
and unable to hose down your target.
3a) Armour is useless
If you've taken the above advice, you'll realise that armour is pretty
damn useless
against high-penetration weapons. For this reason, I'd suggest you take
a recon as
your character; he runs faster and is more stealthy. If you face someone
down, either
you or he is gonna die, and if you can bring your weapon up faster, he's
more likely
to bite it.
4) Choose fire modes based on your latency
Latency sucks, but it's a fact of gaming. I've played on T1s, Ethernet
connections
and 28.8 connections. For each level of latency, there is a different mode
to use.
On a slow connection, use auto *exclusively*. Why? Because on a slow connection,
you don't know whether your target is "truly" where you think he is. If
you try to place
shots with care, you may or may not be firing at the correct position.
If you fire auto,
while keeping your cross hairs on the same position, you create a cone
of fire similar
to an MG. If your opponent is within that cone, you are more likely to
hit him.
On a medium connection, use auto or three-round bursts. Why? Because although
you have more likelihood of having your target in the right position, you
still want to
create a cone so that you have a higher chance of hitting him. You also
don't want
to attract his attention; if you don't have too many ricochets he may still
stay in the
same position. Long bursts tend to mark your position.
On a fast connection, try to use semi as much as possible. You are more
likely to hit
him, and you can also reduce the chance of being heard. You also conserve
ammo,
though that's not too much of an issue in Rainbow.
Whenever you go into a room, always use full auto. No questions there.
You want to
spray the area down and hit him while keeping moving. Remember, he has
the
advantage of being still and having a better crosshair than you. If you
keep moving,
&nb sp;
you break that advantage.
4a) Recognise weapons by their sound.
Always, always, go to the shooting range and practice shooting with the
different
weapons. It'll let you recognise what weapon your opponent is using and
where he
is, and allows you to use tactics accordingly. Approaching someone with
an MP5 is
*very* different from someone with an M60. It also lets you learn who the
cheater is
in a pistols only game; if you hear auto and it's not a Beretta 93 or a
Steyr, some
asshole is cheating.
If I ever get around to posting my opinions on teams, I'll also include
this; if you
have team members with weapons you *know*, it's very useful to be able
to tell
where your team mates are, and whether they're still alive after a burst
of gunfire. I'd
suggest firing a short burst into a dead target after surviving an encounter
just to let
your other team members know that you made it out alive. It's faster than
typing into
a chat box.
5) Use the heartbeat sensor.
It is the most important tool possible in room clearing. You can set up
perfect
ambushes with it. Enough is said there.
6) Weapon choices
When chosing weapons stay awat from 9mm subguns and the like. They're good
if
all you're up against is tangos with no body armour. Against human players,
their
body armour pretty much negates your fire, unless you can aim with precision,
which
most modem players can't do. If you have something which makes your life
that
much easier, why fight it? Go with 7.62 or 5.56.
That said, which type of primary weapon should you choose? Broadly, you
have
three career choices; rifleman, MG gunner and sniper. Those categories
should be
self-explanatory.
As a rifleman, I strongly suggest a G36. Not only does it have good groupings,
it's
got the all-powerful 7.62mm round. 7.62 seems to turn body armour into
tissue
paper. Not only that, you have a decent amount of ammo, and fairly stable
fire. If
you have an unreasoning attachment to 5.56mm, though, be advised that almost
all the 5.56 weapons are pretty much perfect substitutes. Except for the
M-4SD, the
other 5.56 arms have almost the same ROF and the same effects. The M4-SD
has
the marvellous advantage of being silenced. Which means that you can use
it like a
sniper rifle and like an assault rifle without the enemy knowing that you're
there until
he hears the ricochets.
An interesting choice is the G11. Normally, I wouldn't suggest this, but
it can have
some really useful sideeffects when you're playing as part of a team. If
all your
teammates are using G11s, it's really easy to tell who's fighting who and
how they're
doing. G11s have this characteristic whine which no other weapon has. The
G36
can be mistaken for an M60 on burst (or vice versa) and most of the 5.56
weapons
have the same sound (though I do find a slight difference between the FA-MAS
and
the M16s -- maybe I'm mishearing it).
As an MG gunner, again, I suggest the M60. 7.62 is king. Note: MGs make
a lot of
lag. If you're going to play one, make sure that everyone and I mean everyone
has
a really fast connection. If not, you're just going to piss everyone off
when you make
lag. The 5.56 arms are good too, but there's no real weight effect. If
you're an MG
gunner, load up on full primary mags and just hose everything in sight.
Keep up a
serious weight of suppressive fire. I don't recommend that you be an MG
gunner
without a teammate, though. You should follow the team-mate's tracer (well,
impact
point), then just hammer that area down with short, irregular bursts.
The idea of an MG gunner shouldn't be to kill people. It should be to force
their
heads down while your assault team slams into them. I would love to see
a grenade
launcher in NATO because then while the MG suppresses the target, another
group
lobs in 40mm HEDP rounds into that room.
A sniper has pretty few choices when it comes to weapons. The HK and Stoner
are
good substitutes, as is the TCI. The TCI is silenced, though, which can
be essential
if you're trying for a silent kill. The Robar is great; if you have both
complete
confidence in your aim and a really good connection. Otherwise, you're
not likely to
get one shot one kill. Remember, as soon as you've finished firing at your
target,
whether you hit him or not, displace. Your cover has been totally blown;
people will
almost definitely search for you and find you. Don't stay in the same place;
move to
a totally different part of the map. You should be the unseen killer; no
one should
have the slightest idea where you are. Don't be predictable too; after
one or two
games, your opponents will realise where you normally head for.
This article is written by By Brian Yeoh (Triumvir).