Rainbow Six: Siege - 8 Major Annoyances Every Player Knows

"Fuze?... FUZE, WAIT!"

Rainbow Six Siege
Ubisoft

Ubisoft's tense first-person shooter offers an alternative to the more hurried and fast-paced shooters such as the Call Of Duty and Battlefield franchises. With each team having just five players and no respawns, there is a huge emphasis on tactics; much greater than in other fps games. Whilst this can allow for exciting gameplay, it can also be a source of tremendous frustration, as most tactics rely heavily on cooperation and communication with teams.

Tom Clancy's Rainbow Six: Siege is about teamwork. This is a lesson that many players clearly need to learn, with too many moments of inconsiderate thoughtlessness producing some very frustrating, albeit funny at times, gameplay.

There is a fundamental misunderstanding as to the function of each operator and the extent to which their abilities can be used. Patience and teamwork are crucial, and a slightly more tactical and considered approach is always favourable to a rushed and brainless frenzy, especially when hostages are involved.

Furthermore, a focus on killing the enemy team instead of playing the objective often leads to pointless losses.

8. Rook And Mute Not Deploying Immediately

Rainbow Six Siege
Ubisoft

Mute needs to deploy his signal disruptors as soon as possible to prevent drones finding the objective. If the objective remains hidden, each team member gains 100 XP, and the attackers often have to spend time searching the map. Hiding the objective also keeps the identities of the defenders secret, so the attackers aren't actively searching for traps or looking over their shoulder for Caivera.

Similarly, Rook should place his armour pack immediately when all the defenders are in the same room, not when everyone has dispersed. If the armour pack is deployed late, attackers pose a threat to defenders desperately sprinting across the map trying to get armour. This is especially problematic for roaming defenders such as Caivera and Vigil, who reinforce the objective and then run to spawn points or hide by doors.

Worst of all, nothing is more frustrating than Rook himself running to the other side of the map to spawn peek and then swiftly dying before deploying armour.

What's worse is when Rook runs to the far side of the map, deploys armour where only he can access it, dies, and then the attackers start wearing Rook's armour.

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