Pre-firing means shooting before having a clear Line of Sight on an enemy. You basically assume the enemy's position and fire as soon as you can.
Pre-fire gives you an advantage of lowered reaction time. You don't wait for visual input (seeing enemy) to press the fire button. Therefore, you are more likely to win an engagement than otherwise!
If you have intel about the enemy being potentially present in particular location and you are about to peek them, then prefire the spot.
Sprinting too much is one of the most prominent mistakes players make in Rainbow Six Siege. It's not only the new players but a general tendency in the game.
Sprinting has few downsides. First, you can't use ADS while sprinting. Thus, if an enemy is ADS, you lose more often than not.
Second, you make a lot of noise, and Rainbow Six Siege is a sound heavy FPS game.
So sprint only when you are certain no enemy is nearby, and it's absolutely needed. Maps are not as big as it feels in R6 Siege.
Do not storm into the room, hoping that the opponent is either not ready or simply not there. Unless, of course, you've got sure intel about room's status.
Instead, check corners of the room, preferably while being in ADS. Expect an enemy and clear locations fully. Doing so will save you a lot of unnecessary deaths and create an excellent R6 Siege habit.
You should be in ADS most of the time when checking corners or holding angles. Hipfire is ass in Rainbow Six Siege and it takes time to get into ADS position.
You will win significantly more gunfights by creating a habit of being in ADS. This is especially the case with 1x sights. ACOG can distort and limit your vision.
New or lower-ranked players tend to aim at chest level or, even worse, the floor.
Rainbow Six Siege has 1 headshot = kill mechanic, regardless of weapon and operator choices. Therefore, aiming at the head level is the best way to ensure winning gunfights.
It is one of (if not the most) important aspects of consistently winning gunfights due to your aim accuracy never being 100% consistent.
Placing your crosshair on the head level eliminates the need to adjust your aim vertically when engaging the enemy. As a result, you gain an advantage of reduced reaction time and increase odds of hitting the enemy’s head, thus drastically reducing time to kill.
One of the most unique aspects of Rainbow Six Siege gameplay is the advanced destructibility of the environments in the game.
Walls and floors/ceiling can be destroyed, and you can shoot through objects present on the map.
Walls are split to the following types:
" - penetrable with bullets, and can be entirely destroyed using various gadgets, such as Breaching charges, Sledge
's Hammer, Ash
's Breaching rounds
- Indestructible - not penetrable with bullets, nor destroyed with gadgets
- each defender has 2 reinforcements that turn "Soft" walls into reinforced. Such reinforced wall cannot be shot through, nor destroyed with "Soft breaching
" gadgets like Breaching charge, Sledge
's Hammer, Zofia
's Impact grenades, etc. The only operators who are capable of creating an opening in reinforced surfaces are Hard Breachers
Floors/ceilings can be separated to:
- Indestructible - cannot be penetrated with either bullets or gadgets
- Partially destructible - Such floors have metal beams in them, which cannot be destroyed. Players can shoot through the floor, and breaching gadgets create openings in them. Soft Breachers are exceptionally proficient at creating openings in such surfaces. Those surfaces are primarily used for creating vertical control.
- Unreinforced hatches - by default, hatches are "soft" - can be destroyed with a shotgun, explosives, or unique gadgets. Once the hatch is destroyed, players can use it to jump down or to hold an angle.
- Reinforced hatches - just like in case of a reinforced wall, such hatch cannot be destroyed with "Soft breaching" techniques. The only operators who can open them are Hard Breachers.
Gaining vertical control means using ceilings, floors, or hatches to engage your enemy from a vertical angle.
You want to take advantage of available destruction and multi-level maps design in Rainbow Six Siege. To do so, you can play from above (by destroying the floor) or from below (by creating angles in the ceiling).
Learning where and how to utilize verticality will surely take time as more advanced map knowledge is required to do it well.
And remember: 1x sights on guns are better for playing vertically!
It is our natural instinct to reload when we don't have a full mag. Resist the temptation!
If you just got out of engagement or killed an enemy, wait few seconds. Expect opponents to push you. If they don't, then that's the time to reload!
If you've got few rounds left in your gun, then you have more than enough bullets to win another engagement.
"What if I ran out of bullets on the primary?" You may ask.
In this case, you should switch to your secondary weapon until you are safe to reload.
Secondaries tend to be less powerful weapons than primaries, but it's far better to use a secondary than having no gun.
Players are unable to see the whole laser trace, what they see is just the spot at which you aim. If you decide to put a laser sight on your weapon, then bear in mind the placement of your crosshair.
Players tend to forget about it and point it at the spot, which is easily visible to opponents. This gives your location away as it's easy to predict your angle based on pointer.
Peeking is a technique of movement in Rainbow Six Siege thanks to which you attempt getting a view of a corner or an angle with the least possible exposure of your body or avoiding overly committing to the engagement.
Most new players tend to make a crucial mistake in the method used for peeking. They try to peek slowly often. Don't do that!
Your perspective is in the middle of your body (from side-to-side perspective). Thus enemy can potentially see your body before you can see them.
This is especially the case if you slow peek from a close distance to the obstacle obscuring your view.
Players frequently commit a mistake of re-peeking the same angle, which is being pre-fired by an enemy.
Instead of immediately re-peeking the same spot, either adjust your peek position (head-height, different peek spot, etc.) or peek once they stop shooting - they have limited ammo after all.
As an extension on the previous tip - expect your enemy to make the above mistake and take advantage of it. Be the one who pre-fires the last position enemy peeked at.
You will be surprised how many easy kills you are going to get by doing so!
It may sound counter-intuitive, especially since Ubisoft showcased such usage of Breaching charges on their trailers, but don't waste your breaching devices on standard wooden barricades.
Such utility is better used on "soft" walls and floors, or Castle
's Armored Panels.
Instead, melee barricade (3 times destroys it, 2 makes it vault-able) or shoot it down with your gun.