This post is intended to just explain the operators in a very basic fashion. It is a basic overview which explains the operators in the most basic form possible while still covering what I feel to be the most important information:
The Operator's RoleTheir Primary Gadget
Their Secondary Gadget
Their armor/speed rating
In addition I have explained the different roles and what the Secondary Gadgets do.
The tables of operators for each side can be found here:
https://docs.google.com/spreadsheets/d/1XMzLyA4HkLAm8y27TIreRvZDhSRMPeN8778XUs8CtNg/edit?usp=sharingAttack Roles
Hard Breach
Operators that can open reinforced walls and hatches.Soft Breach
Operators that can open a lot of soft surfaces, including walls and floors. Important for creating lines of sight.Support
Assists other attackers, typically the Hard Breachers, allows them to easily do their job or buffs the attackers.Intel Gathering
Gathers information on the positioning and set up of defenders.Area/Flank Denial
Makes it harder for the defenders to flank and kill attackers.Fragger
Aims to initiate and then win gun fights, often using their gadgets to assist them .Angle Watcher
Operators who sit on certain angles where defenders are expected and who are difficult for the defenders to win a peak against.Shield
Good for leading pushes/covering the plant.Attacker Secondary Gadgets
Stun Grenades (3)
Temporarily blinds and distorts the hearing of anyone who looks at it or if they are close to it when they detonate. Useful to clear Jager’s ADS gadgets.
Smoke Grenades (2)
Creates a thick smoke where it is thrown which cannot be seen though or seen in. They take 3 seconds to detonate and the smoke lasts for 10 secondsUseful for covering where someone is planting - throw them in front of the plant spot so that defenders have no line of sight but the planter can see freely.
Fragmentation Grenades (2)
Can be “cooked” meaning held for a period of time in hand which means they will explode sooner when they get thrown. They can be held for a maximum of 3 seconds before they will explode which will kill the operator holding them.
Claymore (1)
Can only be placed on the floor. Creates a laser tripwire which will cause the Claymore to explode and kill a defender if they run through it. Useful on possible run our spots or to cover your flank.
Breaching Charges (3)
Creates a hole in a soft wall, opens unreinforced hatches, barricades and castle barricades or opens a portion of a soft floor without destroying the metal bars (can shoot and throw projectiles down but an operator cannot drop down)
Hard Breach Gadget (1)
Creates a crouch sized hole in a reinforced or unreinforced wall. It takes 2 seconds to place and 5 seconds to detonate.
Table of Attackers
Defender Roles
Where
Although not all operators remain on site the whole match, it is vital that they get back to site when it is being pushed by the attackers. Roamers not getting back to site quickly enough can lead to the loss of a match. If one of the anchors is dead you should be rotating a Roamer or Lurker to cover their position.
Roamer
Leaves site to try and slow the attack and to try and find and kill attackers. Typically 3 speed operators as they are quieter and can move around the map quickly.Lurker
Stays near site, a room or two away. Typically 2 speed operators.Anchor
Spends pretty much the whole round on site. Typically 1 speed operators as they are cannot move as quickly, but have 3 armor so can hold the site well.Flex
Can play in 2 or more of the above positions.What
Intel gathering
Collects information on the location and the direction of the attackers and their push towards site.Support
Buffs the defending operators, keeping them alive longer.Traps
Places traps around the map which delay the attack and can give information on the attacker's position.Wall Denial
Prevents the attackers from opening reinforced walls and hatchesIntel Denial
Makes it harder for the attackers to learn where the defenders are and how the site is set up.Plant Denial
Prevents, stops or delays the attackers planting the defuser in bomb.Anti-projectile
Destroys projectiles, thus wasting attacker utility while protecting the defendersArea Denial
Prevents the attackers from entering an area, thus delaying the attack.Flank
Aims to come up on the attackers from somewhere the attackers think is clear.Anti-fragger
Works well against attackers who enter quickly. Warden can see through the stun grenades often used in a quick push and Clash gets in the way of them.Defender Secondary Gadgets
Barbed wire (2)
Cover a 1.25m radius area when deployed. It makes sound whenever attackers or defenders move through it and slows attackers by 50% and prevents them from sprinting. In addition it will slow drones when they move through it.
Bulletproof Camera (1)
Camera which can be placed on any wall or floor. They are non-rotatable cameras that can only look straight ahead. It can see through smoke and can be destroyed through melee damage or shooting the side of it.
Deployable Shield (1)
The shield is waist height and bulletproof with small bulletproof windows which allow anyone using it to see through. The shield can be destroyed by explosive damage.
Impact Grenades (2)
Creates a crouch hole in an unreinforced wall and does around 60 damage on impact, however the damage drop off means that if it's 2.5m away from the operator it will do no damage.
Nitro Cell (1)
Nitro cells can be thrown (not as far as other gadgets) and then detonated using the secondary gadget button. The nitro cell deals deadly damage to all operators at up to 2m after which damage drops off massively to 6m where it does no damage.
Proximity Alarms (2)
Makes a loud beeping noise when an attacker is within its range of 5m. Can be thrown onto any surface by the defender.
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