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Some of the best Rainbow Six players play on the Zone. And they're willing to share their game tips and strategies with you. Hmm, sounds like a great way to learn to play the best, if you ask us! If you want to send in your own game tips, check out the e-mail link at the bottom of this article. We'll be updating these Zoner Tips on a regular basis, so keep checking back!
On the Airport Map
- Run out the door facing the other hangar and crouch. Snipe on the corners of the other hangar. It always works.
- Don't go in the little house. It is a DEATHTRAP! I've wasted so many punks who snipe out of that big window.
- ALWAYS SHUT DOORS behind you or else you'll be followed. -- From GB_NERO (added 9/2/99)
On Automatic Weapons
Set your automatic weapon to three-round burst rather than full-auto. It is much easier to control, the groups are tighter, the recoil doesn't affect your shot probability circle as dramatically, and Rainbow Six seems to have taken into account the fact that many automatic weapons increase their rate of fire in three-round-burst settings. Thus, it is more likely that all three shots will strike the target, as opposed to only the first one, maybe two, of a full-auto spray. -- From M. Walser
On Bugs
[There are a couple of bugs in the game, which can be unfairly used. To make sure that everyone is on the same playing field and understands what can happen in a game situation, we present this information.]
- In the Embassy level, go outside and to the left. There should be a pool of water there. Walk into the pool of water and duck down. Now no one can shoot you, but you can shoot them! The only way you can be killed is with a frag.
- On Road Ambush, be on the GOLD team. As you leave the starting point, run up the hill to your right and then head right. Then carefully strafe to the side, where you can see the tops of two pillars sticking up. Strafe down towards them and you will fall into them! You can shoot others, but others can't shoot you! They can't even frag you! To get out of this, press F1 and walk backwards. - From tjf008 (added 4/8/99)
On the Community in the Game
When playing on a Zone server, say hello to the host. If you are hosting, say hi to your players. Unless you have a blazing fast system with a better than average connection, try setting your room size to six or eight players maximum; it will cut down on latency and the need to lock and unlock your game. When you are hosting, be consistent. Always give a count to three before starting a new map so people can get ready. If you are a player, do not say "go go go" to the host, just politely say "ready." If you find yourself starting on a map you aren't familiar with, zoom out your map and look for the enemies start point, before everyone joins and the game starts. If someone is rude or cheats, kindly point it out to others and let them do the arguing for you. Remember, it's just a game! -- From LLUUCCKKYY (added 2/11/99)
On Corners and Movement
When I first started playing, it seemed that the guy coming around the corner always got me. If you are going down a hallway, hug the wall. Walk, don't run. Running makes your chance of a good shot very slim. If you have a team of players and none of you have a heartbeat sensor, then at the corner, try and peek around before advancing. Make sure the coast is clear. While moving your team in multiplayer, always have someone walking backwards a few feet behind the group. Usually, all the man down situations are when the enemy just sneaks up behind you. -- From Chard1 (added 6/10/99)
On Door Breaching
You can breach a door quickly by using any weapon, even if you don't have a door charge. A grenade does the same as a door charge, injuring or killing the occupants inside the room (including hostages). You are also able to use the MP5's, M16, and CAR-15 when breaching. When using the MP5 to breach, it leaves you vulnerable to the people inside because it takes a whole clip. -- From ArmyRangers (added 3/18/99)
On Door Charges
Be extremely careful when you use a door charge. When detonated, it sends the door -- in the form of shrapnel -- flying inside the room. Anyone nearby will be killed, so I suggest using a heartbeat sensor first. If there are no hostages inside, then you might want to use it. Any baddies in the room that are not close enough to be killed will be stunned (like from a flashbang). But before you wire it to the door, remember that it is very loud and can cause a terrorist to execute a hostage (ending the game). -- From _TPM_PackinHeat (added 2/18/99)
On the Estate Map
This map in multiplayer is somewhat tough for Blue. When rushing the house from the insertion point, Gold can pick off the Blue team if they are caught in open ground. It is best to run straight for one of two points. The first one is the library door, which is the first door to the right of the windows. The other is one that many people miss. Go for the windows themselves. Shoot at least one of them out and climb through. You have to watch for snipers on the walkway above the room. If you make it through, you can immediately run to the back of the house and nail any of the Gold who went out the back door. -- From Mathman (added 2/11/99)
On Fast Modems
If you host a game, make sure you have a somewhat fast modem. Despite what you may think, a 33.6 baud modem, even a 56k is NOT fast enough (good for two or four-person games only). I recommend not hosting a game unless you have a Cable Modem (ADSL, @home, ISDN etc etc). Cable modems are the only modems with the capability to host games (that will run smoothly) with six or more players. Also keep in mind, processor speed has very little to do with latency (unless your computer is 166Mhz or slower). You will only experience a real difference if you are running a Pentium III. - From _INFANTRY_ (added 4/8/99)
While it's true that a 56k modem is too slow to host a good game with lots of people, cable modem users seem to be VERY impatient. If you're a 56k user that can't find a good room with a patient host, host a game yourself. I suggest this:
- Give the room a name that says you have a 56k modem, such as '56k Host'. Cable users usually avoid these rooms, but 56k people flock to them.
- Limit the room to 6 or 8 people. If 10 or more are in the room, the lag will be unbelievable. About half the room will probably leave.
- Strictly enforce a 'no lag gun' rule, about 30 or 40 rounds to a clip should do. If someone violates the rule, give them 1 warning, then the boot. -- From GST_phatdaddy (added 9/2/99)
On Flashbangs
When planning on entering a room where the bad guys are known to be camping out, toss in a flashbang in the opposite corner of the room from the door. If you don't have a direct toss, get it to bounce off walls, ceilings, lampshades, anything convenient. As soon as it's tossed, prepare to charge. You want to make your entrance right after it goes off. A 1-2 second delay is ideal. Enter in blitz mode and take the bad guys out. -- From Lead2Head
On Fragmentation Grenades
Frags [fragmentation grenades] are deadly. It's the most poorly used weaponry by Zone players. Like flashbangs, frags bounce off walls, ceilings, and furniture. This can be used to your advantage to place the frag where it will do the most damage, but often a poorly aimed frag will bounce back and kill the thrower or will not be thrown far enough. Frags also work well at blasting open doorways and windows. Beware though, frags draw attention from all people nearby, bad guys included. Don't use frags near hostages, even if they're behind a wall. The noise could startle a bad guy and he could kill the people you're supposed to protect. -- From Lead2Head
On Friendly Fire
Friendly fire is a fact of life in the game, but as a team you can take steps to avoid this nasty situation.
- ID your target! I cannot stress this enough. Make sure the target is hostile, and not your bud just hanging out.
- If you're gonna frag someone, announce it! Tell your teammates what you are up to. It's a big let down when you frag a room and you get two of your teammates.
- Communicate! Let your team know what is clear, and what you're doing.
-- From S. Groth (added 2/11/99)
On General Gameplay Tips
This is for all the people that are saying, I am good, what more do I have to do to just get an edge on that guy? Well, my friends, the Scudster is here for ya.
- When you're running, always make sure you are strafing.
- Before you shoot, take your finger off the run button and slow to a walk. This lowers your aiming circle, and allows you to crouch.
- Crouch when taking those long shots! Duh!
- Don't camp. You can stop and scope things out to see if anything is moving, but don't camp!
- If you are constantly getting shot down because you can't identify a target, you are probably saying, What am I supposed to do? Well, strafe to the side and crouch, then stand, strafe, crouch, stand, and so on. This gives your enemy a harder target to hit, and it gives you time to identify the enemy.
- Now, if you are still saying, What can I do to beat that guy? Practice everything I have told you over and over.
-- From Scud_007 (added 4/22/99)
On Go Codes
For those areas congested with terrorists, make a plan using four teams. Place them so that each team comes to a different point of that area. Set their speed to safety and clear. Before they get too close to the problem area, set all of your teams with the same go-code. Use the go-code to send them all rushing in at the same time and at different sides! You'll catch the enemy in a deadly ambush! -- From Kain
On Heartbeat
When playing Adversarial on multiplayer, especially team survival or any of the FFA or Team Games, try to find a hiding place FAST! Pull out the heartbeat sensor and recon the area with it. If there's a Tango around, it's best to wait for him to come near. This works best especially in Mint, Dam, Bio Dome, and Bio Lab. Be careful, though; the heartbeat sensor has been known not to pick up the Tangos in time, and you never know if they have theirs out either. Good luck! -- From CE_Glacier (added 2/18/99)
Never use the heartbeat sensor on small maps like the Killhouse or Office. If someone comes up on you while you're using the sensor, you will be dead before you can even think about changing to a gun. -- From XJ_TMBG_0 (added 3/18/99)
On Movement
The keys to movement are to act with speed and precision. Rarely is it beneficial to walk; running offers many advantages. During the game, running offers you the element of surprise and can make you an almost impossible target to hit. Using strafing methods, move back and forth while filling your opponent with holes. This allows you to fire at your enemy while minimizing their ability to shoot back. By mastering the techniques of movement, one can become a master at the game in no time. Remember to practice on the obstacle course and try to beat your time. One wise movement will continue to move. -- From Lead2Head (added 2/18/99)
In closed-corner combat, try blitzing into a room while you're under fire. If you're close enough and sometimes just lucky you won't get shot. If you make it in safely, move to a corner (close to the door). One of two things will happen. If your opponent's not much of a frag grenadier, he'll run in with his gun and you'll snipe him off. If he's smart, he'll play it safe and take out his HBS and throw in a frag grenade. So here's your chance! You should quickly make it out of the room and charge your opponent -- wasting him before he can get his gun to start firing or before his frag goes off. -- From JKM_Yun (added 2/18/99)
When moving around, run only when you are sure you won't be seeing any hostiles in your path, as running makes your cone of fire HUGE. When going down short hallways or through rooms, it is always a good idea to slow to regular speed, so your shots will be accurate, and you kill the enemy before his wide shots can hit you. On maps like road or airport, when going around corners for sniping, there is always a possibility that someone is standing waiting to snipe you already. Give yourself a bit of space so you can sidestep at regular speed, this gives your aim time to settle so you can accurately hit as the enemy comes into view. Do not stop sidestepping when you get a guy in your sights, or you will have to steady your aim again, and by then you may be dead. Instead, just try to keep the pointer on the target and keep sidestepping while shooting like crazy on 3-round burst. As soon as he dies, or you run out of ammo, go to running speed and sidestep back to cover and reload. -- From SandKing (added 3/11/99)
On Night Vision
I am a newbie, but I have found that no matter what map I play on, night vision gives me an advantage over the other players that aren't using it. Night vision gives you range, allowing you to see camo patterns from across the airport. When an opponent is crouching in a dark corner sniping people, night vision comes in very handy. Just hit the "N" button while the screen is "Waiting to Start" and the night vision will be on when the game begins. Good hunting. -- From X-free0 (added 9/2/99)
On Pistols
When there is a terrorist you see clearly, and he doesn't see you, get out your pistol! A Barretta at close range will kill outright, but a .45 is overkill and could hurt any nearby hostages. For longer shots, the USP 40 has more velocity and will really kick your opponent's butt! -- From English_Sniper (added 2/11/99)
If you run out of ammo with your primary gun, and are close to someone, take out your pistol and unload on him; reloading will only get you killed. If you discover someone around the wall, shoot him with the pistol. This can save you precious ammo on your primary gun, because often there is someone else hiding nearby. Choose a high-caliber pistol, like a .45 or a .50. 9mm bullets are weak. NEVER use a machine pistol - they run out of ammo very quickly, and most are 9mm. -- From GST_phatdaddy (added 7/1/99)
On Reloading
First of all, don't wait until the very last second to reload; always reload before you are going into an area where there are terrorists. Second, if you must reload during a battle, get out of the line of fire while you are doing it. Like if you are shooting from behind a counter, kneel down while reloading, or if you are attacking from a doorway, back away while you are reloading. Many deaths occur because people need to reload but don't get out of the line of fire. -- From Rob BigR18 (added 2/18/99)
On Shooting Through Glass
Don't. It may not seem so in the game sometimes, but the sound of shattering glass WILL call attention, and on more than one occasion has resulted in the execution of a hostage. But if you must shoot a terrorist through glass, send more than one bullet. The first one will break the glass, but will most likely be deflected wildly, and will miss the target. The second bullet will have a straight shot. --From M. Walser
On Slicing The Pie
The "slice the pie" technique is invaluable. Approach an open doorway, but do not expose yourself. Give yourself a little lead room, and begin to sidestep across it. Shift your point of aim so that you are ALWAYS aiming at objects as they are revealed to you. Take it slow. This way, if there is an opponent hiding in the room, you will be ready to put a burst into him the instant you visually ID him. - From M. Walser (added 4/8/99)
On Sniping
If you are going to try a long-distance sniping shot, crouch to do it. It stabilizes your shot and reduces the size of your "shot probability" circle. -- From M. Walser
On Suppressed Weapons
Suppressed weapons (those with SD after them) are good in single-player mode, but in multiplay remember that you're playing smarter enemies, and you may need more range and power to finish the job. Suppressed weapons also affect the accuracy of your gun, and if you don't believe me, check the shooting range. -- From AceMcCool_3
On Survival Techniques
If you find yourself dying all the time, hit the PgUp key when you take one for the team and see how the other members of your team are surviving longer. Learn from their actions and movements, and study their responses to crisis situations. It will help you next time you're out in the field. -- From ansgun98
On Teamwork
When faced with many small rooms, send out two teams. Equip one team with a heartbeat sensor and the other team with frag grenades. Have a team walk near the room and check for red dots inside (terrorists). Then, have that team back off and bring in the team with the grenades. Crack open the door and bounce a grenade in at an angle, remaining hidden. Don't forget to take a few steps back so the blast radius doesn't injure or kill you. -- From Kain
On Weapon Selection
In the single-player campaign, the silenced MP5 does everything you could ever want. Accurate and easy to handle, the MP5 keeps your opponents unaware of your team's presence until it's too late. For multiplayer games, however, you're going to want something with a little more punch. The M-16 gives you the best long-range accuracy of any other weapon available, a natural selection you will need to make if you want to stay alive in other levels. The CAR is a good combination of the manageability of the MP5 and the power of the M-16. You can take down targets with one well-placed shot. You can even open locked doors if you fire at the door handle. When in doubt, go with the CAR. -- From JonasBane (added 2/18/99)
Ever hear the phrase Don't bring a knife to a gun fight? Well, the same applies to Rainbow Six. Make sure you choose the right weapon for your mission situation. For example, if you're playing multiplayer "Road Ambush," the MP5 is not a good weapon, because of its short range. Using the CAR-15 or M-16 is a better choice because of their superior zoom ability to the MP5. If you're playing "Killhouse," use the Benelli shotgun or the MP5-PDW, which are ideal close-range weapons. Final note: get to know your weapons -- it helps to know you're using the best weapon for the job. -- From Kornick (added 2/18/99)
For all you newbies out there who are asking yourselves, "What equipment do these guys use when they kill me so fast?" I will tell you. First, you have to be using an M-16. This gun has the largest bullet of the regular guns (no modifications) and has the longest accurate range. You then put your Widow Maker on three-shot mode. This lets you shoot three accurate bullets for each pull of the trigger. You can also fire 30 rounds faster than full-auto if you click your mouse very fast (try it). Now, for inventory, you must put extra primary clips in your first inventory slot, because you will be amazed at how fast your clips will run out with three-shot mode. The second slot is a very debated one. Personally, I put frag grenades in there, so I can get those around-the-corner kills. Others argue that a heartbeat sensor should be used so you can see the guy around the corner, run in, and double-tap his head. Frags have a large blast radius that can kill you if you don't throw far enough, but used well, they allow you to kill without exposing yourself. A heartbeat sensor leaves you without a weapon in your hand, but it will never run out (frags will). You make the call. Now you are asking yourself, "OK, I have the stuff, but what do I do with it?" Once you are in a game, try following someone on your team (not too close, or they will frag-and-bag two for one). Following someone who gets a lot of kills will show you where the good spots are in the level. It also provides warning of a danger area (when you see the guy in front of you drop to the ground with 10 holes in his head, then you know not to walk out there). And lastly, don't ever type anything when you are playing, because the fire button does not work. -- From _TPM_PackinHeat (added 2/18/99)
First off, sometimes bullet caliber is more important than the actual weapon. There is a BIG difference between 9mm, .40, .45, .50, 5.56mm, and 7.62mm. I would suggest using a 7.62mm weapon, simply because all the .50 cal's are sniper rifles, and 7.62mm shreds (if not penetrates) any armor very quickly. When you hear 7.62mm, you might immediately think of the Knight SR25K-SD Widow Maker. I know it has a cool name, BUT DON'T USE IT! There are better 7.62mm weapons. My choice is the HK G36 /7 or the HK G36K /7. I often see lots of people running around with the Steyr ACR Flechette. I like this weapon for a few reasons. First, it has as much accuracy and the same reticule of the G36. It also has a very high RoF of 1250. It even has less recoil than the G36. However, it uses only 5.56mm ammo, a big minus. And its magazine tops off at 24 rounds. When you're firing 1250 rounds per minute, 24 rounds will disappear quickly. So, if you miss with the first burst, you'll be reloading while the other guy fires at you. Just in case you didn't know, flechettes aren't bullets. They're pointed pieces of metal, much like the nailgun in Quake. - From Lord Satorious (added 4/8/99)
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