

Imagine this HUD setup screen: the options on one side, on or off the options then see the specific results immediately, each indicator can be dragged, resized, and eventually locked. This could solve positioning and the size preference isuue of the indicators.
And there are a few options seem not existing right now, gadget indicator such as that of KONA stations.
For Gridlock, I’m thinking about making each full extended trap smaller, so traps are going to be more numerous and consistent across the same area, and make affecting area even larger, but deployment slower, so it is more meaningful for the defenders to counter it by shooting the center canister fast, perhaps the deployment even louder, to cover Gridlock’s own movement and what not, this is definitely a characteristic of the gadget in my mind.
For LMGs, I would defiantly consider cancel reload cancelation, perhaps add a second or two to LMGs’ reload.
For frag, ops can’t put the grenade clip back, however, add 1s or 2s before clip is ejected, so to allow players draw back the nade in the time, pin pulled and clip ejected make a series of sound cues for cooking the nade, once clip ejected, it can only be thrown somewhere, these are the factors I would consider nerfing the nade, time consumption and commitment, lethality should be preserved, even across floors, I think the grenade-across-floor shows certain sophistication about the depth of the game, challenge gunfight monopoly, comparable to C4, although it is not surprising that some could grow tired of the cheekiness.
I think these are the directions for better defining the abilities.
This is a picture I captured from “Jäger Himself Too”, the grenade is at the tip of the red arrow.
Indicators in the game are outdated, things can be flat-out wrong or at least very unintuitive, people who are less familiar with the map can get very confused by complex structure around the line of sights compounded sometimes with sharp vertical angles.
The old indicator system the front and up; down and rear are the same, and indicators elevated/depressed an arbitrarily range around reticle and without depth. This is less a problem when the map is pretty much flat I believe.
I think we basically need a transparent globe in front, the indicators are going to be 3D arrows with clearly defined tip and tail, the tail extends to near the center of the screen but semi-transparent and circumventing, the tip be the icon if off screen and just be the highlighted in game model itself when on screen.
This robot is designed to act as part of the "react" force censoring high traffic areas that with relatively high risk, it is a 90kg or 200-pound fierce machine, but not overly big, it is dense and quite capable to hide, with unparalleled power of burst, it is programmed to tackle high risk target immediately without the target’s safety being the first concern, it can even bite on a vehicle and slows it down.
Here is how it works in game:
Op takes out a heavy control panel with a laser indicator, points at a position and right click to confirm, the good boy will be there, a second after arrival, dog is ready to pounce, the radius is about that it can hide on a side of a double door, the entrance is then completely locked (but for only one opponent), the moment an opponent is in the range and enough exposure to the dog’s line of sight, an op is immediately tackled down into basically frost-trapped situation, dog “unleashed” and the master is out of its gadget mode, dog can even swoop out a window and put opponent into that enhanced DBNO state as the result of a split second exposure to the predator. Dog has to be removed before the tackled can be revived. Robot boi has 100hp for bullets, but explosives and melee deal lethal damage to it, similar to frost mats. If the robodog is killed, boi will come back after 30s, as long as the master is still alive.
when the dog-master op is further away from the dog over 10m, or when the tackled opponent killed, or the master cancels his gadget mode, the dog will quickly go back to the master’s position and basically disappear.
This is a gadget for ambush or entrance denial, the entrance is denied to the degree that if the dog is facing a window, an attacker can’t expose himself to the window at close range without being almost taken out of the round in the blink of an eye (well, given defender aggression and just peek everything kind of a default for Siege, robodog attack is pretty much a milder scenario in favor of defense strategy). For attackers, once they have solid information, they can organize attack without the master able to shoot back immediately, if the robodog is not blocking the way and thus must be removed, when the master has second thought and calls off the dog attack, your own boi will track you down, giving away the position of the master, this, the price of love on the ruthless battlefield.
Ops in Siege already have this kit-as-a-whole setting, that they have specific tools to perform certain tasks and to be expected their “things” by opponents.
How about this just get diversified in each round, as a spicy and fundamental change to the basic template?
Here is how it might work:
Each loadout from primary, secondary weapons to secondary gadgets now all have a “resupply” form, guns with 1 to 2 magazines of ammos, 1 or 2 flash bangs instead of 3 for flash in its “resupply” form. Gonne-6 and claymore will have no differences in their “first supply” and “resupply” form, making ops who have them receive a noticeable resource buff. The resupplies are very limited, but they will for sure increase the overall resources an op can have in each round. Ops are allowed to switch back their “first supplies”.
The resupplies can be accessed, along with ability to change gun setting—sights, laser, and fire mode—through a supply drop on roof top; as for defenders, they access through “attacker beacon” that is the sci-fi dog tag thing marking the attacker death.
Given that the resupplies are not the first choice and are very limited in quantity, it will mostly make sense when the first supplies already manifest their value at the timing relatively late in the round. The implications include things such as:
1. Sledge can have 3 flash+ 1 grenade, and maybe make skylight positions less ridiculously setup, could be a good thing.
2. gonne-6 and claymore ops can nearly always utilize these gadgets then back to resupply if that is what they want to do, this is like an actual incentive of not rushing.
3. lone attacker on roof late in the round can have a “what’s there to lose?” resupply and fight with shotgun or something, instead of becoming, for example, the “Zero ammo Zero” who can logically deal 20 range dmg using his gadget and gonne-6 because a rough early round as an attacker team.
4. Shotty defender can go smg and vice versa that realize the whole dynamic playstyle of an op in a round, in contrast with not even changing once across a whole game—something like a dozen rounds in competitive.
I dislike the play style that casual like me should probably just push with SMG a lot of the times, and it is actually just unwise to be close to corners as Kali with her primary, close quarter/large angle fights with the primary literally unplayable, but the solution is not buff her to some close quarter compactable as SMG or shotgun wielders, but tactical maneuver ahead of expecting gunfights and some insurances of putting up a fight that make the players more confident and not constantly worrying walk too closer to some corners somewhere is a stupid decision.
The suggestions:
1. Give Kali 2.5x magnification option, this is already considered long ranged optic in Siege, it makes sense the primary is equipped 2.5 and larger magnification, 12x suits only a few angles, which is somewhat funny from the pov of Siege, but I doubt this should be encouraged, the angle of choice is almost anti-pushing in 3m rounds in which any op clutching and playing objective probably should be more encouraged.
2. Change her to 3 speed with pistols instead of SMGs, quick rotation makes a lot of sense for Kali play I believe.
3. Give her a passive, she draws pistol pretty much immediately, but her movement speed drops to zero for a second or two while she tucking away the big gun, which prevents her immediately start running at 3+ speed too.
4. The primary breaks wooden beams like shotgun. Why not? The utility is interesting, but mediocre currently.
5. Additionally, just make her gadget a small radius old EMP grenade that destroys gadgets (that of either team actually) without hindrance of walls. I guess there is this sort of drill explosive……and boom! Relevance Thatcher alternative!
Imagine this HUD setup screen: the options on one side, on or off the options then see the specific results immediately, each indicator can be dragged, resized, and eventually locked. This could solve positioning and the size preference isuue of the indicators.
And there are a few options seem not existing right now, gadget indicator such as that of KONA stations.
The first gadget idea is laser detector in those millennium heist movies, “Entrapment” for example, in which Catherine Zeta-Jones sensationally danced through the 3D laser web. The basic mechanism of setup is exactly like Zero cams with fixed direction that a visible laser will point back at the op “Redliner” whose own position. This dude or grill is easily crossed.
When an attacker is pointed at by a “Redline”, each second there is 33% chance that the attacker is pinged at the line. The ideal positioning for the gadget is probably some low angle which goes through long distance, in this game people can’t jump that, although defenders will not get pinged, they can block the laser from distance and inform others that they are crossing, much like when close to Aruni gate.
Point one into each doorway, crossing doorways from positions that can’t be shot, or the combination of them, more sandboxing coming our way! The laser lines don’t cross to outdoor and their emitters don’t function outside. The number and acquirement of gadget count are like Lesion on steroid, maybe about double of his receiving speed and total number.
It is kind of cool imo to combine 1/3 of chance of effectiveness for each crossing and large number of them. This is the gadget that everything counters it, Attackers can try to damage and wipe them, they can try do the sexy thief dance right and left, crouch or crawl, or they can just take their chances and run around anyway, and a relatively large number of these is like a soft utility soak, attacker could feel inclined to bomb the detectors, while they have other competing options.
The second and third gadget ideas belong to twins, they are somewhat recruit 3.0, relative rookies of the R6 team, are competitive toward each other, from chess, ping-pong, later in life they join opposing teams in games.
I wish we can bring some of the early anti-competitive sentiment back, not trolling or anything like that, just the feeling of it, primarily just primary weapon choices that can fit into some silliness, multiple meme primary options: shield, M870, an MG, and probably BOSG, plus a secondary shotty for adaptability, they are also 3-speed ops on both sides.
Each twin is unique nonetheless, their gadgets bring about some problem solving for each team to which they belong and intend to help. The specificity is very much a point in my mind, without a perky utility they will have the “just push” or “just meme” assignment of simple recruits, instead of utilizing the perks before going down, and they won’t be copied in their team.
The attacker twin has a “chaperone” system to hinder some early aggression. In a more disorganized level of game, defender aggression forced on a wing of the map is essentially defender rush, forcing the result, which feels like the worst scenario and an exacerbation in casual/gun play meta. This can also be some set-and-forget in the way that helps attackers prevent cheeky critical entrance corner hiding when the crossfire or long-range rotation is no longer an option for attackers.
A drone will fly through air, purely animation, targeting any window, doorway, or walls and stay on upper side much like Aruni gate but with 30 or so meter deploy range, once the drone setup, it will create a red zone and countdown starts from 10s independently assigned for each defender inside, not unlike Lion’s ability, once the timer reaches zero, the defender is permanently revealed unless he/she leaves or the device is destroyed, the area is probably around 5-10m radius, the defenders can reset the countdown debuff on them by leaving the area. The time seems ample at first, but any action louder then walking within the area, such as running in and out or shooting, will drastically decrease the remaining time, making defenders hesitate about repeating their actions near the strong defender aggregation zone.
“Chaperone” system is indestructible from the front, it is an armored microphone connected to an AI analytical magic, in time, it can pick up specific rhythm of heartbeat or breath belongs to a specific person. Chaperone can be destroyed by shooting at the weak point on its back and perhaps with explosives.
This attacker has 2 or 3 chaperones, Mute jammer will put a hole in the detection area or jams it altogether if close, new bulletproof cam’s EMP bolt can disable it too.
The defender “Decorator” gadget lunches some programmable and pliable metal net targeting window, doorway, open hatch, and rotation holes within certain diameter, the net is equivalent of transparent barricade that can be deployed from a distance, the structure will take some melee and bullet hit before completely broken. It is quickly deployed, if it is timed right, you can shoot it on people’s face right when they are trying to rotate through some boundaries and push them back like an air jab and then finish the enemy off with a gun. It also allows open hatches to get repaired and then reinforced.
He can also deploy half reinforcement in his unique two-phase reinforcement, and reverse it, turn full reinforcement half, and then remove it completely. It will take a few seconds with shaking animation of the reinforcement, before things on top are destroyed, and an intact reinforcement is required for the action to proceed.
Later in the round or when the enemy push is conspicuous, some immediate blocking can help defenders regain control, combining with ability to teardown reinforcement, running around making a dangerous moving maze kind of scenario.
chanka flat out not very good at his job of area denial imo
For many not special, "normal" angles, the operation of the gadget requires re-peeking over and over again, 2nd time is a lot already, needless to say 3rd or 4th time might be necessary to realize his gadget’s play potential. Problems don’t end here, with small area he doesn’t have flexibility, when changing angle especially at long range, the area denial is very random and more often not effective.
Finally, if he is played more aggressively and actively, not by single or a few angles, or just because too close to the deployable shield, the gadget literally backfires too much.
The idea: I don’t want to prolong flaming duration or increase damage, I think these directions cause frustration, I would like the feeling that gadget power is not wasted and one good angle is meaningful enough, so when a second or third flaming circle’s center is close to an existing one, the timers are averaged and the radius then increases for perhaps 50 percent based on the first one, quick 7 rounds without the need of changing angle will reach an 400 percent (100+ 50*6) radius for less then one duration, the timer is averaged and averaged again.
When the time comes, it is easy enough for the gadget to compete or even surpass smoke, and I wish the fire-nades would delay active for about 2s while beeping when they are landed close to defenders.
Claymore is essentially at the position as a filler secondary, its existence is like a disappointment of an op’s kit, but overall, the gadget mechanism works and fits the game imo. In my experience, there is a dilemma of using claymore: weather to place it early, defensively or keep it until a better chance and/or positioning coming up later in the round, technically the dilemma can be solved by the retreating feature that is defaulted in the game, but realistically it is not often feasible to retreat and replace a claymore, and I don’t think the dilemma as a challenge is something can be viewed as rewarding or encouraging if one tried to tackle the limited nature of the gadget.
How about this:
Now an op can have 3 claymores, but only the last placed would be active. Halfway through the interaction with a placed claymore, it will switch on or off and make a sound, if one is turned off (possibly retreated) and there is a previously placed one, the last one will auto-activate with sound cues.
This way, as a round progresses, an attacker can make a much interesting decision whether to replace a claymore immediately or have the last one stays active, the process of replacing can even be reversed as long as the claymores are placed and not yet destroyed or retreated, new choices and new chances!
Lore: how does a R6 claymore work? Well, they have interconnection and remote charging capability, but most batteries are uncharged and remote connection is off for reasons of safety and hiding, technically once the safe are off, and then the team can charge a claymore remotely, the claymore requires only little energy for target recognition and ignition, with surplus one can transfer energy to the next in the web, quickly activate the whole minefield. However, in the Siege competition setting, there is only minimal energy charged to the whole 3-claymore system for 1 to activate at a given time, resulting in some tactical decisions waiting to be made by an op.
Adding reverse grappling: Amaru can grapple from inside the building, as she goes through the window, the anchoring and slings stay on and the women just gonna throw arms above her head, head over then start diving down the external walls.
Adding soft breach: the hook has the other function and the other indication that target soft hatch from above, walls, and barricades at same level of her. Amaru shoots the hook with a tug-of-war posture and then she doesn’t fly, instead soft wall or hatch falls over in 1s. I think this sort of make sense when the anchoring isn’t as sturdy as our op. This mechanism will allow special long range soft breach, but Amaru will stand still for seconds and then redraw weapon.
Adding 15s extra cooldown at the beginning of the round, also, the grappling will be loud and break barricades that had been broken to the degree of 1 melee hit or more before the op flies through: the obvious way of use for Amaru gadget is about the most nonsensible game mechanic imo, choosing her usually comes down to RUSH with new routes, there should be at least a way to counter-play this. If people want to rush, they should face deterrents like updated Kapkan, barbered, mirror, deployable shield and what not, leaving alone most of the time the border armory sandwich, bank ceo, consulate 2F connector windows these positions, even it could overall be not very effective, starting off easy at these positions and forcing trades are still not healthy imo.