R6:Siege Pro League Survival Guide; Part 4


Welcome back noobs!  We all know why you’re here, so let’s not waste any more time, and let’s get started!

Utility Dump Meta– This meta (also known as the Utility Soak Meta or the 20 Second Meta) was a state of the game that plagued all regions of R6 Pro League. The Utility Dump Meta was the state of the game where defenders just had so much stuff, including many infinite/rechargeable gadgets and a lot of bulletproof utility that could be so well protected, that the attackers would spend the overwhelming majority of each and every round just trying to get rid of those gadgets before even considering going for an execute onto the bomb site. The name “20 Second Meta” came about because the only part of the round that really mattered at all would be the final 20 seconds where EVERYTHING would happen within that small frame of time. Defensive operators like Mira, Maestro, Clash, Goyo, and Castle all have unique gadgets that are bulletproof and the attackers needed some form of limited utility usually an explosive just to remove their gadgets, not the operators themselves. Now in Rainbow Six Siege, all explosives the attackers may bring are projectiles. Jäger and Wamai on the defense have gadgets that catch and defuse the majority, if not all of the projectiles the attackers may have. On top of all of that, operators on defense can bring their choice of deployable shields, bulletproof cameras, barbed wire among other options. You can see how this would be absolutely infuriating to try and deal with. The fix that has been implemented so far to help end this meta included nerfs/reworks to principal offenders like Jäger and Wamai, as well as several operators on defense, losing access to a deployable shield.  Jäger’s ADS gadget got reworked too, making it so that instead of having trophy systems that can each stop two projectiles before being “burned out”, they have an infinite number of uses but go on a 10 second cooldown where they’re glorified paper weights, or really high tech wall art.  They don’t stop any projectiles during this cooldown period. Wamai went from five MAG-NET’s to four, meaning he could (if he survived long enough in the round) deny four projectiles instead of five. While there’s still a debate as to whether we’re still in a utility dump meta or not, everyone can agree it is nowhere near as bad as it once was.

Mute/Mozzie Meta- Hey another meta to discuss! It’s worth stating outright that the Mute/Mozzie meta is kind of a sub-meta rather than a game-wide, all levels of play encompassing meta that was Utility Soak. The Mute/Mozzie meta is obviously based around you guessed it, the operators Mute and Mozzie. At any level of R6 Siege, information is everything. Knowing where the attackers are coming from, knowing which operators the defense are using, which walls are reinforced, the exact position of the utility, the cameras, the defenders etc. All of it matters and will influence the outcome of a round. Mute and Mozzie are two operators on the defense that are quintessential for denying the attackers the safest method for gathering this intel, their drones. Mute blocks any and all remote gadgets the attackers may have if the gadget gets in range of one of his signal jammers. Mozzie on the other hand can hijack the attacker’s drones for the defense with his Pests. A smart team can and will strategically place a combination of Mute’s jammers and Mozzie’s pests to maximize the amount of area so that attackers can’t safely gather intel lest they risk losing their drones whether they be rendered useless by the jammers, or worse helping the defenders. Now if you combine both Mute and Mozzie with the defender Vigil whose unique ability is to become invisible to any form of intel network the attackers may have access too, it becomes a real concern for the attackers. Especially when they have no idea what the setup of the site is, where the utility is placed, or where the defenders are. 

KOST- Ok this one I need to cover because you will hear this being thrown out all the time during broadcasts, and I’m starting to say this in these articles too. KOST stands for Kills, Objective, Survivability, and Trades. Everyone will always say that kills aren’t everything, and that is very true. KOST was created to measure a player’s impact in any given game. A player’s KOST percentage is the percent of rounds where a player achieved anything related to KOST. Kills in KOST are simple, the player got at least one kill on an enemy player in the round. Objective is if that player either planted the diffuser if on attack or disarmed it on defense. Survivability is whether the player lived throughout the entirety of the round. Trade is where if a player is killed, their teammate kills the player that killed them within a three second window give or take, their death is traded right back to the enemy team. The higher a player’s KOST is at the end of the game, the bigger and better impact they had on influencing the outcome of the game. 


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