Ubisoft has a long-term future planned for Rainbow Six Siege when it comes to post-launch content. Here are a few operators and abilities we’d like to see!
The difference between when Rainbow Six Siege (PS4, Xbox One) launched to where it is now is staggering: there are 28 new operators, several new maps, countless gameplay adjustments and new timed events that help keep things interesting as the game approaches four years of post-launch content.
Ubisoft’s development team has set ambitious goals for the squad-based tactical shooter, with the far-away objective of 100 operators throughout 10 years of post-launch support. Adding operators with unique abilities while still keeping gameplay balanced is no easy task, so I wanted to take a look at a few operator ideas I think would slot into the game nicely.
Let’s check it out.
The Spycam Launching Operator
As Rainbow Six Siege has aged, the metagame regarding cameras has evolved. The introduction of Valkyrie meant that attacking teams wouldn’t always know where cameras were, while Dokkaebi’s entrance meant that cameras wouldn’t always work in favour of the defending team.
I’d love to see an attacking operator who can launch a projectile camera that burrows itself into a wall, popping out at the other side to provide a wide-angle view. This operator wouldn’t need to get as close as Maverick does when it comes to wall-tampering, but as a caveat, their advantage is inherently non-lethal. This could all be quick to change, however, with the appropriate call-outs: it’s a strategic advantage that could be invaluable and devastating if the squad communicates well.
The operator has a few obvious counters: Mute’s signal disruptor would jam the video feed entirely, and the camera would break when launched into surface electrified by Kaid or Bandit. Of course, friendly fire from Thatcher’s EMP grenades is always a danger, too.
This defensive operator has the potential to change the metagame on a scale not seen since the likes of Mira, whose ability to see through reinforced walls forced an entirely new tactical approach to wall placement and attack routes.
The Spider would be a defender who has the ability to rappel up the sides of interior walls or straight onto the ceiling above herself, where she has the ability to lie in wait and attack enemies from unexpected locations—like, you know, the ceiling.
Gamers are creatures of habit, and I think we all get accustomed to aiming at the usual choke points as we enter and clear interior areas. With the Spider in play, we’d all have to be aware of vantage points we previously never had to worry about.
To prevent her from being overpowered, this ability could be timed so that the Spider needs to let herself down to ground level here and there and keep up some movement. She could also have a height limit for her indoor rappelling, making her a bit more situational.
The Melee Specialist
We’ve all been there: sometimes gunfights erupt at close range, and this leads to melee kills with knife slashes or, in rare cases, the swing of a cumbersome sledgehammer. What if there was an attacking operator who had a slightly extended melee range, and his melee attacking came out a little faster than the average knife swing?
Thus, we have the Melee Specialist. He’s a bit of a gamble because his advantage relies so much on close-range combat, but if you can get close enough with him, he’s deadly. Perhaps the ability to jab his melee weapon through unenforced walls could also be in play, like in the event enemies are tucked against the opposite side.
The Melee Specialist wouldn’t be for everyone. But in a game where people can make themselves invisible to cameras or enhance speed and health squad-wide with nanobots, perhaps a melee-focused character isn’t so far-fetched.
The Flashbang Operator
There are already a variety of flash-related attacking operators in Siege, and for good reason: they’re a great tactical tool. While Blitz has his shield and Ying has her candela, what if there was a Twitch-like operator who could operate a drone that fired off a limited amount of flashbangs?
The non-lethal gadget, when timed with the movements of teammates, could be used to great effect. The operator doesn’t need to directly endanger themselves but can rush into a room and deliver a well-placed flash to blind the defenders while the other attacks move in.
Like any drone, this attacker’s gadget would meet its demise if it encounters one of Mozzie’s Pests or strays too close to Mute’s signal disruptor. Of course, the flash drone would be ineffectual against the likes of Warden. As a solid alternative choice to Twitch, this flash-drone owning operator would be a decent strategic addition to the Rainbow Six Siege operator roster.
This idea isn’t new to the Rainbow Six Siege community, and that’s because it’s a good one. Any veteran Siege player has, at one point, found themselves caught out on the defensive side as they flip between cameras.
With this operator, he has a specialized helmet that allows him to view one selected security camera with a picture-in-picture feed. This means that if you’re using the operator and have the right camera selected, you can essentially get a live view around corners or around the map without having to put your guard down.
To counter the operator, attackers can disrupt the respective cameras with the likes of Thatcher’s EMP grenades, hack into the cameras with Dokkaebi or simply put a bullet through the respective camera (or, you know, its operator). Standing too close to Mute’s jammer could, in a friendly-fire kind of way, also disrupt the camera feed.
Since the launch of Rainbow Six Siege, a floor hatch has only meant two things for attackers: you can go down, but you can’t come up from beneath. With the grappling operator, this surprising lack of tactical preparedness would finally be a thing of the past.
The grappler would have the ability to use a grappling hook to hoist themselves up into an open floor hatch, achieving great tactical surprise on enemies who have been conditioned to never expect that to even be a possibility. The grappling operator would, in effect, change a huge part of the metagame of Rainbow Six Siege itself.
It does seem a bit silly that the best tactical minds of Team Rainbow never thought “what if we need to come from below?”, so it’d be nice to have that as an option.
As an obvious disadvantage, this operator is essentially useless if the defending team fortifies an area without hatches, while a climbing animation would make the grappler temporarily vulnerable when hoisting themselves up.
There are tons of great ideas for Rainbow Six Siege operators out there, but these are a few I think could eventually find their way into the game. The abilities are good, and they have enough counters to keep the game balanced.
With Ubisoft showing no signs of slowing down when it comes to operator releases, it’ll be interesting to see if any of these ideas ever inadvertently find their way into Siege. As a day-one Siege player, I’m excited to see what the company cooks up either way.