Rainbow Six Vegas, multiplayer tips.

Magician

A simple man who simply loves gaming.
20 Year Member
Joined
Jan 18, 2002
Posts
10,336
Armor

Armor in RSV is broken down into three categories. When selecting your armor your choices of armor will determine your protection and mobility on a 10-point scale. The category of your armor is determined by the number of protection bars you have.

Light (0-3 bars)
Medium (4-6 bars)
Heavy (7-10 bars)

These categories are seperated by the number of rounds you take and the power of the weapon being used. Understand that protection is seperated by category and not the number of protection bars, that is to say that 7 bars of protection (Heavy) will protect you just as well as 10 bars of protection (Heavy). So if you find yourself a little sluggish from using nothing but Goliath armor (10 bar protection) I fully recommend you drop to a combination of armors that'll lower your protection bars to 7 to increase mobility without sacrificing your overall protection.

Choice Weapons for Various Situations

Close Combat: XM-26 Shotgun. Commonly restricted by vets, the XM-26 is the n00b weapon of the game and for good reason, you won't find better stopping power within' close-range combat. This shotgun offers an automatic firerate, which can be accessed by holding X in-game to adjust firerate. With automatic fire on you can stop anyone with half a clip.

Mid-range: UMP45 Sub Machinegun. Precision is often overlooked in favor of stopping power. But if you put time into this weapon and become comfortable with it, folks will start to refer to you as a cheeser or cheater. Why? Because the UMP45 has the highest power and accuracy next to the sniper weapons, that means easy mid-range headshots. Single fire for firerate is the optimum choice in order to keep accuracy at maximum and reduce the need to reload, even though the reload time for the UMP45 is excellent. This is my weapon of choice.

Medium Range: MTAR21 Assault Rifle. Recommend only if the AK-47 is not an option to you. This is the weapon you should be using if you are not comfortable with the headshot and are looking to aim towards the enemy's torso often. The MTA21 offers better accuracy than the 552 Commando (though the stats say otherwise, my gameplay experience tells a different story as the accuracy of the 552 Commando drops sharply with increased distance from the enemy) and has a higher rate of fire than the 552 Commando.

Long Range: No significant experience. Info to be added later.

In my opinion, the Light Machineguns are near useless. They are outclassed in close combat by the XM-26, outclassed in mid-range by the UMP45, and are of no use in a range beyond those two.

More to come...

Pros/Cons of Silenced Weapons

Gadgets
 
Last edited:

Gameoz

Crossed Swords Knight
15 Year Member
Joined
Mar 5, 2004
Posts
5,887
Magician said:
Armor

Armor in RSV is broken down into three categories. When selecting your armor your choices of armor will determine your protection and mobility on a 10-point scale. The category of your armor is determined by the number of protection bars you have.

Light (0-3 bars)
Medium (4-6 bars)
Heavy (7-10 bars)

These categories are seperated by the number of rounds you take and the power of the weapon being used. Understand that protection is seperated by category and not the number of protection bars, that is to say that 7 bars of protection (Heavy) will protect you just as well as 10 bars of protection (Heavy). So if you find yourself a little sluggish from using nothing but Goliath armor (10 bar protection) I fully recommend you drop to a combination of armors that'll lower your protection bars to 7 to increase mobility without sacrificing your overall protection.

Choice Weapons for Various Situations

Close Combat: XM-26 Shotgun. Commonly restricted by vets, the XM-26 is the n00b weapon of the game and for good reason, you won't find better stopping power within' close-range combat. This shotgun offers an automatic firerate, which can be accessed by holding X in-game to adjust firerate. With automatic fire on you can stop anyone with half a clip.

Mid-range: UMP45 Sub Machinegun. Precision is often overlooked in favor of stopping power. But if you put time into this weapon and become comfortable with it, folks will start to refer to you as a cheeser or cheater. Why? Because the UMP45 has the highest power and accuracy next to the sniper weapons, that means easy mid-range headshots. Single fire for firerate is the optimum choice in order to keep accuracy at maximum and reduce the need to reload, even though the reload time for the UMP45 is excellent. This is my weapon of choice.

Medium Range: MTAR21 Assault Rifle. Recommend only if the AK-47 is not an option to you. This is the weapon you should be using if you are not comfortable with the headshot and are looking to aim towards the enemy's torso often. The MTA21 offers better accuracy than the 552 Commando (though the stats say otherwise, my gameplay experience tells a different story as the accuracy of the 552 Commando drops sharply with increased distance from the enemy) and has a higher rate of fire than the 552 Commando.

Long Range: No significant experience. Info to be added later.

In my opinion, the Light Machineguns are near useless. They are outclassed in close combat by the XM-26, outclassed in mid-range by the UMP45, and are of no use in a range beyond those two.

More to come...

Pros/Cons of Silenced Weapons

Gadgets

Good post, Thanks.

I own this game but have played very little of it. It was suppose to offer a guest (on Live) feature, it is even in the instruction manual but they took it out of the game.

Almost all of my on line gaming is with games that offer the guest feature. So, even though this is a quality title, it gets played far less than GRAW, GOW, COD3 since those games allow a guest(s).
 
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