there are a few major components to the effectiveness of attackers

component------example operator

entry---------------Thermite

firepower---------Fuze

anti-trap-----------IQ

team support----Montagne

Loadout

AR33 assault rifle - OR - L85A2 assault rifle



226 MK 25 handgun



3x stun grenades - OR - 3x breach charges



3x EMP grenades







LOADOUT SUMMARY

SHOULD I PICK THE AR33 OR L85A2?

SHOULD I TAKE STUN GRENADES OR BREACH CHARGES?



PREPARATION PHASE

ASSAULT PHASE

*As the general rule of attackers- even if it's not near the objective, don't go into or past a room that you haven't recently scouted with your drone*

EMP GRENADE TIPS

the first and foremost tip, get used to popping grenades under doorways, if necessary, blow out the bottom board until you get used to it, crouch if necessary.

scout with your drone, if there are a lot of potential entryways, try to clear as many as you can to give your team as many options as possible.

if necessary, you can stand at a wide angle by a wall to a doorway, shoot down a part of the barricade, and toss either an EMP or stun grenade inside.

your EMP grenades can take out ceiling cameras, so if it's not safe to completely stick your head out, or you don't want to give away your direct position, or your teammates need a camera dead, you can bounce the grenade off a wall, around a corner, over a ledge, or under a doorway in order to destroy it. like i said it has a surprisingly large radius.

if they have a jaeger make sure you know where his anti-projectile traps are before throwing your emp grenades into the room or under a doorway. your EMP grenades can out-range the traps.

your EMP grenades can be destroyed by real explosions so be careful not to throw them near a regular out-going frag.

EMP grenades can destroy electronics that are on the ground from the story above it. FOR EXAMPLE- CONSULATE, 2ND FLOOR say Mute has placed charges under the windows. If you climb onto the roof, stand on the roof right above where his mute charges are placed, and throw an EMP grenade right at your feet. The grenade will knock out the mute charges. This works with mute charges on the 1st floor and EMP grenades on the 2nd floor as well.



OPERATOR MATCHUPS

Thatcher is effective against:

Mute - Thatcher can destroy Mute's charges easily from behind cover, if you know where it is, but can't shoot it, disable it!

- Thatcher can destroy Mute's charges easily from behind cover, if you know where it is, but can't shoot it, disable it! Bandit - Thatcher can disable Bandit's batteries with an emp grenade, try throwing it through the hole in the garage of HOUSE to clear the trapped reinforced door

- Thatcher can disable Bandit's batteries with an emp grenade, try throwing it through the hole in the garage of HOUSE to clear the trapped reinforced door Kapkan - again, if you can't shoot it, you can disable it with grenades

- again, if you can't shoot it, you can disable it with grenades Smoke - you can take out one poison gas charge and he may not know it, but be careful, he still has 2 more.

- you can take out one poison gas charge and he may not know it, but be careful, he still has 2 more. Jaeger- you can take out his traps from a range, and from the other side of furniture or walls



Operators effective against Thatcher:

Castle - you can't disable super barricades, and if you take flash grenades, the only way you can get that barricade down is by shooting it. and good luck with that without a shotgun guy.

- you can't disable super barricades, and if you take flash grenades, the only way you can get that barricade down is by shooting it. and good luck with that without a shotgun guy. Smoke - you have 3 gas charges guy, if you notice him take one down, throw out another and set it off. you should know where your charges are and when they get destroyed

- you have 3 gas charges guy, if you notice him take one down, throw out another and set it off. you should know where your charges are and when they get destroyed Rook - your free armor is not destructible via EMP. not only this, but he's got 3 armor, AND extra armor, and can beat you in a close-mid range 1v1

- your free armor is not destructible via EMP. not only this, but he's got 3 armor, AND extra armor, and can beat you in a close-mid range 1v1 Jaeger- if you're unaware of the presence of his traps, or miss a throw, his traps can knock out your emp grenades.

Thatcher works well with:

Ash - ash can take 2 breach charges in addition to 2 ranged ones, easily covering thatcher's weak spot if he chooses grenades over breachers.

- ash can take 2 breach charges in addition to 2 ranged ones, easily covering thatcher's weak spot if he chooses grenades over breachers. Blitz - blitz is probably the best teammate for Thatcher, taking breach charges can make an an entryway, and open up an easy choice of grenades>breachers, and a front shield WITH EXTRA AIM-ABLE FLASH BANGS!

- blitz is probably the best teammate for Thatcher, taking breach charges can make an an entryway, and open up an easy choice of grenades>breachers, and a front shield WITH EXTRA AIM-ABLE FLASH BANGS! Sledge - that fricken thing has what, like 10? 15 charges on it? it's faster and requires less preparation time, and can bring frag grenades, so in goes a flash, a second later in goes the frag, and they can't see it to avoid it

- that fricken thing has what, like 10? 15 charges on it? it's faster and requires less preparation time, and can bring frag grenades, so in goes a flash, a second later in goes the frag, and they can't see it to avoid it Thermite/fuse- if Thatcher can land a good grenade and take out the mute charge or bandit battery keeping thermite/fuse from planting his device, you can make it happen. that's what you're there for.



BECAUSE OF HIS ABILITY TO BRING AN EXTRA RESOURCE TO THE TEAM, AND CLEAR TRAPS FROM A SAFE SPOT. THATCHER GETS 4 SPUUKIE SKELETONS, OUT OF 5!

Loadout



Ballistic Shield - OR - 6P41 Light Machine Gun -OR- AK-12 Assault Rifle



PMM handgun - OR - GSH-18 Handgun



2x Breach Charge - OR - 2x Stun Grenade



2x Cluster Grenade Charges









LOADOUT SUMMARY

SHOULD I USE THE SHIELD, 6P41, OR AK-12?

SHOULD I CHOOSE STUN GRENADES OR BREACH CHARGES?

PREPARATION PHASE

ASSAULT PHASE

*As the general rule of attackers- even if it's not near the objective, don't go into or past a room that you haven't recently scouted with your drone*



CLUSTER CHARGE PLACEMENT TIPS

go for smaller rooms first, even if they are less populated, you are going for higher chance of kill or wound rather than multiple kills or wounds, with so few people per team, a guaranteed kill is better than a possible multikill

be careful of planting charges on windows and doors with holes in them, if they're looking the enemy WILL see you and probably kill you.

if on hostage mode, plant your bombs in surrounding rooms NOT THE HOSTAGE ROOM, more often than not, enemies will have defenses set up outside the objective room, and you can easily kill the hostage with just one unfortunate grenade.

if you have the LMG, try planting your cluster charge on one side of the room, then firing at the other side of the room, moving your sights to the middle, if there are enemies on the side where your grenades are going off, they may try to run elsewhere, leaving them out of cover and vulnerable to massive amounts of flying pieces of lead.

unfortunately you won't know if an wall or barricade has been muted until you try to set off your charge, sometimes this can be rectified by shooting below your charge aiming at the ground, but be careful, because they might fire out if they see you firing in.

OPERATOR MATCHUPS

Fuze is effective against:

Castle - Fuze can plant a charge on a super barricade, and even if they know you're there they can't shoot out.

- Fuze can plant a charge on a super barricade, and even if they know you're there they can't shoot out. Tachanka - if Fuze can set off a charge right at Tachanka's turret, being so immobile, there's no chance he can get off the turret and get away in time.

- if Fuze can set off a charge right at Tachanka's turret, being so immobile, there's no chance he can get off the turret and get away in time. kapkan/bandit- fuze's grenades can destroy either traps at the maximum effect of the grenade's radius, and 4 whole grenades going into a room, if in the right position it's very possible to knock out a trap or two.

operators effective against Fuze:

Mute - mute's charges can keep fuze from setting off his cluster grenades, a major pain, especially if he's blocked off all the windows in the area.

- mute's charges can keep fuze from setting off his cluster grenades, a major pain, especially if he's blocked off all the windows in the area. jaeger - jaeger's anti-projectile traps can destroy 2 projectiles each. if he has just one, your cluster charges are only half as useful, if he has 2, he can block an entire charge. if he has all 4, he can knock out both of your charges.

- jaeger's anti-projectile traps can destroy 2 projectiles each. if he has just one, your cluster charges are only half as useful, if he has 2, he can block an entire charge. if he has all 4, he can knock out both of your charges. pulse - just like if you were trying to breach, pulse can see you and shoot you before you get it off if he catches you in time.

- just like if you were trying to breach, pulse can see you and shoot you before you get it off if he catches you in time. Doc- often times, i actually see this quite a lot, Fuze's cluster charges only drop an enemy instead of killing them outright, doc can easily shoot his friendly back to health without straying too far from his camping spot

operators that work well with Fuze:

Thatcher/IQ/twitch - the anti-trap operators can detect/destroy mute charges them from a safe spot allowing fuze to plant and set off his charges.

- the anti-trap operators can detect/destroy mute charges them from a safe spot allowing fuze to plant and set off his charges. sledge - sledge can allow fuze to take stun grenades instead of breach charges if entering nearby each other maximizing his projectile potential.

- sledge can allow fuze to take stun grenades instead of breach charges if entering nearby each other maximizing his projectile potential. Glaz- with Fuze's massive suppression potential, he can keep enemies in place for some easier upper body shots for glaz's nearly 1 shot kill rifle.

FOR HIS IMMENSE FIREPOWER, ROOM CLEAR, AND ABILITY TO SUPPORT HIS TEAM. FUZE GETS 5 SPUUKIE SKELETONS, OUT OF 5!

Loadout

M1014 shotgun - OR - SIG556 assault rifle



M45-MEUSOC - OR - 57USG



2xfrag grenade - OR - 2xbreach charge



2xBrimstone BC-3 thermite breach charges

LOADOUT SUMMARY

SHOULD I USE THE SHOTGUN OR ASSAULT RIFLE?

SHOULD I TAKE FRAG GRENADES OR BREACH CHARGES?

PREPARATION PHASE

ASSAULT PHASE

*As the general rule of attackers- even if it's not near the objective, don't go into or past a room that you haven't recently scouted with your drone*

THERMITE CHARGE PLACEMENT TIPS

make sure you touch a reinforced wall before placing a breach charge on it, if it's bandit electified, it'll shock you all throughout the planting process, and then destroy your Thermite charge after you've placed it.

placing your breach charge in the middle of a series of reinforced panels can help your teammates find cover on either side instead of just one.

if at all possible, try to save your thermite charges by having teammates breach un-reinforced walls windows and doors.

you don't HAVE to go through the entrance you've made, you can set a charge for teammates, move, and then go in somewhere else

if you cook a grenade right after activating a thermite charge, it'll have about a second and a half left on it, plenty of time to throw it to destroy a little area of your choosing

there's a rumor going around that you can destroy electronics on the other side of a reinforced wall with a grenade, i'll look into it and get back to you

OPERATOR MATCHUPS



Thermite is effective against:

castle - because who cares about your reinforced doors when i can go through walls

- because who cares about your reinforced doors when i can go through walls tachanka - oh that's cute you think you're safe because your back is up against a reinforced wall? lolnope.

- oh that's cute you think you're safe because your back is up against a reinforced wall? lolnope. kapkan - the chances of dying to a booby trap on a door is significantly decreased when you don't walk through that door.

- the chances of dying to a booby trap on a door is significantly decreased when you don't walk through that door. walls

Operators effective against Thermite:

Bandit - you can't place thermite charges on those walls that are electrified

- you can't place thermite charges on those walls that are electrified Mute- can block you from setting off your thermite charges

Operators effective with Thermite:

Thatcher- is easily the greatest teammate for Thermite, he can take out half a room's worth of electronic devices

Twitch- is the second best teammate for Thermite. he can take out an entire map's worth of electronic devices, except her drone can be destroyed and can't jump.

Sledge- sledge is great with Thermite because he can knock down as many non-reinforced walls as it takes to get to your objective reinforced wall.

Shielders- can all protect Thermite's extraordinarily valuable pre-breach life until he blows a hole and becomes a normal expendable grunt



FOR HIS ABILITY TO IGNORE WALL AND TRAPDOOR REINFORCEMENTS TO CREATE BRAND NEW AND GREAT FIREPOWER. THERMITE GETS 5 SPUUKIE SKELETONS, OUT OF 5.

Loadout

417 semi-auto rifle - OR - F2 assault rifle - OR - SG-CQB shotgun



LFP586 revolver - OR - P9 handgun



3x breach charge - OR - 2x stun grenades



RSD Model 1 Shock Drone

LOADOUT SUMMARY

SHOULD I USE THE 417, F2, OR SG-CQB?

SHOULD I USE THE LFP586 OR P9?

SHOULD I TAKE BREACH CHARGES OR STUN GRENADES

PREPARATION PHASE

ASSAULT PHASE

*As the general rule of attackers- even if it's not near the objective, don't go into or past a room that you haven't recently scouted with your drone*

any electronic outisde of their defense area, especially kapkan mines and outer nitro/gas charges mute/bandit charges that would keep your drone from entering the objective area mute/bandit charges that would keep your teammates from breaching inner defense lethals, kapkan mines, nitro/gas charges jaeger traps

SHOCK DRONE TIPS

If possible, go slow when you near the tops of stairs cases, if you roll too fast you could run into a mute charge before you have a chance to stop.

If you're going into the objective room/ defense area with your drone, peek corners, if you roll full speed into a room and they see you, you will have no time to get away before any decent player shoots you.

When peeking into barricaded or defended rooms, check for a kapkan mine, even if it's not next on your priority list. i mean, you're right there, if nobody's looking just take it out.

If you down an enemy that is near your shock drone, instead of leaving cover to go finish him off, get deeper into cover and pilot your drone, you could have just enough time to bring up your drone, and shock the downed enemy twice before a teammate can pick him back up.

regular drones will slow down when going from straight, to strafing (up to side position on the movement joystick for controller players) and will move slower while strafing, your shock drone does not, it makes evading in a serpentine fashion very efficient.

take a buddy playing mute into a private match, use his 4 mute charges per round to perfect the range on your taser shot. I've found myself in plenty of situations where an enemy is shooting at you, and your only escape route is blocked off by a mute charge under a door frame, and shooting it while moving at it full speed while getting shot at and strafing can be very difficult.

like i just said before, practice with the shock drone is key to mastering Twitch, practice full speed strafing shots on things like windowed and doored kapkan mines, walled jaeger traps and Nitro cells. This one you can practice strafe tasing in terrorist hunt, where nitro cells are in abundance

OPERATOR MATCHUPS



Twitch is effective against:

Bandit (careful, if your shock drone runs into an electrified wall or shield, it will be destroyed)

(careful, if your shock drone runs into an electrified wall or shield, it will be destroyed) Mute (careful, if you roll up staircases or under doorways too fast, you may get jammed before you can stop)

(careful, if you roll up staircases or under doorways too fast, you may get jammed before you can stop) Jaeger

Kapkan

SmokeAll of these defenders have electronics that can be destroyed by Twitch's shock drone.

operators effective against Twitch:

Operators effective with Twitch:

Thatcher -Is Twitch's greatest teammate, if you can knock out the jaeger traps, Thatch can knock everything else out, and you can save your tasers for the enemies

-Is Twitch's greatest teammate, if you can knock out the jaeger traps, Thatch can knock everything else out, and you can save your tasers for the enemies Shielders -With the 417, the first shot is the most important, if they're attracted to the shielder, you can peek and shoot before they have a chance to shift fire.

-With the 417, the first shot is the most important, if they're attracted to the shielder, you can peek and shoot before they have a chance to shift fire. Thermite-Twitch can take out CEDs and mute charges that are blocking thermite's TH3 breaches.