Review of the game Tom Clancy's Rainbow Six: Siege. Best tactical shooter

23.09.2019

Whether we like it or not, the virtual world is a reflection of the real world. And therefore, there is nothing strange in the fact that the theme of the struggle between good and evil... Or rather, with terrorists, is gaining popularity.

For example, a series began to show signs of life, in which lately things were not going very well, to put it mildly: the previous project with the subtitle Patriots, announced in 2011, was completely canceled.

But such a popular series could not just die out, and three years later a new part called “Siege” was announced. By the way, this is a rare case when the subtitle tells everything about the game and even more.

Under siege

The fact is that Ubisoft Montreal, apparently, is following the trend. How else can we explain the fact that, following the recently released Battlefront, their game almost lost the single-player mode, and the plot fits into exactly one initial video, in which they pompously tell us about the fight against terror?

And yet, the developers did not dare to completely remove the single-player elements: Siege has an “Operations” mode, which allows a beginner to get comfortable and earn their first experience points. True, in these tasks the opponents are completely scripted, and if you want to emerge victorious, you just need to memorize their actions, which are repeated over and over again.

Although, in fact, the loss of a single-player campaign is not a significant loss, because the series has never been famous for its stunning plots, even despite the name of an American writer popular in narrow circles at the beginning of the title of each game.

But it was famous for its penchant for ultra-realism, and Siege inherited this trait in full: every second gun is guaranteed to help glue the main character’s fins together with just one or two hits.

Not only does death await the player around every corner in Siege, but the developers are clearly mocking the gamer by showing a short five-second replay from the enemy’s perspective after his death.

But let's move on to the alpha and omega of the new part of Rainbow Six - multiplayer. In total, the game has two main modes: the same “Siege” and “Anti-Terror”. Let's look at each of them in order.

The essence of the first is as follows: there are two teams (five players each and, note, there are no terrorists among them, everyone is pursuing equally “good” goals) and there is a target (depending on the game mode - an explosive device or a hostage), which the attackers must neutralize/escort, and the defenders need to do their best to prevent them from doing this.

At the same time, at the very beginning of the round, the attackers have the opportunity to use drones to reconnoiter the situation and find the target, while the defenders try to strengthen their positions with the help of various gadgets and at the same time prevent miniature robots from finding a bomb or a hostage. After that, the attack phase and the battle itself begin. At this time, the attackers throw away the drone control panels, take out their guns and go to the target. The defenders, in a hurry, begin to hide in corners and look for convenient and safe positions.

Drones are difficult to spot, but not impossible, so when flying them, remember to hide under and behind pieces of furniture.

Naturally, as is customary in games of this genre, there is no ideally safe shelter in Siege and, if necessary, opponents will reach you even through a window, even through a small hole shot in the wall. Therefore, sitting in one place is more expensive for yourself; you need to constantly move, but you need to do this wisely. Usually the team with players who are careful and can shoot straight and think quickly wins.

In the next round, the sides switch places and everything starts all over again, and this continues until the first three victories of “blue” or “orange”.

If you think that the work of a special forces soldier is very difficult, then you are mistaken: in fact, the only thing they do at work is play mobile games.

As for Anti-Terror, everything is simpler with it - this is a joint mode for five people against bots. Objective: eliminate all terrorists on the map before they eliminate the team.

The tactics here are minimal compared to Siege, so playing in this mode is a pleasure. The only problem is that for some reason he is not popular among the players, and finding a team is still a challenge.

The terrorists in Siege all have the same face... Or rather, the same mask.

"Siege" for everyone

Perhaps on paper it all looks boring and uninteresting, but the situation is saved by gadgets that distinguish Tom Clancy's Rainbow Six: Siege from its peers in the genre. There are not just a lot of clever devices here, but a lot: some sensors, various explosive devices and traps.

All this stuff is not given out immediately at the start, but comes complete with characters (four for each of the five special services), who in turn need to be opened for special “fame points”, generously given out for successfully and not so successfully completed operations. Moreover, in order to play the operator you like from round to round, you need to have a certain skill - there simply cannot be characters of the same type in a match, so you need to think and click on the selection menu quickly.

Of course, it couldn’t have happened without the Russian Spetsnaz.

There are many combinations of using gadgets, but you shouldn’t think that the whole gameplay new items Despite the prevailing stereotype that the Rainbow Six series is famous for its complexity and deliberate slowness, Siege breaks it: rounds in Siege take place at approximately the same speed as we are used to seeing in Counter-Strike or the same Battlefield 3.

We can say that from a game for a few connoisseurs of super-realism, Ubisoft Montreal tried to make a project for everyone. And they, in general, succeeded.

If in Counter-Strike it is enough to approach the bomb, hold down the action button and wait five seconds, then in Siege you need to install a special deactivator and wait a whole minute.

After all, what do modern gamers need? Of course, a spectacle! And the new game doesn’t have enough to do with this: something is constantly exploding all around, and bullets “bite off” pieces from random walls. However, the destructibility (albeit partial, you won’t be allowed to break every wall, of course) is done here not so much for show, but to gain a tactical advantage in battle.

The game does not limit you and encourages you to think outside the box: you can, for example, sneak into a building through the roof and unpleasantly surprise your enemies. You must understand that the enemy can also “surprise” you, so listen carefully to the sounds: here, as in Counter-Strike, they can say a lot.

But all this effectiveness is somewhat devalued by the slightly outdated “soapy” graphics and cardboard, completely inexpressive animations.

On the other hand, “Siege” is well optimized and will run even on a not-so-new PC: the maximum that the new “Rainbow Six” will require from your computer is an Intel Core i5-2500K, 8 GB RAM and a video card of GeForce GTX 670 level or higher.

The blood in the game is done very unrealistically and, with its cheerful bright red color, looks more like paint.

Conclusion

Despite the apparent variety of tactics and means for their implementation, the game very soon becomes like a routine, and immediately all the shortcomings begin to come out: shooting is about as cardboard as the character animations, there are very few maps and they are all cramped, there are only two modes , and fiddling with gadgets quickly begins to get boring.

When you understand and realize all this, you immediately want to return to the familiar de_dust2, buy an Emka, sit somewhere in the corner and shoot a couple of insolent terrorists. Yes, it turns out that not much is needed for happiness - in the same Global Offensive, for example, there are no gadgets or interactive environments, but there is unclouded action that brings more pleasure than creating intricate and complex super tactics.

Although we must pay tribute to Rainbow Six: Siege - another Ubisoft Montreal game came out well, and it will definitely find its audience, but you shouldn’t count on more just yet.

As usual, the Canadian developer has relied on numerous additions and is already inviting everyone to subscribe to the Season Pass for a “symbolic” 1,799 rubles, but even with them it is unlikely that players will gain the glory of Counter-Strike, and there are several reasons for this. Firstly, the phrase “Rainbow Six” has long become synonymous with the word “difficulty”, and secondly, the new “Rainbow” simply lacks variety, scope and fun.

And while desperate fans of the series will wait for additions, everyone else will go to more publicized competitors. Nothing, as they say, personal.

Verdict: if you are already tired of “contra”, then Rainbow Six: Siege is an excellent opportunity to take a break from the popular online shooter. And then return to it again with renewed vigor, because “Siege” is still not able to replace it.

Rating: 7.0 (“Good”).

Ruslan Gubaidullin

  • Tom Clancy's Rainbow Six: Siege - Performance Testing
    Summary testing of eighteen video cards and forty-five processors in a couple of resolutions and two operating modes.

  • Discussion of the game on the website website.

Fun for a couple of weeks or a new eSports discipline? Let's break the game down into its components

Send

A new game in the Tom Clancy's Rainbow Six line with the subtitle Siege has been released. Entertainment for a couple of weeks or a new e-sports discipline? Only time will answer this question, but for now we’ll try to figure it out into components.

The 3D shooter genre has been stagnating for a long time, and you don't need to be a rocket scientist to understand this. Arcade projects have turned into an annual “crash”: they only invent something truly interesting Respawn Entertainment, while other developers do nothing but steal the latest game mechanics from their own games. In general, there are only one or two worthy tactical shooters: if you don’t take into account the more or less popular series, then the only one that comes to mind is that which came out ten years ago. It was all the more pleasant to follow fate new game Ubisoft- in a very short time she was able to grow from a “dubious project”, if not to best game 2015, then at least until the most interesting release Ubisoft in the past year.


The results of the next rethinking of the series are equally far from both the single-player tactical shooters of the beginning of the franchise and from the arcade “pew-pew” from behind the wall of time and. Although closer in spirit to the hardcore first parts, many fans will probably be disappointed by the lack of at least some single player company in the game: - the project is exclusively multiplayer, for better or worse. The maximum that single players will get is a damn difficult training mode, designed to reveal to beginners the nuances and subtleties of online gameplay.

Once you try your hand at multiplayer, such insignificant things as the lack of a single-player campaign will immediately cease to seem like something important. The formula of the gameplay here, like everything ingenious, is simple: on a small map, terrorists and special forces soldiers converge in a deadly confrontation. The goals of each side are transparent to the point of impossibility: the terrorists need to detonate a bomb or hold hostages, and the fighters of the anti-terrorist units need to prevent dangerous repeat offenders from carrying out their plans. All this is very reminiscent of the rules, isn’t it? Not true!


The devil, as always, is hidden in the details, and the devil is the total destructibility of everything and everyone present on the map. Moreover, it is not at all cosmetic in nature, as in, where destruction is a cause and an end in itself - a skyscraper falls, does it beautifully, everyone is happy. Destroyable surfaces exist for a very specific purpose - they create space for players to tactically maneuver. And, I must say, the developers managed to realize their plans to the fullest: the replayability of any individual card in the game thanks to this move increases significantly.

The success or failure of any battle depends primarily on the ability of its participants to think tactically: why break into a mansion with hostages through the door, if you can simply blow up the wall with a directed charge and penetrate through the resulting passage? Why even storm the fortifications of terrorists entrenched in one of the rooms of the building, when it is possible to simply blow up the ceiling and throw grenades at the bewildered enemies from above? Tactics here prevail over spinal reflexes: players who naively rely on their ability to shoot and decide to go “head-on” can die in the most stupid way from well-placed traps, as in the film with Macaulay Culkin- and the battle will end without a single shot being fired.


Any battle consists of several stages. First, players choose a suitable character class, differing in equipment and skills. The special forces soldier Sledge, for example, is armed with a huge sledgehammer, with which he can quickly make a passage in almost any wall, and the Castle terrorist protects the passages with indestructible barricades. This, by the way, is one of the few indestructible surfaces in the game, but its purpose is exactly the same as its less stable counterparts - new tactical opportunities. There are about a dozen classes in total, each of which is strategically useful in its own way. Each of them has a special set of gadgets that are inaccessible to the rest: this is where you have to decide what will be more useful for the team - a medic or additional ammunition? A demolitionist with a thermite charge or a fighter with a shield behind which at least the whole team can slip into a narrow passage?

After selecting classes and equipment, teams vote on a spawn point on the map, and then the preparation phase begins, which lasts exactly 40 seconds. During this time, the defenders build fortifications and set traps, and the attackers try to scout out what is happening inside the building using drones with a video camera - finding out what intrigues your opponent is plotting here is critically important. Well, the stage that decides the outcome of the battle, the battle itself, lasts 3 minutes. During this short period of time, the attackers must remove hostages, defuse a bomb, or destroy the opposing team. If time runs out and the special forces fail to do any of the above, the terrorists win the battle.


Of course, you can only get the full portion of impressions and emotions that can potentially give a player in the company of friends. Individuals in most situations are doomed to failure: even if there is voice communication in the game, the degree of synergy in the team necessary for victory can be achieved only if there is complete and mutual trust on the part of all its participants. But a stacked “stack” of experienced fighters under the command of a good tactician works real miracles—it’s a pleasure to watch what such a team does even when you’re not on the winning side.

It's amazing, but take a breath new life those from whom such innovations were least expected were able to get into tactical shooters - Ubisoft with their annual “assassins” that differ from each other no more than two peas in a pod.

When it comes to Tom Clancy, Ubisoft is the master of surprises. Year after year it sells the same Assassin's Creed, and when it comes to shooters like Ghost Recon, Rainbow Six and even Splinter Cell, experiments begin. Concepts change so often and so radically that all of the listed series have already lost or almost lost their face, becoming just another empty but loud brand under which anything is sold. Of course, there is a positive side to this: something new and unusual is better than something old and terribly boring. But there is no need to talk about any kind of fan base here: each game turns out to have its own separate one, and sometimes there is none at all, as, for example, with the latest Ghost Recon, which did not find much recognition either among players or among critics.

When starting a new Rainbow Six, you need to forget about all the previous ones. The new game, of course, retains some conceptual ideas; it is still a counter-terrorist tactical shooter, but overall it is not similar to the previous games. Siege is a product of its time, and it’s even a little strange to see it not being shareware. Here, apparently, the Western audience is to blame, which, unlike the Asian and post-Soviet ones, has not been able to fully accept free-to-play and relies more on games for which you must pay. And in this, by the way, they only made it worse for themselves, because microtransactions still appeared in such games, but this is another topic for discussion. In general, we have before us a game that would look great if it were a little more free or at least twice as cheap as it actually is. And so they sell it for a high price tag, and this has already managed to confuse, if not everyone, then many.


Why did this happen? First of all, there is no normal single player campaign. Instead, there are only 10 operations, which are essentially training in the basics of the game. True, they all take place in different locations, put the player in different circumstances and dictate different goals, have three difficulty levels and several types of rewards. That is, you not only complete a task, learn a new character and an important skill, but also earn bonuses. They are given, for example, for the fact that by the end you have at least half your health left. Or for blowing up three terrorists with grenades. Or the door was knocked down twice. Important point, the truth is that although this is a single, you still need to be online, otherwise you will not receive the reward. This is apparently a little dirty trick on the part of the developers for pirates.

Although there is no point in stealing this game. This is a team multiplayer first-person shooter, where communication with your comrades is the most valuable. The battle is 5 on 5. Some attack, others defend. Terrorists (without any nationality, it should be noted) either take someone hostage, or plant a bomb in a building, or simply capture some object, so the special forces need to get inside and, depending on the conditions, free and remove the hostages , install a bomb deactivator or simply clear the area.


It sounds like it's your typical Counter-Strike-inspired military shooter, and at first glance it certainly seems like it. But it’s enough to spend two or three battles as if it were CS or Call of Duty to get yourself in trouble and stop being a hero and start thinking. I will even say more: in that game you will think even more than you shoot.

It all starts with the fact that no matter where the terrorists are hiding, it’s like storming a fortress. Almost all doors and windows are always boarded up. This applies not only to entrances and exits to the outside, but also to interior spaces. The game fully lives up to its name and its trailers: indeed, along the way you have to break through walls in direct and figuratively, lay siege and break through from several sides at once. If the new Rainbow Six is ​​close to some modern multiplayer games in spirit, then this is more likely. Payday 2. Alone you are worth nothing. The team is everything. A proper match begins with the team building a plan of action: if there are terrorists, then we are talking about defense, if there are special forces, then we are talking about an assault. And you always need to be prepared for things to go wrong. It is necessary to constantly coordinate actions.


Each map is a labyrinth. It doesn't matter if it's a building or a presidential plane, it always consists of several floors, numerous rooms, halls, nooks and corridors. There are always several positions for snipers outside, and with such a fighter, the team can feel a little more confident on the street, especially when it comes to hostages who need to be taken to the evacuation point and then wait there, right there, for a while.


But inside the labyrinth no one can be calm. Firstly, due to destructibility. Standard situation: throw a cable onto the roof, climb to the height of the second floor, shoot through a window, fly into an empty room and... die from shots from another room. Simply because the enemy heard the noise and decided to shoot through the wall. Usually a couple of shots are enough to make a hole and shoot through it. Not to mention the fact that there are special weapons just to punch your way through barricades and walls. And it looks even more impressive than the famous destructibility of Battlefield. Not to mention that there it was rather a decorative feature, and it did not greatly influence the gameplay, but here a lot depends on it. In Siege, sometimes all it takes is the wrong command, a small delay, or some other mistake to lose the match.


Secondly, there is good audibility inside the besieged fortress. The game has fantastic sound. You always understand clearly where the rustling came from, from what floor, on what staircase. You hear who ran where, where the speech came from, where they shot. And the shots are still like that - loud, sharp, short. And you can’t do without them. It's hard to get through the mission without making a fuss. If only because sooner or later you will need to blow up some door. But stealth, of course, is also real: you can walk half-bent and cut unwary enemies with a knife.


Gradually, match after match, the player acquires points, which he spends on unlocking new classes, skills and upgrades. They open relatively quickly - after about five hours, about half of them will already be open. The choice of character and ammunition, of course, affects the tactics of the entire team. And here lies the second ambiguous quality of Siege - it is for those who have friends. Playing with anonymous people is not easy, of course. Among them there are often either lone heroes who quickly die in such a game and leave the team in unequal battle, either cowards, or fools, or just lazy. Some people just want to shoot. And even if there are normal guys, it takes time to work together. Better yet, you need voice communication. So, ideally, to play Rainbow Six: Siege well, you need not only money and time, but also four friends. If you have all this, then you are unlikely to regret it.


Verdict


A good tactical shooter, especially if you play with friends. True, now it costs a little more than it deserves, and if price matters, then it’s better to wait a little.


Final score: 8 points out of 10!

Fun for a couple of weeks or a new eSports discipline? Let's break the game down into its components

Send

A new game in the Tom Clancy's Rainbow Six line with the subtitle Siege has been released. Entertainment for a couple of weeks or a new e-sports discipline? Only time will answer this question, but for now we’ll try to figure it out into components.

The 3D shooter genre has been stagnating for a long time, and you don't need to be a rocket scientist to understand this. Arcade projects have turned into an annual “crash”: they only invent something truly interesting Respawn Entertainment, while other developers do nothing but steal the latest game mechanics from their own games. In general, there are only one or two worthy tactical shooters: if you don’t take into account the more or less popular series, then the only one that comes to mind is that which came out ten years ago. It was all the more pleasant to follow the fate of the new game Ubisoft— in a very short time it was able to grow from a “dubious project”, if not to the best game of 2015, then at least to the most interesting release Ubisoft in the past year.


The results of the next rethinking of the series are equally far from both the single-player tactical shooters of the beginning of the franchise and from the arcade “pew-pew” from behind the wall of time and. Although closer in spirit to the hardcore first parts, many fans will probably be disappointed by the lack of at least some single player company in the game: - the project is exclusively multiplayer, for better or worse. The maximum that single players will get is a damn difficult training mode, designed to reveal to beginners the nuances and subtleties of online gameplay.

Once you try your hand at multiplayer, such insignificant things as the lack of a single-player campaign will immediately cease to seem like something important. The formula of the gameplay here, like everything ingenious, is simple: on a small map, terrorists and special forces soldiers converge in a deadly confrontation. The goals of each side are transparent to the point of impossibility: the terrorists need to detonate a bomb or hold hostages, and the fighters of the anti-terrorist units need to prevent dangerous repeat offenders from carrying out their plans. All this is very reminiscent of the rules, isn’t it? Not true!


The devil, as always, is hidden in the details, and the devil is the total destructibility of everything and everyone present on the map. Moreover, it is not at all cosmetic in nature, as in, where destruction is a cause and an end in itself - a skyscraper falls, does it beautifully, everyone is happy. Destroyable surfaces exist for a very specific purpose - they create space for players to tactically maneuver. And, I must say, the developers managed to realize their plans to the fullest: the replayability of any individual card in the game thanks to this move increases significantly.

The success or failure of any battle depends primarily on the ability of its participants to think tactically: why break into a mansion with hostages through the door, if you can simply blow up the wall with a directed charge and penetrate through the resulting passage? Why even storm the fortifications of terrorists entrenched in one of the rooms of the building, when it is possible to simply blow up the ceiling and throw grenades at the bewildered enemies from above? Tactics here prevail over spinal reflexes: players who naively rely on their ability to shoot and decide to go “head-on” can die in the most stupid way from well-placed traps, as in the film with Macaulay Culkin- and the battle will end without a single shot being fired.


Any battle consists of several stages. First, players choose a suitable character class, differing in equipment and skills. The special forces soldier Sledge, for example, is armed with a huge sledgehammer, with which he can quickly make a passage in almost any wall, and the Castle terrorist protects the passages with indestructible barricades. This, by the way, is one of the few indestructible surfaces in the game, but its purpose is exactly the same as its less stable counterparts - new tactical opportunities. There are about a dozen classes in total, each of which is strategically useful in its own way. Each of them has a special set of gadgets that are inaccessible to the rest: this is where you have to decide what will be more useful for the team - a medic or additional ammunition? A demolitionist with a thermite charge or a fighter with a shield behind which at least the whole team can slip into a narrow passage?

After selecting classes and equipment, teams vote on a spawn point on the map, and then the preparation phase begins, which lasts exactly 40 seconds. During this time, the defenders build fortifications and set traps, and the attackers try to scout out what is happening inside the building using drones with a video camera - finding out what intrigues your opponent is plotting here is critically important. Well, the stage that decides the outcome of the battle, the battle itself, lasts 3 minutes. During this short period of time, the attackers must remove hostages, defuse a bomb, or destroy the opposing team. If time runs out and the special forces fail to do any of the above, the terrorists win the battle.


Of course, you can only get the full portion of impressions and emotions that can potentially give a player in the company of friends. Individuals in most situations are doomed to failure: even if there is voice communication in the game, the degree of synergy in the team necessary for victory can be achieved only if there is complete and mutual trust on the part of all its participants. But a stacked “stack” of experienced fighters under the command of a good tactician works real miracles—it’s a pleasure to watch what such a team does even when you’re not on the winning side.

Surprisingly, those from whom such innovations were least expected were able to breathe new life into tactical shooters - Ubisoft with their annual “assassins” that differ from each other no more than two peas in a pod.

IN Tom Clancy's Rainbow Six: Siege At first, no one believed it: neither the fans of this series of tactical shooters, who were deprived of a normal campaign for the sake of multiplayer, nor ordinary players who thought that nothing cool would come of “another session shooter.” Perhaps Siege would have failed if the developers had not decided to distribute major DLC for free and promised long-term support for the game. As a result, almost every season we are pleased with new operatives and tournaments with a solid prize fund(in February, for example, it amounted to $200 thousand). That is Ubisoft Montreal suddenly created a full-fledged cybersports discipline, the popularity of which is gradually growing. By the way, it started in September another season Blood Orchid, which brought three new operatives to the shooter - the Polish woman Ela, the Chinese Ying and Lesion - and a location in the form of a Chinese amusement park. And we decided that this is a great opportunity to tell you all the most important things about Rainbow Six: Siege.

But first, a key question: how does Rainbow Six: Siege compare favorably with other shooters? The answer is simple - a lot of possibilities, consisting both in the variety of gadgets of operatives different countries, and in a destructible environment that allows you to get to the desired room in at least two ways. We have two teams in the match. The "attacker" must either place a deactivator near one of the two explosive devices, or remove the hostage, or hold the premises. And the “defender” must prevent the “attacker” from achieving all this. Why does she have dozens of gadgets that depend entirely on the chosen character.

For example, the Russian special forces Kapkan installs bombs in door and window openings that react to movements and instantly kill the unlucky enemy. Polish Ela throws traps that temporarily stun enemies, making it difficult for them to aim or move. And the British Mute installs “jammers” that prevent the “attack” from using their devices. By the way, there are also a lot of the latter: from the cluster charge of another Russian hero Fuze, which fires grenades at enemies, to the Twitch shock bot, which shocks with electricity and ruins the life of everyone who has poor aim. Well, let’s not forget about Tachankin, a Russian operative who has already become a meme. He carries with him an old folding machine gun, behind which he sits almost all the time. Moreover, during shooting, Tachankin is extremely vulnerable - even a special shield cannot save you, so its usefulness is questionable. But the funny nickname makes even those who haven’t really played Siege remember Tachankin.

And all this is just a small part of what Siege offers to achieve your goal. But gadgets alone won’t do the job for you: in open confrontations, skill decides. Moreover, it is difficult to acquire one, because the barrier to entry here is extremely high. Take note: there are no first aid kits here, and only the Frenchman Doc, who shoots healing darts, can heal. To get more or less used to the controls, figure out the workarounds and study weak points all operatives will have to spend tens, if not hundreds of hours. Moreover, all this time you will be “bombed”, for example, from the fact that the hero is being killed literally from everywhere: from small holes in punched walls, from the back, or simply from an ambush in the most unpredictable places. Also annoying is the crooked netcode that refuses to register your hits. The latter, by the way, the developers have been wanting to fix since the day of release and have even achieved some success (for which they have dedicated a separate season - Operation Health), but the problem has not yet been completely solved.

And now a few words about the cards. They are varied and very large-scale here: from an ordinary city house or a large American bank to an airplane and a skyscraper in Japan. Each of the locations is multi-level, and several paths often lead to the premises. And since the destructibility is at the same level, you can get to the target using a “breakdown charge” through the wall or... through the ceiling. Of course, for the sake of balance, the “defenders” have armored panels that reinforce the wall or floor, so you won’t be allowed to walk around your houses completely freely. Although here gadgets will come to the rescue, breaking through even fortified walls. You can also climb into the building through the window, since the attackers know how to climb the walls from the street side using a rope. Unless, of course, some daredevil from the “defense” finishes them off by running to the spawn point of the “attack”. However, such an idea is often no different from suicide, because if the defender leaves the building, after a few seconds the game will definitely highlight him.