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If you follow Rainbow Six Siege discussions on Twitter, Reddit or other forums, you will
have seen a lot of recent debate around Zofia and her unique Withstand ability, which allows
her to self-revive (something that no other operator in the game can do).
Valid questions are being raised about whether or not an already complex game like Rainbow
Six Siege should have hidden abilities and passives like this and in this video, I want
to cover the top ten hidden features and abilities in the game.
As always, a pinned comment below includes timestamps to all of the different topics
and with that, let’s go!
Since I’ve already mentioned Zofia, we shall start out with her because she is a source for a lot of confusion.
As already mentioned, this hardy Polish lady is the only operator on Team Rainbow who,
through the sheer force of her iron will can drag herself up after having been riddled
with bullets . While other characters in the “Down But Not Out” state can merely drag
themselves around the floor or apply pressure to their wounds with the use button, Zofia
can use that same key to simply stand back up and continue the fight with 5% health restored.
In addition to this, Zofia automatically has a double length bleed-out timer.
By default, she can stay in the DBNO state for 1m instead of 30s,
without having to apply pressure to her injuries.
Since the stun grenades fired by her double barrelled grenade launcher cause the same
effect as Ela’s Grzmot mines, she also has a partial immunity to the concussive effects
of both her and her sister’s gadgets and will recover twice as fast compared to other operators.
In the real world of course, troops who are repeatedly exposed to concussive blasts, such
as breaching charges or even just firing shoulder launched weapons, can and will accumulated
traumatic brain injuries that will over time make them highly susceptible to any kind of knock to the head.
But Zofia is tough and the repeated severe blasts to the head she receives by being exposed
to her own stun grenades has made her even tougher.
And finally, something that experienced players will most likely know but a surprising number
of players still find very confusing is her grenade launcher.
It comes with four shots, two explosive impact grenades and two concussion grenades and it
takes many newer players a while to realise that you can actually switch between the two
instead of having to fire off the two impacts first before you get to the two stun grenades.
Use the fire rate selector button when the launcher is equipped to switch between the
two types of grenades; red light means explosive grenades, yellow means stun grenades.
And that’s Zofia done and since we have already briefly mentioned the other Bosak
sister, Ela, let’s go over to her next.
Just like Zofia, Ela’s brain has also been significantly mushed up over time due to repeated
exposure to their concussive gadgets and she now also has a magical partial immunity that
allows her to recover twice as fast as any other operators when she gets hit by her sisters
stun grenades or if she’s too close to her own as they get triggered.
And besides this, she also has a hidden “Down But Not Out” ability that is so obscure
and seldomly used, that most players forget it even exists.
When Ela is in the DBNO state, she has the ability to drop a timed concussion mine that
will stun anyone in a 6m radius around her, whether they are friendly or enemy units.
This ability is so obscure and situational that I myself have never been able to use
it to successfully hamper the advance of the attacking team and I think the same goes for most other players.
But hey, it’s in the game so there you go.
Rook is another one of those operators with a gadget that you think is relatively straight
forward but that actually turns out to include some hidden complexity.
First off, his armour plates reduce incoming damage by 20% which stacks with any other
damage modifiers, such as the target’s baseline armour rating, limb strikes or strikes after
penetrating soft cover.
In addition to this, his plates will also guarantee a “Down But Not Out”, no matter
how much damage is sustained with the last hit the defender takes, as long as that hit
is not a headshot of course.
After going down though, the operator will have the usual 20HP reserve health pool and
will usually be taken out with a single hit.
And finally, equipping Rook’s armour plates will also magically affect the cardio vascular
system of the wearer and thereby double the bleed-out time from 30s to 60s while crawling
or even up to a maximum of two minutes when applying pressure to the wound.
All of these effects also apply to any attacker who might get their hands on a leftover plate
and if Zofia manages to snag one, her bleed-out time is also doubled and she will get the
full two minutes without having to apply pressure.
Nøkk is a relatively new operator, so you would think that all of the little quirks
of her ability are still fresh in everyone’s mind… but of course, this is Rainbow Six
Siege we’re talking about and so it’s most likely that some of these features are
not known to most players.
Simple stuff first: her ability of course is to be hidden from any observational tools
that the defenders are using and to be quieter than usual; basically a combo of Vigil and Caveira.
But, as you might know, unlike her counterpart Vigil, Nøkk has a few weaknesses to her cloaking ability.
Under certain circumstances, Nøkk will be visible to the defenders as sort of a glitch
effect on screen.
These situations include: sprinting, moving through barbed wire, taking damage (for instance
from Gu mines, electrified items or being shot at) and performing actions (such as planting
the defuser, droning or shooting her weapons).
Other actions, such as reloading or switching weapons, will not cause the glitch effect
that makes her visible to observation tools because why keep things consistent when you
can also include confusing exceptions?
When it comes to the noise she makes while moving, the silent step function of her cloaking
device also only works while moving slowly, so sprinting basically cancels out these advantages too.
And so far, so good; that might still make sense to most players.
But here’s a couple of interesting features that you might not know about!
Did you know that Nøkk is immune to being revealed by Alibi’s prismas while her ability is active?
You can walk through or even shoot through the holograms without having the pings activated
on her location.
On the other hand, activating the cloak after getting pinged though will not cancel out
the pings that are already running on her.
But wait, there’s more!
When observed through almost all camera devices in the game, Nøkk is 100% invisible but if
a defender is using one of Echo’s cloaked drones or an attacker drone that has been
hacked by Mozzie, then those specific observation tools will experience the same static snow
effect that attackers get when looking for a cloaked Vigil.
Because of course the core mantra of Rainbow Six Siege is: “Why keep things simple and
consistent when you can also make them complicated and confusing?”
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This next segment will cover a bunch of little tricks and bits of info that are really useful
but not everyone may know.
Those of you who have been playing Siege for a while may remember that the regular breach
charges carried by many of the attackers used to have a traffic light style system on them.
If you tried to place the charge on a non-breachable surface, you would get a red light.
A surface that is soft but not fully breachable (such as floors and some walls) would give
you a yellow light and if the surface was fully breachable, you would get a green light.
But it turned out that this system was confusing newer players and so now it has been simplified
to green and red only.
Green means you can place the charge, red means that you cannot.
Soft walls in Rainbow Six can only be fully opened up with a shotgun or explosive and
of course you would assume that unreinforced hatches are the same, right?
Well, wrong because as long as you have enough bullets with you, any gun can do enough damage
to hatches to open them up fully and if you have enough time to spare, you can even melee them open.
If you get a team mate or two to help you out, a hatch can actually be shot open pretty
quickly; although I wouldn’t really advise you go with meleeing… that will probably
take too long to ever be practical.
And while we’re discussing hatches, it’s also worth mentioning that Thermite can use
his exothermic charges on a reinforced and electrified hatch, by placing the charge on
the floor or a wall close to that hatch.
The charge will not be destroyed by the electricity but the blast will still be large enough to
open up the reinforced hatch.
In Rainbow Six Siege, single barricades for doorways and windows can be vaulted through
after only a single melee strike, if you hit the correct spot.
Each barricade model is made up of segments that can be hit out or shot out with two bullets
and what you are essentially trying to achieve is take out six of these segments in one hit.
For both windows and doors, this can be done by striking the plank of wood just below the
vertical centre of the yellow X about halfway between the middle of the barricade and either
the left or right hand side.
This will allow you to vault through the barricade immediately, instead of having
to put in an additional strike.
Maverick might not be the best operator for opening up holes that are large enough to
actually get through but if you have a teammate with you who can breach soft surfaces you
can use the following trick to open up an entire wall.
Just cut two horizontal lines across the entire width of the wall segment and once complete,
the entire reinforcement panel will fall away, leaving the soft surface exposed to being
shot or blown open.
And now for the grand finale of confusing operators we have the queen of hidden features herself: Finka.
Out of the three pages of notes and bullet points I made while conducting my research
for this video, the entire last page is pretty much just dedicated to Finka because her entire
ability is basically just a collection of hidden features.
The in-game description tells us that her Adrenal Surge involves nano bots that give
the team a brief gain in HP and revive allies in a DBNO state… but as you might well know,
this description might be just a little bit of an understatement in terms of what this
global ability will actually do, so here is the full list of benefits (and drawbacks)
that the entire attacking team will get once Finka pushes her little button!
Everyone gets a temporary health gain of 20HP that can be used up when taking damage or
will disappear at the end of the effect if not used up.
The time to aim down sights is reduced by 25%.
Recoil when firing is massively reduced to almost zero and this effect is so strong that
experienced players that are used to controlling the recoil manually, will frequently overcompensate
and end up dragging their aim down too low.
Reload times for all weapons (including firearms and gadgets such as grenade launchers) is
reduced by around 15%.
Movement speed through barbed wire is increased by around 40%.
The effects of flash grenades, Ying’s Candela’s or Blitz’ shield flash are reduced by around 50%.
The effects of the Polish concussion grenades (from Ela or Zofia) are massively reduced
by around 70% and this will stack with Zofia’s innate ability to resist these concussions
making her almost completely immune.
Tinnitus from explosions or stuns is instantly removed.
And as if all of those effects weren’t enough, yes there is still the ability to revive downed players.
In theory, you could literally revive all four of your teammates, scattered across the
entire map and all it would take is the press of a button from perfect safety.
How likely would this scenario be?
Yeah, very unlikely but even the possibility of reviving a single downed teammate remotely
is totally bonkers.
And just to make things that little bit more complex, there are of course a couple of caveats to this.
Finka cannot use her ability to revive herself when she has been downed and teammates caught
in one of Frost’s welcome mats can also not be revived.
And as you can see, the gadget is already quite a bit more complex than the game description
would have us believe.
But wait, there’s more!
The effect will also have interactions with various defender abilities.
Stepping in one of Lesion’s Gu mines will immediately halt the effect of the nano bots
and activating the bots while the poison effect of a mine is still active, will basically
cancel the Finka boost instantly.
It will be as if it never really activated for that specific teammate.
Echo’s drones are similar but different in their interaction with Finka because while
a sonic blast from the drone will immediately cancel the boost (just like Gu mines), Finka’s
boost can also cancel the concussion effects of the drone if activated afterwards.
So the boost effect is vulnerable to a couple of specific defenders who can essentially switch it off.
But wait!
There is still more!
There are actually a couple of defenders against whom the boost will have downsides for the attacking team.
Pulse’s cardiac sensor can normally detect players up to 9m away but when the adrenal
boost is active, that range is increased to 14m for Pulse, allowing him to scan and call
out attackers that are much further away.
Even worse than this is Smoke, with his poisoned gas canisters.
The damage of the gas cloud is increased by 50% for each individual tick and any attacker
that gets caught in the smoke while the adrenal boost is active is going to have a pretty rough time indeed.
BUT WAIT!
Yeah, no I’m joking, there isn’t anything
else that Finka does and I think I’m pretty safe in saying that this list of effects and
interactions is more than enough.
In fact if all of these effects for Finka alone were spread out over the four attacking
operators for an entire year, it would still be more than enough.
Hidden abilities, passives effects and secret interactions sound fun at first but with a
game as complex as Siege already is, you’re just further muddying the water with each
operator that brings this kind of stuff to the table.
The fact is that with Siege, things have gone so far now that even experienced players with
thousands of hours in the game, will maybe struggle to have all of these hidden features
in mind at all times, especially when trying to focus on the current round they are playing.
Hopefully this list of hidden features will help you understand the game a bit better
going forward and if you learnt something today, feel free to leave the video a like!
And with that, many thanks for watching, I hope you enjoyed the video and I will see
you in the next episode!