🛈 Announcement
Greetings! The Rainbow Six Siege forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game

View Poll Results: Which of these do you think fits siege the most? 1-2

Voters
4. You may not vote on this poll
  • Perkele

    2 50.00%
  • Yeva

    2 50.00%
  1. #21
    Just learned I can edit posts, damn
    Share this post

  2. #22
    I came up with an attacker idea for r6, I hope you like it and I think it would be very fun to have such an attacker.

    Roleplay :Attacker
    Operator Codename: Eagle

    Name: Santino D Antonio

    Born in: florencia, Italia

    Born: march 16th, 1998 (Age 23)

    -----------

    Role: flanker / lurker
    2 Armor, 2 Speed

    -----------

    Load-out

    fusil as val (If they can add it into the game)

    subfusil gks (If they can add it into the game)


    -----------

    Secondary Gadgets:

    claymore

    Breaching Charge

    ----------

    Primary Gadget: eagle can activate his ability that allows him to increase his senses and his stealth being able to do things like: see the "lesionn" traps, see the laser of the "kapkan" traps, differentiate between the clones of "alibi" the traps of '' ela '', the plague of mozzie '', etc. You can see the silhouette of the enemies through the smoke and you can also see footprints on the ground but you will not be able to scan them as "jackal" they will only serve as a reference to know if there is an enemy nearby and follow them also their steps will not be heard in the “caveira” style. But when using the ability, he will not be able to shoot but will have to fight melee with his hidden blade assassin’s creed style.
    Share this post

  3. #23
    This will most likely be my last set of operators on this forum, as I’ve quite nearly exhausted all my ideas. My goal was to at least double my original count, and with the last one in this set, I will have made 34 operator concepts. If I make any more, I’ll write them here still, but this is it for now. I tried something different than my usual with these 6, and I hope you like them. (Side note: I realized that the operator here codenamed "Blight" was meant to be an attacker when I thought of them originally, so I had to change some things in his kit for balancing). Enjoy.

    ~~~~~~~~~~~~~~~~~~~~~~~

    Attacker

    Operator Codename: "Silhouette"

    Name: Nur Zhao

    Born in: Urumqi, China

    Born: April 15th, 1989 (Age 32)

    ----------

    Role: Support, Entry

    2 Armor, 2 Speed

    ----------

    Load-out:

    Galil (RFL)

    PPSh-41 (SMG)

    Ballistic Shield (Misc.)

    KAP-40 (MP)

    ----------

    Secondary Gadgets:

    Stun Grenade

    Frag Grenade

    ----------

    Primary Gadget:

    Silhouette's gadget is the ability to turn off all of the lights in a map. This ability takes 3 seconds to activate and has a 30 second cooldown and has 2 charges. The blackouts last for 18 seconds and do not affect the areas around Mute's jammers. During the blackout, it becomes very hard to see. Last thing about the blackout is that all cameras are disabled during the duration and, while disabled, Dokkaebi can walk up to any camera and hack it, thus gaining access to the camera system, similarly to how she would with a phone.

    ----------

    Reworks:

    Operators: None

    Map: Villa

    ~~~~~~~~~~~~~~~~~~~~~~~

    Attacker

    Operator Codename: "Crescendo"

    Name: Erihapeta Apeniu

    Born in: Vaiaku, Tuvalu

    Born: September 30th, 1991 (Age 29)

    ----------

    Role: Support

    2 Armor, 2 Speed

    ----------

    Load-out:

    Madsen LAR (AR)

    SC3000K (RFL)

    417 (DMR)

    P-10C (HG)

    P12 (HG)

    ----------

    Secondary Gadgets:

    Breaching Charge

    Claymore

    ----------

    Primary Gadget:

    Crescendo has 2 high-volume resonators. These H.V.R. devices can disable and destroy gadgets through soft and hard walls (and floors) and take 2 seconds to place. They can also be placed on barricades and electrified walls. The gadget, once placed, can be wound up for as long as you want, which disables gadgets. When being wound, the gadget produces a whining sound that will gradually get louder and louder as you wind up to max volume at 10 seconds. Once it has been wound for 5 seconds, the gadget is loud enough to disorient defenders similarly to how Echo's Yokai soundbursts do for up to 2 meters away from the surface. Crescendo is of course countered by Mute. Also, after 10 seconds of winding the gadget, it will disable defender gadgets on the other side of the surface for up to 1 meter away. When winding the gadget on an electrified surface, Crescendo will still take electricity damage for the duration that it takes to wind up to the 10 seconds needed to disable the gadgets (i.e. 36hp of damage). Once wound to 10 seconds, the gadget gives the option to detonate it with a 2 second timer. This explosion leaves a single X-Kairos-pellet-sized hole in the surface and destroys gadgets on the other side of the wall.

    ----------

    Reworks:

    Operators: None

    Map: Consulate


    ~~~~~~~~~~~~~~~~~~~~~~~

    Defender

    Operator Codename: "Blight"

    Name: Jeronimo Lópómez

    Born in: Tunja, Colombia

    Born:

    October 12th, 1995 (Age 25)

    ----------

    Role: Support, Anchor

    1 Armor, 3 Speed

    ----------

    Load-out:

    416-C Carbine (RFL) (20+1 Mag) (Integrally Suppressed)

    M249 SAW (LMG)

    P226 Mk25 (HG)

    Uzi (MP)

    ----------

    Secondary Gadgets:

    Impact Grenade

    Deployable Shield

    ----------

    Primary Gadget:

    Blight has 3 fine-powder grenades that, upon detonation, disable attacker gadgets. The gadgets stay disabled for 12 seconds, with a range of 3 meters. The grenades do not need L.O.S. to disable said gadgets. It is immune to electricity and bullets, but not explosives The grenades have the normal fuse length of 5 seconds.

    ----------

    Reworks:

    Operators: None

    Map: Bank

    ~~~~~~~~~~~~~~~~~~~~~~~

    Attacker

    Operator Codename: "Inferno"

    Name: Ochmaa Ganbayar

    Born in: Dundgovi, Mongolia

    Born: December 27th, 1986 (Age 35)

    ----------

    Role: Support, Entry

    1 Armor, 3 Speed

    ----------

    Load-out:

    ARX200 (RFL)

    PDW9 (SMG) (20+1 Mag)

    Mk-14 EBR (DMR)

    PMM (HG)

    Gonne-6 (HG)

    ----------

    Secondary Gadgets:

    Secondary Hard Breach

    Smoke Grenade

    ----------

    Primary Gadget:

    Inferno's primary weapon comes equipped with an under-slung flamethrower. This flamethrower has a range of 4 meters and does 22 damage per second. The catch to the low DPS is that enemies will keep burning for 2 seconds after, so if they only took 22 damage, they will end up taking 66 damage total. However, damage isn't the focus of this gadget. The focus is its soft destruction capabilities. When spewed at a surface, the fire will stick to it. It burns at a speed of 0.3 meters a second for 10 seconds. On all surfaces, fire will appear on the other side of the wall (for example, if burning the soft ceiling above you, it would create a fire on the floor of the next floor). Fire that appears on the other side of walls does not stick to players, only direct hit flames. It can be extinguished via explosives and Echo's Yokai soundbursts. Another thing worth mentioning, the flames will overload the sensors of heat-sensitive cameras (such as Maestro's Evil Eyes) if they are caught in the radius of the fire. The overloads last for 8 seconds and disable the vision of the cameras. Also, the flames will set off Goyo's Vólcan cans from any side and will also light Tel's oil slicks ablaze. Inferno has 2 tanks of napalm that have the same amount of fuel-burn-time as 1 and a half of Maverick's Suri torch tanks.

    ----------

    Reworks:

    Operators: None

    Map: Hereford Base

    ~~~~~~~~~~~~~~~~~~~~~~~

    Defender

    Operator Codename: "Mirage"

    Name: Ankit Manjossa

    Born in: Morrumbala, Mozambique

    Born: June 12th, 1995 (Age 25

    ----------

    Role: Intel-Denial

    2 Armor, 2 Speed

    ----------

    Load-out:

    FMG-9 (SMG)

    Vector .45 ACP (SMG)

    SuperNova (SG)

    SPSMG9 (MP)

    ----------

    Secondary Gadgets:

    Nitro Cell

    Bulletproof Camera

    ----------

    Primary Gadget:

    Mirage's primary gadget consists of 3 holographic "Paranoia" projectors. They can be deployed on top of doorways, similarly to how Aruni's Surya gates are deployed. The holograms show a view into the room they are on the doorway of, (or show the hallway/ area outside of that doorway from the inside) but don't show anything that's inside, i.e. operators, gadgets, sites, etc (unless within 0.5 meters of the projector as either a defender or an attacker, but not as a drone). Also, the hologram goes down all the way to the floor, meaning drones can't catch a sneaky peak of people inside (or else this gadget would be completely useless). All objects can still pass through the doorway normally, as if the hologram wasn't even there. The projectors are indestructible (except if Cerberus places one of his "Tartarus Gate" frames on the same side of the doorway as it, which destroys the projector), but can be disabled by Thatcher or Enigma's EMPs. Anything that can see through smoke or can see heat can see straight through the hologram.

    ----------

    Reworks:

    Operators: None

    Map: Kafe Dostoyevsky

    ~~~~~~~~~~~~~~~~~~~~~~~

    Attacker

    Operator Codename: "Adder"

    Name: Cristobal Rojuñoz

    Born in: Taka, Chile

    Born: July 9th, 1981 (Age 40)

    ----------

    Role: Intel, Support

    2 Armor, 2 Speed

    ----------

    Load-out:

    F2 (RFL) (Integrally Suppressed)

    KSG-12 (SG)

    ITA12S (SG)

    P9 (HG)

    ----------

    Secondary Gadgets:

    Frag Grenade

    Breaching Charge

    ----------

    Primary Gadget:

    Adder has 3 canteens of his "Shadow" tracking compound that he can douse a 2.5 meter area on the floor with. Said dousing process takes 3 seconds. Once an area is slathered in it, any defender who walks in said area will be live pinged to Adder 3 times; immediately after, 10 seconds after, and 30 seconds after. If Adder is dead, it will show the ping to all attackers, but only with the first 2 out of 3 pings. It can be cleared from the ground via fire or breaking the floor it's on.

    ----------

    Reworks:

    Operators: None

    Map: Plane

    ~~~~~~~~~~~~~~~~~~~~~~~

    That said, it truly has been a pleasure everyone. I've really enjoyed reading your suggestions and have enjoyed evolving my "skills" at making these concepts over the past year (almost, started making these in June of last year or so). If I don't come back to this post for a while, I want to truly thank you all for joining me in wasting our time here in this thread. And to any Ubi devs who might see this, Hello. Just a reminder that any ideas here can be taken and used directly, adapted, or even just used for concepts or testing without me giving the say so. The joy of me knowing that an idea of mine was worthy of being in the game is cool enough on it's own (and playing as an operator I would have therefore indirectly helped to create). See y'all round, and keep on making these awesome ideas.

    sauce out.
    Share this post

  4. #24
    Thought I might clear some things up. I've proposed many new guns to the game, but haven't really defined them yet. I'll do that now.

    (Another quick note: Perkele gains a new primary option in the form of the new APS-UR (Underwater Rifle) which I will also list the stats of below)

    ~~~~~~~~~~~

    Oden:

    RPM: 435

    DMG: 73

    Mag: 20+1

    Horizontal Recoil: Low-Medium

    Vertical Recoil: Medium-High

    DPS: 529

    ~~~~~~~~~~~

    VZ61 Scorpion:

    RPM: 840

    DMG: 36

    Mag: 20+1

    Horizontal Recoil: Low

    Vertical Recoil: Low-Medium

    DPS: 504

    ~~~~~~~~~~~

    PM63 Rak:

    RPM: 650

    DMG: 43

    Mag: 25+1

    Horizontal Recoil: Medium

    Vertical Recoil: Low

    DPS: 487

    ~~~~~~~~~~~

    Uzi:

    RPM: 600

    DMG: 48

    Mag: 25+1

    Horizontal Recoil: Low

    Vertical Recoil: Low

    DPS: 480

    ~~~~~~~~~~~

    Calico M960:

    RPM: 750

    DMG: 43

    Mag: 50+1

    Horizontal Recoil: Low

    Vertical Recoil: Low-Medium

    DPS: 537

    ~~~~~~~~~~~

    PPSh-41:

    RPM: 1,000

    DMG: 31

    Mag: 30+1

    Horizontal Recoil: Low

    Vertical Recoil: Low

    DPS: 516

    ~~~~~~~~~~~

    Madsen M50:

    RPM: 550

    DMG: 45

    Mag: 31+1

    Horizontal Recoil: Low-Moderate

    Vertical Recoil: None-Low

    DPS: 412.5

    ~~~~~~~~~~~

    KAP 40:

    RPM: 937

    DMG: 32

    Mag: 12+1

    Horizontal Recoil: Low

    Vertical Recoil: Medium-High

    DPS: 499

    ~~~~~~~~~~~

    KSG-12 (Slugs):

    DMG: 67

    Mag: 14+1

    ~~~~~~~~~~~

    M1216:

    RPM: 468

    DMG: 56

    Mag: 16

    Horizontal Recoil: Low

    Vertical Recoil: Medium-High

    DPS: 436

    ~~~~~~~~~~~

    AS VAL:

    RPM: 950

    DMG: 35

    Mag: 20+1

    Horizontal Recoil: Low

    Vertical Recoil: Low-Medium

    DPS: 554

    ~~~~~~~~~~~

    Madsen LAR:

    RPM: 650

    DMG: 50

    Mag: 30+1

    Horizontal Recoil: Low-Medium

    Vertical Recoil: Low-Medium

    DPS: 541

    ~~~~~~~~~~~

    APS-UR:

    RPM: 600

    DMG: 46

    Mag: 26+1

    Horizontal Recoil: Low

    Vertical Recoil: Low

    DPS: 460

    ~~~~~~~~~~~

    Also, last note here:

    I think that with the introduction of Thunderbird in Y6S2, it basically seals the fate of one of my operator ideas, Freyja, to be cast into the void. It's pretty much confirmed that Freyja would never even be developed for Siege past this point due to this fact.

    RIP Freyja, my 7th ever idea. You took forever to balance and still somewhat disappointed me after you were finished.
    Share this post

  5. #25
    Was just reading another Operator idea forum post and I forgot to fully mention something, so I'll say it here. As the creator of my 34 operator ideas, I give complete ownership of them to Ubisoft should they choose to use them at any point. As I said earlier here, just knowing that an operator I came up with was good enough to make it into the game is enough for me. It would be nice to be told (privately most likely) if an operator was inspired by an idea of mine, but if that wouldn't be done out of policy or just for any other reason I would completely understand. Sorry for not making this clear earlier. See you folks later.

    sauce out.
    Share this post

  6. #26
    Also, I didn't realize this at the time, but Blight is just about the most boring operator idea I have ever made. He is essentially just Thatcher on defense. So, without further ado; The Blight Rework.

    ~~~~~~~~~~~~~~~~~~~~~~~

    Defender

    Operator Codename: "Blight"

    Name: Jeronimo Lópómez

    Born in: Tunja, Colombia

    Born:

    October 12th, 1995 (Age 25)

    ----------

    Role: Support, Anchor

    1 Armor, 3 Speed

    ----------

    Load-out:

    416-C Carbine (RFL) (20+1 Mag) (Integrally Suppressed)

    SASG-12 (SG) (Replacing M249 SAW (LMG))

    P226 Mk25 (HG)

    Uzi (MP)

    ----------

    Secondary Gadgets:

    Impact Grenade

    Deployable Shield

    ----------

    Primary Gadget:

    Blight has 3 S.M.O.G.D. (Service, Machinations, and Operations Gaseous Disabler) devices that, when having attacker devices in their proximity, will release a cloud of fine-powder. This 5-6m diameter cloud doesn't deal any damage to operators, but it turns gadgets off until the cloud is gone or the device has been destroyed. The gas lasts 16 seconds. Also, said cloud will pacify other mechanical/ electrical devices, such as Kali's LV-Explosive Lance and Thatcher's EMP Grenades, and also anything that Mute Jammers can disable. However, unlike with Mute's Jammers, the S.M.O.G.D. devices will not prevent Dokkaebi's calls, Lion's scans, Enigma's EMP Surge, or Whisper's deafening radius from effecting the defenders in its radius.

    ----------

    There are probably a few more operators here that need tweaking, and if you can think of a good rework or balancing tweak to some of my more lame ideas, I would greatly appreciate it. I noticed that I kind of went full circle with my idea-quality. It started off pretty poor, got fine, then good, then fine, and then poor again. Sorry if I disappointed anyone. Welp, cya later gamers.

    sauce out.
    Share this post

  7. #27
    With the reveal of Osa ahead, I find it prudent to say that Kelija is also now void, as Freyja was due to Thunderbird. That's it for now, hope you fellas are holding up well. Sorry for the radio silence.

    sincerely, sauce
    Share this post

  8. #28
    Also, Crescendo may be redundant now, as he is very similar to the newly buffed Fuze, only having the difference of distortion/sound and ability to put gadget on electrified walls.

    Very unfortunate, but at the end of the day, it was always a possibility. As much as I love most of my concepts, I have to give them up when they're too similar to something Ubi makes. But hey, 31/34 concepts not necessarily being redundant is pretty good.
    Share this post