Rainbow Six Vegas 2 Armor

Rainbow Six Vegas 2 Armor

Rainbow Six Vegas 2 Armor Average ratng: 4,4/5 9471 votes

Submachineguns are excellent close-range weapons. They have plenty of ammunition, good accuracy, and are effectively sidearms capable of fully automatic fire. SMGs/PDWs are less powerful than assault rifles when firing at armored opponents, but make up for it in accuracy.Most have more ammunition than assault rifles, hence combining the attributes of the hi-cap mag with the ability to use a scope. SMGs can use the following options: ACOGA rugged 2X scope used by various military entities world-wide. This is a good option for PDWs if you plan on peppering a target from afar or using the PDW as an assault rifle.

Armor and Speed is a feature in Rainbow Six Siege that determines the Operator's stat classification. There are three different types: Light Armored, Medium Armored, and Heavy Armored. Armor and Speed is a determining factor for an Operator's likely play style, although they do not need to abide by it. If they are Light Armored, they are geared towards quick plays, such as hit-and-run or rush. H&K's MK23 is a.45 Caliber firing handgun designed for Special Forces. As the standard recommended handgun in Rainbow Six, you cannot do any wrong. The damage from the.45 ACP is enough to kill un-armored assailants with one shot to the chest.

This option cannot be used on the smaller weapons. The Skorpion, MAC11, and UMP45 are considered too small to use the ACOG effectively.Reflex ScopeA red dot sight that's great for close-range, target acquisition. Good for SMGs if you do not mind the 1.5X zoom.

The down side to using this option is that you must be in fine-aim (R3 or right click) to use. In fine-aim mode, your character moves slower than normal.Rifle ScopeA decent 4X zoom option that lets you snipe enemies with the SMG.

Handy to have if you want the extra zoom afforded by the scope.Laser SightThe point and shoot option of the SMG. Firing while moving with an SMG is possible thanks to their inherently high accuracy. This is a continuing favorite of adversarial players. However, the laser sight will give you away (red line in the distance), so learn to aim it towards the ground; snap the gun back up to get in your licks.Hi-Cap MagazineA useful option to increase the ammunition in the clip of an SMG by ten rounds. It cannot be used with any SMG or PDW that has more than 30 rounds by default, such as the MP7A1, P90, or Type 05.Both computer allies Jung and Michael will use this weapon in silenced mode when asked to go quiet. H&K's MP5N is the version of the ubiquitous 'machinepistol 5' developed for the United States Navy.

It is light and lethal, but lacks the penetrating power of the assault rifle. Bishop will start with a 552 Commando and an MP5N if you do not change the initial outfitting (it's recommended you do).While the weapon is handy and accurate, the same can be said of the 552, and you have much more power with that weapon than the MP5N.

The good thing about the MP5N - apart from its fast fire rate - is that terrorists often use this weapon against your operatives.Sturm-Ruger's MP9 is a more modern PDW following the lines of the Uzi. Various modern fittings can be used on the MP9.

Agent 47 enjoys the company of this weapon on his various murder sprees.Game-wise, the MP9 is less potent than the MP5N. Both can be fitted with all the options available to another, but the MP9 lacks one pip of penetration the MP5N has so little of. The MP9 being less accurate does not help its case, nor does the fact few terrorists use it in terrorist hunt or in Story Mode. If you want to take an SMG, the MP5N is the best of your starting SMGs.

This weapon is the brainchild of one Gordon Ingram, who wanted to create a compact submachinegun for clandestine operations. The result was manufactured by the Military Armament Corporation, hence the name Ingram MAC 11.The weapon is an early submachinegun and approaches its function simply - hide and spray.

It can only fire on fully automatic, but the amount of gun fire generated by its 32 round clip is fearsome. How to install resolume arena 6 for mac. Many times, players caught unawares by a MAC 11 find themselves cut to ribbons before they can take cover. The only pity is not having this weapon available as a sidearm, because that's where its compactness comes in handy.Unlock with 120 points of CQB. The Universal Machine Pistol -.45 ACP - is yet another shining example of good quality weapons from Heckler and Koch.The.45 ACP cartidge is a powerful pistol cartridge (one of the largest commonly available - we're not talking about special order.454 Casull or.500 S&W). Firing from a straight box magazine, the UMP45 can hold 25 rounds of this powerful little slug and put it where you want. About the only downside to this weapon is its small clip size.

You will find terrorists using this weapon often in the later stages of Rainbow Six.Unlock with 450 points of CQB. Fabrique Nationale's PDW is a 50 round miniature assault weapon.

It fires 5.7 mm rounds from an ammunition cassette on top of the gun (a most unusual arrangement).It's relatively accurate and the damage, penetration, and range of the weapon was fudged in Rainbow Six due to the fact many players enjoy using it (with great effectiveness) against players in the first game. Reducing the stats slightly makes it harder to drop enemies with one hit, but head shots still count. Terrorist occasionally use this weapon; the P90 cannot use the hi-cap magazine option.Unlock with 600 points of CQB. Heckler and Koch's MP7A1 is a newer PDW, designed with a 4.6 mm high velocity round designed to take out body armor wearing soldiers who raid rear areas.This weapon is fearsome - combining a high fire rate (similar to the MAC11 but slower) with an integral 40 round box magazine.

While it is statistically identical to the MP9, the extra ten rounds mean you can add a scope without resorting to the hi-cap magazine option. A favorite SMG combination combination was the MP9 and MP7A1 - with the new stats and options, pair the MP7A1 with the newer Type 05 for a wicked CQB combo.Unlock with 770 points of CQB. The Czech Republic isn't just known as the party capital of East Europe - during the Cold War, many Czech innovations survived Soviet scrutiny to make a lasting mark on the world. The VZ.61 Skorpion was one such legacy.Adopted in 1961, the Skorpion equipped vehicle crews who had need for more protection than a hold-out pistol but needed the firepower of an assault rifle. This was probably one reason for the development of the AKS-74U - so core Soviet units would benefit from such a weapon.The skorpion has a deadly sting similar to the MAC11, but has similarly poor accuracy. Due to its small size, it cannot use the ACOG scope. Terrorists occasionally use this against you in Story Mode, but stand far enough away and wear enough armor, your character will be able to shrug off all but the most sustained and closest attacks by this weapon.Unlock with 960 points of CQB.

The People's Liberation Army has come a long way since the Chinese Communist Party (CCP) seized power in 1950. Modernization of the armed forces have resulted in such weapons as the Type 05 submachinegun.The design is typical and is based on designs that have proven themselves (chiefly H.K designs). The Type 05 is more accurate and more penetrative than the P90 and is effectively the 'P90' of Rainbow Six Vegas 2. It cannot use the hi-cap option due to its impressive magazine size, but this means you can attach a scope of your choosing.Unlock with 1170 points of CQB.

Steyr's AUG has been modified into a 9 x 19 mm firing submachinegun. While its magaazine size is small and the stats are identical to the Type 05, the AUG Para's fire rate is very high, if a little ineffective at long ranges.The downside about the AUG Para is its small clip size. However, similar weapons (L85A2, FAMAS, UMP45) have like sizes. The small size is perhaps more apparent with the AUG Para, mostly due to its high fire rate, which leaves trigger happy players empty in less time to say it.