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Sniper rifles undoubtedly have their place in Rainbow Six Siege, but Ubisoft is only just nailing down their implementation. Unfortunately, Rainbow Six Siege doesn't account for long-range encounters, with that 5X to 12X variable scope going to waste across most maps. Glaz remains in troubled waters, but Kali avoids those mistakes with a viable utility to complement her signature weaponry. The instant down quickly settles any gunfight, while destructive capabilities make it easy to target defenders through soft walls. That doubles with a roaring high-damage CSRX 300 sniper rifle, capable of tearing up anyone or anything in its way. Kali bridges the tools of a seasoned crack shot with anti-gadget utility, combatting the wealth of defender deployable gadgets in the same vein as Thatcher. While Rainbow Six Siege has wrangled the implementation of snipers since launch, Operation Shifting Tides debuted a sharpshooter deserving of a place on the roster. He may still be finding his place in the meta as the latest Rainbow Six recruit, but the core gadget design lies among Ubisoft's top triumphs to date. There's a punishing learning curve for Wamai, but upon mastering Mag-NET placement across objective sites, it's the perfect ambush to catch attackers off guard. It provides a hard-hitting alternative to the more reactive MP5K submachine gun and complements his anchor-focused role. While Wamai, like most Year 4 Operators, inherits recycled weaponry, his AUG A2 is among the few assault rifles on defense. That revised approach introduces new implications for gadget placement, to the potential benefit and detriment of both teams. In contrast to the quick and clean Active Defense System, the ingenious Mag-NET halts throwables and rounds in their path, redirecting and detonating them at the device. No gadget better exemplifies that philosophy than Wamai and his anti-projectile deployable, wrapping Year 4 with an ability already leaving a mark on competitive play. Ubisoft has stressed a fundamental trait across future Operators, aiming to avoid binary "hard counters," shifting focus toward creative gadgetry that disrupts gameplay flow.
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