Tom Clancy's Rainbow Six Siege

Tom Clancy's Rainbow Six Siege

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The Art of Mute
作者: Nutty
This guide will teach you the Basics, Playstyle and give you Tips and Tricks on the SAS Operator, Mute.
   
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Introduction
Welcome to the Art of Mute. With Mute you can turn the tides before a round even started, you can deny your opposition valuable intel and completely halt the efforts of a breach.

In this guide I will be going through the basics, tactics and general tips you need to keep in mind when playing Mute. This guide is generally suited for people who either are completely new to Mute or people who wish to expand their knowledge of the class.
Mute's Weapons
Mute has access to his own MP5k SMG or the M590A1 which is shared between all SAS operators (by the way I will be calling the M590A1 "Shotty" now). As a sidearm he has the P226.

MP5k


The MP5k is a very stable and effective weapon which should be very easy to learn. It's relatively high damage paired with its very fast firing rate means that a few well placed shots will end most encounters. It also has a very controllable recoil, which has little to no horizontal movement.


Attachments:
As always, this is subjective however I found most success with a compensator while a flash hider would work too. Some may recommend a muzzle brake however the initial push (from the recoil) isn't as extreme as some other weapons, therefore I recommend against it. I don't recommend the suppressor (at all) as the 5 damage drop is very noticeable.

Tactics:
If you generally struggle with headshots or your still shaky with your aim I recommend aiming at the upper chest letting the recoil creep upwards. On the contrary if you're very confident with your aim I recommend aiming for the head and going for 4-6 shot bursts.

The Shotty

I don't recommend a shotgun with Mute. Unlike his co-workers: Sledge and Smoke, Mute does not have the pocket SMG as a sidearm meaning he has to rely on the P226 exclusively. While the P226 may not be bad on its own, it very much relies on headshots, especially at range, unlike the SMG-11 which is much more forgiving. It is still, however a very solid shotgun that's great for blowing holes. If you wish to go this route I recommend you focus on getting used to pistols as you will be relying on them for all ranged situations.

The Shotty is great at creating murderholes

Tactics:
Shotguns are amazing utility, however unlike Sledge or Smoke your sidearm isn't as trusty or deadly so being able to switch between the two at the right moments is key. Trying to trap enemies into corners or flanking is your best bet for clean kills, otherwise use it for creating murder holes and catching opponents of guard.
Gadgets (Nitro and Shield)
Unlike other operators in this category the choice between the two gadgets (the Nitro Cell and the Deployable Shield in this case) is a lot more subjective. This is mainly due to the fact that both allow Mute to adopt different playstyles based on your choice.

Nitro Cell
A popular choice amongst most people. Throw it, blow it, simple.
Using the Nitro Cell for a more defensive orientated operator like Mute can be tricky as aggression is easier to exploit and punish by the enemy team. This is why you have to play it a bit more cheeky if you wish to succeed with the Nitro Cell.
  • Watch enemies as they climb up windows. Throw C4 out and detonate.
  • Prioritise shielded users, it can be tricky at first but a good tip is to never aim at their shield directly.
  • Drop C4's on top of enemies using hatches.
If playing a bit more of a risky, aggressive and rewarding style is your preference, then I recommend the Nitro Cell.

Deployable Shield

A very cheesy weapon to get right. It can either give you that vital protection you need or hinder you and your whole team. If your room is generally quite closed (not alot of entry points) placing the shield in a corner and playing defensively is a good idea.

However Shields are very versatile when it comes to doorways. As the width of the shield is just slightly narrower than the width of a door frame a lot of options open up.
  • Completely blocking drones from entering, this requires quite a lot of precision and (some) luck, however if you're out of jammers this could be an effective substitute
  • Forcing players to reveal themselves. This one is quite fun, if an enemy has no choice but to make it past your shield, 9/10 times if you play it right you have the upper hand.
  • A certain teammate (such as Frost or Bandit) could make great use of your shield's placement. In a team containing these types of Operators a shield would be of great help to them.

This is obviously the defensive choice. You can use it in a more selfish way by using it as an actual shield or possibly benefit your team by using the doorway strategy.
Special Gadget (Jammer)
Mute's signature gadget comes in the form of an electronic jamming device that will completely "mute" any electronics in its range. For example, a charge in the range of a jammer will not blow also drones are disabled in the AOE.

His Jammers can cover the width of 2 reinforced walls and can even block devices above such as windows and sometimes hatches (however note that it does not jam below).

Tactics
Place your jammers underneath or beside (check image under "Tips and Tricks") doors to block drones from entering (watch Twitch's drones as she can zap your jammer).
Place them (INBETWEEN) two reinforced walls to completely protect them from Thermite and Hibana.

Remember the role of the Jammers is to block entry points and force the enemy to rethink their plans. Don't waste your jammers on walls opposite to the enemies advance. Adapting is important with the Jammers!
Playstyle
Mute is a defensive operator with slight aggressive capabilities. He is a 2 speed 2 defense operator meaning that he can fit most playstyles however if you don't use his gadget properly you severely hinder your team's efforts.

In Relation to the Round Flow
Prep stage
Immediatly jam all doorways and points drones could enter from. Remember that sometimes drones will still be able to slightly see into the site at an angle, however stopping them from entering completely is much more important.
If the objective gets spotted don't panic keep doorways blocked and watch for any peeping Toms looking inside. If you did this well enough you may still be able to reinforce.
The Green lines in this image show good spots for placing jammers. At first you can place them on the 2 doorways and the stairs and later at the back wall as shown in the image.

First few Seconds
Start relocating your jammers to walls and windows. Stopping the enemy from Fuzing or Thermiting their way in is important. If you know the general direction they're coming from you can adapt accordingly as well. It's still a good idea, however to keep one jammer to block the drones especially on stairs going upwards or in tight corridors.
Similar to the previous point. The jammer on the stairs will stop drones from making their way in (note that drones could jump over it in that position) and the two jammers on the wall are to block any advances from that side of the map. The blue 'X's are to signify areas of denial.

Most of the Round
Now you have quite a lot of freedom. You can hunker down on site and hold angles, or peek outside of the site trying to pick off attackers. Remember, they most likely have no clue what's going on inside your site (thanks to you), so use their lack of intel to your advantage.
Quick Tips and Tricks
  • You will get a small notification when your jammers jammed an electronic, use this to your advantage.

  • If possible try and cover 2 doors at once with one jammer (this is obviously only possible if they are very close together)

  • Don't place your jammers on shock wire (and vice verca... please)
  • Castle and Mute make a great team
  • Your jammer will also disable Blitz's ability
  • If the door is narrow enough, place your jammers TO THE SIDE of the door. This will stop it from getting shot on the outside while still jamming away
  • The jammer not only blocks the electronics but also the remote / detonator itself
  • Anyone standing inside the AOE will be completely immune to Dokkaebi's logic bomb (when it's initally activated)
  • Your biggest strength is: Hibana, Thermite and Fuze
  • Your biggest weakness is: Thatcher, IQ and Twitch
Conclusion
Thanks for reading my guide! If it helped you in any way a like would be greatly appreciated. If there is anything you disagree with or find to be false then drop it into the comments and I'll see what I can do. Happy Gaming! :)

This is a nice library of my previous Guides:

Updates
  • 16/2/18 - Rewrote parts of the "Weapons" section. Thanks @Liberation

  • 18/2/18 - Rewrote parts of the of the guide to make it more readable and accurate.
    Added more tips and tricks.

  • 21/2/18 - Fixed some typos in the "Weapons" section. Thanks @CAT-BEAR

  • 22/2/18 - Adjused a tip. Thanks @bo burnhim

  • 29/4/18 - Added a tip. Thanks @Hououin Kyouma
72 件のコメント
Nutty  [作成者] 2019年2月8日 14時54分 
Holy crap he did? That's pretty rad B)
Hunter 2019年2月8日 5時20分 
our man mute got smg-11 so shotgun is viable now :)
Nutty  [作成者] 2018年9月19日 12時28分 
@Greekk-perv Glad to have helped :)
Milko_Boiς 2018年9月19日 11時05分 
Sure man,take your time.I will be glad to have this one updated,since it made me actually buy mute and helped me out not only with him but with some general things (kinda new to the game)
Nutty  [作成者] 2018年9月19日 7時53分 
@Greek-perv, yeah, I would have known if I still played the game regularly. Completely burnt myself out on R6S a few months ago. I'll update the guide once I get back into the game but right now I'm taking a little break.
Milko_Boiς 2018年9月17日 9時59分 
I think they replaced the deployable shield with a camera
Freyalicious 2018年5月18日 9時25分 
@abearableteddy it can jam 2 if placed right
Nutty  [作成者] 2018年5月16日 10時41分 
No it can't :)
ABearableTeddy 2018年5月16日 7時42分 
cant it jam up to 3 reinforcements?
glart 2018年5月12日 13時39分 
This is cool except for teh fact that there is no damage multiplier for the shotgun on the head