Are hybrid Saiyans able to achieve SSGSS?
In the meantime, Ubisoft has officially presented the Moroccan operators Kaid & Nomad. We had already reported on the leaks in advance, but there was still a lot of room for speculation. Now we have hard facts. We are particularly interested in the details of the new operators' abilities, as they can fundamentally change the tactics in Rainbow Six: Siege.
We'll start with defender Kaid first
His gadget is a self-adhesive electric claw. He can throw them in a similar way as Ela can throw her mines. The effect is similar to the Bandit battery, but with a few subtle differences. In contrast to the Bandit battery, which is ready for immediate use, it takes 3-4 seconds for Kaid's Elektro-Clans to generate electricity. Kaid is therefore not only slower and more difficult to move than Bandit when roaming, but also when electrifying the defense, and is not able to counter Thermite & Thatcher on his own. An already activated Hibana charge can be stopped in time with good reflexes, but a Thermite charge ignites too quickly to fend off with Kaid.
However, the advantage of Kaid's gadget is in one area. The electric claw does not have to be in direct contact with the defense elements and can therefore be positioned more inconspicuously and charge several devices such as reinforced walls, shields and barbed wire in its radius at the same time. The fact that Elektro-Claw can be thrown and is self-adhesive creates another twist that Bandit cannot master.
With Kaid, for the first time, it is possible to secure a reinforced hatch from below. Hard breachers like Thermite and Hibana therefore have to break new ground in the fight against Kaid. This makes the scanner from IQ, the EMP landing from Thatcher and the Taser from Twitch all the more important when dealing with Kaid's charges.
The stats of Kaid
In terms of its values, it is, as already mentioned, quite slow and therefore has only one speed point, but 3 armor points, so it can take a lot. A look at his armament also shows why this is necessary.
A look at Kaid's armament
Kaid has an AUG A3 converted into an SMG, which only causes 27 damage and does not have a particularly high rate of fire for an SMG. The weapon is therefore comparatively weak and, especially when used against other operators with 3 armor points or wearing a rook vest, quite poor.
His second primary weapon is therefore much more interesting. A semi-automatic shotgun with a capacity of 10 bullets that deals a whopping 84 points of damage. A silencer can also be packed on it.
What is particularly interesting for a shotgun, however, is that the TCSG12 can be upgraded with an ACOG visor and ensures the necessary precision.
As a secondary weapon, Kaid has a powerful magnum revolver with a zoom, 8 rounds capacity and 74 damage per hit. When it comes to secondary gadgets, you can choose between 2 contact grenades or 2 clusters of barbed wire at Kaid, which of course can be combined with his electric claw.
Now to the attacker Nomad
You have both two speeds and two armor points. Your ability is the so-called Air jab. An attachment below your weapon that has a yellow laser for aiming and can fire up to 3 projectiles. Switching to the air jab is very quick. Similar to Buck's grenade attachment.
The Air-Jab projectiles adhere to surfaces and are only triggered by approach and are intended as traps, which, apart from the Claymore mines, is a novelty for attackers. You can shoot the projectiles directly at opponents, but they are more designed to protect against flanking. If an air jab projectile is activated, this triggers a pressure wave that pushes the victim back several meters and incapacitates them for about 2 seconds. Even through reinforced walls, defenders can be hurled using an air jab, as you can see here.
This recoil can also be used to injure or even kill opponents with fall damage. So from now on you should keep your eyes open for air jabs near precipices.
Should an air jab against Clash are used, the pressure wave continues to mean that she has to pick up her shield again. If an air jab is not triggered, the range of it is displayed visually. Jäger's interception device can counter the air jab. An air jab alone doesn't kill anyone, but when combined with other teammates it can be a real lifesaver. A special case will also be the defense of a defuser. Because the air jabs can be placed around the defuser and can be used as an excellent alarm system. The incapacitated defender should then be able to be eliminated without any problems.
Your Air-Jab attachment can either be attached to an Ak74M or an ARX200. Both are assault rifles. Here you can see the values of the weapons.
The ARX does insignificantly more damage, has a slightly higher rate of fire, but only half the magazine and a more violent recoil than the AK. This is why the ARX can also be used as a single shot in addition to the automatic mode, so it is designed for precise use, especially in combination with the ACOG visor.
As a handgun, Nomad has the same magnum revolver with zoom as Kaid.
Furthermore you can equip Nomad with either 3 explosive charges or 3 stun grenades.
All in all, the new operators offer plenty of new changes for the previous tactics and we are excited to see how the Elektro-Claw and the Air-Jab will arrive in the Rainbow Six: Siege community.
What do you think about that? Do you think the new features in Operation Wind Bastion make sense?
Who do you like better? Kaid or Nomad? Tell us in a comment!
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