After finishing the beginner tutorial, everyone's level is only one.
Right now, the only game mode available is quick match.
It randomly picks one from bomb, hostage, or secure area—also called plant and defend—in those three modes.
It uses a best of four, or three wins, with attack and defense swapping each round. If it's 2-2, they play an extra round.
Things like the ranked system are already set up. Regular matches also use the ranked system's hidden scores and team scores to match players with opponents of similar skill.
But right now, everyone is totally new to the game, so no need to open ranked mode yet.
As for the newbie village from his past life: the intro mode prepared just for new players.
Obviously, it's not needed now, since all players are complete beginners.
After the game runs for a while, they can launch the intro mode to separate the veterans from the fresh newbies who just joined.
Clicking match took almost just one second, and Ben and the others entered the game.
"The other team looks like a full five-player squad too!" Entering the game screen and seeing the five IDs on the other side, Zack said in surprise.
And these five people seem like the type with really fast reactions.
Because their names are very clever. If you're not someone with super fast hands and internet, you basically can't grab names like that.
Their IDs are: ASD, QWE, ZXC, 123, and ABC.
Very organized.
"That's normal. Squad players versus squad players, solo players versus solo players, to keep the game balanced." Ben wasn't too surprised.
After all, that's a feature in most games.
Even though Rainbow Six: Siege has voice chat like most games.
But random pickup teams and organized squads still have a gap in teamwork and coordination most of the time.
The mode randomly picked was bomb, a mode many FPS players know well.
It's about going into a bomb site to plant the bomb, then guard it until time runs out to defuse.
From a mode perspective, it's just a name change.
The map randomly selected was Chicago—Zack called it the mansion.
"For attack, how should we pick operators?" Ben asked.
"Ben, you assign them. You've played one round of terror hunt, so you have a bit more experience than us." Zack said from the side.
The lineup isn't balanced!
As old friends, Ben knew this was a little trap.
But he couldn't say a word against it.
Why did he go play terror hunt first?
Of course, if he had actually played it, that would be fine, but he didn't even understand the basics.
Well... it's not like he understood nothing.
At least he knew the realistic difficulty AI is super tough, and the breaching rope from the video to swing through windows feels kinda impractical, at least for him right now.
"Um... then I'll use my experience to assign your lineups." Ben coughed twice and cleared his throat.
"Hurry up, only twenty-seven seconds left. If you don't say, I'll just pick randomly. Don't give me the default newbie operators." Zack urged.
Any operator is fine, but not newbie ones.
These two were the ones he remembered clearly.
"I'll take the big shield. I picked this operator!" Wells took the task, selected it, and started picking his gear attachments.
"Then I'll take the flash shield." Hannah followed up.
"Next, for the attack group, we need a battering ram! And a breacher with Fuze equipped with a shield to cover the back. I'll take IQ!" Even though he had no idea how to play, Ben wasn't sure how useful these operators' skills were in real fights.
But that didn't stop him from imagining a perfect setup.
Big shield and small shield up front holding shields to lead the way, battering ram following close to smash any unbreakable walls with a swing.
Fuze holding a small pistol and shield to guard the rear. As for why he picked IQ.
The main reason is he liked that this operator can scan electronic devices.
After all, defenders can use cameras. When no one knows the map well, it's hard to find them. Even if they keep getting alerts about being scanned, it might take a while to spot them.
So with IQ, one quick scan helps them find the cameras better.
And from the operator's video intro before, it's not just cameras—electronic traps like nitro cells can also be detected.
That way, it's like poking out the enemy's eyes.
This is them, a pro counter-terror team!
With the game starting, the five little drones head into the mansion.
Now, their job is to find the two bombs inside the mansion.
Then defuse at least one.
"This map is so complicated!" Controlling his drone, Ben felt a bit dizzy already.
The tutorial was okay before, but now in real play, he's getting confused.
Because it's really twisty, no idea which part connects to what.
At least right now, he went up the main stairs to the second-floor office, then he got lost.
"No worries, if we can't figure it out, the other side probably can't either. Just wander around." Zack said.
Why did he say that?
Because he was lost too.
"Found it! I found a bomb! In the basement garage area! Oh no... my drone got shot down!"
While Zack and Ben were lost over here, Hannah over there successfully found one bomb location.
The other bomb shouldn't be too far away.
A yellow marker appeared on the map. Ben, Zack, Wells, and the fourth person all drove their drones toward it.
But even with the marker, the few people in the house couldn't find the way in.
Though the Chicago mansion is a very small map, for them playing the game for the first time, it still feels a bit complex.
For this map, Lucas didn't pick the remade version, but stuck with the original before remake.
After all, it's more realistic, and the fun and playability are still really high. Especially since the inside is mostly wooden floors, in theory players can tear down the whole house.
Of course, they improved it a bit, like the basement garage leaning toward the remade style, adding some cover instead of the original empty space for straight gunfights.
At least for casual matches, it's fine.
(End of chapter)
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