Operator Sam Fisher received the code name “Zero” when he joined Rainbow in one of the best video game crossovers in history. Just like in the popular game series ‘Splinter Cell’ where he originated, in Siege, he excels in stealth, especially in his intel gathering capabilities.
With his special gadget, the Argus Launcher, he can attach cameras to most surfaces and if that surface allows it, the camera can be rotated so that it can provide a view of the other side. On top of that, Zero’s cameras don’t just provide intel for the whole attacking team. They can also shoot lasers which disable defender electronic gadgets.
5. MP7 with Scope 1.5x and Extended Barrel + 5.7 USG with Laser + Hard Breach Charge
The MP7 isn’t the first choice of Zero players when they’re selecting their primary weapon. That’s mainly because the SC3000K assault rifle is Zero’s unique weapon and so they can only experience using that gun when playing him. It also has higher damage, and they’ll have access to higher levels of zoom with it. However, that’s not to say that the MP7 is not a viable weapon for Zero. Actually, that’s far from the truth. Because the MP7 submachine gun has a much faster rate of fire coupled with a very decent amount of damage per shot.
It also has a bigger magazine capacity, making it a better weapon than the SC3000K when it comes to dealing with more than one enemy. That’s because with a bigger magazine capacity, the longer you’ll be able to fire the weapon without having to reload. And as for the MP7 submachine gun’s barrel attachment, it’d be best to attach an extended barrel to it in order to make its damage higher. Because of a recent buff last season, the extended barrel now adds 15% damage to weapons while retaining its previous benefit of greatly reducing the weapon’s range damage drop-off.
Excels in:
- Having a bigger magazine capacity than the SC3000K making this loadout setup better when engaging more than one enemy
- Maximizing the damage potential and output of the MP7 with the extended barrel greatly reducing its range damage drop-off
- Making the MP7’s damage higher because of the recent buff on the extended barrel that adds 15% damage to weapons it’s attached to
- Having a good amount of zoom for targeting enemies through the scope 1.5x while not losing out a lot on peripheral view
- Tightening the hip fire of the 5.7 USG handgun and allowing Zero to silently shoot defender gadgets because of its integrated suppressor
- Having the ability to perform hard breaching using the two hard breach charges in Zero’s generic gadget slot
Build Details:
- Primary weapon - MP7 with Scope 1.5x and Extended Barrel
- Secondary weapon - 5.7 USG with Laser
- Generic gadget - Hard Breach Charge
Recoil pattern test on the MP7 in this setup with the author’s own recoil control applied:
4. SC3000K with Scope 2.0x, Compressor, and Vertical Grip + 5.7 USG with Laser + Claymore
As mentioned above, the SC3000K assault rifle would be the first choice of most Zero players when they’re choosing their primary weapon. While the MP7 is a really good weapon as well, it’s hard to pass up on the availability of the scope 2.0x on the SC3000K. When it comes to zoom levels, the scope 2.0x is generally the best in the game because it provides the best balance between zoom levels which makes enemies appear bigger, therefore, easier to hit, and peripheral view which allows players to see enemies on the side of their screen.
As for the barrel attachment on the SC3000K, the compensator is a very solid choice because it will greatly reduce the weapon’s horizontal and random recoil from all directions. The compensator barrel attachment does that by reducing the size of a weapon’s recoil diamond which are those colored things you see in the recoil pattern image when you view your weapons inside the game. Now the SC3000K assault rifle has a pretty strong vertical weapon kick, so it’s best for the player to always equip it with a vertical grip. This way, the player will have a great balance between horizontal and vertical recoil benefits.
Excels in:
- Greatly reducing the horizontal and random recoil from all directions of Zero’s SC3000K assault rifle with the use of the compensator barrel attachment
- Maintaining a strong vertical recoil control on Zero’s SC3000K assault rifle with the use of the vertical grip attachment
- Providing Zero with a great amount of zoom level through the scope 2.0x without sacrificing a lot of peripheral view
- Being able to silently shoot defender gadgets with the integrated suppressor n the 5.7 USG handgun which also has a tight hip fire due to the laser
- Being able to protect yourself from roamers, run outs, and flankers with the two claymores in your arsenal while viewing Zero’s Argus cameras
Build Details:
- Primary weapon - SC3000K with Scope 2.0x, Compressor, and Vertical Grip
- Secondary weapon - 5.7 USG with Laser
- Generic gadget - Claymore
Recoil pattern test on the SC3000K in this setup with the author’s own recoil control applied:
3. SC3000K with Scope 2.0x, Flash Hider, and Vertical Grip + Gonne-6 + Hard Breach Charge
For a lot of players, having the best recoil control possible on their weapons is the best way to go about things. That’s very understandable, because if you have great recoil control on your weapon, you’ll have the best accuracy on it, and this loadout setup will provide the best recoil control possible on Zero’s SC3000K assault rifle. That’s because both the vertical grip and flash hider attachments will be present on the weapon, and both attachments specialize in reducing the weapon’s vertical weapon kick.
This loadout setup will provide the best recoil control on the SC3000K because its recoil diamonds are not that big in the first place, so it’s not really that prone to horizontal or random recoil from all directions. Instead, it has a pretty strong vertical weapon kick, but with both the flash hider and vertical grip on the weapon, it would be quite easy to control. Another great thing about this loadout setup is that the flash hider wouldn’t only lower the SC3000K’s vertical recoil. As its name implies, it will also hide the weapon’s muzzle flash, making it a bit harder for enemies to see exactly where you’re shooting from.
Excels in:
- Having the best recoil control possible on Zero’s SC3000K with both the flash hider and vertical grip greatly lowering the vertical recoil of the weapon
- Making it a bit harder for enemies to see exactly where Zero is shooting from with the flash hider removing the SC3000K’s muzzle flash
- Having a great amount of zoom with the scope 2.0x that will allow Zero to see his enemies bigger on his screen, therefore, easier to hit.
- Having the ability to disable a pesky defender bulletproof gadget or destroy an unreinforced hatch with the Gonne-6 hand cannon
- Being able to perform hard breaching on reinforced hatches or walls with the use of the two hard breach charges in your arsenal
Build Details:
- Primary weapon - SC3000K with Scope 2.0x, Flash Hider, and Vertical Grip
- Secondary weapon - Gonne-6
- Generic gadget - Hard Breach Charge
Recoil pattern test on the SC3000K in this setup with the author’s own recoil control applied:
2. SC3000K with Scope 2.0x, Extended Barrel, and Vertical Grip + Gonne-6 + Claymore
For a lot of Zero players, especially after Siege’s Year 7 Season 4.2, this loadout setup could very well be their number one. That’s because Siege’s Year 7 Season 4.2 came with a big buff on the extended barrel. That buff made it so that it now adds 15% damage on weapons, and that’s on top of its previous attribute of greatly lowering a weapon’s range damage drop-off, effectively maximizing its damage potential and output. So with this loadout setup, Zero will be sure that he’ll be inflicting serious damage to his enemies regardless of the range he’s shooting them from.
The extended barrel doesn’t add any recoil control benefits to the weapon, however, the player should still be able to handle the recoil of the SC3000K quite well as long as the vertical grip attachment is present, as you could see on the loadout setup’s recoil test screenshot below. As for the secondary weapon, the Gonne-6 hand cannon provides Zero with the ability to disable a pesky bulletproof defender gadget like Mestro’s Evil Eye or Melusi’s Banshee. If he has no other choice, he can also use it to destroy an unreinforced hatch so that he’ll be able to go down a floor more quickly.
Excels in:
- Inflicting heavy damage on enemies with Zero’s SC3000K with the use of the extended barrel attachment which now adds 15% damage to weapons
- Maximizing the damage output and potential of Zero’s SC3000K with the extended barrel reducing its range damage drop-off
- Maintaining a good amount of vertical recoil control on Zero’s SC3000K with the use of the vertical grip attachment
- Having the ability to destroy one pesky bulletproof defender gadget or an unreinforced hatch using the Gonne-6 hand cannon
- Countering run outs, roamers, and flankers, while you’re in observation tool mode, using Zero’s two claymores in his arsenal.
Build Details:
- Primary weapon - SC3000K with Scope 2.0x, Extended Barrel, and Vertical Grip
- Secondary weapon - Gonne-6
- Generic gadget - Claymore
Recoil pattern test on the SC3000K in this setup with the author’s own recoil control applied:
1. SC3000K with Scope 2.0x, Suppressor, and Vertical Grip + Gonne-6 + Claymore
This is the best loadout for Zero not just because he used a lot of stealth in his days in Splinter Cell, but also because the suppressor on his SC3000K provides stealth benefits that’s great for both offense and defense. With the suppressor on the SC3000K, shots from it won’t create a directional threat indicator. Like the flash hider, the suppressor will also hide the weapon’s muzzle flash, as well as greatly silence its gunshots. With those stealth benefits, Zero’s enemies won’t immediately know where he’s shooting them from.
And that will reduce their ability to return fire immediately, as well as to take cover in time. This is especially great for medium to long-range shooting because gunshots from a suppressed weapon can’t be heard after a distance of thirty meters. Like the extended barrel, suppressors do not add recoil control on weapons, but the vertical grip should be enough for the player to be able to handle the weapon’s recoil well. The claymore is a very important utility for Zero because he will be spending a lot of time viewing his cameras, and the claymores will protect him while he’s doing that.
Excels in:
- Being able to shoot enemies without them receiving a directional threat indicator of where your shots are coming from due to the suppressor
- Removal of Zero’s SC3000K’s muzzle flash could make it even harder for enemies to see exactly where you’re shooting from
- Making it much harder for enemies to hear where you’re shooting from with the suppressor greatly silencing the SC3000K’s gunshots
- Having the ability to disable an enemy bulletproof gadget or destroy an unreinforced hatch with the Gonne-6 hand cannon
- Being able to protect yourself from run outs, roamers, and flankers, while viewing the Argus cameras, with the use of the two claymores in Zero’s arsenal
Build Details:
- Primary weapon - SC3000K with Scope 2.0x, Suppressor, and Vertical Grip
- Secondary weapon - Gonne-6
- Generic gadget - Claymore
Recoil pattern test on the SC3000K in this setup with the author’s own recoil control applied:
Attention operator, please be advised. There is a new directive from Six. Read up on these related articles, and prepare for deployment: