This guide covers all of the essentials of rigging from basics to advanced tactics.
Mechanics of Rigging
Motion sensors will beep when players, objects, or doors move within their sensing range. Players from either team will trigger motion sensors, so communicate with your teammates to let them know where you’ve rigged. False alarms can be the difference between winning and losing a match. When doors open or close within the sensing range they will trigger. Objects like chairs, computers, and phones will make sensors beep when moved in front of motion sensors. It’s important to remember the objects part, as explosions can send objects flying which can in turn trigger your sensors when someone isn’t actually there. Grenades can also set off motion sensors, so consider popular strategies or grenade throws from your opponents and plan accordingly.
Explosive charges when placed have an arming time of 2-3 seconds. When armed, the light on the charges will turn red. To detonate the charges, you must be holding either the charges or the camera stick and right click. They will detonate in the order that you placed them. While they are mostly non-lethal, like grenades if they explode and the recipient is standing in the wrong place at the wrong time it may kill them instantly. If you’re standing directly on top or under a charge it has a good chance it may kill you. Sometimes the explosion may send you flying into some object and it will break your neck. It depends on the situation. With experience you will learn when and where this stuff is likely to happen.
Sensors and charges may both be disarmed by going up to them and picking them up with your use key (default ‘V’). When picked up they will disappear. They will not go into your inventory.
Rigging as Guards
An example of directly rigging an objective room. (Server Room, Riverside B2 Raid)
An example of rigging outside the objective. (Hallway outside of Server Room, Riverside B2 Raid)
Rigging as Intruders
Alternatively, when close to an objective you can rig a route to the objective so that if you are discovered you are better equipped to deal with the incoming threat.
This may allow you to catch any Guards with their pants down and kill them, or will open up a path of escape.
It’s especially important to know your enemy. By knowing your enemy and understanding their play style, you can adjust your tactics accordingly. Don’t forget to communicate to your teammates beforehand of your antics if applicable before executing them.
One big problem I have noticed over the years are sloppy rigs. What I mean by that, is rigging in a way that will compromise the effectiveness of the rig. If you stick motion sensors everywhere out in the open, and place explosive charges in obscured areas there’s a good chance the rig will fail period. Your opponents will notice them and disarm them, or will avoid them completely. Keep rigs as neat and as out of sight as possible.
If you’re rigging a doorway, keep the sensors as close to the doorway as possible. Make note of which way the enemy will approach, and which way the door will open. Remember that sensors will always trigger when in range of a door moving. If the door is opening inwards towards the sensor, the rig is very reliable and will always let you when that door moves. You won’t know if anyone passes through the doorway however. People who have caught wind of your strategies may bait you into blowing your charges by opening and closing the door quickly. When that happens, either wait to blow your charges to get the jump on them or change up your rig. When applicable, an advantage of placing a sensor on the ceiling where the door opens up is that you’ll be notified when the door opens and when any objects pass through.
If you’re attempting to rig a hallway or corridor, place the sensors and charges behind any objects where the opponents are most likely to cross paths. If there are no objects, try rigging close to corners.
Concealed corridor rig. (Cliffside)
Corner stairwell rig. (Cliffside)
A good habit to get into when rigging certain areas is to leave a motion sensor or charge in an obvious area. That charge or sensor can be used as a reference to find out if any opponents have crossed through the area. Personally, I like to leave a charge out in the open, as if no one picks it up it can still be effective in use depending on the map and placement.