Rainbow Six Siege · Defence
Oryx loadout and recoil guide
Oryx runs 2 primary options and 2 sidearms. The MP5 is the pick that decides how the operator plays.
- Side
- Defence
- Primaries
- 2
- Secondaries
- 2
- Best profile
- SMG
Full loadout
| Weapon | Slot | Class | Recoil behaviour |
|---|---|---|---|
| SPAS-12 | Primary | Shotgun | Pellet spread, not a recoil pattern. Compensation does nothing useful; distance is the only variable that matters. |
| MP5 | Primary | SMG | Quick cadence with a shallow vertical climb; movement opens the spread more than recoil does. |
| Bailiff 410 | Secondary | Shotgun | Pellet spread, not a recoil pattern. Compensation does nothing useful; distance is the only variable that matters. |
| USP40 | Secondary | Pistol | Semi-automatic with a fast reset. A light vertical correction is all this needs. |
Which primary to take
The MP5 keeps Oryx fast in the angles this operator actually holds. SMG recoil is shallow, so most of your accuracy comes from tracking rather than pattern correction.
On the sidearm: Bailiff 410 (shotgun), USP40 (pistol). Sidearm profiles are cheap to set and rarely need revisiting.
Attachment slots follow the weapon
Siege does not give every gun the same slots, and the script has to know which curve it is playing against:
- Shields and the Gonne-6 take nothing at all.
- Shotguns get no magnified optic, and a barrel changes spread rather than pattern.
- Pistols have no grip slot.
- Rifles, SMGs and LMGs get the full set — optic, barrel, grip and laser.
Season churn
Siege reworks weapon balance and operator loadouts every season, and a pattern measured last season is not necessarily the pattern you are shooting now. Rosters and tables stay in sync with each season, including new operators and reworked loadouts, so your client picks up the change without you re-tuning by hand.
Nether