REDLINER Siege Guide

Siege is a two-handed close-range spread weapon with high recoil and two-shot pressure.

Siege Values

| Field | Value | | --- | --- | | Damage | 30-70 per shot | | Bullet cost | 120 | | Draw time | 1.1s | | Holster time | 0.6s | | Magazine | 2 bullets | | Shot interval | 0.75s | | Tags | Spread, Two-shot, Two-handed |

Combat Role

Siege creates close-range burst and recoil mix-up pressure. Its damage potential is strongest up close and falls off with distance.

Limit

Pellets do not penetrate walls. Siege also has the slowest draw time in the current weapon set.

Source and Freshness

Source checked: TRELLOLINER snapshot, checked 2026-06-17.

Raw path: docs/redliner/raw/data/trelloliner-summary.json.

Content intelligenceREDLINER Siege guide

Search Intent And Player Task

Players want to know when Siege is worth using despite slow draw and close-range falloff.

Use this page to: Use Siege for close-range pressure and recoil mix-ups when the slow draw and two-handed restriction are acceptable.

Evidence Used

  • Weapons and combat search results include REDLINER weapon-counter and gameplay videos.
  • The Trello gunplay snapshot provides Siege spread, two-shot, recoil, and draw-time values.

Information Gain

The page turns Siege numbers into matchup context: draw time and wallbang limits matter as much as max damage.

Practice Plan

  1. 1. Start at close range and test spread consistency before taking medium-range fights.
  2. 2. Practice draw timing because Siege has the slowest draw in the current set.
  3. 3. Use recoil deliberately for mix-up movement, not as a random panic escape.

Common Mistakes

  • Judging Siege only by the top-end 70 damage number.
  • Forgetting pellets do not penetrate walls.
  • Drawing Siege too late in a fight where Castigate or Phoenix would fit the timing better.

Source Boundaries And Update Plan

REDLINER changes quickly, so this page separates stable source facts from practice advice. Official Roblox metadata is used for game identity, controls, creator information, and public game stats. TRELLOLINER is used for mechanics, weapon values, map-object behavior, and failure states, but exact balance-sensitive numbers are treated as snapshot data until a later live pass confirms them again.

The practical recommendation is to use this page as a training route, then verify the result in game. If a future update changes a weapon value, control behavior, code status, or movement interaction, the source log should be updated first and the affected article should link back to that change. That keeps each REDLINER guide useful without pretending that unsourced community claims are confirmed facts.

For ranking quality, the page also needs to create a useful next click. After reading the mechanic or weapon note, compare it with the related tool, run one practice drill, and then open a neighboring page that explains the failure state. That pattern is intentional: REDLINER players rarely solve a search with one isolated definition. They usually need a mechanic, a route, a counter-risk, and a source boundary before the advice is safe to use.

How To Use This REDLINER Guide In Search Context

This page is written for players who arrive from a narrow REDLINER search and need a practical answer before their next match. The target query is not treated as a title swap. The page starts with the verified mechanic or route fact, adds the player task behind the query, and then sends the reader toward the tool or neighboring guide that completes the job.

If the topic is movement, the useful outcome is a route choice that saves stamina, keeps grapple available, and avoids turning dash into a fake invincibility button. If the topic is combat, the useful outcome is a safer read on parry, clashing, bullet value, or weapon pressure. If the topic is setup, the useful outcome is a control map that keeps the most important inputs reachable instead of promising universal sensitivity numbers.

The page should also help you avoid bad search results. REDLINER has similarly named legacy and unrelated pages in the wider web results, so the canonical source layer matters: current Place ID 94987506187454 for game identity, TRELLOLINER for mechanics snapshots, and the source log for updates. When those layers disagree or become stale, the safe answer is to label the limitation and recheck the live game before presenting a balance value as current.

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