You'll often spend about just as much time diving through menus in Firewall Zero Hour than really playing with how lobbies are currently set up. After each and every round (not a best two-out-of-three variant is available to maintain the activity going), you are kicked back into the R6 Items waiting reception. If all eight players have been queued up, there is a moment countdown to receive your loadouts coordinated, however the moment a participant leaves from either team, you're stuck awaiting matchmaking to fill that gap.
There could have been so many opportunities to find ways to mitigate the downtime, such as a button to prepared up or a digital firing range to test out a new gun until you commit to a potentially regrettable choice. In another glaring oversight by the programmers, you're allowed to swap out Operators but can't customize their appearances or equip a secondary skill without even leaving the reception and going through the primary menu.
If players are expected to occupy themselves during that moment countdown, at least give them more options to use to coordinate their group's efforts.
Thus much of the cheap Rainbow Six Siege Credits gear you would really want to use in Firewall Zero Hour is gated supporting both a level requirement in addition to currency (CryptoCoins, since they are known in the in-game market ). With no preorder exclusive double XP bonus, it took almost a week of wins and losses to rank up to par 15, obtaining access to a bunch of additional guns and a few attachments but not one of those game-breaking utilities such as the sign jammer or proximity mines.