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    Tuesday, July 14, 2020

    VALORANT 3 GOD Arrows for Haven Attack

    VALORANT 3 GOD Arrows for Haven Attack


    3 GOD Arrows for Haven Attack

    Posted: 14 Jul 2020 04:59 AM PDT

    Needed a break from from being hard stuck diamond 3, so I took some time to edit the journey so far

    Posted: 13 Jul 2020 11:57 PM PDT

    Streamers need to stop claiming everyone is sniping them

    Posted: 13 Jul 2020 08:08 PM PDT

    TL;DR: Coolest valorant experience ruined by accusations and a stream ban

    I happened to face Ryan higa, kristofer yee, valkryae and a couple others in comp today and Ryan was streaming.

    It was absurd, I was watching his stream not even 1 hour prior and I used to idolize him as a kid.

    A couple rounds in our whole team gets muted and he is accusing us of sniping on stream(I didn't know until after). Valkryae was talking so much smack and laughing about how successful she was after not trying in anything.

    I went into his chat after to explain we weren't sniping and he had a 30 second delay anyway so we couldn't but I was berated by the chat and banned from it along with my friend and other teammates who's names I recognized in the chat from in game. One of them even subscribed to him and still got banned.

    I was so happy to have been able to play against him but it turned sour very quickly and ruined probably the coolest experience I've had in valorant.

    Sorry for the rant needed to have someone listen to it

    Edit: my username on twitch is CrackBabyy and in game livegorilla

    So please stop showing messages that weren't me

    Edit2:

    There is 2 sides to every story and I was blinded by my own idiocy and sadness to realize that some people on my team were being annoying in the all chat. I understand from a streamers perspective that if someone clearly knows who you are and is saying your name in all chat you can start to suspect them of watching your stream at the same time they are playing the game. He did have a 30 second delay and I will further iterate that we were NOT sniping and we had no way of doing so. However I will not defend the actions of teammates that said rude comments to Valkyrae or tbagged enemies after kills. What they did was borderline toxic and I see why Ryan was so ready to accuse the whole team of anything at that point. Ryan and Valkyrae if you see this I want to apologize for any hate you received.

    submitted by /u/CrackBabyCSGO
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    Why you should drop your detail quality to low.

    Posted: 14 Jul 2020 12:06 PM PDT

    I was watching brax's stream earlier today when something interesting happened. Basically, brax was spamming through a smoke and got killed by someone flanking. Then, jason who was already dead and spectating, asked him why didn't he shoot the guy behind the smoke. I thought that was interesting, because I belive a big reason of why the smokes are the way they are on Valorant is to avoid issues like this, so I went ahead to jason's stream to clip it and compare.

    Here you can see a frame to frame comparison (or as close as I could get) of both POV's. Notice how jason can clearly see Sage on the edge of the smoke while brax has no clue. If you look at the clips, brax did see Sage on the edge of the smoke at some point, but never as clear and as much as jason did.

    I personally always play with everything set to the low. But if you don't, just dropping the detail quality to low will remove the 'glow' effect of the smoke.

    TLDR; https://imgur.com/a/wqhEmYu

    submitted by /u/Pokestein-
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    A reminder for those grinding out the battlepass: 18.2% of the total XP necessary are required to go from 45 to 50.

    Posted: 14 Jul 2020 12:08 PM PDT

    • You have until Aug 2 to finish out the battlepass.
    • You need a total of 1.372m XP to complete the battlepass.
    • If you are (like me) sitting at rank 36, you'll need to average 4.5 games of comp or unranked per day, plus completing every daily & weekly, to complete the battlepass.
    • After making it to rank 45, you'll still have 250k XP left to go, which is 18.2% of the total XP of the battlepass.

    EDIT: title "are" -> "is"

    submitted by /u/PhoenixUNI
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    MVP skip button

    Posted: 14 Jul 2020 03:17 AM PDT

    Am i the only one smacking it in vain hoping that some day it will actually work?

    submitted by /u/lollerlaban
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    Am I the only one not impressed

    Posted: 14 Jul 2020 10:48 AM PDT

    By all the meme montages that show pistol round kills and op-porn 1 tapping someone in the hand.

    submitted by /u/FortunatePotato
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    I Love getting into matches and just talking to folks.

    Posted: 14 Jul 2020 08:20 AM PDT

    Now, by all means I'm not that good of a player. I'm around gold level and really play too have fun but I do like winning. That being said most matches I get into nobody is really talkative and is very serious on the match which is ok.

    However, instead of dead air between someone yelling that the Raze outplayed them I usually spark up conversation between a player or two. "Hey man that skin is dope or what's new for you guys?" Usually this ends up in more conversations and gives a better vibe to the team. Instead of calling each other out for bottom fragging it leads to tips and advice as well as cheering each other on.

    So my point is loosen up a little bit, it's not like you are gonna run into this people often. Be chill, and have fun guys. That's the reason we all play this game.

    submitted by /u/TLSXxTROOPERxX
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    Double xp event by the end of Act 1?

    Posted: 14 Jul 2020 04:27 AM PDT

    Like many people, seeing you need to put 17ish hours a week into this game to get to tier 50 is absurd. Do you think Riot could pull a 180 and do a huge xp event before the conclusion of the first battle pass or are we dealing with what you see is what you get?

    submitted by /u/Leperrin
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    Bouncy Spike

    Posted: 14 Jul 2020 05:22 AM PDT

    a simple showcase of "hallway" map designs and what can be done to improve

    Posted: 13 Jul 2020 07:28 PM PDT

    a simple showcase of "hallway" map designs and what can be done to improve

    Notice how similar Ascent A and Haven C are?

    For anyone who doesn't fully understand the reason why the game is being called "hallway simulator", I have created this rough diagram. There are a few points to digest here:

    Contested Areas

    One of the problems with the maps right now is that the contested areas (green) don't give the Attackers any significant advantage when attempting to take a site. Pinching in from multiple directions would give you a higher chance of taking control of a site versus grouping up and hitting it from one "hallway". However, you must contest these areas in the early/mid-round away from the Defenders. To keep this post simple, let's just assume the Attackers have successfully taken control of the green areas and they don't do a fake.

    Attackers should be rewarded for taking control of these areas, but notice how even with control of these areas, in order to actually get into the bombsite, you still have to go through a "hallway". "Hallways" will always exist, but I will show you why it's not a problem for well thought-out maps at the end of the post. Here, the Defenders lose map control, but when it comes to the bombsite hit itself, they're still in good position to take these "hallway" fights as shown by the pink lines. In these four examples, the reward for taking control of the green areas is very marginal, because even with the alternate angle of attack, you're still forced to engage down a "hallway" to actually make it into the site (again, we are assuming there is no fake by the Attackers).

    Let's take a look at Bind B: Attack from B Garden? You will expose yourself to the three sight lines. Okay, let's take control of B Window then. Jump out the window and... you're still exposed to those same three sight lines. What about both at the same time? Oh, you still enter the site from the same area. Both paths lead you to the exact same red area and the Defenders don't have to worry about anything else other than looking straight ahead like they were already doing.

    But that's where utility comes in!

    You're right! You need to use your utility. You can't just dry peek everything and win (unless you're insane). At all levels, if you want to succeed in most of your engagements, you need to create an advantage for yourself through utility because everyone can aim relative to your skill level. But why is Valorant's map design still a weak point?

    Let's look at Split B Tower: For both sides, a lot of utility is used to gain control of that area. Against a team of equal skill and coordination, not using enough utility, will often lead to a failed push as you are not creating enough of an advantage for yourself to win the engagement more than 50% of the time. This means by the time you're actually ready to push onto the bombsite, you will have significantly less utility to use. This is obvious. Do you use a lot to take control, but have less to work with for entering the site? That's a decision you have to make and will differ depending on the situation. However, why map design is still a weakness is due to what I've already mentioned. There is no significant reward for using your utility and taking control of these areas as the Defenders can easily fall back and they're still given "hallway" angles to fight from. Yes, map control allow for fakes and forcing enemy rotates, but the underlying issue is still there when it comes time to actually moving into a site.

    So, what can be done then?

    I don't want to add to the fire that is "CS:GO is the better game", Valorant is still new, and there is still room and time to make it better. But here is an example of what can be done.

    Let's take a look at Mirage A from CS:GO:

    Taking control of the green area here creates a big advantage!

    I'm going to let the picture speak for itself. I want to point out that "hallways" still do exist. But why isn't it a problem for Mirage? The utility in CS:GO cuts off these "hallway" lines and there aren't as many places to hide for Defenders. Attackers are rewarded for using utility as they give themselves a completely different angle of attack. Losing control of the green area here as a Defender means you have to expend some utility yourself or risk being shot at from the side. That is the advantage you can create for yourself. A pinch onto A site here is very difficult to deal with due to the double angle.

    Do you also notice something about the pink lines here? Yes, there is still a "hallway" that you must go through, but due to how the entry points are designed and with proper utility usage, you can cut off most of these "hallways". From Palace, you are safe from Site. and from Ramp, you are safe from Stairs (not entirely true, but bear with me).

    There also aren't that many spots for a Defender to hide in a deep corner and with proper utility usage, you can clear out a lot of those spots safely before even hitting a site. Valorant has so many deep corners that require you to turn your back to multiple different angles and the fact that smoke utility is so limited, it becomes a big guessing game.

    Those who have played CS:GO will know that there's much more to the design than eliminating "hallways" and deep corners. At the top of the longer red box is a platform that allows an Attacker to jump over onto Stairs. This is very risky as you can get shot from Site, but if pull it off, it allows you to create a new angle of attack on Stairs. You can catch a Defender at Stairs by surprise and create chaos for anyone hiding in Site if you manage to take control of it without even having to go middle. There are lots of little things that you can do with the map to give yourself an advantage and that's what separates a good player from a very good player.

    Closing thoughts

    If you've made it this far, thanks for reading. It's a very simplified explanation, but I hope you were able to understand why people are saying the maps in Valorant so far feel very awkward. I don't want to say they're bad just yet, because this is a completely different game that CS:GO, so it's hard to say when I come from CS:GO. But really, what's the difference between Ascent A and Haven C, even Split B? Not much if you really look at it. The closing door gimmick on Ascent A doesn't really change much as it's no different than a Sage wall. Any coordinated group will destroy that thing within seconds of it coming down (much like a Sage wall).

    submitted by /u/MikanSubs
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    Adding notes for players in friend list

    Posted: 14 Jul 2020 04:27 AM PDT

    I've been encountered with not remembering why Ive Y person in my friend list. It would be cool to be able to add notes in your friendlist so you can remember why you added that person, just like in LoL

    submitted by /u/geupperjr
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    My friend got an ace and doesn't know how to work Reddit so I'm posting for him

    Posted: 13 Jul 2020 11:40 PM PDT

    Awful crouch head registration. How long?

    Posted: 14 Jul 2020 04:26 AM PDT

    https://imgur.com/a/PKKolpo

    Third picture might need a little zoom, but you'll get the idea.

    How long are we going to have this awful registration. Are head hit boxes teleporting to crouched position upon clicking crouch? Are they in weird spots? I don't know, but it needs to be fixed in a game that is about clicking the head.

    submitted by /u/Ndock
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    First Bullet Inaccuracy (test @ 50m in practice) spread is too high

    Posted: 14 Jul 2020 10:41 AM PDT

    I'm of the opinion that in a skill-based game the first bullet should always be 100% accurate, let the recoil and RNG begin after the first bullet, with the second or third bullets and so forth.

    If you test this theory and aim DEAD CENTER of the target bullseye in practice from 50m away, bind a keyboard button to Fire (to prevent accidental mouse movements), and shoot 1 bullet at a time, waiting for recoil to fully reset... Your single shot will land in a random spot.

    Shoot 50 times and you'll have almost 50 different bullet holes (or however many can exist before they disappear, you get the picture).

    When you finish, bring the bullseye close to you at 5m again and you can see just how wide the RNG is for the first bullet.

    In fact, you can test this on the actual target dummy at 50m

    Just aim at his head perfectly on center and then do the same test. Not all of your bullets will even hit his head.

    This RNG will translate into the game over time and people with bad luck will have streaks of occasions where their 100% accurate shots are missing completely, leading to unfair advantages due to RNG

    We can argue that the RNG is fair because everyone has to contend with it, but that's not how skill based games such as this should work in my view.

    I understand many will argue and say "get good" but you're missing the point entirely. It isn't about how good you are, it's about the fact that there is a 100% RNG element to your first bullet and you will regularly be in situations where you should have landed a headshot but it went right past their ear even though you aimed 100% accurately.

    I think that they should patch the game and remove RNG from the FIRST bullet only, so that it rewards accuracy and does not reward Accuracy + Luck, while punishing that same Accuracy - Luck.

    submitted by /u/ukiyuh
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    Sneak 100, my mum never finds out

    Posted: 13 Jul 2020 09:53 PM PDT

    These weirdly drawn animals on Ascent show you where you can wallbang enemy players on the other side without any obstacles in the way.

    Posted: 14 Jul 2020 07:05 AM PDT

    A friend of mine spends 90% of his playtime using a bucky. So I made a short compilation if you'd like to check it out.

    Posted: 14 Jul 2020 07:51 AM PDT

    knife skin variants would be kinda nice

    Posted: 14 Jul 2020 05:06 AM PDT

    that's all i'm gonna say

    submitted by /u/HumanBeingThatExists
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    1V5 with the 6k

    Posted: 14 Jul 2020 12:59 AM PDT

    The Elderflame Dragon Vandal is So Fat

    Posted: 13 Jul 2020 11:54 PM PDT

    There's an Ascent drop hack going around.

    Posted: 14 Jul 2020 04:10 AM PDT

    Not sure if it's just Ascent but there's players going around dropping games that they're going to lose. Happened to me twice in one night now and I'm seeing posts left and right asking about if its happening we need this map disabled till there's a fix. This is a game breaking bug and this map needs to be disabled in competitive immediately. People claiming it also happens on bind.

    submitted by /u/LoLyus
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