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    Thursday, July 16, 2020

    VALORANT Join the /r/Valorant Discord server, we have LFG channels and Étouffée

    VALORANT Join the /r/Valorant Discord server, we have LFG channels and Étouffée


    Join the /r/Valorant Discord server, we have LFG channels and Étouffée

    Posted: 16 Jul 2020 09:04 AM PDT

    Jett Hyperrealistic Fanart by @7bpictures (More agents in comments)

    Posted: 16 Jul 2020 06:31 AM PDT

    Don’t make a smurf account just so you can tell your team that they’re bad and should kill themselves

    Posted: 16 Jul 2020 09:39 AM PDT

    Basically all in the title. I muted & reported this guy three rounds in. I couldn't even concentrate with him yelling at everyone the whole time. Don't play comp on a smurf account then get mad when your team isn't as good as you. Played on the same team as a "diamond" (cannot verify) who was with us in a gold/silver matchup. We had one Bronze 2 on our team which is totally okay and he was doing his part as a support Cypher. Basically smurf decided to just tear Cypher up all game, from the moment Cypher spoke on his affordable but slightly crackly mic. From not clutching a 1v4, to all kinds of other weird stuff. Smurf got almost 40 kills then decided to throw intentionally because "we're so bad we don't deserve it". If you're gonna smurf especially in ranked, consider that it's unfair to the opposing team and that screaming at your own team because they're worse than you is dumb as hell. Maybe try and help them be better players if they're making simple mistakes. This post is inspired by my match with some guy named MoistKek, you're a real asshole dude.

    submitted by /u/crrntjys
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    I still see most lower ranked players holding angles wrong - here is how to get an advantage when holding angles or peeking corners

    Posted: 16 Jul 2020 02:01 AM PDT

    The importance of crosshair placement, why you're doing it wrong, and how to fix it.

    Posted: 15 Jul 2020 06:06 PM PDT

    The importance of crosshair placement, why you're doing it wrong, and how to fix it.

    Valorant and the importance of crosshair placement.

    Introduction

    Hey guys, I'm Twix, and I'm back with another informative post, this time concerning the aspect of crosshair placement. Through this post I will be discussing the importance of crosshair placement within the tac shooter genre, going over the most common mistakes I see people make in my experience as a coach, and offering structured routines to remedy the majority of these mistakes. If you haven't read through any of my posts before ( I wouldn't they're too long ) I am an FPS player which mainly played CS:GO competitively, with around 7k hours and multiple level 10 faceit accounts and LAN wins in the past 5 years, who transitioned towards the end of my CS:GO days into being an FPS coach, I mainly worked with people trying to gain a competitive edge in CS, but later moved to coaching Apex players, and following the closed beta release of Valorant, I have been coaching Valorant players for the past few months, with unanimously positive feedback. If you haven't read my first post which is a comprehensive general guide for players looking to improve in Valorant, I highly recommend you look at it here before continuing on to this post. In relation to other qualifications / achievements, I have hit top 30 as hitscan DPS in Overwatch, maintained top 500 ranking in Apex ( PC ) for a couple of seasons, and hold numerous 1% rankings on various Kovaak's FPS Aim Trainer maps. My main goal in creating these posts is to contribute to the Valorant community by sharing my knowledge gained over 10k collective hours of FPS experience ( mainly Tactical fps ) and hopefully help the people reading my posts improve and gain that competitive edge they need to progress into their desired ranking. For those of you interested in learning more about my coaching service, or looking for a community of Valorant players looking to improve, I will link my Discord server at the end of this post.

    Why is crosshair placement important?

    If I was asked about the importance of consistent crosshair placement in games such as PUBG, Apex, Overwatch, Fortnite, etc. I would probably answer by saying that while it's beneficial to maintain solid crosshair placement, it's by no means the most important aspect in relation to performing well in those games, in tactical shooters however, it's a whole different story. Tactical shooters are low TTK ( time to kill ) games, and for the most part, a single bullet to the head is enough to eliminate a player, this means that in contrast to AFPS games, or games like Overwatch or Apex, which have a much higher TTK, first shot accuracy is of extreme importance in Valorant, inevitably leading to the fact that crosshair placement is also extremely important. In a game with higher TTK, even if your first shot accuracy isn't perfect in an aim duel, you can win the fight if you land more shots on the opposing player over x amount of time that you trade with them, while in Valorant, whoever needs to make the least amount of adjustment to their crosshair when engaging in a 1v1 scenario wins the exchange. It doesn't matter if your raw aim is out of this world, even if you have the most precise flicks known to the FPS community, if your crosshair placement is sub-optimal, you will lose vs. someone with consistent crosshair placement, this is simply due to the fact that all they need to do, is click once your head moves into their crosshair, often without even needing to move their mouse. Crosshair placement may very well be the most important aspect in relation to gunplay and generally the mechanical aspect of tac shooters such as CS:GO or Valorant, as it's the deciding factor in the majority of aim duels.

    Common mistakes

    A large amount of players tend to underestimate the importance of crosshair placement in Valorant, and especially the underlying complexity of maintaining consistency in that context. People think that all you need to do to maintain solid crosshair placement is aim high enough to hit headshots, meaning that the only factor that affects crosshair placement is vertical positioning, others still stick to making their main source of information on game improvement being players who make statements as un-informative and vague as "just click heads", my main goal is to break down and explain the multiple factors that go into proper crosshair placement. Lets start with the basics:

    Vertical Positioning:

    As mentioned above, one of the elements which ties into crosshair placement is vertical positioning. this is the set distance that you need to position your crosshair at in relation to the ground to be able to align your crosshair's horizontal axis with player model head-level. The good thing about vertical positioning, is that you can get accustomed to the head level that the player models have in Valorant quite rapidly, as the hitbox sizes in this game are identical, meaning you can always use the ground as a point of reference to determine where the enemy player's head would be.

    In Valorant, the head level always remains a set distance from the ground

    In order to train your general ability to place your crosshair at the correct height, try to make a habit out of constantly reminding yourself to place your crosshair at head level, regardless of where you are or what you're doing on the map. What I mean by this, is that even if there isn't any imminent threat of enemy players peeking you, try to keep constantly keep your crosshair at head level, the more time you spend doing this, the faster it will become a habit and become something you do subconsciously, without having to actively focus on the action. This habit allows you to build muscle-memory during otherwise useless down-time, another way to do this is to track your teammate's heads with your crosshair while rotating, leaving spawn etc.

    While vertical positioning is something that people get used to relatively easily, I have come across a recurring issue among the VODs of people I coach, and that is that people generally struggle with adapting the vertical component of their crosshair's position to varying points of elevation. Here's an image to help you visualize a scenario where this could be an issue:

    Peeking C Long, Positions marked: Cubby ( right ), Platform ( left ), back-site ( back )

    In the image above I am peeking into C back-site from C long on the map 'Haven', I have highlighted three different positions / angles where an enemy could potentially peak from in an in-game reenactment of this scenario, Platform, Cubby, and back-site. What you'll notice is that these positions all have different points of elevation, meaning that while using the ground as reference will allow me to maintain my crosshair at head-level if someone peeks my position from ground level on C site, in order to clear cubby and platform, I would need to adjust my crosshair accordingly, using their lower levels as a reference for where the head-level position would be in those angles.

    Unfortunately, if you are struggling with this due to the fact that you aren't familiar with the map layout yet, the only thing that will remedy your situation is more time spent playing the game, if however, your issue stems from a mechanical inability, meaning that your mouse control isn't good enough to allow you to make such adjustments comfortably, the routine provided later in the guide may help you get past that issue.

    Horizontal Positioning:

    Just as with vertical positioning, horizontal positioning is pretty self-explanatory in terms of it's function. Knowing at what height to position your crosshair at in relation to the environment is far easier to do than knowing where to position it on a horizontal axis, the reasoning behind this is that with vertical placement you will always have the ground or lower level of the object the opponent is standing on as a point of reference which allows you to instantly know at what height head-level is. When focusing on the horizontal aspect of crosshair placement, there isn't a set point of reference at all times; Sometimes you need to hold wide angles, sometimes you need to move along with the object you're playing against, and sometimes you need to pre-aim to swing effectively, all this variability makes it much harder for a newer player to grasp crosshair placement and horizontal positioning is just as crucial as vertical positioning if not even more important.

    A very common mistake which I see a lot of in the VODs I review as a coach, is newer players holding angles too tightly, meaning that they're playing in a position where they anticipate an enemy push and are waiting for the engagement, and their crosshair is a position where it's hugging the edge of the wall the enemy will peek from. Here is a visual representation of what I'm talking about:

    Example of incorrect horizontal placement

    In the image above, I'm holding an angle where if someone crosses moving parallel to the wall I'm looking at, I'll have under 50 ms to react, my crosshair is so close to the edge of the wall that I will need to click my LMB the milli-second I see the enemy. By holding this angle, chances are that by the time I click the enemy will have already crossed to the left of my crosshair resulting in a miss and most likely my death; It would take inhuman reaction times for anyone to hit a player while holding like this, especially if the enemy player is swinging. Instead, you should allow some distance from your crosshair to the edge of the angle you're holding, allowing yourself to spot the enemy's player model, and then time your click effectively. Here is a visual representation of correct crosshair placement while holding the same angle:

    Example of correct horizontal placement

    As you can see, in the image above I am allowing for some space between the wall and my crosshair, giving me a significantly longer time window to spot an enemy player and react. Holding an angle that's too "tight" would mean I need to make a larger adjustment to hit the enemy, and therefore I increase my margin of error due to vertical overshoot ( see below ). There are exceptions to the rule when it comes to the distance you need to hold at, if the angle you are holding only allows forward movement ( into your crosshair ) you can hold a narrow line of sight. If you are clearing an angle ( moving along it to check for enemies ) and you are the agressor, you can hold tight and move along with the wall / LOS to allow for a faster reaction if you spot an enemy during your movement. If you are the agressor and you want to swing into an angle that you believe / know an enemy is holding, it is sometimes optimal to pre-aim, meaning you position your crosshair in a way where without moving your mouse it will be aimed at the enemy's head once you swing out the angle.

    Vertical Offset:

    The final common issue I would like to bring up which ties into both crosshair placement and horizontal click-timing, is something I call "vertical offset" or "vertical overshoot", this is a player's inability to move his crosshair horizontally while maintaining the same vertical placement. Vertical offset is a big issue when it comes to switching angles or flicking horizontally, I have seen many scenarios where a player is holding an angle properly with their crosshair at a pixel-perfect vertical position in relation to head level, only to make a 30 degree turn to check a different angle and end up shooting at an enemy's chest and losing the duel. Usually, the larger the movement, the more the player's crosshair deviates vertically. Here is a depiction of what vertical offset / overshooting looks like in-game:

    Example of margin of error caused by vertical offset / overshooting

    In the image above the green dot is where the crosshair should end up in an ideal scenario while flicking from it's current position to the target dummy, while the green lines represent a theoretical margin of error for overshooting. Fortunately for people that face this issue, I have come up with multiple Kovaak's maps and firing range excercises to help combat it and largely reduce your margin of error when moving your crosshair / flicking horizontally.

    Settings: What sensitivity / crosshair should I use?

    This part of the post discusses a topic which is highly subjective, both the sensitivity you use and the crosshair you use are something preference-based that you should decide upon on your own, the reason I'm adding this section into the post is for players which are newer to the tac-shooter genre; There are a few guidelines that will help them narrow down the settings that work the best for them.

    First off, don't by any means copy your favorite pro's config, just because something works for a professional player that has probably spent well above 10,000 hours playing FPS games and decided upon their ideal sensitivity and crosshair within that massive period of time, doesn't mean that it's going to work for you, use whatever you're most comfortable with. Other than individual preference, and having gotten used to their sensitivity, the Pros you watch may be using gear which feels different at their sensitivity setting. A lighter mouse, faster mouse-pad, and faster feet can feel very different in terms of mouse movement, even if you're playing on the same sensitivity value on paper. In relation to grip-styles and what mice are ideal for each hand size, make sure to check out my first post in this sub before moving forward with this guide, as playing on hardware that caters to your individual preferences plays an important role in increasing your mechanical potential.

    Sensitivity:

    As I stated in the paragraph above, sensitivity is something quite subjective and while there's no general rule as to which single sens value is superior, Valorant and CS:GO professionals tend to stick to e-dpi or cm/360 much lower than professional players in other titles and FPS subgenres. Your e-dpi is your in-game sensitivity value multiplied by your mouse's DPI setting. The average e-dpi used by Valorant professionals is around 250 e-dpi, which would be a value of 0.625 in-game @ 400 DPI, or around 50 cm/360.

    Pro player & Streamer sensitivity settings (e-dpi)

    cm/360 is a universal format for sensitivity measurement, it's the amount of centimeters you need to move your mouse in order to perform a full rotation. This is the format adopted within aimer communities due to the simple fact that you asking someone "what sensitivity do you play on?" And them responding with "1.5 in CSGO" is pretty useless information as they could be playing at any DPI range, and you don't necessarily know what each CSGO sens corresponds to in relation to physical movement, or even movement in other games. "e-dpi" solves the issue of different DPI x Sens measurements within the same game, but the cm/360 format is easily transferable from title to title.

    The reason professional players in the tac shooter genre use lower sens on average, is due to the fact that in contrast with other FPS games, tac shooters don't require larger or extended movements, instead they require you to hold or clear angles while maintaining stable crosshair placement, the least adjustments you need to make to your crosshair's position on your screen, the better your "aim" will be. The majority of players I have coached report that it has been significantly easier for them to maintain consistent crosshair placement at lower sensitivities. For newer players that still haven't found a "main" sensitivity that they feel comfortable on, I would recommend for them to stick to the range of 200-300 e-dpi, while for more experienced players coming from CS or other similar games, I would recommend a similar range with a higher cap, at 200-400 e-dpi ( very few professional players play above 300 e-dpi ).

    Crosshair settings:

    This is something even more subjective and preference-based than sensitivity even, so what I will do in this section is simply post my own settings which I use for my in-game crosshair, and explain why I picked each value within the menu.

    Crosshair Settings

    So, lets break my crosshair down setting by settings:

    • Color: I use "Cyan" as it stands out quite well for me with my current color settings, any color that doesn't match your enemy outline color works perfectly fine here.
    • Inner Line Opacity: This setting basically determines how see through your crosshair will be, I like setting mine at "1" as It makes the crosshair stand out more.
    • Inner Line Thickness: I set this to "1" which is the lowest value, a lot of professional players like to use "2", I think setting the value to "1" makes it easier to align your crosshair with heads or with other objects in the environment, it is also less obstructive, so I highly recommend either this or "2" to newer players
    • Inner Line Offset: This setting determines how large the gap is in your crosshair, I like setting this to "1" as the gap is as small as possible without disappearing, larger gaps make it more difficult to determine where the exact center of your screen is, which can act as a hnderance in your first shot accuracy at longer range engagements.
    • Movement & Firing Error: These settings just turn your crosshair into a dynamic crosshair and make the gap widen significantly while moving or shooting respectively in order to give you a visual representation of how the innacuracy factor works. Useless and distracting, would highly suggest that you keep these both off unless you're very new and still don't understand how movement / spray accuracy works.
    • Outer Lines: Everything is off here, I don't think playing with outer lines provides any benefit whatsoever and it's an extra distraction.

    Crosshair Placement Improvement Routine:

    A large portion of improving your crosshair placement is based on simply playing the game more, crosshair placement is largely based on muscle memory, part of having good crosshair placement is simply based on having experience in-game allowing it to become a subconscious habit, and the rest is based on your ability to anticipate player model movement and learn to make horizontal movements without simultaneously your crosshair vertically. The routine I will provide is not only a great way to work on your crosshair placement, but also highly beneficial to the click-timing aspect of your aim, which is basically the only element of aiming required in Valorant, as good tracking is unecessary in such a low TTK game. If you are already training using a daily routine on Kovaak's ( as you should be ) you can just implement this into your daily scenarios.

    Kovaaks:

    ( These are all maps which require you to make horizontal movements without overshooting vertically, thus good aim training for those struggling with crosshair placement, see my other posts for a larger variety of Kovaaks maps )

    • 1 wall 2 targets horizontal - 10 minutes ( focus on your flicks, work on hitting both targets in the same movement, not pausing in between )
    • Valorant Small flicks - 10 minutes ( Great routine as head level is that of Valorant, and vertical deviation will cause you to miss, forcing you to maintain head level as you play through it )
    • PatTarget Switch small - 10 minutes ( Works on your ability to swap from one target to another while maintaining head level crosshair placement, keep LMB held while playing, only go for heads )

    HSDM:

    • Valorant doesn't currently offer it's own deathmatch servers, therefore the next best thing is practicing in CS:GO. HSDM is a headshot only modifier for community FFA servers in CS:GO. To access these maps go to "Community Server Browser" and simply type in "HSDM", any server with decent population will do ( preferably 128 tick ). Playing FFA on headshot only forces you to maintain head-level crosshair placement as body shots don't count. I advise going for taps rather than spraying, as it limits the RNG, also spraying in CS:GO isn't transferable to Valorant as a mechanic. Make it a challenge for yourself to maintain positive K/D while playing. Use the AK in rifle servers, and the USP-S in pistol servers.

    Firing Range:

    • Set the target dummy position to static, and practice your click timing by only going for the targets furthest to the left and furthest to the right interchangeably, do this for around 10 minutes.
    • Play Spike Rush and set it to hard. When set on "Hard" the AI will one shot you as soon as you peek if it has seen you, and one shot you after around half a second if you shift-peek it. Pretty decent warmup in relation to crosshair placement as you will die every single time if you aren't instantly headshotting the targets the moment you peek. Play this for another 10 minutes.

    Link to my Discord server for further questions / coaching inquiries:

    ------------> https://discord.gg/6ZYVZ6x

    submitted by /u/Hi_Im_TwiX
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    Heres why i think Omen is an octopus

    Posted: 16 Jul 2020 07:51 AM PDT

    This here is the What Ancient Mystery Card. Its an octopus holding what appears to be radianite. We see some black substance curling up its tentacle into the shard.

    So you must be wondering - what the almighty flying frik does this have to do with Omen.

    Well, first of all, notice the black substance which is remarkably similar to that of when Omen uses his ability. We know that there is a possibility that Omen isn't human - he could be anything, and what better than an octopus! If humans could gain power from radianite, so could other creatures. And octopuses would make a great candidate, being in my opinion the most remarkable and intelligent creatures after humans and dolphins. They have learning capabilities of a human child. Why couldn't Radianite have granted it the power to take any shape, and live for longer, and do all the other cool stuff? Besides, if you look at other Radiants, you'll notice that while they do gain power from radianite, nobody has been changed nearly as much as Omen, so other creatures could possibly be affected more strongly by the substance. And then let's take a look at his face, or at least what we can see of it. Look closely. Thinl carefully. How could he have those 3 slips if they were not tentacles covering a source of energy within? What else could it possibly be?! Now you could tell me that I've just been rewatching Assasination Classroom a bit too quickly but I can say with confidence that while that may be true it is not impairing my judgement in the slightest.

    This post was made with more comedic intent than anything, but i do still believe that this is very much a possibility. Yes, it seems farfetched, but after reading this, can you say with full, 100% certainty that this is impossible?

    submitted by /u/KhalCottonCandy
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    I figured out there are gaps in the temple roof of B site

    Posted: 16 Jul 2020 06:50 AM PDT

    As an Immortal ranked player who’s played since beta, I can confidently say that this game needs better maps

    Posted: 15 Jul 2020 11:38 PM PDT

    Let me preface this by saying that I love Valorant. I've had a ton of fun with the game since beta, though one thing I have found is that the map design is lackluster compared to a game like Counter Strike. The maps feel claustrophobic and full of hallways and risky angles where if you check them you have a 50/50 chance of dying to a shot in the back. Then there's Ascent, which I assume was meant to break the formula, but ended up becoming the birthing place for the current "Op meta" we are cursed with now. Ascent also is very poorly designed for the attacking side. I would really love to see Riot rework these maps or release new ones at a much quicker pace than what they've planned, because while the game is fun, I don't know if it will keep people around as long as CS with this issue.

    submitted by /u/_VersaceJesus
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    I created a pixel viper

    Posted: 16 Jul 2020 10:49 AM PDT

    Ask Valorant #3

    Posted: 16 Jul 2020 08:16 AM PDT

    Jett is clueless :D

    Posted: 15 Jul 2020 06:16 PM PDT

    Just drew my main :) (Took me 50 hours straight but I was committed to finishing this) Can you guess who it is?? (Its Cypher :D )

    Posted: 16 Jul 2020 10:02 AM PDT

    How i got to immortal level aim in 1 month. Got immortal in 13 games with 78% win rate. Let me know if this guide helped!

    Posted: 16 Jul 2020 09:14 AM PDT

    I tried drawing my main :)

    Posted: 16 Jul 2020 01:59 AM PDT

    Viper mains are always the smartest.

    Posted: 16 Jul 2020 07:58 AM PDT

    Made an edit from some highlights i had

    Posted: 16 Jul 2020 01:29 AM PDT

    Welcome to Diamond 3, enjoy your stay, and open your eyes...

    Posted: 16 Jul 2020 12:22 AM PDT

    Sage Rage: The Anime

    Posted: 16 Jul 2020 07:53 AM PDT

    [Fanart] Sova

    Posted: 16 Jul 2020 11:24 AM PDT

    one in a million chance kill

    Posted: 16 Jul 2020 03:07 AM PDT

    Riot is shooting themselves in the foot by not letting the community help them create maps.

    Posted: 16 Jul 2020 10:18 AM PDT

    Time and time again we have seen people complain about the maps on Valorant. I personally like them but I can understand other peoples viewpoints and why they do not get along with them. One of the main reasons why CSGO flourished as a competitive shooter was because of how the devs interacted with the community. We can see that Riot is trying to do that by having their weekly blog posts but I believe they could do more. Please let us players have some sort of feature where we can design maps and then Riot could then approve them and there could be some sort of trial period with the maps and if the community likes them they are kept if not they are scrapped or adjusted. It is clear to see that having the devs working with the community on map design would be good for both parties as Riot would get insightful opinions and the player base would feel much more involved in a topic that is frequently discussed about

    submitted by /u/mmujii
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    Breach Rework [OC]

    Posted: 16 Jul 2020 09:10 AM PDT

    So, I love playing Breach, but I think he has the potential to be so much more. He's got a super low pick rate in all elos because his utility is short-lived, and hard to utilize/coordinate between SoloQ players. Breach needs a change. I don't think he needs a raw numbers buff and the developers don't want to rework his kit, so here's my proposal:

    SUPPLEMENT AND REPURPOSE.

    In my examples, I'm using garage going into Point B because it's a great spot to use this supplemented kit and it's dark enough to hide the artefacts from my shoddy Photoshop work.

    The main intent of this kit supplement is adding visual indicators (although not true map vision in most cases) to show affected enemies on the other side of map geometry. 5 indicators above the standard HUD on his screen, and 5 indicators above his character model visible to teammates. This supplement will make him an Initiator/pseudo-Sentinal hybrid instead of just one or the other. Breach as an Initiator is fairly weak, but to avoid power creep, I've limited his abilities as a pseudo-Sentinal. His abilities are still not nearly as powerful as Cypher's Tripwire or Sova's Recon Bolt, which both give 3 dimensional position in-game and vision on the map. He will still require a small amount of teamwork for his kit to be fully effectual, but it will not make him a total throw pick in potential 1v2-5 scenarios late into the round. This will bring him up to snuff with other initiators, and his utility isn't completely lost in SoloQ as it is in most cases he's used.

    In making these examples, I did my best to keep it somewhat consistent between 1st/3rd person POVs, but they ARE a little bit different. Each screen is captioned below and I'm using the 1st person POV to describe the changes you see in the HUD. Ignore my weird keybinds and the fact there's not actually an enemy team.

    I put a lot of work into this so... Serious replies only if you can help it.

    Ability 1: Aftershock

    1st Person: GIF / Snapshot

    3rd Person: GIF / Snapshot

    Breach fires off Aftershock, hitting nobody on the other side. All 5 indicators flash red and and symbol appears showing nobody was hit. (Text reads "TAGGED"). No vision on the map is given to Breach or his teammates, and the 3P indicators are only visible to teammates in the immediate vicinity. (Not through walls on the other side of the map)

    Ability 2: Flashpoint

    1st Person: GIF / Snapshot

    3rd Person: GIF / Snapshot

    Breach fires Flashpoint, blinding 3 people on Point B. The indicators gradually fade away, showing length of the Flash. If the indicators aren't lit up anymore, the enemy is no longer blinded. (Text reads "BLINDED"). If no enemies were blinded, the indicator from the first example is shown. No vision on the map is given to Breach or his teammates, and the 3P indicators are only visible to teammates in the immediate vicinity.

    Ability 3: Fault Line

    1st Person: GIF / Snapshot

    3rd Person: GIF / Snapshot

    Right now, we know there's at least 3 enemies on B, but little idea of where they might be specifically. We've come around the corner, but the enemy team has moved for cover from the impending execute. Let's get a little more information.

    Breach builds up and fires Fault line, dazing 2 people on Point B. Similar to the Flashpoint example, the indicators gradually fade away, showing length of the daze/stun. If the indicators aren't lit up anymore, the enemy is no longer dazed and are free to move as normal. (Text reads "DAZED"). If no enemies were dazed, the indicator from the first example is shown. No vision on the map is given to Breach or his teammates, and the 3P indicators are only visible to teammates in the immediate vicinity.

    Ability 4: Rolling Thunder (ULT)

    1st Person: Lo-Res GIF / Hi-Res GIF / Snapshot

    3rd Person: GIF / Snapshot

    Now we know a little more about where they are, throwing our ult probably isn't a bad idea for a 3v1. But we notice we have Sage coming into B Tower from the back--Even better-- let's execute. Breach fires his ult. Each step lights an indicator and shows their exact position on the map.
    1) Our ult hits and reveals Phoenix on the minimap first, then Sova and Brimstone. There's our 3! Sage takes advantage of this and opens fire, killing Brimstone. This changes the indicator representing Brim on Breach's HUD.
    2) As she's firing on the nearby Sova, killing him, our ult reveals Viper on the minimap and lights up the indicator on the HUD. Viper, dazed, hears gunfire but cannot fire on Sage , so she hops down from her post on Tower to find cover from our Sage.
    3) The last wave of our ult has hit the enemy Sage, who was coming up B Stairs. She sees the ult coming her way and turns to evade, but not before she's killed by our sage. The indicator reflects this change, but Phoenix is coming out of his daze (as shown by the fading indicators on our HUD), and we're losing vision of him on the minimap.
    4) Sage turns to fire on Viper (by this point all but the dead enemy Sage are faded from our HUD and minimap). Sage manages to kill Viper but is quickly taken down by Phoenix, who is fully out of his daze and invisible on the minimap.
    5) Phoenix is walking backward, entering our LOS and revealing himself on the minimap as the last enemy on the point.
    6) We probably should have helped Sage instead of sitting here in Garage.

    If no enemies were knocked up, the indicator from the first example is shown at the end of the ult, and does not show until the last step of Rolling Thunder has triggered. Vision on the minimap is granted to all teammates, but is displayed in the steps of the ultimate and fades with the duration of the knock-up/daze. 3P indicators are still shown above Breach for his teammates behind him. (Text reads "DAZED").

    Too OP? Not OP enough? Like it? Hate it? Did I waste a significant amount of time? Need more info? Let me know!

    submitted by /u/EnriqueShockwave404
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    *Match Found* Everyone:

    Posted: 16 Jul 2020 10:06 AM PDT

    Lore about all the characters! (Some are my own theories)

    Posted: 16 Jul 2020 02:59 AM PDT

    So i didn't see a full compilation of character backstories anywhere on the sub, maybe I just wasn't looking hard enough, but ill try to fit as much as I know into this post! This includes lore from voicelines, player cards, and things that I heard elsewhere on reddit and YouTube.

    WARNING this post is probably long enough to be removed for being too long

    So first of all, Valorant is set in a post-apocalyptic-ish near-future (possibly in the year 2053) Earth. A phenomenon known as The First Light is the afforementioned "apocalypse". We don't know for sure what it was, but it had some impact on the planet, and caused a little something called Radianite to pop up around the world. We know Radianite to be an in game currency used for upgrading skins, but its also the thing youre digging up when you detonate spikes, and its what gives our Agents their superpowers!

    2 important organisations were made in response to this event - the Valorant Protocol, and Kingdom. Valorant are the sort of 'good guys' and control the use of Radianite and stuff like that, and are kinda like a military or police, but cooler. Kingdom, on the other hand, is a large controller of Radianite, too. We see their signature K all over maps and some agent skins, as well as on the Spike, which suggests that they want to mine Radianite, and Valorant is stopping them.

    Anyway, now onto the Agents!

    Breach is, as the game says, a bionic Swede. He has bionic arms, but we don't know whether he lost his arms in an accident or if he deliberately had them removed because you never know when built-in concussion grenades and flashes will come in handy. We also know that he is a heist artist, or a heister, or maybe just a hired gun. I think he's a heist artist tho. If you listen to his voicelines you'll notice that he sounds very much like one - "Lets get this job done" "The faster we do this, the faster we get paid" "We treat this like any other job - no more, no less". But the most definite evidence of this is his contracts tier 9 player card "Big Payday". Its a picture of a vault door breached, if you will, with a glowing green object om a pedestal.

    Brimstone is someone you would expect to be the tutorial character in any game. Hes a war veteran, so he's pretty old, and he's a part of Kingdom, as suggested by the K logo found on his clothes. He's American and clearly has some contacts in the army, from whom he gets access to orbital lasers and sky smokes. Which also suggests he had a high ranking in the military, most likely a sergeant, confirmed further by his leadership qualities and his codename, Sarge. As suggested by his player card "No One Left Behind" he has saved many people, both on the battlefield and otherwise.

    Cypher is a Morrocan information broker whose real name is Ameer. We know that his family was killed, and not much else. Not even his player card says much. He likes tinkering and playing around with gadgets, and he could've studied electronics in university or something, but we know for sure that he specialises in obtaining information. Probably worked as a spy.

    Ah, Jett, our poster girl. She's young, around 20 and maybe under, judging from her childish personality. She's from South Korea and is our first Radiant on the list, with the power of wind. I've heard somewhere that she is romantically involved with Phoenix as suggested by some of her voicelines, but i think they're just good friends. She's friends with pretty much everyone. Now for the juicy part - her player card, "Mirrored Edge" - a picutre of a tornado destroying a town. We see the Seoul skyline in the background, so we know she lives there. The tornado is most likely Jett losing control of her power, and destroyong her home as a result. Maybe she lost her family too, and was taken in by Valorant or Kingdom to help hone her abilties. Also, interestingly, she is a chef! Or at least her familly ran a restaraunt. On the player card we see what I assume is scallions or spring onions being chopped. This would suggest her affluence for knives!

    Next is Omen, of whom we know pretty much nothing about. He may not even be human (I think hes an octopus - hear me out! There's a player card in the game of an octopus holding what I assume is Radianite, and being attacked by a darkness of some sort. Is this Omen?). He knows Viper- hes the only other person who calls her by her real name, and knows of her history. As suggested by his player card "What's Another Death" and the same voiceline, he has died many times before, perhaps even cannot die. I migut post something about the octopus theory, keep an eye out for that. Otherwise thats all I've got.

    Phoenix, our poster boy. British Radiant with the power of flame and possibly even a celebrity as suggested by his voiceline "Yes, yes its me. Autographs if we survive, yeah?", but then again it may just be him being cocky. Hes young, not as young as Jett, most likely, but equally childish and showoffish. Good friends or romantically involved with Jett. He has a similar fate to her too, as suggested by his player card "Firestarter", a picture of a burning building. Perhaps this was his house, and his powers went out of control, causing him to lose his home and his family. He too may have been taken in by Kingdom or Valorant, where he was trained, perhaps with Jett. It would explain why they seem so close.

    Raze is your typical rebellious teen, from Brazil and possibly around the same age as Jett. She takes the loud and dumb route to playing the game and just wants to have fun. She has a knack for art, as suggested by the fact that her explosives are probably made using paint and paint buckets, as well as a thing for explosions if it wasn't already evident. Her player card "Rise Up" doesn't say much other than that she became an agent to finally show her true self or something.

    Reyna is our Mexican vampire with a heart of Radianite and the eye of something you probably don't wanna look at. She lost her sister as suggested by her voiceline "For you, hermanita". Perhaps she became and Agent to avenge her sister, or to satisfy her bloodlust. We know that she has to consume lives to live, or to "recharge". But we know for a fact that she intends to get revenge (or perhaps already has) as suggested by her player card "Revenge For Life". However it's possible that she was experimented on and made what she was as a result, and wants revenge for that. This is unlikely as it isnt supported by any voicelines. Fun fact, Reyna means Queen, or perhaps Empress, in Spanish.

    I dont know for sure whether Sage is a Radiant. We know that she is a Chinese monk, so perhaps her abilties are simply an ancient art. Think Doctor Strange. We know she came from a monastery as suggested by her player card "Journey Of Trials", whose title also suggests that the reason she is an Agent might be to prove herself worthy of her powers. That means there may be more people out there with a similar power. However its entirely possible that shes just a Radiant.

    Sova is a Slavic hunter straight from the mountains. He is one of those people who are 'true to the Old Ways' (imagine Bloodhound from Apex Legends), even still using a bow and arrow. As suggested by his player card "Through The Looking Glass", a picture if a large electric orb amid the mountains, he witnessed a strange phenomenon which might have given him his wall hacks. Maybe it could be the First Light itself, but that's a little far fetched. Its most likely the reason for his eye. People have said that that's what allows him to see through walls, but that doesnt make sense seeing as that his arrow reveals positions to everyone rather than just himself. Probably just a scar. But perhaps that explosion was caused by a single piece of Radianite, or some kind of stone or anything at all, and he uses that as a source of energy for his ultimate and his arrows.

    Lastly we have Viper, real name Sabine. Shes probably a little psychotic, but we know that she used to manufacture medicines, as suggested by a voiceline by Omen "Just think, Sabine. You used to heal with your power. Funny" and since it is stated that shes a chemist. I like to think that her toxin was created by accident when developing a medicine. Whatever the case, she had her home taken from her. We know from her player card "One Dark Night" that that is Seattle. She may be related in some way to Omen as he seems to know about her and her past.

    Please let me know anything I may have missed! Thanks for reading~

    submitted by /u/KhalCottonCandy
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    Immortel3 Hattrick Ace in one game, Another one

    Posted: 15 Jul 2020 04:27 PM PDT

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