• Breaking News

    Monday, August 3, 2020

    VALORANT Glitchpop! Glitchpop! Glitchpop! // Skin Reveal Trailer - VALORANT

    VALORANT Glitchpop! Glitchpop! Glitchpop! // Skin Reveal Trailer - VALORANT


    Glitchpop! Glitchpop! Glitchpop! // Skin Reveal Trailer - VALORANT

    Posted: 03 Aug 2020 08:01 AM PDT

    FFA / Deathmatch coming on WEDNESDAY after ACT II start

    Posted: 03 Aug 2020 08:18 AM PDT

    1. - 10 Players
    2. - 30 Kills to win (or most kills after time limit)
    3. - Players can buy any gun
    4. - Ever player spawns with heavy armor
    5. - 3 second spawn delay

    LINK

    submitted by /u/thefreshyyx
    [link] [comments]

    Clutching for your cheering team is the best feeling! Love these moments.

    Posted: 03 Aug 2020 07:53 AM PDT

    How to properly train your aim for Valorant: Extended Analysis + How to use aim trainers

    Posted: 02 Aug 2020 11:04 PM PDT

    How to properly train your aim for Valorant: Extended Analysis + How to use aim trainers

    Hey guys, It's twix again. I have recently completed and posted a full game guide for Valorant which includes information concerning optimal gear, agent functions, map tactics, bad habits, and finally, a daily routine to help you develop your mechanics in Valorant. A lot of you guys have personally sent me DMs asking me to break down each step / task in the training routine I created for Valorant, uncertain of what exactly each part of the routine trains.

    In case anyone want's to go through my Valorant guide, here it is:

    https://docs.google.com/document/d/1c85cKo-u0WCtyAGU_vyf9zYK2TuI1dNv5pG1KUBDFyM/edit?usp=sharing

    ( The formatting is horrible, I know, I know. I will work on it when I have time )

    If you enjoy my content, make sure to join my Discord server & Follow my new twitter account, links at the end of the post!

    -----------------------------------------------------------------------------------------------------------------------------------------------------

    How to properly use my Kovaak's routines, and what each map subset trains in relation to Valorant mechanics

    -----------------------------------------------------------------------------------------------------------------------------------------------------

    In this section, I will be breaking down the importance of each map subset, and splitting them into categories depending on what aspect of aim they train, and their general difficulty. (Novice - Intermediate players [Below Diamond in Valorant / Platinum in Sparky benchmarks] should stick to the easier maps).

    Maps tagged with an asterisk (\) are maps which are "crucial" to Valorant aim-training.*

    Maps with a (small) option have a default vs. small variant, your choice on which to play.

    Novice - Intermediate Click-timing Training

    ---------------------------

    > 1 wall 2 targets horizontal - 10m

    > Valorant small flicks * - 10m

    > Wide wall 6 targets (small) *- 10m

    Advanced Click-timing Training

    ---------------------------

    > Floating heads timing 400% * - 10m

    > Pasu small reload horizontal - 10m

    Reasoning behind map choice:

    This set of maps is meant to train your general mouse control in relation to "click-timing", click timing is what the general playerbase calls "flick aim", it is your ability to make a movement or adjust your crosshair to click on a target that isn't centered on your screen, and your ability to time your clicks, being able to click at the correct time depending on when your target aligns with your crosshair. Click timing is the most important aspect of aiming in Valorant. Technically, the most important part of aiming in Valorant is "Crosshair placement" but that isn't really aiming, and not really something you can isolate / directly train. In Valorant, since there isn't much added verticality, your ability to "aim" well is heavily reliant on your horizontal click-timing skill. The maps chosen above, are all maps which prioritize horizontal movements over vertical ones, and for all maps (with the exception of WW6T) you'll usually only need to make a horizontal movement to adjust from one target to the next.

    Novice - Intermediate Micro-adjustment Training

    ---------------------------

    > 1 wall 6 targets adjust * - 10m

    > Micro flick - 10m

    Advanced Micro-Adjustment Training

    ---------------------------

    > 1 wall 2 targets small reload - 10m

    > reflex micro++ flick - 10m

    > Valorant small horizontal flicks * - 10m

    Reasoning behind map choice:

    This set of maps is meant to train your mouse control in relation to "micro-adjustments", micro-adjustments are an aspect of click timing which is pretty straightforward, your ability to make minimal adjustments precisely, and in rapid succession. Now, most people may think, "well the smaller the mouse movement, the easier it is to hit a target", however, that isn't true for the majority of players. A lot of the time, making a very short movement requires a lot more control / precision, and relies on muscle groups that you aren't too experienced in utilizing, e.g. I may move my wrist / arm to adjust for a wider flick, but if my crosshair is off just by a couple of pixels, the adjustment is so small that it would require me to use my fingers in order to make the adjustment. Most players (especially tac fps players) aren't experienced in making micro-adjustments, even though it's a crucial skill. In games like Valorant, your goal is to have such good / consistent crosshair placement, that you rarely need to adjust it in order to land a headshot, however, even the best players will be put in situations where their crosshair is slightly off, but not by enough of a distance to warrant a wide flick (usually happens if you're clearing an angle and you move your crosshair past an enemy you didn't see fast enough), and in those instances making a micro-adjustment accurately enough to correct your crosshair placement can be what saves your life. Here is an example of myself playing a micro-adjustment map, consistency is more important than speed, beat my scores and get a cookie:

    Played this for the first time today on alt

    The maps chosen above, are a great place to start with training your micro-adjustment aim. These maps don't solely rely on horizontal movements due to the fact that if your crosshair needs to be corrected, it can be a mixture of both horizontal but also vertical misplacement. (valorant small horizontal flicks is a great map for this, but difficult to play as a novice, your choice on this one)

    Novice - Intermediate Target Switching Training

    ---------------------------

    > ValTarget switch - 10m

    > PatTarget switch (small) no reload * - 10m

    Advanced Target Switching Training

    ---------------------------

    > KinTargetSwitch - 10m

    > DevTarget Switch - 10m

    Reasoning behind map choice:

    This set of maps is meant to train your mouse control in relation to "target switching", target switching is your ability to make a fluid and fast movement from one target onto another. When target switching, you should be doing so in a single movement, rather than overshooting and then correcting, and the movement should be rapid, so more of a flick rather than simply moving your crosshair as if you were clearing an angle. Target switching is important in Valorant because even the best players with excellent positioning will find themselves in situtations where they're open to multiple LOS (line of sight) and can be potentially peeked by more than one player simultaneously, in these situations it's crucial that the player is able to eliminate the first target, and then flick onto the other in a single movement. Good target switching will save your ass in these situations, due to the fact that this concept may be harder to visualize than click timing / micro adjustment as it's more situation reliant. Here's an example:

    The benefits of training your target-switching, in-game example

    In the maps included above in the "novice - intermediate" section, you will be mainly training horizontal target switching, as it's what's most important in a game like Valorant that has such minimal vertical deviation in player model movement. For those of you that want to train target switching further in a map format that doesn't only lay emphasis on horizontal movements, you can go for the "advanced" map recommendations as well. Most of these maps will also train your micro-tracking (since they're low ttk but not instantaneous) which is also beneficial for instances where you're spraying a moving target. When you're playing target switching maps, make sure to keep your LMB held down for the duration of the challenge, otherwise you're not really training your target switching.

    Smoothness Training

    ---------------------------

    > Centering I * - 10m

    > Smoothness Training Sphere 2 - 10m

    Reasoning behind map choice:

    This set of maps is meant to train your mouse control in relation to your "smoothness". In relation to aim, smoothness is simply your ability to make mouse movements in fluid motions without unwarranted micro-adjustments or jitter. Most of you (with the exception of kovaak's grinders / AFPS players) will notice that when making a movement, you're unable to maintain a set speed and your aim slightly "jitters". Although smoothness is an aspect of aim which is far more important in games that rely more heavily on tracking (ow/apex/etc.) it's also important in Valorant as a lack of it can lead to sub-optimal angle clearing. If you're clearing an angle, and you can't maintain a smooth motion throughout, it can increase the chance of your crosshair placement being slightly off, which in turn forces you to make unecessary adjustments to your aim in order to land your shots on the target. The maps included above will focus on training your smoothness in large horizontal movements (the same type of movement required while clearing angles in any tac fps). There isn't a novice vs. advanced discrepancy in this section, as smoothness training doesn't vary as much in difficulty, and the maps included will definitely suffice for getting your mouse control to a decent enough level for Valorant.

    Recommended time split = 30 mins of Kovaaks pre-game ( 5 mins of each map ) and 30 mins of Kovaaks when you're done playing for the day

    **"**But Twix, why not play the routine in one go?"

    If you want to complete the routine in one go (60m) rather than split it into two segments (30m+30m) that's perfectly fine, and it's up to you. The reasons I personally suggest playing the routines in a split structure are the following:

    > Burn-out / Exhaustion is very real, and due to both cognitive and psychological factors, after a certain amount of time of continuous training, you will hit a point of exhaustion / diminishing returns. Informational intake after you've hit this point will not happen at the same rate as if you were at your optimal state. The average time a human can spend processing new information continuously without hitting that point of diminishing returns is around 60m total, but since it's subjective, it's easier to just play it safe and split the training in 30m segments. Here is a graph that may help you visualize this concept:

    Law of diminishing returns

    > Difference in mentality / reason for training. This is my personal theory, and I am not making an ultimate statement about this applying to every individual, as once again, it's subjective, but I've discussed this with multiple coaching clients and they have agreed that it applies to them. My theory is, that the way you train prior to a game session, and the way you train after a game session may vary. When playing kovaak's pre-game a lot of people tend to use it as a warmup tool more than a long-term mouse control training tool, and therefore don't focus on optimal training methods while playing through a playlist, as they just care about their short-term performance in the game they'll play after kovaak's. When playing kovaak's as a cooldown, you're already warmed up (don't play if exhausted however) from the day, plus you aren't training with a set short-term gain in mind. This theory is based on psychological effects mainly, which (once again) are very subjective to the individual, so take it with a grain of salt.

    > Optimal learning time differs from person to person, this also holds true with training. Some people process new information better at night, some people process new information better throughout the day, either way, the concept here is pretty clear. Do what works best for you, however, if you aren't sure about if you're a "day-time learner" or "night-time learner" you can just play it safe through splitting your routine as suggested. One thing to note is that it is scientifically proven that a smaller time frame between the time of informational intake and sleeping, may improve the consolidation of new information and memory recall, basically meaning that some individuals retain information better if they sleep shortly after training.

    > Final reason: boredom. A lot of people find aim-training boring, and therefore it's torture to them to train for an hour non-stop. For these people, training for 30 minutes and then switching to a more enjoyable task (gaming) before completing the other half of their daily routine, can be optimal. If you're completely bored and it feels like aim-training is torture, chances are, you wont be in a mental state that enhances growth / progress.

    -----------------------------------------------------------------------------------------------------------------------------------------------------

    AimLab routine alternative for those of you that can't afford or dislike (for whatever reason) Kovaak's:

    -----------------------------------------------------------------------------------------------------------------------------------------------------

    In it's current state, I don't believe "AimLab" is a viable aim trainer, especially in regards to more competitively oriented players. I have made an informative post here that explains why Kovaak's is far better currently as an aim-training tool, and also explains the potential AimLab holds in future updates. Regardless, for those of you that for whatever reason cannot / will not play Kovaak's, I have created a custom playlist for Valorant, available in the AimLab workshop.

    AimLab Training Routine

    How to access my custom AimLab Playlist:

    1. Launch AimLab and go to the "Custom" tab
    2. Select the "workshop" option
    3. Filter by "Playlist" in the search options and type "val routine by twix"
    4. Play through the routine (30/60m) enjoy!

    Note: You can also search for my custom tasks individually

    -----------------------------------------------------------------------------------------------------------------------------------------------------

    In-game Training Routine

    -----------------------------------------------------------------------------------------------------------------------------------------------------

    General in-game Training

    > 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. 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.

    Act 2 comes Aug. 4, and along with it (hopefully) comes an FFA DM gamemode for Valorant, as data-mining leaks suggest.

    Firing Range:

    > Wide angle horizontal click-timing - 5 minutes

    Use a ghost, focus on tapping the bot furthest to the left then furthest to the right, repeat

    > Strafe peeking practice - 5 minutes

    Use a ghost, place a sage wall and focus on eliminating bots whilst counterstrafing, move in the direction you're peeking from, and press LMB the moment you hit the directional key opposite to your current directional movement

    > Spray control practice - 5 minutes

    Toggle infinite ammo "off" and try to kill as many targets as you can while using a single clip [vandal/phantom]

    > CH placement practice - 10 minutes

    Take the portal to the "spike defuse" part of the firing range, set difficulty to "hard" and focus on clearing the map <10s

    ----------------------------------------------------------------------------------------------------------------------------------------------------

    If you enjoy my content, make sure to follow my new twitter account for aim training / Valorant related posts: https://twitter.com/Twix_v2

    Also, Join my Discord community, where you can discuss aim / game training related topics with our members, as well as learn more about coaching pricing & availability: https://discord.gg/Kwm8zT7

    submitted by /u/Hi_Im_TwiX
    [link] [comments]

    FFA Deathmatch coming to Valorant in Patch 1.05

    Posted: 03 Aug 2020 08:54 AM PDT

    r/VALORANT when a new skin bundle is released

    Posted: 03 Aug 2020 04:03 AM PDT

    https://i.imgur.com/cy3X4IH.png

    as a side note I can't believe I've been gone for 2 months and item shop prices are still the main topic every time a new skin bundle is released lol

    submitted by /u/opek1987
    [link] [comments]

    Omen Getting Depressed :(

    Posted: 03 Aug 2020 07:18 AM PDT

    This is what happens when the entire defending team dies before the round starts.

    Posted: 02 Aug 2020 06:51 PM PDT

    Someone who also thinks that the game is not delivering enough xp ?

    Posted: 03 Aug 2020 04:40 AM PDT

    I think it's really hard to finish the battlepass because the game gives not enough xp. Does anyone think so? you need like 7 hours to get a level if the matches close.

    submitted by /u/Jasustein
    [link] [comments]

    What Mendo is currently doing absolutely disgusts me.

    Posted: 03 Aug 2020 10:08 AM PDT

    He is currently streaming a "20 game any% speedrun" where he queues up with 4 other people and then launches up an unrated game. Him and his teammates then kill each other right when the round starts until they can surrender.

    All that he is doing is wasting a solid 10 minutes out of the enemy team's lives for his own selfish benefit as they aren't able to play the game.

    He claims that he is benefiting the enemy team by "giving them free mmr" but that isn't even a valid excuse because he is doing this in unrated — the game mode where people queue into when they want to practice and have fun rather than stressing about their mmr/rank.

    What he is doing is not okay and needs to stop.

    submitted by /u/sSsSsSnakeSnakesSsSs
    [link] [comments]

    I'm back with another Immortal ranked montage with some sweet Omen outplays, this time set to jazz music!

    Posted: 03 Aug 2020 09:05 AM PDT

    Glitchpop Skin Pricing and Level Up unlocks

    Posted: 03 Aug 2020 08:45 AM PDT

    Crosshair save slots?

    Posted: 03 Aug 2020 05:30 AM PDT

    It would be nice to save the settings of multiple different crosshairs so you could try out a new one without having to get a pen and paper out to switch back to a previous one.

    submitted by /u/TheLongTimeLurker22
    [link] [comments]

    For some time now, whenever Valorant updates, it forces some CPUs to stop using all their Cores when running the game. Here's how to check for (and fix) this issue.

    Posted: 03 Aug 2020 08:48 AM PDT

    How to Check for This Issue?

     

    Step 1)

     


     

    Step 2)

     


    How To Fix This Issue?

     

    Step 1)

    • If the "All Processors" Checkbox is not marked, mark it.

     


    Step 2)

     


    Step 3)

    • Do the same for the other Valorant Process.

     


     

    What will this (Probably) achieve?

    • Higher FPS

    • Lower input delay

    • Less stuttering

     

    What will this (Definitely) NOT achieve?

    • Lower ping/network latency.

    • Get you to Radiant.

     

    IMPORTANT PS

    • This will reset every time you close the game.

    • I recommend downloading Process Lasso, which allows you to customize a more permanent solution that will be automatically configured whenever you open up Valorant.

    submitted by /u/Kialand
    [link] [comments]

    Its okay to die or to have a bad K/D!!!

    Posted: 03 Aug 2020 06:18 AM PDT

    One thing I constantly see with low level players is the fear of dying, even when they pick characters like duelists. In this game (especially if youre a duelist) sometimes you have to die in order to put the team ahead.

    If flash and push in, and you just sit back and watch, theres a chance the dude didn't get blinded, picks me off right away, and we're now down a person and still haven't made any progress towards a plant.

    However, if I flash, rush in with you right behind me, we now create a 2v1 situation. Even if you die in the firefight, I can get the trade to put us back to an equal footing, and help secure the site for a plant.

    As crazy as it sounds, YOUR DEATH BENEFITED THE TEAM!!

    Same thing whenever someone uses utility to prepare for a site take.

    If I smoke out a bunch of angles as Brim, and someone blind fires into our entry, or maybe tosses a grenade, don't turtle up at the entry and let my smokes go to waste. Now we're all just sitting here, the enemy knows it, our utility has been wasted, and now they have clear sight lines for easy pickings.

    Sure you might take damage, but if I placed my smokes correctly, they aren't going to see us enter site, or they're going to have a hard time picking us off. So swing with a partner to likely get the pick or trade, and secure the site.

    I understand the allure of a fat K/D. I think thats why a lot of these low level players speed lock duelists. But the truth is you won't win much, and you won't get very high up the ranks if you constantly turtle up or play it safe. Sometimes you have to get a little nutty and take a chance with your deaths in order to get the win.

    tl;dr

    Dying isn't bad. Sometimes your death creates opportunities for wins. Dont always turtle up or play it safe.

    submitted by /u/BigManager
    [link] [comments]

    Even more detailed info about battle pass in act 2

    Posted: 03 Aug 2020 09:17 AM PDT

    1v5 pistol round clutch I did with omen that I'm happy about

    Posted: 03 Aug 2020 05:23 AM PDT

    Made some fanart for Killjoy!

    Posted: 03 Aug 2020 04:15 AM PDT

    https://imgur.com/a/Xq22XtE

    Honestly Killjoy's design was cool enough to get me out of an art stump :))

    submitted by /u/clapsurcheeks
    [link] [comments]

    More of my Sage cosplay [self]

    Posted: 03 Aug 2020 07:48 AM PDT

    More of my Sage cosplay [self]

    https://preview.redd.it/tc6qiprqvse51.jpg?width=2799&format=pjpg&auto=webp&s=80a9ca20b851925ce8885307415836038fcea040

    Thank you everyone's support last time I posted my Sage cosplay on here! I plan to do more Valorant cosplays in the future, maybe I'll cosplay as Reyna next time!

    As always, I made this entire cosplay by myself :)

    submitted by /u/Jennie_chann
    [link] [comments]

    from a bronze 3, please, stop smurfing.

    Posted: 02 Aug 2020 03:38 PM PDT

    i know, it is hard to play with friends, but if you are going 35 and 3 and carrying your team it really ruins the game for everyone. most of you are in higher ranks so you don't experience much smurfing, but it has become an epidemic in low-elo. i have been ranking up to silver 1 but it seems there are smurfs every 3 games which are stopping me from getting to silver. smurfing will kill the game's low-elo population by making them not want to play ranked so please stop smurfing.

    submitted by /u/Wureka
    [link] [comments]

    Maintaining Morale: How to selfishly use your team to win games

    Posted: 03 Aug 2020 11:18 AM PDT

    In my opinion, the most overlooked important skill in VALORANT is your ability to maintain morale, for yourself, and for your team. I'll go over why it's more important than you might think, some psychology behind it (NOTE: I am not a psychologist by any means, I'll just go over some research I looked at)

    And while yes, this post can basically be boiled down to "Don't be Toxic", I'm not referring to the overall community, I'm talking about a legitimate skill that YOU can work on, improve, and use to win games, even if your aim/gamesense isn't the best that day. The stronger you can make your team, the stronger your chances to win.

    The Why:

    VALORANT is an inherently ego-depleting game. You are constantly asking your brain for intense focus, and the longer your brain focuses, the less it wants to. We don't like to feel this way, but our skill is directly tied to our mental state. When we're feeling good, we do good, and the inverse.

    Obviously, at any given point, 50% of players are winning, and 50% of players are losing. Humans are prone to something called Loss Aversion, which basically means that Losses hurt 2x as much as gains feel good. By yourself, a failed clutch will feel way worse than a successful clutch will feel good. Your own brain has stacked the dice against you before you even press play.

    This is why you need to maintain morale. As a team game, it's on you to make sure your team is doing well. By keeping your team's spirits up, you literally make them more reliable teammates.

    The How:

    First, maintaining morale is the hard choice. It's easy to call your teammates bad, to flame someone for failing an easy win. To assist with Loss Aversion, your brain wants to point fingers at people. Your teammates already know they messed up. Their ego is already depleted from failing that clutch. Getting upset at them only makes you, and them a worse player for the rest of the game. As well, it hurts communication, which is a crucial tool to win the game. (An important note: I am not saying your teammates can't be criticized, or that you cannot be frustrated with them. It's unavoidable to be upset at them for failing something, it IS avoidable to call them trash for it and let that upset grow).

    One of the simplest ways to help is to pop the hell off when your teammates do something cool. Whether you're in a 5 stack, or solo queue-ing, you can balance Loss aversion by making your teammate's clutch feel amazing. cheering, praising, pointing out how cool what they did was. Whatever compliment your tilted mind can come up with, saying it makes your team better.

    Another simple example is to console your teammate when they fail. It's not enough to not yell at them, but making them know their effort was worthwhile can make a huge difference. So many things can happen in VALORANT that make you frustrated, but knowing your team is there for you makes you a better player.

    The When:

    We've gone over a couple of obvious ways to make sure you help your team, but there are tons of instances where keeping your team's spirits up is important. I feel I'm not alone of starting games feeling tilted when 2+ players instalock duelists, for example. It's critical to make sure you start on the right foot. Cracking a joke, breaking the ice, cutting the tension at the start can win you pistol round.

    A critical thing to keep your mind on is when you let yourself slip. Like I said, keeping spirits high is a legitimate skill that takes effort and practice. Just like how you take note of how your aim was wrong, take note of where you hurt morale. It's only human to mess up, and keeping track of it helps you improve, and keep your own morale up.

    Every game is different, and how you can help your team changes depending on the game. It is important, however, to make sure that you do not distract your team with this. Being able to laugh with your team is good, making jokes while your team is holding angles isn't. Popping off for your teammate is great, popping off while they still aren't finished with their clutch isn't.

    The Who:

    The most important factor in this equation is not your teammates, but you. Making sure your team is communicating is much, much harder when you're not feeling good yourself. Taking care of your own morale is the first step in maintaining the team's.

    Add the people who boost your spirits. If you play with some random player who you mesh well with and keeps your spirits high, do not be afraid to send them a friend request and play with them in the future. Teammates with good morale can create a positive feedback loop, and actively make your team the best they can be.

    Don't play another if you get tilted. You've heard this one before, but you're way more likely to drop in rank if you keep playing while tilted. It's much better to take a break, do some other activity, and put your mind away from VALORANT for a while. While you are ego depleted, your blood sugar drops, so if you want to play another, grab some fruit or something.

    The Where:

    ... In VALORANT... But honestly this advice works for every team activity out there.

    Thank you if you read this the whole way, and while I hope it does make people less toxic if you use this advice, this is something that I find can be the difference between a win, and a loss.

    submitted by /u/spyzip
    [link] [comments]

    Without the trash talk, this clip does not exist... *minimal language*

    Posted: 02 Aug 2020 06:22 PM PDT

    Viper Date Night

    Posted: 03 Aug 2020 12:50 PM PDT

    Some low rank mistakes (Correct me if I'm wrong)

    Posted: 03 Aug 2020 04:52 AM PDT

    Highest rank was D1, but those are some mistakes I usually see in the lower rank.

    1. If the enemy defends by smoking the enterance. Don't just walk through it and expect to win a fight without using any of your abilities or your teammate abilities.

    2. If the enterance is slowed, keep in mind your teammates won't be able to push with you if you are in front. So don't force yourself going forwards ignoring your team.

    3. Bait utilities. Believe ot or not, you can just "not rush B". Make the enemy throw 2 shock darts, grenades, 2 flashes ... Just whatever they have. Those are the stuff that will make the defending team easier to attack once gone.

    4. Sage's wall. Destroy it. Trust me on this, 90% of the time she is gonna slow right after. Maybe twice in a row. Now the enemy sage has nothing to do for the rest of the round.

    5. Reyna leers. Destroy as fast as you can. Don't look away .. it doesn't matter. Either stay close to a corner where you can cover or destroy it and aim back where it came from.

    6. Don't peek operator? What you should do instead is smoke him off. Use your omen to smoke heaven. Use brim to smoke site. As Morello said: "2 controllers best defense against an awp"

    7. When playing retake, take a quick look at the enemies alive on top. If you see breach or sova last alive with ultimate ready, expect they will defend once they hear the diffuse and be ready for that. Maybe a quick fake is your best option.

    8. Happens often in lowest ranks. Yeah the objective is to plant the bomb. But here is a scenario where you planted will result in losing a round. Lets say defending team rotated to A site fighting your teammates. They still didn't enter site. But you for some reason have the Bomb alone on B while it's clear. If you plant without telling your mates, you will most probably lose the round by diffuse while multiple people push you alone and your teammates are far back to defend. Why is planting bad? No it's not bad. It's planting without controlling the site with your team and abilities that is bad. When I see pros play what they do is use their mic "I'm entering site it's clear. Guys rotate I won't plant alone". Their teammates immediately run towards him to take good positions and back him up

    Edit: Thanks to @luaudesign he mentioned an important point I missed: 9. When playing attacking or retake, take a look at minimap your teammates location or coordinate with them over mic to attack at at the same time. It's better to let enemies fight simultaneously through different angles and a higher chance for you to kill, instead of pushing 1 after the other against the whole enemy team/

    submitted by /u/eskeletsh
    [link] [comments]

    No comments:

    Post a Comment