You're going to hell if you do this... but send me the clip because it's pretty funny afterward.
Rito pls, buff the Classic again... (@DuckWithCape was the 69th Upvote)
This is what happens when you spend your credits like an idiot:
Don't be that guy, manage your credits better: https://moot.us/lounges/310/boards/1426/posts/4261263/a-smart-spender-s-economy-guide
The Only Killjoy Cosplay You'll Ever Need xD #Killjoy
If you know, you know.
For those of you who don't understand, I'm sorry; this meme wasn't meant for you.
For those of you who DO understand, don't explain it to those who don't. I don't want anyone's innocence ruined by my hands. ;) thanks.
Phoenix mains be like: #PhoenixMains
Original Video: https://www.youtube.com/watch?v=NbCWQ5G-JTo
A New Agent Approaches: Killjoy's Abilities (Updated)
In the past month, many hand gestures have been leaked claiming to be the newest agent coming in Act II of Valorant. A recent leak shows actual footage of Killjoy’s abilities, and it seems like there will be a new Sentinel (think Sage and Cypher) on the scene. Her abilities seem exceptional for stalling and holding positions, so maybe she’ll shift the Cypher meta a bit.
The first ability is a little robot trap that does damage and leaves enemies vulnerable. This status effect of vulnerability makes agents take double damage from bullets. This is a perfect alternative to Cypher’s tripwires, but I assume there will only be one charge. This ability is retrievable.
Killjoy deploys a turret that deals damage to enemies in its radius. The ability doesn’t appear to do much damage, but it can at least alert you of incoming enemies. It’ll be especially good for solo holding sites, and it seems that Killjoy may be one of the best for doing so.
This ability is like an activatable Molotov so it triggers like Cypher’s Cybercage or Viper’s Toxic Cloud, unlike any other Molotov in the game. The tick-rate damage seems to be much higher than other Molotovs as well, dealing tons of damage; at least 33 or so per second.
True to its name, Lockdown is a ticking timebomb of a debuff. It slows and disarms enemies in its radius for 8 seconds after the long countdown timer. It can be destroyed, so there is counterplay involved. This is a great tool for flushing out enemies in an area, it’s almost as good as Breach in this respect. A lot can happen in 8 seconds, so it is sure to be reduced by a bit after everyone digs into the new Agent.
With everything out in the open now, I’m curious to see how this shifts the competitive meta. Do you feel that Killjoy can make any ripples in the meta, or are Cypher, Sage, and Brimstone too good for any single Agent to overcome? Are these abilities broken given the current context of the game, or is an 8 second disarm and slow justifiable in Valorant? Defending will get even easier with the addition of this futuristic addition of an Agent.
Killjoy's Theme: https://www.youtube.com/watch?v=ZK1jKuG_sQ8
Follow @Main Omen
He's a nice guy that helped out with revamping this a bit. Chow o/
Just a song that was stuck in my head, and I thought it would go nice here, so enjoy.
Don't try this at home xD #Raze
This is probably the last meme for the day. Have a good day everyone.
Most accurate depiction to date #LastPlayerStanding
We all have that friend; we love them to death though. #TheTrashYouChoose
Tell me that this isn't accurate. #PlacementProblems
It's an unpleasant feeling, but face it with equanimity. #LastPlayerStanding
I don't want to hear it; someone nerf that crap. #Reyna
A Small Price to Pay for Salvation #Raze @Exp1icityyy
Kills over Spike | Don't quote me on this though because I'll deny it.
Be kind, and people will listen... sometimes. #ToxicTroubles
When you finally get to A Site, but the whole team forgot the Spike in spawn... #Amnesia
Smh, I dealt with this frustrating crap today #CompetitiveStruggles
8 Things to Do as a New Valorant Player
There are plenty of ways for players to prepare for new games. Some practice a lot. Some people watch pros and other players’ videos and streams to get a feel for the game. Others just hop right into the matches and play. But, there’s some things that you can do that may go unnoticed prior or during the matches you’re watching. So, if you’re new to Valorant (or any other FPS game), feel free to use and do these things to help yourself right from the moment you start your first ever match, all the way through to your most experienced matches!
1. “Quiet on the Comms” (Short and Smart Calls)
When playing any sort of Search and Destroy style game, it’s vital to give your teammates the kind of quiet that you would want. If you see something then yes, you should say something if they overlook it on screen. But, don’t be calling out all sorts of things that aren’t helping someone play better once you’re dead. Also, leave your microphone usage to just the important information and not for your angry comments. Instead of saying, “How did he get there so quick… he’s half HP”... just tell your team the guy has half HP and then complain off the microphone. Everyone will appreciate it.
2. Crosshair Choices
Many games are giving players the option of creating a crosshair now, including Valorant. I highly suggest you use 2 different crosshairs (whichever you prefer). Don’t choose a crosshair that moves as you move, since lining up shots will be a pain and it’s better to have a full understanding of where you’re aiming. In addition to that, Valorant has some amazing moving accuracy on some guns so you might be confused if you had the wrong crosshair active. What I recommend is getting a dot crosshair or a plus sign crosshair with an empty circle. This will be easy to use since you’ll see your enemy head covered or encircled, meaning one thing. FIRE!
Now that sensitivity is available to be changed on a horizontal and a vertical axis, along with having decimal points to work with… it can be quite confusing. This is the best question that answers your questions to what you should do with your sensitivity. First, think whether you’ll be looking high into the air or down at the ground a lot. Probably not. But, you WILL be turning right and left much more often and you'll be flicking significantly more. With that said, you should make your horizontal sensitivity high enough to flick comfortably for your mousepad and lower your vertical sensitivity so you’re not jerking your aim at someone’s feet or above their head. It’s going to save you a lot of ammo and humiliation!
4. Keybinds for Non-Mic Players
Most games these days will have some sort of quick chat options. Unfortunately, you can’t say everything you need through quick chat. That is unless you make the quick chat yourself. Anyone who has a gaming keyboard and/or mouse can make some sort of keybinds or macros with their product’s software (logitech, razer, etc.). This gives you the chance to use different keys or buttons as quick callouts that may be helpful. It just takes a little time to create and memorize the location of the keybinds and before you know it, you’ll be able to help your teammates out a lot better and get some more rounds!
5. Opening Question
Many people will think this is strange but it’s also the most useful thing you can do with your teammates when you start a match, typically in warmup. Ask a simple question to your teammates to see what kind of people you’re working with. My go-to question is always the same… “So, who’s carrying this game?” After asking this, people may respond with their microphones, letting me know if we’re going to have verbal callouts or not throughout the match. Also, someone may say they’re new or experienced, allowing you to mentally prepare for a better player or a player who’ll need help during the match. These sorts of things will make the biggest difference before the match as you don’t want to say the wrong thing to the wrong person. Just create a good question or use mine and you’ll see how much info you can get just by breaking the ice.
6. Play the Maps Offline, First
Before hopping into a game and getting confused with what people are saying, jump into the maps offline with or without bots and get a feeling for the areas. You may remember some places and create callouts for them. Also, some things are hard to mistake. For instance, if your map has a giant statue in it, someone may call out “statue” and you’ll know exactly what they’re talking about. It’s highly suggested you do this and learn as much as you can so you’re not falling behind in-game.
7. Tell Players You’re New
To prevent any sort of confusion and conflict, it’s always best to be honest about your knowledge of the game, map, and also how long ago you started playing it. Players who are kinder will help you out and understand if you’re struggling, giving tips along the way to make the playing experience better for you and for themselves. Toxic players are more likely to just ignore you and not make any comments, just because you were honest enough to tell them that you’re not exactly a know-it-all yet. It’s the safe way to play as a new player and definitely the smarter way!
8. Basic Knowledge
You need to have some basic knowledge on the game before you hop into public matches. Basic knowledge includes anything that is obvious that you should know about a game without having to ask people. Here’s a few things you should know, for example: Is there fall damage, can you ADS (Aim Down Sights), How accurate are guns when spraying, Is there health regeneration, Are there movements speed changes depending on your weapon and/or agent/player, What are the styles of fire for different weapons.
All of these things are vital to know before going into a game so you’re not confused about something and so you don’t kill yourself after jumping from a height because you thought there was no fall damage. You have to play smart and to play smart, you have to know the game at least half-decently.
This is why she's getting nerfed next patch #Raze
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Some Cyphers are too good at keeping their camera hidden #Cypher
Competitive Match-making: Balanced or Broken?
It has been exactly a month since competitive match-making has gone live, and it’s an atrocity. Ranking matchups are mismatched, skill disparities leave some teams desperate, and deadweight is often attached to your team. As the ranks get higher, it becomes painfully apparent just how out of order the match-making system is.
We’ll first address the elephant in the room, performance-based match-making just doesn’t seem to be in the cards for Riot Games. They aren’t making their algorithm as transparent as the situation requires. MMR is nowhere in sight while you have Gold players in Diamond games. The skill gap of two ranks in almost any game is enough to give both the Diamond players who were unlucky to have Golds on their team and the Gold players themselves an awful time. The macro and mechanics just aren’t there to compete with people two ranks above them. So what if you won three games in a row? That was with people around your skill level. Just because you win three games of chess among your peers in school, do you have to play against a grandmaster chess player? It’s safe to say that the manner they are going about match-making is all wrong, and giving users the ability to know where they stand with their MMR can help with fine-tuning this faulty machine.
Next, we will take a closer look at performance gauging. From the moment I saw that they would decide rank based on performance, I knew we were in for hell. When put into words, it sounds like the most obvious solution, but FPS games are a bit different. The difference in ranks comes with a disparity in reflexes, aim, macro, coordination, and communication. At about Plat to low Diamond, you can assume that everyone’s aim is pretty deadly. That just leaves the other aspects to be ranked by. If you are killing people in a lower rank because they don’t know how to aim like higher ranks or your reflexes are a bit faster, that only compensates for one of the many factors put into what makes ranks different. How can you decide to change a person’s rank JUST based on kills alone? Going back to the analogy of chess, you may be able to checkmate your peers because they’re unaware that they can use Castling to get out of that situation, but the same situation would not appear in higher levels of play. A Jett main in lower ELO may have abilities bound to buttons, higher ELO has them bounded to their mouse. The difference in clicking a button on your mouse versus moving your finger off of movement keys to press an ability already leaves a huge gap between players’ reaction time, freedom of movement, and adaptability. This like fixing a leak with tape (not Flex Tape); it’s just not going to work.
All that to say, there are many things that go into the difference between ranks, so it makes no sense to single out a single aspect of it to evaluate a player. What do you think of the Competitive ladder’s match-making system? Do you feel that it’s fair and impartial in its judgment of your rank? Have you experienced rank disparities in your own games? Even if you’re Iron and go against a Silver player, let your voice be heard in the comments to add to the ruckus. If we flip enough tables, someone is going to hear it.
The audacity of people these days. How dare they have a life outside of Valorant!?
Valorant Map Formations Guide
The art of choosing a proper formation in Valorant solo queue usually begins and ends with deciding how many players will go to each site at the start of the round. The truth about this habit, which probably seems like second nature due to games like counter strike, is that it leaves out so many opportunities to capitalize on enemy rotations and strategies that you might as well be throwing away ranks by not paying attention to the details of the practice.
Today, we’ll be going over said details and taking a look at which aspects of formatting are most overlooked and on which maps. These are strategies that you’ll be able to begin employing within a game or two of close study, so read up.
As always, the basic question: What is formatting?
Formatting is the process of deciding how many players will position themselves in which parts of a map and what roles said players will have. This happens on a macro level before a match begins and on a micro level both before an individual round starts and during a round’s various stages. In short, formatting is the skill one uses to decide which formation his or her team will be running during the game.
We’ll use the map Haven as an example.
A large map with three sites to defend / attack, Haven is the perfect setting to showcase the power of proper formatting with.
Most teams will go with a standard 2-1-2 formation. That is, two players on A, one player on B, and two on C. There’s nothing wrong with this, and I’d argue the formation should be the go to for non-professional teams. That said, there are some nuances players tend to slip up on when deciding who goes to what locations.
One common error teams tend to make is sending a supportive player, like Sage, to B. She has a wall that can help slow a mid push, and a slow that means she’s a perfect fit for the position, but this an error in judgement on the part of the defending team and represents the lack of awareness teams have with formatting as a whole.
Sage, as mentioned, is a supportive player. She likes an environment where she can help a teammate survive or revive while using her slows and walls to create dangerous environments for enemy players that her team can capitalize on. Knowing this, how much sense would it make to send her, by herself, to B? Instead, sending an agent that can react with vision obscuring effects or cross map reactions to pushes on other sights is a wiser move.
Viper and Omen are two great candidates for this example. Viper has cross-map walls, damaging smokes, and slows in her kit. On the other hand, Omen has smokes, near-sighting flashes, and an ultimate that can let him teleport across the map, if need be. With this change, not only does the defending team have more freedom to let their more macro-intense agents stay near the middle of the map, but Sage gets to sit on either A or C, both of which are sites that she can flourish in.
To summarize, defensive formatting is a skill in its own. The peripherals of which fall onto agent strengths and weaknesses, not just player count. Five players with the same weapons in Counter Strike might be able to go to any position and function all the same, but that isn’t true for agents in Valorant, so keep an eye on any misplacements forming up in your games.
On the other side of things, we have the offensive teams. This is where the most egregious errors happen, and it mostly comes down to a lack of communication, not a lack of creativity or map knowledge (although that isn’t a rare problem, either).
Let’s use the map Bind as an example.
Suppose an attacking team wanted to split A Short and Baths to make a move onto A.The team consists of: Cypher, Phoenix, Sage, Brimstone, and Viper.
Phoenix and Sage prepare to peek Short, Brimstone and Cypher prep for a Bath push, and Viper moves towards B Link to lurk on rotating enemies. There’s an error being committed in this situation, but I won’t tell you what it is yet.
The play develops with Brimstone smokes and Phoenix Flashbangs leading a push. Phoenix bags a kill on short before getting picked off while turning into A site, Brimstone Smokes off heaven (A tower) and two other spots on A site before making a push to the centre of the site and getting a frag. Sage pushes towards site while Cypher peaks Heaven from Baths while holding the spike. Viper calls out B site’s rotation and takes the site through Hookah (B Window).
Cypher pushes onto site to secure the site against B’s rotation with Brimstone while Sage watches A Lamps just out of Heaven’s line of sight, and here we have our second mistake. Let’s go over the two that were commited. Naturally, we’ll start with the first one.
At the beginning of the round, the team made a push onto A while Viper lurked on B. The mistake here is not that there is a lurker on their team, but that Viper chose that role for herself instead of getting Cypher to do it instead. Cypher lends himself to that gameplay very well as I’ll explain later, but it's obvious that Viper is better suited to taking sites with her Toxic Wall being as powerful of a smoke as it is.
That change may or may not have had an effect on the round’s beginning, but it definitely would have had an effect on the round if the attacking team didn’t make their second mistake, which was not rotating out from A and back around to B after Cypher (or Viper) makes the rotation call.
Given this scenario, the remaining four players could have used their walls to safely rotate out of A and around through Hookah onto B. With Cypher as their lurker, he could have trapped the entrance to B hall with cages and trapwires to slow the enemy rotations back onto B and *bam*. Just like magic, they’ve taken a site without having to contest the enemy.
This is a strategy that morphs slightly as you change maps and drafts, but is a strategy which has an underlying principle that stays consistent no matter what you’re doing in Valorant: Whatever decision you make, strategy you run, or plays you attempt, your chances of success will be decided by how smart the choices you made in preparation were. So always be sure to check if your team is using the right tools for the job, lest the enemy prepare better than you have.
A Smart Spender's Economy Guide
Money makes the world go round and Valorant is no exception. The economy in Valorant is an integral part of the core game. Credits are used to buy weapons and abilities, and all weapons aren’t equal. To position yourself for success, you have to be smart, savvy, and thrifty when spending credits. To partake on the path of a Ph. D in Valorant economy, continue reading.
Before you talk about spending Credits, you have to earn them. That said there are a few ways to make money in Valorant; four to be exact.
The 4 Ways to Collect Credits:
Every kill nets you 200 Credits a pop.
Planting the Spike gives 300 Credits to everyone on your team.
Winning a round gives 3000 Credits.
Losing a round gives a welfare check of 1900 Credits for the first loss, 2400 Credits for the second loss in a row, and 2900 Credits for the third loss in a row. After winning one round this bonus is reset back to 1900 Credits until you roll down a losing streak again.
Basic Rules of Buying:
Buy and Save with the team. Any competent economy guide will tell you that when buying, you move as a unit with your team. Hive-mind mentality is what is needed to synchronize power spikes with weapon and ability buys. Unless you are a hotshot that doesn’t need a team, buying Operators when your whole team is broker than a beggar will put you all in a sketchy situation.
Pay attention to the minimum Credits you will receive on the round and plan accordingly.
Don’t buy a pistol when you have a primary weapon! This is like buying a screw driver when you have a drill; it’s redundant and wastes money.
Winning the pistol round is like securing the second round. There’s an average of a 1,100 credit difference between the winners and losers of the pistol round.
Pistol Round Tactics:
There are many ways to go about winning pistol rounds, but it all starts with what you do with the 800 Credits you’re given. Here are some strategies to ponder on and possibly put in to play when you find them suitable:
Buy Ghost and Spend 300 on Abilities
Use Classic and Armor and spend 400 on abilities
Go greedy and buy a Bulldog with 0 credits for anything else
Have a clutch teammate buy light armor and you buy them Ghost and have 300 on abilities or buy them a Bulldog and go without
What is an Eco Round?
An Eco round is spending as thriftily as you can for a full buy. It is setting yourself up for success in the next round.
Eco Round Tactics:
Don’t buy anything and save for a full-buy next round or to leverage a half-buy.
Buy the Ghost and a Light Armor for the round.
Buy the Specter which is the peak Eco weapon.
Buy the Marshal for anti-eco rounds. If the enemy team is trying to save money, the marshal works exceptionally well against people without armor. You can consider it as an Operator in those situations taking only one shot to kill.
Force Buying: Buying when you don’t have enough to full-buy, but still spending all of your Credits.
Half-buy (Buy just enough where the worst-case scenario leaves you enough next round to full buy)
A Full Buy with the Shield (Kelvar), Premium Rifle (AK or Phantom), and abilities is about 4500 Credits.
If you have money, don’t hoard it; sharing is caring. This doesn’t mean bankrupt yourself to be someone’s sugar daddy. Buy within the limits of a half-buy, or if it is the last round of the half then spend everything as advised. If the best player on your team is broke, sacrificing your economy is not out of the question.
When you have a communicating team, many obscure economy strategies can be applied. Getting around armor and ability deficiencies, or saving money for weapons that are saved. Say for instance, your teammates win a round and the enemy had an Operator. Tell your teammate to pick up the Operator, and you can buy whatever weapon they were holding before. You’ve effectively saved a minimum of 1,600 credits for communicating.
Sabotaging the Enemy’s Economy:
When a round ends and there are enemies left, you have two options. First, avoid the enemy and either recoup your losses or push your advantage. Second, engage in a Gulag for weapons; fighting tooth and nail to plunder the enemies’ weapons and make them spend major money next round. When you kill an enemy in any situation and they have a premium weapon other than the classic or armor, not only are you gaining 200 Credits, but they are losing money as well. For this reason, I call it sabotaging because you could just wait seven seconds for the next round to come and you don’t have to interact with the enemy at all. Further interaction after the round ends can also be used to put the enemy economy into a precarious situation.
Hopefully, after reading this, your financial IQ in the Valorant economy has risen.
One of the best feelings in Valorant #Brimstone
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This is my first Valorant video... I put a lot of effort into it and I hope you enjoy^^