Counter-Strike 2

Counter-Strike 2

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mr shower ❤ 3 DIC 2022 a las 11:59 a. m.
Valorant is source 2
I'm a long time cs player (10k hours, hit global, faceit lvl 10) and I want to just give my opinion on Valorant and why you as a Counter Strike player should really give it a good shot. Valorant has everything you've ever wanted from cs and more, the graphics are really good, the matchmaking system isn't broken, 128 tick servers, better looking skins and overall it's a really good game. It's fundamentally cs but the gunplay and movement are a little bit different and it can take a bit to get used to. The fact that there's agents and abilities isn't that big of a deal because it doesn't take long to learn what they do. I really didn't have an opinion about the game for most of the time it's been out and I've only been playing it for ~6 months but I'm really enjoying it compared to cs at the moment, especially with cs lacking any operation or significant updates. I will play cs again when there's an operation but for now I'm a Valorant scrub. That's all folks, see you on the flipside. :steamhappy:

Edit: I just wanted to add, if you love cs you'll also love valorant. Now that I think about it, most well known pro players play Valorant instead now too. CSGO is my most favourite game of all time and I wish Valve really stepped it up with the content but it is what it is.
Última edición por mr shower ❤; 3 DIC 2022 a las 12:11 p. m.
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Mostrando 31-45 de 52 comentarios
Lupinus Rictus 3 DIC 2022 a las 6:33 p. m. 
does it have an rpg7 and a pkm machine gun?
󠀡󠀡 3 DIC 2022 a las 6:42 p. m. 
HAHAHAHAHAHAHAHHA
AFK 3 DIC 2022 a las 6:50 p. m. 
wait a min im confused ur trolling or telling truth?
⎛ PlamAtom ⎞ 3 DIC 2022 a las 7:15 p. m. 
Publicado originalmente por Shiro♌:
I do strongly disagree with your opinion, PlamAtom.
What stands out the most is claiming that there's no role for AWP, which is false; There are only two characters with valid abilities for the usage of Operator.. And given how much more difficult is its usage in comparison to CS:GO, such a role is necessary.

I'll respond to it sometime tomorrow, unless I forget about it.

I said "High risk-high reward embodied by weapons like the AWP does not exist in Valorant, there is no AWP role" which is accurate, or is Passive site defense (Which you not even see in Tier 1 games (2%) ) now "High risk-high reward?"
luvuhateu 3 DIC 2022 a las 7:15 p. m. 
clownemoji
luvuhateu 3 DIC 2022 a las 7:16 p. m. 
better looking skins for a 13 y.o i guess
⎛ PlamAtom ⎞ 3 DIC 2022 a las 7:21 p. m. 
Publicado originalmente por SSS:
better looking skins for a 13 y.o i guess

Which skin in Valorant looks similar to the Legion of Anubis AK again? What? No one at all? What they are all almost downright boring compared to the skins made by the CS community? Am I talking to myself to agree with you? Yes, I do.
mr shower ❤ 3 DIC 2022 a las 8:00 p. m. 
Publicado originalmente por | Xeo:
wait a min im confused ur trolling or telling truth?
I'm telling the true :steamhappy:
英國雙層彩虹巴士 4 DIC 2022 a las 6:09 a. m. 
я не разбераюсб
burn 4 DIC 2022 a las 6:15 a. m. 
cs go is half life
Shiro♌ 4 DIC 2022 a las 6:46 a. m. 
Publicado originalmente por ⎛ PlamAtom ⎞:
If you really do like CS fundamentally, then you can't help but deeply dislike Valorant.

Valorant is not Counter-Strike in terms of strategy or gameplay. Valorant is built to be a casualized competitive game, therefore counter-strafing is not essential but nice to have, therefore movement speed is slow and spraypatterns are linarer. This is reflected in every aspect such as map design: fixed timings, lots of angels, and map features such as teleporters, climbing ropes, and suspension tracks that give the player the feeling that he is using his movement to overcome these obstacles... while the games does it for him. If you compare this to CS where the player has to use his movement like on Cache to get to Shroud or on Nuke to get to the Silo or do even more complex plays like use Surframps on Nuke for a rush, then it is quite justified to say that Valorant doesn't have movement and doesn't need it. Peeking in Valorant is also not as strong as in CS because of this but still viable. The player in most situation in Valorant is just given the impression he would really do something, if you throw a flash it goes around the corner, if you shoot an arrow it reveals enemy positions in a big sphere, if you smoke something you simply point out where they are going... other skills are only viable because gunplay is not nearly as important in Valorant as it is in CS. Stratgically this leads to Defaults and Executes being the dominant strats, why play a complex wrap to waste Abilites and clear numerous Angels that go beyond Gamensens. In general if you get into a disadvantage in Valorant you are not supposed to get out of it by design, in CS it always depends on your skill.

In the same sense, people who go around like in the comments saying Valorant has no first bullet accuarcy have no idea what that means. It doesn't mean that the first bullet always hits, but that the area where the bullet can hit will be as small as possible which also applies to valorant. The accuracy of weapons in Valorant is more than double that of Counter-Strike. That's also why it doesn't matter that the heads in Valorant are minimally smaller than in CS or that the little drop of more randomness in the spraypattern. You don't have to learn a complex spray pattern like in CS, just drag your mouse linearly roughly in that direction and you might even get lucky with a bullet flying further left or right... because remember what I said about not getting out of negative siutation, yes Valorant drags your speed when hit more down than a crash in F1 ever could. Valorant doesn't need knockback like in CS because you are a sitting duck when hit. Valorant roles are a necessity so that it doesn't matter who uses their abilities first as an entry. Valorant is a slow-paced game where it is important not to get into unfavorable situations, high risk-high reward embodied by weapons like the AWP does not exist in Valorant, there is no AWP role. If the Valorant playerbase feels better about the game by calling that "much more tactical", then so be it.

The user score on Metacritic sums it up quite well with 4.8 "Generally unfavorable reviews". -https://www.metacritic.com/game/pc/valorant/user-reviews?dist=negative
Alright, I'm getting to it, just like I have promised.

I don't understand the term casualized competitive gameplay. I'll require an explanation. Counter-strafing is very necessary, you're not gonna last long if you can't counter-strafe. The game's literally the same as CS:GO in regards to the firefights. Peekers' advantage is a thing, but you do have to properly execute your movement to capitalize on it. As far as I know, that's not the thing in CS:GO.
Weapons do kick numerous times more, so I'm having huge issues understanding your point when you've mentioned, the spray patterns are linearer. How have you meant that?

The game overcomes obstacles for the player? What kind of a nonsense is that?
I do get what you're trying to say, but you should've really used a different word.. Besides, clearing all the angles is very difficult, even the current E-Sport players do struggle with it.
But, it could be argued that with the proper usage of initiators' abilities, it shouldn't be that much of a difficult task anymore.
You're comparing getting into difficult positions being more difficult in CS:GO than in Valorant? That's obviously false, and the reason for that is the different game engine, therefore bunny hops and all sorts of advanced techniques are more difficult to use.. I'd say.
Certain agents' abilities do make it easier, though, like Jett's toggle-passive low gravity, Neon's increased speed, etcetera.

Right.. You are comparing line-ups and abilities to each other.. And that's very silly.
I do fail to see how's learning line-ups tied to the players' skill. It's not even that difficult in both games to do so (CS:GO smokes line-ups, Fade's haunt line-ups, etcetera). This isn't tied to the player's skill whatsoever, so you've completely failed here in my eyes.
Smoking is certainly easier in Valorant, but that only means, each player is given a specific role.. Because those important tasks are tied to each agents' abilities.
Even if an AWP player dies in CS:GO, you can simply replace them with another one.. But when an AWP dedicated agent dies in Valorant, there's no placebo effect anymore.. You've already wasted this type of „role“, and nobody can replace it.
You've been claiming that flashes going around the corner do make it easier, but it's the other way around; You can't use it properly if your team decides to rush, because you'd blind the entire team of yours, unless you do peek a bit, which already exposes you and fail the entire task your flash is given to do.. With your own body.
I have no clue what is and isn't a dominant strategy, but it doesn't matter. A player shall be able to adapt to any given situation, and it gets even harder in Valorant, mainly due to certain agents' abilities, like Jett's knives, Raze's rocket launcher, etcetera.
If you can't make it in time to the site and defuse the spike without exposing yourself to tons of corners, which can Raze's rocket launcher capitalize on, it's a Game Over just because the agent has this ability.. Yet, you're claiming that there's no adaptation?
Have you even touched Valorant in your life? It sure doesn't sound like it, to be honest.

First bullet accuracy means first bullet accuracy. There's no hidden meaning here.
I have no clue, why're you trying to sound smart, but it doesn't work the way you're claiming it does.
And, no.. Valorant weapons are much less consistent and therefore less accurate than CS:GO weapons. You do know that already, so all you're doing is contradicting yourself in hope to take me off the track.. I'll bite, regardless.
I'm not sure if the heads are smaller, but it doesn't matter. It's easier to hit them in Valorant because CS:GO is more of a fast paced game. I've thought, we've estabilished that already, though, so I don't really see any reason to mention it for the third time.
The rest is just a plain nonsense - Claiming that the spray patterns don't exist, don't have to be learned in case you do wanna be accurate.. Why?!
Why are you trying to derail the thread to your own advantage, to take us all off the track?
You do sound like someone, who has been paid for doing this.

Besides, do you really believe what you find on the internet? It's clear that the reviews were made-up and rigged from the get-go, unless you do have the official source from Riot or Valve themselves.

Publicado originalmente por ⎛ PlamAtom ⎞:
Publicado originalmente por Shiro♌:
I do strongly disagree with your opinion, PlamAtom.
What stands out the most is claiming that there's no role for AWP, which is false; There are only two characters with valid abilities for the usage of Operator.. And given how much more difficult is its usage in comparison to CS:GO, such a role is necessary.

I'll respond to it sometime tomorrow, unless I forget about it.

I said "High risk-high reward embodied by weapons like the AWP does not exist in Valorant, there is no AWP role" which is accurate, or is Passive site defense (Which you not even see in Tier 1 games (2%) ) now "High risk-high reward?"
No, that's not accurate whatsoever.
Although economy is easier to maintain in Valorant due to the given clues, like how much money you're gonna have in the beginning of the next round, the role is just as necessary in Valorant as it is in CS:GO, and both weapons are in both games high-risk high-reward.
If you do refuse to acknowledge that, then you're plain biased and ignoring tons of other important factors at hand.. But, you're not even aware of them, are you?
Publicado originalmente por 温柔软猫:
Publicado originalmente por Shiro♌:
That's actually very false.
Valorant relies on movement mucho more than CS:GO; If you peek with more than two steps, you're already losing movement speed and therefore can't take the full advantage of peeking, which isn't a thing in CS:GO.
I guess, I shouldn't have expected a reasonable and valid judgement from CS:GO community..

How is that movement skill related? I talked about movement mechanics that require skill and not thing that require you to understand mechanic of the game in your own brain and understand that you need to take x diff steps to learn the thing. I talked mostly about related parts of csgo where you can edge bug, bhop, strafe and other crap that require actual skill and not brain thinking.
Sorry?
You're just contradicting yourself.
If you don't understand the way things work, how do you even expect to learn them in the first place?
Movement mechanics like bunny hopping are present in Valorant aswell, and those do require the same amount of skill as they do in CS:GO.. But, this does mostly apply on each player's preferences, given how much they're used to each engine and the tick rates of each server.
I have never heard the term edge bug, so I'd assume, it's not an important thing at all.
As for counter-strafing, this is just as important in Valorant as it is in CS:GO. It'll be very likely more impactful and easier to capitalize on in CS:GO, given its more fast paced nature in comparison to Valorant, but that doesn't make it irrelevant in Valorant.

Publicado originalmente por ⎛ PlamAtom ⎞:
Publicado originalmente por SSS:
better looking skins for a 13 y.o i guess

Which skin in Valorant looks similar to the Legion of Anubis AK again? What? No one at all? What they are all almost downright boring compared to the skins made by the CS community? Am I talking to myself to agree with you? Yes, I do.
The only related bundle of skins tied to Egyptian mythology, as far as I know, is the Sarmad Collection, including Phantom, Spectre, Knife, Frenzy, and Vandal.
If that's boring to you, you're just being blind by nostalgia and refusing to acknowledge the positive factors of other games than CS:GO.
Buffoon 4 DIC 2022 a las 7:11 a. m. 
Publicado originalmente por Gooba elite GE:
I'm a long time cs player (10k hours, hit global, faceit lvl 10) and I want to just give my opinion on Valorant and why you as a Counter Strike player should really give it a good shot. Valorant has everything you've ever wanted from cs and more, the graphics are really good, the matchmaking system isn't broken, 128 tick servers, better looking skins and overall it's a really good game. It's fundamentally cs but the gunplay and movement are a little bit different and it can take a bit to get used to. The fact that there's agents and abilities isn't that big of a deal because it doesn't take long to learn what they do. I really didn't have an opinion about the game for most of the time it's been out and I've only been playing it for ~6 months but I'm really enjoying it compared to cs at the moment, especially with cs lacking any operation or significant updates. I will play cs again when there's an operation but for now I'm a Valorant scrub. That's all folks, see you on the flipside. :steamhappy:

Edit: I just wanted to add, if you love cs you'll also love valorant. Now that I think about it, most well known pro players play Valorant instead now too. CSGO is my most favourite game of all time and I wish Valve really stepped it up with the content but it is what it is.
I dont like skins and I think anticheat is Tencent spyware :steamthumbsdown:
⎛ PlamAtom ⎞ 4 DIC 2022 a las 3:26 p. m. 
Answer to Shiro♌ 

  

Alright, I'm getting to it, just like I have promised.     I don't understand the term casualized competitive gameplay. I'll require an explanation. Counter-strafing is very necessary, you're not gonna last long if you can't counter-strafe. The game's literally the same as CS:GO in regards to the firefights. Peekers' advantage is a thing, but you do have to properly execute your movement to capitalize on it. As far as I know, that's not the thing in CS:GO.  Weapons do kick numerous times more, so I'm having huge issues understanding your point when you've mentioned, the spray patterns are linearer. How have you meant that?     Casualized Competitive Gameplay means nothing other than that the game mechanics are much simpler than in similar titles which impacts Gameplay. It also means that, like in a casual game, you have to invest much less time to reach peak, win and enjoy based on your gameplay, at the same time competitive means nothing more than how the game is oriented, there are farming simulators where you work together or games where you get a rank based on for example wins against other players thus making a game competitive in nature. The same way "S.K.I.L.L. - Special Force 2" has competitive gameplay.     
 

  

Counter-strafing is a mechanic to bring the movement speed down fast so that the movement inaccuracy doesn't kick in, in CS it kicks in at 34% of the maximum speed of the weapon you hold, in valorant at 52%. of your max movement speed. As a note, you also can't get faster than this with anything other than abilities. So what you have is a game where you generally already move slowly with high inital speed up resulting with the 52% in sliding around angels and still hit as long as you wait a little moment before shooting, by the way, this is why silent peaks exists in valorant... on the higher levels the whole thing looks different of course! they just have to tap the button once, compare that in CS where a pure tap on the appropriate button will kill you unless you are shifting even in Casual. So you see how in Valorant Counter-Strafing is nice to have but not essential?  

  

It seems to me that you have not understood the concept of peeking in Valorant, basically you do the peak on a single angel or which is very very important scouting, for that you use jump and jiggle peaks otherwise in a team you can also sometimes risk to peek wide and thus face multiple angels so that the teammate then peaks close, because remember what I said above, once you have a disadvantage in Valorant, you usually can't get out of it unless your opponent makes a bigger mistake... which is quite unlikely due to the simplified mechanics of the game. Therefor peeking means never shift-walk - never peak multiple angels - scouting is key and for this jump peeking is key, you do not want to give a headshot to the opponent for free because he is holding straight on the wall or for a peek. Stuff like you have to focus on movment is relative nonsense, you can move more accurately in valorant because of the low movement speed. 

  

What you mean by "Peekers Advantage" is basically network buffering and network jitter, this in combination with the actual peekers advantage causes you to be able to peek around the corner at 150ms without anyone seeing you go out, at 60ms you can't see a only small part of your body go out and below that it barely matters for regular players. On the Pro level where the battles also take place in a number of hundreds of millisecs, Angel's hold is even more effective and you are almost forced to peek with utility. 

  

Simply put, in CS, each bullet in the spray has an round area where it can land tending towards the center, this circle varies depending on distance and how far into the spray you are. In Valorant, on the other hand, you get a thicker line, which means the shots can land a little to the left or right of it, which is intendet as hitting an enemy slows him down like hell, thanks to RNG. Also, after the pulldown, the shots focus on the corners of the spraypattern, which means that you literally only have to pull in one direction at the right timing, thus making it absolutly easy to spray the weapon, if you struggle with spraying weapon on midrange in valorant, stop thinking that it is the same as in CS, it's not. Now if we look at the Spraypatterns of an Ak47 and any Weapon in Valorant, Valorants sprays are pretty much straight lines that touch eachother, while CS Sprays have bumbs, curves and go partly up and down.  

  

With this, the first passage of your answer has been worked through. As a summary I would like to advise you to learn the damn spray pattern and stop peaking multiple angels, learn the meaning of scouting and jumppeaking otherwise you will have a hard time in the future.  

  

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     The game overcomes obstacles for the player? What kind of a nonsense is that?  I do get what you're trying to say, but you should've really used a different word.. Besides, clearing all the angles is very difficult, even the current E-Sport players do struggle with it.  But, it could be argued that with the proper usage of initiators' abilities, it shouldn't be that much of a difficult task anymore.  You're comparing getting into difficult positions being more difficult in CS:GO than in Valorant? That's obviously false, and the reason for that is the different game engine, therefore bunny hops and all sorts of advanced techniques are more difficult to use.. I'd say.  Certain agents' abilities do make it easier, though, like Jett's toggle-passive low gravity, Neon's increased speed, etcetera.    
 

  

"it could be argued that with the proper usage of initiators' abilities, it shouldn't be that much of a difficult task anymore" 

  

- Congratulations! You have understood the core concept of Valorant, which has attracted millions of Overwatch players. Well, and it's also an essential part of casualization, people who don't need a rich playstyle, but rather understand how to use abilities, they like to use... or which are meta.  

  

Every game helps its players to overcome obstacles in its own way, for CS, this is in Utility and Balance - For Valorant, it's mainly Abilities and the advantage that once you actually get yourself the advantage you been working on or abuse the mistake of an enemy, you can be pretty sure to have it play out the way you want to.  

  

You seem to completely not understand what I said in this sense, in the end it is the player who brings himself into these situations, the difference is only that in Valorant once you are in such a situation (unplanned) you are screwed, in CS the player can always do something in any situation until he is dead, sky is the limit. Compare that to a game like Halo, where you have even more ways to get out of such situations, but also have enough means to oppose them, like Grenades when smb can take cover thanks to the shield.  

  

Of course, when you create so many positions on the maps that you can't call anything but a bunch of boxes, and you make peeking so detrimental, you're pretty much fated to get into such a situation if you play it like CS. Valorant isn't CS, and if you pretend it is, you're going to get into bad situations and will complain about how much this game turns you from a hero to a zero out of nowhere. 

  

The game engine says nothing about how your game works and feels, it depends on the physics and code how things like inaccuracy of weapons and movement work, if you convert the code from CS to Unreal Engine in theory - you have the same game which is executed in just another way (Simplied). The engine has nothing to do with if bunny hopping works - that's physic. If games from Unreal Engine or even Source feel the same, it's because they're using the same physics and reusing code. By the way, bunny hopping in Valorant is something completely different for that reason than in CS, you don't speed up, but can use it to dodge Mollys and Sage's Ice Slow as just one example... you can also go up slants faster quietly with bhop.  

  

So let's look at how the game pretends that a player overcomes obstacles and also does it for him. In terms of Abilities, there are those where the game itself takes a lot more off you or even less, but always gives you an advantage, in Valorant the majority of all solutions to overcome difficulties are always Abilities.  

  

You don't raise a wall, you say where you want the game to place a wall or any other thing, you position where things like a flash should fly around the corner towards the enemy. Then in contrast to that there are again skills for which you need lineups or also practice. So Yes the game does things for you to overcome such obstacle such as a player holding a site, if an OP is there GL without Abilites.  

  

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     Right.. You are comparing line-ups and abilities to each other.. And that's very silly.  I do fail to see how's learning line-ups tied to the players' skill. It's not even that difficult in both games to do so (CS:GO smokes line-ups, Fade's haunt line-ups, etcetera). This isn't tied to the player's skill whatsoever, so you've completely failed here in my eyes.  Smoking is certainly easier in Valorant, but that only means, each player is given a specific role.. Because those important tasks are tied to each agents' abilities.  Even if an AWP player dies in CS:GO, you can simply replace them with another one.. But when an AWP dedicated agent dies in Valorant, there's no placebo effect anymore.. You've already wasted this type of „role“, and nobody can replace it.  You've been claiming that flashes going around the corner do make it easier, but it's the other way around; You can't use it properly if your team decides to rush, because you'd blind the entire team of yours, unless you do peek a bit, which already exposes you and fail the entire task your flash is given to do.. With your own body.  I have no clue what is and isn't a dominant strategy, but it doesn't matter. A player shall be able to adapt to any given situation, and it gets even harder in Valorant, mainly due to certain agents' abilities, like Jett's knives, Raze's rocket launcher, etcetera.  If you can't make it in time to the site and defuse the spike without exposing yourself to tons of corners, which can Raze's rocket launcher capitalize on, it's a Game Over just because the agent has this ability.. Yet, you're claiming that there's no adaptation?  Have you even touched Valorant in your life? It sure doesn't sound like it, to be honest.    
 

  

Well that's not fair in itself, you are right, because Valorant Abilities are centrally anchored in the core of the game, while in Counter-strike the utility is used around the playstyle. You can't expect the Abilities in Valorant to strike the balance between skill for using and balance that Utility does in CS, unless of course you're saying that the games are similar, which in case you haven't figured it out yet, isn't the case. Valorant Abilities are always, easy to use and additional / nice or overpowered - Valorant is simply not a good game in terms of gunplay when compared with CS, but that's is not a side issue. In a game with conditions that i explained above, you inevitably need just such abilities in order to progress in a round and to make it kinda fun.  

  

Utility itself has no skill that's true, but throwing utility accurately, understanding trajectories and combining them, throwing utility under stress and high micromanagement load but also things that are not directly related to throwing like reacting correctly to utility are skills. Learning to use lineups is not that big of a skill, but what many supporters do is to find their own lineups so that they can remember them better and throw them more accurate. I'm sure no one has written such garbage in the community forum since a long time.  

  

Of course all agents abilities require some skill, and whether it's clicking on the map or throwing smoke, throwing flash, etc.... placing robots or even the ultimate ability, the question is how does that relate to usability, if you have an ability that is strong it should be hard to use. If you throw a flash in CS there are dozens of factors that can ruin that if you use it wrong, Valorant's abilities are pretty much all easy to use and there are very few factors that complicate things.  

  

I don't understand the logic behind teammates doing what they want and making Abilities harder to use. In CS they also block the throwing of utilities, look into the flashes and stand in the Molotov. There is something called communication which is also a mayor skill, you should try it out if that's the issue and it's not just mindless players or noobs.  

  

No, if your AWP dies, you can give the weapon to another player (If you can recover it), but that doesn't mean he will play the same way. AWPers train specifically for their playstyle, and you can't replace that 1:1 (if you give that to anything except a second awp) - so pretty much the same way you can replace the abilities of the player who dies in Valorant. 

  

Again, in Valorant, if you get into a negative situation, you're not going to get out of it, you can adjust as much as you want - maybe use an ability if you have something usefull. If you are not in a bad situation like enemy infront kills you in a sec, you can adapt, change your strat, coordinate with your team to have impact and turn things around.  

  

What you say in the latter is all done as said in the first part specifically to make Valorant easier and to encourage the use of abilities. If you don't have any abilities but the opponent does, you can pack up as long as the opponent doesn't make a massive mistake.  

  

Well "played" - like enjoyed - I wouldn't say but rather that I played ranked valorant accounts up to radiant - pretty much paid my tuition this and next year.  

  

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⎛ PlamAtom ⎞ 4 DIC 2022 a las 3:26 p. m. 
  First bullet accuracy means first bullet accuracy. There's no hidden meaning here.  I have no clue, why're you trying to sound smart, but it doesn't work the way you're claiming it does.  And, no.. Valorant weapons are much less consistent and therefore less accurate than CS:GO weapons. You do know that already, so all you're doing is contradicting yourself in hope to take me off the track.. I'll bite, regardless.  I'm not sure if the heads are smaller, but it doesn't matter. It's easier to hit them in Valorant because CS:GO is more of a fast paced game. I've thought, we've estabilished that already, though, so I don't really see any reason to mention it for the third time.  The rest is just a plain nonsense - Claiming that the spray patterns don't exist, don't have to be learned in case you do wanna be accurate.. Why?!  Why are you trying to derail the thread to your own advantage, to take us all off the track?  You do sound like someone, who has been paid for doing this.     Besides, do you really believe what you find on the internet? It's clear that the reviews were made-up and rigged from the get-go, unless you do have the official source from Riot or Valve themselves. 
 

  

What I have described is not a hidden meaning but simply what the term already says, the accuracy of the first bullet, which in valorant just as in CS is limited by the way weapon inaccuarcy is set in each weapon. Everything else would mean the first shot always hits no matter the weapon, no matter the distance or even movement speed.  

  

The accuracy of weapons after the spray does not decrease that much like some bots claim and is about 2x at the start when shooting, also again you can't spray like in CS where you follow the spray pattern, in Valorant you just have to aim at the area where the bullets remain at the corner of the spray and pull in the next direction as you transition. 

  

I personally have no idea what you are talking about in this part  

  

"I'm not sure if the heads are smaller, but it doesn't matter. It's easier to hit them in Valorant because CS:GO is more of a fast paced game. I've thought, we've estabilished that already, though, so I don't really see any reason to mention it for the third time. 

The rest is just a plain nonsense - Claiming that the spray patterns don't exist, don't have to be learned in case you do wanna be accurate.. Why?!"  

  

- Never said that it is not easier to hit heads in Valaront die to Movement speed LMAO.  

  

Also in terms of derailing the thread - "if you love cs you'll also love valorant" Pretty much arguing and answering to you that the opposite is true. Of course in the end it comes down to personal preference but Valorant does a lot of stuff that does not align with mayor design points of CS. I am not paid for this, but from the time playing that game it really was at any point obvious how bad that game was... not even to mention the absolutly clueless community and bots who fail to understand stuff like preaim and prefire, when they stand everyround in similar angels.  

  

Do you have any evidence that these reviews were faked? Or are you just listening to Forbs because they say the reviews are only about bad graphics that no one cares about in a BETA... because Valorant says the Metacritic reviews are only about supposedly bad graphics and they must be clearly rigged.... so clearly fake reviews! Just like the Russian Kernal says he has 600 tanks, the inspector says Kernal has 600 tanks, and therefore he has 600 tanks, right? (*Russia pulls out the T-62, which was obsolete in the 70s). 

  

But if you really read the comments it is suddenly but about mediocore gameplay, bad mechanics, bad and toxic community - not well developed etc...? Funny so I see there maybe 1-2 comments about bad graphics in 2020.  

  

https://www.metacritic.com/game/pc/valorant/user-reviews?page=1 

  

"But this one is here, a fast-paced shooter aimed at the esports crowd, mixing hero shooter systems with the twitchy gameplay of CS:GO. There’s only one critic score on Metacritic right now, from a French site that gave it an 80. The user score, however, is a different matter... Negative reviews mention graphics, technical performance and frustration with anti-cheat software" 

  

https://www.forbes.com/sites/davidthier/2020/06/03/valorant-is-getting-review-bombed-on-metacritic/?sh=7645276012b2 

  

Well, but the campaign seems to go on, because the score has not changed due to 2021 and 2022 reviews... Could it be that they just don't like Valorant? No! is fake. 

  

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  No, that's not accurate whatsoever.  Although economy is easier to maintain in Valorant due to the given clues, like how much money you're gonna have in the beginning of the next round, the role is just as necessary in Valorant as it is in CS:GO, and both weapons are in both games high-risk high-reward.  If you do refuse to acknowledge that, then you're plain biased and ignoring tons of other important factors at hand.. But, you're not even aware of them, are you? 
 

  

It was absolutely right what I said, you do not see in Valorant an OP that holds passive on site an angel suddenly go risky and aggressive, perhaps 2% of the time where it might brings no disadvantage. Show me some clips where this is the case after the movement nerf. The last thing this weapon embodies is High Risk. The weapon has two tasks, picking the enemy and holding an angel and both are not very risky especially if the enemy does not make the right counter-play, apart from dashing away and teleporting... which makes the OP so "RISKSY" right? With all the angels in Valorant, how dangerous is it to play a one-shot weapon there? The AWP is "High Risk - High Reward" the OP is the opposite "Lowest possible Risk - Reward".  

  

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  "Sorry?  You're just contradicting yourself.  If you don't understand the way things work, how do you even expect to learn them in the first place?  Movement mechanics like bunny hopping are present in Valorant aswell, and those do require the same amount of skill as they do in CS:GO.. But, this does mostly apply on each player's preferences, given how much they're used to each engine and the tick rates of each server.  I have never heard the term edge bug, so I'd assume, it's not an important thing at all.  As for counter-strafing, this is just as important in Valorant as it is in CS:GO. It'll be very likely more impactful and easier to capitalize on in CS:GO, given its more fast paced nature in comparison to Valorant, but that doesn't make it irrelevant in Valorant." 
 

  

Bunny hopping as mentioned before is a completely different mechanic in CS. No in CS you have to hit tick perfect which means with 7,8ms - 15,6ms depending on the tickrate. In Valorant, the timing is made so that you have to press space when you hear the sound of your feet touching the ground. If you strafe in Valorant while bhoping you need longer at a straight path, the main advantage that many people also see behind it is that you can be hit harder... I like to call it cancer-movement no matter if Valorant or CS.  

  

Edge bug like for example ramp on Mirage causes that if you fall in the right angel on an object like the stones there, make no sound - you also do not take fall damage- does not exist in Valorant there you have to jump on a box to get no fall-damage. Well, it's important when you play against opponents who exploit every advantage.  

  

As previously stated, peeking in Valorant is harder by design of the game but counter-strafing is easier by a long shot, you can also slide as previously mentioned and shoot accurately. There is even a mechanism that builds on it for a silent peek.  

  

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The only related bundle of skins tied to Egyptian mythology, as far as I know, is the Sarmad Collection, including Phantom, Spectre, Knife, Frenzy, and Vandal.  If that's boring to you, you're just being blind by nostalgia and refusing to acknowledge the positive factors of other games than CS:GO.
 

  

What skin is as detailed and virbrant as the Legion of Anubis? Not a single skin... look at Silvanus Phantom, Go! (Anime) Ghost or Depths Ghost, which are the most accetable skins... these are all matt shiny plastic skins and the skins like Infantry Spectre which try to be not shiny garbage look even more so. Compare that to a Printstream, Ice Coaled or Neo-Noir and it's clear which skin I'd get.  

 
"if you love cs you'll also love valorant"
speak for urself

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Última edición por medal red like text on profile; 4 DIC 2022 a las 4:09 p. m.
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Publicado el: 3 DIC 2022 a las 11:59 a. m.
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