https://twitter.com/RLewisReports/status/1636103932089978886?t=8QJqNdeIjQHV8fMC5-OWHw&s=19
Tier 1 scene In csgo is an absolute joke other than g2. Holy these teams dropping games against tier 2 and tier 3 teams so often now.
Imagine liquid still rank top 5 cs team losing to rare atom rank 72 team in 2 0 dominantly. Second map was 16 3 for rare atom. These guys are actual pay check stealers.
I didn’t necessarily mean spray patterns, although I do think spray patterns are harder than bursting. I meant in the sense that head hitboxes are significantly bigger in valorant than in csgo, so it’s easier to kill people. And also you don’t need to counter-strafe in Valorant. There are no important skill jumps that you can utilize in valorant unlike csgo. All these little things that make csgo more mechanically challenging.
its kinda hard to guage tho, as valorant has a plethora of mechanical aspects to their agents, with raze being the most mechanically challenging agent. but i'm inclined to agree ig. CS hands out way stiffer punishments for mechanical flaws, and the gunplay in valorant/tools for improvement of said gunplay (dms) are just bad, so its harder to be consistent, as i had a harder(and less fun) time learning how to consistently burst than learning how to spray for some reason
Valorant have alot of entry level agents to help new players.
Like brimstone for example, who simplifies the concepts of smoking to point and clicks instead of lineups.
Spray patterns arent that important in val imo. (until you hit the higher level)
Tapping and burst firing is more important
I would say comparing the two games.
Valorant has a lower skill floor and both games have around the same skill ceiling at the top level.
having a low skill floor isnt a bad thing btw
those entry level agents aren't viable for most maps tho, and you'd have to learn how to properly utilise the util kits of at least one or two agents to even be considered average at whatever role you start off with. couple this with the fact that you must know at least two roles to properly improve and climb the ranked ladder, and you end up with a higher floor. Hell, i think a higher ceiling as well lol
The skill floor is the minimum skill to perform in a game.
I think its still lower in valorant.
Alot of what you are saying doesnt involve the floor what so ever, its more about moving away from the floor.
Valorant simplifies some of the fps elements but enhances the depth of different elements of the game.
skill floor = the minimum amt of expertise req to perform at a just-below-average level = basic-intermediate mastery of util kits of at least two agents. still, i think higher floor.
EDIT: it depends on what you consider the skill floor to both games tbh.
if entry level val/cs = simply moving and shooting, then cs> val skill floor
idk if i can classify simply moving and shooting as the valorant skill floor tho, but that's a debatable opinion ig ¯_(ツ)_/¯
Yes most overrated esport of all time. AWP broken beyond repair, no scope has no accuracy drop off, fully accurate mid air (coldzera mirage clip no skill), all shotguns can kill in 2 hits from a mile away, smgs fully accurate while running, AK bullet inaccuracy, EZ smoke kills, Full running no scope scout headshots, SG scope way easier than ADS vandal or phantom. It's practically impossible to whiff an awp shot and the only goat conversations in cheater strike are for awpers cuz it's so EZ
How do you define higher skill ceiling? Both games are completely different in movement, utility, shooting mechanics, etc. Also, none of the games is easy at top level. I have played both games for probably thousands of hours, I'm MGE-DMG in CS and D1-D2 in valorant, which pegs me among the top 15% of player base (nothing special) of both games exactly.
I realized valorant was doing well when valve started tempting source 2 officially the past year. The source 2 stuff by valve proves that they consider valorant a proper threat (which it is) but, its good to get confirmation. I would like to add that both games help each other at the moment due to their contrast against each other keeping the FPS scene fresh. Both views should only keep increasing if things are going the same way as they are now.