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There are a few facets of the game that take some getting used to, especially if you're new to the tactical shooter genre. The practice range is a good way to train your aim and get used to the different weapons, but there's plenty more to learn. Here's a basic overview to get you started.
Every character starts with a signature ability and basic pistol they get for free every round. Everything else you have to buy with credits earned by winning rounds, playing objectives and eliminating your opponents. Spend those credits at the start of each round to buy weapons, armor and abilities. If you survive the round, you keep whatever weapons, armor and abilities you have and start the next round with them equipped. Sometimes it's worth losing the round but staying alive so you don't have to spend as much in the next round.
Most abilities cost a few hundred credits, depending on how powerful they are. Simple smoke abilitiess to disrupt sightlines are cheaper, while abilities that gain information and block off enemies are more expensive. But each agent's strongest ability -- their "ultimate" -- has to be earned by killing opponents and capturing ultimate orbs that are planted in fixed locations around the map. Each kill and orb provides one point toward an ultimate, but different ultimates have different costs (between six and nine points).
You'll also be able to buy weapons and armor during the setup phase. You can upgrade your sidearm to one of four other handguns, and choose from 13 primary weapons that make it easier to take out opponents. Primary weapons range from 850 credits for a pump-action shotgun to 4,700 credits for a sniper rifle that will take out any opponent in one shot. Armor gives you additional health and lowers most incoming damage.
Many rounds turn into frag-fests, with each team trying to wipe out the other, but that's not a guarantee of victory. Attacking teams are trying to plant the spike, so defeating all the enemies does mean they win the round. But defending teams can still lose rounds even after killing their opponents, if they don't defuse the spike in time. Similarly, attackers can still earn extra credits by planting the spike, even if they lose the round.
If you're the last one left on your team, you can still hurt your opponents even if the round feels unwinnable. Each enemy you kill before the end of the round means another person on their team has to spend money to buy guns and armor. Resetting your opponents' economy like that can turn around matches if they've been aggressively spending while your team was saving. Plus, you never know when you might clutch out a round win.
That's a quote from Sova, one of the Valorant agents. It's also a good reminder to the players that, yes, mechanical skill will take you far -- very far -- in the game, but it's not everything. Good aiming mechanics won't save you from bad positioning if your opponent sneaks up from behind or the entire enemy team rushes you at once.
Valorant is a tactical shooter, and some people are better at the tactics than the shooting. There's nothing wrong with that. If you get taken out early in a round, watch the mini map to see where enemies are and what ultimates are available, and make concise suggestions based on that information. If you're still alive, knowing where to place smokes, when to rotate across the map and when to pop ultimate abilities can be just as crucial to victory as landing headshots.
Source: cnet.com