![]() Pushing down through double doors from A, flanking through U-bend or spawn, or even rushing spawn. Breeze is less claustrophobic than past maps, even Icebox, so aggressive defensive movements can be extremely rewarding. It's an easy flank choice for any agent, and an unawares team will lose people to someone flanking there. If you're attacking B, make sure at least one person clears U-bend. A lone Operator defending B can be devastating, and even free up the rest of the team to hold mid more effectively. If you're good with it and it doesn't ruin the team's eco, then buy it. Perhaps not surprising given the last point, but Operator is king. I've regularly seen Marshall buys even where ARs are in eco, just due to the free shots you can land. Breeze is deceptively massive, and can be quite easily exploited by those with a little aim confidence. Almost every major sightline is beyond the easy hopes of a Judge/ Spectre, and I don't actively recommend a Phantom unless that is your preferred AR usually. Unless you're playing an offensive defense, there's almost no need for close range weapons. With her Toxic Screen ability, she can effectively divide either of the sites into two sections, granting an advantage to both attackers and defenders by obstructing vision. A is also the easiest point to defend a retake, given that you can back up basically into attacking spawn and still see site. Viper Viper is the top choice for a controller agent on the Breeze map. It's not fancy, but a Viper/ Phoenix wall and a few smokes gives the attacking team basically a free plant. It sucks for people who don't expect it, but flooding A works. I'd argue, at least in my experience, the mid area on Breeze is where a lot of rounds are decided. I cannot stress how important it is to try and suffocate an attacking side, and prevent them from gaining mid-control. This lets the attacking side (me) push connector onto A, or grab U-bend B side with no competition. I've noticed that, when I'm winning on attack, a lot of teams will three stack A, and double stack B, leaving upper mid basically free. If it's clear, I'll back up and make sure no-one pushes connector until I get a call to pinch A/B. Personally I jump straight down and peek U-bend to make sure those holding B don't get flanked. A lot of people default to the high ground right at the back, but that's a hard place to hold effectively just due to how visible you are from like five angles. On defense, while it can be stressful, some form of mid control is important. This will be a long reply, so I'm sorry in advance. Usually play either Reyna or Sova, and I jump between Gold 3 and Plat 1, playing only 4-6 hours a week (ish). Weirdly Breeze is the map I'm winning the most on right now. If you have any questions please send us a modmail!.Thank you to /u/PK_Fr33Z3 and /u/Vacre for the subreddit icon!. ![]() ![]() Too bright? Try the vanilla night mode!.START AUTO-GENERATION, DO NOT TOUCH Upcoming Matches Match VALORANT is a free to play 5v5, character-based tactical shooter by Riot Games. ![]()
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