To counter this, attackers can place a smoke, removing that sightline from the defenders. Normally, the defenders are able to get a deep sightline into the Lobby from a variety of safe positions. However, they fundamentally accomplish the same thing, which is blocking line of sight for the enemy. There are a variety of different types of smokes in Valorant, differing in cast method and duration. There is a large variety of utility in Valorant, and they all serve a different purpose when taking/holding space. Now that we’ve outlined the macro aspect of map control, let’s take a look specifically at how utility is able to contribute to taking space. Meanwhile, the remaining defenders safely peek for more information, with the mid players spotting some attacker presence. The deeper defenders get information, the more confident they can be that there are no attackers in that area. They are now able to hold this space and conclude that there is no one looking to push B (for now). There is no sign of any attackers, and no sound or response. Let’s take a look at a generalized example on Split, ignoring what utility or setup is used to take space: The round starts, and the defenders make a play to fight for B Main. Post-plant is also “holding” space, stalling the defenders until the spike detonates, or forcing favorable engagements. On the other hand, attackers are attempting to secure areas to create uncertainty for defenders, with the end goal of taking a site to plant the spike. By getting information about where the attackers could be going, defenders can allocate more utility to create setups, countering any attacks. For defenders, the more areas that are in control, the less possible areas the attackers could be playing. It might not seem very obvious at first, but taking space in Valorant is essentially the entire game, in one way or another. By attempting to adapt these ideas and concepts into your own games, you can create opportunities to turn matches around and lead the team to victory. Why does this happen? Without an understanding of what those terms mean, spreading the team across the map only opens more opportunities for players to die without being traded.īy reading this guide, you might be able to get a better idea of what map control/defaulting is and what taking space does, through examining how each ability contributes to this in their own way. Unfortunately, this frequently results in the team getting eliminated 1-by-1, ultimately losing the round. Often, players will hear this and immediately start to split up, trying to pick off any opponents given the chance. The coordinates of Pearl sets the underwater city somewhere near the coast of Libson, Portugal.If you’ve spent your fair share of time in the trenches of ranked Valorant, you’ve probably heard the phrases “let’s default” or the term “taking space”. As with any VALORANT map, Pearl’s loading screen comes with its own coordinates. Pearl is a vibrant and colorful map with strong Portuguese themed architecture and murals. First stop is Dia do Santuário, a grand city beneath the waves! er, PearlĪfter the explosion that occurred in Fracture that opened up the multiverses we’re finally going to be able to explore the weird and wonderful Omega Earth where the agents of VALORANT are bonafide superstars. The Spin.ph team got to explore the new map in an early access build and we’re excited for everyone to try it because it's that darn cool. Pearl is officially the first map featuring the game’s Omega Earth, the first alternate earth of the VALORANT multiverse. Pearl, as this new location is known, will be releasing officially on July 22, shortly after VALORANT’s 2nd birthday. NINE MONTHS after Fracture debuted, Riot Games is finally releasing a new map for VALORANT.
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