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VALORANT New Agent Room: A Good Protection Monster!
Chamber is good at defense, but as an attacker ... (Screenshot: Riot Games)
The Chamber has long been announced, but Riot Games eventually released 18 agents on VALORANT.
The first appearance portrays him as an extremely talented Sentinel who relies heavily on the player's goal, while his skills are very useful in pushing and grabbing down map areas often inaccessible to other Guardians.
However, while he was very good at catching angles in defense, his help and kit left him a little less popular as an attacker.
Here are his skills and a brief breakdown of each of them.
Signature: Rendezvous
PLACE two teleport anchors. While lower and the anchor distance, RENEW to quickly transfer to another anchor. Anchors can be downloaded for RE-HIT.
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The Chamber is able to put two teleport points down. The point / anchor is the width Chamber needs to be in to make his teleport work. Once inside the first teleport anchor, the Chamber is able to activate the ability to quickly send a second teleport anchor. He will appear exactly on the second anchor, so if you see the anchor down as an enemy, there is a good chance that Chamber will appear at this point.
The best thing about his teleport is INSTANT. Like Jett's dashboard, he can open it at any time so that he can immediately get to his teleport point if he wants to. This will have a cool countdown time before sending the call again. The Chamber can also recall his teleport anchors from anywhere on the map to be placed in a different location. This teleport sounded like Jett's dash on steroids, and there were already problems with the way he was running fast without results.
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Perhaps the biggest disadvantage of teleport is that it can be recovered long after the Chamber has used it. During his recovery, he is in danger of being attacked and will not be able to defend himself, so if anyone encamped the Chamber in the second operating area, he looks like he is dead.
Teleport pins can also be destroyed, so you can shoot one to destroy it if you see it lying on the ground. From our testing, it looks like each anchor has 100 hp.
Whenever the Chamber sends by telephone, there is also a loud noise directing enemies like the Yoru teleport. You should be able to say where the Chamber sent by phone carefully.
VALORANT's new Sentinel, Chamber. (Photo: Riot Games)
Skill 1: Trademark
PUT a trap that scans the enemies. When a visible enemy reaches a distance, the trap counts down and sets the state of the world around us, creating a tangible field that causes players to be delayed within it.
This trap could detect enemies approaching. About 2 seconds after finding the enemy, a trap will shoot the enemy to create a camp that slows down the area around them.
Once the enemy has been caught in a trap, he has only two options to avoid being marked - be it out of line, or he can destroy it.
Yes, once you find it, if you do not break the watch line with a trap, you will be shot by a slow beam. This will happen even if you try to get out of the first step of detection, so there will be no escape.
When a trap detects an enemy, the Chamber will receive a notification that the enemy has been detected at a trap level. You will get more notification if the trap is destroyed or if the trap successfully explodes on a slow beam.
However, unlike the traps of Killjoy and Cypher, the Chamber traps are not visible when placed. That means you can shoot it a mile away if you see it on the ground. To use it effectively, the Chamber player will need to jump over these traps in a very hidden and solid area that is hard to shoot.
Skill 2: Headhunter
WORK to get a big gun. ALT FIRE with a shotgun pointed at the ground.
The Chamber will equip a very powerful gun if used properly. It deals with 159 head injuries, 55 head injuries, and 46 leg injuries. These damage numbers do not change no matter how big they are.
The mounting time on the Headhunter pistol is also fast, and I would say about 0.25 seconds. The quick ammunition time for a typical shot is 0.75 seconds, so removing a Headhunter rifle is sometimes best for firefighting if your main shotgun runs out of ammunition.
The accuracy of the gun is also very good. The first three bullets (if you decide to shoot spam) are very accurate, so if you are not confident with your headshots, you can still downgrade someone quickly with a body shot.
You can also apply aim-down-sights (ADS) to Headhunter, making it equal to Guardian.
Probably the worst part of the gun is that it doesn't reload, and it only comes with 8 bullets. At the beginning of the cycle, you will need to buy these characters for 100 credits each.
Chamber looks dapper (Screenshot: Riot Games)
Lastly: Tour de Force
WORK to call a powerful, custom sniper rifle that will kill the enemy with any direct shot. Killing an enemy creates a delayed platform that causes players caught inside to be delayed.
The Chamber will release a sniper rifle very similar to the Operator. It will kill anyone as long as the bullet hits them directly (yes, even the legs). You can still shoot enemies against the wall with it, but it will not be so effective.
If the enemy is killed with a sniper rifle, it will leave a dense field that resembles Chamber traps on the enemy's body. This is great for slowing down if you are able to shoot someone down during a squeeze!
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