The weapons in VALORANT and their potential

Written By Staff Writer Staff Writer
Last UpdatedApril 9, 2020 at 04:25PM
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Since the beginning of the closed beta of VALORANT, a lot of information about the weapons started to be accessible. Mainly because of two factors: the community who collected and sorted the huge amount of information available and the game itself, which is absolutely clear to respect the damages of each weapon, the distances in which they do that damage and also a training map that facilitates the ability to see recoil patterns.

Snipers

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Riot Games

Operator ensures a kill connected to the shot in the chest even with a Heavy Shield which makes it a fearsome weapon. Being the most expensive weapon in the game (costing 4500 Creds) it has the ability to be efficient in defending at both medium and long range.

Marshal only gets the kill with the headshot if a player has a Heavy Shield. At a cost of 1100 Creds it is much cheaper than the Operator. If the opponent doesn't have shields, it's just as lethal as the Operator, since it will do enough damage on a body shot to kill your opponent. This makes it a good weapon against eco rounds (when the opponent prepare to save money for next rounds)

Rifles

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Riot Games

Phantom (2900 Creds) and Vandal (2900 Creds) have similar efficiency in getting casualties. They have the same damage at short distances, from 0 to 15 meters (about 50 feet), but after that, Vandal maintains his damage up to 50 meters (165 feet), while the Phantom's damage falls after 15 meters (50 feet) losing its ability to get kills in one shot and falls again after 30 meters (100 feet).

On the other hand, we have Guardian (2700 Creds) who in compensation for sacrificing the ability to shoot full automatic, it gets excellent damage by doing 195 head damage within a range of 50 meters (165 feet).

Finally, we have Bulldog (2100 Creds) that has a nice damage, can also get the kill with the headshot if the opponents don't have armor, which makes it a great option for rounds where we know the enemy team is on eco.

Pistols

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Riot Games

Pistols are a must-have option in the first round and to complement our primary weapon for the rest of the game.

Classic is a weapon that we are going to have all the rounds, fulfills its function decently.

Shorty (200 Creds) at a short distance, it can be devastating, but when we get to medium and long distance it becomes less efficient; it also is very cheap.

Ghost (500 Creds) and Frenzy (400 Creds): Very good at short and medium distance. Ghost with 105 headshot damage and Frenzy with a burst rate of fire.

Sheriff (800 Creds) is the only gun that can kill with one shot against a heavy shield. That, plus 55 shot damage, makes it an interesting tool for eco rounds.

Submachine Guns (SMGS)

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Riot Games

These are good options for certain moments of the game, but because they have some weaknesses, it’s better to invest in the rifles when we have the resources. Stinger (1000 Creds) and Spectre (1600 Creds) have a very high fire rate. Very good for rounds where we don't have many resources and want to collaborate with the team. Both are very effective combined with the stimpack, Brimstone's ability.

Shotguns

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Riot Games

Like the SMGS, shotguns are not effective on all occasions. Although on some bomb sites they can be very efficient, especially when combined with skills that allow you to block vision and cut off distances. Rotations can be complicated and we may not be in a good position for the weapon we have. These are fairly inexpensive options, which is another strength of these guns. Bucky (900 Creds) does a little more damage than the Judge (1500 Creds) but the latter has three times the fire rate.

Conclusions: The weapons seem to be fairly balanced between their cost, their utility and their impact on the game. Operator, Spectre, and Vandal are the essential elements, but it will be interesting to see if any of the other options can fit into the weapon´s meta.

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