

- #SAME AIM DIFFERENT GAME HOW TO#
- #SAME AIM DIFFERENT GAME FULL#
- #SAME AIM DIFFERENT GAME PROFESSIONAL#
“So you’re going to want to compensate your mouse down, to the right, then to the left,” said TenZ.Īnother key feature of Valorant is the ability to aim down sights using rifles. “When you’re trying to control the spray pattern for a gun, just shoot at a wall first and see where they land.” “When you’re trying to control spray pattern for a gun, just shoot at a wall first and see where they land,” he said. He explained that some weapons have similar recoil patterns, namely rifles and SMGs where their bullets go up and then move from left to right.
#SAME AIM DIFFERENT GAME HOW TO#
“In CS, you can be a lot more aggressive with the AWP and the Scout.”įor rifles, TenZ showed how to properly control their recoil. “Snipers are quite different compared to Counter-Strike,” he said. In Valorant, all weapons are available to both attacking and defending teams while CS:GO has some exclusive team weapons. TenZ also compared the weapon mechanics in Valorant and how they’re different from CS:GO. If some teammates have already bought, they can refund their weapons, shields, and utility, to increase their chances of winning the next round.
#SAME AIM DIFFERENT GAME FULL#
He advises players to coordinate with their team on when to buy expensive weapons, shields, and utility, or if they should save their credits before the start of the round.Ī team that keeps forcing half-buys – a round where you spend the few credits you have to purchase a weaker weapon, light armor, and few utilities – will constantly be playing at a disadvantage against a team that has stronger weapons, full armor, and all their abilities. TenZ explained that Valorant has different buy phase mechanics compared to CS:GO, the competitive FPS he switched from. TenZ breaks down Valorant’s weapons and how to control their spray pattern Credit: Riot Games
#SAME AIM DIFFERENT GAME PROFESSIONAL#
Tyson “TenZ” Ngo is one of the premier professional players in the competitive Valorant scene. Consequences for further research, in particular the importance of treatment checks, are discussed.Updated on December 20, 10:00 a.m. We interpret these findings as general support for our main hypothesis that gamification is not effective per se, but that specific game design elements have specific psychological effects. Perceived decision freedom, however, could not be affected as intended.

Our results show that badges, leaderboards, and performance graphs positively affect competence need satisfaction, as well as perceived task meaningfulness, while avatars, meaningful stories, and teammates affect experiences of social relatedness. We deliberately varied different configurations of game design elements, and analysed them in regard to their effect on the fulfilment of basic psychological needs. Based on a self-determination theory framework, we present the results of a randomized controlled study that used an online simulation environment. However, previous studies have often treated gamification as a generic construct, neglecting the fact that there are many different game design elements which can result in very diverse applications. Previous research, although not entirely conclusive, generally supports the hypothesis underlying this aim. the implementation of game design elements in real-world contexts for non-gaming purposes, is to foster human motivation and performance in regard to a given activity.
