Cypher, Viper & Jett are also kind of the go-to agents to choose if you know your intentions. Skye & Sova are both equally efficient agents to pick in Breeze. Agent Selection: Best FiveĪs the map requires more caution than action, agents who are generally better at getting information should be picked first. One headshot from Marshal will deliver 202 damage, ensuring a kill. Shotguns are actually good picks for Semi-buy rounds in other maps, but Breeze has continuously proved that Marshal is the better weapon for Semi-buy or Eco rounds. Embrace the Marshal in Eco roundsĭue to their inability to cause damage in long-range encounters, shotguns are somewhat irrelevant in Breeze. Ideally, the Ghost would have been the primary choice, but Breeze has given a new life to the Sherrif. Even in Tier-1 tournaments, players prefer the Sherrif as it provides the best damage in long-range encounters. Picking Sherrif isn’t the ideal choice for Pistol rounds, but Breeze has changed that perspective. Additionally, Breeze has lots of room for agents like Jett to settle in with the Operator. The reduced price of the Operator now ensures better economic safety for your team. However, once you have a good read on your opponent, the presence of an Operator can be devastating for your enemy. However, the massive size of the map makes it harder for players to determine exactly where to be with the Operator. The Operator stays strongly relevant in Breeze as it can provide game-changing opportunities in any given scenario. While Vandal has its shortcomings too, but Breeze is designed for long-range gunfights, so ditching the Phantom is not a wrong move in this case. One-shot to the head will cause 160 Damage, confirming a kill. This is exactly where Vandal comes in, as its damage rate is the same regardless of range. Most encounters in Breeze are likely to take place from long distances. Starting from the weapon selection, picking Vandal is considered the default choice for Breeze. Knowing your opponent’s location & intention will help you make better decisions as the map is huge & sending the right player to the right position can shift the balance of a match. Some common positions to set up Tripwares & Alarmbots are located at the end of Hall, B Tunnel, Mid Doors, Mid Nest & B Main. In Breeze, it’s vital to place Tripwares & Alarmbots where necessary. Keeping your team updated about the whereabouts of the enemy is essential. Unlike other maps, learning and memorizing lineups in Breeze isn’t tricky. Since Breeze has open-wide spaces between sites, playing post-plant is a relatively comfortable experience on this map. Similarly, Sova, Brimstone & Killjoy lineups can be game-changing if appropriately utilized on time. Specially in Post-plant scenarios, learning a simple Viper’s Snakebite lineup can turn an impossible situation into your favor. In VCT, S-Tier players from all over the world have shown us the great importance of knowing lineups in Breeze.
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