【視聴数 36604】
【チャンネル名 Thinking Man’s Valorant】
【タグ Valorant,Pros,Guides,Guide,Ranked,Ladder,FPS,Shooter,Riot,Tips,Tricks,Tips & Tricks,Pro,Vod,Review,VCT,Team,Thinking,Game,Sense,Gamesense,VOD,Learn,Gain,Analysis,Brain,Understand,Win,Ability,Grow,Value,Think,Man,Valo,Highlight,Highlights,Fun,New,TMV,Chamber,Headhunter,Bad】
The best has to be Raze’s nade, surely?
Just like reynas heal. My friends argue that its The best ability since it heale You after The kill. But You still get 1 shot in The head and You dont always need The heal
Ive been saying this since he got released. Its just a worse version of sheriff with the only difference being that it carries from round to round. But what is ‘op’ about it? Nothing.
waht was mind boggling to me is the fact that every chamber ever forced 8 bullets just to never use them, and then not being able to buy his team
Lol I love that video of Japanese Announcers saying yay
The Japanese casters give me joy, it doesn’t sound like they’re even saying his name, it sounds like they’re actually going “yay” everytime he gets a kill
My friend keeps buying sheriff on eco Round even tho chambers economy is cheaper than most other agents:
Chamber:
– 8 Bullets + Lights + Trip (1800 Creds)
Most Other Agents:
– Sheriff + Lights + Full Util (1900 Creds)
It may not be OP in pro games, but in ranked I think lower skilled players find it OP because of the impact a good chamber/chamber smurf can have. Personally, I always buy a trip and 4 bullets because the people im playing against don’t have great movement and its relatively easy to hit headshots, especially with its 100% accuracy while crouch moving. I think, if it were to receive further nerfs, this aspect should be changed. I abuse this aspect of the headhunter in lower elos.
I honestly believe that the reason why chamber has such high usage rates is not bc he’s broken, but bc he’s the best op agent (bc the op is such a hard weapon to use for other agents that don’t have an ability to escape)
It was ok prenerf, but now its just painful.
I’ve heard countless ascendant/immortal players in my games complain about how a chamber on the enemy team landed a headshot on them but “that ability is so broken” and “when are they going to nerf that”, while ignoring the fact they got out aimed.
2:32 “Big dick, that hurts” Just our regular tourney casters…
Exactly why you describe how the gun performs is exactly why they refuse to nerf him. They nerfed his tp range but the pros and high level players all know that the two things that make chamber so broken is his instant tp, and how fast that headhunter comes out chamber can use basically 4 guns with his ult but in risky situation his headhunters pull out speed and headshot kill is deadly
about the ghost buy first round: keep in mind that if u get one tapped before u can even shoot u lose 500 credits. With the sheriff buy u still got 4 bullets left for 2nd round which means a high potential to get back a bit of advantage from the opponents. Just keep that in mind (although u should always think for the win in ur first round buys)
The only issue I have is, regardless of what you’ve said here, I still very much find it OP in Spike Rush
because chamber is the primary op character, his headhunter would be used more when hes using an op, which means he should be using it a majority of the rounds if he stays alive
Chamber is good for the game imo. It way more exciting watching pros play him compared to cypher. Cypher has cool plays when his site is pushed. But watching a pro sit on a camera compared to watching them pull of insane 1 taps is an easy choice. You need those crazy plays to bring the views in
really situational ability useful on eco rounds or if you’re an opper or need to reload during a round
Personally I don’t think the eco win stat is what makes Headhunter a strong ability. Yes, you could potentially get 5 kills and win that eco or get a pick and swing the round, but the ability to get that pick vs a rifle for a measly 150 cred investment is what makes it so strong. If you spend 300 creds and take 2 rifles from the enemy team, an investment of at least 5000, think of how that impacts their economy going forward. Even if nothing else happens that round for your (chamber’s) team, that swing of economy can be the difference between winning outright and going to OT and/or losing outright. THAT, in my opinion, is the true strength of headhunter. Low investment for potentially game-changing Econ swings that you can pocket on rounds you don’t need it.
TMV obvs doesn’t play Spike Rush smh my head