The drill is a fun way to work on hand-eye coordination. On the other hand, hard mode is the optimum difficulty for players who want to force themselves to keep their crosshair level at high speed. Then, for this aiming drill, activate the bots on any difficulty level. To practice this strategy, players can travel to Valorant's firing range and put-up bots with armor to make the simulation as realistic as possible. Good crosshair placement is similar to having good game sense players should be aware of what is going on in front of them and around them at all times. When you aim your crosshair at head level, you'll be able to control recoil better, allowing you to bring your gun straight down. It will improve the precision and accuracy of your flicks, and you will witness a lot more one-tap headshots when playing. Learning to aim at head height is a must-have ability and technique in Valorant if you want to advance substantially. When you aim your crosshairs precisely, you have a good chance of landing a clean pick or frag on someone the minute they appear on your screen. When traveling the map, search for a corner, an angle, or a known hiding spot. Every step you take should be planned around the possibility of an opponent peeking around the corner. It took people literally 2 decades to get as good as they are now.One of the most straightforward explanations for excellent crosshair placement is to avoid having your crosshair float about your screen while walking across the map.
![best crosshair placement valorant best crosshair placement valorant](https://i.ytimg.com/vi/cVM-UZLIjz4/maxresdefault.jpg)
Valorant doesn't have much of that, as most of the maps are totally flat except for the few ramps that exist.Īlso, CS is a 25 year old game. Not only that, CSGO has multiple terrains and levels within a map, + boosting, making headshot angles always different based on the terrain. unlike in Valorant even in pistol rounds every engagement is a quarter of a fucking secondĪlso, pretty sure in CSGO head hitboxes are significantly smaller, relatively speaking. While similar, not comparable you don't instantly die 0.001 seconds after seeing an opponent even in the highest level of CS unless they're AWPing. The maps in CS are generally much larger than in Valorant (thus fights are generally longer range, making headshots harder), only the AK one taps (M4 doesn't), CSGO has an additional movement type (bunnyhopping, which doesn't work in Valorant) I hope this can complete the video OP posted, nice video nonetheless An attacker with good experience will preaim and prefire those angles, nothing wrong in holding such angles time to time but for good part of the situations you wanna hold the same corners by position yourself in unexpected locations, known as off-angles.
![best crosshair placement valorant best crosshair placement valorant](https://i.imgur.com/24vEcXD.png)
As an attacker, you're expecting your enemy to hold certain common entry points from standard points because those are more efficients than others.
![best crosshair placement valorant best crosshair placement valorant](https://twinfinite.net/wp-content/uploads/2021/03/do1.jpg)
This is a known mechanic in all the games that use a static FOV, CS it's one of them. Take care of perspective, if you're too close to a corner you're holding and your enemy is supposed to come out far from it (so you're going for a medium distance one-tap) you're gonna end up dead most of the times because the peeking enemy is going to see your first.This way if your enemy slow-peeks you microflick toward the edge of the wall which always results to be a predefined distance, if your enemy peeks faster, hence further from the wall, your crosshair it's already on his head most of the times. More precisely you don't want to hold your crosshair right at the edge of the corner but you need to give it some space because of a specific reason: No matter what your experience in FPS is, executing a micro-flick of a defined distance (in this case toward the corner if the enemy slow-peeks) it's much easier than accomplish a micro-flick of a variable distance. Crosshair placement's as explained in the video it's correct and it covers the basis of it but you DON'T want to just hold the crosshair at head-level, you also want to hold a gap between the wall and the deepest possible peek an enemy player can do.However, there's a bunch of things that need to be pointed out and I'll keep a few corrections concerning the video for the final part of this comment: I'll start off by mentioning that this video is well made, and thanks for sharing such info with a community that's most likely not composed by CS players for the majority.