Hello, everyone and welcome to skill cap, I’m notorious dub and today I’m going to be going over the most deadly weapon and valent the operator. Now, in this guide, I’m going to be going over everything from the basics to play style all the way to how to counter the operator, because a good offer can take over a game and nearly solo carry to victory before we get into that, though, make sure You hit that subscribe button turn on the bells, because we have way more premium guides. Just like this one coming your way as we’ve all probably noticed, the mere existence of an operator on the battlefield changes the entire dynamic of how the enemy team moves around.
But before we can talk about how to establish that kind of dominance, we have to start with the basics. So, let’s start with damage values. The most important thing that you need to know about the damage of the operator is that it does 150 damage to the body. That means that this gun gives you those satisfying one-shot kills every time you click on someone’s body, but with that being the case, why would you ever try to click on someone’s head? This is where the biggest difference between the operator and the normal weapons come in. While normally you want to try to keep your crosshair placement on the enemy’s head level, you instead want to keep your crosshair at the enemy’s chest or collarbone area.
This gives you the biggest target, because the enemy’s arms and shoulders count as part of the torso as well and receive that 150 damage. Now the legs they’re a bit different, they receive 127 damage when they’re hit with the operator, which is still a one-shot, killed. A light armor, but legs are much much more difficult to hit so make sure you keep that crosshair up to give you the best chance that one shot kill. It is important to know, though, when you do hit an enemy in the head. It deals a whopping 255 damage, which obviously seems like overkill, but there are so many walls and objects and valent that can be shot through with this high damage value, pretty much guarantees that no matter what object you’re shooting through if your bullet touches the enemy’s head. It’S going to be a kill, so the important thing to remember here is to aim at the upper body unless you’re shooting through a wall where a headshot is far superior. Now one quick tip before we get into when you should use the operator.
Valorn has an auto Reese coat feature that allows you to scope back in as quickly as possible after firing a shot. This allows you to shoot and gives you near-perfect speed and getting you next accurate shot off, and while it may not seem like much that split-second could be the difference between you living and you die. Now. It’S important to understand when you should be using the operator, because using the operator at the wrong time can easily lead to a lost round and a ruined economy. There are two powerful scenarios you should consider when using an operator when you’re contesting mid control from a long angle or when you’re attempting to hold a site solo.
The reason these are great times to use an operator is because your job as the offer is to get a pic before the enemy has time to establish themselves in an area that they’re going for, for example, if you’re playing Haven, CE site and you manage to Get a quick pic on their entry Fragger before they even begin to push their team is gon na think twice before finishing that push and probably before coming back to that side all together and the same goes for mid control on nearly every map. A basic rule of thumb is if you’re contesting a crucial point on the map and have room to reposition after your first shot.
The operator can be a very powerful tool, considering you know how to use it now, knowing how to use the operator is the most important thing, because, with the sheer damage output of the weapon, if you can master it, you will find yourself shooting your way out Of some very, very bad situations, aggressive offing, a greatest of all thing is the flashy counter strike like opping that everyone wants to pull off just because it looks so cool when you can actually make it happen, but it’s just not as effective in this game. For a few different reasons for one, the buy phase allows defenders to get set up in position on site before the round actually starts making catching defenders in rotation much more difficult, there’s also a slower scope in time. That gives you a little bit more of a delay when peeking around a corner before you can hit an accurate shot and not to mention the slow movement.
Speed is really unforgiving as well. Now, all of these things being said, though, there are a ton of aggressive ways to use the operator that are still viable, like showers, are mid on bind from attackers side. Both of these angles require you to peek quickly and go for a fast shot, because it’s very common to catch a defender, off-guard going for an aggressive play and that’s the best way to use the operator aggressively, push up to an unpredictable angle and punish the enemy’s Aggression, defensive whopping, defensive opping, is, by far the most effective way to utilize the weapon, because if the enemy is an angle that you’re already holding it almost guarantees, you a kill combine that with the ability to constantly fall back in reposition to stay unpredictable. It allows the enemy to constantly push up into your angle and get picked off over and over again.
This makes defensive off being the best for locking down sights on defense and cutting off rotations and flanks on attack. This kind of domination of an area is often enough to win rounds and games because often establishing that dominance in an area gives you enough map control to outmaneuver your opponents as a team. Let’S be honest, though, this wouldn’t really be a play style section. If we didn’t talk about quick scoping, quick scoping has been a staple and shooters for a very long time and valent is no exception. Other quick, scoping and Valerie isn’t quite as effective as in some titles and scope in time. Isn’T so long as to make it ineffective? In fact, if you’re standing still, you only have to wait until the frame that you can see inside of your scope to have a completely accurate shot. And although you should try to avoid quick scoping, it can be a great way out of a sticky mid-range situation.
But on the other side of the coin, we have no scoping. No scoping and valent is actually not too bad, as well. Think of your operator as a slug shotgun. That is only really accurate, extremely close ranges. You can turn your crosshair with movement air on to see where your bullet can actually go and you’ll notice that you can actually be quite deadly in those closer ranges. So, no matter what don’t be afraid to take your shot because, like we talked about earlier, it really only takes one now, with all of this being said about quick scoping and the different playstyles. Who should you actually pick to use the operator with for attacker side? Jet is the obvious favorite, because her mobility allows her to get quick, picks, lockdown areas all while being able to get back to her team very quickly and raises another character that has often overlooked and underestimated, but with the mobility that raises satchels give her.
She can take some insanely aggressive peaks, while still being ready to hit that shot. For the finish side, though, it gets a lot more lenient, with jet being a front-runner again because of her mobility and ability to hold uncommon angles, but characters like sage, cipher and Viper. And aside from when viper has her old all perform extremely well and operator because it amplifies their ability to hold down a site solo, this allows their team to play in pairs or stack a site. While they can be confident that their character can hold down that side with the OP, now that I’ve talked a lot about when to use the operator, let’s talk about how to actually use it peaking peaking with an operator is risky because, as I said earlier, the Slow movement speed is very drastic, but first and foremost the biggest mistake that I see new players make is Crouch. Peeking brauch peeking with the operator is a no-go and when I say crowd speaking, I mean crouching aiming down the scope and then walking out around the corner.
This peak is just so slow that you’re almost guaranteed to get shot before you even see the enemy instead. Crouch peak by peeking out and immediately scoping in and crouching at the same time, this way you’re peeking out as fast as possible, while moving your hip box and then preparing to shoot the enemy all. At the same time, now, the most common and effective feature you can make with the operator is two perfect feet, which means to pick your body out the smallest amount as possible, while being able to see the enemy. You want to combine this peak with isolating the angle as best as possible, meaning you should try to pick only one angle at a time to avoid any enemy peeking you, while you attempt to get a shot on your original target.
Although the standard speed is probably going to net you, the most kills, there’s also jump, peaking and reapeaks now jump. Peeking is the act of jumping out past the corner. Instead of walking past it in an attempt to go farther than the enemy’s crosshair, giving you time to scope in and click on their body before they can adjust your unpredictable peak, this is a great way to be unpredictable and punish an enemy for playing too safe. Of an angle – and this is also a borderline opie strategy when using conjunction with raises satchels. Finally, we come to reapeaks the downfall of many players in Valerie, because when you miss that first shot, I think everyone’s a little bit compelled to swing it and try it again. If you’re going to repeat most of the time, the best option that you have is to Crouch peak, like we talked about before, because after the first encounter, the enemy is likely to be pre, aiming at your head level, so crouching will likely make them miss their First, shot allowing you time to pick up that easy frag.
The safer option for repeating is go back to the same angle, but hold it closer and from an off angle. That way, they have to push up just a bit further, and you still have that holders advantage with the one-shot kill weapon. Overall, though, went on defense, it’s usually better to just play it extremely safe and fall back to reposition, which is where positioning comes in now. Positioning is vital when using the operator, because holding a bad angle or being too predictable can cause you to die and dying with an operator is usually a lost around, because you’re supposed to be holding a very important area of the map. As you probably already know, though, the longer the angle, the better for the operator, because there is no bullet drop-off and when going head-to-head with a vandal or a phantom at long ranges, the operator will easily win out 9 times out of 10.
Because you have no recoil to control and you just have to take that one shot, but there are more to holding and peaking angles than just how far away you are from the target. So let’s talk about tight anglers. Tight angles are very effective for holding a sight solo, because the goal is to peak an angle while seeing the smallest amount of the enemy as possible. That way, they see even less of you, sometimes you’re, going to run into people with godlike game and taking straight up gunfights with them is difficult. So this tight angle peaking it’s very important to gathering information on the enemy team, while still being nearly impossible to kill. This allows you to fall back, get into a better position to take the fight whenever they push up on the site and allows your team to rotate early. To give you guys, the positional advantage that you’re gon na need to win that round and then there’s all Fingal’s, sometimes in games, you’re feeling an area of the map, you’re getting kills left and right, this particular area, but you can feel yourself getting a bit predictable.
Well, Ulf angles are always an option, and off angle is an unpredictable angle that the enemy isn’t used to seeing. This means that you could push out into the other side of the angle that you normally hold, or, if you’re playing jet just boost on top of something like the middle box on B, site and Haven. These off angles are very powerful to catch the enemy off guard cuz, it’s very difficult to have good crosshair placement on an off angle and the enemies reaction time will be severely reduced because they don’t expect the angle just make sure you’re careful with your off angles, Because the last thing you want is to be predictable, especially if you’re playing an awful now most of the time, you’re not going to be playing the same angle, the entire round, which is where repositioning comes into play. The first tip I have is, whenever you take a shot, you can do something that is called a quick switch.
The basics of quick switching is to press 3 to take out your knife after you shoot. This gives you, the extra movement speed to allow you to get back behind cover or just reposition before you pull your operator back out now. You can combine this with a jump to allow you to maintain that knife movement speed while you’re in the air and you press 1 to pull out your operator so you’re, taking that time to pull your operator back out without actually taking that moving speed penalty. This allows you to be ready to shoot again from a much safer place than you would be if you kept the operator out the entire time and try to walk away and reposition with that slower movement speed. But this still begs the question: where should you reposition? Well, like I hit on earlier in the video you want to make sure that you’re unpredictable.
You should also keep in mind that, if you’re using an operator, the other team knows that they need to flank you and catch you off-guard. If they want to have a chance to kill you, but that being said, if you’re planning attacker after your first shot, it’s almost always a good idea to reposition to an angle where you can hold the fight, because in valor it it seems, like everyone is flanking. Even if no-one flanks, you, though, that guaranteed safety still makes it worth it, because your team can have the confidence to know they can play their game, knowing that no one is going to come and shoot them in the back. Another great way to reposition is to find an angle that allows you to cut off a rotation, even if it’s an unlikely rotation being able to guarantee that the enemy can’t rotate through that area provides benefit for your team, because you can use that information to assume Where the enemy is or where they’re coming from, or you can just use that cell area to yourself to allow you and your entire team to rotate through it. Finally, one of the best ways to reposition is to hold the same area, but from a bit safer location like a long on haven.
After taking your first shot down into a lobby, you can reposition from there to the boxes on site. This allows you to keep control of that entrance to a Bai long by forcing the enemy to push deeper and deeper into your line of sight. This allows your teammate to take control of a short and you to take control of a long, and you can still try to get off another pic before you actually have to back up and let your team come help. You now the common trend with all of these repositions is to maintain some control of the map, because, as the operator user, you are supposed to control areas of the map, but even if you’re, only controlling a small portion of the map, that’s better than nothing, because That small portion benefits your team much more than you know, because you’re taking away an area of the map from your enemies. Now, since the operator is such a dominant weapon on the battlefield, you have to know how to counter it. If you want to continue winning rounds against an enemy who’s decent with the off now, first things: first, you should hit that tab button at the beginning of the round and see if the enemy has more than 4500 credits. This is the magic number, because that’s how much the operator costs and if the answer is no, you don’t really have to worry about it and you can push cite freely.
But if they do, you have to start thinking about some of the following strategies, and the most effective way to deal with an operator is to force them to rotate. Now sometimes it’s gon na be a little complicated, but most of the time it’s as simple as pushing the site that the operator isn’t playing because retaking a site with an operator is much more difficult than defending one and another way to force. The operator. Rotate is to use your utility if you know where the enemy off is playing. Sometimes all it takes is a breech flash or a brimstone smoke to take care of them, because once they give up that initial angle, reapeating gets much more difficult. Worst case scenario, though, just smoke off the enemies offers angle to force them to take a more difficult angle or allow you to get close to them like if the enemy opera is playing heaven beyond split, you can just smoke off his entrance from mid.
So your team can push right up on him and brute force him down. You may lose one along the way, but taking down an opera is much more important than losing one person or your team. Finally, you want to make sure that you’re peeking with a buddy. Now, when I say peek with a buddy, I mean you have to both have your guns out ready to fire, because as soon as one person dies, the other has to be ready to shoot the offers. So they get slowed and you have the chance to finish them off. The operator is specialized in taking out one enemy and falling back, so forcing him to face multiple enemies at once is the key. Sometimes you have to face an operator solo though, and the best way to deal with them in that situation is to bait out their shot, and the shoulder peak is the best way to do it now. Shoulder peeking in tells that you stick out your shoulder. Just far enough to bake that first shot on the enemy offer and immediately peek, while he’s repositioning or chambering that next shot.
All in all, though, if you find a good mix of these strategies in the game, you’ll have the enemy oper wasting their money. In no time and you’ll find him struggling to actually hold down an area of the map. So what do you think about the operator? Let us know in the comments below because so far it seems like a love-hate relationship for most of the people that are actually playing Valerie. On behalf of skill cap, though, I just wanted to say thank you for watching the video and be sure to hit that subscribe button with the bells on, so you don’t miss out on any of these premium guides and you can stay ahead of the pack. We here at skill CAV want to thank you for watching and good luck getting to the top of that scoreboard.