Hello, everyone and welcome to skill caps, auditories dub and today I’m going to be talking about the one thing that I wish all of my teammates knew in Valor in the economy and how to work around it now being a tactical shooter. The economy is arguably the most important aspect of the game and causes games to be incredibly one-sided if teams can’t fix their economy. So today I’m going to be going over everything from the basics to the highly debated round in round three. By from forcing and light buying to a specific example of how TSM Wardell saves up for the operator and everything in between before we get into all that, though, make sure to hit that subscribe button and turn those bells on, because we have a ton more comprehensive Premium guides coming your way so be sure to stay up to date, so you can stay ahead of the pack.
Alright, so first things. First, there’s something we need to clear up and as the great war owl once said, that your money is not your money. It’S your team’s money, communism intensifies. But honestly, it’s completely true and the biggest mistake I see lose so many rounds is refusing to drop one of your teammates or not paying attention when someone needs to drop. Even if the person needing a gun is at the bottom of the leaderboard, everyone having a top tier weapon increases your chance of winning that round significantly and by keeping your money to yourself, you’re, making yourself lose more rounds and ultimately making yourself have less money. So, by being greedy you’re doing the opposite of what you wanted in the first place, you’re losing yourself money, so drop your teammates when they need it and drop your teammates when you’re getting close to the max of 9,000 and they’re running low just to keep your Economy, balanced out and standard okay. Now that that’s out of the way, let’s go over the basics so round 1, you start off with 800 credits to spin. However, you see fit and everyone should be buying on round 1, whether it’s full utility, ghost utility or armored utility.
You should be spending around one money and, if you’re unsure what to buy own pistol Rama, actually made another video on the exact same topic so feel free to check out my pistol round guide on this channel after round one. The money system gets a bit more complicated in general. You can get money in three ways: kills which grants you 200 credits per kill, planting, which will grant your entire team 300 credits to the team, the plants and around bonuses, which will give you 3,000 for winning around 1900 for losing one round 2400 for losing two Rounds in a row and 2900 losing three or more rounds in a row, there’s also a really cool feature just below your money in the by screen, which tells you the minimum amount that you will end up with after the round with your current money.
If you get no kills no plant and lose the round everything after that is just extra money on top alright. So now that we’ve covered the basics, I want to talk about light armor and heavy armor, because this is one thing I see over and over again causing people to have far more suboptimal buys than they could actually afford. Now light armor is going to give you 125 hair points for 400 credits, while heavy armor is going to give you a total of 150 head points for 1,000 credits, and while this is an improvement, it’s not even close to worth it if you’re sacrificing a lot Of utility, or resorting to a bulldog or Spectre instead of a vandal or a famine. Now, the reason is because the damage thresholds for taking damage with the Vandal remains exactly the same.
It’S one shot to the head: to kill you and four shots to the body to kill you, whether you have light armor or heavy armor, meaning that the Vandal with light armor and heavy armor are almost exactly the same, and the phantom actually operates the exact same Way for under 15 meters, but whenever you get past that 15 meter threshold, the phantom actually takes one extra shot to kill you in all scenarios, if you’re wearing light armor versus heavy armor, so long story short, while heavy armor is very important. It is heavily overvalued when your economy is on the line, because in the majority of scenarios it actually wouldn’t have made a difference anyway, and this is also why I say the standard number you need to remember is 3900, because if you have all of your utility 3900 gets you a vandal and heavy armor, but you can always go vandal a light armor and then buy the rest of your utility. So we talked about buying one round one earlier pistol round.
But what should you do on round two in round three? Well, this depends on whether you’re winning these rounds or losing stones. So, let’s start with lose your side so plain and simple. If you lose round one, the optimal thing to do is save up your money and then buy on round three and when I say save up your money, I mean buy out the rest of utility and that’s all by buying your utility you’re, essentially putting those credits In the bank and it’s money that you’re going not going to have to spend next round, but if the chance comes up on this safe round and it’s looking promising, you can always have those abilities to try and sneak the from your opponents.
The reason you save up on that second round is because on round three, everyone on your team will have over four thousand credits, allowing your entire team to have max utility heavy shields and their preferred weapon, giving your team the best chance to win and swing the Economy back in your favor, and this will all make a little more sense in just a second when I talk about what you do when you’re winning those rounds. So if you win that pistol round, you have a couple of options for you by, but you should be buying something always the cheapest. Buy you should go for is a marshal and light armor. Now most people go for the spectre and we see many pros like hiko going all the way up to the Bulldog, and the point of this is to ensure that your team takes home both of those first two grounds because losing the second round after winning.
That, first one let your team of the huge disadvantage, economy, wads and winning rounds, wins games so force up and make sure you win that round. So, finally, what do you do round? Three, the safest thing you can do if you’re solo queueing is tell your team to upgrade it’s great to upgrade here, because odds are someone on your team is going to anyway, especially if they dive they feel like they have to buy something and you’re, essentially just Contesting this round on a level playing field with your team taking home two rounds for free, the strategy that we’ve been seeing coordinated teams going for is very interesting, though, and also really very effective. So I found three if most of the members of the team stayed alive in the previous round. The team that won two rounds would keep the guns that they have and then light BA on the teammates that died. It seems like a very weird strategy.
Why would you stagger your buys like this, but keep in mind the enemies on a two round loose Street, meaning that the next round gives them a 2900 credit bonus for a loss and then they’ll get 3,000 if they win that round, instead allowing them to this? One win: resets their lost streak entirely and you’ll have enough money, stacked up to buy the next round and the round after that. If you decide, if you happen to lose that one and the other team is in shambles economy wise, because they’re lost streak has been reset now, the strategy is great for snowballing, a game in your favor after winning those first two rounds and on the off chance. You win versus the enemy’s first full by round with their weapons that you kept. You can pick up their guns that you killed off of them and essentially have enough money for the rest of the entire hath to be living comfortably and give whatever you want and coast out the rest of the game. Okay. So next I want to go over a few standard rules to live by when it comes to buy-in Valerie.
Now, in general, whenever you went around you’re going to be buying that next round, this is just a standard way to build and keep momentum going throughout the game, but whatever you lose around you should buy. Whenever you have equal to or more people on your team, they can buy a phantom or vandal and armor or 3900 credits like I talked about earlier now. This happens very often when a team comes off a losing streak, because even though they won that last round they’re usually only left with about 3000 in the bank for this next round, because they spent everything they had on winning that last round. So whenever you see your team with more people with 3,900, more credits buy up.
If the other team doesn’t have that many people with that amount, this is called forcing forcing is buying whatever you can to try and still de round, even though you don’t have an optimal buy, because you know that the enemies either aren’t gon na have an optimal Buy or they’re still in trouble economy, wise and then finally, we need to talk about light buying. So what is ligh buying? Why buying is a strategy when you’re close to being able to buy fully this round, but not quite, and it would be too risky for you to actually full buy and risk at this room, and the goal here is to buy whatever you can without going crazy Of course, to try and steal the round from the enemies, while still making sure you’ll be able to buy next round, because whenever you just buy pistols and light armor or whatever you decide to light by depending on how much money you have, you can try to Steal one of those rounds and whenever that thrifty tag pops up across the screen, you know that you’re in a great spot, because you spent almost no money on that round and the enemy spends so much that they’re gon na be an economic trouble and you’re going To be picking up those guns off the ground and be coasting into the next for your rounds and last but not least, let’s take a look at saving up for the operator from none other than arguably the best operator in the game.
Right now and the first person to hit the radiant rank and violent TSM Wardell after spending all of his money on round 1, we see Ward L up for one of each of his abilities, a marshal and light armor. Now, more importantly, though, this leaves him with. Twenty-One hundred credits and on the next one round, this will leave him with 50 100 credits, minimum to buy his operator for 4500 light armor for 400 and just a couple of abilities with his left over 200 credits. Now, obviously, when he picks up two or more kills like this, and it’s far from uncommon with the marshal, because it’s one hit to the body from those enemies who aren’t buying, then he gets to upgrade that to that heavy armor. Instead making him a lot safer. With that operator and protecting that investment, but saving up for an operator is one of the few times when skipping out on utility is worth it, because the power of a good operator on your team opens up so many more opportunities than a couple of smokes or An extra updraft would now, regardless of whether you’re saving for an operator or unable to buy exactly what you’re hoping for the most important thing is to buy with your teammates. If a couple of people can’t buy on round three delay it to Round four, because it’s better to do the wrong thing as a team than to do the right thing by yourself and loops. Ultimately, though, valorn is a team game and playing together.
Well, when you’ve more rounds and more games than anything else, but I’m curious what’s the biggest economic mistakes that you are or was making before. Let me know in the comments below and make sure to hit that subscribe button and turn those bells on, because we hear a skill cap to have a ton more comprehensive premium guides. Coming your way to keep you ahead of the pack and climb to the top of that leaderboards and up those rankings, and as always, we want to thank you for spending this. A little bit of your day with us and I’ll see you in the next video. I’M notorious tub signing off you