GeneralTuStrong

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GeneralTuStrong

GeneralTuStrong

@GeneralTuStrong

me lift me game me kill big

HIDDEN LOCATION Katılım Aralık 2016
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GeneralTuStrong
GeneralTuStrong@GeneralTuStrong·
Ghetto solution
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GeneralTuStrong
GeneralTuStrong@GeneralTuStrong·
@wtfslump @Eggsterr Just because it takes skill doesn't mean it belongs in the game. If I made an agent where you press E and it opens typeracer and if you get 300wpm the enemy team dies that also takes skill and it would be fucking stupid. Slide is fine. Bhop bad.
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slump
slump@wtfslump·
I agree it was powerful and it being on recharge but like the nerf kinda just feels like targeted to a com that makes content on the movement. It’s not fun anymore but I’m not tripping I’m just gonna play waylay now heh. Most of the annoying aspects that 98% of the player base hated was honestly hardly affected. (Sliding shotgun)
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Eggsterr
Eggsterr@Eggsterr·
Would you rather have unlimited jump spots with no risk or risk with no unlimited jump spots
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GeneralTuStrong
GeneralTuStrong@GeneralTuStrong·
@fyrrttv @VALORANT Just because it takes skill doesn't mean it belongs in the game. If I made an agent where you press E and it opens typeracer and if you get 300wpm the enemy team dies that also takes skill and it would be fucking stupid. Neon movement must go.
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Fyr@fyrrttv·
Nah Burger Jokes aside tho, I genuinely wonder if @VALORANT ever thought about asking pros / creators who main specific agents for thousands of hours about their own opinions before Buffing / Nerfing? Like i‘m sure we could find a strong Middle ground for Neon and many more Agents… Like I might be not speaking for everyone here, but if i was a Neon main and they literally hard nerfed her like this… i‘d genuinely lose my will to create content on the agent…
temet@temets

They actually killed Neon movement with this update its so sad. Her core mechanics should not have been touched at all it feels awful to play her now its so slow. Her entire identity as an agent has been destroyed and it feels like a very rushed/quick fix to make the community stop complaining about Neon. I understand that Neon did need a nerf but this was overkill. Not only was her in-air movement nerfed you don't even get a refresh on your fuel with kills. All of these nerfs with no re-work or adding utility back i.e slide/stun. Furthermore, Sentinels are getting a buff which would fix most of the problems with Neon. Also other duelists getting nerfed like Yoru/Waylay made her pickrate go up and made her look like a bigger problem. Instead of nerfing her movement speed, its already a good balance not getting your fuel back on kills. That was the main issue in my opinion. I would also prefer to go back to pre-buff neon slide if it meant I could keep the air-speed. Neons slide is what people complain about the most when it comes to her utility. The shotguns are also still not nerfed enough with Neon. An easy improvement would be to make the pullout time after sliding the same as operator so you can't instantly shoot mid slide. Her slide is still very good post-nerf and so is her ult. I'd like to see a nerf to her ult to balance out her kit more and that would make adding her air-speed back make more sense. I know it's hard to balance agents in VALORANT especially Neon. I just hope that we could find a good balance that isn't just cutting her legs off.

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DRG Splash
DRG Splash@splashxo__·
My main issue with the Neon nerf is that it didn't even touch the most egregious part of her kit that everyone complains about, being the Neon slide itself. The ability to pull your gun out and shoot while sliding and have accuracy is just not something that belongs in Valorant. I do not understand the logic in nerfing the airstrafing and bunnyhopping (where she is unable to take out her gun while doing that) and not the ability to pull ur gun out mid-slide and one-tap someone while moving. Also not nerfing her Ult at all when that could have also been an option is something that the community has been wanting changed for awhile.
temet@temets

They actually killed Neon movement with this update its so sad. Her core mechanics should not have been touched at all it feels awful to play her now its so slow. Her entire identity as an agent has been destroyed and it feels like a very rushed/quick fix to make the community stop complaining about Neon. I understand that Neon did need a nerf but this was overkill. Not only was her in-air movement nerfed you don't even get a refresh on your fuel with kills. All of these nerfs with no re-work or adding utility back i.e slide/stun. Furthermore, Sentinels are getting a buff which would fix most of the problems with Neon. Also other duelists getting nerfed like Yoru/Waylay made her pickrate go up and made her look like a bigger problem. Instead of nerfing her movement speed, its already a good balance not getting your fuel back on kills. That was the main issue in my opinion. I would also prefer to go back to pre-buff neon slide if it meant I could keep the air-speed. Neons slide is what people complain about the most when it comes to her utility. The shotguns are also still not nerfed enough with Neon. An easy improvement would be to make the pullout time after sliding the same as operator so you can't instantly shoot mid slide. Her slide is still very good post-nerf and so is her ult. I'd like to see a nerf to her ult to balance out her kit more and that would make adding her air-speed back make more sense. I know it's hard to balance agents in VALORANT especially Neon. I just hope that we could find a good balance that isn't just cutting her legs off.

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GeneralTuStrong
GeneralTuStrong@GeneralTuStrong·
@ottovonnwinkle @temets Just because it takes skill doesn't mean it belongs in the game. If I made an agent where you press E and it opens typeracer and if you get 300wpm the enemy team dies that also takes skill and it would be fucking stupid.
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otto@ottovonnwinkle·
@temets People are gonna ragebait but he isn't wrong, they nerfed the only thing about neon that took some semblence of skill and kept the bullshit slide and ult lmfaooooooo.
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temet
temet@temets·
They actually killed Neon movement with this update its so sad. Her core mechanics should not have been touched at all it feels awful to play her now its so slow. Her entire identity as an agent has been destroyed and it feels like a very rushed/quick fix to make the community stop complaining about Neon. I understand that Neon did need a nerf but this was overkill. Not only was her in-air movement nerfed you don't even get a refresh on your fuel with kills. All of these nerfs with no re-work or adding utility back i.e slide/stun. Furthermore, Sentinels are getting a buff which would fix most of the problems with Neon. Also other duelists getting nerfed like Yoru/Waylay made her pickrate go up and made her look like a bigger problem. Instead of nerfing her movement speed, its already a good balance not getting your fuel back on kills. That was the main issue in my opinion. I would also prefer to go back to pre-buff neon slide if it meant I could keep the air-speed. Neons slide is what people complain about the most when it comes to her utility. The shotguns are also still not nerfed enough with Neon. An easy improvement would be to make the pullout time after sliding the same as operator so you can't instantly shoot mid slide. Her slide is still very good post-nerf and so is her ult. I'd like to see a nerf to her ult to balance out her kit more and that would make adding her air-speed back make more sense. I know it's hard to balance agents in VALORANT especially Neon. I just hope that we could find a good balance that isn't just cutting her legs off.
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GeneralTuStrong
GeneralTuStrong@GeneralTuStrong·
@temets Neon movement was never supposed to be in the game anyway. She was designed as a ground sprinter, consider yourself lucky that you can still jump at all.
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GeneralTuStrong
GeneralTuStrong@GeneralTuStrong·
@AnderzzTV The most exciting part about all of this is that it means we will have to wait another 6 months before the changes we *actually* want take place.
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Martin "Anderzz" Schelasin
Appreciate that we're rolling back some of the initiator changes, but it feels like there's still an underlying misunderstanding of what util cycles exist in the most tactically deep games of VAL, and how the impact of untradeability and shotguns demand a minimum viable level of utility to keep rounds from devolving into shotgun/op roulette. Defensive Util Cycles look something like: >1:40/1:35 - Start of round info >1:15/1:05 - First cycle reclear for the fog of war generated by your opponent's open. Timing varies by map's attack side rotation times: you're trying to cut between when they'll leave their insert, and when they've gotten far enough toward the other extremity/corridor that your rotates will still arrive pre-exec if the Opp tries to accelerate in response to the reclear. >0:50/0:45 - Second cycle reclear to confirm opponent's commitment to a specific extremity/corridor and greenlight your team for encirclements/map collapse. >Post - Retake Naturally, these timings are very frequently non-linear, e.g. ~1:38 Open >1:05 1st cycle >0:50 2nd cycle. What we generally need from initiator cooldowns to keep these "3-step macro" rounds viable is for our cooldown to be usable for Open + 2nd cycle, or 1st Cycle + Retake. Given the example windows above, a 50s cooldown still consistently makes us late for 2nd cycle unless we immediately use the CD on open, and/or it makes it so that we're opting to play at the mercy of poorly played attack - if they see cooldown util on 2nd step they should typically always be trying to accelerate because then they can create a scenario where you're dramatically less likely to get your 2nd CD back in time for it to be useful for retake. All that to say: 50s cooldowns still aren't enough. It gives more util sure, but in a way where to play out deep, multi-step rounds you're on hard guard rails of when you're allowed to use that util, down to not-even-5-second windows. That level of predictability means those round approaches should be easy to counter > shouldn't be widely played again > the change doesn't actually repair the depth of gameplay we've lost. This feels like we're acknowledging we overshot util volume reductions, but we still haven't acknowledged that the timing of that util availability is just as important as having it in general. It really doesn't have to be this hard: 1. Look at util cycle timings across all maps 2. Identify how big of a window you want teams to have to vary when they play those cycles (+/- # seconds) 3. Simple arithmetic of the CD being available for alternating cycles + buffer time. 4. Review that the buffer size doesn't create accidental 3rd cycle availability. 5. GG
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GeneralTuStrong
GeneralTuStrong@GeneralTuStrong·
@TiffyMunchsnax So we've buffed Recon Initiators so that we can now go from 2 darts per round to... 2 darts per round. Do you guys even math?
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GeneralTuStrong
GeneralTuStrong@GeneralTuStrong·
@6sssaadd @mariminakami Did you even watch FUT vs EF? It was one of the worst series of the year. It was just a series of 1v1s, barely anyone even traded teammates, there was no spacing, no teamwork, and on Split I'm pretty sure I watched the same round like 12 times on EF attack.
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🎺🐶
🎺🐶@6sssaadd·
@mariminakami why are we acting like FUT and EF didn't deserve to be in that spot
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Mari
Mari@mariminakami·
The only thing that genuinely pisses me off about FNATIC not making London is that our games were against the 2 best teams in the region now that they are back in form, and that's only cause this format is so horrible that FUT vs EF was a London qualification game
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GeneralTuStrong
GeneralTuStrong@GeneralTuStrong·
@crassstem @CoJoPM Not directly pinpointing Team Heretics but other teams, you would have to be blind to not say that the quality of pro matches right now is the lowest it's ever been by top of the bracket teams.
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plopy
plopy@crassstem·
@GeneralTuStrong @CoJoPM clearly your team is not the better team. just bcs you think in your head they are
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FNATIC CoJo
FNATIC CoJo@CoJoPM·
no words really. will put something our more eloquent once I've had time to collect my thoughts but all I can say now is I am so sorry to our fans for missing another event especially one in our hometown. It's unacceptable. The whole season has been. Fucking sucks.
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GeneralTuStrong retweetledi
Trick
Trick@TrickVAL·
VCT community losing their minds over MIBR loss to Envy is the biggest self report of knowing nothing about Valorant. The state of Valorant is extremely variance based, more than ever before. There is no theoretical gameplan that is capable of consistently out performing players who are making good intuitive plays. You guys need to understand that since 2023 the game has slowly been shifting towards individual skill being more and more reliable than theory. Even the best "theory" teams on planet earth are struggling right now to maintain any level of consistency. NRG, G2, FNC etc. What exactly does this mean though? It means that players have improved as individuals far more than teams have improved the theory and it is not even close. When this happens the skill gap shrinks more and more. We have meta changes every couple of months that basically soft reset every team and map, we have a ranked system that gives no value to teamplay so upcoming players are all disproportionally better at fighting than game understanding. Combine all of this with the main "strategy" and "utility" being all on the duelist (Neon & Waylay) and of course, individualism will shine. To kill a stunned player, you used to have to find them with a sova dart, stun off audio & then jett dash on them. Now you can monkey into the bombsite and find them yourself, stun them yourself and kill them yourself. There is no teamplay designed into this meta at all so do not be surprised when these super teams struggle to consistently beat scrappy teams like Envy. Just think about how stupid the mechanics are from yoru, waylay & neon. Waylay and neon can get caught off in the most terrible position and just 1:1 counter stun any punishment, on what planet does that belong in an FPS game? What is the point in having the game designed in a way that initiators support the duelist when the duelists have better utility than every agent in the entire game including agents designed to have only supportive utility like breach. Genuinely think about that for a second, breach is awful in terms of self sufficiency so you would imagine the stun would be insane, the flash would be insane for the team etc. Since you cannot use it yourself. But nope, phoenix and yoru both have better flashes, neon and waylay both had INSTA cast better stuns, and yoru / waylay somehow has a better site disrupting ult than breach bro. The games design was always leading in this direction and if you cannot see that you are blind. Once the design team landed on "hey lets give duelists better site exec ults than initiators" you already know the game is completely fried. What in the world is the identity of this game anymore LOL the roles are so fake it is insane. Teams like MIBR will win in the long run once they really figure out maps, theory, how they wanna adapt to different play styles on each map etc. But as far as random losses like this you are an idiot to be surprised that they got ran down by Keznit, Demon 1 Egg+Poppin (Who literally went on the best t2 run in the history of the game in the best t2 region) and Rossy who is also a primed up shooter when running it down. TLDR: individual meta game design is for individualism meta changes = higher variance in matchups matches all have variance so consistently winning is impossible, you will always see upsets especially in an unsolved newer meta
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GeneralTuStrong
GeneralTuStrong@GeneralTuStrong·
@ItsGamerDoc @RiotSupport @VALORANT @deteccphilippe Maybe you'll look at this. Why do I keep tweeting and sending tickets with videos of blatant gameplay sabotage that keep getting ignored?(I see they are still playing the game on tracker) However you say anything to them you get banned.
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GeneralTuStrong
GeneralTuStrong@GeneralTuStrong·
@ItsGamerDoc @Trainwreckstv Can you please respond to the countless videos I have sent you of literal throwers that are going unpunished in this video game?
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GamerDoc
GamerDoc@ItsGamerDoc·
Clarifying the @Trainwreckstv ban: This wasn’t just a 5-stack with friends on their own accounts. An Immortal player (with prior boosting bans on their main) was swapping between MULTIPLE lower-rank smurfs/shared accounts they did not own. That group ran ~80% winrate across ~50 games. This directly violates ToS section 15a (a): “playing on another person’s account or otherwise engaging in activity intended to “boost” an account’s status or rank.” riotgames.com/en/terms-of-se… Quick note on the leaked screenshot: I typed “account he doesn't know” by mistake I meant “doesn’t own”. Typo on my end, my bad. I had already said multiple times in the conversation that there were people in that stack using accounts they didn’t own, so I didn’t think I needed to re-clarify it. That part got taken completely out of context. 5-stacking is completely fine if everyone is on accounts they personally own and hand-leveled. We’ve been actioning the shared-alt + deliberate MMR lowering version for over a year (probably longer). We even made public announcements about it: x.com/ItsGamerDoc/st…
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GeneralTuStrong
GeneralTuStrong@GeneralTuStrong·
@LotharHS Almost as if it was never the clones or the flashes that made Yoru strong, but his ability to clear deep space at low risk and still fast rotate. Now instead of taking the space for himself and holding it all round he just has to escort someone else and dip.
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DRX LotharHS
DRX LotharHS@LotharHS·
Yoru by NS Francis Utility stats: Split: Defense 12 rounds: 4 Clones, 3 Flashes Attack 7 rounds: 5 Clones 4 Flashes Haven: Defense 12 Rounds: 3 Clones, 3 Flashes Attack 10 Rounds: 9 Clones, 3 Flashes 41 rounds overall: 21 Clones, 13 Flashes Do your own conclusions about this. #VCTPacific
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GeneralTuStrong
GeneralTuStrong@GeneralTuStrong·
@lftsnipe @FrosTvsYou if something is overpowered, and therefore is *currently unbalanced*, why do you need to give it buffs alongside the nerfs? she can keep her slide accuracy which is currently already great. just remove bhop.
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lesnipe
lesnipe@lftsnipe·
@GeneralTuStrong @FrosTvsYou if we do that we gotta add back 2 stuns 2 slides full accuracy slides 20 second sprint duration special neon edition valorant vandal shoots same speed as neon ult and same recoil then neon will be balanced.
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Hector Rosario
Hector Rosario@FrosTvsYou·
Neon is not the problem. When are we going to get that?
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