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ALL Valorant Gun Mechanics in 33 Minutes (No BS)

0h 31m video Published Apr 2, 2026 Transcribed Aug 3, 2026 K Konpeki
Intermediate 15 min read For: Valorant players with basic game knowledge who want to improve their gunfight consistency and rank up.
AI Trust Score 70/100
⚠️ Average / Some Fluff

"Delivers a thorough breakdown of all guns, but the 'No BS' claim is undermined by a lengthy sponsor segment."

AI Summary

This video provides a comprehensive, in-depth analysis of every gun in Valorant, explaining hidden mechanics, optimal usage, and common mistakes. The coach, with 5 years of experience, covers pistols, SMGs, shotguns, rifles, snipers, and machine guns, offering practical tips to improve gunfight consistency and rank up.

[00:10]
Introduction and Disclaimer

The video is a full in-depth lesson on Valorant gun mechanics, not a fast-paced dopamine video. It aims to teach players how to use each gun effectively to win more gunfights and rank up.

[01:14]
Classic Pistol Mechanics

Common mistake: shooting too fast. Keep shooting error below 0.4 by timing shots. Crouching reduces shooting error by 25% for pistols. Use left-click and right-click combo for close range (under 15m) to shoot four bullets quickly. Right-click is like a shotgun; use when directly facing the enemy.

[03:44]
Shorty Usage

Use like a shotgun, close range only. Effective for finishing off low HP enemies (1 HP) due to pellet spread. Crouching tightens bullet grouping, useful on ecos.

[04:28]
Frenzy Mechanics

Best at close range due to high first shot spread (0.65). Incorporate running and gunning at close ranges. Pull down immediately as bullets rise fast.

[05:00]
Ghost Pistol

Has 0.3 first bullet accuracy and fast recoil reset. Practice shooting fast enough to keep shooting error consistent. Good for fadeaway shots around corners. Aim for head taps; body shots require 5 shots with light armor.

[07:07]
Bucky Shotgun

Unique: no damage drop off at range; headshot+body shot insta-kill at any range. ADS makes it shoot like a laser. Can cancel burst by switching weapons. Good on bonus rounds against light armor.

[08:44]
Sheriff Pistol

Wait for crosshair reset for accurate shots. Quick body shots are effective on no-armor enemies; crouch for second shot. One-taps are satisfying but body shots are reliable.

[10:09]
SMG Overview

SMGs get less crouch benefit (0.65 to 0.55) compared to pistols. Designed for running and gunning at close range. Stinger and Spectre have same movement speed as rifles. Stinger: pull down immediately, use under 15m. Spectre: more accurate, better for multi-kills.

[12:16]
Shotgun Mechanics

Shotguns have lowest running speed; designed for stationary holding. Bucky: 40 damage per pellet under 8m, 35% decrease 8-12m, half damage beyond 12m. Right-click shoots 5 pellets if target >7.5m. Aim for upper chest under 8m, neck for right-click at longer ranges.

[15:14]
Judge Shotgun

Has recoil pattern: first 2-3 bullets go right, last snaps left. Crouching tightens spread. Avoid jumping after kills; only run and jump under 5m. Use fadeaway tech for cover fire.

[17:27]
Bulldog Rifle

Underrated: no damage drop off, headshot+body shot insta-kill at any range. ADS makes it shoot fast like a laser. Can cancel burst by switching weapons. Good on bonus rounds.

[19:21]
Guardian Rifle

Zero first shot spread when scoped, lowest hip fire spread. Two body shots kill light armor. Always scope in; no need to crouch when scoped. Higher penetration for wall bangs.

[20:16]
Phantom and Vandal

Recent recoil changes make first 5 bullets easier to spray. Phantom benefits more: easier to connect second bullet after dink for 140. Vandal: tap more at 25-30m+, use like a Guardian that shoots faster. Spraying still good at close range.

[23:07]
Marshal Sniper

High hip fire inaccuracy; constantly reload between shots to shoot infinitely. Crouching reduces shooting error by 10%. Fastest scoped movement speed (90% vs Outlaw 80%, Op 72%).

[24:48]
Outlaw Sniper

Hip fire 3.5°, better than Op. Reloads faster with one bullet in magazine. Without escape tool, shoot one bullet and reposition. With escape tool, can shoot both bullets.

[26:31]
Operator Sniper

Practice timing of accurate shots. Scope movement speed slow; avoid peeking scoped in unless pixel angle. Can quick scope by setting zoom to toggle and double zooming. Bind zoom toggle level for convenience.

[27:53]
Machine Guns (Ares and Odin)

Ares: bullets become more accurate the longer you shoot (0.9 to 0.55). Wind up before peeking. Crouch peak to keep crosshair stable. Odin: shooting error increases over time (up to 0.82), shoots faster when scoped. Both high penetration, use wall bangs and pre-firing.

Mastering the hidden mechanics of each weapon—such as crouch benefits, recoil patterns, and optimal ranges—can significantly improve gunfight consistency and help players rank up faster.

Mentioned in this Video

Study Flashcards (10)

What is the first bullet accuracy of the Ghost pistol?

easy Click to reveal answer

0.3

05:00

What is the crouch benefit for pistols?

easy Click to reveal answer

25% reduction in shooting error

01:55

What is the unique mechanic of the Bulldog?

medium Click to reveal answer

It has no damage drop off at any range, making it a headshot+body shot insta-kill.

17:27

What is the recommended range for the Stinger?

easy Click to reveal answer

Under 15 meters

11:21

What is the damage drop off for the Bucky beyond 12 meters?

medium Click to reveal answer

Less than half the damage compared to close range.

12:54

What is the fastest scoped movement speed among snipers?

medium Click to reveal answer

Marshal at 90% movement speed.

24:04

What is the unique reload mechanic of the Outlaw?

medium Click to reveal answer

It reloads faster if you only have one bullet in the magazine.

25:01

What is the shooting error for the Ares when it is fully wound up?

hard Click to reveal answer

0.55

28:06

What is the recommended technique for the Vandal at medium to long range?

medium Click to reveal answer

Tap or burst instead of spraying, using it like a Guardian that shoots faster.

21:55

What is the common mistake with the Judge after getting a kill?

easy Click to reveal answer

Jumping out to shoot other enemies, which spreads bullets too much.

15:41

💡 Key Takeaways

🔧

Crouch benefit for pistols

Understanding the 25% shooting error reduction can improve pistol accuracy significantly.

01:55
📊

Bulldog's no damage drop off

This makes the Bulldog a powerful and underrated weapon at any range.

17:27
💡

Phantom buff after recoil changes

The reduced RNG makes it easier to finish dinked opponents, making the Phantom stronger.

20:16
🔧

Marshal infinite reload trick

Constantly reloading between shots allows near-infinite firing without ammo issues.

23:07
🔧

Ares wind-up mechanic

Pre-firing to wind up the Ares before peeking can turn it into a laser beam.

27:53

[00:10] it's actually about understanding how exactly why in this video I'm going in-depth over how every single gun in Valorant works and exactly how it needs

[00:22] 5 years of coaching thousands of players, I've seen so many players who might have good movement, who might have good game sense, players who are picking the right fights, but they simply can't win the gun fights and rank up because

[00:35] they're not taking advantage of some of the hidden mechanics of these guns. And before we get into it, I do have a quick disclaimer. This isn't one of those fast dopamine-heavy videos with quick jump cuts like you see in Mr. Beast videos or

[00:49] something you scroll past on TikTok. This is a full in-depth lesson, and so if [music] you actually stick through it, it can genuinely change how you do play Valorant. So, by the end of this video, you'll know exactly what you

[01:01] play, and you'll learn how to take better fights because of it. get started to help you play more consistently, win more games, and rank up faster. So, starting off with the pistols, let's start with the Classic. The most common

[01:14] mistake that I see players make with the Classic is just simply shooting too fast they are shooting at medium to the time, the only time you will be taking fights mid to long distances with

[01:27] Otherwise, you're going to be using the Classic for close-range fights as a quick secondary. When you are using the Classic, just make sure that you do get the timing down of making sure that the shooting error isn't going above .4

[01:42] by shooting too fast like this, and you can turn on the shooting graph uh by going to video uh stats and turning on uh shooting error right here. And if you are going to also take longer-range fights,

[01:55] crouching does help a bit because with all pistols, you get a 25% you can see right now, when I'm just standing up, it's .4, and when we crouch, it's okay? So, that just means that the

[02:09] bullets are going to be tighter uh grouped around your crosshair when you do shoot, okay? And when you are fighting close range or even I would say fighting close range or even I would say under 15 m or so, what you can do is

[02:22] let's just say that an opponent doesn't have armor, right? So, let's do uh yeah, bought armor off. What you can do is do like a uh a left click and a right click combo like this. So, you can actually shoot four bullets really

[02:36] uh instead of, you know, just shooting four bullets like this or having to right click twice. It's just faster. But again, if you spam it too fast like that, the shooting error does go a bit

[02:50] crazy, okay? And the right click, you want to think of it as like a shotgun. So, if you are going to right click someone that's like standing sideways the bullets might not always hit.

[03:02] So, it's better to right click if you are directly facing them as well. And are fighting close range with this and you are jiggling in and out of corners to fight, this left click right click is also pretty effective in getting the

[03:17] shots off quickly, but it might be better just to use left click as you are kind of fading away because your bullets will be a little bit more accurate uh as opposed to as you see, if we were to right click

[03:30] second bullet might not connect, but you'll you might connect more bullets as this. Uh and then if the person does swing you you can right click them, right? So, that's it for the Classic. As for the

[03:44] Shorty, not too much to be said here. Um just make sure that you are using this like a shotgun uh close range only. And if you do know that the opponent is literally like 1 HP, you know, not just like 30 HP because someone did like 120

[04:00] and they're like far away and you're behind cover, it is also pretty good to just use a Shorty because since it shoots so many pellets, if even enough chip damage to finish them off. And you also can crouch with the Shorty

[04:15] to uh tighten up the bullet grouping uh especially if uh you're playing on ecos and you're waiting for opponents to swing into you. Um and now with the Frenzy, with this gun, you really want to be using this even at medium

[04:28] distances just because of how uh inaccurate the bullets are at longer distances. As you see, even with the first shot spread, it's .65, so you really want to be using this only at close range. And you also want to

[04:41] incorporate a little bit of uh just running and gunning at closer ranges. this gun other than just make sure that you are pulling down right away because uh the bullets do start to go up quite fast uh right away.

[05:00] the Ghost, it has a .3 first bullet accuracy. And this gun is popular because the recoil resets pretty quickly as well. So, what you can do is just practice uh shooting just fast enough so that the shooting

[05:14] error stays the same. Uh if you shoot any faster than that, uh that's when little bit inaccurate as well. And that's the mistake that I see a lot of where they start to shoot a little bit too fast at medium to longer-range

[05:28] distances. I will say that the Ghost is still really good uh close range um if if you want to run and gun someone that's like really close. So, it's also really good for fadeaway shots like this around corners uh when

[05:43] And you could cheese a lot of people this video and you might think that you're a pretty good player yourself. that you just don't have enough time to reach your full potential. And I know,

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[07:07] Ghost, you still definitely want to be going for head taps because if someone does use light armor, it's going to be five shots to the body. Uh whereas with the Bandit now, uh it only has eight bullets, but uh you can shoot three

[07:20] bullets pretty fast uh without the recoil going crazy. mouse at all. But as you can see the bullet grouping is still pretty tight. And this gun is

[07:33] unique because the bullets actually don't really go where the crosshair is jumping up to for the first three bullets. And as you know, since it does 39 damage per shot at even up to 30 m, uh if someone doesn't have uh armor uh

[07:48] during pistol round, what you can do is just three tap them like this and they'll die pretty quickly, right? Compared to the Ghost. And you also can shoot pretty accurately for the head shots, um

[08:02] but the only thing is after the third bullet, you can do up to four but then after that, the recoil just gets like way too crazy, right? So, getting multi-kills with this gun is definitely not ideal. So, this gun is

[08:17] know, go for like two two shots, you know, jiggle and reload in between each kill type of gun. Whereas with the Ghost, uh even though it does less damage and you're not going to be able to uh one tap

[08:32] someone in the head if they uh have more armor, right? But with the Bandit, you for sure will be able to get one shot head shots even on players with light armor on pistol round. So, just know that with this new gun, you really just

[08:44] want to be shooting like three bullets at a time max uh before you kind of like at a time max uh before you kind of like reposition or it's good for like going behind cover like this and just like

[08:57] pre-firing these shots because each bullet does do quite a bit of damage. And lastly, let's go over the Sheriff. So, with the Sheriff, you definitely want to wait for the crosshair to kind of reset and come back down after you

[09:09] of your bullets that you are shooting are accurate. But again, during pistol actually go for really quick body shots on enemies that don't have armor. And what you can do to do this efficiently is you

[09:25] go for a body tap like this, and then you crouch for the second shot. pretty like further ranges you can see how consistent this is

[09:40] you can see how consistent this is actually. the time like people do, I know they are more satisfying, just going for the quick body shots are also very very good if you do know that opponents are not

[09:56] running uh shields. But again, the one taps are always really good, so you do want to try to aim for the head with this gun, but if you do know that they're they're moving really fast. Like you don't have to only go for head

[10:09] shots. And it can be still very very effective. All right, and now moving on to the SMGs. So, the SMGs don't really get as much of a benefit for our shooting error when we crouch. So, when we just shoot normally it's 0.65. Uh but

[10:25] when we crouch it's 0.55. So, definitely less of a buff compared to the 25% pistols. And it makes sense because, you know, I think Riot designed this these guns uh not to be used as like, you know,

[10:39] crouched and you're just spraying, but it's meant to be used uh while running, while moving, uh at closer range distances. So, that's exactly how you want to be using these weapons. And what is also interesting is

[10:52] that the Stinger and the Spectre also have the same running speed, whereas oh, movement speeds. It's the same [music] as the rifles Phantom and Vandal, as well as the Marshal and Outlaw. So, once again, you do want to be moving a lot

[11:06] a lot a hard to hit and you're still going to be able to get a lot of bullets uh onto the enemy. And for the Stinger, uh you always want to be pulling down right away with this gun. And I don't really recommend uh using it probably

[11:21] like past 15 m just cuz uh the recoil is so really hard to control and the bullets can fly very randomly. So, definitely a close-range gun. And also, something that you use uh definitely when you're on a budget because the

[11:36] Spectre is arguably a much better gun now after the buff. It shoots like a laser beam compared to the Stinger and it's also far Yeah, it's just far more accurate at shorter to medium distances as well. And you also have more bullets,

[11:50] which means that you can get a lot more multi-kills uh consistently. As with the Stinger, uh it's kind of like a get one and get out type of SMG because if you do want to go for multi-kills, it's much harder because uh after the first four

[12:03] or five bullets of this gun, the recoil does start to get a little crazy. Like it is much harder to get the second third kill just with one clip. Compared kills using the same clip.

[12:16] now. And it's also very good for running and gunning. believe it or not, shotguns have the lowest running speed even more than

[12:28] machine guns because they're weapons designed not for you to really peek into opponents, but more so for you to stay stationary and letting people walk into your crosshair. But now that is different if you're playing on agents uh

[12:41] who have movement abilities and such. And one thing to really pay attention to with the shotguns is the bullet damage based on the distance on the right-hand side here. The Bucky does 40 damage per bullet in the head if the opponents are

[12:54] 8 m and under. And we see a 35% decrease in damage for enemies that are between 8 to 12 m and anything beyond 12 m is doing less than half the damage that we could be at closer distances. And the unique thing about the Bucky is that the

[13:07] right-click feature, as we see, is that it shoots five pellets only if the target is above 7.5 m away from us. And these pellets do 20 damage to the body and 40 damage to the head. So, if we were to turn on armor here for the bots,

[13:23] these now have 150 health. For any targets that are under 8 m, you definitely want to aim for around the upper chest area. This ensures that most of our bullets are still going to hit on target. Some will go to the head. If we

[13:36] just aim for the head, I mean, it it's still basically a guaranteed kill, but as we start to get to like the 9-m mark, right? If we just aim for the head, right away. If we do aim a little lower towards the body, we can still make sure

[13:51] be head shots and you can still uh one-shot people just with the left click. Now, when we do get further away to 12 m, 13 m, the left click is not going to be as effective. You might be able to two-shot sometimes, but you'll

[14:06] people. And that's not ideal, right? So, at these distances, if you aim for the neck and you go for the right click, um this is too close, but right click right there,

[14:21] you can two-shot people. Okay? So, instead of just switching to your secondary and trying to um shoot them in the head and then trying to maybe like use your classic to get head shots, what you can do is, you know, right click and

[14:34] then maybe a left click because maybe the first right click you're able to hit moving, right? So, it might be harder to hit like the the next right click on the target. So, if you do manage to get like couple head shots with the right click

[14:49] at the longer distances, uh you can just use the left click to still finish them off. And and that's a good way to still consistently two-shot people at longer distances. But I will say if opponents are between

[15:02] 8 to 12 m, so they're not beyond 12 m, it's still pretty easy to two-shot people with the left click. So, I wouldn't worry too much about using the right click unless you know for sure they're like pretty far away.

[15:14] Now, as for the Judge, it's important to note that this gun actually does have a recoil pattern as well. So, the first two to three bullets will go to the right and then the last one kind of snaps to the left.

[15:27] Right? 1 2 3 4 5. So, the first four bullets go up straight to the right and bullets go up straight to the right and then the last one snaps to the left.

[15:41] down in the opposite direction. And a common mistake that I see people make when using the Judge is they'll jump a lot like especially after getting the first kill like this. So, maybe like you're holding this angle. And crouching

[15:56] also does tighten up the bullet spread a lot on this gun. So, make sure to take holding holding close angles. And you can shoot a little further away with the Judge. Up to 10 m to be precise and then you'll

[16:10] see a damage drop off. So, a common mistake that I see a lot is they'll hold this angle and get the kill on the first person that's swinging and then they'll jump out to try to shoot the other guys that might be behind them. Now, the

[16:22] reason why this is really ineffective is cuz unless you know certainly that the other people are also going to be really close to them, doing this means that your bullets are going to be so spread apart that not even three shots might be

[16:36] able to finish them off. And definitely by then you're most likely dead. So, like when you're just sitting still, right? And then as soon as you jump and move forward, look at how the grouping looks, right?

[16:50] And then if we add recoil on top of that, it's just so spread out. So, if you are going to run and jump with this gun, only do it like at very very close distances like under 5 m. Otherwise,

[17:03] it's better just to kind of crouch and just like hold them like as they're pushing you. And you can also do kind of like the fade fade away tech. Like after you get the kill,

[17:15] you know, you can even like provide cover fire for yourself as you're backing up and then have like a teammate maybe help you out if you can. Okay, and finally, we can now get onto the rifles. So, the Bulldog is really underrated.

[17:27] And the reason I say this gun's underrated is because this gun is very unique [music] in that it doesn't have any damage drop off for the distances that you're fighting enemies at. And that means at any range it's a headshot

[17:39] body shot insta-kill. And this gun can shoot really fast if you do ADS. And shoot really fast if you do ADS. And when you do ADS, now. It shoots like a laser beam. And so, if

[17:54] we were to also incorporate a little bit of pulling down at the end, go down a little bit because you hit the headshot, it's going to be insta-kill to

[18:08] the body. And a tech that's really useful when you are using the Bulldog is when you're scoped in like this, you can actually cancel your shots midway if you just switch to a different weapon. So, you don't have to wait for your burst to

[18:20] even if you burst, you don't have to run out like this. You could just move out faster by pulling your knife out. And this is going to be really useful because uh if you're ADSing, obviously your movement speed is much slower.

[18:34] back in the cover like this. Uh it's just much easier to just get the bullets just much easier to just get the bullets off accurately and then dip. uh you're not going to be able to get the second bullet off accurately. And

[18:50] probably not going to be able to finish a kill, right? But if we were to ADS, notice how the two bullets just go so fast. So, you can still jiggle peek like this just using the ADS. It feels like the same speed as the Phantom if not a

[19:06] the same speed as the Phantom if not a little faster when you're bursting. also very unique in that it has zero first shot spread uh when you are scoped down. And even when you're hip firing, it has the lowest first shot spread out

[19:21] of any other weapon. And this gun is also very very very good uh on bonus rounds because if the enemies bought a little bit of something uh on their second round after losing their pistol, they might be going light shields with a

[19:34] rifle in the into the third round. So, just two body shots is going to be enough to uh finish people off who are on light armor. And it's still very head taps. And definitely definitely should be

[19:48] scoping in uh when you are using the Guardian because it's just going to make make sure that you're not a sitting duck. Uh, just stay crouched the whole time and there really is no need to crouch uh, if you are scoped in because

[20:02] your bullets are going to be 100% accurate. But it's more so just to throw off people's uh, crosshair placement as you are holding angles. And it is also a higher penetration gun, so you can get away with some cheesy

[20:16] wall bangs with this gun. And with the Phantom and Vandal, the recent changes to the recoil patterns have made it so that it's much easier to uh, spray consistently for the first five bullets. And to be honest, while it is a buff for

[20:30] both guns in that the Vandal is also uh, much more viable at spraying uh, at medium distances now, I still personally think that this is a better buff for the actually be easier to finish opponents off uh, that you might have dinked for

[20:45] 140 uh, with a second body shot. I don't know if you guys have noticed this, but uh, in the past before this buff, I'd get so annoyed because the Phantom then the second bullet for some reason just wouldn't connect because it is a

[21:00] dinking people at, right? You wouldn't be dinking someone for 140 or even 124 long distances. But now if you do dink someone at 140, it's become much easier

[21:13] to actually connect the second bullet because they decrease the RNG of the bullets going left and right. So if you haven't been using the Phantom much, I little bit of a try for this act. And again, it is up to personal preference

[21:27] and even the types of duels that you might want to engage in depending on the map and the position on the map that you're playing. Like if you are fighting for B long on Pearl or you're fighting a lot or A main on Lotus, for those kinds

[21:40] going to be very good. But if you are can be very strong right now. And as for the Vandal, definitely one of the with this gun is just spraying a little too much with these longer engagements.

[21:55] I'd say anywhere past like 25 to 30 m, you definitely want to be tapping a little more because right now in the range, it might feel easy to just hit still. Once the opponents do start moving around and the Vandal just being

[22:09] a little bit harder to control the recoil uh, and the bullets flying a little bit more randomly compared to the Phantom uh, and also having a bigger first shot spread just means that for these moving targets at these medium to

[22:21] long range distances, uh, you're going to have a much better time just like bursting um, and almost using it like a Guardian that can just shoot a little bit faster, okay? Like like that's how I would be thinking about it um, if you

[22:35] are trying to use the Vandal at these like medium to longer range distances. spraying is still going to be really good. And notice how instead of just holding down the mouse button to shoot three,

[22:53] fast, uh, you can still shoot like pretty And because you are clicking individually, um, instead of just having to like hold down and then move your mouse to like adjust, um, I've noticed

[23:07] to like hit the precise shot. And now moving on to the Marshal, this gun's very unique in that this gun has a very high you're not scoped in. And right now, if you just shoot and

[23:21] reload only when you run out of bullets, you are making a big mistake, okay? What you want to do is actually constantly reload in between your shots like this and you will be able to basically shoot this gun infinitely

[23:36] without ever running out of ammo. And notice how right now I am crouching when I'm shooting because it's a 10% decrease in the shooting air if I just decrease in the shooting air if I just hip fire it. It's 1° right now. If we

[23:51] crouch, it's 0.9, right? So even at these like pretty far distances, if we uh, and you want to just go for the quick shot, this gun is very, very, very

[24:04] And as we can see, it also has the fastest movement speed when you are scoped in. They all have a running speed of 5.4 for the Outlaw and Marshal and it movement speed when you're scoped in is 90% as opposed to the Outlaw being 80%

[24:20] and the Operator being 72%, right? [music] So when you're actually scoped in, you're moving faster than when you are ADS with a Phantom or Vandal, believe it or not, right? So it is still fine to actually peak like as you're

[24:33] scoping in and you're going to be pretty dang fast, right? zoning uh, when you are going for like these really quick peaks.

[24:48] the same thing that you did with the Marshal because now the hip fire is 3.5°. It's still better than the Operator at no scoping, so if they are pretty close to you, um, let's say like you get a

[25:01] shot off and then the other person's close, you can still no scope them. And the Outlaw always has a very unique reload in that it reloads faster if you only have uh, one bullet in the magazine as opposed to shooting two.

[25:13] Now the reload's going to be a little bit longer. And so what I would do if I was playing this gun is if I'm playing an agent that doesn't have an escape [music] tool or movement ability like a Jett dash or

[25:26] Reyna dismiss, you know, Yoru TP, anything of that sort, I would actually anything of that sort, I would actually be only shooting one bullet like this, be only shooting one bullet like this, falling back, shooting another bullet,

[25:38] falling back between each angle. And that's because since we don't have an like this, our gun's still going to be reloading by the time we reposition and on you or if you don't manage to kill them. Now I will say if you are

[25:54] isolating the fight, then, you know, just securing that kill might still be it's like a one and done, right? Like if you're just peaking at the start of the round and you're uh, just trying to get a quick kill and leave, definitely just,

[26:06] you know, go for one shot and then and then back up. But obviously this changes now if you have like some kind of escape [music] tool because uh, you can the the first kill and then just overstaying a little bit a little bit

[26:19] more and then getting the second kill and then dashing out and getting out, too. So all that to say is just a little bit riskier to shoot fire both bullets out uh, if you don't have an escape tool since the reload is just so long on this

[26:31] gun if you shoot two bullets. Okay, and lastly with the sniper rifles, we have the Op. So one thing that you should definitely practice a lot in the range or even deathmatch is the timing of when your bullets are going to be accurate

[26:45] sometimes people will, you know, shoot a little too early like this and their bullets are not going to land, right? So just get the timing down of this and because the scope movement speed is so slow on this gun, you

[27:01] ideally don't want to be peaking out like this um, you know, as you're scoped in. [music] If you do have to, just make sure that it's like a very small like pixel angle um, otherwise it's it's just very

[27:13] dangerous since your shoulder is going to peak out. And another thing to note is you can't actually sort of like quick scope by double scoping in and it's done with a setting uh, where instead of having the sniper rifle aim be hold, you

[27:26] set [music] it to toggle and then you just double zoom in and then shoot. And you can also bind the zoom toggle level for the Op. Uh, I just did it on scroll wheel. So it's pretty convenient if you're holding an angle and you do want

[27:39] to scope out without having to completely scope out of the weapon and know? So you could just stay scoped in the whole time. And lastly, we have the machine guns. So the Ares and Odin are drastically

[27:53] different prices and they are very different when it comes to their shooting mechanics. So the Ares, what's interesting is that your bullets are actually really inaccurate in the beginning and the longer you shoot,

[28:06] it actually becomes more accurate. So the shooting air initially um, starts off at 0.9 and then you saw that it went down all the way to 0.55, right? So what this means is it's actually better to kind of wind up your

[28:21] shots like before peaking out. So that way when you do actually peak out of the corner, you're beaming people basically. So what's interesting is that because the crosshair actually jumps up every time we move,

[28:34] it actually stays up there if we keep on moving. So as long as you crouch peak you don't have to worry about our crosshair just jumping up and down and crosshair just jumping up and down and you can still shoot really accurately.

[28:52] really close range and even then it is a little bit cheese because of the shooting air plus the movement air is still going to add up to 1.35°, so your as accurate. But if you are going to crouch peak like this, don't stop

[29:05] moving. Otherwise, it's much better to actually scope in [music] and crouch at the same time as you're peaking cuz now notice how the shooting air is all the way down to 0.33

[29:17] gun. Like your bullets are actually almost as Like your bullets are actually almost as accurate as a Vandal. because the shooting air does continue to go up the longer that we are uh,

[29:31] holding down our mouse button and it does go up all the way to 0.82. And it's also very unique in that it does shoot faster when you are scoped in. Uh, the Ares does not have that buff. And for both of these weapons,

[29:44] since they are higher penetration guns and because you are moving slower using this weapon, you are it's a 5.13 m/s speed. And if you do scope in at the movement speed. So, you're going to be moving very slow with this gun, which

[30:00] means you're not going to avoid getting shot by strafing and moving in and out to avoid getting shot by literally standing behind walls that other guns can't penetrate through well, and actually kind of

[30:13] pre-firing them even before they're peeking you. And when And let's say like you know someone's behind this piece of cover, like you can pre-fire this and anticipate for them to swing out uh if they're taking damage behind cover.

[30:27] And if people are pushing you, you can crouch and kind of do fadeaway as you are also shooting wall bangs. So, even as they're peeking you, when they can't even see you, they're just getting shot through the wall and dying before they

[30:39] that's obviously something that you should be abusing just like how Broke did in last year's champs. All right, well, that should be the updated gun mechanics for now for 2026, and I hope that you guys learned something new. And

[30:51] as always, if you want to rank up quickly by getting hands-on help from me you can use the link down below to hop in a call with me or one of our coaches to see if we'd be a good fit to work together.

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