Patch 1.11 Economy Changes - Why in certain rounds you should let the enemy live

Posted by Steve

Friday, October 30, 2020 7:57 PM

Patch 1.11 Economy Changes - Why in certain rounds you should let the enemy live

TL;DR: If you win a round and the enemy only has a pistol, maybe let them live, so they will get a reduced credit value. If you lose a round and only have a pistol, maybe die to the spike or kill yourself somehow, helping you get an increased credit value.

Long post incoming, so please forgive me:

(Also this is just a theory, so please feel free to correct me in the comments if there's something I'm overlooking)

So according the the 1.11 Patch Notes, the Economy system is being tweaked in regards to the amount of credits a player gets when they "save" in a losing round.

The section I will be referencing:

Economy changes

So according to this:

If you're on attack, and you lose the round by not being able to plant the spike:

  • If you die, you get 1,900 credits
  • If you live, you get 1000 credits, plus the weapons on hand.

Works the same way if you're on defense, and you lose the round by the attackers planting the spike.

The difference in all scenarios is 900 credits, which covers the cost of all pistols (and the Bucky, which is exactly 900 in which case it breaks even so this case should be weighed separately).

This means:

  1. When you lose due to the mentioned conditions, and you only have a pistol + less/no abilities/armor left, it is sometimes better(!) to die to the spike. The extra 900 you get will most likely make up for the pistol you lost, and your abilities/armor depending on what you go for. This is only 100% effective when you are a defender, because losing as an attacker means the spike isn't planted, so you will have to find a way to kill yourself without giving the enemy a kill (which would give them more credits I guess).
  2. (MY MAIN POINT TO THIS POST) If your team is winning, and the remaining enemy player only has a pistol, it might be better to let them live, since they will only get the value of (1000 credits + value of the pistol) for the next round, instead of 1900 credits worth.

Now I understand this has to be adapted for every round when you include armor and/or abilities, but I personally feel this is still something that we should keep in mind when we go hunting for the last remaining enemy player at the end of a winning round (for us).

Thanks for coming to my TEDTalk.

PS: This post was inspired by>! TSM on attack hunting down my boy Hiko who only had a pistol on him on Ascent last night. Situation was different because they didn't plant the spike, but it just made me think. I'm sad 100T went out that way but I'm sure we'll be back better than ever. 100T FTW x!<

References

  • https://www.reddit.com/r/VALORANT/comments/jk9m97/patch_111_economy_changes_why_in_certain_rounds/
  • https://reddit.com/jk9m97

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