Up to 2.5 sec Windup | 1-2.25 sec Flash Duration Pop Flashes and Movement It takes too long to flash behind a wall and then peek in most scenarios, so make sure you communicate with your teammates when executing a play using Flashpoint. ![]() His Flashpoint ability is most effective when a teammate pushes immediately after your flash activates. Unlike some other Initiators and Duelists, Breach cannot effectively push his own flash. Using context and information gathered, choosing whether to flash high or low works best in the given situation. Flashing low when they are close works in the same way that flashing high works well if they are further away. However, if you flash high and an enemy is close, it will not be effective in blinding them. It also has a higher chance of flashing multiple enemies. Flashing High and Lowįlashing high makes it less likely that their crosshair is at head-level which leads to an advantageous duel. It is always good to flash either high or low. Flashing high or low is distracting for the opponent which will result in not only their eyes moving, but sometimes their crosshair. When you flash at head level, it gives the opposition a rough guess as to where your head is, so that they can shoot you while blinded. Flashing at head level, as one typically does subconsciously, is not good. There are a few things to note when using his flash ability. This in a sense is a pop flash in itself with its short activation time and unexpectedness. Breachīreach’s flash ability is unique in that it needs a surface to activate through. His FLASH/DRIVE ability is used similarly as flashbangs in other games such as CS:GO and Call of Duty, which is why it seems the most familiar to new players. KAY/O has the most straightforward and basic flash ability, which also means it is the easiest to master compared to the other agents. Instead, waiting to get closer and throwing an underhand flash low or high, would be much more effective. ![]() This is a throw that should be avoided, since the point of actuation takes so long, enemies have more time to react and turn away. One mistake players make is overhand throwing his flash off of a wall, so that it bounces and then activates. Flashes that activate high in the air have a higher chance of getting more enemies in its line of sight, which is why lineups for KAY/O’s overhand throw is needed. His primary throw is great for flashes that need to scale tall walls, need to go deeper into enemy lines, or throws that players have a lineup for. KAY/O’s primary throw, the overhand throw, is his less effective way of flashing. The underhanded throw is also great because it is easy to flash behind you, so that enemies in its sightline get blinded while you remain unaffected since the flash occurs behind you. KAY/O is the most straightforward agent to achieve pop flashes since you can right click on the corner of a wall to flash enemies immediately. ![]() The underhand throwing mechanic is also the easiest way to pop flash with KAY/O. KAY/O’s underhand throw should be his most utilized throw as it offers a quicker windup time, which results in easier flashing abilities, especially if the enemies are close. Primary Throw (Overhand): 1.6 sec Windup | 2.25 sec Flash DurationĪlternate Throw (Underhand): 1 sec Windup | 1.25 sec Flash Duration Secondary Throw
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