Intermediate
12 guides tagged Intermediate.Back to all posts.
Spray Control: Learning One Pattern Properly
Recoil isn't random. It's a fixed path your weapon walks every time. Learn one weapon's path instead of half-learning four.
Valorant Economy: When to Buy, When to Save, When to Force
Half of all lost rounds are lost in the buy phase. The credit rules are simple, the discipline is not.
Utility Is Free Damage: Smokes, Flashes and Molotovs
Most players buy utility and then die with it in their pocket. Here's what each grenade is actually for and when to throw it.
A 30-Minute Aim Routine That Isn't Just Aim Lab
Warmup, one mechanical focus, then real games. The structure matters more than the tool, and most people get the order backwards.
How to Climb in Solo Queue Without a Team
You can't control your teammates. You can control eight other things, and they're enough to climb steadily.
Input Lag: Where the Milliseconds Actually Go
From your mouse click to a pixel changing, there are eight stages. Most people optimise the wrong three.
Windows 'Optimisation' for Gaming: What's Real
Debloat scripts, registry tweaks, service disabling. Most of it does nothing, some of it breaks things, and four changes genuinely help.
DLSS, FSR and XeSS: Which Upscaler, Which Setting
Upscaling is free performance with a real cost. What each one does, when quality mode beats native, and why frame generation is a different thing entirely.
How to Review Your Own Demos Without Wasting an Hour
Watching your whole match back teaches you nothing. Watch four deaths with a specific question and you'll find your actual ceiling.
Callouts: Saying Less and Meaning More
Good comms are four words. Bad comms are a story. What to say, when to say nothing, and the format that works under pressure.
How to Read a Benchmark Without Being Misled
Average fps is the least useful number in a review. What 1% lows mean, why the test system matters, and how to spot a chart designed to deceive.
Map Knowledge Is Mostly Timings
Knowing where the angles are is the easy half. Knowing when someone can arrive is what separates players who read the game from players who react to it.