Ascent is the fourth map to be introduced into VALORANT, and now that players have had well over a month to learn its ins and outs, there are clear points to consider for the best team strategy for both defending and attacking.
So far, each map has been designed with some form of quirk in mind, and Ascent is no different. In this case, the name Ascent implies a design that has several spaces high above the ground that can be used for recon or set up a deadly ambush.
Overall Strategy – Mid Wins The Day
Ascent is the first map in VALORANT that feels far more like it could belong in CS:GO. This is because the key to success in most situations relies on controlling mid to earn a win. By controlling mid, which means securing eliminations, teams have the option to split push both bomb sites and generally secure an unopposed capture.
This is unlike the other three maps in the game. Both Haven and Split have a mid-section, but it is hardly used and not ideal for gunfights. Bind is even worse and technically does not have a mid-section. In Ascent, meanwhile, players have access to long diagonal areas that provide a space for skill to triumph over all else. Losing a gunfight in mid on this map might be frustrating, but it is also the biggest indication that one lost out to a better player in that moment.
Mechanical Doors Test Communication
Ascent brings a new feature to VALORANT with mechanical doors. These doors look strong, but they are quite weak and can be eliminated in a few moments, and from then are left destroyed until the end of the round.
The real value of the doors comes in providing information for defenders. Although they are easy to break down, doing so is loud, reveals an enemy position, and should give defenders an idea of what the attackers plan to do. On the other hand, attackers might decide to instead go a different route.
Ultimately, the doors act as a sort of way to test team communication on both sides. High-ranking players who communicate clearly and quickly will be able to relay the information provided by these doors. On the other hand, players who do not communicate, or act on their own impulse by breaking down the door all the time, will give the defenders an advantage. There is no right or wrong way to handle the doors, but it is important to understand how the sound will be interpreted by a defending team.
Attacking Site A Or B?
Since the map has released, Site A has proven to be the easier option for attackers because of the three options available for entry. Defenders meanwhile need to be on their toes and communicating what is happening in mid to try and figure out what the plan of attack might be. Knowing or hearing that an attacker is coming in provides a moment in which to use an ability to create a choke point, but again the window of opportunity is small.
Site B is more balanced for defenders but still required caution. Learning to use the trap door between this space and mid is essential, and overall players need to communicate to know what is coming.
In the end, however, the main point is again that dominating mid is a good indicator of which team is going to win a round. Although this is not the case in the three other VALORANT maps, players need to learn how to win in this area, and the rest should come naturally.
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