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RUNNING ACCURACY FIXED! Agent & Map Changes - Valorant Update 0.50 (Closed Beta)
Patch: beta.playvalorant.com/en-us/news/game-updates/valorant-patch-notes-0-50/
00:00 Introduction
00:22 Walking Accuracy Fix
01:10 Tap/Burst Buff
01:43 Machine Gun Buff
01:55 Agent Changes
03:15 Bhop Nerf
03:40 Ability Credits changed
04:35 Armor & Max Credit change
WEAPON UPDATES
You will no longer enter the “walking accuracy” state when transitioning from run to stop.
We noticed many players were entering a walking accuracy state during their run-to-stop transition that made it appear as if shots they fired/landed were done at full speed.
Deadzone accuracy speed threshold increased: 25% to 30%.
Now that you can’t gain walk accuracy while transitioning from a run to a stop, we've also slightly increased the size of the deadzone (full accuracy state) to make it a bit easier to get an accurate shot out quickly.
ALL RIFLES
Recovery times on all Rifles have been updated, which should make tap and burst firing more efficient. Inaccuracy is accrued any time the weapon is re-fired prior to a complete duration of a weapon’s respective Gun Recovery Time.
Base walk accuracy: 0.6° to 0.8°.
We felt like walk-spraying with rifles was a little more effective than we'd like, particularly at longer ranges. We're going to pull back on this accuracy slightly and continue to monitor.
Machine Guns are significantly underperforming other weapons at their price points. Machine Guns are meant to be bullet hoses-powerful once they get going. This is a difficult balance to strike in a game where a single bullet from the Vandal will put you down. Our hope here is to make Machine Guns better at what they do (shoot lots and lots of bullets) while also increasing the power of the Ares relative to weapons at a similar price point.
AGENT UPDATES
SAGE
Slow Orb zone duration decreased from 9 seconds to 7 seconds.
Slow Orb slowing amount decreased from 65% to 50%.
We all know Sage is OP. We’ve decided to try to reduce some of her stopping power while still allowing her to fulfill her role as the premier staller in VALORANT. These changes aim to reduce the overall efficacy of her Slow Orb, especially if they are chained back-to-back.
Cypher
Cyber Cage no longer slows enemies that move through it.
We’ve always envisioned Cypher as a premier sentinel gathering info on his enemies and picking them off, but the slow on the cage was allowing him to move into Sage’s territory by stalling an entire enemy team. We still think this will be a tool he uses to buy some time, but enemies will now have more options when pushing his defensenes, especially when coordinated.
Spycam cooldown when destroyed increased 30 to 45 seconds
Spycams have been flying into enemy territory like Sova darts at the start of rounds because the punishment for losing one to an enemy is so low. Hopefully this change pushes you to find a safe hiding place for your initial camera (please not inside a box).
OMEN
Dark Cover smoke duration increased 12 to 15 seconds.
Dark Cover smoke projectile speed increased.
Dark Cover cooldown increased 30 to 35 seconds.
Especially at high-tier play, we’ve seen Brimstone become the dominant controller and we wanted to give his peers a boost to make them more viable while hopefully maintaining their unique playstyles.
VIPER
Snake Bite radius increased 350 to 450.
We’re increasing Snake Bite’s radius to match other area denial abilities.
BRIMSTONE/PHOENIX/VIPER
Height required to jump out of all damaging area denial abilities 80 to 120
Snake Bite, Fireball, and Incendiary damage tick speed increased (total damage per second unchanged).
AGENT ABILITY CREDIT COST TUNING
We felt the credit cost of some abilities did not match the impact those abilities brought to a match, and made adjustments for a more accurate reflection.
Sage Barrier Orb increased from 300 to 400 credits.
Raze Blast Pack increased from 100 to 200 credits.
Phoenix Curveball increased from 100 to 200 credits.
Brimstone’s Incendiary increased from 200 to 300 credits.
Jett’s Updraft reduced from 200 to 100 credits.
AGENT ARMOR
Armor carried over from prior rounds is no longer destroyed when new armor is purchased, allowing you to sell newly purchased armor and return to your previous armor status (instead of having no armor).
MAX CREDIT CAP
Total credit cap is is reduced from 12,000 to 9,000.
#Valorant
#ClosedBeta
#Update
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