The titrant patch observes 0.50 Sage targets, weapon accuracy, and split adjustment



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Riot Games released its next set of Valorant 0.50 patch notes on May 12, 2020, for the Closed Beta bringing tons of new updates and changes to the free multiplayer game.

Unlike most previous game updates, the last one is pretty massive as not only will most agents get some major updates to their kit including lots of interface updates but Split has now been changed which will allow fans to breathe much easier while on the attack side.

The game has also updated the rifles in an effort to make one touch and shoot much more efficient. Also, playable agents like Sage, Brimstone, Cypher, Phoenix, Omen and Viper have undergone changes to adjust the balance. So let’s take a look at all the new changes that come with the new update.

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Appraisal patch notes 0.50

Gameplay and balance (weapons)

  • Players will no longer enter the “walking precision” state when they pass the race to the stop. The developers knew that multiple players were entering a state of precision when walking during their transition from running to stopping, making it appear that the shots that fired or landed were fired at full speed.
  • Dead zone accuracy speed threshold increased: 25% >> 30%. Now that players won’t be able to get the walking accuracy during the transition from a run to a stop, the developers have also slightly increased the size of the dead zone (full precision state) to make it a little easier to get an accurate shot quickly.

All rifles

Recovery times on all Rifles have been updated to make shooting and burst shooting much more efficient for players. Inaccuracy accumulates each time the weapon is re-fired before the full duration of a weapon’s respective Weapon Recovery Time.

Base walk accuracy: 0.6 ° >> 0.8 °. The developers have stated that spraying with rifles was a little more effective than they wanted, especially for the longer ranges. Therefore, they decided to slightly decrease the accuracy and continue monitoring.

Vandal

  • Horizontal recoil (yaw) has been reduced by 15% while stooped and stooped. This was the case and is now able to match the benefits of other rifles. Changes in weapon recovery time: .4s >> .375s and tap efficiency: 4 >> 6.

Ghost

  • Fixed an issue where gun recovery time was longer than expected. Changes in weapon recovery time: .55s >> .35s and tap efficiency: 3 >> 4.

Bulldog

  • Fixed an issue with Auto Fire where the weapon’s recovery time was longer than expected. Changes in weapon recovery time: .55s >> .35s.

guardian

  • Fixed an issue where gun recovery time was longer than expected. Changes in weapon recovery time: .4s >> .35s.

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Machine guns have had significantly lower performance compared to other weapons at their price points. These weapons are actually meant to function as bullet hoses that are quite powerful once they are launched. This is a difficult balance to achieve in a game where a single bullet from the Vandal will knock you down. The new update hopes to improve machine guns in what they do (fire many bullets) while increasing the power of the Ares relative to weapons at a similar price.

Ares

  • The price has been reduced from 1,700 to 1,600 credits.
  • Trigger error (this value is a curve that has intermediate values ​​between each bullet; bullet 2 has a slightly smaller error than bullet 1, and so on). Changes in Bullet 1: 1.0 ° >> 0.8 °, Bullet 5: 0.85 ° >> 0.75 ° and Bullet 10: 0.75 ° >> 0.7 °.
  • The amount and intensity of horizontal recoil (yaw) was reduced after the first 8 rounds.

Odin

  • The amount and intensity of horizontal recoil (yaw) was reduced after the first 8 rounds.

Agent updates

Wise

  • Slow Orb zone duration reduced from 9 seconds to 7 seconds.
  • Slow Orb slow amount has been reduced from 65% to 50%. The developers have decided to try to reduce some of its stopping power and, at the same time, allow it to fulfill its role as the main producer of the game. The changes specifically aim to decrease the overall effectiveness of your Slow Orb, especially if they are chained in a row.

Code

  • Cyber ​​Cage will no longer slow down enemies that pass through it
  • Spy Camera’s cooldown when destroyed is increased: 30 >> 45 seconds

Omen

  • Dark Cover Smoke duration increased by 12 >> 15 seconds
  • Dark Cover Smoke Projectile speed increased
  • Dark Cover cooldown increased: 30 >> 35 seconds

Snake

Snake Bite’s radius has been increased: 350 >> 450. The developers have increased Snake Bite’s radius to match other area denial abilities.

Sulfur / Phoenix / Viper

  • The developers have noticed that all the b-hoppers have been jumping through Incendiary, Fireball and Snake Bite without taking damage. They don’t want to completely negate the ability, but they also don’t want it to trivialize a full set of character abilities.
  • The height required to jump from all harmful area denial skills: 80 >> 120
  • Snakebite, Fireball, and Incendiary damage tick speed increased (total damage per second unchanged)

Agent Capacity Credit Cost Adjustment

The developers have noted that the cost of credit for some skills doesn’t match the impact those skills brought to a game, and have made adjustments for more precise reflection.

  • Sage Barrier Orb has increased from 300 to 400 credits.
  • Raze Blast Pack has been increased from 100 to 200 credits.
  • Phoenix Curveball has increased from 100 to 200 credits
  • Sulfur Arsonist has been increased from 200 to 300 credits.
  • Jett’s Updraft has been reduced from 200 to 100 credits.

Agent Armor

  • Armor transferred from previous rounds will no longer be destroyed when a new armor is purchased, allowing players to sell newly purchased armor and return to the previous armor state (instead of having no armor).

Max Credit Cap

  • The total credit limit has been reduced from 12,000 to 9,000. It was noted that the players or teams that managed to accumulate a large amount of credits have maintained a rich economic status for too long, and it became a monumental challenge for the opposing team to dethrone their economy.

Character updates

  • Sova’s Owl Drone will come with a sound layer for the motor rotors. The audio should better reflect the themes while maintaining the notoriety of the previous version of Owl Drone audio for allies and enemies, as heard in the third person.

Map updates

Division

  • Attacking teams have had difficulty finding a foothold in territory control across the map. The developers made some changes that should allow attackers better opportunities to compete with A-Main, Mid Top, and B Tower.
  • Barrier locations (the light blue walls) have been adjusted throughout the map to provide attackers with increased support for territory control throughout the map. Defender’s barrier at B Mid has been removed. New barriers are at Vent’s entrance and on top of the ladder in Tower B, the Defender’s barrier has been removed on Ramps A, the Attacker’s barrier has been pushed forward on A Main and the Attacker’s barrier has been pushed forward slightly at B
  • He leaned the wall into the left interior of Tower B as he climbed the stairs from Mid. This eliminates a 50/50 angle check when pressing on this space, which should make it more accessible for you to try to gain control of Tower B.
  • The Radianite box in B has been changed to a metal box to offer more coverage when planting the Spike
  • Revised art will improve performance across the map

Refuge

  • There will now be a new map exploit system that will have a negative effect on players trying to escape the game space.
  • Various sections of the floor have been updated to now have appropriate material sounds

Split / Haven / Bind

  • Fixes for Cypher spy camera vulnerabilities added in all three maps
  • The back of the generation barriers will now be opaque to avoid some cases of abuse.
  • Added ability for Spike to automatically drop from high boost positions
  • Fixed several points where Sova’s Recon Dart could penetrate too much map geometry

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HUD and UI

  • Teammate’s armor is now displayed on the scoreboard
  • When the Spike is planted, the Spike icon in the upper middle UI now blinks with audio beeps
  • New illustrations for pings to increase readability in the world
  • Reactivated portrait for player minimap icon
  • Reduced size of portraits and icons in multiple pixels
  • Added color to player minimap icon with slightly thicker border to help meet (on minimap, not in life)
  • Added regulation for chat messages when using radio menu or radio wheel
  • Slight increase in broken armor text size to make it easier to notice
  • Relocated dropdown to Titles dropdown to open in a more sensible location
  • The Exit Game button was moved closer to the other “Exit” buttons in the menu
  • The Logout button in red matches the Logout button as they both log out
  • Changed the location of the Skip button on the MVP screen so that players don’t accidentally press the “Play again” button when hitting the Skip button
  • Radio wheel behavior has been adjusted so that the mouse wheel up and down always selects the other wheels regardless of other keys
  • Need for Help icon changed from small bug to flag
  • Attack / Defense icons in the Upper Middle Game Info UI have been activated for all players, not just watchers
  • OV “Ult Almost Ready” connected when a character uses the Ult Status radio command and is within 1 endpoint of being fully charged

Quality of life

  • Cheats are no longer known as “hackers”
  • Profanity filter settings added; when enabled it will filter chat profanity
  • Added a setting that allows you to toggle between walking and running
  • Viper Poison Cloud no longer goes into cooldown when picked up during purchase phase
  • Added enemy dye to Sova Hunter’s Fury
  • Added contract level animation when unlocking free characters or buying contract levels
  • Added information on tools and explanations that guide new players to activate their first contract.
  • Ownerless skin levels now list their individual cost (in Radianite points) and description on collection pages
  • Performance optimizations were made to address FPS drops when you or your allies are shooting
  • Various improvements to the social dashboard to support better error handling and messaging
  • The “Keep Player Centered” minimap setting is now a default setting
  • Rename graphics setting “Enhanced First Person Images” to “Bloom”
  • Rename graphics setting “Shadows” to “First Person Shadows”
  • Dead players will now appear dimmed in the HUD instead of being hidden
  • Team colors in the HUD will change when changing sides, rather than teams in the HUD changing positions

Bug fixes: in-game

  • Cypher and Sova will no longer float in midair if the wise barrier Orb wall they are standing on is destroyed while using Spycam or Owl Drone, respectively
  • Cypher can no longer pick up his trap after an enemy has activated it.
  • Sova’s owl owl can no longer throw quick darts if the previous one hits an enemy
  • Collision size reduced on Sova arrows so they don’t get stuck in corners when shooting close to them
  • Viper Toxic Screen Projectile Placeholder Mesh Removed
  • When using the ping wheel on the map, right-clicking now correctly cancels the action and doesn’t ping
  • Fixed a bug where the Spike UI sometimes overlapped with the HUD
  • Fixed a bug where the ammo count for a weapon in the HUD would disappear if the knife was swapped, then backwards, with little ammo.
  • Removed Spike icon from being visible on enemy player’s minimap icons
  • The spike can no longer be partially planted on the map geometry
  • Barriers on the minimap no longer incorrectly adjust positions during the purchase phase if you open the mega map
  • Fixed the bug where multiple issues occurred after multiple players fulfilled a request to purchase weapons at the same time
  • Fixed issue where game would freeze / stutter when opening game options menu
  • Fixed the issue where the game would get hooked / stuttered when opening the game store
  • Fixed a rare move bug where resurrected players who were tagged would have a nervous move in first-person perspective
  • Fixed a bug where some weapons lost their muzzle flashes in first-person POV when plotters were disabled
  • Fixed a rare bug where players appeared to be standing when actually crouched
  • Skill details in the combat report will now appear correctly in the purchase phase of the round when teams switch sides.
  • Fixed various Observer mode HUD issues
  • Spectators can now watch weapon inspection animations
  • Fixed a bug where the camera could take an invalid position during character selection
  • Fixed an issue where the combat report would show 150 damage but the enemy player was still alive (in cases where healing was not involved)
  • Fixed an issue where a teammate’s voice activity was incorrectly lighting up more than their own icon in the previous character’s UI element
  • Selecting a ping on the ping wheel and canceling it no longer incorrectly generates the canceled ping the next time the player uses basic ping

Bug Fixes: Game Client

  • Fixed incorrect text placement when passing rewards on contracts
  • Fixed a bug where purchase refunds were not reflected in the “customer” until it was restarted
  • Fixed a bug where player cards were clipped on the arsenal menu screen.
  • Fixed a bug where mission descriptions might be truncated in some languages
  • Fixed an issue where the Distortion Graphics setting was not enabled correctly
  • Enabling this can have an impact on the performance of some older graphics cards.

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Image credits: Riot Games



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