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Valorant Patch Notes 0.50: Changes and What's New

Valorant Patch Notes 0.50: Changes and What's New

In the new version, Riot Games updates all the rifles, makes changes to various champions, and balances some of their abilities.

Update with news for Valorant, Riot Games' online multiplayer shooter, which is still in beta for PC. If you want to know all the news of TeamFight Tactics, we invite you to read this other news. Version 0.50 updates all rifles, both single shots and bursts. This has been done in order to make shooting more effective and to make each shooting pattern viable in ideal situations.

The developer also announces changes for Sage, Cypher, Omen, Viper, Brimstone and Phoenix: "The idea is to make them fit better in their roles", as well as "balance certain skills that often seem to be too strong or rather weak." Also, the costs of some agent skills have been adjusted and the maximum number of credits that can be accumulated has been reduced to give more opportunities to catch up with the team behind, among other modifications. You can read the patch notes below:

Game and balance experience

Weapon upgrades

  • Players will no longer fire as precisely as they walk when running forward and stopping to shoot.
  • We noticed that many players were shooting more accurately than they should when stopped after running. This interaction made it seem as if the shots had been fired at full speed.
  • Increased precision range speed threshold: 25% >> 30%.
  • Now that you can no longer get the precision you have when running and stopping, we have decided to slightly increase the absolute precision margin to make it easier to shoot quickly and accurately.

Rifles

  • The recovery times of all rifles have been updated to make single shots and bursts more efficient. Weapons accuracy is reduced each time a weapon is fired again before the weapon's cooldown elapses.
  • Basic precision when walking: 0.6 ° >> 0.8 °.
  • Taking advantage of the dispersal of rifles when firing and walking was proving slightly more effective than we intended, especially at long range. We will slightly reduce the accuracy and continue to pay attention to the results after this change.

Vandal:

  • Horizontal recoil reduced by 15% when crouched and motionless.
  • This was what we intended from the start, and now it matches the benefits other rifles offer when shooting low.
  • Recovery time: 0.4 s >> 0.375 s.
  • Single shot efficiency: 4 >> 6.

Phantom:

  • Fixed a bug that caused the recovery time to be longer than expected.
  • Recovery time: 0.55 s >> 0.325 s.
  • Bulldog Automatic Mode:
  • Fixed a bug that caused the recovery time to be longer than expected.
  • Recovery time: 0.55 s >> 0.325 s.

Guardian:

  • Fixed a bug that caused the recovery time to be longer than expected.
  • Recovery time: 0.4 s >> 0.35 s.

Machine guns are having worse results than other weapons of the same price. The idea is that they should work in a way as bullet hoses – powerful once they've picked up the pace. In a game where a single bullet from a Vandal can be lethal, achieving that balance is no easy feat. What we hope to achieve is that machine guns turn out to be better in their specialty (i.e. firing bullets in piles) while increasing the power of the Ares to match up to similarly priced weapons.

Ares:

  • Price reduced from 1,700 to 1,600 credits.
  • Shooting error (this value is a curve with intermediate values ​​between each bullet; the second bullet has a smaller error than the first one and so on).
  • First bullet: 1.0 ° >> 0.8 °.
  • Fifth bullet: 0.85 ° >> 0.75 °.
  • Tenth bullet: 0.75 ° >> 0.7 °.
  • The amount and intensity of horizontal recoil after the first eight bullets has been reduced.

Odin:

  • The amount and intensity of horizontal recoil after the first eight bullets has been reduced.

Agent updates

Sage

  • Decreased Orb Slow Zone's duration from 9 seconds to 7 seconds.
  • Decreased Orb Slow from 65% to 50%.
  • It is no secret that Sage is quite broken. We have decided to try to reduce her ability to slow down the advance of the enemy team a bit without making her stop being the best agent in her business: saving time for her allies. These changes seek to reduce the overall effectiveness of their Slow Orbs, especially if they build up one after the other.

Cypher

  • Cyber ​​Prison no longer slows enemies through it.
  • We have always considered that Cypher should be a top sentry capable of gathering information about his enemies and taking them by surprise one by one, but the slowdown in the prison was allowing him to compete with Sage in his role of slowing down the entire enemy team. . The prison will not cease to be a useful tool to buy some time, but now the enemies will have more options if they decide to break through their defenses and do it well coordinated.
  • Increases the cooldown of Spy Chamber when destroyed from 30 sec to 45 sec.
  • Players have become accustomed to sending Spy Cameras into enemy territory at the start of each round as if they were Sova arrows, because losing one is not expensive. We hope that this change will make it harder for Cypher to find a safe location for the first camera (and not inside a box, please).

Omen

  • Dark Veil Smoke duration increased: 12 sec >> 15 sec.
  • Dark Veil Smoke Projectile speed increased.
  • Dark Veil cooldown increased: 30 sec >> 35 sec.
  • Especially in high-level games, we've seen Brimstone become the most widely used controller, and we wanted to nudge his role-playing partners while maintaining their unique playstyles.

Viper

  • Increases the radius of Snake Venom: 350 >> 450.
  • We're going to increase the radius of Snake Venom to match that of other area blocking abilities.

Brimstone / Phoenix / Viper

  • For all of you who master the art of jumping, know that we have seen you go through Incendiary, Fireball and Snake Venom without taking any damage. We do not want to deny you the possibility of taking advantage of your guinea pig mastery, but neither does it seem good to us that a whole set of skills ends up being insignificant.
  • Increase jump height at which damage from area blocking abilities is avoided: 80 >> 120.
  • Increases the speed of Snake Poison, Fireball and Incendiary damage activations (total damage per second does not change).

Adjustments to the price of agent skills

  • We considered that the cost of some abilities did not adequately reflect the impact they had in game, so we have made adjustments to improve this aspect.
  • Sage's Barrier Orb price drops from 300 to 400 credits.
  • Raze Blast Bundle price increased from 100 to 200 credits.
  • The price of Phoenix Curved Ball goes from 100 to 200 credits.
  • Brimstone Arsonist price increases from 200 to 300 credits.
  • Jett's Gale price drops from 200 to 100 credits.

Agents' Armor

  • Armor kept from previous rounds is no longer destroyed when a new one is purchased. That way, if you change your mind, you can sell the armor you just bought and recover the one you had before (instead of running out of armor).

Maximum accumulative credits

  • Now the accumulative maximum is 9000 credits (before it was 12,000).
  • This is because we have realized that players and teams that manage to accumulate a large amount of credits have too many resources during many rounds, and the rival team is practically impossible when it comes to facing that economic advantage.

Character updates

  • Sova Recon Drone now includes sound effects from motor rotors.
  • With this change, the sound effects should better reflect its theme without affecting what allies and enemies hear in the third person.

Map updates

Split

  • Attacking teams are having trouble gaining control of zones across the map. We have implemented some changes that should allow attackers to have more opportunities to fight to get hold of A Main, Mid Top and B Torre.
  • The location of the barriers (the transparent blue walls) throughout the map have been adjusted so that attackers have more opportunities to gain control of certain areas of the map.
  • The defenders barrier at B Mid has been moved back. New barriers have been deployed at the entrance to Conducto and at the top of the B Torre stairs.
  • The defenders barrier at A Rampas has been moved back.
  • The attackers' barrier on A Main has been moved forward.
  • The attackers' barrier on B Main has been moved slightly forward.
  • Changed the angle of the wall on the inside left side of B Tower when advancing from the Mid Stairs.
  • With this, you will no longer need to play it to decide which of the two angles to check when advancing through this area, which should help players trying to take control of B Torre.
  • The B radianite case has been replaced with a metal one to make it easier to take cover while putting the Spike on.
  • Certain art elements have been revised to improve performance across the map.

Haven

  • A new map limiting system has been implemented that will have negative effects for anyone trying to leave the playing area.
  • Sounds from the ground in various sections have been updated to match the sounds in the corresponding material.

Split / Haven / Bind

  • Certain vulnerabilities Cypher was exploiting with his Spy Camera have been removed on all three maps. Thank you very much to all of you who have helped us keep track of all these vulnerabilities, including those streams in which we spent two days targeting camera locations and fixing what is necessary in real time.
  • The back of the appearance barriers is now opaque to avoid certain opportunities to abuse transparency.
  • The Spike will now automatically drop when stuck in high ground.
  • Fixed several cases where Sova's Recon Projectile managed to penetrate the map structure in unexpected ways. Thank you again so much for helping us locate these locations too!

HUD and IU

  • Teammate armor now appears in the leaderboard.
  • When the Spike is placed now, the icon representing it on the top center of the UI beats in time with the beeps.
  • Visual representations of alerts have been improved to make it easier to recognize and interpret them.
  • Self portrait has been re-enabled on the minimap player icon.
  • The size of portraits and icons has been reduced.
  • Color has been added to the minimap's own portrait, which now also shows a slightly thicker border to help players find themselves (in-game, not in real life).
  • A regulation has been added for chat messages when using the radio menu or command wheel.
  • Text size indicating armor has been broken slightly increased to make it more visible.
  • Changed the location of the title drop-down menu to make it less cluttered.
  • The Quit Game button has been moved to be closer to the other buttons with similar uses in the menu.
  • The Logout button color has been changed to red to match the Quit button, as they both perform similar functions.
  • The button has been moved to bypass the MVP screen so that Play Again is not inadvertently clicked when pressed repeatedly.
  • Radio command wheel behavior has been adjusted: Moving the mouse wheel up or down now allows you to navigate the wheels independently of the rest of the set hotkeys.
  • Now the I need help icon is no longer a weird bug, but a flag.
  • Attack / Defend icons have been activated at the top center of the Game Info UI for all players, not just spectators.
  • Agents will now use their "Definitive Nearly Ready" phrases when using the definitive status radio command and missing a point to load it.

Quality of life

  • Cheats are no longer called "hackers".
  • A coarse language filter has been added that will block this type of language in chat when it is active.
  • Added option to toggle between running and walking when pressing a key.
  • Viper's Poison Cloud no longer goes on cooldown if picked up during the purchase phase.
  • Shades of color have been added to Sova Hunter's Fury when she is an enemy.
  • Added leveling animation to contracts when free characters are unlocked or additional contract levels are purchased.
  • Descriptions and explanations have been added to help new players activate their first contract.
  • Non-owned design levels now display their individual price (in radianite points) and their description on the collection pages.
  • Performance optimizations have been implemented to correct FPS issues that arise when someone from the allied team fires.
  • Social dashboard enhancements have been implemented that should help manage errors and improve message sharing.
  • The minimap now keeps the player in the center by default.
  • The visual feature "Enhanced Weapon Visuals" is now called "Blush".
  • As Reddit user Far_OW discovered, this feature affects elements beyond the first-person player visuals. Rather, it consists of a blush or halo effect that mainly modifies the appearance of weapons.
  • The visual feature "Shadows" is now called "First Person Shadows".
  • This feature only affects shadows cast on the player's weapon, hands, and arms.
  • Spectator Mode HUD
  • Players who are dead will now appear gray in the HUD instead of completely hiding.
  • Now when teams switch sides, corresponding colors will be swapped in the HUD instead of moving teams to the other side.
  • CORRECTION OF STARTING ERRORS
  • Cypher and Sova will no longer be hovering if Sage's barrier Orb wall they were on is destroyed while using Spy Camera or Recon Drone.
  • Cypher can no longer pick up his trap after an enemy has activated it.
  • Sova's recon drone will no longer continue firing darts if it hits an enemy.
  • The bullet size of Sova's arrows has been reduced so that they do not get stuck in certain corners if launched near them.
  • Viper's Toxic Screen projectile temporary mesh has been removed.
  • Right-clicking using the alert wheel on the map now cancels the selected action and does not send an alert.
  • Fixed an issue that caused the Spike's UI to occasionally overlap with the HUD.
  • Fixed an issue that caused the amount of ammo displayed in the HUD to disappear when switching to the knife and re-equipping the weapon with low ammo.
  • Fixed an issue that caused the Spike's icon to appear on enemies' minimap icons.
  • Spike can no longer be partially placed within physical map elements.
  • This also fixes a bug that caused the Spike's camera to display it from within.
  • Minimap barriers are no longer displayed in the wrong positions during the purchase phase if the map is opened to full size.
  • Fixed a number of bugs that occurred when multiple players bought one weapon for another at the same time.
  • Fixed a bug that caused the game to freeze or jerk if the options menu was opened in-game.
  • Fixed a bug that caused the game to freeze or jerk if the store was opened in-game.
  • Fixed a rare movement bug that caused resurrected players who were shot to experience tremors of movement from their first-person perspective.
  • Fixed an issue that caused certain weapons to lose cannon flares from first person perspective if bullet indicators were disabled.
  • Fixed a rare bug where players appeared to be standing when actually squatting.
  • Skill details will appear correctly in the combat report during the purchase phase in the round in which teams switch sides.
  • Fixed a number of spectator mode HUD bugs.
  • Spectators can now see the animations that take place when examining a weapon.
  • Fixed a bug that caused the camera to end up in an invalid position during agent selection.
  • Fixed a bug that caused the combat report to indicate that 150 damage had been dealt to an enemy that was still alive and not healed in any way.
  • Fixed a bug that caused the teammates' voice prompt to glow brighter than their own icons in UI elements that appear above agents.
  • Selecting an alert on the wheel and then canceling the decision no longer causes the canceled alert to be used the next time a basic alert is issued.

Client bug fixes

  • Fixed an issue that caused Contract Rewards text to appear in the wrong place when you mouse over it.
  • Fixed an issue that caused purchase refunds to not appear on the client until it was restarted.
  • Fixed a bug that caused player cards to appear clipped in the arsenal menu.
  • Fixed a bug that caused quest descriptions to be cut in some languages.
  • Fixed a bug that caused the distortion graphics feature to not activate properly.
  • Activating this feature can adversely affect the performance of some older graphics cards.
About author

Chris Watson is a gaming expert and writer. He has loved video games since childhood and has been writing about them for over 15 years. Chris has worked for major gaming magazines where he reviewed new games and wrote strategy guides. He started his own gaming website to share insider tips and in-depth commentary about his favorite games. When he's not gaming or writing, Chris enjoys travel and hiking. His passion is helping other gamers master new games.

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