🎉 Kampanyalar

Özel Koleksiyon Key'ler

VALORANT PATCH NOTES 1.01 (NEW SKINS)

VALORANT PATCH NOTES 1.01 (NEW SKINS)
Surprise! patch notes arrived early this week

These updates have only slightly impacted the game yet, of course, but Patch 1.01 continues its performance improvement efforts, this time focusing on a smoother combat experience and new skins.

A Golden Gun Orb has been added to the new mod  Spike Rush , allowing you to quickly kill anyone with one shot. Also, Sage got a nerf. Riot has a grudge against supports.

You can also see the New Weapon Skins in the image below:

Marauder Weapon Set

FOXNGAME

FOXNGAME

GAMEPLAY AND BALANCE

SAGE's ability Barrier Orb cast range reduced from 20 meters to >>> 10 meters.

Sage's most productive trait as a Scout should be to "defend an area" that is currently under her control. His 20-meter ability range allowed Sage to take control of unclaimed areas too aggressively, and it wasn't a good fit for his role in VALORANT. The area capture stat has been roughed up a bit, while shortening the distance keeping him still strong in area defense.

MAP UPDATES (Source: Valorant )

We've fixed a few spots where Ascent Weapons run through the world texture and fixed wall penetration bugs.

All Maps We've updated the names of several locations to be more in line with the terms used by players.

SPIKE ATTACK UPDATE Each game of Spike Rush will now contain 5 randomly selected orbs. The full Ultimate orb will always be available. Out of the remaining 7 orb types, 4 will be randomly selected. Selected orb types will be visible both in the character selection screen and in the pre-round description indicator.

New Orb Types Health Orb - Regenerates the entire team's health (instantly). It takes effect for 20 seconds. Restores 12 Health per second (3 Health per tick). Sound effects and visual effects only play while you heal.

Orb of Deception - 3 seconds after being captured, inflicts "Paranoia" on the enemy team. The debuff lasts for 10 seconds. Visibility is severely restricted (plus the Field of View changes slightly). Affected players hear fake footsteps and gunshots. The minimap is disabled.

Golden Weapon - Gives a Golden Weapon to the captured player. One-shot. It always delivers perfect accuracy. The agent moves at blade transport speed. It has a single bullet in its slot, and it has 2 spare bullets. Kills grant additional ammo

Other New, pre-round UI element will display weapon and potential orb types for the current round. Players will now gain 1 ultimate point for capturing any orb.

PERFORMANCE UPDATES Our performance work in this patch focuses on improving performance during combat. We also have some general performance improvements for high end devices. We expect the game to be more fluid now during combat, and depending on your hardware specs, you're likely to experience higher FPS on average in some scenes.

Skirmish Performance: We fixed a few issues that were causing performance crashes during combat.

Skins were not frontloadable in-game for 9 out of 10 players. The first time you came across a skin in the game, you were experiencing a drop in framerate. Reduced the framerate crashing effect when the kill info is added or removed from the UI. Improved the performance of Viper-exclusive UI elements causing some performance issues. +FPS on Medium to High Hardware: We've expanded the CPU-related bottlenecks by making a few more changes in the code. Lower-equipped devices may also benefit from these improvements, but only notice the visible effect in combat. Added multi-thread image processing for high-end devices. If your device has the features required to take advantage of multithreaded image processing, It will appear as a new option in the Graphics Quality menu that can be turned on or off. The default setting for these devices will be "on". Multithreaded rendering improves performance in cases where the cost of rendering the objects that need to be rendered in some scenes exceeds the cost of the game simulation and the rendering of that scene on the graphics card. These conditions usually occur when passing places where a lot of objects are visible (eg Split - start attacking) or when the game simulation doesn't need much work (eg range, non-combat etc.). it improves the performance in cases where the game simulation cost exceeds the processing cost of that scene on the graphics card. These conditions usually occur when passing places where a lot of objects are visible (eg Split - start attacking) or when the game simulation doesn't need much work (eg range, non-combat etc.). it improves the performance in cases where the game simulation cost exceeds the processing cost of that scene on the graphics card. These conditions usually occur when passing places where a lot of objects are visible (eg Split - start attacking) or when the game simulation doesn't need much work (eg range, non-combat etc.).

Multi-thread view cones: Minimap view cones will now perform calculations on another track where possible.

Visual effects decomposition covering all maps: It reduces the effort of the processor to these particles, allowing the graphics card to take on more tasks in the simulation.

We've updated the client performance attributes to include a more detailed breakdown of frame times.

LIFE QUALITY

Sova's Recon Arrow is now more consistent and only shows parts of enemies behind the wall.

Added a setting to make the inventory always visible.

Signals will no longer land in front of enemies when dashed behind their comrades.

Out-of-game transitions now show the map you just played instead of an image of Brimstone and Sage entering a teleporter.

Changing characters in the range will now use a lighter and more performant interface rather than the entry interface.

Missions on the end-game screen will now be sorted by completion and type.

Made some minor visual improvements for Contract and Battle Pass rewards in the progress indicator at the top of the screen.

BUGS FIXED

Fixed a bug where transparent particles such as layers of smoke could be seen while under the effect of Reyna's Evil Eye.

Fixed an obstruction visual effect on Reyna's screen when she switches to binocular mode while healing.

Reyna's increased health after healing will no longer incorrectly appear as 151 when she reaches max cap.

Cypher's Hidden Cameras will no longer teleport their field of view underground when placed on the transporter door in Bind.

Cypher's Cyber ​​Cage will no longer keep teleporter doors open on Bind.

AoE indicators on Sova's Recon Arrow and Reyna's Evil Eye will now only show on the enemy minimap if the player or player's comrades are close to the area of ​​effect.

Fixed an issue where spectators could see Agent control interface input and various other components.

Fixed a bug that caused the deceased player's arms to float in the first-person view.

Fixed a bug that caused the zoom mode to exit while firing bursts.

Fixed a bug where having the Bullet Trace setting enabled would disable muzzle fire as well as traces on some weapons.

Fixed a bug that caused the mouse cursor to flicker when hovering over the leaderboard.

The error in the incorrect millisecond part of the lap counter has been fixed.

Fixed a bug that caused some keybindings to not display keybinding conflict warnings correctly.

Fixed the Observer bug that caused the first player to be observed in the game not have a character portrait.

Fixed a bug where automatic weapons would rarely leave bullet marks or sound effects would not work when fired in short bursts.

Fixed a bug that caused the destruction bar to appear double. Fixed a bug where audio input/output device and settings were not preserved in different sessions.

Fixed various localization bugs in end game screens.

Fixed some visual bugs in the end game screens. Whisper bug with players with the same name has been fixed, improvements have been made to private messages.

Improved chat service error messages. The settings menu is now in letterbox format as it should be. Clicking COLLECTION on the Agents page now correctly returns you to the Armory page.

BUY Valorant VP

×

Alışveriş Sepeti

Sepetinizde toplam
{{ getTotalItemCount() }}
ürün bulunuyor
{{ item.productName }}
{{ item.productName }}
{{ item.categoryName }}
Adet -
{{ item.price * item.quantity | number:2 }}{{ currencyCode }}
SEPET TOPLAMI
{{ getTotalPrice() | currency: currencySymbol }}
SEPETE GİT
FOXNGAME
Ooppss!
Görünen o ki sepetine ürün eklemeyi unuttun.
ALIŞVERİŞE BAŞLA
>{{miniShoppingCart.totalItem}}