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over 1 year ago - /u/RiotTuxedo - Direct link
over 1 year ago - /u/RiotTuxedo - Direct link

Originally posted by Un111KnoWn

farther*

I noticed this right after I posted it /facepalm

For anyone else wondering, farther for physical distance and further for metaphorical, or figurative, distance. As in, if this gets noticed any further I'll get even more embarrassed xd

over 1 year ago - /u/RiotTuxedo - Direct link

Originally posted by Cakesmile

Since you seem to have a pretty good ideas on angles already in this game, do you happen to know if there's an advantage peeking from certain directions?

Like in CS you want to peek someone from the right since you get to see the other person just a tad bit faster.

Edit: Misspelled faster

I don't know definitively. I don't work on VALORANT, I work on the Riot Games API. I just posted this cause I've seen some people confused about how someone shot them when they couldn't see anyone. Maybe a member of the VALORANT team will swing by and let us know :)

over 1 year ago - /u/RiotTuxedo - Direct link

Originally posted by [deleted]

[deleted]

Not necessarily. There's always reasons to peak and smart ways to do it (with a buddy or with utility). If you're going to peak long C, I'd say don't do it slowly because the person holding the long angle will see you before you see them.

over 1 year ago - /u/RiotTuxedo - Direct link

Originally posted by Joebebs

Ok I’m starting to understand this now, I kept on wondering how working with angles in these games function, for the most part it’s a matter of distance, two people equidistant, one holding at a corner close to an angle while the other one is moving far against the wall and slowly working around that angle, that person walking up would technically win according to your 4th example. But anyone far away holding an angle against someone across whose very close to that angle working their way up would win because they have a more precise degree of visibility to play with than the on comer. This is actually blowing my mind a bit. Definitely gonna change the way I play and look at these maps now.

Oh shit I might actually need a 2nd illustration on your 3rd example there cuz they’re playing with 2 very tight/similar angles.

In the last example, Viper is holding the close angle and Jett is peaking with a pistol. Jett can see Viper before Viper can see Jett because Jett is further away from the edge. Each has its risks, the slower you work you way up the more exposed you are from your left (from A site) but you can beat someone holding a close angle if you slowly check it from a farther angle. Hope that makes sense.

over 1 year ago - /u/RiotTuxedo - Direct link

Originally posted by yfa17

Always wanted to ask someone about this, but why does the Riot games API key expire every day?

All developers are given a development API key when they sign up so they can explore and experiment with the API. However if you're building an app that gets used by players, we require developers to register the product (and stop using the development key). Once a product is reviewed and there are no concerns, we grant a production API key that remains static. Some developers were skirting our policies and registration process by making requests with multiple developer keys. Expiring developer keys after 24h makes this approach less feasible.

over 1 year ago - /u/RiotTuxedo - Direct link

Originally posted by [deleted]

[removed]

Yep my team has been talking with developers interested in the space and we're working with the VALORANT team to expose a set of APIs for the game. No timeline on this yet but it's looking it'll be post close beta. There's a lot of work the VALORANT team has to do before launch.

over 1 year ago - /u/RiotTuxedo - Direct link

Originally posted by MonstrousYi

ayaya

AYAYA

over 1 year ago - /u/RiotTuxedo - Direct link

Originally posted by Un111KnoWn

im surprised you dont have negative likes on this lol.

:(