Valorant

Valorant Dev Tracker




11 May

Replication asks you to push the extremes of what Agent abilities can do in a round. Think of what you can do with five Sage walls? A team of Phoenix can basically make the floor is lava if you cover it with fire. Don’t worry, this mode comes with a “flashguard” so you won’t have to play with sunglasses.

Read how to play below.

REPLICATION RULES

  • Best-of-nine Spike mode
    • 80-second rounds
    • 45-second pistol round, with 30-second subsequent rounds
  • All players on the same team play as the same Agent (e.g. 5 Sages against 5 Jetts)
    • Agent selection is decided in pre-match voting.
  • Abilities, minus ultimates, are refreshed each round
    • Gain +1 ultimate points per round at the start of the round (except Overtime rounds)
  • Set amount of credits each round regardless of win/loss
    • Per-round credit amounts:
        ...
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With VCT Masters Stage 2 on the horizon, it’s important we don’t get too crazy with balance changes and focus on getting VALORANT in a healthy state just in time for Reykja...

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10 May

There’s something about VALORANT that came calling for Chris Dang, 20, from the Bay Area, California.

“VALORANT is like a mix of all the FPS games combined, where you’ll see people from so many other competitive FPS games crossover,” Dang said.

That trait lured Dang from his days of heavy PUGing (pick up games) on ESEA and FACEIT—two esports competitive platforms—to reigning at #5 as “Campion” on the Act II VALORANT NA leaderboards.

“VALORANT helped me strive for something. I wasn't really looking forward to anything. I didnt think about going pro in a game and doing something I loved to do. VALORANT brought that to me,” Campion said. “It showed me just how far I could take something if I put my time into it and really focus.”

Campion said he’s played just about every day since the closed beta, and although he only made it to Immortal 2 at first, he’s earned Radiant consistently since VALORANT’s launch.

The beta was when Dang first...

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09 May


08 May

Comment

Originally posted by MrGordonFreemanJr

Damn thats neat, would that also explain why so many of kills that come from preaiming an angle feel almost microscopicly "delayed" since the server needs to confirm what my client thinks happened?

Yeah, there's a delay between when the shot fires on your screen and when you see an enemy die on your screen. And the video in the OP is exactly why a delay like this exists.

Your gun firing is 'predicted' by your PC -- it shows it happening to you before the server confirms it. There are lots of reasons for this, but generally because it feels more responsive, and the downsides to a disagreement are less severe.

But deaths aren't 'predicted'. Imagine in the OP's video if their PC showed them that the Sage died to that first headshot, before the server confirmed it. OP's PC would show Sage dying, but then the server would send it a message a few frames later saying "hold on there, Sage didn't actually die". Now OP's PC would need to pop Sage back up as if she didn't die, and was actually firing the whole time. That would be...bad, to say the least.

Comment

Originally posted by Kalix_

Those sparks are drawn by your PC. But the server is the one that ultimately decides whether you hit or not.

Your PC can't wait for the server to tell you whether to render the sparks or not (delayed sparks would look weird), so it has to guess based on most recent info it has. Sometimes it guesses wrong.

That's just a technical limitation of online games with ping.

See this dev post: https://playvalorant.com/en-us/news/dev/the-state-of-hit-registration/

Thanks for pointing out the bit about the sparks, that's great info. That yellow spark effect plays as soon as you fire if your client determines the bullet should hit the player. The larger red/orange effect that you see normally happens when the server confirms the shot.

But as /u/Kalix_ pointed out, the server has to determine that, and then tell your PC that it agrees that the shot landed. And that takes back-and-forth network communication.

There's a very, very, very high chance that it was an issue with the connection between OP's PC and the server. But without the network stat indicators that others have mentioned, it's hard to glean more information.


07 May

Comment

( ͡° ͜ʖ ͡°) there might be more of them


06 May

Q

My matches sometimes feel like a coin flip. I feel like I go against players that don't belong in my rank, are smurfs common?

A

Smurfs and Smurfettes, while relatively small in number, are absolutely real and are frustrating to play against. We’ve been collecting and incorporating feedback from all our channels, and have since spun up an investigation into the current state of smurfing in VALORANT.

Because we’re currently deep in this investigation, there is no actionable plan to share just yet. However, we want to at the very least provide insight into the fundamental questions our team is actively tackling:


  • How do we identify smurf in our systems, and how often are players running into them?
  • Why do players smurf?
  • Is there a need, that isn’t being met, that is forcing players to smurf?
  • What changes do we need to make in order ...
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05 May

Comment

Congrats!!!!

Having little goals for yourself helps a ton in your early skill development in shooters! Keep it up, maybe we'll bump into each other in ranked someday >:)

Comment

Originally posted by DuScSHADOWKNIGHT

This makes sense now, its the bug where they are placed lower than intended

Sorry, I'm out and preppin my move to LA(I guess I actually have to move there to work AT Riot :P ).

There was a bug where players ranks were set incorrectly, but it didn't touch their MMR. We saw some games like this during the first week of the Act. Also it could have been a player that tanked placements but was corrected when caught smurfing. I actually don't know how possible it is to get an iron account into plat MMR, before actually getting it hits bronze, so I think this was probably the bug!

We’re back with more VCT Game Changers action! The enthusiasm around these tournaments has been incredible, and we’re proud to showcase the talent and skill this community has to offer.

Here’s everything you need to know about Verizon VCT Game Changers NA presented by Dignitas.

TOURNAMENT OVERVIEW

VALORANT Champions Tour (VCT) Game Changers is a year-long program with the goal of creating new opportunities and exposure for women and marginalized genders seeking to participate in VALORANT esports, through a combination of community events and top-tier competition.

Verizon VCT Game Changers NA presented by Dignitas consists of a Double GSL open qualifier (June 19 - 20) and double elimination main event (June 24 - 27). Eight teams will advance from the open qualifiers to compete in the main event, which will feature best-of-three matches until the grand final, which will be a best-of-five showdown. In addit...

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