Snakebite slow when?
Haha we think Viper needs some love, but as far as I know right now this isn’t something we’re considering at the moment. That tooltip is just outdated! We’re mulling over some other options for Viper in the future, though.
Snakebite slow when?
Haha we think Viper needs some love, but as far as I know right now this isn’t something we’re considering at the moment. That tooltip is just outdated! We’re mulling over some other options for Viper in the future, though.
Looks like we made a little booboo with some of the physical pieces of the dart. We are working on a fix right now. Sorry everyone!
Thanks for the report. We have a fix for this internally. It'll be resolved in an upcoming build.
Any idea if this has been undone or still not implemented? Still a bug in my game
Yeah... My bad, I made an assumption that it would be fixed by now. It's definitely on our list of known bugs, but we're waiting on a bigger UI clean-up pass that will (hopefully) be done in the next few patches.
Oh ok, so they still work the same then?
Mechanically things should work the same, yeah, the animation just looks a bit different now!
Did y’all change the animation for b hops?
Jumping anim changed a bit this patch yeah, so bhops look a bit different too. Not an intentional change to target bhop animations, just an emergent result of other anim work
It's just amazing how much Riot is listening to player feedback. I can't say I remember the last time another company listened this much. Honestly, mostly everything I saw in here for the past 2 weeks or so is in this patch alone. THANK YOU! <3
P.S Please take a look at spraying and slow percentage when you're hit. I get that there's supposed to be a slow, but it's just too much atm and it effectively freezes you in place because of 1 lucky shot.
I'm really happy to hear you're feeling heard, we love this game as much as the rest of you and care a ton about your feedback. Please continue to talk to us and help us make the game better.
Bullet tagging is something we're looking at right now! No details or changes yet, but we've gotten a lot of feedback from the community about it and it's getting talked about internally.
In CSGO, there are guns that are pretty similar, and then you just swap them around in your collection tab (Desert Eagle vs Revolver, suppressed vs non-suppressed M4 come to mind) Is this something you guys might consider in the future?
We've talked about it way early on but there's no plans to take a look at that yet. We havent found any particular instances where we were needing to make a gun that we didnt already have, and we wouldnt want the tradeoff to be arbitrary.
Fore grip one of thhem
Like was mentioned in the article we tried some sort of attachments system - one of the potential problems with doing visual attachments is the comparison to other games. A foregrip for example in another shooter indicates better recoil control - we want to make sure we dont give any false expectations that having a weapon with an attachment gives you a distinct gameplay advantage, and we wouldnt want the visuals of a weapon to influence your choice to use that weapon or not.
Vignette: Off
Vsync: Off
Anti-Aliasing: MSAA 4x
Anisotropic Filtering: 8x
Improve Clarity: Off
Bloom: Off
Distortion: Off
First Person Shadows: Off
Thanks! The only thing I would test on your machine would be flipping MSAA 4x to Off to see if it has any impact. We're tracking a rare issue with it that impacts some (but not all) machines -- should be fixed in a future build.
New week, new us. From the last week to this one, our family and community of VALORANT has grown exponentially, and we’re happy to be able to see players in Latin America, Brazil, and Korea getting into the closed beta! Welcome! And now that you’ve all been playing VALORANT, we assume you also have endless questions that we’re here to answer.
We’re going to keep our intros short because there are three topics we’d like to cover. The first is one we’re passionate about: peeker’s advantage. Specifically, in the times when an enemy player comes around the corner and appears to be running and gunning while still being accurate. Here’s David Straily, VALORANT’s technical engineering lead to explain:
Hi all! Let’s get right to it:...
Material Qual: High
Texture Qual: High
Detail Qual: Medium
UI Qual: Medium
I'm willing to sacrifice the quality for performance, but only if its absolutely necessary. Those settings were all on high before the first few patches and the lag wasn't as intense. Thank you so much for reaching out and responding, this Riot team really cares.
Could you also share the ones further down? I don't think tweaking the quality settings will make much of a difference on a 1080.
I think the full list is:
Stay tuned!
Any news on dx12 / vulkan support? future support?
Support is on our longer term roadmap (think months) - but nothing immediate
We made a good set of improvements for 0.50. However, the primary focus was on low/mid spec machines (those that are GPU bound).
There is more to come in the subsequent patch for high-spec machines & combat perf (during gunfights, etc..), which will help CPU bound folks :)
Stay tuned!
- David
We made a good set of improvements for 0.50. However, the primary focus was on low/mid spec machines (those that are GPU bound).
There is more to come in a subsequent patch for high-spec machines & combat perf (during gunfights, etc..), which will help CPU bound folks :)
Stay tuned!
- David
We made a good set of improvements for 0.50. However, the primary focus was on low/mid spec machines (those that are GPU bound).
There is more to come in a subsequent patch for high-spec machines & combat perf (during gunfights, etc..), which will help CPU bound folks :)
Stay tuned!
- David
This has been fixed, but just barely missed the 0.50 build cut - enjoy it while it lasts, next patch it'll be gone xD
This is a bug fix! We’ve had the line for awhile, it just wasn’t playing in the right instances. Hopefully this should improve game wide clarity on when Sage is using her ultimate.
Are you sure...? I'm pretty sure I've heard this before as well.
I doubled checked the VO script and the component that plays VO and didn't see anything (wanted to be sure). There are lines for spotting the spike, and for the spike carrier dying, but nothing related to seeing the spike carrier.
I'm not infallible but as far as I can discern there is no VO for it, which mirrors the design. I'd be surprised if we recorded things we had no intention of using but you never know!
Could you share your Graphics Quality settings?