Valorant

Valorant Dev Tracker




27 Apr

Comment

Originally posted by joshmaaaaaaans

Can I google these ahk cheats without being banned by the vanguard driver? Or does it pick up my google searches and youtubes and is like yo this dudes trying to look up cheats ban this f**k! I just wanna see what it looks like.

If the game's not running you won't get banned for anything. The part that runs at boot doesn't store anything or report back to our servers so we have no ability to detect any cheats if you're not playing.

Comment

Originally posted by Phosphoros846

Will there be any option in the future for a killcam system? Sometimes I die just as I turn a corner and think it would be useful to see how I was killed if it was based on the enemy's crosshair placement, me showing too much while peeking, etc.

Yeah we've talked about it, kill cam would be a great learning tool. Integrating a Replay system would unlock a bunch of cool things (e.g. kill cam, better observing tools for esports, sweet sweet frag videos) so rest assured it's on the backlog. I just can't give you a timeline right now.

Comment

Originally posted by KJW57

The devs said in an interview that there will be a version of a replay system on launch, and they will continue to improve it through the early stages of the games full release!

G'day friend, just wanted to correct this: we won't have Replays at launch (sorry!). Definitely going to be there at some point soon tm, and not 7 years past launch like League! We see the same use cases etc that y'all do and we're excited to see what the community will do with it... once it comes out ☺️


26 Apr

Comment

Originally posted by IAmAGoodPersonn

Are you going to ban them? You gonna ban everyone using ahk or you can tell who is using this? You gonna warn first?

We're not going to mass ban AHK users.

No bans for AHK unless we detect that they're using blatantly cheaty scripts (e.g. pixelbot or recoil helpers).

If we decided that AHK had to stop completely we would try to prevent AHK from working with the game and then warn people that circumventing the protection would mean a ban.

For now I'm working on making AHK a less good tool for cheating without stopping it outright.

I'm willing to take more steps in the future if this first approach doesn't get it done.

Comment

I have something coming for this in the next patch, it won't be a perfect solution but it'll be a start.

Comment

Sorry about this one, y'all! This should be fixed in the next patch coming real soon.

Comment

Originally posted by WillyWankerFagtory

The best part is when you finish a gunfight and then get one shot killed, because you had 6 hp left. The feedback is not he best here.

Upcoming patch has some incremental improvements with respect to damage feedback and health status. It's easy for these sorts of effects to slip into annoying/distracting territory, especially in a competitive game, so we'll keep tweaking until we find the best balance.

Comment

Originally posted by no_more_no_more

It just happened to me

There's still a way to do it in the current version, unfortunately. Let's not go into details.

That said, it's fully fixed in the upcoming patch this week.

Comment

Easy enough and pretty harmless. Will add it to my list.

Comment

Originally posted by Okimbe_Benitez_Xiong

Current crosshair is a placeholder as per the devs

Not placeholder, but a limited version of the full system we want to give you all. We'll be adding more options over time.

Comment

Upcoming patch. We're orienting all fixed maps with Defenders on top and Attackers on the bottom. We're also adding an option to display your starting side on the bottom.

Comment

Originally posted by norcal3737

153 because that person got tagged, fell back and got healed by sage, then you tagged them again.

If you hover the encounter with your cursor (either when dead, or by toggling the cursor at the start of the next round) it shows a flyout with timestamped events. Can shed some light on these sorts of situations.

Comment

Originally posted by ejpon3453

Shouldn't VALORANT get its own little "problems" exclamation point like both LoL and LoR have? especially on EU servers where server issues seems to be a daily tradition...

While many of our services will be separate, there are certain ones that make sense to be shared from a simplicity of operations standpoint. This particular impacted all the games in different ways since we all use that amazon location differently.

EU tends to see a lot more issues in general as the play patterns in europe tend to have narrower peaks where lots more players will be online at once, whereas NA's play patterns are more spread out. This means a lot of our available server/capacity is in use at once, and if some errors or services run into trouble, that extra space can be used up trying to process those errors and can cause cascading issues.

We're learning a lot about where the strain in our systems are from this beta, and we hope issues you all have been seeing this week are quickly mitigated over the coming days.

Comment

Originally posted by ArmiesofZNight

There appear to be repeat incidents happening in our AWS there, seeing issues across mutliple games. We have a team looking to get matchmaking recovered.

We believe we've made some adjustments that should reduce impact when we see these latency increases. Hopefully, it's not continued but should minimize the impact you all were seeing.

Comment

There appear to be repeat incidents happening in our AWS there, seeing issues across mutliple games. We have a team looking to get matchmaking recovered.

Comment

Originally posted by IAmAGoodPersonn

The cheat updates with patches like the game or you can do live updates?

The Anti-Cheat has an independent patch line throughout this closed beta while we're working on compatibility and updates.


25 Apr

Comment

I responded to a thread about Recoil/Spread, this is a great one to talk about movement accuracy:

Running Accuracy:
Our intention is that most weapons (shotguns excluded) are not reliable when shooting in a full movement state. If this becomes an effective or reliable way to shoot the weapons then we will definitely look to correct it.

Also, distinguishing between an opponent hitting a headshot on you while in a full run state, versus when they've come to a stop on their side but still look like they're moving for you. I've observed many cases where it's interpreted that the opponent shot you while moving, but they were already within an accurate standing state on their client. This is due to networking where you haven't quite got the information about the opponent coming to a stop, but they've already shot and killed you. We're going to explore opportunities to tighten this up and reduce the occurrence of this.

We'll continue to watch ...

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Comment

Originally posted by xingx35

Any eta with an update for Anticheat?

Working on some compatibility and quality of life changes for early next week

Comment

Originally posted by FaeeLOL

Additionally, some uncertainty in the recoil pattern increases the value of alternative shooting methods such as tap shooting and burst firing at various distances

Currently the time required for tap-firing to be accurate feels quite long, is this intended? Its considered to be quite non-viable in CSGO currently, and it feels twice as good in CSGO than it does in Valorant.

Read through a bunch of comments here regarding the potency of tap / burst shooting (recovery time feels too long). One thing I would recommend is try the strategy of rapid tapping 3-4 shots (instead of shooting them very slowly) as this will get out more bullets quicker and they should be much more accurate relative to going full-automatic. We were actually worried this method would be too strong and have some tuning in place that begins to send the gun into its recoil state as you continue to tap.

We'll investigate tap/burst recovery, it's helpful information as we continue to tune the weapons.

Comment

Originally posted by vayzdzn

Are there going to be individual sensitivity options for different zoom levels? Currently you can only get the conversion from other games right for one zoom level and your hipfire sensitivity, so if you plan on sometimes using the operator and adjusting your zoom sensitivity for that weapon, your sensitivity will be off for the other weapons that zoom in less and even the operator's double-scope (unless you're used to the scaling method used in valorant, which is different to for example csgo's method or cod's default method).

I can look into this request, thanks!