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  • Valorant

Stinger Nerfed in VALORANT Patch 6.02

  • February 8, 2023
  • Mark B. Besharaty
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The latest VALORANT patch 6.02 notes indicate that the developers feel that the Stinger is currently “overperforming” and needed a nerf.

Along with the usual bug fixes, there is a change to the ping system for firing shots. Essentially, the VALORANT developers are adjusting for ping related to the majority of players. Software Engineer, Kevin Lee provides a more detailed explanation below.

Accordingly, here are the latest notes from Riot’s VALORANT dev team for Patch 6.02:

GAMEPLAY SYSTEMS UPDATES

“When a player fires a shot, it takes time for the input to reach the server. To prevent you from needing to lead your shots, VALORANT implements server rewinding.

When the server determines the outcome of a shot, it rewinds character positions around the bullet to match their locations at the time when the shot was initially fired.

Therefore, finding the right limit for a max rewind amount is important for reducing cases of anyone feeling like they need to lead shots or that they can still be shot after safely repositioning themselves.

When we launched the game, the max rewind value was set to 200 ms. Basically, this was based on what we deemed as acceptable networking conditions. Moreover, this factored in some amount of additional input/processing latency to play VALORANT.

Based on player data since launch, we’ve determined that this value is too high for the networking conditions experienced by most of you.” —Kevin Lee, Software Engineer

Adjustments

  • Adjusted max server rewind limit down to 140 ms from 200 ms.
    • If you only play in games where everyone’s ping is low, you shouldn’t even notice this change. In other cases, the impact from this change will be subtle, and most of you won’t notice the difference. Therefore, we expect to see the following changes in gameplay patterns:
      • Playing against players with high ping should feel less like you’re getting shot after moving behind cover by a bullet fired earlier
      • Players playing with high ping may start to experience hit registration inaccuracy
  • These behaviors already exist in VALORANT. However, we are shifting the needle for what we consider “high ping” to be less generous.

We hope that this change reduces the frustration players feel when playing against high-ping players and continues to minimize the impact of networking conditions on gameplay.

VALORANT PATCH 6.02 WEAPON UPDATES

STINGER

We feel that the Stinger is overperforming at medium to long-range engagements at its price point. Force-buying Heavy Armor and Stingers on both rounds 2 and 3 was too effective.

In addition, it lacked the appropriate nuance and economic tradeoffs. We hope that players can occasionally still access this strategy granted they have the credits to do so.

  • Cost increased 950 >>> 1100
  • Damage fall-off changed:
    • Previously:
      • 27 damage per bullet (0 – 20m)
      • 25 damage per bullet (20m+)
    • Now:
      • 27 damage per bullet (0 – 15m)
      • 23 damage per bullet (15m+)

VALORANT PATCH 6.02 SOCIAL UPDATES

  • Voice Evaluation Beta (North America/English-only)
    • Last year we began a background launch of the Riot Voice Evaluation (RVE) in North America. RVE will now move into a limited beta phase that will enhance our behavioral reports data collection capabilities and improve the impact of our comms-related behavioral interventions.

VALORANT PATCH 6.02 BUG FIXES

AGENTS

  • Potentially fixed bug with KAY/O’s Zero/point (E) not showing the correct enemies that it has suppressed (please let us know if you see further issues here)
  • Pathfinding has been improved on Raze’s Boom Bot (C) when chasing an enemy. It can now more consistently jump up small heights and will do so with smoother movement
  • Fixed a bug with Boom Bot (C) getting stuck in a wall and rapidly shaking while making a loud noise. It will now bounce off the wall per usual
  • Fixed a bug where Yoru’s Fakeout (C) could get stuck in mid-air in various locations
  • Fixed bug where Cypher’s Neural Theft (X) would only reveal one time if he had been killed or the round had changed during a previous cast
  • Fixed a bug where Cypher’s Neural Theft (X) reveals would be interrupted when he was killed after it had been deployed

MAPS

  • Players will no longer make footstep audio when dropping from Lotus B site platform to the fountain
  • Lotus door volume has been lowered further (we lowered in 6.01 as well) during the rotation phase
  • On Lotus, players next to each other while rotating door…rotates should feel smoother
  • On Lotus, fixed an issue where players were spawning on the wrong side of barrier near C site if standing on rotating door at round end
  • On Fracture, fixed a bug where the “Paul Delmann” badge could be stuck on the screen after Buy Phase ends

WEAPONS

  • Fixed an issue where Frenzy and Bulldog reload audio is quieter than other weapons in third person

SOCIAL

  • Fixed a bug that caused voice chat to no longer function when disconnected from the internet for less than 60 seconds
    • If the internet is disconnected for 60 seconds or less, you will be able to reconnect to voice chat without having to relaunch the game.
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  • Stinger
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  • Valorant Patch Notes

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Mark B. Besharaty

Mark is an avid gamer and his computer science background and MBA combine to give him a deep understanding of the video gaming industry. In addition, having played competitively, Mark understands the esports landscape of video games. Although he's a business person first and foremost, he follows the video game industry and the competitive esports scene on a daily basis - both as a viewer and as a participant.

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