VALORANT PATCH NOTES 4.10: Agent Progress Moved to a consistent location and made a consistent size – Right now, Chamber’s Trademark outperforms other Sentinel tools in both reliability and power, which feels inappropriate given the amount of defensive combat tools Chamber has spread across the rest of his kit. Let’s check out the full patch notes below. For future updates on VALORANT Follow InsideSport on GOOGLE NEWS
Patch Notes 4.10 arrives! Here are your highlights:
• QoL Agent updates
• Haven collision fixes
• Updates that improve gameplay consistency under certain networking conditions
• Plus, new graphs to visualize buffer delay and firing errorRead it here: https://t.co/jhSBTw2Vqd pic.twitter.com/QFH7pasR4f
— VALORANT (@PlayVALORANT) May 24, 2022
AGENT UPDATES
- Agent Progress/Charge Bars – Moved to a consistent location and made a consistent size on the following Agents:
- Reyna
- Cypher
- Breach
- Fade
- Jett
- Omen
- Phoenix
- Raze
- Skye
- Yoru
OMEN
- Updated 3P model to increase detail and fidelity.
Also Read: VALORANT Patch Notes 4.09 Update brings Major Nerf in Agent Chamber, Check full patch notes
VALORANT PATCH NOTES 4.10: Agent Progress Moved to a consistent location and made a consistent size
MAP UPDATES
HAVEN
- Removed some pixel collision on the following areas:
- Can no longer walk up the front of A site cover
- Can no longer jump onto the top of C site cover without a boost ability
GAMEPLAY SYSTEMS
- Added new Performance graph to display Shooting Error values for recent shots on the Client. This is the same information visible in the crosshair error settings, but should help players to better diagnose their own performance after an engagement.
Gameplay Consistency Updates
For more information about the below performance graphs and bug fix, please check out the VALORANT Gameplay Consistency Update 2 article.
- Fixed an issue where ping or framerate spikes could cause an excessive move processing buffer to develop and persist for multiple seconds. While this was happening, you may have been experienced:
- Increased Server side input latency, which could make inputs take longer to be applied than would be expected based on your ping.
- Additional delay in your view of other players, which could give you less time to react.
- In both of these cases, the additional latencies were not reflected in the current “Network RTT Avg/Max” graph or in-game scoreboard ping values.
- Added new Performance graph showing “Network RTT Jitter” to help you understand if you’re experiencing network issues not reflected in the Network RTT Avg/Max values
- Added new Performance graph “Network RTT + Processing Delays,” which captures the effective latency you experience due to Network Round Trip Time, Server move processing, and Client move processing delays
For future updates on VALORANT Follow InsideSport on GOOGLE NEWS
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