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Valorant: check the details of the 0.50 update

Valorant: check the details of the 0.50 update

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Available on Tuesday 12th, the 0.50 update of Valorant arrives with several news and occasional adjustments. All rifles have been updated to make single-tap and burst fire more efficient. The idea here is to support the viability of all rifle shooting styles (tap, burst, spray) when used in optimal situations.  This is tied to “Gun Recovery Time,” which we’ll touch on more in the notes below.

Sage, Cypher, Omen, Viper, Brimstone, and Phoenix have all undergone changes, in part to better align them with their intended roles and to balance abilities that we found to be either too weak or too powerful in common situations

Other highlights: The cost of some Agent abilities have been tuned to better reflect their impact on the game. We also lowered the cap on the amount of credits a team can bank during a match to help opposing teams catch up—so, you can’t go over 9,000.  And the Spike now automatically falls when it gets stuck in an elevated location (you can stop bugging your tall friend now).

You’ll notice each map got some love as well, to remove some exploits and reposition a few barriers.

Gameplay and Balance 

WEAPON UPDATES

  • You will no longer enter the “walking accuracy” state when transitioning from run to stop.
    • We noticed many players were entering a walking accuracy state during their run-to-stop transition that made it appear as if shots they fired/landed were done at full speed.
  • Deadzone accuracy speed threshold increased: 25% >> 30%
    • Now that you can’t gain walk accuracy while transitioning from a run to a stop, we’ve also slightly increased the size of the deadzone (full accuracy state) to make it a bit easier to get an accurate shot out quickly.

ALL RIFLES

  • Recovery times on all Rifles have been updated, which should make tap and burst firing more efficient. Inaccuracy is accrued any time the weapon is re-fired prior to a complete duration of a weapon’s respective Gun Recovery Time.
  • Base walk accuracy: 0.6° >> 0.8°
    • We felt like walk-spraying with rifles was a little more effective than we’d like, particularly at longer ranges. We’re going to pull back on this accuracy slightly and continue to monitor
    • Tap Efficiency Changes (Phantom & Vandal only)
      • Tap Efficiency determines the rate that inaccuracy is accrued when re-firing prior to waiting for the complete duration of a weapon’s respective Gun Recovery Time. The higher the Tap Efficiency, the lower the rate of inaccuracy accrual.
  • Vandal:
    • Horizontal (Yaw) Recoil reduced by 15% while crouched and stationary
      • This was intended to be the case and now properly matches the crouch benefits of other rifles
    • Gun Recovery Time: .4s >> .375s
    • Tap Efficiency: 4 >> 6
  • Phantom:
    • Fixed an issue where the Gun Recovery Time was higher than intended
    • Gun Recovery Time: .55s >> .35s
    • Tap Efficiency: 3 >> 4
  • Bulldog Automatic Fire:
    • Fixed an issue where the Gun Recovery Time was higher than intended
    • Gun Recovery Time: .55s >> .35s
  • Guardian
    • Fixed an issue where the Gun Recovery Time was higher than intended
    • Gun Recovery Time: .4s >> .35s

Machine Guns are significantly underperforming other weapons at their price points.  Machine Guns are meant to be bullet hoses—powerful once they get going. This is a difficult balance to strike in a game where a single bullet from the Vandal will put you down. Our hope here is to make Machine Guns better at what they do (shoot lots and lots of bullets) while also increasing the power of the Ares relative to weapons at a similar price point.

  • Ares
    • Price reduced from 1700 to 1600 creds
    • Firing Error (this value is a curve that has intermediate values between each bullet; bullet 2 has slightly less error than bullet 1, and so on)
      • Bullet 1: 1.0° >> 0.8°
      • Bullet 5: 0.85° >> 0.75°
      • Bullet 10: 0.75° >> 0.7°
    • Reduced the amount and intensity of horizontal (Yaw) Recoil after the first 8 bullets.
  • Odin
    • Reduced the amount and intensity of horizontal (Yaw) Recoil after the first 8 bullets.

Agent Updates

SAGE

Valorant: check the details of the 0.50 update

Sage was one of the personages that underwent changes. (Image: Valorant)

  • Slow Orb zone duration decreased from 9 seconds to 7 seconds
  • Slow Orb slowing amount decreased from 65% to 50%
    • We all know Sage is OP.  We’ve decided to try to reduce some of her stopping power while still allowing her to fulfill her role as the premier staller in VALORANT.  These changes aim to reduce the overall efficacy of her Slow Orb, especially if they are chained back-to-back.

Cypher

Valorant: check the details of the 0.50 update

Cypher was one of the personages that underwent changes. (Image: Valorant)

  • Cyber Cage no longer slows enemies that move through it
    • We’ve always envisioned Cypher as a premier sentinel gathering info on his enemies and picking them off, but the slow on the cage was allowing him to move into Sage’s territory by stalling an entire enemy team. We still think this will be a tool he uses to buy some time, but enemies will now have more options when pushing his defenses, especially when coordinated.
  • Spycam cooldown when destroyed increased 30 >> 45 seconds
    • Spycams have been flying into enemy territory like Sova darts at the start of rounds because the punishment for losing one to an enemy is so low. Hopefully this change pushes you to find a safe hiding place for your initial camera (please not inside a box).

OMEN

Valorant: check the details of the 0.50 update

Omen was one of the personages that underwent changes. (Image: Valorant)

  • Dark Cover smoke duration increased 12 >> 15 seconds
  • Dark Cover smoke projectile speed increased
  • Dark Cover cooldown increased 30 >> 35 seconds
    • Especially at high-tier play, we’ve seen Brimstone become the dominant controller and we wanted to give his peers a boost to make them more viable while hopefully maintaining their unique playstyles.

VIPER

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Viper was one of the personages that underwent changes. (Image: Valorant)

  • Snake Bite radius increased 350 >> 450
    • We’re increasing Snake Bite’s radius to match other area denial abilities

BRIMSTONE/PHOENIX/VIPER 

  • We see you b-hoppers out there, jumping through Incendiary, Fireball, and Snake Bite while taking no damage. We don’t want to completely negate this skill but we also don’t want it to trivialize a whole set of character abilities.
    • Height required to jump out of all damaging area denial abilities 80 >> 120
    • Snake Bite, Fireball, and Incendiary damage tick speed increased (total damage per second unchanged)

AGENT ABILITY CREDIT COST TUNING

  • We felt the credit cost of some abilities did not match the impact those abilities brought to a match, and made adjustments for a more accurate reflection
    • Sage Barrier Orb increased from 300 to 400 credits
    • Raze Blast Pack increased from 100 to 200 credits
    • Phoenix Curveball increased from 100 to 200 credits
    • Brimstone’s Incendiary increased from 200 to 300 credits
    • Jett’s Updraft reduced from 200 to 100 credits

AGENT ARMOR

  • Armor carried over from prior rounds is no longer destroyed when new armor is purchased, allowing you to sell newly purchased armor and return to your previous armor status (instead of having no armor)

MAX CREDIT CAP

  • Total credit cap is is reduced from 12,000 to 9,000
    • We’re noticing that players/teams who manage to bank a high amount of credits are maintaining a rich economic state for too long, and it becomes a monumental challenge for the opposing team to dethrone their economy.

Character Updates

  • Sova‘s Owl Drone now includes a layer of sound for engine rotors
    • Audio should better reflect thematics, while maintaining how noticeable the previous version of Owl Drone audio was for allies and enemies, as heard in 3rd-person.

Map Updates

SPLIT 

Attacking teams have been having difficulty finding a foothold in territory control across the map. We’ve made a few changes that should allow attackers better opportunities to contest A Main, Mid Top, and B Tower.

  • Barrier locations (those clear blue walls) have been adjusted across the map to provide attackers more of a foothold into territory control across the map
    • Defender barrier in B Mid has been pulled back. New barriers are in the entrance to Vent and atop the staircase in B Tower
    • Defender barrier has been pulled back at A Ramps
    • Attacker barrier has been pushed forward at A Main
    • Attacker barrier has been pushed forward slightly at B Main
  • Angled the wall on the left interior of B Tower when pushing up the stairs from Mid
    • This removes a 50/50 angle check when pushing into this space, which should make it more approachable for you to try and gain control of B Tower
  • Radianite crate in B has been changed to a metal crate to provide more cover when planting the Spike
  • Revised art to improve performance throughout the map

HAVEN

  • A new map exploit system is in effect which will have negative effects on anyone trying to escape the playspace
  • Updated several floor sections so that they now have appropriate material sounds.

SPLIT/HAVEN/BIND

  • Added fixes for Cypher Spy Camera exploits to all three maps— a huge thanks to everyone who has helped us track these down, including clutch stream’s we lurked in for two days, writing down every camera placement and fixing them in real time
  • Backside of spawn barriers are now opaque to prevent some abuse cases
  • Added ability for Spike to automatically fall from elevated boost positions
  • Fixed multiple spots where Sova’s Recon Dart could over-penetrate map geometry—another shout out to everyone that helped with these as well!

HUD & UI

  • Teammate armor is now shown on the scoreboard
  • When the Spike is planted, the Spike icon in the upper middle UI now pulses with the audio beeps
  • New artwork for pings to increase readability in the world
  • Portraits
    • Re-enabled portrait for player’s minimap icon
    • Reduced size of portraits and icons by several pixels
    • Added color to the player’s own minimap icon with a slightly thicker border to aid in finding oneself (on the minimap, not in life)
  • Added regulation of chat messages when using the radio menu or radio wheel
  • Slight increase to broken armor text size to make it easier to notice
  • Relocated flyout menu for Titles dropdown so it opens in a more sensible location
  • Moved Leave Match button closer to the other “Exit” buttons in the menu
  • Made Logout button red to match Exit button, since they both exit
  • Shifted location of Skip button on MVP screen so players do not accidentally press Play Again button when slamming the Skip button
  • Adjusted radio wheel behavior so that mouse wheel up and down always select the other wheels regardless of other keybinds
  • Icon for Need Help changed from the little bug thing to a flag
  • Enabled attack/defend icons in the upper middle game info UI for all players, not just observers
  • Hooked up “Ult Almost Ready” VO when character uses the Ult Status radio command and are within 1 ult point of being fully charged.

QUALITY OF LIFE 

  • Cheaters are no longer referred to as “Hackers”
  • Profanity filter setting added; when enabled, will filter out profanity from chat
  • Added a setting that allows toggling between walking and running
  • Viper’s Poison Cloud no longer enters cooldown when picked up during the buy phase
  • Added foe coloring for Sova’s Hunter’s Fury
  • Added Contract level-up animation when unlocking free characters or purchasing contract levels
  • Added tooltips and explanations guiding new players towards activating their first contract
  • Unowned skin levels now list their individual cost (in Radianite Points) and description in the collection pages
  • Made performance optimizations to address FPS drops when you or allies are shooting
  • Various social panel improvements to support better error handling and messaging
  • “Keep Player Centered” minimap setting is now a default setting
  • Renamed “First Person Enhanced Visuals” graphics setting to “Bloom”
    • As discovered by u/Far_OW on reddit, this setting affects more than just first-person visuals—it’s actually a visual bloom, or glow effect, which primarily affects weapon renders
  • Renamed “Shadows” graphics setting to “First Person Shadows”
    • This setting only affects shadows cast on a player’s weapon, hands and arms
  • Observer HUD
    • Dead players will now appear greyed out on the HUD rather than hidden
    • Team colors on the HUD will swap when switching sides, rather than the teams on the HUD changing position.

Bug Fixes: In-Game

  • Cypher and Sova will no longer float in the air if the Sage Barrier Orb wall they are standing on is destroyed while when using the Spycam or Owl Drone, respectively
  • Cypher can no longer pick up his trap after an enemy has triggered it.
  • Sova’s Owl Drone can no longer rapid-fire darts if the prior one hits an enemy
  • Reduced collision size on Sova’s arrows so they don’t get stuck on corners when fired near them
  • Removed placeholder mesh from Viper’s Toxic Screen projectile
  • When using the ping wheel on the map, right clicking now correctly cancels the action and does not place a ping
  • Fixed a bug where the Spike UI would sometimes overlap with the HUD
  • Fixed a bug where a weapon’s ammo count on the HUD would disappear if swapping your knife, then back, while on low ammo.
  • Removed Spike icon from being visible on enemy player minimap icons
  • Spike can no longer be planted partially in map geometry
    • This also fixes cases where the Spike camera was appearing inside the Spike
  • Barriers on the minimap no longer adjust positions incorrectly during the buy phase if you open the megamap
  • Fixed bug where various issues would occur after multiple players would fulfill a weapon buy request at the same time
  • Fixed issue where the game would hitch/stutter when opening the in-game options menu
  • Fixed issue where the game would hitch/stutter when opening the in-game shop
  • Fixed rare movement bug where resurrected players who were tagged would have jittery movement in 1st-person perspective
  • Fixed a bug where some weapons lost their muzzle flashes in 1st-person POV when tracers were disabled
  • Fixed a rare bug where players appeared to be standing, when they were actually crouching
  • Ability details in the combat report will now correctly appear in the buy phase of the round when teams switch sides
  • Fixed miscellaneous Observer mode HUD issues
  • Spectators can now see weapon inspect animations
  • Fixed a bug where the camera could take an invalid position during character select
  • Fixed an issue where the combat report would show 150 damage but the enemy player was still alive (in cases where healing was not involved)
  • Fixed an issue where a teammate’s voice activity would incorrectly light up more than their own icon in the above-character UI element
  • Selecting a ping on the ping wheel and canceling no longer incorrectly spawns the canceled ping next time the player uses the basic ping

Bug Fixes: Game Client

  • Fixed incorrect location of text when hovering rewards in the contracts
  • Fixed a bug where purchase refunds were not reflected in client until it was restarted
  • Fixed a bug where player cards were cropped on the arsenal menu screen
  • Fixed a bug where, in some languages, mission descriptions could appear truncated
  • Fixed an issue where the Distortion Graphics setting was not properly enabled
    • Enabling this may have a performance impact on some older graphics cards
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Brazilian, 23 years old, I follow eSports since 2010 with a good experience in Counter Strike Global Offensive, Fortnite, Free Fire and League of Legends with articles and news published in the electronic sports scene.

Esports

Valorant: Patch 1.0 brings new agent Reyna and nerf to Sage and Raze

Valorant: Patch 1.0 brings new agent Reyna and nerf to Sage and Raze

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Valorant: Patch 1.0 brings new agent Reyna and nerf to Sage and Raze

First patch notes of the official launch of Valorant. Update 1.0 arrived on public servers this Tuesday and has important news and adjustments. In addition to the arrival of the new agent Reyna and the new Ascent map, Riot Games implemented adjustments, between nerfs and buffs, in Sage, Omen, Phoenix, Raze and Jett. In addition, there was the inclusion of the new Spike Dispute game mode. Minor changes in the central part of the Split map and optimizations to decrease the drop in FPS, with emphasis on the various bug fixes.

Valorant: Patch 1.0 brings new agent Reyna and nerf to Sage and Raze

Reyna is the new agent in this update. (Image: Riot Games)

New map: Ascent

One of the novelties of the launch of Valorant in its final version is the Ascent map. The Riot Games FPS room. After Bind, Haven and Split, which were available in the Closed Beta, this is set in Italy. It will be more common in the rotation of the next few days, so that players get used to it and have more opportunities to play in it.

According to the update notes released by Riot Games, Ascent “has a large open central area where the two teams can face each other. The environment is a territory for the use of different skills, and successfully controlling the area opens up additional routes. to Spike’s two points for Attackers “.

Valorant: Patch 1.0 brings new agent Reyna and nerf to Sage and Raze

More details on one of the bombs on the Ascent map. (Image: Riot Games)

Haven/Bind/Split/Ascent

  • Expanded the new system that combats map exploits for all maps. It will eradicate anyone who tries to leave the game space.
  • Level collision repair continued to improve the smoothness of the game mechanics space.
  • Drawing call optimizations completed.
  • The blocking continues to points of the Cypher Surveillance Camera that prevented moves.

Game mechanics and balancing

Sage

  • Healing Orb cooldown increased from 35 seconds to 45 seconds.
  • Barrier Orb segment health reduced from 1000 to 800.
  • Barrier Orb duration reduced from 40 seconds to 30 seconds.
  • Allied Barrier Orb walls now appear on the minimap.

Raze

  • Maximum Explosive Charge damage radius reduced from 2 meters to 1 meter.

Phoenix

  • Mist Eruption smoke duration increased from 4 seconds to 7 seconds.
  • Boost Breeze automatically breaks Cypher’s Trap Wires after being quickly revealed.

Omen

  • Flare duration increased from 6 seconds to 8 seconds.
  • Flare went from 15 every 0.25 seconds to 1 every 0.033 seconds.
  • Healing went from 3 every 0.25 seconds to 1 every 0.16 seconds.
  • Hot Hand Healing went from 3 every 0.25 seconds to 1 every 0.08 seconds.
  • Maximum duration of the Curve Ball flash increased from 0.8 seconds to 1.1 seconds.
  • Rebirth reloads all weapons in the resurgence.

Competitive mode update

Just as it was done in the Closed Beta, Riot Games plans that the overall game service will be stable before enabling competitive match management. It will also be a way to give new players the same chance to learn the game before entering competitively. Finally, the developer stated that the plan is to activate competitive mode in some updates after the game’s release.

  • Competitive mode will not be available at launch.

HUD and Interface

  • Added visual effects to skills, killing counts and ceremonies (for example, Ace or Clutch).
  • Updated the look of Spike in the inventory.
  • Armor icons in the store.
  • Character portraits.
  • Message regulation added so that only one chat message is sent when multiples of the same ping or voice command are used quickly.

Bug fixes in the Client

  • Fixed some visual errors in the settings menu.
  • Fixed a bug in window mode that prevented the Valorant window from saving the position correctly.
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CS:GO and Valorant: what can one game add to another?

CS:GO and Valorant: what can one game add to another?

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The closed beta of Valorant has already been with us. The game was released for everyone to test, moving thousands of fans in search of access to the test version of the game. Now, a few hours before the official launch of the game, we can analyze some details.

As they were before, comparisons with CS: GO are inevitable. The game is clearly inspired by Valve’s shooter, both in shooting mechanics, in the shape of the rounds and even in the design of the maps. Still, the game from Riot Games brings news and has a lot to teach the very traditional FPS.

What can CS:GO learn from Valorant?

CS:GO and Valorant: what can one game add to another?

Valorant will launch in the next few hours. (Image: Riot Games)

It was already pointed out that Riot Games could create an environment more favorable to the community than that made by Valve. As much as the customer of League of Legends has problems, he does not overcome the countless bureaucracies that CS: GO brings to its players.

Even with the closed beta of Valorant it was already possible to use a simple tool to create duels of 5 against 5. In Counter-Strike, making a custom match involves commands on the console. The use of external platforms to get ten colleagues together in the same room.

Valorant brings a native training arena, without the need to bring any extra downloads. The map has elements that closely resemble the aim_botz of CS: GO. Map where players are surrounded by bots to train their aim.

CS:GO and Valorant: what can one game add to another?

The map has elements that closely resemble the aim_botz of CS:GO. (Image: Valorant)

Of course this exists in Valve’s game, but, as always, there is some bureaucracy. This type of content must be purchased through the Steam Workshop. It is entirely created by the community itself, not by the game developer. In terms of performance, Riot also cleans up. League of Legends was already a very balanced and smooth game to run even on very limited machines; for Valorant, ditto.

Performance

The minimum requirements may even show something different. Valorant asks for 1GB of VRAM, while CS asks for only 512MB, for example, but make no mistake. Valve’s game is known for having nice optimizations, presenting bottlenecks in computers with respectable configuration. It is not uncommon for a computer to suffer some pain to run CS: GO in minimal configurations. But bizarrely improve performance by activating higher quality textures and shadows, for example. The game is extremely processor dependent, and only uses the capacity of your video card when necessary.

In Valorant, the feeling is something balanced. If your computer can run CS:GO, you can be sure that it will not suffer at all from the novelty of Riot Games. Finally, it is essential to talk about the quality of the servers used by Riot. It is routine to find matches in very few seconds in the game. Of course, the game is on the rise and being played by an immense number of people. At the same time, however, CS: GO is consistently the most played game on Steam. Even so, it takes any five minutes to find a ranked match.

What can Valorant learn from CS:GO?

Critics aside, CS: GO is still king in the field of tactical shooters. Again, the game is the most played on Steam, and its esports scene reaches stratospheric numbers. IEM Katowice 2020, for example, reached 1 million simultaneous viewers without even being a Major.

CS:GO and Valorant: what can one game add to another?

CS:GO is still king in the field of tactical shooters. (Image: Helena Kristiansson)

Shooting time is a great advantage over the competition. Players have been using the Counter-Strike AK-47 for twenty years. Several of his current maps are reformulations of very old scenarios. The competitive format already exists even before esports are called esports.

Improvements

In face of Valorant, age appears a lot when talking about aspects such as interface and map design. A pleasant surprise in Valorant is his tool for customizing the aim, something that CS:GO only added in 2020. On the other hand, the game’s radar can be quite confusing, bringing an enormous amount of information and possibly disorienting the player.

Traditionally, the five members of your team will appear on the radar. However, the game does not give any prominence to the player’s own icon. While the other members appear with illustrations of the chosen character. Your own doll is just a white ball, which goes largely unnoticed among so many colorful items.

On the Haven map, for example, there are several walls that practically touch, but do not have any type of connection between them. Not to mention a straightke situation in bomb C, where there are very few viable options for disabling Spike. There is the traditional way, through the Defenders base, or risk invading other positions that may already be dominated by the opponent.

CS:GO and Valorant: what can one game add to another?

The retake situation in bomb C, where there are very few viable options for disabling Spike. (Image: Valorant)

The major concern of Riot Games, however, should be how to build a sustainable esports scenario. CS: GO has always stood out for keeping a very open circuit, allowing countless organizations to be responsible for big tournaments.

Championships and the near future

Riot Games, taking League of Legends into account, represents the opposite of that. All relevant LoL championships are managed by Riot itself, and there is almost no room for outside organizers. For Valorant, however, the guidelines are different. The company has already released a document detailing its plans for e-sports, separating tournaments into three different classifications. Smaller tournaments, with a maximum of US $ 10,000 in prizes, medium, with up to US $ 50,000, and large tournaments, made in partnership with companies such as ESL and Dreamhack.

Taking the reins off the competitive landscape a little bit, Riot certainly aims to get closer to what made CS: GO grow. But you need to be careful not to become almost an electronic sports villain. Polemics involving Valve and the CS: GO competition abound. Speaking only from the past three years, we have examples of a Major starting immediately after a player’s vacation.

CS:GO and Valorant: what can one game add to another?

The Astralis team dominated much of 2019 for CS: GO. (Image: HLTV)

Above all this, the company let go of the reins of esports so much that it ended up letting competitiveness get out of its control. Closed circuits and major championships started to clash with the Majors, the only tournaments sponsored by Valve itself.

With that in mind, Riot can consider acting as regulator of the scenario, preventing Valorant from following the path of his greatest inspiration. That said, Valorant’s potential among tactical shooters is pretty clear. Without even being officially released, the game is already ahead of its biggest competition in many ways.

With the necessary time and care, a future where the game is considered to be vastly superior to CS: GO is totally doable. Esports audiences, however, are a totally different monster, and will depend heavily on decisions made by Riot in the near future.

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Fortnite: five weapons that should return in the third season of Chapter 3

Fortnite: five weapons that should return in the third season of Chapter 3

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Eight days from now, Fortnite Chapter 2 Season 3 begins. And with that, rumors about what the next event will be like start to come out. One of the biggest issues revolves around the weapons and items that will come out this season. Last week here at Gaming Net we talked about five items that we think should return to Fortnite. One of the interesting things about the game is the extensive list of weapons you can use to eliminate your enemies. Some items made short appearances in Fortnite only to never reappear. Today, let’s take a look at five items that we think should return in Fortnite Chapter 2 Season 3.

Infantry Rifle

Fortnite: five weapons that should return in the third season of Chapter 3

Could the Infantry Rifle be useful in this new season? (Image: Epic)

The Infantry Rifle is much loved by players for being used over the years. It is a rifle that requires precision, very different from any other rifle. It acts as a mixture of an assault rifle and a sniper rifle. The Infantry Rifle can do very high damage, but players with questionable aim may not want to carry it. The Epic and Legendary versions of the Infantry Rifle deal 168 and 176 damage per second, respectively,

At the end of Season X the Infantry Rifle left Fortnite. It underwent a complete overhaul that occurred when the Battle Royale title moved into a new era. Various items, weapons and vehicles left Battle Royale mode at that time. There is nothing more satisfying in Fortnite than destroying someone with the infantry rifle. It would be an exciting addition to Fortnite Chapter 2 Season 3.

Flint-Knock Pistol

Fortnite: five weapons that should return in the third season of Chapter 3

Flint-Knock Pistol is a great option for pistols. (Image: Epic)

If you think about fun weapons in the game, the Flint-Knock Pistol is one of them. It offers a punch of up to 90 damage with the unusual variety. In addition to this high damage, this pistol is a rotation option for the player when needed. Players don’t prefer to use it as their primary weapon, but it still has its purpose. Flint-Knock hits enemy players hard, allows for quick spins and is fun to use in general.

Like the Infantry Rifle, the Flint-Knock Pistol came out of Battle Royale mode at the end of Season X. This departure from the competitive game gave players less options for spinning. But now, it’s time for the Flint-Knock Pistol to make a full-time comeback. Let’s hope the third season is the right time to reappear.

Hand Cannon

Fortnite: five weapons that should return in the third season of Chapter 3

Hand Cannon has an incredible power. (Image: Epic)…

Pistols have a terrible reputation in Fortnite history. When players open the chests and find green, purple, blue or even gold pistols, it is a disappointment. The Hand Cannon is different because it can conquer any opponent in one or two shots. At long range this weapon is very effective, however, it requires great precision. Players prefer not to carry a hand cannon, especially if they have sniper rifles. But what if the Hand Cannon was a player’s best long-range option?

Snipers are certainly a staple in Fortnite. The Heavy Sniper Rifle, in particular, offers a ridiculous advantage for players who own one. Epic Games launched the Hand Cannon in Season X, and now is the time to return. It would be interesting to see the Hand Cannon replace Heavy Snipers as the main long-range weapon. This is all due to the skill needed to hit shots.

Storm Scout Sniper

Fortnite: five weapons that should return in the third season of Chapter 3

The Sniper Rifle Storm Scout has overhauled the way players optimize their loading. (Image: Epic)

The return of the Sniper Rifle Storm Scout could be even before Fortnite Chapter 2 Season 2. This Sniper arrived in Fortnite in Patch v9.41. He overhauled the way players optimized their loading. Although the Storm Scout did not do much damage, it is undoubtedly one of the unique weapons in Fortnite history. Unfortunately, this weapon lasted a short time in Fortnite and has not yet been shown.

The Sniper Rifle Storm Scout added a different layer to Fortnite like never before. Players who carried this weapon were able to spin, because they are predictive patterns. At that time, in the competitive goal, it fit very well. Having knowledge of Storm Circle is one of the essential aspects of Fortnite. Fortnite is always better when players are on tiptoe and need to use their brains to succeed.

Double Barrel Shotgun

Fortnite: five weapons that should return in the third season of Chapter 3

The double-barreled shotgun was an intricate part of Fortnite in previous seasons. (Image: Epic)

The double-barreled shotgun was an intricate part of Fortnite in previous seasons. He hasn’t been part of the Fortnite loot group since Season 7. Epic Games withdrew it from the competition because of the damage it could cause. Epic and Legendary versions could deal 114 and 120 damage.

Double-barreled shotguns do a lot of damage. Although the ideal shotgun to hold was not that, it could be useful in today’s boxing match goal. Imagine the satisfaction of taking a player’s wall, editing it and hitting it for more than 100 damage. The double barrel would not remodel Fortnite, but it could provide a satisfactory balance between the bomb and tactical shotguns.

This concludes our list of five items we would like to see come back to Fortnite. Stay tuned to Gaming Net for more Fortnite news and updates!

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Date:Event:Location:
July 17 to 18, 2020PokeFest SA 2020San Antonio, TX
July 30 to August 2, 2020GalaxyCon - RaleighRaleigh, NC
September 13, 2020Mega Bit Game Expo - 2020Simi Valley, CA
October 20 to 22, 2020Gamethon Expo 2020
Delhi, India
October 23 to 25, 2020Metrotham Con 2020
Chattanooga, TN
October 30 to November 1, 2020Megacon OrlandoOrlando, FL
October 30 to Nov 1, 2020DerpyCon - 2020New Brunswick, NJ
November 6 to 8, 2020GalaxyCon Minneapolis 2020Minneapolis, MN
December 4 to 6, 2020Shine ConLas Vegas, NV
February 11 to 13, 2021D.I.C.E Summit - 2020Las Vegas, NV
February 21 to 23, 2021Dreamhack Anaheim 2020
Anaheim, CA
February 21 to 23, 2021LVL Up ExpoLas Vegas, NV
February 22, 2021Florida Game Con
Tampa, FL
February 27 to March 1, 2021PAX EastBoston, MA
February 28 to March 1, 2021Galaxy Con RichmondRichmond, VA
May 14 to 16, 2021Fan Expo DallasDallas, TX
May 27 to 30, 2020MomoconAtlanta, GA
July 3 to 5, 2021Florida Supercon
Miami, FL
August 14 to 16, 2021Retro Gaming ExpoPortland, OR

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