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Atenție, agenți! A venit în sfârșit momentul să vă faceți remarcați. Așa că luați-vă arsenalul, fixați-vă cătările și înarmați-vă. E timpul să explorați versiunea closed beta a VALORANT. Vă voi oferi niște informații noi, cruciale pentru recruți, împreună cu niște resurse utile. Nu vă pot lăsa să porniți la treabă nepregătiți, nu?

Pași de urmat pentru a obține key:

1. Înregistrează-te pentru un cont Riot dacă nu ai deja unul.

2. Conectează-ți contul Riot la contul de Twitch. ( Account Settings)

3. Când versiunea closed beta ajunge în regiunea ta, tot ce ai de făcut e să urmărești stream-urile VALORANT pentru closed beta.

4. Alegi un streamer care se joaca Valorant, neapărat sa scrie DROPS ENABLED, ca să fiți siguri ca o sa va pice key.

5. Minim 2 ore trebuie sa va uitați la stream ca să fiți eligibili pentru primirea unui Key. 

6. Sunetul trebuie sa fie pornit la stream. 

7. O sa primiți notificare pe twitch / mail când primiți acces. 

Cerințe sistem :

Hardware requirements:

• Windows 7/8/10 (64-bit)





Minimum (30 fps):

• CPU: Intel i3-370M

• GPU: Intel HD 3000


Recommended (60 fps):

• CPU: Intel i3-4150

• GPU: GeForce GT 730


High-end (144+ fps)

• CPU: Intel i5 4460 (3.2GHz)

• GPU: GeForce GTX 1050 Ti

Edited by Aka
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  • Salutare, astazi vorbim de ultimul update adus la jocul VALORANT. [In acest topic voi adauga ce este mai important, restul poti vedea pe site-ul oficial https://beta.playvalorant.com/en-us/]

    ・Bariera de la inceputul fiecarei runde are o nuanta mai mov.
    ・Pereti retexturati.
    ・Culoarea schimbată a cutiilor Radianite pentru a face un prim-plan mai frumos.

    ・Pereti "reparati". 
    Adaugat modul de joc Competitive. Rank-urile sunt urmatoarele: Iron I; Iron II; Iron III; Bronze I; Bronze II; Bronze III; Silver I; Silver II; Silver III; Gold I; Gold II; Gold III; Platinum IPlatinum      IIPlatinum III; Diamond I; Diamond II; Diamond III; Immortal I; Immortal II; Immortal III si VALORANT.
    ・Pe harta nu iti poti vedea caracterul.
    ・Poti vedea ultimata coechipierilor deasupra capului. [retexturat]
    ・Omen - actualizari vizuale + abilitati schimbate.
    ・Breach - actualizari vizuale + abilitati schimbate.
    ・Jucatorii care ies din meci de acum vor primii sancțiuni, cu exemplul de pe celalalt joc al companiei Riot Games League of Legends. [conectarea intarziata la queue]
    ・Daca dai ALT+F4 intr-un meci oficial cat si custom cand o sa deschizi jocul o sa fi conectat tot in acel joc.
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- Toate punctele Valorant (VP-uri, RP, sau cum vreti sa le ziceti - moneda virtuala din joc care costa bani reali) cu care alimentati in perioada de beta ,le primiti inapoi cand se face release-ul oficial al jocului.

- In plus, primiti inca 20% din totalul de puncte pe deasupra (gen, daca alimentati 5000 pe perioada beta, cand avem release-ul oficial mai primiti inca 1000 moca).

- Nu conteaza daca le-ati cheltuit sau nu , toate skin-urile unlocked in closed beta se reseteaza la launch.

- Le veti primi inapoi pe contul pe care ati alimentat si nu pe altul asa ca aveti grija de contul pe care jucati in beta.

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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


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.


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


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


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.


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.


Reduced the amount and intensity of horizontal (Yaw) Recoil after the first 8 bullets



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.


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).


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.


Snake Bite radius increased 350 >> 450

We’re increasing Snake Bite’s radius to match other area denial abilities


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)


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


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)


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


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



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


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


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!


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


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


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


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


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

Edited by Aka
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Dupa aproape 2 luni de closed beta, Valorant se lanseaza gratuit pe 2 iunie. Closed beta-ul se va termina insa pe 28 mai, permitand o portita de cateva zile pentru Riot sa pregateasca noul patch.


La lansarea de pe 2 iunie, toate conturile celor care au participat la closed beta vor fi resetate. Dezvaluirea a fost facuta in cadrul stream-ului Summer Game Fest(moderat de Geoff Keighley), iar Anna Donlon, producator executiv, si Joe Ziegler, game director, au spus ca imediat dupa lansare, ne putem astepta un nou game mode (care nu de team-deathmatch), un nou agent si o mapa noua. Si skin-uri si pachetele aferente, if anyone cares.


In timpul beta-ului, jocul a avut in medie 3 milioane de jucatori pe zi, spunea Donlon. Pentru a asigura latente scazute, Riot vor instala servere prin toata lumea, deocamdata fiind listate Atlanta, Dallas, Londra, Madrid si Varsovia. Telul Riot este sa sustina servere de tip 128 TPS (ticks per second) si sa creeze o experienta cat mai corecta pentru mediul competitiv. Pentru mai multe informatii despre ce sunt tick-urile si despre serverele Riot, watch this.


America de Nord, Europa, Coreea de Sud, Brazilia, Oceania, Japonia si multe alte regiuni vor putea experimenta de pe 2 iunie tactical-shooter-ul celor de la Riot.


In prima zi de closed beta, Valorant aproape a depasit recordul de telespectatori concomitenti pe Twitch cu 1,7 miloane. Recordul curent il detin tot Riot cu League of Legends, la 1,74 de milioane. Un boost masiv pentru Valorant in viewership a fost modalitatea de obtinere a key-ilor de beta, posibila doar prin vizionarea stream-urilor de Valorant.

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