Despite the above issues, seems like a pretty solid update and solid approach to adjustments on economy, guns, movement, abilities, agents, and maps.
Interesting econ changes, will be nice to see if there is any dramatic shifts. Made it to Dia1, but haven't hard grinded since everyone is still stuck in their cesspool trying to climb.. In plat/diamond, people managed econ pretty well with good understanding of save rounds and managing buys.. But when I'm playing lower ranks, even up to gold.. Either team will get stuck in a force buy loop, where they'll never be able to get a rifle and the winning team will never have to have a save round. Just a nice positive boost to the comeback mechanics.
Lool, random observations. I feel like people still don't realize that there is a calculator factoring your next round money and will minus your rnd current buy. Staying 3900 is ez guarantee for rifle/armor. Simple shit, big oversight on a lot of players I feel..
Also the walking accuracy state when transitioning from run to stop is funny. I always just thought counterstrafing, but everyone I've played with has cried numerous times about running and shooting. I use to run around like a mad man in pretty much all the variations of cs with a deagle, 1deaging constantly.. So it was a normal kinda call out other than random, randy, and interp. It's nice to see them try to approach it to match the models to counterstrafe movement with increasing deadzone accuracy to counterbalance the walking accuracy state.. Plus increasing proficiency with burst firing and one tapping is such a reward to solid aim.
Split changes look really good, yet to play it.. But we will see if it pushes it far enough to get rid of the de_nuke curse of being retardly defense sided.
Credit cap, ability cost adjustments, as well as important Agent and weapon updates are part of this beefy patch.
beta.playvalorant.com