With Patch 4.0, Valorant Episode 4 Act 1 is finally here
The latest update for Valorant has arrived and brings the newest agent Neon with it in Valorant Episode 4 Act 1. The update also includes weapon nerfs, map modifications, and bug fixes. The first act of Valorant Episode 4 Act 1 is named “Disruption” and contains more changes than any previous patch in recent memory.
Running nearly two years strong, Riot Games’ tactical fps game Valorant has been the top 3 games streamed on Twitch as of late. Neon is the new character addition in Valorant Patch 4.0 and her theme revolves around energy and electricity. Reflected in her kit, her three abilities include a speed boost that executes an electric slide, an energy bolt that bounces off surfaces, and walls of static electricity. Neon’s ultimate turns her into a deadly “lightning beam with high movement accuracy”, which resets on each kill.
Two maps have been updated in Valorant Episode 4 Act 1 Patch 4.0. Bind’s “Short A” double box has now turned into a stack of miniboxes and small containers. This is intended to remove a powerful one-way smoke on the defensive end of the lane. A new bench has also been added on the attacker’s side on Short A. On the map Breeze, the width of the “A Main” choke has increased and the 50/50 has been removed. The back of “A Site” now has a cargo container in place of box stacks with the pool extended to the far wall. There’s added cover in “B Site” with a new wall and stack of crates.
Several weapon adjustments are also included in the Valorant Patch 4.0, which should switch up the meta in Valorant Episode 4 Act 1. The Spectre has received various nerfs, most notably to its long-range effectiveness. The Ares, Bulldog, and Guardian, all received buffs, with the Ares possibly becoming one of the game’s best guns for it’s value in the ecosystem.
The Valorant Episode 4 Act 1 Patch 4.0 is now live in North America. Provided below are the weapon updates with further details on each gun. For full patch notes, check out the Valorant website here.
- Firing error occurs at earlier bullet stages
- For example, instead of errors occurring at bullets 4, 7, 10 (in terms of firing order) they will instead happen at bullets 3, 6, 8
- Increased pitch and yaw (vertical and horizontal) recoil multipliers when running/jumping/on ascender from 1.25 >>> 1.5
- Protected bullet count from yaw (horizontal) switching while spraying, decreased 8 >>> 5 bullets
- Lowering time to switch yaw from .24 >>> .18 seconds
- While spraying, the time you have until you could switch yaws (horizontal movement) again is lower, meaning it can happen more often
- Removed spin up
- Firing rate increased from 10 >>> 13
- Removed firing rate penalty on ADS (Aiming Down Sight)
- Added an extra bullet before it enters a recovery curve
- Hip fire rate increased 9.5 >>> 10
- Recovery on burst fire improved from .4 >>> .35
- Inaccuracy is accrued any time the weapon is re-fired prior to a complete duration of a weapon’s respective Gun Recovery Time. Lower recovery time should improve burst fire efficiency.