# VALORANT 0.50 — VALORANT Patch Notes 0.50 - Product: VALORANT (https://whatsnew.fyi/product/valorant) - Vendor: Riot Games - Date: 2020-05-12 - Version: 0.50 - Original notes: https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-0-50/ - Permalink: https://whatsnew.fyi/product/valorant/releases/0.50 - Labels: Platforms: Windows, PlayStation, Xbox What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **changed** — Updated all rifles to make single-tap and burst fire more efficient through adjusted Gun Recovery Time and Tap Efficiency values - **changed** — Players will no longer enter walking accuracy state when transitioning from run to stop - **changed** — Deadzone accuracy speed threshold increased from 25% to 30% - **changed** — All rifles base walk accuracy increased from 0.6° to 0.8° - **fixed** — Vandal horizontal recoil while crouched and stationary now properly matches crouch benefits of other rifles - **changed** — Vandal Gun Recovery Time decreased from 0.4s to 0.375s - **changed** — Vandal Tap Efficiency increased from 4 to 6 - **fixed** — Phantom Gun Recovery Time corrected from 0.55s to 0.35s - **changed** — Phantom Tap Efficiency increased from 3 to 4 - **fixed** — Bulldog Automatic Fire Gun Recovery Time corrected from 0.55s to 0.35s - **fixed** — Guardian Gun Recovery Time corrected from 0.4s to 0.35s - **changed** — Ares price reduced from 1700 to 1600 credits - **changed** — Ares firing error reduced across bullets 1, 5, and 10 - **changed** — Ares horizontal recoil reduced after the first 8 bullets - **changed** — Odin horizontal recoil reduced after the first 8 bullets - **changed** — Sage Slow Orb zone duration decreased from 9 seconds to 7 seconds - **changed** — Sage Slow Orb slowing amount decreased from 65% to 50% - **changed** — Cypher Cyber Cage no longer slows enemies that move through it - **changed** — Cypher Spycam cooldown when destroyed increased from 30 to 45 seconds - **changed** — Omen Dark Cover smoke duration increased from 12 to 15 seconds Coming at you faster than my Iron rank placement, it’s Patch Notes .50. These are the kind that send wiki writers squirming, so let's get to it. 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 bulle _[Truncated at 4000 characters — full notes: https://playvalorant.com/en-us/news/game-updates/valorant-patch-notes-0-50/]_