Platinum Notes 3.0
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Bring high-speed network access to any laptop with a USB port with the Platinum USB 3.0-to-Ethernet Adapter. With speeds up to 1 Gigabit, you can surf or stream with ease. The anodized aluminum housing ensures durability while providing a sophisticated appearance. 3.0 K - 24.5561 K Relation of pressure and temperature of constant volume of gas when use helium-4 and helium-3 as working fluid Platinum resistance thermometer 13.8033 K - 1234.93 K Relation of electrical resistance and temperature of platinum Radiation thermometer 1234.93 K - Planck’s law of radiation 2.2 Principles of Instruments. Platinum Notes Crack Full Download Platinum Notes Crack Norton Internet Security 2010 V17.0.0.13 Keyman Travel Soft Free Need Nokia Pskov Vsemp Ru Hard Truck Apocalypse Download Acciletor Professional Nch Switch Sound Converter Full Clubdjpro Dbblobeditor V2.5.2.16 By Brd Portable Windows Xp Live USB Edition 2008 2.02 Key. PLATINUM AERO 3.0. Whether on flat water or moderate waves, the AERO 3.0 makes every rig light as a feather: ultra-lightweight, ultra-dynamic, ultra-playful. With this mast, handling, reflex, speed of reaction and performance reach an unprecedented level, embodying everything that is currently technologically conceivable.
Available now for PC and Mac, Platinum Notes 4 claims to automatically improve the vast majority of digital music files. Platinum Notes 4 is the first update to the music file improvement software from Mixed In Key in more than two years. For the uninitiated, Platinum Notes is designed to batch analyse all of your music files and make overall.
Tipard PDF Converter Platinum is the most professional PDF Converter to help you convert PDF files to Word, TXT, and image at will. And we can guarantee you the perfect output quality. We offer TXT, Word, RTF, JPEG, PNG, GIF, BMP, PCX, TGA, TIFF output format for you to choose. This PDF Converter Platinum allows you to convert define pages of PDF to be converted. And it supports multi-languages: English, Turkish, Thai, Latin, Korean, Greek, Cyrillic, Arabic, Japanese, and Chinese.
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Aside from the below, don’t forget the rest that is coming as part of Episode 3 Act I, which you can read about in our summary. Now a word from our design leads:
While there are a lot of changes with this patch, they are focused around refining two critical components of the game: Increasing the importance of precise gunplay and expanding the tactical sandbox.
When we think of VALORANT, we consider every map, weapon, and character to be a part of an ever-changing sandbox where you can use your skill and creativity to overcome any challenge you face. We believe VALORANT is at its best when you face a wide variety of unique challenges and are forced to make hard choices about tools and strategies you’ll use to overcome them. To that end, we have taken a pass at the entire economy of the game, changing weapon and ability prices so they better suit their impact on a match and allow players to create more dynamic, varied loadouts, and strategies.
Game-spanning changes like these can be painful as we are asking you all to relearn many things that you’re now comfortable with. There will be times when you are forced to make harder choices about what you bring into battle each round or forced to engage with an opponent differently—but just know that your enemies are facing the same challenges.
—Max Grossman and Sal Garozzo, Co-Lead DesignersAGENT UPDATES
To hit our goal of creating a more dynamic sandbox, we have adjusted ability pricing, cooldown rates, and ultimate costs on every Agent. Generally, we noticed that certain agents were able to have too much impact with their abilities without making any significant tradeoffs. Our goal here is to create a healthier pace of abilities throughout a round and force you to think more critically about your purchase decisions.ALL AGENTS
*Signature abilities now only provide a minimum of one charge per round instead of accumulating a charge every round.
*For example, if you have a two charge signature ability and you end the round with one charge remaining, you will not gain an additional charge
*Charges gained from cooldowns are now always temporary
*Visibility returns faster during the fadeout period of all flashesASTRA
Astra is incredibly popular at higher levels of play and we felt that a few of her play patterns are difficult to respond to round over round. We want Astra to be potent at applying map-wide pressure, but she’s able to do that much too frequently and without much counterplay or cost. These changes aim to add more counterplay on barrier drop, and provide much longer and clearer cooldown windows after Astra uses or recalls her Stars.
Nova Pulse (Q)
*Cooldown time increased 12 >>> 25
Gravity Well (C)
*Cooldown time increased 12 >>> 25
Stars/Astral Form (X)
*Stars are now inactive when placed during the buy phase
*When the barriers drop, her Stars charge for 1.4 seconds before becoming active and usable.
*On Attack, Astra can now see the Spike’s location in Astral form
*This representation does not animate so it will not provide additional info on the status of the Spike.
*Recall cooldown increased 8 >>> 15
*Granted signature charges decreased 2 >>> 1
*Star cost decreased 200 >>>150BREACH
The introduction of KAY/O, warrants a tuning pass on our other Initiators.
For Breach, we’re removing his third flash charge and attempting to spread impact across his kit. The updates to his other abilities should provide more reliable outputs for Breach and his allies. Along with this, some abilities are getting shorter cast commitments and the speed of his Flashpoint projectile is being slowed to give Breach a chance to re-equip his weapon and work off his tools.
Flashpoint (Q)
*Total charges reduced 3 >>> 2
*Cost increased 200 >>> 250
*Projectile speed decreased 2500 >>>2000
Fault Line (E)
*Full charge time decreased 1.5 >>> 1 second
*Width increased 600 >>> 750
*Telegraph windup time decreased 1.3 >>> 1
*Concussion duration increased 3 >>> 3.5
*Unequip time after firing decreased 1 >>> .7
*Cooldown time increased 35 >>> 40
After Shock (C)
*Now explodes 3 times with each blast dealing 60 damage with no fall off, blasts are .6 seconds apart
*Explosion radius increased 260 >>> 300
*Unequip time after firing decreased 1.1 >>> .9 seconds
*Cost increased 100 >>> 200
Rolling Thunder (X)
*Width of all explosions increased to 2300, which was the previous width of the final explosionBRIMSTONE
Incendiary (Q)
*Cost increased 200 >>> 250CYPHER
Neural Theft (X)
*Ultimate points required decreased 7 >>> 6JETT
We’ve reverted the Jett/Cypher trapwire interaction. When we initially made this change, there was a strong sentiment about Jett feeling weak and Cypher feeling oppressive to play against.As players have gotten better at dealing with Cypher’s traps and Jett has carved out strong value in the game, we think that Jett should have to play and plan around Cypher’s deliberate setup instead of being able to bust through it without thought.
Updraft (Q)
*Cost increased 100 >>> 150
Tailwind (E)
*No longer breaks Cypher’s Trapwire
Cloudburst (C)
*Cost increased 100 >>> 200
Bladestorm (X)
*Ultimate points required increased 6 >>> 7KILLJOY
Alarmbot (Q)
*Cooldown after pickup increased 7 >>> 20
Turret (E)
*Cooldown after pickup increased 10 >>> 20OMEN
Paranoia (Q)
*Cost decreased 400 >>> 300
Dark Cover (E)
*Granted signature charges reduced 2 >>> 1
*Omen now must buy his second smoke for 100
*Cooldown time increased 35 >>> 40
Shrouded Step (C)
*Cost increased 100 >>> 150PHOENIX
Curveball (Q)
*Cost increased 200 >>> 250RAZE
Model Update
*Model has been updated with a polish passPlatinum Notes 3.0 For Sale
Boombot (C)
*Cost increased 200 >>> 400
Showstopper (X)
*Ultimate points required increased 7 >>> 8REYNA
Leer (C)
*Cost increased 200 >>> 250SAGE
Slow Orb (Q)
*Cost increased 100 >>> 200
Barrier Orb (C)
*Cost increased 300 >>> 400
Resurrection (X)
*Ultimate points required increased 7 >>> 8SKYE
Skye will lose her third flash charge, but she’ll now regain charges on a cooldown for her signature. We’ve made it so Skye no longer needs to put her gun down to activate Guiding Light and made some quality of life improvements when guiding the projectile or letting it fly free. We’ve felt Trailblazer’s vision radius has been slightly too small to clear the medium size rooms—where it should excel—and that the concuss could use a little more bite given how difficult it is to land. We hope these changes will help push Skye’s viability in solo queue and help her carve out a competitive spot in organized play.
Trailblazer (Q)
*Vision radius increased 1750 >>> 2250
*Max concussion duration increased 3 >>> 4
*Cost increased 200 >>> 250
Guiding Light (E)
*Charges reduced 3 >>> 2
*Charges are now replenished on a 40-second cooldown
*Skye no longer needs to re-equip to trigger her flash
*Guiding Light’s projectile now goes around corners tighter when free flying and is more responsive to guiding
*Audio attenuation when cast reduced 3250 >>> 1250
*Cost of charges increased 100 >>> 250SOVA
Shock Dart (Q)
*Cost increased 100 >>> 150
Recon Bolt (E)
*Cooldown time increased 35 >>> 40
Owl Drone (C)
*Cost increased 300 >>> 400
Hunter’s Fury (X)
*Ultimate points required increased 7 >>> 8VIPER
Snakebite (C)
*Duration reduced 8 >>> 6.5
*Outer edges of Viper’s acid patch form faster to ensure it is lethal if an enemy sits in the entire duration
*Cost increased 100 >>> 200
*We’ve seen a massive resurgence in Viper’s popularity and power, especially at stalling opponents and preventing defuses. We hope to slightly reduce some of this stalling power.YORU
Blindside (Q)
*Cost increased 200 >>> 250
Gatecrash (E)
*Cooldown time increased 35 >>> 40WEAPON UPDATES
Since launch, run-and-gun has been a hot topic. While we believe that there are certain situations that moving and shooting should be powerful, it is currently more potent than we’d like. This patch targets a piece of the puzzle that we haven’t touched before which is what we call “tag into accuracy.”
“Tag into accuracy” is our internal name for a phenomenon where a fully running player starts firing at you without slowing down; then, you shoot and hit them, applying the tagging debuff and slowing them down. This inadvertently drops their speed enough to make their bullets more accurate, even if they aren’t trying to come to a stop. This behavior is a root cause of a lot of the run and gun clips we see and the changes this patch should mitigate the effectiveness of this, particularly at longer ranges. All in all, our aim is to better reward proactive and precise movement.
With slightly reduced tagging, tighter deadzones and overall less accuracy in movement states, we aim to tighten up combat while trying to maintain as much intuition and muscle memory as possible.
Walk Shooting (not Run Shooting) has been reasonably accurate in VALORANT, allowing players to get off semi-accurate shots even at mid-range. With the changes to walk accuracy, shooting while walking will be significantly less effective at medium ranges, rewarding players who proactively stop before they shoot.
We’ve also reduced the running accuracy of Sidearms and SMGs in an attempt to tighten up engagements with those weapons while maintaining some of their identity in terms of mobility by being able to to move and shoot somewhat accurately at shorter ranges.ALL WEAPONSPlatinum Notes Crack
*Bullet tagging changed from 75% slow >>> 72.5% slow
*“Tagging” is the slowing effect you feel when hit by bullets
*Weapon Deadzones changed from 30% >>> 27.5%
*“Deadzone” in VALORANT refers to the movement speed a player becomes inaccurateALL RIFLES
*Walking inaccuracy changed from 1.3 >>> 2.0
*Running unchanged at 5.0ALL HEAVIES
*Walking Inaccuracy changed from .5 >>> 2.4
*Running unchanged at 6.0ALL SMGs
*Walking inaccuracy changed from .3 >>> 1.0
*Running inaccuracy changed from 2.0 >>> 2.5CLASSIC
*Walking inaccuracy changed from .25 >>> .84
*Running inaccuracy changed from 1.5 >>> 2.1FRENZY
*Price decreased 500 >>> 450
*Walking inaccuracy changed from .25 >>> .8
*Running inaccuracy changed from 1.0 >>> 2.0GHOST
*Walking inaccuracy changed from .25 >>> .92
*Running Inaccuracy changed from 1.85 >>> 2.3SHERIFF
*Walking inaccuracy changed from .25 >>> 1.2
*Running inaccuracy changed from 2.0 >>> 3.0JUDGE
*Price increased 1600 >>> 1850
*Damage falloff at 10m changed from 13 per pellet >>> 10 per pellet
*Damage falloff at 15m changed from 10 per pellet >>> 7 per pellet
*We want the Judge to be a devastating, multi-fragging, close range option and believe it’s a bit more premium than we had previously given it credit for. It was also performing better than expected at range so we’re taking that down a notch.BULLDOG
*Hip-fire (full auto mode) firing rate increased from 9.15 RPS >>> 9.5 RPS
*Price decreased 2100 >>> 2050
*The bulldog was feeling just slightly underpowered in close/mid range situations where hip fire was the go-to. So we’re giving it a bit more of a firing rate to compete, and lowering the price to make it more enticing to buy.SHORTY
*Price decreased 200 >>> 150STINGER
*Price decreased 1100 >>> 950BUCKY
*Price decreased 900 >>> 850MARSHAL
*Price decreased 1000 >>> 950ARES
*Price decreased 1600 >>> 1550OPERATOR
*Price decreased from 5000 >>> 4700GUARDIAN
*Price decreased 2400 >>> 2250COMPETITIVE UPDATES
For Episode 3, our major focus for Ranked is matchmaking accuracy and fairness. We’ve evaluated our system and have made a few significant changes that should improve these key areas across a wide range of players. Without getting too much into the secret sauce of things, we want to share some of what you can expect in Episode 3.
Here’s our primary player experience goals:
*We want winning games to matter most—at all skill levels.
*We want to improve individual performance evaluation because we believe it helps identify more fair and balanced matches.
*We want you to see your rank as an accurate representation of your current skill level.
*We want you to have fewer motivations for playing on different accounts and to get to your proper rank faster.
Here’s some of what you can expect from our changes:
*Reduced the possibility of feeling “hard stuck” on older accounts. If your skill improves, your rank should properly reflect that, regardless of account age.
*Matchmaking accuracy will improve across all ranks, which should lead to a smoother ranked climb and reduce how hard you may swing up and down in rank
*While winning games is still the most important factor, individual performance will also be accounted for to improve matchmaking at Immortal+
*This should result in better matches at the highest levels.
*Close games will have a smaller effect on rank rating gains and losses
*Adjusted our Rank Rating curves, so climbing (or falling) should feel less volatile
*Updated Rank distribution
*Placements raised to Diamond 1
*This should help reduce the grind for our players at the top
Our plan is to continue to monitor these changes after they’ve reached our live servers, and we’ll certainly make more adjustments where appropriate. We’re looking forward to getting these changes into your hands, and please continue to provide us with feedback on your experiences throughout Episode 3!PERFORMANCE UPDATES
We’re excited to deliver major improvements with 3.0! This work is the culmination of significant effort and collaboration over the last several months involving many teams across VALORANT. Performance is a war won in the margins, and we’re generally able to provide small, incremental changes. This time, however, many of our smaller items came together all at once.
Players with medium to high spec machines (CPU bound systems) may see up to 6% performance improvements as a result of the following work:
*Improved clipping plane calculations using multithreading
*Improved thread utilization across multiple cores for distributed tasks
*Optimized camera calculations
*Optimized ambient audio for each map
*Fix for Character Ability HUD invalidation box
*General optimizations for all ability animationsSOCIAL UPDATES
*Hover Cards have been added to the social panel
*Hover over your friends list to quickly learn more about the
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*Platinum Notes 3.0 Review
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Tipard PDF Converter Platinum — простой и быстрый способ конвертировать PDF документы в Word, RTF, JPEG, PNG, GIF, BMP, PCX, TGA, TIFF, TXT форматы. Программа сохраняет первоначальный текст, изображения, формы и расположения в документах, обладает простым, интуитивно понятным интерфейсом и большой скоростью конвертации.
Bring high-speed network access to any laptop with a USB port with the Platinum USB 3.0-to-Ethernet Adapter. With speeds up to 1 Gigabit, you can surf or stream with ease. The anodized aluminum housing ensures durability while providing a sophisticated appearance. 3.0 K - 24.5561 K Relation of pressure and temperature of constant volume of gas when use helium-4 and helium-3 as working fluid Platinum resistance thermometer 13.8033 K - 1234.93 K Relation of electrical resistance and temperature of platinum Radiation thermometer 1234.93 K - Planck’s law of radiation 2.2 Principles of Instruments. Platinum Notes Crack Full Download Platinum Notes Crack Norton Internet Security 2010 V17.0.0.13 Keyman Travel Soft Free Need Nokia Pskov Vsemp Ru Hard Truck Apocalypse Download Acciletor Professional Nch Switch Sound Converter Full Clubdjpro Dbblobeditor V2.5.2.16 By Brd Portable Windows Xp Live USB Edition 2008 2.02 Key. PLATINUM AERO 3.0. Whether on flat water or moderate waves, the AERO 3.0 makes every rig light as a feather: ultra-lightweight, ultra-dynamic, ultra-playful. With this mast, handling, reflex, speed of reaction and performance reach an unprecedented level, embodying everything that is currently technologically conceivable.
Available now for PC and Mac, Platinum Notes 4 claims to automatically improve the vast majority of digital music files. Platinum Notes 4 is the first update to the music file improvement software from Mixed In Key in more than two years. For the uninitiated, Platinum Notes is designed to batch analyse all of your music files and make overall.
Tipard PDF Converter Platinum is the most professional PDF Converter to help you convert PDF files to Word, TXT, and image at will. And we can guarantee you the perfect output quality. We offer TXT, Word, RTF, JPEG, PNG, GIF, BMP, PCX, TGA, TIFF output format for you to choose. This PDF Converter Platinum allows you to convert define pages of PDF to be converted. And it supports multi-languages: English, Turkish, Thai, Latin, Korean, Greek, Cyrillic, Arabic, Japanese, and Chinese.
Особенности:• Конвертор PDF в Word, RTF, JPEG, PNG, GIF, BMP, PCX, TGA, TIFF, TXT форматы.• Точное сохранение первоначального текста, изображений, графики, гиперссылок.• Поддержка Microsoft Office Word 2010, 2007 и 2003• Поддержка пакетной обработки файлов.• Режим частичного преобразования — возможность конвертировать не весь документ,а только выбранные Вами страницы.• Предварительный просмотр.• Поддержка любых языков.• Приятный и удобный интерфейс — Вы сможете легко начать работать с программой даже без каких-либо инструкций.
PDF file converting functions:• Convert PDF to TXTTipard PDF Convert Platinum enables you to convert PDF to .txt format, and you can enjoy it with the WordPad.• Convert PDF to WordThis PDF Converter can help you to convert PDF to Microsoft Word format, and it is compatible with Microsoft Office 2010, 2007, and 2003.• Convert PDF to imageYou are allowed to convert PDF file to image for better enjoyment, and you can adjust the JPEG quality, output color and resolution for the output image.• Define pages to be convertedTipard PDF Converter Platinum gives you the ability to convert current page, all pages and your self-selected pages.• Preview PDFThere is a preview window in the interface of Tipard PDF Converter Platinum for you to preview the PDF file.
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Aside from the below, don’t forget the rest that is coming as part of Episode 3 Act I, which you can read about in our summary. Now a word from our design leads:
While there are a lot of changes with this patch, they are focused around refining two critical components of the game: Increasing the importance of precise gunplay and expanding the tactical sandbox.
When we think of VALORANT, we consider every map, weapon, and character to be a part of an ever-changing sandbox where you can use your skill and creativity to overcome any challenge you face. We believe VALORANT is at its best when you face a wide variety of unique challenges and are forced to make hard choices about tools and strategies you’ll use to overcome them. To that end, we have taken a pass at the entire economy of the game, changing weapon and ability prices so they better suit their impact on a match and allow players to create more dynamic, varied loadouts, and strategies.
Game-spanning changes like these can be painful as we are asking you all to relearn many things that you’re now comfortable with. There will be times when you are forced to make harder choices about what you bring into battle each round or forced to engage with an opponent differently—but just know that your enemies are facing the same challenges.
—Max Grossman and Sal Garozzo, Co-Lead DesignersAGENT UPDATES
To hit our goal of creating a more dynamic sandbox, we have adjusted ability pricing, cooldown rates, and ultimate costs on every Agent. Generally, we noticed that certain agents were able to have too much impact with their abilities without making any significant tradeoffs. Our goal here is to create a healthier pace of abilities throughout a round and force you to think more critically about your purchase decisions.ALL AGENTS
*Signature abilities now only provide a minimum of one charge per round instead of accumulating a charge every round.
*For example, if you have a two charge signature ability and you end the round with one charge remaining, you will not gain an additional charge
*Charges gained from cooldowns are now always temporary
*Visibility returns faster during the fadeout period of all flashesASTRA
Astra is incredibly popular at higher levels of play and we felt that a few of her play patterns are difficult to respond to round over round. We want Astra to be potent at applying map-wide pressure, but she’s able to do that much too frequently and without much counterplay or cost. These changes aim to add more counterplay on barrier drop, and provide much longer and clearer cooldown windows after Astra uses or recalls her Stars.
Nova Pulse (Q)
*Cooldown time increased 12 >>> 25
Gravity Well (C)
*Cooldown time increased 12 >>> 25
Stars/Astral Form (X)
*Stars are now inactive when placed during the buy phase
*When the barriers drop, her Stars charge for 1.4 seconds before becoming active and usable.
*On Attack, Astra can now see the Spike’s location in Astral form
*This representation does not animate so it will not provide additional info on the status of the Spike.
*Recall cooldown increased 8 >>> 15
*Granted signature charges decreased 2 >>> 1
*Star cost decreased 200 >>>150BREACH
The introduction of KAY/O, warrants a tuning pass on our other Initiators.
For Breach, we’re removing his third flash charge and attempting to spread impact across his kit. The updates to his other abilities should provide more reliable outputs for Breach and his allies. Along with this, some abilities are getting shorter cast commitments and the speed of his Flashpoint projectile is being slowed to give Breach a chance to re-equip his weapon and work off his tools.
Flashpoint (Q)
*Total charges reduced 3 >>> 2
*Cost increased 200 >>> 250
*Projectile speed decreased 2500 >>>2000
Fault Line (E)
*Full charge time decreased 1.5 >>> 1 second
*Width increased 600 >>> 750
*Telegraph windup time decreased 1.3 >>> 1
*Concussion duration increased 3 >>> 3.5
*Unequip time after firing decreased 1 >>> .7
*Cooldown time increased 35 >>> 40
After Shock (C)
*Now explodes 3 times with each blast dealing 60 damage with no fall off, blasts are .6 seconds apart
*Explosion radius increased 260 >>> 300
*Unequip time after firing decreased 1.1 >>> .9 seconds
*Cost increased 100 >>> 200
Rolling Thunder (X)
*Width of all explosions increased to 2300, which was the previous width of the final explosionBRIMSTONE
Incendiary (Q)
*Cost increased 200 >>> 250CYPHER
Neural Theft (X)
*Ultimate points required decreased 7 >>> 6JETT
We’ve reverted the Jett/Cypher trapwire interaction. When we initially made this change, there was a strong sentiment about Jett feeling weak and Cypher feeling oppressive to play against.As players have gotten better at dealing with Cypher’s traps and Jett has carved out strong value in the game, we think that Jett should have to play and plan around Cypher’s deliberate setup instead of being able to bust through it without thought.
Updraft (Q)
*Cost increased 100 >>> 150
Tailwind (E)
*No longer breaks Cypher’s Trapwire
Cloudburst (C)
*Cost increased 100 >>> 200
Bladestorm (X)
*Ultimate points required increased 6 >>> 7KILLJOY
Alarmbot (Q)
*Cooldown after pickup increased 7 >>> 20
Turret (E)
*Cooldown after pickup increased 10 >>> 20OMEN
Paranoia (Q)
*Cost decreased 400 >>> 300
Dark Cover (E)
*Granted signature charges reduced 2 >>> 1
*Omen now must buy his second smoke for 100
*Cooldown time increased 35 >>> 40
Shrouded Step (C)
*Cost increased 100 >>> 150PHOENIX
Curveball (Q)
*Cost increased 200 >>> 250RAZE
Model Update
*Model has been updated with a polish passPlatinum Notes 3.0 For Sale
Boombot (C)
*Cost increased 200 >>> 400
Showstopper (X)
*Ultimate points required increased 7 >>> 8REYNA
Leer (C)
*Cost increased 200 >>> 250SAGE
Slow Orb (Q)
*Cost increased 100 >>> 200
Barrier Orb (C)
*Cost increased 300 >>> 400
Resurrection (X)
*Ultimate points required increased 7 >>> 8SKYE
Skye will lose her third flash charge, but she’ll now regain charges on a cooldown for her signature. We’ve made it so Skye no longer needs to put her gun down to activate Guiding Light and made some quality of life improvements when guiding the projectile or letting it fly free. We’ve felt Trailblazer’s vision radius has been slightly too small to clear the medium size rooms—where it should excel—and that the concuss could use a little more bite given how difficult it is to land. We hope these changes will help push Skye’s viability in solo queue and help her carve out a competitive spot in organized play.
Trailblazer (Q)
*Vision radius increased 1750 >>> 2250
*Max concussion duration increased 3 >>> 4
*Cost increased 200 >>> 250
Guiding Light (E)
*Charges reduced 3 >>> 2
*Charges are now replenished on a 40-second cooldown
*Skye no longer needs to re-equip to trigger her flash
*Guiding Light’s projectile now goes around corners tighter when free flying and is more responsive to guiding
*Audio attenuation when cast reduced 3250 >>> 1250
*Cost of charges increased 100 >>> 250SOVA
Shock Dart (Q)
*Cost increased 100 >>> 150
Recon Bolt (E)
*Cooldown time increased 35 >>> 40
Owl Drone (C)
*Cost increased 300 >>> 400
Hunter’s Fury (X)
*Ultimate points required increased 7 >>> 8VIPER
Snakebite (C)
*Duration reduced 8 >>> 6.5
*Outer edges of Viper’s acid patch form faster to ensure it is lethal if an enemy sits in the entire duration
*Cost increased 100 >>> 200
*We’ve seen a massive resurgence in Viper’s popularity and power, especially at stalling opponents and preventing defuses. We hope to slightly reduce some of this stalling power.YORU
Blindside (Q)
*Cost increased 200 >>> 250
Gatecrash (E)
*Cooldown time increased 35 >>> 40WEAPON UPDATES
Since launch, run-and-gun has been a hot topic. While we believe that there are certain situations that moving and shooting should be powerful, it is currently more potent than we’d like. This patch targets a piece of the puzzle that we haven’t touched before which is what we call “tag into accuracy.”
“Tag into accuracy” is our internal name for a phenomenon where a fully running player starts firing at you without slowing down; then, you shoot and hit them, applying the tagging debuff and slowing them down. This inadvertently drops their speed enough to make their bullets more accurate, even if they aren’t trying to come to a stop. This behavior is a root cause of a lot of the run and gun clips we see and the changes this patch should mitigate the effectiveness of this, particularly at longer ranges. All in all, our aim is to better reward proactive and precise movement.
With slightly reduced tagging, tighter deadzones and overall less accuracy in movement states, we aim to tighten up combat while trying to maintain as much intuition and muscle memory as possible.
Walk Shooting (not Run Shooting) has been reasonably accurate in VALORANT, allowing players to get off semi-accurate shots even at mid-range. With the changes to walk accuracy, shooting while walking will be significantly less effective at medium ranges, rewarding players who proactively stop before they shoot.
We’ve also reduced the running accuracy of Sidearms and SMGs in an attempt to tighten up engagements with those weapons while maintaining some of their identity in terms of mobility by being able to to move and shoot somewhat accurately at shorter ranges.ALL WEAPONSPlatinum Notes Crack
*Bullet tagging changed from 75% slow >>> 72.5% slow
*“Tagging” is the slowing effect you feel when hit by bullets
*Weapon Deadzones changed from 30% >>> 27.5%
*“Deadzone” in VALORANT refers to the movement speed a player becomes inaccurateALL RIFLES
*Walking inaccuracy changed from 1.3 >>> 2.0
*Running unchanged at 5.0ALL HEAVIES
*Walking Inaccuracy changed from .5 >>> 2.4
*Running unchanged at 6.0ALL SMGs
*Walking inaccuracy changed from .3 >>> 1.0
*Running inaccuracy changed from 2.0 >>> 2.5CLASSIC
*Walking inaccuracy changed from .25 >>> .84
*Running inaccuracy changed from 1.5 >>> 2.1FRENZY
*Price decreased 500 >>> 450
*Walking inaccuracy changed from .25 >>> .8
*Running inaccuracy changed from 1.0 >>> 2.0GHOST
*Walking inaccuracy changed from .25 >>> .92
*Running Inaccuracy changed from 1.85 >>> 2.3SHERIFF
*Walking inaccuracy changed from .25 >>> 1.2
*Running inaccuracy changed from 2.0 >>> 3.0JUDGE
*Price increased 1600 >>> 1850
*Damage falloff at 10m changed from 13 per pellet >>> 10 per pellet
*Damage falloff at 15m changed from 10 per pellet >>> 7 per pellet
*We want the Judge to be a devastating, multi-fragging, close range option and believe it’s a bit more premium than we had previously given it credit for. It was also performing better than expected at range so we’re taking that down a notch.BULLDOG
*Hip-fire (full auto mode) firing rate increased from 9.15 RPS >>> 9.5 RPS
*Price decreased 2100 >>> 2050
*The bulldog was feeling just slightly underpowered in close/mid range situations where hip fire was the go-to. So we’re giving it a bit more of a firing rate to compete, and lowering the price to make it more enticing to buy.SHORTY
*Price decreased 200 >>> 150STINGER
*Price decreased 1100 >>> 950BUCKY
*Price decreased 900 >>> 850MARSHAL
*Price decreased 1000 >>> 950ARES
*Price decreased 1600 >>> 1550OPERATOR
*Price decreased from 5000 >>> 4700GUARDIAN
*Price decreased 2400 >>> 2250COMPETITIVE UPDATES
For Episode 3, our major focus for Ranked is matchmaking accuracy and fairness. We’ve evaluated our system and have made a few significant changes that should improve these key areas across a wide range of players. Without getting too much into the secret sauce of things, we want to share some of what you can expect in Episode 3.
Here’s our primary player experience goals:
*We want winning games to matter most—at all skill levels.
*We want to improve individual performance evaluation because we believe it helps identify more fair and balanced matches.
*We want you to see your rank as an accurate representation of your current skill level.
*We want you to have fewer motivations for playing on different accounts and to get to your proper rank faster.
Here’s some of what you can expect from our changes:
*Reduced the possibility of feeling “hard stuck” on older accounts. If your skill improves, your rank should properly reflect that, regardless of account age.
*Matchmaking accuracy will improve across all ranks, which should lead to a smoother ranked climb and reduce how hard you may swing up and down in rank
*While winning games is still the most important factor, individual performance will also be accounted for to improve matchmaking at Immortal+
*This should result in better matches at the highest levels.
*Close games will have a smaller effect on rank rating gains and losses
*Adjusted our Rank Rating curves, so climbing (or falling) should feel less volatile
*Updated Rank distribution
*Placements raised to Diamond 1
*This should help reduce the grind for our players at the top
Our plan is to continue to monitor these changes after they’ve reached our live servers, and we’ll certainly make more adjustments where appropriate. We’re looking forward to getting these changes into your hands, and please continue to provide us with feedback on your experiences throughout Episode 3!PERFORMANCE UPDATES
We’re excited to deliver major improvements with 3.0! This work is the culmination of significant effort and collaboration over the last several months involving many teams across VALORANT. Performance is a war won in the margins, and we’re generally able to provide small, incremental changes. This time, however, many of our smaller items came together all at once.
Players with medium to high spec machines (CPU bound systems) may see up to 6% performance improvements as a result of the following work:
*Improved clipping plane calculations using multithreading
*Improved thread utilization across multiple cores for distributed tasks
*Optimized camera calculations
*Optimized ambient audio for each map
*Fix for Character Ability HUD invalidation box
*General optimizations for all ability animationsSOCIAL UPDATES
*Hover Cards have been added to the social panel
*Hover over your friends list to quickly learn more about the
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