Frenzy why sidearm




















And now, something you might not have expected — Frenzy from the Horizon skin set. Playing Horizon skins for larger weapons like Vandal can be counterproductive, as it's hard to focus with such colorful skin design and floating animations. However, when it comes to smaller weapons, there is no such problem. Admittedly, the only small-sized weapon in the Horizon bundle is Frenzy, so you'd rather buy this individual skin instead of the whole bundle — especially since it doesn't contain a Melee weapon skin.

Spitfire Frenzy is not purchasable, and you can only get it for completing all the Tiers of the Phoenix Contract. What about some free skins?

That's right; you don't need to spend a dime to get this one, all you need to do is complete the Phoenix Contract. The Battlepass started on August 5, This animated spray is added to your inventory after completing Chapter 10 Tier 46 of Formation : Act 1 Battlepass.

But note, that a valid premium battle pass should be purchased to access this item. The premium Formation : Act 1 costs 1, Valorant Points. The Battlepass started on January 12, Total collectibles: 2. Jump land inaccuracy state changed from gradual to binary. We've noticed a trend where players landing from a jump are able to shoot accurately sooner than is reasonable. While this issue is most pronounced on the Operator, it is something that we've noticed across all weapons. Jump peeking is valuable for the mixup potential it provides but it was proving too difficult for players to reasonably deal with.

Jump land inaccuracy duration increased from 0. These changes retain that mixup potential while slightly increasing the time before the peeker can fire with perfect accuracy. Jump land inaccuracy value increased from 5. Enemy footsteps duck cosmetic bus properly.

This means that enemy footsteps will always lower the volume of the skin sound effects that are not important to gameplay, like the flame whooshes, dragon roar, etc. Update to Tagging slowdown effect when hit by enemy fire. Also, the effects of being tagged should feel less jarring especially when playing with higher ping.

Tagging is intended to reward the player with better positioning and the player that successfully lands a shot on the enemy first. When tagged, you will now more gradually transition to the reduced tagging speed. Tagging through walls has been further reduced which should enable reliable escapes when being shot through walls.

As we saw, the Frenzy 's damage isn't that great, and it doesn't have good wall penetration. The only major upside of the sidearm is the high fire rate, but it also comes at a cost. Looking at the picture above, you'll quickly realize that spraying down with the Frenzy is often a bad idea if the enemy isn't in your face. Empty a full clip only if an enemy is in close range, in any other case you should try firing in short bursts. Another thing that the Frenzy has going except the high fire rate is the price.

For credits this sidearm is often a better choice than any other pistol when it comes to close-range skirmishes. In its essence, the Frenzy is a high-risk low reward weapon that can melt anyone that gets close enough. Unfortunately, it fails at almost everything else. Whereas the Classic's threshold for damage falloff is at thirty meters, the Frenzy deals less damage to its target starting at twenty meters. Not only does it have a shorter range before the damage starts to drop, but the bullet damage is also reduced.

The Frenzy does have an upside though: it's fully automatic, and fires rapidly. The fire rate of the Frenzy is ten rounds per second, meaning it bursts opponents down in quick fashion.

With that in mind, the Frenzy does a lot more damage per second than the Classic, especially up to twenty meters away from the target. The Frenzy's high burst comes at a price: it has quite some recoil. After the first two bullets, the Frenzy accelerates upwards, where it stabilizes for the final few shots.

At short range, the recoil isn't too bad. However, from medium to long range, the Frenzy's recoil is quite severe and difficult to control. There are two ways to mitigate the recoil of the Frenzy. The first one is simply shooting in short bursts: shoot two bullets, let the crosshair reset, and shoot again. This is the best tactic to apply when you're trying to hit an opponent from a longer distance.



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