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Riot plans to weaken ‘run-and-gun’ mechanics in VALORANT Episode 3.

Changes Coming to Running and Gunning in VALORANT Episode Three

The developers of VALORANT have announced significant changes to address the game’s run-and-gun issue prior to the release of Episode Three. Co-lead designers Max Grossman and Sal Garozzo acknowledged that while moving and shooting should be powerful in certain situations, it is currently too potent. As a result, adjustments will be made to running and gunning mechanics in the next episode.

Viper holding the Spike during a firefight in VALORANT
Image via Riot Games

One of the changes involves how damage affects a moving and shooting enemy, unintentionally slowing them down and making their bullets more accurate. The developers refer to this as “tag into accuracy” and consider it a root cause of the problematic run-and-gun clips they’ve observed. While specific details were not provided, the upcoming patch will lessen the effectiveness of this phenomenon, particularly at longer ranges. This adjustment aims to reward proactive and precise movement in the game.

Additionally, the accuracy of shooting while walking will be reduced, especially at medium ranges. The running accuracy of sidearms and SMGs will also be decreased, although they will still retain some accuracy while moving and firing at short ranges.

These changes are part of the developers’ efforts to tighten up combat and prioritize tactical gunplay in VALORANT. Other adjustments to gun and ability prices further support this goal.

VALORANT Episode Three is set to launch on June 22.


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