Gaming

Valorant Patch Notes 2.06: Escalation Mode Changes, Updates to Bucky

Valorant patch notes 2.06 brings in major updates to the Escalation mode, along with changes mated out to gamers’ favourite weapon Bucky

The latest update to Valorant has introduced a host of upgrades to the game. Patch notes 2.06 buffed Yoru and Viper, making the more desirable and competent.

Today we shall delve into the changes brought about to the Escalation Mode and Bucky in Valorant’s latest update.

Escalation Mode in Valorant

The fan-favourite Escalation Mode is here to stay in Valorant. Now that it is, Riot Games has decided to modify a few of its features.

This should ensure further depth to the mode’s gameplay and create more dynamic combat situations. The new patch also adds some “spicy loadout variations to the mix”.

Revised Escalation Abilities

  • Raze’s Showstopper now comes with two Blast Pack Charges which refill when you touch the ground.
  • Snowball Launcher now comes with Skates. This increased mobility should give players an edge against the generally more lethal weapons.
  • Big Knife now comes with one Tailwind (Jett Dash) charge which refills on kill.
  • Loadout variations will present a surprise, showing up rarely.

Valorant updates Bucky in patch 2.06

The new patch notes focus on Bucky’s actual primary firing mode. This will make it the core strength players’ eye to optimize when choosing Bucky vs an alternate firing mode.

The right click will now be more of a tool when a gamer can’t get into the optimum left-click range. It will also enable players, when they need some reliable chip damage. The mode now gets reduced spreads on both to increase reliability and even out the damage curve.

Players using Bucky now get to extend its range almost similar to a shotgun. The catch here however, is the alt-fire’s significant reduction in pellet count.

Changes to Bucky in patch 2.06

  • Primary fire (left-click) bullet spread decreased from 3.4 to 2.6
  • Decreased spread on Alt-fire (right-click) from 3.4 to 2.0
  • Updated damage curve for both primary and alt-fire
  • 0m–8m is 20dmg per pellet
  • 8m–12m is 12dmg per pellet
  • Beyond 12m is 9dmg per pellet
  • Reduced amount of pellets in a right click shot from 15 to 5
Anwesh Koley

Anwesh has been a journalist for more than a decade and has worked across myriad sectors ranging from automotive, power, energy, finance, and SMEs. He is currently responsible for churning out relevant and exciting content for Ultimate Battle News.

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