Research baseline: PC 13.06 · updated September 26, 2026. This V0 has not been calibrated against fresh live-game footage. Exact mechanic parity is not established.
VERIFIED · documentedDERIVED · calculated / community conventionAPPROXIMATED · provisional model
Where fidelity ends
Weapon rates, reloads, damage bands, documented spread endpoints, and published recoil-switch parameters use the researched values. Intermediate spread curves, recoil amplitude, switching probability interpretation, recovery behavior, ADS transitions and sensitivity, and movement dynamics are approximations.
Baseline heads are uncalibrated 0.24 m diameter spheres, not extracted Riot hitboxes. Only head size scales. The baseline has an independently versioned calibration profile. It can later be fitted from centered head pixel widths in uncropped 103° hipfire frames at known distances; this calibrates apparent size, not a verified hitbox. Body/leg hit regions are simple ellipsoids. Distances and target lifetimes are drill design choices. The burst drill uses 450 HP; other drills use your 100 / 125 / 150 HP preset. Unlimited reserve reloads and optional unlimited bullets are training conveniences.
There is no network delay, ballistic enemy return fire (duel drills use timed deadlines), tagging, jumping, landing penalty, wall penetration, weapon equip animation, or crouch fatigue. Target motion is scripted. These drills teach mechanics; they do not simulate a complete Valorant duel.
Classic alternate fire uses simultaneous independent pellet rays, grouped as one trigger pull in the debrief. Its full recovery and partial-magazine behavior remain provisional. The rifle ADS camera uses horizontal FOV / 1.25 and angular sensitivity × 0.8 × your ADS multiplier. Nominal zoom is documented; this camera mapping and transitions need live calibration. Mouse delta behavior depends on your browser, compositor, and OS. Unadjusted input is requested with a standard-input fallback.
Reaction time is a first-mouse-motion proxy, not a cognitive reaction measurement. Acquisition means first head alignment. Stop → shot counts only shots within 2 seconds of a stop, excluding shots still moving. Miss reasons are deterministic simulation diagnostics, not proof of a real-game cause.
Research sources