#feedback-discussion
1 messages · Page 20 of 1
I'm not a fan of RNG when it comes to fire fights. It's just cheap really.
Then it should be reworked to satisfy the demand of rewarding skill but not hitting the RNG ceiling of being 80%+ luck
no rng is the best way cause skill is way better and anyone could learn it and rng there is nothing u can do to get fully rid of it
So skill is a good thing cause you get rewarded for being a good shot
and also it can be learned and influenced while rng cant be controlled and the argument with bad players beeing at a disatvange is nonsense because thats what reality is if someone learns a skill that someone else doesnt have thats just fair that a learned skill is an advantage
look, what exactly is wrong with it being mostly luck over "aim"? the skill expression is in pacing shots, taking slow shots, or double firing, and staying in its effective range.
If I have a 30% chance of hitting with my aim (measured over many shots), and you have a gun that says "this has a 30% chance to hit", what's the real difference?
The real difference is, if you can land shots with iron sights consistently, there would be absolutely zero reason to take duelies because you wouldn't want to rely on luck.
is that not the case?
I don't understand, can you rephrase please
if you can consistently land your shots, then you wouldn't take dualies in the first place. if you can't, then you have the option of bringing dualies. so it's filling its purpose of being a good way to get new players in.
what's wrong with dualies?
Yes agree with that point.
The bit that is wrong as a player is being dropped by RNG not skill.
and like I said, If I have a 30% chance of hitting with my aim (measured over many shots), and you have a gun that says "this has a 30% chance to hit", what's the real difference?
what's the applied difference between RNG and skill?
Well if you are using iron sights and only hitting 30% then that is why you are using dulies lol
I just said they problem
The bit that is wrong as a player is being dropped by RNG not skill.
and I'm asking why that's a problem
you just sidestepped my question
what's the applied difference between RNG and skill?
with skill if the gunbarrel is pointet on the enemy its gonna hit with rng when the gunbarrel is pointet at the enemy its random if it will hit or not
so you're saying that you have 100% accuracy with skill?
no
you can miss
therefore you have a chance to hit
which is functionally the same as RNG
if u shoot at a non moving target with a non moving barrel without bulletdrop its a 100% hit with rng there is under same circumstances only a percentual chance to hit
then skill is better than rng
so what's the problem with dualies?
yes but that has then nothing to do with skill but instead where u aimed
they are rng
as all weapons in hunt
skill has nothing to do with where you aimed?
i used the word skill in this case by the meaning of not havign any randomfactor
if u aim next to the enemy u gonna miss if its skillbased only with rng even if u are no on target with aim there is a slight chance to hit the target
ok
so that's a disadvantage of RNG
but that doesn't answer my question
why is RNG bad
there's no difference between a weapon that you have pinpoint accuracy with, but can't hit with all the time, vs a weapon that you roll a dice to hit with.
you're arguing semantics over "what is skill" now.
because it is random and there is nothing u can do to controll it past a certant degree
if there is only skillbase u will hit if u aim right with rng if u aim right there is still a chance of a miss which can not be controlled and this is is why rng is bad
so what you're saying is that RNG performs worse than skill?
because that's not what I was asking.
u asked why rng is bad and my answer is because u have no controll over it
then you're completely misunderstanding my question.
what are u asking then
The bit that is wrong as a player is being dropped by RNG not skill.
I am asking what is wrong about a player being dropped by RNG? What is wrong with having RNG? What is bad about having RNG in a game?
why does the RNG need to be removed?
what is wrong with dualies?
@fast wing The devs have rejected weather such as rain in the past since the noise would mess with the sound perception too much
Not fun to fight, not fun to play, frustrating all around
that's subjective. I could say the same about long ammo sniping.
@queen jungle it would just be different. More sloshing. And ambient weather noise
I think long ammo sniping is frustrating to fight as well
the point is that I could say the same about anything I dislike, long ammo sniping was just an example.
just because you don't like it personally doesn't necessarily mean that there's something inherently wrong with it.
@iron bloom, your post below has been deleted, as it doesn't follow the required format.
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As you get better at the game, you will very much dislike people getting lucky in a RNG way at your expense.
how do you know that the guy that headshot you wasn’t just bad and shot you with a low chance of success?
Bro, you just destroyed yourself, "with a low chance of success" and killed me. Someone with skill would be putting their iron sight, or scope on my head, possibly leading for velocity and landing a skill shot. big difference
so theyre nerfing themselves by using dualies?
I know you are trying to provide a clever argument but you are failing.
whats wrong with it?
yknow what nah
believe what you want you’re getting weirdly personal about this
if youre mad at the very rare headshot that happens when people use dualies at a distance at that point youre just kinda taking the game too seriously
not only do they have to waste ammo for a random luckshot but it barely ever happens and the one or two times it does you can kinda just shrug off i feel
there's a reason stuff like the bomb lance is in the game - the game is not meant to be sweated over like csgo
I agree Ashley, it is looking at things from a competitive point of view which is indeed a personal outlook on things.
I mean yeah i agree but that’s kind of beside the point. CSGO has stuff like the shotguns that nobody uses competitively, hunt just gets a little wacky about it.
but dualies are in the same boat as shotties are in cs go. nobody would pick it from a competitive standpoint.
I bet you play a bit like a potato 😉
see this is what I’m talking about dude. resorting to personal attacks when you run out of things to say.
Nah, you just can't see any point of view but your own. There is plenty of sayings around arguing with potatoes
you haven’t actually responded to my statements.
the same could be said about yourself.
I should have known potatoes don't have eyes
I would say that this discussion has become a bit stale.
yeah you know what you’re right.
Yes because someone doesn't understand lol
Why does that player have a 30% chance to hit, a good player should hit well over 50%
i take it back. no point discussing with someone thats just insulting me.
Don't play the victim, you are just arguing for the sake of arguing, I acknowledged your points on being good for new players
im not playing shit lol
And here we go around the merry go round lmao
nah I’m not gonna get baited into explaining and defending why i feel like you’re attacking me lmfao
im out
Cya bud, keep on spamming your way to victory, 30% of the time, every time 🙂
@fast wing weather effect will probably never come since it will most likely break the engine
Why is the engine so bad @worthy knoll
A bit shame, but I do agree the sound is very important in Hunt. Maybe short bursts during a lightning storm but constant would be really annoying
cause in a competitive game there is no place for randomnes fustration and stupid logic
Don't know, just what I've heard being said. Look the at the post quote below me
100%
Even CSGO has random deviations on its spray "patterns" for weapons and that game actually is competitive with hardcore tournaments
Well yes, but most people mean games like CSGO, Tekken, Hearthstone when talking about competitive
But lets say Hunt is, RNG is still a-okay
Hunt is kinda little like CSGO but bombsites are random
You know thinking about it, unlike CSGO and Siege, I've never felt like I've hit a wall in Hunt, no matter the MMR, I never worry about losing ranks or tilt
i only really tilt when its absolutely not my fault, but the game's
like if i rubberband and die or reloadglitch and die
or if i get flashbombed seeing as there is 0 counterplay
otherwise if i just get like headshot on
whatever the guy is having a good day yknow
sucks for me but imagine the joy the satisfying headshot brought that guy
Whenever I get absolutely outplayed, I can't but feel proud for the guy
the issue is that it isn't rng, the spread appears at the centre of the crosshairs
Is 4 player team mode still a idea for implementation?
Im not sure what you mean, even if the crosshair is or isnt one to one to the deviation, its still RNG
It does not have deviation at all. Only dragons breath has some degree of it which is a single fly away pellet https://youtu.be/4qjbl9vFS7g
This was supposed to be a quick little follow-up video, but I got a bit carried away!
In this video I touch on:
- Some of the common questions from the last video,
- An odd comment from Crytek Support on the matter,
- Top theories as to why this is happening
and - A weird finding about Dragon's Breath shells.
-------------------------...
So the crosshair isnt accurate? I was talking about the spread, not crosshairs. But yeah the crosshairs could use some work
The crosshair is the main part of the spread argument rn
They don't represent the possibilities of where your shots can go and crytek have stated they can go anywhere within the crosshair, which they don't, they always go towards the centre of it
I want a long pax
The 7.5” SAA is a real thing, and the pax is loosely based off of the SAA
although the video does a good job explaining how it works, I dislike how it says the reticle is lying
as its not
the reticle is a range finder and helps you center shots, in other words it assists aim. and with only a few moments of practice someone could figure that out
Could the reticle tell you more about the damage drop off range than just spread? Hunt ranges are pretty short for shotgun pellets
thing is it does
the size of the recital is a good indicator of how much range you have
basically if you land it square on the chest and the hunter doesn't fill up the majority of the reticle, good chance you are out of range
yeah that's a point but at the same time, this isn't communicated in the game, all you do is see that shotgun hip fire has a static reticle, leading the player to believe that the shot could go anywhere within that
if that was the intention, which I doubt, it should be communicated in the game itself
it's like how shredder increases the one shot range of the nitro but isn't stated anywhere within the game
that info should be within it
Yeah that really should be in, I always thought it was the other way around 😅
yeah it should decrease the range if anything bc of the bleed lol
I can forgive Nitro being the snowflake in this case
thing is I tested shotguns very earlier on when learning to play hunt and figure out this was a thing already. I know other games do it differently but I never assume one thing works the same from game to game. I really don't think a game has to put in words how every detail of a gun works. even more so when thats something is something you can figure out by just practicing with the weapon. as for nitro yeah I agree it should display the damage values at the very least correctly
@frozen swift why nay?
long pax would be killer
pax needs more love
Yep!
long pax + carbine
If it happens I will sing big iron for every game for the first week it is out
it'd straight up become my main
well first of all weird to ask me specifically why that gives off a weird vibe dude ngl
but second of all i say nay because i think the pax is fine where it is and would benefit more from a precision variant
especially seeing the scotfield getting a variant with a firerate boost
I see people asking for snowy maps, do people not realize the biome that Louisiana is? Just makes me laugh tbh
snowy maps would be a nice addition for a sequel but definitely not for 1
make it not louisiana
in a sequel it could be a little ahead of time and have spread
louisiana is nowhere near as hilly as desalle is
You are the only nay and the first time I posted mostly similar only had 2 nays
but they still added desalle
Louie siana
Some parts actually are, it's a rare bit of landscape but it's there
yea its like how most of the netherlands is flat but not the south-east
I never remember how to spell it 😭 english is dumb
I'm all for a snow map actually, I'd love to see the story break out I to a new area and progress the story more. But something tells me that snow would break the engine rendering it, not to mention snow storms and how it moves and reacts.
Yea. A hunt showdown 2'd be required for something like that for sure.
yeah but one of the shops in desalle mention being in new orleans
which isn't hilly at all
also just the general area around desalle is straight up mountainous
No, it's hill but far from mountains
Spelling is hard don't worry about it
It's why we invented auto correct
And seeing as Crysis is in the works for development, I thibk it'll be a long while for HSD2.... I have a feeling they are going the Destiny route, core game just add to it, which isn't a bad way to go
I'm not even sure if we'll ever get one, sadly.
We should, mind. One that runs better and is built from the ground up in a new engine. But I wouldnt be surprised if hunt showdown stays a one-off.
Yee
idk man with the state the game is in rn I'd say building it from the ground up would be better
ik it'd be pretty sacrilegious for crytek but maybe on an engine that isn't cryengine 
@frozen swift agreed
Part of the reason I want long pax
Medium ammo pistol with long ammo levels of BV
I think long pax is more of a band-aid on the underlying problem
I agree mostly, but I still want the pax to get some love
Same
its insane it doesnt have it yet
Asinine
what I don't get is why the nagant p has full regular gun melee damage but most other 2 slot gun variants don't
@somber harbor if it pistol made 2 slot, it get full
if it rifle made 2 slot, it doesnt
so nagant p, dolch precision, bornheim match, etc
they all get full melee
That's why i always overdo it so people don't realize I can't spell it, like assasasasassin
Counter point; not to me 😔
@brittle nova free grand slam
true but still boring
if its going to be just us in the server it might as well tell us so we dont waste time
for example avoiding sound traps
@short silo removing the avto would provide legal issues because of the legendary skins people bought
wrong
no legal issues with removing guns
when buying skins you get a license that can be revoked at any time, essentially
if crytek decided ''fuck you userbase'' they could just delete hunt from everyone's steam accounts with 0 repercussions
such is the nature of digital licenses
you don't actually own any games on steam, you own licenses that belong to the copyright holder and are revokeable for any reason at any time
I mean, possibly if they have a specific law against something like that
though i am unaware of any such law
yeah iirc germany put in a bunch of laws regarding microtransactions nd stuff too
I'm checking real quick, one second
Germany has many weird rules or restrictions for games
I don't know if we have one regarding that, but i wouldn't be surprised
Can confirm, you do actually have such a law
this would easily be remedied by refunding the skins but you are correct about this
Yeah, so it becomes far more trouble than it’s worth
@soft river I think being able to look away, considering the noise they make, would be far too strong. Instead something like a fuse time increase would be much more realistic, as it would allow for counterplay without making flashbombs useless.
they'd still have a use
you just have to be smarter
instead of just throw and run at them with some shotgun or spam
If you hear a flash bomb fuse light, surely you'd simply turn around?
ngl I've come to grow more fond of the make avto special ammo argument, not bc of playing against it but bc rachta recommended give it special ammo and an extra avto worth of ammo lol
which is a lot more thought than people going "just make it special ammo"
again another 15 shots is 5 more bursts
thats a lot
and ammo boxes, another 2 bursts and an extra single shot
The issue is, limiting avto ammo is a bad solution when you can simply take ammo boxes with you
I dunno flashbombs are good - no question, but there's a lot of counterplay you can do, before you get flashed and while you are flashed
while flashed, move wacky
special ammo boxes is 1 more brust and a single shot
What counterplay exactly do I do against someone throwing one out in duos when me and my teammate arent directly covering each other at all times
If they had a fuze they'd propably just end up being shitty frags
use the compass and your knowledge of the area to counter it, or just continue going towards them with your knife out using that ol echolocation
''if flashed run at noises with knife'' is not counterplay, its suicide
echolocation my g
I think theyre more fine in trios, dont get me wrong - you usually have a better chance of a teammate taking the pressure off and making a push a worse idea for the enemy
but in duos there is no real counterplay except for having half your team watching your back in case a flash happens
Well before the throw it starts with identifying when they push suspiciously agressively to throw the flash, if you failed at that you have a short time to break LOS before the flash hits and avoid being blinded or you can runb straight at them so they have to blind themselves with you effectively nullifying the advantage they'd get.
If they throw it out of the window of a compound? if there's no cover around? if they're within 5m?
Once you've been hit you can utilize you compass and/or general map knowlege to walk as far away from the enemy as possible, try to move as unpredictable as possible on top.
then you fucked up to beginn with... make sure you got cover nearby when moving - and if they are within 5m they are flashed too
flash haters wouldn't last a day in a dead by daylight lobby fr
Cover in front does not protect me from a flash bomb, but it does from any other situation
Imagine flash haters seeing the sun outside (impossible mode)
Not if they run out in the 7s
the biggest issue with the flashes is the obnoxious white flash
if the cover is small I am now forced to run away and get shot in the back irregardless
I mean if they need to run out that's 3-4 sec already over
and 3-4 sec you could still do smth
that is where moving wacky comes into play
Having to move like an insane person is a band-aid solution to the bigger problem of being unable to counterplay being flashed in the first place.
be that manouver as best as your mapknowlege lets you, put in meds, start the fuze on an explosive, etc
If it was more than a second of time to react, I would 100% agree with you dav
It is usually
they are thrown with a really slow velocity and they announce the throw with a pretty long animation and very distict loud noise
Is it? I usually get flashed in reasonably close quarters
The animation is short, and the noise only starts when the fuse starts, aka when it is already being thrown
The animation isn't overly long - but i'm very sure it gets you ~1 sec min to react
Frag bomb? I get 4 seconds from the start of the fuse to find cover or get murdered trying to find cover, theyre a great tool for flushing someone out
which still feels like no time if you're on the receiving end
Flash bomb? I get fucked within a second as I can't even move out of its range before it lands, and I'm left hoping they can't throw it behind my cover.
But it for me is enough to avoid almost all flashes unless i stupidly overextend
Frag - you're straight up dead if it hits... flash you still have a lot of options to save you
Frag bleeds more often than it kills for me
depending on their weapons, if they run at you with melee for example running away is all you need to do while flashed, teammates can help you, or you can if lucky / really good even kill the guy while fully blinded
The last time I was killed by a frag was like 50 games ago
The thing is, it's not melee users that scare me when flashed
it's the people with a pistol, winfield or shotgun who simply need to hit me once or twice
Last time I was flashed was like 50 games ago
What mmr do you play at volkot
I mean both are very popular for obvious reasons
Unless you record your games, I dont believe your 50 games avtually are 50 games
frags are - well... lethal. They are essentially tied for most lethal throwable and furthest throwrange
I genuinely havent been killed by an explosion in ages. Like, seriously. I usually just run away. I have been killed by the threat of explosions, but not the explosion itself
while flashes allow memes and breaking stalemates to push
Don't get me wrong - I think flash bombs should definitely be a part of hunt, and I feel they should be a great tool for say, a shotgunner to push out and secure a kill
So propably a playstyle diffrence mostly... For me it's the opposite with frags
I do not think there should be almost 0 counterplay, where you are mainly praying for cover behind you or for your teammate to save you.
Or for their aim to suck.
That last one especially DOES NOT work in 6*
i very rarely die to flashes (Usually i die to the bug where my flash shows a hitmarker but fails to actually flash)
There is a lot of counterplay
I'm recording a clip to show you what I mean. One second.
I literally gave you a step by step instruction with 3 possibilities for both pre and post flash scenarios
I dont think those are at all valid (in duos)
which is why i am recording the video
that wasnt the point of it
I mean flashes are undeniably one of the best consumable
i have basically only killed with frag arrows in terms of explosives
Standard procedure when met with a firing squad and no nearby cover. Standard procedure in fps games in general
The more wacky you move the harder you are to hit
the big diffrence to explosives is it's easier to hit, but it doesn't straight up kill
while explosives are harder to hit wit but absolutely devastating if they hit - with frags at the top because in PvP they are tied for both easiest to hit and most lethal when hitting
I get that and I am not saying you shouldnt do so
I am saying it isnt a fix for the problem as a whole
though in real life it is harder to hit something in the first place
But in reallive it's also exponentially harder to just bounce around as randomly as possible in an attempt to not get hit
okay so i am currently looking at my clip
assuming he was talking about real life in the first part of that message
for a non-point blank distance, from the very millisecond the fuse is triggered to the bomb landing is about 2 seconds
For a throw that only flashes the enemy or also yourself (so more or less than 7m)
But then again we before were arguing about at least 1 sec reaction time - and that's already 2 sec reaction time
- they at least need another 2 propably more like 3-4 sec to move to a position that allows them to shoot you in that cover
now what i am saying is - let's say you're a player and you're right over here, right
and the person throwing this flash runs out of cover to come shoot you
yes ?
it takes... 3, maybe 4 seconds
Nah I was meaning in hunt
during which you are still flashed
So from the second i hear the fuze, i have 2 sec to move before the flash hits
lets say you are running away with perfect navigation using the compass from the second you hear the fuse
and another 2-3 sec before they will be able to reach me and shoot me
So what i'd try to do is run to the right of the wooden board stacks and around the corner attampting to break LoS to where i guess the flash will land
then either of 2 things happens, i made it and the flash is wasted or i'm in cover but flashed for 7 sec
their teammate goes out the window closer to you, where you also had cover from.
what do you do now
except die horribly
a pincer move is not hard to pull off with a flash bomb is what i'm saying
If i get flashed i'd try to meneuver under the walkway they are currently in towards the other side and then weave back into the small tunnel with the supply room in it
this would give me the longest time in cover assuming the guy jusmps out the window to follow up the flash hitmarker
Where's your teammate ?
If we assume teammates with best positioning for the enemy we need to do so for you too
in this position, probably a little behind me and watching the windows
so ideally your teammate tags the guy throwing when they throw
yea, very possible
this doesnt stop the teammate of the guy throwing shotgunning me to death
and then covers you when the other mate decides to push despite an injured mate
good luck hitting enough shots in a 7 second timeframe to save my life when the enemy can also use the wood as cover
you can use cover too tho ?
the flashee or the teammate
good luck pushing the flashed guy in cover while needing to avoid all his mates shots
the flashed one
That's the core point to flashes - they check how good and fast decisions you make in CQC
below the stairs? oof, shot from the flasher
if you’re flashed there you were poorly positioned.
thats a shit place to be flashed or not
straight forward into the hallway - cover on 3 sides - then try to weave into the small tunnel on the right with the permanent supplypoint
which would break LoS if they try to pursue you
small tunnel is far away from there and there are poles on the right that would block you from just hugging the wall
alternatively depending on your mates position, turn 180° and run, turning right after a while hopefully getting under the bridge to the left of your mate
this would mean to shoot you the enemy would need to peek areas your teammate can actively cover
“if im flashed with no cover where do i find cover hmm?” is not the gotcha you think it is..
the thing is, it's solid cover from multiple sides
frag? the thrower can't shoot at you
only their 1 teammate can, and theyre unlikely to 1-tap you
I'm not saying it's exceptionally easy to navigate while blind
it's a skillcheck for mapknowlege if you will
flash is the only thing that makes it bad cover in any way
and a LOT of other cover spots get fucked in a similar way
if you semi randomly wigggle AD while running forward you'd avoid the beams mostly
and be harder to hit on top
its not solid cover. anyone peeking you has high ground and can retreat from you by literally walking backward.
a frag lobbed there will straight up kill you
i have two feet and i can run in the opposite direction while my teammate shoots the teammate trying to shoot me
meanwhile if you get tagged you have nowhere to retreat to either.
because we again assume they have a mate that covers the area preventing or discouraging you from just moving away
“my teammate can cover me as i run from the frag” so why cant your teammate cover you while you’re flashed?
because the flash involves two people shooting me
rather than 1
as the frag thrower can't shoot while cooking and simply throwing it removes any danger of them adjusting their throw for my position
that doesn't mean the teammate can't suppress them
a single player can suppress a duo
and then the frag lands on your head because they listened to your footsteps?..
or are you assuming your teammate shot the frag holder despite you saying that it was only the 1 person shooting that matters?
i am saying that a cooked frag can't land on my head because the fuse time is too long and running is a genuine solution
There are fast firing rifles that make it possible, they could use consumables or tools to aid with that too
are you suggesting i take fast firing rifles and special tools and consumables simply to counter a flash?
So it is for a flash - and while yes you're far more likely to get hit by the flash you can also still survive it easily
while with a frag on your head that's nearly impossible
how bout imagine this then: I’m on high ground. the enemy throws a flash at me. they still need to climb a ladder or run up stairs to get to me and shoot me, which they can’t in time. meanwhile if they throw a frag I’m either forced out of position or die. wow
No - i'm saying if we start creating very specific scenarios where the thing in question works as intended, we also can create the counter situation where it doesn't
i can come up with hypotheticals that support flashes being weak the same way you can come up with hypotheticals that flashes are good
A winnie is by far enough to suppress 2 dudes
and can be aided by smth as common as a choke
if i'm assaulting hemlock, for example
there is nothing i can do to avoid having the low ground
flashes sacrifice straight damage for a shorter fuse. that’s how they’re balanced. they’re strong for different reasons.
Why can't you ?
what am i supposed to do to gain high ground on hemlock except for wait outside the compound for the bounty to move from their position
push in such a way that if the enemy flashes and pushes you they’re forced to expose themself to your teammate or go all in.
running the full timer until there's no point in fighting
there's a roof on the bunker, there's the building next to the bunker and there's a large connected roof section to the south
none of those are high ground when the other team is in the building and also dangerous for close-range builds
So lets say, my quad derringer, is lined perfectly up to your head while you're on top of the roof at raynard's lumber Mill and I shoot and down you. Then your teammate gets you up, and because you don't have resilience you go down again, you'd agree the derringer is op and needs nerfed right? 
How are they not high ground...
i adjusted my statement
they are the same level as the upper inside floor and high ground over the ground floor
I mean if you want actual higj ground there is the roof
if the other team is in the building and you’re on that roof, and they flash you, how do you expect them to be able to push you if you just fall back from the roof lmao
So while you don't get the high ground yourself you can negate their high ground advantage by being up there
Just block off the window with a choke
Then they can't push so easily if they flash you
Cause they'll be afflicted with the coof
look i get it, you can get to at least even ground and nullify their flash, but if you're running a close-range build - ie a shotgun- these places are entirely useless, and they also dont allow you to push
they only allow you to stay outside of the compound until timer runs out
that's not helpful for anyone as it just gets you a stalemate
yes they aren't the be all end all for any situation - ofc they arent
how do you push hemlock if they have traps set up and can flashbang you out of any real cover
“but then they’ll just perfectly flash you and kill you” is the counterargument lol
the point is to try and interrupt the enemies gameplan as much as necessary to make your own work
Jump over the traps
that is not consistent dav and you know it
its actually pretty much consistent.
So you can get up there and swap to your pistol if you feel it's better than being in a vulnerable to flashes spot
or you can hug the building and get into shotgun range peek spots
but jump traps, trigger them, deactivate them. bait flashes, push from multiple angles, push with fallback points.
i don't want the game to just be me fucking sitting outside on the high ground waiting for the team to exit the compound or risk getting full flashed with no counterplay except running weird
Also don't underestimate the roof, if you can make it to the lairs wall it's a really good shotgun spot assuming you don't get third partied
It's very consistent unless they have two traps a decent distance away from each other
because then you can peek the window in shotgun range
Just stick a trap down on extract ajd jump over it when the times going down
You can p easily jump wombos too
waiting for others to make a move doesnt work in a game where people would rather get a timeout stalemate than leave compound
Well yes - but flashes are the enabler to break such stalemates right now
like, dont get me wrong
you absolutely can make flashes essentially useless by staying out of range or so close with a shotgun they cant properly hit
the issue is that doing so usually relies on making other take the incentive to move
which is absolutely not always possible and leads to long stalemates where both parties dont want to move
the mid-range, where you are sort of able to do something if you dont have a shotgun or long ammo, simply doesnt exist in a lot of compounds when flash bombs are a factor
or by pushing from multiple angles or falling behind better cover or running away such that it’s difficult to push you or baiting out their flash or having a teammate cover your retreat..
if there was a penalty for simply sitting in a compound an entire game or something, absolutely i think flash bombs would be fine
I'd counter and say those happen by themselves just the same - but if you're agressive flashes actually allow you to break the stalemate
by surprising and disabling the "camping" party
pushing from multiple angles in duos just gets you killed in mid-range potato
better cover also is definitely not always available mid-range
running away can be a solution sometimes but not always
teammate covering your retreat helps only if they are using an appropriate weapon for that situation
almost all guns work for that
the teammate just needs to know how to do it with the gun they're carrying
are we assuming that the enemy flasher has a shotgun or something?
(High alpha dmg needs to get a tag asap - while high RoF it's enough to threaten that HS)
This is why we run martini riposte, both close and short distance gun
cuz i would hope that the close range gun and close range utility is strong at close range…
maybe their combination however shouldnt be strong enough to make mid-range unviable in a lot of scenarios, preventing close holds and forcing long-distance or ultra-close engagements only
it doesn’t.
except it does as all the counters i have been told so far have been to be further away or so close they cant hit the flash properly
or to run if flashed and pray they dont kill you and your teammate kills them
If flashed move wacky as fuck mate
there’s no praying if you ran to further cover.
Either get cover or move in a way that makes it harder for them to hit you
The "counter" to flashes is A) "situational awareness/positioning" B) "Map knowlege" and C) "fast decision making"
there isn't a good way to surefire counter them, but i think that's what makes them interesting
they are a "skillcheck" if you will that needs to you assess the situation very fast, make a plan and execute said plan with full commitment
What is the counter to 3 bushes sparking up frags at once tho
Its my most hated type of AI
what are you talking about dav
AI
Now how exactly your plan looks depends on the circumstances (Your loadout, enemy loadout, your position, enemy position, your resources available, etc.)
So i'm not saying stay far back always - or stick really close always
If you got a shotty and are very close, push em hard and get the kill before the flash lands and waste the flashes effect by both you and them being hit.
If you got a sniper, well stay out of range
risking a doubleflash is a shit bet when they are being thrown out a window is the thing
if you got a Winnie, see what gun they have, maybe by baiting shots and decide
works a treat if you are both not in a compound though
are they shotgunners, go for "range" and cover
if they’re being thrown out a window then they need to jump out of it to push you, no?
If they have a mosin push them up close
what is your point?
If you don't know what they have propably best to wait and gather intel
they’re very vulnerable to jump out and finish the kill are they not
how does that make a doubleflash more viable?
yes but they do so after getting the flash not while its still in the air
You can while blinded ready a throwable yourself
it doesnt. but countering something isnt always a matter of trying the same thing over and over regardless of situation..
you're simply not always going to have a throwable at all times rango
assuming they follow up flash em back, make em stay back with a frag fuze (or even decoy fuze if you are confident)
but that's what i was talking about there, not about doubleflashing being entirely useless
you can try and block the way with concertina
why we assume they have tho ?
because otherwise the flash aspect wouldnt be coming into play to begin with
im not understanding.
yea whatever practical you are misinterpreting me im not continuing that thread
But then lets assume at least one throwable for your team too
why?
otherwise, in hunt you're expected to decide to back off if you know you're at a disadvantage
that's the sole reason why you can always leave
i feel the idea of a not having throwables should not necessarily put one at such a disadvantage they should entirely disengage because of the sheer possibility of a flash bomb
otherwise it's very apparent flash bombs are a problem
you're supposed to weigh risk vs reward - so if you know you have 0 throwables left, you may wanna restock and try again next match, or go for a caravan
you talked about how going for a double flash isnt always the correct play and gave an example and I said that theres other weaknesses you can exploit instead. I don’t like that you were making counterarguments to specific things in specific situations rather than taking them as a whole.
yes it should
then why do other throwables not have this effect
resource management is important for hunt
a frag does not have the power to disadvantage my team so much we'd better avoid engaging entirely
if you don't get a meaningful advantage out of em why bring em ?
It very much does
meaningful advantages dont have to be so meaningful they decide an encounter ahead of time
There's a reason everyone and their mom bring frags
I dunno if i agree with that specifically but
dont get me wrong frags are great and provide a big advantage
but im not so terrified of them i'd avoid pushing entirely
if the team uses it cleverly they can definitely get an advantage on my team but it isnt as deciding as a flash is
Said reason being frags are tied for the most lethal with the big bundle, tíed for farthest range with the dynamite stick, while being the still cheaper than a regular bundle
adding stage 3 bleed and ignoring bulwark
they absolutely have the potential to outright win games and are by far a good enough reason to not engage if you're all out and you know they are still stocked with them
they can be thrown so far you can fully mask the fuze sound if you're good, they can be thrown so far you can't actually outrun them if you're not half the range away once the fuze starts
i suppose
but i'd say that moreso indicates a problem with frags than lack of a problem with flashes
consumables should be very important dont get me wrong
Well that depends on ow one looks at it.
if one assumes frags are fine then IMO so are flashes
i dont feel they should be unavoidable
I think consumables should play more of a utility role personally
If one assumes the powerlevel of high end throwables is too high then yeah flashes are also a problem in that regard
where the explosion is secondary to pushing one out of cover
i suppose if you look at frags as such a game-deciding factor that they decide an engagement before you even start it and think that's ok, 100% flashes are balanced
i think its more of a personal want for them to not fill that role and for skill to come on top more than happening to get lucky with a toolbox and getting a frag or flash
I think playing around those is a type of skill too
i think that's a fair assessment but that skill translates to
sigh i have no consumables, time to extract
vs what could be a fun and engaging firefight
I'm not a huge fan of the entire X- is skill and Y- is not.
For me Hunt always was about making the best out the cards you're dealt in the beginning. It's about improvising and weighing risk vs reward
it makes hunt more of a chore and less of a game
so for me that's the most important skill there is
"For me Hunt always was about making the best out the cards you're dealt in the beginning." I think we agree on that point. I think we just disagree on extracting being an answer to that problem.
Where for you that's a perfectly valid solution, I'd like to avoid having to do so as much as possible.
You don't have to leave - you just have to account for that in your plan going forward
I very rarely leave matches early even tho i'm almost always short on resources like HP bars, tools and consumables
except if the enemy knows you exist at all they might not go for extract until a fight would stalemate both of you from timeout
But as soon as i realize i miss said options i change how i go about things
dont get me wrong i do too its just that i would prefer if there was counterplay to waiting strats
Well usually if that happens (which for me is exceedingly rare) we usually leave the map and they die
which means none of you win
you just wasted time waiting on them and they just wasted time waiting on you
you do know that you can extract as long as you are alone in the extract zone once the timer hits 0 ?
just making sure, many dont
Making out alive is still a chance to win later
Yes if neither of the teams got tha balls to make the move - yes
Dying is not a chance
But the way i see it ** Neither of the teams ** means both teams failed equally at their job.
the ones pushing failed to actually sealed the deal and get the bounty while the ones inside failed at making their way out
in my eyes a lose-lose situation should not be a solution, though
its fun for neither party
I'd rather have a loose loose situation that the game holding one sides hand when both are equally loosing and scared
I'd argue the only losers are the ones that die, if you make it out alive, your hunter grows, you get more money, you dont lose your loadout
Bounty or not
i disagree with that sentiment
in my eyes waiting 20m to get another team killed is losing big-time
So IMO solutions to the mexican standoff issue, which is as old as the game itself, need to be at least symetrical
i just wasted 20m of my time
so you would vouch for the removal of traps then, surely?
Sure - but in the end you did it
nobody stopped you from trying to push anyway right ?
seeing as traps only increase the stalemates
nobody has stopped me from throwing myself off a roof yet either but that hasnt made it a good decision to do so
Sure you might die - but that's you making the decision that potential loss is worth more than loosing 20 min time
being forced to push suicidally into traps and concertina or wait 20 minutes and stalemate is not a good situation
What's that weird argument supposed to say ?
like i can throw myself off the top of prison and kill my hunter
to try and get a kill at the bottom
but that doesnt make it a good idea
Whát i'm saying is if you during gameplay decide loosing 20 min is more desirable than making a bold push - that decision is entirely on you
it's the same vibe as running into a trapped up compound with a winnie without levering
So IMO no reason to complain
If i don't feel like wasting time i just leave and go for a new hopefully more exciting game because i can't be bothered with those standoffs wasting up to 45 min of my time
I either push anyway - death or sovngarde, or i run for the nearest exit and have fun while they sit and cower
you're not - you can leave any time
i mean i get your point right
you're only forced to if you decided that it's worht more to you to stay than the time you waste
but it's from the standpoint that being forced to extract, suicide push or wait 20 minutes is in any way fun
and i wholely disagree with that
Not winning shouldnt be as such a big deal in a video game IMO, sure it sucks the compound is trapped, sure I "wasted" time playing a video game for fun
That is fine to disagree with
there's a good amount of peeps in all skill brackets that disagree with this
i dont mind not winning, volkot, i just want to have the damn fight and not be forced to leave a bunch of camping shotgunners in a building to wait out a timer
its just not fun for me to have to disengage from that
i dont want to give them what they want, which is for neither of us to get the bounty or for them to get it
But what i always say is that i don'*t want to loose that aspect of BH which i very much enjoy as it seperates it from most BR games out there which i find really boring more often than not
Its part of the game how they play, so the problem you have is too deep to be fixed with balance changes
A possible solutions would be making QP available to teams too - as QP actually solves that issue (Not the way most people wish for, but it very much solves the issue of neither party pushing)
dont get me wrong volkot you are entirely right
but it can be reduced
i would enjoy qp duos btw
just uh, with concertina removed
Like In QP the objective is enforced so there is one clear winner and if both sides are equally scared one eventually gets forced to do smth or loose
concertina being uncounterable in some scenarios in qp is ass
because you may eventually be forced on the disadvantaged side you don't need to bring your own gear either
they did address that a while back tho, didn't they ?
there's so many things that can destroy concertina by now
ehhh thats not really a fix though for qp
when you cant find dynamite or something youre left meleeing concertina down, which is slow, inefficient, and leaves you open to getting shot
All rending dmg can destroy concertina, long ammo can shoot concertina and explosives can blow concertina up
depends on what you do it with
for a tripwire that's 100% valid but a concertina bomb poops out so much wire there's not much one can do without being shotgun blasted to hell
And the way the concertina blocks your bullets it blocks the enemies too so chances you're shot are really low
Again a situation of - find a solution with the cards you're dealt
IMO
Yes you don't always get that A+ efficiency answer to concertina
but you get a lot of diffrent options one of which you may choose to use
melee is suicide if the person guarding the concertina is at all watching
so you're left with long ammo and explosives arent you
it's not - you can even use it as bait
i usually mained melee so i've meleed my fair share of concertinas in an active shootout
mmm i suppose for duos that's fair
Sure if you're scared and thus indecisive it likely will backfire
what of a solo though
but if you're fast and decisive - and use throwables or even wallbangs to your advantage it's very much a good solution
especially because in QP you can see where they hold the angle and watch the concertina from
uh im currently thinking of moses poultry in my head
where the person threw concertina midway down the stairs so they can retreat from bombs and concertina blocking the main door
i genuinely cant think of a way for a solo to counter that without getting shot
(if no explosives)
yeah that's a tough one - you were upstairs or downstairs ?
they up, me down
that's bad.
At that point i'd see what throwables and melee options i have
you can usually do 1-2 safe swings before the concertian is so thin you're at danger of being shot from the guy hiding behind it
but in that stairway ther'es that nasty overwatch spot on the haybale allowing them to really cover the concertina eaasily
So if possible one would need to deny that area for them with a throwable
you do get the idea of how that could be absolute ass in qp if you got unlucky with throwable drops tho
or well take another entrance...
oh yeah i do - that's why i don't like QP
not a fan of having a random loadout
I'd rather have my fav tools and reliable consumables
i dont mind random loadout, its nice and scrappy
i don't mind random weapons
it just requires a couple picks here and there to be a little adjusted for fairness
i like that a lot
you would prefer qp with your tools and consumables being set beforehand
because i get bored af by the umpteenth long ammo + uppercut, or slug + uppercut in 6*
that's a fair solution
But as far as tools go - i want my medkit, melee tool, derringer and throwing axes
i would agree with that
let's see, anything else for me to bitch about...
uh, long ammo op? lol
though my suggested fix is listed in #game-ideas
I wouldn't even say it's OP
We just have yet to gat high tier medium and compact guns
nah
what would be high tier compact in your eyes
Like yes it gets played at high tier
but as far as balance goes it's not
it's made to be a good early weapon that stays good even until later
But it cannot hold a candle to mosin and the like in therms of actual power
and neither should it
Which is why the mosin is unlocked later and magnitudes more expensive
but what would be high tier compact in your eyes
But that's what i mean - we don't have any medium or compact ammo weapons that are worth the same late unlocks and prices the long ammo ones are
right but imagine you could make one
what would some of the aspects of a high tier compact weapon be
the centennial was an attempt at it i think - but it failed miserably
they needed to reduce the price twice while buffing it twice
TBH - since the ammo type restricts so much of balance propably mostly low dmg high RoF
A choice of getting "random loadout" for your Hunter would be nice, like it using any weapons you currently have copies of. Maybe it could prefer weapons you have traits for or maybe it could be totally random, I'd like that. Somebody made a website which gives you a totally random one but having it ingame would be neat
so you mean a bornheim match?
Which is good-ish, but medium slots are kinda wasted rn
because most other medium options are bad
you'd want a bornheim match with higher muzzle velocity or...
but even tho the Broheim match can 2 tap at the blistering speed of over 200 Rpm, it's only just meh to good-ish
because it's expensive af and needs a medium slot with shitty ammo supply
personally i think the best way to take long down a peg is simply to increase the range of compact and perhaps medium by a bit so that long ammo no longer absolutely dominates anything over 50m
What i'd want - lemme think
sure you dont want to fight a mosin with a winnie at 50m
but you can at least fire back and do enough damage to force someone back into cover
is the idea behind that
i'd love some sort of combination gun - lower end shotgun with 1-2 compact rifle barrels
like a drilling rifle
i'd love a weird burstfire weapon (Along the lines of a nock volley cartrige conversion)
yeah - but not the usualy 2 romero and one sparks barrel that gets suggested
more like 2 Winnie shots and a specter HC shell
i think the issue with something like you are suggesting is - where are you going to use it
recoil means you want to be sorta in shotgun range anyways
and at that point you'd want a shotgun
( the burstfire idea i mean)
yeah i don't see it be an absolute top tier weapon - as they as a whole bore me
vs the rifle you are suggesting where you have a shit springfield of sorts with a bad romero on the end
I'd rather have it be smth that can rival them with a bit of extra skill and most importantly play somewhat unique and not just the umpteenth revolver or basic rifle
I'd love a double barrel medium ammo hunting rifle
would you agree that the issue with long rn is that it dominates long-range with its muzzle velocity and drop-off
Yes and No - Long ammo is designed to be superior... that's it
that's why it's unlocked late and it's expensive
it has absolute ovekill dmg, which is important in CQC too because of the healthbar system and limb modifiers
it has the best range and highest max range
it's the easiest to hit with because of the high velocity
back with console release they unified sway so long lost the massive sway it had
So if you were to fix the power of long without adding new guns, simply rebalancing old ones, what would you be most likely to pick as a solution?
it can stack a lot of ammo with the uppercut or sparps now
I'd try to slowly inch towards more powerfull medium and compact rifles
More powerful in what sense?
But most importantly i'd propably get rid of the compact medium long ammo system
Higher damage?
I would agree with that except i think its important to keep it for penetration
because lumping those weapons together in 3 types really restricts what values can be used for balancing
rn it fully blocks pen, range and modifiers as ways to make guns more unique and sort of blocks the dmg stat too
and it creates some issues with ammo stacking
True
like double sparps + avto which got really annoying real fast imo
Yea agreed its insane
I think were on the same page just thinking of different solutions
but if we try to stay within the system i'd go for a compact ammo nock volley gun, that's cartrige converted
Essentially this
and make it so each trigger pull fires X- barrels
Could certainly be interesting
maybe start with 3 and see how it balances
give it say 12 barrels and a long ass reaload
Dont think people'd like getting one-tapped at like 20m by it tho
compact ammo - and you got a weird west feeling burstfire rifle that's still clunky
yeah i'd do it with bursts
Did you play Remnant from the ashes
Nope
by any chance ?
Aw hecc - there is a gun that was essentially a 2 round burst hand x-bow
smth like that in rifle format
the burst was not as fast as one would think
It could definitely be fun
more like the shots within a burst were delayed by like a third to half a second
so it doesn't feel like getting onetapped
I dont think it solves the problem of long ammo necessarily though
It makes compact stronger close-up but keeps it so weak vs long a body shot wont force someone into cover beyond 50m or whatever
oh no it doesn't by itself
but with guns like those i'd try to inch ever closer to matching the powerlevel and price of long ammo high tier
it wouldn't work initially, but i think it would eventually work
I dont think it solves the problem of "buy scope, stay far away"
I think that problem is solved by just leaving for a diffrent exit
Not always feasible
The 500m thing they added a while back appears to not be functioning
but i did a suggestion for spitzer waaaay back
which rather than just diffrent long ammo would have made it a low tier competitor for range
but suck at CQC
If crytek guaranteed every exit was 500m removed from one another and on a different side it would fix a lot of the scope problems
The 500m thing was implemented a while back but either removed or broken
because rn long ammo is good in CQC by pure dmg, which helps with limbshots and gets as sominant as a nitro with good sights once a guny lost even just 25 hp
but we don't have a gun that can actually rival long ammo at range at all
Yea, and it means right now if extracts are bad a sniper team can hold a bounty team hostage between exits
maybe introduce a special sniper ammo which could be for compact or medium ammo
I'd like that
At least start with making the winfield marksman a deadeye or higher range lol
¯_(ツ)_/¯
What i back then would have love for spitzer to do is actually interact with limbshot multipliers
so a special "smiper ammo" could IMO double HS multiplier, but in return half the arms, legs and lower torso multiplier
Imagine real quick a vetterli marksman with Spitzer that makes it do 90dmg over extended range with higher velocity
So you crank that HS range way up
but if you lack the aim to only hit upper torso or head you gonna have a bad time
I wouldnt mind headshot machine snipers
One thing i would like a lot is for scoped movement to be decreased as well though
could also come with diffrent downsides
I dare you to hit a target 200m away while moving side to side irl
should is propably better
say really high recoil
or very much reduced recentering of the crosshair
like the crown got when slugs were introduced
I would like that a lot tbh
Spitzer equivalent for medium with extended range seems like a fantastic idea
Springfield would be great for it
that would at least give some truely long range sniper options that aren't long ammo based
Ehhh maybe a little for close-range
But its not like insane yea agrees
Do you think making scoped movement slower would be a good move
At least for sniper and marksman that is
it to me just doesn't feel unique anymore - it just feels like bit slower but more beefy winnie, which is just about as boring as it gets for me
Proportional to zoom
mayhaps.
I'd love to see it slower on snipers - but faster on deadeyes
Agreed
I'm no fan of it being the same reduction on all 3 scopes
So i'd like for the three to differ in ADS move speed
A mosin spitzer sniper shouldnt be able to a-d spam me hard while hitting a shot at 200m lol
Both for realism and balance purposes
Have you ever used a scope irl or in vr, rango?
In VR yes - IRL yes bu rarely
Anything beyond 4x is impractical to use while moving
And even 4x id say is impractical
most shooting with live ammo i've done was on an indoor shooting range so scopes were an overkill
I havent used a scope irl but i have at least a fair approximation from vr
(with gun stock)
Oh speaking of unrelated topic
Hl2 vr just releases rango
If thats your cup of tea
I sadly don't have a VR setup myself
Ah, that's too bad.
I played VR when i visited a friend of mine
Can I mention my appreciation for the rational, reasonably calm discussion we've had so far?
I got my experience from scopes with ~5 hours of Pavlov VR and a few times on an actual shooting range
Idk. The steel gong I shoot with my lebel irl at 200 yards is only about 6 inches wide. And I could definitely hit a person at that range.
While moving?
Oh absolutely, right back at ya. It's always really cool if people can argue nicely even if no agreement is reached as it happens sometimes
Side to side rapidly?
Because damn i am impressed in that case, how do you manage to keep the scope steady?
A person is a whole lot bigger than a 6 inch gong lmao. I'm pretty sure I could.
I'm not a rich enough man to own a sniper lebel. Mine is a standard iron sighted version.
If you do manage to hit a target within like 1-2 meter of deviation while moving at the speed of a hunter with ironsights, i applaud you
*consistently, that is
Especially because the lebel projectile moves faster irl by about 100 m/s.
I dont even mean a moving one
Oh and the sights are way better.
Either way even removing the realism reason, i'd argue the gameplay aspect standa
Stands*
I actually can.
Most games nerf snipers into the ground with scope glint
Cod snipers move slower than hunt's when zoomed in in most scenarios
TBH i like what could be done with glint
I'm very mixed on glint
i just don't like how it's usually tied to being in ADS and then is just a very bright light
On the one hand an ambush shouldnt be ruined by the glint, on the other hand bushcamping a sniper shouldnt be as feasible
Something i would love in Hunt is if looking at light category items with a scope creates glint
Say you're expecting a sniper
So like you turn on an electric lamp
If you are looking at a sniper, glint if theyre looking back
I would very much like that
shoot a flare or yeet a fusee in the direction you think and see it a gling shows up
yeah stuff like that i think could be cool
would also make them more viable on day maps...
even if not really realistic
45$ for shit fusees is the flare gun in a nutshell
but in that case i'd apply rule of cool for balance over realism
maybe i'll put it i the channel when i get to it
Its loud fusees that dont blind as much for a little range
Issue is with the adding of gamma settings, existence of filters and low chance for night maps there really is no good use for light anymore
so it's just for setting hives on fire right now
I think visibility in the dark is an inherent problem with different hardware
When we get the ability to beam images directly into ones head we can play around with it more
As much as that saddens me because i love the concept
ya know - i just want diffrent color flares mostly
Lol
other stuff weould be cool too
Give me my pink flares
but gimme diffrent colors
What do you think about the literal pay to win night terrors skin
I'd love a green one, blue, red, orange, pink, purple
wait what ?
You mean the Winnie talon ?
Its a winnie talon without the sight block
Aka gives more visibility if you pay for the skin
It was the first Winnie talon skin
so it doesn't have the blocking thing because that back then was not a thing jet iirc
TBH i personally think none of the talons should have that
including the base talon
Serves no purpose
yea i think that blocker is silly
it's literally a scope mount and it has no scope
IIRC the devs said it's purpose is to remind the user that they are using a talon not a normal one
so you don't melee an immo on accident for example
there must be a better way lol
Right
That's what i was thinking
Are you team slugs are balanced or team slugs are op
I honestly think they're bad
I'd rather have more shots and not have to worry about hitting an arm or something than have a slightly longer range
What i specifically don't like about them is that increasing the OHK and making them really expensive is just a really cheap and uninteresting way to go about it
I personally would have preferred them to be focused on Headshots, and penetration
Yea... Slugs could have turned shotguns into interesting rifles
Essentially if you think about the Nitro it has a long HS range, long Body onehit kill range and amazing pen and creature dmg
Slugs took the most boring part of this - the body OHK
Don't forget about the bad ammo count and being special
And i'd love to have slugs that ditch the body OHK but get the rest - okay headshot range, amazing pen and good dmg against AI
I personally wouldn't even mind if we get 2 diffrent types of slugs
like hecc keep the ones we have and add the other ones because they'd be cool to play too
one could be called foster type slugs and the other brenneke
could change slugs into these, long distance, high penetration, worse for 1-taps. call them Dartshot
or one could be real slugs and the other improvised slugs (Shot held together by way or a cut shell)
I mean AP twenty might be a bit modern for the setting
well sure, just age it up and say it's experimental new ammo
but some historical options were foster vs brenneke type slugs
or when slugs were not available - people improvised by bunbdling shot via molten wax or by cutting the shell to use shot like slugs for hunting
especially the latter would make a lot of sense
it would be neat though to effectively have a spike launcher instead of slugs
Flechette is that isnt it
because the slugs we got really just behave like bukshot with no spread - so renaming them to wax slugs would make perfect sense
Just small spikes
that's a lot of thin spikes
and would even explain why they don't have really good pen or HS range
personally think we should just remove slugs and make flechette the shotgun king
because after penetrating the wax disintegrates and it behaves like regular buckshot again
bonus points if in hunt they would signify that by making it essentially spread and pen like a shotbolt after the first pen
while the normal slugs could be the HS and Pen focused variant
I like the idea of a cheap full slug ammo that turns the shotgun concept on its head
A romero that can serve as a shit sparks or a shotgun up close would be neat
I fear they don#t want that tho
as in the devstream they did specifically say they wanted slugs to OHK and feel like a shotty not a rifle
right after which they implemented DB, Flechette and even st arshells that all also couldn#t OHK on introduction and starshell also doesn't feel like playing a shotty
I like the idea of a like 50m range low muzzle velocity 124ish damage capped shotgun shot
I don't like rival
but slap it in a romero and we talking
exceptionally clunky rifle shotty hyprid
Fun thing is we can restrict ammo to certain guns
Speaking of where is my medium high velocity pistol
So i can double up for vetterli
Laughs in pre nerfs Dolch
Pax HV would be neat, and give people a reason to use the thing
Pax is already better than scotfield
I don't think pax HV would be that popular
only happening if we get a semi-auto medium ammo secondary (very unlikely to happen), or a howdah
Problem is its not better than the spitfire
Pax is just too close to conversion performance and too far from Uppercut
But nagant hv tho prowlore
it's barely a middleground
that's more of a medium ammo issue though
its cause of the gas seal the nagant has
i medium was actually in the middle
OOooooe a single shot medium ammo pistol
its mentioned in the book of weapons as well
oh yea thats true as well
i still want springfield compact to be a one-slot pistol
gimme a rolling block pistol for medium single shot
Agreed tbh fango
or a Howdah double barrel medium ammo
I would also like free hunters to come with less medium slot guns
I just want medium slots to not suck as much
we'll get something like a 1911 before we get that lol
@broken moat No offence but not having a single daytime map in 20 rounds sounds insanely unlikely >_> If that's true you should buy a lottery ticket.
Why tf they have to nerf winfield c damage
Muzzle velocity i get
Damage makes sense in universe
But like it just makes it so bad
Crytek: lets nerf the already weak medim slot rifles with lower dmg and lower velocity for nothing but consistency
also Crytek: lets add a sparps pistol that dealy full 149 dmg despite essentially no barrel
yea balance has been smoking something
just change the damn sway on the medium slots
Does anyone understand the logic of nagant obrez drum existing but not a full drum
no reason the Hunter gets heccin parkinsons the monent they touch one
i wish weapon sway was influenced by more factors
They don't even need to remove the sway entirely - just make it not pe permanently there

