#feedback-discussion
1 messages · Page 100 of 1
Not Just a Bit...
Hehe, there must have been a reason no data on how much of BBs were earned through accolades was ever shown when the change was announced 😅
When for example weapon usage statistics are waved around when justifying buffs / nerfs.
I vehemently disapprove of any microtransactions, premium currencies and battlepasses in any case, I'm not holding my breath on seeing any W's coming from Crytek when it comes to those.
Gaming industry in general is all too comfortable in using all kinds of dirty little psychological tricks to reduce player churn, to obfuscate costs, and to make people both pay and play more.
Battlepasses can be implemented in a fair way i guess
they gradually got nerfed by their BB amount tho
OH MY FUCKING GOD PLEASE LET THE THEME MUSIC PLAY AFTER YOU READIED FOR A MATCH IT SLAPS I CAN'T
Anyone else is not being healed by the Rampage or whatever that is called? Just killed a guy with all bars unburned but with only 50hp, got the lightning effect but wasnt healed at all.
@dull raven do you understand what that suggestion is?
yes, I think your idea makes the UI more confusing than it already is by adding yet another tab
the Event Traits move the standard traits from where they usually are
people have to relearn where the traits are every time an event is added and removed
that seems like a miniscule problem that could be solved by typing some letters
Seems like a miniscule thing for dev to implement, appending new traits at the end of the list.
if people want to read the Event Trait info, then they can refer to the tab for information
we don't buy the Event Traits from the Trait menu
It's just a different way to design the UI
it's not hard on development
Personally I feel a better idea would be favorite traits that have another trait page (like the trait types-offensive, defensive, etc). Much like how you can favorite weapons and their skins.
So my idea, but instead as a favorites page. it's still another tab?
I dont believe that the event traits shouldn't be displayed with the standard traits, a new player might miss that tab
there is a whole lot to look at in the UI as it is
Just add a row with event traits.
wdym
@gray geyser This would be great Pax variant: Metal Stock Short Barrel 2 Slot ( Pax Precision) Long Barrel Single Slot variant and Pax Carbine with long Barrel and Wooden Stock 3 Slot
He means just add a divider between the Event Traits and standard traits
If I were to guess
and let standard traits stay where they are in terms of left-middle-right position
Kind of threw it together, but
Ignore the rushed idea
just put the event traits above
im sorry but why the hell did they remove the cracks in wooden sliding door s at that point just make the map a solid square wit 2 doors and give us mp5s i don't know what they are thinking with their decisions but they are definitely not thinking of their community that played this game for several years now instead of fucking this game up every update how bout you fix the issues instead like the weapon pickup promt thet blocks my ironsight.
@dull raven that would be a very heckin' cool skin; please edit your suggestion to post the artstation link to it though 🙂
Done
thanks mate 🙂
I like people have to decide wich traits they favor now, because stackable, but i wouldn't be against have 5 separated slots for event traits only
Probably has been said a few times but who thought it was a good idea to trigger the restoration effect on the rampage trait while you kill someone and still have all your bars?
Best Trait ever
guys you know that the games doesnt work for pc right?
also not avaliable on console
pc servers is down
All servers are not down.
But yes, there are server issues ongoing. Crytek is aware.
should i try on us?
You can try, yes.
People are in-game. Tons of people arn't. I do not know what the specific issue is, but we have made Crytek aware and they are escalating the problem
Sure, these would work too, I cane to add 1-slot "buntline" Pax to the suggestion. I think that the pax carbine should be 2-slot in order not to get outcompeted by other cheap 3-slot guns
Carbine could just have a slightly shorter barrel than it has historically and it would be just fine as a 2-slot gun size-wise. Buntline Pax could be 1-slot gun that is held with two hands as precision pistols are held in Hunt, so no fanning or dual wielding, but it would be a "sniper pistol"
crytek need servers guys
Wow the event starts and servers turn to shit. I think I will skip this event...
First day of event, mate the servers just got blown up with activity- give it a bit
Is what I would say if I wasn’t a console user and I could experience it lmao
I must've made like 4 separate suggestions to nerf that awful fucking ammo
it still one shot body shots to a ridiculous degree tho
Could Crytek stop doing "google translate" for diffrent languages? Some descriptions in Polish are just not understandable like "Earn 3 traits by traits sockets/traits lair" what does that even mean?
Can you send me a Screenshot of anything that doesn't sound right? I can send it on 🙂
I rolled that quest. Once I get it again I'll do screenshot and send it via dm.
Thank you!
@sharp veldt I cant even get to the menus in game should I just go to work and cancell my day off or is it something that could be fixed today?
I'm not sure, have you tried verifying your files?
Wasn't the possibility of partner duos matching with a random 3rd going to be a new feature of this event and update? I don't see that option...
YES
Not this update, just coming in the future
Then I'm not sure
I just wanted to play man
Took the day off to play the event, kinda stings to see all the streamers getting in no problem
bro why cant i invite a random after inviting my freind i just want to play the wildcard bounty like come on
or even better make it so you can do two man only wildcards
i just want an explanation as to why we cant 2 man the events
they don't want to split people into too many queues I guess
I would say thats fair but considering the wildcard give much more money its genuinely not fair to people who dont have a third
I don't see why then we don't have the option to potentially pair with a rando this update, surely if Hunt wants us desperately to play 3s they would incentivize people to potentially play with randos to fill the third slot, instead of waiting for a future update.
technical limitations probably
true two major events have went by and both of them have been unfair to two man teams
the game used to be two man only
To me it makes no sense that in an event in which 3-man teams are the only way to go why duos are forces to play together with nobody else
also the have the option to search for one or two randoms when your playing alone so the clearly have the ability to search for one additional player
Okay I have one possible workaround. Someone said restarting their router fixed it for them
i have the same problem 11 hours now. I also restarted my router and the problem continues
damn
Yeah restarting did not work either
There is something very wrong with a company that suports some customers and not others
wonder if vpn would help. Just to narrow down the issue
REMOVE NECROMANCERS SOLO REZ FOR THE LOVE OF GOD
letting someone spectate youi after you kill them and silently res themself is so stupid
feels like the graphics have changed. the air feels clearer. like more colour and contrast idk^^ anyone noticed that as well?
yeah you totally can't do that
Veterelli Cyclone is way to expensive. It should be 300-325.
Feels like that since last week. Or at least since the weekend.
also are grunts faster now?
I think they said in the roadmap video they will improve graphics. But I am not sure if it was this update already or if it is supposed to be future still.
necro users have to choose between dying permanently and then spectating, or reviving, they cant spectate you and then revive
stop making shit up to complain about
The Razor Chroma for hunt that was added this patch has a couple issues and bugs.
- The Keyboard keys shouldn't be blacked out in the menu for navigation, makes it feel worse for simple UI navigation such as searching weapons.
- If you extract while in the water the effect will constantly flash the effect non-stop in the menus after leaving game.
maybe its a routing issue, maybe try doing a traceroute to the servers and seeing where the drop happens?
oh god, did they finally remove the stupid sepia filter?! i cant wait to play if thats the case
@wanton valve the main BB income is from the dark tribute if you're lucky, challenges are just guaranteed BB's. I think 1K for battle pass is alright, but pricing skins 1K and more for one skin is overpriced. In normal shop I get it as you get many times disscounts, black market, some you can get for free from dark tribute permanently as well, but these are limited skins and pricing always 1 weapon/tool/consumable skin at 1K BB's is a bad tradition that doesn't seem to be stopping any time soon. Just don't buy those skins, you don't really need them anyways, and buy only what you really like and will be actually playing or you don't want to miss.
Now that Flashes have been nerfed, work on frags next- insane they haven’t been touched yet
They are essentially free kills
And the bleed, the instant heavy bleed even if the Frag did 1 hp damage
They need to be affected by bulwark, reduce radius, and do damage based bleed rather than instant heavy bleed
Any plans for this subreddit to add pact flairs again?
not that bad
nah, they should be
I agree with you things are way overpriced. pricing some people out hurts retention
@green moat then don't wait, just leave. And if you don't make a move yourself why are you not also considered camping?
#game-ideas message
There’s no reason to punish people for leaving. People leave because theyre obsessive over their mmr and stats. Going down once means you’re now a body tap away from going down again and worsening your stats. Punishing players already having a bad time would incentivize more camping or worse, not playing hunt to begin with because of the stat impact for dying and the penalty of leaving. Competitiveness exists in every game, and hunt is no exception especially when your KD is the biggest and boldest stat displayed, other than your player name, when someone clicks on your player profile. The already existing option of hiding them would be a solution; except in higher mmr lobbies it often means randoms dodge you because you have something to hide. A better way to address randoms disconnecting after being downed would be to flat out remove any visual indication of yours and others skill level/stats or mmr bracket. Players would no longer need to weigh theyre KD over continuing the match.
@pure jewel "I dont mind having those guns as long as they are balanced correctly, but with Vetterli it's becoming a bit overkill now"
That's quite literally what they did with the Cyclone. 4 shots, bigger recoil, you have to manually reload the 4th shot taking extra time. It is balanced correctly
It’s a representation of how Crytek can’t add any new guns without them somehow being better than a previous variant or high RoF
Tell me, was an Uppercut really the gun that deserved a precision model?
Or did Hunt need a Semi-Auto variant of any rifle?
It’s like the two buttons most relied upon per update recently is
Make Gamepace Faster or Powercreep Gear
And then they press both
I also mentioned as long as they don't begin to overpopulate the game, which they slowly are beginning to. We already know how that went with the dual wielding and dolch situation before. They also kind of take away from the more slower pased, methodical pacing of the game, since you can instantly just follow up with another shot if you miss, barely getting punished at all
I agree that they take away from the slower pace which is why they need to be more punishing to use
Try using a free VPN
Have you tried using a free VPN?
Some doods over at #troubleshooting said the issue seems to affect certain accounts. Trying to use another Steam / Crytek account on the same PC let's them in.
If possible, @analog willow's suggestion above should be tried. Many of Crytek / LeaseWeb / ISP issues can be circumvented with a VPN. It's not a guarantee though, but something you should try if you have VPN service available.
Solo selfres should not exist tbh of be forced to wait untill the killer is like 150m away to be able to. Cant count how many time i been triggered while i am solo sniping another solo from far just to have him revive full hp and endup managing to escape or ambush me. It create so many wrong situation that should never happen and remove the hunt aspect of the game making it a nonsense codlike fps. Once ypu dead you should stay dead. And i say it as a solo player
If you were solo sniping, he should still be 150+ meters away. Not sure how your suggestion would help.
I stoped to suggest since so many peoples love to revive infinitely like jesus and break every1 else immersions. And sniping from 150 is very far most of my snipes is between 75m and 125m tbh
It just make fighting solo camping a house a real pain in the ass vs another solo. U charge u get shotgun ambushed. U get closer to try to throw a firebomb then U are wide open for the jesus to have the upperhand. Its just so fkin wrong
But well. Ima stop complaining the army of solo noskill player will start their tantrum trying to justify solo self res to have his place in the game
Lol, so defensive. I get you though. I was super pissed for a few days when I heard they're forcing an upgrade to PC specs that I probably won't be able to afford before they implement it.
In team details screen. There is an icon for when a team extracts with bounty right? I.e. 2 boss map, one team gets a banish and extracts. On the team details screen it has an icon by the bounty mark that indicates they extracted in team details after the match
Am I crazy? I feel like I've seen this before but upon Google searching I cannot seem to find a key for team details icons
the corner highlight means there's multiple events associated with the icon. In case of bounty it's the pickup and the extraction
What i hate is how mediocre it render 1v1 scenario and how ez to escape hopeless situation by just suiciding on a body of water then wait for selfres when the pursuer is away... Cannot be burned and very hard to detect on rivers like.. Idk why its even a thing its just a good thing vs team but burning and traps render self res completly useless in normal situation its only.good when abused
i just hate resilience buff, shooting someone with a rifle point blank should put them back down imo
Personally, I don't see an issue with it. If you're really good, them getting up and being able to fight back should mean another kill for you. And at max they get to get up 5 times, less if you're using fire ammo. And it's not like they can see you to know if you're watching the body or not, so any time they stand up, they're vulnerable and usually a 1 tap from anything you could have downed them with, unless you're trying to snipe with a nagant precision or something. If it's becoming too much of a problem, bring the hand crossbow with fire bolts, or a fire beetle.
I guess I'm saying, there's a lot of solutions.
Most of time its an ez kill. But if you are solo vs a solo theres a lot of situation u just cant deal with unless u stay at the same position untill u think the guys wont res ( When far and inside houses as example ) wich make you forced to abandon the main goal to avoid getting stabbed back or take a risk and let it be. Problem is solo vs solo its make fight sooo fkin lame
Making self res impossible untill the killer is very far would solve the issue and wont hurt solo self res warrior tbh it should be like that or removed.
Skill issue
the only skill issue there is ur ability to read
I get you, I guess I just look at it different. If I have to leave them, then that threat is always on my mind, makes things more exciting. (Also if you can rotate to the other side of the lair, they'll often act as a distraction when they reach it, letting you assault easier.)
most of situation is fine but what i mean is the bullshit situation where you are solo and need to fight someone 5 time because the lack patience to camp the same exact spot for several minutes for spawnkilling over and over and instead trying to get rid of the player definatly but nope solo have 5 life. it just make extremely frustrating and awkwards situations. ive experimented it several time and it pissed me off a lot that why i am always upset when the solo selfres discution is opened. peoples tend to think we always kill peoples on close combat but far distances are a thing too and its where the problem occur
another fix would be to disable solo self res if killed by another solo. woud be so fucking happy if it happen
Just make it a burn trait.
already suggested several time long time ago. massively downvoted
everything that come close to touching solo self res get absolutle destroyed in downvote
I made a suggestion about making burn ammo take one shot to burn and that got massively downvoted and look what happened
But personally burn trait for solo res just makes the most sense
made at least 10-15 sugggestion related to fix about self res. everything made sense but no one want to lisent
stackable burn trait would be the best. peoples can stack a lot if they feel they need it but the guys would just lose all his points instead of having other usefull one. annoying but fair
It's weird most just downvote any suggestion related to nerfing solo res
its like the reshade discution. everytime we talk about it everyone suddently become color blind.... peoples want to have something totally broken and unbalance to feel better thats why
I wouldn't say everyone but yeah there are random people that come out of the woodwork to say that they are colorblind
Once the reshade ban came up
i am exagerating of course but you see my point XD
True lol
it's an arbitrary limitation for little reason, and one that honestly makes solos stronger. Bringing anti-solo rez equipment is important and being able to skip out on that as a solo to take other stuff is a decent buff
i mean. problem is not vs team. its solo vs solo. team should be able to handle it or solo can at least have a chance
but solo vs solo made so many awkward situation that should not happen and tbh. a 1v1 should not need several life
yes but by not needing to even worry about other solos, a solo player doesn't need to even think about bringing equipment to prevent other solos from rezzing, which does make them stronger against teams
I genuinely just dont think solos should have self revive. They have increased serpent distance and 10 seconds of dark sight. Having self res on top of that is rather excessive.
i am a solo player only and i rly dont feel like that. but everyone his opinion
@inner forge tbh, a pistol grip would look horrendous and absolutely not in line with the timeframe
Besides
solo have a lot of buff alongside insane bounty reward. i dont feel i need self res on top of that
but well in other hand i have lot of experience and being a succesfull hunter so ima admit most beginner probly dt feel the same and having many life make them feel less demoralised
i play since day1 so having these kind of fight also cringe me up since they introduced it
i mean i bring a conc bomb and a firebomb usually so if i suspect someone's a solo i'll usually commit at least one of the two to a body while i make sure a teammate isn't coming
@thorn wyvern Yes because daytime included with inferno was SO appealing to the eyes wasnt it? Lol
main problem is when killed from far distance or covered like in a house and being solo. you forced to move where u cant keep track of it so then its a gamble if the guys gonna backstab or still laying here
most of time i choose to ignore and move on another direction to avoid being backstabed but still... its a weird ass mechanic that not huntshowdown spirit. but well this game been casualised a lot over time i must change my mind on my vision of this game i think
@fathom gust while i agree that I'd rather have accolades (even if they're limited to 50BB a week) than being forced to do challenges to get 'em; 2600BB a year is plenty : with how it currently is setup, if you have 1000BB and buy a battlepass, by the time you're done with the battle pass you've got those 1000 back
you get 400 for challenges, and 600 in the BP
do remember that 2600BB is $26
I think it could be interesting to make selfrevive itself consume an extra bar, so you die and lose one, then spend another to stand up, but idk thats kinda a big nerf and i dont think its strong anyway
that's still a substantial amount of free premium currency
burn trait or disabled only vs other solo would probly be the best option to not hurt both kind of playerbase. but let be honest everything that touch to this subject got rejected pretty fast. nothing will change
Watch the video with the principle of operation of the mechanism; in reality, without this pistol grip, the mechanism would damage the hand
P.S
There are a lot of anachronisms in the game. Romero Alamo (Alofs) appeared in reality in 1926
Gas piston on Vetterli 71 Cyclone (Howell Automatic) appeared in reality in 1915
Rear sight on Mosin-Nagant sample 1930, there should be a ladder rear sight sample 1891
https://youtu.be/U682yOpNafg?si=f1xbOjhWznP0EEgh&t=650
The M1915 Howell Automatic Rifle is a conversion of a standard No1 MkIII Lee Enfield rifle into a semiautomatic, through the addition of a gas piston onto the right side of the barrel. Despite its very steampunk appearance, the Howell is actually a quite simple conversion mechanically. The rifle action had not been modified at all, and a curved ...
I wholeheartedly think that if selfnecro is a burn trait, team necro should be as well. I think resilience is the root of necro's strength and should be nerfed back to 100hp though
Any fix for the audio bug?
should either be 100hp of triggerable only 1 time per match
Muffled audio affecting every other game
but more often than not, so more like 2/3 of games
Cannot tell if someone is above or below, because audio is muddled
the same muddly audio you get while spectating while burned out
Also. necro on a teammate costs 25hp, but necro on yourself is free. I propose a -25hp penalty when standing up, specifically with resilience. So you get up with 25 less than max. This would also make it easier to hard-deny a solo rez with concertina and burning since they'd have much less time to stand up before they don't have enough hp to tank the conc
3 res instead of 5. that thinking is fkin genious and logical
yeah, but it was more to the aesthetics that I was referring to
A pistol grip would look VERY out of place
The Cyclone looks goofy, but fits within the general aesthetic of the game - same goes with the avto
Nice gun, but why ?
Agreed! Just talked about this the other day with a friend. You get one try and that’s it.
Medium ammo pistol and has an optional stock, its perfect.
Crytek, would you like to explain to us why some of your users are suddenly being locked out? Obviously it's not a fault in our systems but in yours! It would be cool if you could at least give us a message. Thank you! Error: 0x30001
What is it ? Browning Hi Power ?
Colt 1905 first gun to ever utilize the brand new 45 acp cartridge.
Ah yes another spam gun
Hey Crytek can you fix your fucking console releases thanks
New guns are awesome but how about a stable game
Let's remain civil please
@keen grail Nobody on this Discord can give you an answer regarding in-game bans. Make sure to contact Crytek's #customer-support via the official website.
Spamming with autos unless you are in their face has proven to be ineffective, fanning is a better option and far more devastating.
Ok
I thought I responded to you, you couldnt have named them better! I just wanted to add them so the idea was more flushed out, definitely don't want your credit!
Baseball Bat Has really good horizontal swing for hunters but for RotJaw she is VERY hard to hit with it. I essentially need to crouch everytime
hate shotguns so much^^ reduce wood pen or something. they just dominate too hard in compounds
Thats right.
The saving grace is that you dont have to go inside tho
Getting pushed in a compound by shotguns can be difficult aswell but you have traps and the intel
I know just being salty. Although reducing wood pen would be nice tbh so you have at least the chance to get a shot off. Atm it happens a lot that ppl kill you by shooting through a corner or just wood planks with gaps between. When there is better voip it will be a bit better for random teams I guess, rn pushing in randoms kinda just happens eventually.
Nah it's all good my dude
@azure mirage that's the way it should work lol. Stacking burn traits comes with a cost of your trait slots. Especially when you're grabbing 3 of them.
I would not want instinct to come back in it's previous state. Not only did it heavily incentivize Primal pact over the others, in my experience it tended to slow games and caused people to play more passively, rather than speed them up. People would check primal as they moved through the map, and as soon as it went off they would hunker down until they figured out where the player was, often leading to both teams camping it out. If it returns as an event pact (and I would not want it added to the base game) in the future, I would like it to at least have a lower max range, perhaps 40m. I also think the Instinct effect could be added when you carry a bounty but are out of dark sight.
@onyx lark
Headshoted a player with Sparks poison ammo, didnt count towards the challenge for the evet, 0/300 for poison damage to enemy hunters. How is that anyone knows ?
Then why its description says it is "one third" instead of "one of three". This is engineering blasphemy.
Issue with the person making the text I suppose
Probably. And I am being facetious about it, but at the same time it unreasonably grinds my brain gears because it is wrong 😄
I get ya 😄
Anyone else getting this since the update? ANyone from CT can tell me if there is anything I have to do to fix it?
I talking about Trait not the path of the event well actually in my experience this trait speeds up the fights because everyone knows that even if they camp other players can detect them and because of that they camp less and the fight becomes more engaging and fast-paced because they rather are on the move and fight than camp in corner or bush
In theory yes. But in reality when ppl get instinct triggered they freeze and camp forever
one way or the other the game is a camp fest and this trait is a perfectly barnacled counter for a camper with a few tweaks is going to fit right into the game
At start i loved it cuz it reduced the surprise encounter and make the game feel more forgiving. But after a shit load of game i realised it just promote camping while reducing ambush. Not that bad when u think about it but it aldo made people wait forever and also never leaving boss room and make the average game lengh to be near 40min most of time. Wich made peoples disliked it massively at the end of event
Id rather have normal pacing and less campy game overall while i dt personally hate instinct if i have a vote i would vote to not have it ingame
the game already has a good amount of stuff to combat campers.
all what instinct does is that it lets you know that enemies are close by which doesn't change anything about the situation that someone is camping
it also takes out ambushes and accidental encounters mostly out of the game
in rare cases instinct helps to triangulate a camper, but what threat does a camper pose to you if they dont interact with you that you have to actively look for them?
Also Instinct completely makes the banishment phase null.
You cannot sneak in.
And my team often had the sistuation of "who wanna sit in a safe corner of the boss lair and hold down E for the next 3 min?".
Which spoilers, ain't fun
So now that flashes have been moved into the useless category (along with spyglass, heavy knife, flashlight, fuses, liquid fire bombs and chaos bombs), what tool do you use now to stop a push? I would LOVE to hear this response. Any answers that just require hitting your shots or aim for the head we get it, you are a troll and have no friends.
Flashes were never meant to stop a push, but TO push
concertina still considerably slows down pushes or at least forces them to spend a consumable which they can no longer use to force you out of your position.
a uncooked dynamite still can be used as a short term push delay which allows for heal/rez/reload
months ago I was asking for a more interesting information game to added to game, essentially way to find players that were a little less direct. subtle things like more objects that break, muddy areas that make foot prints when you walk through them ect.
instinct was anything but subtle 
instinct also makes a lot of the audio design obsolete which is a shame
maybe not completely, but partly
Have you tried using a VPN?
How about instead of always going to the Library book to see your progression you just put something like this on the item --
Would be good yes
yeh guys you're right this trait is so OP and the developer just added it to the game to cover up their mess in rainy weather cause we can't hear or even see an enemy in a 50-meter
Anyway wishlist new DLC right now
I see where you are going but concertina only applies to bunker lockdown fights. They do nothing for outside of a building as you can just walk around. Same thing for explosives. Also, any seasoned hunter will just push you while you are prepping a explosive as all fuse timers are the same making it nothing but a scare tactic.
Well, that is why flashbombs got nerfed, they did everything too well, pushing, flash is good, counter push, flash is good. Person standing in the open, flash is good.
I am not saying a nerf was not needed but flashes were the only item in the game that stopped a push. The comically long 4 second prep time makes them useless when they also added a DIRECT counter with the bulwark buff.
I mean, pushing is usually more risky than getting pushed.
People usually complains about people camping in corners and whatnot.
also don't think it is 4 seconds, but I get ya' point :b
Think you are the first one complaining losing flash as counter-push item.
- I am not, trust me. 2) Someone needs to start the conversation to hold the devs accountable for bad decisions.
Too many people in this community only speak up when it negatively affects them but fine for unbalanced changes that work for them.
Antidote shot
Don't worry, I don't mind feedback is given.
And I do think the devs went a little overboard with the nerfs of thet flash.
But dunno if we need to adjust it to be a better counter-push item.
If you getting pushed the best solution should always be your gun. You have the intel of the sound a pushing hunter emits. If youre not equipped to counter a push that way youre either underequipped or out of your effective range - so you made a mistake there already.
A consumable or tool shouldnt be able to opress a player completely. They should make the player change tactics and adapt. A flash was too blunt and too simple while simultaneously too effective.
This is exreamly close to the response of, just hit your shots.
Its not
and the term underequipped proposes that equipment directly affects what happens in fights
I mean hitting your shots does help for sure.
You can throw them pretty fast
If you bring something like mosin + uppercut and get caught in cqc fight point blank vs a shotgun or fanning... than you got outskilled and outpositioned
I mean, if I push with my Springfield full sprint into a shotgun, for sure that will affect the outcome somewhat.
yes, that makes sense however that is 1 type of push. There are many many other. Usually involving multiple players on a single 1.
My point here isnt how you play the game and the mistakes a player can make, it was what tool can now stop a push now that flashes have been removed
Then you are out of position from your team?
Like that is how my trio EATS other teams when we got the bounty.
There is always that one guy who is trying to do the 100m flank and we punish him for it and hard push him.
I mean yea. Thats called getting overwhelmed. Getting overwhelmed should be damn hard to get our of. A flash was a too easy way out. Like a uno reverse card.
Ok, if a flash was TOO good, what is kinda good. What is good at all?
Throwing a dynamite actually get people to back off.
Concertina bomb even blocks the path.
but only inside/bunker lockdown plays
Also outside
how
I mean if you get rushed by 3 players or so...where are your other 2 team mates?
Well, you usually behind some cover, so they cannot see where you throw it.
So they either have to respect the primer or call your bluff and push into it.
Like if I'm alone behind a single haybale and 3 people pushes me, then it is a me fault and no consumable should save me from that
So my point of view is from what hunt's community thinks as 2nd class players, the solo. If I want to play this event and enjoy it, i am FORCED to play teams of 3. Flashes while needed to be nerfed, was the only thing to stop 3 people from firing squad you.
Tbh getting caught outside on some damn meadow should be punishing. People who shift+w over open areas risk their live. Thats one of the things you learn in combat training. Same thing as dont fight against the sun and stuff lile that.
Well, you could play duos, then the push ain't too punsihing.
I agree.
Sometimes situations are just bad and expecting tools to cover your bad habits isnt the solution
The answer to an item change should not be reponding force.
Well, you go into 1v3 trio and expect to have fair and easy time.
Sorry, but that ain't how it should be
Not easy at all but there is no event duo option
That is another issue, which I agree on, making it trios only is silly
There should be duo/trios lobbies for that,.
My choice now is not play the LTE at all or go into trios
LTE?
limited time event
Im a solo myselfe and tbh if a consumable can stop a 3 man push on you its pretty telling its a bit op
Well, you can still play and earn the event point outside the wildcard matches.
And yes I do agree
duos for wildcard should be standard
but the bulwark change was a direct counter. turning 6 seconds to 1, another overtuned chnage
But balancing a single item around solos wanting to play the event is silly solution for that.
why not just make flashes act like a flash bang in everyother game
look away less teh affect, get hit looking at it 3-4 seconds
This is what i mean. The devs need to know they are making bad decisions
But yeah, doesn't sound like you want the flashbang to change, but just actually have to play the event as a solo without having to face trios.
there needs to be accountabilty
The game is too open for that
In other games you have way less clutter and more confined space
You wouldnt see a flesh coming through tress
Or you would hear the sound and look at the ground
It would be not a good design in Hunt
Not at all but instead balence it. People now are happy because they do not have to deal with it but dont care that it has been almost removed from the game. That is two extreames
going back to my point of its fine as long as it works for me
Well, honestly I am happy it is now gone.
Didn't think it was healthy.
I agree the nerf was a bit strange and hard overall..
But i rather take the flash remain in the closet for some month until it gets buffed again instead of enduring more of 6s insta blind
That is the mindset of 99% of hunt players. I dont like it get rid of it. Mob mentailty. The devs should be wise enough to fix the problem, not destroy it
chnaging it to 3 seconds would be a simple and easy change that would take zero work but chnaging a value slider
It ain't about "don't like it, get rid of it", but more having to deal with the flashbombs for YEARS, so I'd rather take it is gone (for now) than anything.
Hm i think the charge up time is actually the better change. Flashes shouldnt be defensive but offensive items
The bulwark buff was unneeded tho
Honestly it could have fuse, making it explode after 2.5 sec after priming it.
It would provide more counter-play and still some comitment.
where you around when a flash was 10 seconds long? That was an outrageous 9 months. but then they got chnaged to 6. People didnt even use them until other people started making them popular abnout a year ago. The issue isnt even that old
It was always an issue, just that it became meta the past years.
It always felt bad dying to a flashbomb in my optics, it was just rare enough for it to be less oppressive.
Everything people are complaing about the bulwark buff solved so i dont understand why everyone is so happy they are just gone
Pulling something out of your pocket and blinding your enemy for a prologned time instantly is just not good sport nor good design
Getting kills like that always feels cheap
Honestly never think a single trait should be balance to anything.
The windup change itself is pretty huge, I don't think it's wise to stack major changes like this because it makes it sort of difficult to tell where the problems are
that is insane TBH that IS counter play
Letting the windup sit for a patch before messing with bulwark would've been a smarter approach
EXACTLY
no it is not, it is a required hoop to jump thru.
Exactly this. The game should be balanced even with a fresh hunter.
The fast deployment was a major part of flashes power, removing that element is a huge change to its overall strength
Are both of you forgetting there is a trait rework system??
Just makes it less "always good", like imagine if we got an explosive that had 0 fuse and also exploded on impact?
I very much agree. Instant blind plus 6 seconds with zero counter play is OP but bulwark solved all those issues in 1 go
I mean that is what explosive Crossbow is, but as a consumable.
Once again, bulwark
No, but having to go "oh, need to rework every trait into bulwark bc of flashbomb" is very bad design.
eveything you are saying has been solved
We have that. Every explosive in the game lol
You're proving my point in a sense because all explosives act this way when cooked, it just makes their deployment really long and telegraphed
THANK YOU
No, explosives have fuses and doesn't explodes on impact.
...
It means there is a time window where you cannot act
bomb lance is a great example. What is the counter play? dont get hit? no bulwark
where people can counter play.
Literally yes, don't get hit. Ain't like headshots is a thing in this game lmao.
I dont like to put massive debalances on traits. Bulwark already is shit because it gimps a whole ammo category just by having the trait.
Traits should be enhancements and little helpers. Not requirements and complete enablers.
That is not the same. you are comparing apples to oranges
Please explain
If you cook a frag bomb for 3.5s and it takes .4s to reach it's target there is effectively no fuse.
A cooked explosive detonates on impact, there's just a long deployment time to get that effect
Which is analogous to a long deployment animation for flashes, just to a lesser degree
This should illustrate how impactful a longer startup animation can be for introducing a counterplay window
Nothing much to explain. The game should be pretty balanced and fair even if you go in with a lvl0 hunter. Traits should not be a make or break kind of thing.
Yes, but that still means you have to spend 3.5s holding the frag.
What made flash strong was the prime and throw.
You didn't have to cook a flash, bc impact detonated the thing.
There's no practical difference between a long arming time and cooking
But you are giving no examples or point of what is being made or broken, just saying what you dont like
Time is time is time is time
Antidote is another example of a shit mechanic in this regard. Completely nullify a mechanic/status
There example
Flashes having a FAST arming time was a major part of what made them strong. This patch significantly slowed the arming time. This is a major nerf
Actually yes, the prime animation of flash locks you in for set amount of time (2 seconds).
When priming a throwable, you can ALWAYS throw it if you get pressured.
Which makes cookable explosives stronger than flashes yes
You are saying there should be no counter play to the game? I am confused.
Could you think of a world where there was no antidote shot? Personally, I never use them but when i get hit with a poison bullet, I get punished.
That is a DRAWBACK to flashes
Of course, the big area of effect and long duration are also big elements of their strength, but one variable should be changed at a time
I understand and somewhat agree. The nerf was overall abit too much. But in the case of flashbanks id rather have them slowly buff them up instead of slowly nerf them down. Flashes should be on hold for some time that level of annoying they are/were.
This assumes they're going to buff them back up at all
Which they could, but it's also perfectly reasonable to expect no buffs (or nerfs to bulwark as it were)
That is a terrible way to balence. You ASSUME they will come back into play instead of taking them down slowy
Counter play?
Skilling a trait or taking a shot is no "play". You dont express skill. You just put points or huntdollars into something.
Which i get they were annoying but we are looking for balence not obliteration
Especially when there is no indication on enemy hunters of what traits they do and don't have.
You want reactive counterplay rather than predictive counterplay
You want players to make in the moment choices rather than preparatory ones
That could be said for evey gun in the whole game
And a lot of people (me) do also critize the powerlevel of certain guns.
That are balanced around "money"
Every gun is viable to some degree and the nitro/avto/longammo is pretty much agreed on to not be that fun
So yea thats my point
That has also been spoken about many times and I agree. Once again, damage numbers should be changed and not value
Well we jump topics here now
If every gun is viable you can not say that things like long ammo isnt fun to go againts
Sure you can lol
well i guess you can but you get my point
"viable" is a low bar here
you cant say both
But yeah, flashbomb NEEDED a nerf.
Bulwark was not the solution and honestly overkill for it.
The primer is in a step in the right direction, moving it away from being universally good, to more deliberate in its usage.
Still crux of the issue is the hit markers and the long blind timers.
The hitmarker is the next thing I would've gone after if the priming changes didn't have enough impact
But honestly think the animation could be a little shorter, just to feel a little better.
And maybe the flash down to 3 seconds.
The duration imo is reasonable because of how slow players move in Hunt, but in combination with the hitmarker and fast startup its an issue
Tbf the no hitmarker even tho you are sure you hit someone is a good Indicatio the player has bulwarl and you should not push
So its somewhat of a failsave for you aswell
That makes perfect sense as there is a sound that tells you when a flash connects
The hitmarker isnt even really needed
Makes very little sense to have it at all, yeah
and for a game where sound is better than eyes, hitmarkers here are training wheels
I mean yeah frankly having hitmarkers at all in Hunt is something of a bizarre choice
agreed
I think hit markers are fine somewhat, a lot of time you can really second guess hits at longer distance or in bushes. There is a lot of visual clutter.
Thats the point tho
That said, give us a wildcard with hardcore Hunt.
Inconsistency bad. Making playing unable to trust their tools makes using them too dangerous to bring
You can't push off of an unreliable flash
Why would I push a guy as if he's blind if he might not be? Why would I bring a tool for pushing if I can't push off it?
Insurgency has no hit markers, it’s interesting
Adds immersion but man some shots you never know if they are prone or actually dead
You can’t prone in hunt so it’s less of a guess
The enemy is still deaf and vision is obscure even if not fully hit. While it makes the thrower atleast be good with their throw and it rewards precision
Same with HLL, not saying games cannot be good like that.
But dunno, just felt right in Hunt to have them hahah
I can see it being fine either way
I would love a hardcore UI mode for a bit
Just to see how it goes
Its not much of a reward. Visual CC isn't really worth using unless it's very strong. I'm not wasting a consume slot on a poison-like visual CC lol
Hardcore and/or 1880 wildcard when!
I also put a suggestion to fix flashes but the data they use is a copy of frags instead of making them their own item.
What i mean by that is if you are with 10 meters of the frag, you get bled. That is how flashes work. What they can easily do is make the damage radius the blind radius. and PLEASE add a "look away" affect.
Its also audible CC so a hit hunter wont hear you stepping while pushing
Its still pretty strong
If you get hit by a flash you know they're pushing lol
It would be borderline useless
Opportunity cost would make it a joke, half the consumables in the game are nutty
Ok well but i thinl 6s white or looking away and negate it completely isnt a solution either
Sure that's fair
To this day i havent seen one single better idea
Real men blind the room with fuses
how about just make them like flashes in real life or other games? WILD idea.
I think thats basically my idea 😄
I mean issue is that only competitor to flash is frags, so you kinda up against tough competition.
Flashes in real life are more about the bang(loss of hearing) and the smoke and the confusion. Nobody is really blinded by them as far as i know
Anything slightly worse and people think "why would I not just take Frags?"
of you are not looking the affect is lessened however the sound is still that of a ringing and if you are looking right at it but a bit father you only get the vision debuff and lastly, it should tyapper off and not go from all white to perfect vison.
Very true, opportunity cost is a major issue in the balance of consumes and tools
Even if I couldn't take a frag, I'd still have a laundry list of consumes id sooner bring over a minor annoyance bomb lol
Weird, only half my message came through
Yea i agree. But the looking away is somewhat too easy. You hear the windup and look to the ground.
you would still get the hearing debuff then.
Yea still a vision debuff is still important. And i think making players move from their position to avoid getting flashed makes more sense. Because that creates an entry and opportunity to make room
I see what you are saying
Fuses are still pretty underplayed tbh
Just today my mate used them and it made people run like crazy
why lol
The principle is somewhat the same
I've never really liked the whole "look away from the flashbang" mechanic. People act like it's some major element of skill but it's frankly quite low effort.
In games like CS where it works well it's because the game is extremely static and predictable. Getting somebody to turn away for a fraction of a second is an massive deal. That's... not really true in Hunt because players are extremely slow by comparison and acting on these small openings is much harder.
wait, do you mean decoy fuses or light fuses?
Yea its just not feasible for hunt.
Forcing players to move is much more important in Hunt because of how powerful passive play is
Oh decoy fuses. Yea
There are relatively few effective ways to force openings and dislodge power positions
Flashes are obviously unbalanced but they fill a necessary niche that really needs to be preserved
Game isn't CSGO and shouldn't be balanced like it is lol
This is what started this. Nothing else fills that role sadly.
Yea the thing about flashes is...
Once hunt started out it was night time and there were light fuses. You could cut of sightlines with them damn well in compounds. Like smokebombs in other games.
Now we have so much daylight this mechanic hardly works.
Flashes filled that role
But the same time they were too good as pvp mechanic overall in duells
Something to create entry points is still needed tho
I once suggested light fusees emit a smoke pillar. Would help cutting of sightlines aswell
So at night they blind and at day they create a little smokescreen as cover
hive bombs are pure horror
I still think they are more aggro sgainst the person throwing them. They always come back like a bomerang 😄
And now with shadow trait in the game they are even more unreliable
Its definitely a little wild to have so many traits that basically disabled or hard counter consumables
Especially when frag bombs exist lol
Honestly, they could separate day and night maps- with night being more rewarding, and maybe with more AI to boot…
Hard to balance both day and Night in the same queue
Bloodless plus bulwark? Good luck buddy frag bomb time
It seems people who prefer day, prefer it for PvP reasons
People who prefer night, tend to enjoy the atmosphere it lends + less about the PvP
When they separated the queue, it was nice knowing what to bring
But I still feel like night should be more dangerous on other levels
Im still way more in favor of knowing what kind of condition is ahead. Equipping for the condition and adapt your playstyle is way more fun then get booted into a night map with a sniper or shit like that
I feel like the number of items that are actually affected by time of day or weather is uhhh...
Very small
I don't think this is actually a very significant issue outside of scopes and frankly I think scopes should be removed from the game entirely lol
Give players the ability to detach the scope from their weapon once with no opportunity to put it back, automatically returns at the end of the hunt so you arent losing any money
Its not like the electric lamp is really losing stock over being accidentally brought into daytime maps lol
Flares and fuses are useful regardless of time of day
Sure a frag is a frag
But the nuances are cool aswell
Like a chaosbomb is way more usable at night or rain. Because audio imparement is more important
I'm not sure I buy that but I'll let you have it for the sake of argument I suppose
People adapted their complete loadouts during wildcard nights only
How lol
Yeah idk maybe I'm just blessed with some wild monitor but
Frankly players are easier to see at night lol
What
The shaders stick out more, lighting hits players differently than the environment
They aren't darkened the same way everything else is
Ok youre the first person i know saying that
But if thats youre experience i guess its legit
Yeah idk I've just never once had a "oh no it's night now I can't see" moment in Hunt
Well another example
The only exception is really indoor environments
Some of them are quite dark and night and players' don't pop as much as they do outdoors
Getting set on fire is way more annoying during night aswell. The vision imparement is much stronger
MAKE OFFLINE MODE
Well i mean it makes people bring more fire
Thats in regard of being in favor of picking the loadout after the condition is known
Dafuk?
Thanks for reaching out.
We consider your feedback and search for a way to implement it.
Have a nice day

Honestly I think you tend to massively overvalue niche meme strats.
I think you inherently enjoy and value the novelty of things like decoys, and that's honestly great and I think it'd be neat if more players were that way... but I don't think many players are.
The effort required to make something like this work is quite high and the reward quite low.
Fire isn't usually used offensively because it's just not very strong and takes up a consume slot that could be an instant kill frag lul
(I still believe having the #feedback channel ontop would help this channel tremendously filter out monologues)
I honestly would need to see statistics that suggest more players use chaos bombs and firebombs during all night contracts because its quite hard to believe.
On paper I see your point but these come across as like... fun offmeta joke builds and not the night map meta
Firebombs may indeed be like 10% stronger on paper at night but they're still very weak by comparison to all the universally popular consumes
It would atleast add variance to the loadout. Right now im having my presets and i just click what i want to play with no further thought. There is no adapting to the condition ahead. Which is a bit sad because i think it would really add to the game. Even if its just nuances.
I think it would probably be fun for you to have this element of prep
But I don't think it would change the meta much beyond making scopes less popular (thank god)
And by all means I agree that it would be fun to have this element of "planning ahead" but the reality is most players would just only play on daytime maps
Which might not be the worst thing, maybe night maps do just suck and the community would prefer this game with no time of day or weather mechanics
I don't feel that way but I might be in the minority
Who need to plan their tools slots. Just brg 4x toolbox with packmule and rng everything while spamming traps on extraction like a men XD
Randomize showdown XD
Players do not want to be ganked by the game's weather and night cycles simple as that
What does that mean
"give me a choice" effectively means "remove night/rain" because we know what players would be choosing
Spoiler alert: not night/rain lol
They would if all the snipers just sit on the day maps
Night time is my favorite weather personally. Unpopular opinion but i do think night / rain / random event should have their own wildcard for duo and trio so ppl who just want normal map wont be letdown
and the point still stands the game is ganking players with the day and night cycles
So snipers want daytime and everybody else just hates snipers?
Sometimes the players gotta get ganked idk
The better solution would be to make players feel like these mechanics aren't a punishment
For example, allowing scopes to be removed once lul
sigh... you sound extremely lonely. The game ganks its own players. Simple fact
Or if we wanna really over engineer things have a "fallback" loadout that would be chosen instead of its a certain time of day/weather
bye
Lol
I'm pro ganking
TFW the game ganks you by spawning 3 packs of hellhounds between you and a clue
No extracts near my boss lair? Fucking gankers man
I suggest Crytek just stick to their guns and don't seperate the weather times into wildcards
@tardy quartz That is the trade off you need to make, do I want 3 burn traits and lose a few of my slots or do I just want one.
Problem is there peoples who like certain kind of weather when others hate em. Like rain where you feel.being alone and when extracted you realise there was 6 to 8 team but they all exctracted cuz they hated rains so ppl who love it is stuck playing with empty lobby when they could enjou it more with a wildard
Another good point why it might be good to let players adjust their loadout after the condition.
Player retention in matches could be better if they were allowed to adapt
These kind of thing would be fixed with custom lobbies
I also think wildcards are good
But they need to be opt in rather than hard cut seperating the queue
I have a friend who cant see on night maps and we have to extract for him. It always feels bad
Yeah I think ultimately making players feel less punished is ideal.
I feel like on the technical side changing your loadout DURING a match might be somewhat infeasible, which is why I suggest a preset "fallback loadout" that you can build and swap to during the very beginning of a match
Don't let players see the map or the boss targets, only time of day and spawn, from there they can choose to swap to their fallback loadout
Purely from a technical/developer perspective this'd probably be easier to implement
I dont know. doesnt sound that hard to give players a hot minute to swap some stuff out.
I mean you gotta think about it like this, right now there's no groundwork set for players to be able to access their whole inventory of items, their hunt dollars
Could even make the entry points walkable and have a stash at the horsewagon to adjust equip
None of that exists at all, there's no tie in between the match and all those metagame systems
Only until round start ofc
They'd have to completely build a system to allow you communicate with all that stuff from inside a match
Where as a fallback loadout is just a second loadout, you don't need to communicate with the out of match player data at all
This is backend server stuff right?
Something like that yeah
Realistically yeah I prefer your idea but practically its a much more complicated task
Maybe thats one of those things that could be possible with better backend and new engine
If wanted ofc
Its probably not a new engine thing, just a lot of work
Its probably possible right now but an extremely large task
Also, one benefit of only having a second prebuilt loadout to pick from is that hunt has this core value of your choices mattering
Its a compromise moreso than a full new layer of customization
Just place some weapons at spawnpoints on low vis maps tbh
Have like a crashed carriage or something if you don't just want them laying on the ground
You still have to communicate with the server for subtracting cash and stuff
Would be free guns on spawn otherwise
I was thinking starter weapons or maybe up to specter level
So you're not screwed if you spawn at night with a mosin sniper, but you're not really gaining all that much by entering without a primary until you get a night map
@tropic wing nope, the damage drop off only got buffed for long ammo's headshot range over the years.
(moved the convo to here bc it more fittin)
Personally I was too much inexperienced to know or even notice, but I heard during early access there was a point where there were no damage fall off.
There were a point where thet Sparks dealt 150 damage :v
The damage falloff are pretty much made after the average engagements. Headshot range got increased because of desalle and longer sight ranges.
Tbh, I don’t think the compact ammo needed a buff on headshot
I mean ffs a silenced Winnie has a headshot range that rivals a SILENCED SPARKS
That’s a bit nutty
Nah. I think its good guns are more viable in a wide spectrum. Thinking of guns in tiers is boring because it makes the lower end of the spectrum most of the time pretty usless with enough funds.
Skilled play should be rewarded and landing a headshot with any rifle should kill nearly everytime.
I never picked up Conduit prior and am now less inclined to. Why would I pay more for less stamina? The tiny stamina given isn't actually helpful. It's like enough to get you to the next clue and that's it. If a team is close enough then it'll set off the clue and I won't pick it up. Then after the fight is over I have infinite stamina...
to move to the next compound and nothing else
I was in a game where everyone was using the headsmen, please add any amount of color to the skin please
Ew. No.
3 headsman sqauds :)
Yeah feedback well here crytek. Either get up and give console the update or better yet sell to a company that actually has a team of professionals with a brain. because even with dave aboard you still manage to be failures. Its laughable because you can't do anything in a fps right even reloading something very important you still failed at. Please sell out to someone who is a professional
I’m a fan of it because I run stam shots and don’t like when my team is falling behind. So shared conduit stam is a big help to keep your team keeping up with ya.
Dunno, think it is wild a single trait could negate a whole round of stamina.
Now it is less so.
But overall stamina needs rework, bc the stamina-booster meta is not a good sign.
@worthy sluice I don't think the upper mat is in a bad place compared to the new precision. It has three additional bullets plus the shotgun. I was even getting creative and putting starshell on it so that I get more flare pistol rounds now
I don’t rly think so, it has weaker stats almost everywhere, especially the damage and the shotgun without slugs is almost useless, which makes it even more expensive
Are solos not able to revive with necro anymore?
They can.
Ngl I want the different death sounds to be on console too.
Crytek, you should lower the minimum ping allowed on different regions, ping abusing is really bad.
^
@outer wedge The drop rate for meatheads feels like 50%, you just are getting unlucky.
I have had games where every meathead ive killed has dropped a trait and Ive gone on streaks where I kill 5+ and they dont drop anything.
Honestly, region lock should be a thing
I understand VPNs are a thing but still
Region lock + ping limits seems to be a nice base system
The problem with it is for regions with relatively high ping , say OCE, wouldnt be able to play with their friends in NA. Its an issue on other games like Tarkov where people who live in Aus or NZ cant play with their friends in Europe or NA because of the minimum ping limit.
Best would probably be to have way lower ping limit but as compensation a international queue
All the laggers could meet up there and have fun against each other

I know ping abusing is a lot more of an issue on the EU than it is on US servers, Ive ran into people with 200+ ping very rarely on US servers. Its mostly EU players coming over to US during our peak times
Well, dunno most completive activities usually don't care for "I have friends that is X/Y/Z".
Should a whole lobby suffer bc I wanna play with my friends in Washinton while I'm Denmark?
That said, the current ping limit even if we restricted it further, still allow for friends to play together.
So even if the ping limit was 20, then you could play with your friends.
Atleast EU to US would be pretty playable even with 150ms limit
I routinely play on EU with friends and I average 110-130 and barely lag at all
I think it becomes an issue when it gets over 200.
Usually ping affect the one with the higher ping more than the others since the confirmation time take longer to get receive by the server so it should not be a huge problem for average players with low ping. Unless the server itself is the problem.
This event is bringing in a lot of money, I think it's a good thing to allow people to have more fun gameplay and not have to worry about if they make it out or not.
anyone getting consistent fps drops in the wild card contract? my game is consistent with 80+ fps when just doing the normal one but then drops to 40 when something is happening in the wildcard contract.
The fire make fps drop a lot.
wasnt an issue for on the last fire even though.
It was. My friend could not play the map last year cause of the fps drop. He have a bad pc
Was a HUGE issue with the last fire map 😅 I have a pretty decent pc and noticed fps drops. Nothing crazy would still stay 90+ but would notice 30+ frame drops
I think it's because of all the extra visual effects (fire and massive smoke clouds) as well as the addition to invisible walls
What's even the point of having necro as a Solo anymore?
Every person triple traps you, then lights you on fire.
have to say that the cyclone has just killed the game for me
Why even add in invisible walls in the first place?
might reinstall when they pull their finger out
I had zero issues on the fire map last time. This event I’m consistently getting frame drops. On non fire maps I’m getting about 100 fps but on fire maps I’m getting 50-60 and it dips to 30 or so occasionally
I still play it because I love the fire but I don’t know what they did differently that made it kill my pc this time
Cant rly tell my pc handle everything fine. My friend had the issue thats all i remember
What don't you like?
Cyclone is a bit broken ngl
I don't know tbh, I thought it would be really cool to take the fire perk and run through the fire but there was invisible walls stopping me going through areas you normally can when there's no fire 😞
Seriously that would've been amazing to see
Dafuk really? What the point of this fire if u cant uae it to ur advantage by running trough it with the perk. Kinda missed opportunity for something cool
I'm sure there is probably some spots you could go through, but like I went to jump through the trees in fboy woods but it wouldn't let me 😭
Along with dolch, avto, fanning and levering lol
Fanning is a bit iffy, due to it largely being more RNG than something like levering, but still definitely a strong trait. Seemingly when in the worst hands though
conversion pistol (base variant) fanning has a super tight spread that rng is not a factor in cqb, some revolvers have horrible RNG though like the chainpistol
silenced nagant fanning is a god damn laser
@opaque glen Testing phases. They default it to trios because it allowed groups of three to try out wildcard and their new map effect without duo or solo restrictions. It's not the matter if they learned anything previously.
More specifically to limit the amount of queues they need to add
To not split the playerbase too much
And yes, that is still a factor even with X amount of players that Hunt has correctly, people underestimate just how many players are needed for more queues
oh ok
Forget the bonus XP. Extend the event for Consoles for as long as they were delayed, and cut the PC players off when the event was originally scheduled to end.
So does purchasing a weapon in the black market unlock that skin or is it just a single copy of that weapon
full unlock
ty
@coral nimbus you do get all bloodbonds back spent on battle pass.
600 BB from rewards and 400 for completing all weeklies during event
So what you’re saying is wrong. You do get back all u spend on Battle pass
Flawed logic. Without the battlepass you would get those 400BB aswell. Correlation =/= Causation
If you count them into Battlepass you could also argue you get robbed of 2 months regular BB income flow by the battlepass.
Yeah, combine this with the 1500bb hunter and it’s clear- they don’t want you to stay relatively BB neutral at all
They want you to spend extra for the big cosmetics
You'd actually get 500 back without buying it, since 100 of the 600 is a free reward
but who is going to complete the battlepass without doing the weeklies? you have to actively avoid doing them to not stay BB neutral.
also the hunter is not part of the battlepass.
fact is if you complete the battlepass you will just have the same bbs as you had before + bbs you get from dark tribute and found in match.
its not unreasonable for crytek trying to make money, they have to pay wages, rent and bills which is not possible if you dont turn some profits. they have to run a company under the very real constraints of a capitalistic market after all.
if you dont like that its a problem with the system, not the company, but lets not dive into that because politics are not allowed.
this time there aren't even time limited fomo skins you have to pay on top of the BP, so you can get all the fomo stuff without spending a single buck.
everything else they added to cosmetics is there to stay and you can buy later at a discount.
you can definitely make enough to just continue buying battlepasses indefinitely if you dont spend any other bloodbonds, but that's not really the point they're trying to make.
Guys; legit feedback: has it been said yet?
Necro Should be a BURN TRAIT
buying the battlepass still leaves you 500 bloodbonds poorer than if you didn't buy it, which is a reasonable cost but still
assuming they still would have played without it, yeah
how do you submit a feedback properly so that it gets at least 'seen' by the devs?
mail a letter
use the feedback channel :L no guarantee but like, that's because there's a lot of feedback from other people too
@rotund obsidian but who reads these days, its all communication via 'tiktok' isn't it?
@long coral #feedback message I think it's a more consistent amount of stamina now, you pay 5 points and you get stamina based on how many clues the team gets (don't have to worry about splitting it with teammates or who picks up what clue). Yes, I think it's a slight nerf in most cases (unless the whole team runs it) but quite frankly, conduit was very deserving of a nerf. Unlimited stamina is VERY powerful, and if you want the effect for longer, that's what stamina shots are for. I think it still easily beats out greyhound and determination for value for most players.
Conduit needed the change simply because it discouraged team play, and once the first guy got it, if in random Q, he could easily beat out his teammates to the next clue, and just snowball his 'lead' on his team. then, that same chap would rush into a trio in a boss lair... and die...
About your necro change idea. I guess it should be restorable by killing player
There is a guy in the AU lobbies who's name is 'I run conduit'. That's exactly what he did to me that one time.
The other one was when the conduit cuy with all the stamina, would camp outside boss lair with a sniper rifle when he's arguably be the most use inside smacking up the banish target with a hammer or something
@crystal lava well, possibly. But TBH you're going in 1v3. You know the risks. with necro, you have much less risk, ESPECIALLY if you're playing ranged, picking players off - then if you get downed, your priority should shift to getting out alive, IMO. do you push with no lives left and missing a chunk, or reset / (likely without a bounty) / try again? The very little that I've solo'd with Necro, that's how I played it.
6 star chinese trio on West Coast servers tonight... been running into them all night... matchmaking fixes need to come sooner...
Violet (Community Manager) said she reads every message in the #feedback channel.
and i think they really do as the devs regularly address the players concern, wishes and feedback. even if it often takes a while before they implement some changes.
That would be a fantastic change to regular necro as well, requiring a kill inbetween each use
@rotund obsidian @crystal lava Funny how my suggestion above which I posted in the proper feedback forum has zero likes (the bot liked it, I liked it, that's 2likes - which is zero) but it's been downvoted 4 times already.
Plenty of solo necro enjoyers on the discord.
yep. Unfortunately
people love their regular necro, too. turning solo necro into a burn trait would affect regular necro as well
Dolch is hardly broken.
Fanning & levering can either win you a fight or make you spend all your mag & insta die.
@rotund obsidian maybe that's not a bad thing.
and it doesn't have to. necro already has different behaviours in solo vs trio
but i do like the idea of fuelling it up with kills tho
maybe
I think most of the arbitrary suggestions to nerf solo necro should most definitely apply to regular necro as well
burning, fueling up with a kill, etc
would understand lowering duration to 3 mins or increasing points to 5 points, but not both
im surprised it wasn't just cut in half to 2:30 tbh
in its current state i think 5 is fine, at least compared to the other stamina-related traits.
is anyone else having issues with bosses not getting stunned on heavy melee?
it just got me killed, again.
do you use poison clouds?
yes but also i have not quite grasped the intricacies of the boss rage states and other nuances
so i usually chalk it up to "they were enraged"
I have 2k hours. I have got it pretty sorted.it's not that
oh and short verson; they enrage on the 1/4 of their health bar
they scream, rage for 15s, then scream again to signal the end of the enrage
except rot who enrages at half
and assassin who enrages by cloning
fuck assassin ong
bitchass bug man who spends 3 minutes in bug mode after i even sneeze on him
nah he's simple. esp if you drop a poison or fire on him as he rages all his clones die instantly
if you let him stab you in enrage mode it ends his frenzy
and you can see the 'real' one in darksight
best to just have one player hold a corner with a door with him. makes him more predictible and the door lets you juke his bleed
Best for assa is to throw a lantern together with sticky bomb at him when he spawns first
he loses 75% of hp
or use a baseball bat since hes weak to blunt damage. (and it has cleave so you can permastun him when he trys to create clones)
0 reactions. No one cares about poor lore seekers not from English-speaking countries
anyway back on point anyone noticed the boss not get stunned on melee now?
bonus points if you think Hives are much harder to kill too
I didnt see anything about them getting buffed in the patch notes
He stunning I guess. Just without animation
thanks bro
@dull prawn crytek already said on steam they don't really care about MMR and care more about fast lobbies. I agree with you it's stupid, but I doubt they will change it.
That turns out not to be the case. David the general manager told us they are concerned with making it better. He also warns us there is no perfect state that every gamer will like... Some want it faster, some want it fairer...
and that is completely normal for a matchmaking system.
You embody that balance issue that David was talking about.
imagine if there was an optional checkbox to tick if you want faster matchmaking
Imagine if players tried to learn how match making systems work.
Yea id gladly wait 2-5 mins for a fair match
I know how it works, in that it doesn't work
was talking to AF
I understand that, just chiming in that it doesn't work
It's working or not working is simply your opinoin.
How does that change what david said to us?
Do you think the team MMR's for a lobby should all match? Or at least really close to it?
Agreed. It doesn't do that a lot of the time
Davids point is every player has a different idea of "close" and you are showing us that 🙂
Let me give you an example then
Me and my buddy, both 4 stars, go into trios. There are 2 other teams in the lobby. A trio with 5 star 5 star 6 star, and another trio with 5 star 5 star 5 star.
Does that seem balanced?
To me, that doesn't seem close at all
Well, if you and your buddy is close to 5 star and the other 5 star in the match is closer to 4 star then it makes sense.
Ok and other people think thats good enough if they find a game instantly instead of waiting 3min or so
im not saying its better, isnt my taste aswell. i like it fair
but there are some people the prefer fast over fair
I've had matches like that where my team mmr is 1.5-2 stars lower than the other teams mmr
Its not "broken". the mmr is working. its just not tuned to your taste
Like rooks example
It doesn't seem to do anything at all so I'd say broken
What do you play? duos? Trios? Wildcard?
tbf your example is a crazy outlier aswell
i could give you 100 after match screen from EU that are perfectly fine MMR wise
I can do this as well for the US
- what region and what time?
Eeeeh, think the MMR could be tighten a little
yea i do agree aswell.
but the discussion was about if its "broken"
its just badly tuned
The only thing i deem broken is how MMR/elopoints get distributed
and not even broken. just...too simplistic
I mean, I think for the brevity of the arguement you can classify it as broken if you don't think it does what it suppose to do.
Especially in gaming space, broken is usually when something is not balanced right
Everything except quickplay
Okay, just there are many things that can tweak MMR up and down :)
Like we say "Paladins are broken!" doesn't mean the class is unplayable, but it performing in a way that disrupt the balance of the game.
There are times it works just fine, but about 40% of the time it seems like it searched for a fair match for 8 seconds, couldn't find anything, and just put me with whoever, usually 5 and 6 stars. I'd much rather wait 60 seconds or 3 mins for a fair match
Sure but you see yourselfe how people are often overexaggerating
like 5* complain about playing against 6* and call it broken
people are really sensitiv about not getting pin point equal opponents, which is a bit dramatic
in this case here rn - yea in my opinion 3* shouldn't face 6* AT ALL
but i also dont know what the metrics behind this one case were
Yea i always feel like the US queue is differently tuned or there arent enough players. idk
like Crytek doesnt trust people to wait a minute or two
I mean I can understand somewhat the 5 star vs 6 star a little as the (skill) gap between a low 5 star vs low 6 star is night an day.
it's not dynamic in terms of fairness. It searches for a match within your bracket and starts as soon as there's a fitting one, the bracket is just too wide.
I definitely don't want empty lobbies. After 3 or 4 mins just put me with whoever instead of an empty lobby. But I never wait more than 20 seconds for a match
all brackets I guess
Yea bracket being too wide would make sense. The game definitely has enough players to find people in my bracket within 3 mins, at least over the weekend
What MMR are you?
Okay, so yeah the matchmaking is made to be a little better for 6 stars.
You are in bracket where I would say 80% of most hunt players are, you are getting your game fast no matter how much they tighten the bracket.
But the higher to 6 star we get and the more we tighten the bracket, the longer they have to wait.
Is it ideal? Nope, but sadly this is an issue in any game, heck, even in any sport.
But there should be hard limits
This creates a problem when 6 stars are put with 4 stars, when the 6 kills the 4, the 6 doesn't gain any MMR and the 4 doesn't lose MMR, so it just keeps happening over and over
you cant just say at one point "ok enough wait lets see what we got" and put 6* into a match with 3*
i mean you can
but its just wrong

The team MMR of a high MMR team should decrease over the span of the waiting time.
the longer they wait the more they drop in team MMR to register as lower to find matches.
BUT there should be a limit to how low you can get matched up
I think making the matchup not lower than a 1star difference (i dont know what the elo equivalent would be because the elo range of star system isnt the same across the board)
Issue comes with 6 stars playing non 6 star friends.
@river dock that would be cool AF, like maybe you could only see the headless ghost rider in dark sight or something
Because it's a waste of time Dave 🙂
You'll get it once it happens to you.
I don't camp because I don't want to put people through cowardly nonsense.
i wish there were more vetterli bayonet skins, the halloween one is super old and im not a huge fan of it lol
Do any of you guys think that the Uppermat is possibly Crytek testing 2 handed pistols specifically for something like the Volcanic pistol so it possibly works with levering?
i think the uppermat is just the uppermat
they saw that the underbarrel shotgun thing was popular on lemat and expanded on this idea so we got the drilling and uppermat
probably not more thought behind it
And to use the 2slot for more than just sawn off shotguns 😄
Volcanic Pistol will always have the issue that the gun is just.... shit, historically and especially within Hunts balance philosophy
It was known to just not pen a body if you were wearing too thick of a coat
need a new meme pistol lowkey
@brisk timber #feedback message I'm not sure I understand. your y-axis is... one hit kill? which is a pretty binary thing, so I'm not sure what the line moving up or down is supposed to represent
Is it just supposed to be damage?
for real. i had a major brainfart because i went on like 3 iteration on this stupid diagramm in the first place. the OHK is more like actual damage 😄
the general idea is just that slugs shouldnt expand the actual OHK ability at all and maybe even get reduced (im not sure about how this maybe would made slugs too unattractive)
this was the first iteration i had come up of the bat
so you see the OHK makes more sense there 😄
That’s kinda the thing tho
Slugs don’t expand the ohk
They just concentrate the spread to one spot to where it seems that way
Buckshot can one tap to the same distance, it just rarely does due to spread
You can see this with a romero sometimes, due to its tight spread
that is just straight up not true, lemat's oneshot is like, doubled by slugs
pellet spread IS part of the oneshot
The buckshot seems to be very consistent. You can repeatedly shoot dummies and it'll still one tap within its range
If you shoot at the max range of the shotgun effective range stats it'll never be lethal.
I'd say that buckshot should match the store stats at least.
It's basically misinformation
the listed effective range is like, the 1% highs
which is why pennyshot has a higher listed range
The one that happens once if you shoot a dummy 100 times
(haven't tried, possibly exaggerated)
yeah i pulled that number out of my ass but it's definitely meant to be like, a maximum for the best case scenario
Penny is very inconsistent.
If I shoot someone on target with buckshot at 10m it will kill unless my aim game is bad.
Penny is a coin toss
yes, but penny has a theoretical higher lethal range (even if only happens one in twenty shots)
I'd still make the y axis into just 'damage' and then just add a horizontal line for the 150-damage breakpoint
effective range is headshot damage >= 150
for buckshot it's obviously not a realistic scenario
for buckshot it's bodyshots
nope
Think buckshot says differently to the typical normal cartridge stats
Also the buckshot headshot multiplier is not high.
man i really wish there was a good website that was basically just the ingame arsenal page of stats so i wouldnt have to boot up the game just to double check a stat
i mean there ARE websites but they all usually lack something
https://huntshowdown.rocks/en/weapons is my current go-to but it doesn't let you check special ammo and some stuff is HELLA outdated
yea im deleting my feedback cause im really unsure myselfe right now if im not blabbering nonsense
rival with buckshout (lower value) vs slugs (upper value)
so slugs indeed seem to reduce the upfront damage
c&k with slugs
would be interesting to see what the point is where the damage equalizes
so probably slugs on perceive to kill on further range because of the one bullet vs pellet
i mean, the damage over 150 doesn't really matter
buckshot retains 100% of damage through 1 wooden wall and can't pen anything else
true but also for how long does the slug retain this 150damge ohk ability
tbh i would love to have an actual little damage curve for all those weapons showing the damage trend over distance in a little diagram at the weapon stats
short barrel is actually 10.5 iirc
Does anyone know the actual buckshot headshot damage multiplier? is it 1.5x?
lower than that of bullets
er wait isnt upper torso like 1.3 or something, i forget damage multipliers are weird
not sure if this is outdated or not
seems to be about right for normal bullets
so buckshot headshots only deal around 15% extra damage compared to upper torso shots
sounds about right
@mint phoenix I really like your idea for weak shots. right now they're worse in every way than normal shots and basically just serve to be a disadvantage to players who prestige or aren't good enough to keep good finances.
the only issue I see with this is that it could vastly increase the number of heals per player available with weak vit shots. since it's a small heal, I don't know if it would be broken, but some other balancing factor could be used with those instead
i think the main issue with it is that why would anyone ever run a big shot (for antidote/regen/stam) ever again?
could be rebalanced so 2 light shots don't quite add up to one big shot
then light shots would be better in short encounters and big would be better in prolonged fights
I dunno, I just don't really like the idea of having multiple consumables per slot
that's what the toolslots are for, yknow?
I would like to see something interesting come out of weak shots, maybe not an advantage per se but some meaningful difference. Quieter injection? Even if it's something mostly worthless
true. I think shots run into the issue that depending on how they are balanced, either weak or standard shots are basically never going to be worth running
I used to take weak regens when i was broke broke because it gave a really cheap option to not die instantly when you run out of meds during a fight
but now idk, $40 kinda bad for a small shot but ofc regens are crazy good rn
honestly though I'm ok with some consumables being able to be stacked in one slot as long as you have to restock between matches. poison bombs would also benefit from this
for a while i pondered the idea of moving poison bombs into a tool but might be a bit too good
but honestly the main issue with poison bombs anyway is just that antidote exists
I guess if choke bombs are, then poison bombs can be too
it's ok if not every tool/consumable is the best ever, but it would be nice if they all have some valid use case
even if that use case is just fucking around like the penny derringer (should come with a reload though)
could just be regen,stamina, and antidote that work that way
the only thing right now i feel like could maybe benefit from multiple uses are firebombs
or just get rid of the 5 revives for solos lol
rai nis the single worst addition to this game
i dont know - im torn on this
making necro a burn trait would be good because it would be fair for solos and teams to be equally nerfed by this
on the other hand i feel like limiting the amount of revives of a solo while teams can still revive multiple times is also not fair
so it atleast needs to be reachargeable in someway
but you see this already makes things complicated
probably overall the best solution is to make burning out a hunter a way more reliable and fast solution
Poison bomb should be lootable from toolboxes.
Flash used to be until now, frags are super common, dynamite bundle too.
It's just odd that poison bomb isn't on the loot table
frags next on the table for that flashbomb-level nerf ⁉️
Dynamites should be lootable. Helps with concertina, doors and still good at killing PvP if aimed right.
dynamites are lootable?
I mean. If we remove frags from the loot table.
yeah i think necro should be for those times you get sniped from 100 meters away as a solo, if you get killed up close fair and square that killer should have a way to easily and quicklly take you out of the game.
Dynamites should stick as the normal loot.
thats not what im saying at all 😄
I would even argue to reduce the revive timer again to something like 5sec
because self revive is utterly useless in close range
hell naw 10 seconds is good
solos already get an mmr advantage. but a trio that kills a solo shouldnt have to camp a body for 5 minutes to actually kill them
it shouldn't go anywhere below 10 unless resil also gets nerfed
meh. i had so many fun experience back then in the event when it was 4sec
you really had good chances coming back catching people empty of ammo or reviving their friend
10 sec is so long if you come back up you already have everyone revived pointing their barrel at you
I once had even 1vs1 we revived back and forth multiple times - was awesome 😄
maybe a max of 2 revives without bounty token for everyone, solo and teams
I liked the idea someone had of making necro require a kill to recharge it, both for solo and for teammates
was me o/

i forgor 💀
most of the problems I have with solo revive are actually problems I have with the MMR system in this game
oh tell me more about this cool mmr advantage when teams have 2x/3x the tools, the consumables, the firepower, the angles at you
People always act like solos are some kind of superhero
i think standing up as a solo should come with some tangible downside besides just an extra death. If you don't care about MMR or k/d, there should be a REASON why standing up 5 times is not always optimal
Go play solo for 100 hrs and tell me how awesome easy that is
MMR adjustment is definitely problematic but not just because "hrmm 5 star in my 4 star lobby"
It goes both ways. Waiting to burn a trios teammates cause they are hiding/passive.
I don't know what kind of lobbies people are in where they see this many solos anyway tbh
And they can prolong with chokes
It seems low star lobbies is filled with solos
I saw a screenshot two days ago with around 6 solos in one game
Because someone's in a lower elo lobby, it just snowballs with kills and deaths being worth less and more, respectively. So they tend to derank even when performing average. Then their adjustment puts them in even lower lobbies
The most solos I've seen are two..
Yea people tend to forget how long a fight vs another team can be and how you burn maybe one out, then he gets choked out, than you need to find another lantern, and then they throw another choke.
This can go on for AGES
while they complain they have to burn out a solo for maybe what...? 1-2 minutes?
there should be a cap on how much mmr you can gain/lose per death and per game
That also doesn't shoot back
If the MMR gain/loss calculation substituted your MMR out and used the adjusted MMR, we'd see solos not deranking like crazy on accident
yeah, that would make a difference
Maybe a hard cap so you can't lose too much MMR in one go
so a 5 star in a 4 star lobby is treated as a 4 star when he kills one, and same the other way around
If you have a lose streak = impactful.
Getting farmed in one game = the hard cap limits it
Yea the major MMR loss or gain should mostly happen on actual red skull dying or killing. If you boot or get booted back to lobby thats where the big chunks of elo should come from. dying multiple times shouldnt get unpunished tho but limiting it with diminishing returns would be good. same as limiting the elo gain/loss on elo differences between players
also would be nice for randos ressing you 14 times into barbed wire
hey i earned those 14 concertina kills fair and square
Kill stealer
give the randos partial credit
That was my concertina trap you picked up and replaced
I think it could also depend in if you are playing trios or duos. I think there might be more solos in duo setting than in trio setting.
(great prank to steal credit for traps)
hell naw i be leaving those shits disarmed, i bring the cawnc bawmb
you die somewhere within 25m of a building or some kinda wall? you get the conc bomb
The only concertina bombs I use are the ones I find in towers every third game
this might have some adverse side effects, but if you res someone and they go down while in the revive animation, it should count as your death and a team kill in terms of xp
maybe not applied to bullets
oh thats actually a good idea
could be applied both for teams and solos
when I say team kill I don't think it should be bannable though unless it's blatant griefing
So greedy people who want MMR of solo revive would even risk the solo standing completely up
i like that idea ALOT actually Oo
on the other hand...
this could be a reason for conflict
"Let him stand up!" "NO KILL HIM!"
it maybe should only be applied to environmental damage like Concertina, Poison and AI
god i see how this would make me angry at people who would just barely let me stand up just to shoot me at the point i have my crosshair up 😄
another topic
what do you think about mid spawns?
like right now its legit to just put a stamina shot and run as fast as you can from the edge of the map to the center places and grab clues in a hurry triggering whatever on your way. Because it doesnt matter since nobody gonna be in this direction
I kinda like when stuff are in the middle and teams just arrives at the same time
yea i like this aswell
but dont you think nobody spawning in the mid promotes careless rushing
i played with some people from the discord this week and randoms and it seems more and more that just rushing to center map is the preferred method
I think I would want it to be a rare thing. Maybe they could try it out as part of an event and see how it plays
yea i though about maybe even just one spawn so you just couldnt be sure
probably would be enough to eleminate the 100% safety
I usually feel like it's more of a. Someone has a spawn fight? Everyone sprints there except for the team that spawns at bounty
No spawn fight? People meet at second clue location
oh yea ofc this aswell
it goes like
Gunshots > Center map > Clue > avoid soundtraps
the longer i play hunt the more i wish the maps were bigger with way more unpredictability
I hate big maps
to compensate the scale add more teams or smth
That's something I wish wasn't made in the majority of games today
Pubg maps are massive, you spend more time running than playing the game
i mean you dont have to traverse the whole map and kill everyone tho
The maps are about the right size, but trios needs one more team
You usually have to traverse too much
Hunt got the right size for the right timer
Even out of stamina, the distances feel right
yea i mean i wouldnt want to travel 100miles without any goal in sight or player nearby tho
so duos boss + more players would be necessary
idk right now i feel that theres is just too much of the same predictable gameloop
the same routes, the same areas, the same boss
Don't think you can avoid that one
i would wish more randomness inside the actual matches
I don't think a bigger map would fix that
Dayum I didn't think it was such a crap gun irl lol
Maybe some kind of rework to the clue system would help
if you have more objectives and players scattered around?
density of players would be decreased on a bigger map though
Feels like it'd be like tarkov
could even make extraction point in the mid of the map..hm
Dont think that's necessary? Maybe If it's a funny only one extraction map in the middle
mhm
Helicopter lol
dunno how a center extract would work tho
a tunnel makes sense but like, could definitely shoot down a hot air balloon lol
Train
I just find it incredible boring to run to the center of the map and feel safe because its so predictable that there will be nobody until second or third clue
Never, this hot air baloon got state of the art armor
wish the travel would be more dynamic, dangerous and random
dont run so fast then damn, i get fights at first or second clue sometimes
Add clue mimics
It is though? Unless you actively avoid people
Avoid double clue compounds already lessens the risk of other teams
I dont want. But i always get pressured by the randoms i play with. Because it seems playing fast to the center of the map is the safest and meta way to play
I try to just get all clues fast as possible or go to nearest gun fight
flaregun straight up in spawn and shoot the first pack of AI you see
That's my gameplay loop
i still have PTSD from pre-nerf conduit so i never end up grabbing any clues and my teammates be slow as hell
i actually started using greyhound again. way more reliable over the span of a match
My teammates tend to be slower than me when they have conduit or stam shot
While I have none
i just take vigor because walking for like 4-5 seconds every so often is such a non-issue
Think people attack nearest AI when they can just avoid them all together
but walking for like 15 seconds just to regen my melee stamina is obnoxious as shit
Without losing distance

