#feedback-discussion
1 messages · Page 119 of 1
my guess is the amount of versatility with combining unsilenced power and silenced versatility is what likely rubs people the long way
why would one choose any of the non versatile silenced guns then
Because they would have more stopping power and more consistency
same reason why people take the romero over the lemat carbine
I think the silenced versatility has enough downsides that it wouldn’t be an unfair advantage
Ahhh that's something your suggestion didn't mention as far as i could see
crytek it's TOO EASY to find levering and fanning, who thought this was a good idea????
Well the idea would be that the silenced version is slow and cumbersome and maintains the same damage as the normal firing speed, with the obvious upside being that its silenced
baring in mind that this would be either compact or medium ammo as a potential variant of the caldwell chain
I mean yeah, but what i'm trying to get at is that this could mean smth like switch from "silenced sparks" level of power and slowness to "officer carbine" level CQC power
Ohh lmao
that would kinda invalidate both those guns at the same time
Yea, it would be closer to like, either crossbow or romero speed in silenced mode with like 110 maybe 120 damage
but then it could also mean stuff like "power of a single silenced winnie shot with sparks RoF" and still kinda slow and sluggish bolty RoF in fast mode
which would have potential to be kinda balanced
Yeah that's kinda what I'm aiming at
In the faster firing non silenced it would be akin to like chain pistol or lemat carbine firing speed
A bit of pace between shots but competent enough to get the job done when you position well and aim well
110-120 at what range? That sounds an awful lot like just making a toggle between silent vet and cyclone lmao
How would that not just be a better Lemat carbine then, increased capacity, similar rof, similar damage
It's an interesting concept i think - altho i'm not sure if i'm personally a fan of a gun that can be silenced and switch to non silenced if need be, as i do think that is very very powerful
i would expect about 25m, similar to the lemat carbine
mostly because, if you shoot any of the drilling barrels once or the le Mat, everyone realises what gun you have and can play accordingly, ie. don#t run into the shotgun
while with what you propose you can keep that information hidden until almost the last second with that silenced mode
Yeah, but the unsilenced version wouldn't exactly be a "woops you just got one shot by someone you thought had a rifle" moment, it would be a "I went to rush this guy with a silencer but took 110 damage to the chest and cancelled my rush before he could follow it up"
Don't see it as being any different to someone using a silenced winfield with a handcannon or specter compact on the side
Can you abort a rush when they have carbine fire speed
if its a lemat carbine firing speed then yeah definitely
If it's 110 damage and they hit an arm shot or its beyond 25m then yeah definitely
If you rush someone with an officer and get two tapped to the chest or one tapped in the head with its firing speed you wouldnt be able to abort a rush but i'm yet to see someone complain about the overpowering tide of destruction that is the nagant officer
But they use two slots for it
to do a much better job, yes
In addition I really think Crytek should slow really hard down in adding new weapons to Hunt
A katana and lebel use two slots and requires quartermaster to even work in the first place but a lebel talon does the same damage in rending with similar range for only one slot with no quartermaster
To be fair, both the LeMat and Drilling are easily identifiable by sound...
And both have a one shot in close range that require that
So if you heard them shoot once you should know not to rush the "rifle" user
It would literally be equivalent to someone using a chain pistol in close or medium range
just with better recoil control
Yeah i know
Great more faster firing weapons /s
its by no means something you hear and go "omg i'll die to that and need to play really careful" like a sparks or a slate or something
And that can be pretty scary
you mean like half the weapon roster 💀
"Great more high power one in the chamber weapons"
Especially when they can have smth like a shotgun or a chain pistol as a backup on top
I'm not tryingg to say it'd definetly be gamebraking
But its smth i personally would be really careful with, balance wise
Yeah exactly, that would be a pretty strong combination of weapons, and a gun that does that but with a weaker combination that does both but less good wouldnt exactly make them redundant or anything at all
Yeah, it would need some care, but with how the drilling and lemat carbine have been treated so far i think they could probably handle it
Also I don’t see why
More variety is always good
It's an interesting concept that could have the potential to be strong in capable hands without being too opressive in design. Just like the hunting bow, it has the potential to do well when used in its own environment but has certain pitfalls that you need to play around to be able to get good value out of it that you won't always have a choice to work around
No
Additions need to be carefully considered
Less is more
i dont see why adding more weapons means they aren't carefully considered
Adding more weapons risks making existing ones redundant
More variants is not always good. There are plenty of guns stepping on toes already. Some of it definitely feels like content for contents sake
A lot of weapons are already “redundant” if you consider the higher tier weapons
Sort of depends on what you add. Obviously you wouldn't just add 50 weapons in every patch that are just replacements of old ones but adding four or so each update that have their own niche isn't really a bad thing
But that’s why there’s a cost mechanic to loadout
Money is worthless as a metric. Cost is not a way to balance
That’s a different topic, but if redundancy is an issue, then we’re already past that with things like the crown and king
Could not agree more
That also doesn't mean we need to compound the issue
You’re right, we should all use the same weapons
Making money easier to come by is not necessarily bad because it levels the playing field a bit, but at the same time it means you need something else to balance out guns that seem super powerful.
The point of a game like this is the versatility and choice of what you want to bring in your loadout
What a way to take it to extremes. There's already variety. If you feel like there's mistakes or over powered things it simply doesn't mean you need to keep pushing it
What you’re suggesting is they add no new content
The game has a huge wealth of places where content can be added that isn't guns
And a new weapon doesn’t make it a mistake or overpowered
Quality over quantity! Simple as that
You can have both
I'm not saying new = op or a mistake. You took examples of guns you feel obsolete others and I'm saying just because those exist doesn't mean you need to push those boundaries
No need to overfloat the game even more.
And it’s not like we get new weapons constantly
Same as with variants
Yes we kind of do
No but you can add stuff that is similar or worse than something that exists currently if it fills a niche
A majority of content added in the last 6 months has been guns. They definitely have the ability to expand in many areas that are not guns
Or is just an alternative
Some new bosses and enemy types would be cool
Yeah but they’re not necessarily mutually exclusive
Some different wild targets
I don’t think that’s an issue
Especially with this type of game
Variant bloat is an issue in this game though
How so?
Just commenting quickly so I’m busy but, because if multiple guns cover the same role- what’s the point in using a weaker version?
This is noted in how spec ammo access to every gun is an issue
The old silenced guns in the game are balanced with both slower velo and bad sights (ladders). The other options are a shorty cent with greater sway and pistols.
In the end, I don't think a gun with decent irons, the option to actively swap to a fast firing version, is in any way a disadvantage for taking the silencer.
Cost, and there’s also multiple differing stats to every weapon so one stat may be better but another version may have better stats in other areas
And also there’s preference to consider
Uhh you sound like a younger version of myself😂
Age isn't part of the argument. Nor is how long you have in the game.
Wasn't an argument
Just a comment
Doesn't really have any relevance
I would disagree but let's move on
I think it’s pretty subjective whether the iron sights would be good or not
The ladders specifically were used because they're less good. Same thing with the nitro and permanent aperture
But If the gun was balanced correctly then I don’t think it’d be overpowered and would be rather unique
The more weapon you add the more difficult it becomes for new players to learn them. Distinguish their sounds etc.
It only really matters about the strong weapons in that case which are easy to learn
Well I think there is almost none who likes the sights on nitro or sparks silencer. And would prefer open sights
i dont think a skill ceiling is ever a bad thing in a game (unless you add rng factors in cough cough dualies fanning levering cough cough)
No, sounds is key information. Oh that is a Cyclone that hits just like a vetterli but shoots like a machine gun. Better duck e.g.
Having some vast selection of guns to memorize seems like a super shitty skill ceiling
So why is the most used argument pro update 1.15 accessibility? You already have a lot to learn and master in Hunt. Next is balancing. The more weapons you have the harder it becomes to balance them. Especially qhen Crytek uses arguments like : not enough players use that niche weapons let's play around with the values again
Because it’s based on what the majority would enjoy
Sorry about this too. I misread. I've had enough discussions devolve I to "I'm older" or "I've played since the start" to over react. My bad.
No worries 
honestly would have got more traction just saying a repeating chain rifle and leave out the weird firemode part that frankly doesn't make any sense
Because the skill ceiling the game has is currently not very approachable. The tutorial that just got added was the first major step in this direction but a lot of work still needs to be done. Removing a skill ceiling removes the entire reason to play the game. If everything is decided by what you bring and rng then it’s just not fun at all. The higher the skill ceiling the more room there is for skill expression and therefore interplay and interaction with the games mechanics and other players which is exactly where the enjoyment comes from. A high skill ceiling is not an issue- a high skill ceiling without proper balance both in matchmaking and gameplay, and a high skill ceiling without the proper tools to learn it in said fair environments is where the issue starts
As mentioned in the suggestion the silencer functionality was optional, though it made a quirk of the actual real life gun a gameplay element much like how the nagant pistol gets a silencer. It’s food for thought, not “add this now!!!!”
well my point still stands
In what way
adding the bit probablt turned more people away from the idea of the gun than just having it be a normal chain repeater rifle
I get that, hence why it is a suggestion. Something I personally think could be cool, not something to be added as is
Beyond that it’s just a chain conversion precision/carbine
right well good luck then
Why do I need to disband my party and create a new one to enter the shooting range? Is there any sort of fix that could happen for that?
Also, has umpires bane been fixed?
@crude mortar #game-ideas message
this has been suggested not only by other people but also by you multiple times before, lol
@untold prism I would like it removed but it's really weird that with all of these nerfs they never cared to just make it a burst fire with a slow animation of the character pulling the bolt.
The slate outperforms the crown and king in range as a medium barrel
Why is this so
Like, the slate is more consistent ohk under 12m but performs similarly beyond 12m-14m
Crown and king only slightly edges out the damage of a slate beyond 14m in the like 100 shells I’ve fired through both it seems
Anybody experiencing lots of lag spikes on EU recently ?
But the C&K is a long barrel shotgun???
The slate (medium) outperforms a CnK (long) within 12m
This is for buckshot****
Obviously a slug means an extra 2-3m on ohk for crown typically
Oh yeah forgot that barrels doesn't mean much anymore lmao
3* is the new 5*
Playing 1v3 on my alt rn (4 star), and the teams I run into have the exact same strats and knowledge as players in 5 stars
Really shameful tbh
If you're going to derank, at least play chill
Why sweat on people who literally just got the game?
Pathetic
If you mean on console it might be due to terrible matchmaking... It came to the point were i as a 5 star solo am not suprised to be matched against a full 6 star pre invite trio one match, even make 2 kills and then lose once, leave, enter a new game, and get in a lobby againts a 3, 4, 4 star team...
I mean PC, and it's the exact same
I can't play 1v3 on my main because it keeps matching me with stacks of 5 stars and an occasional 6 star
Yup, and i know in the patch notes of 1.15 they "adjusted" it to become better and i think it only got worse
No idea what this "tweak" was meant to improve, but all it did was start putting people into unbalanced games if there aren't enough players
I'd rather play in an empty lobby
Than get destroyed by teams who are all on the same skill level as me or above
"Strong solo modifier" my ass
I do not get it especially for matches during the peak playing hours in your region. You find a lobby within 1 or 2 seconds, i rather wait 30 or 60 seconds and get a fair lobby
In one game there wasn't a single 4 star player
Are you trying to tell me you can't put me into a game vs 4 stars as a solo 5*?
Really
They should make matching variable to player count online. During peak hours make it mote strict on mmr while during low player counts make it a bit less strict
Sooo you're complaining that you don't get to go seal clubbing? Sounds like a you problem tbh.
I'm talking about 1v3 vs people who are just 1 star below me skill wise
I'm not asking to be put into 3 star lobbies am I
It is currently possible as a solo to be matched against a team were more then half that team is higher in mmr then you are so i get his problem...
@tardy prairie where did you get this info from, that you only need 30% of pellets hit for a kill?
Last time i checked that was not the case at all.
Afaik, shotguns use the same-ish model that rifles do, in the sense that they have a base dmg per pellet, which falls off over range traveled and has a specific multiplyer for which hitzone it connects to (altho the hitzone multipliers differ significantly, with extremeties and head being generally lower and lower body generally higher than for rifles). After all this the pellets hit still need to deal 150+ dmg, which may or may not be 30% of the pellets hit.
Yeah thats what i tried to explain
You'd have to have the player practically filling the screen for only 30% be required I would have thought.
To be fair pennyshot might be more lenient in that regard
Seeing as it drastically increases pellet dmg, at the cost of less pellets and more spread
death report shows damaged from all hits, all one shots "within range" because apparently people are dumb and think I mean you can snipe with it, it shows 4 counts of damge aka 4 pellets of the 14 hitting you
Hypothetically If you are so close your barrel is sticking out of the enemies body and all pellets that do connect are a headshot 30% might already be a overkill amount of damage while at 13 meters with your rival handcanon pennyshot which in this case hypothetically has a 100% pellet hit rate would still result in a joke
But thats just one spevific situation, in many others shotguns need far more than 30% of pellets to hit (assuming thats indeed correct)
Because it fluctuates based or range, hitzone and ammo type
I've been doing a lot of testing at the shooting range and most shotguns (using buckshot) one-shot pretty consistently to the center of mass at up to 10 meters.
So making shotguns more inconsistent as a whole for that edge case could be terrible for shotguns as a whole
12 meters is where the RNG kicks in
Yeah thats about right
Romero maybe a bit later 13 or something
Not that it will make much of a strategic differents
I am saying make shotguns not a crutch for bad players to lean on, since right now pushing a compound is a dice roll if the enemy misses or not and at 6 star no one misses, so concertina and compound camping is far far worse. And it isn't a "specific" situation, it is every time you get 1 shot by a shotgun, which is 90% of the time unless you are just out of range
10m is a very consistent range for shotguns, and up to ~ 13-15m they can still do it frequently but not very reliable
Because of the RNG involved
Because the "effective range" stat is just the range where it deals about 150 dmg on average
I often use shotguns as finishers, hit with pistol, finish with the shotgun. Especially good with rival flechette
Bad players
6 stars
Pick one
If you hit upper torso with uppercut the flechette might even kill beyond 30-50 meters range not taking in account the blood loss
I mean its a fair thing to feel like a shotgun is a crutch.
a balance to meet the two, make shotguns maintain the same kill range but decrease the damage PER PELLET
But others don't have to agree
slugs would still be broken there is no fixing them
they will remain a 1 shot until the devs find out some miracle to balance them, but buckshot can be made actually fair
Honestly i think it would not change anything for the faster shotguns (crown, terminus, slate) if the first shot does not kill, you mostlikely got aimpunished and get killed by the second shot
You only weaken the romero or the already extremely inconsistent rival
I imagine a decent proportion of good weapon usage is maximising how often your opponent is within effective range. 10m for a guaranteed one shot is not very far at all. I've shot people at 12m and just winged them.
ok so stay within 35 meters with a crossbow then got it
I agree it can be sad to see you got 1 hit from way to far but thats the same with the chain fanning that shoots a 13 meter headshot in the first 3 or 4 bullets..
crown sure, but it has the problem of high recoil, the terminus SUCKS, that thing is what shotguns SHOULD be, the slate is just incredibly good but wouldn't be able to delete you fast enough and you'd still be able to get a shot off
You can stay further away with a shotbold if you master the bullet drop
I honestly can't talk with any sort of authority about higher skill brackets, but I understand that the camping meta at higher brackets can be infuriating.
personally I think it should be a "per shotgun" basis, long barrels like romero can remain how they currently are, it's a one shot wonder, but pump action and rapid fire shotguns need damage reductions
you can hit less than 50% of pellets and kill within effective range
which is dumb
The only shotgun that sometimes surprises me would be the terminus
But you can't expect someone who had taken a short range weapon to be a monster up close to run outside into a hail of long ammo fire (which I am lead to believe rarely misses in 6 star)
and then they have uppercut or uppercut precision
It surprises me when I get a kill with it tbh.
and their range is covered with the sidearm
Sometimes it just deletes someone from a extremely far away while the other time you are levering for your life
i dont know what Ryu is about but if you get killed by a shotgun because u rushed mindlessly inside a combound, thats not the issue of the effective range, its a you issue
Long ammo requires you aim and lead your shots, a shotgun requires you put any part of your crosshair over an enemy and click
hmm yes let me be mindlessly forced to go into a compound to get bounty or camp outside the compound forever
Suppressed weapons? Throwing axes? Throwing knives? Things which don’t make noise so you don’t know the weapon? + what Grayconol just said
In some compounds it is litterly impossable to hit someone holding the right angle with his shotgun and some people are not looking for a 30 minute stairdown with a doorframe...
That is not a rushing in problem
you always have the option to just bail, you dont need to stare at them the whle 50 min
As the “pro’s” would say “just use drag bombs or wall bang with nitro” ez
That is an unfortunate reality, but making shotguns practically useless is not the right answer I don't think.
What a TERRIBLE take hahah “yeah don’t play the game”
its a weapon diff i suppose
Even as you try to defend the play style you in the same message show how oppressive a shotgun can be
wait a shotgun is strong close range and them not getting out, weird right
They can be fun when played agressively but also a pain in the wrong hands
Close range aka every single compound
Damn guess rotjaw is for me then
Gotta instantly leave the second there is no rotjaw
You know what time it is when you hear a lot of concertina traps being used😂
Time to pray you bought dynamite
Those people that seal literally every door with more concertina then you have ever seen before
It is just a joke when i see it😂
probably all have slugs too
There should be more of an incentive to extract quickly.
I can respect slugs if not used to campy
I mean if you jump in agressive enough they might hit a limp and you can knife them🤣
Assuming it's not a complete trio on one entrance
weird that a close range setup isnt pushing a mosin sniper, skill issue i guess
You sacrifice quite a lot for a close range setup
Indeed... most pistols have more then sufficient headshot range to shoot those 30 meters when people are in the compound but not in the bosslair...
Honestly i have wrecked mosin players with an uppercut on relatively "long" range
And no we are not going to talk about the mosin sniper at 200 meter because that is not the discusion we are having
We are talking about the shotgun players that do not even move while your within 15 to 20 meters of any entrance
why should he? You want something from HIM not he from u
No he wants to go extract
thats not how those players think
Not my problem
I am at the point of saltyness where i rather sit still and let us all die then to give them the free kill + extract
you always have the option to extract camp them, works surprisingly well
And the result is after trying to motivate them for 20 minutes that i do sit at 120 meters or something waiting for my free kills...
That falls in the water when they are next to one or can choose several because they are centered between 3
If you choose wrong it is just sad
And believe me i have seen people run for there lives
extractions should never be to close to bounty, thats something we can all relate
Yup, too many houdini's managed to dissapear when you get third partied already
All they need is 10 to 20 seconds of distraction most of the cases
I had a game last night where the extract was next door to the boss compound, but it was lousy with campers. So after probing, I hedged my bets and ran for the complete opposite end of the map.
literally bring up specific and extremely rare cases won't make it any less true.
Mosin snipers were faded out AGES ago, I rarely see them whenever I am bouncing between 5-6 star, even back when long ammo snipers was meta I much prefer actually being able to shoot back instead of being one shot by a shotgun and thanks to new changes instantly burned by a flare gun or fusses.
Both cases had the same problems with camping bodies, but one you can headshot and kill, the other you can peek and die, personally I can play around shotguns and have dedicated myself to the katana this event, but for more casual players I do not see how it is fair that they should be one shot killed over and over again by a shotgun to only then pick up a shotgun and do the exact same thing because there is no other way to play if you want to be aggressive.
same argument could be made against fanning, levering and duel wielding pistols, you are replacing mechanical skill with luck and persionally I don't see how it is fun
And as i said, we where talking about shotguns that do not move while you are within a very reasonable range 0-50 meters from the windows and doors of the liar. It is even within nagant silencers headshot range (which is not far)
fun fact about slugs
Conversion (fmj) is fairly acurate as wel
they can two tap you at 50 meters iirc
Regular one, not chain, chain is for noobs
chain is for epic gamers
As long as the first 15 bullets miss and you still win i agree🤣
The reall masters fan the uppercut🤫
And than bring a mosin sniper for the extra spare ammo😉
the point i was making was, how a sniper wont come close range so will a shotgun player not come in a open space.
im not saying that i like that playstyle, i just point out why should they move themself in a disadvantages position just for YOU to kill em?
If they dont move, they wont move, make em move if you cant bail and wait somewhere else.
its annyoing, yes. Can we do something about it without making the shotguns worse for close range isnt the right way
As i am saying, a mosin in a 0-50 meter range battle does not have a massive advantage over a shotgun or whatever
you wont use a mosin with a scope at that range, well most would not they use a uppercat
the sniper still needs to be accurate and lead his shot if he is at such an insane range, or just has spitzer, which for its BONUS has reduced damage, compared to the slug which is just a direct upgrade
personally I think all bullets should have a ying and yang effect, they do something really good but at the cost of sometihng else
not just a flat out better weapon
I do use it in combination with my pistol whetever it may be
anyways my original argument is to make shotguns not a super reliable one shot kill to anyone within 10 meters
And still, uppercut has 115 meters 1 hut range, pax has 86 unless they are sitting far away you have more then enough chances..
same as how snipers aren't a reliable one shot kill at range because you still need to hit a headshot
if a shotgun isnt reliable close range, no one would ever touch it.
but if the argument persists I guess just make it fair and make the sparks LRR have a 30% chance to one shot kill someone
omfg
You know what is fun, use a crown slug with therminus handcanon slug, empty 2 slugs from terminus every special ammo box you find and use the crown as a winfield with 1 hit range
I think shotguns should kill at like 70% spread hitting
"I need to hit more than 30% of my pellets" nooooooooooooooo
exactly
if you aim sort of and get decent rng
a very fair and balanced way to play indeed
Shotguns op, long ammo op, snipers op and no counterplay
Winfield also op because dum-dum
@formal bone splendid idea 🤠👏
We suffered, we deserve it 🙂
Rng isn't really a factor in shotgun dmg
I think shotguns need a rework in general. They're currently very unsatisfying to play with or against, as they either feel like a confetti gun, or an instadeath cannon. It isnt consistent. I think shotguns should get a significant spread reduction, should have much better damage falloff, and should no longer be able to one shot to the body. I understand that this brings them closer to rifles, but the current option is just encouraging people to sit around a corner and wait. If you uave a shotgun, you basically cant push anyone past 10m because they have no range.
are we not going to talk about the fact that 90% of the playerbase on EU servers coming from russia and china? we have to be ok with that?
Would be to easy to prevent in game server selection
shotguns itself can be out played by range, ofc Slugs on semi auto or rival can still 2 tap on some ranges, but i think they should more reduce the dmg of the shotgun barrels on the drilling and lemat.
it just blows my mind. back in the day (20 years ago) a ping of 80 - 100 was considered a high ping. now the ping limit is set to 220 (I think?). what a joke
Shotguns do what shotguns are meant to do and long ammo does what its meant to do. Every weapon has its strengths and weaknesses in certain situations. Theres no one does it all.
wouldnt be such an issue when the hit reg wouldnt be in favor of the high ping player, how often i trade after i shot him 2 sec ago is awful
People rushing up inside a compound then getting flattened by a shotty deserve it same as someone who heard a long ammo gun then rush into an open area
it is, but still a Lemat Carbine or a Drilling with slugs shouldnt one hit to body to 12/13m
Id say the balance comes in with those specific weapons being 1 shot. If you lower slugs range any more then slugs become invalidated and there's not much reason to run them over buckshot
I think we can all agree lemat carbine is far from op
Same as drilling. Good yes, but not op
They reward precise shots which is fair imo
What possible reason would you have to run a shotgun at this point
Role playing redneck is one
😆
What reason for sane people*
If I have to 2 shot what's the point in running a shotgun over a rifle which has no randomness at all, presumably better range and dropoff, and generally better access to funky perks like custom ammo or variants
I really firmly believe if you feel outranged while playing a shotgun against anything but a marksman/sniper scope it's your own fault
The game gives you the options to be flexible at all but the furthest ranges while using a shotgun, if you fail to capitalize on those options idrk what to say
At face value this argument feels like someone with long ammo charged in a compound, didn't use their loadouts advantages. Died to a shotty and came to rant.
You said it right, if you gotta have 2 shots with a shotty then why even bother with a shotty which limits you already
Shotguns are definitely too strong and compound with the general lack of powerful aggressive options to dislodge players out of strong positions
I say this as somebody who plays mostly shotguns
But they're by no means a meaningful limiting factor in your ability to take ranged fights
Just gotta make a loadout that doesn't suck lul
@frozen frigate I've found this haven.
what
to stay in the spirit of on topic, I worry the progression changes will invalidate some guns now that superior options are always available.
they don’t add slow mode to anything other than main chat i think
hunt players are slow
there's been a lot of drum up on teh pax becoming irrelivent. if we see much more vocalization on it I wonder if Crytek will buff the pax.
i don’t think they will i still see cheap guns in 5-6*
i think the pax definitely deserves some love
I'm kinda lazy so I'll likely not, but I should go record all the secondary swap times and post them somewhere. I wish we had that information on the guns stats.
@edgy orbit I am pretty confident fall damage is already reduced if landing in water.
Yeah I wondered that myself. I mean its not bad though. Fanning is good, rof, velo now as well. Recoil maybe idk
@edgy orbit all adding a mini game to clues is going to do is make serpent mandatory so you're not sitting on the clue to collect it
the game doesnt work
the hit reg doesnt work since years
this people are amazing. Amazing making DLC's every fucking month but cant fix the game
Someone needs a snickers bar
Fresh after servers restart and that trade window hits hard...dead bodies are killing me 
Yep. Something's definitely not right with the way players with high ping affect lobbies. Just ran into a team full of Chinese and my game suddenly got so laggy. It felt like dragging my mouse through mud.
A ping lock of 100ms would probably solve this issue.
I wish... sadly Hunt doesn't have that big of a player base to make it that strict.
Can Crytek just release player numbers for console
I’ve heard they can’t before but can they?
@viscid berry there IS a sound when a player is resurrected...
The solo necromancer "meta" really screws up the flow of the game.
There are so many new tools to deal with it at this point
Disagree. It just adds a little extra problem for other players/teams to deal with. All you have to do is burn/trap the body and the game carries on
it is literally impossible to hear even just with ambient in the background
I hear it all the time. Are you using good headphones?
They literally just stand up from the flames and keep going
burn is not a way to deal with it :)
Like what? I only seen concertina mines work.
And so you kill them until they can't revive
Yeah which means you have to camp them
Which is not doable when in a siege on a bounty.
Only until their health bars burn away
IT ruins the flow.
Burn, watch, concertina, poison
Concertina * poison if you don’t want to watch
Burn and watch for max like 120 seconds, faster if they get up because you can one tap
It's like a minute
then add this thing for a duos?
120 seconds is to long in a game where you need to be aware of your surrounding.
Camping a solo when there is 3 duos or 2 trios.
So be aware of your surroundings and control the body
If a team can do this during a normal fight, you can do it vs a solo
That's like saying get rid of AI because you can't multitask and deal with pvp pve at the same time
Yeah, one whole player to guard one guy.
Yes
It ruins the flow, Its my opinion.
Caters to a destructive playstyle that changes the game a lot
its just breaks the game guys, just deal with it
?? Destructive play style?
Right exactly. Just deal with it lol
and i think you are a solo players also :)
I solo and random trio
Most of the time a solo necro means death
make a solos mode?...
Tried it before, people didn’t push
But I would like them to try it again
With all the new free awareness added to the game + new tools
ahhh but it's so satisfying to wipe a server of teams as a solo lol
one of the game's greatest pleasures
it seems so logical, but why is this not implemented?
another way is to allow solo players to die only two times (in duos) or three times (in trios), as if he were playing for a full team
I don't mind this idea
don't you think it's an abuse when a solo player takes 4 small stripes?
dont tell me about fire or poison or wire, please
no
why? tell me your opinion
It's not an abuse because it's allowed in the game equally (all players can do this), and other players have ways of dealing with solos with necro (as explained above), and imo most people don't mind dealing with a solo with necro regardless of how many health bars they have
Plus, a lot of solos, once they get to their last health bar, will just extract if they are able to make it out alive
My main issue with solos is the MMR penalty. Because of it, solos will be mechanically much better at the game than the teams they're playing.
I'm a solid 3 star and I always end up in late night lobbies with either teams with an average 2 star MMR, or the other 3 star solos. And honestly sometimes, it feels like seal clubbing.
I am not a great player at all, but I feel like a damned god sometimes.
That's true
i think this is the biggest issue with solos
But i think it's mostly an issue when 3 star players play solo
At higher levels there is more parity btw players 3 star 4 star and 5 star
Because 2 stars are just so much worse
in my opinion, a competitive game is when everyone is equal, and not when someone is more equal than other
I disagree. I play trios with my two brothers once a week, and the youngest is a 4 star and mechanically, he feels leagues ahead of me and third bro.
That is never the case in any game. There will always be some difference in skill btw players. I think the MMR system in Hunt is very good relative to other games
And watching 5 and 6 star streams, those guys are on a different level.
True
skill - yes, but not in game mechanics like necromancer :)
5 stars are usually quite a lot better than me but i don't mind when there is a 5 star solo in a 4 or mixed 3/4 star lobby and I often kill them
i think solos should be closer matched the lower the mmr
Since the burn changes, Necro is more of an annoyance than a genuine game breaker tbh. There's so many ways to burn solos now, and yes, you have to wait a bit, but it's a couple of minutes tops.
haha but ALL of the skills create significant differences between players
i think solos just need thei own game mode and that's it
3 star solos should be in their own 3 star lobbies maybe slightly lower then themselves
i agree
not skill in the game, i mean skill like a playes has..
So I was in a duos lobby last week and came across a team who had nice guns, but it was so obvious they were new to the game. One guy had a nitro and it sounded like he'd been using it for PvE 🤦♂️
4 star solos should go as low as low 4 star
not into 3 star
high 4 star solo should be in mid 4 star
same for 5 star maybe dipping into high 4 star
sorry i meant all *mechanics/traits create advantages btw players, epecially if a player doesn't have any traits or relatively few
then 6 star dipping into high 5 star at lowest
6 star solos should be in mixed high 6/low 5 star lobbies
ive got your point, you've got my point :)
make solo mmr more lenient the higher the mmr
fixes 3 stars slamming 2 stars and 4 stars slamming 3 stars
sorry for my english tho, im not using it in Kazakhstan for everyday haha
Seems fine to me dude. Pretty sure I couldn't string together a sentence in your native language so it's no worries.
high 5 stars know how to deal with solos much better then lower mmrs which is why solos should get better treatment in those ranks then in lower ranks
low mmr solos get babied to much and thats the real issue with solos
Satisfying for you, dealing with solos not satisfying for everyone else
What do I get from a 3v1 fight?
Solos are like pests if we had a strict 3v3 mode I am sure it would be super popular
#game-ideas message You mean give people assaulting a boss lair second a guaranteed marker for where you're going to be standing? Yeah, no thanks.
I'm curious to hear what anyone thinks, I think the spear alone would be enough as a 3 slot new weapon but I thought why not include two more weapons? I also would like to see in the game #game-ideas message
I feel like all three could exist as one weapon (with each being a skin for it). I'd love to get a spear-esque weapon but I don't want an oversaturation of them.
Possibly akin to a glaive as the base, light attack wide sweep with the heavy as a long-reaching stab.
Most heavy polearms handle very similarly so having various polearm skins for one weapon would likely work well enough.
I'm really not sure lack of fire has been a meaningful barrier for dealing with solos. The time and other resources like poison or wire are moreso what makes them troublesome.
You can't just throw fire on a solo and walk away, you have to babysit
Setting the dude on fire has always been the easy part
just a regular spear or cavalry lance would be good with me, the other ideas are just a little to out of the scope of the game imo
Why would you ever bring any of these over a bomblance
There's essentially no amount of stamina management or melee damage short of like 4 shotting bosses that would make up be losing the ability to shoot lul
But previously if you didn't have any fire, and you didn't want to risk getting shot in the back your choices were more limited. Giving players easier access to burning, with multiple charges as well, means that the babysitting doesn't take as long. They either res and take the risk or just admit defeat and disconnect.
that's another thing just add one pull arm and then we could get the other as skins I would be happy with that yeah
ok im back in game but i have no sound of my hunter. The environment noise is fine but not my hunter.
if you only think "why take any of this not bomb lands?" then you will not understanding the appeal and I can't really convince you otherwise
... So no reason then?
Generally yes when weapons are put in the game the question is why would I take that over the massive number of other things
Since I can only bring two guns, and especially in regards to 3 slot weapons that's some heavy competition
There was an extensive conversation about just such an addition yesterday. Something about a gun that could be silenced at will.
The same argument applies. Why take it over anything else?
Personally I don't think these situations have been that common, teams are more common than solos and having somebody watch a body while a teammate gets fire is fairly low risk.
Most fights happen in or around, compounds fights off in the woods are rarer etc.
Even still, flare guns are still fighting a tough fight as tool slots are pretty competitive
It was certainly a good change, but not because it affected the solo necro problem as much as because the flare gun, fuses, and starshells were just kinda bad
It gives them a reason to exist but they're still quite niche in the grand scheme of things
I play solo most of the time and they're so ubiquitous now that Necro almost feels like wasted points aside from a few edge cases. I always try and remember to take one just so I don't get caught out by another solo. Good change tbh.
I mean during every fight it’s kinda a big thing to hold a body
Now that I can just pull out a flare gun, and put instant pressure and hold the body
And I have more flares than chokes in case of a duo 🗿
So i don’t find it out of the ordinary to have to check a body for at max 120 seconds before moving on
Most times it’s even faster
In my experience, burning or not, if I have solo necro unless some WILD shit is going on like 2 teams fighting around me I'm essentially never standing back up anyway
Some guy is watching me waiting for it
Solo Necro is for team fights and headshots at long range. If I'm in dueling range I'm not standing up lul doesn't matter if they have fire or not
That was the challenge before. Fire was available on demand only from molotovs or whatever. If you had to run off to find a lamp, that was a prime situation where they could stand back up,but they could easily play the waiting game. It makes dying more punishing which is as it should be.
I've never personally had my body just left alone
I guess if you're solo and you want to burn another solo but
Again most people are in teams and have somebody just sit on you if they gotta go find a lamp
Yeah, the dynamics of solo vs solo vs teams is different, still a good change though.
It's absolutely a good change
I just don't like that people are framing it as a major shakeup in Necro balance
Cause "can I set the guy on fire" was never the question
It's "how much effort do I need to kill confirm a guy I already beat in a gun fight"
I guess it depends on where it happened. If it was away from the boss compound and you ended up having to camp a body then that was annoying. It just speeds up that aspect of the game really as you more than likely won't be locked down as long.
Even if you wanna plop down a firebomb and a trap the guy will have resilience 98% of the time and just walk away anyway.
Another chunk of the time they have poison shots specifically to counter poison traps
There's no way to just go "I won now I'm leaving"
More widespread burning does make that more of an option though.
I mean not really cause just setting them on fire does literally nothing
They can just stand up and they're fine
If you're not babysitting you might as well not even set them on fire
But it forces them to take action if they don't want to get burned out. The end result is identical, it just comes along quicker.
I guess my point is that there's still no way to just hard counter solo necro and not sit there watching the corpse
Well, no, but you don't have to watch it for as long.
I’m fine with that
I think those people were wrong in their diagnosis of the problem
One of the most popular suggestions to fix Necro is make it a burn trait
Which is garbage
I agree it's a horrible idea
But access to fire makes no difference in that suggestion
Suggesting that the fact that people can just keep standing up and you gotta sit there until they can't anymore is the predominate issue people want solved
Basically everybody is on the same page that if you have full control over a solo players body their chances of standing back up are essentially zero
In those situations, where there's no real chance of them standing back up, both the solo and the team benefit from the interaction ending as quickly as possible
Nobody benefits from it taking extra time
It's not better for solo players to be incentivized to sit there for several minutes pressing revive right before their chunk burns off 4 times in a row
That's honestly why I hate Crytek for buffing resilience to just full health when you get back up.
I don't find it overly problematic outside of solo, but it's certainly not fun when somebody stands up and tanks a chest shot
As usual the main problem there is that you can't tell if they'll be full or one shot, if there were a distinct sound or visual for players reviving with resilience it would be largely a non issue in teams imo
Yeah Im in agreement with that, I dont know why they dont just bring back the sound and visual effect they had for burn traits in the Rotjaw event.
You're telling me you don't want to take a spear and hand-crossbow into the bayou and meme as a conscripted peasant fighting for their lord? /j
I don't personally play hunt to larp no
¯_(ツ)_/¯
Anyways, on the subject of solo necro.
I think I'd be for giving people the ability to banish solo corpses (either as a feature or trait) by interacting with them for 15-20 seconds, preventing them from rezing again or during the interaction.
The main complaint about necro is that you have to babysit the corpse until it burns, an ability like this would make it so that teams don't have to babysit the corpse while at the same time not being viable to use on a solo during multi-team fights (which would render necro useless outside of sniping).
edit: missing words
Funnily enough I think I argued against this exact thing a while back but a friend of mine raised some good points to me about it.
Team fights and sniping are where Necro should shine, 1v3s should just send you back to the lobby
seems i cant buy any legendary item directly . i can buy normal and then change the skin to legendary ? anybody has the same problem ?
I think it is actually fun to camp the solos as they burn, and it adds to the tension, that you need to search for a lamp in case you dont have fire sources on you and then you need to wait it out. There is a price for killing someone who you outnumber, and it is fine. At least it costs a fire source or risk plus your time. you might as well just set them on fire, then go on with your business. Chances are the solo wont follow you. Also, not once I survived , because the ones who set me on fire, left for some reson. Maybe they believed i wont get up cuz of Salve Skin, or they either just didn't have time to wait it out. It is just fine to me as it is. Necro is meant to balance out the handicap of soloing in some way. Making it even easier and less costy to eliminate the solo in 3v1 is just not good.
im not directly pro or against necro, but solo snipers with necro are annyoing. so i dont see a problem why solo shotgun users shouldnt at least get the same chance, i mean, there could be ways to probably nerf it, so that solo players and non solos are happy with it.
I have a roughly equal split between solo and teams, though I think I play solo a bit more often. Personally, I don't agree. If I get burned by a trio and they don't stick around to make sure I'm dead I will absolutely hunt them down, and on the flipside it's not fun for me or them to just sit there for two minutes waiting to see if they'll leave or if I revive.
The topic suggestion wouldn't prevent shotgun solo necros from having a chance, they'd have just as a good a chance as they do now but without the tedium of waiting when killed without anyone around to distract their killer and allow them to revive.
Getting killed as a solo with necro is already a death sentence outside of sniping and multi-team fights, this just removes the waiting for everyone after single-team fights.
As @pearl wedge said - necro is a way to balance solo players for the game. because playing solo has a downside even more when playing trios.
So a good trio, could easily defeat a solo, when they arent in a fight.
Sure there is the thing with the wait time, but giving it an easy way to "kill" a solo fast, after downing him, would remove the whole purpose of solo necro and also would make solo snipping the "go to" and thats something that would be even more annyoing, having solo snipers sitting around.
I think having 20 seconds and stopping them from reviving while interacting with them, fells to strong.
For example: killing a rushing/cqc solo inside a building mid fight, would mean, one of the team probably could instakill said solo, without a problem normaly. Which again, would destroy the whole purpose of solo necro in my opinion.
Btw im no solo player and i also got backstabed by a solo i didnt knew was solo, but this makes hunt a bit more intriguing imo. And still gives people a way to even play solo.
And still think, there are ways to nerf it, but like i explained, i think this nerf is a bit "strong"
Well, if you have the balls and and the skills to hunt them down sure, but note, that you have lost a health bar already as you got downed and probably one or two more is burned away, cuz you had to make sure they left, so you are even more handicapped now. Well I am just thinking as it was me, but if they kicked my ass once already and I am even weaker now, I just head to opposite direction and try to steal a bounty with serpent then leave.
Rushing into a building solo is already a death sentence, even during multi-team fights. Most of the time whoever killed you will be able to burn you inside while still being able to fight the team outside unless the outside team rushes in as well, and even then if you have two teams filling the inside of a building someone is going to notice you get up if you try.
I'm aware that I'd be fighting them while down chunks, but I've been able to win in situations like that before, and at the end of the day I play hunt for fun anyways, I don't need the bounty.
Also,
By the logic of people who tend to just leave solo corpses after setting them on fire but without waiting for them to burn out, they're most likely not going to be the kind of person who bothers to grab the banisher trait (if it were to be added as one, which it probably would have to be).
Wrong channel my dude, you want #troubleshooting
LMAO! First time playing after 5 months away from this game and no free hunters hahaha
Definitely gonna be a single night back
And all 4 hunter loadouts are so bad. A tier 3 with a springfield?
I don't doubt that. My point is, that the maimed solo already got their punishment, and is not as much of a threat now as before and maybe scared too, based on my experience.
Your reasoning is that the solo's... scared?
I reminder you, I play a lot of solo. You have to be constantly on edge, far more so than teams do. Being scared is part of being a solo.
And how is getting downed a punishment? Getting downed is just what happens, and this suggestion would be no more punishing to the solo experience than it already is.
The punishment are the lost chunks, as we discussed before. Getting downed and being set on fire is punishing enough imo. If they want to make sure that the solo died, let them waste time and attention on it. And if they don't want to wait it out, then let them risk the solo following them, as it is wounded already, kinda balanced risk in my opinion. That was my point whole time. I get it that you think it doesn't change the odds for the solo, also that you have different experience about solos.
solos should only get one revive imo
its a boon, but limits the amound of baby sitting needed
Am I using bomb lance wrong then, I was under the impression most just used it for the incredibly strong melee and not the harpoon.
And the nerf to flashes is ridiculous. Makes a fun consumable useless
Steel ball makes it pretty close to a silenced romero talon
I forgot about steel ball ngl, I thought this dude was seriously talking about the bomb lance explosive, and like, the explosive is seriously flawed
Steel ball is great
Except now they have 4 traits, traits that are more cohesive, 25% off the weapons cost and more?
bad change. i've disliked every loadout i've seen. my only real option is to pick a legendary to get my own loadout
You...don't have to keep the guns they come with you know.
it's fine though. y'all can stick with the weird changes. i probably won't play again fro another 6 months
Most of the time buying the tiered hunters and just selling their gear gets you a better hunter than your average legendary.
Lol
It's a really a huge complaint right now that legendary are simply easily out done right now
True
The normal hunters are better
I do because I don't care about min max every game and want to look how I want
But it's an easy argument to say they're worse
I get that
But they are better trait wise. Usually get great ones or enough points to trade in for whatever
Hope they help the legendary hunters to get on par soon
Or those dlcs gonna stop selling so much 😆
I really think its time to just accept legendaries should be skins you place on the hunter like guns and not a separate recruit
#game-ideas message @burnt ember
Maybe the trench does less damage but shoots faster? Yes, I am shamelessly coping from Battlefield 1. Currently thinking of a way to suggest the Arisaka type 38
solo rez is the worst thing that could happen to this game, needs to be removed or reworked. the fact that some kid can rez himself up to 5 times in a single game baffles me and should NOT be a thing
Proposed nerfs in the past I've seen so far are, increase the cost of Necro (4-5, my idea), limit how many times people can self revive, add a consumable (stake n hammer) to make reviving in general harder.
Devs probably only need to cap how many times a self revive can be pulled off, that'd probably fix Necromancer 4 solos
Are you not able to trap, burn, or poison his body?
Good
#game-ideas message
yeah they'd never actually remove headsman. the worst i could see them reasonably doing is disabling him for a time until a fix.
#game-ideas message
sadly some of these already have skins, in general one of my main complaints about the game is some items not having skins outside of events.
if i had my way, and i could choose where new skins go, i would stop new hunters period, and drop a dlc or two that only include skins for the various items that dont yet, so people can get skins for them outside of an event
Thanks for your input sir.
i dont want them to like, do everything, like newer weapons like the drilling are ok if theyre skin exclusive to events for a while, but it would be nice for some older things that dont even have skins, or just event exclusive ones, or a single "bad" skin to get a new skin to make them more appealing
Large Vitality Shots are likely one of the most used items in the entire game, and the only skin they have is from Devil's Moon
I was quite confused why they added a small vita skin instead of a skin for the normal one
I ain't complaining tho since the small vit skin still looks cool
consumables just seem oddly allergic to skins, almost no consumable skins from dlcs, except for a couple recent ones like law of salvage not even i forgot chokes are tools
Sanguis Christi being in the black market is a nice touch
and the Blitzen's Brew skin assuming that stays after the event which since it doesn't have a timer, it would be assumed
blitzen's boost is also a damn nice skin even if you arent a christmas freak like me
shit is gorgeous
Still though, I don't get why the 2 Drowned hunters aren't event exclusive, same for Santa Claus too
I prefer the skin from Devil's Moon
I ain't much of a festive person myself so I tend to stray away from festive skins
I think it would be kinda weird if drowned versions of always obtainable dlc skins were exclusive
that would be kinda arbitrary
in fact if you ask me, I almost would've expected them to come during the first Tides event, with the rain and stuff, and not this one
then again I don't follow the lore I'm sure the "drowned" is a completely different thing in hunt lore
They apparently died after Tide of Shadows
I think about skins and their reasoning a lot, like how we got a combat axe skin that looks kinda nice in the same update they added+skinned the Katana which is measurably better in every way
Yeah you're right.
and also removed tools being attached to weapons, making the combat axe doubly useless, since you don't even need to use it to get throwing axes 😭
This reminds me that if Crytek is gonna release DLCs that hunt towards the next event, we should start putting on our tin foil hats 
I've seen more people tryna shovel me then using an axe surprisingly
Anyways thanks for your input again, have a nice day or night where ever you are.
A pleasant, agreeable chat in the Hunt Showdown feedback discussion channel is always wonderful
It is for this reason I almost wish they shuffled recent DLCs around, or themed them more. For example Captain Laiffete would've fit perfectly during Tides of Shadow and the rain but, alas we got a diff skin around them instead
I think Myth of the Moors was the closest DLC to that release, not sure, it was that or Phantom of the Catacombs
they really need to reduce the range of audio form footsteps and running in this game. with the number of noise traps thats useless since you can hear people pretty much 50m away its crazy that they have yet to actully improve this games biggest flaw. glad they finally removed the scummy muddy gun blocking your reticle mechanic that costed preem cash to fix
Sorry mate, but I'm pretty sure you're just overestimating how loud running is. Sure, it's quite loud but if you're getting ambushed from a team that heard you 50m away, it's more likely to be caused by a melee attack or something else along those lines. The only real issue with the Hunt sound system is the bugs.
Nah, they are right, full sprint can be heard quite far away, that said, no need to nerf it tho.
@rotund isle melee weapons are balanced around their (lack of) attack patterns, if they have swing back animations, it would make chaining follow-ups quicker or feel arbitrarily clunky :)
People tend to forget that you can use whatever the game gives you without shame. I don't get why players shame others for using the Nitro or Avtomat. I get that certain guns require less skill but like, you can use it too.
What? :V
That's a darn good point
Uhhhhhh I had a stroke
Thanks for considering my idea, but I do not entirely understand your explanation. All you got to do to fix the problem you described is to make the follow up attacks have the same "preparation time" as the current swing back animations. I do not see how it will affect the balanc.
Why isn't slamfire in the game yet?
Probably because it'd ruin terminus
Slate already shoots fast enough tbh
And all shotgun ammo besides slug have no drawback in hipfire.
Hello 👋
The same "preparation time" is what I was referring to with "arbitrarily clunky" and also weapons very much have different reach on their left and right sides depending on their swing arch, so it it can end up making hits feel inconsitent or requiring players to alternate looking left/right depending on the chain swings.
Even more, hipfire fires faster than ADS on shotguns.
There are some ways to counter slamfire overshadowing Termi
It's also easier to control recoil in hipfire.
You can make slamfiring the Specter slower compared to most other shotguns and the slate...... Slate
The slate is the Trenchsweeper
I'm not really worried about specter since it'd most likely not shoot faster than the terminus or the crown
Slate on the other hand
From experience, Slate's recoil makes me go to the moon for a bit before returning.
Ayo time to suggest a Trenchsweeper skin for the slate
It already gets a riposte without a drawback while specter suffers from worse spread and damage (with special ammo) on the bayonet 😔
I don't feel slam fire really adds a lot except becoming mandatory "must-have" traits for two shotguns while stepping on the ONLY semi-okay thing the Terminus has going for it.
Specter bayonet? You mean bootleg Alamo
Alamo was a variant I thought I wanted, but honestly don't care for at all, I'll take normal Romero any day.
Alamo needs a buff cause right now running base Romero is better
They added the Alamo for the Romero, the Ironside for the Martini. Now Crytek. Where the hell is the Harmonica conversion for the Springfield?
It's time for Springfield justice
Springfield feels unloved after all the centennial content
It looks cool, sounds cool and is cool. Plus I don't animation cancel
It is the issue of either it becoming a strict upgrade or not worth it.
Peaked 5* but can't animation cancel because of battlefield 1
Every split second counts in cqc and Alamo isn't fast enough for it
Alamo is the Bootleg Specter IMO
Cenny needed the love, but not the HV and Dum Dum, honestly pushed the gun over the edge.
Dum Dum fucked the balancing of Centy over and HV feels like diet spitzer
Yeah. I'm not really a dumdum fan personally, I don't think it's as cracked as people believe it is. But it should've stayed on drilling and Springfield
It was a reason to pick Springfield you know
Eyup, tho I do like the idea of diet spitzer, just dunno, rather have Dum Dum or FMJ on a cenny.
For sure, but do think the amount of follow up shots the cenny has makes Dum Dum really cracked.
Dum Dum makes anyone who has 125 HP cry. Don't stop bleed? Die. Stop bleed? Get shot
Problem is, outside 20m it suffers heavy cause of medium ammo fall off
That's it Crytek. Where is the Type 38 Arisaka Rifle, the SMLE MKIII, Ross MKIII and many more guns?
At this point crack the damage of the Springy up to 140-145 damage.
So it at least have a little better damage over range.
Springfield already drops to 115 ish damage at 30m
Just imagine how much damage it deals at 35, 40m
These are not long rages btw
Springfield with bleed is funny tho.
It doesn't even deal good damage at medium ranges for being a medium ammo
Yea that is why I didn't really cared for HV springy, bc it very much a feast or famine weapon at distance.
Either you headshots and kill or deal like 25 damage
Crytek gave birth to Medium Ammo, took compact and long ammo to get milk and never came back
Same issue is on all medium ammo rifles. Beyond 20m, double tap with strictly upper torso chest is valid but if you combine any other hitboxes you're doomed to barely damaging them
Thanks for the explanation, now I understand what you mean by "arbitrarily clunky". Still, I do not understand one part in your point. Current animations are already clunky, as character forced to attack from the same angle, so there is technically no difference between the system that is now and my suggestion, except visually. Now, speaking about different swing arch, I honestly believe that it will not be a huge of the deal, as the swing is already extremely fast, to the point that it makes no difference if the enemy is located at the end of the swing path or at the start of it. The "inconsistency" is something that I do not agree, as ultimately player can predict their next swing and move their mouse accordingly, based on the knowledge of what was the previous arc of the swing.
This needs to be fixed. They already fixed the Winfield silenced Vs Vetterli silenced problem
Medium ammo having less effective range than compact
It's an issue that was created when they buffed compact ammo long ago
It was a needed buff but it stepped on medium ammo
Conversion pistol dealt like 80 damage on upper torso
Lmao that's pathetic damage
Nagant had to triple tap people
It ain't about the speed of the swings, but the reach of the swings, they do have more reach towards the the side where the swing ends.
Again, it ain't an impossible nor game breaking feature to add, but it will change up how melee is played and not be a "non-impact addition".
Also while we can do alternate left to right and vice versa, overhead swings or stabs cannot get added more moves to them as their direction is very intentional and should be consistent.
Okay, I see what you mean. From your perspective as more experienced player, is it worth it ?
I'm on a suggestion spree >:)
Having a deeper melee system wouldn't be all bad, but question is if it's worth the dev time for the overall Hunt experience.
Melee combat is a very little factor of Hunt beside for bosses and AI mostly.
Vs. Players it is usually over by the first swing/stab.
So question is if it worth to expanding and balance/bug fix a new addition like that :)
That said, a minor overhaul of how melee weapons works so it were more consistent and less "left to right swing have more reach on the right side" might be healthy for the game and if that is done, you can add alternating left/right swings with little issue :)
I do agree with you on the subject of the melee overhaul. Thanks a lot for your feedback, I really appreciate that you took your time to give me your point of view and explain it to me!
No worries, just wanted to explain that it might not just be as easy as doing some new animations for the hunters :)
Ultimately the question for Crytek is, is it worth the money? If no then it will probably not be added. Cool idea though, I myself want to suggest a Mosin reload animation overhaul (copy from bf 1)
@rotund condor Hey, just wanna say that beastface doesn't affect monster AI, only Chickens, Dogs (in kennels), ducks, crows and horses.
That said, meatheads does react to noise too, so if you are too loud, like sprinting or walking too close to a meathead, they will start chasing you and bc you then run, they will keep being aware where you are.
Well that's sort of the point, it has incredibly strong melee and a shotgun attached to it, it already fucks hard in terms of its melee attacks. I'm not sure how much improvement you could make on that vs the fact that it also has a Romero attached to it with steel balls
Think steel balls have worse spread over a Romero. But not quite sure.
Also steel balls doesn't pen.
And how exactly will harmonica be reloaded? There is not a single magazine fed weapon in the game, and i'd rather it stay that way.
However, i already suggested this conversion once, and it was somewhat warm welcomed here.
https://www.youtube.com/watch?v=flzP4b1hoEU
http://www.patreon.com/ForgottenWeapons
https://www.floatplane.com/channel/ForgottenWeapons/home
Cool Forgotten Weapons merch! http://shop.bbtv.com/collections/forgotten-weapons
This experimental repeating conversion of a Trapdoor Springfield was most likely made by Augustine Sheridan Jones, of the Dakota Territory in the 1880s. We know he su...
but forgotten i suppose
get it? forgotten weapon
i need to ask myself out
Bornheim is mag-fed.
clip-fed
or well, every weapon, bar single loaders, is magazine fed in a way. i mean detachable magazines
this is mag as well i suppose
there is no spring in the clip itself, cartridges pushed by internal feeder(?) spring
clip fed magazine
the clip falls out the bottom when you're done shooting ( on the bergmann )
That is a clip?
Come on G even a dictionary says it
A clip is a metal device used to load ammunition into a magazine. They're usually shaped to hold cartridges in a row and are pushed into a magazine by hand to load it.
M1 Garand clip, yes
I wonder if there's a way to reverse this course by giving feedback, but crytek seems set in their ways
Especially with all guns being available at BL1 now it would've been even less of a problem
Dood, the bergmann uses mags, dunno what I can say. Clip feeds the bullets into a internal hold, but you cannot feed a bergmann without a mag.
You can feed a garand without clips but you cannot feed bergman without mags.
http://www.patreon.com/ForgottenWeapons
Bergmann was one of the reasonably successful yet relatively unknown manufacturers of early automatic pistols. Originally a delayed blowback patent purchased by Bergmann, the design was refined and simplified by none other than Louis Schmeisser into the 1896 Bergmann, in three different calibers (5mm No....
🤯
you're getting your definitions crossed - this is not the place to discuss it anyways
What does a fixed magazine mean?
Fixed magazine means that it does not remove from the receiver. The cartridges are loaded from the top down either one by one or with a clip
same as the C96
can we stop please?
if anything we should be discussing the myriad of animation bugs left on the Bornheim
FR
But you cannot load a bornheim/bergman without the mag/clip in it???
doesn't change the definition of mag vs clip, that's just a quirk of the design
So what makes a mag?
the magazine is a non-optional area or device used to feed bullets
clips are an accessory
the clip is used to load ammo into a magazine
by definition
you have a bergmann clip which is used to hold the rounds in the bergmann magazine
the garand magazine does not need a garand clip to house ammunition
Which makes the the bergman using mags as you cannot load bullets into it otherwise? Other than ofc chambering one bullet???
I was about to say
hehe
notice how something like the beretta 92fs
has the follower spring in the magazine itself, which is detachable
whereas the bergmann has the follower spring attached to the gun itself
the extended is a bayou modification
as you see they basically blocked the bottom of it
odds are they just stuck a clip in there
The M1897 was chambered for a new 7.8mm Bergmann cartridge, and the most obvious change was a more modern detachable 10-shot magazine housed in front of the trigger.
hence why it cannot be clip reloaded but only one by one
and I just realized they call it a magazine in game... 
For both right?
they call its special reload "reload by magazine"
but yeah notice how the extended has the bottom blocked off
Yesss
and i just looked up m1 garand clipless reload and, at most, you can breechload it
i don't know for sure about bergmann/bornheim, but i guess you can do the same with it too
breechload i.e. load one directly into chamber
But you can also do that with most modern handguns no?
you can do that with probably(don't @ me on that) all of the modern firearms
at least with ones where you have direct access to chamber
Really not that material to the point
The um actually doesn't really make any difference here
#game-ideas message there is already a lot of people complaining about rat playstyle, and you suggest to worsen it even more.
Sounds great!
The party pooper trait
Yup, I have multiple thousand hours since the beta, friend.
So now I have traits I don't want and guns I need to sell every time I want to start fresh. If I wanna get other traits I lose a trait point on the trade in.
How often were you holding onto the Springfield striker that came with free hunters, or y'know... The zero traits they came with
Okay you lose a trait point... You still have minimum 4 trait points you didn't have before, plus a nearly infinitely higher chance of ending up with a gun you use considering free hunters came with the worst crap imaginable
May I ask why the autorun is 3 "W" and not 6 "W", /autorun in the chat, and clicking OKAY in a prompt message? Jeez
What kind of a psycho uses autorun? I didn't even know it was a thing.
for when it's 44 minutes into the match, and you have to push outside the lair despite the absolute terror
The one that has to travel the whole map diagonally to get to the banished boss lair
@trim shadow #feedback message That's a "bug" allegedly. You need to use the Equip button instead of double clicking.
I've seen people mention it has to do with the skins on the guns sometimes. If you cycle the skin or double click equip a not-skinned version and then swap it I think it works. But it seems to only be effecting certain people so it's almost positively a bug
Thanks for letting me know!! I've been getting so annoyed with it not equipping.
Ooh well its been mostly tools for me but i'll be sure to try that as well!
Does anyone know if the Hellfire bomb is still bugged?
That's the point. I wasn't. I'd grab a free Hunter and just apply the load out I wanted to them, where those free guns would just be lost. Now I'm just doing one more step to sell them. And actually, I preferred those load outs anyway over the shotgun + dualies, and weird stuff the system comes up with now.
From what I remember from playing last night, even the Tier 1 hunters came with traits, so there's no way to start without traits unless I just remove them all myself (and lose trait points), which is also silly.
You're not going to change my mind that it's not a good change.
Like I said though, not very useful for me to be here and saying this anyway. I just hopped back on cause my brother is sick and couldn't see him. I was curious to see if things had changed in the past months, and looks like they have in a way that will continue to narrow the type of player that likes this game still.
Springfield Striker now viable with Berserk trait ✊😤
And the comment about traits clearly went above your head. That was my point about them. I prefer the free hunters not having traits. To start from a fresh no trait state, I now have to choose to lose trait points by removing traits.
Trait points you wouldn't have under the old system. I don't see what you're getting at.
You're just assuming that I think it's good for every Hunter to have free trait points.
It just further highlights the RNG in it, because those that roll good traits to start won't need to drop those traits they don't want.
Don't want free traits or trait points. The existence of running free hunters was a good thing
so it's about money then?
Nope, got plenty of it. I don't even think about money
I feel like we're entering the OCD territory
I've already explained above. If you don't understand what I'm saying, I can't help any further
nobody does
You're all feigning attempts to understand by assuming your own points of view as part of my perspective
Nobody/all referring to the 3 people I've talked to here about this
- I didn't see one person running a non-meta weapon while playing multiple hours.
- Everyone had doctor or insert other high tier trait
- RNG becomes more important.
- You have to remove stuff from a Hunter in order to play something lower tier (and who's gonna do that? Nobody.)
Generally, it just made the gameplay feel more bland.
okay now you're talking how that change affects the whole ecosystem, so to speak, not you in isolation. That makes sense, I more or less agree.
Yeah I mean... I think your desire to have traitless hunters is somewhat... Irrational?
There is no added inconvenience dealing with the new loadouts vs the old ones, for both you can make a blank loadout and clear their crap in 3 clicks. There is quite literally no added work compared to how it was before in terms of guns.
In terms of traits the inconvenience of having packmule or resilience every match seems uhhhh not inconvenient.
You say I can't convince you to change your mind, which I don't doubt, but you may want to assess whether or not your feedback has any actual value or practical information for devs to act on lol
"it's bad change it back" isn't helpful.
If you ask for a robust loadout system to account for traits to streamline the recruitment process everybody will get behind that.
I think at least the weapons you get from recruited hunters should be considered contraband. Now you can just sell it and get a hunter with 22 point worth of perks for about 200$. I don't think its good, you don't care losing a hunter anymore.
Just think the hunters should maybe get less stronger traits, like Doctor, Quarter Master and Fanning. And more focus more on mid-tier 3-4 points traits.
A Hunter with ghoul, bloodless and necro would be fine without feeling overtuned and still give space to throw a trait or two for ironeye/scopesmith.
Not gonna lie, its a little annoying that everyone has quartermaster, fanning, doctor, etc. It feels like we're back in an event with death cheat as a pact trait
Eyup
And with free trait swaps one single of those high tier traits is two mid tier traits.
Yep
Another thing thats kinda silly in my opinion, is having relentless be a rare burn trait. (Shadow too) I don't think things should be "balanced" based upon them being rare
Strangely, death cheat kinda works as a rare burn trait though, because it doesn't effect other players during the match
Yo anyone else can confirm nitro shredder no longer pens metal sheets?
@hollow peak #feedback message I genuinely hope armor never enters this game. All it would ever be doing is making long ammo even more of the king
It wasn’t penning even at point blank in range
is there any reason why non EU players can play on EU? Or why can we choose the server we want to play on? Should be region locked to the closest. If you have mates outside of your region, let them join u via inv, but dont let players choose their servers on their own. When MM takes to long let the game switch to the closest region
I hear tell that the Asian servers are proper dogshit
People have friends from other regions, some regions have way less players so during off hours they need to swap to a more populated one for a good experience with lobby playercounts
I hate to break this to you, but some of Russia is very close to German servers
dont care where they come from, if a server has 100+ ms you shouldnt be able to connect to it
and? Ubisoft games also allow swapping regions when you get invited, but not on your own. I dont want to play against chinese with an ping above 200 and trade with them 5 sec after he died
Weird if it doesnt penetrate metal sheets from this image
Nah it doesnt penetrate metal sheets
You know it does less damage than an Obrez shot at 70m, meaning it does SIGNIFICANTLY less than a krag with FMJ at the same distance
No wonder I was getting such garbage hit markers last night
And no wonder the guys were surviving close range pen shots
I feel this should apply to all traits.
If the game feels worse when everybody has doctor or quartermaster or fanning... Maybe those traits just aren't that balanced.
I really think that the game should feel good if everybody has a level 50 hunter.
If free hunters having good traits makes the game feel bad I'd focus on adjusting problematic traits rather than just making them less common
Yeah, honestly, I dont really like fanning at all. I think quartermaster is cool, until you realize you can get a slug shotgun with a full size rifle. Doctor is whatever I guess, but its still strong
I could keep going about traits, but a lot of them kind of annoy me
I like the idea that my hunter is getting better at their job over time, but, at the same time, I dont like that yoi can just be better than other hunters because youve won a few rounds
There are also traits I just vehemently despise, like bulwark, hornskin, hundred hands, and a few others
A headshot will put even the most experienced man in the ground. The ttk balances the game enough I think because of the number of weapons that don't need traits to Excell in the hands of a solid hunter
I used to think like that too, but when everyone can fan 6 shots into me before i can fire a second shot, its kind of annoying
Even if I'm hitting all headshots somehow, I can only kill 1 person before getting gunned down by fanning.
Everyone having fanning is quite annoying
More annoying than a pocket shotgun because the ease of use is so high
Fanning and levering I agree make the game feel lesser. Takes away from the skill aspect when you can just spam and be more combat effective than most people up to the point where you get to a skill rank where people can instant headshot. The sheer crutch of those abilities is huge and doesn't do good things for the game like dualies imo
Fanning is effective everywhere if used correctly
Shit, everything is if used correctly
It's quite easy to use fanning, it's sort of inherently easier to use fanning correctly than it is to aim a normal gun and kill a dude in front of you
People typically fuck it up cause they're panicking
Outside of that, generally if you lose its more because it's random and not really about your skill and less because you did something overtly wrong
I finally have an answer to your question kind sir. If it is partially empty, the rounds will be reloaded individually. When empty, the Hunter will pull out the current Harmonica, load a single round into the Springfield to chamber it, then take out an entirely new Harmonica, filled with ammo, shoving it into the magazine feed. It's quite a rough idea but it'd be cool to see Crytek model this "Springfield 1866 Browning" after John Moses Browning's Browning Harmonica Rifle.
Exactly this. Took me awhile to learn to chill and aim correctly with fanning as well as learn which guns could mag dump effectively and which had to be timed better
Tru shot is bam. Bam bam unless its in your face. Conversion, lemat etc is dump on them lol
The skill vs rng gap closes depending on the gun chosen and correct range
IMO conversion fan is still the best fan, best spread for ROF. That thing is like a SMG when you fan it
Conversion is amazing yeah.
I still prefer pax and tru shot though
Or lemat with slugs as a backup for the fact I can wipe a team one after another with one load on one weapon
Pax is top for me bc I've had so many instances of 3 or even 4 shooting people with conversion or lemat and them living lol
Sude today i shot a guy, I shit you not, 5 times with lemat fanning
Was a couple through a wall though
And he lived
Bornhiem silenced is amazing IMO
I love born hiem. I can get shot 5 or 6 times and live
That thing is great for PvP and PvE
Head shots or nothing
And people meme on it for doing quad derringer damage
Fair
Cyclone spam feels like ass though 
I bought ashes of creation alpha pack
Hunt isn't giving, it's taking
Because they're cracked
I moved between 3-5 lol
Unlike the vast majority of players that stay in the MMR bracket, I don't smoke cocaine
So I'm inconsistent
I hate every long ammo weapon except for the Krag, Ironside and Sparks
Can't hit the board side of a barn with a Mosin or lebel
I always say its always someone's day on hunt might not be mine today
Call it skill issue
It makes my day when I serverwipe but that's few and far in-between
I just feel useless majority of the time lol
Wanna see my real life pax I bought?
That's it, buy a real life Mosin avtomat
I should pay a gunsmith to make something like that...
"Hey guys look! I converted the Mosin from a bolt action to a assault rifle!"
Hot.
I like the plain style
I see
Shoots like a champ
Run a 50. BFG round 
Well for like true engravings it costs so much
Laser engravings are cheap
But wear off
Worth the money
yeah but if you're gonna spend hundreds on engravings may as well buy a colt for 2k
Mine cost 600
And will last generations withe the mods I have in it
once I do start collecting classic weapons like this, I'd probably go above and beyond for the original product
Clones and replicas don't sit well with me
Not saying there's an issue with em
Steal it then 
Interesting names for companies
I'm the type of guy to dump millions of dollars just so I can get a functioning replica of the guns in Hunt 
Go to companies and tell them, "Sir, gimme the Vetterli cyclone, now."
Dude just get an uberti and replace 2 springs for 20 bucks and it'll last forever
Te original colts had 2 design flaws both fixed for 20 dollars
True...
I gunsmith single actions and those guns hold up
Out of my abilities
Trial and error
Gimme some guns to trial on
Like how John browning did it
Realistically there's only 3. The Vetterli 1870/87, the Vetterli 71 carbine conversion (Hunt), and the Howell Automatic Conversion of the SMLE
I wish would stayed away from semi auto rifles
And just stuck with period correct double actions
Pistols
I'm still salty they added the spitfire but not the Fosbery Auto Revolver
:(
Dude...spitfire...but not a thunderer or lightening. Which colt made in 1870s both double actions. Doc holiday used one
Like pax double actions basically
I don't even think the official name was the Schofield
P sure it was the No.3 revolver
It was schofield
I may be wrong tho
Not scottfield
Scotland.
Basically
Add the Webley Fosbery Auto Revolver >:(
Well gn friend. Good talking to you and meeting you. Merry Christmas to you and your family
I got work tm so sleep time
@gentle willow it's a bug not a new feature
Most of harmonicas was breechloaded, and swapping "magazine" was (not sure) intended way of reloading a gun.
While i can somewhat see how one can reload harmonica one by one, limiting it to partial reload will look strange, unnecessary and redundant.
(forgot best fitting adjective for that)
You're right... Maybe the partial reload will also just swap out the harmonica
Which leads to it being a magazine fed rifle, and i don't think there is place for them in the game
R for full reload, X for partial reload.
Hmmm... Then probably just make the whole reloading system individual rounds
or vice versa
And before "muh ammo swapping", Martini Ironside also lose its ammo swapping bc of the Ironside config.
i mean, i can see how hunter detaches harmonica and starts to reload it like a revolver cylinder, but that'll look dumb IMO
underbarrel magazine conversion that i linked yesterday looks more fitting to the game
I mean just make it like a swift variant then.
Reload loses the remaining bullets.
Harmonica Springy can work perfectly fine within the control schemes of Hunt.
I'd honestly want to take some element of the Benet Mercie, maybe make it a charger clip fed gun instead? It's quite interesting
control scheme is not in question here.
Swift approach to this may work, but will look as unnecessary and arbitrary as partial reload
I'm surprised there's no Springfield magazine conversion rbh
And it is fair up/downside, harmonica provides more rapid fire for the cost of loss of bullets if you do partial reloads.
Yeah that works
repeating springfield dumdum sounds like a complete nightmare
Maybe the Harmonica can hold 6-8 rounds?
Not if the cycle rate isn't atrociously fast
swift on revolvers looks fine, because there is direct spillage of unspent cartridges
like, what, catch boolets?
The bethier already does this sadly
Or you can have Bulletgrabber work for the swift variant as stupid as that sounds?
I'm running outta ideas
We already have Cenny Dum Dum
We can just exclude dum dum from the harmonica Springfield
with harmonica it'll look questionable, because hunter will just drop fully functional magazine, just because?
the difference between a 4s bleedout and a 6s bleedout is definitely there, but admittedly i do think cenny dumdum is already a nightmare anyway
Why not? This game already has questionable additions anways