#feedback-discussion
1 messages · Page 127 of 1
That's not a new weakness and is already why knives are a minority of melees used
I'm not sure i'd call knives a minority
Lot's of peeps like it for PvP and because it deals so well with anything thats not an immolator
Also i never claimed it's a "new weakness" to beginn with...
If one would try to make it better vs high HP AI, like bosses or meatheads (becaise those don't die in pne hit to beginn with) it'd be absolutely fair to have some extra downsides over their "regular dmg" counterparts
I simply don't believe they are able to differentiate it in a way that makes it useful, but also not an objectively better thing. If they slap poison on a knife, it's still just a better knife even if it takes 2 hits on a hive now (basically no reason it would because you're still meleeing and can kill them with a poison shot to the head)
That could be less usegul against certain AI, more harsh stamina economy or less accessibility due to for example being a medium slot.
They don't have to slap poison onto existing weapons
They could make fire andd poison new weapons, like the bonesaw and torch held by grunts
As shown in the pic
Would give em lots of wiggle room for balancing
Still - not believing crytek can do it in a meaningful way is a fair thing to critizise
Poison melee would just be meta
If it works at all how poison ammo does
Torch melee would be cool though
I’m still asking for them to make damage adjustments based on barrel for the Winfield musket and Scottfield brawler/spitfire
Like most other guns have it, why don’t they
Like what
Shorter barrel, less damage.
Also classic long ammo, that the Mosin Obrez doesn't get a damage reduction
But then again, spring doesn't either so what do I know
Match, Cyclone, all the Shorty rifles, etc
Mosin Obrez does have a damage reduction
Outdated
Thats all there is to it i think
It’s by a little bit, but it has it like all the other shorty rifles + major stability issues which is fine
?
The guns that don't have reduction are outdated
Some got updated when they added the logic - the rest got mostly left behind
But the Winfield musket doesn’t despite having the longest barrel of all winfields and the Scott field brawler/spitfire are basically base pistols with more hipfire inaccuracy- when it should be
Musket - More damage + accuracy/less sway
Scott field shorts - less damage + more sway/inaccuracy
Ah yeah, but that returns to Grogs statement that there needs to be a follow up done to it.
Yeah, maybe
But they aren't popular to beginn with as far as i can tell so not sure if nerfing them is a good idea
Dunno if musket should have less sway, it is a longer gun and have metal stabby at the end, that adds weight to it in a unfavourable way.
I don’t think it’s a maybe, I think it’s a should
Why apply the principle to some guns but not all
Follows the trend, maybe people will pick it now
Similarly, the big winnie has more precision and more ammo and a bayonet, not sure if it should have more dmg too
Spitfire is too prevalent, would be good
Brawler needs to be buffed to spitfire levels
Think tighter spread is fine, just not sway.
Especially when the barrel doesn't put it in another weapon slot category
I’m talking in line with other weapons so like 3+ not a whole category above
Maybe 4+
Same for Scott field
Maybe 4- or 5-
But that rate of fire means it’ll be still a major killer vs normal
The stability changes would make sense too
If the weapons should get nerfed or the other buffed, doesn't matter, just as long it is equal for all weapons.
I mean, I don’t see how this could harm the game really- it’s just being fair
And consistent
And it’s easy to implement
So win win
Wouldn't mind if none of the short stock weapons didn't get a damage reduction.
The sway and hipfire is bad enough downside.
Nah, it matches
They are fine where they are
Except drilling hatchet
It has base rifle sway essentially
It matching the logic doesn't make it good balance
It makes it fair and consistent
Why give some weapons a leg up for no reason?
In my games short winnies are basicallly nonexistwnt to beginn with
Drilling Hatchet has less sway because Romero Hatchet has less sway. Romero Hatchet has less sway because the stock is longer, but Drilling hatchet has no stock
Not sure if nerfing that even a bit is a good idea
Because uppercut exists lol
Doesn't make sense
Yeah, so why would it hurt to remove the damage penalty they have?
It already is
Winfield shorty is fine as is
Because balance over logic imo
Buffing the 2 slot rifles to having around drilling hatchet sway with no attachments and more recoil would make sense to me
But it would be balanced, as it sits there’s no downside to a spitfire in 90% of situations
And no one chooses the musket at all
Patre is funny but like- that’s it
In this one case - yeah - to a degree
Yeah a degree of 90% lol
Spitfire is bad with fanning
The main issue with musket is the huge reduction in levering fire rate it gets for no reason at all
And fanning is an incredibly popular perk
You don’t run spitfire with fanning though
Also Obrez doesn't get a damage reduction while the Vandal and Shorty does? That is also silly.
Obrez has one, of 3-
Like it should
The rifles all follow the same drop off too
Oh really, might look at some outdated data then not on my PC:)
Yeah 133 vs 136 I believe
Yeah i though most of em have reduced dmg - theres just some that don't
Sparks pistol for example
Sparks is unique due to drop off change
Obrez specifically got tuned to be inline with the others at some point. I don't think Springfield Compact did since nobody remembered it exists
Oka, just recalled the obrez didn't get it, but most other compacts did
In that case I agree with it, for balancing reasons because it’s such a unique position for a pistol- but the logic still stands in a way- the drop off is DRAMATICALLY worse
Another weird inconsistency in design is that the pistols released after Early access take significantly longer to pull out than the original pistols
True
It's quicker to pull out a dolch than a base Scottfield lol
Would be a good thing to adjust for the dolch and uppercut honestly
Yeah upper cut = big = slow pull out
Dolch = big = slow pull out
Nagant = small = fast
Which is funny, bc I've always wanted a "gun handling" stat in Hunt, so a gun like the Uppercut is slower to pull out than a Nagant.
Doubt they'll do that
They specifically scrapped that in EA
L
Yeah they won’t touch the uppercut
Why ruin the best medium rifle in the game 
At least make it consistent across guns though
It's not just the uppercut
There's no reason that the base Scottfield needs this as a balancing option
In early access compact weapons across the board drew faster than medium which were still faster than long ammo
Was really cool IMO
I agree
Even had diffrent animations
Either use it as a balancing option or make it consistent imo
Where long ammo rifles were kinda "slung on the back" or revolvers twirled out of the holster
Also wish they removed reworked Stam-Shots (and antidote to a degree). Rn it is just too "free" and gives insane value in both sprinting and melee.
I think thats just a matger of preferance tbh
Stamshots are great, but the duration is kinda low and they are a bit expensive
Being able to not think about stamina for a whole match is really strong.
And most importantly they compete with the same slots as vit shots and frags
And only $200.
Big one is what - 10 min ?
Two Stam, Two Vit, pack mule and 1 loot.
Why are weak shots still in the game?
Yeah so you sacrifice consumable consistency and 400$
Most rounds is concluded in 20 min usually. Also you can be conservative and pop them when you find your first tool box.
Sure you can - i personally still think two frags for a fraction of the price are far more value
400? And eh, you get two rolls and the worst you can get is a Chaos bomb.
Otherwise you just find another box and roll again.
Frags is as expensive as stams
Yes bit that requires decent RNG, potentially multiple toolboxes, and the price of almost a mosin every round in consumables
Where you getting that price?!??!
Are they - i keep forgetting they increased the price
Because i refuse to use some stuff on principle
Frags are on that list for example
Still think frags are more value tho
You get two Stam shots for 200, then you loot and if lucky, you get two frags, but even if you only get one frag, you can make sticky, bees, firebombs and dynamite sticks/bundles work. It is legit only antidote and chaos bombs that are bad pulls.
And antidote is still somewhat useful.
Stickies are also kinda bad.
And i can still get those if i started with two guaranteed frags
They can area deny or burst down a boss. Otherwise you have big watch towers that gives a good chance of throwables.
Or all the marked pick up points.
With tool boxes.
They can burst down a boss if you get the right one, and that foes require the boss not be dead already
Dunno, it's ofc not 100% frag all the time, but running stim and packmule a lot I can confirm you get a lot of frags.
Sure not the best, but they have the utility.
They are good
But i'd rather have the best wxplosive more often for PvP as thats more dangerous to me than dealing with some AI
Just saying that it is very little downside to run double stams bc you just gain throwables back very easy.
Sure you ain't 100% gonna get frag, but even a 75% is good odds.
Yeah its not much of a downside - but the upside is also mostly QoL
Sure infinite melee stamina is amazing QoL - but it's not crazy powerful
The increased movement is stronger - but in the vast majority of games i play it's not important at all either
For me the issue is mostly it a very boring tool that just feel like doing taxes to opt out to deal with a whole aspect of Hunt
Yeah thats smth i can agree with
However the big question to me is, is it worth to make people interact with the system if they like it or not
And honestly feel we got a slight tweak the stamina system it would be fine.
Simply just don't stop stamina regen if you sprint/jump, just slow it down.
The way i'd go about that is with a new status effect
IMO people running stams is fine
Ofc you still need not to sprint/jump/attack for a while to make it start regen.
Oh yeah, stam shots also breaks bosses
But maybe that could be used to temporariöy stop a stamshot
Lots of things break bosses
Just think stam shots should be like regen shots, you just regen stamina constantly.
But if keep swinging, you'll run out.
Or if you sprint you'll take longer to reach the exhausted state.
Being able to melee bosses fast is a great alternative to the big bundle OHK or sticky, or fire ammo vs spider / poison vs the rest
Thats smth i'd disagree with
Sure but negating rotjaw first phase and stunlocking the assassin it a tad too much.
Some melee weapons really need the stamina to be somewhat viable
However during movement i'd agree with the stamina running out
I don't think so
With all the other stuff wehave to obliterate bosses it's entirely fine by me
I mean if it constant regen it would just mean when you hit zero stamina you need to wait for one tick.
I guess yeah, except for one tick haha
Dunno, just trying to make it work without removing it all together. Bc I don't think Hunt should have so passive additions
I get the frustration with it
Like antidote shots would be better if they didn't made complete immunity off the bat, but you had to use it when you got poisoned, but it would do a rapid healing effect until full hp and apply a poison immunity effect.
Just to make it a reactive tool
I doubt that - because the only thing that makes poison kinda viable in my eyes is the option for it to be a onesided effect
Ofc that would poison traps haha
I mean it'd ofc help poisonntraps do their thing - but the bomb would still be straight garbage
And posison ammo types are already fine against antidote
Bomb is just bad in general
Now that they don't have the dmg reduction anymore
Mhm
Yes and no...
In theory it has a decent place.
Dunno, once again like the stamshot, just want it to be an active factor of Hunt.
Concertina is great because it adds a physical barrier for area denial.
Fire is super dangerous due to hp loss and has dual purpose for burning downed hunters
Poison could be good, if it'd be one sided, as in you can be very sure you can pass just fine but the enemy can't
This require the option for immunity
Antidote shot but again that’s too much investment
But if the immunity is so easy to achieve it again devalues it
Yeah, which is why I think poison should do 1 hp/s damage but no poison when immune
as your enemies will often also nott be effected
So if someone is revived under poison, they’ll probably die BUT it’s not too much to run through with shot
But then why not use fire or concertina to beginn with ?
So if necro they don’t know
They won't
Resilience is a thing, you can choke away clouds of poison, or just tank it at 1 hp/sec dmg
Do that many people run antidote
Thats 50 sec staying in it until a fresh revoved dude dies
Depends on current meta
During the last event - yeah tonns did
But the core issue is you don't need to have brought it
You can loot it entirely randomly
Because it's in hunters and toolboxes lootpool
Plus edgecases like magpie - which can also be randomly looted mid game
The poison bomb also makes sound tho
If necro, you’d be surprised how little that matters at times
And 1 dmg/sec is not enough to down a fresh revive at 50 hp
Tru - still 10 sec to get out of the cloud tho
Whoch is plenty of time
Fair I guess
And well resilience is a thing
Resilience is fine
I wish poison was better
Should make it safe to get out of non surveillance rezzes
And yeah, but like only poison bomb
Not actual poison effect
But with it dealing no dmg its inherently so much worse than bleed or fire
Maybe removing poison resistance is fine if they rework poison to not be area denial to beginn with...
Enh, the dropping of heals is pretty strong imo
Maybe they could make it last longer? Or even reduce heals after a bit too
So it lasts as long as it does now, Then another 0.5 of duration where the heals are halted
Halved
But only on severe from bullets are really getting hit by spider
Or*
Stopping heals is kinda strong - but fire also does that to a degree
To a degree
IMO to a far more potent degree
Enh,
If you are set on fire
You’re supposed to use med kit anyways
It’s faster
I'd pretty mich always take being poisoned over being on fire
Well that’s due to fire hp loss
Not just that
And the need to stop it
Fire forces a reaction
Poison is weaker
Thats the main reason IMO
Yes but still
Maybe poison need vomit action 
Throw it up, Feel better
E
X
Fuck
Z

Poison blocking heals would be plenty strong if antidote wouldn't cause immunity
Still not nearly as good as fire or bleed - but far better
But poison bomb and poison bolts would still be trash for their intended use of area denial
There are too many hard counters to poison. That choke bomb kills poison clouds is really too much IMO.
Maybe poison also acts as goop, slows people going through it always
The bomb could be reworked to be an impact nade like a less obstructive flash
Like explodes on impact and applies the distorted vision and hearing but not blinding like a flash
Maybe even add a slow or stamina drain effect to poison ?
Then antidote as a reactive cure would be good
Poison should give intermittent "bullet-punch" like chokes do....
And mithridatist could remove the slow effect and instead of no healing, people would receive half healing instead
That would also be a good debuff
I'm fine with antidote shots as they are but being shot or walking through a poison cloud should drain the timer.
Or antidote should work like a weak Mithradist
Or they both allow poison to be applied but not to deal damage and when used together grant immunity.
IJUST FUCKING DID 146 DAMAGE TO HUNTER AT 1m WITH SLUG
FUCK
YOU CRYTEK
I don’t care what ammo it is, if you are within 3m of a shotgun blast- and all of it hits torso/arm- you should be dead
146 damage
Fuck you
Anyone who believes slugs to be overpowered, Exhibit fucking A
Right here
They’re not.
Aim better
Tried, keep trying- doesn’t remove the frustration of the process
Arm shots not killing, even that close, is pretty understandable
If it’s within 1 meter do a quick melee follow up if you hit the arm
Do it before you’re dead
But skill issue ig
I’ll stop shooting arms
Just shoot head
At 346m with sparks
Every time
Don’t worry, crytek- still, applicable to any employee reading this
👁️👁️
That’s my message
there’s frustration to missing a one shot at that close but it’s really fully on the player tbh
Enh, slugs should one tap at that range tbh
3m isn’t a lot
But whatever they have the game
It happens
They do one tap at that range just not on arms like that
Just need to have good close range aim
Or just join the buckshot crew 
Buckshot on handcannons is garbage
Also why do I have tier 1 hunter options?
I’m rich
How many hunt dollars?
Enough
That doesn’t tell me anything
But iirc I think only free hunters get locked out when you have high enough hunt dollars
Ya know.. I have spent an awful lot of money on skins for hunters.
But at the moment they seem fairly pointless next too the random hunters you get due to their excess of skill points.
Are you guys going to be addressing this..
Feels like my legendary skin hunters keep going up against low level super soldiers in comparrison.
@orchid trench Your post in #game-ideas was removed due to not being a new feature suggestion and quite frankly low effort. Better suited for #feedback, though the low effort part still applies.
i realized that
@ruby laurel #game-ideas message just to be clear, incendiary rounds do NOT ignite bodies (dragonsbreath does, however) but yeah your point still stands
You the game is fucked when everyone ignores the bounties and just goes to gunfire
Like what’s the point
It’s 10 minutes left, no one knows where any of the bounties are
You still have to kill 2 more teams
What a waste of a game
@rose kestrel Im not sure if anyone has replied to your msg, but there is a toggle for ADSing atm (just wanted to let you know to help with the carpal 🙂 ) but I definitely think your timer idea on the toggle is a really good idea 🤔
Could even add it as a third setting called "Timed toggle" or something to not throw off the people who like toggle the way it is now
Thoughts?
🍿 All my content 🍿
Painting Channel: https://youtube.com/@MikesMiniatureWorkshop?si=CnDclpAxQLl7G97K
00:00 Intro
01:00 Recruitment Changes
11:47 Cryteks balancing approach
15:49 Current stats of burning
20:39 Hunt Event...
Good video and from the what I have seen on this forum a big part of the comunity share these views.
In this video he points this out very well.
Yeah.. ive seen it.
@calm sinew #game-ideas message
I mean, why not incorporate special attacks for the 2slotters as part of Martialist? make them more desiderable with the perk
Though what the attacks could entail I don't know
i was thinking about it more and the hammer could use a block button (right click) to defend against other melee. but now we're playing maurdhau lol..
A lot of assumptions in the video that aren't based on any evidence, such as player numbers (of course a majority of his own bubble agrees with him while a the few who disagree get ridiculed). And some points, such as the weather, have been clarified by the devs in the past, but he doesn't seem to be aware ¯_(ツ)_/¯
Oh well
@opaque glen Your post was removed from #game-ideas as it better fits #feedback
Also, it should have a detailed description and possibly ideas on how to change things to improve them.
@thick flax Your post in #feedback was removed for violating the low effort rule.
what was clarified by devs regarding the weather? curious about it
I also don't agree with everything he said, but he made some good points, especially on recruitment of hunters. Legendary hunters suck at this point compared to tier2/3 hunters you can buy in recruitment. I still only play legendary as i bought the skins and love the look but it does put you at a disadvantage trait wise. Also the burning of bodies, it is BBBAAAAAADDDD!! Cant play solo anymore and taking necro has no point as you get instaburn as it is referred to. Weather, well it is what it is, bad weather does advantage certain loadouts as does good weather, on this topic I am like "you get what you get and you dont get upset". Maybe leave a few more centenials lying around if it is a bad weather map. I dont know
PsychoGhost is pretty traumatized from the last event. But honestly rightly so...
Hey frustrated player here to let of some steam/criticism: Since the last update and the changes to the economy the only thing I see is meta-loadouts (Mosin,Shotguns with slugs etc.). I even get dodged in rnd 3s when I bring a Winfield to get my weekly challenges done. It feels even worse then before to complete them because I am putting myself at a now massive disadvantage to everyone else and their mothers who seem to have a factory of mosins with spitzer ammo lined up for every match. As a casual Hunt has become much worse then before at least that is how I feel.
The video psycho posted isn’t really crazy imo, I don’t agree with everything he said but it’s pretty rational
At least the positions taken
I can safely say these positions displayed in the video are at least a very common portion in this discord
Yeah, I think he makes a lot of valid points.
The recruitment hunters being over tuned for the price + the burning I agree with the most-
As a side note, the flare weapons being used to burn bodies I believe is a side effect of them having no reason use otherwise- considering how light nighttime is, and how additional lighting in many, many circumstances is not that helpful (or is too short to be helpful)
The lamp is also exceptionally hindered by the fact that your player hunter can block the light to where it’s not useful at all to you
So- I feel that flares and lighting tools in general are tools that are in search of a use-
Let us ignite hunter by pointing our lamp at them for a very looooong time :V
Genuinely if our hunter didn’t block the lamp, and night was actually dark- it might become night meta
It’s genuinely good in super dark cqc fights but- you rarely get that
The video is very mild
I wouldn't want them to revert the flare gun change directly but would be fine with salveskin making it take 2 flares to start burning. I'd say add another choke, but they're already pretty good at area denial and can slow down fights.
Flares getting the resupply buff and the burn buff at about the same time was kind of wild
Different burn speeds would be cool
I loooove this idea. The electric lamp has basically been derelict to me for a long time. Night maps are plenty bright to see without them, and the blinding effect isn't negligible but isn't worth a tool slot for me. With this change I would love to see night maps be darkened!!
Different burn speeds subvert gamesense and don't really address the problem people are having. Burning creates pressure, the severity of that pressure does matter but only sort of. There's a big middle ground where it's not really that relevant how fast somebody's burning, rather the fact that their team has to make headway in order to stop it.
Unless the burn is so slow that there isn't enough pressure to encourage the team to make plays, it wont make a meaningful difference, and at that point the entire reason for burning is gone
@dense venture #game-ideas message Love it!
The problem isn't generally that once you go down you lose too many chunks to being instaburnt, moreso that it puts teammates in uncomfortable situations where they're likely to snowball and lose since the other team has a positional advantage.
In my experience most burns are put out almost immediately, whether it's by me or the enemy team. Requiring more flares or whatever doesn't really change very much since choke bombs last so long, if a fight is dragging out long enough to choke somebody twice and still have them set ablaze a third time I'm uhhhh... in favor of the team with a downed player being forced to make some sort of move.
The point of burning is ultimately to discourage passivity after a teammate has been killed, and if a team drains you of your chokes and you're still not making any progress I think it's fair enough that your teammate gets set on fire again.
It makes perfect sense that you get more flares than chokes, the game should lean towards downed players being burned, the utility economy should reflect that.
Aye, I do use toggle ADS, but sometimes you don't always want the toggle in a fast-paced fight. Could even make it just a separate button also. Ty for the reply sir.
There's definitely a middle ground. And also once the event is over and remedy is gone, being down bars from flare gun becomes infinitely more annoying
It seems sort of unlikely that we're ever going to be in a state where we don't have increased access to regen at this point
For the last what, 7 or 8 months basically we've had nearly constant events with regen traits?
What exactly is the middle ground? It doesn't seem like people are upset that they get knocked down and then picked up at 75hp every time they get burned
People just complain about "instaburning" because, as far as I can tell, they find it annoying to be on fire or have their teammates be on fire
Not that it actually ends up taking too much HP
Also... Hunt gives you way way more second chances and retries than most similar games. In Tarkov you get killed and you're just deleted, in most BR's once you're knocked you can be fully killed in a matter of seconds without teammate pressure, the fact that in Hunt you have to sit around waiting for your teammates corpse to cook in order for them to actually lose their extra lives is extremely fucking generous.
Not saying Hunt is exactly like these other games, it obviously isn't, there are innumerable differences between Hunt and most shooters.
The fact remains tho that your ability to die and stand back up is pretty high by default.
I find it sucky that even after a decent fight of downing a few guys and then dying, I can know that they can loot me and 99% each time they’ll get a remedy and be just fine
I believe they've confirmed somewhere that Martialist will get more eventually
I'm not 100% sure if it was actually in writing or an assumed-via-ommission type of thing, but I do believe it was mentioned somewhere
And also if they only kept it as a trait for the Katana that would continue to leave most medium slot weapons useless :B
I just dont like that melee weapons need to rely on a trait to not be considered useless
#game-ideas message
@alpine gust
Left or right click during the reload animation will end the reload after reloading your current selection.
On one hand this is not fortnite I loved the flood seasons. On the other, the idea of them adjusting water level and flooding some of the parts of the map would be neat, def give a bigger reason for perks like mariner and gator legs to exist more so than they already do
@wary linden @surreal meteor Please add more detailed descriptions to your suggestions to explain to others what exactly it is you want to see added to the game and why they should support your ideas.
https://www.youtube.com/watch?v=xqRX1NKIv7g what it this flickering i have massiv problem wiht how can fix that? is that hunt bug?
If your resolution scale isn't 100% it might be that, or you might try turning off anti-aliasing?
scale 100 aa off
I'm not too sure then. I can send a pic of my settings if that helps
send nvidia setting to
there you go bud. might be worth posting the problem in 'toubleshooting' if this doesn't help
Start with turning effect quality off and trying htat. Many users have reproted turning EFFECT QUALITY in graphic settings to OFF greatly reduced flicker.
I had major flickering awhile back -- it was due to monitor being set to backlight strobe and not being able to pair up with the refresh rate. Make sure if you have backlight strobe (gaming super refresh rate shenanigans) that you can actually hit your target frame-rates. Game is not optimized and uses CPU even if GPU is available. It was not like this at launch .. something about a year in sent performance sideways.
@hidden smelt your feedback legit have me boogled, bc arm hits can deal a fair amount of damage depending on ammo and range
@abstract mauve Your post in #game-ideas was deleted since troll posts violate the channel-specific rules.
It was no troll post. There are few other games which already did the same.
We may reach more stable servers for example with this.
@hidden smelt slugs only ohk to upper chest/head…
I know, but in a game where slugs kill you at 15 meters range, an armshot with fmj point blank shouldn't do just shit for damage.
si alguien tiene poder para hacerselo llegar a crytek que lo haga
Point blank Dolch with FMJ doing 60 damage is NOT a fair amount of damage.
It is fastest firing gun in the game (bar Avto), feel like that is fair it """only"""" deal 60 damage to arms.
#customer-support and report the video to YouTube if it's reportable. I'll remove the video since videos showcasing cheats is not allowed.
I understand, I’m just saying- arm shots with every gun kinda sucks except nitro normal- and that’s only with in 16m
There's plenty of weapons that lets you double tap to arms.
You need at least a 123 to two-tap to arms, which is the centennial. FMJ only extends your dropoff, point blank damage is identical to base ammo.
@cloud shadow what weapons are you thinking about when you say they are made for longer lasting engagements? :)
Not that I think you are wrong, just curious
When better Anticheat and better servers in Europe
arms can not be penetrated can they? if not they should be
anyway, anyone else playing non legendary a lot these days due to the traits? be nice to get hotfixes for these things, no point to look at it for this long^^
there is limb pen in the game so if you get hit by the side you'll take torso damage.
oh really? nice
except it only works for bullets so throwing axes don't have limb pen same with crossbow bolts.
makes sense
@hot vigil balanced around this topic comes from two sides. Sparks weapons e.g. are balanced to guarantee one hit kills to the chest as soon as a hunter has been downed before.
On the other hand Centennial or Krag are balanced so they explicitly don't have that advantage. When everyone has 150 HP anyways, this balancing is meaningless.
Further down a Pax e.g. does more than 100 dmg to down players who lost 50 HP, Dolch does about 97 to the chest - so there is an actual downside to the Dolch because in a battle among 100 HP hunters the Pax becomes a OHK while the Dolch still needs to two tap unless you HS. So it's less likely to trade against a Dolch.
Just examples, the list goes on and on. Just take a look at DMG-values ingame. Often times it's not arbitrary that values are just shy of x HP bars or exceed them to make up for disadvantages. All irrelevant when everyone is 150 HP all the time.
Thanks for elaborating :)
I get what you say by irrelevant but it is still an advantage because on the same token it empties health bars accordingly so you have to spend more time healing and healing supplies. It doesn't sound like a lot but I think we all know the feeling, it kinda puts you on the back foot especially without healing traits or vitality shots
Also getting body shot by long ammo causes a lot of emotional damage
guys, I think I just saw a one star 😮
but they disappeared as soon as I saw
X-files music plays
Damage numbers is more than just a way to potentially one tap charred hunters.
Like the dolch example, the reason why it has 97 damage is not so it can't one tap 100 health hunters but it's about the damage combinations you can do.
For example, pax can two tap with a stomach + arm shot. Dolch is semi auto, used to be able to do this but it was seen as too powerful and now it has 97 damage making aiming for center mass more important.
@gusty kindle Just in case you don't know, the fps in menu can be disabled with external software, like rivatuner.
Of course, there is no excuse its not built into the game.
Balancing Dolch vs. Pax has other aspects like e.g. magazine capacity.
Unfortunately this has nothing to do with the topic of burned bars and regeneration.
Same as your remark on Dolch two tapping Hunters had nothing to do with burned bars and regeneration.
So you joined a conversation without contributing to it or maybe even reading up on what's the topic at hand - nice!
Not trying to antagonize here but maybe think about what it adds to the conversation before you join in. It's fine just to read along and appreciate that person A had feedback, person B had a question about said feedback and person A elaborated in a friendly exchange.
Like how dolch have bigger mag capacity and faster reload than pax???
You discussed how these weapons were balanced around being able to one tap to chest if the target has 125hp, 149hp, 100hp etc. If you do not mean charred ("lost bars") then.. Most people are basically a two tap from fully healed anyway unless you hit other combinations. Unless you meant if the target just didn't heal for some reason and that's what you meant? Still the damage numbers isn't only about finishing people off when they have reduced health, which is why I pointed out the combinations of limb + torso or stomach if it results in a kill or not.
I agree that people that get downed should be punished by losing health bars, and maybe that the current event traits are too easy to get value of.. But at the same time it's nice for the people to not be punished by most long ammo for being downed once.
Thanks to the new restoration methods
@gusty kindle love the QoL suggestions. You can use the search bar in weapons for contraband by manually typing it in, if you didn't know. Having a quick filter option would be nice still though 
@slow lintel Kinda like the regen buff aoe, and it could be a foundation to further elaborate on team based roles as some traits are somewhat targeted for. However, I am concerned that would start turning this into a more rpg oriented game and would extend (most) fights out longer than necessary
I have mixed feelings 😅

Imagine if Bulwark gave the whole team explosive explosive and flash resistance. Pick rate to the moon
I like the idea of an AoE buff tool but I'm not sure if regen is the best option for it.
Regarding the burned bars debate, I think it works best if regaining bars is very hard/impossible midfight but not as hard afterward. Otherwise you win one fight by the skin of your teeth and have to just leave rather than persuing the bounty.
Remedy is the most balanced restore option because of this, you can pull it off in a fight but you have to go down one member while they look for a trait spur
if i remember correctly the game advertised itself as an shooter-rpg. hence the perks.
so i would say this is actually a plus 🙂
Hunt advertises itself as a high-stakes tactical FPS, no? It doesn't even have rpg listed as one of its tags.
Not sure about advertising points outside of Steam off the top of my head, but I feel it's totally valid if they want to take it the direction of a role oriented team game
To add to the outside of steam bit, this is the description on Hunt's official website:
"Hunt: Showdown is a competitive first-person PvP bounty hunting game with heavy PvE elements"
Just FYI when looking at those tags
I'm aware they're user tags 👍
In fact I think that makes them more defining than developer tags, as user tags are more indicitve of how the playerbase views the game.
user defined
users have plastered "psychological horror" over awful games
There's something to be said about scrolling down before restating things that have been said friend. I already responded to that.
user defined
I don't want to be rude, but are you a bot, or am I missing something? I'm sorry I just genuinely don't understand.
I may just genuinely be missing something, the coffee still hasn't fully kicked in yet.
I find users often don't even know what they want for breakfast let alone what a game is or what they want to see from that game
there's always 30 different takes for 1 thing
I also have no idea what the conversation was because I can't be bothered to read it. So just sharing my 2 cents on user decisions
Definitly not wrong there.
The conversation started in regards to Hunt being called an RPG.
ah 😮
I'm of the opinion that Hunt isn't an RPG, at least not without taking the meaning of RPG so broadly that it can be applied to any game.
Yea, I don't think it's technically an RPG. It does have RPG elements but I wouldn't hands down say it's an RPG.
that being said, if the Devs think it's an RPG then that's probably where the development is going to eventually lead to
but I didn't pick it up thinking it was an RPG
lol
That's fair lol
Jesse out here summarizing the IT / support career field perfectly 
.> work in it long enough you eventually figure out the rules lol
I think it maybe took me a month to figure out when I worked a support / call center role, so yea, "long enough" is certainly the right way of putting it
user defined
@crude karma Sorry for the ping, just wanted to say I like your idea because it's something original, you clearly thought about how it may work and even included an image (as simple as it may be).
High-quality suggestion post!
That does sound pretty cool! Dunno if it would be the best balanced thing in game with the movement slowing, as rapid follow up shots to kill would probably be too easy, but I certainly like the concept
will there be some actions taken for the massive using of exploid "unlimited items"?
i already reported this guy 2 times (6 months and 9 months ago)
now he is prestige 10 rank 100 , 8000 hours in the game.....i dont know where else to go with this because reporting via support doesnt realy so anything. (met him again these days)
@north pier Legendary hunters are just fans skins and have always been that 🤔 You like a skin you play it, easy as that.
What they're pointing out is that currently there's no practical reason to use legendary hunter skins right now though. Not when non-legendary hunters are so much better options currently in regards to trait point values.
If legendary hunters got the same trait point values on purchase as non-legendary hunters got it would balance out a lot better. There's no reason legendary and non-legendary hunters need to be balanced so differently.
To say that in lieu of the current recruitment hunter status is just patently false, for the best results in terms of loadout for price/perk points- hands down tier 3 hunters are leagues ahead of Legendaries currently- which are about as good as a set of free hunters
Before, legendaries were on par or better
To act otherwise is to perpetuate a falsehood, which is sad to see a mod do
thanks man 👍
also thanks 👍
Why isn't this resolved yet? I've had this happen to be already, I had to restart a game midmatch so I can play Hunt like a normal person as opposed to a blind man.
#feedback message
A lot of these weapons either existed, nearly existed, or were prototyped during the time of this game. People always use this as an arguement and being real the Avto is the only real example and the Avto is an unweildy, almost crazy person of a weapon that basically requires your entire build to be made around to be effective for more than a single fight or two of just gutting people.
If this game was just bolt actions and single action revolvers I can guarantee you both the devs and the players would be bored. I'm not saying every gun should be automatic/semiautomatic, and I do think that the Avto is an objectively weird and bad gun that should maybe not be in the game, but realistically they're gonna run out of unique guns to add eventually and people need to realize that experimentation is okay.
Think about the cyclone, which came out and everyone FREAKED OUT like its the second coming of the avtomat and then now, an event or two later, I can't even think of the last time I've seen someone use a cyclone period. Maybe because it's not a good gun and it fits into a bad middle ground and most of the time, either doubling down and running an avto, or folding em and using a standard vetterli is better.
Crazy.
New to the Discord, but I was wondering if there was ever in thoughts to putting solo players in their own lobbies? Because it's super frustrating to be in duos and triples and just backdoored by a solo.
It has been tried a while back and was met with negative criticism due to most players camping and waiting for one to go to the boss room
So what they do in the duos and trios lobbies anyway? lol So we're just suffered to have to constantly look for a single person creeping instead of a team that would be more visible in a team based lobby.
Usually solos third party and pick off people
Or, if it’s just them vs the team- it’s guerilla tactics
Or they push insanely aggressively- it’s true, sometimes pure aggression gets the job done with melee
Still ruins the team aspect of the game for me and multiple other people I've run into. It's like going into a team lobby game expecting a free for all. lol
I mean, just push with numbers and burn- easy
Never allow a 1v1, trust me- even with potato aim, numbers matter
But they get greater abilities and opportunities that no other team based player gets.
I shouldn't have to down someone multiple, multiple times to not have to worry about them again. lol
But hey it's not gonna change, it's just frustrating to try to understand the mentality of people that decide to see a team game and just be like: I'm gonna play solo! lol
nobody owes you a playstyle. Hunt is not just a team game, it's more than that. Live with it!
One chooses a legendary hunter for its skin, not anything else.
Ok... and?
Why does that mean legendary hunters should be functionally worse than non- legendary hunters?
They've always been "worse" than taking a non-legendary hunter.
People should just stop caring about a couple measly trait points and play the skins they want to.
Trying to min-max just ruins the fun
"worse" only by virtue of not revealing the rng beforehand
the solution to getting a bad rolled t3 was to just buy a legendary and take the odds of getting something less garbage
to be honest though, i don't really care much if legendaries are slightly disadvantaged. I do care that these fresh hunters get too many damn points
... nobody is trying to min-max legendary hunters..?
People are just pointing out that it would be nice if legendary hunters were closer in balance to regular hunters.
Whether that's by buffing legendary hunters or nerfing regular hunters or something else entirely.
when they added the refund, i was lucky to get around 4 points on a legendary. It's guaranteed now which is alright, but i'm also likely to get like, 15-20 on a recruit which I don't even really need to gamble for
Regular hunters have always had the advantage of knowing the loadout they come with, while legendary ones come with just three random traits and no gear.
The impact of this has even been lessened due to cutting legendary hunter cost by two thirds compared to the $300 of the past.
It kind of feels like you're not listening? Just repeatedly saying 'there is no problem, stop saying there is one'. Forgive me if I'm wrong in how I'm interpreting you.
i mean i definitely chose legendary hunters in the past because they were the best option for traits without putting myself in a hole by spending like 500+ per hunter on the random junk they came with plus my own loadouts
they were pretty much on par with t3s as far as traits went, for a fraction of the price
To add to tacomax's statements, just looking at the first T1 hunter to pop-up in my recruitment tab they cost 456$ and have;
a terminus handcannon, a nagant silencer, a knuckle knife, a healing kit, chokebombs, a stam shot, and a dynamite bundle all of which combine for a sell price of 429$ making the hunter themself only cost 27$. And on top of all that they come with bullet grubber and fanning which can be sold for 10 trait points.
Again that's just a T1 hunter.
Compare that to the average legendary hunter which rarely comes with more than 5-6 trait points in sell value and effectively costs more than a T1 hunter.
Respectfully, I think that either legendary hunters should be buffed to come with a higher minimum trait value or regular hunters should be nerfed to bring them in line with legendary hunters.
Personally I'd prefer the former but the latter could work to balance the issue just as well.
At some point, with experience and easy hunt dollars, all of that doesn't matter anymore since you just pick a hunter you like and equip it with gear you want to play.
My two cents, anyways
I don't disagree but it's disingenuous to act as though there isn't an imbalance here.
The imbalance is nothing new though
I can't say there was much of an imbalance before, but with the new changes just this past update there certainly is now.
Regular and legendary hunters used to be roughly on par, with legendarys often feeling behind just a bit. Now regular hunters are far and ahead the better option between the two.
It's not as though it would shake the foundation of hunt to rectify this new imbalance.
My complaint would be exactly this, though. Before, you could have unlimited hunt dollars and you'd still be trait capped on a new hunter by the random rolls you could get. Now, it's pretty much guaranteed you'll get like 2-4x the trait points.
That’s a lie lol
No it's not?
Legendary hunters were always intentionally at least slightly undertuned, by one metric or another, so they're not P2W
On average they were on par
When traits were more random, legendary hunters came with no gear, a decent base cost just, and the issue of not seeing stuff up front.
The gap just was not this big as it is now, or was in the very beginning
Tbh, as much as I want Legendary Hunters to get buffed (I even suggested a change myself). At the end of the day, people really only buy/use Legendary Hunters because they look cool and feel cool. Being a tier below the current Hunters are ok since, you're only using the Hunter for their cool ass skin anyways.
There are more glaring issues that need changes (especially when it comes to centennial bleed).
Though, this take on legendary hunters will probably land me in hot waters with the general community of Hunt.
Exactly, most recruitment hunter gear were immediately sold off- all that was left was the perks for the most part
And both legendaries and Tier 3s sucked lol- which is good
Don’t need to die then instantly get a good hunter again
Now, Tier 3s are literal meta
Can easily get 10+ points every time to cover Necro, Bloodless, Salveskin
interesting priority of traits
but yeah i agree it basically feels like dying is meaningless now
Sucks to constantly get uptiered as random tier 4 -- each and every time tier 5 in random group. Sucks. Couple that with random groups going up against premades .. sucks even more.
I kinda see it as irrelevant though since surviving one game most of the time leaves me with full or close to full traits.
The xp changes have made a huge impact, same as the trait spur spawns.
@prime ibex the heck are you on about, Nitro can shoot thru straight stone wall and you think the Explosive Nitro is bad bc it can """""only""""" 1-tap chest at 76m!?
seems like no mod is interested in reporting cheaters here, so i have to answer myself...lol what a shame 😄
You’ve already had a response. They are most likely working on it. Hell, maybe it’s a visual bug. I don’t know. Go through the proper channels, not continuous posting on discord.
Ah no, it's a very real exploit
Report them and move on. It should be really easy for support to catch those exploiters.
no need to be harsh, i am posting this for the first time and i got no answer, and i reported them 6 and 9 months before, so next step would be to bring it up. no its not a visual bug because the guy had unlimited amo boxes too.
so its a normal discussion here in the feedback forum if other channels dont work.
thx, i report this guy for the 3 rd time now in 9 months, i am sure THIS time it will help!
I thought I’d seen this posted prior. My apologies if I was mistaken. :]
Were they doing this exploit 9 months ago?
i met this guy again and again (i cant write infos here or i get banned for naming) and he sometimes uses it and sometimes not....but he did it like mid 2023 , end 2023 and now in start 2024....alle 3 guys in his team...all same country...they just kill other teams by unlimited bees....my question is: how would crytek support want to ban them if the name is just like "NULL" or a symbol (no its not there name its just an example)
if you report them ingame they will have the player ids and the name doesnt matter. If you contact them via the website just stating the time of the match is enough, since they can see who played against you at that time
i just want to understand, when i write to the crytek support website i played on 29.01.2024 on Europe and the playername was "empty" they will find him? ...i dont believe this...i hope this is not naming by god...its not a name at all
@g_____man Please report bugs in the appropriate channels and keep #game-ideas for new feature suggestions only
Would you please correct the error in survivor mode when it says "something went wrong while I was trying to create a session" when clicking on search game?
still lose money
@gusty kindlegreat suggestions
thx dude
Win once and boom, that’s like 2-3 games worth of money- and then retire hunters for ez 3000
If you don’t ball out every game, (which is still really easy to do) it’s not hard to garner cash again
As since fucking when can Nitro one tap at 76m to chest with explosive…
I tried and it only did like 100 dmg at 76m, and most of that damage was the explosive portion meaning bulwark would get it down to like 50-60
i run 1500$ loadouts every match plus rerolling legendary hunters like 3-4 times so probs closer to 2k average its easy to lose money if i have bad games. as for retiring hunters i guess i could start doing that i just run them till they die.
My guy, you are spending in the top 1% of players- probably closer to 0.1% + you’re using Legendary hunters which are garbage at the moment
And you don’t retire hunters
Like you’re doing everything to spend more money than necessary
And this is coming from a guy who runs nitro and avtos pretty often now, and I have stayed consistent despite losing a lot this past update
For most people this update is a goldmine for money reserves
for wildcard you make bands but i only play normal bounty, it feels like you barely get money lmao
It’s only a few hundred difference, the game throws money at people
wildcard is like 3x as much
Sometimes but once I get rid of the first extract bonus, it’s not that noticeable to me
Again, another reason to retire and get new hunters- that first extract bonus is so good
Now that stacking with wildcard is Bands
@visual rune ...... wtf bro
I think he's onto something
Dude might be on a bit of crack, but lets be real, mariner existing in the ASH BLOOM event and not the CONSTANT RAIN one is kinda. Silly
fr
Oh let me clarify, mariner was a thing in the rain event and it made sense and as someone who used it, it was good. It existing during THIS event makes no sense
Can Jarate be added if this piss update ever went through?
Region ban chinese cheaters and invest in real anti cheat. Thank you
this is some dare you enter my magical realm territory
As much as I would like to see new additions added to Hunt, this is one of the few times I would personally contemplate adding. The issue with dum dum is because it's too oppressive when it comes into play, imo. And, adding a syringe to mitigate the issue isn't a good change, just like how bloodless is great against dum dum but let's be honest, you're not going to give up one of your 15 trait slots for countering an ammo type your foe may bring right?
This will also result in the same dilemma. Where, are you going to give up a consumable slot just so you can counter an ammo type your foe may bring? You can bring up the argument that poison also suffers from this. But, poison is not as oppressive as it's not immediately lethal, the only gun that can challenge this is Sparks poison. It would be a better idea to tackle the issue of dum dum being oppressive and readily available on most guns than to add another item/trait that counters it.
This is just my take on it though, I still think your suggestion is a interesting idea 
@rocky heath
@jagged wagon this is actually a really common thing. I believe what causes it is one of the parties (either you or the person who shot you) had high ping, probably the person shooting. So when they shot you you were out in the open but by the time the server caught up to both of you, you'd moved behind the wall before the server could declare you dead. And it just takes your death from where your body ended up at the end and if that is through a wall it will say its a wall bang
It doesn't even say its a wall bang.
Ahh sometimes it does for me and I just assumed it did here for you too my bad! 😅 the rest though I still believe is accurate to your situation. I hope it made sense 😅 and that it's accurate! I'm not 100% sure on it but that's how I believe it works?
I'm fairly certain it comes down to this - altho i don't think it says its a wallbang if you were still in the open for the shooter when they shot you
Could just be smth with how the deathview is displayed.
Just a guess because afaik we don't have more technical infos, it could display the deathview based on your clients positional information (hence you seeing yourself seemingly behind the wall, while the hitreg is based on the shooters ingo, cross checked with the servers info - thus it not claiming it to be a wallbang)
That could potentially be done to reduce strain on the server
Just to make sure tho - I have no actual info, its just an educated guess
Yea I thought it was a bit weird to get wallbanged but when it was happening with like dumdum and poison i figured it must just be the server catching up sort of thing. Definitely helped with the frustration to think this way at least 😂
Or you crouched there with your head sticking outside (camera is at the chest level so it looks weird on the kill view)
lol seems not even crytek mods know how to report nameless people XD
You can still report through the support site without the person's steam ID as long as you provide your own steam ID and the time it happened
They can figure it out from the logs
Ahorn did say that as well 🙂
ah ok , i first red it wrong, yeah that sound legit.
Hello. I have almost 9k hours in this game, I love your game, but it has very important flaws in the gameplay, not to mention in the lobby.
The maps should have less water in the corners or, to their benefit, fewer ducks or crows, it seriously hurts if a team is next to you because they have the complete advantage over you. Especially in survivor mode.
example - scupper lake
When you go out there the most likely thing is that you will arrive last to everything and the worst of all is that if you go out there, you will put birds and ducks everywhere, anyone who goes out in Port Reeker will kill you if they decide to defend that position by crossing the swamp through it. half.
Conclusion...the corners of the maps should be less infected by ducks and crows
#game-ideas message it's Horseless Headless Horseman. It's like Headless Horseman but without a horse.
There's many ways to bait out soundtraps - the game even tells you how to
🤨
what answer is that? I don't understand your answer, sorry
You can use them to your advantage. For example you could trigger them with a decoy which would lead the defenders to peek that direction, while you're somwhere else
You could also just avoid them entirely, crouch to reduce the range they aggro in, use beastface or approach from another angle. (In scupper, specifically the wooded hill in the west or thelandmass near the map border going from SE all the way to NW.
Or you kill the soundtraps, with for example poison bombs or bolts
There's plenty of ways to deal with soundtraps
I wish the "Toggle Weapon" is separated setting with the "toggle between lower the weapon and hipfire aim" just like for hunter mode but for player who uses Gunslinger mode has to HOLD the "Toggle Weapon" to lower their weapons which takes longer time than it should because you have to hold it to toggle it.
since it got suggested countless times over the years (at least it got mentioned quite a bunch as i can see) i wanted to post this here instead of a new suggestion. The good old rangefinder, as many said the spyglass could be used for that but i wanted to mention we now have all the components already in the game for this. I would love to see a simple function like if you look through the spyglass and you ping something it shows the distance. I could think of a bunch of use cases for this, the obvious one being to check if you are in headshot range, to give players a better idea of how big an area is (example: you want to know if the big dynamite bundle would kill the enemy if you threw it at a certain place) this can be used in various ways, this functionality would also give the weapon stats that are displayed a meaning that can be understood even by new players.
In my opinion it is not good. I don't have to carry poison, and in survivor mode you go out without equipment. Flanking the lake from the right or left is wasting time. If you think that's okay, okay. But the one who appears in the corners is always the one harmed by this type of things. I have tried to cross through the middle of the lake and more than once they are killed because there is no cover. If you think that 50-100 meters of water without covers is great. It is clear that it is the first map and you did not think about that. In fact at the beginning it was much worse. After a patch it improved somewhat, but it is still difficult to cross there. Going into the water to avoid some ducks is death. I leave my opinion and then do what you want.
If at any point you think to yourself that crossing open water is preferable to going around the edges, I think the fault comes back to you and not the design of the map
It's 9k hours spent crossing there, I say this from experience.
I'm not saying that it's preferable, I'm saying that it hurts whoever starts in that area because you always arrive last on the slopes, no one borders the map as soon as you start except in that area, I think what I'm saying is completely understood, another thing is that I want to risk crossing the lake
I don't care that they don't make changes, I just wanted to give my opinion on the experience obtained after 9000 hours of play, I say it with all the respect in the world
This is told to you by a player who loves the game and takes every little detail seriously.
They already modified that area once. For something serious, what I say is that it should be modified even more.
thanks
Nothing wrong with stating one's opinion. Initially i just wanted to explain the answer you were given before
which was the baiting soundtraps part
But if you make claims in the diswcussion channel, like claiming a high water compound is a disadvantgae if you have teams near you, you gotta expect people with other opinions to question such a statement
We need a weather mode where the water is just knee deep at minimum everywhere
I do wish the shooting range had options for weather + ai
And maps
I know “custom lobbies” are in the roadmap
So they are kinda working on it
But it would be helped to have access to a training facility to see how to interact with AI beyond the Tutorials
Or how weather affects certain gameplay elements and so on
As of right now, we can only mess around in three compounds at the moment- with 2 having no support for extended fights/resets (wolf’s head does have the innate arsenal with the chance of an custom ammo swap box to spawn- even in free roam fun fact)
Add a perk that let's me dive and swim around like Rotjaw 
is the bug that prevents you from getting a legendary weapon/tool/consumable out of bank to your hunter's loadout without buying a new one has already been reported ?
like you have to manually switch the legendary to its default skin in order to put it in your loadout, THEN reswitch it to legendary
It's reported yes. You can also just use the equip button.
#feedback message this is facts
walking into compound and having to kill 3 tanks 4 hives 2 immos and 500 grunts be annoying af
I mean, you don't have to kill all the AI, if you don't sprint AI have quite short aggro range when you just walk.
what the hell is wrong with the servers
Any feedback on my train boss idea. I like the idea but it may need tweaking
Ai is weaker than it has ever been and people still complain 
Vaulting being inconsistent (not working randomly) gets me killed yet again. Any plans to finally address that, or are things like this just forgotten forever?
Exactly
AI are push overs
The only AI that has any form of threat at this point on average are dogs, and even then- it’s because you are not willing to shoot them or you ignored them for too long
AI needs a difficulty buff
this will literally just make everyone scurry away to hide more than they usually do bro 😭
People hide already, this might actually make fights more hectic and give people a reason to consider anti-AI elements in loadouts
Should be brought back to Early Access levels. More AI, that does more DMG and has more health. Want to take out an Armored with a knife? Better regen stamina in between
Literally I’m so down for this
Keep the current vulnerabilities like armoreds and fire
But if you choose basic equipment, you better know how to handle a special enemy without special equipment
Like, all PvE is now- is a sound trap
That’s it
There’s no more depth to them than that essentially to most players
Yep, it's a shame really
In return there should be a bit more xp given when killing them, to balance out some difficulty
I just want them to add assassin swarm bugs to bushes and shit
it's such an underutilised status effect
every other boss inflicts common status effects why not make assassin bugs swarm you for crouch walking too long or being stationary for too long
Making trades more common was one of your biggest mistakes and you stubbornly stick by it.
So you preferred the "shoot enemies but don't do any damage because on the other side you are already dead though the bullet hasn't killed you yet" from before? The one lots and lots and lots of people complained about?
It's not about being weak it's about how annoying it is by shear volume
It's fine, maybe should even be increased a little to make it more of a threat again. Being able to handle PvE just as PvP is part of being a skilled hunter.
Yeah let's make clearing ai take even more time as if teams don't take forever already
They... really don't take forever
Not sure about your experience, but I reach the boss within the first 20 minutes of the match, usually less
uhh im usually at bounty at like 2-3 minutes i use stam shot every match
my complaint was theres just too much
to the point where its simply annoying
I mean
I've had a few questionable trades before
I do think the window could use some fine tuning
Like once I shot a dude inside blanchett, downed him, ran all the way across the building to the back window, died, assumed it was his teammate that downed me but when I returned to lobby it was the dude I downed lmaoo
trust that I was beyond furious cause I was solo and if it wasn't for that trade window I'd have been out with a bounty
@idle marlin Would be a cool trait, except that Uppercut is a small arm revolver, so it would just bring back quick swap meta.
that's true yeah, could just have it apply to small and/or medium ammo
Still think a Spitfire FMJ would be brutal.
Actually any gun, due to main issue is that quick swap just benefit long ammo rifles.
You tag with whatever long ammo and swap
i just suggest it cause i always run in with a single conversion in each slot with one loaded with dumdum and the other with fmj's lmao
If you use any combo of non-precision/carbine pistols, you can get increase draw speed.
Bc dunno if it really helps making dualies and dualies more viable.
There's a middle ground, and it's the "shoot enemies but don't do any damage because on the SERVER side you are already dead though that hasn't reached your own pc yet"
This would break the "hunt" immersion. Part of the loop of this game is hunting other hunters. Being still. Standing off. etc.
🐑
only AI i have a problem with is clues with a meathead hive and armored concertina on them
In general I would definitely love more traits oriented to hyper specific playstyles like that
Like, the theoretical opposite of Quartermaster
Also unfortunately I've seen a couple posts and I don't think that Crytek is ever gonna go the directional facing flashbang route with the flash bomb. I actually do believe that it being omnipotent is a big factor in making it more useful and good compared to flashbangs in a lot of other games. But because of that, they hav eto adjust other parts of it, I definitely think it could still use a reduction in charge time tho. Or I would rather them add a fuse to it
Flashbangs in other games just have a skill floor to reach.
Flashbangs in Hunt (were) incredible free to use with little skill to use, to the point where the best flash counter was throwing your own flash.
Yeah, it is just hard to see it not just becoming people running two Uppercuts
I actually just think that vision based flashes are so easy to just flick away from. Maybe that's a variety of skill expression, but I much prefer Hunt's, and any kind of buff/nerf of such, where if I throw the damn bomb it actually blinds people
I find it very frustrating to throw a flashbang, or multiple flashes in some games, to just. not blind anyone because they flicked their mouse in a 360
Well, that is where the skill celling is, you need to throw and time flashes in ways where they enter's the enemies vison in least amount of time before detonating to minimize counter reaction.
Flashes in hunt were (still is) "throw in general directions for free kills"
That might just be a difference in opinion. And also my experience. Playing games growing up, I never really enjoyed or found use in such flashbangs in COD/CS/etc that I played growing up. But that's just me! I think a nice medium of usability would be fixing/changing the animation and giving it quite a fuse, so you have to airburst it and risk blinding yourself just as much as the target. But I'm not a game designer :P people are having the same problem with frag bombs so it might not be ideal.
If you are already dead any shots fired get invalidated by the server. Before, shots would get invalidated even if you were still alive but the killing shot at you had already been fired.
That's not true. I framecounted a few clips from rachta's high ping video and there were several instances where he fired and killed after his serverside death #feedback-discussion message
Shots sent are accepted by the server as long as you aren't dead on your own screen when you clicked.
hey does anyone know if the game will try to put two friends in the same game if they queue as solos?
Not actively try to, but if you’re in the same pool at the same time- it’ll be a chance, some people do it as means for nefarious purposes
@fringe tundra I find it weird that bullet penetration doesnt apply to FMJ
If anything FMJ should have it over spitzer
we wanna fight each other and other people and see how kills more and each othwr
Then you just have to queue at the same time and get lucky
Over spitzer, not at all
With spitzer? Yes
With a damage penalty to base? 100% too
Spitzer just simply shouldnt be a thing. If they want to give long ammo fmj that's fine, but spitzer is just a non sensical addition for long ammo.
How so, it’s pretty balanced imo
High MV, Lower Damage at most ranges (except the very very end where hs range is increased), and very good pen- like FMJ + rare collats
Special ammo on long too, very rough
Because long ammo already has good enough penetration and muzzle velocity. The devs decide to be goofy and give it even more of that at the cost of a small damage loss. FMJ actually makes sense for long ammo because of it sacrificing muzzle velocity for extra pen.
Uh going from 136 -> 116 damage is not a small damage loss, that change alone can turn a 40m safety zone in long fights to being relatively safe to push with melee
The extra velocity is fine too since HV ammo isn’t really op any sense tbh, you still need to lead at long distances
Although sure closer ranges are technically “easier” to hit headshots with- but let’s be honest, hitting consistent headshots with any weapon is hard in this game so it’s not “unearned” like some people have said here before 👁👁
And the pen? Let’s be 100% here, no one but only the ultra sweatiest benefit from the pen buff, and that takes skill whether we like to admit it or not too
Also, it’s special- which means 2 per special box or you need a consumable to get 5 back and lose a slot
In fact I’d argue FMJ not having a damage penalty from base is actually the issue here since it is a direct upgrade from base ammo in almost every situation bar some Silenced Weapons + Sniping (and even then, Lemat marksmen is an exception here)
Spitzer is literally just YouTube clickbait for most players 
Please fix your servers, since some days almost every match we got lag and bad ping in USA East-West doesn't matter...Im with a symetric 300MB internet connection in LAN. Please do something! This affects the PvP alot!
@fringe tundra #game-ideas message All bullet types can already penetrate limbs to hit torso, it just only counts the highest hit (can be head or torso or whatever)
My understanding of spitzer is that because the bullet can penetrate so well, it goes straight through hunters, and instead of all the energy being transferred into the hunter, some of it is retained, which is why it deals less damage.
Ah i See, thanks!
Edited my suggestion so this will be displayed in the screen to make it more clear to the players
Sorry for the late asnwer, but yeah, in CS flashes and grenade throws in general, is a whole meta and skill set in iteself, to the point that Valve have built in grenade pathing for the spectators :)
In how you fix flash, I think the most easiest solution would have been to cut the blind timer in half so it is only 3 seconds.
Otherwise giving it a timer, so it needs to cook would be nice too, tho it might just render it useless.
@static loom Your suggestion about Antidote shot is unclear and sounds like a weaker version of Bleed damage. Even within your suggestion you seem to realize that poison becoming a DoT would turn the Sparks into a 1 shot body tapper... and yet there's no clear suggested resolution to that issue. A Sparks body shot does 149... one tick of DoT would kill the target regardless of any reduction from traits, shots, or distance.
@wanton imp but so is everyone else. Solo or not, if their down bars should they also have their mmr not go down as much. You also have the option to just leave and not worry about your mmr going down
Didn't even consider that
i still miss old alamo, imo it wasn't even op
What is "old alamo"?
when it came out
It is still the same
it just feels so much slower but maybe it's just the different animation
https://www.youtube.com/watch?v=AXIKrCIwJ6s
Different animation, same speed :)
dayum really? it's all just been in my head i guess
in that case i'ma have to give another try
the old animation honestly felt quicker but if the cycle time is the same i'ma try it again
even if it is the same speed
Don't worry, it is a common thing in human psychology, in Wolfenstein: Enemy Territory, the whole community was complaining that the Thompson was stronger than the MP40, even tho those two guns had identical stats in the game.
But because the Thompson had a beefier sound to it, people had the perception it was stronger than the MP40, so the "fix" the devs did was simply to tweak the sound of the MP40 haha.
I feel like the Alamo's rechambering speed is almost the same as reloading the breach loader. It's so slow you need to take evasive action if you don't OHK.
the fact the animation was switched to where the hunter doesn't close the romero until its cocked just feels so much slower but like damn if it's the same speed we might be back on "alamo my beloved" grindset
on a similar note
why isn't there a sparks talon yet?
Does the sparks need a talon?
Ha! You're better off taking a Derringer...
You can finish the target with a riflestock slam.
no not really but i think it'd be a little funny maybe
Yeah it would for sure be one of those "non-issue" additions to Hunt, but dunno, would rather see fewer variants and weapons, but more intersting additions
Akin to the Drilling.
in that case, a medium ammo 1858 new army could be cool, the cylinder swap feature would make for another good addition to medium ammo
At this point there's arsenal bloat. I would love to see more effort put into the AI costumes and environmental randomization.
Eh honestly rn you I would only want to see a new compact rifle, rn we only have the Winfield.
Would be interesting to see a 115 damage compact gun.
Wrong ping lmao
I mentioned it, you may have skipped it or I didn't word it well : you get less dmg from the poison shot, but the DoT afterward cannot go further the bullet dmg. At point blank a spark poison shot would, in that situation, deal less than 149 dmg but the DoT will stop once the total dmg gets to 149.
That's the idea I go with.
spencer carbine easily would fit the bill
But then Sparks poison is totally useless.
With the new tutorial and shooting range I wish that upon match creating the map would shuffle every compound with a "b-side" version.
So a healing water church with the tower destroyed or Pearl Plantation with have the building crumbled even futher.
^
Such effect would only occur IF the hunter hit has a shot. Otherwise it's just regular poison. Antidote by itself procures an advantage, in this case you can still heal quickly, but you'll lose some hp even after being healed.
It's... quite complex I admit, but the point is to change a hard counter.
Yeah, I would love more small map randomization. Locked doors, broken windows, boarded up windows, blocked bridge way...
Well, think it needs to be some kinda of clear visual from afar so people know they are entering a B-side compound and not getting killed bc they thought they could turn a corner but get faced with a cave-in blocking their path haha
small dynamic changes to the maps similar to battlefield could be cool like if you use enough dynamite on a bridge you can destroy it at least partially
Unsure if Hunt is a game that could have proper dynamic changes. It's all about positioning, destroying the environment would make some areas too risky to play in.
As cool as it sounds, Hunt is too different from a BF to have all this implemented.
Think the best way that should work is that there could be marked walls that can get destroyed with dynamite.
I don't think its too complicated but the description feels rushed TBH. It sounds like you mean poison bullets should apply poison as non-lethal DoT equal to the damage they do. Which would essentially be like a non-healable & non-lethal DoT (bleed) effect that would be shortened by antidote shots & Mithradist.
I'm at work so yeah, kinda rushed 😅 but you get the idea.
I agree that Poison is at a poor place in Hunt's gameplay. Here's my suggestion: #game-ideas message
There's stuff about fire & bleeding a few posts further down too.
man fighting spider is such a pain, not cause he's like super hard but he never wants to fight when i'm facing him
maybe i just never learned the boss properly but man
The spider shuffle is always a pain haha
Feel you. I spent like half the fight searching for it, then raging about it moving the frame I throw a sticky
sure do love a boss that fights me
lmao
Like the Assassin, in my experience, the best way to fight the spider is to just stand still.
And for the assassin is all about not looking at him too
i honestly never had a big issue with assassin
i just stand in an entrance, wait with a sledge, and hope he doesn't spam his split move or whatever it's called
Me neither, just sometimes with the last phase split move but that’s just bad luck then
Yeah I meant smaller things that would be more an inconvenience than a full on dead end. But B-side compounds would be cool too... especially if it wasn't A or B for the whole map but that little tells would be there to signify which compound variant spawned. (If there's a boat on fire with burning bodies outside of Lockbay or if the waterwheel is turning or broken... Which flag is atop the mast at Fort?)
scrapbeak remains my favourite boss at the moment, i too feed birds and collect trash(trinkets)
plus it's a cool dynamic to keep all the supplies in the boss lair and covering it with concertina
no one will have a good time lmao
Yeah I do love a scrappy fight - it’s more risky than the butcher and feels more challenging and the mechanic is great
i honestly never found big bird a hard fight
i just spam throwing axes and stabbing with the knuckle knife
takes me like 2 minutes max usually
Yeah but he can f you up pretty good with some concertinas
lemme tell you though, first time i saw butcher i wanted to close the game and never touch it again cause of how spooked i was
yeah it can get a little harsh especially if he gets a good toss in and traps you
Butcher actually was the least scary to me xD but then again I had a friend who insta choke-bombed him
Yeah and you don’t get that with the butcher. Sometimes with the assassins and the spider
Yeah, missing church towers, could even go the other way and do "pre-destruction" crematorium, over-grown buildings and so on.
does anyone know how long the double tap Y (on xbox) brings out your melee has been in the game for?
cause my buddy and i just learned about it last week
we thought it was a rare input glitch
a pre-destruction crematorium could make for a possible above ground boss lair
I mean having pre-scripted events where you can destroy a church tower with the big dynamite bundle might be nice - will have to be balanced though so people don’t spam it everytime
Naw don't want the map changes to be in the player's hand.
Just want the layouts being able to be remixed
Most destruction a player should be able to do is to use dynamite on pre-determined brittle walls.
But i do think destroying a church tower sniper spot is kinda similar to creating a new opening with a brittle wall - depends on the wall of course but I would just argue about the sniper nests, nothing else
idk how long exactly, but I've seen it talked about in passing, namely in patchnotes for what feels like quite a while now
definitely willing to bet it's underused
I honestly get the due concern because the newer animation (I presume is the one on the right, forgive me if I don't recognize) but the weapon does linger for a bit after finishing the reload+cock so it does feel a little odd
Dont worry about late answers, it is all in due fun
but also, pings help
And yeah, I definitely think both the omnipresent blind and the facing blind are options that they could use for the flash bomb. I do prefer the omnipotent blind as I think its infinitely more useful even in less perfect situations/players than the standard stun bombs but I would agree if the blind timer was that high to half it down and also buff/change the cooking animation in tow.
I think a cooking timer would be fine honestly - it just depends on how they treat the blind from it because it becomes much more important then. Definitely nerfing down the blind timer will be nice, and also it would probably be a pretty tight fit in terms of cooking a flash bomb so that it airbursts the enemy without also airbursting the hunter throwing it
Title: Shooting Range
Description: Add a matchmaking queue option for players with identical MMRs that want to practice in the shooting range.
PS: I don't know how to add the reactions for vote
Wrong channel, you need to go to #game-ideas
PS: I don't know how to add the reactions for vote
They are added automatically
Did you try more than once?
Do you have @marsh garden blocked?
Weird
Someone else can but I'd rather not as a moderator as it would technically make it stand out more due to the color of my name
yes i agree.
#feedback message
I would definitely love if it stayed in its current state somehow, probably costing a handful of points
Its very nice to be able to level up weapons faster and more effectively and generally it doesn't effect pvp. Even the pve it doesnt affect very much, it does theoretically double your boss killing speed but there are so many variables to that and people can just use bomb lances or bdb anyway.
new bug today, Scrapbeak dropped some happy meal boxes that I could interact with DESPITE being full tools/consumables. When I loot them, I got nothing (of course, since I'm full), and can't loot them again the whole game...
XDXDXD
I will take a shot where you can never pass without being shot when it comes out in that area, since you cannot avoid the ducks without getting into the water.
3 times in a row error in survivor mode pfffffff
you can tho ? the way i understood you just don't want to take the neccessary detour to avoid ducks
even in scupper you can just stick to the landmass and approach from the top and left/ish side
That output is very bad. In port reeeker and in the church they don't have to dodge anything, just wait to kill you while crossing. I say this because there are already several times when they kill you crossing the pass between the two towns. Even if you decide to go into the water to scare away the ducks, someone could still come and kill you and in that area you are very vulnerable. I'm playing, when I get out there I'll send the screenshot and explain it better
the thing for me is - if i think the area is too dangerous - i simply don't go there
there's plenty of ways to go around it, or one can take a risk, and do it anyway to be faster. decisions like those are what creates fun gameplay to me, where as readily available cover low risk pathways straight from A to B don't quite cut it for me
And it's absolutely fine to have a differing opinion from this - As people do enjoy diffrent kinds of things
Like if we look at scupper in it's current state
pretty much all the red marked areas have plenty of cover, at the very least visual but also hard cover and lots of dry land to pass without significant watery areas.
Only the green one is very risky as it's so open
but then again you don't really need to cross that green area, depending where you come from you can opt to either take the safe approach from Port Reeker, along the wooded hill in the west, or if you come from the Chapel area you can take the dry path to the east near the map border and either approach from the ruined houses, or rotate all the way to the north to approach from there.
@tidal grove me too
In Bounty hunt there's plenty of time to rotate and choose your route (or plenty of time to be gained if you took the gamble to cross the green area and won)
and in Quickplay (Sole survivor) you can take the risk without any repercussions as you don't loose anything if you don't win, unlike in Bounty hunt
friend. I'm talking about the experience and not about the game of a casual player. I have 9k hours, I know what you're talking about and I understand the way you see it. I know what you mean, the problem is that people are not going to complain because people don't care what you do. Because whatever we say is of no use in most cases. It may be fun for you and frustrating for others to have to go out in that area.
yes absolutely. Never claimed anything diffrent.
Despite everything, I love your game, although in the last 3 years you have lost many veteran players due to the lack of content. A hug and I wish the best for the future
I'm not a dev, just a volunteer mod - so not my game, and the game has changed a lot which also cost it some dedicated veterans.
Realistically there's only so much you can meaningfully add before people burn through the content
I know the feeling of having exhausted hunts content - been there, know many that been there too, still i too wish for Hunt to keep going strong even after the years it's managed to go through
I do wish you a great day still
👍
@pearl summit your team MMRs are the same. Meaning your MMR score (not stars the actual score) combined, averaged and then the modifier applied is the same MMR bracket as that team. Which that could mean is your 5 star is on the high MMR end of 5 star, where as both of theirs are 1 game off 4 star or your 4 star is close to 5 star, or anything along those lines really.
That teams MMR also had a modifier applied for being a team of randoms though. Random team mates get a modifier to vs slightly easier teams to make up for the fact they can't communicate any way other than through VoIP. You can tell by the little down arrow between the team # and team match mmr
Ya ya. Explain me more pls. I'm playing this game since beta. So pls...
And yet you don't seem to understand how matchmaking works. @frigid folio is correct and there is nothing wrong in your screenshot.
I understand how it works. But I will add about my feelings. Previously, SBMM worked better. Because now a very large number of players play at 4 and 5 stars. And considering that the system has not been updated for several years, it looks outdated and does not adapt to current realities.
Now in the game you need to have 10 stars, instead of 6, and reduce the amount of MMR that you gain or lose during PVP. I play at 5*, after losing a few fights I get dumped at 4* and I’m the only one playing against hunters with 3 or 4 stars. When playing a duo against a trio (at the moment) it feels like we are playing a trio against a trio. I have something to compare with. Those. the system seems to add us an invisible 4* player. And i.e. How is it possible, under the current system, to adequately match a duo of 4+5 against a trio of 4+5+5?
The amount of stars doesn't matter, it's all based on a hidden MMR number in the background anyways. The stars are just a visual guideline
Sure the game could put you against a trio of three 4*s and then those people would die to you and complain they're being put up against 5 stars "abusing the duo MMR reduction'
I agree it's too volatile though I think everyone does
I think it's hard to say if it's really to volatile, or if that's just a feeling people get because defeat and victory are weighted diffrently in how er percieve them
there's absolutely a good chance it's indeed to volatile, altho then again it being somewhat volatile is what makes the ELO style system more flexible and more accurate than for example KD
As for how our brains weigh victories and defeat diffrently, I've experioenced people regularly kill two out of three enemies, but feel like it was a big defeat if they got wiped by the last.
Being able to go from the top to the bottom in a few hours is too volatile
Obviously that rarely happens but in theory it easily can
after the last changes i tried that once
with intentional deranking
it took ages
and i skyrocketed straight back up when i stopped deranking on purpose because i was obviously overly skilled for the rank i was doing
Now ofc that doesn't meant it's definitevely like that all the time
that was just my experience when i tried it in the past
A person's skill will almost never change as much as the current elo system allows their MMR to (relatively quickly)
Sure you'll go back up quickly after intentional or unintentional mass deranking, but I see no reason the game needs to be so volatile and allow that to happen
Like MMR is probably just better if it's slower to rank up or down
Personally i had quite big diffrences, depending on things such as how much sleep i got or if i played a game with a diffrent sensitivity recently
the less volatile the less fast the system can adapt to changes like those - but it also makes intentional deranking, and unlucky/lucky spikes in MMR adjustments less "spikey"
For me it's hard to judge which of the two might be more important as i lack actual data - but i think a good case can be made for either side
That's true but that's also a factor in other games and those don't have nearly as volatile ranks. But also Hunt's ranking isn't a real competitive ladder but just a number to base loose sbmm off of, so maybe it's fine
Like you can have huge rank swings but the sbmm is already not strict so you might barely notice any difference in who you're against
Yeah i think really good cases can be made for either side
not even trying to saymaking it less volatile is an overall bad thing
Just kinda pointing out that people then need to expect the game to screw them over even more if they have a bad day
Its current state makes it less of an overall skill indicator and more of a current skill indicator
because i won't adjust down as fast as before for example
That's exactly what it's supposed to be tho
Afaik it was never meant to be a ladderboard kind of thing like other games do have in ranked
the job of the system is to exclusively measure your performance in PvP, and match teams based on their "averaged out" PvP performance as fairly as it can with the limited ressources on each server
it's kinda like if ranked matchmaking in a game like dota didn't adjust based on win or loss, but on your last few games KDA
except my MMR has gone up with zero kills on a solo bounty extract so thats not true, it is not strictly pvp based.
from 4-5
yes it is
it however updates with a delay
so you most likely got the kills that ranked you up in one of the matched before
In the past there we're lots of ways to actually look at the exact MMR you had (the number that's behind the stars rating basically)
and that usually updated with a delay of "one game"
ive dropped 7 kills gone up, then died once and the next game its back down, I dont think there is any reasoning to it really XD
@vernal axle That spin happens on partial reloads that you animation cancelled. It is 100% within your control if it happens and when it happens. If you let the partial animation finish you would not need to spin it later.
The idea behind it is it's a fancier animation for repositioning the cylinder so all the live bullets are lined up instead of a mix of live and spent bullets.
The spinning of the cylinder is to punish you when you do not let the revolver chamber the next shot after stopping at a reload where not all the rounds in the cylinder are swapped out for live rounds.
If you are 'rechambering' a new round like you're supposed to, the spinning won't happen once you pull the gun out of your holster again. Alternatively, if you don't want to face this issue, you can either, run chain fan instead of any gate loading revolver OR run a small shotgun instead of a pistol OR run a semi auto pistol ie, the Bornhiem or Dolch.
The spinning in there is a somewhat realistic way to line up the shots in the revolver so you won't have a random mix of live/spent rounds, unless you fancy playing Russian Roulette of course.
must not be doing a good job
easy as hell
go throw solo games against lower stars and nec yourself a bunch
in terms of not throwing its still to volatile
when im 6 stars and die to a 4 star andy i already know theres a huge chance im deranking because you lose so much mmr
i would also argue this system just straight up doesnt work
ill be triple 6 star stack and will see multiple teams with multiple 4 stars sometimes
based on average mmr of the teams but sometimes there is just simply a vast diffference
Yeah but any serious ranked game won't have it work like that
Before you even get into whether the sbmm is enough, or the issues with matchmaking, you need to have a functional elo system that accurately determines skill
And it's by no means easy to do that but I see no benefit of the current volatility.
#game-ideas message @weary fox burning faster and more often forces players to not sit in bushes unless they are willing to let their teamate die
also fuck traps the less traps the better
Trappers already have it quite rough, I don't think it's really fair for them. You can quite literally jump over any tripwire, which idfk why it's in the game but I digress.
or you can vault into a window and get bugged from the conc wire and die
As for the burning, it's still not really fair for the other team. If you are the one inside there, downed and dead, you wouldn't want to see your body burnt immediately. And you can't generalize the entire community as sitting in a bush
how is it not fair
If I was your teammate and I've ran out of chokes due to extinguishing fire, you're dead unless I can get in
I can't really do much
So you're punishing the entire team because one person wasn't equipped to deal with the defenders properly?
promotes more aggression rather than being passive
well no, your team is getting punished because a player on your team died
doesnt matter if he "wasnt equipped"
Like I said, 1 man down is already quite heavy, imagine I basically get infinite lanterns on top of that, I can just keep throwing it onto your body
choke it
Out of chokes
then you have more time
as much as i hate traps, i think the constant instaburning is worse
you are out of chokes (must have wasted them). okay, then push and help him
I'm a riflemen and the defenders have 2 buckshot dispensing buddies
My buddy is the only shotgunner and he is burning away
yeah so nothing changes
i run rifle exclusively and run into this problem all the time
And I am extremely hesitant to push in if I was in your position
On top of this, bounties are supposed be the ones making the moves
they did. they killed your teamate, and are burning him
forcing you to either let him die or push
I still wouldn't push in because we lost our only shotgunner
I'll honestly leave him for dead
then thats the pinnacle of the argument, you disagree with the fact that flare gun makes you get punished for having your teamate dead
more so then the bounty taking 15 seconds to find a lantern and do the same thing
That's why I said flares should not instant burn
You can't punish me because my buddy died
That 15 seconds is important, though. That's 15 extra seconds i have to stop my buddy from losing an extra bar
It's unfair
considering he chose not to push i think lil bro is going to burn out anyways
My buddy already lost a bar, you're going to make me lose one because my buddy died?
yes. thats how they win.. by making it unfair... by killing you..
You do realize that shotgunners vs riflemen, 12g shells tend to be better at close range
sounds like your buddy with the shotgun shouldnt have pushed in
If I know that one of em moved to find a lantern, oh! He's in my sightline! Bang! He's dead
if they have 2 shotguns they clearly have the advantage, and your buddy pushed in anyways, therefore your team was punished for it
But with flares and fuses, oh! He's on my buddy body! Oh.. he's burning....
shotguns are just giga boring. fights either end nearly instantly or are dragged out until somebody gets bored
you throw both items, grabbing a lantern isnt a right of passage into a free kill
So... Our team is already punished for losing 1 man, making every fight a 2v3 now and my buddy who went down also lost a bar... You're going to punish me by making me waste resources trying to extinguish him?
thats entirely what choke bombs were put in the game for
It can potentially land you a kill, that's the difference, with flares and fuses... Yeah not so much
i think the focus with the flare debacle shouldn't be specific scenarios. the issue should be that you are now getting burned instantly in EVERY close to medium ranged scenario
And then I run out of chokes, Oh! He still has flares! Damn!
chokes last how long? 3 mins? sounds like that aggression i was talking about is starting to make sense..
The flare burn from medium range is also quite frankly extremely stupid
the risk of my teammate getting downed inside compound and just repeatedly burned 8 times is even more reason not to push into shotguns lmao
could also necro him while hes on fire
How do you want to fight a team of pellet dispensers with 2 guys that are running pistols for close range?
guess we're playing more games out to the timer
Necroing is also a coin flip at most. And if he does get up, he could potentially go down within seconds
This right here
shoot them in the head? this isnt about how to fight shotguns 101 its about fighting for your teamate or letting him die
And you're confident you can 100% of the time shoot that man in the head? When he only has to body tap you
no, but if my teamate is getting burned and im out of chokes im going to play aggro for his body
no thank you i won't push into certain doom if we're punished even harder for that first death guaranteed. I will wait outside for 40 minutes. This is the meta now i guess.
true you should just alt f4 when you hear a shotgun
Flares and fuses burn doesn't even change anything, you would still sit outside waiting out the entire match, because let's be honest, are you going to go in big balls when the other team has a unfunny 12 gauge pellet dispenser?
That's quitting the game, he's still playing
no im gonna sit outside for 40 minutes to make it as unfun as possible for them too
and how does that relate to flare gun
this isn't a game it's a waiting contest
you guys are just complaining about shotguns at this point
i do hate shotguns, that's true
Because flare/fuse burn doesn't add anything to the game? It just causes more unhappiness for the community as a whole
but instaburning is boring outside of compound fights too
Even in compound fights, chances are, you're gonna just run out when you hear shotties
i don't think burning and chokes should be this back and forth chore for every down.
Oh and this is why I bring small shotguns, so I can fight situations like these
Quartermaster is a lifesaver sometimes
Even when throwing chokes, you need to expose yourself sometimes, chokes are the safer option, not the safest, which is also another punish for the team who needs to choke their dying teammate
This is ass, you punish the team who took a risk and paid the price already, now you're just kicking the dog when the dog is already on the floor crying
yeah but people can jsut sit inside with traps perma if one pushes out im instaburning i don't give a shit
it just speeds up fights
yeah thats the problem
not the flare gun
its that shotguns are insanely advantaged if you dont have your own
i do think the flare gun could burn slower
I think not every fight needs to be sped up. If it's on the longer side, lanterns are usually an option, and firebombs exist. The fights that need to be sped up already can be.
In the same situations, at least (someone is downed)
i don't know about you but i don't want to waste a consumable slot just to not get turtled for 20 minutes
i'll just extract at that point
lanterns aren't consumable slots brother
not gambling on rng
firebombs are just a guarantee and a convenience
so is flare gun
that's literally the entire point. It's too convenient. You get too many burns too freely.
Using a consumable slot is the downside previously, and it was a fine one.
if it had 1 shot would you still say that