#feedback-discussion
1 messages · Page 181 of 1
hmmm, it's interesting when you think about going through a door actually^^
yes and for shots that kill you after the killer is already dead it feels quite wrong with those margins
because even tho the ping limit might be set at 200 ms for example, network jitter can cause temporary spikes much larger.
And since that treshold doesn#t just affect trades, also regular gameplay, it'd also affect lots of aspects that don't have you interact with other players
absolutely. but why not have the validation check for shots use a differnt number while keeping the rest the same?
yeah that's why there's an extra layer of validations on top
not saying it will be better but 800ms is like... 0,8 seconds 😄
So in case of a trade you shoot another player, that player also tries to shoot you. Lets assume they have 1500ms ping, meaning the information from their client takes 750ms to reach the server, it would not be invalidated by the 800ms threshold.
However to end in a trade, it'd still need to pass serverside validation. So the server would then run it's validation strategies, which should include checking if the positions of shooter and target on the client and server match, bullet type, trajectory, etc, usually also inluding checking if the shooter is alive serverside.
If the shot fails that validation, the 800ms don't matter at all, it will be invalidated regardless
yes, I understood that 🙂
but the client is still kinda king on those matters so there is probably not much to invalidate it for
so it all comes down to how exactly the serverside validation works, if that does it's job correctly, the 800ms basically never matter for trades
compared to another approach
see that is what I dont understand
same
if it was lower it would invalidate the shot based on that
YES
and the "trade window" would be hard capped
regarding that we can only speculate.
While the validation is generally client authoritative (what crytek calls the "favor the shooter system"), we don't know to which degree it is.
and the player with high ping / jitter is punshed like any other comp shooter
but we know we can get crazy trades. not saying the approach is bad at all. it's a trade-off
it's good for high ping players though
which isnt neccessarily bad either
yes it would but that's not necessarily a good thing
what I dont like is that toxic aholes can use it just to be annoying
how ?
yeah but 0,8 seconds?
only 0.8sec if no other validation interferes.
by using one of these machines you mentioned for example^^
that's when the other validation is supposed to kick in
like make their ping higher
if that doesn't happen the serverside validation for shots needs to be looked at not the 800ms threshold
okay yeah but, we clearly can get these insane trades so what validation could that possibly be?
client says, he dead, so he dead
And that's where the difficulty arises, there's a multitude of reasons we could be seeing what we guess is "a long trade window", but the underlying issues can be plentiful
not really, if we observe a max of 800ms
it could be that they opted for a system that's more lenient to high ping players, it could also just be a network interruption on your end when you get sent back the data of what the server said happened
the max is not 800, it's 800 or less if invalidated by the other invalidaton checks being ran
but that is what max means
and since we can observe it means it can happen
we probably can't observe more then that, cause that's the window where a shot will be invalidated
The thing that's hard here is, can we actually observe that, or do we think we observe one thing, but in the background something else is happening
I think we can, I got a hit marker. that is the message from the server
this is not your issue, its the customers issue and he should get punished for it wth
yes, you getting a hitmarker is confirmation of the kill based on server feedback,
yeah and now I am talking about these crazy trades where the person dies and "I" run behind cover two steps and die by their shot still
actually never happened to me personally so I'm not mad about it^^
Yes if that happens, and is truely an issue with too lenient validation (which just for the record, i won't deny the possibility of) It's for crytek to find out based on the data they gather, and is an issue with serverside validation of shots, not the threshold for serverstate rewrites
That's the point i'm trying to make all along. If invalidation of shots due to them being created serverside after death serverside is happening, that's got nothing to do with the 800ms threshold
that's a result of shot validation not doing a good job
yes and I am saying we observe this 🙂
And i hope this info is wrong, but are those backend servers on 33hz/30 Ticks?
Bec if this is true, we can end the discussion right here
seems like it, but i don't know for sure
there is a lot going on for the server per tick
but the game is actually feeling really solid if there are no ping issues
so seems to work
yes thats what you see, bec there's a prediction system running on your client-side
no it's what I feel 😄
but if the servers only register your shots every 33hz then we can also go play minecraft brother
Nice fix of the black screen for windows 10 that didnt change anything at all
1 month passed and I still cant even start the game
ofc there is, as for almost any game you can play in real time
ofc thats needed, but 30 tick rate in 2024?
not an expert but that is probably why client side validation feels better
cause you react to what you can see
but leads to some weird things too
Just for the record, we don#t have clientside validation
I think it's cause there is a lot of PVE
we have clientside hitregistration with serverside validation
no need to apologize, typos can happen easily
yeah, it was a typo
for me it makes sense now, with 30 ticks everythings said.
thank you @unborn smelt for your time and feedback! ❤️
yeah with my understanding of it the 30 tickrate might massively contribute to the trading issue, and a higher tickrate might actually help
but that's just my own understanding nothing have confirmation about from smth like a devlog
already got package loss as it is sometimes
dude the servers can only validate your shots every 33times per second. CS is on 60 since like 10 years and felt unplayable if you played 120 tick on faceit for once..
someone need to make an experiment on the shooting range
Yeah i can understand an issue like that, i myself have frequent issues with hunt. From an unresponsive node my ISP refuses to fix, to a congested internet connection due to old hardware in the house and streets that can feel really bad
but CS GO has 10 players on a small map without AI
All games do not scale the same tickrate wise, CS is small maps with 10 players with relatively small amount of things to keep track of
And by my logic, two people reacting to spotting each other with a delta in reaction times no larger than 33ms + bullet travel times is not that uncommon
Hunt is a 1km x 1km map with PVE in addition to the players that need to load the PVE and keep track of them
which if both shots are validated in the same tick could mean a trade
that's however where technical limitations come in
uff yeah I see, is a whole different story no sarcasm
Even Apex Legends at least used to run at 20hz, not sure if it's still the case https://www.ea.com/en-gb/games/apex-legends/news/servers-netcode-developer-deep-dive
from my own experience with the game I am willing to believe that the 800ms and the server tick rate are actually good choices for the game
thats crazy didnt knew that ty!
This part especially explains why they didn't just increase the tickrate for Apex https://www.ea.com/en-gb/games/apex-legends/news/servers-netcode-developer-deep-dive#:~:text=much as you.-,ON SERVER TICKRATE,-Here comes the
Tickrate is where my knowlege gets thinner, even tho i think i get the very basics.
I don't know how much of a technical limitation there is to higher tickrates, altho they would be preferable
Trading is getting way more out of hands and happening every day.how can a dead guy kill me?
"Put simply, the higher the tick rate, the higher the bandwidth sent to all players. If we were to move from a 20Hz server to a 60Hz server, it would mean multiplying the bandwidth the game uses by three. As of today, Apex Legends roughly consumes 60kB/s at the beginning of a game. A 60Hz server would consume 180kB/s. That may not sound like a lot, but it’s quite a bit, and we are always looking for ways to reduce the required bandwidth. "
we are talking about that for an hour now 😄
Yeah i just noticed😂
limitation is the server and network hardware max throughtput I assume
do we actually send our data to the server in packages in that rate as well? asking for a friend
therefore if you want to increase tickrate you need exponential more power and less bottlenecks ig
I understand that much, it's more about i don't know what tradeoffs crytek would have to make to make it happen in Hunt.
I did do a few semesters of IT in UNI before deciding i want a more active job so i think i know the basics, but i never actually got deep into gamedevelopment as such
I guess all they can do is optimise stuff but clearly the servers couldnt handle more work rn
yeah but how much can they reasonably optimize to potentially improove on the trading situation (assuming it indeed is at least largely influenced by the tickrate the servers run at)
I simply have no idea about that
ROI is just not worth it I guess. Which I totally understand.
and probably not very high to start with
it adds maximal 30ms to the calculation, right?
honestly dont know but the kind of things to optimise is pathfinding and stuff like that
just making the calculations more efficient
and I'm guessing bandwidth just depends on all the things that need to be replicated
super ignorant take probably^^
its easier said than done, again ROI is not worth it.
whats ROI?
Return of Investment, you need like a dev team to work on this for months. what do you get as a company in return? Yes maybe 2-5% more players but its maybe just not worth the investment
for crytek it might be since they have their own engine
their devs still cost them money.. game industry is paid bad in comparison to other software development companies but im system engineer not software dev so im just talking what has been told to me
yes but it transfers to all other projects
also you cant afford to fall behind in the engine scene 😄
so you kinda always have to improve
thats true yep
idk, ppl probably write papers about that stuff and they just have to implement it
anyways 😄
nuff talk
cheers mates, was fun
thanks for this discussion!
You 2 🙂 Happy hunting
Didn't expect such a juicy ninja patch. Great job, devs. ❤️
the downvotes lol. Some ppl just want to see the world burn^^ #game-ideas message
Mainly it's cause the system they use already accounts for timezones.
I don't think hammertime allows for you to also specify what time zone the person looking at it is in, it just gives the time and expects people to realize the time is correct for them
This, the announcement already set the timer to your timezone.
how does it account for time zones? I dont know much about that stuff. I would benefit from a clarification^^
oh really?
It basically it just a bot adjusting according to what time-zone you are in :)
what does it say for you?
https://hammertime.cyou/
This is what they use. For me, the 12:00:00 announcement says 3:00:00.
@whole summit Have you not used the spyglass recently? It already does that as far as I remember
oo really. didn't know that thanks!, Ill try it tonight
When i see the latest announcement i wonder if there's an QA department at all ? I keep regretting it more and more to have supported crytek via buying countless DLCs when i see their recent deliveries and apparently how the money was spend (or not spend).
Having several hunters at level 50 not being able to play since they are part of the "disabled" list just sucks.
hello, welcome to hunt showdown
@unborn sandal #game-ideas message the throwing tools (knife/axes/spear) all have zero damage drop over distance. While they could introduce damage drop, I think i'd be fine if they just reduced the velocity of spear by a tad and made legshots nonlethal. oh and also make it either slower or worse in some way when you're out of stamina
also if they try to add damage drop over distance im sure they'd somehow completely break it
Fair enough
throwing should just cost stamina for all throwing weapons i think
it does, but you can still throw them while at 0
I feel like leg and arm shots should still be pretty punishing but not one shot. Do like 125 damage and heavy bleed if you don’t have bloodless
I mean yeah, i know, i should have worded it better
considering you do only get one chance to throw the spear and it’s gone
Essentially i think if you try throwing with no stamina it should either be drastically worse (like halved damage and velocity, and double the drop) or you just shouldn't be able to throw
As for OHK anywhere, i think having one throwable do that is a cool thing, makes it a viable PvP option. Altho i don't think it necessarily should be the one with the highest velocity and lowest drop on top
don't forget it's also the most accurate throwable
because fuck the throwing knives, i guess
the issue with limb hits not killing with throwables makes them basically useless in PvP, considering they have random horizontal deviation and no limb pen
Yeah, I personally think one of the throwables should OHK anywhere, but maybe not the spear
spear's spread just isn't enough for that to really matter imo, but I do still think arm hits should oneshot yeah
the way the spear worked til the recent nerf i aagree (havent spent much time with it since the nerf tho)
They didn’t nerf the spread or the throw and all
All they didn’t was make the light melee a reasonable speed and reduce the melee damage by a bit
yeah the nerf just slightly reduced heavy melee dmg, and the SPEED (not dmg) of the light atk
I think a good system would be that you need to have had at least 1 stamina when throwing to do a full powered throw for all of those weapons, and then the throwing axes should OHK anywhere, considering they have the most drop and are tied for lowest velocity. Give it the highest stam cost to boot and it'd be fine.
Then the spear could keep the precision, speed and still a high damage (OHK to torso and maybe arms) but also with high stam requirement
And the knives should be more precise and with low stam cost since they have low dmg and still low velocity
I just don't think the spear makes sense for a tool slot
yeah i do agree
It's either going to do too much or feel really weird to use
I mean, currently I feel like the katana and the spear kind of invalidate every other melee option simply by being better
Spear being a tool is definitely a part of that
They almost do, which is kinda to be expected when they consolidate them all into just small slot weapons and tools
Yeah, that was weird to me. Why make the katana a 1 slot?
Bomblance feels very underloved by the way
propably because making no melee a medium slot was a systemic change
and i guess it was because very few people took medium slot melee that we re not new additions, and at least on PC melee as a whole was not common to beginn with
But that's just my guess
I see the katana a decent amount
My main issue with the katana is the crazy range it has with martialist
I think the katana was in a good place as a two slot
Yeah, it felt like an upgrade to the machete
And sure, it was just better than the axe
I think, taking the other melee out of the equation, the katana is still fine as a 1 slot.
Its just so fast
a dedicated melee weapon is very restrictive on the loadout with almost no decent upside over a melee variant of a gun
But that’s the problem you have to balance it with the other melees and the katana is drastically superior in pretty much every way to all the melees beside the bomb lance
But the bomblance is a 3 slot
I saw katanas getting used when it was a two slot
The change to one slot has not really made me see it any more frequently
Yes, but the point i'm trying to make is not that the Katana is OP, but melee weapons as a whole are pretty redundant when melee tools and attachments are this strong
I see it a good bit even in 5 and 6 star land
like why would i bring a combat axe, when i can bring a Talon gun which got buffed to do the same damage in melee
Yeah
i do loose out on that light swing, but i get an entire gun in the same slot as an upside
Yeah, I do think that was a balancing error
Just removing the downsides of melee attachments kinda made most melee weapons irrelevant
The only way one becomes relevant is when it's ridiculous like the spear
I do think it was strange that they removed any downside for the melee attachments (besides having blunt stocks, for some)
I mean a tiny bit of extra sway and a few buyks more was IMO still not outweighing the downsides of a melee weapon pre-buff
like even before the buffs it was cheaper and more effective to buy a martini riposte than a sperate martini and a sabre
Yeah
I think the core of the issue is that they couldn't quite make up their mind how big of a role melee should play
I think the spear was an incorrect response to melee being less useful than most other options
Because now everyone has one
if you plan on melee weapons being their own somewhat worthy category, you can't have tools that are meant for PvE OHK players easily
nor should a player that brought a full on melee weapon get just clowned on because the other guy bought a gun with a poky end.
If melee issupposed to be a worth while weapon category, it should dominate it's respective range
Yeah, I definitely agree, I just feel like the current melee implementation is not great. Also, melee trades are really bad
yeah trading is another big issue for melee
I think the fact that a wound up heavy attack releases upon death should go away
There have been many times where I died, but killed the guy afterwards, and I don't have high ping
I'm not sure if that's even the root cause of the issue
something i feel i've seen happen a lot in the past is that melee swings are not hitscan.
Yeah, I believe it's an actual hitbox attached to your weapon
I found it most noticable with out of stamina axe swings, it feels like more than an entire second passes between me clicking my mouse and the swing actually connecting
You can even do drags and accels with some of the weapons to hit a wider area or hit faster
but that makes balancing them much much more difficult
because all of a sudden you have wonky swing arcs that need to be "balanced" and accounted for
The main issue is that most of the original 1-slot melees are far too weak to be worth taking
and scenarios like players registering a melee attack on the server that hasn't connected with an enemy yet can happen
Yeah, machete, bat, and saber. May they rest in peace
The gun attachments don't help either, and certainly spear needs to be changed
that then creates kinda the same scenario we see with gun trade tbh
You should be able to combo saber or machete with a pistol as a 2-slot similar to dual wielding
Fuck it, just make the spear a three slot weapon, give it 2 or 3 charges and now you have a bomblance competitor
if you invalidate such attacks people feel like they get robbed of fair shots (like how bullets in the past got invalidated mid air)
on the other hand a guy thinking they should win just trading feel bad too
I think it's this combined with the "spring arm" situation that makes melee trades so common
And redoing all the swing animations to be better usable is so much work, for an already kinda unpopular weapon class
If both players are charging a heavy attack, they'll both die unless one of them misses somehow
I just want to say again, because reading what i wrote above it's not really clear, i don#t know for a fact this is what happens
but from hundreds if not over 1k hours of melee gameplay it felt like that to me
Yeah
so still just my guess
I can't say for 100% certainty that the "spring arm" is a real thing, but I'm pretty confident
@cold ledge Afaik the ability to run and throw stuff is part of a perk afaik, not innate to the spear.
should be part of one of the event perks
i think it's part of surefooted ?
No, spear just does that
you can still run and throw Spears even without Surefoot @unborn smelt, was also the case before the event
my suggestion has more to do with the following reasoning: while I think it's cool to be able to run and throw Spears, allowing it by default makes Spear the obvious choice over Throwing Axes and Throwing Knives
so I believe it would be better to either:
- allow for all of them to be thrown while running (aside from the event I mean, in general), but adding that functionality through a perk (Assailant is the closest I can think of before of how Tomahawk trait used to work, which is now nested under Assailant)
- or alternatively, instead of giving that functionality to the Spear just move it to the Throwing Knives. Throwing Knives have always been a suboptimal choice for combat for several reasons, but compared to throwing Spears and Axes nowadays there's little reason to chose Throwing Knives over those, so I think if throwing knives were the only ones that allowed you to run AND throw them, it would help differentiate them a bit more over their bigger cousins (throwing Spear/Axes), so you can either chose: more mobility but less damage (Throwing Knives) or less mobility but more damage (Throwing Axes or Throwing Spears).
@forest locust and @oblique trench That skin is one of the disabled ones, check #general-announcements for the full list.
If that's true, and intended behaviour by the devs, i do think it should be looked at
currently the Spear will continue to be a better choice than a lot of actual Melee Weapons, and making a change like the one I suggested could help solve that issue as well and make the Spear feel a bit more like a 'tool' rather than a straight up replacement for an actual primary or secondary slot melee weapon
With multiple people telling me it's indeed true i am inclined to belive it
I do agree that it likely will still be the best melee option overall, altho i don't think it's because it can be thrown while sprinting
I do think nerfing the attack speed and the damage of the Spear in the current patch was a step in the right direction, if they could also tweak the ability to 'run and throw' I think the Spear would be in a much healthier place overall and would allow other existint melee weapons (and tools as well) to be more conscious choices with their ups and downs
but if it can there's no good reasons others shouldn't be capable of that too - or the opposite, if the others can't the spear shouldn't either
yup, that's pretty much my train of thought, and when thinking about that I realized it actually wouldn't be the worst idea to allow Throwing Knives to have it instead of Spears, based on what they did with Deadeye scopes
Deadeye scopes have always been like the Sniper and Marksman scopes little brother, but they've always been in that middle gray area where they aren't great for scoping and they also aren't great for when you need to take a closer shot
with the August update they allowed players to keep the same speed while looking through Deadeye scopes, meaning they made them feel/work different to provide more mobility, which honestly I think it's a great change
perhaps the same reasoning could be applied to Throwing Knives, because while I agree that either all throwable tools (spear, axes, knives) should allow for running and throwing or none of them, I think there's a case to be made about Throwing Knives always being a tool that has never been a great choice over Axes or Spears, so allowing them more mobility compared to Axes and Spears could help make them feel/work different for those who prefer more mobility, with how little damage they do it probably should be ok to allow them that
I get what you mean, and it'd be an option with a good reason for it. i personally just prefer all of it could or couldn't do it
because i think throwing weapons would need a more thorough rework to be balanced
as currently the spear is just the most lethal, has the best ballistics and great melee
yeah I agree with you, and given the choice I would lean towards giving none of them the ability, would make running with an actual melee weapon make more sense rather than with a tool
i personally would want to have that functionality on a perk, because running with a melee weapon isn't effected much by that
thanks for the civil discussion btw @unborn smelt I rarely post suggestions anymore because there are too many toxic players, I used to suggest a lot of UI and visual related things in the past but well... big discord communities can be a bit negative sometimes
yeah I would be ok with that, I think Assailant could be a good choice for that, considering the old Tomahawk trait was merged into it some time ago
No big deal, i'm always happy about a civil discussion
The core issue i see with melee weapons being overshadowed is just that the tools and weapon attachments are equally as lethal
Yeah, and the only difference that has been made is the super nerf of tool damage vs bosses
Which I'm not sure if anyone really likes that change very much
Because they also made world weapons very uncommon
yeah, that's an issue for sure, I agree
yeah, I wouldn't mind the tool nerf vs bosses that much if they hadn't reduced the spawn rate of world melee weapons at the same time, they should have done either one or the other, not both
Like if you run with a melee weapon you get a loadout with 1 large gun which is great in it's effective range and has it's own ammo pool, and a melee weapon which is good at killing AI and can OHK players in spitting distance.
If i choose a loadout with two guns, i get two guns both effective in their range, and have more total or diverse ammo. Yet i can still get the upside of dealing with AI very well and OHK players in spitting distance by bringing for example a talon weapon
yeah, tools should be 'utilitarian' more than a 'no brainer' choice in that example you gave, but currently they are a no brainer tool (well, not all, specifically the Spear atm)
Don't even get me started on the trauma variants
Literally no downside
I mean they reduced almost all downsides from all of them reecently
Yeah
none have sway penalties anymore, and melee variants all const just 10$ more than base
But at the very least with talons you can't kill immolators quickly
and they made the attack values match the melee weapons
true...
Yeah there's literally no reason not to take them
I mean there's still tiny inherent downsides
such as you can't use a scoped centennial if you bring a traume one for example
Yeah
but that's a tiny downside, and you can stillbring plenty powerfull tools if you so choose instead of a trauma variant
But they buffed the centennial sights anyway, so it's not hard to sniper with centennial irons anymore
but that all plays together into making the dedicated melee weapons an even poorer choice
yeah, that's kind of the problem when you start making everything too similar, or feel too much like they are all the same: if you remove most of the sway, or make the price so close to the base variant, or give too many weapons too many custom ammo types... all of a sudden every weapon starts to feel like they are the same, or to put it in a different way, they start to feel like there's little to no difference among weapons of the same type (among rifles, among shotguns, etc)
Yeah, I don't really like the melding of every weapon that seems to be happening
I think from the general perspective the changes were good tho
I think it's because melee is very weird in hunt
Most people aren't interested in running melee, and if we ignore the melee category the changes do make sense
The melee variants felt kind of useless before
Melee in hunt is kind of all or nothing because shotguns exist
because if we ignore dedicated melee weapons, those changes made them much more exciting to play and much more rewarding to take the risk to go for a melee kill with that talon against another double gun loadout
I love running around with the katana
And my theory is that that scenario is what showed in their data the most, hence they took that direction
Yeah, I think, because of this, all the melee weapons aside from the katana feel quite bad
Katana is good because it has ridiculous reach
Yes hey do what one expects from a melee weapon, they can win games, and they are fun as hecc
Melee is very fun, until you melee trade for the 3rd time in a row :)
Guys what if there was a perk to block bullets, too op or what
it's kind of crazy that a Katana with Martialist has I think the same reach (more maybe?) than a full blown Bomb Lance
but looking at a bigger picture, a talon winne also does what one expects from a melee weapon, and also does what a winnie does
I swear it hits behind you
Hate, red
also, Katana should have stayed at medium slot, by moving it to small slot there's pretty much no reason at all to chose a railroad hammer, or a baseball bat... or a machete even
Poor calvary saber
which i think is great in general, makes it much more fun to use that the super fiddly strikes of other weapons
The issue I have with it is that is has almost double the range of othe melees
the Katana is a great feeling melee weapon
oh right, I even forgot about the Cavalry Saber, that's how much moving Katana to small slot was a bad idea, made me actually forget the saber existed x_x
@hidden knot the timeframe shown is already automatically made into your local time. It shows what time it is for you with a special discord trick thingy idk how to do it but yeah, no need for timezones because it's already shown in your local time.
It feels plenty powerful in melee range, and martialist adds just a bit extra mechanical depth past just heavy and light attack
I'm a katana head and i agree that it prob should've stayed 2 slot
Cause it forced me to perk into going it with a large one
Yeah, I like martialist and all, but it shouldn't get a range buff when using the trait
As a result i think it'd be great if they bring up other melee weapons to Katana level rather than nerf the katana to be as comparatively weak as the rest
I do agree that it does feel good to use (and honestly, it should), I just don't particularly like that the Bomb Lance stopped being like the mother of all melee weapons all of a sudden, it's a large slot melee weapon, it should outperform pretty much all other melee weapons if you are going to commit a large slot to it, but there's a strong case to be made about just running Katana + Martialist (granted, requires a perk, but it's not that big of a deal as it only costs 2)
it does outperform most other melee weapons
with the steel balls
Yeah, bomblance feels kinda outclassed by the katana and the spear


Take down the big bad bulwark trait :(
Death to bulwark! And the other invisible armor while we're at it!
Hell yeaaa all the defensive traits
Maybe not even removal and just a rework honestly
being a three slot it's just a bit more melee focused Romero Talon
that's the funny part, I'm not even talking about the 'shooting' aspect of the Bomb Lance haha, melee-wise if we compare a bomb lance to a katana with martialist.... honestly, I would take the katana, and bomb lance IS one of my favorite weapons, so it's a bit odd to see a small slot weapon go head to head with it (even without martialist it's a very strong choice instead of a bomb lance as it frees up your large slot for something else)
Specifically bulwark and hornskin first! Then we go after the others
yeah the Katana is pretty on par with the Bomblance as far as melee goes
Guys what if they let every melee weapon get martialist buff
Horskin should be reworked a bit honestly, it's one of those perks I never use and rarely feel would have saved me if I had it
but then agian the shooty part is integral to the bomblance
Obviously not the unsheath but different gimmicks
The game is unplayable without Salveskin rn. If you touch my Salveskin people are gonna die
It has only been a few times where I head hit someone with dusters and they lived
But
I'd personally absolutely love it
Yeah, I think one shot prevention is the most outrageous for sure.
I was livid those few times
So just fix burning if it's a problem
but i think that's a lot of work for little payoff from a company perspective
true, but there's no reason a small slot melee weapon should be as powerful (melee-wise) as a large slot one I think
It's not
"Hey guys, so you know this skill shot that's like, the hardest in the game to land? Yeah there's a trait that makes it not kill you: :)
It's just on the melee part - the large slot has a shooty part
I'd agree if the bombalnce was a 3 slot melee only weapon
Lance is only really used with steel ball right
but it has a silent shotgun / weirdly ineffective grenadelaucher attached
So it's like a chunky Romero talon
Yeah, nobody wants to gamble on bulwark
And silenced
I use db/waxed on it 
Waxed is ridiculous and people don't realize it
..salve skin. :(
DB jusg feels bad because I always feel like I would've killed if I had normal ammo
oh yeah, don't get me wrong, I was specifically talking about the melee side of the bomb lance. I know I know, it's weird to compare the bomb lance to other melee weapons ignoring the shooty part, but I wanted to humor that comparison
Invisible armor is fun and cool :)
Lance in general isn't super effective imo
Lance always felt like a meme weapon for me
I also get the comparison. It's a natural one to make if you played the old bomblance
before special ammo on it was a thing the shooty part was irrelevant
True but Have you seen how far it burns (also with the burning buffs killing people with it makes it even harder to revive them cause so much health is burned instantly)
It definitely is. Supposedly it's a good weapon on console
Do you just shoot and then melee rush?
Sometimes yeah it's fun
Not always great but fun
I don't play lance that often and havent played hunt in itself recently
You played since the update?
I mean yeah - i walked into that one...
Dumdum can wallbang?
Depends which one you mean. I haven't played since they apparently added stillwater back but I've played 1896
What i was thinking about was more along the lines of the waxed frags were pretty weak when i played them.
Oh the stillwater update is out?
From what I've heard
it's obvious you will charge if you hit, and the charge used to be on a 2 sec fuze IIRC
I haven't played hunt in a few weeks or a month or smth
They're great for pushing, just bounce em around a corner
and the reaload takes so long an enemy can heal by the time you load a second charge
You'll never kill with them though
on the other hand i liked to play frag arrows a lot on the bow, which only have a 0.5 sec fuze and can be shot much faster for relatively easy kills
I get so pissed whenever I hear a frag arrow land next to me
On the bomblance i usually ran steel balls to contest shotguns, and the regular harpoons to blow up AI
I mean they're not as mean as they use to be. They used to be super spammable in the beginning
Yeah, still have the nightmares
Like with the bornheim
still they can be really bad to play against
I usually end up just baiting out their ammo
altho how good they are is really positioning dependant
Yeah, you can block them with like, a small pebble on the road
if you hide in a small room they're very deadly, but the moment you can run to a safe area before bandaging they're not nearly as dangerous anymore
from my experience what makes or breaks them is if the second arrow kills or not
The way I used/use them is hitting them with a rifle then shot putting one where they run towards
if it doesn't it's an okay harassment tool, but not much more
but if the second arrow can enforce a kill it's really damn oppressive
You can kill with one arrow if you have hundred hands and hit upper chest full charge
well i'm so invested in the melee discussion since i mostplay played melee for my last 1000-ish hours
But I guess the normal arrow will too
Fun fact, I play mostly pistol
so for the most part the bow was my long range
So, I know I'm odd for this, but I'm better at range with a pistol than a rifle, so I actually often use pistols at range, so I kind of get having the bow for long range
nothing wrong with that, i enjoyed playing pistols a lot too
My best weapon is the LeMat
something i always wished melee weapons would do is increase the amount of ammo your other weapon carries
That little pinprick sight on the top is really nice
i really enjoyed playing sabre + pax, or smth similar
That would actually be really cool
Rest in peace, Mot Juste
but having a melee and then a pistol with just 12 spare was just pain with all enemies running long ammo rifles or shotgun + uppercut
Ugh, I always get unreasonably angry when I hear someone shoot at me with an uppercut
@clear dome try changing your VRAM target to 70% if you haven't already. Nvidia did various folks dirty with their VRAM stinginess
if having a sabre equipped would have given the single pax 6-12 more spare for would have made the loadout much more fun
For sure
and since ammo stacking with secondaries was a thing anyways it wouldn't have been OP either i think
even if applied to a primary weapon.
I still think pistol ammo should be separated from rifle ammo
the worst that could have happened would have been something like extra ammo on a long ammo rifle, but then they could have just made it scale with ammo type
I mean, they did add the spistol
i think right now it's not an issue anymore, but i would have welcomed that in the past
Yeah, it's probably fine now
I just hate long ammo
Unapologetically
that uppercut damage nerf has made the Meta much more bearable for me
People are spamming the dolch again in my games and it's really annoying
i never had huge issues with the Dolch personally so i don't mind it, but i get it if people are annoyed by that
It just fires so fast
i mean yeah, but so does the officer or the new army
You get headshot by the fourth shot before you can take a second shot
and the Dolch is just so damn expensive for not that much more power over a new army or officer
The issue is it's medium ammo, so it jas much more range, and two taps really easily
it two taps more easily, but pistol medium ammo still isn't good as far as range goes
just a bit better than compact
I dunno, it just feels really opressive
Like, the officer and new army aren't clean in my eyes either
But good lord the dolch annoys me so much
Especially with dumdum rounds
Dumdum dolch is ridiculous
I personally am not a fan of how many weapons have dum dum and incendiary ammo
youre forgetting that dolch has fmj, and fires nearly 2x as fast as officer, and price doesnt matter for way too many players
you die in 0.3 seconds, even if you take cover which is hard, to even body shots
like dolch or not, i don't enjoy those two ammo types a lot
Dolch with FMJ two taps up to 53m
Yeah, it's insane
Without FMJ it is 43m
yes - but to which range does fmj new army two tap
and an officer
And with dumdum, you die at a similar range because of the bleed
i don't know off the top of my head
New army two tap is abysmal
Officer is alright I think
Both under 40m for sure though
that seems wrong...
officer is worse at 2 taps in every way
55m, but also you have 240m/s muzzle velo, Dolch doesn't.
Base Dolch is 440m/s.
both are compact pistol ammo and the new army has more dmg
new army has the same 97 dmg the dolch has
Ah right it's the muzzle velocity on that weapon that sucks, not the damage
new army used to be 44, but it shoots much slower, and has much worse velocity, its nowhere near as good
Had them mixed up
I know, i don't want to claim the Dolch is not a good bit better.
But the dolch is also special ammo by default and costs 700$
New Army is in a better spot with the new damage retention for sure.
compared to the ~100 of the other two
if youre putting fmj anyway it doesnt matter, and yes its overpriced, but price doesnt mean its "balanced" or fun to fight
I don't consider price as a balancing factor
way too many people can afford mosin dolch every match, which is crazy
Sorry, but cost should be 3rd if not 4th factor of a weapon balance.
it should be final factor, like lebel being cheaper then mosin, not "this is busted make it 1k"
well i think for the money, the Dolch is and has been weak for ages. so kinda balanced.
Where i agree tho is that balanced or high price doesn#t mean fun to go up against
I think the nitro is a good example. It's powerful, but still balanced by ammo pool, fire rate, etc
Like if we made a gun that dealt 250 damage to upper-chest, but costed 5000 HD it still wouldn't feel great to die to said weapon.
I'm not saying that the Dolch feels good to play against
for the money sure, its not 7x better then officer, but its still just better and people are too rich
i'm saying people tend to mix up something being OP and frustrating to go up against
in a way sure, only reason why you dont see more nitro is bc its not as simple and easy as smth like the dolch
Tho it can be both, the spear is a good example of that, due to how good it is, it is frustrating to play against it.
the issue is "people" vary wildly.
It just sucks because if I don't instantly headshot a dolch user, I die
i agree with this, but the dolch is op as well, you die in 0.3 seconds against any good people, dont even need to hit headhsots, because its so fast you die during your single peak, cant even take cover bc fmj
the games balance has to be done for the amority of players, but in the past crytek has said again and again, the majority of players do care about the cost and are detered by costs
yes, but you cant say "well its balanced at mid mmr, so it doesnt matter if its busted up top" its gotta be toned down
Now i'm not saying that they shouldn't touch the Dolch because of that - but they propably shouldn't just nerf it, they propably need to rethink it as a whole
Yeah, I agree price is a factor, I just don't consider it myself
bring it closer to the powerlevel of the high tier pistols, but also drop the price accordingly
I have too much money to think about it
I loked the uppercut nerf
Me and the homies spit on the uppercut's grave
a lot of players on discord don't, because discord tends to attact people that are more invested than your average player
problem is theres not much you can rethink, its been nerfed over and over, only thing they can do is just make it shoot as fast as officer, lose its fmj, and its just a better officer but expensive
which id be much more ok with
Fair
well yeah, for the longest time the Dolch was dead compared to the uppercut
it just resurfaces now since the uppercut has been dethroned after years
When they nerfed the reload, people stopped using it, which didn't make sense to me, as it was always still strong
Sure, but still think we should strive to make the Dolch (and any other weapon for that sake) enjoyable at all levels of play :)
And if the only think that makes it balanced even at lower levels is "well people can't afford to use it" I feel it ain't a good balance for said gun.
That still doesn't negate that the gun, on a fundamental level, is busted :V
So what they could think about is reducing the magazine size. Real one had 10 rounds, but this iss in lore a prototype, give it just 7 or 8
its never been dead, people just went "this one shots to body, 2 taps arms, and stacks my long ammo, and is way cheaper" its was prefereed, but the dolch wasnt bad by any measure
An ancient evil: resurfaced
remove that goofy looking clip reload
when they lsowed it down it just started looking like the dudes hesitating loading the gun with the forced delay
its possible, but this doesnt really solve the issue, you die in the first 2-4 bullets, people arent usually shooting all 10 unless theyre atrocious
The recoil is already through the roof compared to the rest
maybe add more downside to the special ammo, or take away the special ammo
I don't know why, but I just don't feel recoil in this game very much
even though its fast firing, the reciol isnt much at all, it goes down fast enough to utilize its full ROF
because for the most part RoF is still so low that recoil can almost reset before you can shoot again
simply because we're in an aera where weapons just shot slow
the problem is it shoots so fast, fmj only makes this issue way way worse, but even no fmj its still not fun
This is a good example of why Dolch is broken, this 2v1 is purely won by the sheer amount of bullets I send down lane against my opponents.
Gross
Tbh at that range any dualies would have done the same
you def got dolch value there thats all ill say, if you hit your shots theyd have both been dead in 0.33-0.66 seconds
for a fraction of the cost
not consistantly no
no not quite as consistently, but consistent enough
this is fully accurate, and fully in your control, which is why its significantly better
I don't think a dolch should be on par with dualies in terms of bullet hose
were in basically barrel stuffing distance and thats a 2 slot dolch
this fight 100% would have been lost with officer, fired too many bullets
but again, you did have time to kill with officer to body shots if you hit them
No two 2 slot dolches even
And see how the last guy didn't manage to kill me with his dualies :V
i mean last guy just missed, you both did a lot of missing
but the dolch helped pick up the slack from the misses
ofc the dolch helped - but thats absolutely okay
its not that absolutely nothing comes close to the dolch, its just that it can make bad players much better, and good players disgusting more then any other weapon basically
dude paid about what 800$ per dolch
for sure, but it helps TOO much
And with that i just disagree
i think that would have been a perfectly doable fight with just a bunch of 100$ pistols at nearly the same power
with the amount of misses they did not at all, they wouldve died with anything else besides maybe a slug shotgun, maybe dualies
but officer or new army? 0%
getting overall a decent bit better guns at a 600% markup is perfevtly fine powerlevel wise
in my opinion
yes, more expensive guns should be better, but having it be SIGNIFICANTLY better, but overpriced, is not good balance
that depends on one's definition of balance
Except that dualies cannot do this:
it fires nearly 2x as quick, holds tons of ammo in it, has fmj to pen everything, you cant peak this monster unless you abuse ping, hit headhhots, or theyre bad
IMO yes, that is still good balance, it's just not very fun to go up against
or this
yeah they can't, but they're also no 1600$
those are gross clips
Even a single Dolch P can do that, point being that Dolch gets everything with no trade-off.
i disagree, because too many people have too much money, thats like saying "well this gun is 5 mil hunt dollars, but immediately kills the whole loby but its ok"
The biggest thing right now i feel is that they need to remove fmj and bleed rounds from Dolch. Lets at least start there
dolch should be better then officer yes, but its too much better, still not "worth" the price increase, but people ignore prices anyway
100% they said they were considering it, been waiting for the consideration to be over
the return on infinite headshots did help the dolch a good bit, but it does have a tradeoff, it can't be as easily resupplied as other weapons on base ammo and it's by fat the most expensive pistol Hunt has to offer.
It has low -ish damage (sub 100) but high RoF, so you're less likely to OHK, but have overall a very reliably fast TTK
seeing as it's very expensive it has comparatively little tradeoffs tho
Its pretty bonkers that they even considered it to begin with. Its almost like they hired a whole new team that didnt realize all the history of balance that the dolch has seen
nah, you still have a faster ttk, you shooting 3 shots (for hitting arms) is 0.66s, this is faster then any high dmg weapon
No, it's not. I've never said the Dolch is in a spot where it's good for the game or that it should stay like that.
What i'm saying is not fun is not the same as poorly balanced
those are two very diffrent things.
now obv this is not super far away, but it dominates close range besides one shots, but is damn near close to it
i agree that not fun is not poorly balanced, like say for instance dualies, these are not fun to fight, but arent op by any means
What the dolch needs IMOP is not a Nerf, it's a "redesign" to bring it in line with other high end weapons
Eh ammo box and usually I don't like "limited ammo" as the core balance, if we had a gun that could 1-shot any limb up to 100m but only got 1 shot, it still would feel bad dying to it.
But I agree it is downsides, just not really impactful enough IMO.
Honestly, removing Dum Dum and (especially) FMJ from the Dolch would make it more fair.
that includes a nerf to core characteristics, but also not costing an arm and a leg
thatd just be a nerf, but i agree
if its a better officer, but not too much better, shooting in about 0.5 seconds, no fmj, but being medium ammo, that wouldnt be so bad
IMO just a nerf would be keep the 700$ price tag and reduce stats
That#d be a nerf because it just makes it worse for the same investment
they really dont like changing prices, uppercut is still 400, but i agree things should go down, esp thing that are overpriced just bc theyre not balanced
i dont think anyone would be mad if the dolch was balanced and it got a fair price, still would be a nerf though no matter its price, bc price is the least important factor
on the other hand reducing the price to around 400, but taking away a third or nearly half the magazine, and maybe even custom ammo, would indeed make it worse, but also drastically reduce the investment
i dont think thatd be enough, but i wouldnt mind it going down once its balanced
like uppercut rn should go down, its still great, but is not worth the price
Like if the Dolch just had 7 rounds, to match the officer it'd be much less forgiving on missed shots, but more impotantly not much more than it#s closest competitors
that'd be a big step in the right direction
not sure about the damage breakpoints anymore, but maybe put it below the new army and above the officer if that actually does anything to the dmg breakpoints
i think youre targeting the wrong thing, the reason the dolch is so good is not bc it has 10 shots loaded, its its fast rof and pen/dmg with fmj, it need to be much closer to officer though
well yeah, that's why the first things i said is reduce mag to 7 (reduce by about a third) and maybe take away special ammo
The Rof is not that much faster than the other two.
Officer and New Army have a 0.5s cycle time and the Dolch 0.4.
It is faster, but even at just 400$ it'd still be 300% more expensive then the other two
yes, but thatd be increadibly worth it, since people are already buying the crazy overpriced version
If that's true, big if since i don't know, they should just make it match the stat card
most rof stats in game are wrong, gotta test them with video editing software sadly
Well RoF and cycling time are two diffrent stats
i mean cycle time, but both are wrong
if that's true, they should propably go and get that fixed so they take the right values for balancing
ive always been for correct store stats, i was one of the people who was asking for accurate shotgun crosshairs for years (which we finally have)
but we already know the balancing, itd just help players who dont test themselves/ watch in depth testing to understand guns more
They have corrected them in the past
so i'm a bit hesitant to believe they are wrong without proof
they have yes, but it baffles me how even through the new launch, the stats are still wrong
i don't want to rule it out either tho
i mean you just gotta video editing test it, look up videos of people testing it, i didnt keep it myself
i have the cycle time of most guns in the game on a sheet, that i tested myself and cross referenced with other peoples videos, its good to know the actual cycle time then the often confusing how they even got store page one
I can't find a recent video about it with a quick search
dolch rof hasnt been changed in a long time, an old one will prob do just fine
obv id watch it, and try to shoot it in game and see if its noticable, but off the top of my head i dont remember a dolch cycle nerf, dont quote me on that though
i couldn't even find an old one tbh, altho i did not further look into vid that said 3 years old
this always sucks, i wish i posted mine the community needs more resources
youd think SOMEONE whouldve went "all guns in game cycle time" even if its old dolch was in since the start
I the past lots of people did that until they corrected the stats
since they included reload time in RoF which is useless for gameplay
and since some perks affect Rof
for sure, im glad we have the cycle time stat, i just cant believe they get it wrong
like, they have the code, i simply dont get why we ever have incorrect store stats, it drives me up a wall
bc then you get players who trust the store stats, and i get why they do, but theyre operating under false assumptions
That's exactly why i'm so hesitant to believe they are wrong
i mean youve seen they have precidence of needing to fix the store stats, i think that shows this isnt outlandish
obviously since they had them wrong in the past i don't rule it out, but they did have lots of negative feedback regarding it and changed it once so them doing it again seems off to me
the thing is its not again, they never fixed it to begin with
they fixed some, but left others
i wish they just did a pass and went, we are 100% sure this is the cycle time, we have seperated stats to show (normal ads, iron eye, hipfire) etc, and its all 100% correct
but some cycle times, like i believe the lebel, isnt correct for its ADS or iron eye cycle time, which confuses me
I mean ofc one of the two is wrong
we only have one cycle time stat, and iron eye makes the gun shoot faster
yes 100% im not saying this is wrong, but being wrong on both accounts is one gets me
Ah i see what you mean
like if all guns were its highest rof, say all iron eye applicable, thatd be ok
id still like to see non iron eye but its at least accurate in some reguard
this is not me saying every single cycle time stat is fully wrong, im just saying since some are wrong, you cant trust any of them bc you never know if yours is correct or not
well i very much agree that a definitive stat would be good.
That however doesn't change my original point regarding the dolch.
Axe the ammo count a good bit, maybe reduce the dmg, potentially take away the special ammo, but also drop the price to a more bearable level and it'd be less frustrating to play against and more in line with other high end gear
however one thing they can't really change is the hatred people have developed to the Dolch over time, so there will always be irrationally much hate towards it.
youd be right that it needs a nerf and price reduction, i agree with the custom ammo change, but id honesly leave dmg where it is, and nerf cycle time to be officery, this would solidify it as a higher pen, more dmg officer, and would easily be better, while being more expensive
"will not default to favorites selected" broke defaulting to favorite on the only screen it worked on before, for traits lol
for sure, but people hate things they dont understand all the time, people on here think something like dualies are op, which is just funny to me
bc people often conflate "op" with "unfun"
yeah that's why i said maybe, i think axing the mag size would be the most impactful since that makes it less forgiving and less spammable compared to other spamnmable options, bayond that depends how effective the mag size is
maybe taking ammo alone is enough
you gotta think though, 7 rounds is as spammable as anything, besides maybe bornheim extended, avto, or dualies, but officer, new army etc is the same
What's important for feeling fair and fun, is to reduce the perceived delta in powerlevel to other options
yeah exactly, the Dolch is meant to be the spammable lower range option.
so a bit of spammability should stay, it just doesn't need to be around 50% more mag size than the other options
and the closest competitors have a 6/7 round drum respectively
the broheim is much less lethal but has a very quick 5 round internal clip reload
for sure, for instance mosin is one of the strongest weapons in the game, but i dont feel cheated fighting it
ehhh
yes 100% i dont mind that its better then the officer, but its too significant rn, it just being a 10 round, same cycle, medium ammo option would be enough of an upgrade
yeah rn it's too significant to be fun to go up against
and obv a price decrease
i 100% agree
i feel like we agree, we just say it differently
i personally just grew a bit tired of people calling for just nerfs to something that needs a rework instead of a nerf
that potentially leads to kneejerk reactions that nerf stuff into oblivion where it gets forgotten
kinda like the flashbomb, or poison handcrossbow
i understand this, but i wasnt calling for just a number nerf, i dont want it to be irrelevant, just a high tier rof pistol, not way way way above the rest
a lot of the problem childs of hunt need a rework, like the avto, its never fun to die to, even if its not op or meta
bornheim is pretty broken too compared to dolch
its too easy to just fire off headshot spam and end up killing someone with the same ease of running dolch and two tapping to body
yeah i understood that by now too, i just took me a bit to realize
fair enough, a lot of people on here dont argue with knowlege or good faith, i get it
it's not quite the same ease, but the spammability lends itself to fishing for headshots, especially now they brought back the infinite headshot range
the problem is that its less fishing so much as youre just clicking as fast as possible and it results into a headshot kill
for sure, but any weapon with a fast rof can feel low skill, idk how youd fix this tbh
bornheims just waaay too competitive in spam compared to dolch. dolch might better with fmj wallbangs and overall two tap distance but its almost as good while cheap as hell
I mean that's fishing for headshots, isn't it
i dont think fishing is slow, its just that when people are shot at they go "they arent even aiming" but often people are
just firing off quick shots, you know won't do much if they don't hit the head, but hoping to land that important HS
it works on bodyshotting too, might need more shots but its just as easy
dont have a good 1st person clip but hear the sound of this spam and how it rolls them
that was a big isse in the past when hunt first had infinite HS ranges
these guys literally cant react in time to bornheim, levering is almost as good as what bornie can do there at those ranges
altho bullet drop has kept it from getting as bad as it used to be
no skill, no effort, slightly better speed than if i was using dolch
long ammo is struggling hard at 100m though
well yea, but thats not low skill, they aimed and hit all their shots
theyre getting hs by guns like my bornie
100% i think its went fine, nobody is getting hundred meter bornheim headshots consistantly like before
lol
no not really, it barely drops at all
let me rephrase, long ammo struggles against faster shooting guns at 100m
and 2 taps to the body, it does just fine at 100
well bornheim wasn't a thing in the time i mean (i think at least)
it feels good tapping out long ammo with just some spam
i was thinking back to early access, Winnie + machete meta
i forget when bornheim was added, but im pretty sure it was available with infinate ehadhsot
I think that's not something that can be generalized this much
bornheim used to have almost zero recoil when spamming it, which means it was a free headshot if you just shot fast, good times
now theres slight recoil which takes a bit more effort
Long ammo is the most consistent with bodytaps at that range
bornheim was at game start in 1.0 just checked
wonder how they found out it was broken, hope i didnt help that somehow, barely anyone used it properly
and the majority of the community, even with high ROF weapons, is not precise enough to just click heads at that range
this can very much be an issue specific to a certain MMR range, propably on the higher end
balancing based on the avg skill level feels rough though
nobody is, because the bullet speed and drop make it a bit rougher, its not hitscan
in the higher end, its fine, most of the vets there rarely use high rof guns that efficiently
good players can be scary, but most people prefer simple long ammo, bc its faster and can do body taps
but to anyone who actually uses it, bornheim spam at 100m is cracked out of its mind
its easy and consistent
but all of a sudden, you got some crackhead that knows how to use high rof, and they get rolled without a chance
just because most people cant or dont use it doesnt mean it aint broken to some degree
not as easy as body shots with long ammo though, easier to hit body then head
same for levering, you dont see good levering videos out there even in the new update but its better than people can show it off
youd think so, but the tracking spam with high rof is consistent as hell with guns like bornie match
because its rng, good players would rather a dolch/ high rof gun thats accurate
yes because levering is RNG, and the better people get the less RNG is favorable over aiming generally speaking
but the rng is insane, it buffed the 20m guaranteed hit while moving range to about 25m? 30m if standing, not sure what the numbers are now
Doesn't mean levering is bad, nor that it can't give people insanely lucky shots that feel super broken on the receiving end
levering is good, but 100% accurate shots with good players are better
nah its straight up broken because its so effective in close range, not because people spam it outside effective range
The only guaranteed hit is if the enemy fully fills out the crosshair
the high rof and guaranteed hit is jsut huge pressure
yeah so 20m minimum
couldve been 25m, i dont remember
and even then the RNG can make you hit unfavorable hitzones, like arms or legs for poor damage
maybe itd be that bad with old levering since it had actual recoil so people struggled in waiting, but its way too easy now
yea esp winnie, which cant do arm 2 taps
like in this scenario, 20m, youre better off with dolch
yes it's a good option to fall back to, but but aiming gets more reliable at some point
are you? levering is a 3 point perk on a gun thats way cheaper
now yes winnie is way easier
aimings more reliable at distance, so you aim at distance
in most compound fights? levering fmj is a monster
cheapness doesnt affect in game preformance
but a Dolch can be aimed to ensure hitting
you use your main gun for distance
or an officer since we're speaking sub 20m
if you want high rof, drilling, cyclone, maybe officer carbine too
same thing
sure maybe winnie does range AND close, but you can use multiple weapon slots and be a monster in both
it's not quite as fast as levering, but assuming your aim is good, you can ensure a 2 tap
all fast guns got a two tap, its just levering that gives you insane consistency for barely any investment on an already strong gun for aiming though
so the tradeoff is do you trust your aim to ensure a quick 2 tap, or do you want to trust RNG to maybe 2 tap even faster, or potentially need 3+ shots
you got a sidearm you can run with anything now, sure you can bring those semi autos to perform well in the same situation but its less efficient than something like all purpose winnie
efficient in what way? yes money, but winnie is not a high tier gun in any range
main difference would probably be longer distances with the two tap on other guns
brother?
its fine at everything with levering
I mean if you bring the semi auto, you can replace the Winnie with a more powerful gun
winnies always been top tier
so really you're comparing winnie + levering and free secondary slot, vs fast Rof pistol + free long weapon slot
oh jeez, i was also thinking about infinite hs range here
i dont factor in long ammo bodyshots anymore, my b
for example i'd rather take a Krag + an officer, over Winnie levering + any other pistol.
neither are wrong loadouts, just a diffrent focus
100%, this is much more meta
now winnie loadout is way cheaper, nice budget
much more consistent in longer distances
im mostly factoring in headshots at distance so i just forgot long ammo existed
A winnie headclicker loadout is also very powerful, no denying that
especially with the new headshots
depends how far, at 100 long doesnt drop much, but if youre 180+ sniping winnie can do some work
just bc it doesnt drop much, but its velocity never reaches the high end
or very high end
yeah, the skillcap makes it less worthwhile if you just want to be consistent
and ofc when someone argues only headshots matter they have a point for that specific scenario.
but for the vast majority of players, "headshots only" doesn't work
the games past has shown that time and time again
even with headshots, velocity helps with having longer "instant" hit ranges, but winnie def isnt bad at it
i getcha
but hear me out, skill level also means they can barely use dolch p properly
so an easier gun to spam with, like the bornheim, technically performs better on average
people argues headshots are the only thing that matters so spitzer must be the new Meta, they said the cent will dethrone long ammo, etc.
but that never really happened
so youre saying low skill players are better off with bornheim then dolch p?
obv in game preformance not moeny
yes absolutely
yeah for performance and money
that's what the devs emphasized when they showed stats for the Dolch nerf
the issue with bornheim is that they use it like an officer, they click and aim click and aim
thats not the most efficient way to use the gun, where you just spam as fast as possible and its suddenly extremely effective without much thinking
well money its different, bc they prob cant afford dolch, but preformance dolch wins
The devs actually showed that the Dolch was barely used up to 4 stars MMR, and wasn't overly deadly in the very top of 6 star MMR (where people hit heads most reliably)
just bc people were using uppercut and low stars cant afford it
in the nicest way possible, dolch in 6 star has been a lot of misses and theyre relying on you to get pressured and die in their last 4 shots
lol
stats cant really show the whole picture
at that point in time statistically, the dolch was only a Problem, in the 5+ low 5* brackets of MMR
its less guys being better at other guns but with people not being able to use dolch even in 6 star, its just a spam and hope they die at the end of your mag for them
at least, thats the case right after the dolch nerf to about now where all the long ammo dolch guys suddenly started failing
i dont remember when they showed the dolch stats there
They spoke about them in the Devstream for update 1.6 IIRc
which is when the "big" Dolch nerfs happened
ah this was when they nerfed the op bornheim
man, i wish i got more practice in before they gave it that slight recoil, lol
they specifically talked about some stats to show people that their own experiences are not necessarily indicative of the actual statistics.
because at that time people claimed outlandish high playrates for the Dolch, but it turned out it only had a playrate of 4% across the board, while the Uppercut reached up to over 50% playrate in the high 5 lower 6* brackets where the Doclh was an actuall issue in the statistics
probably just more caught up in bad dolch deaths, poor guys
one can't really fault the players tbh
a player will always have a very limited view heavily influenced by his own likes and dislikes
that heavily skews perception of things, which i entirely natural
my bias is that 6 star has very few dolch players ever managing to use it effectively
Same happens when most content creators talk about balance
but levering has definitely gotten some nasty kills on me out in 6 star, since its an easier panic button
if you play the game for a living you're kinda limited to the stuff you see happen in the top MMR
I agree, levering is a great tool to have in one's toolbox
and the Winnie makes for a great loadout even at top tier play
but i still think control is preferable over RNG so levering is a great tool, but not broken or OP
it feels like massive control up close though, just by virtue of spam
rng feels more like a range limiter, so it fails at 30m where a dolch is suddenly better if you can aim
wait, you already made this point, im p sure
I think bot fanning and levering are amazing, beause neither technically removes the option to aim (like dualies does) so they're always a nice panic button, either for when you panic or to induce panic in an enemy
i dont even know what we're discussing right now
uhhh, with the ease of use of other spam options, dolch doesnt feel that bad when considering skill level?
it started when we were arguing about levering being kinda broken
i disagrees, i think it's good, but a spammable weapon you can aim while spamming (like an officer) is more reliable
while levering has potentially better TTK, but also potentially worse TTK, entirely dependant on the RNG
mm, well im still biased here, the dolch should have objectively better stats but people struggle in running it more than the other spam guns so im kinda looking down on it
theoretically its got the 40m two tap, but people are spamming it in ranges much closer than that where officer, bornheim, and levering all perform about equal if not better
if youre fishing for headshots with it at distance, its only really good with the ammo count, i guess?
actually thats probably one of the main skill issues in hunt, people dont properly distance
they usually get too close or they rat at a certain range and get fucked if someones smart enough to push or back up
the Dolch is a noticable improovement over the officer or new army in nearly all aspects
i personally just don't think the improovement is worth costing seven times the money
but i also think it's important to acknowlege people don't enjoy fighting a Dolch so reducing it's power and also the price to not have it be that much better than other high end weapons and hopefully thus not as frustrating to fight is propably good for the game in the long run
kinda nasty spot to be in
less recoil means its way too easy spam, less mag and its a joke
i personally think less mag is the way to go, means people need to be more precise
all i see are people missing so thatd be a good way to punish them, just feels weird to not have 10 rounds in a mauser
It does feel weird, but to be fair the lore states this is a prototype
so that could easily explain it
there was a type that had a 6 round internal
another thing worth a try could be removing the clip reload but keeping the 10 rounds
also weird for a Mauser, but would mean lots of downtime between them being able to spam 10 rounds
im mostly worried about ease of use again if they touch the recoil
same, i wouldn't touch that
lowered ammo, fine, but if they decide to buff the recoil, itd become too easy to use even with
no stripper would work too, punish the ones that run out of spam, i think thatd be the easiest soft option
there's many ways they could take it, and now that they've dethroned the uppercut it's propably worth taking a look at the dolch again
I don't want to get the uppercut back on the throne tbh, but the Dolch is a bit out of line now that the uppercut isn't as powerful anymore
shit, id be fine with dolch staying how it is since its basically a free kill around 6 star
wish i knew how it felt outside there
#feedback message is that anyone else's experience? Just had the first two bayou maps and it looks freaking awesome imo and for me at least it plays really well
both, night and day
it looks way different, right?
@agile fractal I was also confused. the favorites are shown first now. For traits it's not really good but for equipment and hunters it is
This is becoming frustrating, constant frame drops. Not even hitting 30fps in some areas. XBSX.
Impresses me that Crytek did'nt tested this upgrade in any range of pc hardware at all before launch. My Rx6600 was able to run it on ultra 75 fps before and now i cant play even on medium without random massive fps drops and ilumination flicks.
Also the burning speed is garbage.
How is it possible to fuck up every update, I've got nothing but Mammon's Gulch all evening! It's a nice map, but I'm sick of it after a month with nothing else.
Total disaster, and too much time between updates.
C'mon, one fkcng month after the "big release" and only the game breaking bugs are "partialy fixed"
but the performance and visual glitches still ongoing just like it's day 1
idk if you tried it but this fixed the problem for me, go to steam, hunt then right click, manage then uninstall. never had any issue with the game since then honestly.. thank me later
Weren't we supposed to get the ui update for the loadout menu? So we can do it all on one screen?
soo if you're having problems in your life, the only fix is to jump of the twin towers?
nope, also this is not how to compare, this is just a game, games are made to be fun ( whatever you definition for fun is). and if a game is not fun for me then no need to play it, same was for bf and cod and fifa24 and other games, if they aint fun for me why play em? you can sometimes fix problems without jumping off the twin towers XD
i havent even been able t play some error code shows
id look up what it is, and at minimum reverify your game/ check your firewall to make sure it didnt block hunt
ah, thatll do it!
#feedback message While I choose not to use charms because they’re distracting, you’re wrong that no one asked for this. I’ve seen several people ask for this change on discord since Mammon’s was released
I’m a big fan of how it looks in dark sight, and there are a number of things I can tell look different.
I definitely have still been having the same frame rate issues on my Series X though. Flares still lagging the game and visible through the whole map, and frame rate drops whenever there are a few fires in a compound
@arctic flame Your post "Title : Fix bug before you release patch" has been removed as it was feedback. If you'd like to leave game feedback please do so in the #feedback channel
As for the skin missing #general-announcements message
@lofty quarry Your post "Title: FIX THE SYNCHRONIZATION:" has been removed as it was feedback. If you'd like to leave game feedback please do so in the #feedback channel
@unborn dew look at the bottom left part of your screenshot. Would be nice to have it be consistent though
what, say, nvidia gpu are the graphics equivalent to? I got a 12gb 3080 and it's nothing but smooth sailing. I can't figure out what seems to be contributing factor for all those different experiences
to me the bayou feels completely changed and being back you also really see the impact the upgrade has had. It's like having a new pair of eyes. Things seem clearer, less grey and less weird artefacts.
the foliage is way different, there are now bits and bobs everywhere and quite a lot of map changes
the water looks insane as well
I mean, I don't mean to be positive here 😄 the ui is horrendous and all but you have to give credit where credit is due. Hands down the best maps anywhere imo. It's actually crazy how good they are
can these options not go back to default when we log back in the game? is there a reason for that?
nope
everything is just stuck somewhere between PC and console UI and nothing is finished
btw, check out the corn fields^^ when you are about to bend one plant, it doesn't change position slightly anymore 🥹
@pearl summit Exact reason why it was changed. People had easy games farming over and over, and aslong as they died every now and then, they never went up in rank. As dying to lower mmr & killing lower mmr, kept you there forever.
The quantity was not enough to compensate for the skill difference.
Now you face your own skill, makes hell of alot more sense.
No, it's not. They just put solo's in disadvantage
What is it with devs just not letting the filters that we choose stay? Regardless if we quit out of the game or not?
Before you had major advantage, now you no longer do.
Git gud.
Solo is & was always meant to be much more difficult than 2v2 or 3v3.
You decide to go in without teammates
Why should you face easier opponents??
You're already getting higher reward
Solo should be in a disadvantage, thats the whole point of getting more rewards
so i dont know but i had that more often than i would like it too get jumped outside from a spider that despawns after jumping on you is scary af
@weary fox The new burn speed definitely helps end stalemates quicker. It has however almost entirely made chokes irrelevant unless your downed teammates took Salveskin. I think there needs to be a middle ground or grades of fire/burn rate.
why on earth are favourites listed first in traits when sorting by price? seroiusly clueless
all this superfast burning has killed off a great part of the game, even with salve its a yawn fest now
With such fast burning & so many ways to burn.
What if burning couldn't remove bars. If you got revived, you only lose the bar you lost when you died.
But if you burn up entirely, it works as normal.
So it's either perm death or losing nothing. Buys you a little more time, makes it feel alot less shit when you get revivied with only 75hp rather than 125.
And theres still pressure for the guy to act fast.
imo it helps and doesnt help with the whole stalement situation. It promotes people to play slower just by existing because people know, if they die and burn, its game over until a bounty comes around. It'll probably make some hunters think that, if they dont want to burn, they need to prevent dying. If they want to prevent dying, they will play EVEN more slower and carefully. Ive seen more and more hunters just camp outside or inside certain buildings, refusing to move because if they do and go down, tits just an instant burn.
I like this suggestion but it also has its own issues. Many hunters and huntresses will probably complain about how they'll need to babysit the body until death. It'll be like with old solo necro but worse as you'd need to do it with everyone as opposed to only solos.
@next rapids You're missing hunters because they were intentionally removed per #general-announcements
Well with such easy way to burn people, makes sense.
If it required alot of effort to burn someone, like only lanterns, sure.
But you can use a flare, fuse, shotgun, immolator, lamp, 3 dif firebombs, fire beetle.
It's to easy to burn, there needs to be some downsides to it. And you can use trait to prevent chokes
Right now theres like 0 effort to burn, 0 skill or sacrifice needed.
Needing to babysit the body is the least it should require you to.
Besides you babysit it for barely a minute.
tbh if it was up to me for a suggestion, Id probably revert tool burning and revert burn speed. I 100% agree with the no effort/skill to burn. At least before flare/fuse burn was added, people either needed to sacrifice utility/lethality for burn or take time and look for lanterns.
when will crytek fix the region lock? its kinda annoying to have 3-4 teams almost every game that is asian players.
Honestly i kind of miss looking for lanterns to burn people. It did make burning someone feel more intentional and earned
I put up a suggest for burn meta balancing. Check it out and let me know your ideas/opinions.
#game-ideas message I’d be down with this. I’m unsure how I feel about the intense effect as you suggested, but I’m not outright against it. The other effect of your burn rate acceleration is that it gives more reason to mix in some big health bars too (in absence of salve skin). Bigs would stay at the lower burn rates for a longer time, and couldn’t accelerate as many times
Exactly. But most players take a small bar at the beginning of the bar which they means would have a small secondary bar and the burn would quickly intensify but as most players burn with flares/fuses it's not so punishing. Overall my suggestion calls for the burn rate to be decreased by 25%.
I think a lot of the burn rate stuff started because of Solo Necromancer's previous iteration. Now that that's fixed and Necromancer grants a full restoration for Solos the entire subject of burn rate is damn near irrelevant for them - they barely even need to take Salveskin anymore and Resilience is unnecessary for them too. Solo got two trait slot freed up.
I understand the reasoning behind a lot of your proposed changes but why on earth should hellfires be the strongest body burning tool? They're already a reasonably strong throwable, and they already dwarf firebombs in terms of utility and offensive capability. They're meant to cause a big fiery explosion, not sustained burning over time. Also instaburning a bar on a downed hunter would be busted, imagine your teammate going down and immediately getting pelted with like five hellfires and they're redskulled in like five seconds
If anything, hellfires should burn weaker than regular firebombs since the fire they spawn on the ground only persists for around ten seconds.
One thing I don't understand is why people wanna insist on having this many burn options?
Even pre-flare/fuse/dragonsbreath the "insta-burn" talk was already a thing.
Why give so many tools to enable that?
Well, I don't think hitting a downed enemy multiple times should stack the effects - regardless of the method. IE: If they are lit on fire with a flare and someone else hits them with a hellfire the rate doesn't increase nor do they lose an health chunk. It might sound illogical but that just opens the door to abusing the system. If you're going to use a Hellfire to burn an enemy (rather than sweep a room with intense fire) then it should have an impact that differs from the regular Molotovs. The mollies have a AoE and audio-hindering effect so they are already very strong that Hellfire's 1x burst feels otherwise a big underpowered.
I mean, that is because hellfires are meant for pvp action and not body burning.
You sacrifice prolonged burning for instant burning to a player.
Agreed. From my POV they could also be put on the same level as regular mollies for burning downed Hunters. Being hit by them alive chunks off nearly a whole bar anyway.
I mean, you likely know my position of this, think having different degree of burning ain't a good fix.
I'm fine with them burning equally, the trade off of hellfire is you don't AoE deny like fire bomb
@wispy lion sure, why not? 😄
but for real, with all electric lights on on stillwater...
my ears are my eyes
@flint dirge Your post has been deleted due to "trolling". Please follow the guidelines pinned in #game-ideas when using the channel.
@wild spire Is this a bit or have you actually been here since 2021 and not seen the rotjaw once?
Rotjaw?
There's a new boss in the bayou. Meet Rotjaw, our first Wild Target hunting those who dare to brave these waters.🐊
The spine-chilling monster gator will make her debut in the Tide of Shadows summer event.
Do you have the skills to hunt this beast, or will you be the prey?
Get Hunt Showdown ...
Just to play devils advocate, I thought the #game-ideas is for the game Hunt: Showdown 1896 featuring "The Hellborn"? That video is from the prequel game Hunt: Showdown.
Please keep the suggestions channel serious by following the guidelines.
@loud hamlet #game-ideas message good news brother it already does this
really?
yeah they added it with the start of the current event
it even shows the distance to your teammate's pings while you're zoomed in on the spyglass, for some reason
Any news on missing DLC hunters?
id like this, obv itd be a coding issue, but if they lose the fight, i dont see why you need to have tons of bars down, either this or some way to get bars back AFTER winning a fight
this is just because people dont think balance wise, they think "realism" wise, like a hellfire would in theory be way more burny
I dunno, maybe for the first few seconds but I think being coated in a flaming accelerant that burns for longer than 10 seconds would probably be worse.
i mean realistically fire is fire yes, but in game, the hellfire is SPECIAL fire, somehow hotter or whatever, hard to tell realism when one is kinda weird
like obv a normal fire would grow, but so would a hellfire
but either way, gameplay wise its dumb, so i dont really care whatever would be more realistic
I mean, hotter by virtue of burning through all of its fuel instantly in a giant explosion, sure, but in terms of actually destroying remains, probably significantly less effective than just dousing it in fuel
which is how it functions ingame as well, big fiery explosion, worse to get hit by it but it doesn't last nearly as long.
maybe, depends on what, bc if a hellfire was on wood or smth, itd be just fine with fuel, frankly the whole burning thing is unrealistic, youd get resd without eyes and stuff, is just a gameified thing
which is good
but yeah idk its weird. hellfires are already like, an A-tier consumable while firebombs are like D tier
the only real use for a firebomb is for punishing a necro slightly more when you don't plan on babysitting
100%, and i mean area denial ala poison bomb but fire, but its a bad throwable
which idk, should it burn bodies faster? maybe, but i think its ok to have some lower tier stuff, however hellfire ABSOLUTELY needs 0 buffs like this
or buffs at all
Bring back randomized shuffle for free hunters. I get tired of seeing the same three hunters for the free ones. It takes away from the game.
correction four hunters
Whats with the diablo 2 necromancer character, yall just added
im thinking thats copyright infringment
looks like a copy paste with western attire
This DLC contains one Hunter, two Weapons skins, and one Tool skin: - Silver Spur (Hunter) - Yawning Grave (Mako 1895 Carbine) - Dry Bones (Caldwell Conversion Uppercut Precision) - Grave Robber (Weak Vitality Shot) Silver Spur A walking dead man they call Silver Spur, Ezekiel Stringfellow has hunted his fellow man all his life. Cursed by ...
Coming soon
huh, they look the same
much like the prodigal son character yall have, he looks like Vega from street fighter
if you want a character that has TB you should have made him look like Doc Holladay
i think Western fans would appreciate historical like characters more so than other video game characters.
which would help you avoid lawsuits
i reckon


Man hunt just doesnt run too good does it
Wich stars did you play I never really see Asian player I see more Russian I’m in high 6 stars
Title: Legendary Concertina Bombs
Description: Halloween Concertina Bomb
Buy as DLC or Battle Pass
I need to mald about this UI
WHY DO I GET SENT BACK TO THE HUNTER SCREEN EVERY TIME I EQUIP SOMETHING
I click a bomb go back to the screen then have to reopen the inventory to click another fucking bomb then it brings me back
God forbid im able to equip multiple of the same items without swaping between two screens like 8 times
and the fucking sort by rank for traits
why is that the default
why does it revert
how about i get this shit so i can have it always sort by cost or name or some shit without clicking an extra fourty times per fucking action
I thought they were trying to make a Witcher-esque hunter
Looks like Geralt from books
Geralt from wish crossed with Van Helsing tbh.
He looks cool but I think he will end up like the Revenant, no one plays him because of his nearly glowing white skin. Where's his head? THERE!
Thank you @queen jungle. I very much appreciate your post in feedback.
You're welcome. I care about the game deeply and it pains me to see it at its worst since it got out of early access or even earlier.
I mentioned a similar thing " GET BACK TO WHAT MADE THIS GAME SPECIAL. There are a million shooters out there but only ONE HUNT. " This game isn't what it was and I very much want it to be what I got hooked on.
You said it much better than I did.
I think I saw your post and I agree with it. All they had to do was simply stick to what made the game great (and I think we all can even pinpoint the exact time right here on steamcharts when the game was at its best: https://steamcharts.com/app/594650 July 2023, that's when the number of monthly average players was at an all time high). That's not to say that the game didn't have its issues back then, but all they had to do was use that as the baseline and improve the game from there. Unfortunately, things only got worse.
I think things went weird around the inferno event. It's around the time I think the game lost its way. Loud, blarrgh, in your face .. and to compensate for our previous inability to resolve and/or actually fix a problem.... here is solo self revive.
I am very jaded these days but I hold out. I really do enjoy the game but the new baubles (maps/visuals) will only keep me vested for so long. They need to invest the infrastructure so that the vision of the design, lore and art team can be fully realized.
Until they actually invest in better architecture I'm done spending money on this game.
Good. I think we all need to make that pretty clear to the devs.
It's probably the only way to save the game.
In general people hate slow games tho. Stalemate has been a very common issue and they've made many changes to make it less occuring. That said the game is still far from fast.
Also they probably have planend dates for dlcs, and just as usual, the people working on the UI are not the ones working on the dlcs or on the marketing. The release of a dlc doesn't impact the behind-the-scene rework of the UI.
also see alot of russian ,but yesterday it was more asian than it used to be on a morning.. but maybe depends on time. We're 6 stars aswell.
@river zephyr @stuck blaze Kinda, but you get my point right even if he looks like Geralt from the witcher it is still copyright infringment.
But it's not because he's not Geralt. Geralt doesn't wear western apparel or a hat. Honestly he just fits the stereotype of the cursed gunslinger. Don't get me wrong my first thought was Geralt of Rivia but it's no where close to copyright infringement.
Van Helsing is already in the game... the BB Legend the male witch hunter guy...
You can't copyright dude with white hair lol
Van Helsing's image has many different looks
copyright is bound to that similar image though, tall skinny white haired necromancer/witcher
its not copyrighted to Geralt of Rivia because the character doesnt have yellow eyes
but he is a copy paste of the necromance from diablo 2
instead of copying existing characters maybe have more of a imagination and create more unique ones
Man wait until you hear about Raistlin Majere
even the guys weapons scream necromancer
I mean, I think the whole lineup is pretty unique
Weve got over 100 pretty different hunters
its like you arent even trying to hide it
Copyright? Have no idea about it. I'm under Jolly Roger
thats what people say before they get sued lol
At this day & age if everything had to tip-toe around getting inspiration from anywhere in fear of a copyright infringement then art might as well give up and die.
@ionic cloak "sickly looking white haired man" ain't new, it ain't original it is done a thousand times in thousand different medias.
You just "boss babying" hard about it :v
As a artist myself i understand artistic copyrights and this is literally sueable
intellectual property/copyright infringement
hey its your funeral
lol, lmao even
I live in russia soooo.... No one cares
Inspect Equipment on lobby screen is very good.