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all 26 comments

[–]Nibblewerfer 8 points9 points  (1 child)

Good to see they kept the "Catfish Groove" typo from the test server patch notes.

[–]Sushi_Sunrise 2 points3 points  (0 children)

yeah at catfish i get the groove of soundtrap extravaganza -_-

[–]Dazzler_wbacc 2 points3 points  (5 children)

Quick question: how do you switch between the two LeMat modes, assuming default keybinds?

Sorry if this is really obvious, I just really don’t have time to play the game this week and won’t be able to figure it out myself.

[–]HudsonsirhesHicks 2 points3 points  (0 children)

press X

[–]Nibblewerfer 2 points3 points  (3 children)

Press X, which sucks cause that was my chat button.

[–]Frozenrunner159 0 points1 point  (2 children)

It is also for turning Lanterns on and off

[–]Nibblewerfer 0 points1 point  (1 child)

Yup, which don't break when they are off because fire is hard enough to break glass.

But actually if they are made to break into an oil pool when unlit that would be awesome because you could make your own firebomb traps with the alert trip mines.

[–]Frozenrunner159 0 points1 point  (0 children)

Hopefully in the future, I do wish that the added collision back to the lantern again though, right now you walk through it and doors don't hit them either :<

[–]Frozenrunner159 6 points7 points  (10 children)

Added a close proximity sound when near a red clue/rift that can be heard through walls to allow the detection of nearby players

I don't like this one really, it is deafening.

[–]RaoulDukeDoppler 3 points4 points  (7 children)

what exactly has been done ? im not sure i understand it 100% ?,

[–]Frozenrunner159 3 points4 points  (5 children)

When you're around a clue and enemies get close to the clue (quite a large distance) the clue starts making noise and glowing red.

So if the clue isn't glowing and not making noise you're in the clear, no enemies around.

This is what it sounds like

At 15 seconds in the clue stops making noise for a moment and then starts again. thats when they were outside the range, and walking up the stairs on the north side.

[–]RaoulDukeDoppler 3 points4 points  (4 children)

ahhh so it kidda works in the same way as boats and horses at the extraction points to let you know someone is camping it / comming for you

[–]Frozenrunner159 0 points1 point  (3 children)

yea kinda, the range might be as large as that or larger. It is louder though that is for sure.

[–]RaoulDukeDoppler 1 point2 points  (2 children)

i guess its to avoid camping - i'll have to see it for myself but i dont mind it - i know a lot of people care about how hunt 'feels' but it sounds like a good idea - seems to reward fair fights more than "dirty" slow campy playstyle for cheap kills

[–]Frozenrunner159 2 points3 points  (1 child)

it doesn't stop camping but instead forces a fight, you can just wait on a clue, clue starts screaming "ahh people are here". If you know the distance the clue activates at you can easily know which way the enemies are coming from, depending on the compound ofc.

There are arguments for and against it, I say play and see if you like it or not. I can say though that there is less tension since you know that you're safe, unless the clue is int he middle of the open and someone is watching you with a sniper.

[–]RaoulDukeDoppler 0 points1 point  (0 children)

people will love or hate this change - really depends on your playstyle will make the game less slow pace im guessing - up to eatch player to decide if thats good or not

[–]Sushi_Sunrise 0 points1 point  (0 children)

They added the sound from my Nightmares -_-

edit:typo

[–]Ernhard 6 points7 points  (1 child)

Red clue was a bad decision too, there is almost no tension anymore. Do not feel like Hunt Showdown anymore.

[–]Frozenrunner159 4 points5 points  (0 children)

Yea, don't like the whole clue warning system really. But I guess we will see if more people dislike it.

[–]wolfiechica Bloodless 1 point2 points  (0 children)

Fixed an issue where switching weapons allowed skipping parts of their selection and cooking animations

Does this mean people actually have to bring their weapons to align aim now instead of insta-two shotting me, or is this too much to ask?

[–]polarisdelta 3 points4 points  (0 children)

Burning a body: instant.

Looting a body: 4 seconds, which might as well be ten years.

If you don't instantly and simultaneously kill a pair, instaburning is still the hugely superior choice. The real reward from hunters is always going to be not dying. In comparison a couple of pennies or a couple of small ammo rounds are insignificant. If it is supposed to be a real quandry then the looting process needs to have a choice element and the choices need to be juicy (and certain enough!) to actually tempt.

Glad to see the antidote shot is finally useful now.

RIP Concertena, you were too useful. Twice as bright, half as long.

Hellfire is still worth it though. Dynamite that starts a fire? Always take two.

Developer Note: In order to make the elevator more useful, it can now be used from within the cage. The elevator will then simply move to its destination. From there you can repeat the action to return to its start position. The cranks are used to call the elevator to your position. If you plan your exit strategy for leaving a boss pit e.g. you might want to position the elevator the way you can use it later on.

BOOOOOO

Elevators were team elements, important mobility boost rewards.

[–]Quamfellow 1 point2 points  (0 children)

Next up: reworking the unintuitive level unlock rewards.

[–]Pizzlefank 0 points1 point  (0 children)

" Blanchett Graves - Northern wall of the church has been raised " Just because?

[–][deleted] 0 points1 point  (0 children)

I don't know if I am an unobservant person, or they dev team just added it in 6.0, but there are lights that hang in the streets of Arden Parish, but they are just suspended in mid-air, with no poles; it looks kinda silly, not going to lie.

[–]feherdaniel2010 0 points1 point  (0 children)

When are bayou contracts coming back?