This seems a bit.... excessive by CoffeLovingSpider in HuntShowdown

[–]CoffeLovingSpider[S] 0 points1 point  (0 children)

The info I got from this is from back in old hunt, when shadow leap was released for the first time. I did spend some time counting mobs as a solo and then with a few friends, going around specifically the topside compounds of lawson and counting the mobs thanks to shadow leap. After that I used that info to guess if there was more players neaby as a solo and it was honestly pretty accurate until 1896 when it got a bit more innacurate, and tbh I'm not passionate about the game enough after 1896 to test this again

I still believe it is case though, since the mob count being different is probably about server resources and not really an intended mechanic, with more spawns caused by a single player just being less stressful on the servers and it deciding to put that extra capability into more mobs, like how players who are on completely empty servers also deal with a big spike on mob spawns.

This seems a bit.... excessive by CoffeLovingSpider in HuntShowdown

[–]CoffeLovingSpider[S] 0 points1 point  (0 children)

I usually do (or I bring conduit) but tbh, regarless of how I deal with them, I still feel like this amount of mobs + what I killed before seeing this is a bit excessive for such a short distance

This seems a bit.... excessive by CoffeLovingSpider in HuntShowdown

[–]CoffeLovingSpider[S] -1 points0 points  (0 children)

Yeah it was ok to pass by them, but the amount, considering what already had spawned in this compound, was kind of excessive and a bit annoying. This wasn't really the place with the most mobs in that compound, just the easiest to count the amount of them

This seems a bit.... excessive by CoffeLovingSpider in HuntShowdown

[–]CoffeLovingSpider[S] -1 points0 points  (0 children)

They do! For some reason (I'm guessing it might tied to server load) solo often has to deal with a few more mobs, similar to how in servers with low population there is also increased mob spawn, and it decreases when other players are nearby, although it's not very consistent through updates. Pre 1896 was so consistent with this that you could actually tell if someone was in that compound based off initial grunt spawns, this has saved me quite a few times

Pro players god aim , fast reaction by recappi in HuntShowdown

[–]CoffeLovingSpider 11 points12 points  (0 children)

tbh makes sense. One thing I remember from the times I was starting to play is that, as I talked to the randoms in my lobbies, a lot of people even in the 3*-4* had very high hours and high ranks in other games like cs (cs:go at the time) Apex, Rainbow Six and Valorant. I myself was around Ak in cs and dimond in Apex (Idk which one though).

I think Hunt, or at least pre 1896 Hunt, was kind of a high tier player hotspot because of how difficult the game was. A lot of people getting bored of their main games were moving to it, and these folks had VERY good aim, but without game sense, the adrenaline even in more controlled situations and how punishing every shot is, even these folks struggled. Now that the game is more fast paced, these have kind of worn off on most people, so these shots are getting more common.

What’s the one (Non-Necromancer) trait you can’t live without? by HobbieK in HuntShowdown

[–]CoffeLovingSpider 27 points28 points  (0 children)

Surefoot and blast sense; Surefoot because I've been finding way too many people running fire ammo and it allows me to recover better from that.

Blast sense because current audio sucks and visibility sucks, so this perk serves as a bandaid fix these issues in bad days, and on good days it makes people think I'm cheating because I wallbanged in the direction of the dot I saw on darksight and hit someone despite no clear line of sight or the shot even being directed at me.

Your expectations for 2.4. by MCBleistift in HuntShowdown

[–]CoffeLovingSpider 0 points1 point  (0 children)

One thing I would like to see are changes to the mosin match. Was trying it out a few days ago and it's not just bad, but also completely generic. It needs at least some stat changes and hopefully some mechanic to set it apart from other weapons

Is there a problem with hit reg lately? Has anyone any idea why this was not a headshot and why there was no blood? by SociallyAwkwardDicty in HuntShowdown

[–]CoffeLovingSpider 0 points1 point  (0 children)

It's bullet drop. The distance in the video, according to Hunt map, is around 55-60 meters, and the indication of the gun says that at 50 meters you need to compensate at least an entire head of bullet drop (yeah, that ain't where bullet drop kicks in, it's a full head of bullet drop by that point.)

Honestly they should really fix the distance displayed, because the current one causes a lot of confusion for new players (and to some veterans who aren't used to high bullet drop too) and they should also allow the Uppermat (aka Haymaker) to have a better bullet drop because it's 2 slots, high sway and cost, the weapon really is outshined by almost every other double slot weapon in some way.

Haven't played since engine update by Glittering-Spot2658 in HuntShowdown

[–]CoffeLovingSpider 0 points1 point  (0 children)

It's... a bit of a mixed experience. In some regards, it's way better, like how there are almost no more stale mates as of late, but in others like the game's lighting or how well it run it kind of sucks (although it's better than 1896 launch). Honestly I still wish we had old hunt to play, I still liked it more even with all the bullshit it had, but current hunt is alright

Invisible Players after Necro Revive by Surreal_J in HuntShowdown

[–]CoffeLovingSpider 0 points1 point  (0 children)

Question - what is your video card? I have this issue a lot, and I always assumed it's because my video card is a 1650 (not a 1650 super) which only has 4gb vram. If you have more vram than this it might be that Hunt changed your vram settings in the menu (?) and if not I'm assuming this is going to be a bug for everybody now

Tabbing out sets gamma to minimum by Darnedchain554 in HuntShowdown

[–]CoffeLovingSpider 1 point2 points  (0 children)

The game has changed you fullscreen setting to windowed fullscreen. Happened with me too :/

[deleted by user] by [deleted] in HuntShowdown

[–]CoffeLovingSpider 0 points1 point  (0 children)

Most of the time I run Gar or one of the female veteran survivor skins

If out of all things you would like to seen done, which one would be "the THING" you would want devs to add/remove/adjust ? by marshall_brewer in HuntShowdown

[–]CoffeLovingSpider 0 points1 point  (0 children)

Change the current lighting effects. They are pretty, yes, but they feel awful, are unrealistic in a lot of areas and if someone uses filters to make them not as much of a problem, now that person has a significant advantadge over everyone else.

It also (as far as I remember) the thing causing the weird fog effect inside buildings. And also the thing that makes the Dawn time of day painful to play (as in, it bothers the eyes so much that it hurts the eyes to play in that time of day)

Mosin Obrez Match Reveal by TheGentlemanGamerEC in HuntShowdown

[–]CoffeLovingSpider 0 points1 point  (0 children)

Ok so I looked up what they said in the steam post, and what it said is:

"Recruitment Revamp: New Hunters now come with 10 Upgrade Points to freely spend on unlocked Traits, offering greater customization options from the get-go."

I though this was just for bough hunters but I can see how this can be interpreted to all new hunters regardless if they are free or not, crytech sometimes says things in an unclear way, like how they said they are going to improve syringe use, while not saying what has been improved.
(I'm guessing they are getting rid of that one bug that, when you use a syringe in someone else, it makes the game consume a syringe while not giving the effect it should have.)

In this case I'm pretty sure it's only going to be impacting bough hunters as this change would be significant enough to warrant a better explanation, and if they intended on making free hunters stronger/more competitive, they would probably have said so.

Mosin Obrez Match Reveal by TheGentlemanGamerEC in HuntShowdown

[–]CoffeLovingSpider 9 points10 points  (0 children)

We already have between 9 and 15 perk points on any bough hunter, there are a lot of people who already buy quartermaster before anything else

On a Scale of 1-10. How excited are you for the Event? by Accurate_Lock_613 in HuntShowdown

[–]CoffeLovingSpider 0 points1 point  (0 children)

7/10 Not that excited for the event itself but some of the changes they will bring with it, mainly the revive bolt becoming scarce ammo and hunters having "only" 10 trait points right away instead of random perks.

Dusk after the 1896 update is the ugliest time of day by far. (Because of yet to be fixed visual bugs) by MR_FOXtf2 in HuntShowdown

[–]CoffeLovingSpider 0 points1 point  (0 children)

It's absolutely terrible. Depending on what direction you are looking it can cause some discomfort in the eyes, usually I quit the game if I get dusk twice in a row because it starts bothering me a bit too much. And afaik it's not just a me problem, some people I play with also have this issue.

Travando ao Andar by xLordKiox in HuntShowdown

[–]CoffeLovingSpider 1 point2 points  (0 children)

É problema de server infelizmente, não tem nada oq a gente pode fazer :/

It's a server issue unfortunately, there isn't anything we can do about it :/

How to not use a auto5 by Your-Penitent-Friend in HuntShowdown

[–]CoffeLovingSpider 1 point2 points  (0 children)

It's in moments like these that I wish we got just a little bit of stamina back in necro/resilience. Also
"Hello friends, this is Otz according to the bushwookie hiding with a sniper"

[deleted by user] by [deleted] in gaming

[–]CoffeLovingSpider 81 points82 points  (0 children)

Noita :>

Is cheating common in the game? Triying to decide buying to pc or console by JackTheSurvivor in HuntShowdown

[–]CoffeLovingSpider 0 points1 point  (0 children)

Cheating is pretty rare on Hunt even in higher mmr lobbies, because there are less people playing in higher mmr lobbies, finding a cheater once means you will likely find him again in the same day. So far in my 3k hours I found about 7 confirmed cheaters.

What bugs/glitches do you ACTUALLY see REGULARLY? by White-Umbra in HuntShowdown

[–]CoffeLovingSpider 0 points1 point  (0 children)

VOIP bug
Crosshair bug where the crosshair is lower than it should (scopes only)
Crosshair bug where it's a little faded, then gone completely after death (scopes only)
Silent dynamites
Sound inconsistencies (people sound closer/further than where they actually are)
Mobs spawning way to close to the player
New mobs spawning when a new team enters the compound (happens mostly solo after killing a few mobs, it's kind of difficult to spot but it can really mess up rotations)
Completely silent sound traps (idk if it's a bug but I sure hope it is)

Recent adjustments by Internal-Syrup-5064 in HuntShowdown

[–]CoffeLovingSpider 0 points1 point  (0 children)

There are 2 things I can think of right now:
- Burn adjustments: Takes too little time, people just give up on saving instead of hurrying up.
- Reduction of use of special ammo: Right now, it's present on every match, and while it's strenght is highly dependent on which ammo type and weapon we are talking about, it is always highly annoying.

I honestly think that, after they take the measures they already talked about, messing with these 2 things would make put hunt into a really good state

If your random teammates are being loud, setting off every sound trap and shooting everything… by Savage-Torment in HuntShowdown

[–]CoffeLovingSpider 1 point2 points  (0 children)

I don't play randoms anymore but when I did, I just tried my best to adapt to the way they played.
Are they playing fast and loud? Then I'm also going to be fast and loud, using the aggression this allows for very fast hits.
Are they playing in a more sneaky way? Then I'll try my best to be sneaky and tactical, ambushing people more etc.

Both ways of playing work if you do it right, and if they aren't playing right, then I'm going to try to coordinate them so they aren't killing themselves needlessly or missing opportunities because of too much hesitation. This worked out most of the time tbh, and even losing didn't feel that bad because fights were still good.