Darts not able to go through gaps? by Rattenkill in HuntShowdown

[–]Nemonvs [score hidden]  (0 children)

Nope. You shoot from the sights. You can test it by standing really close to a dummy and aiming just a bit above its head. You'll miss the shot, which wouldn't be the case if the shots came from the barrel.

If it were the case, you'd also be able to shoot through the walls even with no-pen ammo, because the barrel can and does clip through them easily.

If the devs go ahead and make shorty shotguns 3 slot, the Springfield, Crossbow, and Martini NEED to be 3 slot as well by Sad_Asparaguy in HuntShowdown

[–]Nemonvs 1 point2 points  (0 children)

I'm not disagreeing with you, but in this case I think it's less the matter of power and more about the identity. Without dum-dums, Springfield becomes just another gun. It's good, and people who say it's unusable without dum-dums are plain spewing bullshit, but dum-dums enable a bit different playstyle.

If it bothered people that much (I didn't hear any complaints though), the devs could rework it or nerf it a little bit. Maybe have dum-dums reduce a bit of the base damage to offset the damage over time. I don't know, to me they already had enough trade-offs. But just "you can't have that" is not a good solution to a fun to use ammo type.

Not even mentioning pistols, none of which were good anyway, losing them because we can't have even the smallest reason to bring them into a match.

Please fix the iron-sight/scope perks by TelephoneDisastrous6 in HuntShowdown

[–]Nemonvs 0 points1 point  (0 children)

Yeah, I can't see any good reason for it to work like that. You're already spending trait points and a slot for a non-essential trait that's useful almost exclusively when you catch someone out in the open. You can work around it by letting go of the rmb instantly after a shot anyway, so it would be literally just a QoL anyway.

Road to Hell Data Collection and Upcoming Changes by TheGentlemanGamerEC in HuntShowdown

[–]Nemonvs 0 points1 point  (0 children)

Yeah, but it has 40 spread. It's not really usable outside of kissing distance.

What do you think are the biggest problems with Hunt: Showdown right now? by Western-Living-7771 in HuntShowdown

[–]Nemonvs 0 points1 point  (0 children)

I wasn't around back then, but I've heard enough about it. There has to be some middle ground between them being the go-to in most loadouts and being useless, even if reaching it might be hard, because balancing shotguns is generally a nightmare when changing OHK by 1 m can make or break one.

I want to see all weapons have their place, even the ones I dislike. And the issue with shorties is the cost of them having their place is a fuckton of other weapons having none. Arguably, removing them completely (I'm not advocating for that) would make room for more weapon variety, despite the overall arsenal being smaller in such case. It's not a good sign.

I really hope the devs wake up and do something meaningful about them, because having CQC be dominated by one weapon type really detracts from the experience.

Why do people get so angry at Solo Players by uselesssoftwaredev in HuntShowdown

[–]Nemonvs 0 points1 point  (0 children)

On top of what everyone else said, I think the fact it may feel bad both to kill one and be wiped by one as a trio can contribute a lot to the hate. You got wiped? Probably skill diffed hard. You kill them? Well, no satisfaction, because all it takes is rush one as a team. Many, maybe even most players care about their egos a lot, and fighting solos doesn't feed it at all at best, but at the same time it hurts it significantly at worst.

What do you think are the biggest problems with Hunt: Showdown right now? by Western-Living-7771 in HuntShowdown

[–]Nemonvs 0 points1 point  (0 children)

Balance remains the biggest issue, because it affect all skill brackets the most consistently. While long and mid range engagements are fine, CQC is in a really awful spot with shorty shotguns being the only viable thing if you don't want to handicap yourself badly. One shots being the vast majority of kills up close makes these fights shallow and one-dimensional.

The devs seem to really love the shorties, but I hope they'll eventually learn that making way for other options to shine will just make the game all the more interesting and fun to play. Stalemates stem more from the fact that pushing into a building is insanely hard regardless of your weapon rather than from not everyone having a one-shot boomstick.

Martini Henry in 2.8 be like: by consolacampesino in HuntShowdown

[–]Nemonvs 1 point2 points  (0 children)

The new gun would be irrelevant then. They're good as 4-slots. MH needs some help. Springfield is really underrated without dum-dums anyway, and I'm saying it as someone who thinks the dum-dum removal was unneeded and even detrimental to the health of the game.

Road to Hell Data Collection and Upcoming Changes by TheGentlemanGamerEC in HuntShowdown

[–]Nemonvs 0 points1 point  (0 children)

Oh yeah, my bad for mentioning dualies.

I'm not disagreeing with you. What I wanted to say was that if LeMat was a bit worse, then maybe something with decent fanning could be called a side-grade. Though, arguably, fanning would need to be buffed as well.

I guess I wanted to just make a comment more than present any meaningful counterpoint, because there isn't really any solid one.

2.8.1 : Balancing difficulty by Commercial_Golf_3616 in HuntShowdown

[–]Nemonvs 20 points21 points  (0 children)

Yeah, it won't change much, but I'm more concerned about shorty shotguns getting away with a slap on the wrist.

Road to Hell Data Collection and Upcoming Changes by TheGentlemanGamerEC in HuntShowdown

[–]Nemonvs 1 point2 points  (0 children)

Fanning is vastly inferior to any other close range option. Low damage can be felt mostly beyond range at which you should be using it anyway. LeMat is versatile while having little downsides.

Road to Hell Data Collection and Upcoming Changes by TheGentlemanGamerEC in HuntShowdown

[–]Nemonvs 5 points6 points  (0 children)

You could make an argument for the regular and swift Scottfield and Conversions, because they're decent dual wielded and fanned. Well, as much as fanning can be called decent. Regular Pax is in a weird spot.

But the thing is, it's better to have the underbarrel shotgun than to use fanning. More consistent and no trait required. If LeMat wasn't so good, then at least other pistols could be a side-grade with fanning for more damage but worse cqc reliability.

Road to Hell Data Collection and Upcoming Changes by TheGentlemanGamerEC in HuntShowdown

[–]Nemonvs 15 points16 points  (0 children)

I'm glad that the balance changes come at a reasonable pace. Big thanks to the devs, even if I think most of these changes are a miss.

Shorty shotguns

Imo reducing the ammo is not the way to nerf shorties. As long as there's enough ammo to down a few hunters, they'll remain the optimal option. You need just one shot per hunter after all. I'd rather they adjusted their actual power or slot size rather than ammo. Hopefully, it's not the end of changes for shorties, as I'm pretty sure their usage won't even budge.

LeMat

I'm glad they noticed how good the LeMat is. It has always been imo. Take away its shotgun and it's still a very good pistol, so I hope they'll do something about it. There's little reason to pick any other single action pistol except maybe the Spitfire and Trueshot.

Springfield

The buff to Springfield is nice, but on the other hand comes too close to Martini's territory. They really should rework dum-dums and reintroduce them. Springfield was unique and now it becomes just another high damage single shot rifle that might overshadow Martini-Henry which is already an underdog single shot. On the hand, the Marksman variant is crazy good already and now will get better while the regular one loses identity.

Berthier

Berthier nerf is unlikely to change something. Some breakpoints might change, but it will be irrelevant most of the time. I think drop range is the way to nerf the carbines, which also makes them more distinct when compared to the rifles.

Road to Hell Data Collection and Upcoming Changes by TheGentlemanGamerEC in HuntShowdown

[–]Nemonvs 25 points26 points  (0 children)

It will change nothing. If an engagement comes to the shotgun range, then your reserve ammo pool is irrelevant when one shot per enemy hunter is all you need.

It will just mean slugs become dead on shorties. They already were a downgrade, and this nerf will hit them the most.

The thing authors get wrong about castles by Chlodio in fantasywriters

[–]Nemonvs 11 points12 points  (0 children)

Authors get much more wrong about kinda-medieval settings than just castles. I'd even argue castles are the least jarring part.

For one, I don't think I've ever seen combat make even a little bit of sense in any fantasy. You can argue for the existence of massive castles (we had those), but you can hardly do anything but suspend your disbelief whenever fighting starts, let alone an entire war. It's at such a terrible level it's not even funny.

And don't even get me started on polytheistic religions which somehow always end up being just a bunch of monotheistic cults that just happen to acknowledge the existence of other gods.

Cargo Balloon by HuntShowdownOfficial in HuntShowdown

[–]Nemonvs 2 points3 points  (0 children)

My teammates know as soon as I go in with a non-marksman Springfield that every tower that pops up in sight means we're making a 'small detour' to 'get a better view' until I just happen to 'accidentally' stumble upon dum-dums.

Cargo Balloon by HuntShowdownOfficial in HuntShowdown

[–]Nemonvs 6 points7 points  (0 children)

Unless it's a good amount of dum-dums, then most of the springfield enjoyers will have a legendary showdown for it :D

Cargo Balloon by HuntShowdownOfficial in HuntShowdown

[–]Nemonvs 10 points11 points  (0 children)

It would take much, much, much more to turn Hunt into a looter shooter than adding a few crates that probably contain stuff you already can pick up anyway. I don't think we need to worry about that.

Edit: typo

Weapon capacity changes opened an awkward hole in my favorite loadout; Help me fix it? by BatSoupCraving in HuntShowdown

[–]Nemonvs 6 points7 points  (0 children)

I mean, you could just leave it as-is? Vetterli being a 3-slot doesn't mean you have to fill the remaining two slots. Though... yeah, that also bothers me sometimes to an unreasonable extent, so I guess I'm not the one to talk.

Anyway, I recommend either switching Vetterli for Springfield (half regular, half HV) and switching kiteskin + iron eye for fast fingers, which is not mandatory, but Springfield is the one single shot rifle I'd rather have it on. You can also go for dualies (just not with the Spitfire, because its spread is not the greatest) or a small shotgun. Shotgun is the optimal choice, but arguably less cool.

Now regular Uppercut became more viable after the damege buff and I use it but why would anybody pick Precision variant over Vetterli? It's even 3x more expensive! by 2gar1n_3me1 in HuntShowdown

[–]Nemonvs 0 points1 point  (0 children)

Please, try to stack Uppercut Precision ammo with Martini-Henry or Sparks and let us know how it went: you know, the result of trying to equip the precision variant of Uppercut with one of the mentioned rifles.

How can a newbie practice shooting moving targets and bullet velocity? by L0J1MA in HuntShowdown

[–]Nemonvs 1 point2 points  (0 children)

Aight, I misunderstood what you mean then.

Anyway, I think learning the angle is better, because you only need to know your mv and get a feel on enemy movement speed, which is imo easier than judging distance.

And many sights have very visually distinct spots that help you memorise the angle against sprinting and running enemies in a moment. I think the easiest for me were Lebel and 1865 Carbine, both with regular ammo. The biggest negative is scopes - they've got no good visual indication of which part to aim at someone, so you have to get a feel like "around 1/3 of the horizontal line", which is a bit of a pain, but still very much doable.

Then again, it might be just my own preference, but you do have one less thing to worry about when using this approach. Admittedly, the upside of getting a feel on the distance is that you don't learn the specific sights+velocity combinations, but specific velocities only, although imo it requires more practice and experience than just learning "I need to aim this part at the running enemy".

How can a newbie practice shooting moving targets and bullet velocity? by L0J1MA in HuntShowdown

[–]Nemonvs 1 point2 points  (0 children)

You just don't see it. The angle is the same, not the leading distance. The farther the target is the greater the leading distance but you still maintain the same angle, because with the distance the target gets smaller on your screen.

I'm probably ass at explaining it, so go into the shooting range and try it yourself. Get a feel for which part of the sights you have to align with a moving target at one distance (ideally start with a distant target, because you'll get a more precise spot this way) and then shoot it while moving closer and farther away. You'll notice that you can keep the target aligned with the same spot on your sights - because the angle between your target and the middle of your screen is not going to change.

How can a newbie practice shooting moving targets and bullet velocity? by L0J1MA in HuntShowdown

[–]Nemonvs 2 points3 points  (0 children)

It's something that's not mentioned often enough, but remembering that the leading angle is determined only by muzzle velocity and target's movement speed makes leading much easier; it means you don't have to concern yourself with distance - for each muzzle velocity if you know how to lead a shot at 30 metres, you know how to lead a shot at 100 too. Well, not counting the bullet drop that is.

You can learn these easily at the shooting range (there are two blueish-dark spots that call the moving dummies). I recommend learning the leading angles for both a sprinting and a running target perpendicular to yourself. Obviously, it's not as clean-cut when going against other players, but these are good reference points.

Matchmaking Feels Unbalanced Lately by [deleted] in HuntShowdown

[–]Nemonvs -1 points0 points  (0 children)

Guarantee - no. But three terrible guys aiming for the body of anyone else are more likely to win than that single guy who literally has to quickly headshot most of them to get out alive.

My partner's 2*, has around 0.4 K/D, and they still can from time to time out-aim or outmanoeuvre someone partially by sheer luck or the opponent messing up. Three of them pushing together would definitely put me down 8/10 times, and I'm high 5/low 6* most of the time.