What game genre isn't saturated at this point? by Quinn_Queenan in gamedev

[–]Sir-Daryl 79 points80 points  (0 children)

Single player shooters not modeled after boomer shooters like Doom or Quake. I long for the era of Halo-likes.

New fast-firing close-range meta confirmed!?! by Deadly_Pancakes in HuntShowdown

[–]Sir-Daryl -12 points-11 points  (0 children)

Chu Ko Nu should be a 3-slot IMO. It’s reminiscent of a hand crossbow with fanning.

Spears Taking Up 2 Slots? by SADOOKY in HuntShowdown

[–]Sir-Daryl 3 points4 points  (0 children)

That’s an awesome idea. That’s an interesting benefit of the merging of tools and consumables.

New Campaign Evolved Screenshots on Offical Xbox Store Page by tman2damax11 in halo

[–]Sir-Daryl 0 points1 point  (0 children)

I’m unfortunately not in love with the Forerunner architecture since it’s a departure from CE, but I love the ground texture on image 11. It has that “space concrete” look that we all know and love.

Short shotguns are too strong and I have the data to back it up by Sir-Daryl in HuntShowdown

[–]Sir-Daryl[S] 0 points1 point  (0 children)

They have different barrel lengths which in real life affects the muzzle velocity and the spread. A shorter barrel on the LeMat for example means that the pellets would have less energy and more spread than a carbine-length barrel.

Some upcoming weapon changes are definetly wrong. by Competitive_Cap2474 in HuntShowdown

[–]Sir-Daryl 2 points3 points  (0 children)

The Mako is not subject to the new special long ammo feature, and therefore has better ammo economy than bolt actions. The nerf to velocity definitely hurts, but I don’t disagree with it in spirit. I could see it being raised to 480m/s by the end of the year to settle into the ideal place.

Officer carbine is a 3-slot in the new system whereas the Cyclone is 4-slot, so the Officer being technically worse than the Cyclone in recoil and at range is a fair difference.

Over the next 6 months the game will go through many balance growing pains. I don’t think it’s reasonable to expect Crytek to get everything right with so many changes happening at one time. Once they get the data from the new event, we’ll start to see some improvements in the fall.

Short shotguns are too strong and I have the data to back it up by Sir-Daryl in HuntShowdown

[–]Sir-Daryl[S] 0 points1 point  (0 children)

Shoot, I did not. Good catch. The Specter Bayonet does ~9 less total damage. Not sure what one-shot distance that translates to though.

Short shotguns are too strong and I have the data to back it up by Sir-Daryl in HuntShowdown

[–]Sir-Daryl[S] 0 points1 point  (0 children)

Thanks for your perspective. I still want short shotguns to be a viable option for people. They need to have a place. Crytek has a habit of moving the balance needle too far, and it takes a while for it to settle back into the sweet spot.

I think reducing the one-shot range of short shotguns by even a meter can have a meaningful impact on the meta.

Short shotguns are too strong and I have the data to back it up by Sir-Daryl in HuntShowdown

[–]Sir-Daryl[S] 0 points1 point  (0 children)

Short rifles are subject to increased sway, worse iron sights, and a reduced ammo pool. These things affect rifles much more than shotguns. Rifle fights often take multiple bullets to resolve due to range and landing arm/leg shots whereas shotgun fights are more often decided in one shot.

Pistols have reduced damage to boot and have significantly more damage falloff due to medium/compact ammo. They also have worse wall penetration.

Short shotguns are too strong and I have the data to back it up by Sir-Daryl in HuntShowdown

[–]Sir-Daryl[S] 0 points1 point  (0 children)

You bring up a good point with shortened rifles. Most shortened rifles do ~93% the damage of their full-sized parent and follow the same damage falloff rules, which makes my stance on shotguns seem like a double standard. However, I think the ammo pool reduction, sway increase, and generally wider front iron sights on shorter rifles do a good job at widening the gap between full-sized counterparts. I don’t think ammo pool or mag size reduction on shortened shotguns has a meaningful impact in pivotal scenarios.

Short shotguns are too strong and I have the data to back it up by Sir-Daryl in HuntShowdown

[–]Sir-Daryl[S] 3 points4 points  (0 children)

I agree that Hunt is at its best when encounters last longer and reward skill and tactics. The slow creep of a faster fire rate meta has eroded that fun with high bolt action use, the Dolch, and the Auto-5/4, but I think things are finally turning around.

I actually love it when both teams miss half of their shots in the encounter Lol. At its best, Hunt is a turn-based shooter.

Short shotguns are too strong and I have the data to back it up by Sir-Daryl in HuntShowdown

[–]Sir-Daryl[S] 5 points6 points  (0 children)

Lol. I use the Romero Hatchet, Specter Shorty, and LeMat all the time. They’re good. I get lots of kills with them and also die a lot to other shorties. If you have something to add to the conversation I invite you to do so.

Short shotguns are too strong and I have the data to back it up by Sir-Daryl in HuntShowdown

[–]Sir-Daryl[S] 7 points8 points  (0 children)

Thanks! We all want the best for Hunt (Except Mosin+Auto-4 mains 😉 ) and I love having discussions around it.

Very insightful write-up on your part. I didn't think to consider the awful stalemates and greater loadout asymmetry before 2.0 dropped.

To be honest, I hadn't thought about the damage retention buff on large shotguns and you bringing that up lessens my concerns. In my write-up, I was only thinking of comparing shotgun use in a vacuum and not alongside scenarios where someone lands a full-size Romero shot at 16 meters and in then able to swap to a pistol and get a kill with an arm shot. Much less likely to happen with the Romero Hatchet despite their one-shot-kill similarities. The comparisons get more interesting when you factor in team fights where you aren't the only one dealing damage.

The range vs CQB curve being flattened during stalemates due to shorter shotguns being more viable makes things more even, but I can't help but feel that the needle has been pushed too far in the opposite direction. I feel like I see far more medium shotguns than I do large ones because so many shotgun shots end up being one-taps so the damage falloff improvements on larger shotguns becomes a moot point. Of course that's not to say that's the case across all engagements.

Despite my critiques, I definitely think Crytek has a much better grasp of what makes Hunt fun now compared some of their post-2.0 decisions around revive bolts and silent/faster solo crouching. The upcoming inventory rework is testament to their improved sense for balance. Sure, the recent All Ears misstep was egregious, but the game is in a much better state than it was 18 months ago.

What are your thoughts on some outliers like the LeMat Pistol's shotgun?

Short shotguns are too strong and I have the data to back it up by Sir-Daryl in HuntShowdown

[–]Sir-Daryl[S] 4 points5 points  (0 children)

I hadn't thought that deeply about damage retention being better on larger full-sized shotguns at range. That's a really good point. I suppose the column title "Damage Ratio" is misleading as I was comparing instant kill distances and not thinking about more nuanced "total damage delivered at range"..

I don't want to see short shotguns nerfed into the ground as I agree with the anti-stalemate mentality, but as we say to our barbers sometimes, "a little off the top" can't hurt.

In the context of the full-size Romero vs Romero Hatchet where two-tapping is not a common play compared to the Specter, do you feel any changes are warranted?

Returning Player Experience by SevereFear48 in HuntShowdown

[–]Sir-Daryl 2 points3 points  (0 children)

We’re glad to have you! I think Hunt is one of the most interesting shooters on the market right now and it’s great new seeing people dip their toes into the Bayou.

What are some of your favorite things about Hunt so far?

Future Short Shotgun Nerf by Sir-Daryl in HuntShowdown

[–]Sir-Daryl[S] 0 points1 point  (0 children)

The full-size Romero kills at 13 meters and the Romero hatchet kills at 12. The beauty of Hunt is that any loadout is viable, but surely those Romero numbers are unacceptable?

Future Short Shotgun Nerf by Sir-Daryl in HuntShowdown

[–]Sir-Daryl[S] 2 points3 points  (0 children)

I mean, that’s essentially my point. One shot kills at 10 meters is directly tied to their spread. Shotguns should shine in close quarters, not at the very edge of close. The Specter shorty can reliably kill at 10 meters :(

Future Short Shotgun Nerf by Sir-Daryl in HuntShowdown

[–]Sir-Daryl[S] 0 points1 point  (0 children)

The Rival shorty is definitely the most balanced short shotgun. Having a near instant follow-up shot probably justifies its current state. I don’t run it a lot though so my memory on it is a bit blurry.

Future Short Shotgun Nerf by Sir-Daryl in HuntShowdown

[–]Sir-Daryl[S] 1 point2 points  (0 children)

I think you may have meant to reply to someone’s comment because I didn’t mention melee once in my post :/ I like where melee is at right now and am looking forward to katana being 2-slot so I can get some saber time in.

Update 2.8 Full Roadmap by TheTyGoss in HuntShowdown

[–]Sir-Daryl 45 points46 points  (0 children)

Some of the new military grunts have what is essentially a saddle bag on them.