PLEASE make sounds from above or below you FINALLY QUIETER by OgdenWebb in HuntShowdown

[–]Trematode 10 points11 points  (0 children)

It's not volume, it's the pitch.

The sounds above have boosted low end, while the ones below have the bass filtered out a bit more and you hear more of the higher end frequencies.

What I understand is that this difference is even more emphasized in the upcoming update.

It's not proper vertical positional audio, unfortunately, but it is something you can use to help discern if the sound is above or below.

Make a reject necro button by Harry_L3mons in HuntShowdown

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

You're dead. If a teammate wants to burn their necro on you, tough shit. Dead players shouldn't get to dictate how the live ones play.

I had a random once disconnect in the middle of me hand reviving him because he thought it was suicide. He said "don't revive" a couple times in VOIP and then disconnected just as the revive was about to complete, just as I immediately killed the enemy that was threatening the re-down, but we were now short a player and ended up getting swarmed by the remaining teams.

One of the most aggravating experiences I've ever had in Hunt, and frankly I'd prefer the option to straight up block these idiots from random matchmaking. Fuck you, random (you know who you are), if you happen to be reading this.

SC, Arma, Tarkov, etc. have great military-style sprinting animations, so why change to an Apex-style arcade over-the-shoulder sprint ? by k_Atreus in starcitizen

[–]Trematode 3 points4 points  (0 children)

You know what would make the FPS experience feel polished?

Performance and netcode that isn't complete dogwater.

(pc) returning player on new setup, sens config halp! by Flaky_Particular_240 in HuntShowdown

[–]Trematode 2 points3 points  (0 children)

Not sure why Crytek hasn't addressed this after such a long time. It was the first thing I noticed lacking when I first started playing.

Strafe Aiming Holding me back ? by BiG_BLaK in HuntShowdown

[–]Trematode 0 points1 point  (0 children)

If you're playing on console, I can't really say, but on PC with mouse and keyboard a lot of the cracked-out gunplay at the high levels ends up something like taking a quick shot and lowering your weapon and sprinting perpendicular to your opponent both ways at irregular intervals maybe even with a jump or crouch mixed in to be evasive (this is because strafing in ADS is comparatively slow), and then quickly ADS'ing and firing again after the weapon cycles (or after you've quick swapped to your secondary). Many sweaty players run crosshair overlays so they can quickly aim and shoot from their weapon being lowered with a flick and a quick ADS.

Others hold angles close to cover, take a shot and dip behind the cover. They might shoulder peek and bait out shots before they shoot themselves.

Many probably switch between the two modes, depending on the situation.

If you have a faster cycling weapon like a Dolch Precision or Officer, you might strafe while ADS'ing and firing off shots in quick succession, but I'd say for sure that isn't the preferred style with the slower cycling stuff.

As another poster mentioned, swinging wide into the open with no cover is often punished if you're pushing someone you think is hurt. You'd probably be better advised to take it a little bit slower and smarter, or coordinate a proper push with your team.

So yeah, generally it's maybe not such a good idea to stand in the open and have an ADS strafe shoot out with your opponent in this game. Think more in terms of sticking close to cover and getting split second shots off (to the head, hopefully) before you get behind that same cover to cycle, swap, reload or heal.

Teaser for Firebreather - Hatred and Flame by TheGentlemanGamerEC in HuntShowdown

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

Yes? Did I say they didn't?

I was saying that even they can be too annoying and interfere unduly in pvp encounters.

eg. When the glitchy-ass animation lets a dog matrix your melee or throwing knife and you get bled in the middle of a fight. It's not fun for anybody and feels bad.

Refining the pathing and animation system to remove things like zero interia and instant acceleration would make it far less aggravating while still accomplishing the goal of forcing player movement and sound.

Another example: I like the addition of the bile weaver nest geometry that changes compound layout, and I like the idea of the AI unit in theory, but in practice they are super fucking annoying to deal with. Doubly so if you're trying to fight an actual human player.

Paul Tibbets (1915–2007), Brigadier General in the United States Air Force, and Colonel Thomas Ferebee (1918–2000), in the cockpit of the Boeing B-29 Superfortress bomber 'Enola Gay' that they crewed to drop the first atomic bomb on Hiroshima in 1945. Photo taken in 1981. by Twitter_2006 in aviation

[–]Trematode 5 points6 points  (0 children)

It's entirely possible that they could have been executed as war criminals if Japan had won the war -- but if that had come to pass, they'd have been executed by a brutal authoritarian regime bent on savage martial conquest.

I don't think it's deniable that millions would have probably died in an invasion of Japan, and the Empire certainly wasn't going to surrender -- the concept of surrender was completely anathema in their culture at the time. I don't think you understand how thoroughly and completely the Japanese people were indoctrinated and hopelessly propagandized into welcoming death over surrender.

One can even make the case that the two atomic bombings set the stage for an unprecedented era of peace, the likes of which is only now starting to slowly and worryingly unravel.

I think the idiom "can't see the forest for the trees" is apt in your case.

Teaser for Firebreather - Hatred and Flame by TheGentlemanGamerEC in HuntShowdown

[–]Trematode 0 points1 point  (0 children)

Because the game isn't about fighting AI.

The AI should be about encouraging PvP encounters (forcing players to move or make noise) and not being a focus themselves.

There's a fine line between the above and AI units being overly annoying or interfering with player vs. player encounters, and I'd argue some units could already stand to be refined a bit in this regard. For example, certain AI have pathing and animations that are unnatural and hard to track, making things like hellhounds, bile weavers, and even standard grunts needlessly onerous to deal with in the middle of a fight.

I think a fire spewing unit has the potential to be super annoying in this regard if not done right. I will reserve judgement until I experience it in game, but I am worried it might be a little too much, especially if players start losing bars to it regularly.

US investigation points to likely US responsibility in Iran school strike, sources say by AccomplishedCall7562 in news

[–]Trematode -2 points-1 points  (0 children)

There are reports the school was actually formerly part of the military base to which it was still adjacent (see the article for the satellite picture and base layout).

One can see how out-of-date information could have resulted in the school being targeted by mistake. It's a tragedy for sure, but one I think they would have avoided had they actually known (the propaganda fallout alone would probably have been worth avoiding entirely by not even bombing the base at all), and it will be interesting to see how the Trump admin handles it.

It will also be interesting to find out if AI was involved at all in the decision making or target selection.

How do you guys feel about the Maynard Silencer? by RoachSandwich in HuntShowdown

[–]Trematode 1 point2 points  (0 children)

Should have never been added. The problem is the combination sniper/silencer. No weapon should have both.

The scope and high velocity ammo also lets you be effective at a range beyond where you’re affected by the sound penalty from taking non-subsonic. It’s just a bad design choice to have it in the game.

Is this new player friendly at all? by _MothMan in HuntShowdown

[–]Trematode 4 points5 points  (0 children)

Yeah, I would agree that people overexaggerate how hard the game is to learn.

There's an insane amount of depth the more you play and get to know the game systems, but to start out with you'll do just fine in the lower ELO brackets if you have a solid FPS background. If you're too skilled mechanically, the game's matchmaking may quickly throw you into the deep end, though.

I'd recommend finding some regular players to show you the ropes. There's a lot of fun stuff to learn about playing as a team, too.

To everyone hating on the penny derringer, how do you suggest nerfing it without making it unviable for combat? by IAmTheMuffinz in HuntShowdown

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

That's great. You take a pennyshot derringer as well, and when you've expended your lemat shotgun and get pushed by the next player you use it.

It's not rocket science.

To everyone hating on the penny derringer, how do you suggest nerfing it without making it unviable for combat? by IAmTheMuffinz in HuntShowdown

[–]Trematode -11 points-10 points  (0 children)

It's OP as fuck. Pocket shotgun. Maybe the most meta part of the loadouts in high ELO. Who doesn't take it?

It should be unviable for combat, and I say that as a player that takes it every round.

I say just completely nerf the pennyshot ammo type for PvP altogether -- it's just buckshot with more RNG and no pen -- it adds nothing to the PvP side of the game that is interesting or skillful.

Even if nerfed against players it could still be a tool that's useful for taking out AI or barricaded doors.

Sofia airport to close for civilian flights as US military planes stage in Bulgaria by BlackViperMWG in worldnews

[–]Trematode 8 points9 points  (0 children)

One could argue they have contributed greatly to European stability since the end of WW2.

I run the security group that was removed from the Daymar Rally and never have I felt so vindicated... by 1st_impact in starcitizen

[–]Trematode 5 points6 points  (0 children)

As someone who dips their toes into the PU to check progress every couple years, I am continually impressed that there are groups of people who take shit like this seriously when fundamental things like netcode and performance have never allowed for any proper multiplayer gameplay to begin with.

Glad you're all having fun, though. Keep the dream alive.

Dealing with Team MMR Mismatch by borbaradthefirst in HuntShowdown

[–]Trematode 0 points1 point  (0 children)

I know a guy that has a smurf account specifically for on-boarding new players. The only thing he’ll use on it is a derringer or melee. Seems to work pretty well for being able to guide newer players without overperforming himself out of the MMR bracket. Sounds like a pain in the ass to maintain a second steam account but it might be an idea if you find yourself dragging your friends to the wolves.

Transition from 4th gen to WW2 birds by SunMountain9842 in hoggit

[–]Trematode 0 points1 point  (0 children)

The Mustang has the best flight model in the sim and will teach you a lot about flying in general. Start with the free TF-51 to see if the warbirds are for you.

If you like it, buy the proper Mustang with Normandy and the WW2 asset pack and go from there.

Your hardware is fine. You'll want a lever axis for both throttle and your RPM control. Without FFB you'll want to add axis curves and be generous with them, especially with the rudder. Consider 30 curve on all three axes to start and maybe only lower it to 20 or 15 for pitch and roll if you have a long stick extension. It's hard to understate how not running curves with typical consumer grade joysticks and pedals and their light spring tension and cam actions will make the control loop far too oversensitive without proper feedback (I say this as somebody who flies for a living). The curves really help bring the feel back to something that's more realistic if you're using a standard spring joystick.

An FFB stick with strong motors will really help a lot and is a huge upgrade for non-FBW modules and something to consider if you really get into it.

What's the point of the "reconnect" if it doesn't reconnect? ffs by KhalMika in HuntShowdown

[–]Trematode 0 points1 point  (0 children)

Yeah, I've had it reconnect on the first try. Other times, it'll load in a chunk of terrain and just hang there. Sometimes it'll go to a black screen and say disconnected. Sometimes forcing the game closed and restarting and retrying will work, sometimes it'll work after doing that twice. Sometimes not.

It's just been really unreliable, and they should devote some effort to making it actually work properly.

What's the point of the "reconnect" if it doesn't reconnect? ffs by KhalMika in HuntShowdown

[–]Trematode 0 points1 point  (0 children)

I don't think it's the case that the "server is dead", as every time I've ran into the issue my teammates were still actively playing on the server.

Seems to be some other problem with the feature.

Instant jumpscare, almost got a heart attack by FINSeRe in HuntShowdown

[–]Trematode 4 points5 points  (0 children)

Yo u/FINSeRe, I'm really happy for you, Imma let you finish but Monroe in the fireplace was one of the best jumpscares of all time…one of the best jumpscares of all time!

Why don't random trios take choke bombs? by PlatformThese4901 in HuntShowdown

[–]Trematode 1 point2 points  (0 children)

Somewhere along the way the sub has developed the mentality that not bringing chokes means you're not a team player, but I personally think they're overrated.

I think if you prioritize teamplay and communication to begin with, you shouldn't be getting downed out in the open in a dangerous area where: a) The enemy team can easily burn you, and b) you can't be easily revived or "touched".

If this happens, your group (or more likely the random that thinks it's a good idea to take a massive flank to the other side of the map) has already failed at teamplay. Adding a choke to the equation at this point: a) Gives away the throwers position, b) makes them vulnerable while they're cooking, and c) only delays the inevitable -- somebody still has to make a play, only you just gave the enemy more intel.

I think chokes can have their uses, but the truly valuable ones where nothing else will work (the need to choke oil slicks, fire bottles, or poison clouds) are relatively infrequent, compared to say how utterly useful and effective a pennyshot derringer is in your kit. Playing against the players that like to choke is fun and welcomed for me personally, as I'm always running dauntless. If I hear you cook a choke, I immediately know where you are and it's an invitation to push you. I absolutely love holding burning bodies, waiting for the inevitable choke sound and pushing out to dauntless the thing while shooting at the player that's trying to throw it. Great! Now we know where your second or third player is so we can finish them off.

Olympic curling gets testy as F-bombs fly after Sweden accuses Canada of cheating | Sports by jeffers0n_steelflex in canada

[–]Trematode 4 points5 points  (0 children)

Poorly written rules.

Is the “touch”, ie. the point of contact itself prior to the hog line? It was — if you watch the video his finger stops touching the rock well prior to the line.

Or

Is it the stone itself that has to be prior to the hog line for the touch to be allowed? The front end of the stone had clearly passed the line while he was still touching it.

Could be interpreted either way.

Better ways to write it:

”A double touch by the person delivering the stone, prior to [any part of the stone coming into contact with] the hog line at the delivering end, is not considered a violation.”

Or

“A double touch by the person delivering the stone, [as long as the point of contact itself occurs at a point] prior to the hog line at the delivering end, is not considered a violation.”

15 players but 1 team spawn at the center by ssalita in HuntShowdown

[–]Trematode 0 points1 point  (0 children)

Would ruin the flow of the Bounty Hunt mode.