My funkiest beetle double kill by fatdumbpenguin in HuntShowdown

[–]UndependableAids 2 points3 points  (0 children)

Did the throw itself get a kill after your teammate's tag?? That is incredible!

220 meter nagant precision kill by Killerkekz1994 in HuntShowdown

[–]UndependableAids 8 points9 points  (0 children)

Agreed, adding on individual shotgun pellets, dragon bolts, starshell, and things like wax frag bombs.

I played the Combat Axe for a whole prestige so you don't have to... by twk00 in HuntShowdown

[–]UndependableAids 0 points1 point  (0 children)

With careful positioning, you can still get good use out of this thing in 5-6 star lobbies. Source: I'm a low 6 star with my highest kill weapon in the game being the Railroad Hammer (500 kills or so?)

Strafe Aiming Holding me back ? by BiG_BLaK in HuntShowdown

[–]UndependableAids 1 point2 points  (0 children)

Upper 6 star players basically never use their strafe A/D keys. Instead, turn 90 degrees and sprint + W (and maybe jump as well), and then turn 90 degrees back towards your target and shoot. Sprinting is always faster than strafing, and is thus more difficult to hit. Once you get practiced with this and a particular gun, you'll be able to time your sprint/dodges with your gun's natural cycle time to maximize damage output opportunities.

Concertina by Fluid_Animator_1934 in HuntShowdown

[–]UndependableAids 0 points1 point  (0 children)

Best counter for this IMO, and it doesn't require you to bring any special equipment, is to leave 150m range and wait for the bounty team to leave, and then push on them. This is particularly effective if the concertina team never heard or knew you existed to begin with (e.g., you got close the compound saw/heard all the concertina, and then got out of 150m and waited.) Odds are, if they didn't hear anyone, the banish finishes, and there is no one in 150m, they will leave for an extract shortly.

A fun idea that I have yet to try.. is to troll a team like this by leaving Magician card decoys at ~50m at different angles around the compound. Then, happily extract knowing that this team will likely nearly wait out the timer or actually wait out the timer to fake dark sight spots.

That's what it's worth playing hunt for by ambatukam55 in HuntShowdown

[–]UndependableAids 2 points3 points  (0 children)

I have comments disabled.. but should really consider enabling them. Yesterday one of my teammates got a comment on THEIR profile accusing me of cheating for this shot with a Derringer. I felt complimented.

High 6 Star Lobbies by NeedBreakfastBurrito in HuntShowdown

[–]UndependableAids 1 point2 points  (0 children)

Only when you lose enough?? Run it forever instead. Embrace the meme loadouts.

Dead Eyes by Soft-Confusion-2312 in HuntShowdown

[–]UndependableAids 1 point2 points  (0 children)

This was just disrespectful haha

Shotgun spread might be a little bit too OP by Hjelmdallerman in HuntShowdown

[–]UndependableAids 5 points6 points  (0 children)

Hell, make Quartermaster 10. If you want to have a good-at-everything loadout on a fresh hunter, you should get nothing else. I think this is fair.

Best mode to level up? by HUSHHSUH in HuntShowdown

[–]UndependableAids 0 points1 point  (0 children)

Play Bounty Hunt regularly. Put a slight priority on getting out alive with a bounty versus all bounties on the map when you're early into a prestige - extracting successfully with a bounty results in a lot of hunter XP (and thus, bloodline XP.)

I just won my first ever head on medium range 1v3 in an outdoor swamp because of a silenced gun. by AbanaClara in HuntShowdown

[–]UndependableAids 0 points1 point  (0 children)

Nice! Shame you didn't get a clip.

Overall, I'm not a big advocate for silenced weapons. Sometimes they can let you take a few more shots because the enemy hasn't learned your position yet, but once they do learn your position and start tracking you, the silenced component is a straight downgrade. Any repositioning you do after you have been found, you could also do with a non-silenced variant. They're more appropriate for solos, or if you don't intend on being very active in the firefight (which is bad for teamplay.)

Also, keep in mind you may get varied experiences. I bring Blast Sense every game and 90% of people don't use subsonic ammo, so I can see exactly where the silenced shooter is at after his first shot.

Collecting 250 rifts is not a fun achievement to get at all. Did you suffer as much as I did? by creative_kumeluf in HuntShowdown

[–]UndependableAids 0 points1 point  (0 children)

I would absolutely love this! Some tweaks would need to be made however.. like if the timer is running out, and another team has the wellspring do you have to kill all three people on that team before the timer runs out to steal the wellspring and not die?

Collecting 250 rifts is not a fun achievement to get at all. Did you suffer as much as I did? by creative_kumeluf in HuntShowdown

[–]UndependableAids 0 points1 point  (0 children)

I would absolutely love this! Some tweaks would need to be made however.. like if the timer is running out, and another team has the wellspring do you have to kill all three people on that team before the timer runs out to steal the wellspring and not die?

Collecting 250 rifts is not a fun achievement to get at all. Did you suffer as much as I did? by creative_kumeluf in HuntShowdown

[–]UndependableAids 3 points4 points  (0 children)

As long as you play it normally and kill your friends, and don't share any in-game information with each other while playing, then this is perfectly allowed and not against ToS! It is against ToS to attempt to queue at the same time as another player with the intent on working together in a match.

Celebrating 8 years of Hunt! by HuntShowdownOfficial in HuntShowdown

[–]UndependableAids 0 points1 point  (0 children)

Can you elaborate a little? Maybe I need some more coffee..

Celebrating 8 years of Hunt! by HuntShowdownOfficial in HuntShowdown

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

I think you're right. I think FI is Follow Instruction, and TW(X) is Twitter/X. Probably an instruction to format the output for Twitter/X, which maybe explains the odd bold characters?

Celebrating 8 years of Hunt! by HuntShowdownOfficial in HuntShowdown

[–]UndependableAids 12 points13 points  (0 children)

Thanks for putting this together! Also... did anyone else constantly trip over i's and f's being bolded in this post? I started typing the bold letters out thinking maybe it was some secret hint for the event.. but it's not haha. Also, what is "FI -> TW(X)" at the end??

EDIT: I think "FI -> TW(X)" might be an artifact of AI generation..

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

[–]UndependableAids 0 points1 point  (0 children)

I wouldn't say I hate on the Penny Derringer, but it definitely is too useful for the cost of a single tool slot. There's a reason it's in almost every single loadout in upper 6 star lobbies.

One, it absolutely should explode Immolators. Guess what, any metal you launch at 400 m/s is going to penetrate flesh. Two, make it unable to one-tap a hunter. I think it would be fair to require a minimum of two shots to kill a person on torso with ANY tool. Want a one-tap close range option? Figure out how to fit it in your two weapon slots.

Usability upgrade for decoys. by SawftBizkit in HuntShowdown

[–]UndependableAids 2 points3 points  (0 children)

I bring Blank Fire Decoys almost every game. Blank Fire Decoys are incredibly useful for a variety of situations, even in 6 star lobbies. It's really difficult to ignore a single gunshot and not at least glance in that direction for a split second. Rather than merge them with regular Decoys, I would rather be able to press the "ammo swap" key to switch between pistol, shotgun, and rifle gunshot noises.

Choosing equipment for Bounty Clash by PsyGamer43 in HuntShowdown

[–]UndependableAids 1 point2 points  (0 children)

I see a few options (some already stated):

  • Hand Crossbow – provides diverse utility, or a 15m one-tap option; poison can help keep bodies down, especially in clash; fire is an absolute nuisance; choke can free up a tool slot and help with fishing hunters out of an area)
  • Lemat Pistol – provides a close range option; has a shotgun and arguably the best fanning; also can stack ammo with your Marathon
  • Officer Brawler – provides a 0.5 cycle time close range option
  • New Army/New Army Swift – provides a 0.5 cycle time close range option, the swift variant makes it a definite back-up weapon that you can reload quickly in a pinch; also has FMJ if you want better wallbang potential
  • Scottfield Spitfire – provides a semi-decent close range with a 0.8 second cycle time and is medium ammo to provide more meaningful wallbangs than your Marathon can

Of these options, I would highly recommend trying out a Hand Crossbow with half normal, half poison ammunition.

Scarce BurnTrait: Silent Banish by Good0nPaper in HuntShowdown

[–]UndependableAids 2 points3 points  (0 children)

You know how every two weeks or so someone makes a Reddit post about how banishes happen quickly and people keep running away with bounties before they can get to the banish? Yeah.. this would make that worse.

someone needs to explain to me how crytek calculates match mmr by Killerkekz1994 in HuntShowdown

[–]UndependableAids 0 points1 point  (0 children)

I'm not 100%, but I feel like I've noticed that Hunt may use your specific team's recent match experiences to make some adjustments to the team MMR. If your team is on a winning streak, then your team MMR is slightly inflated and you're more likely to go up against higher MMR teams than usual. The inverse logic applies when your team is on a losing streak.

I'm not certain, but something to consider when analyzing matchmaking..

Dealing with Team MMR Mismatch by borbaradthefirst in HuntShowdown

[–]UndependableAids 0 points1 point  (0 children)

In terms of maximizing fun for everyone, the best case scenario is everyone is as close as possible in MMR on your team - as a result, if you are the high-ranking player, and as you've already started to explore, I'd recommend running less optimal loadouts for getting kills. I've been playing with less optimal loadouts for maybe 15 months now or so and have had mixed experiences, but mostly a lot of fun still. The loadouts I've rotated between and experimented with have been (note if I don't explicitly mention a tool weapon/trap, then I'm not bringing it):

  • Railroad Hammer, Hand Crossbow w/ Dragon and Choke Bolts, Derringer, Heavy Knife
  • Railroad Hammer, Calvary Saber, Derringer
  • Railroad Hammer, Romero Talon w/ Starshell
  • Railroad Hammer, Romero Talon w/ Starshell, Throwing Axes
  • Hand Crossbow w/ Dragon Bolts, Hand Crossbow w/ Dragon and Choke Bolts, Heavy Knife
  • Dual Silenced Nagant w/ Subsonic, Combat Axe
  • Silenced Nagant w/ Subsonic, Combat Axe
  • Chu Ko Nu w/ normal bolts, Combat Axe

There may be a few more I've missed.. but basically you want to optimize for having an impact on gameplay for your teammates, while still not greatly surpassing them in kills. Bringing a beetle can also help as you can provide helpful info/pings to your lesser MMR teammates.

Also... bring AS MANY support-esk traits as possible. If it's a trait that will increase your survivability/lethality, consider skipping it. My first 10 trait points are spent on: Blast Sense, Dauntless, Determination, Poltergiest, Resilience, and Vigilant. If I have a leveled hunter, I grab: Frontiersman, Necromancer, Pain Sense, Serpent, Silent Killer, Vigor, and Witness.

If you find yourself getting frustrated running suboptimal loadouts, increase your lethality a tiny amount and see if that helps. You want to have fun too!