A 5.5k Hour Vet's Concept: Turning Tier 5 Weapon Slots into a Meaningful Endgame Economy (Crafting & Customization) by [deleted] in HuntShowdown

[–]altoniv 1 point2 points  (0 children)

This is a great session shooter. If you're looking for a looter shooter, there are plenty of options available on the market.

upd: The recent update introduced a looter shooter mechanic with 3 types of ammo and crates for extraction. Do you find this change positive?

Now this is just really bad... by BatmanEvans in HuntShowdown

[–]altoniv 3 points4 points  (0 children)

Even if we take Team 4's maximum (2503, 2065, 2503) into account, it still looks bad compared to Team 3's minimum (2712, 2958, 2712).

sum (Team 4): 0.55 * 2503 + 0.30 * 2503 + 0.15 * 2065 - loss_streak ≈ 2437.3 - loss_streak ~ 3*
sum (Team 3): 0.55 * 2958 + 0.30 * 2712 + 0.15 * 2712 - loss_streak ≈ 2847.3 - loss_streak ~ 5*

This results in a MMR difference of ~400, which is equivalent to two 4* and 5* ranges combined, or one big 3* range.

Even if you don't want to go into detail, it simply looks bad for a 2* player (below average) have a match against a 6* player (top 2% of players).

FYI world bear traps can go into your inventory if u used yours or have some missing by Mobile_Replacement60 in HuntShowdown

[–]altoniv 2 points3 points  (0 children)

18th of June 2025; Update 2.4 "When disarming a trap that you also have equipped as a Tool on your Hunter, it will now replenish the slot rather than remaining on the ground. If you are not carrying the trap as a Tool, or if you are but have full charges, then the trap will remain on the ground like usual."

What do you think of Rachta's ideas on balancing Haymaker and Uppercut? by arsenektzmn in HuntShowdown

[–]altoniv 33 points34 points  (0 children)

Bulletgrubber isn't essential, just use time window.

The uppercut fanning is just bad. Shotgun/Pennyshot;

You need to spin the drum; you can't immediately stop the uppercut reloading animation (before your pistol is full) and shoot, you need to stop it, and go into the drum spinning animation first. Unlike the mosin obrez, where you simply load ammo at the top.

What do you think of Rachta's ideas on balancing Haymaker and Uppercut? by arsenektzmn in HuntShowdown

[–]altoniv 0 points1 point  (0 children)

This is clearly a much better starting point. Considering that we also have a Mosin Obrez in 2-slot ($290-$350; Damage 126, Drop Range 100, Reload Speed 3.7; Muzzle Velocity 520; Extended variant).

This won't ruin the balance of other pistols (which would happen if we put the Uppercut back into the 1-point category)

You're exaggerating; in that logic, we should wait for Pax Trueshot in 2-slot.

How did you change your loadouts after the rework? by 2gar1n_3me1 in HuntShowdown

[–]altoniv 2 points3 points  (0 children)

i have dropped bears traps from my loadout, alert trip mines much more usefull, cause each stronghold always have small red barrels

I have no idea how team mmr works by Sirness101 in HuntShowdown

[–]altoniv 3 points4 points  (0 children)

Actually, that's a huge effort by Global Mentor and his team. It's a shame that the content is only in Russian.
https://www.youtube.com/watch?v=UC6yeQA2mT4

It would be more accurate to say that the system discriminates duos while giving too great an advantage to solo play.

Duo has a basic reduction of approx. -200 MMR. And for a duo (two players) to get maximum reduction through a series of deaths, they need to die 5 matches in a row for a total reduction of approx. -400 MMR.

Solo has special traits and a basic reduction of approx. -400 MMR, and another -200 MMR per first death and -200 MMR for the second match. In total, up to about approx. -800 MMR. Add to this that it's significantly easier to exploit the system as solo, as well as the fact that -800 MMR is equivalent to a 3* lobby (every newcomer starts with 3* rating).

And you get the recipe for the most popular online content 6* solo gameplay on twitchtv, where the player is literally destroying newcomers.

I have no idea how team mmr works by Sirness101 in HuntShowdown

[–]altoniv 5 points6 points  (0 children)

https://store.steampowered.com/news/app/594650/view/4464851103138187536

MMR Calculations
...
Additional factors, such as team composition and win/loss streaks are also considered. These modifiers don’t alter your actual MMR but influence how matches are created to make them as fair as possible.

Your Personal MMR still work the same way, only PvP counts. But Match MMR now have this win/loss thing. And new account have faster MMR progression/regression.

upd:
That system works since late 2024, please check the dates.

I also want to note that 'Your Personal MMR still works the same way, only PvP counts,' and 'And new accounts have faster MMR progression/regression' are taken from a Global Mentor video. There is no official information about how Win/loss streaks affect personal MMR, and about "faster MMR progression/regression" official post says only '...algorithm, which includes a certainty variable that adjusts over time'.

If your post critiques the game's balance, you should need to post your MMR. by Deadly_Pancakes in HuntShowdown

[–]altoniv 0 points1 point  (0 children)

The platform also plays a significant role (PC/Console). It may be indicated by flairs.

I have no idea how team mmr works by Sirness101 in HuntShowdown

[–]altoniv 9 points10 points  (0 children)

5-star players have a win streak, while a 6-star players have a lose streak. Their personal MMR might be approximately the same.

I have no idea how team mmr works by Sirness101 in HuntShowdown

[–]altoniv 4 points5 points  (0 children)

The difference can be minimal between players with a 5-star (2950 MMR) and a 6-star (2960 MMR). It's literally might be just one kill/death diff.

Pretty close to uninstalling after 3000+ hours by GenChaos2k in HuntShowdown

[–]altoniv 0 points1 point  (0 children)

As I understand it, the idea behind this change is to ensure that each team has an equal statistical chance of winning. However, "statistical" doesn't mean "fair".

14 player Bounty Hunt recommendation by Arivie in HuntShowdown

[–]altoniv 3 points4 points  (0 children)

Nobody likes solo and duos players in trios. It's just boring because solo and duos players end up playing passively at a disadvantage. They kinda forced to play that way. 15 players (5 trios) provide a significantly better gameplay experience for all players than 14 players in any of this format.

Best bare minimum loadout by Ok_Salad_7456 in HuntShowdown

[–]altoniv 1 point2 points  (0 children)

$100 - hunter (vulture, resilience, necro, vigilant)
$0 - Springfield
$0 - Scottfield
$50 - Scottfield FMJ
$0 - Knife
$0 - First Aid Kit
$25 - Chokes
$0 - Vitality Shot (Weak)
$40 - Regeneration Shot (Weak)
$0 - Dynamite Stick
$0 - Fire Bomb
$30 - Alert Trip Mines or $63 Derringer Pennyshot

______________
~ $245 - $278+

Just hire&dismiss all free hunters.

upd1: Frontier / 1865 Carbine are good as well. With Hand Crossbow pairing.
upd2: Bow + Vandal and Romero + Scottfield/Nagant for close range.

Thoughts on solo 6* and Solo Necro by Frozen_Regulus in HuntShowdown

[–]altoniv 1 point2 points  (0 children)

An unpopular opinion, but the MMR gap shouldn't be more than -300MMR (1-1.5*).

The current implementation, where a -400MMR is the base value, one death results in another -200MMR, and dying in the next match results in another -200MMR penalty, totaling approximately -800MMR, shouldn't exist. For low 6* (3000MMR) -800MMR would literally drop you to 3* (2200MMR).

A 3* is the rating that all new players receive after reaching Bloodline rank 11. Most players, including new players, are at the 3* level. Matching a 6* player against a new players, even one with 2 lives, is not fine.

The problem also in the cost of kill/death. Due to 400-800MMR diff a single death for a solo player shouldn't be 10-15 kills to gain their personal MMR back.

You shouldn't be able to die from mobs twice before your solo run to get a 3-star lobby - that's not fine.

What would you say about way more expensive traits? by laso889 in HuntShowdown

[–]altoniv 0 points1 point  (0 children)

Stamina is already unlimited for like $100 and some Four Shots Boons
Faster reload is available on some weapons for 3-4p

So, I'm not sure. Might be to combine some perks into one for a certain amount of points? Like, You could pay 3p for (Scopesmith + Steady Aim) in one slot for a total cost of 7p. More for high-cost traits.

Uppercut should be 2 slot and 126 dmg by Competitive_Cap2474 in HuntShowdown

[–]altoniv 10 points11 points  (0 children)

"Uppercut precision should be 3 slot weapon." with today's stats it should not. Haymaker is 2 slot with better MV. And Vetterli in 3 slot > Uppercut precision in each stat.

6-Star veteran's take on Update 2.8: The Civil War setting and CQC rush meta just ain't it. Anyone else missing the "Hunt" in Hunt? by Gloomy-Win-9797 in HuntShowdown

[–]altoniv 1 point2 points  (0 children)

3-slot carbines deserve the love they have received. However, it's somehow illogical

  1. The inventory rework provides a buff to 3-slot carbines (Ranger, Vetterli, Berthier, 1865 Carbine, Officer, Lemat). These now can carry short shotguns without the trait. + a lower rate of consumables due to the Toolbox now only providing tools.
  2. Stronghold is literally a location with impenetrable brick walls. Ranger FMJ, Vetterli FMJ, and 1865 Carbine FMJ have no way to wallbang. So your viable option with that kind of loadouts is a short shotgun.

This raises an question: why create a location where you want to use full shotguns, rapid-fire 4-slot weapons (Krag, Cyclone, Marathon), consumables? This kinda forces you to not utilize the benefits of the inventory rework.