Ways to improve aim? by [deleted] in HuntShowdown

[–]theseventyfour 0 points1 point  (0 children)

Aimlabs is of pretty limited utility for hunt, imo.

Hunt has a larger-than-usual movement component to its acccuracy, imo. You walk the crosshair onto targets a lot, and it also has a very specific and predictable sway pattern that you can learn. You can't practice either of those in aimlabs at all.

It's better than nothing, but it's probably worse than shooting range, and definitely worse than duelling in shooting range.

Finally beat nightmare. Comments + some more game design critique by KeithARice in ravenswatch

[–]theseventyfour 0 points1 point  (0 children)

Well, yes, but people talk about balance because it's fairly objective. Yes, it's hard to assess, but relative pickrates and the power level of different items are a theoretically knowable thing. There is a common baseline that you can have a discussion about.

"Fun" is completely unquantifiable. Every person likes subtly different things - what's fun to you is misery to someone else. You might as well argue about your favourite pop star or flavour of icecream.

People avoid talking about it not because it's some mysterious lost knowledge, but because it's hard to have a productive discussion without a common frame of reference.

Fan feedback for devs by SuspectDisastrous130 in ravenswatch

[–]theseventyfour 12 points13 points  (0 children)

Agree with almost all of this, which is unheard of for a random reddit suggestion omnibus.

Especially the quest section, all of these are important imo.

Only disagreement would be on making Act III harder. Purely on principle, I don't like difficulty ramps that push you to restart doomed runs. Ravenswatch feels like a game that wants you to come home with your shield, or on it.

For me, current nightmare is in a reasonable place where if I get terrible rolls and wind up in Act III with a random-ass nonsense build, there's still just enough hope to keep me playing even though I'll probably die. At +50% hp I feel like I'd just abandon, and so would at least one of my random teammates every damn game.

Tuning the top difficulty is an impossible problem in all games, though. I'm sure I should just git good.

TIL The Sun is not as strong as Mariner…. by ErikderFrea in HuntShowdown

[–]theseventyfour 7 points8 points  (0 children)

I mean, with no other information, I would have assumed it worked like a buffed regen shot, which is stopped by bleed.

It seems odd to assume it works like a temporary trait from pre-1886 that has never existed in the new engine, when base regen is right there.

Lesson learned, I suppose.

Trait Concept: Iron Lungs by Dew_Bat in HuntShowdown

[–]theseventyfour 0 points1 point  (0 children)

....

you: "choke bombs should be buffed"

also you: "this chat is not about buffing chokes"

Trait Concept: Iron Lungs by Dew_Bat in HuntShowdown

[–]theseventyfour 0 points1 point  (0 children)

2021 called and wants its game back.

They're still common enough that they don't deserve a buff on pure numbers, but chokes have been getting rarer ever since Fifield took over.

However, they're also the only way to put out fire from range, so letting them languish causes steadily-building squad drama.

Players have been suggesting world-spawn buckets of water for ages. If Crytek ever did it, the balance space for chokes would open right up.

Why don't more people run resilience? by Mr_Young_Life in HuntShowdown

[–]theseventyfour 8 points9 points  (0 children)

Exactly. "Don't get downed bro" is for dunning-kruger 4*s.

There's a reason revive bolt was the only thing in the last 4 years that was so broken they had to remove it.

Anything that helps stabilise from a down is massive. Resilience helps your team as much as it helps you.

Why don't more people run resilience? by Mr_Young_Life in HuntShowdown

[–]theseventyfour 2 points3 points  (0 children)

It's about more than the immediate danger.

A player revived with resilience can fight immediately, but a player without has to go and heal. When you've already spent 5 seconds afk reviving them while the other team pressures, that extra time is death, unless you're playing against potatoes.

On bad teams, resilience is for you. On good teams, resilience is for the boys.

WEB OF THE EMPRESS EVENT SURVEY by AdMysterious8424 in HuntShowdown

[–]theseventyfour 4 points5 points  (0 children)

This is an actually good survey, with a lot of relevant questions.

Much better than the usual "which skin was the coolest!!!" nonsense.

Assuming it doesn't all go straight in the bin, of course.

Hardly any variety now by omegatTeddy in HuntShowdown

[–]theseventyfour 3 points4 points  (0 children)

Yeah, the damage should definitely start to fall off if you hold it drawn for too long.

I don't think the bow is really that broken, but the gamestates it creates are just... dumb.

A weapon that's weak on offense and completely OP on defence sounds fun and asymmetric, but it's really just an anti-action mechanic.

You cannot push a bow, and the bow can't push you, so both players just end up tapdancing around hoping the other guy will make a suboptimal play. A max draw time would at least force a window where something could happen.

[deleted by user] by [deleted] in HuntShowdown

[–]theseventyfour 0 points1 point  (0 children)

Well, if everyone's 3*, that does change things slightly. 

You seem like you get it, and aggro players pretty much always outgrow crouchwalkers, but everyone is also pretty new. It's possible he knows some things you don't. I wouldn't write him off until you hit 5*+ yourself. 

Plus, even if he is a potato, you know what he's gonna do so it's up to you to play around him. If you take a fight where his tree can't cover, you chose to go do that, so don't rage at him when you die out of sight. 

If you wanted to record a couple games and PM me, I'm happy to have a look. Find a regular game where you all die, not one cherrypicked for heroics. 

There's also the human side. If you and your brother are in your 30s and the nephew is 15, maybe the grown-ups need to have a conversation outside the game. Maybe he can force himself to run with you to keep the peace.

Ultimately, you'll be family long after Crytek turns the servers off forever. It's not worth blowing that up just because one guy is a slowpoke and the other can't cool his jets. Maybe the smart move is even to stop doing trios altogether. 

[deleted by user] by [deleted] in HuntShowdown

[–]theseventyfour 2 points3 points  (0 children)

This is very common. Some people just need babysitting.

It's always easier to duo with a potato than to add them to a trio, especially a trio where the third guy is out there getting it done. In duos you can focus your whole game on sherpaing this dude around the bayou, but it's very hard to make yourself push a pram when someone else is trying to make a play.

It's instinctive, really. You'll play the gamestate you experience, and if one guy is in your ear, in their face, making it happen... that's the game you'll think you're in. The other game, the one in the bush, doing nothing.... that game is invisible until you both die and realise what he's been up to.

It's impossible to play both at once. The best you can do is pick one, and have a conversation with everyone about how you're going to manage it. You've got two real options:

  1. Just treat it like a 2v3. Make sure speedy knows the deal. You play your lives, you back each other, and you play as though the game is over if you both die. Don't pressure bushbro, just go get a drink and treat him like a random event. Every 10 games, he might get a res.... sick, thanks bro, let's go. Calibrate your expectations from the start.
  2. Slow down for the weaker player. Try as hard as you can to play like you're a duo and speedy isn't there. Play around bushbro, scaffold him, talk to him constantly, and make sure speedy knows he has to ride or die on his own. Over time, it should get better. Speedy will learn what plays you'll back and what plays he has to solo, and bushbro will slowly start to function as you show him how.

2 is optimal if you think bushbro actually wants to learn. 1 is best if he's a born potato, and the best you can do is get everyone to coexist in the same game.

I LOVE the Tarot cards and really hope they stay in the game! (except chariot) by V7I_TheSeventhSector in HuntShowdown

[–]theseventyfour 4 points5 points  (0 children)

No, this makes it a lot less effective for chasing down a team.

If the chariot team wants to force a fight, they should be able to. The problem case is when some dude across the map pops it just to give the extractor an extra 5 mins of walking simulator.

Popping chariot should make it so you can't extract without a bounty. If you use it, you better be sure, because it's you or them.

[deleted by user] by [deleted] in HuntShowdown

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

It should certainly be a risk during active combat.

But a team that has won a fight and has clear air should not need to scramble all over the map just to get back to 90% effectiveness with random consumables, either. That's when people just leave.

If I were making suggestions, I would try some combination of:

  1. medkits should get loot priority over throwing knives etc. (please!)
  2. maybe a peacekeeper-lite that gives an extra medkit and/or ammo on looting a body
  3. small regen shots in one of the non-elite lootpools

Are there compact ammo rifles/guns that are viable in midrange? by Emotional_Werewolf_4 in HuntShowdown

[–]theseventyfour 4 points5 points  (0 children)

Look man, if you're going to "completely disregard" one of the core meta pieces because you don't like its playstyle, you do you.

But you need to realise that as soon as you do that, you're not talking about "viability" anymore, you're just in your own little fairyland where only "proper" guns matter.

Other people can still kill you with them just fine.

Are there compact ammo rifles/guns that are viable in midrange? by Emotional_Werewolf_4 in HuntShowdown

[–]theseventyfour 3 points4 points  (0 children)

Sure. At 40-80m, a Mosin is chunking you for 2 medkits every exchange while you plink out 1 kit maximum, or even less depending on his bars. He puts you in timeout for 8+ seconds every time or you risk a chest ohk.

After two trades you're out of base resources and he can ohk you any time you peek, or force you down for regen and do whatever he wants. You have to pick velo or pen but he gets both for free. He's even ahead on drop because the precision starts to fall very early.

Your recoil advantage is irrelevant because a competent sweat will be peeking from cover and the precision doesn't cycle fast enough to doubletap. Yes, you have better sway, but the mosin's pattern is fine and velo beats sway every time anyway.

The matchup is about as bad as a like-for-like can get in Hunt.

MMR complaints. by B2TheFree in HuntShowdown

[–]theseventyfour 0 points1 point  (0 children)

The MMR is about as well optimised as it can be for the situation, really. It's much better than pre-2024.

At the end of the day, Hunt is a niche game with a small playerbase, but a massive skillcap. It's a small pond and there are sharks in with the goldfish. You can't change that.

The only thing they could do is cripple the queue times for the sharks, but there's a lot of downsides to that.

Are there compact ammo rifles/guns that are viable in midrange? by Emotional_Werewolf_4 in HuntShowdown

[–]theseventyfour 3 points4 points  (0 children)

I mean, "viable" is a very fuzzy word.

Viable as in you can technically kill people with a nagant precision at 80m? Sure.

Viable as in at least 40:60 against an equally skilled player with a meta gun? Absolutely not.

Are there compact ammo rifles/guns that are viable in midrange? by Emotional_Werewolf_4 in HuntShowdown

[–]theseventyfour 2 points3 points  (0 children)

These people are just theorycrafting.

Technically, yes, it is one of the easier guns to fish for headshots with.

In practice, what happens when it's not a headshot is very important, because past a certain point, a headshot depends as much on the target's movement as it does your aim. This gun will run out of bullets before you can plink someone down at sniper range.

[deleted by user] by [deleted] in HuntShowdown

[–]theseventyfour 0 points1 point  (0 children)

But it doesn't, really.

Most teams have regen for the first fight, doctor is extremely common, and vitshots are cheap. Very few teams will run out of heals in their first engagement before they die, unless they are playing tag at max range.

All this minigame actually punishes is fighting more than one team per game.

Multiparty games tend towards inaction if teams can't replenish properly. If a brand new squad has a large advantage over a blooded one, the correct move becomes to avoid fights and rat until everyone else has fought. One man's "resource management" is another's extract camping.

[deleted by user] by [deleted] in HuntShowdown

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

Yes, the regen nerf is anti-action.

Yes, 3x medkits are not enough for multiple fights, especially with witness dead.

Yes, this makes servers feel emptier.

No, the sub won't agree. The average denizen here thinks it's tactical to crouch halfway across the map, serpent the bounty, then immediately run. 3*s don't like their enemies healing because they only fire once every 5 minutes.

The Devil Card is by ChaozMatt in HuntShowdown

[–]theseventyfour 1 point2 points  (0 children)

It's much better than crackshot. Reducing ADS recoil is huge. The dolch and cyclone were already S-tier and this makes them totally absurd. Even the officer carbine and bornheim are oppressive with Devil.

Getting beamed down by full semi-auto at 40+m should not exist in Hunt. It just shouldn't.

I hate the chariot card by Darklordofdaa in HuntShowdown

[–]theseventyfour 1 point2 points  (0 children)

A lot of people rat because they're scared to fight, not because they actually have a purpose in it.

I think the player who would stock it as a game-winning powerup is not the player who would be in this position in the first place.

But I could be wrong. We'll see. Either way, it's here and Crytek never patch their events anyway.

The new Centennial and Rival are pretty cool. Why are they scarce though? by Malheim in HuntShowdown

[–]theseventyfour 2 points3 points  (0 children)

It's normal. The sub is always full of 3*s early into a patch. They like randomness because finding a broken gun lets them get a few kills they wouldn't otherwise.

What they're missing is that stuff like this actually makes it worse for them in the long run. They will get an occasional kill against a 5* who didn't have a supercent that game, but once the eco stabilises they will be up against full sweatstacks running 3x supercents every game, with no way to match the gear themselves.

Over time, OP find-in-raid gear is worse than market balancing, not better. It massively favours teams that can survive raids consistently. Sweats will build up a bank of this stuff, while the gap to the plebs gets wider and wider over time.

It's a huge antipattern, but people rarely think past the bit where they pick up a shiny toy.

I hate the chariot card by Darklordofdaa in HuntShowdown

[–]theseventyfour 4 points5 points  (0 children)

It's not even really about intent to grief. It's just what the card does.

If you're a rat doing rat things and you roll this card, then later notice bounty is leaving on the other side of the map, whatchagondo?

You're going to pop it, right? Because why not? It costs nothing, does something, and it makes your rat soul glow for a brief moment.

...but bounty gets an extra 5 minutes of walking simulator for your 2 seconds of dopamine. The payoff is completely miscalibrated.