Tämä on mainospaikka (näillä pidetään sivusto pystyssä)

Hunt Showdown

@Gimble

Tuohon aim-assistiin liittyen mitä olen lukenut, niin yleisesti porukka preferoi pitää sitä pois päältä. Perusteluina yleisimmin se, että pidemmälle matkalle ohjaa pelaajaa kohti, jolloin leading shotin suorittaminen vaikeutuu. Toisena perusteluna se, että yläkropan sijaan ohjautuu helposti keskivartaloon eikä päähän/yläkroppaan.

Siten hieman kaksijakoiset fiilikset tuosta. Kuten sanoit, onko tuon päällä pitäminen lähinnä vain lähitaisteluissa preferoitavaa? Itsekin olen huomannut, että crossbowlla olisi ihan hyvä apu, mutta sen verran vähän vielä kokemusta pelistä, että onko tuon päällä pitäminen oikeasti hyödyllistä vai ei jos esimerkiksi kivääreitä käyttää pääasiallisesti.

Been there done that, jotain toistakymmentätuntia kyllä tuotakin kokeillut ihan omin pikku kätösin. Ilman autoaim on todellakin parempi pelata long taistelussa, ihan tosi kuin vesi! Mutta koska suurin osa taisteluista on lähitaistely/mid range lopputulos on se, että olet yksinkertaisesti ruumishuoneella ennen kuin kerkeet paikallasi jyvää asettelemaan kun sieltä tulee jo päähän snäpshotti. Kannattaa kokeilla itse. Tuota en osta, että suurin osa preferoi.

Tuolla Discordissa melkein päivittäin tästä vingutaan, sentään Nitron superliima lähelle korjattiin viime pätsissä mutta edelleenkin mm. Nagant on aivan sairas. Kyllä vaatii vielä toiminto tuunausta. Sen pitäisi olla "aim assist" joka vähän jeesii, mutta pääasiallisesti sohvan ja ohjaimen välistä kiinni osuuko. Ei "automaattinen silmämunaan osuminen" kuten se vähän nyt on on ikävä kyllä...

Edit: Nyt tuli eka voitto quickplayssa:)

Onnea siitä se lähtee!
 
Viimeksi muokattu:
1.3 sisältö on laskeutunut PC-testiserverille ja muutokset näyttää massiivisilta ja hyviltä. Compact ammoa käyttäviä kättä pidempiä on boostattu ja täten koitettu saada paremmin tasapainoon ja vaikka mitä uutta juttua, parannuksia, bugifixejä! o_O

Update 1.3
SteamBuildID: 4822731; Version: 1.3.0.976; Size: ~6GB
19b729da5619443224b4a0c0d0e35851faa33afc.jpg


256d64779a185ac664615d217069299b2a092689.png


New AI Variations
We have added two new AI variations to the game. You will now find the Grunt Doctor, who deals poison damage and drops a medical kit after being killed, and the Concertina Armored, covered in concertina wires causing bleeding damage, wandering in the swamps.

New Time of Day: Sunset
The Sun has set in the Bayou, a new time of day is here! You can now explore the swamps in brand new lighting. Depending on how you move through the Bayou, you can use the sun to gain an advantage over your enemies in a fight.

New Equipment
This update features two new weapon variants, the "Martini-Henry IC1 Marksman" and the "Mosin-Nagant M1891 Obrez Drum", a new tool, the "Decoy Fuses", as well as a new trait, ’’Levering”, allowing lever-action rifles to rapid-fire from the shoulder, giving the Winfield rifles a previously unseen new layer of tactical flexibility at close quarters.

Weapon Changes
The powerful Avtomat rocks a new look and gameplay rework this update [insert image], making it harder to control at range with a slightly increased rate of fire and more ammo drain. The update also adds a slight ear ringing effect when you unload your weapons too fast. Additionally, our current damage and projectile system sees a major balancing pass in 1.3 that helps some of the weaker ammo types to keep their damage better up to medium distance. More details can be found further below!

Improved Death Screen and Lobby
Update 1.3 brings a reworked partner inspection screen to the lobby where you are able to look at your fellow Hunters in more detail, as well as a new Death Screen, that additionally displays the enemy player’s hunter and their gear.

New Legendary Content
The Anniversary skin contest winner skin is finally here. We have also added a new Legendary Hunter as well as several additional Legendary Weapons. You can unlock those with Blood Bonds from the in-game menu. Make sure to check them out!

901f109bfb372c80c536dab63678c002ad86e34f.png


AI
Doctor Grunt

  • New Grunt AI variation
  • Carries a medical kit (similar to the ones players can find at resupply stations or randomly in the world) on his back that he drops when killed.
  • Wields a rusty bone saw that causes poison damage.

Concertina Armored

  • New Armored AI variation.
  • Fully entangled in concertina wire, this Armored causes bleeding damage when a Hunter gets too close.
  • More resistant to melee attacks in general.
  • Less resistant to all types of bullets.

Audio
Hunter Footsteps

  • Adjusted the pitch of footsteps to sound slightly higher for teammates and slightly lower for enemies compared to Player footsteps.

Branches

  • Slightly increased the audible distance of breaking branches that can be found in forest areas.

Arsenal
Mosin-Nagant M1891 Obrez Drum

  • An Obrez variant that features the 15 round drum magazine known from the Avtomat variant on this classic bolt-action.
  • With a 15/0 ammo pool, total ammunition remains the same however, the Obrez Drum does not need to be reloaded during a fight.
  • Available in the Mosin-Nagant M1891 unlock tree within the Book of Weapons, found between the Mosin-Nagant Sniper and Mosin-Nagant Avtomat variants.

Henry-Martini IC1 Marksman

  • A Martini-Henry variant with an attached medium-sized marksman scope for increased ranged capabilities.
  • Available at the end of the Martini-Henry unlock tree in the Book of Weapons.

Decoy Fuses

  • New tool with three charges.
  • Mimics a lit explosive when thrown, but does not explode or deal damage after its fuse time.
  • Can be used to deceive opponents and flush them out of cover.
  • Can be used to break stalemates by pushing into seemingly hazardous positions.
  • New unlock option for the Deception tree in the Book of Weapons.

Levering Trait

  • A new trait that allows lever-action rifles like the Winfield series to rapid-fire when aiming from the shoulder.
  • Hard to control, but allows shots to be fired at a staggering rate of fire. Levering gives additional flexibility in close range to stand your ground against Shotguns and other rapid-fire weapons.
  • Like "Fanning" for single-action revolvers, Levering does not work when aiming down sights (ADS).

Gunplay

  • Reworked Chaos Bomb patterns and added more weapon sounds for it to be more likely interpreted as real gunfights.
  • Improved handling of successive heavy melee attacks for some bayonet and talon variants.
  • Improved handling of successive heavy melee attacks for the crossbow.
  • Derringer, Throwing Knives, Decoys and Blankfire Decoys are now 100% refilled when their tool slot is randomly chosen for resupply upon looting a dead Hunter or using an Item Box. All other items still only receive one extra use per interaction.
  • Reduced the stamina cost for Heavy Attacks with the Knuckle Knife to allow 6 instead of 4 heavy attacks

Damage-Drop Rework

  • Balancing pass for weapon projectiles that increases damage-retention over distance based on bullet type:
  • In general damage drop curves have been smoothened out, resulting in most projectiles losing less damage as they travel.
  • Compact Bullets have seen the biggest boost, most notably the Winfield rifles, retaining their damage much better at medium to long-distance also resulting in overall increased effective range for headshot kills.
  • New Compact Pistol Bullet and Medium Pistol Bullet sub-classes have been introduced to better help balance rifles vs. handguns using the same Compact or Medium ammo class.

    • So far this was only the case for Long ammo with the Uppercut, which has a stronger damage drop over distance than Long ammo rifles in comparison.
    • The new pistol variants help ensure that the headshot range boost does not go through the roof for handguns for those cases where we want to boost rifles.
    • Powerful handguns like the Uppercut and Dolch now receive a stronger competition at short to medium distances as they remain largely unchanged when it comes to damage per shot or headshot range compared to their smaller cousins.

Developer Note:
The rework of how projectiles lose damage over distance is a pretty big change, touching most of the weapons in the arsenal in one way or another. However, the actual gameplay changes should be pretty minimal for the majority of these weapons, and only affect those we actually want to boost. The weapons we wanted to benefit the most from this balancing pass are the Winfield rifles and the Nagant M1895 Officer Carbine to boost Compact bullets, as well as the Vetterli Karabiner 71 and Springfield 1866 rifles for Medium bullets. All of these weapons will most noticeably have an increase in their two-tap chest shot capability, which in the case of the Winfield goes from around 25m up to 40m+ meters, making that weapon overall a lot stronger short to mid-range. Headshot range is also buffed quite a bit, placing the Winfield where the Vetterli was before, and the Vetterli going up to long distances of 150m+.

As a secondary goal, most Compact ammo handguns see a slight boost, but that is most noticeable with increased chest shot damage and extra headshot range as well, moving them to where the Winfield was positioned prior. Due to the systemic nature of these balancing changes, most Compact, Medium and Long bullet weapons see a change in some way, except for shotguns, which remain untouched! The detailed list of headshot range changes can be found below.

The Winfield has been struggling to find its place in the meta, being at an awkward spot and getting a lot of pressure from shotguns, semi-automatics, and fanning pistols at short-range as well as being outclassed - damage-wise - by long rifles at longer distances. It was very easy to either push away from a Winfield and fight at range or to close the gap and push in with rapid-fire weapons or shotguns at short-range. By combining the projectile changes with the new Levering trait, we hope that Winfield rifles start living up to their reputation as flexible weapons again. The Winfield rifles can arguably be considered as the first "assault rifles" in history, excelling in a number of different combat scenarios and being a true jack of all trades that complements the other more specialized weapons of the era in the Hunters' arsenal nicely.



  • Bornheim No.3 and all its variants have their effective headshot ranges increased from 55m to 68m
  • Bornheim No.3 and all its variants have their damage increased from 65 to 84
  • Caldwell Conversion Pistol and its Chain Pistol variant have their effective headshot ranges increased from 65m to 84m
  • Caldwell Conversion Pistol and its Chain Pistol variant have their damage increased from 80 to 104
  • Caldwell Conversion Uppercut has its effective headshot range decreased from 99m to 96m
  • Caldwell Pax and its Claw variant have their effective headshot ranges increased from 74m to 86m
  • Dolch 96 and its Precision variant have their effective headshot ranges increased from 75m to 86m
  • LeMat Mark II has its effective headshot range increased from 63m to 79m
  • LeMat Mark II has its damage increased from 75 to 97
  • Nagant M1895 and its Precision and Deadeye variants have their effective headshot ranges increased from 58m to 73m
  • Nagant M1895 and all its variants have their damage increased from 70 to 91
  • Nagant M1895 Silencer has its effective headshot range increased from 37m to 56m
  • Nagant M1895 Officer and its Brawler variant have their effective headshot ranges increased from 58m to 73m
  • Nagant M1895 Officer and its Brawler variant have their damage increased from 70 to 91
  • Nagant M1895 Officer Carbine has its effective headshot range increased from 65m to 92m
  • Nagant M1895 Officer Carbine has its damage increased from 80 to 104
  • Sparks LRR Silencer has its effective headshot range increased from 94m to 144m
  • Sparks LRR Silencer has its damage increased from 136 to 149
  • Vetterli 71 Karabiner and all its variants have their effective headshot ranges increased from 95m to 167m
  • Springfield 1866 and all its variants have their effective headshot ranges increased from 150m to 175m
  • Winfield M1873C Silencer has its effective headshot range increased from 39m to 81m
  • Winfield M1873C and all its variants have their damage increased from 85 to 110
  • All other Winfield M1873 variants have their effective headshot ranges increased from 67m to 95m
  • Winfield M1873 and all its variants have their damage increased from 85 to 110
  • Nitro Express Rifle has its effective headshot range increased from 95m to 250m (one hit kill capability from an upper torso hit is now around 43m instead of 48m)
  • Derringer has its damage increased from 65 to 84


Weapon Ear-Ringing

  • Firing your weapons excessively can cause temporary hearing impairment. The loud gunfire stresses your ears and thus produces a ringing effect that will last for a few seconds.
  • This is intended as a soft-counter mechanic to spamming Avtomat, Dolch, fanning pistols, levering repeaters, or using other rapid-fire weapons, making you possibly miss some sounds around you or making it harder to keep track of enemy movements while suffering from ear-ringing.
  • The intention is to encourage players to fire their weapons with careful aim and consider their shots instead of spamming.

Avtomat Rework

  • The Mosin-Nagant M1891 Avtomat has been re-imagined with an updated look and has also been rebooted gameplay-wise.
  • Increased rate of fire from 400rpm to 545rpm.
  • Increased the minimum amount of bullets fired per burst from 2 to 3.
  • Reduced weapon handling by making recoil harder to control during rapid fire.
  • Reduced initial accuracy when fired from the shoulder.
  • When firing a 3-shot burst and force-swapping weapons to cancel firing, the remaining bullets from that burst are lost to avoid players trying to snipe with the weapon.
  • Reduced the cost slightly (see further below in the Store section).

Developer Note:
The Avtomat has always been a controversial weapon. Some love it, some hate it, or feel it has no place in the game. For us, it is an interesting weapon nonetheless, because it brings something to the table that no other weapons in Hunt's 1895 arsenal provide: Automatic fire. In reality, machineguns were not uncommon at that time, but in the context of Hunt's gameplay, it is quite challenging to balance as it is the only weapon of its kind and usually goes up against much slower firing designs.

With this update, we made a couple of changes to how the gameplay works using the rifle. We want to make the weapon harder to operate with a stronger ammunition drain and increased recoil, while still keeping it devastating in the right hands. The new Avtomat works best up to medium distances of 50 meters, where you have a good chance to place 2 hits on an enemy in a short tap burst. Firing over longer distances is possible of course, but players will have to fight the recoil much more aggressively and most of the time can be lucky to score a single hit per burst. Here is where the ammo drain will become noticeable the most, as the new three-round burst pattern will mean you can do that a meager five times before you run dry. At close range, the changes to the weapon are a bit more mixed: On one hand, the weapon shoots faster allowing you to pour rounds downrange at a faster speed, but on the other hand, it is less controllable overall as that recoil now hits you at a faster interval as well.

We hope that the Avtomat will be seen more as just another powerful choice in the end-game arsenal, just like the Auto-5, Dolch 96 and Nitro Express Rifle, they each come with some balancing drawbacks that allow other weapons to challenge them when exploiting their respective weaknesses. Where the Nitro's weakness is mostly its limited ammo, and the Auto-5's weakness is its limited range, the Avtomat has both of these weaknesses to a certain extent, but still allows for a more tactical deployment in the field overall.


Store
Bornheim No.3

  • Increased price from $96 to $201
Bornheim No.3 Extended

  • Increased price from $131 to $306
Bornheim No.3 Match

  • Increased price from $119 to $224
Mosin-Nagant M1891 Avtomat

  • Reduced price from $1500 to $1250
New Weapon Added:Mosin-Nagant M1891 Obrez Drum

  • Added for $350
New Weapon Added:Henry-Martini IC1 Marksman

  • Added for $173
New Tool Added:Decoy Fuses

  • Added for $60

Meta
News Feed (Coming Soon!)

  • A new banner in the lobby has been added to highlight important news and announcements to the players.
  • The News Feed will inform players about the following items:
  • New Releases (content updates, DLC, etc.).
  • Community updates (blogposts, etc.).
  • Sales events and special promotions.
  • Maintenance Mode warning.

Legendary Ruleset Changes:

  • When first unlocking a legendary Hunter, players will automatically recruit a free version into their roster.

    • In case the roster is full already, a temporary extra slot will be added which is removed once any Hunter dies and frees up a slot again.
  • Players can now recruit any legendary Hunters into their roster as often as they like.
  • Players can now buy any legendary equipment with the same limitations as for regular equipment.
  • Every Hunter can have any legendary gear, even if other Hunters already use the same items.

New Legendary Weapons:

  • Added Caldwell Conversion Chain Pistol "Hedera Mortiferum" - 0 Blood Bonds (free for all players!)
  • Added Cavalry Saber "Mot Juste" - 400 Blood Bonds
  • Added Martini-Henry IC1 "Long Hand" - 400 Blood Bonds

New Legendary Hunters:

  • Added "Redneck" - 500 Blood Bonds

Performance

  • Optimized the Banishment assets
  • Optimize character spawning (first character spawn stall)


The list of fixed Bugs will be provided with our Live release.


ae64a91d39541b3d880a0ec4e19c88cfbf9089d2.png


Stability

  • Client can occasionally crash during gameplay.
  • Clients can crash or hang on level unload in some rare cases.
  • Clients can crash on resolution change.
  • Players may sometimes experience desyncs / rubberbanding issues during gameplay.



Visuals & Audio


  • Minor animation issues can occur when switching between weapons/items or during exhausted attacks.
  • In certain small areas reverb is missing or applied where it shouldn't.
  • Texture / asset streaming is slow sometimes.
  • Changing and applying another Audio Output Device in Options doesn't work.
  • Lantern Oil puddle does not have burning audio.
  • Breathing audio can get stuck on player when crouching, sprinting or jumping
  • In rare cases, players might see a permanent ghosting effect on the skybox.


Gameplay & AI

  • Player can get nothing from item box.
  • If a hunter joins without his primary weapon slot equipped, he/she can't pick up looted weapons from dead enemy hunters.
  • Poison Bomb doesn't kill ravens and ducks.
  • Meathead attack can deal too much damage.
  • Assassin and Spider can get stuck sometimes.
  • Looting a Hunter in Quickplay can sometimes give no loot at all.
  • Quad derringer ammunition goes directly into the chamber when interacting with an item box.

UI

  • Wrong Transaction notification pop up is displayed when not having enough hunt dollars.
  • Health chunks can't be bought back during matchmaking on the roster tab.
  • Big health chunks can't be bought back during matchmaking.
  • Users cannot switch contracts twice in a row on the contract screen because the button doesn't update to ACCEPT.
  • Summary screen can show negative XP as total instead of 0.
  • Challenge progress only gets displayed after the challenge count got updated.
  • Numbers on Profile view can be cut off.
  • Replacing a consumable with another one won't jump to next free slot.
  • Outline of team mate changes from blue to red when getting close to revive.
  • Equipment bar numbers don't always gets updated for the quad derringer after interacting with an item box.
  • Two HUD indicators for bullets from quad derringer get displayed when replenishing it.
  • Boss token icon is flickering and doesn't stay in position when moving the camera.
  • Inspect icon in lobby screen picture switches every time the inspect window gets opened.
  • HUD instantly disappears when switching from/to the LeMat in shotgun mode.
  • Missing the "+" icon when unlocking a new weapon in the Book of Weapons.
  • No pop-up is available for Blood Bonds when completing daily and weekly challenges.

Death Screen

  • Death screen: Items/weapons are displayed behind the 'you killed yourself' and 'falling' icon if the player has been downed once before by another player.
  • The Death Screen always displays "friendly fire" after being revived from friendly fire death.
  • Friendly fire text is still visible when killing yourself.
  • Getting killed through poison barrels results in overlapping text.
  • Getting killed through oil barrels results in overlapping text.
  • When killed with thrown weapons, the Death Screen only displays item description, item name, distance instead of the actual item and number.
  • Death through explosive barrels results in wrong item displayed.
  • Dying to a world item has overlapping text on the Death Screen (saying 'ItemName' e.g.).
  • Tools and consumables are never shown as contraband items.
  • Missing graphic and icon when killed with fists.
  • System messages are sometimes hidden behind UI elements.
  • Crossbow (and variants) are displayed empty on the death screen (no bolts).
  • Glass from bottles aren't visible.
  • Entities in death screen tend to flicker / flash on off a few times.
  • Numbers on Profile view can be cut off.
  • Damage history shows any damage that you made to yourself as "killed yourself".
  • Some death screen strings unnecessarily scroll left/right due to too small text boxes.
  • Kill view screen gets lighten up when pressing 'Esc'.
  • Lighting on death screen and weapon position changes after leaving from and returning to the Death Screen.
  • In Damage History the health bars should be representative like in game.
  • The "You are burning" message is not getting displayed in death screen.



~The Hunt Team
GAME
[/spoiler]
 
1.3 sisältö on laskeutunut PC-testiserverille ja muutokset näyttää massiivisilta ja hyviltä. Compact ammoa käyttäviä kättä pidempiä on boostattu ja täten koitettu saada paremmin tasapainoon ja vaikka mitä uutta juttua, parannuksia, bugifixejä! o_O

Update 1.3
SteamBuildID: 4822731; Version: 1.3.0.976; Size: ~6GB
19b729da5619443224b4a0c0d0e35851faa33afc.jpg


256d64779a185ac664615d217069299b2a092689.png


New AI Variations
We have added two new AI variations to the game. You will now find the Grunt Doctor, who deals poison damage and drops a medical kit after being killed, and the Concertina Armored, covered in concertina wires causing bleeding damage, wandering in the swamps.

New Time of Day: Sunset
The Sun has set in the Bayou, a new time of day is here! You can now explore the swamps in brand new lighting. Depending on how you move through the Bayou, you can use the sun to gain an advantage over your enemies in a fight.

New Equipment
This update features two new weapon variants, the "Martini-Henry IC1 Marksman" and the "Mosin-Nagant M1891 Obrez Drum", a new tool, the "Decoy Fuses", as well as a new trait, ’’Levering”, allowing lever-action rifles to rapid-fire from the shoulder, giving the Winfield rifles a previously unseen new layer of tactical flexibility at close quarters.

Weapon Changes
The powerful Avtomat rocks a new look and gameplay rework this update [insert image], making it harder to control at range with a slightly increased rate of fire and more ammo drain. The update also adds a slight ear ringing effect when you unload your weapons too fast. Additionally, our current damage and projectile system sees a major balancing pass in 1.3 that helps some of the weaker ammo types to keep their damage better up to medium distance. More details can be found further below!

Improved Death Screen and Lobby
Update 1.3 brings a reworked partner inspection screen to the lobby where you are able to look at your fellow Hunters in more detail, as well as a new Death Screen, that additionally displays the enemy player’s hunter and their gear.

New Legendary Content
The Anniversary skin contest winner skin is finally here. We have also added a new Legendary Hunter as well as several additional Legendary Weapons. You can unlock those with Blood Bonds from the in-game menu. Make sure to check them out!

901f109bfb372c80c536dab63678c002ad86e34f.png


AI
Doctor Grunt

  • New Grunt AI variation
  • Carries a medical kit (similar to the ones players can find at resupply stations or randomly in the world) on his back that he drops when killed.
  • Wields a rusty bone saw that causes poison damage.

Concertina Armored

  • New Armored AI variation.
  • Fully entangled in concertina wire, this Armored causes bleeding damage when a Hunter gets too close.
  • More resistant to melee attacks in general.
  • Less resistant to all types of bullets.

Audio
Hunter Footsteps

  • Adjusted the pitch of footsteps to sound slightly higher for teammates and slightly lower for enemies compared to Player footsteps.

Branches

  • Slightly increased the audible distance of breaking branches that can be found in forest areas.

Arsenal
Mosin-Nagant M1891 Obrez Drum

  • An Obrez variant that features the 15 round drum magazine known from the Avtomat variant on this classic bolt-action.
  • With a 15/0 ammo pool, total ammunition remains the same however, the Obrez Drum does not need to be reloaded during a fight.
  • Available in the Mosin-Nagant M1891 unlock tree within the Book of Weapons, found between the Mosin-Nagant Sniper and Mosin-Nagant Avtomat variants.

Henry-Martini IC1 Marksman

  • A Martini-Henry variant with an attached medium-sized marksman scope for increased ranged capabilities.
  • Available at the end of the Martini-Henry unlock tree in the Book of Weapons.

Decoy Fuses

  • New tool with three charges.
  • Mimics a lit explosive when thrown, but does not explode or deal damage after its fuse time.
  • Can be used to deceive opponents and flush them out of cover.
  • Can be used to break stalemates by pushing into seemingly hazardous positions.
  • New unlock option for the Deception tree in the Book of Weapons.

Levering Trait

  • A new trait that allows lever-action rifles like the Winfield series to rapid-fire when aiming from the shoulder.
  • Hard to control, but allows shots to be fired at a staggering rate of fire. Levering gives additional flexibility in close range to stand your ground against Shotguns and other rapid-fire weapons.
  • Like "Fanning" for single-action revolvers, Levering does not work when aiming down sights (ADS).

Gunplay

  • Reworked Chaos Bomb patterns and added more weapon sounds for it to be more likely interpreted as real gunfights.
  • Improved handling of successive heavy melee attacks for some bayonet and talon variants.
  • Improved handling of successive heavy melee attacks for the crossbow.
  • Derringer, Throwing Knives, Decoys and Blankfire Decoys are now 100% refilled when their tool slot is randomly chosen for resupply upon looting a dead Hunter or using an Item Box. All other items still only receive one extra use per interaction.
  • Reduced the stamina cost for Heavy Attacks with the Knuckle Knife to allow 6 instead of 4 heavy attacks

Damage-Drop Rework

  • Balancing pass for weapon projectiles that increases damage-retention over distance based on bullet type:
  • In general damage drop curves have been smoothened out, resulting in most projectiles losing less damage as they travel.
  • Compact Bullets have seen the biggest boost, most notably the Winfield rifles, retaining their damage much better at medium to long-distance also resulting in overall increased effective range for headshot kills.
  • New Compact Pistol Bullet and Medium Pistol Bullet sub-classes have been introduced to better help balance rifles vs. handguns using the same Compact or Medium ammo class.

    • So far this was only the case for Long ammo with the Uppercut, which has a stronger damage drop over distance than Long ammo rifles in comparison.
    • The new pistol variants help ensure that the headshot range boost does not go through the roof for handguns for those cases where we want to boost rifles.
    • Powerful handguns like the Uppercut and Dolch now receive a stronger competition at short to medium distances as they remain largely unchanged when it comes to damage per shot or headshot range compared to their smaller cousins.

Developer Note:
The rework of how projectiles lose damage over distance is a pretty big change, touching most of the weapons in the arsenal in one way or another. However, the actual gameplay changes should be pretty minimal for the majority of these weapons, and only affect those we actually want to boost. The weapons we wanted to benefit the most from this balancing pass are the Winfield rifles and the Nagant M1895 Officer Carbine to boost Compact bullets, as well as the Vetterli Karabiner 71 and Springfield 1866 rifles for Medium bullets. All of these weapons will most noticeably have an increase in their two-tap chest shot capability, which in the case of the Winfield goes from around 25m up to 40m+ meters, making that weapon overall a lot stronger short to mid-range. Headshot range is also buffed quite a bit, placing the Winfield where the Vetterli was before, and the Vetterli going up to long distances of 150m+.

As a secondary goal, most Compact ammo handguns see a slight boost, but that is most noticeable with increased chest shot damage and extra headshot range as well, moving them to where the Winfield was positioned prior. Due to the systemic nature of these balancing changes, most Compact, Medium and Long bullet weapons see a change in some way, except for shotguns, which remain untouched! The detailed list of headshot range changes can be found below.

The Winfield has been struggling to find its place in the meta, being at an awkward spot and getting a lot of pressure from shotguns, semi-automatics, and fanning pistols at short-range as well as being outclassed - damage-wise - by long rifles at longer distances. It was very easy to either push away from a Winfield and fight at range or to close the gap and push in with rapid-fire weapons or shotguns at short-range. By combining the projectile changes with the new Levering trait, we hope that Winfield rifles start living up to their reputation as flexible weapons again. The Winfield rifles can arguably be considered as the first "assault rifles" in history, excelling in a number of different combat scenarios and being a true jack of all trades that complements the other more specialized weapons of the era in the Hunters' arsenal nicely.



  • Bornheim No.3 and all its variants have their effective headshot ranges increased from 55m to 68m
  • Bornheim No.3 and all its variants have their damage increased from 65 to 84
  • Caldwell Conversion Pistol and its Chain Pistol variant have their effective headshot ranges increased from 65m to 84m
  • Caldwell Conversion Pistol and its Chain Pistol variant have their damage increased from 80 to 104
  • Caldwell Conversion Uppercut has its effective headshot range decreased from 99m to 96m
  • Caldwell Pax and its Claw variant have their effective headshot ranges increased from 74m to 86m
  • Dolch 96 and its Precision variant have their effective headshot ranges increased from 75m to 86m
  • LeMat Mark II has its effective headshot range increased from 63m to 79m
  • LeMat Mark II has its damage increased from 75 to 97
  • Nagant M1895 and its Precision and Deadeye variants have their effective headshot ranges increased from 58m to 73m
  • Nagant M1895 and all its variants have their damage increased from 70 to 91
  • Nagant M1895 Silencer has its effective headshot range increased from 37m to 56m
  • Nagant M1895 Officer and its Brawler variant have their effective headshot ranges increased from 58m to 73m
  • Nagant M1895 Officer and its Brawler variant have their damage increased from 70 to 91
  • Nagant M1895 Officer Carbine has its effective headshot range increased from 65m to 92m
  • Nagant M1895 Officer Carbine has its damage increased from 80 to 104
  • Sparks LRR Silencer has its effective headshot range increased from 94m to 144m
  • Sparks LRR Silencer has its damage increased from 136 to 149
  • Vetterli 71 Karabiner and all its variants have their effective headshot ranges increased from 95m to 167m
  • Springfield 1866 and all its variants have their effective headshot ranges increased from 150m to 175m
  • Winfield M1873C Silencer has its effective headshot range increased from 39m to 81m
  • Winfield M1873C and all its variants have their damage increased from 85 to 110
  • All other Winfield M1873 variants have their effective headshot ranges increased from 67m to 95m
  • Winfield M1873 and all its variants have their damage increased from 85 to 110
  • Nitro Express Rifle has its effective headshot range increased from 95m to 250m (one hit kill capability from an upper torso hit is now around 43m instead of 48m)
  • Derringer has its damage increased from 65 to 84


Weapon Ear-Ringing

  • Firing your weapons excessively can cause temporary hearing impairment. The loud gunfire stresses your ears and thus produces a ringing effect that will last for a few seconds.
  • This is intended as a soft-counter mechanic to spamming Avtomat, Dolch, fanning pistols, levering repeaters, or using other rapid-fire weapons, making you possibly miss some sounds around you or making it harder to keep track of enemy movements while suffering from ear-ringing.
  • The intention is to encourage players to fire their weapons with careful aim and consider their shots instead of spamming.

Avtomat Rework

  • The Mosin-Nagant M1891 Avtomat has been re-imagined with an updated look and has also been rebooted gameplay-wise.
  • Increased rate of fire from 400rpm to 545rpm.
  • Increased the minimum amount of bullets fired per burst from 2 to 3.
  • Reduced weapon handling by making recoil harder to control during rapid fire.
  • Reduced initial accuracy when fired from the shoulder.
  • When firing a 3-shot burst and force-swapping weapons to cancel firing, the remaining bullets from that burst are lost to avoid players trying to snipe with the weapon.
  • Reduced the cost slightly (see further below in the Store section).

Developer Note:
The Avtomat has always been a controversial weapon. Some love it, some hate it, or feel it has no place in the game. For us, it is an interesting weapon nonetheless, because it brings something to the table that no other weapons in Hunt's 1895 arsenal provide: Automatic fire. In reality, machineguns were not uncommon at that time, but in the context of Hunt's gameplay, it is quite challenging to balance as it is the only weapon of its kind and usually goes up against much slower firing designs.

With this update, we made a couple of changes to how the gameplay works using the rifle. We want to make the weapon harder to operate with a stronger ammunition drain and increased recoil, while still keeping it devastating in the right hands. The new Avtomat works best up to medium distances of 50 meters, where you have a good chance to place 2 hits on an enemy in a short tap burst. Firing over longer distances is possible of course, but players will have to fight the recoil much more aggressively and most of the time can be lucky to score a single hit per burst. Here is where the ammo drain will become noticeable the most, as the new three-round burst pattern will mean you can do that a meager five times before you run dry. At close range, the changes to the weapon are a bit more mixed: On one hand, the weapon shoots faster allowing you to pour rounds downrange at a faster speed, but on the other hand, it is less controllable overall as that recoil now hits you at a faster interval as well.

We hope that the Avtomat will be seen more as just another powerful choice in the end-game arsenal, just like the Auto-5, Dolch 96 and Nitro Express Rifle, they each come with some balancing drawbacks that allow other weapons to challenge them when exploiting their respective weaknesses. Where the Nitro's weakness is mostly its limited ammo, and the Auto-5's weakness is its limited range, the Avtomat has both of these weaknesses to a certain extent, but still allows for a more tactical deployment in the field overall.


Store
Bornheim No.3

  • Increased price from $96 to $201
Bornheim No.3 Extended

  • Increased price from $131 to $306
Bornheim No.3 Match

  • Increased price from $119 to $224
Mosin-Nagant M1891 Avtomat

  • Reduced price from $1500 to $1250
New Weapon Added:Mosin-Nagant M1891 Obrez Drum

  • Added for $350
New Weapon Added:Henry-Martini IC1 Marksman

  • Added for $173
New Tool Added:Decoy Fuses

  • Added for $60

Meta
News Feed (Coming Soon!)

  • A new banner in the lobby has been added to highlight important news and announcements to the players.
  • The News Feed will inform players about the following items:
  • New Releases (content updates, DLC, etc.).
  • Community updates (blogposts, etc.).
  • Sales events and special promotions.
  • Maintenance Mode warning.

Legendary Ruleset Changes:

  • When first unlocking a legendary Hunter, players will automatically recruit a free version into their roster.

    • In case the roster is full already, a temporary extra slot will be added which is removed once any Hunter dies and frees up a slot again.
  • Players can now recruit any legendary Hunters into their roster as often as they like.
  • Players can now buy any legendary equipment with the same limitations as for regular equipment.
  • Every Hunter can have any legendary gear, even if other Hunters already use the same items.

New Legendary Weapons:

  • Added Caldwell Conversion Chain Pistol "Hedera Mortiferum" - 0 Blood Bonds (free for all players!)
  • Added Cavalry Saber "Mot Juste" - 400 Blood Bonds
  • Added Martini-Henry IC1 "Long Hand" - 400 Blood Bonds

New Legendary Hunters:

  • Added "Redneck" - 500 Blood Bonds

Performance

  • Optimized the Banishment assets
  • Optimize character spawning (first character spawn stall)


The list of fixed Bugs will be provided with our Live release.


ae64a91d39541b3d880a0ec4e19c88cfbf9089d2.png


Stability

  • Client can occasionally crash during gameplay.
  • Clients can crash or hang on level unload in some rare cases.
  • Clients can crash on resolution change.
  • Players may sometimes experience desyncs / rubberbanding issues during gameplay.



Visuals & Audio


  • Minor animation issues can occur when switching between weapons/items or during exhausted attacks.
  • In certain small areas reverb is missing or applied where it shouldn't.
  • Texture / asset streaming is slow sometimes.
  • Changing and applying another Audio Output Device in Options doesn't work.
  • Lantern Oil puddle does not have burning audio.
  • Breathing audio can get stuck on player when crouching, sprinting or jumping
  • In rare cases, players might see a permanent ghosting effect on the skybox.


Gameplay & AI

  • Player can get nothing from item box.
  • If a hunter joins without his primary weapon slot equipped, he/she can't pick up looted weapons from dead enemy hunters.
  • Poison Bomb doesn't kill ravens and ducks.
  • Meathead attack can deal too much damage.
  • Assassin and Spider can get stuck sometimes.
  • Looting a Hunter in Quickplay can sometimes give no loot at all.
  • Quad derringer ammunition goes directly into the chamber when interacting with an item box.

UI

  • Wrong Transaction notification pop up is displayed when not having enough hunt dollars.
  • Health chunks can't be bought back during matchmaking on the roster tab.
  • Big health chunks can't be bought back during matchmaking.
  • Users cannot switch contracts twice in a row on the contract screen because the button doesn't update to ACCEPT.
  • Summary screen can show negative XP as total instead of 0.
  • Challenge progress only gets displayed after the challenge count got updated.
  • Numbers on Profile view can be cut off.
  • Replacing a consumable with another one won't jump to next free slot.
  • Outline of team mate changes from blue to red when getting close to revive.
  • Equipment bar numbers don't always gets updated for the quad derringer after interacting with an item box.
  • Two HUD indicators for bullets from quad derringer get displayed when replenishing it.
  • Boss token icon is flickering and doesn't stay in position when moving the camera.
  • Inspect icon in lobby screen picture switches every time the inspect window gets opened.
  • HUD instantly disappears when switching from/to the LeMat in shotgun mode.
  • Missing the "+" icon when unlocking a new weapon in the Book of Weapons.
  • No pop-up is available for Blood Bonds when completing daily and weekly challenges.

Death Screen

  • Death screen: Items/weapons are displayed behind the 'you killed yourself' and 'falling' icon if the player has been downed once before by another player.
  • The Death Screen always displays "friendly fire" after being revived from friendly fire death.
  • Friendly fire text is still visible when killing yourself.
  • Getting killed through poison barrels results in overlapping text.
  • Getting killed through oil barrels results in overlapping text.
  • When killed with thrown weapons, the Death Screen only displays item description, item name, distance instead of the actual item and number.
  • Death through explosive barrels results in wrong item displayed.
  • Dying to a world item has overlapping text on the Death Screen (saying 'ItemName' e.g.).
  • Tools and consumables are never shown as contraband items.
  • Missing graphic and icon when killed with fists.
  • System messages are sometimes hidden behind UI elements.
  • Crossbow (and variants) are displayed empty on the death screen (no bolts).
  • Glass from bottles aren't visible.
  • Entities in death screen tend to flicker / flash on off a few times.
  • Numbers on Profile view can be cut off.
  • Damage history shows any damage that you made to yourself as "killed yourself".
  • Some death screen strings unnecessarily scroll left/right due to too small text boxes.
  • Kill view screen gets lighten up when pressing 'Esc'.
  • Lighting on death screen and weapon position changes after leaving from and returning to the Death Screen.
  • In Damage History the health bars should be representative like in game.
  • The "You are burning" message is not getting displayed in death screen.



~The Hunt Team
GAME
[/spoiler]

Jos wanhat merkit pitää kutinsa, niin tässä on varmaankin selitetty aikalailla muutokset videon muodossa. Aika pitkä, mutta täytyy ehkä silti laittaa video watch later listalle.

 
Vedin tänään Prestige 12, voiko tähän peliin ikinä kyllästyä? V: Ei näköjään. ;)
 
Jos wanhat merkit pitää kutinsa, niin tässä on varmaankin selitetty aikalailla muutokset videon muodossa. Aika pitkä, mutta täytyy ehkä silti laittaa video watch later listalle.



Huonot uutiset: Tulee itselle vähän tyhmä olo kun katsoo näitä videoita ajatuksella. Nämä gurut tekee duunia sydämellä ja huomioi asioita pikkasen eri tavalla kuin tusinapelinkehittäjät. Siellä ei hutkita menemään hiharavistuksella jotain juttuja vaan jotainen muutos on hyvin paksun suurennuslasin alla ja hommia mietitään viimesen päälle! Sen jälkeen kun johonkin päätelmään on päästy, niin playtestataan sisäisesti ja myös kysytään yhteisöltä, että mitä mieltä ja laitetaan sisältö testiserverille.

Mielenkiintoisia muutoksia, huomioitavaa että Winkkari saa aika iso buffin ja se koskeen myös vaimennettua Winkkaria joka on yksi lemppareistani jo nykyään. Tämä muutos tietty rohkaisee entistäkin enemmän diskriittiin pelitapaan. Saa nähdä kauanko kestää, että saadaan tämä konsolille. Ehkä KK tai pari.
 
Kohta on Doom Eternal hoidettu, niin sen jälkeen voikin tätä pelailla vähän enemmän.

Tänään pelasin yhden matsin ja pelien hakuajat on turhan pitkät ja se alkaa ärsyttämään jos sattuu kuolemaan heti alussa, niin joutuu latausruutua tuijottamaan liikaa, mutta ehkä ne paranee crossplayn saapuessa.
 
Kohta on Doom Eternal hoidettu, niin sen jälkeen voikin tätä pelailla vähän enemmän.

Tänään pelasin yhden matsin ja pelien hakuajat on turhan pitkät ja se alkaa ärsyttämään jos sattuu kuolemaan heti alussa, niin joutuu latausruutua tuijottamaan liikaa, mutta ehkä ne paranee crossplayn saapuessa.

Pelihaku kestää nyt ja pelihaku kestää jatkossakin, toki saattaa vähän lyhentyä crossplayn jälkeen. Populaatio konsoleilla on kuitenkin rajallinen joten onhan se ihan matematiikkaa, että lyhyttä siitä ei saa. Paitsi sillä tavalla, että jokainen pelaa omalla tyhjällä serverillä joka ei hyvä idea. Olen ratkaissut itse tätä niin, että kuulokkeet päässä luen vaiks KonsoliFIN forkkaa sillä aikaa kun se ruksuttaa siinä sen muutaman muutaman minuutin. Kuulokkeesta kuulee selvästi, että milloin peli alkaa ja voi lopettaa muut puuhat.

Nopeaan kuolemisasiaan auttaa kun katsoo kaikki tässä ketjussa olevat niksipirkkavideot ;) Kaikkein tärkeintä Huntissa on olla hissukeen silloin jos ja kun kartalla on muita Huntereita hengissä. Sitähän ei voi koskaan tietää varmaksi mistään, että oletko yksin vai onko siellä muita. Ehdottomasti yksi tämän pelin koukku tuo "vainoharhaisuuden ilmapiiri" Ennemmin tai myöhemmin se yleensä selviää...

Mutta tosiaan esimerkiksi ampuminen early gamessa on sama kun nostaisit pääsi ylläpuolelle "Shoot me" -kyltin. Normiaseiden laukaus kuuluu koko kartalle aina ja pelissä on videopelihistorian parhain surround ääni, on todella helppo kuulla mistäpäin. Ammun joskus grunttejakin puskista pelkän äänen suunnan perusteella. Ja tämä siis kuulokkeilla pelattuna, 5.1 kaiuttimilla yhtä helppoa.

Pelitapoja on monia, mutta itsellä on kannossa lähes aina toisena aseena vaimennettu versio, jotta voin olla alussa mahd. huomaamaton alussa. Taikka jokin varsijousi. Meleellä tietty gruntit pääpiirteittäin, siihen on uusi Heavy Knife todella hyvä koska lähtee aina ykkösellä light attackillä.

Ei taida mitenkään pystyä linkittämään pelaajaprofiilia PS4 ja PC välillä?

Ei.
 
Viimeksi muokattu:
Hieman jäänyt epäselväksi mitä hyötyä on tästä prestige mahdollisuudesta kun pääsee levelille 100?
Lukemani perusteella siinä nollaantuu lähes kaikki, mutta kai siitä muuta hyötyäkin luulisi olevan kun jonkun badgen saaminen?
 
Hieman jäänyt epäselväksi mitä hyötyä on tästä prestige mahdollisuudesta kun pääsee levelille 100?
Lukemani perusteella siinä nollaantuu lähes kaikki, mutta kai siitä muuta hyötyäkin luulisi olevan kun jonkun badgen saaminen?

Täällä avattu, hienoja Legendary skinejä aseisiin. Ja siis tässä pelissä ovat oikeasti hienoja kattella.


Ehkä suurin mitä saa on itsensä haastaminen pelaamaan altavastaajan aseilla hetkisen Prrstige jälkeen. Se vasta palkitsevaa on kun LVL 1 Hunterilla, kehnoimmilla aseilla saat kumoon vaikka Duon tai Trion, joilla viimesen päälle pelit sekä vehkeet. Sen jälkeen voit myös vaihtaa ruumilta itsellesi parempaa kättä pidempää. Ei se helppoa ole, eikä onnistu läheskään joka kerta...mutta ai että, se on niin mahtavaa silloin kun onnistuu :cool:
 
Nyt jos koskaan on hyvä hetki lähteä tutkimaan Lousianan suomestoja! Kympin rabatti Xbox versiossa.

 
Steamissä oli myös 40 % alessa. Tuli vasta PC päivitettyä ja sen verran jäänyt tämän pauloihin, että tuli myös tällekin puolelle peli ostettua. Ja hyvä niin. Pyörii PC:llä paljon paremmin, ja on todettava, että onhan tämä myös hyvän näköinen peli. PS4 Prolla oli kummasti lagisuutta ja ja grafiikan ongelmia/viiveitä.
 
Steamissä oli myös 40 % alessa. Tuli vasta PC päivitettyä ja sen verran jäänyt tämän pauloihin, että tuli myös tällekin puolelle peli ostettua. Ja hyvä niin. Pyörii PC:llä paljon paremmin, ja on todettava, että onhan tämä myös hyvän näköinen peli. PS4 Prolla oli kummasti lagisuutta ja ja grafiikan ongelmia/viiveitä.

Joo se on valitettavaa kun konsolilla on vedetty vähän limitille, PS4 versio varsinkin vielä aika tuore niin varmastikin on vielä hiomista. Mutta onhan tämä sinänsä aika ihme että ylipäätään pyörähtää konsolilla. Aika raskas moottori ja kartoissa on älyttömästi yksityiskohtia.

Xbox One X pyörii ihan ok ja vielä aavistuksen paremmin, jos laittaa Freesync television 2.5K resolle ja virkistystaajuudeksi 120 Hz. Noh, ovat kyllä aika isolla prioriteetilla nimenomaan tuota konsolien preffiä optimoineet ja varmaankin jatkossakin. Ehkä 1.3 patch aikanaan tuo taas aavistuksen iloisempaa suorituskykyä. Seuraava konsolisukupolvi sitten viimeistään tuo varmastikin merkittävää helpotusta asioihin.

Ainiin, PC-version omistaja sinun on mahdollista käydä ottamassa savut 1.3 sisällöstä vaikka heti testiserverillä.
 
@Gimble

Tuohon aim-assistiin liittyen mitä olen lukenut, niin yleisesti porukka preferoi pitää sitä pois päältä. Perusteluina yleisimmin se, että pidemmälle matkalle ohjaa pelaajaa kohti, jolloin leading shotin suorittaminen vaikeutuu. Toisena perusteluna se, että yläkropan sijaan ohjautuu helposti keskivartaloon eikä päähän/yläkroppaan.

Siten hieman kaksijakoiset fiilikset tuosta. Kuten sanoit, onko tuon päällä pitäminen lähinnä vain lähitaisteluissa preferoitavaa? Itsekin olen huomannut, että crossbowlla olisi ihan hyvä apu, mutta sen verran vähän vielä kokemusta pelistä, että onko tuon päällä pitäminen oikeasti hyödyllistä vai ei jos esimerkiksi kivääreitä käyttää pääasiallisesti.

Nyt on niin, että taidan joutua perumaan puheeni viitateen aiempaan vastaukseeni. Nimittäin tänään pamautin ihan pirruuttani Aim-assistin taas kokeellisesti pois päältä, hemmetti sehän tuntui hyvältä_paremmalta kuin viime näkemän. Viime testistä onkin jo aikaa ja silloin oli hankalaa, nyt on eri tilanne kun peli pyörii aikalailla just eikä melkein target 30 fps. Tietenkin se on kamalan kriittistä "oikeassa tähtäyksessä" että framerate on vakaa. Se on varmaankin ollut silloin aiemmin ongelma, että ei vielä silloin ollut aivan. Taisi olla vielä Preview build jolla viimeksi testasin. Mutta nyt saattaa kyllä jäädä pois päältä pysyvästi. Varsinkin headshotteja on helpompi saada kuten mainitsit ja oletan, että myös poikkaissuunnassa etenevään vihuun ampuminen voi olla helpompaa jos liima ei koita jatkuvasti "taistella vastaan" sun lead shottia vastaan. Lähitaistelussa toisia Hunters vastaan saatan olla ongelmissa, mutta ei muuta kuin lisää testiä niin sekin osasto selviää.

Olipas hyvä, että tuli puheeksi ja kokeiltua. Niin muuten se on jännä juttu, että vaikka poistat sen AA niin jotain pientä apua siinä silti on. Ihan pikkuriikkisesti, ehkä juurikin sopivasti.
 
Tänään tuli pleikkarille 1.04 päivitys jonka pitäisi vähentää pelin kaatuilua.
 
Tänään tuli pleikkarille 1.04 päivitys jonka pitäisi vähentää pelin kaatuilua.

Hyvä juttu kun hotfixasivat tuon ensihätiin, tässä joudutaan vielä jonkinaikaa odottelemaan kuitenkin 1.3 sisältöä. Eivät uskaltaneet riskeerata ja laittaa ennen päästäistä edes PC-vielä jakoon. Ensi viikolla ilmeisesti sitten laittavat kun on porukkaa töissä mikäli tapahtuu jotakin odottamatonta. Toivottavasti Plesen crashifixi auttoi!

Nyt on niin, että taidan joutua perumaan puheeni viitateen aiempaan vastaukseeni. Nimittäin tänään pamautin ihan pirruuttani Aim-assistin taas kokeellisesti pois päältä, hemmetti sehän tuntui hyvältä_paremmalta kuin viime näkemän....

Joo, nyt voin jo ihan varmuudella sanoa, että kyllä se on ainakin mun peukalolle tämä peli ihan selvästikin parempi ilman liimatähtäintä. Aim assist elää omaa elämäänsä, vempoo siinä ja sekoittaa oman peukalon manööverit kriittisellä hetkellä. Asia korostuu medium ja pitkän matkan dueleissa, sain tänään niissä mittelyissä enemmän tappoja kuin koskaan ennen voittamalla jokaisen tilanteen. Yhdessä Sparks duelissa sain tosin kerran ensin itse naamaan, mutta kaveri pääs nostamaan ja sen jälkeen tasoitin tilit. Lähitaistelusta ei ole kerennyt tulemaan vielä paljon kokemusta, mutta voi olla että niissäkin pärjään about samalla tavalla kuin liimalla. Toki se on ihan selvä, että haulikko ja liimalla snap shotti on aivan törkeen paha, jota siis nyt ei voi itse käyttää mutta jonka kohteeksi saattaa joutua. Täytyy huomenna ehkä kokeilla haulikoita vähän, että miten sujuu niiden kanssa ilman apupyöriä.
 
Viimeksi muokattu:
@Gimble

Mukava kuulla hieman lisäkokemuksia tuosta aim-assistista. Nyt juuri saapuneen patchin jälkeen, joka toi muutoksia input lagiin, tuntuisi tosiaan että varsinkin kivääreillä off-asennossa löytyy helpommin tai luonnollisemmin osumakohdat, joihin haluaa ampua (pää, yläkroppa), kun aim-assist ei ”lyö vastaan”. Pidemmällä tähtäimellä tuo varmasti kääntynee paremmaksi vaihtoehdoksi, joskin tuntuu että esimerkiksi crossbow:lla (ja kuten mainitsit, haulikolla) tuo aim-assist tuntuu toisinaan olevan aika kova siltikin kun yleensä lähemmältä etäisyydeltä osuma kroppaan riittää. Itselläni ei tosiaan vielä tarpeeksi pelitunteja riittävän analyysin tekemiseen ja täytyy myöntää, että on aika hakemista vielä pelimekaniikan oppimisen kanssa. Mutta pidemmällä tähtäimellä voisi kuvitella että ilman aim-assistia tähtäämisen kehittäminen selkärankaan toisi kuitenkin paremman lopputuloksen.

Sen verran vielä patchista, että yhä peli kaatuillut nyt jopa useammin kuin aikaisemmin peliporukallani playstationilla.
 
Sen verran vielä patchista, että yhä peli kaatuillut nyt jopa useammin kuin aikaisemmin peliporukallani playstationilla.
Mulla oli näköjään päivitys korruptoinut pelin, kun äsken yritin pelata ja nyt joutuu uudestaan lataamaan koko pelin :confused:
 
@Gimble
joskin tuntuu että esimerkiksi crossbow:lla (ja kuten mainitsit, haulikolla) tuo aim-assist tuntuu toisinaan olevan aika kova siltikin kun yleensä lähemmältä etäisyydeltä osuma kroppaan riittää.

Nojuu, onse Crossbow ihan pitelemätön snäppäämällä. :( Olisi niin paljon parempi peli, jos tuo liima kylmästi vain poistettaisiin kaikilta. Kyllä niitä liimatähtäin pelejä on kuitenkin ihan riittävästi tarjolla...

 
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