Geef is a content creator who focuses on promoting positivity, excellence, and awesomeness. Sometimes he's funny, sometimes he's informative - but he's always entertaining.
might aswell be the most popular because it eliminates leading a target at certain distances; therefore lowering the skillcap what kinda eliviates the low ammo count due to more consistant hits
So are we forgetting about someone with resilience and bloodless combined with necro camping in the water is logistically unkillable? And I’d prefer to not have to sit and watch someone’s body for 5 minutes. As opposed to them getting up and sitting with a silenced rifle poking at range whilst being unburnable and being capable of getting up inside of razor wire
Great video but just wrong. 90% of my gunfights take place inside compounds where I want bullet pen for walls. If you are running to extraction instead of staying in your compound to defend it where you have the most cover and flank angles then no shit your gunna die to a sniper. Anyone running off from cover with the bounty is an idiot who dosent understand the mechanics
I think your take of getting out as a good one, and may be the strongest situation you can find yourself in with long ammo, but i believe the 40m drop-off on damage may be the 2nd most important thing, when i have been down once and i know they have long ammo i know for sure i am at a huge disadvantage, they basically have a shotgun with a 40m one shot range now vs me.
Geef my friend, your Timmy 2 star example is weird: if ambushing people is what "smarter player" will do, does that mean that, as people get better at the game they will lean more into trying to ambush someone? Yes you can check an ambush spot but there are another 50 ambush spots around and you need to spend some time moving around and making noise to actually do any checking Suppose there's a full lobby of very smart players. Who's getting ambushed if everyone is waiting to ambush someone?
my problem with necromancer isnt the fact i have to baby them read them a bed time story and give them tuckies. its the problem of mid fight chaos when I do not have the luxury of baby sitting the body and being attacked or pushed by other players.
Importantly, because of how health works in the game, and because the last bar of health is always a fifty bar, dealing damage into that bar is worth more because it requires 2 medkits, a large vitality shot, or doctor to heal. I feel like this is missed when we're talking stats. Once you can deal over 100 damage at range the enemy is always two tappable. If you deal 99 damage it's perfectly reasonable that the enemy is three tap without spending a single resource. Tl;dr- Long ammo does over 100 damage reliably at range, which is a key metric for immense value.
Tbh I don’t think anyone needed a vid on this but 100% agree. Long ammo has always been insanely doninant because of the ability to pen reliably without FMJ and fight at near full strength over almost any resonable distance. Iirc also has more intense flinch than compact or medium, making it less likely to trade hits, so even in close range it can outperform those weapons under the right circumstances. Additionally, now that things like the Krag are easily and cheaply available, the big downside of long ammo, that being that it’s slow, is a thing of the past. I try to avoid running long ammo out the gate and only pick it up off corpses (with exception for obrez/uppercyt/uppermat loadouts) in protest.
Honestly another problem with long ammo that you didn't mention is how viable it is up close. Maybe adding a goldilockzone where the long ammo will be the best? So people cannot use it as a universal ammo type
Crytek desperately wants to follow the vision of Hunt being a non-competitive game on one hand while simultaneously giving players so many systems to indicate it is anything but non-competitive. MMR. Player stats. Weapon + ammo stats with there being objectively better choices than others. The nature of the game giving advantages to passive players and disadvantages to active players. Leaderboards (until they removed them). Being able to leave matches without consequence so you can only play weathers where your loadout is strong. Too few players to separate ranked and unranked modes, so everyone gets to play ranked whether your aim is to have fun fighting or to win at any cost. And then they offload that responsibility to players with the "everyone is entitled to their own playstyle" argument. Like, no. You're just afraid to commit to a healthy game because you don't want to lose players who would refuse to adjust. Say it how it is. Then we can have a debate.
What is also important to point out is that medium ammo is NOT really in the middle in those regards since damage drop off is the same as compact for some god forsaken reason.
I cant convice a Friend of mine that solo necro is still at a huge disavantage Vs a trio , he beleives they don't deserve to have a second chance if they chose to play solo. He also thinks that the game calculated duel weld with a chance to hit. Id really like to explain to him how it really is but he gets uncharacteristicly emotional about the topics .
Thats so weird because imo the only meta long ammo weapons are lebel and mosin. Imo the meta rn is either, spam via small ammo/shotguns. Or medium bleed.
Another long ammo advantage is that it can 1 tap to the body after a hunter has been downed once, regardless of it they had a large or small health bar in front. It means that if you get downed and revived and then have to peak into a long ammo gun, you are at a massive disadvantage because the amount of your body that they can shoot and 1 tap you in is probably 4x larger than the enemy's. And even if you win that fight, unless you can get a banish or one of the restoration burn traits, the only sources of restoration after the event ends, you will be at that disadvantage to every team you fight and there is nothing you can do to avoid getting 1 tapped to the body.
I feel like buffing the damage drop off of compact (slightly) and medium much more would already make these weapons feel "in their place". It is way too common to survive more than 2-3 shots of medium ammo less than 100 meters from someone, and beyond 100 the bullets are not doing a damn thing to anyone.
Hunt is a game where the grown paranoia you obtain with time and experience actually saves you from time to time. "Quiet. Melee in front... I think?.." "Shh. Horse screaming. Or was that an idle?" "He must be from that team. I'll burn him anyway, his loadout looks like the one of a solo"
that's because from what I know both medium and compact share the same drop-off point, instead of medium having a in-between of 30m. its because comp and med shares the same drop-off point while long has a 40m drop-off point.
Oh you're totally right. However it's still better than compact and worse than long, meaning very literally it's in the middle. I have to be so pedantic when writing these because there are always the "well ACTUALLY" comments. You're spot on though.
That is a really non-confrontational fix idea that no one will complain about. Smart! I think something really understated about Long ammo is that while the ammo count and resupply sucks, everyone is using it to death. It's likely you can resupply from some less-fortunate Hunters in the match. I think adding new and making some balance tweaks to the special ammo types for Long ammo would decrease the likely hood that a dead player has the ammo type you'd like to resupply, and make the weakness of Long ammo much more noticeable. They already did this with the Incendiary Ammo buffs, where Long ammo was previously the worst user of it; it's now numerically the strongest.
Not really sure why hunt even has ammo types instead of the specific rounds the guns fire irl (not including 100% realistic stats) except for ammo stacking reasons but Crytek and a lot of the player base doesn't seem to like ammo stacking that much since it somewhat removes the aspect of hunt that is low ammo pools; you have to make your shots count. Despite what I've said I think removing the ammo type system would be more trouble than it's worth i.e. game balance would be f'd for a while.
I think the main reason why they're split into distinct categories is so that you can pick up a weapon and understand how it's going to work. It's easy to remember damage dropoff and penetration for 3 types of ammo(plus some variants), but if you had to memorise those things on a per-gun basis then it'd make the game a lot more difficult to learn. You'd have to dig through stats on every single gun before using it, then also commit that to memory so that you don't have to do it all again every time you pick that weapon.
I mean, it's basically just a lose classification system. Removing the system outright wouldn't change much because the weapons would still fit into these archetype, and likely always will to a degree, for the sake of balancing
@@psychotropicpineapples Who said weapons stats would even have to change? Removing the ammo type system could just be the removal of compact, medium and long (but not shells since all the shotguns are 12g).
@@pegasaurisrex9707 It'd change ammo stacking. In my opinion this would be a good thing since it currently somewhat negates the low ammo pool aspect of hunt.
An important thing to note however is that compact ammo guns have a faster fire rate. While the bullets themselves may not provide an advantage, the compact ammo guns themselves do. Long ammo still meta though lol
This isn't even true? The nagant has a cycle time of 1.5 seconds, the mosin, krag, lebel all fire faster if not on par. The only guns that are faster require fanning/levering, the officer nagant is what 0.5s? Literally no other compact fires that fast without hipfiring. The winfield cycles at 1.3? There is no real speed difference
When I started playing Hunt back in 2019, I was always out of range or too close getting blapped with a shotgun, was using loadouts like the Winfield with a Nagant So I started running an Obrez and Rival 78 hand canon, it added bleed back then with no flechette Should of used the box in the middle back then, but didn't know any better 😄
I think the issue also is queues are mixed between people that have a competitive approach to hunt and ppl that have a more casual "fun" approach to hunt. I feel strongly that Crytek should implement a separate more "competitive queue" and keep the queue they have right now as the casual queue. The competitive queue imo should be like battlefield where you join a server hosted by a person and it is slowly filled up either as random groups of trios or as premade. The lobby is then launched with selections of map, Number of rounds, and the selection for it to be teams up to trios or solos/duos. Then the server plays out and is only exited after the pre-selected number of rounds are complete with a team coming out of the rounds as the "victorious" team. This allows casuals to join the queues we currently have and exit the game after each round like we currently do, and it also allows some continuity for more competitive gamers to play their rounds to "completion" and actually be rewarded for playing competitively(sweaty).
I agree that the new weapons are helping closing the cab between long ammo and the two other types. I would love to see something that could bring up the compact or medium in terms of range - not like special ammo but a single fire rifle that could challenge the long ammo guns. That might be a missing link in the current gun selection Any way a good video bringing a lot of knowledge to players - new & old.
I think on a personal level the only way to deviate from the meta is via team work and communicating to ur team that hey we dont have long ammo so lets play this specific strategy such as high movement/mobility in order to close distance on the "long ammo" team. However ur speaking on this subject in a wide context however also in a vacuum of sorts not including other factors such as communication, more in the context of PUB games where communication is not really used as extensively. It is an interesting subject for sure. Crytek has also made some balance changes with ammo like only being able to pick up 2 long ammo bullets and disabliong the ammo stacking mechanic that was there previously. The downside to this implementation is that with the event perk and the general slow mechanic of the game favouring accuracy Long ammo still comes out on top as any downsides long ammo has can be remedied, so one could argue that the changes crytek has implemented to balance long ammo are largely also negated.
Your take is spot on. Honestly, I stopped playing Hunt until necromancer for solos showed up. Was away for at least a year and that brought me back. Wouldn't play otherwise. Unfortunately we already know what Crytek is going to do.
Throwback to when summit1g quit the game during Light the Shadow because running headfirst at people who are holding a corner with a bow or shotgun with slugs wasn’t a good idea. I despise the way necro solo players slow down the game but it’s never felt super unfair to me, just a bit unfun