If you want to see the full conversation around the corrections, here's a link to the livestream: ua-cam.com/users/liveTH7BFoWMYrc?feature=share Crytek Partner - Use code "HUNTLAB" at checkout for a discount. shop.crytek.com/?ref=59508
1 small extra detail for the decoys is if thrown at a alert trap/ with or without a barrel attached, it will still give the hunter a hitmarker and they may think they got a kill off the barrel forcing a camper team to push. of course there wont be a hunter dieing noise. decoys are useful but bringing traps, chokes, or throwing melee always feel more useful. especially since bringing a medkit and a melee option are almost always needed.
The amount of research you've put into each one of your videos is incredible. Despite how short they are, they're packed with info that i keep having to rewatch them. Thank you so much for your work. Im a new player with only 60hrs but i easily see this number going up and up as this game is my new favorite competitive shooter
The double tap technique mentioned at 50:21 is a great way of making uppercut fanning a viable option for quick peeks, relatively accurately attempting a very quick double tap and then retreating into cover. Oh btw, one thing I thought of but forgot to comment about in the original grunt video is that grunts are always part of a certain 'pack' (up to 4 grunts per pack) and only one of them can lock on and charge a target at most if they're from the same pack. Meaning, if you're low on stamina or in a pinch and have to be accurate with your grunt killing, being patient and killing those who decide to charge you one by one is usually the best way to go. This is actually not competitively relevant with grunts (because they're not extremely dangerous in terms of action economy) but, hellhounds follow these behavioral limitations as well and knowing that only one hellhound in a pack will attack you at the same time helps you phase your attacks in a better order and makes taking care of hellhounds a much simpler task. Note that grunts and hellhounds from the same pack may attack different players at the same time, just not the same player. Additionally, I'd like to add that one light (to stun, since hellhounds cannot dodge light attacks not even nearly as effectively as they dodge heavy attacks) and one heavy attack (to finish the job) will usually kill hellhounds with most melee tools, not great stamina usage for a whole pack of hellhounds if you're using the regular knife but it's great for the knuckle knife and the dusters.
Very cool to post this and go over some additional things people have mentioned! I’ve got one to add that’s pretty interesting but highly situational. The fanning perk, with certain guns, isn’t only useful for hip fire. It’s a very situational technique and isn’t consistent across all single action revolvers but some will benefit from increased fire rate with fanning if you fire from iron sights, drop your aim to hip to recock the hammer in the fanning pose, and then ads and fire again. The Nagant M1895 is the one I use this on, I believe when I tested on the Pax and Trueshot they didn’t benefit. 90% of the time you should be sprinting and dodging after a shot instead of doing this so it’s of limited utility but it is occasionally useful and very cool! This was more useful tech before the Spitfire got high velocity ammo, made the Nagant M1895 high velocity one of my favorite shotgun sidearms.
Also a lot less useful now because of the prestige and recruitment changes making it so you can always use much better weapons while prestiging no matter what, but that’s a separate complaint I have. Prestiging is a lot less fun for me now, used to use it to force myself to get creative with my loadouts and now it feels a lot less rewarding despite technically still being able to bring bad guns.
Thank you for all your hard work. I found your videos To be very useful. I’m getting dangerously close to 700 hours and I agree it takes somewhere around 1000. Did not feel like you’re a newbie. I’ve been playing hunt for about a year on my free time. It’s the only game I play now in this video and others I’ve heard from you very helpful.
For some reason when using fanning, you can shoot while ads then stop aiming after firing and it uses the fanning to re-cock the gun giving you a faster fire rate while still aiming down sited. Although it's not as quick it's useful for 2 shots down range.
If you’re still looking for video topics please one for dum dum ammo because before the dum dum buff I was pretty that all dum dum did minor bleeding 🩸 (except shredder) then after the buff only rifles got increased to severe bleeding 🩸🩸🩸but now im not to sure because i think some pistols do more rendering then other, you could also make the video a comprehensive gide to bleeding in general as in huts current state bleed is everywhere and new players dont really know how to handle it
It's actually in the works. I'm doing a lot of research for custom ammo in my livestreams. My goal is to make a comprehensive video (or maybe a few) on all custom ammo. Compact ammo does medium bleed up to a range (i think it's 30m), then it does light bleeed. Medum ammo does heavy bleed up to I think it was 80m, and medium bleed beyond that. Here's the livestream where I look into dumdum (dumdum section starts at about 25:20): ua-cam.com/video/A_-ahXOLHmw/v-deo.html
Regarding the discussion about what decides bullet velocity in real life, the shape of the projectile is another big factor. The reason why Spitzer rounds are so much faster than non-Spitzer rounds is that they're drastically more aerodynamic than the older types. On the topic of fouling, that was a big reason for why we transitioned away from purely lead bullets. The extra power from smokeless powder meant it burned hotter than black powder and the friction caused by the extra velocity, on top of that, started to become a problem as the lead bullets would melt a bit in the barrel, leaving a lot more residue behind than before. As a result, different nations started experimenting with adding a coating (jacket) of another metal with a higher melting point than lead. This is where the term 'Full Metal Jacket' comes from. That distinction actually means something in Hunt, as it takes place in that odd transitional era where you'd still see a lot of older types of guns that didn't use smokeless powder, as opposed to something like CoD, where that's just mindless use of lingo the devs don't understand (every military round is going to be FMJ because the Geneva Convention forbids the use of anything else by military personnel). Most countries used copper, and that's what everyone else eventually settled on, too, but for a while Germany was using nickel, so older German rounds can sometimes have a silvery look to them.
Also, I love the LeMat. It's a very cool gun. Personally, I find how it works IRL more than how it works in game, but I also understand that if they kept it accurate to real life in that regard you'd never see it used because you'd only really ever have the first load of it. In real life it doesn't use cartridges, so you have to load each chamber and the shotgun barrel like a musket and the real LeMat (pronounced closer to 'Leh - Moh', after the name of the inventor, who was of French descent) has a built in ramrod on the barrel to help with loading the chambers.
34:30 Completely wrong. Rifles are called such due to "rifling" inside of the barrel. Most muskets are usually denoted as "smooth-bore", as they did not have the spiral rifling cut into their barrels. But the Springfield in the game is actually a rifled musket. These grooves add spin to the projectile and aid in accuracy. Same idea as putting a spin on a thrown football. Yes, tanks do also have rifling, but for the same reason as it benefits accuracy. It is NOT to help penetrate armor. In fact, their rounds usually have a compound at the end of the charge that is designed to punch through said armor. Not that a simple counter-clockwise turn somehow counteracts solid steel. Remember. Rifles have rifling. Just as ruffles have rrrrrridges.
Just to be THAT guy. Suppressed, not silenced. While the weapons are indeed quiet they do make noise and aren't silent, something that can actually be a matter you need to factor in when using such weapons. In fact, all weapons in this game make sound however what changes is distance. You can heard hunting bows being loosed (and you can actually even hear when they are pulled taut if they are close enough), crossbows making their chunk sound. It is indeed a lot quieter. However, they are called Suppressors. While it is common hollywood calling them silencers and various other games have done so, it does mislead what they do and in fact in this matter you addressing the idea of high velo rounds making suppressors less effective would actually be quite interesting as they already do in one matter in that they give suppressed weapons muzzle flashes again (something that in night time can give you away badly. Even landed my most incredible shot because of it) so adding a noise penalty to having High Velocity to suppressed weapons may be a nice detail and balance factor especially since the centinenial shorty...-cough-...suppressed has high velo now. Could maybe even add an extra layer of benefit for FMJ with suppressed too, giving a minor boost to sound cancelling of the round. Ok, that guy ramble over. You keep doing your awesome work because in combination with Cornf, you two are making big strides in working things out in hunt. I can't remember however I believe there is a third who was working on getting the true spread of shotguns worked out, did fantastic work and reveals the reticules we have are wildly inaccurate unless using a LeMatt underslung. (talking anywhere to being 50% to 60% bigger than the actual area the pellets will go).
Decoys are useful to trick people for sure but you can also use throwable weapons as knifes, hatchets or even bolts and arrows to triggers animals or break objects silently. So it can definitely save one or two tool slots if you don't plan to trick with foosteps sounds or gun fires sounds, which are hard to pull off.
when hunters want to push me the bullet decoy makes it possible to scare them away for a short moment, or at least interrupt them, so youve got some seconds left for healing/reloading to take on the fight, usually
Nearing 4K hrs in hunt, I've learned a lot. But, one thing I made myself learn immediately, always crouch and wiggle when grabbing clues, trait spurs, event objects or reviving teammates. Anything that has you in the open and sitting still for a breif time, always crouch and wiggle. There will be times you get unlucky and get shot in the head, but most of the time, the crouch and wiggle will keep you in the fight. Edit: dont just crouch and wiggle. Crouch, look down and then wiggle. That look down helps hide your head.
In terms of velocity and sound: 1) a lot of the fun weapons are slower than 410 m/s, so I recommend training those velocities first 2) at first, it might be nice to match your secondary velocity to your main weapon to get a feel. Silent Sparks and Pax fmj are 300 m/s. Silent Nagant high velocity is 410 m/s, which pairs with quite a few primaries. Pick your poison 3) idk about other silencers, but Silent Sparks is fairly loud directly in front, clearly showcasing the short range sound cone.
@@HuntShowdownLab Yea it might be fun! Silent Nagant is a fairly quiet "gas click" that hides under normal gunfight noise. The Silent Veterli and Centennial are the ones in question. Imo I find them insanely quiet compared to their lethality
the videos individually were cool (I'm just starting to play), but all together + comments are super cool. Less than 100 hours in the game - you've done exactly what you wanted
did this also come with the recent buffs to blanks? was kinda curious how different they are now that they "break doors" >.< I think was what the patch notes said.
ahh okay. this has fixes but dosnt bring up the current additions from last patch. (also on the velocity you put the "shredder" ammo quip on drilling when you meant nitro
guy complaining about 32 ms, and I on NE brazil having my ms go from 67 on SA server and 77 NAE go to 140~180 SA and 90~120 NAE, then after near 2 years got back to the original.
If you want to see the full conversation around the corrections, here's a link to the livestream: ua-cam.com/users/liveTH7BFoWMYrc?feature=share
Crytek Partner - Use code "HUNTLAB" at checkout for a discount. shop.crytek.com/?ref=59508
1 small extra detail for the decoys is if thrown at a alert trap/ with or without a barrel attached, it will still give the hunter a hitmarker and they may think they got a kill off the barrel forcing a camper team to push. of course there wont be a hunter dieing noise. decoys are useful but bringing traps, chokes, or throwing melee always feel more useful. especially since bringing a medkit and a melee option are almost always needed.
you can throw a decoy at your teammate to imitate them being hit made many campers push doing that
Yknow, that's an amazing idea!@@stephendavidson10
@@HuntShowdownLab thanks me and my duo do it all the time it's so funny
It takes a man to admit when he is wrong. And an even bigger man to go back and correct himself. Good on you good sir.
The amount of research you've put into each one of your videos is incredible. Despite how short they are, they're packed with info that i keep having to rewatch them.
Thank you so much for your work. Im a new player with only 60hrs but i easily see this number going up and up as this game is my new favorite competitive shooter
Just off a 14 hour night shift at the hospital, facing into another tonight, this video will provide some welcome distraction later 😊
The double tap technique mentioned at 50:21 is a great way of making uppercut fanning a viable option for quick peeks, relatively accurately attempting a very quick double tap and then retreating into cover.
Oh btw, one thing I thought of but forgot to comment about in the original grunt video is that grunts are always part of a certain 'pack' (up to 4 grunts per pack) and only one of them can lock on and charge a target at most if they're from the same pack. Meaning, if you're low on stamina or in a pinch and have to be accurate with your grunt killing, being patient and killing those who decide to charge you one by one is usually the best way to go. This is actually not competitively relevant with grunts (because they're not extremely dangerous in terms of action economy) but, hellhounds follow these behavioral limitations as well and knowing that only one hellhound in a pack will attack you at the same time helps you phase your attacks in a better order and makes taking care of hellhounds a much simpler task. Note that grunts and hellhounds from the same pack may attack different players at the same time, just not the same player.
Additionally, I'd like to add that one light (to stun, since hellhounds cannot dodge light attacks not even nearly as effectively as they dodge heavy attacks) and one heavy attack (to finish the job) will usually kill hellhounds with most melee tools, not great stamina usage for a whole pack of hellhounds if you're using the regular knife but it's great for the knuckle knife and the dusters.
Very cool to post this and go over some additional things people have mentioned! I’ve got one to add that’s pretty interesting but highly situational. The fanning perk, with certain guns, isn’t only useful for hip fire. It’s a very situational technique and isn’t consistent across all single action revolvers but some will benefit from increased fire rate with fanning if you fire from iron sights, drop your aim to hip to recock the hammer in the fanning pose, and then ads and fire again. The Nagant M1895 is the one I use this on, I believe when I tested on the Pax and Trueshot they didn’t benefit. 90% of the time you should be sprinting and dodging after a shot instead of doing this so it’s of limited utility but it is occasionally useful and very cool! This was more useful tech before the Spitfire got high velocity ammo, made the Nagant M1895 high velocity one of my favorite shotgun sidearms.
Also a lot less useful now because of the prestige and recruitment changes making it so you can always use much better weapons while prestiging no matter what, but that’s a separate complaint I have. Prestiging is a lot less fun for me now, used to use it to force myself to get creative with my loadouts and now it feels a lot less rewarding despite technically still being able to bring bad guns.
Thank you for all your hard work. I found your videos To be very useful. I’m getting dangerously close to 700 hours and I agree it takes somewhere around 1000. Did not feel like you’re a newbie. I’ve been playing hunt for about a year on my free time. It’s the only game I play now in this video and others I’ve heard from you very helpful.
For some reason when using fanning, you can shoot while ads then stop aiming after firing and it uses the fanning to re-cock the gun giving you a faster fire rate while still aiming down sited. Although it's not as quick it's useful for 2 shots down range.
If you’re still looking for video topics please one for dum dum ammo because before the dum dum buff I was pretty that all dum dum did minor bleeding 🩸 (except shredder) then after the buff only rifles got increased to severe bleeding 🩸🩸🩸but now im not to sure because i think some pistols do more rendering then other, you could also make the video a comprehensive gide to bleeding in general as in huts current state bleed is everywhere and new players dont really know how to handle it
It's actually in the works. I'm doing a lot of research for custom ammo in my livestreams. My goal is to make a comprehensive video (or maybe a few) on all custom ammo.
Compact ammo does medium bleed up to a range (i think it's 30m), then it does light bleeed.
Medum ammo does heavy bleed up to I think it was 80m, and medium bleed beyond that.
Here's the livestream where I look into dumdum (dumdum section starts at about 25:20): ua-cam.com/video/A_-ahXOLHmw/v-deo.html
I learned a lot about just guns in general watching this. Great video. Please keep it up!
Regarding the discussion about what decides bullet velocity in real life, the shape of the projectile is another big factor. The reason why Spitzer rounds are so much faster than non-Spitzer rounds is that they're drastically more aerodynamic than the older types.
On the topic of fouling, that was a big reason for why we transitioned away from purely lead bullets. The extra power from smokeless powder meant it burned hotter than black powder and the friction caused by the extra velocity, on top of that, started to become a problem as the lead bullets would melt a bit in the barrel, leaving a lot more residue behind than before. As a result, different nations started experimenting with adding a coating (jacket) of another metal with a higher melting point than lead. This is where the term 'Full Metal Jacket' comes from. That distinction actually means something in Hunt, as it takes place in that odd transitional era where you'd still see a lot of older types of guns that didn't use smokeless powder, as opposed to something like CoD, where that's just mindless use of lingo the devs don't understand (every military round is going to be FMJ because the Geneva Convention forbids the use of anything else by military personnel).
Most countries used copper, and that's what everyone else eventually settled on, too, but for a while Germany was using nickel, so older German rounds can sometimes have a silvery look to them.
Also, I love the LeMat. It's a very cool gun. Personally, I find how it works IRL more than how it works in game, but I also understand that if they kept it accurate to real life in that regard you'd never see it used because you'd only really ever have the first load of it. In real life it doesn't use cartridges, so you have to load each chamber and the shotgun barrel like a musket and the real LeMat (pronounced closer to 'Leh - Moh', after the name of the inventor, who was of French descent) has a built in ramrod on the barrel to help with loading the chambers.
34:30 Completely wrong. Rifles are called such due to "rifling" inside of the barrel. Most muskets are usually denoted as "smooth-bore", as they did not have the spiral rifling cut into their barrels. But the Springfield in the game is actually a rifled musket. These grooves add spin to the projectile and aid in accuracy. Same idea as putting a spin on a thrown football. Yes, tanks do also have rifling, but for the same reason as it benefits accuracy. It is NOT to help penetrate armor. In fact, their rounds usually have a compound at the end of the charge that is designed to punch through said armor. Not that a simple counter-clockwise turn somehow counteracts solid steel. Remember. Rifles have rifling. Just as ruffles have rrrrrridges.
Just to be THAT guy. Suppressed, not silenced. While the weapons are indeed quiet they do make noise and aren't silent, something that can actually be a matter you need to factor in when using such weapons. In fact, all weapons in this game make sound however what changes is distance. You can heard hunting bows being loosed (and you can actually even hear when they are pulled taut if they are close enough), crossbows making their chunk sound. It is indeed a lot quieter.
However, they are called Suppressors. While it is common hollywood calling them silencers and various other games have done so, it does mislead what they do and in fact in this matter you addressing the idea of high velo rounds making suppressors less effective would actually be quite interesting as they already do in one matter in that they give suppressed weapons muzzle flashes again (something that in night time can give you away badly. Even landed my most incredible shot because of it) so adding a noise penalty to having High Velocity to suppressed weapons may be a nice detail and balance factor especially since the centinenial shorty...-cough-...suppressed has high velo now.
Could maybe even add an extra layer of benefit for FMJ with suppressed too, giving a minor boost to sound cancelling of the round.
Ok, that guy ramble over. You keep doing your awesome work because in combination with Cornf, you two are making big strides in working things out in hunt. I can't remember however I believe there is a third who was working on getting the true spread of shotguns worked out, did fantastic work and reveals the reticules we have are wildly inaccurate unless using a LeMatt underslung. (talking anywhere to being 50% to 60% bigger than the actual area the pellets will go).
If you know that no one cares and people will think less of you, why do you still comment this? No one likes you
Good video man 👍
Decoys are useful to trick people for sure but you can also use throwable weapons as knifes, hatchets or even bolts and arrows to triggers animals or break objects silently. So it can definitely save one or two tool slots if you don't plan to trick with foosteps sounds or gun fires sounds, which are hard to pull off.
when hunters want to push me the bullet decoy makes it possible to scare them away for a short moment, or at least interrupt them, so youve got some seconds left for healing/reloading to take on the fight, usually
Nearing 4K hrs in hunt, I've learned a lot. But, one thing I made myself learn immediately, always crouch and wiggle when grabbing clues, trait spurs, event objects or reviving teammates. Anything that has you in the open and sitting still for a breif time, always crouch and wiggle. There will be times you get unlucky and get shot in the head, but most of the time, the crouch and wiggle will keep you in the fight.
Edit: dont just crouch and wiggle. Crouch, look down and then wiggle. That look down helps hide your head.
In terms of velocity and sound:
1) a lot of the fun weapons are slower than 410 m/s, so I recommend training those velocities first
2) at first, it might be nice to match your secondary velocity to your main weapon to get a feel. Silent Sparks and Pax fmj are 300 m/s. Silent Nagant high velocity is 410 m/s, which pairs with quite a few primaries. Pick your poison
3) idk about other silencers, but Silent Sparks is fairly loud directly in front, clearly showcasing the short range sound cone.
I should run some tests on the noise cone. I recently learned about that directional noise.
@@HuntShowdownLab Yea it might be fun!
Silent Nagant is a fairly quiet "gas click" that hides under normal gunfight noise.
The Silent Veterli and Centennial are the ones in question. Imo I find them insanely quiet compared to their lethality
the videos individually were cool (I'm just starting to play), but all together + comments are super cool. Less than 100 hours in the game - you've done exactly what you wanted
Fun fanning fact: The Schofield Model 3, which the Scottfield is based on, can't be fanned despite being single-action.
Thanks!
Thank you very much! I appreciate it!
Thank you,friend!
Amazing work!
yo dawg if you don’t make a video on “hunt sight holds” I will. My aim has improved tenfold once I understand it
Damn I forgot to subscribe.
Im amazed how much you dedicate to produce quality content for us, anyway happy new year or something
True sight has a cleaner sight then the uppercut too. At least I think so.
this is peak quality content 👌
Thanks, glad you like it!
Please post a video of just the corrections
It was during a livestream, here's the link: ua-cam.com/users/liveTH7BFoWMYrc?feature=share
for now having the increase damage trait, is more easy for you to kill graunt and other to get easy EXP
Absolutely. Single strong melee with rifles will do it!
👍🏻
did this also come with the recent buffs to blanks? was kinda curious how different they are now that they "break doors" >.< I think was what the patch notes said.
ahh okay. this has fixes but dosnt bring up the current additions from last patch.
(also on the velocity you put the "shredder" ammo quip on drilling when you meant nitro
They break simple barriers and some concertina
But everyone choses fast aggressive play when they are better, and the game itself is favored for that.. so decoys is just toys :D
I would like this game to be all about stealth, but it is not.
Take a shot every time he says "Cadwell" instead of "Caldwell".
You'll be dead before the end of the video.
For your safety, please don't...
I'm surprised I don't get called out for this more.
guy complaining about 32 ms, and I on NE brazil having my ms go from 67 on SA server and 77 NAE go to 140~180 SA and 90~120 NAE, then after near 2 years got back to the original.