Hunt: Showdown 1896

Hunt: Showdown 1896

Dumdum ammo seems like a no brainer, am I missing anything?
You no longer lose damage, you just lose penetration? Seems like a good trade for bleed.

Same with ignition ammo?

Or am I missing something? I wasn't much good at wallbanging to begin with, I know it can be clutch for some weapons though.
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Showing 1-15 of 16 comments
DrawenHUN (Banned) Sep 27, 2021 @ 11:39am 
You do loose damage on longer ranges. Yesterday i shot a guy twice with the martin henry from about 80m and even though he caught flames he survived. At that distance i could have killed him with normal ammo. I think fire/dumdum ammo loses damage faster than a normal ammo. Also fire ammo is useless mostly as 2 shots will kill anybody probably if its not long range, dumdum is a little bit better but a little bleed is not really something i would worry about, long range you can probably hide and heal, and close range you will die on the next shot either way if you cannot take down the enemy. i think custom ammo is kinda worthless other than the slug, high velocity and spitzer.
George Reptiloyd Sep 27, 2021 @ 11:54am 
Dumdums are pretty good for dual wielding and the best two dual-wielding pistols have dumdums available to them, but I wouldn't call them no-brainer, as penetration is very important and you'll notice it when fighting around wooden fences and such. FMJ is also a very good alternative for Conversion, as it turns itself into Uppercut at very close distances. Otherwise, ignition is pretty useless against players, as they will die, anyway. Actually, fire can help over longer ranges with Winfield, as the damage is very low at over 50 meters, but you will still get them on fire with 2 shots, but that's a very marginal case.
Jox Jones Sep 27, 2021 @ 1:07pm 
there are some wrong answers/statements given. fact is, dum dum & incendiary ammo no longer has a penalty on damage or damage over distance. it deals the same damage and the same damage over distance as their usual counterparts. it only gets a penalty on penetration and a little penalty on muzzle velocity (bullet speed) and the need to be refilled through special ammo boxes only. so the point is, you die to two shots from these weapons anyway (except bornheim), no matter what ammunition type. only if you are lucky enough to survive 2 hits, then the benefit of special ammo types comes in play (you somehow survived but now you bleed or burn). so at anytime you bleed or burn, you should have been dead already anyway (sweetspot gunplay provided). the reason why they buffed special ammo in this way is simple: they want their "great" invention to be played more frequently, but its still useless as long as your goal is to kill enemy hunters with no more than 2 hits. when played against you, there is no need to worry at all, because burning or bleeding is still better than being dead already ;-)
Originally posted by Jox Jones:
there are some wrong answers/statements given. fact is, dum dum & incendiary ammo no longer has a penalty on damage or damage over distance. it deals the same damage and the same damage over distance as their usual counterparts. it only gets a penalty on penetration and a little penalty on muzzle velocity (bullet speed) and the need to be refilled through special ammo boxes only. so the point is, you die to two shots from these weapons anyway (except bornheim), no matter what ammunition type. only if you are lucky enough to survive 2 hits, then the benefit of special ammo types comes in play (you somehow survived but now you bleed or burn). so at anytime you bleed or burn, you should have been dead already anyway (sweetspot gunplay provided). the reason why they buffed special ammo in this way is simple: they want their "great" invention to be played more frequently, but its still useless as long as your goal is to kill enemy hunters with no more than 2 hits. when played against you, there is no need to worry at all, because burning or bleeding is still better than being dead already ;-)

What about arm shots though? Or lower torso shots?

For those of us who tend to hit the whole body and can't always two tap a hunter's chest, dumdum and incendiary seem pretty good, no?

My understanding was that arm and leg shots do not do the same damage as a chest shot?

Actually, and don't dumdum rounds inflict bleed on a single hit?
Last edited by Uncle Nastyfingers; Sep 27, 2021 @ 1:37pm
Flying Fish Sep 27, 2021 @ 1:39pm 
it has 3 drawbacks

no penetration or very little
special ammo
and you pay for it
Der Guteste TTV Sep 27, 2021 @ 1:47pm 
zero penetration and worse velocity, both are super important.
It is VERY noticable when you can't even shoot through thin wood anymore.
Ruleck2 Sep 27, 2021 @ 3:59pm 
I like the dumdum ammo in a close fight. You hit one and many are got under such a big pressure with it. Easy to push and give it the rest. Or able to kill after you died. Happenend to me twice.
The Sin Of Cain Sep 27, 2021 @ 4:25pm 
As someone who's specializes in tracking people through walls when they try to run, the drop in penetration is a "No Fly Zone" for me.

https://www.youtube.com/watch?v=IugDr-SebuI

It's my only real strength, I and I play up to it heavy.
Sunny Sep 28, 2021 @ 2:07am 
Consider DumDum more as a pressure tool, because it forces your opponent to bandage or they die.
It creates a good opportunity for you and your team to push after landing a hit.

Fire can still be ignored in a pinch, but at the cost of the enemy's max HP. Not worth the loss in penetration IMO.

Having no penetration sucks around fences though. There's usually a little crack through which you can see an enemy bandaging, but you can't kill them.

So I'd say DumDum is worth it on the springfield since you can still carry normal ammo for penetration.
It's OK on caldwell conversion when dual wielding, because it adds more damage at range (compensating for compact damage dropoff).
Last edited by Sunny; Sep 28, 2021 @ 2:13am
DrawenHUN (Banned) Sep 28, 2021 @ 4:37am 
Originally posted by {FU}TheForgeryTTV:
Dum-Dum ammo is pretty broken, especially if a victim doesn't have bloodless.

While it doesn't have any bullet penetration, lower muzzle velocity, and reduced bullet damage, inflicting bleeding will cause continuous damage until it's stopped and the bleeding can get worse the more one is hit. That guy will have to stop the bleeding at some point, making them predictable and easy to rush.

A lot of players tend to load them with bullet-spam capable weapons. In one match alone, 4 players had them and someone loaded them into his 4 dual-wield pistols (but they were all dead).

Meanwhile though, incendiary ammo and throwables are absolutely useless. It's difficult to set someone on fire most of the time and even if you do, the burning takes TOO LONG to ever kill anyone or make them even concerned to stop the burning. Incendiary bullets are pointless for bolt action and single shot weapons and why make someone a lighthouse when you can just kill them faster with dum-dum or regular ammo? Dragon's breath is the worst, bar none.

Side note, I don't know why people keep on bothering with hellfire bombs unless they got a free one. I've had people set me on fire but I don't lose a bar or I ended up killing them anyway without any problem. If they had used a frag bomb, it would had either forced me to heal up with a medkit or killed me. I used to think hellfire bombs were OP with the ability to remove a small health chunk but since they no longer inflict explosion damage, they've been nerfed to the ground.
Hellfire is awesome, i love it. Why? It has no timer, instantly exploding not like the frag. I had many kills where the hellfire secured the kill. If you manage to hit the enemy he looses 25hp instantly, meaning its a one hit with any long ammo especially if you use sparks even if he can recover from burning the charred health chunk will let you one tap for a long time.
Schulz Sep 28, 2021 @ 5:19am 
Originally posted by Jox Jones:
there are some wrong answers/statements given. fact is, dum dum & incendiary ammo no longer has a penalty on damage or damage over distance. it deals the same damage and the same damage over distance as their usual counterparts. it only gets a penalty on penetration and a little penalty on muzzle velocity (bullet speed) and the need to be refilled through special ammo boxes only. so the point is, you die to two shots from these weapons anyway (except bornheim), no matter what ammunition type. only if you are lucky enough to survive 2 hits, then the benefit of special ammo types comes in play (you somehow survived but now you bleed or burn). so at anytime you bleed or burn, you should have been dead already anyway (sweetspot gunplay provided). the reason why they buffed special ammo in this way is simple: they want their "great" invention to be played more frequently, but its still useless as long as your goal is to kill enemy hunters with no more than 2 hits. when played against you, there is no need to worry at all, because burning or bleeding is still better than being dead already ;-)
i dont find it useless. Getting shot and on bleed/fire is one more problem to deal with.
Jox Jones Sep 28, 2021 @ 9:06am 
Originally posted by The Bounty Hunter:
Originally posted by Jox Jones:
there are some wrong answers/statements given. fact is, dum dum & incendiary ammo no longer has a penalty on damage or damage over distance. it deals the same damage and the same damage over distance as their usual counterparts. it only gets a penalty on penetration and a little penalty on muzzle velocity (bullet speed) and the need to be refilled through special ammo boxes only. so the point is, you die to two shots from these weapons anyway (except bornheim), no matter what ammunition type. only if you are lucky enough to survive 2 hits, then the benefit of special ammo types comes in play (you somehow survived but now you bleed or burn). so at anytime you bleed or burn, you should have been dead already anyway (sweetspot gunplay provided). the reason why they buffed special ammo in this way is simple: they want their "great" invention to be played more frequently, but its still useless as long as your goal is to kill enemy hunters with no more than 2 hits. when played against you, there is no need to worry at all, because burning or bleeding is still better than being dead already ;-)

What about arm shots though? Or lower torso shots?

For those of us who tend to hit the whole body and can't always two tap a hunter's chest, dumdum and incendiary seem pretty good, no?

My understanding was that arm and leg shots do not do the same damage as a chest shot?

Actually, and don't dumdum rounds inflict bleed on a single hit?

Of course, when you couldn't kill the enemy hunter with two following shots, it plays it's benefit. But I would rather train to land two upper torso hits than relying on bleeding or burning effects.

When you gonna rush a bleeding oponent and he wont care too much about it, but awaits you with a shotgun, you pretty fast look pretty poor ;-)

Especially since we're talking about sidearms, where dum dum ammo is made for, you will be in close quarters combat anyway. That means for most of the times fanning or dual wielding, so in these cases special ammo becomes "kind of" useless. There are some rare cases where it can be useful, but only if your oponent has no clue how to handle the effect.

I had no single case where I died to beeing shot with dum dum or incendiary ammo. not a single. Either I would have died anyway, no matter what ammo type, or I survived because of special ammo, but that was before the buffing patch with lower damage. Everytime you get killed by special ammo, you would have been killed with regular ammo, too.
Last edited by Jox Jones; Sep 28, 2021 @ 9:23am
George Reptiloyd Sep 28, 2021 @ 12:11pm 
Originally posted by Jox Jones:
Of course, when you couldn't kill the enemy hunter with two following shots, it plays it's benefit. But I would rather train to land two upper torso hits than relying on bleeding or burning effects.

When you gonna rush a bleeding oponent and he wont care too much about it, but awaits you with a shotgun, you pretty fast look pretty poor ;-)

Especially since we're talking about sidearms, where dum dum ammo is made for, you will be in close quarters combat anyway. That means for most of the times fanning or dual wielding, so in these cases special ammo becomes "kind of" useless. There are some rare cases where it can be useful, but only if your oponent has no clue how to handle the effect.

I had no single case where I died to beeing shot with dum dum or incendiary ammo. not a single. Either I would have died anyway, no matter what ammo type, or I survived because of special ammo, but that was before the buffing patch with lower damage. Everytime you get killed by special ammo, you would have been killed with regular ammo, too.
You can't train yourself to land body shots with dual wielding, as it is inherently random. Dumdums help to skew RNG in your favor, as you have a chance to finish your opponent off with bleeding if you were unlucky with landing body shots. I won fights with dumdums, either because the opponent bled to death or had to stop running to bandage themselves. Also, bandaging makes their weapons go away, even if for a split second, it's a huge advantage you can exploit. I also lost fights, because I couldn't shoot through wooden planks, so there's that.
Last edited by George Reptiloyd; Sep 29, 2021 @ 3:27am
GRU-Vy Sep 28, 2021 @ 5:11pm 
I think incindiary is trash, however dum dum ammo is great. If i dont kill with 2 hits ive found that theres a good chance they die from the bleed. If they run to cover to try heal i usually chase them down. I only ever use dum dum on conversion pistol(s) or sometimes fletchets on shotgun. I dont bother with any other custom ammo. I find dim dum to add additional pressure on someone who your in a fight with, especially useful when fighting multiple people. Is dum dum a no brainer? For 60 bucks it is for me.
Newbie4life!!! Sep 29, 2021 @ 12:33am 
Incendiary can blow up barrels instantly

Incendiary on sparks will cause hunters to have charred HP, they can either wait for charred hp to regen, which is alot of downtime, or risk getting one tapped by sparks upper chest (149dmg). In teams you can force a guy to hide while you 2v1 or 3v2 while they wait.

Dumdum ammo is for mid range where pistol can't reliably two tap, you force them to hide and heal while you push or throw flash.

Incediary on weapons like bornheim is, imo, useless. Even if you hit them twice and they burn, it burns the depleted hp bars first so the fires don't add extra dmg (if you're on fire with 1 hp left you won't die until the fire burns off all or black hp bar).
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Date Posted: Sep 27, 2021 @ 11:29am
Posts: 16