Hunt: Showdown 1896

Hunt: Showdown 1896

Syphon Oct 7, 2020 @ 9:15pm
Quick swap is an intended mechanic (Video w/ time stamp)
https://youtu.be/ks36qojowEs

It's at 49:00 where they explained shortened animations between weapons and consumables for a smoother gameplay experience, and implicitly, close quarter combat. This was even before 1.0.

So people who are saying that it was an unintended mechanic in the game are lying.
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Showing 1-15 of 53 comments
JTHMandSQEE Oct 7, 2020 @ 9:31pm 
They still made it less chessie and exploitable regardless, they even said in the most recent one that it's "here to stay."
Syphon Oct 7, 2020 @ 9:40pm 
Originally posted by JTHMandSQEE:
They still made it less chessie and exploitable regardless, they even said in the most recent one that it's "here to stay."

Quick swapping is a term coined by players because it's a mechanic that's relevant in other FPS games.

They say it's here to stay, but it's semantics to satisfy parts of the player base.

I'm not condoning quick swapping, nor am I against quick swapping.

I just don't like the liars that are on the forums with false evidence.
eW.MonitorZero Oct 8, 2020 @ 8:22am 
No. Those of us who were here just merely wanted to switch to a side arm faster because it took ages. More so than just waiting for the recoil animation to play there was also a very long holster animation. So they made this quick blanket fix and about a month later we realized it could cut off recoil so that's why you see everyone doing it.

Swapping was intended. Cutting off recoil was an unintended exploit they took too long to fix.

Again, if you cannot play without an exploit don't play at all.
Connatic Oct 8, 2020 @ 9:34am 
Originally posted by Shinso The Snake:
https://youtu.be/ks36qojowEs

It's at 49:00 where they explained shortened animations between weapons and consumables for a smoother gameplay experience, and implicitly, close quarter combat. This was even before 1.0.

So people who are saying that it was an unintended mechanic in the game are lying.

This argument on both sides is pointless. It's has nothing do with why it should be changed now or in the future.

Whether it was intended or not back then, it was left that way on purpose by the devs. As the game and meta evolved since then, they have decided to adjust it again.

Trying to justify a stance based on semantics doesnt advance the discussion.
Last edited by Connatic; Oct 8, 2020 @ 9:35am
Kennny Oct 8, 2020 @ 11:12am 
Originally posted by Shinso The Snake:
https://youtu.be/ks36qojowEs

It's at 49:00 where they explained shortened animations between weapons and consumables for a smoother gameplay experience, and implicitly, close quarter combat. This was even before 1.0.

So people who are saying that it was an unintended mechanic in the game are lying.

People want to pretend it was an exploit because they were to mechanically inept to learn how to do it effectively and kept dying to it. Dennis gave into this false narrative and decided to label it a "recoil exploit", despite the fact recoil plays no significant role in Hunt Showdown. The real reason for the change is he wants to make the game easier for new and lower skilled players. Calling it an exploit is a good excuse to change something, and that's unfortunately what happened here.

Realistically, this doesn't change anything for the better. New players will still get destroyed one way or another, and all that's been done is the game feels slower and clunkier.
Valadka Oct 8, 2020 @ 11:50am 
Where in the video does it say that you should be able to cancel out a weapons recoil, pull out a pistol and shoot it with perfect accuracy within half a second? Yes, faster weapon swapping was intentional to make the game feel smoother, but the way that people turned it into a meta was not.
Kennny Oct 8, 2020 @ 12:57pm 
Originally posted by Valadka:
Where in the video does it say that you should be able to cancel out a weapons recoil, pull out a pistol and shoot it with perfect accuracy within half a second? Yes, faster weapon swapping was intentional to make the game feel smoother, but the way that people turned it into a meta was not.

When has recoil ever been relevant in hunt showdown? Never. Only the on the avtomat. "Recoil Exploit" is non existent because recoil is a non factor with single shot weapons like most guns in the game. There's literally no need for recoil control in Hunt. This nerf is solving a problem that doesn't exist. The real answer to why they nerfed it is in my response above.

Also perfect accuracy you say? It's as perfect as where you're aiming. That's how ADS (aim down sights) works. The bullet goes where you point. If a player has good enough aim to pull off a two tap they deserve the kill. This is what a majority of the Ban-Quickswap players don't like, that they were getting killed by good players who knew how to aim and utilize an in game mechanic. What they don't realize is that the good players that remain will just move to spammier guns and they'll kill people even faster than before.

"The way people turned it into a meta" is another way of saying, "Players got too good with this feature that was put into the game 2 years ago. It's time for it to go". And now the gunplay is slower and clunkier than before as a result.
Last edited by Kennny; Oct 8, 2020 @ 12:58pm
Connatic Oct 8, 2020 @ 1:24pm 
Balance and the damage models have changed quite a bit since they added quick swap. The fact that quick swaping to an uppercut was better and easier than firing a second shot from a Dolche was why it became a meta yes.
Kennny Oct 8, 2020 @ 1:47pm 
Originally posted by Connatic:
Balance and the damage models have changed quite a bit since they added quick swap. The fact that quick swaping to an uppercut was better and easier than firing a second shot from a Dolche was why it became a meta yes.

It wasn't better or easier than firing a second Dolch shot. You clearly don't know what you're talking about.
Connatic Oct 8, 2020 @ 1:49pm 
Originally posted by XAX:
Originally posted by Connatic:
Balance and the damage models have changed quite a bit since they added quick swap. The fact that quick swaping to an uppercut was better and easier than firing a second shot from a Dolche was why it became a meta yes.

It wasn't better or easier than firing a second Dolch shot. You clearly don't know what you're talking about.

I play the game. Trying to hit a second shot with the Dolche is harder than quick swaping to a pistol medium/long range.
Kennny Oct 8, 2020 @ 1:55pm 
Originally posted by Connatic:
Originally posted by XAX:

It wasn't better or easier than firing a second Dolch shot. You clearly don't know what you're talking about.

I play the game. Trying to hit a second shot with the Dolche is harder than quick swaping to a pistol medium/long range.

I can't see how it's harder for you. The dolch is one of the easiest and most powerful guns to use in the game. Most people who can aim well can kill with it faster than QS at close/medium range.
Last edited by Kennny; Oct 8, 2020 @ 1:56pm
Connatic Oct 8, 2020 @ 2:05pm 
Originally posted by XAX:
Originally posted by Connatic:

I play the game. Trying to hit a second shot with the Dolche is harder than quick swaping to a pistol medium/long range.

I can't see how it's harder for you. The dolch is one of the easiest and most powerful guns to use in the game. Most people who can aim well can kill with it faster than QS at close/medium range.

Well of course close range it's much eaiser. You just let the bullets fly like fanning. Mut medium to long, you have to actually manage some recoil, as opposed to the laser sight ADS when swaping.

With how quickswapping is on test after the new patch, it'll actually be harder to hit those two taps at range. Especially with the help of extra sway after a swap.

I'm really confused why vets would ne upset with the change, especially with how it looks now. They all complained about how removing sway spend up combat too much, making it "less skillful" since gunfights were over too fast. You couldn't reposition and us tactics. Slowe long range combat via slower two taps will help do just that.
Kennny Oct 8, 2020 @ 2:48pm 
Originally posted by Connatic:
Originally posted by XAX:

I can't see how it's harder for you. The dolch is one of the easiest and most powerful guns to use in the game. Most people who can aim well can kill with it faster than QS at close/medium range.

Well of course close range it's much eaiser. You just let the bullets fly like fanning. Mut medium to long, you have to actually manage some recoil, as opposed to the laser sight ADS when swaping.

With how quickswapping is on test after the new patch, it'll actually be harder to hit those two taps at range. Especially with the help of extra sway after a swap.

I'm really confused why vets would ne upset with the change, especially with how it looks now. They all complained about how removing sway spend up combat too much, making it "less skillful" since gunfights were over too fast. You couldn't reposition and us tactics. Slowe long range combat via slower two taps will help do just that.

First of all, long range of course long ammo was always better. Medium range however, let's say 30-50m... Yeah you have to manage recoil, but not that much. As long as you're not clicking as fast as possible, it isn't too hard to very quickly realign the dolch to hit the second shot, and it still be faster than a QS.

As for vets complaining about how "removing sway sped up combat too much" I don't really know what you mean by that. I'm not aware of the sentiment among the veteran playebase. I'll say this though... They're upset because the slowing down of swapping means this: Single shot weapons, or any weapon that at all benefited from swapping is now much less viable at close range. More so than it already was. Meaning pushing compounds (one of the main objectives of the game) is even more difficult if not near impossible against super high rate of fire weapons. QS allowed it to be possible to push with those types of weapons and still have a chance, while close quarter high RoF weapons still had an advantage. What will end up happening is this could very well increase camping stalemates, because players using the sparks, martini, veterrli, mosin, uppercut, springfield, any single shot revolver, etc... will be less confident in pushing too close, opting to sit really far back with a sniper or whatever. Excessive camping is already a big problem and I don't think this helps it. This is the fear atleast.

As for the re-positioning and using tactics thing goes, you have always been able to do that. If you watch high skill players play the game you'll regularly see this. Not every player, infact most players are not perfect aimbots that consistently hit those QS two-taps. A downside of this QS nerf is that you're stuck in ADS during the full recoil animation. Stuck at the ADS sensitivity and reduced FOV. This actually hurts mobility and reduces the ability to reposition after a shot.

If i'm being completely honest here, i'd be all for reduced swap speed, if I could at the very least immediately un-ADS and move with my default sensitivity and FOV after a shot. And I think a lot of people at this point would agree that that's a reasonable compromise. It would help maintain smooth gameplay while also giving the nerf in time-to-kill with QS that many people wanted.
Last edited by Kennny; Oct 8, 2020 @ 2:53pm
Connatic Oct 8, 2020 @ 3:17pm 
Well people tend to speak for the community a lot around here. I'm just repeating what I saw during the 1.0 release, and what many around here talked about when referencing sway. People just tend to exaggerate.

Much like what is going on now. People really weren't pushing compounds with Sparks anyways, which is one of the reasons you see people cry about people camping the lair. Plus i don't think people who are afraid to push because of a less than optimal loadout, will push even less because of a slower quick swap.

What we have now on test is a lot better. The only weapons that will truly be hurt by this change right now is the single shot snipers. Which maybe they could address, by giving single shot rifles some kind of exclusive perk to take advatage of.

Hopefully, they can make the FoV issue better, and there isn't some technical or balance issue holding that back.
Last edited by Connatic; Oct 8, 2020 @ 3:19pm
Kennny Oct 8, 2020 @ 3:29pm 
Originally posted by Connatic:
Well people tend to speak for the community a lot around here. I'm just repeating what I saw during the 1.0 release, and what many around here talked about when referencing sway. People just tend to exaggerate.

Much like what is going on now. People really weren't pushing compounds with Sparks anyways, which is one of the reasons you see people cry about people camping the lair. Plus i don't think people who are afraid to push because of a less than optimal loadout, will push even less because of a slower quick swap.

What we have now on test is a lot better. The only weapons that will truly be hurt by this change right now is the single shot snipers. Which maybe they could address, by giving single shot rifles some kind of exclusive perk to take advatage of.

Hopefully, they can make the FoV issue better, and there isn't some technical or balance issue holding that back.

True, a lot of people still didn't push with sparks pre nerf. But some still did, people that were confident in their abilities. I suspect most of those people that actually did push will now not do so. I don't feel like that's a good thing. Like I say I fear it'll just increase the stalemates. I guess time will tell. We won't fully know until it all plays out on live servers for a few months.
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Date Posted: Oct 7, 2020 @ 9:15pm
Posts: 53