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Zgłoś problem z tłumaczeniem
https://www.youtube.com/watch?v=RP4FjODPDFA&ab_channel=FPSRussia
This is very important because the people in the comments point out that the hay to the far left catches on fire from rogue embers popping off the mannequin. So if the range, spread, and accuracy in real life is so dangerous, what is the game's model based on?
If I need to use the shotgun to unlock flechette and Dragon's breath, make it worthwhile to use, especially since they are so expensive to purchase.
Exactly... Because the more people point it out I think it is a pellet spread/hit reg issue. The pellets seem to be spreading out and just getting lost in the servers, so only one or two pellets are actually hitting the target while all the rest seem to get lost in the nether.
Which is why I suggested that if pellets behave the same way for players as zombies it would be fine. Because if I knock a guy on his ass, I just shoot him again while he is on the ground, or at least take him out the fight for 2 seconds while I turn to deal with his partner.
- No shotgun has a lethal range of 20 m (unless using slugs, but you didn't say so).
- You have no way of knowing the latency of other players in the game.
If you have any actual evidence of a bug share your video with Crytek. Or ask the community. People can point out what happened in the video.We cannot talk about something just based on your recollection and make a fair judgement.
Eh, only part is made up. The DEVs literally made a post update about fixing the hit reg...
https://www.huntshowdown.com/news/hit-registration-update
The server lag issue has also been talked about and is a known issue. There are videos of people exploiting the ping (not gonna go google now because I don't have the time).
I think you understand that the main point he was trying to make using the shotgun lethal range was that they are inconsistent. I don't think you are daft enough to miss that point.... right?
Again, the main issue seems to stim with the way Shotgun's pellets work and the hit reg, making their accuracy and consistency all over the place at any range. More importantly, I was looking up real life Dragon's Breath, the Wiki says :
"When the round is fired, sparks and flames can shoot out to about 100 feet (30 meters)",
I'm pretty sure in Hunt it drops it down to like 8 meters, which is a HUGE difference with how effective the weapon is. Combine that in with the crazy rng spread and hit detection and shotguns become a whole mess.
I had Matches where I shot at another Player from aprox 5 to 7 meters not downing him, and in the last Match a point blanc shot not even got me a hit marker. I mean how is that possible, the player sat direct in front of me and not even a Hit Marker.... Used a Caldwell Rival
I had thought of this too and was originally against it, but with the way the hit reg is now and bullets getting lost in the nether realms, this sounds like the best option (Unless they have a way of properly fixing whatever is currently going on).
This was the exact thing that prompted me to make this thread. Dude was crouched at a tree and I got the drop on him. I was so shocked by the fact he didn't die I didn't think to run away or try to shoot again. Shotguns not working like a shotgun drives me mad!
*popcorn*
Shotgun meta!
But that's the thing, Shotguns are great on here for PVE because of the knockback, so even if you don't get a kill you can do crowd control. If it worked the same way for players you could at least use it to breach buildings by shooting through a wall and knocking another player on his ass so your partner could charge in guns blazing. If the shotty worked the same in pve as it did pvp it would be great.