Hunt: Showdown 1896

Hunt: Showdown 1896

Increasing weapon sway
I have read quite alot regarding how weapon sway was in alpha(0.6 I think) and how this made gunplay more fun and prolonged.

Would there be any negative aspect to increasing the weapon sway?
Would anyone except those that have thousands of hours perfecting their twitch-aim with the hopes of being able to easily transfer that skill into Hunt suffer from such a change?

I think it would be nice if the weapon sway by default was increased and then that it increased even more if you move and 0.5sec after you change aim states aswell(and a massive sway/flinch while jumping)-

The gameplay would then not only revolve around twitchy left/right spam and head-snipes gameplay but be more about positioning and tactics.


Please write in your comment if you played during alpha aswell, I started playing same weekend as the third map dropped so I have no real experience how it was "back in the days".
< >
Showing 1-13 of 13 comments
Originally posted by Chimpson:
Would there be any negative aspect to increasing the weapon sway?
Game would favor twitch run run run reaction shooter more than now.
Quickscope as usual - not affect.
Yet people who carefully aim will have a harder time due to increased sway.

Increased sway doesn't matter (much) if you quickscope or only flick your shots, it only makes it harder to deliberate, careful aiming.
Chimpson Jan 17 @ 6:54am 
Originally posted by Der Guteste:
Originally posted by Chimpson:
Would there be any negative aspect to increasing the weapon sway?
Game would favor twitch run run run reaction shooter more than now.
Quickscope as usual - not affect.
Yet people who carefully aim will have a harder time due to increased sway.

Increased sway doesn't matter (much) if you quickscope or only flick your shots, it only makes it harder to deliberate, careful aiming.

"and then that it increased even more if you move and 0.5sec after you change aim states aswell"

So quickscopes would not work as it currently does.
Originally posted by Chimpson:
Originally posted by Der Guteste:
Game would favor twitch run run run reaction shooter more than now.
Quickscope as usual - not affect.
Yet people who carefully aim will have a harder time due to increased sway.

Increased sway doesn't matter (much) if you quickscope or only flick your shots, it only makes it harder to deliberate, careful aiming.

"and then that it increased even more if you move and 0.5sec after you change aim states aswell"

So quickscopes would not work as it currently does.
So when you ads your aim would jump to a different position or what do you mean?
Cuz just having increased sway doesn't matter when quickscoping at all.
Chimpson Jan 17 @ 7:00am 
Originally posted by Der Guteste:
Originally posted by Chimpson:

"and then that it increased even more if you move and 0.5sec after you change aim states aswell"

So quickscopes would not work as it currently does.
So when you ads your aim would jump to a different position or what do you mean?
Cuz just having increased sway doesn't matter when quickscoping at all.

Like a random starting position for the aim center during the increased sway pattern size and speed.
So you are encouraged to wait until it stabilizes somewhat.
Washboard Jan 17 @ 10:20am 
0.6 was the best state the games ever been in, downhill since then and recently gone off a cliff edge :(
Originally posted by Chimpson:
Originally posted by Der Guteste:
So when you ads your aim would jump to a different position or what do you mean?
Cuz just having increased sway doesn't matter when quickscoping at all.

Like a random starting position for the aim center during the increased sway pattern size and speed.
So you are encouraged to wait until it stabilizes somewhat.
The aiming scope should be in area within the reticule, so running going into will have a much greater spot than standing still crouching. Also, there should be a delay when pulling up the scope as the Hunters eye adjusts to the scope. So running should make that take much longer and jumping while scoping should be impossible.

So basically, quick scoping shouldn't be possible, but the CoD/Fortnight kids on twitch enjoy this cheesy no skill type of game play. So companies will cater in that direction
Chimpson Jan 17 @ 10:48am 
Originally posted by Peter Panzy:
Originally posted by Chimpson:

Like a random starting position for the aim center during the increased sway pattern size and speed.
So you are encouraged to wait until it stabilizes somewhat.
The aiming scope should be in area within the reticule, so running going into will have a much greater spot than standing still crouching. Also, there should be a delay when pulling up the scope as the Hunters eye adjusts to the scope. So running should make that take much longer and jumping while scoping should be impossible.

So basically, quick scoping shouldn't be possible, but the CoD/Fortnight kids on twitch enjoy this cheesy no skill type of game play. So companies will cater in that direction

You mean that that aiming scope should be at random area inside the hipfire reticule?

Good ideas overall.
Originally posted by Chimpson:
Originally posted by Peter Panzy:
The aiming scope should be in area within the reticule, so running going into will have a much greater spot than standing still crouching. Also, there should be a delay when pulling up the scope as the Hunters eye adjusts to the scope. So running should make that take much longer and jumping while scoping should be impossible.

So basically, quick scoping shouldn't be possible, but the CoD/Fortnight kids on twitch enjoy this cheesy no skill type of game play. So companies will cater in that direction

You mean that that aiming scope should be at random area inside the hipfire reticule?

Good ideas overall.
correct, cause that is where the actual bullets are suppose to land. Inside that reticule, so aiming down sight is basically the same as shooting, but just changing stance and starting in a random spot inside.

This is also the way every FPS game should do it, but they don't, cause again the twitch crowd doesn't care about actual skill. They just want to run-n-gun with little to no stop the action.... works in some low skill level games like CoD/CS:Go, but not a more tactical shooter like Hunt.... but here we are though.
Last edited by Peter Panzy; Jan 17 @ 11:00am
Chimpson Jan 17 @ 11:03am 
Originally posted by Peter Panzy:
Originally posted by Chimpson:

You mean that that aiming scope should be at random area inside the hipfire reticule?

Good ideas overall.
correct, cause that is where the actual bullets are suppose to land. Inside that reticule, so aiming down sight is basically the same as shooting, but just changing stance and starting in a random spot inside.

This is also the way every FPS game should do it, but they don't, cause again the twitch crowd doesn't care about actual skill. They just want to run-n-gun with little to no stop the action.... works in some low skill level games like CoD/CS:Go, but not a more tactical shooter like Hunt.... but here we are though.

You ever seen this implemented in a mp fps game?
What you suggest
Chimpson Jan 17 @ 11:19am 
Anyone played marauders or escape from Tarkov and have any thoughts about things they do better regarding gunplay(sway,recoil, adad spam fix and so on)`

Or other things they do better.
imo, there's nothing worse than random exaggerated weapon sway for zero reason, this includes making aiming "harder".

Any sway should be tied to movement, you run, your weapon sways for a time after you stop.

Having a weapon sway over half the screen if you've been crouch walking the entire time is just BS.

It's a spammy twitch game now for some time now, can't see it returning to anything it once was. Just my 2c.
Originally posted by Washboard:
0.6 was the best state the games ever been in, downhill since then and recently gone off a cliff edge :(

Agreed all it needed was more maps.

The Early Access version of the game never even got a chance to prove itself. Lots of players simply don't buy Early Access games for obvious reasoning.

Sure if it's a massively popular series already people do but a new product it can be as poor as they like and just say nah sorry discontinued, you knew the risk upon purchase.

The day they added Dark Sight Boost wallhack was the day all suspense was removed from the game. I miss the not knowing elements. Now there are constantly more ways added to tell if an enemy is close

Back in the day we had to rely on ping going up because other players were close by.

Weapon sway now is a lot less but as per usual a perk nullifies the effect for the weapons that really are hurt by sway.
Last edited by For I am a Bogus Gasman; Jan 17 @ 3:42pm
Every games tries to be as tactical as it can extent to. Those that can balance the ecosystem stays populated - like arma , squad. Those that fail, cut corner, and turn itself into ADAD games.
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Jan 17 @ 6:49am
Posts: 13