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MULTI Hunt: Showdown 1896 (1 Betrachter)

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Update #2 erschienen!

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Hunters, we are happy to announce our latest content update for Hunt: Showdown, Update #2. Last week, during E3, we revealed a number of awesome new features that are coming to the game. Over the next few weeks, we plan to release additional content updates that will focus on different aspects of what was revealed during E3, such as the crossbow, the water devil and so much more!

Dark Sight Boost

Dark sight boost is a new mechanic that we are introducing to encourage players to track/kill the boss and extract with the precious Bounty. The Boost temporarily upgrades Dark Sight when carrying the Bounty. This upgrade allows the Bounty carriers to spot nearby enemy hunters within a certain distance regardless of their location (behind walls or buildings, in trees, etc.)

  • Enemy hunters are displayed as hazy outlines, and depending on how they move, this outline will give you a rough idea of where your foes are
  • The Boost is limited to 15 seconds. This timer will start automatically when you enter Dark Sight and will stop when you leave
  • This will give the Bounty carriers a chance to plan their escape route more effectively and tackle ambushes quickly

Death Screen

With this update we are also introducing the Death screen. This screen will appear after you have been downed or when you lose your hunter. This screen will display a number of different pieces of information to help you understand your most recent death.
  • Event types:
    • Killed by another Player
    • Killed by AI
    • Death from falling
    • Death by environment
    • Death by Teamkill or Suicide
  • Other details:
    • Name, rank and prestige level of the hunter that killed you
    • The weapon used
    • Distance
    • Confirmation of a headshot (if applicable)
    • Details on if you were killed through a wall

Looting Hunters

This is something we have been asked for a lot and we are now happy to introduce the ability to loot dead hunters. Players can now interact with dead Hunters for a chance to find ammo for their weapons or replenish a single consumable in your inventory.

  • Looting will replenish a small number of bullets (significantly less than an ammo box)
  • Looting will give a 25% chance to replenish a previously used consumable
  • If you kill a Bounty carrier, you will only take the bounty on the first interaction. After the Bounty has been taken, another prompt becomes available that will allow you to loot the player. Moving forward we plan to combine the pickup Bounty and looting abilities to a single button press.

New gear
  • Bear traps – New world item that can be found around the map and placed as a trap
  • Hive Bomb – New consumable item that spawns a hive swarm which seeks out nearby players
  • Flare pistol – New tool for battlefield illumination (it also sets things on fire…it’s so much fun!)

AI

  • Hellhounds are now able to split off from their main group and form a new pack in case the leader becomes unreachable
  • Improvements made to how hellhounds look at their targets (as if they weren’t scary enough already)
  • Armoured health tweaks:
    • Decreased vulnerability to Compact bullets
    • Increased vulnerability to Shotguns
  • Hive health tweaks:
    • Decreased vulnerability to Compact bullets
    • Increased vulnerability to Shotguns
    • Increased vulnerability to fire
  • AI can now walk through dropped world items, for example dropped lanterns

Audio
  • Added an option in the Audio settings to mute incoming VOIP when dead
  • Updated the audio effect when Downed or Dead to simulate reduced hearing
  • Added “Rise Up Dead Man” (humming theme) to the main menu
  • Added custom footstep sounds when walking on floating logs in the water
  • Added custom footstep sounds when walking on sawdust
  • Improved the sounds of footsteps in the water to make them more splashy
  • Adjusted the audio distance of footsteps while walking in water
  • Adjusted the audio of grunt footsteps on grass
  • Adjusted the flare gun’s indoor reverb
  • Generator sounds are now correctly impacted by occlusion in underground areas
  • Reduced the sound of the Derringer due to the audio currently being too loud/overly emphasized
  • Added a 2 second delay (give or take a few milliseconds) between the Lightning flash and the thunder to give players a chance to mask loud noises
  • Improved weapon attenuation & reflection for better readability in regards to gunfire. Now it should be easier to determine if occurs in the same compound or further away
  • Improved the sound of the Hive swarm to make it sound more lethal
  • Fixed an occlusion issue that would result in sounds bleeding through the terrain when above or below the boss arena

Gunplay
  • Improved network code for melee hit detection (melee with high latency should feel much smoother)
  • Improved the usability of throwing consumables when used in quick succession. There is no longer a delay between the idle and throw actions
  • Improved the melee hit detection of the Romero 77 Hatchet to better match the angle suggested by the animation
  • Some slight tuning to the Winfield M1873C and M1873 (incl. their variants)to set them more apart from each other
    • Winfield M1873C is a lighter weapon so the recoil has been increased
    • Winfield M1873 is overall a bulkier weapon, therefore is harder to keep the sights on target after each shot
  • Added a damage threshold to the shotguns to prevent hits from always causing a bleed effect even at max range
  • Jumping now adds additional spread to weapons when aiming down sights to discourage bunnyhopping
  • Throwable items now bounce off of walls instead of dropping straight to the ground
  • Throwable items such as the dynamite and fusees now align correctly with the surface they land on
  • Increased the damage of the Wood Axe bringing it closer to the damage of the Sledgehammer, but now causes bleeding damage
  • The Derringer now fires each shot separately rather than a burst of 4 bullets
    • The reload animation remains unchanged therefore causing some inconsistencies as it will still reload all four chambers at once. This will be corrected at a later stage
  • Increased the damage of the Derringer Bullets
  • Burst weapons like the Avtomat are set to always fire at least 2 rounds after the initial burst meaning you cannot fire single shots any longer
  • Changes to Damage evolution over distance
    • Compact bullets lose damage faster over distance on headshots
    • Medium bullets lose damage faster over distance on headshots (Vetterli)
    • Medium pistol bullets lose damage faster over distance on headshots (Dolch)
    • Long pistol bullets lose damage faster over distance on headshots (Uppercut)
    • Slightly increased damage multiplier on arms and legs for long bullets
    • Slightly increased damage over distance for medium bullets (Vetterli)
      • This has no effect on the Dolch as it uses medium pistol bullets

End-game weapon tweaks
  • Increased recoil of the Mosin Nagant M1891 Avtomat
  • Increased reload time for the Mosin Nagant M1891 Avtomat
  • Increased recoil of the Nitro Express Rifle
  • Increased default cross-hair spread with the Nitro Express Rifle
  • Changed big ammo boxes so they do not resupply special ammo (as used by the Nitro Express Rifle)

Hunters
  • Added audio when your hunter jumps
  • Stamina regeneration cooldown is now properly reset after each jump
  • Added the “Tomahawk” trait which allows you to throw world items such as the Wood Axe and Sledgehammer (Just aim and fire!)
  • Added the “Beastface” trait which allows you to get closer to animals without setting them off (let’s get sneaky)

Meta
  • Hunters now feature new unique idle animations for the equipment and recruitment screens
    • Each weapon comes with its own unique pose making it easier to distinguish between the different types of weapon
    • Animations vary between the different tiers, with higher tier Hunters looking more confident and season in comparison to the lower tiers
    • TL;DR – they look even more badass now
  • Added additional hints to the loading screen (for example explaining the new Dark Sight Boost feature)
  • Minor alterations made to the displayed equipment stats to reflect the latest balancing changes

Store
New equipment:

  • Flare gun (Tool) – $20 (unlocked at Rank 36)
  • Hive Bomb (Consumable)- $50 (unlocked at Rank 73)

Equipment rank changes:
  • Concertina bomb – Unlocked at Rank 30 (previously Rank 97)

New traits:
  • Beastface - 5 upgrade points (unlocked at Rank 39)
  • Tomahawk -2 upgrade points (Unlocked at Rank 33)

Trait changes:
  • Packmule changed from 1 upgrade point to 3 upgrade points
  • Determination changed from 2 upgrade points to 3 upgrade points
  • Greyhound changed from 3 upgrade points to 4 upgrade points
  • Fanning changed from 4 upgrade points to 7 upgrade points
  • Iron Devastator changed from 4 upgrade points to 2 upgrade points

Price changes
  • Winfield M1873C price increased from 15$ to 22$
  • Winfield M1873C Marksman price increased from 69$ to 93$
  • Winfield M1873 price increased from 29$ to 78$
  • Winfield M1873 Talon price increased from 39$ to 118$
  • Winfield M1873 Swift price increased from 49$ to 98$

UI

  • Improved background art for in-game banners
  • Further improvements made to hunter loadouts
    • You can now browse existing traits even if you do not have enough upgrade points or space left in the traits panel
    • Stacking multiple items – you can now double click an owned item to stack it on top of another of the same type in your hunters loadout
  • Minor changes to button alignment in the main menu
  • Additional banners added to help new players understand what to do in the game
  • Additional banners added to highlight the new functionality of the Dark Sight Boost when the Bounty has been picked up
  • Advanced players can disable the additional banners through the game options menu
  • Updated the compass art on the HUD to make it easier to read
  • Added a link to the Dark Sight Boost mechanics blog post to the in-game news banner
  • Removed the Communication audio slider in the options as it was without functionality. (Functionality to control VOIP volume will be added in a future patch.)
  • Added an option in the Audio settings to mute incoming VOIP when dead - this is set to 'On' by default

World

  • Boss health will no longer be displayed in the corner of the screen if you leave the Boss arena
  • Anti-camping pass on Stillwater
    • The cave/basement has new options to get in and out of the boss arena making it much harder to camp the stairs
    • Elevator has been moved and in turn should be much more useful
  • Oil barrels will now cause additional damage upon detonation
  • Lanterns that do not shatter or explode in water can be picked up again
  • Interacting with clues now requires a ‘hold’ action with limited camera movement, allowing players to abort the action if under attack
  • Added a new sound trap with visual effects – Breaking twigs (again, watch your step)
  • Extraction timer no longer resets when your partner enters the extraction area (countdown will continue without resetting back to 20 seconds

https://steamcommunity.com/games/594650/announcements/detail/1700554379790264825

Im E3 Stream letzte Woche wurden auch schon die zweite Map und der dritte Boss angeteasert. Soll beides im 3. Quartal kommen
 
Hab gerade Mal eine Runde angespielt. Heftiges Atmosphäre-Brett. Alleine deswegen lohnt sich das Spiel schon. Anspannung pur, hatte ich tatsächlich das letzte Mal in den frühen Zeiten der DayZ-Mod. Jetzt aber auch auf einem entsprechenden Niveau. Hab Solo gespielt, daher bin ich nachher einfach zum Extraction-Point, war mir zu heiß alles. :D

Läuft auch ausgesprochen gut und sieht ziemlich sexy aus. Zwischendurch paar FPS-Drops, aber ist wahrscheinlich noch der EA geschuldet.
 
Habe es jetzt auch zwei Runden gespielt. Bei der ersten gleich erstmal den Hunter abgeballert, nachdem er den Boss gekillt hat. Bin dann zurück und wurde leider auf dem Rückweg gekillt... naja :D
Gleich in der ersten Runde aber auch gemerkt, wie wichtig schleichen ist. Der Typ in der Scheune war wie ein Trampeltier und selbst ohne Kopfhöhrer wusste ich immer, wo er war.

Geiles Game :dhoch:
 
Update #2.1 erschienen!
Update 2.1 adds a bunch of new content! From crossbows to throwing knives, new silenced weapons, a new time of day Fog and a spectator mode!
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New equipment

With this update we are adding a number of additional weapons and equipment to aid Hunters in stealthy game play. This will be great for solo players, who now have more options available to them, if they choose to remain in the shadows. For teams, it is also much easier now to come up with combos that compliment your loadout, adding a silent option for those times when being loud is just not an option.
  • Crossbow – Large weapon that can kill a player with a well aimed hit from a single bolt. Cannot resupply from ammo boxes, but bolts can be retrieved.
  • Hand Crossbow – Medium weapon that is a great companion as a sidearm. Works the same as its larger cousin.
  • Poison Hand Crossbow – Uses poison-tipped bolts that burst on impact. Very powerful against most monsters and can distort the view of other Hunters.
  • Sparks LRR Silencer – Large weapon with an attached Silencer and reduced damage. Stronger sway makes for harder aiming, similar to the effect of the bayonet attachment.
  • Winfield M1873 C Silencer – Same as the Sparks LRR Silencer, but has more ammunition and fires the weaker Compact Bullets at reduced damage.
  • Throwing Knives – Pack of six throwing knives that can be used at short range and retrieved after use (watch where you throw them).
  • Specter 1882 Bayonet – Variant of the first-ever pump-action shotgun that comes with an attached bayonet for improved handling in melee combat.
  • Combat Axe – New early game melee weapon that occupies a Medium Slot. Very cheap, but a powerful option for new Hunters.
  • Weak Vitality Shot – Little brother to the Vitality Shot that heals 50 health, costs much less than the standard Vitality Shot.

New traits
  • Bolt Seer Trait – Highlights Bolts and Throwing Knives for better visibility.
  • Bolt Thrower Trait - Reduces the time to reload Crossbows.

Fog

With this update we are introducing a new setting – Fog time of day. This setting challenges players with reduced visibility while facing the dangers of the swamp.

AI

  • Meathead and The Butcher
    • Improvements made to prevent instances where the AI would become unresponsive.

Audio
  • Improved consistency of bullet impacts and ricochets.
  • Improvements made to the audio of the new silenced weapons.
  • Improvements made to the audio of the Dark Sight Boost transition
  • Improved consistency of indoor and outdoor gunfire.
  • Improved water footstep sounds.
  • Improvements made to audio occlusion to reduce the sound bleeding through the terrain of underground areas.

Gunplay
  • Improvements made to the responsiveness of hit registration.
  • Improvements made to the hit validation system to reduce the number of false negatives. We will continue to monitor and tweak these to improve overall hit registration
  • Improvements made to the reliability of throwing axes and hammers with the Tomahawk trait
  • Improvements made to the melee hit detection for the following:
    • Dolch Precision
    • Romero Handcannon
  • Improvements made to the Cavalry Saber animations.
  • Improvements made to the Knife animations.
  • Flare Pistol shell speed increased from 50 to 75 meter per second.
  • Changes made to the functionality of the Antidote Shots after use:
    • Prevents further poison effects from reapplying while active.
    • Prevents damage from poison clouds.
    • Reduces the damage of Hive swarms, Spider pounce and the Poison hand Crossbow.
  • Thrown Wood Axes and Sledgehammers fly slower and lose damage faster.
  • Improvements made to the Wood Axe to make the follow-up melee attacks more reliable.
  • Derringer reload now consumes all remaining loaded bullets and will always insert 4 fresh rounds.
  • Basic single-action revolvers can now fan slightly faster than the heavier Uppercut and Chain pistol variants.
  • Improvements made to the occlusion behavior of explosions particularly relating to how they wrap around corners .
  • To distinguish between the weak and standard Vitality shots, the standard syringe now is a bronze color.
  • Increased the animation length of injecting shots from 3 to 5 seconds.
  • Reduced the damage of the Nitro express in relation to leg shots.
  • Reduced the damage of compact bullets in relation to the lower torso and arm/leg shots.
  • Projectiles now have the correct mass value attached (this will make impacts with physical objects more believable).

Hunters
  • Lowered the stamina consumption rate while running. Hunters should now be able to sprint for longer distances.
  • All recruits are now equipped with the Weak Vitality Shot instead of the standard Vitality Shot.
  • Lowered the Dark Sight boost timer from 15 seconds to 10 seconds.

Meta

Store
  • Comparable weapon and equipment stats have been reworked and use a more granular rating system.

New equipment:
  • Crossbow - $280 (unlocked at Rank 70)
  • Hand Crossbow - $210 (unlocked at Rank 51)
  • Poison Hand Crossbow - $240 (unlocked at Rank 68)
  • Sparks LRR Silencer - $260 (unlocked at Rank 74)
  • Winfield M1873 C Silencer - $100 (unlocked at Rank 54)
  • Throwing Knives (Tool) - $25 (unlocked at Rank 24)
  • Specter 1882 Bayonet - $105 (unlocked at Rank 59)
  • Combat Axe - $4 (unlocked at Rank 5)
  • Weak Vitality Shot (Consumable) - $15 (unlocked at Rank 1)

Equipment rank changes:
  • Vitality Shot – Unlocked at Rank 15 (previously Rank 1)

New traits:
  • Bolt Seer - 2 upgrade points (unlocked at Rank 63)
  • Bolt Thrower - 5 upgrade points (unlocked at Rank 84)

Price changes:
  • Vitality Shot price increased from 25$ to 75$

UI
  • Equipment selection improvements:
    • Consumables are now easier to stack.
    • Equipped item is now sorted in the correct place on the list and the list will center around this weapon.
  • Mission selection now supports different missions per region ( not all regions will have the same missions going forward).
  • Updated icons for the syringes for better readability.
  • Improvements made to the readability of weapon comparisons in the Hunter and store UI for weapons with a damage value exceeding 100
  • Added separate mouse sensitivity sliders for Iron sights and Peephole (Nitro scope).

World
  • Explosions will now cause doors to break open if they are not fully destroyed in the blast.

Other
  • Improvements made to particles effects to reduce performance costs

https://steamcommunity.com/games/594650/announcements/detail/1705059884365404369
 
Nice. Bin gleich für 1 oder 2 Runden drin. :dhoch:
Stehe total auf das Bloodborne'sque Setting.
Könnte aber gern mehr Gefahr vom PvE Content ausgehen. Gefühlt ist man im Rambo Modus effektiver
 
Boar, sau spannendes Spiel.

Bin erst wieder durch die Pampa geschlichen. Großer Hof mit haufen Zombies, Brutmuttern und einem ganz dicken Kerlchen. Über eine Veranda bin ich in ein Haus gelaufen, die Treppe hoch und mich verschanzt. Dort habe dann ein Team aus zwei Personen gesehen die - recht laut - die Zombies um die Schlachterei beseitigten. Rennen anschließend herum und begeben sich in das Gebäude. Ich laufe hinterher und schleiche hinein, höre Schritte von Links und bemerke, wie der eine direkt neben mir gerade die Tür schließen und für den Kumpel Rückendeckung geben will - Headshot. Hunter 1 ausgeschaltet. Der andere rennt plötzlich nach draußen und um das Gebäude herum, höre seine Schritte.

Ich laufe durch das Glas in das Gebäude hinein, drehe um und gehe sofort in die Knie, warte in der Ecke außerhalb neben der Tür und einem Heuballen, ziehe meine Machete und mache mich startklar.... warte auf den Kerl, der links herum kommen will - DANN SCHRITTE VON RECHTS! Fuck. Will schnell reinrennen, stürme direkt in zwei weitere Leute rein - Zack, den ersten köpfe ich mit noch angezogener Machete, hechte wieder ins Gebäude und ballere durch Bretter seinen Kumpel ab.

Ich habe leider den vierten verloren und muss schnell mit der Spritze herum hantieren. Das erste Mal so ein Ding in der Hand und funktionierte nicht auf Anhieb.... einen Schuss gesetzt, ein wenig geheilt, laufe fast mit dem Kerl zusammen, als er durch ein Spanntuch läuft, drehe mich um, verjage mich wegen einem Zombie, der durch das Fenster glotzt und laufe um die Ecke, direkt in den Kerl rein. Kurzerhand die Machete gezogen und zugeschlagen, gleichzeitig erschießt er mich leider und wir fallen beide leblos zu Boden.

4 gegnerische Tier 3 Hunter gelegt.

Wäre perfekt gewesen hätte ich die Machete nicht gezogen sondern ihn erschossen. Er hat mich nämlich aus den Augen verloren und bin herum gehuscht - Bloodborne spielen hat sich bezahlt gemacht. Da hätte ich ein paar Schüsse setzen können, wenn ich besonnender reagiert hätte, aber war einfach zu aufgeregt und im ZickZack Lauf auf ihn zu.

Phantastisch! Ich hatte schon sehr, sehr lange nicht mehr so spannende Kämpfe :dhoch:
 
hm, nach den berichten auf den vorhergehenden seiten zu urteilen, klingt das fast wie die stand alone Version der Dark Zone aus the Division inkl. Camping am extraction point
 
So flüssig kommst du da nicht durch, als das du da groß campen kannst. Weiterhin kannst du Gegner mit deiner Bounty via Dark Vision suchen (sogar durch Wände) und du weißt ja nicht, wo der Gegner fliehen will.

Aber ja... Spricht natürlich nichts dagegen sich außerhalb des Bosses zu verschanzen und zu warten, bis alles drin erledigt ist.

So eine unfaire Dreckscheiße wie in Division ist es bisher noch nicht Habe aber schon gehört, das es in höheren Rängen anders zugeht.
Bin ja noch bei den Anfängern
 
Gegen die Camper wurde ja auch schon viel gemacht mit den letzten Updates, die Eindrücke der ersten Seiten sind völlig veraltet.
Der Darksight Boost wurde zb schon wieder generft mit dem Patch heute weil es damit zu einfach wurde die Leute zu finden. (Den Darksight Boost bekommt man nachdem man einen Boss getötet hat)
 
"There is one... another player"
- "Where?????"
"Right beneath us... no problem, we're cool"

Waren ihre letzten Worte.
Dabei schoss der eine den anderen einmal fast ab, weil er plötzlich um die Ecke kam :D

Die wussten echt nicht wo ich war und den einen habe ich die ganze Zeit beobachten können, bis ich mich dann getraut habe den zu snipen. Der muss kaum noch leben gehabt haben, sonst wäre er nicht nach dem unpräzisen Schuss umgefallen. Die Kugel von dem Billigrevolver verliert ja auch einiges an Schaden, wenn sie zu weit fliegt...
Nun gut, seinem Kumpel habe ich insgesamt zwei Mal erledigen müssen. Irgendwie haben die dann auch nicht mehr miteinander gesprochen, was wohl nützlich gewesen wäre... dann bin ich einfach gerusht, da er ein Gewehr hatte und ich mit kümmerlichen Revolver mir keinen Kampf über längere Distanz leisten will. Er schoss mir zwar ins Bein als ich um die Ecke gehen wollte, aber ich ballerte ihm den Inhalt einer Schrotkugel aus etwas 1m Entfernung in den Schädel.

Trotz Angst vor der Spinne, die ich dann auch noch mit 2 Schüssen für den Solo Kill abgestaubt habe, bin ich denn mit dicken Taschen und ein paar weiteren toten Gegnern zum Ausgang gegangen. Paar Zombies aufgescheucht für mehr Punkte... und Ende.

Davor habe ich auch noch zwei Gegner abserviert. War am Sägewerk, wo ich die schon die ganze Zeit gehört habe. Ich wusste, wo der Hinweis für den Boss versteckt war und habe unter dem Steg gewartet bis die sich dem gepanzerten Gegner angenommen habe, bin dann schnell die Leiter hoch. Der eine hat mich gesehen und wollte mich wohl schlagen... naja, ist sehr ungünstig in eine Revolverkugel gelaufen und der andere Typ hatte wirklich eine sehr realistische Chance mich zu killen. Ich traf ihn zwar 2x aber er hatte ein Gewehr und verfehlten uns dann noch weitere 4 oder 5 Mal. Dann habe ich die Single Shot genommen und ihm einen neuen Scheitel gezogen und den gepanzerten Gegner gleich mit.

Da man auch nie weiß, ob man wirklich alleine ist, ist der Weg zum Ausgang auch jedes Mal spannend... trotz Scan mit der Dark Sight.
Bisher waren alle Leute aber ziemlich laut und sind wie die letzten Trampel herum gelaufen. Mal sehen wie das dann mit Leuten wird, die ein wenig bedachter vorgehen. Selbst zu zweit würde ich viel öfter schleichen, obwohl ich das mittlerweile auch nicht mehr ausschließlich mache und oftmals doch ein paar Gegner abballere statt sie zu messern.

Habe mir jetzt noch einen Jäger rekrutiert, der einen schallgedämpften Revolver hat. Ich bin gespannt, wie der ist. Für die Monsterjagd wird der sicher super sein :dhoch:
 
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This is a rather excellent game that's well worth a look - an example of how high-end CryEngine features work to tangibly enhance gameplay - even if you do need a somewhat powerful PC to hit 60fps...
 
Update #2.2 erschienen!
Hunters,

We have a lot in store for you today with Update 2.2, so let’s get to it:

60e592aa6544eeada27515510b871608708e5a0b.jpg


Mission Summary
  • Mission results and rewards are now visualized by graphical accolades.
  • Accolades are divided into various categories showing individual events from your last match.
  • The accolades have different adaptations to show how triumphant you were, this is indicated by a grey, bronze, silver or gold border.
  • The Accolades with the highest rating are presented among a "Top 5" list.
  • A button allows switching between Mission Details and Hunter / Bloodline Details.

New Equipment

With this update we are adding a variety of new explosive consumables as well as some new tools to help distract your enemies. We are also adding new weapons and traits to your arsenal, giving you more options to compliment your preferred play-style.

  • Nagant 1895 Officer – Double action revolver variant with faster rate of fire, but lower accuracy which fits into a small weapon slot.
  • Explosive Crossbow – Crossbow variation that uses explosive bolts that trigger on impact. Fired bolts cannot be retrieved (similar to the poison bolt).
  • Winfield M1873 Aperture - Variant of the 15-round Winfield rifle, attached with a Peephole sight (the same sight as seen on the Nitro Express Rifle). This offers a larger zoom compared to the iron sight variant, at the cost of peripheral vision.
  • Sticky Bomb – Throwable explosive that sticks to most surfaces excluding metal and concrete. It’s armed with an 8 second fuse - don't let your curiosity kill you!
  • Chaos Bomb - A Sticky throwable with an 8 second fuse. Fires blank shots simulating a gunfight, a great tool for distracting both enemy hunters and AI.
  • Hellfire Bomb – A variant of the firebomb with a larger, more focused blast radius. Now for a few seconds, you can let all hell break loose.
  • Blankfire Decoys - A tool used to fake a random gunshot. It can mean life or death in a sticky situation.

New Traits
  • Pitcher - Increases throwing range of all throwables.
    (This relates to throwables that use the aim helper and does not include throwing knifes, tomahawk etc.)
  • Conduit - Heals 50 health points after interacting with a clue. (Does not restore lost health chunks.)
  • Gator Legs – Sprint at full speed for a longer duration when in the water
  • Decoy Supply – Grants the ability to resupply decoys, including blankfires, from ammo boxes

Player Report function

This update also sees the introduction of the player report system. With this you can report players for the following reasons:

  • Suspected of cheating: this is for instances where you believe a player is using more than just their own skills to play. Please keep in mind that you should not report any and all players that kill you. Not everyone is cheating so we need to make sure that this is being used correctly so that we can prioritize the focus on actual cheaters.
  • Offensive name: Option to report offensive player names
  • Other: This covers other negative/toxic behavior. Abusiveness through in game text or voice chat, discrimination, team killing etc. (the usual things that are not so nice)

Steam Trading cards
  • 6 trading cards
  • 5 standard badges + 1 foil badge
  • 5 Steam profile backgrounds with varying rarity
  • 5 steam emoticons with varying rarity

AI
  • AI movement speed has been slightly increased to be more in line with the increased hunter sprint speed (more in-depth details can be found below)

  • As an anti-camping measure, we have changed the behavior of boss targets: Bosses now become active when Hunters are in the vicinity of boss arenas. They will remain active until the player leaves the area.

Audio
  • Added music to the matchmaking and loading map screens.
  • Added audio to menu countdowns (match start and spawn point selection)
  • Added death sounds for both crows and chickens so they produce audible feedback when they are killed.
  • Added travel sound for throwing consumables.
  • Improved sound occlusion in underground areas. Sounds are heavily muffled but will still audible.
  • Improved the sound effects of explosions to provide better readability over distance.
  • Improved audio feedback of physical collisions.
  • Increased volume of distant gun shots for the Nitro Express’ to ensure they clearly stand out.
  • Improvements made to sounds of footsteps on different surface types (sounds should be more in line with the material you are walking on).
  • Improvements made to the maximum distance on audio occlusion across the whole map.

Gunplay
  • Throwing knives now cause bleeding damage (no more running around with knives stuck in your face forever! )
  • Minor tweaks have been made to the aim helper of throwables. The helper will not accurately display if the thrower will receive damage at the correct distances. (Aim helper will turn red when there is a possibility of being damaged)
  • Maximum extra ammo is now temporarily increased by the amount of bullets you are missing from your magazine when the weapon is not fully loaded, to make resupplying easier. This does not change the total amount of bullets you can carry.
  • Bullets will now properly generate a sound stimulus for AI on every wall penetration and not just when the projectile is destroyed
  • Improved the glass-shader on the Fire bomb, the Hellfire Bomb and the Hive Bomb
  • The Nitro Express Rifle now uses the same depth of field settings for ADS as the new Peephole sight on the Winfield Aperture, making it harder to spot targets on the blurred periphery of the sight
  • Increased the reloading time of the Nitro Express slightly
  • Slightly increased the damage of the Dynamite and Big Dynamite Bundles
  • Consistency pass and overall reduction of throwing distance for all throwables to support the new Pitcher trait
    • Light -> long distance, close to old default range: Decoys and Blankfire Decoys
    • Medium -> medium distance: Fire Bomb, Dynamite Stick, Fusees, Frag grenade etc.
    • Heavy -> short distance only: Concertina Bomb, Lantern, Big Dynamite Bundle and Hive Bomb

  • The Weak Vitality Shot, Stamina Shot and Antidote Shot now all use a slightly shorter; 4 second injection animation (The Vitality Shot remains at 5 seconds)
  • Reduced the overall sway of weapons while moving in ADS to increase the chance to hit your target
  • Draw distance on equipment carried by other hunters has been increased, to allow for easier equipment identification at longer distances

Hunters
Looting dead Hunters now has the possibility to restock a tool, or to grant some cash
  • The drop rates are as follows:
    • 40% chance to find ammo
    • 20% chance to refill a random tool
    • 20% chance to restock a random consumable
    • 13% chance to find 50$ (this will also be granted as a default value if your ammo, tools and consumables are full and you are not lucky enough to get the chance of a higher cash drop)
    • 5% chance to find 100$
    • 1% chance to find 200$
    • 1% chance to find 500$

  • It is possible to find rare ammo that is currently not available from ammo boxes (i.e. poison bolts or Nitro bullets) but it is a lot less likely than before
  • Hunters must extract with any looted cash in order to obtain the reward

Meta

New equipment:
  • Traits:
    • Conduit – 4 upgrade points (unlocked at Rank 9)
    • Gator Legs – 1 upgrade point (unlocked at Rank 68)
    • Pitcher – 7 upgrade point (unlocked at Rank 46)
    • Decoy Supply - 1 upgrade point (unlocked at Rank 48)

  • Tool:
    • Blankfire Decoys - $10 (unlocked at Rank 60)
  • Consumables:
    • Sticky Bomb- $40 (unlocked at Rank 57)
    • Hellfire Bomb - $25 (unlocked at Rank 18)
    • Chaos Bomb - $15 (unlocked at Rank 89)

  • Pistol:
    • Nagant M1895 Officer - $26 (unlocked at Rank 40)

  • Rifle:
    • Winfield M1873 Aperture - $63 (unlocked at Rank 26)

  • Crossbow:
    • Crossbow Explosive - $400 (unlocked at Rank 100)

Equipment rank changes:

  • Trait:
    • Iron Sharpshooter - Unlocked at Rank 40 (previously Rank 95)
  • Rifle:
    • Winfield M1873 - Unlocked at Rank 14 (previously Rank 26)

Store

Price changes:
  • Mosin-Nagant M1891 price reduced from $780 to $450
  • Mosin-Nagant M1891 Bayonet price reduced from $860 to $530
  • Mosin-Nagant M1891 Obrez price reduced from $390 to $240
  • Mosin-Nagant M1891 Sniper price reduced from $1340 to $660

Changes to the Store Stats:
  • Consumables
    • Big Dynamite Bundle range reduced from 15 to 10
    • Hive Bomb range reduced from 15 to 10
  • Tools
    • Decoy range increase from 15 to 20
    • Throwing Knives range reduced from 15 to 10 to better reflect it's actual damage drop off (No actual weapon change)

UI
  • Added menu animations for the Combat Axe
  • Updated the options menu to be more responsive
  • Spectator mode now contains additional UI elements:
    • Vitality/Stamina bar
    • Crosshair
    • Hit Feedback
    • Stances
    • Ammunition

  • Changes to the distance display in the death recap:
    • Bullets distances will now take the actual distance traveled instead of an approximation
    • Throwables like dynamite will now show the distance between the victim and the point from which the item was thrown

World
  • Item attractors (chains, glass piles etc.) now make noise when shot
  • Static lanterns are now destroyed by any solid object thrown by the player
  • Increased interior fog density in the foggy time of day

https://steamcommunity.com/games/594650/announcements/detail/1714068985682468471
 
Puh... das war glaube mal die mit weiten Abstand lebensfeindlichste Map, die ich bisher hatte. Das war wieder so eine Runde, wo du nach 10 bis 15 Minuten eigentlich nichts mehr hörst außer PvE Gegner. Paar Schüsse wurden in Entfernung abgegeben, aber ich glaube, die Spieler sind entweder gestorben oder abgehauen. Seit dem neusten Patch sollen die Massen an gemeinen Wegelagerer - Krähen ja schlimm geworden sein.... und es stimmt. Krähen sind echt gefühlt alle 10 Meter platziert. Jeder Stützpunkt war übel belagert von diesen Fleischbergen wie auch Hives.

Nach knapp 40 Minuten habe ich dann auch wirklich keinen Wert mehr darauf gelegt, ob mich jemand hört und habe mich gezielt durchgeballert. Auch ein paar Hellhounds waren diesmal mit dabei. Ein Spieler hat von mir einen Schuss in den Rücken bekommen als er sich mit Gegner angelegt hat... ist aber schnell geflohen.

Keine Ahnung was mit dem Rest passiert ist. Habe dann gezielt den Butcher ausfindig gemacht, da ich vor der Spinne zugegebenermaßen etwas Bammel habe und der Kampf sich locker 20 Minuten zieht, wenn ich solo unterwegs bin. 2 Hinweise hatte ich ja schon... dann noch 3 für den Butcher gesammelt und war auch an der Stelle, an der ich mich gerade befand. Recht schnell erledigt, verbannt und mit 3 Minuten Restzeit habe ich mich wild ballernd zum Ausgang begeben. Die gab es auch fast gar nicht, aber konnte ich schaffen... 30 Sekunden waren noch auf der Uhr und die Ausbeute war nicht die beste, die ich jemals hatte, aber sehr gut.

Bin mal gespannt wie ich mich ab Hunter Level 20 schlage, weil ich dann aus dem Bereich 1-20 raus komme und dann 20-100 anfängt.
Bisher kann ich die ganzen Kritikpunkte nicht nachvollziehen, welche besonders gegenüber dem Solomodus gesagt werden, die Nitro kenne ich natürlich noch nicht... und die Meckerstreams die ich gesehen habe würde ich auch vom Spielstil schon hart kritisieren. Wer nur rumrennt und alles abballert, der wird auch schnell gesehen, gefunden und getötet. Ganz einfache Sache. Klar freue ich mich auch mal eine Runde mit der Avtomat rumzuballern :D aber das wird nicht mein bevorzugter Spielstil sein.

Die wahre Stärke zeigt das Spiel, wenn man es wie ein "Stealth-Bloodborne" spielt.

EDIT: und es macht schon saumäßig Spaß wenn es zum Schleichen in den Hunt-Modus geht. Besonders bei Spielern mit schnellen Stellungswechseln, Gegner ausnutzen und Tools nutzen.

EDIT2: Übrigens gibts heute (09.08.2018) 17 Uhr einen Livestream zu Patch 2.3.
Wahrscheinlich wird sogar das neue Boss-Monster gezeigt, was sich diesmal wohl im Sumpf aufhält... also wahrscheinlich relativ frei ist... Fies.

EDIT3: Danke übrigens an @superschaf für die tollen Info-Posts :dhoch:
 
Hunt: Showdown dieses Wochenende kostenlos spielbar!

7452286d977b49c21ef27cb5d5bfeb5aba34fb40.jpg


Great news! We're doing a free Hunt weekend on Steam, starting right now. During the free weekend, the game will also be 20% off.

The free weekend event also coincides with the addition of South American servers to the game, bringing a new continent of players to the hunt, and a brand new set of six Steam trading cards to collect and trade while you're doing it. Shortly after the free weekend, the game will see the addition of the Water Devil, a new AI that will make wading through the Louisiana swamps where the game is set even more dangerous.

This your first rodeo? Let us fill you in: Hunt is a multiplayer, first-person bounty hunting game that combines the action, the thrill, and the tension of multiple genres into a unique new gaming experience. During each match, you must track and kill monsters—solo or in teams of two—then you need to get off the map with the prize before another Hunter takes you out.

https://steamcommunity.com/games/594650/announcements/detail/1717447319771923495
 

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