over 2 years
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Hunt: Showdown
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0s | yeah so we talk a bit about about some |
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2s | of the weapons and how we are how we're |
4s | tuning them so let's start with the |
5s | Centennial |
6s | um so Centennial I personally use it a |
8s | lot and I always get so much flag for it |
10s | because you should go by use it you just |
13s | use it to show us that people can |
14s | actually use it fair enough uh but still |
18s | um I was kind of happy with it but it |
20s | was always a bit pressed for for its |
22s | place there was always some pressure on |
23s | the gun and we just want to make sure |
25s | that it has a bit of an easier time in |
27s | compares to the rest so a couple things |
29s | we did the primary thing is that |
31s | increasing the rate of fire across the |
33s | board by 20 percent |
34s | so this basically means that like uh |
36s | shooting uh ads shooting from from the |
38s | shoulders as well as the Levering |
40s | overall will be a little bit faster I |
43s | mean because you know Levering was |
44s | always kind of bit on the on the slow |
46s | side of it and it's still 20 of slow is |
48s | still kind of slow but it is a little |
51s | bit better so don't expect this thing to |
52s | Rapid Fire like the like the wind field |
54s | sea or or any of the other like smaller |
56s | caliber ones um but still it will it |
59s | will be able to just fire just a little |
61s | bit better a little bit faster and that |
63s | should just make the whole thing feel a |
64s | bit more like as using your control of |
66s | what's going on |
68s | yeah and it's across the board so it uh |
70s | includes all the aiming types so aiming |
73s | downside shoulder aim uh and also the |
76s | traits that you can use so iron repeater |
78s | or Levering as well |
80s | exactly and uh let's look at some |
83s | example videos done how it was before |
85s | and after uh starting with adsing in |
89s | iron sight uh the old version First |
107s | foreign |
114s | and let's look at the change with the |
117s | increased rate of fire |
135s | yeah so I think the change on that is |
137s | quite obvious and uh it just feels |
139s | better especially if you shoot that much |
141s | like in the video that 20 really adds up |
145s | uh but let's uh look at uh hip fire or |
149s | shoulder aim uh on the old version |
154s | so that was yeah |
157s | yeah you mix up the names there or |
159s | something yeah |
162s | because if I think yeah |
166s | let me just find uh okay the correct one |
170s | yeah so this is the hip fire I'm sorry |
183s | so this is the oil hit fire uh again |
188s | and here's the new one |
194s | all right so here it's much more clearer |
196s | now yeah so ignore the videos from |
198s | before the context now shoulder Aim so |
200s | this is like the 20 faster now between |
201s | this and the previous video I think |
203s | that's like the best comparison there I |
205s | mean again best thing is just try this |
207s | out let's let's not uh um hurt the |
209s | people with more gunshot sounds uh it's |
211s | quite a lot of ammunition in that weapon |
213s | but I think they got the point let's |
214s | move on to the next one uh I just wanted |
216s | to show the leveling example |
221s | so this is the old one |
225s | and uh here is the new one |
232s | I think this is really cool yeah it's |
234s | like like the 20 on top it really makes |
235s | a difference like it before it kind of |
237s | felt like so why is it not doing |
238s | anything now for like Split Second right |
240s | before it continues so it felt a bit |
242s | robotic |
243s | um and now it feels a bit smoother |
245s | because of that obviously still same off |
247s | of control issues as before and it's |
249s | still not the I guess most reliable of |
251s | levelings um I also prefer to when you |
253s | see when it comes to that but it does |
256s | have more of a I could just give more of |
258s | a fighting chance now all right so uh |
261s | again make sure to like play around with |
263s | the Santana test servers and let us know |
265s | how you feel with all the changes |
266s | regarding it rate of fire uh yeah so |
269s | I've seen people asking about this rof |
270s | as that is mentioned its rate of fire |
272s | and after the videos it should be quite |
274s | obvious as well |
277s | but uh let's move on to the Terminus |
280s | changes Dennis let's see what's there |
281s | yeah so it's the same treatment there |
284s | but differently |
286s | um so with the Terminus we've been |
287s | focusing primarily on the reload rather |
290s | than the shooting because the reload was |
292s | actually what made the whole thing feel |
293s | very slow hard to control it was like |
295s | taking ages to put like a new shell in |
297s | even a cycling mechanism not being the |
300s | most modern right like it has its flaws |
302s | like itself out like it could be just |
304s | like speeding up a little bit because |
305s | it's like a life and death thing here |
306s | and now by increasing the reload speed |
309s | by 20 which makes the whole thing a |
311s | little bit better to to kind of top up |
313s | and so it doesn't feel like you're |
314s | losing so much time between shots and |
316s | actually gives you a bit of chance to |
317s | respond and we're also at the same time |
319s | did a little bit of a smoothening pass |
321s | across the firing animations and and the |
323s | timings there that resulted in roughly |
325s | five percent of a fire rate increase as |
327s | well uh exactly and we have some all the |
330s | new examples for this as well uh so |
334s | let's look at uh some of the old version |
336s | of this will show a bunch of stuff |
338s | actually |
341s | so this is the fire |
351s | and then the reload obviously this is us |
353s | currently on live |
355s | yeah the old one slow one takes the ages |
358s | it was always so slow that's why I it |
361s | was not my favorite shotgun to use |
363s | actually |
366s | so like it gets it eventually but you're |
368s | probably dead two times over already |
370s | exactly |
372s | and this is the ads |
374s | yeah |
378s | and let's see how it's uh changed in 1.9 |
383s | so hit fire |
388s | so you can see like this very very minor |
391s | increase in in the rate of fire so it's |
393s | just a little bit it's more of a cleanup |
395s | but here this is where the magic starts |
397s | so this is where you actually reload |
399s | this thing and actually have a chance it |
400s | still takes a long time obviously to put |
401s | the rounds in just like with any weapon |
403s | we reload on a round of the nether but |
404s | overall it feels so much smoother like |
406s | it feels like the air weapon is actually |
407s | doing what you want and uh that helps |
410s | quite a lot |
411s | exactly I think it in general it just |
413s | feels a bit smoother and uh not that |
417s | super mega clunky when you reload |
422s | and uh let's look at the examples with |
424s | the Levering as well for this weapon so |
427s | the old version alive like is it alive |
432s | as you can see here like it kind of |
435s | fired slow but felt a fire study it was |
437s | more about aiming which was the issue |
439s | without getting the target back on back |
440s | on on your sides |
442s | um and there's too much of a change here |
444s | against like the five percent change |
445s | roughly that translates into it |
448s | and uh obviously the last uh trade that |
452s | affects it is the iron repeater |
456s | you can also show here |
462s | this is the old version again |
469s | and here is the new 1.9 |
477s | it's just a slight little change see |
479s | it's a bit snappier right like just a |
481s | little bit I think you can actually tell |
482s | like uh I know it's just around five |
485s | percent change but you can still feel it |
487s | a bit smoother in general so I really |
490s | like it |
491s | yeah so like between the the the |
494s | um Centennial terminals I mean both |
496s | weapons uh that I really enjoy playing |
498s | but like they have always had a bit of a |
500s | like they're always like like one step |
501s | below some of the competitors and uh |
504s | that hopefully just evens the playing |
505s | field a little bit brings them back up |
507s | more as as well the choices for some |
509s | people |
510s | awesome and uh but that's not all the |
512s | balance changes we have and we have a |
515s | very big one actually I guess in terms |
518s | of excitement |
519s | oh which is a change to the long ammo |
523s | pistol balance |
526s | yeah so from what we will talk about now |
529s | it will only affect the uppercut for the |
532s | moment for now yes that might mean there |
536s | might be other things up in uh coming |
539s | out eventually or soon or maybe a bit |
541s | later if we don't know we'll talk about |
543s | more in the future but this is in |
545s | preparation of that but obviously also |
547s | will affect the uppercut we think for |
550s | the better |
553s | exactly so this is this is basically I |
555s | mean just show the next one already as |
556s | well we're going to talk about them |
557s | together so this is going to be shifting |
559s | side Shifting the weapon slightly |
562s | um about reducing the damage to close |
563s | range just a notch just a little bit |
565s | while retaining actually a bit more |
567s | damage than it does right now |
568s | um um yeah over distance so the idea |
571s | behind this is is that um we would like |
573s | the uppercut to no longer down someone |
576s | at 125 hit points at the same range it |
579s | does at the moment it will still be able |
580s | to do it just like 10 meters less than |
582s | it can do right now so right now this is |
585s | I think 30 meters it can do that and it |
587s | will be around 20 meters now so just a |
589s | small reduction in in its base damage in |
592s | order to achieve that a goal so it is |
594s | below 125. on the other hand however it |
597s | retains a lot more of the damage over |
598s | distance which means you can actually |
600s | kill people on their last 50 even |
602s | further out than before and it has some |
604s | knock-on effects also obviously for the |
606s | headshot range so effective range in |
607s | order to snipe people at a distance so |
610s | let's have a look at that in the graphs |
612s | [Music] |
613s | um so this is I think people will be |
615s | kind of split whether they call it as a |
617s | buff or nerve we don't think it's either |
619s | we think it's it's a side change that |
621s | kind of ships the weapon just a little |
622s | bit so if you take a look at the old one |
624s | the orange one you see its starting |
626s | point is just a little bit higher than |
627s | that and that meant that you could get |
629s | 226 uh damage like at 30 meters and uh |
633s | with a with a changed version it's going |
635s | to be around 20 meters so that's where |
637s | like a bit of a nerve is happening in |
638s | the short range then again over distance |
640s | you can see the long ammo actually |
642s | retains that damage a little bit further |
644s | out so you see Rich staying over 50 |
646s | damage for quite some time uh before |
649s | dropping down and then eventually |
650s | obviously whether it's 19 or 12 at that |
652s | long distance doesn't matter that much |
653s | but there is a knock-on effect if you go |
656s | to the next one which is the headshot |
658s | range is that because of the way the |
660s | curve is adjusted and obviously headshot |
662s | damage is being higher and it has an |
664s | effect on the effective range effective |
666s | range is basically the stat that tells |
667s | you at which range can you do a headshot |
669s | like you want to kill 150 hit points |
671s | Dead and you can see right now hours |
672s | that you were gaining quite a few meters |
674s | with that 215 so that's basically the |
677s | weapon becomes more of a pocket rifle |
678s | further even because it actually extends |
680s | the range of the weapon quite quite a |
682s | bit but it is becoming a bit less |
684s | flexible less of an all-rounder up close |
687s | where maybe some of the other pistols |
689s | will be better choice for you you have |
690s | to make that your choice yourself |
692s | obviously because you can't just easily |
694s | kill that dude that you don't earlier |
696s | maybe just don't know one more time just |
698s | with a body shot |
699s | um because it might do now less than 125 |
701s | damage rather than being reliably above |
703s | before again this is only for this very |
706s | short distance of 20 meters we're |
708s | talking about uh so so within that |
710s | everything is fine as before only after |
712s | that |
713s | will it not be enough anymore to to down |
716s | the guy that has lost already a small |
718s | chunk yeah and again just to mention it |
720s | slightly it is basically to give place |
722s | maybe for something that will come |
725s | maybe one point |
727s | so so the preparation of this you can |
730s | already see like it's it's about like |
732s | moving the uppercut into a specific |
734s | Direction moving it into what it should |
737s | what it shouldn't do Etc and yes as |
739s | Spence was saying like this is in |
741s | preparation for something that's that we |
742s | can talk about more in one of the next |
744s | streams I guess exactly yeah awesome and |
747s | uh again just test it out on test server |
749s | and let us know how you feel about this |
751s | change as well |
752s | uh and I've seen people already |
754s | mentioning are asking for this in chat |
756s | but uh let's see what happens to the |
760s | Slugs so the slug balance pass |
763s | yes Slack's a big big and important |
765s | topic so first thing we're doing for |
767s | slacks is we reduce the effective range |
769s | for medium barrel length variants now |
770s | what does that mean |
772s | um primarily like with the shotguns when |
775s | you shoot shot for example |
776s | um there is a clear distinction between |
778s | the different barrel lengths of shotguns |
780s | we have in the game so like the Zone |
781s | offs being being like short barrels then |
784s | we have the the Rival the the Slate as |
787s | well as the |
788s | um the Specter with the bionet being |
791s | medium barrel length and then we have |
792s | the Romero the full length Specter as |
795s | well as the other five big long barrel |
796s | and that has an effect on the choke it |
798s | has an effect on how the weapon spreads |
800s | when you fire a shot |
802s | however I did not really have so much of |
804s | a difference when it comes to slacks and |
806s | that's something we're changing now B so |
808s | until now slacks have only been |
810s | separated between the thorn-offs and the |
812s | others which means in practice the |
815s | slacks are fired from let's say I |
817s | expected with a Bayonet and the Specter |
818s | without a buying it has been pretty much |
820s | the same there was no clear distinction |
822s | between that the only difference was |
823s | that obviously the bayonet gave you a |
824s | stronger sway for aiming which actually |
827s | method for slacks but the actual |
829s | projectile was identical Now by |
831s | introducing this difference is that we |
833s | can now bring a bit more balance into |
835s | the weapons that we think on the slack |
837s | range they kind of need that the most so |
840s | primarily the slate and arrival and |
842s | obviously has a knock-on effect for the |
844s | inspector buying it as well for |
845s | consistency now those will have |
848s | um just slightly less damage that means |
852s | less one-hit kill damage at a distance |
855s | so you will have just chop off like a |
858s | meter or two or three depending on the |
860s | weapon compared to their full-sized |
862s | versions so that means they kind of sit |
863s | like two-thirds I would say roughly from |
865s | The Zone offs towards the the full size |
867s | ones when they should definitely be a |
868s | noticeable difference |
870s | for how slacks will then operate with |
872s | these weapons we also adjusted the |
875s | damage multipliers to require more |
877s | Precision to hit the upper torso now |
878s | that means basically that you can't |
880s | score so easily anymore a Kill by |
883s | hitting the lower torso so you will have |
885s | to be a bit more precise you will have |
887s | to hit the upper torso keep in mind that |
888s | if the arm is blocking itself counts as |
890s | torso hit right it's the system we have |
891s | for a couple years now but the lower |
894s | torso hits on alone is meant to no |
897s | longer do this at the same range so |
899s | obviously if you're close enough fair |
900s | enough but at a distance at one point |
902s | you will have to hit the upper torso in |
904s | order to to get the reliable one and |
906s | kill so Precision matters a little bit |
907s | more for them it's less easy to just |
909s | like like hip shoot and then hope for |
911s | any torso hit to do the job you now need |
913s | to be a bit more precise there's I see a |
916s | lot of happy people in the chat for you |
918s | so yeah I like I like having people we |
921s | do like them and the last thing is |
923s | actually a reduction in the spare ammo |
925s | count as well where we drop down the |
927s | extra ammunition for when you carry |
929s | slacks by 30 to 40 percent so that means |
932s | depending on the weapon it's rounded up |
934s | you might lose like two or three extra |
936s | shells of slacks uh compared to what you |
939s | have on live so in combination we feel |
941s | that this will be quite a nice balancing |
944s | approach of getting the slacks a bit |
945s | better under control they're still |
946s | powerful they're meant to be powerful |
947s | it's basically like a caliber 50 or more |
950s | like like musket shot coming down your |
952s | range it's it's quite a big thing |
955s | um and it's powerful and it's meant to |
956s | kill if you were to build realistic |
959s | slacks you basically wouldn't see |
960s | different to rifles I guess in the game |
962s | at the distances that you fight with |
963s | except for precision maybe being being |
965s | different |
966s | um but uh since it's a game and we want |
968s | to make sure that shotguns and rifles |
970s | each have their own place and the slacks |
972s | Canada kind of cannibalize in uh kind of |
974s | like in in both camps a little bit |
976s | this approach of how we established |
978s | slacks in Hunts is something we still |
980s | want to hold on to but there was some |
981s | balance they needed in order to make |
983s | sure this whole thing is just that |
984s | better distributed and fair distributed |
987s | and overall more consistently applied |
989s | so yeah tell us what you think about |
991s | that one again on the test server then |
993s | once once once it goes there |
995s | um it's easy for us to do further |
998s | adjustments but first we want to see how |
999s | this one goes and then if there's if |
1001s | there's any feedback from your site that |
1002s | we should move in one or the other |
1004s | direction with it so this one time we |
1006s | asked everyone to play with this life |
1007s | and yeah just see the changes let us |
1010s | know how you feel and uh obviously we |
1012s | always read your feedback on all |
1013s | platforms and we can make changes |
1016s | according to how you feel about it as |
1017s | well but I I think and I think a lot of |
1021s | people can agree with it that this is a |
1022s | good direction for sure and it has its |
1024s | own place now a bit better |
1027s | yeah give it a try |
1030s | yep and let's look at the poison changes |
1033s | uh the fear I think I like that this is |
1036s | the only slide in the representation |
1037s | with a with a like a green header I have |
1039s | to go for the style then |
1044s | um so for poison it's uh it's basically |
1047s | similar changes we've been doing to |
1048s | incendiary bullets in the past is that |
1050s | for poison bullets so that excludes for |
1053s | example uh crossbow or any area effect |
1055s | stuff they just use the same damage as |
1057s | the normal ammunition does so we still |
1058s | have the handicap of not being able to |
1060s | penetrate walls because they're kind of |
1061s | like burst on impact right |
1065s | um but it gives you a chance to kind of |
1067s | play with a silenced weapon as if you |
1068s | had the normal one just as you can do |
1070s | with the incended reverse it's the |
1071s | normal one as well so makes the whole |
1073s | thing hopefully a little bit more |
1074s | interesting for PVP specifically since |
1076s | some of the weaker weapons like the |
1077s | Winfield Etc like you really felt that |
1079s | that damaged Nerf compared to the basic |
1081s | ammunition |
1083s | um so this should uh just help at least |
1086s | extend your ground in a fight |
1088s | um obviously if the guy is smart and |
1090s | uses cover use the disadvantage just |
1092s | like over some of the others um special |
1093s | Dimension types so I think this is just |
1096s | a very small change but it's also a good |
1097s | and healthy one I I really like it |
1099s | because now I will play uh Sparks not a |
1102s | lot more with custom ammo so I yeah |
1106s | uh that was it for the poison change so |
1109s | again yeah just one thing so |
1112s | systemically obviously since they have |
1113s | more damage it also means AI might die a |
1115s | few meters further out right um so as as |
1118s | it uses multipliers to uh kind of like |
1121s | calculate the total damage based on it |
1123s | location distance Etc right so if |
1125s | there's higher base damage it also means |
1126s | that you might kill things at a further |
1128s | damage out like further range out a |
1130s | little bit easier but we're talking just |
1132s | about a few meters so so someone else |
1134s | together so if it can't penetrate how |
1135s | does it deal the same damage maybe just |
1138s | like explaining that like the poison |
1140s | it's the poison that does the damage |
1142s | exactly |