Why You Can't Hit Anything! | Hunt Showdown
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- Опубликовано: 21 окт 2024
- Understanding bullet velocity will let you hit your shots, dodge bullets, and craft better loadouts. It determines how long it takes to hit your target, and every weapon has a different stat. Enjoy this velocity deep dive, and stay tuned for more Hunt Showdown guides!
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#huntshowdown #velocity #weapons #guides #gaming #tutorial #tips #tipsandtricks #speed #ammo #tricks #loadout
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Quick thing you forgot to mention, when you shoot you actually make the bullets velocity increase if you go into game chat and scream as loud as you can. Just a little tip for new hunters :)
Keshaeuw would be nr 1 on leaderboards first week. Forget rachta
LOL🤣
I do that when I run around with melee and it makes my sword swing faster
Biggest problem for me is that I like to change weapons frequently and each has a different muzzle velocity, so it's harder to get a feel for each one quickly.
On the upside you're learning all of the weapons instead of just getting really good with a few. Either way if you play for long enough you'll get there.
Bullet velocity in this game is incredibly frustrating anyways. I feel like "guns" have some sort of of crossbow mechanism in them or something because no way in hell do explosion propelled bullets travel that slow. This doesn't apply to every gun but god damn do some of them feel incredibly slow for their calibers
STOP! lol run the same guns often
@@ISTHATAJOJOSREFERENCE Yeah, that's a "video game thing" where they have to balance velocity with enjoyability, challenge, fairness and realism.
@@kingkracker1998 Tell me about it! :D
It would do me a world of good to diligently learn a particular gun lol.
Jokes on you, I cant hit a stationary target
Half the time I can't even see my target
@CursedCookingDBB that's me in a bush playing a lore accurate Miko... sorry
One more tip about avoiding getting headshotted; if you look fully down at the ground, your characters head hitbox gets lower down by like 75% of your head height. This can make low cover that would get you killed become suddenly viable, and makes you difficult to headshot from behind (they can still shoot your head THROUGH your back though so it's not 100% safe). This is particularly useful for dodging people trying to domeblast you while you're evading in the open, hiding behind something super low, or reviving.
In my experience, lowering your head in the open is a pretty bad idea.
People, who aim for head, will now aim for torso, dealing damage instead of missing while still having a chance to headshot.
And people, who aim at torso will now suddenly be able to hit you in the head.
All, while you have practically zero visibility.
It might be the good idea to lower your head periodically (while cycling the shot or running for cover), but your priority still should be in latter two actions.
Simply dodging the shot with sudden left-right movement seems much more reliable.
@@ReazonIAmthis
The Strongside
So, you’re telling me if I want to hit my shots I need a physics degree?
At least an associates.
"If you've ever missed a shot because of a moving target", alright I'll be back after I work on my still targets
Blame it on the gun sway…
This channel is freaking goldmine. Extremely glad I've found it.
Keep on being awesome!
Thanks, will do!
Wow - what a short and sweet dive into Bulletvelocitys! Thx for this Video🤩
Glad you liked it!
For those who wonder what determines a bullets velocity IRL. 1. Weight of the bullet. 2. propellant size & composition. 3. Lenght of barrel.
There is a noticable jump in technology that is present in hunt but is not mentioned= The transition from black powder weapons to smokeless powder & from large diameter bullets to small bore ones. Smokeless powder doesnt just produce little smoke (and doesnt foul up the barrel), but it is also far more powerfull. Muzzle velocity is significantly higher on smokeless powder weapons. Examples of hunt= Lebel (the very first smokeless powder weapon), mosin nagant, Springfield Krag jorgensson, berthier, bornheim & dolch
All of these use small bore bullets. But also have significantly larger cartridges. For example, the vetterli rifle uses the 10.4x38mmR cartridge. 10.4 being the bullet diameter & 38 being the length of the cartridge in total. The lebel uses the 8x50mmR cartridge. Not only is the bullet lighter, it uses more & better propellant.
Love this, thank you!
@@HuntShowdownLab and in turn i love your videos. The little animations really help in explaining. Subscribed
Thanks! Glad you like em!
When mentioning the high velocity on silenced weapons you should've mentioned the drawback of having muzzle flash compared to other ammo types used with silenced weapons which have no muzzle flash. This makes a great difference in how easy it will be for the enemy to discover your location, even more so on night maps.
Yeah, unfortunatley I have to draw the line somewhere. I already cut 3-4 minutes covering silencers specifically. If i try to cover too much, i'll simply never get the video done. :( I do think they deserve their own video sometime.
@@HuntShowdownLab oh I don't mean fully fledged segment, just a mention in your pros-cons list. You would be surprised how many people are unaware of this, even at. 5-6 star rating.
Very cool video! Thank you for taking the time to make this. Also, I like that you added some scale using the ping marker.
I think at the end of the day it'll come down to just muscle memory, but this is a great guide!
Glad you liked it! In the heat of the moment, it’s all about feel and intuition. I think the biggest thing I took out if this is better understanding loadouts and how velocity plays into that!
I've previously done research in comparing weapon velocity compared to their real life counterparts and they're pretty close to 1:1 when disregarding custom ammo. The silenced weapons have a such a slow velocity because the bullet has to travel below the speed of sound to prevent a sonic boom. Strangely enough the centennial shorty with a suppressor breaks this rule
I love that you bring this up! There's a whole 3 minute segment I ended up cutting addressing just this. Not only does the centennial Shorty break it, but the silencers with high velocity ammo do to. (Windfield and Nagant).
I'm guessing it was an oversight, but maybe they just thought nobody would notice! Might be a good follow up video...
@@HuntShowdownLab I know having a suppressor with high velocity ammo does make your gun have a muzzle flash for some strange reason so the devs thought about adding some kind of downside. Though yeah I'm not really sure how they would fix this issue without reworking how custom ammo is distributed or adding entirely new mechanics
IMO suppressors should not get high velocity ammo. If they must, they should make them louder than normal ammo, but still reduce the muzzle flash.@@shoelessbandit1581
I disagree. I'm a competitive shooter and I actually find this to be the opposite. For example the Pax has a velocity which is pretty much close to what an average 9mm round has (the Pax is actually a bit faster than your standard 9mm range ammo), and yet in this game I find myself needing to lead a moving target by much more than what I would have to do in real life. All the while in my competitions I shoot at targets that sometimes move way faster than humanly possible (since they're attached to a mechanical hinge), and I don't need to lead them AT all even when they're off at a fairly good distance and moving faster than any Hunt Showdown player character. In Tarkov I don't have this issue, they have their bullet velocity much more true to real life so leading a target comes much more naturally to me in that game than in Hunt which seems to have an small but still extremely noticeable delay. My guess is the devs tried to make bullet velocity an important part of the game so they emphasized it too much.
@@paddypibblet846 what kind of competitions do you shoot? Modern 3 gun or cowboy action?
Even though I am approaching the 2k hours and know all of this stuff, the video was very entertaining. You're a good narrator. Keep up!
Much appreciated!
Never occured to me to use the marker to check distance, an interresting tidbit. What I find is that in a shootout with 1 person where youre going bullet for bullet its very often worth to just skip one of your shots in favor of a a "wiggle dance". Usually leads to a miss and you have extra time to aim properly immediately afterwards while they cycle rounds. works best when they have slow firing high damage gun.
Only terrible 3* noobs can’t counter the wiggle.
@@Mosin_4_Life I will wiggle jump crouch stomp you and your grandma with 250 ping
@@Mosin_4_Life Well his advice applies to the majority of the player base then. Since 3 stars are the standard.
@@Mosin_4_LifeI’m a 3 star and would absolutely DOGGG on you
@@Mosin_4_Life what leads to a miss in low MMR might just lead to a non headshot hit in high MMR but the effect is the same. If you got the shmoves that is
It boils down to choose a gun and get good muscle memory for leading at certain distances if you're sniping. If you compound fight, unless you use scottfield with FMJ, you dont need to stress velocity (if you're not using the bow/crossbow)
The martini henry towards the end of it's service life had a velocity of 610 m/s, I remember looking it up a long time ago when talking about how they should bring in the infantry version of it and giving it that muzzle velocity
I would add that the only thing more important than the velocity is being familiar with that velocity so if you want to be getting those sick headshots more often stick to guns with the same velocity like 600ms of which there are lots to choose from. Or if you don't want to think about it just use the winnie with hv and call it a day like I do :)
Winnie with HV is where it’s at. Probably my most used gun right now.
Dang, there's some crazy math on this! Way above my pay grade haha. Great guide tho, I'm surprised at how much velocity there is between weapons!
All your videos are gold. You really make me love this game more
I watched and liked every single video 😁
Keep up the good work!
Thanks! Glad you like them!
I would say for reviving, face the opposite direction of where ur buddy got shot from and keep ur head down so u cant get headshot, worked for me so many times, and ive seen pple wiggle their head around and i was able to just hit them on the head once shown lol
Damn man crazy time and effort into this one!
Yeah, I bit off a little more than I planned on with this one! Happy with the results though!
Really great video, where Cornfs video has lots of useful data l found this videos data easier to digest and understand. The Info graph is great too
I think we compliment each other well. Mine’s definitely more a 101 level, and advanced users will get more out of his.
Glad you liked it!
Good info, love the infographics.
Glad you enjoyed it!
0:16 "If hunter always stood still, this would not be an issue" I think you minimize greatly how shit my aim is
The throwing a crouch while dodging advice is really good. I've had 6 stars do this to me. It's so incredibly frustrating when you're like "That's it, that's gonna be a headshot" and they duck at the last second possible to avoid it. I've tried to do it but never been successful.
edit: at least that I know of. Could've dodged one and not realized it.
Thanks for that one! I really enjoy those videos :)
Glad you like them!
Who are you? Where do you come from? You think you can just hop in a well established community of Hunt content creators and spit some of the most well crafted guides out there?
Well thank you good sir. Here's a sub.
Glad you like it. More to come! :)
part of the advantage of the centennial is it uses regular ammo at 600 m/s. you can replenish from regular crates. also, you can supplement regular medium ammo with a medium pistol. vetterli high velocity must be replenished from special crates and cannot be supplemented with a pistol; there are no 2 slot or 1 slot weapons that use high velocity medium.
You forget that the Vetterli comes with a big ammo pool -> HV ammo gives 21 rounds as backup, 28 total.
The generous amount of bullets make it so can pick a secondary with seperate ammo counts.
Livestream just annouced that Scottfield is getting HV!
But you're 100% right. Centenial has several reasons to love. Bigger 'clip', levering, high speed normal ammo, 2 slot with great speed.
I've actually started taking it a lot more after looking closer into that comparison.
amazing tips video !! clearly in the top 10
Glad you think so!
Wow you're really good. Imagine now what goes into shooting long distances in real life. Now just factor in weather, wind, curvature of the earth etc. Great job.
I am a newcomer both to the game and this channel, and I gotta say that this is super useful and amazingly done sir. Wish u the recognition you well deserve. On my way to watch other vids.
Welcome aboard!
this is such a great learning vid for newer hunters, been playing hunt for 5k hrs and took me a bit to learn all this, wish the vid was around when i started lol
The main preoblem is that character movement in this game has no intertia/momentum, that makes leading shots with slow/normal ammo pure luck.. there's no such thing as predicting when the enemy knows you've spotted him and isn't running in a straight line..
this needs an 1896 revamp
It's crossed my mind.
This video is going to need an update, the nice thing is that most of the info is still true
Wow so much detail! Great video! Sub'd!
Awesome, thank you!
It's cool that guides like these exist with all the numbers and math but for me personally it all comes down to feeling and instinct when leading shots.
Still impressive how much work you put into this!
It 100% comes down to feeling in the moment. Understanding what's going on is helpful, but at the end of the day practice and skill are what's going to make the difference.
Juat remember, bringing special ammo is a risk if you miss your shots often. Its harder to find special ammo than normal ammo. As new players, dont double up on special ammo or you may have ammo finding problems.😊
I 100% agree and regreted not including that disclaimer as soon as I published.
You can also physically lower your head by looking down when doing evasive maneuvers
Good call, that deserves to be in there!
I think something important to note is the distinction between standard high velocity and spitzer, and the similar difference between nitro shredder and dumdum. these two special ammos take the standard HV and dumdum, combine them with the effects of FMJ and add a unique downside.
Spitzer gets the increased velocity plus the increased penetration and falloff range, with the unique downside of lower damage. Shredder improves the falloff, enabling a further one shot kill range, causes bleeding, with the unique downside of *reduced* penetration, instead of *no* penetration.
Also, dumdum reduces muzzle velocity the same amount as FMJ on all weapons that have both, it's not a lesser effect.
Really really nice video ❤🤘🔥
Thanks 🔥
Thank You for This Guide
You’re welcome!
man i wish your jpg self insert wouldnt bug me as much, your videos are so good outside of it. still dont understand why people downgrade their content with this
Pretty good video Mr. Lab
Glad you enjoyed it
0:50 are those Teammates or did crytek add moving targets to the shooting range?
Those are friends in the shooting rang.
Fantastic video!
Thank you very much!
This video is so amazing with how very informative it is
Glad you liked it
At 100m you can use the edges of the iron sights, when they’re running, to hit
Great video, real nice editing fun to watch + USEFUL 😅 the sheets are also awesome top content ❤
Thank you so much 😁
This video was very nice! Thank you for sharing this information :)
Glad you enjoyed it!
I play on console and the head wiggle when reviving gets drastically slowed around the 2nd time around
Excelent video and teaches alot!
But, the only thing wrong is the ping information.
The game is Client based, not server based, that means if your client register your bullet, your ping being high doesn't really matter.
If you die in your enemy view (who has 20ms) and you got high ping (like 150ms) if you manage to shot before YOU receive the information, your bullet will still be registered at the server, even if for the server you're already dead like a second ago. That's why the game have so many trades, cause it ALWAYS prioritize the CLIENT information over the SERVER information. this was the solution that Crytek found for fixing disappearing bullets back in the days, Crytek explained that in a DEV Stream, it's not me assuming anything.
Actually, having high ping gives you advantage in peeking (cause if you know how it works, for some reason I can't explain, you can peek a lot faster in your opponent eyes and can have more time to aim than your low ping opponent)
That's why Crytek tried to LOCK REGIONS by PING, so you can't really abuse that much of this.
Thanks for the insight, I hadn’t thought to research the networking process.
i would love to see a video, on your recommendation for loadouts
How to think about loadouts is one of the first topic I wanted to do.
I want to build a rubric that’s understandable for others to use. I need to do more thinking about how I want to build and present that. It’s going to be a harder video to make, so i need to make sure I have a clear idea on how to approach it.
Great video. I was upset that you represented velocity only as meters in most of the animations. Velocity is m/s but you know that.
Don't worry, I have ample regret on this oversight... :)
Glad you liked it, thanks for watching.
There are no words that could possibly do justice to exactly how much I *ABHOR* shooting in "Hunt: Showdown". And I'm not talking about long range shots, I'm talking about like 25 meters of distance when this whole velocity thing shouldn't matter at all. I'm sick and tired of seeing my opponent being exactly in my crosshair when I pull the trigger... only for the game to *GASLIGHT* me by not registering the hit. And it's not just me. I saw that in Hunt videos too. Specifically did a frame-by-frame analysis to see that the opponent was, indeed, in the crosshair at the moment of pulling the trigger.
To me, shooting in Hunt simple doesn't work.
I knew all these knowledge, but I just can't do it..Thank you 😁
You’re welcome 😊
For some reason I have a massive problem with hitting 300 m/s shots. Taking a dumdum or fmj with those guns gives me way better aim on the move, even when it makes no sense.
Centennial Shorty Silencer with HV now has 540m/s velocity, it's great.
On the Martini, its actually the bullet weight/gunpowder ratio why its slower. Like the sharpes rifle. Centennial is a bigger winchester which has better weight/gunpowder ratio
... Atleast in real life, since its pretty close to rl thats the reason. Still dont know why the Mauser c96 has special ammo by default while mosin and lebel have normal long ammo while having the same gunpowder type xD
Good video, interesting at least. I think despite all said and done players have to use the guns to get a natural "feel" for the distance/lead. My advice is take all the shots you can especially at the end of rounds when on your way out, even against AI it can help get that "feel".
Great advice.
This is great research and info! Unfortunately you can't account for HUNT's netcode/server issues. Trying all those shots with various latencies feels random. My average is 32ms
The best I can offer to help with that is the "serenity prayer":
"God, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference."
Lol@@HuntShowdownLab
This isn’t actually an issue because the shots are registered on the client, so if you land the shot on your client it will register on the server. That’s why ping abuse and people not playing on their own servers is such a big issue and leads to them apparently shooting you around corners etc
Bullet travel Time and Ping are different elements. Enemy movements on you client is always a little behind what other player is doing on their system.
The problem with the ping abuse is that people's reaction's to you is severly delayed, but they're still moving on your end.
So ping abuse removes people's ability to react. It's like they're living a little in the past, not that they're not moving.
@@Bishop1664
@@HuntShowdownLab I understand all that, but it doesn’t change the fact that your ping or server status doesn’t affect whether your shots are ‘registered’ or not, which is the point I was trying to get across to the OP. So you don’t need to take into account ping when taking the shots (which seemed to be what they were suggesting), only distance and bullet velocity
4:20 i run the game at 144fps, now what?
Does FoV affect the sizing approximation with the ping marker?
Just adjust the math.
Instead of 300 velocity divided by 60, do 300 divided by 144. So one a 144 framrate, the sparks silencer, travel just over 2 meters per frame.
I would think FoV would not affect the ping marker. FoV stretches/squashes your vew horizontally, it doesn't actually zoom in your view. I did not think to test this though, so if you find evidence to the contrairy, i'd love to know.
You should also be able to convert any of the meters per frames at 60 fps to 144 fps by dividing them by 2.4
5 (meters per frame at 60fps) Divided by 2.4 equals 2.08 (Meters per frame at 144fps)
5/2.4 = 2.08
Great video thanks 🙏🏻
I resent the premise I can't hit things, as I easily 360 noscoped that like button.
A 6 star play!
yea.. but how do I make the enemies wait until im done with the calculation?
I guess I just play the same weapons and get used to them by default
Martini also has the benefit of excellent iron sights and is a faster loading version of the sparks. While the sparks used to be meta its reload time makes it much less useful.
I think what really sets the sparks apart is the sight picture. Martini Is much larger and obscures more of your view.
I have been waiting for this video 😂😂
Aaah, that brings me back to Battlefield 2. But there it was becuse of lag and very bad hitboxes. Still, you had to do same as in your video.
Also funny to have silenced weapons with projectile velocity over 300 m/s, this would render the silancer useless due to supersonic crack. But whatever, I guess it is s relatively minor detail
They need to add this video to the hunt tutorial.
My goal is to be the go to source for new player on-boarding, so this is a huge compliment! Thanks you!
@@HuntShowdownLab I got 600 hours in hunt, been playing since before it was on steam. I play, take break, watch some "tip vids" as a refresher, and play more.
Gotta say, Out of all the videos your up there with RachtaZ and HomeReel in my opinion. I hope your channel blows up.
Hopefully i run into you in random que! Would love to chit chat.
youre a g for this one
Underrated channel
Very very good teacher 🎉
Thank you!
Thanks now I can blame my ping for every trade lol. My ping is average 80 - 90, but sometimes it flickers into 170, the yellow no no zone.
but cant i just change the range from a visor? like on some weapons there is right down a 30m or sometimes 145m when it has a visor, yk?
Video is outdated now, bullet drop got added
A video update would be nice
[good content btw]
video game tips and sniper school hard to discern which is which lol
Shit, there I thought you would tell me the servers or ping are the cause for bullets not connecting
I try to focus on things we have control of. Those issues are unfortunately out of my grasp to fix.
3 for 3 genius videos, holy shit. actual s tier channeö
Glad you like ‘em! Thanks for the encouraging words!
@@HuntShowdownLab I love em! You and cornf are really carrying the hunt encyclopedia of knowledge and I'm showing you guys to every new player rn
Just to nitpick a bit, you keep referring to the bullet velicities in meters, that is not good, it should always be meter per second. But that's me being an engineer I suppose.
Yeah… I know better now. I also should have annotated it m/s. Ya live and learn!
HA HA jokes on you! The reason why I miss is because I suck!
Shhh! I’m giving you an out.
Great vid mate
Thanks 👍
huh, i never realized ping height determines distance. I always thought the ping would be higher than marked spot bc it allows us to see the spot clearly, not bc it was far enough away to raise itself. cool
I played hunt since beta so I am quite surprised that I could still learn something from this video. Good job mate.
Glad you enjoyed it!
No friends were harmed in the making of this video
Their sacrifices will not be forgotten!
huh, Winchester 1886 was made in the same calibers the Sharps was. Weird choice to have them use different ammo types
Is there a significant difference between running speed with full and empty stamina (the lungs icon)? It's probably not enough to matter in most cases, but it bothers me that nobody ever considers it for leading. Not that you can always tell from distance whether your target si running at full speed ot not.
I haven't measured it, but it should be higher than 3m/s and lower than 5m/s. I'd guess it's somewhere around 4. If I ever do a video on movement, that will be on my list to research.
@@HuntShowdownLab Yeah, it must be somewhere in that ballpark, my guess would be something closer to 4.5m/s. I am looking forward to that future video, if you decide to make it.
I do know that if you're running cross map, you're better off to slow to a walk than to keep running while exhausted.@@ondrejvasak1054
Good Video but only useful if the Servers work properly and/or you don't have Ivan from the russian federation with a ping of 249 as enemy. The next problem i have personally since this update I'll only hit Headshot's or it's an Limb shot which doesn't feel quite right to me
lol i have to use slow bullets lol. im aa shot gunner thaat runs pistols aall the time. thats what im used too. i have to stay under 400 MPS lol or im not hitting anything long
If hunters always stood still, this wouldn't be an issue
Yeah, sure...
_Hit register failure enters the chat_
@@HuntShowdownLab just like my crappy hands
4:00 Wrong. As long as your opponents shoots on HIS screen before he dies, you trade. This game always favors the shooter, no matter the ping. If you opponent has a very high ping, he will have more time to shoot you on his screen, because when he peeks he will see you way earlier than you see him (peekers advantage).
Wasn’t talking about the networking here. Tried to keep it focused on velocity’s influence on the trade window.
It’s crazy to me how so much detail and research went into this video, just to mess up the unit of bullet velocity (m/s) in all the graphics 😔😔
Surprised that you’re the first comment on that!
@@HuntShowdownLabyeah I checked after my comment and was surprised too 😄
I actually came back to edit my comment to not sound so negative. I really likes the video
Forgot to mention broken hit registration where bullets just decide they aren't hitting. Game is incredibly inconsistent with registrations. Server desync and instability make the game so bad at times. I've had a plethora of games where bullets hit, show blood, and get no hit marker.
how doers it make any sense that you can jump out of the way of a bullet? its a bullet
I always was confused about pple complaining about trade windows in hunt, ive always had 10 to 20 ping and 30 to 40 on east servers(im west) and if i play on euro i get 70 to 100, which still is managable lol, but when i looked up other pples vids on trade windows im like damn
ok, now do a guide for hitting standing targets from a range of 5 - 10 m (i suck)
There is no cure for that :(
Latency here saved you a while.
the caldwell new army messed me up
thx!