

Crashed Balloon POI still in game! (though no Confiscated Cargo)
I was hoping they'd keep this small POI after Road to Hell, glad to see it's still here!
Large sized revolver cum-rifle with a detachable butt,Six shots. Maker's mark: Smith & Wesson, U.S.A.,19th century,salar jung museum,hyderabad india(1264x838)
I'm completely bewildered by the decision-making of some players, can someone help explain what is going on?
This has happened so much to me and it's driving me insane as I can't get my head around why this should ever happen. If you do this I would really like to understand why this happens.
Here's the scenario:
I'm trying to chase down the bounty team to stop their extraction, then a second Team or Solo appears on the flank. I am clearly shooting at the bounty team and for some reason Team / Solo B prioritises shooting me instead of the bounty team???
Inevitably, I either die, get caught up having to fight Team B, or flee from Team B. Consequently, the Bounty Team simply extracts uncontested.
I don't understand why you wouldn't fight the Bounty Team as a priority in this situation?
I understand that some people don't care too much about the Bounty and would rather go for kills instead. It's not how I personally play, but I do understand that perspective. That being said, even if that is your goal, it still makes more sense to go for the bounty team as there are more kills to be had by 3rd partying that fight.
The Hot air Balloon was nicely foreshadowed by the Road to Hell Accolade card!
I saw this early on in the event and wondered why a hot air balloon was used to depict the Road to Hell event. Well, now it's clear!
Such a funny end to a Naked Run (Knuckle Knife + Medkit only).
Made it out with Caged Boss Bounty, an Officer Carbine + Bleed, and an Uppercut! Who needs Hunt dollars when you can just scavenge!
Unable to loot knapsack from dead military grunts.
Not sure if this is intended or a bug, but it seems odd that you can loot the knapsack from specific dead grunts in the stronghold, but when you kill one, you can't.
I'm convinced we'll be getting Clash Strongholds soon.
While playing Bounty Clash on Alice Farm I wandered over to the Stronghold and found this, a rather suspiciously Clash-looking layout. I'm sure we'll be getting Stronghold Clash in a few weeks.
I'm guessing these load in for much the same reason the same layout loads in if you visit Darrow and Alice Farm in the same match. Regardless of which compound the bounty clash is set-up for, they are both there.
1-slot Pistols & Revolvers are likely going to be much rarer than before. Here's my solution.
Now that most Pistols & Revolvers are 1-slot, I suspect they aren't going to be seen as much due to the strong combinations of 3 slot primary rifle + 2 slot secondary.
How about if you could sacrifice loadout slots for Upgrade Points. For each loadout slot sacrificed you gain 2 Upgrade Points.
For those people who would rather have a fresh Hunter with 12 Upgrade points rather than 10, they can take a 3 slot primary with a 1 slot secondary.
This gives more options and makes 1-slot weapons more viable for a fresh Hunter.
The update isn't out yet of course, so we'll have to wait and see, but hey, it's fun to speculate.
New Bayonet meta incoming?
Now that you are going to be able to bring a mix of tools and consumables, weapons with a melee attachment essentially got a slight buff, so I think we will see them used more often.
A bayonet attachment essentially costs you nothing whatsoever, so Instead of a knife you can take an additional consumable instead and restock additional consumables mid-match.
Edit: also, now that tool boxes can't be used to replenish consumables, bringing more into the match with you is going to me much more impactful.
Scarce Ammo isn't going to be that Scarce.
Scarce ammo boxes are going to be more common than before. It is a military themed event after all. There will be plenty of leftovers to go around.
There are ammo supply crates that can be carried to the extraction point and extracted which I'm sure will keep you well supplied too.
Overall I suspect that the ammo types will become less common than before, but not so uncommon that you never see them.
Bounties should reward Traits that are unique to each Boss.
Here's my suggestion to make Bounty extractions more rewarding. Each extracted Bounty grants a Currency that you can spend to grant a Hunter a Bounty Trait themed around the boss it was derived from.
The Butcher: Inflammable: Immunity to Fire Damage and Melee Attacks cause Hunter's to Burn an additional Health Chunk.
(When you are set on fire with this trait, the flames are green rather than orange so other Hunter's know you have the trait).
The Spider: Arachnid: Jump height and speed is increased, you are Immune to Poison, and more actions can be performed before triggering the Movement Penalty.
The Assassin: Shadow Fade: See Bleeding Hunters through walls up to 25m, and you can hold the Swap Weapon key to Teleport short distances with an 8 second Cooldown.
(The teleport works similarly to Shadow Leap (with Assassin teleport visuals), but only requires you to point to a surface rather than an AI and it triggers faster with no loss of HP. Seeing Bleeding Hunters works similarly to the Pain Sense effect, but does not require you to be in Dark Sight to see them).
Rotjaw: Electrify: Hold the Swap Weapon key to infuse your Weapon with Galvanic Power. Projectiles shot with this Weapon apply to Electrify Status Effect.
(The electrify effect slows and damages similar to Rotjaw's Electricity. The Effect is applied similarly to Incendiary ammo, where multiple hits are required for compact ammo at longer ranges etc etc for other ammo types...)
Hellborn: Firebreather: Hold the Swap Weapon key to breath out a torrent of Hellfire up to 5 times.
(Works similar to the Fire Breather's attack).
Pledge Mark Bounty: Oath: You Pledge Mark capacity is increased to 10.
These are supposed to be abilities that are fun to play around with the incentivise Bounty Extraction, they aren't necessarily supposed to be super OP. I'm sure they can be balanced better, but these are just some initial ideas.
I'm sure you guys can come up with some more suggestions below.
Military Supply is in-game!
Someone grabbed the cards sadly, so no idea what they are, or if they are random or not, we shall see.
When Trapping the Body Goes Extremely Wrong...
I was 100% sure I was dead. Huzzah for dualies I suppose!
8K Hunt Dollars from a single game, my new personal best!
Vulture + Packmule + Looting everyone in the server + double bounty extract + solo rotjaw kill. I didn't even see a single cash register!
There will ALWAYS be a Solo MMR modifier, whether you see it or not [Logical Reasoning in post].
I've see far too many posts of team players complaining about the solo MMR modifier, so lets put this argument to bed once-and-for-all.
Lets apply logical reasoning to why the MMR system works this way and why it will ALWAYS work this way, regardless of the presence of an MMR multiplier.
For this discussion, indicated MMR is the MMR that is displayed in-game, while actual MMR represents an accurate skill assessment of the player.
If all matches were solo vs trio where all players are the same indicated MMR rank, the solo will lose more often than the trio's they are fighting due to the numerical advantage trio's have. If not, then their indicated MMR would rise.
As the solo loses vs trio's of the same indicated MMR, the solo's indicated MMR will drop.
They will then fight trios that have an indicated MMR equal to theirs once again. This time, they will win more often than they lose because their actual MMR is higher than the trio's they are fighting.
Therefore if we want a system where indicated MMR = actual MMR, we have to give the solo player a multiplier.
Even if the system was changed, nothing would actually change. This is the reality that comes from strength in numbers.
The "Hunt" in Hunt Showdown refers to the Golden Cash Registers right?
Two golden cash registers in two days!?!
That makes 4 total in 500 hours playtime. brb, hitting up the casino next!