My Personal Take on Balancing All 5 Slot Weapons

Hello Hunters, be warned, this will be a long read.

I just want to add my personal opinion to this never ending discussion.

I want to start this by saying that I have been a game developer myself for a long time now, and with these discussions, a lot of people miss a very important point when “reworking” weapons.

You rarely truly want to rework something that has been in the game for a long time because you take something away from a person that they like and love to play. Just think about yourself and your favourite gun or item that you have played and used for countless hours. If they suddenly take that away from you, or change it in a manner you don’t recognise anymore, it feels like a personal attack. At the same time, that doesn’t mean that these things have to be bad or overpowered. They can all be good without being toxic or the meta.

Beetles are my personal example. I hate getting beetled, and I hate it infinitely more if I get beetle spammed to death by a trio with 12 beetles. I am mad, and it’s toxic at the same time.

Is it good? Not really. Does it happen often? Also no, maybe once in 100 hours, so I can live with that.

The other very important thing is that you want to keep the identity of the gun, the thing that makes it unique, both good and bad.

 

Now that you know how I take a look at things, let’s start with the weapons.

5 Slot weapons should all be self sufficient. By this I mean they should not rely on your secondary slot for you to play properly. Crossbow is a good example. If I play that weapon, I never take Bolt Thrower in my first run, because even without it, the weapon is very good and Bolt Thrower is just nice to have. So all these weapons should be playable without relying on Quartermaster.

The Nitro Express (The One Shot Gun with the Awful Sight)

A lot of people miss the point with this gun when they tell you to remove the sights. They have been part of the gun since it existed, and removing them would take away this gun’s identity.

 

Punished for skill

I’ll just cut to the most important part right away, because in these discussions I rarely, if ever, read this, and you know that people who suggest changes just don’t play the gun.

This gun punishes you for being a skillful player! What do I mean by that?

This gun, with its sight, is designed for quickscoping… but you can’t, because if you right click, you have a built in accuracy delay of 0.4 seconds before the gun gets accurate. If you fire before that time window, it’s like hip firing the gun. This punishment has no other gun in the game.

0.4 seconds for a shooter is a very long time. It usually takes about 0.05 to 0.2 seconds for a player to aim and shoot in a natural way.

This gun punishes you for being skilled. You never want to be punished for being a skillful player in any form or way. The removal of this alone would make the gun go from a 50% luck / 50% skill weapon to a 100% skill weapon.

 

What other things could or should be changed?

 

Bullet drop

Starts at 45 meters (actually at around 75m, but in game it says 45).

Increase this to standard rifle range, 100 to 120 meters, so you are able to defend yourself at long distances (even though, if that happens, you already know you are probably dead anyway).

 

Penetration of standard Ammo and Shredder

The strongest aspect of this gun isn’t its one hit potential, it’s its one hit through wall potential. I don’t know why I am able to kill someone through a solid brick wall, but if I hit a thin layer of metal, the damage is nonexistent.

Shredder should be able to penetrate one wooden wall without losing its damage. Otherwise, it’s fine, but as it is now, I never take it.

Explosive Ammo as in most cases (except Crossbow and Mako), it’s nearly just for the memes.

 

OHK

OHK to arms up to 10 - 15 meters. There is nothing more infuriating than hitting somebody in the arm at close range with this gun and they don’t die. Let’s compare it to the other OHK weapons in this game (which isn’t a shotgun [with slugs]).

If you land an arm shot with a bow or crossbow and you don’t kill the enemy, at least they have heavy bleeding, which either kills them or takes away their initiative, it even pressures them. (Shredder ammo is a scares ammo type, you cannot bring it every game, so it’s not a solution to this problem).

You can’t really remove that from these weapons, because either you have to compensate for the heavy bleeding effect and make the arm multiplier really miserable, or take away bleeding entirely. But that changes the identity of these weapons.

I always hear people say that would be toxic (to give the Nitro Arm OHK potential), but on a scale, it would be on the very low end, because all you know that happened is that you are dead. Toxic means something that infuriates you, like walking into a trap you didn’t see or, as mentioned before, getting beetled to death, etc.

It’s nothing short of getting a headshot, you are dead before you know what happened you only see it afterwards in the damage recap.

 

Deafening Effect

I don’t mind the deafening effect. I find it quite fitting for the gun. The problem is that it got hit the hardest by it, because unlike with other guns, you really can’t hear anything anymore after firing. I can only confirm my kills 50% of the time because I can’t hear enemy hunters dying (yes, Witness exists, but remember no gun should rely on perks for it to be useful).

The problem with it is that it didn’t get anything as compensation when it was added. It was just another nerf to the gun. If you play against a somewhat skillful player, they know that after the second consecutive shot, you are very vulnerable (reload and completely deaf).

Another aspect where the Bow greatly succeeds. It can’t fire quite as fast as the Nitro, but if you miss with the Bow, there isn’t really a time window to push this player, because he is already drawing his next shot. The Crossbow is a bit more balanced in this aspect, since you do get a time window, even if it’s small.

 

Despite all of this, it is the second strongest 5 Slots weapon in my opinion.

 

The Avtomat (The Fast Firing Mosin)

It’s currently the worst and most expensive gun in the game. If you look at this gun alone, you will think weapon slot consumption means the more slots it uses, the worse it gets.

The problem with the Avtomat is that its current fire mode forces you into a shotgunish playstyle. You are always forced to burst fire and can’t make controlled shots, if you must make one, you lose 1/5 of your total ammo pool.

I don’t play this gun, so please, people who do, tell me what you think of this:

 

Make it the Cyclone’s Big Bad Brother

Just give the gun two fire modes. The first mode is single shot with the capability to make fast follow up shots, like the Cyclone. Of course, you have to increase the recoil to make aligning the gun harder for follow up shots, increase the recoil with each follow up shot even more in a specific time window, so you don’t get 15 consecutive shots.

And the second mode is as the gun is now, if someone gets close and personal and you have a spray and pray option.

That’s it. With this simple change alone, I think the gun, with its current abysmal ammo situation, would be pretty damn good.

 

The Crown and King (The Best Shotgun in the Game)

Unlike the other weapons on this list, I don’t think the Crown and King can realistically be made self sufficient without fundamentally changing what makes it, because you still can only play this gun within a compound or in close quarters.

If you truly want to make it the best shotgun (looking at you, Homestead):

Reduce the spread even more, from currently 35 to 20 (Romero), and halve the recoil to make aligning the follow up shots even easier (I know, the recoil isn’t bad, but remember, we want to make it by far the best to justify 5 slots).

If you then hear this gun, you know you are in for a bad time if you don’t keep your distance.

 

The Maynard Sniper Silencer (The Pinnacle of 5 Slot Weapon Balancing)

I don’t like sniping (especially this, since it’s more of a “rat” weapon), so I don’t play it very often, but:

This gun is perfectly balanced. It has a sniper scope, a silencer, and the ability to kill a downed hunter with a body hit by having 125+ damage, which are individually all extremely strong features combined into one, balanced by its single shot (and fast fingers make the gun more neat to use, but isn’t a requirement, the same thing as Bolt Thrower and the Crossbow I mentioned a while ago).

Don’t ever change this gun. This is a prime example of how to make a 5 Slot weapon.

 

Not every weapon has to be one that you and I personally enjoy. If you don’t like playing it, that doesn’t mean it shouldn’t exist. It just shouldn’t be the “go to toxic meta” (Cain Mosin Spitzer Sniper Bushwanker), which Hunt does somewhat well.

But if something exists in the game, especially if it’s a gun in a shooting game, it should be viable, especially if these are presented as the strongest guns in game.

 

Thank you very much for reading hunters, I hope you enjoyed my take on these weapons!

 

See you in the Bayou :D

 

u/MisterTV — 17 days ago

Business Suite Tanya

This was posted on the official discord, I will add the source if I manage to find it.

u/MisterTV — 28 days ago