Hunt: Showdown 1896 (Test Server) · published

Hunters,
Below are the notes for Update 1.6.
Please be aware, Update 1.6 is going to require a full client download for both the test and live servers. While we understand that a full download can be frustrating ,it is necessary in this instance.
Over the last few months, we have been working on improving many different aspects of Hunt, one of those being a focus on improving our security and internal anti-cheat measures. We have made some changes to the encryption of the pak files in Hunt, and these important changes are the reason why a full client download is required for everyone. We feel 1.6 is the best time to do this as the new map (coming very soon) also requires a large download (around 12GB), so this will allow us to do perform our security updates with as little impact as possible, as well as ensuring multiple large downloads will not be required in a short period of time. The total download will be around ~30GB.
Thanks for your understanding.

Since our recent updates to the match making system (Update 1.5.2) we realized that there was a gap in how the game communicated player ratings.
To address this, we have added some new features to the lobby that will display the details of the MMR tied to you and your group (match MMR).
Important: Due to the configuration of the test server (there are no matchmaking brackets on test) please do not be surprised when you see very unbalanced matches. This feature will not display accurate information until it reaches the live server.
You can read more information in the full notes below in the UI section.

We have decided to increase the max range for certain bullet types in preparation for the new map: DeSalle. As you may have noticed from our teasers, DeSalle comes with some areas that offer more verticality and longer sightlines. We have felt that there have been situations (even on the other maps) where the previous 250m headshot range and 300m projectile range felt a bit too low when attempting those rare long-range shots.
This increase in overall range comes with a systemic side effect of a longer Effective Range for some weapons. We feel this will give a solid boost in performance to long ammo sniper rifles as well as adding more value to medium snipers (like the recently added Centennial Sniper), allowing for much fewer frustrating interactions (e.g headshots that do not result in a killing blow) for those that enjoy playing the long-range sniper challenges.
Semi-Auto weapons now have increased sway with each shot fired in quick succession. This added sway value will decay over time allowing players to minimize the effect by carefully controlling and timing shots.
Weapons impacted by this change:
With this change we introduced new parameters which will help in balancing existing and future weapons even further. This allows us to differentiate weapons with similar characteristics more effectively (think Bornheim compared to Dolch). For example, the Dolch and its variants will have increased sway much faster (and to a higher maximum sway value) compared to the Bornheim. Whereas for the Nagant Officer variants, it will not be as noticeable, but will still have an impact.
This change means there is now more incentive to time your shots in ADS and keep the spamming to shoulder aim where the spread has an even bigger effect of their performance over distance.
Animation
Performance
Our aim with every weapon in Hunt is to ensure that they feel as fair as possible while giving them best feeling from both sides of the kill. With this change, we want to alleviate some of the bias that the weapon has and acknowledge that it performed slightly too well in certain areas.
The decrease in damage lessens the overall effective range as well as making it more important to focus on hitting center mass due to the reduced “two-shot” kill range.
Additionally, individual shots have much more value tied to them due to the extra investment needed with reloading and controlling the sway. This means that a missed shot is now going to be more impactful against the shooter and allow for more opportunities to capitalize on their sloppiness.
The Dolch is a powerful weapon by nature, so we want to make sure that it still feels strong. However, its power should be harnessed and controlled by the shooter and not dominate any encounter by default.
Full Metal Jacket
Dragonbreath
DumDum
Incendiary
These changes are aimed at bringing these weapons more in line with their real life counter parts in terms of the reload logic without affecting their balance or place in the meta.
With this update, we are introducing a feature aimed at providing more information post-match regarding the teams you fight with. This will allow you to compare your teams rating (Match MMR) against other to hopefully have a better understanding of the ratings of that group composition as well as understand why a potentially higher skilled player can end up on a team with a similar skill rating to your own (team rating and individual rating will be visible).
One factor that always needs to be considered in that balance of a match is the region you are playing. Regions like EU and the US have a much more precise bracket system (higher player base in those regions means more brackets available) compared to regions like OCE and South America. If you are in a low population region, the matchmaking will not be as precise, and you may still encounter some uneven matchups, but this is to avoid empty games.
**Please note that matchmaking is currently not enabled on the test server since numbers on the test server are quite low. So, you will not encounter any even matches while playing on Test. This system will work as intended once it reaches the live servers where MM brackets are in place.
The stars are a visual representation of the MMR ranges. MMR is your personal PVP (Player Versus Player) rating that can range from 0-5000. 1 star means you have a rating between 0-2000 and 6 stars will mean you are between 3000-5000. Most players are in the ranges of 2600-2800 which is a 3–5 star rating (but most players in this range are predominantly 4 stars).
We have added a graph to the Bounty Hunt lobby and the team details screen that will show an approximation of the player numbers for each MMR rating. See the image below as a reference:

Please be aware that the stars are not equal to matchmaking brackets. Certain regions have more matchmaking brackets (EU/US) while other have less (OCE) while the MMR ranges will be the same among all regions and are representing your calculated skill.
This also means that you are likely to see more balanced games in regions with a higher population and more matchmaking bracket (EU/US) than in smaller regions (OCE).
The exact brackets and their ranges will be kept as internal information as they are constantly being tweaked and adjusted based on the data/telemetry we gather on a regular basis.