Currently the main counter to a flash bomb is a flash bomb. Counter flashing the ground in front of you shortly after getting flashed is actually pretty darn effective. Sure, you're blind too, but so is the guy rushing you so you're back to a fair fight. Use the couple seconds of blind time to pull out your melee weapon and run towards where you hear him. Nothing ends a gunfight quite like cracking someones skull with your knuckle dusters.
Personally I think the time to flash mechanics are mostly fine as they are. Make it too ineffective and the item might become entirely useless. And ballancing by price is just a disaster waiting to happen. The only ones affected by that would be the people who least benefit from flash bombs anyway. The top tier of players can still afford to constantly use them even at twice the price. The issue with the flash bomb currently is that the time you're blinded seems decided exclusively by your proximity to the "explosion". If its right on top of you you get the full 5 seconds, if you're right at the edge you only get a whiteout for 1 or 2 seconds. Which way you're looking doesn't seem to matter. What I want is to be able to turn and look away from the impact in order to drastically reduce the time I'm flashed. Similar to how many other shooters handle it. If we can affect the impact of the flash bomb by quickly making a judgment call on where the flash is likely to land and then turning to face away from it we get a skill based counter that none the less still keeps the flash bomb an effective piece of utility for enabling pushes in situations that might else become stalemates (this is the main reason why I think the flash bomb is an incredibly important piece of utility. Sometimes its the only way to break into a camped boss lair). If I can reasonably reliably reduce the flashed time from 5 seconds to 3 in the center and from 2 to >1 seconds at the very edge of the affected area then I can improve my odds of surviving a flash push by a huge margin. I like skill based mechanics like these since they both reward accurate flash throws (longer blind time) while also rewarding paying attention (hearing the destinct noise) and quick reactions (anticipating where it goes and turning).
Yeah but that just means you always have to bring a flash or you can’t play the game. Except for the medkit no items should be MUST PICKS, especially not when they erase your ability to fight back.
What’s strange to me is they seem inconsistent when I experience them. My team will flash ourselves in extract point blank at our feet, and we’re blind for a second, maybe two. But there’s been times I’ve been flashed in an engagement and was flashed for 5 seconds on the recording. So like I personally don’t use them anymore because sometimes I get a hit marker and the dude isn’t blind at all and kills me right as I swing in the door. And I don’t like that.
Yeah, I had a situation a few weeks back where I threw a flash across a large room (the main room in Slaughterhouse, I think). I got a hit marker but the guy wasn't flashed. Meanwhile, somehow I got full flashed from my own flash bomb, even though I wasn't anywhere near it. It's rare but there are odd inconsistencies with them.
the hit markers on the flash bombs have gotten somewhat inconsistent a couple patches ago. Sometimes I will get no hit marker on whats obviously a hit but my teammate spectating my view gets one and then wonders why I dont push after my successful flash.
It shouldn’t work if you aren’t looking at it. That’s how you fix it. Right now it’s absolutely bonkers how it flashes you despite being 10 feet behind you in the opposite direction you’re looking.
@@slasky8164 Completely different style of game and you can hear the flash being primed in hunt. Killing a player in hunt is also much harder so even if you get flashed, it's not an automatic death. No way I would waste a consumable slot for a flash if it worked like in CS GO.
@@PeXis no it wouldn’t. If you depend on them to win a fight maybe you shouldn’t have them. Flashes and stuns are some of the worst game mechanics to ever be added, especially in PVP focused games where skill should be the defining factor behind you getting a high KD. If you get dunked without them you don’t belong where they took you. Which makes them an issue.
I have no idea why its not like that honestly, maybe it could fuck with your hearing or something but how does it blind you when you dont even look at it. All my muscle memory from CS just wasted haha.
Yeah I can't wrap my head around why when there's a wall between a flash bomb and your eyes it's ok for you, and when you turn your back on the flash bomb and it effectively becomes that wall between your eyes and a flash bomb it's not okay this time.
I think the reason it does 1 damage is because they couldn't properly code a hitmarker mechanism and instead just coded it as if it was an on-impact 1 damage dynamite
@@WhiteSharks-wz6kn That's a yikes from me dog. Hunt really does suffer from coding issues, even though I think it's one of the best made games of the era.
Flash bombs should work like concussion grenades from MW2. Takes you out of sprint and slows you down and makes your vision all blurry and shakey however it gives you a slight chance of to fight back and survive. Good video!
Concussion grenades in cod are cheap as hell too. Your sensitivity is turned to 0 and there's no chance of fighting back if they're not directly in the middle of your screen
@@StevelyBruckShut The concept of how they work in cod is still better than the bizarre way they chose to go with in Hunt, im not saying copy paste the whole idea but look at the concept of it and adjust it
@@quinx A flash grenade in cod flashes the enemy. A flash grenade in hunt flashes the enemy. What's so "bizarre" about how Hunt did it? Concussions in this game make way less sense no matter how you look at it. Lowering the duration is about the only way to go.
@@StevelyBruckShut What? The simple fact that flash grenades are proximity based and that turning away from a flash grenade has no impact on the flash duration is bizarre in itself. There's a reason why everyone that has played hunt has the natural reaction of turning away when a flash is being thrown at them. And no, lowering the duration is not the "only way to go" about it
@@quinx yeah I guess changing the tool into something entirely different is better than lowering the duration. People don't even like crouching in the game because it makes you an easier target, but somehow a tool that immobilizes you is better than a 2 second flash? Not buying that idea at all
the flashbomb is 100% necessary in a game like hunt, where some players will just camp inside and hold corners. I think the flashbomb should have reduced efficacy outside, making it's real use clearing rooms in lairs.
Maybe a way to balance it is when it depends what time of day it is. When your outside your eyes iris tend to close up during day time and during night it opens up. And when you see something bright happen to you it blinds you ad well and it's less blinding in the daywhen you have a flashlight pointed at your face. (Not sure if I was using the right eye part but follow along with me) So during the day it'll blind you for a moment. And during night it'll give you the full 5 seconds of blind.
Mostly the problem I see is that they are almost completly silent, you have the 1 sec of activation time plus the travel time. i think a good nerf would be to give them a distinct sound when equiping, like the concertina bomb, that is both loud enough to be heard and distinct enough. Also make them more consistent when using lol
They DO have a distinct sound they make, once equipped. Speaking personally, I start running the moment I hear that sound, and so flash bombs are rarely a bother to me. If people don't know that or can't hear the sound, and argument could be made for making the sound louder.
Given that Poison and Dark Sight put an overlay on your screen, I'm positive that Flash Bombs could do something similar with an overlay that isn't fully opaque like the present one.
It shouldn't effect you if you aren't looking at it. I never understood why it still got blinded for the full 6 seconds when I didn't even see the ignition. That's always been so dumb to me.
Flash bangs are OP and definitely need to be nerfed and they have been for awhile. While I don't think they ruin immersion or anything, they are a great tool to fight people inside boss lairs, but, they do need to be changed. I think 2-3 second flash duration would be good, because you would HAVE to be within a few meters to flash someone and get value out of it. Oh, and allow us to TURN AWAY from it like almost EVERY fps
They're fine as is except for not being able to turn away. That one little change would give us an effective, skill based counter to flashes. 5 seconds is a very long time in a fight, probably too long to survive, but 2 or 3 seconds is something you can deal with. 1 or 2 seconds is possibly even an advantage for you since it makes the enemies think they can push agressively even though youre ready for them by the time they actually come around the corner. Letting us reduce how strongly we get flashed would make flashbombs far less of an "I win" button in a fight without making them useless. It's a time proven mechanic from other shooters and Hunt really needs to follow the example.
I think the best thing would be to 100% fix the hit marker/consistency, bring the max flash time down a second from where it is, and let turning away reduce the flash time by half.
tbh it is a good thing to have stuff like it be strong because it and frags help break and prevent jerking in buildings. most of the time if you died to a flash its because you were trying to hide.
Like you can't one hand say were making stupid drone to combat camping. Then on the other hand nerf all the consumables that actually combat camping. you know what punished some kid sitting at the door with his double barrel a frag.
Glad to see you share my stance on flash bombs. The combination of being impact detonators while also not caring if you are looking at them just makes them have too little counterplay in too many situations. Explosive throwables are counterplayed via repositioning during the cooking time. Flashes don't have that. Flashes can express user skill and map knowledge by picking unavoidable flash angles - but their opponents can't outplay them with positioning because of the fact flashes don't actually care about hitting your eyeballs.
I was just thinking about this yesterday and couldn't agree more. The fact that it instantly explodes allows for so little counterplay, if you are in range it's already to late as looking away from it doesn't do anything (besides it being buggy sometimes). And even if that worked it would still be very strong as just the act of forcing a player to look a certain way (preferably away from where you are going to engage from) can be a very powerful thing. It just feels overtuned and on higher mmr ranges it feels rare to have a short-medium engagement that doesn't have a flashbomb in it. To which the counterargument is not to get within it's range, which isn't much of a counterargument at all as that becomes a situation where you just have to assume everyone has one at all times which isn't exactly very engaging or fun.
I'm not convinced MMR has much do do with skill so much as the willingness to use cheese tactics. I've had some insane encounters with 3 stars landing every headshot (and confirmed that they probably weren't cheating). Meanwhile, it seems like the 6 stars only use meta tactics, such as Avtomat pre-nerf, shotgun barbwire lairs, or mosin sniper.
I wish you had mentioned the little counter play there is. Like flicking at sounds with a shotgun for last ditch. Or if you are holding a door to not move the cross hair and shoot when you think they will come though the door. Also know you can still use the compass was something that I didn’t learn for a long time as a new player.
Shorten the blind to 3 seconds, and make close hits within a few meters apply light bleeding? That would give good players time to react to being rushed. Bad players would run off and then find somewhere to stop bleeding, meaning it would still be a great pushing tool. And in certain situations it would get funny kills as people got baited into waiting for a push that never came, only to bleed out. Or just make the whiteout time depend on how close you land the flashbomb to them. Within 5 meters, 5 seconds. Within more than 5, 3 seconds, any further than 15 and they get a light "stun" that can interfere with aiming. Also you should be able to throw a flash to the max distance and blind players looking at you through a scope.
They could make the flash behavior a little bit more dynamic, like a more severe effect on nighttime maps, less severe during daytime standing in full sunlight. Likewise for directly looking at the flash when it pops v.s. the effect of it when it lands behind your back. I also think the 'hazy/foggy effect' it gives right before the effect completely wears out should last a lot longer. For balancing effects I would also opt for changes to throwing and ignition behavior. Like not breaking when landing on hay (similar to water), and not being able to throw through rags (e.g. in compounds), but instead fall to the ground below it and ignite when it's thrown at the usual rags hanging in doorways... I have also noticed highly inconsistent behavior on charged throwables dropping to the ground because the player (who is about to throw it) is killed, and not generating a flash, while some explosives do still explode after player death. Why is the flash different here..? When you end up in the upper part of 5-star and early 6-star lobbies, it's all uppercuts, slugs, frags and flash-bombs. There is a reason you see these meta loadouts in 6-start lobbies with people playing this game multiple hours per day; because they are the quickest way to a kill, which points out a balancing problem. So fully agree; this thing needs to be tweaked.
It needs to wind up, to charge like an 80s camera flash and make a pinging noise for longer, louder as you charge it. Then the thrower is vulnerable and the recipient has 2 seconds fight or flee.
I've always avoided using the flash bombs because of the bug that causes the effect to be really short (like a second max) or not at all; even with a hitmarker. Is that still a thing?
Nope happens to me all the time. My team will flash us in extract and this happens or it’ll be a full duration. No seemingly rhyme or reason. It’s too inconsistent when I use them, I’ll get a flash hit marker, immediately swing in, and they shoot me straight in the head because they aren’t blind at all
Yea its still a thing. When they work, they're strong. But I disagree with Homereel that they need changing as most people swear off them for their slight unreliability
@@ryanbolson23 you can still hear when your flashed and just hold a doorway you know theyre gonna come through, it works a lot more often than youd think and people blame the old flash bug when it only happens very rarely nowadays
1. The flashbomb should not blind u if ur not looking at it (every other game does it this way) 2. The flash is way to cheap 3. it should effect u based on the enviorment, it should not only be distance based
The first thing that comes to mind, is making it work like in counter strike, so when you turn away it would blind you for a half second or even less. I am also not sure whether that is possible in cryengine. Price wont fix a thing. As a solo it is a must pick, no questions asked, at least one flash should be present in your loadout. In terms of nerf, I would make it last shorter, 5 or 6 seconds just too much. 3-4 would be ok, I guess, but only if there would be an ability to avoid it. Apart from that, I seriously can't get, why it opens through usage of concertina traps. I understand the logic, that it is a tactical gadget but still it is used in a direct opposite play-style. Opening it through decoys makes more sense, however, the decoy progression "tree" is already overloaded: first open blank fires, then alert traps (or traps first, not sure) and only after that fuses
In my experience there's 3 tiers of flash: the split second version version you showed at ~0:55, the full 5 sec you showed shortly after, but also a middle flash that lasts about 1 sec that you showed at 5:25
I think it needs to work like this: There is a 360 degree radius around a player. If you manage to turn into the half of the area 180 degrees away from the flash bomb (so a line between you the center and the flash bomb the radius, there is 180 degrees where you are facing it partly, and 180 degrees where you are turned around partly). That should determine if you are full flashed or partly flashed.
I just don't see that much flash bomb use in OCE. Arguably one of the sweatiest regions due to the small player base of veterans. Ill use them if I loot them but I will never bring one in. The inconsistency of them is a double edged sword. I run Hellfire's almost exclusively and use them much like a flash, Let me napalm strike that corner. In saying that I hellfire when I know there is a Hunter more often than not. Deff a interesting topic. I usually toss them out if I loot them in favour of a Dynamite for the inevitable wire fortress we assault. Although I usually get a chaos bomb instead cause Dennis loves me.
I play 5-6 star lobbies and rarely run into the flash, at least not to the point of remembering anyone using it against me. Had no idea anyone thought it was meta lol!
I use them fairly often. They're pretty good at cleaning up the last guy in a team or pushing a building in a pinch. They are far from meta though and this vid is a hot take imo.
@@krakenmckraken9128 Yeah especially considered they're a little bugged at max range (where you get the hit marker but the enemy isn't fully flashed), I'd say they're useful but not meta.
There is currently only 1 consistent way to counter flash bomb. You need to have a flashbomb yourself, keybind it for instant access and if you get flashed, throw it at the rushing enemy while blind to hopefully blind them and yourself. The flash should drop at the same time giving you a more fair fight.
Really good video. I love your sense of humor. In a year or more I've been subscribed I can tell that your videos became so much better than then! Thanks!
I'm going to make some points. Note that I am biased in favor but I think my reasoning is still legitimate. *1.* Flashes have some counterplay. If you get flashed, nearby teammates can protect you or you can simply run away. This isn't possible all the time but running has saved my life and my foes a good number of times. You can also just use your ears and kill them off sound but that is pretty difficult and somewhat luck based. Does work on occasion though. *2.* Flashes are not overpowered. They are powerful but they're balanced out by needing to actually capitalize on them. You can chuck a nade over a building and net a kill but with a flash you need to be able to get LoS afterwards to kill them. They're more specific in their use cases than nades which are more generally lethal. *3.* This is somewhat a continuation of #1. One of the main complaints I hear about flashes is that if you get flashed in a certain situations, you are completely dead with no options. I want you to picture one of those moments in your head; would you have survived if they decided to throw a nade or hive at you? In a majority of cases I don't think so. *4.* Being able to turn-around to avoid being flashed is not a good nerf. Having a consumable be completely countered by turning around/or just happening to be looking the other way makes the item terrible. While that, at most, 1 second window could be capitalized on, you move pretty slow in Hunt. The only situation where you could effectively make use of that small a time window is if you know an enemy is hiding in an extremely specific spot and your teammate is waiting right by the door...and that enemy doesn't just move. Also to pre-emptively counter the CSGO argument, Hunt is not CSGO; utility in Hunt is far more powerful. My opinion: If Flashes were to be nerfed, they only need a price increase and/or a decrease in flash timer by a second because 5 seconds does feel really long. Any extensive nerf would be unnecessary.
I think the easy way to make flash bomb less op is to get rid of the hit mark indicator. So u take a chance , not knowing if ur flash got ur opponent or not.
The CoD gimmick of being blinded by something you haven't seen takes away hunts realism and immersion imo. We gotta look for other ways to balance it. Maybe increase the blind radius and give a concussion type effect if you're closer but have no vision of it
Or, OOORRRR, hear me out, we can have the flash blind for a second or 2, have the after image fade rapidly, have a brown spot in the spot of your vision where your eye saw the flash for about 10 seconds after the flash, with it dissipating faster the further from the center it is. My experience welding kinda has this be my experience when getting flashed.
My biggest problem is that sometimes I get full flashed even when I actively push the guy that's throwing because I hear him, I see the bomb travel by me and go behind my back but I still get flashed for 3-4 seconds. Happened about 3 times already.
All I want is for direction to matter. Look away from flash bomb? like 1/3rd second of blind at the most. Maybe even a button to shut eyes. The fact that it landing anywhere remotely near you and the light particles magically curving around your head to blind you is the big problem.
We already have a button to shut eyes, it's called dark sight! Also, light bounces off surfaces, so getting blinded while looking away isn't as stupid as it seems.
@@Hapetiitti Closing your eyes doesn't require putting a weapon away for 3 seconds, so not quite. Also, flashes hit you looking away outside in the open and when looking at the sky(a flashbang can't bounce off the atmosphere and come back to blind you.)
@@shumatsuplaran7251 Just closing your eyes won't be enough to prevent being blinded. Try shining a bright flashlight on your eyes while they're closed and you'll see, or more precisely you won't. But going into dark sight could be thought of as magically protecting your eyes from the flash.
What if you could avoid being blinded by being in dark sight during the flash (shielding your eyes), but it would lock you in dark sight for the duration of the blindness? Or maybe just let hunters see in dark sight whenever they're blinded. That way there would be a slight counter which wouldn't make flash bombs useless, you could still run to safety, but wouldn't immediately be able to shoot whoever rushes in after the flash (which again would make it useless).
And maybe the vision range in dark sight could be reduced even more if you are blinded so you can only see like 3m in front of you, kinda like the blindness effect in minecraft
That would be even worse than just being blind, being able to see isn't as important as being able to fight back... Though both are terrible. Shielding your eyes with darksight actually sounds like a neat idea, but it needs to reward you with like, a much shorter blind, not penalize you with not being able to fight back.
The flash should be scaled to that of poison, bleeding, and burning in the sense that it would flash you longer the closer you are to the impact of the flashbomb, and it would gradually decrease the time flashed the further away you are in its 8m blast range. It should also be increased to $87 to fit in with update 1.10
Crytek might claim that the hit marker is proof that they were full flashed but that's very often not the case. Probably a bug but it's really frustrating. (Some people are just holding an angle, sure, but other people are very clearly not flashed.) Personally, I haven't seen any suggestions for "fixing" the flash that wouldn't immediately make the item complete trash tier. Any solution that involves just being able to turn away from where it lands would render it practically useless. Besides, light bounces off other objects. They're definitely the strongest consumable option but I don't really think they should be changed.
Going by what another comment suggested, I think there's at least potential in the idea of shielding your eyes with darksight. It seems to fit the game thematically, at least, and is less nimble than just turning away and back again. It'd need some iterative experimentation though, to figure out exactly how the flash should be affected by it.
bro ive been saying forever that the flash bomb needs to work at full capacity in dark areas, and like 50% in bright ones. Keeps its place as counterplay for people camping in buildings but make it more situational.
i got flashed from time to time, and the biggest issue is that even as the victim i cann see how often they think iam flashed but it only lastet for half a second. And i dont think its anywhere near meta, the last time i died to one is so lang ago i cant remember and yes iam around 5-6 stars
I totally agree with this video, but i want also to talk about expensive weapons (avtomat, nitro express, dolch). There are a lot of games that are full of players using these Op weapons and it is so annoying, i'm not a farmer player, so i usually play with cheap loadouts and i'm a 5/6 stars player, and it is a nightmare. And at least One player with avtoma, nitro or dolch per game there's always. And the situation get worse in night and fog games where people in addition to use op weapons, camp more than usual, and i can't see where i'm shooting or from where i get shot. I think that also players that leaves the lobbyes with bounties without fight are incentivized by these op weapons and by the economy of the game in general.
For me it's been super finnicky lately I've had SEVERAL cases of flashing in a small room where i'm sure there is an enemy only to not get a hit marker It's just super inconsistent
I feel like the only thing that flashbomb needs is to loose the feedback loop of showing the thrower whether he got a full flash. That would make it harder to charge into a room after throwing it, because you can't be sure if they were flashed, it would also make it slightly harder to check for enemies (you still could by listening to their grunt of pain). It would also solve the occasional bug when sometimes you get the feedback that the enemy was full flashed, but they were not and they just kill you.
Idk how mercury is used to produce flash. Modern day flashbangs use magnesium or similar light metal powders to produce intense flash in broad spectrum (it's also ultraviolet, kinda neat), but mercury? I mean, there's an application of mercury in daylight lamps, but there the light produced is due to luminophorous compound, not the mercury itself.
That has never been a thing. Flashes don't care what direction you're facing, only whether you're in range. Sometimes they bug, though, and don't fully flash someone even after giving the thrower a hitmarker.
Personally I think the time to deploy and noise is fine imo. Make it too slow and obvious and the item might become entirely useless. The noise is quiet but very distinct, with practice I had no trouble hearing it at all and reacting in time. The problem is that unless you're right next to cover there's often nothing you can usually do about it even if you react fast enough. What I want is to be able to turn and look away from the impact in order to drastically reduce the time I'm flashed. Currently the time you're blinded seems decided exclusively by your proximity to the "explosion". If its right on top of you you get the full 5 seconds, if you're right at the edge you only get 1 or 2 seconds. Which way you look doesn't seem to matter. If we can additionally affect this by quickly making a judgment call on where the flash is likely to land and then turning to face away from it we get a skill based counter that none the less still keeps the flash bomb around as an effective piece of utility. If I can reasonably reliably reduce the flashed time from 5 seconds to 3 in the center and from 1-2 to >1seconds at the very edge then I can improve my odds of surviving a flash push by a huge margin. I like skill based mechanics like these since they both reward accurate flash throws (longer blind time) while also rewarding paying attention (hearing the destinct noise) and quick reactions (anticipating where it goes and turning).
You really should put the inconsistency into account. I absolutely hate to use flashbomb, I usually throw them away when getting them out of a lootbox. I died way too many times by my own flashbombs or that they hit but didnt do anything. Way more then they were actually effective. A friend hit other Enemys against their body and they were not flashed at all....
TLDR: the flash is fine, it use for the purpose of counter to the camper. The weakness of the flash is that it move very very slow, so it is possible to run away from it or even shoot it. This video is only here for the advertisement. Thank you.
They should change it so you need to face the flash. I dont know a single other game where a flashbang that explodes behind you still has the full effect. I assume the reason why it works like it works rn is cause it uses the same scripts as all the other bombs so after checking the radius it sends a dmg and effect to the player controller. Also please at the very least give us the option to change the effect to a black screen, most of us play after worrk in the evening and night. If you take one thing from tarkov take the flashbang effect it looks decent and doesnt hurt your eyes. I personally would like if the flashbang effect looked better and wasn't full opaque tho. Maybe have the last image "burned in" that then slowly fades away, that way you at least have a little bit of spatial awareness.
I don't equip flash bombs because I find the hit marker too unreliable. I wish CryTek would make it possible to tell whether or not you've really flashed someone... Like either by eliminating the (frankly useless) partial flash entirely, or only giving a hit marker for a full flash.
A trait that makes it so that whilst in dark site the player is immune to flash bombs could balance it, especially as the flash bomb is more common in 5/6 star lobbies the more skilled players would be better at using this trait to its full potential (timing dark site right). This trait could also come with an increase in the time it takes to open dark site so it requires some skill and timing to use. The cost of this would probably best be in the 1-4 point cost range.
I really don't want another ultra-specific trait in this game. Calling that balance in a world where they're making all of the most picked traits more expensive at once is just not going to accomplish anything except giving the devs something to point to and claim they don't need to balance flashes because there's a "counter" in the game. If they add a counter, it needs to be innate and part of the basic gameplay so everybody can use it, not something that you have to buy on every hunter or accept the L when someone happens to flash you.
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Currently the main counter to a flash bomb is a flash bomb. Counter flashing the ground in front of you shortly after getting flashed is actually pretty darn effective.
Sure, you're blind too, but so is the guy rushing you so you're back to a fair fight. Use the couple seconds of blind time to pull out your melee weapon and run towards where you hear him. Nothing ends a gunfight quite like cracking someones skull with your knuckle dusters.
Personally I think the time to flash mechanics are mostly fine as they are. Make it too ineffective and the item might become entirely useless. And ballancing by price is just a disaster waiting to happen. The only ones affected by that would be the people who least benefit from flash bombs anyway. The top tier of players can still afford to constantly use them even at twice the price.
The issue with the flash bomb currently is that the time you're blinded seems decided exclusively by your proximity to the "explosion". If its right on top of you you get the full 5 seconds, if you're right at the edge you only get a whiteout for 1 or 2 seconds. Which way you're looking doesn't seem to matter.
What I want is to be able to turn and look away from the impact in order to drastically reduce the time I'm flashed. Similar to how many other shooters handle it.
If we can affect the impact of the flash bomb by quickly making a judgment call on where the flash is likely to land and then turning to face away from it we get a skill based counter that none the less still keeps the flash bomb an effective piece of utility for enabling pushes in situations that might else become stalemates (this is the main reason why I think the flash bomb is an incredibly important piece of utility. Sometimes its the only way to break into a camped boss lair).
If I can reasonably reliably reduce the flashed time from 5 seconds to 3 in the center and from 2 to >1 seconds at the very edge of the affected area then I can improve my odds of surviving a flash push by a huge margin.
I like skill based mechanics like these since they both reward accurate flash throws (longer blind time) while also rewarding paying attention (hearing the destinct noise) and quick reactions (anticipating where it goes and turning).
Yeah but that just means you always have to bring a flash or you can’t play the game. Except for the medkit no items should be MUST PICKS, especially not when they erase your ability to fight back.
What’s strange to me is they seem inconsistent when I experience them. My team will flash ourselves in extract point blank at our feet, and we’re blind for a second, maybe two. But there’s been times I’ve been flashed in an engagement and was flashed for 5 seconds on the recording. So like I personally don’t use them anymore because sometimes I get a hit marker and the dude isn’t blind at all and kills me right as I swing in the door. And I don’t like that.
Yeah, I had a situation a few weeks back where I threw a flash across a large room (the main room in Slaughterhouse, I think). I got a hit marker but the guy wasn't flashed. Meanwhile, somehow I got full flashed from my own flash bomb, even though I wasn't anywhere near it. It's rare but there are odd inconsistencies with them.
the hit markers on the flash bombs have gotten somewhat inconsistent a couple patches ago. Sometimes I will get no hit marker on whats obviously a hit but my teammate spectating my view gets one and then wonders why I dont push after my successful flash.
This is part of the reason why this item isn't well designed
@@GwynoftheMist This item was well designed until they nerfed it.
"On the recording" thanks for that detail too many people are fooled by anecdotal/observation bias
It shouldn’t work if you aren’t looking at it. That’s how you fix it. Right now it’s absolutely bonkers how it flashes you despite being 10 feet behind you in the opposite direction you’re looking.
That would make them useles.
@@PeXis would prefer for them to be useless as opposed to the instant wins they are in 6 star lobbies rn lmao
@@PeXis cs go and other games has that, and that seems to work pretty good?
@@slasky8164 Completely different style of game and you can hear the flash being primed in hunt. Killing a player in hunt is also much harder so even if you get flashed, it's not an automatic death. No way I would waste a consumable slot for a flash if it worked like in CS GO.
@@PeXis no it wouldn’t. If you depend on them to win a fight maybe you shouldn’t have them. Flashes and stuns are some of the worst game mechanics to ever be added, especially in PVP focused games where skill should be the defining factor behind you getting a high KD. If you get dunked without them you don’t belong where they took you. Which makes them an issue.
Honestly, the Flash bomb should have the "are you facing it?" thing so people can actually survive a weakened effect from it.
I have no idea why its not like that honestly, maybe it could fuck with your hearing or something but how does it blind you when you dont even look at it. All my muscle memory from CS just wasted haha.
Yeah I can't wrap my head around why when there's a wall between a flash bomb and your eyes it's ok for you, and when you turn your back on the flash bomb and it effectively becomes that wall between your eyes and a flash bomb it's not okay this time.
it used to have that, in exchange it made 0 sound when prepared and thrown
Also sometimes flashbomb deal damage but flash only for 0.1 sec. Thats feel realy inconsistent.
I think the reason it does 1 damage is because they couldn't properly code a hitmarker mechanism and instead just coded it as if it was an on-impact 1 damage dynamite
@@WhiteSharks-wz6kn That's a yikes from me dog. Hunt really does suffer from coding issues, even though I think it's one of the best made games of the era.
Flash bombs should work like concussion grenades from MW2. Takes you out of sprint and slows you down and makes your vision all blurry and shakey however it gives you a slight chance of to fight back and survive. Good video!
Concussion grenades in cod are cheap as hell too. Your sensitivity is turned to 0 and there's no chance of fighting back if they're not directly in the middle of your screen
@@StevelyBruckShut The concept of how they work in cod is still better than the bizarre way they chose to go with in Hunt, im not saying copy paste the whole idea but look at the concept of it and adjust it
@@quinx A flash grenade in cod flashes the enemy. A flash grenade in hunt flashes the enemy. What's so "bizarre" about how Hunt did it? Concussions in this game make way less sense no matter how you look at it. Lowering the duration is about the only way to go.
@@StevelyBruckShut What? The simple fact that flash grenades are proximity based and that turning away from a flash grenade has no impact on the flash duration is bizarre in itself. There's a reason why everyone that has played hunt has the natural reaction of turning away when a flash is being thrown at them. And no, lowering the duration is not the "only way to go" about it
@@quinx yeah I guess changing the tool into something entirely different is better than lowering the duration. People don't even like crouching in the game because it makes you an easier target, but somehow a tool that immobilizes you is better than a 2 second flash? Not buying that idea at all
the flashbomb is 100% necessary in a game like hunt, where some players will just camp inside and hold corners. I think the flashbomb should have reduced efficacy outside, making it's real use clearing rooms in lairs.
This.
Good idea
Always thought this would be the best nerf, sadly it doesnt seem like something easy to implement
yeah, something like the full 5 secs inside and like, 2-3 tops outside, or the thing he said about other games doing it differently
Maybe a way to balance it is when it depends what time of day it is. When your outside your eyes iris tend to close up during day time and during night it opens up. And when you see something bright happen to you it blinds you ad well and it's less blinding in the daywhen you have a flashlight pointed at your face. (Not sure if I was using the right eye part but follow along with me) So during the day it'll blind you for a moment. And during night it'll give you the full 5 seconds of blind.
6:04 Door stuck DOOR STUCK!!
Mostly the problem I see is that they are almost completly silent, you have the 1 sec of activation time plus the travel time. i think a good nerf would be to give them a distinct sound when equiping, like the concertina bomb, that is both loud enough to be heard and distinct enough. Also make them more consistent when using lol
They DO have a distinct sound they make, once equipped. Speaking personally, I start running the moment I hear that sound, and so flash bombs are rarely a bother to me. If people don't know that or can't hear the sound, and argument could be made for making the sound louder.
@@ndalum75 I think they we're meaning, that it should make a certain sound when you equip it. Not the initial "cooking" of the flash bomb.
Biggest problem is every time I get hit I have to fight my way back to the bayou from skyrim
On the note of queen lyrics, i allways scream MOMMMMAAAAA OOOOOOOOOOOOO when i get flashed aswell
The frag needed the nerf. It was basically free kills if it landed in someone’s zip code
Given that Poison and Dark Sight put an overlay on your screen, I'm positive that Flash Bombs could do something similar with an overlay that isn't fully opaque like the present one.
It shouldn't effect you if you aren't looking at it. I never understood why it still got blinded for the full 6 seconds when I didn't even see the ignition. That's always been so dumb to me.
Flash bangs are OP and definitely need to be nerfed and they have been for awhile. While I don't think they ruin immersion or anything, they are a great tool to fight people inside boss lairs, but, they do need to be changed. I think 2-3 second flash duration would be good, because you would HAVE to be within a few meters to flash someone and get value out of it. Oh, and allow us to TURN AWAY from it like almost EVERY fps
Agree, if you turn away you don't get flashed but maybe can't hear for a few seconds
They're fine as is except for not being able to turn away. That one little change would give us an effective, skill based counter to flashes.
5 seconds is a very long time in a fight, probably too long to survive, but 2 or 3 seconds is something you can deal with. 1 or 2 seconds is possibly even an advantage for you since it makes the enemies think they can push agressively even though youre ready for them by the time they actually come around the corner.
Letting us reduce how strongly we get flashed would make flashbombs far less of an "I win" button in a fight without making them useless. It's a time proven mechanic from other shooters and Hunt really needs to follow the example.
I think the best thing would be to 100% fix the hit marker/consistency, bring the max flash time down a second from where it is, and let turning away reduce the flash time by half.
tbh it is a good thing to have stuff like it be strong because it and frags help break and prevent jerking in buildings. most of the time if you died to a flash its because you were trying to hide.
Like you can't one hand say were making stupid drone to combat camping. Then on the other hand nerf all the consumables that actually combat camping. you know what punished some kid sitting at the door with his double barrel a frag.
Honestly I get blinded by my own flashes more than my enemies..
Glad to see you share my stance on flash bombs.
The combination of being impact detonators while also not caring if you are looking at them just makes them have too little counterplay in too many situations.
Explosive throwables are counterplayed via repositioning during the cooking time. Flashes don't have that.
Flashes can express user skill and map knowledge by picking unavoidable flash angles - but their opponents can't outplay them with positioning because of the fact flashes don't actually care about hitting your eyeballs.
I was just thinking about this yesterday and couldn't agree more. The fact that it instantly explodes allows for so little counterplay, if you are in range it's already to late as looking away from it doesn't do anything (besides it being buggy sometimes). And even if that worked it would still be very strong as just the act of forcing a player to look a certain way (preferably away from where you are going to engage from) can be a very powerful thing. It just feels overtuned and on higher mmr ranges it feels rare to have a short-medium engagement that doesn't have a flashbomb in it. To which the counterargument is not to get within it's range, which isn't much of a counterargument at all as that becomes a situation where you just have to assume everyone has one at all times which isn't exactly very engaging or fun.
I'm not convinced MMR has much do do with skill so much as the willingness to use cheese tactics. I've had some insane encounters with 3 stars landing every headshot (and confirmed that they probably weren't cheating). Meanwhile, it seems like the 6 stars only use meta tactics, such as Avtomat pre-nerf, shotgun barbwire lairs, or mosin sniper.
I wish you had mentioned the little counter play there is. Like flicking at sounds with a shotgun for last ditch. Or if you are holding a door to not move the cross hair and shoot when you think they will come though the door. Also know you can still use the compass was something that I didn’t learn for a long time as a new player.
Shorten the blind to 3 seconds, and make close hits within a few meters apply light bleeding? That would give good players time to react to being rushed. Bad players would run off and then find somewhere to stop bleeding, meaning it would still be a great pushing tool. And in certain situations it would get funny kills as people got baited into waiting for a push that never came, only to bleed out.
Or just make the whiteout time depend on how close you land the flashbomb to them. Within 5 meters, 5 seconds. Within more than 5, 3 seconds, any further than 15 and they get a light "stun" that can interfere with aiming.
Also you should be able to throw a flash to the max distance and blind players looking at you through a scope.
They could make the flash behavior a little bit more dynamic, like a more severe effect on nighttime maps, less severe during daytime standing in full sunlight.
Likewise for directly looking at the flash when it pops v.s. the effect of it when it lands behind your back.
I also think the 'hazy/foggy effect' it gives right before the effect completely wears out should last a lot longer.
For balancing effects I would also opt for changes to throwing and ignition behavior. Like not breaking when landing on hay (similar to water), and not being able to throw through rags (e.g. in compounds), but instead fall to the ground below it and ignite when it's thrown at the usual rags hanging in doorways...
I have also noticed highly inconsistent behavior on charged throwables dropping to the ground because the player (who is about to throw it) is killed, and not generating a flash, while some explosives do still explode after player death. Why is the flash different here..?
When you end up in the upper part of 5-star and early 6-star lobbies, it's all uppercuts, slugs, frags and flash-bombs. There is a reason you see these meta loadouts in 6-start lobbies with people playing this game multiple hours per day; because they are the quickest way to a kill, which points out a balancing problem. So fully agree; this thing needs to be tweaked.
The Flash Gordon part has been part of my curse for so long, I'm glad I'm not the only one
same here fam
And here I am just throwing them in the water so I can unlock stuff and things.
Gotta say, that intro gives me a chuckle every time I hear it.
Coming back to the Queen theme was LOL. I want to break free. Well done.
It needs to wind up, to charge like an 80s camera flash and make a pinging noise for longer, louder as you charge it. Then the thrower is vulnerable and the recipient has 2 seconds fight or flee.
I've always avoided using the flash bombs because of the bug that causes the effect to be really short (like a second max) or not at all; even with a hitmarker. Is that still a thing?
Nope happens to me all the time. My team will flash us in extract and this happens or it’ll be a full duration. No seemingly rhyme or reason. It’s too inconsistent when I use them, I’ll get a flash hit marker, immediately swing in, and they shoot me straight in the head because they aren’t blind at all
Yea its still a thing. When they work, they're strong. But I disagree with Homereel that they need changing as most people swear off them for their slight unreliability
@@ryanbolson23 you can still hear when your flashed and just hold a doorway you know theyre gonna come through, it works a lot more often than youd think and people blame the old flash bug when it only happens very rarely nowadays
@@willwilson7461 *you’re
These guides are a good blend of comedy and info. Good stuff.
2.5 stars here. I flash myself more often than I flash others with it
1. The flashbomb should not blind u if ur not looking at it (every other game does it this way)
2. The flash is way to cheap
3. it should effect u based on the enviorment, it should not only be distance based
Ive gotten a couple kills running sparks + flashbang
Its pretty funny
Well people have Reshade now to counter Flash Bomb
Your videos keep getting better man. Keep it up
Also BENQ SPONSORSHIP HELLO?? My man really going places
The first thing that comes to mind, is making it work like in counter strike, so when you turn away it would blind you for a half second or even less. I am also not sure whether that is possible in cryengine. Price wont fix a thing. As a solo it is a must pick, no questions asked, at least one flash should be present in your loadout. In terms of nerf, I would make it last shorter, 5 or 6 seconds just too much. 3-4 would be ok, I guess, but only if there would be an ability to avoid it.
Apart from that, I seriously can't get, why it opens through usage of concertina traps. I understand the logic, that it is a tactical gadget but still it is used in a direct opposite play-style. Opening it through decoys makes more sense, however, the decoy progression "tree" is already overloaded: first open blank fires, then alert traps (or traps first, not sure) and only after that fuses
In my experience there's 3 tiers of flash: the split second version version you showed at ~0:55, the full 5 sec you showed shortly after, but also a middle flash that lasts about 1 sec that you showed at 5:25
1:07 i should have know better...
Does this mean you want me to stop running at people telling them "My name is Henry Sparks'inger, and this is my magic murder bomb."?
i never really understood how something that blinds you, blinds you when your not looking at it
I think it needs to work like this: There is a 360 degree radius around a player. If you manage to turn into the half of the area 180 degrees away from the flash bomb (so a line between you the center and the flash bomb the radius, there is 180 degrees where you are facing it partly, and 180 degrees where you are turned around partly). That should determine if you are full flashed or partly flashed.
I just don't see that much flash bomb use in OCE. Arguably one of the sweatiest regions due to the small player base of veterans. Ill use them if I loot them but I will never bring one in. The inconsistency of them is a double edged sword. I run Hellfire's almost exclusively and use them much like a flash, Let me napalm strike that corner. In saying that I hellfire when I know there is a Hunter more often than not. Deff a interesting topic. I usually toss them out if I loot them in favour of a Dynamite for the inevitable wire fortress we assault. Although I usually get a chaos bomb instead cause Dennis loves me.
Sick jazz at the end
I play 5-6 star lobbies and rarely run into the flash, at least not to the point of remembering anyone using it against me. Had no idea anyone thought it was meta lol!
I use them fairly often. They're pretty good at cleaning up the last guy in a team or pushing a building in a pinch. They are far from meta though and this vid is a hot take imo.
@@krakenmckraken9128 Yeah especially considered they're a little bugged at max range (where you get the hit marker but the enemy isn't fully flashed), I'd say they're useful but not meta.
There is currently only 1 consistent way to counter flash bomb. You need to have a flashbomb yourself, keybind it for instant access and if you get flashed, throw it at the rushing enemy while blind to hopefully blind them and yourself. The flash should drop at the same time giving you a more fair fight.
Really good video. I love your sense of humor. In a year or more I've been subscribed I can tell that your videos became so much better than then! Thanks!
I'm going to make some points. Note that I am biased in favor but I think my reasoning is still legitimate.
*1.* Flashes have some counterplay. If you get flashed, nearby teammates can protect you or you can simply run away. This isn't possible all the time but running has saved my life and my foes a good number of times. You can also just use your ears and kill them off sound but that is pretty difficult and somewhat luck based. Does work on occasion though.
*2.* Flashes are not overpowered. They are powerful but they're balanced out by needing to actually capitalize on them. You can chuck a nade over a building and net a kill but with a flash you need to be able to get LoS afterwards to kill them. They're more specific in their use cases than nades which are more generally lethal.
*3.* This is somewhat a continuation of #1. One of the main complaints I hear about flashes is that if you get flashed in a certain situations, you are completely dead with no options. I want you to picture one of those moments in your head; would you have survived if they decided to throw a nade or hive at you? In a majority of cases I don't think so.
*4.* Being able to turn-around to avoid being flashed is not a good nerf. Having a consumable be completely countered by turning around/or just happening to be looking the other way makes the item terrible. While that, at most, 1 second window could be capitalized on, you move pretty slow in Hunt. The only situation where you could effectively make use of that small a time window is if you know an enemy is hiding in an extremely specific spot and your teammate is waiting right by the door...and that enemy doesn't just move. Also to pre-emptively counter the CSGO argument, Hunt is not CSGO; utility in Hunt is far more powerful.
My opinion: If Flashes were to be nerfed, they only need a price increase and/or a decrease in flash timer by a second because 5 seconds does feel really long. Any extensive nerf would be unnecessary.
Despite sounding dead you've managed to make me laugh a couple of times xD
Making it diffusible would be cool make it just have a fuse like anything else and detonate when the fuse is out
That intro joke made me cackle.
...not that i enjoy dying without a fight but its a flash bomb. we are lucky enough to not go deaf at the same.
The full white out effect can vary in length though.
wait they dont have to be looking at it?
just within 8 meters?
I think the easy way to make flash bomb less op is to get rid of the hit mark indicator. So u take a chance , not knowing if ur flash got ur opponent or not.
Your videos my guy are to entertaining. Perfect after studying for a whole day keep it up
The CoD gimmick of being blinded by something you haven't seen takes away hunts realism and immersion imo. We gotta look for other ways to balance it. Maybe increase the blind radius and give a concussion type effect if you're closer but have no vision of it
Or make it like csgo, it ain't rocket science reduce the effect to 1-2 second if your back is turned to it.
Or, OOORRRR, hear me out, we can have the flash blind for a second or 2, have the after image fade rapidly, have a brown spot in the spot of your vision where your eye saw the flash for about 10 seconds after the flash, with it dissipating faster the further from the center it is. My experience welding kinda has this be my experience when getting flashed.
My biggest problem is that sometimes I get full flashed even when I actively push the guy that's throwing because I hear him, I see the bomb travel by me and go behind my back but I still get flashed for 3-4 seconds. Happened about 3 times already.
The flash duration is based on distance, not direction
@@4on4nam That's so dumb, why should a flash blind you when your not even looking at it
All I want is for direction to matter. Look away from flash bomb? like 1/3rd second of blind at the most. Maybe even a button to shut eyes. The fact that it landing anywhere remotely near you and the light particles magically curving around your head to blind you is the big problem.
We already have a button to shut eyes, it's called dark sight! Also, light bounces off surfaces, so getting blinded while looking away isn't as stupid as it seems.
@@Hapetiitti Closing your eyes doesn't require putting a weapon away for 3 seconds, so not quite. Also, flashes hit you looking away outside in the open and when looking at the sky(a flashbang can't bounce off the atmosphere and come back to blind you.)
@@shumatsuplaran7251 Just closing your eyes won't be enough to prevent being blinded. Try shining a bright flashlight on your eyes while they're closed and you'll see, or more precisely you won't. But going into dark sight could be thought of as magically protecting your eyes from the flash.
@@Hapetiitti You're right. Should have said a "cover eyes" button. One hand can do it just fine.
What if you could avoid being blinded by being in dark sight during the flash (shielding your eyes), but it would lock you in dark sight for the duration of the blindness? Or maybe just let hunters see in dark sight whenever they're blinded. That way there would be a slight counter which wouldn't make flash bombs useless, you could still run to safety, but wouldn't immediately be able to shoot whoever rushes in after the flash (which again would make it useless).
And maybe the vision range in dark sight could be reduced even more if you are blinded so you can only see like 3m in front of you, kinda like the blindness effect in minecraft
That would be even worse than just being blind, being able to see isn't as important as being able to fight back... Though both are terrible. Shielding your eyes with darksight actually sounds like a neat idea, but it needs to reward you with like, a much shorter blind, not penalize you with not being able to fight back.
I need a video on how to unlock equipment like the fuse gun
look mom, i made it
I really had to laugh out loud at 2:29 :D
the intro joke lmaooooo
The fact that turning around doesn't save you makes the flash bomb way too effective.
The flash should be scaled to that of poison, bleeding, and burning in the sense that it would flash you longer the closer you are to the impact of the flashbomb, and it would gradually decrease the time flashed the further away you are in its 8m blast range. It should also be increased to $87 to fit in with update 1.10
I would have never guessed in my wildest imagination for a Ezra Miller reference to appear here
You kinda forgot the issue with flashbangs where it gives a hit marker but the enemy isn't flashed.
I thought the Queen-song that came to your mind was Bohemian Rhapsody with "I don't wanna die" xD
That queen joke was chefs 💋 love your content home. And love yooouuu
Crytek might claim that the hit marker is proof that they were full flashed but that's very often not the case. Probably a bug but it's really frustrating. (Some people are just holding an angle, sure, but other people are very clearly not flashed.)
Personally, I haven't seen any suggestions for "fixing" the flash that wouldn't immediately make the item complete trash tier. Any solution that involves just being able to turn away from where it lands would render it practically useless. Besides, light bounces off other objects.
They're definitely the strongest consumable option but I don't really think they should be changed.
Dumb take.
Going by what another comment suggested, I think there's at least potential in the idea of shielding your eyes with darksight. It seems to fit the game thematically, at least, and is less nimble than just turning away and back again. It'd need some iterative experimentation though, to figure out exactly how the flash should be affected by it.
isnt't flash duration based on distance from the explosion? I definately have been flashed for like 2 seconds
bro ive been saying forever that the flash bomb needs to work at full capacity in dark areas, and like 50% in bright ones. Keeps its place as counterplay for people camping in buildings but make it more situational.
or just let u fuckin turn around and not look at it and play a different audio queue so you know if the person got full flashed or not
i got flashed from time to time, and the biggest issue is that even as the victim i cann see how often they think iam flashed but it only lastet for half a second. And i dont think its anywhere near meta, the last time i died to one is so lang ago i cant remember and yes iam around 5-6 stars
I totally agree with this video, but i want also to talk about expensive weapons (avtomat, nitro express, dolch). There are a lot of games that are full of players using these Op weapons and it is so annoying, i'm not a farmer player, so i usually play with cheap loadouts and i'm a 5/6 stars player, and it is a nightmare. And at least One player with avtoma, nitro or dolch per game there's always. And the situation get worse in night and fog games where people in addition to use op weapons, camp more than usual, and i can't see where i'm shooting or from where i get shot. I think that also players that leaves the lobbyes with bounties without fight are incentivized by these op weapons and by the economy of the game in general.
For me it's been super finnicky lately
I've had SEVERAL cases of flashing in a small room where i'm sure there is an enemy only to not get a hit marker
It's just super inconsistent
I think that the flashbomb should only blind if you're looking at the impact
I'm saying the same thing
they are nerfing the frag bomb?
I feel like the only thing that flashbomb needs is to loose the feedback loop of showing the thrower whether he got a full flash. That would make it harder to charge into a room after throwing it, because you can't be sure if they were flashed, it would also make it slightly harder to check for enemies (you still could by listening to their grunt of pain). It would also solve the occasional bug when sometimes you get the feedback that the enemy was full flashed, but they were not and they just kill you.
I think you need to expand on what you mean by "I disagree with that as a design choice" why? What's the problem here?
Does its also blind you if your looking in an other direction?
Yes. Best thing to avoid the flash is having an object in line of sight between you and the flash
@@Sonolock thanks!
Bad joke info ad break. Classic.
In a good way though 😂👌
Flash bombs are so inconsistent imo,I've even stopped bringing them because of this fact
Idk how mercury is used to produce flash. Modern day flashbangs use magnesium or similar light metal powders to produce intense flash in broad spectrum (it's also ultraviolet, kinda neat), but mercury? I mean, there's an application of mercury in daylight lamps, but there the light produced is due to luminophorous compound, not the mercury itself.
An ad? Great, congrats!
I'm here for the puns
No mention about the false hitmarker?
I would just turn and look away from flashbombs and whip back after detonation and not be affected. Was that changed?
That has never been a thing. Flashes don't care what direction you're facing, only whether you're in range. Sometimes they bug, though, and don't fully flash someone even after giving the thrower a hitmarker.
Honestly the best way to make the flash bomb more balanced is to make it not explode on impact, or make the deploy louder and take a little longer.
Personally I think the time to deploy and noise is fine imo. Make it too slow and obvious and the item might become entirely useless.
The noise is quiet but very distinct, with practice I had no trouble hearing it at all and reacting in time. The problem is that unless you're right next to cover there's often nothing you can usually do about it even if you react fast enough.
What I want is to be able to turn and look away from the impact in order to drastically reduce the time I'm flashed.
Currently the time you're blinded seems decided exclusively by your proximity to the "explosion". If its right on top of you you get the full 5 seconds, if you're right at the edge you only get 1 or 2 seconds. Which way you look doesn't seem to matter.
If we can additionally affect this by quickly making a judgment call on where the flash is likely to land and then turning to face away from it we get a skill based counter that none the less still keeps the flash bomb around as an effective piece of utility.
If I can reasonably reliably reduce the flashed time from 5 seconds to 3 in the center and from 1-2 to >1seconds at the very edge then I can improve my odds of surviving a flash push by a huge margin.
I like skill based mechanics like these since they both reward accurate flash throws (longer blind time) while also rewarding paying attention (hearing the destinct noise) and quick reactions (anticipating where it goes and turning).
Howdy HomeReel! What headphone setup do you use when gaming?
I use the HyperX Cloud Stinger Core Wireless. Just I turn off the virtual surround sound for Hunt. Decent headset but my upgrade in the future
Please make another video on this topic. Especially when it comes to proposing a change.
So many high MMR players/streamers rely on these for kills
You really should put the inconsistency into account. I absolutely hate to use flashbomb, I usually throw them away when getting them out of a lootbox.
I died way too many times by my own flashbombs or that they hit but didnt do anything. Way more then they were actually effective.
A friend hit other Enemys against their body and they were not flashed at all....
TLDR: the flash is fine, it use for the purpose of counter to the camper. The weakness of the flash is that it move very very slow, so it is possible to run away from it or even shoot it. This video is only here for the advertisement. Thank you.
Best thing imo is to allow people to look away from the flash.
They should change it so you need to face the flash. I dont know a single other game where a flashbang that explodes behind you still has the full effect. I assume the reason why it works like it works rn is cause it uses the same scripts as all the other bombs so after checking the radius it sends a dmg and effect to the player controller.
Also please at the very least give us the option to change the effect to a black screen, most of us play after worrk in the evening and night. If you take one thing from tarkov take the flashbang effect it looks decent and doesnt hurt your eyes. I personally would like if the flashbang effect looked better and wasn't full opaque tho. Maybe have the last image "burned in" that then slowly fades away, that way you at least have a little bit of spatial awareness.
I don't equip flash bombs because I find the hit marker too unreliable. I wish CryTek would make it possible to tell whether or not you've really flashed someone... Like either by eliminating the (frankly useless) partial flash entirely, or only giving a hit marker for a full flash.
"Flash. Ahhhhhhh" XD
Nice music choice. Also, what does dark sight look like when flashed?
it just needs to be like most other games and require you to be looking at it to get flashed
A trait that makes it so that whilst in dark site the player is immune to flash bombs could balance it, especially as the flash bomb is more common in 5/6 star lobbies the more skilled players would be better at using this trait to its full potential (timing dark site right). This trait could also come with an increase in the time it takes to open dark site so it requires some skill and timing to use. The cost of this would probably best be in the 1-4 point cost range.
I really don't want another ultra-specific trait in this game. Calling that balance in a world where they're making all of the most picked traits more expensive at once is just not going to accomplish anything except giving the devs something to point to and claim they don't need to balance flashes because there's a "counter" in the game. If they add a counter, it needs to be innate and part of the basic gameplay so everybody can use it, not something that you have to buy on every hunter or accept the L when someone happens to flash you.
1:35 and his name is JOHN CENA...