Hunt: Showdown update 1.9 is coming to consoles on July 25

2022-07-23 00:18:43 By : Mr. Guo Liang Wu

Hunt Showdown will get its highly anticipated 1.9 console update on July 25. The server downtime hasn’t been announced yet but should be revealed during the coming weekend. As per the official tweet made by Hunt: Showdown’s official Twitter profile, this update will be slightly enhanced with a pre-hotfix titled 1.9.0.1.

Below you can find the official announcement detailing the arrival of Hunt Showdown’s patch 1.9 to consoles.

Update 1.9 is coming to Console on Monday, July 25th! 🎉

For the console release, we are pairing Update 1.9 with a new Hotfix which we call Update 1.9.0.1

We appreciate your patience. Please stay tuned for our server downtime announcement coming this weekend. 😊

— Hunt: Showdown | Update 1.9 (@HuntShowdown) July 22, 2022

If you’re unaware of the upcoming changes, patch 1.9 has a lot in store. Based on the PC version which already has the 1.9 update available, you can find all of the changes below:

With this update, we have introduced some improvements to player movement in relation to issues around Desync.

Local improvements – these refer to improvements relating to your Hunter on your client. We have improved the error correction in game which should allow for faster and fairer feedback in those instances where desync can occur. The aim here is to reduce the instances of abrupt and unexpected teleports. However, it is important to note, bad network connectivity, latency or other network interrupts will mean that some instance of teleporting will occur.

Remote improvements – these refer to improvements relating to all other hunters in your match. The improvement now will ensure that the server’s entity position is more accurate. This should adjust for discrepancies and improve overall interaction. This will especially be effective in those instances where hunters cannot be revived or looted because the body has registered in a different position on the client compared with the server.

We know that this has been a big topic in the community for quite some time, and we really hope these changes will have a positive impact. From our internal tests, we have seen improvement, but need your feedback to ensure that these improvements are a step in the right direction.

We know that adding a region lock or ping limit has been a contentious topic within the community. Many have been asking for this feature for a long time, while others have said that playing with friends or on more populated servers is more important. This was all feedback we had to keep in mind when creating this feature, and we hope that we have been able to find a middle ground here that will accommodate everyone.

Please keep in mind that the current limit of 225ms is just a base starting point. We will continue to monitor this to change and can adjust the value to be either higher or lower based on the data and feedback we recieve.

Solo players will no longer be able to join regions with high latency and random groups will pair you with players within your region, but if you select a region where your ping is too high, you will be notified to change regions to one with lower latency before queuing for randoms. We look forward to hearing your feedback as this will help us to ensure this system is balanced, but effective.

The improvements made to the team details screen should now provide a better overview of what happened during your last match. This will add some missing context around key events involving your partner(s) as well as timestamps that will provide some extra context around when these interactions occurred.

We hope that these additions will help you to gain a better insight into which in-game events line up with which enemy hunters to allow you to paint a clearer, more accurate breakdown of the interactions of you, your team, and enemy hunters from the last match.

After an extensive review of the data around the length of matches, we found that only 1% of all matches went beyond the 45-minute mark. Given the fact that such a small number of matches are this long, we felt that a reduction would provide several benefits. This change will bring improvements to the server load as well improve the matchmaking speed. We understand not everyone will be happy with this change but based on the data and our research around this, we feel there are for more benefits than downside. However, we will monitor this change closely over the coming months to see if that is the case.

This is one of the first steps in an ongoing effort to improve the overall readability of audio cues. In most scenarios, gunshots are quite readable, but we noticed some issues in their behaviour over longer distances, especially differentiating between an indoor or an outdoor shot.

This change should make it much easier to tell these apart. You will notice two defining elements to the sounds that will give you the information you need to pinpoint where it came from. If it has a long reverberant tail after the shot has been fired, then this was most likely fired outdoors, while indoor shot will not have this kind of tail to the sound but will have a special interior sound that will play alongside the gunshot sound.

We are hopeful that this will be a bit improvement to the overall readability so make sure to test this out and give us your feedback.

The Uppercut has always been one of the weapons with the highest pick rate in Hunt, and for good reason. It is a very versatile weapon in most situations and deals high damage at various ranges. However, with this update, we want to move this weapon away from its current dominating position.

The Uppercut will still deal 125 damage up to 20m or so (previously up to 30m), meaning you can still easily down a player that has lost a small health chunk. However, it will now deal more damage at further ranges, increasing the effective range and allowing the ability to deal more damage to other body parts at range.

Our hope is this will allow it to find a specific spot in the Arsenal alongside the existing weapons and any future additions.

In general, we were seeing a lower pick rate for the Heavy knife over the regular knife, this of course is not an issue, but we wanted to make sure the Heavy Knife is also seen as an attractive option as a melee tool.

With these changes the two are now closer in terms of heavy attack stamina usage with the Knife still having a slight edge (pun-intended). The important thing that has always distinguished the two options has been the attack animation and hit consistency, this is where we want a lot of the choice between the two to come from, your personal preference when using them.

With the changes to the Heavy knives above, we also wanted to make sure that the two small slot melee weapons still stand out as options in comparison to the tools, so we also adjusted them to account for these changes.

We had also seen a lower pick rates when looking at the Talon variants and wanted to make sure these were an attractive option for players. These changes are a re-imagining of the variant as we saw it was difficult to find their own spots when compared to other melee options. Each swing of the Talon is now much deadlier, for example killing an Armored in one hit, of course this is now offset by only having a maximum of two heavy swings.

We have seen Slugs having a higher pick rate than many other custom ammo types, which of course is expected as they are a powerful choice. However, we wanted to take another pass at them to make sure they fill the position that was originally intended.

Medium barrel shotguns (Caldwell Rival, Winfield 1893 Slate, Winfield 1887 Terminus, Specter Bayonet) will now have increased damage drop-off and decreased OHK (One Hit Kill) range compared to the longer barrels, this helps to separate the shotguns a bit and means that if you want the best chance of slugs being effective the longer barrels will be the choice.

We have also reduced their max ammo capacity to make sure every shot counts. It is important to understand that the extra stopping power also comes with consequences when missing shots.

We feel that the current version of the Leaderboard is not in line with the original vision we had for recognizing the best Hunters. This is, in part, due to past issues with exploits and the focus on KD over quality solo or team play. Based on several factors, including feedback we have received from the community, we feel that it is best to deactivate this feature while we work on a better solution.

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