

There are a variety of weapons in Hunt: Showdown. Some may require to be unlocked via the Book of Weapons. Each weapon uses a specific Ammunition type which has specific values for penetration, unique coloured ammunition packages, and damage modifers/drop off.

You can learn the different shot sounds in the 3D viewer in the store. When in the 3D view scroll away from the weapon and listen to their Audio on different distances.

Weapon statistics details [ edit | edit source ]

Damage: True damage value of a shot that hits a Hunter in the Upper-Torso at 10 meters.

True damage value of a shot that hits a Hunter in the Upper-Torso at 10 meters. Effective Range: The range (in meters) that weapons will kill a Hunter in one hit, usually a headshot. Some very powerful weapons will also kill with one hit to the Torso.

The range (in meters) that weapons will kill a Hunter in one hit, usually a headshot. Some very powerful weapons will also kill with one hit to the Torso. Rate of Fire: How many shots can be fired per minute, taking into account shot preparation without any other delay in-between (such as reloading).

How many shots can be fired per minute, taking into account shot preparation without any other delay in-between (such as reloading). Handling: An abstract rating of effectiveness taking into account; weapon sway, recoil and bullet spread. For melee weapons, this takes in account stamina consumption, reach and angle of the swing arc instead. The higher the percentage, the better the weapon handles.

An abstract rating of effectiveness taking into account; weapon sway, recoil and bullet spread. For melee weapons, this takes in account stamina consumption, reach and angle of the swing arc instead. The higher the percentage, the better the weapon handles. Reload Speed: The time (in seconds) it takes to fully reload the weapon when empty, disregarding any special behaviors such as clip reloading.

The time (in seconds) it takes to fully reload the weapon when empty, disregarding any special behaviors such as clip reloading. Muzzle Velocity: The velocity (meters per second) which the fired bullet will travel at. Heavier projectiles ( such as crossbow bolts) also travel in a ballistic arc.

The velocity (meters per second) which the fired bullet will travel at. Heavier projectiles ( such as crossbow bolts) also travel in a ballistic arc. Melee Damage: True damage value of a regular melee attack that hits a Hunter in the Upper-Torso.

True damage value of a regular melee attack that hits a Hunter in the Upper-Torso. Heavy Melee Damage: True damage value of a charged heavy melee attack that hits a Hunter in the Upper-Torso.

















Dual Wield [ edit | edit source ]

Every Handgun can be equipped for dual-wield as a "matched pair". A second handgun of the same type can now be added to the same weapon slot which will then converted to a medium slot when the second pistol gets equipped. It is possible to mix normal and Legendary versions of the same type as matched pairs. Dual Wielding is available from Rank 1 and does not require any unlocks via Traits. Once in the mission an equipped weapon pairs can not be broken up. You are committed to use them as pairs until extraction.Upon looting a dead Hunter, you can pick up their dual-wield sets just like you would any other medium-sized weapons.

Weapons have to be fired in sequence one after the other. The rhythm is dictated by the shooter, allowing players to experiment. Hunters can either go for a steady, constant fire-rate or try faster two-taps with longer breaks in-between shots. Recoil is increased over single-handed handguns, making it harder to stay on target (esp. with more powerful handguns). Effective rate of fire is increased, but still lower than the rapid burst from a single-action revolver using fanning.

ADS will only apply a slight zoom, with the guns moving a bit closer to the center of the screen, the Ironsights won't be used at all, reducing range drastically over other weapons. Dual-wielding accuracy only benefits minimally from crouching (just like with Fanning and Levering Traits).

Weapons are reloaded at the same time in sequence, one bullet at a time and their extra ammo pools are added up.