Follow TV Tropes

Following

YMMV / Hunt: Showdown

Go To

  • Demonic Spider: Any of the "greater" undead can be considered this, but the two that stand out are the Immolators and the Hives.
    • Immolators are skeleton-like Man on Fire enemies that are known for their aggressiveness and unrelenting speed. Their main gimmick is that shooting or stabbing them will cause them to ignite, dealing burn damage in an area around them and sending them into a violent frenzy as they relentlessly pursue any Hunter who comes close. They're an incredible pain to deal with while traversing the world, since their gimmick means that the useful knife becomes a burden. Clever enemy Hunters can also shoot immolators to ignite them on purpose, since they'll automatically seek out any nearby Hunters regardless of who actually shot them. This means that even being near an Immolator is a vulnerability.
    • Hives, meanwhile, are long-distance threats. They are desiccated female corpses with large fly hives growing out of their uterus. If they spot you, they'll unleash a persistent swarm of flies that does a ton of damage and poisons you. While killing a Hive instantly disperses any unleashed swarms, they still do a ton of damage, and coupled with Hives rather sensitive vision, they can spot you from a long distance. Their critical hit point is also their head, which sounds sane until you realize that their head hangs down towards their lower back, meaning hitting them can be a surprisingly tough endeavor, let alone actually sneaking up on one to melee them to death.
  • Game-Breaker:
    • Prior to Update 1.8, Cain was the Hunter of choice for anyone focusing on going after other players. His dull coloring helps him blend extremely well into most backgrounds and the bag of bones obscures his silhouette so that he's practically invisible even in daytime firefights. The patch changed up his color profile so he would be more visible.
    • The fully automatic Mosin Avtomat is balanced by its low ammo reserve, but due to the way ammo works, bringing any extra weapon with the same ammo type will add to it. By dual-wielding two long ammo pistols with an Avtomat (possible via the Sparks pistol and the Uppercut), the player can bring their total long ammo reserve to a whooping 30, giving them 3 full clips of bullets (when before they only have one) to rain down on the enemy. As if that isn't enough, having three weapons with the same ammo type will also cause ammo boxes to drop extra ammo, allowing players with this setup to gain 11 bullets (more than a regular Mosin's reserve) per pickup.
  • Goddamn Bats: Grunts are fairly weak and even an inexperienced player can easily dispatch a swarm of them, but they can deal a surprising amount of damage if they catch up, can apply some irritating status ailments like bleed and burn, and can be direct by enemy Hunters using decoys and throwables to flush you out of position.
    • Meatheads are lumbering, blind masses of meat that roam about compounds aimlessly. Their gimmick is that even though they are blind, they can "see" through the leeches that surround them, who can attack your hunter and poison them. Worse yet, Meatheads are surprisingly quick, able to sprint up to your location in a matter of seconds and swing hard enough to take out half your health. They have a nasty habit of spawning directly on top of clues, which means that leading them away from the clue is necessary if you don't have Serpent. All of this adds up to an enemy type that's easy to deal with at a distance but becomes a supreme annoyance during a firefight, and their ability to soak up punishment makes them irritating to deal with beyond measure.
  • Good Bad Bugs: Sometimes, the Spider will be stuck in one position, allowing the player to kill it without a fuss. In a game where the distraction caused by the boss is more dangerous than the boss itself, being able to kill one with minimal mental bandwidth is a godsend.
  • Paranoia Fuel:
    • The soundwork. Environmental and undead sounds can be quite similar to humans, making you question if that thudding noise is a duck flapping or a human walking.
    • Solo, duo, and trio players can play in the same game mode. Even if you manage to kill two hunters, you can never be sure that they're just a duo team and that there is not another hunter waiting to get the drop on you.
    • The Devil's Moon event makes it so that solo players can revive themselves under specific conditions, allowing them to get up and ambush you when you're not looking. There's no longer any guarantee that any hunter you put down will just stay dead. That solo you kill early on before moving on to fight another team? They could be biding their time, listening keenly to the environment, and waiting for the perfect opportunity to get up and ambush you. The kicker? They can revive themselves even while on fire, and as long as they still have a health chunk left, they can get up over and over again until you deplete their reserves, which can be extremely difficult if they're not the only threat in the area.
      • On the flip side, downed solo necromancers are completely blind and have only sound cues to discern their surrounding. In a hectic environment, it can be extremely difficult to tell if the enemy is truly distracted or if they still have their sights on the dead necromancer the entire time. Worse still, the chaotic sounds can mask the noise of traps being set, ensuring that the necromancer will suffer another horrific death if they dare come back up.
  • Self-Imposed Challenge: The Revenant, a Legendary Hunter with pure white skin and shirt, sticks out like a sore thumb on any map at any time of day. Playing as him means willingly putting yourself at a severe disadvantage in a game where stealth is of paramount importance.
  • That One Boss: The Assassin is an extremely irritating threat to deal with compared to the Butcher or the Spider. The Butcher is a Mighty Glacier, who can hit very hard and take a decent beating, but is slow and can be kited around without too much effort. The Spider is a Fragile Speedster, being a lightning quick entity that relies on Hit-and-Run Tactics to survive, but can be brought low by it's weaknesses to fire and blunt weaponry very easily. The Assassin, meanwhile, is a frighteningly fast Lightning Bruiser who dips in and out of battle by transforming into a pool of insects. It combines the strengths of the Butcher and the Spider together, being both fast and deadly in melee combat, but adds its own capabilities to generate exploding clones to the mix. The only solace is that it doesn't have too much health (it can be killed in one good Big Dynamite Bundle), but good luck managing to hit it while dealing with its speed, the clones it generates, and the bugs crawling all over your eyes.
  • That One Level:
    • Stillwater Bayou:
      • Alain and Sons Fish, Scupper Lake are two compounds that are notoriously difficult to play around. They are located in the North-eastern and North-western portions of the map, and both are totally submerged in water. This makes getting around and fighting in them a huge hassle, and also gives defenders a large advantage by forcing their opponents to wade through water and make a ton of noise. In general, fights that happen here tend to drag on for a long time. It got so bad that Scupper Lake was later reworked to have most of its water drained, but Alain and Sons Fish has been left untouched.
      • Lockbay Docks is smack dab inbetween three high-traffic compounds in the near-middle of the map- those being Blanchett Graves, Alice Farm, and the Pitching Crematorium. Worse, the southern part of the compound leads into the bayou that gives the map its namesake, making escaping or approaching from that angle all but impossible. The clear line of sight across the map due to the bayou also gives anyone from Blanchett or the Crematorium visibility into the Docks, meaning it is very easy to get spotted when you run by this place.
      • Davant Ranch is infamous for it's extremely high spawn density. For some reason, the spawn points around Davant Ranch are extremely close-together, meaning its possible for teams to come slightly up the road and run smack-dab into another group. With four spawns total close by, it's also possible for a team on the outer-reaches of the map to waltz over and third-party anyone fighting. The boss room is also pretty terrible, with numerous doorways and passages into the building that make defending it a nightmare.
    • Lawson Delta:
      • Fort Carmick is the single largest compound in the game outside of Lower DeSalle, which makes getting in and out of it pretty difficult. As the centerpiece of the Delta map, Fort Carmick is a place many teams will pass through over the course of the game, making it a prime ambushing spot thanks to its high walls and dark hiding spots. The inside of the fort is no joke either, due to being a tangled mess of differing elevation levels and makeshift shanty passages that wrap around the entire building. Fort Carmick's neighboring compound, Nicholls Prison, is also infamous for it's labyrinthine layout and difficult-to-access boss room.
    • DeSalle:
      • Upper and Lower DeSalle is a true Wild West town, filled with all sorts of cool sights like a saloon (with real swinging doors), a massive brick and steel bank, a main thoroughfare right out of any Spaghetti Western, and all manner of hidden side areas and fully-furnished interiors. It's also a complex maze beyond anything else in the entire game, with more places to hide and snipe from than most other compounds. The boss rooms on both of these compounds are also infamously terrible: for Lower DeSalle, the fight takes place in the town saloon, while Upper DeSalle has the fight occur in the bank in the middle of town. Both are terrible to defend for different reasons. The saloon has multiple sneaky entrances, lots of windows and is very small, while the manor has a number of different entrances and a ton of tight corners, perfect for shotgun campers.

Top