Hunt: Showdown - This is why Flash Bombs are unbalanced

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Published on ● Video Link: https://www.youtube.com/watch?v=_B6weaS3fEw



Hunt: Showdown
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Duration: 6:24
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I remember I once had a debate with someone on whether Flash Bombs in Hunt are balanced or not.

One of the arguments was that you should be able to react by looking at the ground or looking away from flashes (if throw directly at you) to minimize or even prevent their effect, and if they are thrown behind you they should flash you for considerably less time and intensity, similar to how they work in CSGO but with a few adjustments to account for Hunt gameplay which obviously has a different pace.

The other argument was that Flash Bombs in Hunt are balanced as they are at the time of writing this, even if they are thrown behind you, they should still flash you 100% pure white no matter what for the full 7 seconds duration, because you should never be in a situation where you are pretty much out in the open with no cover when an opponent uses a flash, if you are then you made bad calls/decisions before reaching that point and you should be punished for it.

This video shows that it's fairly simple to force the opponent into those situations, and how having a full 7 seconds pure white flash is a HUGE advantage that leaves the victim helpless and is pretty much a guaranteed kill for you. Adding support for minimizing/reducing the flash effect by looking down/away would go a long way to provide at least one way of handling situations like this, all it would take is skill to react at the exact time the flash goes off.







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At present, Kevkas has 5,026 views spread across 122 videos for Hunt: Showdown, with his channel currently having around 3 hours worth of content for Hunt: Showdown. This makes up 69.56% of the content that Kevkas has uploaded to YouTube.