Hunt: Showdown 1896

Hunt: Showdown 1896

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A Malding Player's Guide to Dual Wielding
By Salmon-desu and 1 collaborators
Just a malding Hunt player's recommendations and experience meant to be shared with other up-and-coming hunters. Want to be the Gunslinger who just drops your pistols instead of reloading? This is the place to look.
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Intro!
Hey everyone! I'm just a malding player who wants to share my knowledge of Hunt's dual wielding!
At the time of writing this, I've played over 900 Hours of Hunt. I know it's not that much compared to others, but I'd honestly say, about 500 hours of that play time would be dual wielding. Without further ado, let's get into it!
Core Values
The core values of dual wielding is accuracy by volume and putting yourself in the right place at the right time. Most pistols are compact ammo, a couple are medium and there's only two long ammo pistols. So it's most important to know the limits of your ammo and know how far from a target you can afford to be.

One core thing to remember is you're most accurate when you stop moving, and you "aim down sights" (which is kind of a joke since you just raise your pistols menacingly.). Otherwise, you can afford to throw rounds and hope for accuracy by volume. However, if you have a free head shot and you're close enough to guarantee it, just take it. Worst case scenario, you miss, readjust, and sling lead.

The other core thing to remember is that you need to be in the right place at the right time. Dual wielding is all about knowing the odds, evaluating them, using your map knowledge and recognizing gun shot sounds. Every gun has a unique ring to it and once you can tell what is what, you can generally identify how a player will move and play. I.e; if you hear a Mosin Nagant squeeze off a round, you can safely assume that they more than likely want to be nowhere near you. So close the distance smartly. Or if you hear a shotgun, put some space between you and them so you don't become spaghetti. Getting hit will also yield information. There's no numbers, but you can take educated guesses at damage taken such as a Lebel or a Sparks. Knowledge is power, especially when you're dual wielding.

The most important thing about dual wielding though is to have fun and sling lead. Be the rootin' tootin' cowboy you wanna be.

Below will be every weapon you can dual wield with and my personal thoughts on them.
NagantM1895 Tree
The Nagant tree consists of the NagantM1895 and the Nagant M1895 Silencer. These two pistols are the basic pistol you can start off with starting at Rank 1 and have a lot to offer. First, let's go over the basics.

Pros:
-Low Rank - You can use these for dual wield starting at Rank 1
-7 Rounds Per Pistol - Pretty Average when it comes to dual wielding oddly enough
-Good accuracy - Fairly tight accuracy which is consistent with all single action pistols
-Cheap - Both pistols are relatively cheap, making them fun to experiment with
-Easy to level - If you want to run suppressed pistol pairs, it's easy enough to get.

Cons:
-Low Damage - Compared to other pistols and consistently three-taps to the body
-Mediocre Ammo Types - The custom ammo is kinda meh, and if you throw a lot of it, you'll be praying for RNGesus to throw you an UWU box.
-Low Overall Range - These pistols have some of the hardest drop off (aside from the sparks pistol)
-Needs Ambidextrous to be fully effective

Nagant M1895 and Nagant M1895 Silencer
For the most part, these two pistol types behave practically the same. The ideal range for these pistols is close to mid range. You can land shots at mid to long so long as you stop moving before you fire. The damage won't be too impressive outside of shotgun range, so be wary of being overly aggressive against teams you are unaware of their armaments. One shotgun, cav saber, machete or bomb lance will ruin your day. You don't want to over stay your time in a fight and you only ever want to shoot more than two or three times if it's your last ditch effort or you know for sure you can secure the kill. Just don't do it for the most part, you'll thank me later. So what does this mean? Guerrilla tactics. Take a shot or two and immediately relocate. Make your positioning unpredictable while still being capable to support your team in a push. Custom ammo options are

High Velocity
HV (high velocity). HV is nice, but since your accuracy is reduced from dual wielding, I don't find it too useful.

Poison Ammo
Poison ammo on the other hand is fantastic. Since it does the same damage as the standard ammo, the only thing you're losing is penetration value. On the Nagants, it doesn't matter as much as other weapons due to the nature of compact ammo and how it functions, so I'd say go for this if you want a custom ammo. Otherwise, standard ammo is plenty fine. Besides, Poison on Silencer is just obnoxious to encounter so plink away!
Scottfield Model 3 Tree
The Scottfield Model 3 tree is home to several very strong pistols including the Scottfield Model 3, Scottfield Model 3 Brawler, Scottfield Model 3 Spitfire and the Scottfield Model 3 Swift.

Pros:
-Low Rank - You can use these for dual wield starting at Rank 1
-6 Rounds Per Pistol - Right around average for pistols
-Fantastic accuracy - Extremely tight accuracy for dual wielding
-Moderate Price - Your pistol pair starts at 154 hunt bucks and can go up to 261 hunt bucks.
-Extremely Effective - Very, VERY strong for dual wielding and this weapon has the best weapon for dual wielding within its tree
-High Damage - Deals a base of 107 Damage with the medium ammo model meaning its ammo is effective up to longer ranges.
-Fantastic Ammo Types - Very flexible and fun to play with.

Cons:
-None really - This weapon set is extremely flexible and really lacks a negative value other than the cost if you're just getting into hunt or you fall victim to death a lot.

Okay, where to start.

Scottfield Model 3
These pistols are effective at just about any range and yes - that does mean with a lucky pull and right circumstances, you can pelt snipers with these. It's quite amusing. Standard Ammo is my go to, but you could also make a good argument for FMJ. I don't like the cut in muzzle velocity for mid range engagements, but it can work just fine. Overall, very solid and you can't really go wrong with these.

Scottfield Model 3 Brawler
These pistols lack the accuracy of the base model 3 with the addition of the brass knuckles on the gun. The knuckles are very, very strong and useful in a number of circumstances, but dual wielding is not one of them. I highly recommend you avoid dual wielding with these pistols.

Scottfield Model 3 Spitfire
These things are either very hit or very miss. They have even less accuracy than the brawlers but they rearm almost twice as fast letting you throw lead down range faster. Other than that, they can be VERY hit or miss and I would recommend not using these, but you can if you like gambling.

Scottfield Model 3 Swift
In-arguably the strongest of the dual wielding pistols. They have the same accuracy, range and stats overall as the base Model 3's, but they come with a nifty trick. When you reload, your reload is cut to 4s from 9s. You lose the remaining ammo, but if you drop all of your rounds and reload, people tend to push the reload and not expect you ready to roll. These things are absolutely deadly and are my go-to for dual wielding.

FMJ
Full-Metal Jacket reduces your muzzle velocity (making the round travel slower) in exchange for significant piercing capabilities. With FMJ, you can punch straight through thin metal cover. Extremely effective for pelting a defending bounty team or getting the follow up hit on a tag through their cover. Absolutely fantastic aside from the travel speed. If you can use low muzzle velocity weapons, definitely use this.

Incendiary Ammo
This ammo is not exactly good, but it is quite funny and versatile. Fire ammo kills every AI with the exception of Bosses, Meathead and Immolators in a single bullet so it's quite good for clearing AI if you're being assaulted by the overly aggressive AI. It also lights players on fire in two shots, and instantly detonates all of the barrel types. I've killed many people rounding a corner on a red barrel with this. It's very situational but very fun. I don't recommend this as an ammo type to bring regularly, but it is very, very fun.
Caldwell 92 New Army Tree
Unfortunately, the Caldwell 92 New Army at the time of writing this only exists in a tree of itself and two custom ammo variants.

Pros:
-Low Rank - You can use these for dual wield starting at Rank 12
-6 Rounds Per Pistol - Right Around Average
-Small Tree - Easy enough to get the custom ammo types
-High Rate of Fire - Spray and pray bay-bee!
-Good Ammo Types - Bleed ammo and FMJ are fantastic options

Cons:
-Low Accuracy - It's mostly miss at mid range and close range they can be hot or cold
-Low Overall Range - Compact ammo is known for being close and personal so that you must be
-Needs Ambidextrous to be fully effective

Caldwell 92 New Army
Well, the only real option you have with these is barrel stuffing people and spraying until they are no more. If they try and run, keep shooting. Your reload time can be lengthy, so you don't want to give them the option to push you. You need to be VERY aggressive with these pistols.

FMJ
Like all other pistols, FMJ is fantastic if you can deal with the low muzzle velocity.

Dumdum
Bleed ammo is incredibly strong. More often than not I find myself trading with people because they just can't stop the bleeding fast enough. You lose penetration but gain something to sound play off of and the added threat of them needing to stop the bleeding before they can really reposition or move.
Caldwell Pax Tree
Currently, the Caldwell Pax exists in a small tree consisting of the Caldwell Pax, the Caldwell Pax Claw and two custom ammo variants.

Pros:
-Early Rank Pistols - Can use these starting at Rank 18
-6 Rounds Per Pistol - Pretty Average
-Good accuracy - Fairly tight accuracy, still slightly less accurate than Scottfield Model 3's
-Easy to level - Small tree so getting the variant and the ammo types is easy
-Good Damage - Uses medium ammo like the Scottfield Model 3's
-Good Ammo Types - Bleed pressure is good and fire is flexibile

Cons:
-Sad Variant Noises - The Pax Claw is just worse than the base Pax and the knife isn't very effective.
-Otherwise, it's almost just as solid as the Scottfield Model 3's, no other down sides.

Caldwell Pax
These medium ammo blasters are extremely effective. Mid to close range, close quarters, you name it. They're consistent and reliable. Play to your strengths at mid range while trying to remain in the fight and effective. Overall, very basic and simple. Use your ADS to your advantage and scoop heads.

Caldwell Pax Claw
As much as I hate to say it, much along the lines of the Martini, these things are just kinda sad. I love both of these weapons, but they're lacking significantly. The Pax Claw is less accurate than the base Pax, and the attached knife is great for dealing with AI, but it's just terrible for players. As a single pistol, it's not very good and as a dual it's even worse. Try to avoid these unless you're messing around and experimenting.

Incendiary
Flexible and fun, but lacking. Heed caution when using this and note that you have no penetration.

Dumdum
Very effective for aggressive play. Leaves you enemies worrying about killing you or retreating to heal. You lose pen, but the added bleed is quite nice.
Caldwell Conversion Pistol Tree
The Caldwell Conversion Pistol Tree is pretty lengthy all in all. It consists of the Caldwell Conversion Pistol, Caldwell Conversion Chain Pistol, the Caldwell Conversion Uppercut and four types of custom ammo.

Pros:
-6 Rounds Per Pistol - Pretty Average
-Excellent accuracy - Very tight accuracy
-Cheap - Both pistols are relatively cheap
-Good Damage - Highest of the Compact Pistols
-Very Good Ammo Types - FMJ, Bleed, Incendiary, Explosive? What more could you want?!

Cons:
-Lots of Variants - Takes a long time to clear the tree
-No other real downsides.

Caldwell Conversion Pistol
This paired pistol is on par with the Scottfield Model 3's dual wielding. It's compact ammo you get more ammo to play with. Good range, accuracy, damage -- it has it all. Flexible for long range, short range, mid range and even CQB, it's an extremely effective weapon.

Caldwell Conversion Chain Pistol
Okay, so these things are funny. 17 rounds in a belt, lots of rounds to fire with good reserves. I don't recommend these any time, but they are fun with certain tactics. If you can lock people in an area or halt their movement, these can be a nightmare with FMJ. Spray and pray with lots of bullets. The only down side is a very long reload from empty, but you can cancel it anytime to get back in the fight. Not recommended for most use, but very fun.

Caldwell Conversion Uppercut
Now. The hand cannon of revolvers. One of the only pistols to fire Long Ammo with excellent damage and range. Crippling recoil and accuracy make these very, VERY niche. I do not recommend playing with these but if you do, one of the fun strategies is taking the ammo in the tree exclusive to these and running double explosive ammo. You're basically a walking grenade launcher. Do note, not recommended for playing with these in standard methods.

FMJ
Fantastic, low muzzle velocity, lots of penetration. Very good all around choice. Hard to go wrong wtih.

Incendiary
Fire. Ignite people, barrels, AI -- it does it all. Loses Pen but good tactical choice.

Dumdum
Excellent choice for spam or aggressive players. Bleeding makes the enemy deal with you or drop everything to stop the bleeding.

Explosive
Unique to the uppercut. Moderate damage in a small radius around the impact point. Whittles players down pretty quickly especially with dual wield spam. Can also be used to blow open shutters, windows, gates and concertina wire with ease.
Bornheim No. 3 Tree
The Bornheim No 3. tree is moderate in size, consisting of the Bornheim No 3, the Bornheim No 3 Extended, and two custom ammo options.

Pros
-Very high rate of fire
-Compact ammo - lots of reserve

Cons
-VERY Expensive, especially dual wielded
-Very high rate of fire
-Lower Accuracy
-Lower Range
-Mediocre Ammo Options
-Lower base magazine size than most side arms

Bornheim No. 3
So, when I said Spray and Pray for the New Army 92's, that was mild compared to what these do. You can rip through your 5 rounds like it's wet tissue paper. It is fed via a block clip, so no individual round loads, but it's very limited in range. Your best options for these are to bring lots of flashes, and rush down anyone who tries to say otherwise. VERY Aggressive play style. I like them, but I find myself not using them due to the cost involved to bring them. Not exactly flexible, but hey, consider them the SMG's of Hunt.

Bornheim No. 3 Extended
These are essentially the same thing as the standard Bornheim No. 3. Slightly, every so slightly less accurate, but uhh. 5 more rounds per block clip. So two magazine of 10 let you REALLY rip into 'em.

High Velocity
HV ammo is usually REALLY good, but mainly on single weapons where you can use the sights. Since you're trying to be REALLY close to spray people down, I do not recommend this ammo type.

Incendiary
VERY funny on high spam and since you're aiming to be really close, cover shouldn't matter a whole lot. I'd say use at your own risk as it can really be hot or cold.
Nagant M1895 Officer Tree
The Nagant M1895 Officer tree consists of two dual wielder pistols; The Nagant M1895 Officer and the Nagant M1895 Officer Brawler as well as two ammo types.

Pros:
-7 Rounds Per Pistol - Pretty Average when it comes to dual wielding oddly enough
-High Rate of Fire - Ratatatat!
-Compact Ammo - Lots of it.

Cons:
-Low accuracy - Fairly loose accuracy which is consistent with all rapid fire pistols
-Costly - Can be pretty expensive to run a pair of these
-Mediocre Ammo Types

Nagant M1895 Officer
The M1895 Officer is honestly a really bad pistol to dual wield. It's not as fast as its counter parts such as the Bornheim No 3 or the Caldwell New Army 92, and it has less accuracy than both. Honestly a really crummy pistol to try to dual wield.

Nagant M1895 Officer Brawler
The M1895 Officer Brawler is basically a standard officer but much worse. It's great as a single weapon, but the added function of the knuckles in exchange for even more accuracy just isn't a good idea at all.

High Velocity Ammo
On a single officer, all day. On pairs, it doesn't matter because you're probably not going to hit anything you're not barrel stuffing.

Poison Ammo
Sure? If you want to make your officers a bit more expensive for no real reason aside from the fact that if you can manage to hit, you'll poison a target.
Lemat Mark 2 Tree
The Lemat MK 2 is THE most customizable pistol in the game. Allowing you to pick two different ammo types and toggle between dual shotguns or dual pistols, it REALLY brings a lot to the table. The Lemat MK 2 tree is host to the weapon itself and five different types of custom ammo.

Pros
-VERY Flexible - Double Shotgun for close, double pistols for mid to long
-Good Accuracy - Not as good as the Caldwell Conversion Pistols or the Scottfield Model 3's, but it is right up there.
-Excellent Ammo - Good ammo options
-Good Rate of Fire
-Has the Brass Flower Legendary Skin
-Compact ammo gives you a lot of shots, and you get a lot of it
-Has the highest cylinder round count out of all of the pistols except for the Dolch 96 and the Bornheim No 3 Extended

Cons
-Costly when paired, especially when using custom ammo
-Shotguns can be inconstant with the OHKO range, most often requires two shots to put someone down

Lemat Mark 2
So. The single most flexible, customizable and unique pistol in the game. Featuring 3 different compact rounds to choose from and an additional 3 shotgun shells to choose from, you can customize this to any occasion. Unfortunately, you can only bring one type of ammo with the gun for the compact and shotgun, but that still makes this an amazing gun for dual wielding. The compact ammo is accurate enough to put targets down at mid range, enough damage to two tap at close range and if they try to get spicy, you can just fill their face with buckshot. Best paired with a long range weapon via quartermaster or something similar to a hunting bow. You can play any style with these pistols. Just remember the basics of dual wielding and you'll be good.

Incendiary
The first option aside from standard compact ammo is Incendiary. Flexible, but more of a meme than useful. Good for AI, barrels, players -- you name it.

FMJ
Full Metal Jacket is a fantastic pick for piercing walls and mid to long range. Sure, it has low muzzle velocity but it's an absolute beast on these things.

Starshell
These shotgun shells are like mini-slugs that do 1 damage and light things on fire with a low muzzle velocity. Sad to say, mostly useless to pick and it's REALLY not worth investing in until they do something about it.

Dragon's Breath
THIS. Oh god yes. Is it good? Not really. Is it fun and hilarious? Ohhhh yeeeeaaaaaahhhhhhhhh. It's basically buck shot that in addition to having the OHKO feature of shotguns, also lights things on fire. That includes barrels, AI, players and Bosses. The range you can light things on fire is absurd and should be considered if not for lighting people on fire, but for marking targets for your friends. It's kinda hard to lose track of the big burning beacon of light.

Slugs
They're slugs. Think really big bullets that hit like trucks. Recently nerfed, they're not what they once were, but they're still strong. They're fun and kinda funny on the Lemats however I find little to no success with them in addition to the cost. Steer clear and stick to buck shot or dragon's breath.
Dolch 96 Tree
The Dolch 96 tree only consists of two weapons, only one of which capable of being used for dual wielding -- the Dolch 96 itself.

Pros
-High Rate of Fire
-Large magazines that load via stripper clips or single top off
-Highest Accuracy of all of the rapid fire pistols
-Sickest Ambidextrous reload animation in the game

Cons
-VERY expensive at 750 hunt bucks a pop
-Only really good at close range
-Distinct sound that seems to attract people across the map

Dolch 96
The Dolch 96 is a very... interesting weapon. High rate of fire means you should be close, but the rate of fire indicates a rush down style of play. I'd recommend flashes if you wanna rush, or med shots if you wanna play range. Just remember the basics and you'll be fine.
Sparks Pistol
YOU THINK I FORGOT? Nahh b. The Sparks Pistol is a recent addition and boy can I tell you, it's an absolute blast to play with.

Pros
-Very high damage
-Long ammo means damage lasts over longer distance
-High Muzzle Velocity
-Good Ammo variants
-Can cheese the reload and save a bunch of time
-Blackbeard pistol swaps!

Cons
-Expensive!
-One shot, one kill -- at least you hope. Since you've only got two.
-Decently meh accuracy
-Dubbed "The Wrist Breakers" due to recoil

Sparks Pistol
So! The most fun I've had with this thing is wiping servers wielding 4 of them. You bring two pairs and just pretend that you're a pirate. Fire two, switch, fire next two. If you don't want to play this way and bring a rifle, go for it. It's a blast to play but does it get expensive. You're best at keeping yourself at mid range, dodge, duck, dip, dive and dodge. Stay mobile and don't stop moving. If you need to heal, get to cover, keep moving. Since they're single shot weapons, you can bring two types of ammo for the pairs.

FMJ
Fantastic. Your cover no longer matters. I tag you, I hit you through the brick wall. This is crazy on the pistols and aside from feeling like it increases your recoil a bit, it also seems to add a bit more accuracy. Which is just a win in my book.

Poison
Poison ammo that does rifle damage and stops people from healing for 8 seconds is crazy. You trade penetration in exchange for the benefit, but man is it solid.
Closing Comments
I hope that this "guide" will show you a bit more of what Hunt:Showdown has to offer in the ways of slinging lead. My favorites will always be either the Caldwell Conversion Pistols with standard ammo or the Scottfield Model 3 Swifts with standard ammo. Either way, I hope that this has helped to paint more of a picture of what you can do and what is available to you. If you have any questions, comments or concerns, I think this post will have comments enabled and I will try my best to respond to them.

Good luck out there Hunters and I'll see you in the Bayou (or whatever Desalle is supposed to be) soon!
9 Comments
bad weather yes 16 Sep, 2022 @ 3:50pm 
scottfield dualies are slow
Xerses 14 Sep, 2022 @ 10:40pm 
@DeGreZet must suck getting killed by a blind guy huh?
DeGreZet 12 Sep, 2022 @ 6:15am 
dualies takes skill XDD

it's just rng guns, with random chance to hit and giant crosshair, literall guns for ppl above age 60 or blind
Salmon-desu  [author] 12 Sep, 2022 @ 6:12am 
@DeGreZet - The whole point of a guide is to illuminate a path and open up options players may not have considered or have been struggling with. Dualies take skill just like spam or long ammo; it's all about your personal preference and applied skills. With the sound of your post, I imagine you could use a few more guides as well. Be sure to check the guides section in the community tab for Hunt and have a nice day. :)
mrdiarrheafartjr 11 Sep, 2022 @ 9:46am 
dude stfu
DeGreZet 11 Sep, 2022 @ 7:20am 
imagine making tutorial for guns for noobs and no-skills XD
KaiserΩmega 11 Sep, 2022 @ 12:40am 
A nice little summary regarding dualwielding. It was a fun read, good job. Though I did want to point out a few minor nitpicks (or 'inaccuracies' if you will? lol)


First : the LeMat cylinder count (9) is only outdone by the Dolch (10) and the Chain Pistol (17). The Bornheim Extended (8) does not surpass the LeMat.

Second, and more importantly : When dual-wielding Bornheims or Dolches, Ambidextrous is absolutely imperative! It allows for a near-instant reload when both guns are empty, with the Bornheims having an even shorter window of vulnerability than the Dolches. This is why dual-wielding Bornheim Extended is less preferable than two base Bornheims, because the Extended variant does not possess the stripper clip reload like its predecessor.
Salmon-desu  [author] 7 Sep, 2022 @ 7:18am 
You raise very valid and excellent points regarding the Nagant Accuracy. Despite the recent nerf, I still find them fairly accurate. Dual Scotts and Conversions are basically on the same page, but I tend to like the medium more. You don't get as many rounds, but you do get what I believe to be the strongest paired weapon there is with the swifts. I personally don't like FMJ, but it has plenty of good that it brings to the table.
Silksong 2 Tomorrow 6 Sep, 2022 @ 11:17pm 
Here's a screenshot with the accuracy of pistol pairs. [i.imgur.com] It shows that the accuracy of the Nagants aren't that good (especially Nagant Silencers), and the Bornheims are very accurate (not that you should ever use Bornheims anyway lol), among some other things.

Dual Conversions fire at 130rpm while dual Scottfields fire at 92rpm. That's one downside of the dual Scotts; they have less reserve ammo than compact ammo weapons, too.

Dual rapid fire pistols only get a small buff in firerate compared to single; single Officer = 120rpm, dual Officers = 166rpm. Single Bornheim = 210rpm, dual Bornheims = 220rpm.

Also, I stick to using dual Conversions or Scottfields as well, but with FMJ. The added damage and penetration is incredible.