Hunt: Showdown 1896

Hunt: Showdown 1896

26 ratings
The ULTIMATE Bayou Hunter YeeHaw Killer Guide
By John Showdown
The survival journal of a seasoned swamp creep that likes to hang out with smelly dudes and noisy Lousiana drunken rotting guys
3
   
Award
Favorite
Favorited
Unfavorite
WELCOME TO THE JUNGLE
EDITED NOVEMBER 2024

THIS GUIDE IS MASSIVELY OUTDATED

It was written when i had 600 hours of playtime (i have 1500 at the moment of this very edit) and was also a distinguishably different game with different balancing, a lot less weapons and tools and meta game in mind.

Maybe, if i'll have some time in the future, i will revamp this guide but for now read it just for the lulz.

THANK YOU

Hello and welcome to the sacred swamp.

We don't shave armpits hair here and despite swimming pretty much all the time, we don't wash them either.

That being said, when you'll get down this bush, you're gonna smell good just enough to enjoy the secrets of the swamp!

So please, behave and follow these hints, however, as you've guessed, this is a jungle. There's no rule in the jungle, except one: kill or be killed.
HOW TO USE THIS GUIDE
I'm not gonna get crazy with pasting and finessing stuff you can find on the Wiki[huntshowdown.fandom.com].

I'm not gonna tell you every single tiny detail of every single weapon, trait or item, so please don't be mad. It's ok if you'll be though, i don't care, shout all you want, they're gonna get you soon. Don't worry you'll understand soon.

This guide doesn't want to be a meticulous vademecum for how you should play. That's your business. I'll just post some hunter builds i've found out to be quite empowering in the long run and which combines well with certain synergies, after more than 600 hours of gameplay.

I hope that'll be enough for you.

Enjoy!


PS: THIS GUIDE IS BEING WRITTEN AND CURRENTLY UPDATED TO THE H:S VERSION OF THE GAME NUMBER V1.2879
HUNTER BUILDS
Oh, yeah, as a last thing before starting: this'll be EXCLUSIVELY a Bounty Hunt mode guide. I personally don't care about QuickPlay and i won't cover any Limited Time Event change.

New Maps, bosses and weapon/trait/item changes are being done by the time i'm writing this, so most probably you'll find some inaccuracies in the long run.

I'll try to be as "general" as possible (again, refer to the WIKI for exact numbers and changes)

LET'S START

THE ULTRA CHEAP ROOKIE SWAMP MEATBAG

Main Weapon: Winfield M1873C
Side Weapon: Nagant M1895
Tools: Knuckle Knife / Knife/Dusters + Fusees + First Aid Kit
Consumables: Vitality Shot (Weak)
Traits: None. You're a cub. Now get the ♥♥♥♥ out of my swamp and go hunt for yourself!
Cost: 160$

How does this work?

Well, let me get this straight, this doesn't work that well. At all. But hear me out, you're just starting and you're looking to invest as less as possible to get lucky and build your way to success.
That's how any great person starts, right?

Jokes aside, this is the most often used, if not THE MOST used at all times build for who is just starting out, for who is in total loss and despair of a really bad defeat circle, or for that rich greedy mfer Scrooges who don't want to dump a single more dollar than necessary.


Weapon usage:

You're going to use your cheap Winfield all of the time, possibly without spamming it too much. Remember, one mistake lots of hunting pups do are fingering their triggers like it's a damn reception bell. Well, it is not. Respect it. Massage it. Take your aim and unleash bullet hell with one of the highest RPM rifles in the game. Just because your gun can fire more doesn't mean you should fire all over the place isn't it? That's what i keep telling those blokes outside of my swamp, but they don't listen.

Anyway.

Having a Nagant, or any other Compact Ammo gun as side weapon only really helps ramping up your stock of bullets. Yes, if you carry 2 of the same bullet type weapons, their shared ammo, in fact, shares between themselves.

As said, you're not really using your side gun that much, not only because of the above mentioned reasons, but because the starting version of the Nagant pistol honestly sucks. A lot. Low damage, extremely low rate of fire and bad sway.

Only use it if caught in a pitch without the chance to reload your Winfield or if you're all outta ammo except the chambered ones in your pistol.

Tools & Consumables usage:

Nothing fancy here. The bare minimum to not be swalloed whole by a simple group of ghouls. Knuckleknife for maximum versatility with blunt and piercing damage. You're gonna have a hard time killing Armoreds, but atleast you won't be totally helpless against Immolators. Less burst damage than the regular Knife.

Take either Knife or Dusters if you choose to be better suited to kill Armoreds or Immolators respectively (Immolators explode if pierced/slashed, Armoreds just laugh at blunt damage).

I personally do not like Heavy Knife because the light melee swing is more powerful [than the Knife], but the heavy swing is less powerful than the Knife. A matter of personal preference really.

Fuses are for throwing them and set any zombie on fire killing them in a couple seconds but Immolators (you've guessed it) and Meatheads. They also make any barrel instantly explode. Beware they last a lot of time though and Fuses/Flares have a weird glitch that will sometimes make any hunter spot you from any place in the map, ANY. Don't even think about using Fuses/Flares at night maps without being spotted.

First Aid Kid is a totally must buy for every single match and if you don't have it you're either a baboon on mushrooms or an absolute madman, or both combined.

THE BEEFED UP MUDBEATER DUELIST

Main Weapon: Winfield M1873C Swift + Optional High Velocity bullets
Side Weapon: Nagant M1895 Officer Brawler + Optional High Velocity bullets
Tools: Knife + Quad Derringer + First Aid Kit + Throwing Axes
Consumables: Vitality Shot (Weak)
Traits: Levering/Fanning or Both + Pack Mule + Iron Repeater + Hornskin + Salveskin + Conduit + Ghoul + Bulwark + Vigor + Kiteskin + Physician + Doctor + Vigilant + Vulture
Cost: 683$ (783$ with High Velocity bullets)

How does this work?

This is the nightmare that goes on Predator's mind when sleeping. Oh wait, he can't sleep, cause he's thinking about it.

This is the buid which every edgelord kid dreamt about being when creating their first character on D&D with the "My parents were slaughtered, my village was set on fire and i seek revenge" scope in their mind.

You're an abusive Commando on steroids (for real actually) seeking their prey as if Jessica Alba promised you a night of fires and flames with her if you were to succeed.

Weapon usage:

The Winfield Swift is its buffed up cousin with instant reload capacity (given your bullet chamber is totally empty) allowing you for non-stopping bullet barrage.

The Nagant Officer Brawler has higher rate of fire than their cousin's normal version and serves as a situational blunt damage dispenser for the pesky Immolators.

Pair these 2 with Levering and/or Fanning and nobody close to mid distance will dare provoke you on an open field duel.

Levering/Fanning is also especially useful on melting bosses.

[Optional] Add High Velocity bullets to your arsenal (for 100 more $) to also have an increase in bullet speed thus better chance to precisely hit your target for afar. Still, you're using Compact Ammos so expect damage drop off anyway.

Tools & Consumables usage:

Knife is an especially lethal killing machine, just one heavy swing to the face is enough to oneshot. Always instantly follow a light melee hit after, just to be sure. I've died many times because i was too confident on it, while the enemy hunter was left with probably 10 HP or less.
The Knife is a mowing machine for virtually any zombie anyway (except for Immolators, Meatheads and Waterdevils). Pair this up with the Stamina Shot and you'll never run out of stamina for the duration of it. Free Heavy swings that almost oneshots everything? Yes please.

Quad Derringer is a very situational item which i often use when i'm in 2 places: i can't move from one spot or i don't care/am sure not to be noisespotted.
It chambers 4 hits and you'll lose any remaining unfired ones if you reload sooner. Since i barely fire it to Hunters, i don't care about having it reloaded at all times.
Very useful for when you need to headshot a couple grunts without leaving your position (and you're already spotted) or for when you need to kill those pesky horses or caged animals ASAP.

First Aid Kit - Unmissable

Throwing Axes - Will one or two shot Armoreds and will also serve as a very powerful silent killer for unaware hunters without getting too close. Need to take some practice with aiming and falloff though. Can also be swung as melee.

Vitality / Regeneration / Stamina / Antidote Shots: Respectively full healing, slow health regeneration, infinite running/action stamina and poison immunity. Now you understand why i've said you'll be a Commando on steroids right?
Couple that with the Vigor trait and you'll have a regenerating diehard monster.
Regular Antidote Shot currently lasts for 20 minutes so it's a common practice to use it asap so you have one free spot for when you'll loot a consumables refill box.

Traits Coverage:

Levering/Fanning or Both + Pack Mule + Iron Repeater + Hornskin + Salveskin + Conduit + Ghoul + Bulwark + Vigor + Kiteskin + Physician + Doctor + Vigilant + Vulture

Levering and/or Fanning was explained on Weapons coverage.
Pack Mule really is a useful trait all around, never run out of consumables and tool charges when looting boxes/hunters. Vulture lets you loot Hunters even if they were already looted by other players.
Iron Repeater makes you stay in ADS when shooting your Winfield. ADS disables Levering.
Hornskin + Salveskin + Bulwark are all good traits to endure specific damages.
Kiteskin to safely jump off high places thus allowing you for more combat maneuvers.
Vigor allows for better regeneration when using Dark Sight. Use it when covering after taking damage coupled with Regen Shot if you have time.
Physician + Doctor bandages faster and recover almost all health from First Aid, it's the perfect combo to last longer than your enemies.
Conduit + Ghoul heals when picking up clues/bounties and killing zombies. Perfect for that tiny bit of advantage when dueling.

Variant


This is an alternative of the very same build, it just uses medium bullets instead of compact ones. Better range, better penetration, less ammo stock.

Winfield Centennial + Scottfield Brawler.

Consider taking Vetterli 71 Karabinier instead of the Centennial if you don't intend to use Levering;
Switch the Scottfield Brawler with the Caldwell Pax if you don't want the dusters, but then you'll lose easy blunt damage for Immolators. Your choice.

Variant 2


Switch Fanning with Ambidextrous: you don't need, and won't be able to, rapid fire with your gun anymore since you'll handle 2. And boy, these mfers are infamous in the Bayou for their never ending capacity of bullets. You could write your name on the sand with these guns and still have plenty to kill stuff around.

I'm talking about the Double Caldwell Conversion Chain Pistol.

Any gun will actually do more than fine when doubled, but the Chain Pistol has this very peculiar trait that is most desired by any duelist.

Also consider a double Bornheim N. 3 Extended for faster rate of fire but with lower damage and custom clip reload (with potential to lose bullets if reloading with unfired rounds).

Keep in mind you'll have to switch some tool for blunt damage or take a Winfield Centennial Trauma for the added blunt damage modifier.

This also work with Medium Ammo Weapons ofcourse. Same principle of Variant 1, with just slightly different playstyle. Still a duel monster.

Nothing prevents you from having 2 types of bullets at the same time, so mix and experiment.
THE LOW LIBIDO TIMID MOSQUITO SLAPPER

Main Weapon: Romero 77
Side Weapon: Caldwell Conversion Pistol
Tools: Knife + Throwing Knives + First Aid Kit + Choke Bombs
Consumables: Vitality Shot (Weak)
Traits: None, you've just started and you're trampling all over the dry wood without having any idea of what you're doing. But you're doing it good.
Cost: 286$

How does this work?

Simple: hit and run. Sh1t in your pants while running to the enemy, peek behind the edge, blast them in the face and run away again. It's that easy, isn't it? Except it's not. It's never easy out here. Please send help.

Weapon Usage

This is an entry level shotgun user build. You can really use ANY shotgun you'd like, but i'm trying to keep this specific build as cheap as possible. Squeeze in the Romero Alamo instead if you want, it's just a couple dollars difference, but it has a much faster reload speed allowing you for decent duels.

The Romero has the longest range of all shotguns and packs a punch. A punch in the wall to be specific. It usually oneshot hunters even at somewhat far distances (relatively speaking on the close range ofcourse). You would NOT oneshot hunters at the same distance the Romero does, except if you're using Slug ammos (which are fairly expensive and limited).

It shots one single hit before having to reload, so use it with attention. You'll love it though. BOOM. Ops, you've been ripped in pieces, RIP i guess.

The Caldwell Gun is really actually for picking up headshots from medium distances or for escaping enemies (or for anything else that the Romero wouldn't reach) or for a last hit in case your shotgun didn't 1hit ko.

Tools & Consumables usage:


Throwing Knifes will be needed for any silent zombie/animal kill and Choke bombs will be a last resort for when Immolators will catch you unprepared. Best used to zone out hiding/camping hunters though.

You throw the coughing bomb, they'll leave their wookie bush, you hear where they're going, you'll move accordingly, BOOM, RIP.

Any unmentioned weapon/item please refer to above builds where i've explained them.
THE TRAINWRECK CROCODILE SNIFFER

Main Weapon: Crown &King Auto-5
Side Weapon: LeMat Mark II
Tools: Knife + Throwing Knives + First Aid Kit + Choke Bombs
Consumables: Flash Bomb + Hive Bomb + Frag Bomb + Vitality Shot
Traits: Bulletgrubber + Pitcher + Physician + Doctor + Bloodless + Packmule + Magpie + Hornskin + Salveskin + Greyhound + Conduit + Mithridatist + Bulwark + Kiteskin + Vulture + Lightfoot
Cost: 1095$ - Optional Slug Ammos 1225$ or 1290$ Both weapons with Slug

How does this work?

This is the Ultimate Crowned King of the jungle baby. The thundering blasts of your semi automatic shotgun missiles will strike fear on the hearts of all the other baboons. You'll be the Monkey King and you'll be screaming for ungabunga - from a distance.

A fearsome duelist which relies on ossessive close gapping, zone denying punisher.

No other shotgun can outrival this shotgun, hence its name and its cost (more than half of your total budget comes only from the C&K).

Use your throwing consumables intelligently to make enemies go where you intend them to, and transform them into pudding with a couple of clicks. Have a nice blasting.

Weapon Usage

I think i've said enough above, in case it wasn't clear, your main weapon is the C&K which has an absurd rate of fire without the need to get Levering as a trait (to pair with the Winfield 1887 Terminus), considerably more range falloff and damage, sadly, at a steep cost.

You'll be taking a LeMat Mark II pistol, which can switch type of bullets by pressing X, which also fires shotgun shells. You'll mostly bring it for the shared ammo pool though, or as usual, for the situational use.

C&K needs the Bulletgrubber trait to reload it without loosing unfired rounds.

With all these requirements and info, now you might consider taking another shotgun to lower the total cost ofcourse. I recommend Caldwell Rival 78 and Romero 77 Alamo (both with Slugs).

Tools & Consumables usage:


Nothing much to be said here, except use the throwables for zone control. Choke bombs, Hives, Frags, Flash Bombs (remember not to look in the same direction when throwing these and turn back immediately) should all be used to catch the hares from their nasty wookie nests. Careful with Hives since you're not running Antidotes.

Traits coverage:


I've added more traits than maximum capacity on purpose for this one to give you some optional choices. Basically all traits from the Duelist build to reduce many types of damage types, just choose the ones you feel less comfortable with. I'd go with the trio Mithridatist + Bloodless + Salveskin to reduce respectively poison duration + bleeding buildup and burning rate since you're not running injection Shots consumables.

Mandatory for the use of C&K + throwables are Bulletgrubber and Pitcher to avoid ammo loss when reloading on unfired rounds and to throw bombs from a distance where hunters wouldn't hear you triggering them. Only pick Bg if you're using a shotgun which loses rounds when reloading while not empty.

Greyhound situational, pick it if you're annoyed by running out of stamina too often when running.

Lightfoot is a very pesky trait for when you'll need to parkour around your enemies: you won't emit a sound and you could sneak up behind them easily going unnoticed. When they'll hear the blasts it'll be too late.

Conduit + Magpie both serves as a resources boost for when dueling/stealing/grabbing tokens.

Vulture + Packmule for consumables refill.

Physician + Doctor for max healing and bandaging.
THE LOATHSOME EVERANNOYING EDGELORD OF THE SWAMPS

Main Weapon: ANY 3-slots Long Ammo rifle
Side Weapon: Sparks Pistol
Tools: Knife + Quad Der. + First aid kit + Choke bombs
Consumables: 2 Vitality Shot + Any throwable
Cost: Vary, can be as cheap as 400/450$ to over 1000$
Traits: Bulletgrubber (situational depending on weapon) + Greyhound + Quartermaster (situational) + Any defensive traits + Doctor + Physician + Any silencing trait (Lightfoot/Silent Killer/Beastface) + Gator Legs

How does this work? / Weapon Coverage

You're the edgy kid on the block (sorry, on the swamp) and you'll be running the never-out-of-the-meta Meta setup. That consists of a Long ammo large slot rifle paired up with anything, really. It depends on your preference.

Long ammo rifles are all good for their own reason and there's not really a bad choice for them, since they all have high distance damage falloff and high penetration power. They come with a fairly expensive price though, ramping up a lot, and long ammos are the most limited on stocks.

My personal favorite(s) long ammo rifles are the Lebel 1886, the Springfield 1892 Krag and the old school Mosin-Nagant M1891.

Lebel and Mosin are almost identical, the first having more rounds in its chamber and the latter having less. Very few stat changes between them aside from personal preference in iron sights and variants. The Springfield Krag doesn't need Bulletgrubber to reload, has higher than usual rate of fire but does a little less damage from a distance.

Consider checking all type of rifles since they're really peculiar. Pick your poison.

Regarding secondary weapons you also have a large freedom of choice.

Cheap ammo stock? Sparks Pistol. Expensive daddy-boi on weekly labourless wage? Caldwell Conversion Uppercut for that sweet high bourgeoisie polished pistol ready to serve as a second long distance killer. Even MORE cheap ammo stock? Pick Quartermaster and go for Double Sparks Pistol. Daddy beat you up when you gurgled your first word? Pick Dolch 96.

This is a well rounder expensive setup for duelists who also wants to be able to pick fights from a distance, it allows you to be lethal in close range while not losing fire power from afar. It's not as powerful as Shotgun users up close and it's not as fast as lever action rifle users when maneuvering, but you will excel at trading shots in medium distances.


Tools & Consumables usage:


Same as other duelists, pick really any consumable you want. Tools are chosen to get a general coverage against all type of zombies and animals.

Traits coverage:


Same as previous builds, Bulletgrubber for rifles/pistols that requires it to prevent unfired rounds to be lost on reload; Doctor + Physician for healing; Conduit + Magpie for bounty disputes + Any damage reducing trait;

As a new addition you could think about running any trait that silences your actions (like Silent Killer for soundless melee hits or Lightfoot);

Packmule + Vulture for max loot, yadda yadda.

Variant 1:



Variant 2:


THE MONKE CRAZED UNGABUNGA SAVAGE

Main Weapon: Bomblance
Side Weapon: Caldwell Conversion Chain Pistol
Tools: Dusters + Quad Der. + First Aid Kit + Throwing Axes
Consumables: Stam + Vit + Antidote Shots + Chaos Bomb
Cost: 643$
Traits: Silent Killer + Any (if not all) damage reducing traits + Ghoul + Gator Legs + Conduit + Magpie + Frontiersman + Pitcher + Assailant + Doctor + Physician + Fanning

How does this work?

ME UNGA IN YOUR BUNGA! ME NO THINK, ME RUN TO YOUR BUNGA AND SMASH UNGA!

Buff up with injections when needed, be a clever caveman when it comes to outmaneuver your enemies and obliterate their souls with the Bomblance, dance on their corpses and send them to the shadow realm.

Weapon Usage

Bomblance dinamite arrows are both for killing and for zoning out enemies. They don't have the same explosion radius of normal bombs, but they oneshot if they hit. Approach the enemies while in the chaos of the battle to slice them in half with a single heavy melee hit.

Caldwell Chain Pistol with Fanning for the ever so situational moment you'll need an instant blasting in front of you or to pick up running enemies from afar (or to damage them slightly before rushing if you have the chance).

Tools & Consumables usage:


Dusters only serves the purpose to take out Immolators safely, Throwing axes with the Assailant trait are dangerous both for zombie and for hunters, just don't use them if not necessary as they take some skill and timing. Best used when sneaking behind a hunter and oneshot them if you can't get any closer.

Use the Chaosbomb in compounds when you're fighting another team, it will UNGABUNGA their mind out while you'll approach in the cowabunga clownfiesta you've just created. Bonus Bunga points if you throw 2 at the same time.

Traits coverage:


Assailant just discussed above; Silent Killer is a must with this build, as it makes you shut up indefinitely (even though your inner self is UNGAING AS LOUD AS POSSIBLE);

The usual damage reduction traits with a priority to Bulwark to reduce any self damage from Bomblance bolts;

Ghoul very useful since you'll be running smashing everything you'll see in your path (light Bomblance melee swings takes more or less the same stamina as light melee knives but, on the opposite of the knive, they oneshot grunts);

Frontiersman to have more ranged charges on tools and more healing from F.A.K.;

Pitcher to increase range of throwing axes;

Gator Legs to run on the water. Monkeys hates water;

Every other usual trait for healing/bounty dispute.
THEY DO NOT LIKE HIM AT PARTIES, OH WELL, THERE'S NO PARTIES IN THE BAYOU

Main Weapon: Nitro Express Rifle
Side Weapon: Any / Caldwell Conversion Uppercut
Tools: Knife + Throwing Knives/Quad Der. + First Aid Kit + Choke Bombs
Consumables: Vitality Shot + Ammo Box
Cost: 1844$
Traits: Steady Aim + Loot traits + Healing traits + Bounty dispute traits + Damage reduction traits

How does this work? / Weapon Usage

If "Word of Power: Death" was a weapon in H:S, it would the Nitro Express Rifle.

Outside from the meta since a really long time, it still does count as the most damaging weapons of the game. They've nerfed it a little bit, but if used correctly still counts as a Destroyer of Worlds.

Bringing 2 Ammo boxes with you really helps alongside with loot enhancing traits because Nitro's ammo are super limited and hard to find (for obvious reasons).

There is no weapon in the game that can outdamage the Nitro at close to medium distances with one hit, none. Once upon a time, when this swamp was just a putrid dunghole, the Nitro could even one tap bodyshot hunters from 100m away. It's no more the case, but when you'll hear a thunder from 1km away, you'll know you'll have to watch your steps.

Nitro's Aperture sight kinda sucks i have to be honest, but it is what it is.

This build is a mix of long range rifle and shotgun users with all the unique bonuses and cons that the weapon is carrying. Very limited resources, but with good aim and well placed shots you could outdamage and outperform both of the mentioned weapon types at the same time.

Tools & Consumables usage:


Usual general survival for zombies and fights, watch out for Immolators as you don't have easy blunt damage, use choke bombs if necessary. Ammo boxes for ammo refill.

Traits coverage:


Steady Aim makes aiming with the Nitro's Aperture sight a bit less sh1tty + any other already discussed trait for fighting, looting (especially useful), bounty disputing, etc etc.


THE CRAFTY TRAPPER PROCTOLOGIST

Main Weapon: Winfield M1873C Silencer
Side Weapon: Hand Crossbow + Choke and Poison bolts
Tools: Knife + F.A.K. + Concertina and Alert trip mines
Consumables: Vitality shot + Ammo box + Concertina Bombs
Cost: 546$
Traits: Bolt Thrower + Packmule + Vulture + Necromancer + Serpent + Conduit + Magpie + Any damage reduction traits + Any silencing traits + Doctor + Physician + Poison Sense + Dauntless

How does this work?

This is gonna be nasty. Realy nasty. That's what every proctologist thinks. Well, atleast, this one. Because he's not gonna visit your rear end to make you feel better, quite the opposite actually.

You're thinking about rushing the filthy hell hole where the trapper doc have buried themselves in? Think twice, and move watching every single step you're making.

That's the downside of this build...a keen eye can and will counter you, but a smart proctologist like you will know where to place their traps where the least expected they are..

If you'll play this correctly, you'll be making the compound your barely ever washed buttocks is sitting in the least enjoyable place in the Bayou.

Weapon Usage

You're a support, Harry. You're not supposed to engage fights like a duelist, but you're also not supposed to sit your hairy 4ss around some dirty corner.

Use every tool at your disposal to do 2 things: make your team's life easier and make other suffer excruciating pains.

The Wifield Silencer is your go to weapon for killing zombies and animals from a distance without being noticed. It does crap damage on hunters, but if you're well positioned you will be able to dump a couple hits on them before they'll run away. Silenced weapons really don't give any clue from where they come after like 10 meters.

Consider switching the Winfield with the Vetterli Karabinier Silencer if you prefer lower rate of fire and ammo stock in exchange of more damage.

Your Hand Crossbow is a utility/special zombie cleaner/zone denial tool. Choke bolts to instant kill Immolators and Poison bolts to instant kill Armoreds and any other zombie really (except Meatheads and Waterdevils, but only because water stops these arrows from exploding).

Tools & Consumables usage:


Knife because you can't really go around with 0 melee weapons, First Aid Kit is mandatory as usual

Concertina Trip Mines are very nasty to place on open windows/ledges you'll know some hunter will pass, while Alert trip mines are a double edged sword for when you'll place them near a Barrel. Always warn your teammates you've placed some. If they don't listen it's their fault, but you can't expect your own bros to always check every compound's inch whenever you feel like trapping the place. That's the enemy's duty.

Barrels will explode automatically when an alert trap goes off, and it doesn't need an actual hunter to trip over it. Shoot at it with your silenced weapon when you see some hunter is passing by and you think it has discovered your trap. You could always shoot at it while they're trying to defuse it.

Choke and poison bolts are mostly used to zone out certain places. Poison immune hunters will not get poisoned, but they will still hurt from the bolt's hit. There is nothing that prevents hunters from coughing when going through smoke, so use them as well for zoning out certain places when you feel somebody is closing in.

Remember that every trap or zone denial effect is especially useful on Solos as they will run Necromancer trait to self revive themselves. You're gonna prevent that with some well placed traps on top of them.

Concertina traps are in for a throwable SURPRISE MOTHAF*CKA! area denial and intense bleed damage

Ammo boxes replenishes your ammo and bolt supplies

Traits coverage:


Some situational traits here. As usual i've included all the usual damage reduction/bounty dispute/healing/silencing traits. Your personal pick.

Main traits for this build are Bolt thrower for faster crossbow reload, Necromancer for reviving your downed mates from a distance, Serpent to snatch bounties from afar, Poison sense to see where poisoned hunters have gone, if they're still alive.

All other traits go in conjunction with restocking consumables and getting boosts while fighting for the bounty.

Your main focus should be traits that will benefit your team, as described above. You can choose to avoid picking Beastface since you're going to kill any animal with silenced Winfield + poison bolts anyway.

Variant



Bow with concertina arrows for zone denial, poison arrows for zombie/hunter killing (unlike poison bolts, they do not explode but you can retrieve them) + double Silenced Nagant Pistol with poison ammo (also normal ammo are fine) mainly for animal/zombie killing, but also very good at dueling close range.

Since the Bow takes up a medium slot only, you could pair it with any other medium weapon you want really. Sacrifice Choke bombs for Throwing Knives/Quad Derringer and swap Silenced Pistols for one medium rifle if you want more medium range damage.

You'll also need to play around with traits since there's a few specific ones for the Bow such as Hundred Hands and Dewclaw (more bow damage and more bow melee damage). Also pick Bolt Seeker since poison arrows can be retrieved.

Poison bombs if you still want the poison cloud zone denial and/or a quick crows killer.

Alert trip mines are always nice for barrels triggering.
THE CANNED LASAGNA ENJOYER OF THE LONE FORESTS

Main Weapon: Sparks LRR Sniper
Side Weapon: Nagant M1895 Silencer + Poison ammo
Tools: Knife + Throwing Knives + F.A.K. + Blank Fire decoys / Choke Bombs
Consumables: Vitality Shot + Ammo Box + Stalker Beetle + Poison Bomb
Cost: 707$
Traits: Sniper Scopesmith + Steady Aim + Necromancer + Magpie + Serpent + Resilience + Blade Seer + Silent Killer + Vigilant + Vulture + Packmule + Any

How does this work?

The Sniper or, for friends, The Bush Wookie. A very enjoyed friend or the most useless waste of pixels of the team at the same time, it just depends on you for how you want to be remembered.

This build will cover the SOLO experience as well as the trio, just need to swap out some traits and play differently.

Weapon Usage

Any Sniper variant will do fine. The Sparks Sniper usually packs quite a punch but it only has one chambered round. Matter of preference. I also like the Mosin Nagant Sniper and the Winfield Sniper respectively for long range artillery support or long range suppression/support fire.

While SOLO, i usually go with Sparks as it has more damage and will leave hunters with 1 HP if not headshot. If the shot is well placed and they're already fighting, this will cause severe cases of Death.

Tools & Consumables usage:


Only few different things here is the Blank fire decoys when playing solo if you know how to use them to bamboozle enemies when you're close, otherwise pretty much useless and counters yourself since you'll be trying to snipe from a distance.

Beetle paired with Vigilant for easy scouting. Can pick anything else if you want to grab Beetles from trees instead.

Poison Bomb for those stupid crows you don't really have other choice but kill.

Traits coverage:


Some traits works different if you're playing duo/trio or solo.

Necromancer is the gamechanger here: you're gonna be able to self revive. Smart hunters will trap you to hell before leaving your body, or simply watch you burn while they'll cook marshmallows on your roasting carcass. BUT! If by any chance you're gonna get neglected, also consider taking Resilience so you'll revive with 100HP and that will increase your chances of resisting some traps. Traps hurt, but you will endure one concertina if you have 100HP. You won't if you'll have 1.

Other traits boosts the Sniper gunplay and in case you're playing any sniper variant other than Sparks, will allow you to stay in sniping mode while reloading (Sniper Scopesmith).

Blade Seer for easy knives retreiving

Vulture + Packmule for loot, especially when solo you'll need any supply refill as possible

All other traits works as mentioned many times above.

As solo prioritize silencing traits while on group prioritize damage reduction ones.
INDIANA JONES AND THE ILLEGAL LOUSIANA RAVE PARTIES

Main Weapon: Crossbow + Shot Bolt + Explosive Bolt
Side Weapon: Caldwell Conversion Uppercut / Any
Tools: Knife + Quad Der. + F.A.K. + Choke bombs
Consumables: Vitality Shot + Big Dynamite Bundle + Frag Bomb + Ammo Box
Cost: 1017$
Traits: Bolt Thrower + Packmule + Fanning + Any

How does this work?

Explaing these ungabunga dweller that shouting only leads to more shouting, that unbalances the equilibrium of your swamp. Blast them in the face with the nuclear powered crossbow and bring silences again.

Weapon Usage

The Crossbow is actually used as a silenced weapon with easy bolt retreive chance, but you're not that smart, you just want to make things explode, because honestly, you're tired of being the only silent dweller of the jungle. Let's leave silence for others.

The shotbolt one taps anything but Meatheads because it extends a simple, yet deadly, shotgun round with the combined range of a crossbow. When hitting an hunter with that, the shotgun round will fire and it goes boom. Is that rave party enough for you?

Explosive bolts are for generating chaos when enemies will see raining bombs on their heads.

Take any side weapon of your choice for longer ranges and precise shootings. Caldwell Uppercut is powerful but expensive. Consider any other small weapon, it's fine.

Tools & Consumables usage:


Big Dynamite Bundle to tear down buildings, all other tools/consumables already explained and widely used.

Traits coverage:


Same thing as above, nothing fancy, prioritize Bolt Thrower for faster crossbow reload and then anything else really, as usual.
THE ULTIMATE GOD-SKULL PLOWER, RULER OF ALL THAT IS UNCLEAN

Main Weapon: Mosin-Nagant M1981 Avtomat
Side Weapon: Sparks Pistol / Double or Dolch 96 / Double
Tools: Knife + Quad Der. + F.A.K. + Choke Bombs
Consumables: 2 Vitality Shots + 2 Ammo Boxes
Cost: 3165$
Traits: Bulletgrubber + Packmule + Any

How does this work?

Go teach these kids who's boss and paint the walls with their insides. Running the Avtomat changes the game by introducing a new mode: Avtomat Hunt.

These mongrels will either chew their own bile versus your unstoppable fire power or laugh while joining forces to kick your butt together. There is no way in between.

If Duke Nukem would be a playable character in Hunt, this would be it. And you're all outta gum.

Use with caution, as the arsenal at your disposal is extremely expensive, extremely difficult to manage but also extremely deadly to anything who dares fighting you in close to mid range.

Weapon Usage

There are two schools here. The Turbochad double Dolch 96 runner for nearly infinite dueling possibilities and The Thunderc0ck double Sparks Pistol long ammo accumulator to have a double refill on the Avtomat.

The Avto shoots 2 rounds per click and there is no way to alter that. A single click on a hunter's chest will one-tap it. It is unrealiable at high distances, but it still headshot if you aim carefully for the first shot.

A common mistake new Avtomat users make is to hold the left button while shooting. We don't do that here. You'll gonna waste all your bullets for nothing, cause Avto got an insane weapon recoil. Click the left mouse button once every second instead, much better precision.

Tools & Consumables usage:


The very same usual for general surviving, with added Ammo boxes for Avto refill.

Traits coverage:


Bulletgrubber is an absolute must, don't even go without it

Packmule for the added loot is always useful + Vulture

Every other usual duelist trait as written more times above (Doctor + Physician + Salveskin + Hornskin, etc etc...)
BOB

I mean, he's Bob. Respect him.

He don't technically need anything else to hunt, really.

This'll teach you how much you should respect other people's builds. Cause if Bob could kill you, anything can.

I hope you've enjoyed my guide, i'm honestly very tired now and i need to rest, as tomorrow is another day where i've gotta earn my bounties. Sleep tight and may you live to die another day.
3 Comments
John Showdown  [author] 5 Nov, 2024 @ 2:58pm 
Please be aware this guide is MASSIVELY OUTDATED for many reasons. Read top section. Thanks!
Jax 23 Oct, 2023 @ 6:05pm 
Spot on. Good job.
ТыГыДык Ночной 17 Oct, 2023 @ 1:56am 
*-*