Hey there, Ghost Hunters!
Welcome to another weekly update! This week, we are continuing our look into data from our most recent alpha test.
Let's jump right in with the Hunter weapon usage data!
Spectral Cannon was the most commonly selected weapon, as you might expect, it is part of the default loadout. It’s a solid weapon that is good in nearly any scenario - good damage to both Ghosts and physical objects.
We saw it commonly paired with the Fast Recharge perk, reducing the chance of letting a Ghost escape because you were one battery charge short!
The mighty Ghostsmasher returns in second place. This short ranged weapon was tweaked recently to be more effective towards Ghosts in their base form, and less so against physical props. (This is in anticipation of a new upcoming weapon, the Sledgehammer, that will be strong against physical props but weak against Ghost form.)
We saw the Smasher used a fair bit more after Midnight as Ghost form is a bit more common at that point. If you can dodge their punches, you may be able to take out a Red Ghost by yourself!
Third place is Project X. Utilization is up a little bit from last alpha, but still a somewhat niche weapon. It’s not very effective at chasing Ghosts due to slow charge-up and low speed, it truly shines after Midnight as a point defense tool. It also is a strong counter against aggressive large props before Midnight, as it is more effective against physical props in the new damage model.
We plan on introducing more weapons next test so that we can really start to see how the meta develops when more choices become available.
Moving on to data from gadgets!
Radar is in first place - again, part of the default loadout, but also an incredible tool to track down hiding Ghosts. Should always have at least one in each team for sure.
Second place is the Pathfinder, which is our other Ghost-tracking gadget.
As you may know if you played the test, Radar is effective against Ghosts that have not moved much and built up a fair bit of ectoplasm. Pathfinder, the counterpart, is effective in finding Ghosts that have been recently on the move. Having one of each on a team really ensures the covering of all bases!
The others all have a more niche use case, but were quite effective in their respective roles. Defibrillator, of course, is extremely useful but not something you would carry with you at all times. (Unless, of course, it’s after Midnight at the generator is vulnerable - in this case, it can be the clutch choice to revive your whole team!)
Okay, that’s a good stopping point for this week. Next week we’ll continue onward unpacking data from our most recent test, and discussing plans for the future!
Thanks so much for reading! Let us know on our socials what you think of the above data, and we’ll see you next week.
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