A solution to Double Gunners (Yes I know this will probably make some people scream)

  • Hello, Console player here!

    I know this is going to be a contraversial topic for most, but I wanted to throw in some suggestions about how to deal with the Double Gunner issue, now I know most won't see it as an issue, personally I do, now this isn't a case of skill, as I know I am not the best at PvP, I do enjoy it though, but I don't see how skill can be called into question when we all know the blunderbus is a broken weapon that can one tap players, pair this with the Eye of reach and well....I am sure many of you don't need me to explain how frustraiting this is.

    Now I don't know about you but I have personally found these types of players are very toxic (Not all, though it is very annoying, not all players have been toxic) and they like to spawn camp, and then spam the chat or hotmic telling me and my crew to "Git gud" and call us sword lords, and spout all the classic lines, so the purpose of this thread is to hopefully address and throw up some suggestions that could solve this issue, now I know some reading will probably just once again tell me to "Git gud" but, no amount getting good can answer oneshot tactics, and Im sure we are all tired of having to run down someone spamming jump and eating food cause they wiffed their shots

    So I hope those who read this can suggest ways to fix this as I have instead of meming, though this is the internet and we cannot avoid memes, but here are my suggestions

    1. Lock the weapons to use of a sword and one firearm, this actually giving players a chance to fight

    2. Add in some new weapons just to shake things up a bit, I have always wanted the addition of throwing knives, but maybe a Club or some kind of hammer? these weapons could have different machanics, a longer sword perhaps having reach? a hammer could knock people back? or perhaps even some kind of armour as protection

    3. Give the blunderbus a tighter spread but reduce its overall damage per pellet, I think we have all been in that situation where we feel cheated by the spread of the blunderbus, either we completely miss, or we do 5hp worth of damage, yet everyone else climbs up your booty and gives you a Blunderbus enema

    4. Give the Eye of Reach a delay between scoping and firing, so if you survive the blunderbus you have a chance to fight instead of getting MLG 360 No scoped and downed

    5. give certain weapons a delay between switching, I imagine this being like the blunder and the eye are big heavy weapons, so they take some time to lift up and aim, again this is all giving the players time to actually react

    Now please, these are SUGGESTIONS, I know it would take time and tweeks and such to get these mechanics to even work, I just hope that anyone who responds to this has more to say other than well, toxicity, because I am a frustraited player yes, but that last thing I want to tell a PvP fan to do is to "Go Play Arena" I just want to be able to fight without getting downed in 0.5 of a second, I look forward to hearing your suggestions!

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  • I dont like double gunners, but they have all the right to do their thing.

    However, for the sake of conversation, i will add some thoughts on the matter.

    One simple way of limiting the effectiveness of double gunning, would be so make sure they can not refill their ammunition at enemy ships. In other words make ship ammunition and weapon boxes, owner crew only access. If they want to stock up on ammunition, they need to bring a box with them, or refill at an island or other stationary ammunition box.

    EDIT: Im not pro this solution either, as it will create other issues.

  • Here, you want to really make people scream?

    The "simple" solution is not to just impact double gunners, but to impact EVERYONE equally. I think combat is due for a significant overhaul...and I think that overhaul is one word...STAMINA.

    Running, Swimming fast, Jumping, swinging your cutlass, blocking, ADS'ing with your guns, reloading your guns. All of it would consume stamina.

    You run out of stamina, you do everything that consumes stamina more slowly. Your reload is slower, your ADS is slower, your sword combo is slower, your blocking is reduced to one block of a combo.

    Stamina would slowly and constantly regenerate and eating would quickly increase it by the equivalent amount that the food increases health.

    Now that is how you bring combat to a more strategic level and less like Halo on boats.

  • @sweetsandman I've thought a few times about whether stamina would change the game up abit. Always found it funny that I can unlimited sprint, swing my sword endlessly and bounce round like a pogo stick but once sword lunge and I'm now tired lol. Interesting idea. I think it would favour guns more though in the current way the game is.

  • Don't know about making sword mandatory as one weapon. Usually double gunners who are not using the exploit are not so dangerous and/or annoying.

    BUT I'm very much against stamina mechanics!

  • @a10dr750 It would only favor guns if they didn't balance the stamina consumption correctly. Those players that are pogo sticking after every shot and using the outer ring of the ship as a parkour course while reloading would be heavily impacted and brought back to reality. This is coming from one of those players that would be heavily impacted. It would bring balance to both guns and swords and make hand-to-hand combat far more strategic than what it's been reduced to today.

  • Personally I don't get caught up in the weeds of worrying about what people use on this topic.

    Close combat is so inconsistent with all the weapons it's frustrating for everyone no matter what they use and I don't really care what people use. Use whatever. When a double gunner kills me it's because they hit their shots. Good for them, they earned it.

    Best way to handle double gunners is to out naval them which is entirely possible as there are a lot of pvp crews that are heavy on the board/deck combat and light on the naval

  • @sweetsandman I think there just needs to be some consistency. Sword block should actually block. Blunderbombs should disrupt animations just like a sword lunge would get stunned, reloading interrupted when hit. Exploits need removing which they are being removed and I tried double gunning myself the other day and I swear the time you get to fire after aiming is slightly longer now on the EoR. I like my cutlass and flintlock mainly because pirate, I know it holds me back but I'm not that bothered about it, fun is what's important to me.

    I don't think double gunning should be removed like OP suggested and I'd wager alot of decent double gunners would probably be nearly as effective with cutlass + gun. The game just needs a few tweaks to improve consistency.

  • @jbroski1 there is so much wrong with your post...let's start with the headline...solution to double gunners? What solution? What issue?

    You say broken blunderbuss...what's broken with it? The one-shot? It's basicly a shotgun...a shotgun that doesn't kill with one shot at very close range isn't a shotgun...

    I have to say, I was one of that guys, who said a long time, that sword should be mandatory...but that was before the double-gun-exploit was fixed...now, if they want to use two guns...let them, easy kill when I get close enough...
    And before YOU SCREAM double gunner or blunderbuss user...I'm a sword and pistol user (almost) only...I use the EoR for the meg...

    Edit: you say, give the guns a delay between switching...that's what actually is already a thing...before Rare fixed that, double gunners could shoot 2 shots at the (almost) same time

  • @schwammlgott

    I'm sword + pistol user too! Thought I was the only one!

    DG exploit is still around though, just slightly less powerful than it used to be. Still disgusting if used properly, but extremely few people are able to do that based on my experiences.

  • @a10dr750 sagte in A solution to Double Gunners (Yes I know this will probably make some people scream):

    @sweetsandman I think there just needs to be some consistency. Sword block should actually block. Blunderbombs should disrupt animations just like a sword lunge would get stunned, reloading interrupted when hit. Exploits need removing which they are being removed and I tried double gunning myself the other day and I swear the time you get to fire after aiming is slightly longer now on the EoR. I like my cutlass and flintlock mainly because pirate, I know it holds me back but I'm not that bothered about it, fun is what's important to me.

    I don't think double gunning should be removed like OP suggested and I'd wager alot of decent double gunners would probably be nearly as effective with cutlass + gun. The game just needs a few tweaks to improve consistency.

    I think interupting reloading when get hit would be a bit too much...when a sword user get's too close, there is no way to fight anymore if one shot missed...
    I would prefer to interupt reloading when jumping...

  • Screw option one, I like choice. Taking away choice shouldn't be an option.

    I don't like these, full stop. However, my idea that I've said in the past is this. Make ammo universal and share. Bump the total ammo up to 6/7 so that single gun users get a buff with one gun being able to be fired more, while simultaneously nerfing double gun by ensuring they can't combo fire as many times. This works in tandem by keeping two guns as an option while giving people incentive to run melee and gun.

  • @schwammlgott that would be fine, just something needs tweaking . It was just an example that's all. It's easy suggesting changes on a forum without considering all the effects a change would bring.

  • @nabberwar I'd be happy with that

  • @a10dr750 Continued Band-Aids and nerfs/buffs to the combat system leaves us with the clunky-feeling mess that we have today that's balance is held together by chewing gum and paperclips.

  • @greengrimz sagte in A solution to Double Gunners (Yes I know this will probably make some people scream):

    @schwammlgott

    I'm sword + pistol user too! Thought I was the only one!

    DG exploit is still around though, just slightly less powerful than it used to be. Still disgusting if used properly, but extremely few people are able to do that based on my experiences.

    👍🏻

    DGE was before that "fix" an instant kill...they shot 2 bullets at once
    Now it's about a second in between, right? I don't think that's an issue...

  • @schwammlgott said in A solution to Double Gunners (Yes I know this will probably make some people scream):

    @greengrimz sagte in A solution to Double Gunners (Yes I know this will probably make some people scream):

    @schwammlgott

    I'm sword + pistol user too! Thought I was the only one!

    DG exploit is still around though, just slightly less powerful than it used to be. Still disgusting if used properly, but extremely few people are able to do that based on my experiences.

    👍🏻

    DGE was before that "fix" an instant kill...they shot 2 bullets at once
    Now it's about a second in between, right? I don't think that's an issue...

    More like .5

    It's still ridiculously strong. But you are right, used to be 2 shots at the same time before.

  • @greengrimz sagte in A solution to Double Gunners (Yes I know this will probably make some people scream):

    @schwammlgott said in A solution to Double Gunners (Yes I know this will probably make some people scream):

    @greengrimz sagte in A solution to Double Gunners (Yes I know this will probably make some people scream):

    @schwammlgott

    I'm sword + pistol user too! Thought I was the only one!

    DG exploit is still around though, just slightly less powerful than it used to be. Still disgusting if used properly, but extremely few people are able to do that based on my experiences.

    👍🏻

    DGE was before that "fix" an instant kill...they shot 2 bullets at once
    Now it's about a second in between, right? I don't think that's an issue...

    More like .5

    It's still ridiculously strong. But you are right, used to be 2 shots at the same time before.

    Ok, then it should maybe get up to about 1 second...so forum doesn't get flooded with double gunners who scream, let's say 0,85 seconds 😜

  • lock it to sword and and a gun. you should never beable you quick scope with a sniper so add a delay in looking down scope. also reduce the height of jumps forcing players to fight instead of jumping around. also love the idea of crew only ammo so others can use your ammo…this will force more strategic play imo

  • @madfrito99 said in A solution to Double Gunners (Yes I know this will probably make some people scream):

    lock it to sword and and a gun. you should never beable you quick scope with a sniper so add a delay in looking down scope. also reduce the height of jumps forcing players to fight instead of jumping around. also love the idea of crew only ammo so others can use your ammo…this will force more strategic play imo

    I agree with you on everything except reducing jump height and locking it to a sword and a gun. Instead of the jump nerf, interrupt reloading if you jump before the reload is finished. And the fact that you cannot reload from an enemy's ammo box, along with the other nerfs, is already more than enough of a blow to DGers IMO.

  • @madfrito99 reduce the height of jumping? Sorry, but...are you nuts?
    Guess how many things in the game would need to change...tall tales, some have jumping scenes where you have to jump exactly to make it...
    No, just no...too much work for devs, too much possibility for more bugs

  • @schwammlgott nah why changing jumping in tall tales? that should be allowed…only change jumping in the open seas…it bring a whole new dynamic to combat that is needed forcing people to really battle instead of halo jumping everywhere

  • Only fun solution I found is

    1. Make all ammo sharable.
    2. Make ammo damaged by a lot of water.
  • @madfrito99 said in A solution to Double Gunners (Yes I know this will probably make some people scream):

    @schwammlgott nah why changing jumping in tall tales? that should be allowed…only change jumping in the open seas…it bring a whole new dynamic to combat that is needed forcing people to really battle instead of halo jumping everywhere

    Because that's what you suggested - to change jumping. There is no separate jumping depending on what you're doing, there is only one jump mechanic. Changing it affects everything that requires the previous jump heights, which includes parts of the tall tales.

  • @d3adst1ck im sure they could separate it

  • @madfrito99 said in A solution to Double Gunners (Yes I know this will probably make some people scream):

    @schwammlgott nah why changing jumping in tall tales? that should be allowed…only change jumping in the open seas…it bring a whole new dynamic to combat that is needed forcing people to really battle instead of halo jumping everywhere

    Except all Tall Tales (except for the couple of instanced Pirate Life ones) all take place within the Sea of Thieves and even the instanced ones are in Adventure and not a separate mode. If you change it for Adventure, it also applies to Tall Tales which are not going to be separated from the rest of the world as Rare has made quite clear. You change it for one, it affects the ENTIRE game.

    And even if that were possible, it would still affect a lot of the PvE tasks such as thrones and battles against PvE threats like skeletons and crawlers. When it impacts your gameplay then you won't be so gung-ho for the idea. People need to think harder about what they are requesting and try to see all the downsides, not just what they want to happen.

  • @madfrito99

    @schwammlgott nah why changing jumping in tall tales? that should be allowed…only change jumping in the open seas…it bring a whole new dynamic to combat that is needed forcing people to really battle instead of halo jumping everywhere

    Nah, sounds stupid to have two completely different rules of jumping in one game. What game do you know of that doesn't have consistent jumping throughout the game? I certainly can't think of one.

    My suggestion is learn to adapt, it isn't that hard to learn how to hit people who jump around. What comes up eventually goes down, aim there.

  • @jbroski1 i dont see whats wrong with doublegunning.Its been nerfed 3 times Since game came out and sword is still getting more and more powerfull (lately they added a''feature" when u getting slashed with a sword Ur ads is getting cancled). NOT ONLY THAT But also when u getting slashed with a sword u getting a stun effect especially when theres no delay between missing a sword slash, But when u miss a shot with a gun u need to wait 3-5s to reload Ur gun(time depends on what gun u r using)
    Just to be clear, Im not crying abt how broken sword is, i just want to all those ppl who says sword is useless against doublegunn to realize sword IS and WILL be the most overpowered weapon in this game and Yes ik sWoRd iS oNlY cLoSe rAnG wEaPon sO iT nEeDs tO bE gOoD But with thing such as backtracking it feels like sword range is 2 times longer than it actualy is.

  • @jbroski1 said in A solution to Double Gunners (Yes I know this will probably make some people scream):

    the blunderbus is a broken weapon that can one tap players

    It can one tap, but that doesn't make it broken. It needs to be aimed (unlike sword - which can kill players in a very short time period too)

    these types of players are very toxic

    Massive generalisation. There are plenty of toxic sword users who spawncamp. It's irrelevant when talking about weapon mechanics themselves.

    I know some reading will probably just once again tell me to "Git gud"

    Git gud ;)..... joking ofc xD

    no amount getting good can answer oneshot tactics

    That isn't true, if they've got a blunder fight them at range instead, ENAS to bait the blunder shot out then sword them to death. You have options if you are skilled enough.

    Im sure we are all

    You're speaking for yourself here, don't speak for others that you don't know.

    tired of having to run down someone spamming jump and eating food cause they wiffed their shots

    So shoot them with your gun?

    1. Lock the weapons to use of a sword and one firearm, this actually giving players a chance to fight

    No. This game is about making your own decisions rather than restricting play. You do have a chance to fight, you just need to be smart about it.

    1. Add in some new weapons just to shake things up a bit, I have always wanted the addition of throwing knives, but maybe a Club or some kind of hammer? these weapons could have different machanics, a longer sword perhaps having reach? a hammer could knock people back? or perhaps even some kind of armour as protection

    Throwing knives sounds cool. Everything else... eh I'm not too bothered either way. Maybe things with different attack speeds and damage numbers could be interesting. If you increase the range of the sword, you have to include some sort of aiming component to counter the buff - such as stabs/vertical strikes.

    Armour? Hell no. This game is an even playing field, and armour as a mechanic goes against that.

    1. Give the blunderbus a tighter spread but reduce its overall damage per pellet, I think we have all been in that situation where we feel cheated by the spread of the blunderbus, either we completely miss, or we do 5hp worth of damage, yet everyone else climbs up your booty and gives you a Blunderbus enema

    The blunderbuss is a close range weapon that's the point, if you are only dealing 5hp of damage you should either use a pistol/EoR due to range, or you just missed your shot, and they got caught by the edge of the spread. Making blunder a worse pistol is just not a good idea.

    Love the imagery there though xD

    1. Give the Eye of Reach a delay between scoping and firing, so if you survive the blunderbus you have a chance to fight instead of getting MLG 360 No scoped and downed

    Mechanically, just no. That's not fun to play, combat should feel fluid.

    1. give certain weapons a delay between switching, I imagine this being like the blunder and the eye are big heavy weapons, so they take some time to lift up and aim, again this is all giving the players time to actually react

    again, mechanics should feel fluid. Delaying animations unnecessarily goes against that.

    I just want to be able to fight without getting downed in 0.5 of a second, I look forward to hearing your suggestions!

    If you want suggestions for that: play on xbox servers. Guard ladders better and take fights naval where possible. Movement is key you are easy to hit for double gunners if you are stood still or running straight at them.

  • @madfrito99 sagte in A solution to Double Gunners (Yes I know this will probably make some people scream):

    @schwammlgott nah why changing jumping in tall tales? that should be allowed…only change jumping in the open seas…it bring a whole new dynamic to combat that is needed forcing people to really battle instead of halo jumping everywhere

    That sounds like an even more ridiculous suggestion...2 different jumps in the same game, one for PvP one for tall tales...wow, just wow 🤦🏻‍♂️

  • You said yourself that you were a console player. Can you not just go XBox servers only? Dg cannot be that much of an issue of XBox.

  • @greengrimz said:

    schwammlgott said:

    Now it's about a second in between, right? I don't think that's an issue...

    More like .5

    No, more like 1.02.

    For the Nth time, you cannot break the hard-coded delay.

  • @theblackbellamy said in A solution to Double Gunners (Yes I know this will probably make some people scream):

    @greengrimz said:

    schwammlgott said:

    Now it's about a second in between, right? I don't think that's an issue...

    More like .5

    No, more like 1.02.

    For the Nth time, you cannot break the hard-coded delay.

    Yes but no, but we are not allowed to discuss such things in here.

  • @scurvywoof you'd be supprisesd how many ppl dg on xbox servers

  • @greengrimz said:

    theblackbellamy said:

    No, more like 1.02.

    Yes but no, but we are not allowed to discuss such things in here.

    Lol... yes but yes. You can't make an unsubstantiated claim about it being 0.5 sec, and then hide behind "we can't talk about exploits," after I show you a video that thoroughly breaks down swapping normally vs quickswapping.

    It is 1 sec. Cancelling your ADS does not break the hard-coded delay. Full-stop.

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