Weapon switching still isn't fair - Here's why

  • Before I begin: This is not a post asking for quickswap to return - the Developers have made themselves clear that this is not something they intend. So I don't want to see any arguments about why quickswap should stay or go because that is not what this thread is about. This thread is about how post- qs patch has effected gunplay for the worse, and how we could improve it to make it more fluid, consistent, and feel natural instead of the clunky mess we have currently.


    Quickswitching was removed last year to try to improve the consistency of gunplay, and making sure one player doesn't have an unfair advantage over another. Everyone can shoot at the same time right?

    However, I'm going to explain how swapping between 2 guns is arguably more unfair now than it was pre-quickswap patch and what the developers can do to fix that.


    It has been stated in the Release Notes 2.9.1 that the intention of the developers is to allow players to move a short distance, without being forced to suffer the full wield delay. In this post I will prove that this patch has not been effective, and there is still an unwanted delay which results in unexpected, and unfair behavior.

    ----From the developers at Rare:----

    Gunplay in Motion

    • The removal of quick switching in October’s update created an unwanted wield delay during regular gunplay, preventing players from firing quickly after moving.
    • While preserving the original quick switching fix, this update now readdresses the change to ensure that when firing a weapon and switching, players who move a short distance are no longer forced to use the full wield delay and can fire much more quickly.
      Source: https://www.seaofthieves.com/release-notes/2.9.1

    [Point 1]

    A player that sprints and stops too quickly after firing is penalized with an additional wield delay/second wield animation. This means that even if you fired the first shot, your second shot maybe SLOWER than another player due to sprinting for a short duration. The inconsistency which makes the weapons feel CLUNKY to use. (You will be able to see examples in the videos at the bottom of this post.)

    Technical explanation why this happens:
    The developers intend for a 1 second delay (1000 ms) after shooting your first shot before you can ADS your second weapon and fire. The ADS animation accounts for another 1/4 second (about 250-300 ms) meaning the fastest you're intended to shoot both shots while aiming is ~1250-1300 ms

    • If you shoot - swap - sprint for less than 1000 ms since your first shot: you will play the full wield animation causing an additional 1000 ms delay.

    • If you shoot - swap - sprint for longer than 1000 ms since your first shot: you can ADS and shoot right away.

    This means that even if you shoot first, and both you and your opponent sprint - ending your sprint just a few ms too early, and your opponent ending their sprint perfectly timed - They will shoot their second shot up to a full second faster than you do. Is that fair?

    Solution:
    The simplest and easiest way to make the guns feel really nice and smooth again is to no matter what- allow ADS / shooting after 1000 ms has past.

    This means that if you shoot - swap - sprint for less than 1000 ms since the first shot, you will begin the wield animation, but as soon as the 1000 ms has past the wield animation will be interrupted by the ADS animation.

    This is the intended delay, and would 100% get rid of the clunkiness and inconsistency which is currently felt, while ensuring that all players can shoot the same speed.


    [Point 2]

    Before the quickswap patch, everyone was capable of doing a quickswap (provided they knew how) - however since quickswap was patched it has become something cheaters can enable in a mod menu. Something we all once were capable of and able to compete with has become exclusive to people that cheat. Leading to greater unfairness when coming across cheaters.

    Solution:
    This is a call to action. I am making Rare aware of the problem they probably already knows exists. Rare is able to combat some cheats in the past such as the cannon teleport, instant ladder, instant repair, etc. We need Rare to patch out the methods cheaters use to quickswap.. because now that quickswap has been removed - no legitimate player is capable of it as we once were.


    With these two fixes in place we can have a more level playing field, and a fluid gaming experience. Because even though Rare has made attempts to fix quickswap - it's inadvertently created more problems than it's solved and I hope this post can help bring light to these issues that have gone on for too long.

    Example of different forms of delay:
    https://youtu.be/ViV3WYz9-4g


    Video proving the current system is unbalanced/unfair:
    https://www.youtube.com/watch?v=l8gYHFhnMss


    EDIT:
    -------From the discussion amongst players in the pages of this thread-------
    To save time from reading deep into the pages of this post - there was a long discussion that the wield animation should play in full 100% of the time because otherwise it would be an "animation cancel".

    • I would like to point out this is not the developers intentions as stated in the patch notes referenced above.
    • If this is the case that animations should not be interrupted in any way, then why is this not the case with other weapons such as the sword - which can attack before the full wield animation completes? (See example in the link below)

    [https://www.youtube.com/watch?v=KT4QUzCykmM](Example video showing the sword does not need to complete the full wield animation before being allowed to Attack)

    Furthermore - it is proven that animations can be interrupted/blended in a way that looks nice and is coherent to the player. Once your weapon is in a ready state - every time you sprint and your gun is beginning the wield animation you can aim and see how nicely it transitions. As my recommendation is to allow players to sprint after firing, and they may begin the wield animation, but once the Ready-To-Fire timer has expired between the first and second shot allow the player to interrupt/blend the animation into an ADS action. Meaning that everyone can shoot at the same speed and there is no imbalance between 2 players that choose to sprint. (See example of animation blending in the link below)

    [https://www.youtube.com/watch?v=GMc-8pjs58Y](Example video of blending the wield and ADS animation)

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  • @bleu-solo
    Hilariously enough, quick-swap (undoubtedly as an exploit) is now back as of one of the more recent updates.

  • @felix-ashur
    Which is part of the reason I made this post. I miss quickswap for sure, but it's not something I did exclusively for the speed advantage so much as the mobility that you have. Even though I liked the original method, I disliked the new crouch quickswap. Crouch quickswap was nothing about mobility and purely about the small (300ms) speed advantage - glad it's being removed.

    With the old method you were able to run around and be 100% confident that when you stop running your gun is ready to aim and shoot.

    Nowadays it's really a guessing game if you've sprinted long enough, should you sprint longer? That inconsistency is what this post is all about. We want the guns to feel fluid and predictable and right now it's a mess.

  • @bleu-solo
    Ah. Ok, that makes a lot of sense there. Though, if I might offer a suggestion, if they are going to legitimize and fix it, they really should add in-game information about it so it's not just a "hidden mechanic" that only the people that are caught up on the most recent pvp news updates know about.

  • They wouldn't have needed all the patch work and heavy handedness if bad actors stopped abusing the system. Quick swapping was kept as long as it was because they wanted the weapons to feel smooth and intuitive. You only have your community to blame here.

    Until hitreg [let alone all of the s14 mechanics] is fixed I don't think they need to devote any more time to weapon feel.

  • @felix-ashur
    That's the beauty of the solution I'm proposing - if you stand still and shoot, or choose to run and shoot your first shot and second shot will stay the same every time. It wouldn't need it's own information/bulletin board, it would just feel natural - nothing to figure out, no tricks. You shoot the same speed no matter what.

    When 1000 ms has past and your gun is ready to fire, the ADS animation will play out even if a wield animation is currently playing.

    For Example: Say you sprint for 500 ms, the wield animation will play out partially for 500 ms then transition to the ADS animation because the timer has reached the 1000 ms that Rare intended.

    This is in contrast with the current system where if you sprint for 500 ms, the wield animation will play out in full for 1000 ms, meaning there is a delay of 1500 ms between shots when the intended delay is actually 1000 ms. That's the inconsistency that players hate the feel of

  • @captain-fob4141
    Everyone shouldn't have to suffer just because of the bad actors. And I don't believe anyone has to suffer. There are definitely solutions to the problem at hand which both patch quickswap and don't involve clunk/poor weapon feel.

    Hit reg actually feels a lot better and seems to work very well now for the guns. I can't speak for all weapons, but the sniper, pistol, and blunderbuss registration feels quite nice these days.

    Server performance & weapon feel are at the top of the list for me personally.

  • They never fixed quick swapping properly whatsoever.

    The proper fix was if a player sprints before the weapon unstow animation ends then the animation should be restarted from the beginning regardless if the player just shot a gun or not.

    Because sprinting cancels animations it is not supposed to bypass them.

    However if a player sprints after the unstow animation finishes and does not swap their weapon then as soon as they stop sprinting the weapon is immediately available to hipfire or ads and fire.

    Basically once the unstow animation completes you may sprint as much as you want and you will not be subjected to an unstow animation again until you swap to your other weapon.

    They chose to do this weird bandaid solution that only affected double gunners yet still permitted sword + gun users to continue using quick swap for an advantage.

  • @eastthread51441
    That is how they first patched it last year, but they adjusted it a few weeks later to what we have now because it was too much clunk.

    The proper fix was if a player sprints before the weapon unstow animation ends then the animation should be restarted from the beginning regardless if the player just shot a gun or not.*
    However if a player sprints after the unstow animation finishes and does not swap their weapon then as soon as they stop sprinting the weapon is immediately available to hipfire or ads and fire.

    The problem with the method as you described it is that if you:

    1. Stop to play 90% of the wield animation
    2. Sprint
    3. Back to step 1

    If you followed those steps then you'd be in an infinite loop where your gun is never ready even though way more than enough time has past and you may feel as if the wield delay has been achieved. This is janky and makes the weapons feel unpredictable.

    You'd want the shot to be determined by how much time has past since the previous one. This way a player can only deal so much damage per second.

  • @bleu-solo

    Stop canceling the animation then.

    In all honesty, the unstow animation for guns is unnecessarily long and clunky feeling.

    That’s the root of the issue.

    The unstow animation for sword isn’t that bad but guess what you can still sprint to cancel it and be able to strike faster.

  • @eastthread51441

    Yes sometimes the animation appears to be finished when it’s not.

    It reduces the mobility if you are not able to sprint after shooting. Especially if you are being chased by a sword you may have no opportunity to wait for the wield animation and must sprint long enough that the shot timer has run out. Which is why the most recent patch is less tragic than what they had, because you can sprint for 1000 ms then turn around to shoot the second shot. However less than 1000 ms and you will have an unpredictable result of having the additional 1000 ms delay which is unintentional.

    But still makes gun fights between 2 players who both have 2 guns unfair due to one player having a delay if they sprinted for less time than someone who sprinted slightly longer.

  • @bleu-solo I do get you perspective. I understand wanting the thing you enjoy to be focused on. But you need to police your side of the community or find a game with better weapon feel.

    When dealing with gamebreaking bugs that delayed the release of other key components of an update, having to remove crouching because of quick swapping and crud launching is a massive waste of resources. The bugs exist, sure but they could have been put on the back burner if bad actors didn't abuse them. The TDM community that has allowed if not encouraged the use of exploits is becoming a serious drain on the game's resources.

    Content creators pushing exploits and cheats need to be shunned before we talk about weapon feel and QoL that will be abused by the people asking for it.

  • @bleu-solo said in Weapon switching still isn't fair - Here's why:

    @eastthread51441

    Yes sometimes the animation appears to be finished when it’s not.

    It reduces the mobility if you are not able to sprint after shooting. Especially if you are being chased by a sword you may have no opportunity to wait for the wield animation and must sprint long enough that the shot timer has run out. Which is why the most recent patch is less tragic than what they had, because you can sprint for 1000 ms then turn around to shoot the second shot. However less than 1000 ms and you will have an unpredictable result of having the additional 1000 ms delay which is unintentional.

    But still makes gun fights between 2 players who both have 2 guns unfair due to one player having a delay if they sprinted for less time than someone who sprinted slightly longer.

    You are able to sprint after shooting, that’s never not been a thing. And you can sprint far enough away (if it’s even necessary at all) so that you do have time to allow the wield animation of your secondary weapon to finish.

    The reason to sprint to cancel animations is so that you can perform an action faster than intended.

    My suggestion has always been to first shorten the wield animation for guns so that it feels less clunky like the swords wield animation and then make it so sprinting doesn’t bypass anything but instead cancels it.

    Every player will then be on an even playing field.

    The sword finally feels powerful and worth using now and that’s because they finally took away the one shot from the blunder.

    Amen.

  • @captain-fob4141
    100% get rid of the crouching exploits. Not really what this post is about, but I agree. The crouching exploit is purely for shooting faster and should be removed.

    Mobility is the case in making here. If you’re just a few milliseconds off with your sprinting, even though you shot first- someone that shot second, but sprinted longer than you will shoot their 2nd bullet faster than you. That’s what doesn’t make sense and that is the issue im attempting to point out and have resolved.

  • @eastthread51441
    I agree with getting rid of the 1-shot. The knock-back is excessive. But again I'm here to point out the flaws with mobility between 2 players both fighting each-other with 2 guns. Not the changes to the blunderbuss which are unrelated to this point.

    And the mobility desired and proposed is to not allow shooting faster than intended while ensuring that whoever fires the first shot in a gun fight can always have the ability to shoot the 2nd shot before the other player. It’s a flaw with the current system that I wish to acknowledge.

    If you watch the video in the first post you will see 2 examples of player sprinting. One player can shoot - sprint longer - shoot nearly a full second faster than the other player that shoots - sprints a shorter duration and shoots. It’s illogical and definitely a bug.

    Both players shoot - sprint - shoot, but one faster than the other due to the duration of the sprint.

  • @bleu-solo said in Weapon switching still isn't fair - Here's why:

    @captain-fob4141
    100% get rid of the crouching exploits. Not really what this post is about, but I agree. The crouching exploit is purely for shooting faster and should be removed.

    Mobility is the case in making here. If you’re just a few milliseconds off with your sprinting, even though you shot first- someone that shot second, but sprinted longer than you will shoot their 2nd bullet faster than you. That’s what doesn’t make sense and that is the issue im attempting to point out and have resolved.

    Translation:

    The game stutters if you attempt to quick swap too fast now which then makes it so the swap to your secondary is arguably slower than if you didn’t sprint bypass the animation but if you time your sprint just right you can shoot faster than if you didn’t sprint.

    Yes because the devs implemented a half baked fix that once again never stopped players from sprint bypassing the wield animation of a gun as long as they didn’t just fire a weapon a moment ago. That means an advantage can still be had if you don’t have a weapon at the ready, you can sprint bypass the wield animation and be able to ads and/or fire instantly or if you are swapping to a gun from sword you can still sprint to bypass the wield animation.

    Why have an animation if a player can bypass it?

    Make the gun wield animations less clunky and stop players from bypassing the animation by sprinting. Sprint is supposed to cancel animations. If you go to eat a fruit and sprint to soon what happens? The eat is canceled.

  • @eastthread51441
    Temu translation maybe.

    You are missing the point. No, sprinting no longer allows you to shoot faster than intended.. even if you sprint for a while. I’m not arguing a case to allow it to do so. Please read from the beginning or watch the video which shows that players who both sprint one is penalized for sprinting a few milliseconds shorter than the other which sprints longer.

    And the solution offered is to allow the player sprinting shorter to have the wield delay interrupted by the ADS because the shot timer has expired.

    The only reason for the wield delay was to delay the time between shots. The time between shots should be consistent- not allowing you to shoot any faster or slower than another player. The point is to have a fair game.

    —-

    Not being able to sprint while eating is to not allow running away to be too overpowered. Otherwise no one would ever die. You can either try to run dodge the next shot lowering the chance the opponent will hit you, or walk while eating having a higher likelihood you are hit, but the reward is being higher health if they miss. You can’t have both.

  • @bleu-solo said in Weapon switching still isn't fair - Here's why:

    @eastthread51441
    Temu translation maybe.

    You are missing the point. No, sprinting no longer allows you to shoot faster than intended.. even if you sprint for a while. I’m not arguing a case to allow it to do so. Please read from the beginning or watch the video which shows that players who both sprint one is penalized for sprinting a few milliseconds shorter than the other which sprints longer.

    And the solution offered is to allow the player sprinting shorter to have the wield delay interrupted by the ADS because the shot timer has expired.

    The only reason for the wield delay was to delay the time between shots. The time between shots should be consistent- not allowing you to shoot any faster or slower than another player. The point is to have a fair game.

    “ that players who both sprint one is penalized for sprinting a few milliseconds shorter than the other which sprints longer.”

    This is literally what I just said. Yes because the person who timed the sprint just right by waiting that tiny bit extra doesn’t experience the stutter and gets to aim and shoot slightly faster than intended than the person who sprinted too soon.

    Why don’t you try reading yourself?

  • @bleu-solo

    Here’s an idea… stop sprinting during the wield animation. Stop trying to bypass the wield animation and you won’t get the stutter.

  • Perhaps the easy, and maybe even best, solution is to simply make it so that we can't use one animation or function to cancel/bypass another. Simple as.
    If you pull out your second gun, play the full animation, then sprint. No sprinting to get out of doing the animation you specifically told the game you wanted to do.
    Action commitment. Don't switch weapons unless you want to commit to doing the entire weapon switch before sprinting, and if you want to sprint after shooting, don't change weapons until you're done sprinting.

  • @eastthread51441
    The stutter you are referring to is the first clip which is an example. And yes this can easily happen to any player by accident without trying to quick swap.

    But watch starting at 0:17 in the video. There is no stutter and shows that one player that sprints just slightly longer shoots first. Both players sprinting a reasonable distance. And I propose to allow both players to shoot the same speed. It’s okay to swallow your pride and admit the mistake.

  • @the-old-soul800 said in Weapon switching still isn't fair - Here's why:

    Perhaps the easy, and maybe even best, solution is to simply make it so that we can't use one animation or function to cancel/bypass another. Simple as.
    If you pull out your second gun, play the full animation, then sprint. No sprinting to get out of doing the animation you specifically told the game you wanted to do.
    Action commitment. Don't switch weapons unless you want to commit to doing the entire weapon switch before sprinting, and if you want to sprint after shooting, don't change weapons until you're done sprinting.

    We don’t need action commitment necessarily because sprint is intended to CANCEL not BYPASS animations such as how you can cancel eating by sprinting before the animation completes.

  • @the-old-soul800

    This is another very good solution. Allow the wield animation to play out while sprinting. Both players shoot same speed - all I want.

  • @bleu-solo said in Weapon switching still isn't fair - Here's why:

    @the-old-soul800

    This is another very good solution. Allow the wield animation to play out while sprinting. Both players shoot same speed - all I want.

    That’s not at all what they suggested though. They suggested that if you swap weapons you are prevented from sprinting until the animation completes.

  • @eastthread51441
    There is the mobility issue. Not sprinting you open yourself to attack from the other player unable to dodge. And how do you propose you eliminate an opponent that has a sword in your face? Swap weapons and walk away? Good luck :)

  • @eastthread51441
    I see now, you are correct on this post you made. I’m on mobile and responses are coming in quick so I misinterpreted them.

    —-

    Then I disagree with them because it does not allow for any mobility and will be a more clunky system than we even have now.

  • @bleu-solo said in Weapon switching still isn't fair - Here's why:

    @eastthread51441
    There is the mobility issue. Not sprinting you open yourself to attack from the other player unable to dodge. And how do you propose you eliminate an opponent that has a sword in your face? Swap weapons and walk away? Good luck :)

    You can sprint lol. We’ve been over this. You can sprint immediately after you shoot your gun or at any other time.

    You deal with a sword user by keeping distance while doing damage or knockback or by equipping the sword or use the double barrel pistol’s charged shot and then stab them with a throwing knife or any other of the numerous ways to kill a player with a sword.

  • @eastthread51441
    To not derail the point, perhaps watch 0:17 and explain how this is a fair scenario.

  • @bleu-solo

    I watched the entire video.

    Why are you sprinting for only a split second immediately after you swap weapons when your own video shows you swapping faster when you didn’t sprint?

    Now if you took damage and you needed to get away you wouldn’t be sprinting for a split second you would be sprinting to get behind cover so you can eat.

    The answer is super simple.

    If your intention is to get a second shot off as fast as possible do not sprint after you swap your weapon. You can still move just don’t sprint.

    This is the takeaway from your own video.

    That being said I am going to attempt to prove you wrong by sprinting just a tiny bit faster than you did and hopefully beating your baseline test on how fast you can shoot two guns when you don’t sprint after swapping.

  • @bleu-solo said in Weapon switching still isn't fair - Here's why:

    @eastthread51441
    I see now, you are correct on this post you made. I’m on mobile and responses are coming in quick so I misinterpreted them.

    —-

    Then I disagree with them because it does not allow for any mobility and will be a more clunky system than we even have now.

    This update would fully maintain your mobility, it would just require that you commit to your mobility.
    You could still sprint all the same unhindered, by doing precisely that. Choosing to sprint, instead of something else.
    Convert "swap weapon and sprint" to "swap weapon or sprint".

  • Whether by taking animation cancels out of the equation like I said or accepting fully making them cancels, never bypasses, like East said, either way the baseline point that leads to the design choices is "accept that animations must be completed, not skipped, and play accordingly" and instantly removing all drama about people trying to gain advantage by skipping animations.

    Whether people are prevented from interrupting their weapon swap by sprinting, or sprinting resets the swap animation, the player who cancels the animation by sprinting should require more time to be able to shoot.
    The requirement for being able to shoot shouldn't be an amount of time passing. It should be that you finish readying the gun.

  • @eastthread51441
    Which video did you watch?

    Without sprinting 1:23
    With sprinting 1:26

    And the differences come down to human error anyway. You can easily attempt the same repeated actions and get variations of about 100 ms.

    If there is an advantage to shooting faster from sprinting definitely remove it! I’m not asking to be able to shoot faster.

    —-

    Why would you want to sprint for half a second? Perhaps the enemy rounded a corner and you need a small sprint, or you need to sprint jump up on a ledge to see your enemy who is currently out of sight. Perhaps you are running away from a sword. Perhaps there is a lit keg nearby and you want to create some distance. There are dozens of reasons you’d want to sprint which don’t involve wanting to exploit and shoot faster.

    I just want everyone to shoot the same speed 😂 but it seems like you are both for and against that idea.. it’s because the current system is so complicated and now you can understand why so many players find it clunky- it just doesn’t make logical sense.

  • @bleu-solo

    The sprint you showcased in your video was so minimal you barely even moved. The only reason to sprint that briefly is to bypass the wield animation.

    Stop trying to bypass the wield animation. It wouldn’t even be possible if Rare fixed the issue correctly the first time.

    Sprinting is supposed to cancel animations. Animations aren’t supposed to be able to be bypassed and that includes the delay for missing a sword lunge.

    I still think the gun wield animation length could be trimmed slightly to make it more in line with the length of the sword wield animation which will make guns feel less clunky especially since the blunderbuss lost its one shot potential.

  • @eastthread51441
    I apologize for the confusing example- yes this is a very short sprint only meant as an example to show the behavior of the weapons. Yes you’re right that this short of a sprint has no real world application and was meant only to show that the full wield animation will delay the 2nd shot.

    My proposed solution is not for it to skip the animation the 2nd time, but to begin playing, but as soon as that 2nd shot timer runs out it should allow to ADS. Because as you see in the 2nd example the player sprints for just under 1 second but still has the full wield animation, while a player that sprints just over 1 second can aim right away.

    So if the player sprints for just under a second, it would begin playing the wield, but as soon as the shot timer has run out the player animation transitions to ADS - meaning that you will be able to match the speed of a player that ran for just over 1 second.

    The intention is to match the speed of these actions so there is no advantage or disadvantage. Because both players sprinted- one sprints longer and can shoot first, one sprints shorter and can only shoot a second later. I hope this helps explain the flaw that there is currently

  • @bleu-solo

    And that flaw is a result of their half baked fix we got which only prevented players from bypassing the wield animation if they just shot a gun a moment ago rather than changing the sprint bypass to a sprint cancel.

    As stated before players can still sprint bypass their primary guns wield animation.

    Scenario: Surprise boarder climbs the ladder of your ship and you don’t have your weapon out. You can sprint bypass the wield animation and immediately hipfire or ads + fire. Whereas a player that does not sprint bypass the wield animation may not have their weapon out in time before the boarder reaches the top of the ladder.

    As stated before players not using two guns can ALWAYS sprint bypass the wield animation of the gun they are using because the fix we got is based on only stopping a quick swap immediately after a gun was fired.

    Once again the fix we got only affected double gunners. It did not eliminate sprint bypassing the wield animation of guns in other scenarios. It was half baked.

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