Make SOT great again! - Weapon Edition

  • First, I want to thank Rare for creating an awesome Pirate sandbox game. I've been sailing around in my solo-sloop for 3-4 hours a day since Launch, and I have a blast everytime I log in to play. SOT is a great game full of strategy and skill and here are some of my ideas on how to make it even better!

    Note: All of these ideas I feel go with Rare's concept for the game (if you find any that don't, let me know and we'll discuss). I'm vehemently against any vertical progression. All rewards mentioned are strictly cosmetic in nature. I had planned to release all of my ideas in one enormous post but felt it was better to release smaller Editions with specific focuses. So here is my Weapons Edition.

    New Weapons -

    Heavy sword - takes twice as long to swing, misses cause delay, exhaustion after 2 swings but a 1 hit kill if you connect.

    Rapier - twice as fast as cutlass but half the damage, no exhaustion on misses and can Parry attacks (after each successful block, Rapier auto-hits for 25% of its damage).

    Spear - twice the range of cutlass, same damage, can only hit directly forward but can Impale (strike 2 enemies that are lined up).

    Daggers - twice the speed of cutlass, but each dagger does half the damage of a cutlass. Both daggers would need to hit to equal 1 swing of cutlass. No exhaustion for misses.

    Small Axes - same as daggers but has the ability to remove planks.

    Double pistol - same ammo, same damage as single pistol, but you can fire each one before reloading. Reloading takes twice as long.

    Net Gun (uses an equipment slot instead of weapon slot) - blunderbuss effective range, roots enemy for 2 seconds. Can also be used to catch fish :)

    Spear Gun - same range and damage as pistol, but only has 2 shots and can Impale.

    Game Changes:

    Due to wet gunpowder, the following items can't be used in water: pistols, sniper, blunderbuss.

    Remove knockback from every weapon except Blunderbuss. Reduce Blunderbuss ammo to 2.

    Ammo boxes on enemy ships can no longer be used. (This will also help with ship respawn griefers)

  • 12
    Posts
    8.8k
    Views
  • @vdracule-mihawk i thought i was on my old DX4100/DOS for a second :)

  • @dvsute Yeah, we can't have that lol. FTFY

  • The weapon I would like to see is a buckler.
    This would allow you to block gun attacks.
    It would have to be super weak in terms of attack and only front facing. It would open up some interesting play with the sword.

  • @zipp-tinker Just had to google what a buckler is. To block a bullet with a shield that small would require god-like reflexes. I agree it would make sword fights interesting with a more medieval knight feel. We're pirates tho, so you whip out a tiny shield and we shoot you in the leg.

  • @vdracule-mihawk I only called it a buckler as an example of a small shield, to protect your head and chest.
    It wouldn't "stop" a bullet, but would make it so one-shot headshots or bodyshots couldn't happen.
    Buckler is where the term Swashbuckler comes from.
    It could be bigger than a "standard" buckler, most games just use it as a term for a small shield, but buckler works for pirates.

  • @zipp-tinker I'm all for melee having more defensive options against ranged. I like to get up close and personal when I fight. How else will you get to see my devilishly handsome good looks?

  • There are some good ideas here, but I'd make the following changes to the list;

    Boarding Axe (in place of the heavy sword)

    • Swings slower than the sword, but deals significantly more damage per hit
    • Has a swing then chop combo that exhausts on misses
    • Held charge chop can one shot. Staggers on misses, opening the user for attack.
    • Can be used to catch ship rails and allow players to board via jumping at the other ship from their own ship.

    Rapier (the parry damage seemed a little strong)

    • Swings faster than the cutlass, but deals less damage per hit
    • Has a swing, swing, pierce combo. The pierce deals more damage than the swings.
    • Held charge lunge can be followed by a combo if it connects.
    • Blocking consecutive strikes causes the enemy to recoil, opening them up for an attack.

    Pike (in place of the spear)

    • Longer reach than the cutlass, equal damage per hit.
    • Has a stab, stab, sweep combo. Sweep can catch players adjacent to the target.
    • Can block, but recovery from blocking has an additonal delay.

    Hand Mortar (This is an actual 1500s weapon used by pirates)

    • Launches fused grenades with an area of effect that deals more damage the closer a target is to the epicenter.
    • Grenades would take a moment to detonate, allowing targets to evade. Direct hits would explode on contact.
    • Grenades damage anyone near the blast, including the shooter.
    • Can only fire 2 rounds before needing to resupply.
    • Can put a hole into a ship's hull.

    As for the dual daggers, axes and pistols I feel like they're a little over powered. There's no real drawback to having the axes and daggers, and the excessive reload for dual pistols kind of takes you out of the action for longer than one additional shot per reload is worth.

    As for the net gun and spear gun I like those a lot and could add some extra fun to the combat.

  • @subaqueousreach I didn't mean half a player's health when I said 50% damage. I meant % of damage of the weapon it was referencing, ie 1 cutlass swing = 2 dagger strikes. I fixed the damage details to make this less confusing.

  • @subaqueousreach said in Make SOT great again! - Weapon Edition:

    the excessive reload for dual pistols kind of takes you out of the action for longer than one additional shot per reload is worth.

    Dual pistol would have the ability to kill a player from mid to close range with 2 shots. I think that would be worth the time of the additional reload. You would also still have your secondary weapon as a backup, ie dual pistols AND cutlass.

  • @vdracule-mihawk

    Sure but if the daggers hit twice as fast its the same amount of damage per second with no exhaustion on misses. Thats just a straight up gain.

    And having dual pistols would eliminate the need for a single pistol if it doesn't take up both weapon slots. Why would anyone not take the 10 rounds over the 5?

    Honestly, dual weapons just don't really fit the theme in my opinion. Pirates weren't exactly the most ambidextrous individuals.

  • @subaqueousreach The goal of the daggers is to make you more agile when fighting. Yes, the daggers will do the same amount of damage as 1 cutlass swing ONLY if both daggers hit their target. If only 1 dagger hits, it's effectively only doing HALF the damage of a cutlass swing.

    The benefit to keeping the single pistol is the faster reload time. You can fire, reload, fire. Whereas with double pistol, you have to fire, fire, reload, reload, BEFORE you can fire again.

    I disagree about dual wielding. I've seen many pirates do it, as long as they didn't have a hook for one of their hands lol.

12
Posts
8.8k
Views
1 out of 12