PvP

  • Right now, PvP is very poor I'm sure many would say it is worse than the double gun meta. I'm going to go through every weapon and what Rare should do to help balance them and make the PvP more enjoyable to everyone.

    Sword

    The Cutlass/Sword, the typical pirate weapon that is one of the most overpowered weapons in the game. The damage of the sword is perfectly fine where it is at, changes need to be made to the stun mechanic, the range, and or the ability to be running while swinging. In the past when you swung the sword you were slowed down to a slow walking speed, this was a great thing to have, it stopped people from being able to chase others while randomly swinging and hoping they hit them, the sword should be reverted back to how it used to work in those regards. The sword has some major issues with the range, the sword can swing as far as 3 characters away, this needs to be reduced to at least 2 characters away if not shorter, this way people cannot run at someone and hit them from 3 characters away and stun-lock them. The final change would be to get rid of the stun that the sword inflicts, this is only if the people are not slowed down when they swing their sword.

    Guns

    Guns in general, all guns should not have any sort of pull up time if a sword is equipped in the other slot, but if they are using 2 weapons the delay should be cut in half from what it currently is.

    The Blunderbuss, should not have the ability to 1 shot someone if there is no other way to 1 shot someone, like double gun, even if the blunderbuss can do up to 90 damage, it is fine, as long as it cannot instantly kill someone.

    The Eye of Reach, it is fine just the way it is.

    The Flintlock, it needs an extra 10 damage to it so it can be more viable against someone who is healing.

    If there are any questions or suggestions, please leave them in the comments.

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  • @bestbear500 I dont agree with some points, ofcourse I will explain why.

    Sword: I do agree with this one, the range is an known issue, and the stun is very annoying. Hopefully they will remove it.

    Pistol: Might indeed need a bit more damage, but then again, you eat a a fish or pineapple while the enemy is reloading and he is full health again.

    Eye of Reach: Perfectly fine? Is that a joke? Its the most broken weapon in the game. Its meant for long range, but everybody is using it as a short range weapon to almost instant kill u. It should only do massive damage, maybe even instant kill on a headshot from long distance, because that is its purpose.

    Blunderbuss: This one I see as perfectly fine, you can easily counter it, keep some distance from the enemy player, and if you are to close, just do some avoid manoeuvres.

  • @mentimjojo But the eye of reach requires you to scope in unless you are touching the person you are fighting. Also, most people don't want to have to switch weapons every single time they come into an encounter with another enemy, they prefer to find one weapon they like and they just use it all the time.

  • @bestbear500

    The cutlass's movement does indeed need to be reverted, however I do not think the stun should be removed. Perhaps lessened in intensity, as it is a major complaint (though more due to the range and movement speed, again).

    The flintlock is fine as it is, at least I think so. It has been extensively tested and not changed from this, as Rare has found more or less damage cause other weapons to either be less or more powerful than it, rather than equal to it, respectively. As for healing, well, unless it one-shots someone they can always heal from it.

    The eye of reach is pretty much fine, though I think the current inaccuracy is a bit absurd, as you can actually miss at point-blank range with it. As for @mentimjojo , no, it shouldn't do more damage on a headshot as that would give M&K players a slight advantage over controller users, and the game is built around not having that happen. People rarely use it for short range combat, though it is used in mid range combat perhaps a bit more than Rare would prefer. It already does decent damage, at 75 out of the full 100 a player has.

    The blunderbuss is balanced. It is meant to be a weapon that a newer player can protect themselves with, and also a devastating short range weapon. It being the only weapon that can one-shot (and it can't do it from a distance, despite what some would like to say ) reinforces its superiority as the most powerful close range handheld weapon, something you should take seriously and attempt to dodge or outrange.

  • @ultmateragnarok
    No need for me to post now. Well said

  • @ultmateragnarok It might have sounded confusing when I worded it, but what I was thinking is, if the player is slowed down, the stun should still be there, but if the player does not slow down, then the stun should be removed, personally I would prefer the player gets slown down.

  • @bestbear500

    That is what I thought it said, and I do agree with it. It was far better when swinging did slow down players, but the stun has always been an integral part of the cutlass, removing it wouldn't work for the weapon I feel.

  • PvP is a broken mess and needs a massive rework before I will think otherwise, theres no skill involved its just spamming and luck.

  • You know what I love about this game?

    I ain’t getting off the boat. PVP to me is Ship Vs Ship.

    Crew vs. Crew

    When I think of the “PVP” I think the avatar vs avatar is by far the weakest link!

    I’d compare it to Minecraft or Roadbloks.

    The “Real” PVP is sinking that mo fo and it is unique how a Melee PVP’er ~ a good one has such a dramatic impact.

  • What is long range in this game? The player avatars only render in once they get within 150m of you. That's not very far. The increased scope in time and poor hip fire accuracy gives the eye of reach enough of a penalty against close quarters.

    All of the guns are fine as is, IMO. They just need to close the loopholes that allow you to fast switch between two guns and everything will be fine.

    The sword does need to be fixed though - particularly buffs to blocking like removing the movement penalty and increasing the protection arc. Stun lock I originally thought might be a good idea, but I'd be worried this will just increase the likelihood of sword spam. If blocking works better, then people who get hit are going to be more likely to try to defend than run away.

  • @ultmateragnarok

    I agree with nearly everything you stated, apart from the fact that EoR is used to often in mid range while being fine.

    To me personally it just lacks oomph at long ranges (and I am against headshots; this is a cross platform equalizer and needs to remain). Hitting those shots tends to be hard enough once, let alone twice in a row with the reload, bullet travel time and the movement of the ships. The impact of hitting someone at long range is minimal to nonexistent in most engagements, as it is easy to recover from.

    For me it is mainly a mid range gun, while the flintlock is the all rounder and the blunder the king of close quarter combat. Based on my mood, role and the situation/planning I pick accordingly. I rarely equips two guns, as the mobility of a sword is irreplaceable for me during my time on the seas.

    Personally I enjoyed the old days more where the cutlass had the slow effect on swing and felt more like a dance swordplay style, with all its intriguing small tricks, than the current slash and dash style.

    Regarding the cutlass I believe that this post is neglecting the state of blocking with a cutlass... it feels so bad to use as a block and not just the stance to do a dodge jump.

    Also, it might just be me, but lunges seem to risky in the current state of the game, while it used to have a place in actual combat.

  • IMO:

    Sword - slightly reduce attack range; reduce movement speed on a swing, and reduce stun significantly (even stunned, some movement should still be allowed).

    Flintlock - perfect; no changes.

    Blunderbuss - no aim option; hip fire only.

    Eye of Reach - no hip fire option; aim only.

    All firearms - reduce draw and holster times when used with a sword.

    These changes will bring the sword back in line closer to what it was, bring the running sword slash (block + move + tap attack) back to prominence for more nuanced attacks, and allow you to quickdraw a single firearm off of the sword, especially when blocking (while maintaining the status quo in regards to the DGE). It also further specializes the roles of each firearm - BB can hip, but not aim; the EoR can aim, but not hip; and the FL can do both.

  • Great post, and great comments so far. I agree and then some with the cutlass. Especially the stun lock. Far to often I get hit once, and the fight is over because you can't even raise your sword to block. The only time you should get stun locked from the cutlass is on the receiving end of a sword lunge. Otherwise, just get rid of it all together. I also believe that the movement should be reverted back to what it used to be. The cutlass fights themselves seemed to be much smoother, and more skill was required in a cutlass fight.

    I like how @Galactic-Geek worded it.

    @mentimjojo has a great point on the eye of reach. It really should do less damage at closer distances, force people to use it the way it was intended. I doubt we will ever see a change to damage based on where you hit someone though (headshot). Rare has had enough issues with hit indicators as it is, let alone identifying a head shot vs shoulder or body.

  • @galactic-geek

    I don't think removing the ADS would do much. The EoR has a hip-fire, and in a situation without enough time to aim you can fire off a shot and hope you get it. The blunderbuss's aiming is great for threatening people when required, and also helps with aim somewhat as you can use the top as a rudimentary ironsight.

  • Only issue is the Blunderbuss & the poor hitreg imo.

  • i like how you say the blunder can one shot when 50% of the time hitreg.exe has stopped working

  • Honestly I don’t think they’ll ever change the combat much more than what it is now. The fact that most posts in this topic have all one similar thing in opinion and that’s it’s just spammy and luck combat.
    To me this was to attract the kiddies to the game since the original sword combat moved to slow and took patience to have a good duel. A lot of changes lately have seemed more geared toward the younger crowd. Even the cosmetics seem bright and goofy like something out of fortnite.

    -Cutlass revert back to original movement speed.

    -Flintlock keep the same.

    -Eye of Reach have a damage range on it. Have it do half of what it does from point blank to its minimum range. The damage now when it’s in its range. After almost the longest distance it’s a OHK. I’d suggest making things blurry when looking through the optic on the EoR that are before the minimum range. So players know when they can shoot. This would hopefully detract from using it below deck. Want to talk about it being used outside it’s intended area well two pirates shooting rifles at each other at 15 feet on a sloop or brig seems out of place to me. Especially the amount of damage it can do. I’ve cleaned out the belly of a galleon with an EoR and cutlass. Seems more like an arcade shooter and less pirate.

    -Blunderbuss for me feels kinda noobish. Would guarantee if this game had public run servers you could host you would see a mass of servers called “No Blunderbuss or kick/ban”

    I think the issues really is that it’s capable of OHK. While I agree that’s the point of the gun I think it feels cheap in a game that takes a solid fifteen minutes of gathering supplies and setting off and getting face plastered by a pirate in a split second.

    I’d say keep it the way it is but double it’s reload time. So players can still get that OHK but they have to be good. Otherwise they miss and must make the choice of run and reload or pull the cutlass.

  • @k1lroyw4sh3r3 They already have the choice to run and reload or to pull out their cutlass. Don't want it to OHK you, then back off and don't trap yourself in a corner.

  • Insta-kill shotguns are fair.

    I prefer pistols but my heart skips if there is a shotgun aimed at me.
    Some of my favourite and tense moments was last minute dodging and blunderbuss shot and countering with my sword.

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