Combat in this game is super clunky :(

    1. The Sniper reload time is the same as the pistol. the sniper does more dmg than the pistol, and more accurate at longer range. this basically makes the pistol dead, no one uses it (in pvp at least, unless sniper/pistol combo -- yes, people are still doing it)

    2) Sword Combat: The sword was way smoother when u could hack the floor and still get a triple slash, now if you hit anything, it's such a clunky slash. Dont get me wrong, the sword is still a good weapon, but it needs more to it. You should really consider making sword combat faster phased. Although most people use it in both PvE and PvP, it's still very much clunky combat.

    This is one of the most fun games i've ever played, honestly. I love the concept and everything, but the combat in SoT has got to be one of the least rewardings i've ever experienced as well.

    edit: i have an actual 1865 United States cavalry saber from the US Civil War. It was actually used lol, one of my favorite possessions. As an actual sword owner, I can confirm, you can swing a sword much faster than the current state the game has it set to

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  • True, combat is very iffy. Ive played for a long time and the hitboxes/hit reg never seem to have changed. Having a weapon you can camp your ladders with and 1 shot people- is not a good experience. Plus we are loading balls of lead into our gun, not bullets. Accuracy should very at long ranges.

  • The pistol reloads faster than then the sniper. I know this because I will shoot someone twice with the pistol while they've only shot me once with the sniper.

  • @mferr11 not as significant as other games.

    like generally speaking, sniper is usually more than half the time reload time for a pistol. here it's liek almost the same

  • @rodlimitless I do think the sniper could be nerfed a little. Longer reload and longer wait time between scope in and shooting.

  • @mferr11 said in Combat in this game is super clunky :(:

    @rodlimitless I do think the sniper could be nerfed a little. Longer reload and longer wait time between scope in and shooting.

    Finally! Someone says what no one wants to admit!

    Since everyone is super Sniper now, they stay away from bringing up how ridiculous the sniper rifle is. Instead they try and whine about the blunder., which is silly. If you let someone walk straight up to you and shoot you point blank, it's YOU, not the gun.

  • Sniper in my opinion needs a slight nerf in reload but more importantly flintlock needs a buff over all. At the moment flintlock is least used weapon in the meta for what I've seen.

    Sniper is just superior compared to it with it's harder to sponge damage, faster bullet speed, range and even viability in close quarters with quick scope. Only niche for flintlock is it's ability to hip fire fairly accurately.

  • @rodlimitless I don't think the pistol is dead, I think it is easier to aim with it when at short range and since the reload is faster than the sniper, even if it's not that much faster, as long as both players would hit every shot the pistol player would always win. Also, most of the good players I encountered while playing Arena play with both Sniper and Pistol. I actually use Sniper for shooting from ship to ship or for barrels, I mostly play with Pistol/Blunderbuss based on the situation (always keeping the sword, my aim is not good enough to rely on double guns), I don't have any problems with the pistol. I think guns are pretty much balanced rn, it just depends on how you are good at aiming and how you feel. I think the strongest combo right now is Sniper-Pistol if your aim is good (it is strong but not broken as it used to be). But maybe I'm wrong on this, it's not always easy to balance guns since gunplay is based on players aim which vary a lot.

    About the sword I kind of agree, I think getting rid of the stun was a good choice (let's be honest, being staggered by every cutlass hit was very annoying, but with the fact that now you need to wait a bit before striking when you get the cutlass out and that the only thing we get back is having a reduced "missed hit cooldown". I think that the sword will always be good because it needs no ammo and you can't launch yourself to board enemy ships or ti get on an island/back to your ship faster by using the charged attack, but with that change it lost some of it's strenght. As I said, I didn't like being stunned every strike, but maybe a stun when hitting the 3rd strike of the combo may help.

  • ‘As an actual sword owner’... jeez-o

    Have you ever actually struck someone with the sword? Hopefully not. But you’d quickly find out that it is more exhausting to strike a person with it than swipe wildly through thin air.

    Also.... it’s a GAME!

  • @rodlimitless you can hipfire with the pistol...ok, you can with the EoR too, but with the pistol it always hits the center of the screen, with the EoR it's random

  • @rodlimitless

    Reload times are different, it is noticable if you fight it one on one. The EoR already has been nerfed considerably and if you nerf it more it will just become an ornament and the flintlock will take over. Simply swapping the situation and I don't see how that is a real improvement.

    The main issue between the two is that they are used for the same situations and well EoR just does more damage, has a higher bullet velocity. Real long range shots are hard to hit in ship on ship battles and you must hit them twice to make a kill. Resulting that usually it doesn't mean much in combat if you cannot follow up. As a result, the EoR is most effective at medium ranges and directly contests the flintlock. The flintlock is easier to use in close quarter combat due to hip fire, but the difference is not a significant amount that it is worth giving up the medium range strength of the EoR and if you want to be in close quarters, a sword or blunder are way better. So, no reason to equip it as a secondary either.

    How they should address this is in my opinion making the EoR more of a niche for long range. Similar to how the blunderbuss is not suited for any other range than up close and personal. Or buff the flintlock with some utility that the EoR won't have, give it the knockback effect again or something to distinguish itself from the EoR. Make it an actual choice instead of what we have now where both fill the same role and the best of the two is what most will use.

    Sword combat used to be a lot of fun. It was skillful and felt like a dance between players where you moved around, looking for opportunities and when to go in for a strike. Yet after the removal of the slow down on a missed hit, it just feels like a hack and slash fest. I have no idea where they are going with this or how they can make sword combat feel as rewarding as it once did. There are many ways to approach this and it is hard to judge what would be good, but I agree... it is to clunky at the moment.

  • You may see a lot of snipers being used, yet I think the sniper may be the reason people are complaining about cross-play and PVP in general. You mention that the pistol is worthless stating that the reload time is the same so why use a pistol? Have you tried sniping in close combat? Very few people have the skill to successfully use the sniper in close range combat. I see people try it all the time and it is basically the reason they get killed. People keep complaining about cross-play and how badly it needs implemented, yet these are the same people who fail to make decent or correct situation during specific interactions in the game. I play on PC and usually take out anyone I come across, yet I still find that group of xbox players that are very good. People need to learn the basic mechanics of the game and realize the pistol is an essential weapon when used correctly.

  • The sniper, however small, does have a longer reload time and it requires scoping in to shoot. The reward for this is 20% more damage from the 50% the pistol does that is reloaded faster and can be hip fired. The sniper is better for skilled players that can master it and ok for new players. The pistol is great for new players and has almost as much mastery tonit than the sniper. All of this, to me, feals balanced. No need to nerf a rifle even more than it has.
    If you wanna talk about a nerf... Talk about the blunderbuss.

  • I admit when they took out the instant shot mechanic I swapped from a pistol/sword to a sniper/sword, it's easy to quick scope, does more damage and is less risky than a sword lunge.

    I don't DG, but I get why people Sniper/BB because even at range you're going to easily hit someone with 3 pellets to finish them off after a sniper shot.

    The reload time isn't a big deal unless you're fighting in water or on a sloop, because as you run around other ships it's not hard to get reload time in.

  • Heres what double gunners usually use:
    Sniper/Pistol.

    I'll see them hit a sniper shot with an immediate follow-up using a pistol.

    Sometimes I see people double gunning with a Sniper/Blunder.
    They will hit the sniper shot and easily hit a blunder shot at range (though blunder at range is bad, the sniper does enough dmg, that at range the blunder is super effective cause it does enough to finish them off). And the blunder's cone of dmg is large too.

    The macro/exploit to double gun needs to be addressed. But, Rare hasn't been upfront about this issue. And you can tell people that use it on these forums as they say 'get good'.

    No, I'm not going to put a dot on my comp screen, use macros or programs that will manipulate the game over what was intended by the developers.

  • My main problem is that the input latency is so bad on console that it’s really hard to just run around sometimes, let alone trying to shoot or use the sword. Is it that way on PC, too?

    Still love this game but please reduce the input lag!

  • @lord-szarvas

    There's no need for them to use macros, the DGE is usable on a controller or M&K without them. It's still against what the developers want, as they've directly stated that it is unintended and taken action against it. The people who say 'get good' here are normally actually trying to help, since most of the time they'll give advice and tips to assist with improving at the game. The things people complain about can be prevented if you know how, teaching them is (normally) the idea behind it. Yes, some people are just being toxic, but they're not really given much attention most of the time.

  • @lord-szarvas yeah i've seen that double pistol macro being used.

    not sure if it's a macro but legitimately is as fast as double gun from a year ago or so. this one kid had no delay it was instant

  • 👉🏻The Sniper reload time is the same as the pistol. the sniper does more dmg than the pistol

    I agree, it should be fixed soon. About the sword, make it faster would be very OP.

  • My only complaint is that the Blunder is stupid. It's too easy to be one shot at close range. In the past I've always ran with pistol/cutlass and it was fine. Helped me defend against keg swimmers and I had the cutlass when I ran out of ammo. But now someone boards me, I shoot them once, slash, slash, bam I'm one shot because somehow landing hits with a sword does nothing to someone to stop them from firing. At least make a sword blow cancel ADS on any gun. It would still allow the Blunder knockback and maybe allow them to reload before you close the distance again. But having no disadvantage to taking blows from a cutlass is just silly.

    Having a stun lock for someone wielding a gun would make sense as the only way to stop it would be dodge, run away, or block with a sword. 3 successful blocks would stun the attacker and leave the them open for retaliation.

    It would punish people double gunning for one. And not make a one shot Blunder be the META for close combat.

    Maybe a little more reload for the EoR or lower the damage a touch. The only difference right now is really the no scope nerf.

  • @m1sterpunch

    The blunderbuss does roughly equivalent DPS as the cutlass (really less, if you can hit multiple targets). However, as all firearms in SoT do, it has a more burst style pattern to its damage, whereas the cutlass damages with light, quick strikes, or with decently quick dashes.
    Note that the EoR already had its damage nerfed by 10, and it does have the longest reload of any gun. The blunderbuss sits in between the flintlock and EoR in reload times.

  • @ultmateragnarok My main complaint is that there should be some sort of disadvantage at close range when being attacked by melee.

    It doesn't make sense that you can ADS with no repercussions while getting slashed with a cutlass.

  • @rodlimitless

    Sniper Reload is much longer than Pistol. Not even sure how to came to this statement. The power of the pistol is the ease of use and speed of reload. If you are proficient with the sniper however it is a beast. Even then, reloads are no where near the same.

    Sword is a problem. Its not fluid at all. But it usually only is a problem more for the hack and slashers that just spam it all day. It's annoying to end up blocking or just standing still when attempting anything of a quick swap to the sword though. It needs some repair to make it a better feel, but still a beast.

    You are correct though, combat is quite horrible in this game in terms of really being able to get good with it easily. This won't hurt seasoned players to much, but it really cripples the casuals and newer players. I think the weapons are really close to where they need be, but the sword needs a rework.

  • They need to fix that weird delay with certain actions after pulling out a weapon or item that was introduced in the last update. Also, while it may be a hard fix, I think they should also do something about the server latency/hit registration, as just the other day, despite my elite sword skills, my block failed yet again, as an opponent who was directly in front of me still somehow got through my block as if it wasn't even there. So disappointing... 😑

    Otherwise, though, I think combat is largely in a good place right now balance-wise... 🙂

  • There's not much you can do between the Sniper and the Pistol in all honesty... One will always be better than the other simply because they contest each other for the same weapon role. This is why I think it'll be better to add a new weapon that is a completely different role from any other... This weapon contest cannot be fixed, so it's best to just let the developers determine which one should be superior and move on...

    Unless they want to completely rework the pistol into a new weapon entirely but I highly doubt it.

  • @galactic-geek said in Combat in this game is super clunky :(:

    They need to fix that weird delay with certain actions after pulling out a weapon or item that was introduced in the last update. Also, while it may be a hard fix, I think they should also do something about the server latency/hit registration, as just the other day, despite my elite sword skills, my block failed yet again, as an opponent who was directly in front of me still somehow got through my block as if it wasn't even there. So disappointing... 😑

    Otherwise, though, I think combat is largely in a good place right now balance-wise... 🙂

    Rare is close to a decent combat, but there is much to be desired with more fluid play and well the Hit Reg is just inexcusable now. Also there are weird times when switching to a gun you get stuck in ADS.

    At this point I would love for them to concentrate on fixing these terrible bugs before anything else. Get a good base to work from it all becomes a bit easier.

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