I feel like the Combat is the worst it has ever been.

  • Apart from ship to ship, combat in this game is the worst it has ever been since the double tap gun exploit. Sword feels clunky as hell especially when trying to maneuver with sword hops and the like. Sword Lunge is almost completely useless now apart from specific scenarios and faster travelling across water. Whenever I get into a sword fight, it is literally just jumping around them and spamming until they die... how skillful. And even then, the game often fails to register my sword hit leaving me open to their spam, but luckily for me the sword stun is only half consistent so I can jump away again and continue jumping around the ship eating food.

    As for the gunplay, its just a dumbed down mess of blunderbuss spam and eye of reach quickscoping. People don't seem to even realize that the pistol exists. What is supposed to compliment the sword, instead feels clunky and frustrating with the draw delay. I know why the delay was implemented for both sword and guns but surely there could've been another way to fix the exploits without reducing the flow of combat to what it is now.

    At this point you're probably thinking how I might just be trash or am just salty from sinking alot or something like that, some of you at least... I don't blame you. But this isn't the case. Me and my friends are fairly experienced in the game and rarely sink to other players. Not bragging, just trying to give some perspective.

    I am interested in your opinions. How do you think the combat is now? Do you think its balanced? Do you think it might need to be entirely reworked? Do you think something is overpowered?

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  • @pyroxium I agree with you that the sword play is an issues with this update. The PVP combat with swords is definitely an area the Devs need work on. Right now the double gun set up has an advantage. Maybe the Devs should be focusing on this aspect of the game instead of offering more "tucking" emotes. Take a step back and look at what the Devs are focusing in on....double gunning and tucking emotes. Hang in there and hopefully the sword play improves.

  • It's gotten to the point where I legit think this game would be better if player combat was removed entirely. If they only way to steal anything was to sink the ship carrying it I would have so much more fun!

  • Whenever I get into a sword fight, it is literally just jumping around them and spamming until they die... how skillful.

    Might I suggest the skillful art of Blocking? You also have the option to do a block-jump while blocking for a quick disengage, works great for creating distance from those big meanies.

  • @nabberwar There is no skillful blocking. The fact that there is a delay to take out your sword to even block is dumb. It slows combat down so much and doesn't reward quick reflexes. I used to be able to get into a fight and get my sword out quickly when needed to block an onslaught. Now I have to sit there for a second while getting hit in order to even start blocking. It is just bad combat design and didn't even fix any issues lol.

  • I prefer ship to ship combat and would rather have a player vs player combat that doesn’t favor who has the best reflexes.

  • Sword no longer has stun effects as per 3 updates ago. Double gunning is still a issue
    And needs to be fixed. As for combat it’s evolving update by update give it time

  • @gravekingbishop You day that like the combat is getting better. Every combat change I’ve seen has made it slower, more sluggish or less responsive. I wouldn’t be surprised if it were being updated solely to reduce its server impact so that new features can squeezed into the space that remains.

  • Personally I believe that you are only experiencing this problem on pc as for me playing in Xbox (however I play within pc servers) the combat seems completely fine and balanced I don’t find anyone glitching the double gun and abusing it. Obviously the hit reg works on Xbox but I have never been hit reg before. Personally I believe Rare have done a brilliant job on the combat l.

  • @pyroxium agree I logged in after a while long break, and my god is the combat slow, everything is so slow, if you are a pvper this game is sinking

  • @gravekingbishop Sword still has stun they just halved the stun duration. Don't know why so many people think the stun is gone when it is clearly still there.

  • @pyroxium Nah you seem like you got it the system pretty well sized up. While I 100% understand the logic behind the changes that have been made, to me the fixes seem to have complicated the system.

    It's a tricky problem now than it ever has been to get back to where the combat system should be, because the layers of fixes on top of it seemed to have gummed up the system from working as fluidly as it should.

    Inherently that's the problem I'm seeing more commonly these days, when something is fixed is has a tendency to break something else unintentionally.

    I begin to wonder if scrapping the fixes, and starting from scratch with the lessons learned about the possible exploits in mind would be a wiser approach at this point. Maybe then more creative ideas could be explored, that will not only mantain the fluidity of the combat system, while keeping it balanced.

    I've read plenty of great ideas to achieve this, but as you've mentioned there does appear to need to be a higher differentiation between the pistol and the eye of reach. When so many players, myself included. look at the pistol as just a lesser version of a weapon, there's a problem.

    I wish I could remember the person's name who I first hear the idea from but he was talking about damage distance for the weapons to encourage players to use them at their optimal range, and they'd become less effective outside of that range. I think that's a really clever way to deal with the double gun exploit, as from a greater distance after hitting with a long range sniper shot, at the same distance a pistol wouldn't do enough damage to secure a kill shot. Or vice versa.

    Then when I start to think about the blunder, originally I didn't have an issue with it being a powerhouse up close the downside verses a pistol is obvious simply by players using distance to gain the advantage in a fight.

    However when comparing the blunder to the sword. Ideally I'm thinking well the blunder should have the advantage with the downside of having a limited ammo supply. However with the addition of ammo crates, that ideal is now nullified in so many situations, then if you stack on top of that the added delays that came along with the fix to the stow unstow fix. Blunder now has become simply the best option for close quarter fighting. I only use the sword now for traveling from ship to ship, or ship to island.

    Sorry if I'm being long winded. But there's a ton to talk about concerning the combat system, and how It can be balanced to encourage players to develop their own playstyles rather than just having a weapons that are clearly best in too many scenarios.

  • It's not a pirate game, it's the wild west game. That's the main issue with the combat. You would expect that pirates might start the encounter by shooting the gun once and then progress into melee range, but that is no longer the case. It's all pew-pew-pew while bunny-hopping.

    The guns need radical nerf. Increase the reload time to 6 seconds. Decrease the ammo to 3 bullets. Lower the damage to increase the hits to kill. Basically do something to make the guns supportive instead of the main killing tool.

  • @pyroxium

    I dont think it need to be reworked entirely, but some things need to be fixed and it should be always a mix of cutlass and one out of the three guns.

    I'd make...

    Blunder does 70% damage and repell at close range.
    Make it the defend my ship /ladder/ anchor weapon of choice.
    EOR does 70% damage at long range (twice the length of a Galleone) and with each 5 meter your target is closer you do 10% less damage to a minimum auf 25%
    Make it the weapon to shoot kegs mainly and harm players long range, e.g. players on islands while on your ship or in ship combat doing long range shots from ship to ship to kill the helmsman or to shoot kegs etc. Dont make it a gun used in close combat doing quickscoping kills 3m away!
    Flintlock does 50% damage at all mid ranges, what is the most average range for all fights.
    So it's the weapon to go for "everything" but does less damage.
    Blunder and EoR should be guns for special situations or tasks, no oneshot kill guns or used as DG or even DGE and kill someone that quick.
    The whole animation canceling is bad to have, even for digging.

    Cutlass to me actually is fine.
    Now the guns need to get nerfed drastically.
    After all the cutlass nerf i feel the cutlass is balanced now and cannot used to be exploied like with canceling the exhaustion (block dash jump hit move instead of beeing stunlocked).
    Whatever fingeracrobatic skills it is they need to go entirely!
    I want combat about the right decisions at the right time and become more tactical than fps style combat and a mix of guns and cutlass with a much higher ttk from player to player.
    As long as we can kill someone within 3s this doesnt lead to fun, comical, challenging and diverse fights.
    As long as there is a gun or a cutlass meta there is no freedom and variations, but only choose this or die.
    We need cutlass mandatory and have 3 guns to choose.
    2 for special situations and different use, the fintlock and cutlass for your everydays business.
    The pirates who use Blunder and EoR at the right time will have the advantage and be in a disadvantage if it's the wrong Situation.
    The cutlass is the main weapon then, mostly used with a flintlock in combination and you always need to switch between the two to kill someone or you have at minimum to reload your gun once or deal with the stunlocks you have using your cutlass charge or combo. And if you have another gun and be in the right spot, you are rewarded for thst choice. You can force situations upon others and then turn your disadvantage into an advantage. That is skill to me i wanted see in SoT.
    Also make blocking and strafing strong again and make fights about timing and positioning. Let the pirates have fights where they weigh what to do next and not die within 3s or even shorter when DG'd.
    This is not a shooter!!!
    Your respawn is your ship and you respawn within a few seconds.
    PvE want you to position yourself and shoot when it's wise, especially for dealing with kegs.
    Ship combat is same, it's about maneuvering and good aim, timing and positioning.
    I dont see why pirate to pirate combat need or should be like a shooter and kill someone in ~2seconds. It's not fun, it's not appropriate for what we fight for (keep Ships afloat).
    Because like intended you fight pirates to sink their ship as this is their base and respawn to get their loot.

    Everyone who is only out for PvP only and want easy kills and such is wrong imho, because this game is not made for PvP only people as it is also not made for PvE only players.
    It's a mix and the combat should be a mix too in all situations.
    Fighting ship to ship, PvE or PvP.

    My thoughts and opinion about that.

  • @archaell It's exactly it. The vast majority of these combat changes are all being made because they're trying to bring balance, but the problem is double gun is so OP compared to any sword/gun loadout there's just no great way to get there. So they tweak one thing and it fixes one problem but also creates a new one. So then they tweak something to fix that but that then creates another new one. In fact I would argue the fixes you suggest are an example of the exact kind of problem that trying to create this balance while leaving double gun in creates. If you up the reload time to 6 seconds or decrease the ammo to 3 bullets then guns are going to feel terrible and pointless. Same thing with decreasing the damage too much. I genuinely believe that that locking to sword/gun is the only real fix that would bring balance. Not to mention it's a lot easier to achieve balance when there's only 3 possible loadouts instead of 6. Especially when one of the weapons, sword, would be the same for everyone.

    I think combat will never truly be fixed until the underlying problem, double gun, is fixed. Because at the end of the day if you're going against someone who is good at double gunning it doesn't matter how good you are with your sword/gun loadout. If they can hit their shots reliably you're dead. Which means if you want to be a top end pvper you better get good at double gun and that sucks.

  • @snowboarderx115 I don't think that carrying double guns is OP. They are fine. I think that each gun on its own is OP and that also makes the quick double shot issue worse, because there is no time for counterplay.

    I'd like to see something like this tested:
    Flintlock - 35 damage. Reload time: 4 seconds.
    Eye of the reach - 45 damage per hit. Reload time 4 seconds. Have to wait 2 seconds after scoping to shoot.
    Blunderbuss - 10 x 6 damage. Reload time: 6 seconds.

    This would slow the combat down significantly yes, but it also opens up room for the melee weapons - which require that players survive long enough to reach the enemies.

  • I still believe sensitivity is the true issue here. When everyone is one giant headshot, it becomes a game of speed and reflexes with who can hit who first. While ship battles remain the true game of skill and tactics. Just to reiterate, max sensitivity has no impact in ship combat.

  • At this point, I would like to see the sword locked into slot 1, along with some damage changes.

    Cutlass - 25 Dmg
    Blunderbuss - 75 Dmg
    EoR - 75 Dmg
    Pistol - 50 Dmg

  • I really like it when I sword lunge and hit an enemy but it registers like I dont so I get sword stunned and die.

    Its pretty bad when the game was smoother at release. Smh.

  • I absolutely agree with the combat being clunky and unresponsive cause it absolutely is. Dashing in combat really is nearly useless and double gunning is extremely common in The Arena.

    I keep experiencing an issue with getting screwed out of my deserved 3 slashes from m1/right trigger. The cutlass is inside of an enemy pirate but I'm not allowed the 3 hits, and I believe this is because of the removal of the ability to swing 3 times when hitting any object. I honestly still want to see the day that cutlasses get reverted to their former glory because slowing cutlass combat to a crawl doesn't fix or balance it. It makes combat tedious, infuriating, and nearly unusable.

    Hit registration (at least on pc) is a persistent issue too because I still remember both times during these last two monthly updates where I've shot 5 EOR bullets into people and it still doesn't kill them even though I hit them dead center in the torso.

    When it comes to a way to nerf double gunning I believe adding an immense increase to pull times (+5 seconds for example) when 2 guns are equipped would fix or make double gunning uninviting in pvp and The Arena but it doesn't completely remove its use in pve for fighting something like golden skeletons or skeleton lords.

  • May I add that one-shoting with only one weapon is an issue?

    People usually argue that the blunder has to because it has many bullets and that it's more realistic… like eye of reach shouldn't one-shot if you hit the head…

    So instead of firing these arguments, we can just look at the metagame as it is actually… double gunning and blunder spawn kill.

    Rare has to do something to rebalance the combat gameplay.

    Also, as I suggested elsewhere, they can implement an "invincible" time span (3 or 5 seconds would do) after spawn to avoid spawn-kill-spam (actually, the black screen when spawning doesn't help). Many FPS games with competitive aspect do have that.

  • double gun was always more reasonable and had better results even before. But combat is bad not only because of some mechanics, it is also because we dont have much options with the weapons. It is literally double gun or sword and gun. A simple way to solve this is to just go back to release combat in beta. That would allow us to use all 4 weapons at once and almost no one will double gun because the bullet of the first shot is wasted with all guns so it would be too risky to double gun. Or Rare could add more weapons for us to choose just like classes on MMOS. Like a rapier that would be faster with less dmg or boarding axe that would be slower with more dmg. But actually these options seems out of their plans, as they are adding just content for the game because they always need new players otherwise the game will die. So Im afraid we will never see improvements like this. And if u are having trouble on the combat because of the mechanics, try to swing the sword before the crucial hour so it will not get you killed. Or u can sprint cancel the animation with some practice. And always use sea dog pistol and variations of it as it is the best option to aim.

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