@hereticexiled said in Sword in the worse condition for a long time:
There's a lot that I would change to the combat system but I would not even remotely consider swords to be OP in their current state.
Agreed.
They are, in many ways, still incredibly weak(even in situations where they should be strong).
They are not - currently, they are very balanced.
Guns are far more scalable, they can hit through walls, they can detonate things at a distance, they can be exploited with aimbot tools, they can be quick swapped
No argument here.
and people can literally just jump away from any sword while eating food.
All it would take to catch up is a jump or forward-moving sword dodge.
AoE knockback is also a constant factor in this game(especially with the blunderbomb now being in the game), which makes it a lot easier to interrupt or keep people with swords away from you.
True, but a good swordsman won't be in front of you where you can throw it at him.
So, here's everything I'd want to see changed to add more complexity to sword combat:
Okay, here we go!
- Get rid of the 3 swipe combo system.
That's kind of what balances it though. Plus not having it would lead to konstop spam attacks.
It not that fun
Disagree
and overly simplistic.
The sword is anything but simple - roughly 95% of pirates that I encounter woefully underutilize it and don't even fully grasp all of it's capabilities.
Just have regular sword swings chain into each other.
Again, spam.
People shouldn't really just be in the mindset of "i have to run at someone to get my 3-hit combo on them".
If you have that mindset, and in my experience, most do, then you're not a good swordsman.
- Make it so that each sword swing slows down your positional movement and slows your view movement(keeping you centered where you are swinging).
This was already a thing; it was removed to allow for more fluid mobility.
This would also disincentivize spamming or twirling.
Spamming is bad, certainly, but you want to remove the dance too? That's 1 of the best parts of sword-fighting! Mobility is what the sword needs, so your suggestion here is backwards thinking.
- Change it so that the block+charge attack(hold right click + hold left click) and the non-blocking charge attack(hold left-click without block) are now two distinctive moves.
They already are - you just described it.
The block+charge attack would be what it is now but a non-blocking charge attack would just be a stronger melee hit that does not lunge or stun for as long(it would effectively be like a medium hit).
Hmm. Perhaps. 🤔
It would come out faster than a current charge swing but slower than a regular, it could break an opponent's block if they are just blocking(holding down right click) and have a very brief recovery moment(like a 0.5 to 1 second recovery).
Nah. Too complicated and unnecessary IMO.
- Change it so that a regular block+swing attack(right click+left click) would be an advanced parry/block.
It actually already does something - and this is precisely where my aforementioned 95% of pirates are clueless regarding the sword. Block+move+tap attack gives you a momentary speed boost, can be comboed into like a regular attack, and extends your reach as well as the arc of your swing. I've been using it for years to dance around my opponents' block because even at the highest sensitivity settings, you can't turn fast enough to avoid it if you're standing still. It's very subtle animation-wise, but if you watch someone else do it, it's very noticeable, especially when moving sideways or diagonally. It's even great for doing a retreating strike.
This would be like a quick attack, maybe doing minor damage or causing a bit of knock back, but would also allow you to block a medium swing.
Again, too complicated. Sword already knocks back on 3rd strike - either commit to your combos or forgo the knockback for feigning the combo.
Doing an advanced block on a regular swing would also stop that other player from swinging for a second.
Advanced block? Yep, overcomplicated.
This would also have it's own internal cooldown so that you cannot spam it,
You remove sword cool down and then re-add sword cool down? Which is it!?
and would leave you vulnerable for half a second or so.
Ugh...
- remove stun lock on swings, so that when opponents are hit, they can still move away.
Stun only occurs under specific circumstances. Sadly, even I haven't quite figured out those circumstances fully yet.
- Reduce base damage of sword swings to either 15 or 20 damage.
This would make sword worthless compared to firearms - again, backwards thinking.
Make Medium hits do hit for either 30 or 40 damage.
Overcomplicated!
Make the sword advanced block hit for 5 or 10 damage.
Why not just have a light and medium block while you're at it!? Geez! 🙄
Full charge swings would be about 50 or 60 damage.
The charge already was and is!
Changes to guns:
- add a right click+jump movement option, which would work almost identically to the right click+jump mechanic on the sword.
No, they already have their range; they don't need extra mobility too.
This, however, would not move as far with the sniper or the blunder.
IMO, shooting should slow your movement if you're moving.
This would allow people to jump around corners or create some distance when necessary.
If you're gunning, you should already have it.
- make the eye of reach shootable from a short distance again.
No, that's exactly what made it OP - it's a LONG RANGE sniper rifle; it finally acts like it. Leave it alone.
The RNG sniper shot sucks, and there's other ways to nerf the eye of reach at close range.
Yeah, not really...
- Changing reloading into a 3-tiered system. Meaning that when it is cancelled, it does not restart from the beginning. There are 3 clear states for guns: empty, bullet placed, cranked(ready to fire).
We're fine with 2 - why are you in favor of overcomplicating things!?
- Have jumping and damage interrupt reloading.
Reloading no, shooting yes.
This would also make snipers considerably weaker close range, as they have longer reload times, but still strong at long distances
True.
- Considerably lower the effective range of all weapons under water.
Range, no. Bullet velocity, maybe.
Underwater fights are kind of a joke.
Not really. Sniper wins, flintlock is 2nd, and everything else is a non-starter.
You either have a sniper rifle/pistol or you lose.
Oh good, we're on the same page then.
There's no cover and movement is slowed down.
Move sideways, backwards, and up and down.
Guns shouldn't really work under water at all.
Well, then it wouldn't be as fun!
- Add a very small delay after firing a gun, about 0.5-0.75 second(matching the weapon kickback animation),
We already havea 1 second delay...
that would prevent switching to another item.
Cancelling is a big part of strategy though, and was specifically added by the devs - again, backwards thinking.
This would prevent switching back and forth between shots.
Variety is the spice of life! ...and somebody else's death.
- Reduce the pull out speed of the pistol(it should be the most maneuverable gun).
Careful with your wording here - for a moment I thought you were referring to slowing it down, which they already did with all of the firearms. By the way, it already reloads the fastest. It's also the most balanced weapon on the seas, so I really don't think it needs anything more.