@xzorganism said in PvP with guns and swords.:
Naval combat in SoT has developed a lot and is very well executed,
I agree!
but the PvP combat is, sadly, very underwhelming.
Wait, isn't the naval combat also PvP?
These are some changes that (in my opinion) would improve PvP by making it easy to understand and learn, but hard to master (In no particular order).
Okay, let's dive right in!
Rework the heavy attack of the sword by:
The heavy attack should have a separate input button.
I disagree - the fewer buttons we use, the more we can squeeze in.
To do a heavy attack, you have to hold down the button for it to charge
We can already do this.
and if the button is released before the attack, it would cancel the charge and do a normal slash.
I like this part of your idea. Of course, with the charge, it would likely mean you would miss because you wouldn't have the forward momentum. On second thought, this might be bad, because you could then hold the charge, get a speed boost on your forward movement, and then cancel into a normal attack.
These changes would make the heavy attack much more reliable and would improve on the next point.
It's already consistent - the issue is usually the pirate making the commitment at the wrong times.
Adding combos to the sword.
We already have plenty of those.
There are already some combos in the game like block + space, which becomes a dash.
Actually, that won't do anything - it's block+move+jump. Also, that is not exactly a combo; it's a combat manuever - and there's actually quite a few of these that most pirates don't now about if you experiment. By the way, did you know that the sword dodge can be used to dodge THROUGH your opponent? Very effective for getting out of corners and stabbing your foes in the back.
These changes would make sword combat less spammy and more skill required.
Skill is already required to be good with the sword; it's just so easy to keep swinging that most don't try.
Example on a combo is slash + slash + heavy which could reduce the charge time of the heavy.
Technically, you can already do this, but with a slight delay between the 2nd attack and charge, and the hold of the charge would not be reduced - if you could do that, it would be a broken combo due to being OP.
Adding more melee weapons.
I always did like the idea of 3 melee weapons to counterbalance the firearms.
This would add more variety to the melee combat,
Depends on how it's implemented.
which is already more interesting with combos.
Subjective.
Each weapon should have one basic attack, one special (block for sword) and one heavy.
Don't say should - sounds very demanding of the game designers. Instead, make a request.
Adding one melee weapon slot and one gun slot.
No - a lot of pirates would hate this, and it would limit gameplay options. Also, in addition to limiting double-guns, you'd be limiting the potential for double-melee.
A lot of people will be angry about this change saying that the sword is “a noob weapon”,
I would actually argue that it's currently the most skilled weapon in the game since 99% of pirates underutilize it.
but with the added weapons and combos the skill ceiling is way higher.
Not necessarily - it could be just as basic but add more variety.
This change would make the game more healthy by removing the double gun.
Removing double gun would not make the game "more healthy" as there is nothing inherently wrong with using 2 firearms.
The sheathed weapons should be visible on the pirate for everyone.
The devs have already said that this wouldn't be possible.
This would make it more rewarding to scout out your opponents before a fight and it would look very good.
True, if it could work, which we already know that it won't.
Buffing the flintlock by giving it six shots instead of five.
It's already 1 of the most balanced weapons in the game - don't try to fix what isn't broken.
Due to the flintlocks low damage it is easy to out heal it
Untrue - if you're quick, you can get your 2nd shot off before so they bite the bullet rather than the banana.
and hitreg is also a bigger problem for flintlock users than for, as an example, EoR users.
Hit-reg is a persistent problem for all of combat.