PvP with guns and swords.

  • Naval combat in SoT has developed a lot and is very well executed, but the PvP combat is, sadly, very underwhelming. 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).

    Rework the heavy attack of the sword by:
    The heavy attack should have a separate input button.
    To do a heavy attack, you have to hold down the button for it to charge and if the button is released before the attack, it would cancel the charge and do a normal slash.
    These changes would make the heavy attack much more reliable and would improve on the next point.

    Adding combos to the sword.
    There are already some combos in the game like block + space, which becomes a dash. These changes would make sword combat less spammy and more skill required. Example on a combo is slash + slash + heavy which could reduce the charge time of the heavy.

    Adding more melee weapons.
    This would add more variety to the melee combat, which is already more interesting with combos. Each weapon should have one basic attack, one special (block for sword) and one heavy.

    Adding one melee weapon slot and one gun slot.
    A lot of people will be angry about this change saying that the sword is “a noob weapon”, but with the added weapons and combos the skill ceiling is way higher. This change would make the game more healthy by removing the double gun.

    The sheathed weapons should be visible on the pirate for everyone.
    This would make it more rewarding to scout out your opponents before a fight and it would look very good.

    Buffing the flintlock by giving it six shots instead of five.
    Due to the flintlocks low damage it is easy to out heal it and hitreg is also a bigger problem for flintlock users than for, as an example, EoR users.

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  • @xzorganism Currently combat is not very well balanced. They need to properly balance it before adding any other weapons. Also sword definitely does not need a buff.

  • @xzorganism Hand to hand is in my opinion a total snooze fest. Seems like all the focus went to ship battles and then realized "oh wait they need non ship combat too!" and this is what we got. I mean come on we cant even punch someone!

    I agree with your points. I would also love more movement. Kicking, punching, prone, roll something other than hop. How about being able to hit someone with an object? How fun would it be to smash a treasure chest someone is trying to steal from you over their head?

    Now I would love even more complex mechanics but this does not strike me as a game that is meant to have super serious PvP mechanics so not going to push that but abit more spice would be nice.

    And here is an idea for a new weapon. A poison blow dart. We all get one but you find the darts much like you find curse cannons. Each dart can do something to your victim, make them dance , make them fall asleep, make the throw up like the curse balls do. Have it only hold one dart at a time though. Just an idea.

  • I would start with developer set look sensitivity, and a limit or stamina for jumping and sprinting.

  • @sot-player30 Sword does not need a buff, but it needs to be made more skill requiring and the lounge rework makes it easier to introduce combos. For the weapon balance i think it would be pretty good if the flintlock got the buff. The EoR is fairly balanced and the blunderbuss may need a small tuning but not anything big.

  • @br0crastinat0r How do you meen “developer set look sens”? The stamina idea is pretty good.

  • @combatxkitty I think a blow dart would be very cool, but the game really needs more melee weapons, so that the melee slot and the gun slot could be introduced.

  • I'm all for new weapon types following the simplistic combat style we currently have for both melee and firearms.
    Melee would be Pike/Spear, Mace/Morningstar, Axe, Daggers.
    Firearms would be Blow Dart, Crossbow/Bow just to name a few.

  • @ixxolos I fully agree

  • @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.

  • @galactic-geek You have broken down my arguments and found the weaknesses but, especially about the combo part, you overdone it a little. My example was just an example of how i meant a combo could look like and no, it was not balanced. If you look at other games that utilizes combos, the combat is much more skill required.
    I was a bit unclear in my rework of the swords heavy. You need to hold down the button during the full charge which you dont have to do today and if you release the button before the actual lounge, it will cancel it.
    Your remark on me using the word
    ”should” is correct, it was a bad choice of words.
    I did not know that the devs had talked about the sheathed guns being visible before and you may be right about the hitreg. When I use flintlock tho, I encounter it way more often than if I use EoR.

  • I'll do it short.
    Meta's are bad and only exist of choice .
    Freedom of choice is relative if choices are imbalanced.

    I'd like to remove the blunderbuss and Eye of Reach and every Pirate Fight with cutlass and flintlock pistol only.

    I dislike bunnyhoppers and i'd like hit reg to be constant , but flintlocks have a random missfire feature.

    A kick and some dirty tricks like thrown sand in opponents eyes would be fun, but we already have a bucket and puke.

    Hand to Hand Combat and the FPS Game is in a mediocre state since launch.
    Therefore i dont get what pure pvpers do here except exploiting the poor mechanics to stomp on others.

    It will not change in any way significantly, we are playing this for almost 3 years now and all what was done was only little tweaks and poor exploit fixing.
    Too many Pirate to Pirate combat exploits are still the game and make it not fun.

    Shipfights are fun and fine.

  • Im right with you on slash mechanics. I think obce its all balanced and refined they could look to new melee weapons.

    In all honesty i like the simple nature of just 1 weapon for melee tho.
    Perhaps cosmetics could turn them into an axe or something.

  • @daringclarky It is very simple with one melee weapon (which I do not dislike), but i would still like more varity amongst the melee weapons.

  • I'm content with the way everything is and so are the people I play with. I hope to see no combat changes.

  • Arena need a change
    Sword is so Op have a lot of range and this do so dificult pvp with a sword spammer,yes im doble gunner but if i use the sword is the same thing
    Imagine you are trying to enter in a ship but one guy is camping the stairs with a sword its imposible enter on the ship and drop the ancle

  • @insidiusr6 well it is quite hard with someone camping with a blunderbuss to

  • These are black powder weapons with the accuracy if a sniper rifle. Their was no Eye of Reach black powder sniper rifles in this era of piracy.

    I can hit a target over and over at 100 yards relative with my pistol 😂. Most pirates had a blade, few a powder weapon because they were prone to misfire and wouldn’t fire underwater.

    I would like gun accuracy penalized 90% if you jump shoot and no firing when submerged at all.

  • @wavestalker said in PvP with guns and swords.:

    These are black powder weapons with the accuracy if a sniper rifle. Their was no Eye of Reach black powder sniper rifles in this era of piracy.

    I can hit a target over and over at 100 yards relative with my pistol 😂. Most pirates had a blade, few a powder weapon because they were prone to misfire and wouldn’t fire underwater.

    I would like gun accuracy penalized 90% if you jump shoot and no firing when submerged at all.

    Or at least if you use your weapons in water it causes damage and shooting accuracy to be reduced until you clean it.

    @BR0CRASTINAT0R I agree with you and have actually mentioned aswell on other threads we need a stamina limit. Sometimes I feel like am fighting a frog on speed. Just comes off very simple PvP. I get its a cartoony game and meant to be simple but I wish Rare would make it a tiny bit more interesting.

  • Limiting bunny hopping could slow combat down and potentially help hit reg. I feel like it would be a waste to add new hand to hand mechanics with the current speed and meta of pirate vs pirate combat. As of right now the answer is “just don’t let them board”or “you lost by letting them board”. Instead of having a meaningful or engaging pirate fight on the deck of ship or island, it’s chasing a pirate bouncing around using gorilla tactics, giving the meta we have now. SSDD.

  • @br0crastinat0r So, maybe don't chase them? Many pirates will lead you into ambush points or easy firing zones. Don't fall for it! Shoot them in the back, bomb them from around corners, flank them with allies, take a bullet for a teammate as you both rush them single-file, spot them through a grate (and then shoot them), etc. There's a lot that you can do.

  • There doesn't need to be a separate gun and melee slot. This limits gameplay and straight up gets rid of a playstyle that is used and loved by a lot of players. I would actually say that it is important that they bring in new weapons that might switch up the meta and could bring some different strategies into combat. not every weapon needs to be perfectly balanced if there are more viable weapons.

  • @wavestalker if this game was based on realism Then yes, but its a adventure game where you can shoot yourself out of a cannon, no need to make mechanics complicated and situational.

  • @theeggoplant I partially agree. I think it would be cool tho if the trajectory of shots and throwables were changed in water.

  • @xzorganism
    Eye of Reach could use a slight nerf in the loading time compared to the flintlock. It's literally only .2 seconds of a difference (.1 seconds for a blunderbuss!? Stupid.), but only two shots from EoR equals a kill on a target that has no food better than a Mango. Compared to three shots from the pistol. In a realistic setting, all of the weapons are deadly. In a fantasy one, some are not?
    So, changes to damage shouldn't be considered as much as reload time for it. Even in other games, fantastical or realistic for a single shot, Sniper rifles are not quick to reload.

    I do agree with a later post that the Ammunition carrying of certain weapons should be different per weapon. It seems unfair to players (old and new) that the only weapon you find and discover after experiencing the game in both playing and watching is Eye of Reach and Blunderbuss. Yes, you'll find the sword on occasion, but double-guns are too prevalent.


    My Suggestions concerning them all:
    @Rare-Crew

    • Blunderbuss: +0.2 seconds reload time. -2 overall ammunition. -1 damage per pellet. -3 damage in water per pellet.
      Reason: Players who use the blunderbuss to completely clear an enemy ship of crew are considered by the community both old and new to be either unfair or the expected working class citizenry defense weapon. However realistic it may be that a "shotgun" to the back would 1-shot a person. These changes would make it so that a single boarder has to A) use two weapons period, and B) not be easily able to chase their foes overboard and defeat an enemy crew member or C) have planned at least another ten damage! The only weapon that should one-shot a pirate is a cannonball.
    • Eye of Reach: +0.3 seconds reload time. -1 overall ammunition.
      Reason: A two shot weapon cuts an engagement of a boarded boat into a quick descent into frustration for defenders. A single user of the EoR can overwhelm pirates at distances close and far. Carrying only enough ammo to fight at most two players and then needing to resupply restricts the player just enough and must be more careful when making the choice to pull the trigger for that heavier damage.
    • Flintlock: -0.12 seconds reload time. +1 overall ammunition.
      Reason: The flintlock's damage requires three total shots to kill the target. Experienced players are hardly ever seen with the weapon because the amount of ammo is hard-locked at 5. And it almost always needs to be backed up by another weapon to be considered effective. With a quicker reload time, hip-fire shots can be done sooner and with additional ammo, you are more likely to be able to successfully take out your target with the weapon. -- Alternatively, add a second flintlock that has a single shot after we've fired all our ammunition. To get the quickest attack of 0.3 seconds after raising the weapon.
    • Cutlass: +0.30 seconds attacker swing time after being combo blocked; -0.10 seconds defender swing time after blocking combo. [Buff lasts for next three swings in the next 5 seconds. DOES affect lunge charge time, acting as a parry.] -2 pts of damage per normal swing. (Normal 3 strike combo would even out to ~90 pts of damage.) However, an activated parry will prevent a defensive bunny-hop for the same period of time.
      Reason: Much like foolishly striking a melted gold skeleton with a cutlass, it shouldn't be so simple to re-engage an enemy who successfully blocked your strikes. While this doesn't stun your pirate, you should at least be rewarded for blocking rather than "sword lording" to "win through spamming." Rewards given for skilled and thought out play. Especially when both are knocked back because of it, the time to re-engage is balanced out. - Someone asked me:

    "Would this make corner sword blocks better?"

    Well, only partially, because if you see them blocking, all you need to do is stop attacking mindlessly, then block them in return for your own safety. This resets the fight's parry bonus potential, as only a full combo triggers it. In fact, this means that getting two pirates attacking you with the cutlass isn't an instant death sentence, but a chance to survive it. And even further, two enemies who fight with a cutlass will extend the fight more, looking to maneuver themselves correctly and lunge when the time is right.
    The counter should be the lunge every time regardless.

  • @amendelwyr said in PvP with guns and swords.:

    @xzorganism
    Eye of Reach could use a slight nerf in the loading time compared to the flintlock. It's literally only .2 seconds of a difference (.1 seconds for a blunderbuss!? Stupid.), but only two shots from EoR equals a kill on a target that has no food better than a Mango. Compared to three shots from the pistol. In a realistic setting, all of the weapons are deadly. In a fantasy one, some are not?
    So, changes to damage shouldn't be considered as much as reload time for it. Even in other games, fantastical or realistic for a single shot, Sniper rifles are not quick to reload.

    I do agree with a later post that the Ammunition carrying of certain weapons should be different per weapon. It seems unfair to players (old and new) that the only weapon you find and discover after experiencing the game in both playing and watching is Eye of Reach and Blunderbuss. Yes, you'll find the sword on occasion, but double-guns are too prevalent.


    My Suggestions concerning them all:
    @Rare-Crew

    • Blunderbuss: +0.2 seconds reload time. -2 overall ammunition. -1 damage per pellet. -3 damage in water per pellet.
      Reason: Players who use the blunderbuss to completely clear an enemy ship of crew are considered by the community both old and new to be either unfair or the expected working class citizenry defense weapon. However realistic it may be that a "shotgun" to the back would 1-shot a person. These changes would make it so that a single boarder has to A) use two weapons period, and B) not be easily able to chase their foes overboard and defeat an enemy crew member or C) have planned at least another ten damage! The only weapon that should one-shot a pirate is a cannonball.
    • Eye of Reach: +0.3 seconds reload time. -1 overall ammunition.
      Reason: A two shot weapon cuts an engagement of a boarded boat into a quick descent into frustration for defenders. A single user of the EoR can overwhelm pirates at distances close and far. Carrying only enough ammo to fight at most two players and then needing to resupply restricts the player just enough and must be more careful when making the choice to pull the trigger for that heavier damage.
    • Flintlock: -0.12 seconds reload time. +1 overall ammunition.
      Reason: The flintlock's damage requires three total shots to kill the target. Experienced players are hardly ever seen with the weapon because the amount of ammo is hard-locked at 5. And it almost always needs to be backed up by another weapon to be considered effective. With a quicker reload time, hip-fire shots can be done sooner and with additional ammo, you are more likely to be able to successfully take out your target with the weapon. -- Alternatively, add a second flintlock that has a single shot after we've fired all our ammunition. To get the quickest attack of 0.3 seconds after raising the weapon.
    • Cutlass: +0.30 seconds attacker swing time after being combo blocked; -0.10 seconds defender swing time after blocking combo. [Buff lasts for next three swings in the next 5 seconds. DOES affect lunge charge time, acting as a parry.] -2 pts of damage per normal swing. (Normal 3 strike combo would even out to ~90 pts of damage.) However, an activated parry will prevent a defensive bunny-hop for the same period of time.
      Reason: Much like foolishly striking a melted gold skeleton with a cutlass, it shouldn't be so simple to re-engage an enemy who successfully blocked your strikes. While this doesn't stun your pirate, you should at least be rewarded for blocking rather than "sword lording" to "win through spamming." Rewards given for skilled and thought out play. Especially when both are knocked back because of it, the time to re-engage is balanced out. - Someone asked me:

    "Would this make corner sword blocks better?"

    Well, only partially, because if you see them blocking, all you need to do is stop attacking mindlessly, then block them in return for your own safety. This resets the fight's parry bonus potential, as only a full combo triggers it. In fact, this means that getting two pirates attacking you with the cutlass isn't an instant death sentence, but a chance to survive it. And even further, two enemies who fight with a cutlass will extend the fight more, looking to maneuver themselves correctly and lunge when the time is right.
    The counter should be the lunge every time regardless.

    You don't understand how balanced combat really is - for starters, flintlock kills in exactly 2 shots, at 50% damage each.

    You can't assume that they can eat food, because that's what scientists call a variable. And for the record, a flintlock fires and reloads fast enough that you won't be able to eat anything.

    I would go into more detail regarding the rest of your post, but alas, today is my 1st day back to work from holiday and I need to leave in 5 minutes.

  • @theeggoplant said in PvP with guns and swords.:

    @wavestalker if this game was based on realism Then yes, but its a adventure game where you can shoot yourself out of a cannon, no need to make mechanics complicated and situational.

    Thats the problem. You have a very accurate sailing/ cannon combat model with a Fortnite combat fired weapons model thrown in. I personally hate jump shoot games. This is not Quake or even Unreal if your old enough to even remember those games which i doubt :D.

    Id actually like to see pistol and rifle accuracy reduced 75% beyond 40 yards and worse if your jumping and make swords the primary weapon with the blunderbuss secondary.

  • I love how in every game people complain about weapons they could not use efficiency and constantly ask for "easy" and "nerfothers" This reminds me of BF 1942 and how people were crying that some people have skill to use battleship artillery to camp spawn point across map. Same thing here, when you use sword they call you M1 masher, if you use blunderbuss they call you blundernoob, you use pistol or EoR they call you double gunning noob. They complain about everything and anything except own lack of skill. If those weapons are so powerful why aren't you using them?

  • @wavestalker said:

    Id actually like to see pistol and rifle accuracy reduced 75% beyond 40 yards and worse if your jumping and make swords the primary weapon with the blunderbuss secondary.

    I don't think accuracy at range should be less effective with each weapon anymore than it already is. That said, I do believe accuracy should be drastically reduced while jumping for all weapons. The sword should be given a jumping attack that's a vertical slice, also making it harder to use while jumping.

    I do not agree with your assessment of making the sword and blunderbuss primary and secondary - that limits options. I like it as is with the sword and flintlock, which is still my primary combo setup.

  • Wouldn't mind seeing some more melee weapons. Boarding Axes and Daggers being the most obvious.

    I'm all for making guns not shoot underwater, however I can see how this would be very unbalanced against keg plays. If you saw someone coming with a keg, you'd have to shoot from above the water, and if they're deep enough it's impossible to see them. So instead of that, just making the bullet travel slower and do less damage would suffice.

    Adding on that, I'm a fan of making our character's vision blurry when underwater. We don't have goggles on, why can we see so clearly?

    I definitely think the EoR needs a slight nerf to it's reload time. It just feels a little fast for a sniper. Maybe just 0.5 seconds extra? I understand that this would put quickscopers in danger, but hey, the EoR is meant to be a long range weapon, so it's on you for bringing it into close range fights.

    Slightly off topic, but I actually think cannons should create more smoke when firing, to obscure one's vision. Currently you can see through it just fine.

  • @mferr11 I fully agree w these changes. It would make the game so much deeper.

  • @mferr11 said in PvP with guns and swords.:

    Wouldn't mind seeing some more melee weapons. Boarding Axes and Daggers being the most obvious.

    I'm all for making guns not shoot underwater, however I can see how this would be very unbalanced against keg plays. If you saw someone coming with a keg, you'd have to shoot from above the water, and if they're deep enough it's impossible to see them. So instead of that, just making the bullet travel slower and do less damage would suffice.

    Adding on that, I'm a fan of making our character's vision blurry when underwater. We don't have goggles on, why can we see so clearly?

    I definitely think the EoR needs a slight nerf to it's reload time. It just feels a little fast for a sniper. Maybe just 0.5 seconds extra? I understand that this would put quickscopers in danger, but hey, the EoR is meant to be a long range weapon, so it's on you for bringing it into close range fights.

    Slightly off topic, but I actually think cannons should create more smoke when firing, to obscure one's vision. Currently you can see through it just fine.

    Why are you trying to make a cartoon like pirate game into something realistic, I just don’t understand...
    Firstly the only reason people are opposed to double gunning being an option is because they simply aren’t that great at it themselves, “sword would add more skill” no... no it does it, running up to an enemy and spamming the same button/key IS NOT skilful in the slightest, especially with the stupid stupid stun and combo systems which, by the way are completely broken.
    Your point about making the cannons produce more smoke, I’m not even going to go into that, it should never have been said to begin with.

  • @seedeathmore said in PvP with guns and swords.:

    @mferr11 said in PvP with guns and swords.:

    Wouldn't mind seeing some more melee weapons. Boarding Axes and Daggers being the most obvious.

    I'm all for making guns not shoot underwater, however I can see how this would be very unbalanced against keg plays. If you saw someone coming with a keg, you'd have to shoot from above the water, and if they're deep enough it's impossible to see them. So instead of that, just making the bullet travel slower and do less damage would suffice.

    Adding on that, I'm a fan of making our character's vision blurry when underwater. We don't have goggles on, why can we see so clearly?

    I definitely think the EoR needs a slight nerf to it's reload time. It just feels a little fast for a sniper. Maybe just 0.5 seconds extra? I understand that this would put quickscopers in danger, but hey, the EoR is meant to be a long range weapon, so it's on you for bringing it into close range fights.

    Slightly off topic, but I actually think cannons should create more smoke when firing, to obscure one's vision. Currently you can see through it just fine.

    Why are you trying to make a comic like pirate game into something realistic, I just don’t understand...
    Firstly the only reason people are opposed to double gunning being an option is because they simply aren’t that great at it themselves, “sword would add more skill” no... no it does it, running up to an enemy and spamming the same button/key IS NOT skilful in the slightest, especially with the stupid stupid stun and combo systems which, by the way are completely broken.
    Your point about making the cannons produce more smoke, I’m not even going to go into that, it should never have been said to begin with.

    yup, sword takes no skill whatsoever, and its just poor option with the exception of using against waves of skeletons and for jumping.
    Otherwise whoever engages M1 mash, wins.

  • I and many others would dislike only having 1 of each weapon type. The removal of the double gun would destroy arena tdming. And if other melee weapons were released it would be cool to duel wield them. The sword is imo to clunky after the removal of x canceling and when it was easier to hop and jump around gun shots the sword was a better weapon. But with the changes to it the sword is just not worth using and would rather use a blunder with my EoR then a sword so I don’t understand why I would be forced to use a weapon I’m not good with. Plus I want if they do release another melee weapon I want to board a ship and just go full Viking with a battle axe

  • @seedeathmore said in PvP with guns and swords.:

    Why are you trying to make a cartoon like pirate game into something realistic, I just don’t understand...
    Firstly the only reason people are opposed to double gunning being an option is because they simply aren’t that great at it themselves, “sword would add more skill” no... no it does it, running up to an enemy and spamming the same button/key IS NOT skilful in the slightest, especially with the stupid stupid stun and combo systems which, by the way are completely broken.
    Your point about making the cannons produce more smoke, I’m not even going to go into that, it should never have been said to begin with.

    1. This entire thing sounds like you got mad at me for having an opinion. Especially that last part. Next time I'll make sure to check in with you before posting anything.

    2. I never even brought up swords or double gunning.

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