It’s so hard to win fights in sword combat because it’s most of the time base on luck and it sometimes makes me get spawn camped
Sword Combat
Honestly I think the sword needs a nerf by removing the stun when you get sliced it's very frustrating as you are locked in place especially as a double gunner unable to move its essentially a instant death if you have 3 sword lords mindlessly swinging at you
Other than that the sword if the change was added would be a pretty fair weapon all things considered as if you have a situation in the water a sword is a no go pretty much unless you're right in their face
@si1asthaninja said in Sword Combat:
It’s so hard to win fights in sword combat because it’s most of the time base on luck and it sometimes makes me get spawn camped
I'd say 30% luck and 60% skill.
@prodanpettigrew said in Sword Combat:
Honestly I think the sword needs a nerf by removing the stun when you get sliced it's very frustrating as you are locked in place especially as a double gunner unable to move its essentially a instant death if you have 3 sword lords mindlessly swinging at you
Other than that the sword if the change was added would be a pretty fair weapon all things considered as if you have a situation in the water a sword is a no go pretty much unless you're right in their face
Don't like stun? Use a sword! Block the attack, and even if you don't succeed, you can transition the block into a sword dodge (block+move+jump), which negates the stun, and even allows you to dodge through enemies preventing entrapment or being surrounded! Easy!
No sword? Then good luck! 😅
@galactic-geek That sounds good and all until you realise the block mechanic is just cosmetic and hardly ever works LUL
@luke-bot19 said in Sword Combat:
@galactic-geek That sounds good and all until you realise the black mechanic is just cosmetic and hardly ever works LUL
It works exactly as intended. The reason pirates think blocking is bad is because they're being affected by hit-reg issues and don't realize it. To be clear, there is nothing inherently wrong with the mechanics of blocking in of itself - only with hit-reg, which affects it.
Also, if you're standing still and blocking, of course you're going to lose - you gotta move! I killed 4 pirates this afternoon on their own galleon using only the sword 3x over (that's 12 kills total for those bad at math) and the aforementione sword dodge to bypass their own block.
@prodanpettigrew That's how balancing weapons works. If you don't use a sword against a sword, you are not able to block the attack like you would if you went with a sword.
The advantage of having two weapons is to be able to deal damage at range. So stay at range, and the sword can't do damage.
The only nerf I would like to the sword is the amount of damage per slash.
And if that is not an isolated option, then make it so when a group from the same crew are aimlessly swinging their swords close to each other, meaning they would hit each other (friendly fire), the damage per slash gets a massive drop from the current 25(?), to 5 per hit. Making it so you could get away from it alive more often.
The stun, followed up by another players stun, leading to a vortex of 3-4 players = insta death.
Reduced damage when you hit your team mates (for example in a vortex), makes it so there are no benefits of grouping up in a massive vortex and just spamming swords.
@kashmero said in Sword Combat:
@prodanpettigrew That's how balancing weapons works. If you don't use a sword against a sword, you are not able to block the attack like you would if you went with a sword.
The advantage of having two weapons is to be able to deal damage at range. So stay at range, and the sword can't do damage.
The only nerf I would like to the sword is the amount of damage per slash.
And if that is not an isolated option, then make it so when a group from the same crew are aimlessly swinging their swords close to each other, meaning they would hit each other (friendly fire), the damage per slash gets a massive drop from the current 25(?), to 5 per hit. Making it so you could get away from it alive more often.
The stun, followed up by another players stun, leading to a vortex of 3-4 players = insta death.
Reduced damage when you hit your team mates (for example in a vortex), makes it so there are no benefits of grouping up in a massive vortex and just spamming swords.
Penalizing good teamwork is a bad idea. Should we also penalize the damage of firearms if 1 shot each from 2 or more crewmates are too close to each other too?
@kashmero all that has to be done is bringing back the cutlass from around first anniversary update. It was actually really enjoyable to use the cutlass around that time.
The whole point of the buff was so that it could kill when players got caught.
Making it so you could get away from it alive more often.
That was the whole problem. Double gunners were able to tank sword hits, reload, then get a shot off before dying. I'm not talking about they start reloading then start getting hit. I mean they were getting hit before their reload animation and were getting a shot off before dying.
The sword damage buff and stun is the only reason sword players can catch and kill double gunners.
Sorry, any changes that happen to sword have to happen with changing gun loadouts and double gunning at the same time. Can't change one without the other or we would be back to double gun meta ruling the world with an iron glove.
@mintharp184509 said in Sword Combat:
The range of the sword is way longer than the actual sword.
I think the range needs a slight nerf.
The range was already nerfed once, and any range issues that you're experiencing right now are because of hit-reg and/or networking issues. The actual range of the sword is just fine - you can even test it by swinging at, and stepping away from, a stationary object (I suggest using the mast).
So sword combat back during launch was really good before the anniversary.
The stun was more severe however the sword also put a movement debuff on the player using the sword. Which made missing with the sword punishing.
Example :
You move at normal speed - swing your sword and your characters movement speed is reduced by like 70% or more. The player getting hit is stunned and can take no action except to swap items and/or block.
If the player missed, because of the movement speed debuff, the player you are chasing is now a mile away from you. Has time to eat, reload, get into a better position. If you missed during a sword fight that was pretty harsh because the other player would get a free 3 hit combo on you.
If you watch any of the videos of SoT from like 2018 and find sword combat you'll notice how when players get locked into a sword battle, they actually go into like an en-garde stance. Players would face each other and go into a sword battle unlike now when its just run and swing, run and swing.
There was no massive amounts of jumping up and down or running around swinging wildly. Side stepping was very important.
No hitting through another players combo, so if you got a group of players with your sword attack, you didn't have to worry about them turning around and hitting you through your combo killing you.
Combat before the mass meta switch to double gunning was significantly better and promoted mind games and skill based combat.
Honestly the game was so much simpler back during release and in my opinion was A LOT more fun. I'm talking about naval also. The only down side to naval was that boarding was almost 100% mandatory if you wanted to sink someone.
@xultanis-dragon basically explained what it was like around then. As they said, it was more enjoyable.
@xultanis-dragon sounds reasonable enough, I played it long ago, but already do not remember that
Btw I rarely see doublegunners outside arena these days, maybe they should go back to roots in terms of sword play, cause now its a mess. Even if you start combo first, you may easily die
True doublegunners already shoot like gods, guess they dont need too much extra help from devs
@xultanis-dragon said in Sword Combat:
So sword combat back during launch was really good before the anniversary.
The stun was more severe however the sword also put a movement debuff on the player using the sword. Which made missing with the sword punishing.
Example :
You move at normal speed - swing your sword and your characters movement speed is reduced by like 70% or more. The player getting hit is stunned and can take no action except to swap items and/or block.
If the player missed, because of the movement speed debuff, the player you are chasing is now a mile away from you. Has time to eat, reload, get into a better position. If you missed during a sword fight that was pretty harsh because the other player would get a free 3 hit combo on you.
If you watch any of the videos of SoT from like 2018 and find sword combat you'll notice how when players get locked into a sword battle, they actually go into like an en-garde stance. Players would face each other and go into a sword battle unlike now when its just run and swing, run and swing.
There was no massive amounts of jumping up and down or running around swinging wildly. Side stepping was very important.
No hitting through another players combo, so if you got a group of players with your sword attack, you didn't have to worry about them turning around and hitting you through your combo killing you.
Combat before the mass meta switch to double gunning was significantly better and promoted mind games and skill based combat.
Honestly the game was so much simpler back during release and in my opinion was A LOT more fun. I'm talking about naval also. The only down side to naval was that boarding was almost 100% mandatory if you wanted to sink someone.
You missed a few things. For example sword charge cancelling, weapon-cancelling into another weapon, and cancelling the slowdown on a miss and continuing combos by hitting anything nearby. There were a lot of good things back then, but there was also a lot of bad, exploiting stuff too.
Bunny hopping was also still a thing back then.
@galactic-geek said in Sword Combat:
@si1asthaninja said in Sword Combat:
It’s so hard to win fights in sword combat because it’s most of the time base on luck and it sometimes makes me get spawn camped
I'd say 30% luck and 60% skill.
I'd say it's 10% luck, 20% skill, 15% concentrated power of will, 5 % pleasure. 50% pain. . .
Bunny hopping was around for movement purposes but not for combat.
Sword combat had little to not bunny hopping. This is just a technicality but bunny hopping is mainly when the character is jumping repeatedly with a directional momentum. Usually when moving forward.
You couldn't bunny hop with the sword because jumping and swinging would kill anymore directional momentum you had. You would effectively be jumping up and down in place.
The animation canceling and the sword canceling wasn't a thing until waaaaaay later. Like a year and half later. You might've been able to cancel the animation but the momentum debuff was still there if you missed so canceling didn't do anything.
Unless you mean the hitting other objects to keep the combo going. That is true, however that in itself left players vulnerable.
However, even with all the canceling it wasn't all that rampant. The way the combat worked even if someone used all that canceling it wasn't as crazy as it was year and half later or even now. It was there but it was mitigated to a degree because of the way combat worked.
@scaryfawn235336 said in Sword Combat:
@xultanis-dragon sounds reasonable enough, I played it long ago, but already do not remember that
Btw I rarely see doublegunners outside arena these days, maybe they should go back to roots in terms of sword play, cause now its a mess. Even if you start combo first, you may easily die
True doublegunners already shoot like gods, guess they dont need too much extra help from devs
Depends on the crew. I run into double gunning crews all the time. Usually if the ship is down to PvP then its a double gunning crew. Whats annoying is when trying to avoid all those bullets almost impossible. Sword mandatory should have been done when double gunning found.
@xultanis-dragon said in Sword Combat:
@scaryfawn235336 said in Sword Combat:
@xultanis-dragon sounds reasonable enough, I played it long ago, but already do not remember that
Btw I rarely see doublegunners outside arena these days, maybe they should go back to roots in terms of sword play, cause now its a mess. Even if you start combo first, you may easily die
True doublegunners already shoot like gods, guess they dont need too much extra help from devs
Depends on the crew. I run into double gunning crews all the time. Usually if the ship is down to PvP then its a double gunning crew. Whats annoying is when trying to avoid all those bullets almost impossible. Sword mandatory should have been done when double gunning found.
Just tried Arena for the 1st time in forever and the double-gunning try-hards at the fort trying to do TDM? Pure evil. I am now supporting mandatory sword if the double-gun exploit won't be completely fixed. 1 second between shots is still way too fast.
@galactic-geek glad to hear that you are also against double gunning.
I was recently told that this quick shooting was fixed, as well as bucket but your words prove it wrong, its rather an exploit when you almost simultaneously shoot with both guns
@scaryfawn235336 said in Sword Combat:
@galactic-geek glad to hear that you are also against double gunning.
I was recently told that this quick shooting was fixed, as well as bucket but your words prove it wrong, its rather an exploit when you almost simultaneously shoot with both guns
To be clear, I am NOT against using 2 guns. I am, however, against using the double gun EXPLOIT in any way, shape, or form. If Rare doesn't want to, or can't, fix it then yes, I would prefer sword to be mandatory.
@galactic-geek exactly, if exploit is not used, 2 guns are more or less balanced.
But I guess it is not possible to fix it(@scaryfawn235336 said in Sword Combat:
@galactic-geek But I guess it is not possible to fix it(
Oh ye of little faith.
@flivesey012 said in Sword Combat:
@galactic-geek just said playing the game in a way that's aloud pure evil. 🤣
When you get blunder-sniped with no chance to react, you'd think so too. The knockback from the blunderbuss forces you into an automatic killzone with the EoR if they can pull off the exploit.
@galactic-geek if someone has a sword and hits you you get vortex by the stun with absolutely no way to escape.
@prodanpettigrew Double gun or not, you're dead if you have three swords hitting you, mindless or not. Just takes four to die.
Sometimes, rather than blaming the game, we need to accept we would have been dead anyway. It's not the OHKO blunderbuss on the ladder that killed you, it was the people guarding the ladder, you weren't getting on that ship in the first place. It's not the sword's damage or stun, it's the 3 swords that killed you.
@flivesey012 said in Sword Combat:
@galactic-geek if someone has a sword and hits you you get vortex by the stun with absolutely no way to escape.
Did you not see my post above? There absolutely a way to escape. Here, I'll quote it for you:
Don't like stun? Use a sword! Block the attack, and even if you don't succeed, you can transition the block into a sword dodge (block+move+jump), which negates the stun, and even allows you to dodge through enemies preventing entrapment or being surrounded! Easy!
No sword? Then good luck! 😅
@klutchxking518 said in Sword Combat:
@prodanpettigrew Double gun or not, you're dead if you have three swords hitting you, mindless or not. Just takes four to die.
Sometimes, rather than blaming the game, we need to accept we would have been dead anyway. It's not the OHKO blunderbuss on the ladder that killed you, it was the people guarding the ladder, you weren't getting on that ship in the first place. It's not the sword's damage or stun, it's the 3 swords that killed you.
This is the same concept as good teamwork using guns. No matter how much they fix the DGE, you can still be double-tapped and insta-killed by 2 pirates firing upon you at the same time.
