EDIT
After some arguments I agree the title of this post is not the best way to go about nerfing doublegunning. It might be too much and not a good nerf. But certainly I still believe doublegunning could use some nerfing (particularly blunder and sniper) and there are some better details and ideas about it in the discussion of the post
*END EDIT
Everyone's certainly got their opinion about balance, and I personally think Doublegunning could do with a nerf.
One can wait for the enemy to unload both guns and then rush at them, but the reload is fairly quick, making sword a bit underpowered, as a quick reload can 1 shot you with blunder.
So my suggestion here is to cancel/re-start reloading animation any time you receive damage.
Its not a huge nerf, and also very situational, which doublegunners could just avoid by moving a bit more.
I certainly welcome discussion about why you think this idea is good/bad. Or if you are a doublegunner who thinks its currently balanced, perhaps discussion about why you think its balanced.
Or honestly, even suggestions about how to deal with doublegunners. But "gitgod" is not any kind of argument.
Strategies I currently do vs doublegunners:
- Count their shots, and pay attention to when both their guns need reload
- Not walk to them via easy to track spots. Ie: Stairs, small corridors.
- Try to make them waste their shots from a distance while taking cover
- Move/jump a lot
- Use my own gun from the distance as well as blunder bombs
And all that works, but...sword feels kinda useless or really bad against them. Yeah one hit slows them down a bit, but thats pointless when they dont even have to move to 1 shot you once they reload. And sword does very slow damage compared to the other 2.
Sword lunges are good, but VERY situational, and can a lot of times leave you worse off than you were.
Some tips I have heard about doublegunning is pretty much "Stay away from them dont use the sword" So...whats even the point of the sword in a pirate game?
