Becuase its funny when u ear peoples talking about deflecting projectiles.
This topic looks like a circus,and i have to admit the staff Is very talented.
Becuase its funny when u ear peoples talking about deflecting projectiles.
This topic looks like a circus,and i have to admit the staff Is very talented.
Because its funny when u ear peoples talking about deflecting projectiles.
Yes one guy mentioned the possibility of it in a very barebones suggestion without detailing ideas of balance because It was just off the top of that ONE guys head.
The entire 3 page thread is 100% about that. 11/10 Strawman.
The entire tread Is : Buuuuuuuu double guns pls make sword OP
You say while giving a single guy as an example and not disputing a single thing in here.
''Oh there are some good points I can't dispute? must insult people instead!''
@frogfish12 said in Cancel/Re-start reload animation on taking damage (Doublegun nerf):
I would suggest you ignore the troll. No point in derailing a topic with good arguments to talk to a troll who is just barking with no arguments nor counter arguments.
If he brings any arguments Ill be happy to engage, otherwise no point in feeding the trolls.
EoR/Flintlock misses both their shots, I as a sword user can literally just walk up to them and hit them however I want knowing even if they reload in my face and shoot me, It doesn't matter, they literally cannot reload twice and shoot twice in the time it takes me to hit them 4 times.
I should probably clarify. In my humble opinion I feel the ones that need nerfing are the Blunderbus and EoR. Thats the doublegunning I think is OP. I have NEVER seen anyone doublegunning with flintlock and doing ANYTHING half decent with it.
Theres an argument to be made that a Blunderbuss should not have enough time to start and finish a reload while being Sworded. However if the Blunderbuss starts their reload prior to being Sworded, and the Sword only starts to hit while they are mid reload, then its entirely fair that the Blunderbuss can reload and get a chance to shoot back.
Well yeah I can agree with that. But my point is that a doublegunner with blunder has ALREADY SCREWED UP if he discharged and did not kill you. And he is rewarded with an advantageous position against a sword user. Doublegunners screw up and get rewarded for it. Sword user screws up a sword slash and gets stunned.
Remember that a DoubleGunner is using both their weapons, or at least they start the fight with both. Sword User can also start by shooting the enemy to get them into a range that 2 Sword hits can kill, then go in for the sword.
Oh certainly sword does not exist in a world alone vs doublegunning. But Sword and flintlock are fairly outmached against the other 2 in a number of things. First of all I see no reason for the sword slash to be so clunky, useless, low damage, and stunned. Too many disadvantages.
Its worth noting again that if an EoR/Flintlock even misses a single shot
Again. I dont know about you. Do you see many EoR/flintlock doublegunners? Is it even a thing?
You're kind of ignoring a big part of Sword Lunge, which is that when you successfully hit it you can immediately go in for regular slashes.
Depends on the situation, do remember it has a knockback.
But yes the main issue with Sword Lunge is hitreg, with so much stuff behind the scenes needing to work properly for a Sword Lunge to play out as intended, more than 50% of the time I find that SOMETHING, will go wrong. They won't take damage, they won't take proper knockback, I'll get stunned even though I hit them, etc. I've even had times where I got stunned, they took no damage, but they took the knockback, so yea It is entirely crazy. Best time to Sword lunge is when the enemy doesn't see you, such as if they're on cannons. You can hit them in the back and immediately slash at them. Or you could Lunge down the cannon line to hit multiple, knock multiple off cannons, maybe knock one off the ship, and then kill the other while they are confused as to what even just happened.
Well hitreg does cause more problems for sword, because if you get hitreged with a gun, you miss the shot and thats it. With sword you miss the hit AND you are dead to any half competent player due to the stun.
But I also feel it has WWWWWAAAAYYYYY too many drawbacks:
100% Pistol needs a buff its literally only factor is that it reloads slightly faster. Hipfire means nothing with EoR quickscope exploiting.
3000% agreed here. Either a buff to flintlock or make EoR way less good in close quarters.
I could definitely get behind a nerf to specifically Blunderbuss/EoR, but I think EoR/Flintlock is pretty balanced.
Yeah as I said perhaps the title is not the best. I call Blunderbus/EoR Doublegunning because thats what every doublegunner uses. I dont think I have seen many (if any) flintlock/anothergun.
@kakaroto9766 The EoR/pistol double gun is actually how it should be in my view. If I do double gun, this is what I use. It requires perfect accuracy meaning skill ceiling is high, rewards if you land the hits but if you fail you are done.
The Blunder/EoR is the main balance issue. It's the 2 highest powered weapons combined giving zero disadvantages in either short range or long range combat. If most pvp'ers are using it, that tells me it's the meta, it's the most effective in terms of ease of use, damage applied and success rates. People don't naturally lean towards the worst weapon sets unless you prefer higher difficulties.
I find in my own testing that cutlass + any variation of gun are all balanced against each other. Start adding in double gun and the balance goes out the window, start adding exploits and things go even further out of balance. It should also be noted that anyone who is using any form of exploits or hacks uses the double gun, it enables it unfortunately.
I highly doubt Rare are going to force the cutlass at this stage even though it is probably the most sensible option but highly unpopular.
Nerf the blunder could be an option but would this render it useless, maybe but it would retain knockback.
Buff sword damage, is an option to balance against exploits but I think this would cause further frustrations with regards to sword reg and block reg issues.
Removing exploits would be the winner but I'm not sure if it's possible.
I don't want to create a huge list, Rare are most likely aware and have idea's on how they want the weapons to be. I'm pretty sure they are not in a place they want them right now. Hopefully we get some words in the future about what the preference is from them. My biggest gripe is just the balance and lack of sword usage amongst the upper tier of PvP in a pirate game.
Oh certainly sword does not exist in a world alone vs doublegunning. But Sword and flintlock are fairly outmached against the other 2 in a number of things. First of all I see no reason for the sword slash to be so clunky, useless, low damage, and stunned. Too many disadvantages.
Sword Lunge can hit multiple people and is something you can use against an unsuspecting foe to get a quick kill combo by lunging them and then swording them immediately afterwards. Theres little to no opportunity for an enemy to escape the kill combo once they've been lunged if they did not pre-emptively notice the attack. Also Sword Lunge has great mobility even outside of using it in combat. Can be used outside of combat for movement or even in combat for movement via extended reach for boarding.
Again. I dont know about you. Do you see many EoR/flintlock doublegunners? Is it even a thing?
I definitely do, but not as much as Blunder/EoR.
Depends on the situation, do remember it has a knockback.
If you hit them from relatively up close, and do the lunge jump, then you effectively glide with them through the air as they take knockback, as such when you are able to hit again, you are still ontop of them. Likewise if you hit them while you are at the highest vertical point of the sword lunge, the knockback is significantly decreased (or it would be if hitreg wasnt so bad with it) meaning if you can gauge the distance you can somewhat control the knockback to your favour. I went into more detail about this previously somewhere on this thread.
But I also feel it has WWWWWAAAAYYYYY too many drawbacks:
It takes time to charge It shows the enemy you are charging, so plenty of time to react
It slows you down and limits your movement
It can only be cancelled without penalty if you are close to something you can grab on to
It can get stuck in WWWWAAAY too many corners and places, making it BAD in small quarters (No idea why you say sword is good for the sloop. Yeah perhaps the slashing is, and to that the blunderbus does a better job. But the sword lunge is pretty hard to use properly in the sloop)
Its the only weapon that penalizes you for missing.
This is all about LUNGE not Sword overall. Sword has 3 different uses (slash, block, lunge) so the fact that one aspect isn't the best isnt overly an issue imo. If they fix reg on it then Its pretty solid in its current state. I'd rather Double gun be brought down to this level rather than bring sword up to theirs.
@scurvywoof then stop playing with double gun and learn how to play with a sword, how the game was intended. oh yeah i forgot, you weren't in the game when it launched
@morknag said in Cancel/Re-start reload animation on taking damage (Doublegun nerf):
@scurvywoof then stop playing with double gun and learn how to play with a sword, how the game was intended. oh yeah i forgot, you weren't in the game when it launched
I have two questions.
1 Why are you being so rude? It’s plain unnecessary.
2 Why does it matter if I was playing when the game launched or not? How is that relevant at all?
@scurvywoof the game started with one sword and only one firearm, at launched they had a bug where you some times you spawned with no weapons or two snipers, two blunders, one blunder one pistol, two swords.
they did a quick fix, to make it possible to use one of each weapon instead of fixing it the right way, the problem is now that people are using exploits to skip animation and hot swamping.
it was never an intention to break the game by using exploits. and yes quick swap and animation canceling is an exploit and in the terms of xbox and SoT its Bannable
@morknag said in Cancel/Re-start reload animation on taking damage (Doublegun nerf):
@scurvywoof the game started with one sword and only one firearm, at launched they had a bug where you some times you spawned with no weapons or two snipers, two blunders, one blunder one pistol, two swords.
they did a quick fix, to make it possible to use one of each weapon instead of fixing it the right way, the problem is now that people are using exploits to skip animation and hot swamping.
it was never an intention to break the game by using exploits. and yes quick swap and animation canceling is an exploit and in the terms of xbox and SoT its Bannable
Have you read any of my posts? I don't use quick swap or quick-reload. If I do, it's usually an accident and I only ever use them if I'm fighting sweaty players.
You say it's bannable, but I've never seen anyone or heard of anyone banned for it.
Also, you didn't answer the question I asked, just gave me info I don't really care about or already know...
it was never an intention to break the game by using exploits. and yes quick swap and animation cancelling is an exploit and in the terms of xbox and SoT its Bannable
Its very much not bannable, majority of the top pvp-focused partners use exploits all the time including these ones. The big issue is the large grey area the Devs don't clarify which exploits are deemed okay and which arent.
@frogfish12 said in Cancel/Re-start reload animation on taking damage (Doublegun nerf):
@a10dr4651
I find in my own testing that cutlass + any variation of gun are all balanced against each other. Start adding in double gun and the balance goes out the window, start adding exploits and things go even further out of balance. It should also be noted that anyone who is using any form of exploits or hacks uses the double gun, it enables it unfortunately.
1000% agree with this
Theres little to no opportunity for an enemy to escape the kill combo once they've been lunged
They dont need to escape since they can kill you in many different ways with doublegunning, and close range actually benefits BOTH EoR and Blunder. If someone tries to jump/run/escape from a sword that has already slashed you rather than fighting back then thats not a balance but a skill issue.
This is all about LUNGE not Sword overall.
Well indeed I made a bit argument about the lunge, because it is a common argument that its one of the best options of the sword against doublegunning, as well as one of the best tools of the sword.
Also..."Sword lunge is very cool if they dont notice you are doing it"...? So, good vs incompetent, AFK, and players with their back to you?
Its fairly easy to dodge in most situations if you notice honestly.
But yeah, multiple enemies at once IS a great advantage. Not sure it makes up for all the downsides tho.
Its very much not bannable, majority of the top pvp-focused partners use exploits all the time including these ones.
It does not seem to be bannable indeed. SoT does seem to have added some soft time-animation freeze/lock, which is what forces people to double tap the aim button, which probably just gives enough time for that time to run.
Even if it was banneable however I find it a bit outrageous there's no in-game reporting feature. The way to report is so hidden and hard that most people will just let it go and that helps cheaters roam free.
Of course one or even multiple reports do not necessarily mean a cheater. Its certain some very highly skilled players will be reported by less skilled players for cheating. But this is not about the HOW you can report (which should be easy) but rather how you handle those reports. Which they just dont seem to care about.
On that regards I think the worst offender is quick scope of the EoR, and how GOOD it can be close range. AND long range.
Also..."Sword lunge is very cool if they dont notice you are doing it"...? So, good vs incompetent, AFK, and players with their back to you?
Its fairly easy to dodge in most situations if you notice honestly.
The point I was making is more that its about WHEN you use it. If you can get on unnoticed its a very good tool to immediately create pressure at the start of a fight as you can get multiple enemies under 50 health, or at least you can pretty quickly kill one with little counterplay if you lunge a guy and immediately double slash him. Alternatively you could lunge someone off the top deck meaning they are temporarily useless and you may be able to control their ability to get back on boat. Lunging a guy off and then killing him 10 seconds afterwards when he tries to board would be more beneficial than instantly killing him, as that's a further 10 seconds he wasn't useful.
Lunge is very useful if you are able to learn how long it takes for a lunge to start after you begin charging it, you can know how much distance you will be able to move before the lunge begins. One of the most frequent uses of this is when you are mid deck on sloop, with an enemy camping bottom deck, you can start your lunge behind the wall at the top of the stairs, walk down the stairs while charging it, and as soon as you are in view of the enemy, you are immediately lunging them. They have no window to shoot you outside of shooting you mid lunge, as long as you are full HP this won't kill you and as such you can guarantee a hit on them. Its about how and when you use the Lunge that makes the impact. Attempting to lunge a double gunner who's the other side of Brig top deck is a bad idea, the fact it doesn't work isn't an example of ''sword lunge bad'' its just an example of not knowing when to use it.
Even if it was banneable however I find it a bit outrageous there's no in-game reporting feature. The way to report is so hidden and hard that most people will just let it go and that helps cheaters roam free.
To be honest it doesn't matter if cheaters get reported nowadays. The Anti-cheat is so bad its practically non-existent. You do not need to buy Sea of Thieves more than once to use it on different accounts. Simply download the game, swap accounts, and launch the game on the other account, and it works perfectly. As such its incredibly easy for cheaters to buy bulk throwaway hacked accounts. As the Anti-Cheat won't ever get them the only way they get banned is through multiple reports with solid evidence (which is sometimes impossible to get) and when they finally do get banned, they have dozens more accounts.
What I mean by sometimes Impossible is that Rare won't take action unless theres something provided that is 100% hacking and cannot be written up to any other issue. The fact the game is so buggy often means Rare won't take action, such as hitreg. A guy could soak up 10 bullets and they won't ban the guy because it could just be gnarly hitreg, UNLESS the guy is like emote dancing while taking the damage right in front of you as that's clearly them knowing what's happening. Yes you could get the guy fly/speed hacking banned, but the ones that use subtle cheats such as cannon aimbot, regular aimbot, wallhacks, etc won't get banned. If you get cannon aimbotted from super far away, you cant tell which enemy was shooting, as such they can't just go and ban that entire crew, they'll just do nothing instead. Similarly if you are far underwater and get two tapped immediately, they cant see who did it, even if you're fighting a duo sloop, for all they know there was some third party rowboater nearby you didn't notice who did it. I imagine all they can do is put all crewmates on a watchlist and see if they get reported more in the future. Like if a crew of 4 is put on the watchlist, and only 1 of the players gets consistently reported with other people, they might determine that guy is the hacker and finally take action, but that's just me guessing. Unsure if they even could make a functional Anti-Cheat with how buggy the game is, as it'd probably auto-ban people for hacking when they don't take damage due to hitreg as it thinks they are invincible. The whole reporting/anti-cheat situation in this game is awful and unfortunately they seem more focused on rushing out unfinished buggy content over finishing content/quality of life improvements/fixing previously existing bugs.
@a10dr4651 said in Cancel/Re-start reload animation on taking damage (Doublegun nerf):
@kakaroto9766 The EoR/pistol double gun is actually how it should be in my view. If I do double gun, this is what I use. It requires perfect accuracy meaning skill ceiling is high, rewards if you land the hits but if you fail you are done.
Nah, you can still follow up with a blunderbomb spam. I always try to remember in the heat of battle. You can even leadoff with a blunder spam. pistol/eor I often start with a few blunderbombs to "soften them up", so an eor could possibly be a kill (hitreg aside)
@frogfish12 said in Cancel/Re-start reload animation on taking damage (Doublegun nerf):
The point I was making is more that its about WHEN you use it. If you can get on unnoticed its a very good tool to immediately create pressure at the start of a fight as you can get multiple enemies under 50 health
So... multiple enemies aligned in a row, with not one of them paying attention? Yeah, sounds like a very reliable thing worth mentioning in balance.
or at least you can pretty quickly kill one with little counterplay if you lunge a guy and immediately double slash him.
Or you can do that in half the time and with a lot more certainty and from the same distance with the blunderbus.
Alternatively you could lunge someone off the top deck meaning they are temporarily useless and you may be able to control their ability to get back on boat.
Blunderbus
Lunge is very useful if you are able to learn how long it takes for a lunge to start after you begin charging it, you can know how much distance you will be able to move before the lunge begins.
Same as your enemy
One of the most frequent uses of this is when you are mid deck on sloop, with an enemy camping bottom deck, you can start your lunge behind the wall at the top of the stairs, walk down the stairs while charging it, and as soon as you are in view of the enemy, you are immediately lunging them. They have no window to shoot you outside of shooting you mid lunge, as long as you are full HP this won't kill you and as such you can guarantee a hit on them.
And that high level play leaves you in a disadvantaged situation VS someone who was just camping the side of the mast and shooting you with EOR. EOR does more damage, requires a lot less skill to also hit you in the scenario you just mentioned (As mis calculation of the lunge can end up with you disabled/stuck in multiple spots). You end up face to face vs someone who has more HP than you (lunge does less damage than EoR) and if we are talking about doublegunners I would argue a blunderbus has advantage against you. If he hit you with EoR he only has to hit you with 3 out of 10 pellets from the blunder to finish the job. Barely even looking at you.
Its about how and when you use the Lunge that makes the impact. Attempting to lunge a double gunner who's the other side of Brig top deck is a bad idea, the fact it doesn't work isn't an example of ''sword lunge bad'' its just an example of not knowing when to use it.
To be honest it doesn't matter if cheaters get reported nowadays. The Anti-cheat is so bad its practically non-existent.
So....do nothing? Lets allow the cheaters to run rampant. Right? Instead of trying to make it better. But anyways, cheaters is not the point of this post.
@unleet1
Blunderbombs are indeed a big part of battle. And for a moment I was about to say "But they benefit all weapons the same" but...even if its a very minor advantage... Blunderbombs are better from a distance than closeup, so you dont damage yourself or allies. So EoR/Pistol would have an slight advantage
But thats probably over-reading to balance X)
The main element this discussion has shown is the reward each weapon offers. Double gun yields a greater reward vs the risk. The EoR/Flintlock is actually how I think double gun should be, it's high risk (if you miss both shots you're done) but if you land both hits you get a quick kill by firing two weapons. The pistol also counts as the secondary fire arm yielding some flexibility. If I do double gun it's what I prefer to use for the enjoyment factor and risk/reward.
EoR/blunder is what is unbalanced. Two high damage weapons, one medium to long range and the other short range. You've covered all area's with this loadout. You essentially invalidate the sword and reduce the risk of missing significantly with the ohk blundershot. Throw in animation cancelling and it's just much more effective.
Onto the sword, it first stands you at a disadvantage, once you gain the upperhand you still have a high risk of closing the gap if the double gunner is using a blunder. There's just no reward to using it apart from the higher mobility. High risk/ low reward is the problem with the sword.
But what actually causes the imbalance, I'd argue it's not animation cancelling, it's the blunderbuss. The one shot kill renders the sword virtually useless in upper tier PvP where most players can land their shots and know animation cancelling etc.
A rework of the blunderbuss may actually be the best solution to appease all parties. It has to be one of the worst versions of a shotgun I've seen in any game.
My personal suggestion to bring it in line with the other weapons and give it a specific purpose would be to narrow the firing cone down so it becomes more skillful to use and also increasing pellet hit percentage, reduce damage down to 80 and increase it's knockback. It should be a weapon that gives breathing room, not a free pass.
edit
I would also suggest a sword nerf to remove the stun, stuns just don't feel fluid and if the blunder loses it's ohk, the sword needs to lose it's stun so people can actually escape it so the sword doesn't become essentially a free pass.
So... multiple enemies aligned in a row, with not one of them paying attention? Yeah, sounds like a very reliable thing worth mentioning in balance.
This is a pretty common scenario when you get onto an enemy ship undetected and lunge the entire cannon line? Or if they're on the bowsprit and you lunge multiple off. Its worth noting as a use of the weapon but it isn't a point of balance, its just a singular use of it.
Or you can do that in half the time and with a lot more certainty and from the same distance with the blunderbus.
The fact that both weapons can do it does not negate the fact that the lesser one can? You're acting like because the blunderbus can do something, the fact others can as well is pointless.
Same as your enemy
What?? How is this even something you're saying. So an enemy can kill you therefore the fact you can kill them is irrelevant? doesn't that apply to literally everything? What even does this mean?? To your previous point ''Or you can do that in half the time and with a lot more certainty and from the same distance with the blunderbus.'' Then I'll return with ''Same as your enemy'' as such your point is invalidated according to you.
And that high level play leaves you in a disadvantaged situation VS someone who was just camping the side of the mast and shooting you with EOR.
you're responding to a scenario by which the enemy is bottom deck, not camping the side of the mast. Unsure how you proving an enemy at the mast is therefore a counter to a completely different scenario.
EOR does more damage, requires a lot less skill to also hit you in the scenario you just mentioned (As mis calculation of the lunge can end up with you disabled/stuck in multiple spots) You end up face to face vs someone who has more HP than you (lunge does less damage than EoR) and if we are talking about doublegunners I would argue a blunderbus has advantage against you. If he hit you with EoR he only has to hit you with 3 out of 10 pellets from the blunder to finish the job. Barely even looking at you.
If you time the lunge right they have very little time to react and most of the time they hipfire and miss or quickscope and miss. Even if they hit you, you'll still get the hit yourself, meaning you are at 30 and they are at 45. The lunge will stun them meaning it often cancels their swap and they need to press swap again, by which time you can almost always hop through them and they'll blunder where you used to be and miss, i've had this exact scenario happen all the time. If you hit a close quarters lunge a lot of people are too hasty and immediately go for slashes which, as you say, will get them killed by the blunderbuss, if you play patiently and hop, you can come out on top in most of these situations.
I dont see what the issue is with this, both sides have a relatively good chance at coming out on top, which is exactly how it should be. You're wording your logic like you want the doublegunner to objectively be at a major disadvantage and have no possible way to overcome the situation. The fact that they can kill a bad sword user, but may die against a good sword user, is the entire point.
If they start the lunge while downstairs, they die
If they mistime the lunge and miss, they die
If they hit the lunge while getting EoR'd and go for the slashes instantly, they may die to the blunderbuss
IF they hit the lunge while getting EoR'd, and patiently hop and wait for their turn, they get the kill.
I assume your point is that Sword needs a lot more patience and knowledge to win the fight vs a doublegunner just clicking their gun in your direction. But this scenario obviously isn't the only ever scenario, majority of the time its the other way around, a sword wins by just clicking at you without much effort.
Its about how and when you use the Lunge that makes the impact. Attempting to lunge a double gunner who's the other side of Brig top deck is a bad idea, the fact it doesn't work isn't an example of ''sword lunge bad'' its just an example of not knowing when to use it.
I assume this is a mistake copypaste because I'm pretty sure you are quoting me here.
So....do nothing? Lets allow the cheaters to run rampant. Right? Instead of trying to make it better. But anyways, cheaters is not the point of this post.
The fact that Cheaters take ages to get banned and then end up being able to immediately continue playing on alts renders reporting them a complete waste of time. I'd honestly rather not ban cheaters so the issue gets bigger and bigger so Rare cannot continue ignoring the issue and instead crack down with an anti-cheat. You report them and they get banned, rare thinks its all good and that player is gone now, but they're not. They don't realise Player A who got banned is still playing as Player B, they think Player A is just completely gone.
I agree with most of this except the very end part. Removing Sword Stun is an incredibly unthoughtout Idea and would make the Sword completely unplayable for a very simple reason.
When you use a sword you are limited to walking, but an enemy can still run. Without a stun, they can simply sprint, and there is physically no way you can stop them. You would never get more than a single slice on a player, combos would practically just stop existing. Its not even like they only start running when they get hit, they can clearly see the guy holding a sword running up to them, they start pre-running as soon as you get close and you'll be lucky to even deal that first hit. The fact you get stunned is the only way its even possible to hit an enemy multiple times.
The only issue with sword stun is that it is very strong alongside glitches. There's a very well known bug where getting hit by a sword can cancel your animation for things such as reloading or eating, as such you can't do anything while getting hit. This isn't intentional and its the main reason people get stuck against it. If you take that out then the enemy gets hit with the 3hit combo and can either be eating during it, or reload their gun to either shoot the sword dead point blank, or blunderbuss knockback them to get away. so imo the issue is, yet again, that the combat is super buggy.
Beyond that I think a better solution to blunderbuss is to limit its ammo and make the reload longer. If a Blunder only did 80, spread over 10 (or 8) pellets means that if even one misses, or gets regged, then you basically just hit them with an EoR, the only difference being that if you hit all 80 damage on blunderbuss, they only take a single sword hit to kill. At this point why bother with a Blunderbuss, which requires to be very close range to hit all pellets, when you can just use an EoR which has perfect functionality at close range but can also be used long range, underwater, to hit people on different ships, to hit kegs, and many more places where a Blunderbuss cant. I'd be better to give Blunderbuss less ammo so that it can't be spammed quite as hard, that way a doublegunner who misses cannot be completely safe in their Blunderbuss as it'll quickly run out of ammo.
At the same time, something that mostly everyone I see agrees with, is that EoR should not be as effective at close range, as it completely invalidates the Pistol and even gives the Blunderbuss a run for its money in terms of effectiveness. As such an EoR should do under 50 damage at close range so that its less viable. This is especially noticeable if you also have a Sword, as it'd mean EoR close range still requires a full 3 slashes to finish off, whereas a Pistol at 55 damage only needs 2. Likewise you would need more than a single direct hit blunderbomb to finish them off which is noticeable in the water, you hit them with an EoR and huck a blunderbomb for an incredibly easy kill close range.
I think the best thing they could do is reduce EoR to 45 damage up close, this would mean that an EoR + Pistol makes up a perfect 100, so Pistol+EoR goes entirely unchanged. It would then mean that a Blunderbuss has to be closer or aimed better in order to deal 6/10 pellets instead of just 3/10 pellets. Majority of the time a Blunder+EoR player will hit the EoR first and then shoot blunderbuss from half the sloop deck away knowing it doesn't matter because 3/10 pellets is incredibly easy to do.
Likewise there have been ideas to have Guns share ammo, that way they don't have 5 eor and 5 blunderbuss up close without having to go to an ammo box.
@frogfish12 That's fair and I like your suggestions too. My suggestions aren't necessarily the right answer, we all have different views but one thing most agree on is that some balance changes are needed. I'd be happy with anything that just levelled the playing field a little bit between all the weapons.
They have different reload times for all the guns, but I don't think they've done anything to vary the swap times between the different weapons. You're limited to a 1s minimum to fire any of the guns, but what if the swap time was different for each one?
This assuming they finally crack down on animation cancelling on weapons? Quick swap, scope, and reload cancelling. Yea that could be something to try. You could also maybe force a reload after you shoot and that acts as a minimum time? That'd also mean that an enemy that runs out of ammo in 1 gun now gets a ''buff' in the form of not needing to reload to go into their next gun. Alternatively there's no ''put away'' animation, when you swap guns your first gun just disappears and the new one comes out. If it took 1s to put your gun away and then 1s to pull the other out (which would both happen if you press your second weapon button) then it'd be 2 seconds total.
@a10dr4651 said in Cancel/Re-start reload animation on taking damage (Doublegun nerf):
The main element this discussion has shown is the reward each weapon offers. Double gun yields a greater reward vs the risk. The EoR/Flintlock is actually how I think double gun should be, it's high risk (if you miss both shots you're done)
Thats not the case. If you miss both shots, you are still in an advantageous position against a sword/flintlock user who missed 1 shot. Blunderbus reloads fast enough to 1shot a sword user before he slashes you to death even if he hits all his slashes. And since he is close, you are at an advantage with your blunder. In most cases you have to be completely incompetent and miss 3 shots to die.
EoR/blunder is what is unbalanced. Two high damage weapons, one medium to long range and the other short range. You've covered all area's with this loadout. You essentially invalidate the sword and reduce the risk of missing significantly with the ohk blundershot. Throw in animation cancelling and it's just much more effective.
100% agreed. Only I would add EoR is not medium to long range. For some dumb reason EoR is allowed to be short, medium and long range weapon. I would argue its better for short and long range than mid. Its dumb good close range considering its supposed to be long.
Onto the sword, it first stands you at a disadvantage, once you gain the upperhand you still have a high risk of closing the gap if the double gunner is using a blunder. There's just no reward to using it apart from the higher mobility. High risk/ low reward is the problem with the sword.
I agree
But what actually causes the imbalance, I'd argue it's not animation cancelling, it's the blunderbuss. The one shot kill renders the sword virtually useless in upper tier PvP where most players can land their shots and know animation cancelling etc.
I am not too sure about this one, since you have to FULL hit to get a 1 shot. Maybe its too easy to hit? It feels too easy to be honest, compared to how much work it takes for a sword user to dodge it. Low skill required and provides high reward. Maybe the problem is not so much the 100 damage, but how its applied? Not knowing how the projectile physics work in the blunderbus its hard to tell.
I think the worst offender is the EoR. Being crazy good at close and long range.
@frogfish12 said in Cancel/Re-start reload animation on taking damage (Doublegun nerf):
So... multiple enemies aligned in a row, with not one of them paying attention? Yeah, sounds like a very reliable thing worth mentioning in balance.
This is a pretty common scenario when you get onto an enemy ship undetected and lunge the entire cannon line? Or if they're on the bowsprit and you lunge multiple off. Its worth noting as a use of the weapon but it isn't a point of balance, its just a singular use of it.
This
If you time the lunge right they have very little time to react and most of the time they hipfire and miss or quickscope and miss.
And this. I love how half your arguments defending doublegunning include "But if the enemy players are incompetent and you are not.... let you board withot noticing, every single one of them is in a row in cannons looking at anything else, hipfiring instead of quickscoping" while assuming a sword user is doing everything right, silent boarding, preparing lunge, not crashing, etc.
The lunge will stun them meaning it often cancels their swap and they need to press swap again
Pardon me what? stun what? Do you mean the movement slowdown you get when sworded?
I assume your point is that Sword needs a lot more patience and knowledge to win the fight vs a doublegunner just clicking their gun in your direction.
My point is that sword and flintlock (the worst weapons) are high skill and low reward. Particularly the sword. While blunder and EoR are low skill and high reward. And even with that, sword/flintlock are usually at a disadvantage vs blunder/eor.
But this scenario obviously isn't the only ever scenario, majority of the time its the other way around, a sword wins by just clicking at you without much effort.
If you die against a sword user who is just "Clicking at you" we are talking about an incompetent player dying to another slightly less incompetent player.
And this. I love how half your arguments defending doublegunning include "But if the enemy players are incompetent and you are not.... let you board withot noticing, every single one of them is in a row in cannons looking at anything else, hipfiring instead of quickscoping" while assuming a sword user is doing everything right, silent boarding, preparing lunge, not crashing, etc.
Man I'm not defending double gun, I'm simply saying there are often scenarios that Sword Lunge is useful, perhaps not in every fight, but it does have its uses. I'm literally a Sword Blunder user 99% of the time unless I need to hit kegs or EoR someone on cannons. I'm not saying ''If the enemy player are incompetent and you are not'' as if this is 100% of the time. I'm simply saying that you CAN use it against both good and bad players, however you can use it a lot more effectively against bad players, or good players that are caught in a bad situation, such as being cornered bottom deck of the sloop. I've given examples for use against both good and bad players, stated that its more effective against bad players, and you're latching onto that latter fact.
My point is that sword and flintlock (the worst weapons) are high skill and low reward. Particularly the sword. While blunder and EoR are low skill and high reward. And even with that, sword/flintlock are usually at a disadvantage vs blunder/EoR.
Sword has a very low skill floor and (assuming you remove all the animation cancel exploits with guns) the highest skill ceiling of all weapons. A low skill floor means its very easy to do okay with it, but to master it takes a lot of time and effort. I've already said I agree that Blunder EoR is too strong simply due to EoR being objectively a better pistol in every way as such it shouldn't be able to just easily drop 70 damage up close. I don't get where you're thinking I'm defending Double gun? read any of my posts in this thread.
If you die against a sword user who is just "Clicking at you" we are talking about an incompetent player dying to another slightly less incompetent player.
I am very much a person who dislikes the idea of ''m1 spam'' as an excuse for why you die to sword. So many double gunners play terribly, don't acknowledge their mistakes, and just think ''Its okay, they're a sword user, I'm much better than them, its okay that I died''. However there are valid reasons to get annoyed by it, and yet again, its due to reg. You can get backtrack slashed by like 10 meters away, get food/reload cancelled by a slash causing your death without any counterplay. You may have a sword yourself and get hit through your block while looking directly at him as he stands still and clicks at you. You may slash at him, and instead of stunning him, he is able to start is own combo, cancelling your own, and preventing you from blocking. There ARE valid reasons to be annoyed by Sword, regardless of if the Sword player played good or bad, but as always, its because of how buggy the pvp is. But yes, there is a community mentality, mostly in the double gun crowd, that just hates the Sword in its entirety and whenever they die to it they say its unfair, when you ask why they can never explain it other than ''lack of skill'' and never substantiate that reasoning. They may play incredibly badly, miss 15 shots in a row, and they'll still say its unfair they died. Kind of have to ignore these people.
When it comes to weapon arguments people tend to get very heated as they are almost always extremely one sided in their opinion. I'm more middle ground, probably like 60% Sword Lean and 40% Gun Lean. I understand the frustrations of dealing with each weapon. I acknowledge that Sword can be pretty brutal to go against specifically due to reg issues such as stun often cancelling your action (such as eating or reloading) when it isn't supposed to. I also understand that Sword can be pretty brutal to use again due to the reg, there's so much that the server needs to get right for a Sword to work properly meaning like 80% of the time I'm using Sword I can find at least a few reg issues that gave me a disadvantage. I also understand the frustration of dealing with double gun, namely sword blunder, as its incredibly forgiving and along with multiple exploits can make it incredibly oppressive and give the double gunner a means to kill you that should not be possible, such as blunder snipe 2tapping off ladder. Without animation cancels to quick swap and scope this would not be possible to hit a player mid air after blundering them before they hit the water. And again, I also understand the frustration of having double gun where you have 0 defensive capability (though this is something you are aware of going into it) and need to rely on hit registration to work correctly, as even a single reg can be your death as you now have 1 less ammo (might've been your last ammo), need to reload giving the enemy a window to heal/make distance/close distance/attack you, or maybe the window for you to shoot is gone due to the reg.
The main element this discussion has shown is the reward each weapon offers. Double gun yields a greater reward vs the risk. The EoR/Flintlock is actually how I think double gun should be, it's high risk (if you miss both shots you're done)
Thats not the case. If you miss both shots, you are still in an advantageous position against a sword/flintlock user who missed 1 shot. Blunderbus reloads fast enough to 1shot a sword user before he slashes you to death even if he hits all his slashes. And since he is close, you are at an advantage with your blunder. In most cases you have to be completely incompetent and miss 3 shots to die.
I think you misunderstood what I was saying here. I'm referring to the EoR/pistol combo here. If you use that and get caught by a sword user and miss your shots, there's pretty much no recovery from it. The blunder on the other hand there is.
I'm of a similar view to @Frogfish12 on this. There is a balance issue but it is quite often thrown out of proportion with weapon preference bias. I myself used to be very anti double gun until I actually thought one day, wait I need to see it from there perspective before I criticise it. I'm certainly not proficient as a double gunner, I do ok but it gave me an insight into how it works, where it's balance lies and how to counter it. I use sword/pistol for most of my play time just because I find that playstyle fun but it's also extremely difficult to use in PvP against high skilled players mainly because the EoR/Blunder is just much more superior.
The game would benefit with some balance changes to reward good sword play. It's difficult to strike a balance.
@kakaroto9766 Man, you're not going to be a good game designer... Sword in any case can spam the player and the only option that remains from the spamming of blows is the ability to reload, and you're asking to turn off reloading if the player got hit. Stupid solution) Then at the first hit the player is guaranteed to die because of unbalance. If you're discussing the topic of balance, then consider all aspects. Why didn't you write about spamming swords? Let's then introduce time limits between strikes, disable animation as you like, but then no one will play the game. The game is perfectly balanced in this aspect. And it's better to learn how to play better if you have trouble playing against two weapons
@ixxxoloff that's not quite correct regarding perfectly balanced. If it was balanced you'd see an even spread of weapon choices depending on a persons playstyle but most of the time amongst the higher skilled crews you see EoR/Blunder. You look at other games out there and people choose a playstyle rather than what is best because the differences between the weapons are minimal when used in there preferred situations. The sword is supposed to be close range, it should be the best in this scenario but it quite clearly isn't. The blunderbuss is by far the most effective weapon in close quarter combat alongside the EoR which is bizarre. All weapons should reward when used in there ideal scenarios, creating a balance which isn't present.
Sword in any case can spam the player and the only option that remains from the spamming of blows is the ability to reload, and you're asking to turn off reloading if the player got hit. Stupid solution) Then at the first hit the player is guaranteed to die because of unbalance.
This is what I tried to get across multiple times, they're trying to make it so that as soon as a Sword player gets a hit, there is no possible chance of the enemy countering, you are forced to die. If the sword player is good and can track good movement to keep a combo then if the enemy doesn't have a blunder and the sword is at full hp, they already cant do anything. A Pistol or EoR doesn't have kill potential without shooting twice so if either misses they literally cannot win unless the sword messes up as well. Its a playstyle that requires perfect aim to be able to win against a competent sword, a single mistake costs your life.
Let's then introduce time limits between strikes, disable animation as you like, but then no one will play the game.
I do not think removing animation cancel would make it so ''no one will play the game''. I know you're exaggerating intentionally but like a double gun vs double gun fight is unaffected by any nerfs, as both parties get nerfed equally, as such TDMs wouldn't change. You may get more salt from double gunners dying to sword thinking its unfair because they are used to essentially cheating, and they don't yet know how to win without the exploits, and are not willing to learn how to play properly (something they complain about to other players without realising the hypocrisy).
Even if Rare decided to do the thing a lot of people suggest, locking weapons to 1 melee and 1 ranged, I don't think that many would quit. 80% of players wouldn't care, 15% would care but adapt to the new system, and maybe 5% would leave. Likewise any player that joins the game after this change would not be affected as they never experienced anything else and wouldn't know what they lost. Though If they were to add this, They would need to add 2 new melee weapons to balance 3 melee 3 ranged so that the combat isn't incredibly stale.
Why didn't you write about spamming swords?
A bad sword user that 'spams' will lose because they don't know when the appropriate time is to attack, over commit to attacks, and pay the price. A good sword user will count shots, wait for reloads, count HP, count food eaten etc and know when to attack. if an EoR/Blunder user has shot both their weapons and I'm close, I'll go in for the attack. If they are reloading their blunderbuss during, I know I need to side hop after the second slash as they will almost always instant shoot when they finish reloading, as such I need to dodge it instead of trying to commit to all 3 slashes. After they miss, I then go for my last 2 slashes. There is no need to nerf good sword play. If a player with two guns and no defensive capability misses 3 shots (the first two and then the reloaded blunder), there is no reason as to why the game should hold their hand to a point where they can do much against a good sword.
The game is perfectly balanced in this aspect.
The fact EoR is objectively better than Pistol in every single way is a clear point of imbalance. This added by the fact a blunder can miss, reload and shoot again before a sword can do anything can also be considered an imbalance. The fact that you could use EoR AND blunder, meaning you can perfectly use the Long ranged good in a Short Ranged encounter to instantly deal 70 damage, shoot a 100 damage dealing weapon that you only need to hit 30 of, then reload, then shoot another 100 damage, is a clear point of imbalance. EoR/Pistol is fine, EoR/Blunder is the issue. EoR needs to be nerfed to do less damage up close, specifically to do 45 damage. This would mean EoR/Pistol goes unchanged as both hits deal 100 total, but EoR/Blunder now needs to hit 6 Pellets instead of 3, meaning they need to be better with their blunderbuss to get the easy kills.
And it's better to learn how to play better if you have trouble playing against two weapons
To what I said earlier, this is better applied the other way around. Its not that ''you need to learn how to play against people with two weapons'', its ''how to play against people with two weapons that are also exploiting with them''. If you remove the exploit, then it instead becomes that ''people that use two weapons and exploits now need to learn how to play without them''.
@a10dr4651 said in Cancel/Re-start reload animation on taking damage (Doublegun nerf):
I think you misunderstood what I was saying here. I'm referring to the EoR/pistol combo here. If you use that and get caught by a sword user and miss your shots, there's pretty much no recovery from it. The blunder on the other hand there is.
Well thats why most doublegunners use EoR/Blunder. And thats the combo I think is overpowered.
And certainly it IS difficult to strike balance. But thats the idea about this convo.
Sword has a very low skill floor and (assuming you remove all the animation cancel exploits with guns) the highest skill ceiling of all weapons
Well lets not talk about a non-existent game. The current state of the game is not balanced. And I do agree its the easiest to use (click) for like....players on their first day ever. And the hardest to master. Partially because of imbalance.
But regardless of skill level, doublegunning with EoR/Blunder is the most OP by far. It also requires very little skill/practice to play decently with.
You can get backtrack slashed by like 10 meters away, get food/reload cancelled by a slash causing your death without any counterplay.
Indeed hitreg affects everyone, a sword user can also slash you 6 times and you get no damage. Its crazy bad. And in this I also FEEL (Not sure) EoR has the best deal here, as its bullet is so fast its almost instantaneous in close/mid distances. Sword having a delay and animation FEELS way more likely to hitreg.
I wish Rare did something about hitreg. But I guess they just dont care, or they are incapable of it.
When it comes to weapon arguments people tend to get very heated as they are almost always extremely one sided in their opinion. I'm more middle ground, probably like 60% Sword Lean and 40% Gun Lean.
I certainly lean towards sword/pistol, but I adapt. I use that combo for offship and boarding, mostly because its the most fun, and I have a lot less risk when on other player's ships. I also dont need to engage as much, but rather make chaos and kill when able. Keep them off repairs and such.
For defending I do prefer Blunder and EoR, as I often solosloop and is almost impossible to lose a fight 1v1 in a sloop with that combo. Too small quarters. You either knock them off with blunder knockback, or doublegun them to death.
Man, you're not going to be a good game designer... Sword in any case can spam the player and the only option that remains from the spamming of blows is the ability to reload, and you're asking to turn off reloading if the player got hit. Stupid solution)
I assume you cannot read, since. I have suggested multiple solutions, and multiple times I have said I think that idea I initially suggested is not good. I even edited the main post to say so.
The game is perfectly balanced in this aspect. And it's better to learn how to play better if you have trouble playing against two weapons
Is not. Doublegun is high reward, low risk, at low skill requirement. While most other combinations are much the opposite. CURRENTLY spamming swords only kills incompetent players, as its completely useless vs anyone half decent (As it should, as its a dumb low skill play). If you are doublegunning you likely have blunder, and you can 1shot the sword user who has to get close to you to attack. If you are using sword, you....block....hard? I know bad players dont block, but it exists.
@kakaroto9766 I assume you don't know how to respond adequately to criticism without using inflammatory posts. I don't care what you once edited there. I responded to what was in the thread under your name and hanging over all the posts. And I'm not going to keep track of every post you make and reply to them. Because a person who tags me in a thread and insults me in the first sentence doesn't deserve my respect. I won't tell you the reason you are wrong, I think there are plenty of good psychiatrists in the world. I hope you can understand that the sword is balanced. Turn on the same Blurbs or HitboTC on Twitch who play sword and pistol. And for some reason have a large audience and almost always win even against four players.
@ixxxoloff said in Cancel/Re-start reload animation on taking damage (Doublegun nerf):
@kakaroto9766 I don't care what you once edited there. I responded to what was in the thread under your name and hanging over all the posts.
No you did not. You posted without even bothering to read the first sentence of the first post. The edit is at the top of the very first post, encased in BIG BOLDED capital letters. That edit has been there for quite a while now. Way before your first reply to this post.
And I'm not going to keep track of every post you make and reply to them.
"I am not going to inform myself about an ongoing conversation and balance, I am just going to bark my opinion by reading only the title, and criticize other people's opinions without reading details about them"....Yeah...thats how smart people discuss things like balance...right?
Thanks for your uh...contribution to the topic.