Barely even see the new weapons used. Please consider making them viable.

  • I've only seen a couple of people use the throwing knives, not really seen a single person use the double pistol in ages. Out of maybe a 100 pirates ive seen 2-3 have used the knives.

    Please make the new weapons viable. Theres a reason no one uses the double pistol.

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  • Yeah the throwing knives kill in two throws but the double barrel pistol does 80 damage in two hits.

    The double barrel needs to be able to kill in two hits but a one shot charged double shot would be OP.

    So make it do 50 damage per single shot and 90 damage per charged double shot.

    The double barrel pistol would actually be viable if it could kill in two shots. Maybe it needs slightly less range if it were to be this powerful but I wouldn’t mess with the range until after I see the results of the damage buff first.

  • Everyone says this, but once they buff them an the 'cheaters' start using them.
    It goes down hill really quick.

  • @savvystraw37257 said in Barely even see the new weapons used. Please consider making them viable.:

    Yeah the throwing knives kill in two throws but the double barrel pistol does 80 damage in two hits.

    The double barrel needs to be able to kill in two hits but a one shot charged double shot would be OP.

    So make it do 50 damage per single shot and 90 damage per charged double shot.

    The double barrel pistol would actually be viable if it could kill in two shots. Maybe it needs slightly less range if it were to be this powerful but I wouldn’t mess with the range until after I see the results of the damage buff first.

    I dont think the double shot needs to be able to kill in 2 shots since it fires 2 shots faster than any other weapon, especially with a charge, it just needs to be faster to do some things, like firing after ads. The ability to buffer a charge while loading was a step in the right direction, but it was not enough, and it could probably do with a little more damage per shot to give it maby 90 damage at charge, or at least give it more damage per bullet when charged up to 90.

    What ever they do it definitely needs to add more flow to the weapon, since its such a clunky gun for what it offers.

  • @savvystraw37257 said in Barely even see the new weapons used. Please consider making them viable.:

    Yeah the throwing knives kill in two throws but the double barrel pistol does 80 damage in two hits.

    The double barrel needs to be able to kill in two hits but a one shot charged double shot would be OP.

    So make it do 50 damage per single shot and 90 damage per charged double shot.

    The double barrel pistol would actually be viable if it could kill in two shots. Maybe it needs slightly less range if it were to be this powerful but I wouldn’t mess with the range until after I see the results of the damage buff first.

    This would make the pistol useless.

  • @goldsmen

    No I believe it has to kill a player in two shots or you’re better off using a flintlock.

    The flintlock can kill faster than a player can eat just barely if you hit someone twice with it.

    The double barrel pistol if it did 50 damage a single shot would also be able to kill a player before they can eat food and it would be easier to pull off than a flintlock but the trade off is a much longer reload and less range.

  • @savvystraw37257 said in Barely even see the new weapons used. Please consider making them viable.:

    So make it do 50 damage per single shot and 90 damage per charged double shot.

    The double barrel pistol would actually be viable if it could kill in two shots. Maybe it needs slightly less range if it were to be this powerful but I wouldn’t mess with the range until after I see the results of the damage buff first.

    DB pistol would become way too powerful if each shot was 50 damage. The reason for why it's less than 50 per shot is because you can fire 2 shots in around 1 second. Sometimes even less depending on if you are running, which sometimes makes the animation speed up.
    You can't heal fast enough to counter the amount of damage dealt per second, meaning it would be too overpowered.

    The biggest problem with the gun, like any weapon in SOT is the hit registration. The clunkiness combined with the potential bad hit reg is most likely why less people are using the new weapons as much, and not necessarily the damage it deals.

  • @d3adst1ck

    The pistol is already functionally useless when compared to the versatility of the EoR.

    I suggested in my weapon balancing post three small buffs to the flintlock.

    Slightly faster reload
    Slightly faster bullet velocity
    Slightly further range before bullet drops

    The double barrel is the close range pistol king and the flintlock is the more versatile pistol with greater range and a much faster reload

  • @savvystraw37257 No one is going to use the pistol for range when the EoR exists, and faster reload isn't going to matter when you have a double barrel pistol that will drop someone faster than you can fire-reload-fire.

  • @kashmero said in Barely even see the new weapons used. Please consider making them viable.:

    @savvystraw37257 said in Barely even see the new weapons used. Please consider making them viable.:

    So make it do 50 damage per single shot and 90 damage per charged double shot.

    The double barrel pistol would actually be viable if it could kill in two shots. Maybe it needs slightly less range if it were to be this powerful but I wouldn’t mess with the range until after I see the results of the damage buff first.

    DB pistol would become way too powerful if each shot was 50 damage. The reason for why it's less than 50 per shot is because you can fire 2 shots in around 1 second. Sometimes even less depending on if you are running, which sometimes makes the animation speed up.
    You can't heal fast enough to counter the amount of damage dealt per second, meaning it would be too overpowered.

    The biggest problem with the gun, like any weapon in SOT is the hit registration. The clunkiness combined with the potential bad hit reg is most likely why less people are using the new weapons as much, and not necessarily the damage it deals.

    It would not be way to powerful it would just be viable in PvP. The gun has to be able to two tap people or it’s useless.

    Again the range may need to be reduced after it gets a damage buff but if two thrown knives can kill then so can two shots from a double barrel.

    The throwing knives have literally no reload animation which is a nice feature plus they can do 80 damage more than a sword lunge. Throwing knives are somewhat viable right now actually not bad. You speed up the ready throw animation slightly and they are actually good.

  • @d3adst1ck said in Barely even see the new weapons used. Please consider making them viable.:

    @savvystraw37257 No one is going to use the pistol for range when the EoR exists, and faster reload isn't going to matter when you have a double barrel pistol that will drop someone faster than you can fire-reload-fire.

    The EoR needs to ads slower so that it’s not a quick scope monster so that the pistols actually have a place in the PvP meta.

    Snipers with high damage and high velocity and high range are supposed to ads slow.

  • By the way, I doubt many people will use any of the new weapons until the blunderbuss can’t one shot anymore.

    The ability to kill a player with one shot is incredibly OP when no other gun can do it.

    If we want one hit kills in the game add in a hitbox for headshots and let guns do double damage if they hit a pirate in the head. This way it’s not just the blunderbuss that has one shot potential. It can’t be that only one gun has one shot potential or guess what? Everybody is going to run that gun.

    The blunderbuss is low key a bigger issue than the DA sails were when it comes to OP-ness. It doesn’t need the ability to one shot it can still do incredibly high damage and knock back and be an effective weapon.

  • @savvystraw37257 said in Barely even see the new weapons used. Please consider making them viable.:

    @goldsmen

    No I believe it has to kill a player in two shots or you’re better off using a flintlock.

    The flintlock can kill faster than a player can eat just barely if you hit someone twice with it.

    The double barrel pistol if it did 50 damage a single shot would also be able to kill a player before they can eat food and it would be easier to pull off than a flintlock but the trade off is a much longer reload and less range.

    The problem is if it can kill people in 2 shots, since a flintlock can kill people in 2 shots, that would make the double barrel into a direct upgrade and give people no real reason to use the flintlock. It should be a side grade that works differently from the pistol, not be a direct upgrade to it.

    People dont exactly use the flintlock for its range, and the longer reload is part of what makes it not that great of a weapon outside of pve. Its range and lower damage are fine, its just a flow and clunkiness issue. Making it so strong that the classic flintlock would be pointless compared to it is how you get power creep and is not the right choice for balance since if that was done, people would demand it be nerfed, or the flintlock buffed.

  • @goldsmen

    That’s where the range component comes into play.

    The flintlock should be buffed with slightly more range, velocity and a faster reload to make it also a two tap monster but it’s not as easy to pull off because of the reload between shots.

    The double barrel takes the reload in between the shots out of the equation but takes double as long to reload and you sacrifice a significant amount of range and bullet velocity.

    Double barrel is now a close to medium close range weapon

    Flintlock is now a close to medium range weapon.

    Make the EoR ads slower so it is less favorable to use in close to medium range and now we have some semblance of a purpose for each gun.

  • @savvystraw37257 said in Barely even see the new weapons used. Please consider making them viable.:

    By the way, I doubt many people will use any of the new weapons until the blunderbuss can’t one shot anymore.

    The ability to kill a player with one shot is incredibly OP when no other gun can do it.

    If we want one hit kills in the game add in a hitbox for headshots and let guns do double damage if they hit a pirate in the head. This way it’s not just the blunderbuss that has one shot potential. It can’t be that only one gun has one shot potential or guess what? Everybody is going to run that gun.

    The blunderbuss is low key a bigger issue than the DA sails were when it comes to OP-ness. It doesn’t need the ability to one shot it can still do incredibly high damage and knock back and be an effective weapon.

    I do agree that the blunders 1 shot power is op, this we definitely agree on, but that is not really a justification to add another weapon that could functionally 1 shot, and i always reason that the power for any arsenal weapon to 1 tap should be removed from the game since this is not a super competitive fps game.

  • @goldsmen

    The double barrel would not one shot it would do 50 damage per single shot and 90 per charged double shot per my idea.

    You would need to juke the second shot and then they suffer a long reload.

    This is better than giving the double barrel a one shot charged shot.

    Making a player have to hit two shots adds in a much higher chance of failure than giving a one shot charged double shot.

  • @savvystraw37257 said in Barely even see the new weapons used. Please consider making them viable.:

    @goldsmen

    That’s where the range component comes into play.

    The flintlock should be buffed with slightly more range, velocity and a faster reload to make it also a two tap monster but it’s not as easy to pull off because of the reload between shots.

    The double barrel takes the reload in between the shots out of the equation but takes double as long to reload and you sacrifice a significant amount of range and bullet velocity.

    Double barrel is now a close to medium close range weapon

    Flintlock is now a close to medium range weapon.

    Make the EoR ads slower so it is less favorable to use in close to medium range and now we have some semblance of a purpose for each gun.

    This is a lot of rebalancing other weapons that seem otherwise perfectly balanced, just to try to make 1 weapon stronger. I dont think we need to change 2 other guns balance just to try to make a weapon have 1 tap potential seem reasonable.

  • @goldsmen

    The weapons have never been balanced.

    It’s EoR + Blunderbuss all the way for PvP.

    The goal of my suggestions are to shake that up completely and make the other guns more viable.

    This requires some nerfing and some buffing it’s just the way it is.

  • @savvystraw37257 said in Barely even see the new weapons used. Please consider making them viable.:

    @goldsmen

    The weapons have never been balanced.

    It’s EoR + Blunderbuss all the way for PvP.

    The goal of my suggestions are to shake that up completely and make the other guns more viable.

    This requires some nerfing and some buffing it’s just the way it is.

    I already addressed the blunders issue, i my self among many others have been claiming its op for years before the new weapons were added. The eor and flintlock however seem perfectly balanced and dont need to be "shaken up" to make the new weapons functional.

    I have to say, i dont exactly understand the reasoning here since in one post you want to make the double shot one of the most powerful weapons the game offers, but also argue that that charging it which is supposed to be what makes it special, would be weaker.

    The logic behind these ideas just really confuses me and does not sound like balance in any way, it sounds like experimentation at the best, but not balance.

  • @savvystraw37257 said in Barely even see the new weapons used. Please consider making them viable.:

    It would not be way to powerful it would just be viable in PvP. The gun has to be able to two tap people or it’s useless.

    It's not useless. You have a 2nd weapon slot, don't you? You are supposed to use the DB pistol in combination with another weapon to finish off players.
    If you run DB pistol and throwing knives, then you've got a pretty decent loadout, as long as you hit your shots and hitreg is on your side.

    The blunderbuss deals 100 damage if you get close enough to where you can hit a player at 100HP with 10/10 pellets. That's how that gun is balanced. It's not very good on its own (long range), but in combination with a long-range weapon (Eye of Reach) for attacking purposes and a sword for defending purposes, it's alright.

    The gun you are asking for would basically become the same overpowered meta as the instant double gun (pistol - Eye of Reach) was back in 2018 where players had no chance to heal up between the two shots.

    You wouldn't be able to run to take cover from the two shots or heal through them. I struggle to see how that's not overpowered.

  • @goldsmen said in Barely even see the new weapons used. Please consider making them viable.:

    @savvystraw37257 said in Barely even see the new weapons used. Please consider making them viable.:

    @goldsmen

    The weapons have never been balanced.

    It’s EoR + Blunderbuss all the way for PvP.

    The goal of my suggestions are to shake that up completely and make the other guns more viable.

    This requires some nerfing and some buffing it’s just the way it is.

    I already addressed the blunders issue, i my self among many others have been claiming its op for years before the new weapons were added. The eor and flintlock however seem perfectly balanced and dont need to be "shaken up" to make the new weapons functional.

    I have to say, i dont exactly understand the reasoning here since in one post you want to make the double shot one of the most powerful weapons the game offers, but also argue that that charging it which is supposed to be what makes it special, would be weaker.

    The logic behind these ideas just really confuses me and does not sound like balance in any way, it sounds like experimentation at the best, but not balance.

    Are you kidding me?

    The Eye of Reach has the fastest bullet velocity in the game this automatically translates to the best hit registration possible.

    The ads speed of the EoR is as fast as the ads speed of the flintlock there’s literally no ads speed penalty for using a high damage, high bullet velocity, high range weapon with a scope to make it even easier to hit your target.

    The flintlock gets decent hip fire accuracy but its lower damage doesn’t pair as well with the OP blunderbuss in terms of getting two tap kills.

    You see the current two tap monster load out in the game is the blunderbuss and eye of reach because the EoR hits for 70 you only need to connect 3 pellets to get a kill.

    We need other two tap monster aka the pistols and the throwing knives to compete directly with the meta load out. And that’s what I suggested.

  • @savvystraw37257 said in Barely even see the new weapons used. Please consider making them viable.:

    @goldsmen said in Barely even see the new weapons used. Please consider making them viable.:

    @savvystraw37257 said in Barely even see the new weapons used. Please consider making them viable.:
    We need other two tap monster aka the pistols to compete directly with the meta load out. And that’s what I suggested.

    This is the part i disagree with. The blunder needs a nerf, and has for a long time, especially since when paired with the EOR it is not intended as a 2 tap combo, but more that the eor is used as a high damage backup if they miss the 1 tap with a blunder. Flintlock and eye of reach are just as effective for a 2 tap if you look at the numbers as blunder+eor, and it offers better range.

    The meta is definitely not about the 2 tap capability since you can 2 tap with any 2 guns already. Its entirely about having a backup if you fail to 1 tap.

  • @goldsmen said in Barely even see the new weapons used. Please consider making them viable.:

    The blunder needs a nerf, and has for a long time

    100%. The blunder should never be able to insta kill. It should be around 90 damage, so that you'd be rewarded for always fully healing up.

  • No one uses the double pistol because having fire on M1 release instead of M1 press is the dumbest thing ever to be implemented into an fps game. It makes the weapon incredibly unresponsive and clunky to use.

    For the love of god change how the double pistol works and it could actually be used.

    in example:

    M1 press = fire
    Hold M3 = fire both

    Or at the very least allow users to rebind this so we are not stuck with

    M1 release = fire

    And why is the THROWING knife default attack a melee stab? Why are we stuck in a very slow animation before we can throw? How about allow players to toggle between two "stances" and they are remembered when you switch weapons.

    Stance 1: M1 throws
    Stance 2: M1 stabs

    This is very basic UX design.

  • I rarely see knives, and when I do, it looks like I'm trapped in interstellar space and the opponent throws the knife back in time to where I was 5 metres ago and I take damage.

  • @savvystraw37257 ?

  • @savvystraw37257 I just have one question. How do you write the words ‘working correctly’ on the message that the knife does damage flying at a distance of 5 metres from the player?

  • @savvystraw37257 I'm referring to a specific situation where there were 5 metres between you and your opponent, and 3 seconds have passed. Do you consider that a ‘working correctly’?

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