@fysics3037 said:
So changing the EoR to do less than 55 damage would fundamentally destroy the weapon. Having to hit 3 shots...
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I'll ask again, how much is health? Did it change from 100? If quick-scoping does 50 damage as I proposed, how are you getting 3 shots?
You're saying each sloop player should carry a sniper (smart move, I agree). As of right now, two people can cross a player, doing 70 damage each. With this change, two people could still cross a player, doing 50-70 damage each lol.
The only firearm that you wouldn't be able to two-tap in combination with the EoR, is the DB. But if we're going to balance the EoR to make it less viable at particular ranges, then it may require balancing the DB, to make it compliment the EoR better in its short range.
...That means that if there is a boarder, and your sniper did less than 55 damage, you... may not be able to kill them effectively based on your second weapon choice.
If your second choice is the DB*
...making the EoR do 55 damage with a quick scope is just making it a pistol at close range. And scaling the damage from 55 to 70 is pretty pointless.
Making it do 50 damage makes the flintlock more viable at close range. I think if you paired the over-ADS-time effect to the EoR with the flintlock changes Sandman suggested, it would optimize both weapons better for their respective ranges.
And scaling the damage from 50 to 70, along an exponential curve, isn't pointless. It's necessary to make the EoR optimal when scoped in (for 1.5 sec or whatever). The sniper's strengths are its range and its precision, and should do damage accordingly.
It'd just make the blunder combat feel even worse as you'd have to hit 5 pellets to get a kill. And making the blunder combat worse is not the move, as again, we want weapon variety.
Usual server issues aside, if you're not hitting your blundy pellets, it's because you're using it wrong lol. People should be barrel-stuffing with that thing, but so many players blundy snipe and then get mad when their target runs off. In Arena, EoR + blundy was thought of as "training wheels" double gunning.
Use EoR + flintlock if you're planning to keep distance. If you have a blundy, use it to guard ladders or make sure you're hitting point blank; otherwise don't use it 🤷♂️.
Also your idea about changing DB from 45 to 50 is absolutely insane. That would make it the best weapons in the game by an absurd amount. Which is bad from a balancing perspective, but also bad from the perspective that it's the clunkiest and worst feeling weapon. People largely do not like using the weapon at all, so making that the meta is ridiculous. Dunno how you didn't realize that the like half second between shots of DB is a little faster than the swap or reload time of every other gun 💀
In reverse, I didn't realize "the like half second between shots" because I used the thing for maybe less than a minute since it was released. So I'll admit an oversight. My bad.
But when I suggested a rebalancing for damage, I guess I'm also open to a re-working of the gun to also make it more viable, without making it overpowered. Just to push back on your logic though, if something is both overpowered and unwieldy... doesn't that balance it? The exchange of power for unwieldiness?
In any case, I'm not in favor of making anything both powerful and spammable. So if that means other changes to the DB, then make other changes.
...That's why I think removing the quick scope but majorly reducing hipfire spread is the best path forward... This way on sloop the weapon can still be powerful and impactful like it needs to be without having it be absolutely broken on galleon, where there are longer sightlines.
The wide hipfire spread is one of the things that is currently keeping the EoR balanced lol. People can "pistol spam" already. If you tighten the EoR's spread to compete with the flintlock, you take away the flintlock's utility. If it's wide enough that it's still inaccurate, then people aren't going to hipfire with it anyway, making any changes pointless.
Plus, you were concerned with the EoR's TTK but are suggesting to remove quick-scoping, which will be worse for its TTK.
Instead, if quick-scope damage is 50, and health is still 100, and math is still math... then there would be no difference in the TTK, from what it currently is while quick-scoping. Two EoR shots is two EoR shots.