Delay in being able to aim/shoot guns after sprinting?

  • This needs to be looked into. You cannot aim/shoot a gun after sprinting as there is now a delay, and I don't remember seeing this in the patch notes. This makes the sword extremely OP as the delay doesn't exist after sprinting to being able to use the sword and has effectively ruined gun combat. Rare please fix/look into.

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  • @twevo7
    I haven't been home today to test this out but if this is infact true, I'm right there with you. I will be testing this first thing when I get home.

  • @twevo7 This was mentioned in the release note, in the video and by @MikeTheMutinous. The reason for the delay is to counter double gunning. Rare has said for a long time that they want sword combat to be the primary combat used in close quarters.

  • @vderickv

    It is in fact true. You will see when you log in. There is a second to a second and half delay from the end of your sprint to being able to aim/shoot a gun. There is no delay when trying to use the sword after sprinting.

  • @nofears-fun

    This has nothing to do with double gunning. You didn't even read the post.

  • @twevo7 Actually I did. The delay is the fix to double gunning. It was designed to be this way.

  • @twevo7 See Mike's comments here that describe what you are seeing.

    https://www.seaofthieves.com/forum/topic/80556/combat-balancing-changes

    The fix to double gunning as well as the reloading but not fully reloading issue was to add a delay/animation when you equip the weapon.

  • @nofears-fun

    But this has nothing to do with double gunning. You cannot shoot a weapon instantly after sprinting but you CAN use the sword instantly after sprinting. This makes 0 sense.

    The delay they added was in SWITCHING weapons. Which I understand and get. This is after sprinting being able to use a gun.

    So no, you did not read the post.

  • @nofears-fun Its designed to fix double gunning, but it should probably only be applied when switching between guns. As it is now, every time your character lowers his weapon to do some other action you get delayed after that is done; picking up a chest, climbing a ladder, running, etc...

    This is going to make shooting barrel skeletons a bit more annoying if they pop up in front of you.

  • It's an effect of the double gun nerf. The new animations take a second to ready the weapon and that's what you're feeling with the delay.

  • @d3adst1ck This is what mike said..

    Preventing the Double Gun Exploit
    The ‘double gun’ is a non-intended exploit that has recently gained traction in the community. It’s essentially the result of the wield animations for each of the weapons being too brief. Up until now, equipping a weapon has played a basic wield animation that finished extremely quickly, and what this means in the case of a gun is that it can go from unequipped to being ready to fire in a short space of time. This has led to scenarios where some players are exploiting the fact that two guns can be swapped between extremely quickly, allowing two shots to be fired in quick succession that can then easily overpower their target. Traditionally, most first person experiences have a more elaborate wield animation to allow for a short ready time before any shot can be fired, preventing any exploits around wielding weapons. Rather than add an arbitrary delay, from the gameplay perspective, it will always ‘feel’ better to have a wield animation where the gun animates to the screen, comes to a natural rest, and the moment the animation looks like its finished, the gun will be ready to fire.
    As part of this, all weapons have new wield animations as part of an inbuilt delay when equipping weapons. We’re confident this will reduce the effectiveness of this exploit.
    As a nice side effect, the new wield animations look much nicer than the ones we launched the game with!

    He clearly states that from now on you get a delay in equipping guns. Does not matter if you are sprinting or not.

  • This was to counter the double gunning , though it is a little irritating at the time just like the uproar with the new inventory system when it came out this too will become so normal for us that we will change how we play to adapt. And who knows with enough work they may be able to tweak it to a degree with future updates. For now let’s experiment with it learn how to use it and maybe discover it isn’t so bad

  • @twevo7 The delay is present whenever the animation if used (sprinting, using a ladder or wheel etc.) it is intended to be this way.

  • @nofears-fun the sniper was given hip fire nerf and damage nerf 10%. Imo that would then leave you with 10% health after being double gunned. Being prevented from shooting after sprinting isnt the way to go about it. Increasing the withdraw time is a better way to go about it overall

  • @nofears-fun I'm aware of that - I'm just stating what the knock on effect is.

  • It may have been intended to be this way but in certain situations it's a detriment to the game. This needs to be revisited for sure.

  • @d3adst1ck Sorry mate, wasn't intended for you.

  • @twevo7 Why is using your sword detrimental? Just means now you have to get used to a new way of playing. Which Rare has been saying for weeks it was coming.

  • @d3adst1ck said in Delay in being able to aim/shoot guns after sprinting?:

    @nofears-fun Its designed to fix double gunning, but it should probably only be applied when switching between guns. As it is now, every time your character lowers his weapon to do some other action you get delayed after that is done; picking up a chest, climbing a ladder, running, etc...

    This is going to make shooting barrel skeletons a bit more annoying if they pop up in front of you.

    Look...some one finally gets it. I didn't think it would be that hard for someone to get it

  • @vderickv said in Delay in being able to aim/shoot guns after sprinting?:

    @nofears-fun the sniper was given hip fire nerf and damage nerf 10%. Imo that would then leave you with 10% health after being double gunned. Being prevented from shooting after sprinting isnt the way to go about it. Increasing the withdraw time is a better way to go about it overall

    So EOR lost 10% but pistol still does 50%, combined the two would still do over 100% damage, which is enough to 'double gun' someone

  • @vderickv Double gunning used to mean firing the EoR and then the flint lock. Combined the two would do well over 130% damage, meaning an instant kill if both hit you. So even the 10% reduction wouldn't have helped.

  • @vderickv Also, the reduction in damage had nothing to do with hip firing. Hip firing is now a lot less accurate than before. The downgrade in damage was simply a balance issue. Rare felt the EoR did too much damage overall, so they reduced it.

  • @d3adst1ck said in Delay in being able to aim/shoot guns after sprinting?:

    @nofears-fun Its designed to fix double gunning, but it should probably only be applied when switching between guns. As it is now, every time your character lowers his weapon to do some other action you get delayed after that is done; picking up a chest, climbing a ladder, running, etc...

    This is going to make shooting barrel skeletons a bit more annoying if they pop up in front of you.

    Yeah, it will make some situations more difficult for sure. For now it is the solution that Rare gave us. Not sure they can make it so that you only get the delay animation for second equip or after a reload. I think what Rare has been emphasizing is they want to push everyone to use the cutlass more than not. But yes, under some circumstances, it is not going to be easy to swallow.

    Frankly I would have preferred they don't allow you to equip two guns at a time. Problem solved. But too many wanted to keep two guns, so this was Rare's solution.

  • @nofears-fun Double gunning as mentioned in the patch notes is the exploit in which 2 bullets could be fired instantly by switching between guns quickly. The problem was not that some could be killed in 2 shots but the weapon switch speed. The nerf in EoR damage is to balance it due to its bullet travelling faster now making shots easier to land at range.

  • I think if you have a pistol selected then run and stop the pistol should appear nearly as quick as it used to; maybe not instantaneously, but quicker than the weapon swap delay. You should be penalized for swapping weapons, but not for having a specific weapon pre-selected. In those cases you are just being prepared for a situation ahead of time.

  • @nofears-fun

    I DO use a sword. I always have.

    The fact is that these delays after actions till being able to use a gun make absolutely no sense and have nothing to do with the ability to "double gun" some one.

  • @twevo7 said in Delay in being able to aim/shoot guns after sprinting?:

    @d3adst1ck said in Delay in being able to aim/shoot guns after sprinting?:

    @nofears-fun Its designed to fix double gunning, but it should probably only be applied when switching between guns. As it is now, every time your character lowers his weapon to do some other action you get delayed after that is done; picking up a chest, climbing a ladder, running, etc...

    This is going to make shooting barrel skeletons a bit more annoying if they pop up in front of you.

    Look...some one finally gets it. I didn't think it would be that hard for someone to get it

    It is always good to listen to others, and not assume a different view is wrong mate.

  • @nofears-fun
    Didnt know pistol was 50%damage thought it was more like 30% but okay. also removed damage drop off from a distance it now doesnt scale. Honestly there fix for double gun imo will ruin gun combat if I cant shoot the exact time I stop running il just get annoyed and switch games lol.

  • IMO, this is probably an unanticipated side effect of the double-gun fix. However, I'm not sure I hate it, It adds a wee bit of tactics to sprinting or not having your gun equipped. You can choose to move faster but have a slower delay between the moment an enemy appears and the moment you get a shot off, or you can avoid sprinting so as to gain that extra fraction of a second to respond.

  • [mod edit]

  • Maybe the way they went about nerfing double gun was wrong. I'd be fine if the update to double gun didnt add any delays and just nerfed guns damage. Eor should do 60% damage while pistol does 30. This means you would still need to reload a gun in order to kill someone fully. You wouldn't have to add in delays that ruin the game. Also let's double gun still be available to people who neglect eating bananas. How you would fix nerfing the pistol is to give it more ammo then the eor. For example eor gets 4 bullets pistol gets 8. Just a thought imo. this is a better "fix"

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  • I didn't think about checking the general discussion section and made a post in the feeback one but since a bunch of people already shared their opinions here I'll just add mine too :

    "Double-Gun Switching – The Pistol, Blunderbuss and Eye of Reach have new wield animations and enforce a delay when equipping and switching between these weapons."

    When I've read the patchnote I understood that the extra delay would only apply when switching from a ranged weapon to another one which to me would have fixed the double gun problem while conservating the game dynamic that to my knowledge nobody complained about.

    Instead, the new change extends the ready up time of all ranged weapons including ready up time after jumps, sprints and most likely any other interaction that doesn't require a weapon.

    I would have understand based on what Rare recently said (something alongs the line of wanting each tools to have their own role) that on top of having extended ready up times for switching from a ranged weapon to another to fix double gunning, maybe the Eye of Reach could take more time to ready up so that it would actually be used as a sniper rather than close combat via quick scope, but I don't see why the pistol also needed this change and be that annoying / unresponsive to use.

    So to me this change makes the game feel very sluggish and not fluid at all.
    I've actually even had very sporadic results when testing if keeping my aiming key down would systematically make me aim as soon as possible or not make me aim at all.. and that's just terribly bad.

  • This is a terrible idea when fighting multiple players, and prolongs fights extremely. Trying to even get rid of barrel running skeletons got a lot more annoying

    1v2+ You'll more than likely lose as soon as you stop to shoot, I'm ok with the whole animation to shorten the gun exchange, but the sprint and ladder mechanic don't need it at all.

  • @mc-leggers said in Delay in being able to aim/shoot guns after sprinting?:

    This is a terrible idea when fighting multiple players, and prolongs fights extremely. Trying to even get rid of barrel running skeletons got a lot more annoying

    1v2+ You'll more than likely lose as soon as you stop to shoot, I'm ok with the whole animation to shorten the gun exchange, but the sprint and ladder mechanic don't need it at all.

    Actually, I was able to fend off 2, even 3 other pirates last night. Why, because they could not insta-kill me. Truth is, I always felt somewhat rushed before and therefore rushed my shots. Last night, I didn't feel rushed, so my aim was better, and I was able to kill them all off. And I actually like the fact that the fight is prolonged. Before it would end before it started. Now I have a fighting chance. And I like it.

    Also, I didn't think the delay was all that bad, even in fighting skellies with kegs. You just need to make some minor adjustments to how you play them is all.

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