Gun delays and sword delay

  • So with the recent gun animation delays added.
    I'm here to argue for their removal in part and also point out some hypocrisy from rare.

    First let me add. I'm okay with keeping a delay between 2 guns to fix the instakill exploit around double guns.

    However the delays everywhere else need to be removed.

    OTHERWISE.
    I'm arguing that rare put the exact same delay from the guns on the sword. Its only fair.

    Now i have had absolutely not 1 person give me 1 reason why the delay was not put on the sword.

    This thread is specifically asking. Why is it okay for guns to get withdraw animations but not the sword. Seems hypocritical.

    Keep the conversations as on topic as possible!

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  • @vderickv I agree that the sword feels really OP at the moment, I'm still not entirely happy with the changes. It all feels a bit clunky.

  • How it should work is:

    1. Switching between weapons gives you the delay for the weapon being switched to. This means that some weapons could have no delay, or a longer delay. It allows for some room to fit other weapon types into the game. This also means that yes, the sword could have no delay when switching to it.

    2. Performing an action and then stopping should have a much shorter delay for the currently equipped weapon. If switching from sword to pistol incurs the pistol delay of 2 seconds, running around with a pistol and stopping should bring the pistol up in half the time or less (1s or less in this example).

    3. Using some tool like a shovel and then switching to a weapon could either use rule 2 or incur the full weapon delay. I think it should be a shorter delay than switching between weapons personally.

    The main issue is that with the removal of the movement penalty from swinging the sword, it becomes an issue with being able to spam the attack key and lessens the counter-attack window considerably.

    They need to make further adjustments to the sword to reduce this effect. The extra delay time when bringing up the weapon, even though you had it previously equipped, is annoying and I hope it gets fixed, but I can live with it.

    If they want to go farther with it, they should probably remove some exploits which allow you to quickly terminate an animation so you can restart it and shortcut the designed action times (like faster digging, or being able to sprint while carrying).

  • Proposed behavior:

    You have a "currently equipped" weapon (this is probably already partially implemented, as you can still see your ammo count when your gun is sheathed). When withdrawing your currently equipped weapon, it should be instantaneous. When switching to a different weapon, there should be a delay. Thus, you can insta-draw exactly one weapon, but there will always be a delay trying to pull out a second one. Double-tap doesn't work, and there's no delay if you just manage your currently equipped weapon carefully.

  • How bout that 10 minute banana delay after missing with the sword. Takes 5 ever.

  • @vderickv said in Gun delays and sword delay:

    Now i have had absolutely not 1 person give me 1 reason why the delay was not put on the sword.

    This thread is specifically asking. Why is it okay for guns to get withdraw animations but not the sword. Seems hypocritical.

    I guess I'll try to answer this question. I may gravitate towards supporting the sword, but that doesn't mean I am opposed to rebalancing, a rebalance is inevitable.

    The changes were an attempt to level the field between players wielding 2 guns vs players wielding 1 gun and one sword. Think of the combat scenarios for each player:
    In distance combat a player with one gun can shoot at distance once, then either run (delay) to the enemy to wack them or charge up (with delay) to sword dash them. Miss, and you get delayed again. Sword swipe and miss, you're delayed again.
    A player with 2 guns can shoot, switch, shoot. Then have to be delayed to reload and that's it. So they added a delay to guns to balance the lack of delays experienced by 2 gun players. The delay for reloading proved to not be punishing enough against sword players while fighting at a distance. All double gunners need to do is maintain distance against a sword player and win.
    The double guns always had the advantage between 2 experienced players. The developers want swords to be a viable option to players for PvP combat. They also want players who like shooting experiences to have that option as well. I think the developers saw a growing disparity in PvP weapon options and decided it was time to change things around.

  • @vderickv said in Gun delays and sword delay:

    Now i have had absolutely not 1 person give me 1 reason why the delay was not put on the sword.

    The reason is that the sword is at a huge disadvantage when it comes to range. If you're worried about people being OP with the sword just shoot them before they get to you. Its really that simple.
    The sword has little or no delay because it also has little to no range.

  • @vderickv I would be find with giving it a draw animation. Make it consistent across all weapons.

  • @xempero517x said in Gun delays and sword delay:

    @vderickv said in Gun delays and sword delay:

    Now i have had absolutely not 1 person give me 1 reason why the delay was not put on the sword.

    The reason is that the sword is at a huge disadvantage when it comes to range. If you're worried about people being OP with the sword just shoot them before they get to you. Its really that simple.
    The sword has little or no delay because it also has little to no range.

    Pretty much this.

    I know lil D and I blabbed back and forth in the other thread that got locked but this is the answer to his question.

    It makes the sword an option again. If you don’t wanna die from a sword, block with yours or shoot em. Simple.

  • People, you are so focused on close combat with guns... Thinking of this game as a shooter...
    Its a navigation game.

    I saw so many sharpeye streamers with any hand fireweapon, missing cannon shots at the same distance, whith the sea in calm and besides to an island that makes the ship stay very static... and adding the anchor down to make more stability...

    Well... im always telling new sailors that this is a navigation game with shooter mechanics, but Not a shooter!

    You surely think that a rifle's bullet on your shoulder is very, VERY painfull!
    Its time of thinking about you, receiving, on the same place, a cannonball shot.
    And Im thinking on you feeling no pain at all, and if you feel some pain, it may be short.

    Finnally, you have a delay after drawing your sword before you can block, if adding a delay to the sword, it makes nonsense to prevent instant kill.

    Is really bad that someone board your ship whithout your known... remember this is a slow game, not a frenetic one that you just aim and shot... You must use your intelect to sink an enemy ship, and, of course, you need some good aiming, but its not the point of the game to use broken combinations...

    By the way, would be very usefull to make hand fireweapons drawing time different, depending of the weight and lenght of the cannon.

    And if you only want to shot to the corpse of your enemy, may be better to start getting a mountain's bandit game.

  • @xempero517x said in Gun delays and sword delay:

    @vderickv said in Gun delays and sword delay:

    Now i have had absolutely not 1 person give me 1 reason why the delay was not put on the sword.

    The reason is that the sword is at a huge disadvantage when it comes to range. If you're worried about people being OP with the sword just shoot them before they get to you. Its really that simple.
    The sword has little or no delay because it also has little to no range.

    @Psychomyth
    @boomtownboss

    Sorry this cant be the reason.
    What about the delay on the super close range blunderbuss?
    What about that guns withdraw animation delay making it hard to use the only close range pvp gun?

    Does that then mean you are okay with the removal of the delay on the blunderbuss as it's only usfull up close?

    Edit: the sword has more range then the blunderbuss if you consider the sword lunge with left trigger and jump. You flyyyyyy with that.

  • @vderickv unlike the sword, the blunderbuss is capable of an instant kill.

  • @xzodeak said in Gun delays and sword delay:

    @vderickv unlike the sword however, the blunderbuss is capable of an instant kill.

    The sword has a sunlock effect that makes a person stand still when hit with a slash. This is almost just as good as an "insta kill" from the blunder.(which btw I have not been able to get an instablunder kill in months!) So this is also not true. The blunder is only instakill if all pellets hit. This has to be point blank. (Go look at blunder bullet spread yourself) A person with the blunder should have no delay as the blunderbuss's knockback is needed in combat like this. Adding the delay to the blunderbuss now makes it nearly impossible to use the blunderbuss when its needed.

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