The gun delay really should be fixed

  • I can no longer defend or ignore the updated gunplay. Guns are now pretty awful to use when before they were nice and snappy. Rare, why didn't you just add a delay after a shot was taken to address the double gun issue?

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  • @marsmayflower Because there probably isn't a distinction between the 2 circumstances in the games code. They designed the game where weapons were just instantly available at all times, so they didn't bother coding in a way to distinguish the 2. Why they didn't code it in when they made these changes? laziness or incompetence most likely.

  • As a developer myself, I can say with 100% certainty that there is something that can be evaluated to return back whether the gun has fired even if they don't actually have an event wired up for the gun fire. The hacky way is to just evaluate your objects on each frame...

    if(currentframe.pistol.bullets (isLessThan) previousframe.pistol.bullets)
    DoSomething

    Can't use code characters, sorry.

  • Remove the delay between switching,
    Set cutlass as fixed so swords has to be equipped and allow for pistols to be dual welded with less accuracy

  • @marsmayflower I don't understand why that would help. just delaying after shot would be a really janky and forced fix. If they separated the instances of equipped weapon and unequipped weapon.
    If weapon.euipped=true
    No delay
    else:
    delay
    or soemthing like that. It would fix the current issue with animation delay.

  • @betsill there should be no delay between switching weapons. Only after you fire the weapon.

  • @betsill and also, even delaying the next input till after the shot audio is finished or the firing animation is over would have solved the issue.

  • @marsmayflower said in The gun delay really should be fixed:

    @betsill there should be no delay between switching weapons. Only after you fire the weapon.

    Why? literally every shooter i've ever played in my life has a delay... How does it make sense that after shooting your gun all of a sudden gains physics?

    and also, even delaying the next input till after the shot audio is finished or the firing animation is over would have solved the issue.

    Tying mechanics to in game performance is a horrible way to design. Especially in an online game. Doing that ties power to how well your game runs. That's how Bethesda does it and it's a nightmare.

  • @betsill the delay that happens now under various circumstances is just horrible and is the first thing that has given me any pause to play this game. Gunplay is just terrible now. I don't want it to be like CoD., I just want it to feel like my button inputs are actually doing something. As it is now, the game feels broken. It's just awful and as a die hard fan of this game, that pains me to say.

    I don't care why it happened or how it can be fixed. Just fix it.

  • @marsmayflower I like it.

  • @goedecke-michel I hate it, unfortunately. And I'm starting to wonder if these changes have also affected other inputs. I find that I have to spam my keybind to get the banana to come up many times. On xbox.

  • @marsmayflower So did I. One key for bananas. BANANA!!!!

  • In my humble opinion nothing was worse than the double gun meta. So for me whatever it takes to make sure that isn’t coming back.

  • @marsmayflower said in The gun delay really should be fixed:

    @betsill the delay that happens now under various circumstances is just horrible and is the first thing that has given me any pause to play this game.

    It has a delay at every instance that you pull your gun up. Essentially any time you do something like run or use banana the gun is registered as "stowed away". Since Rare didn't program in a difference between gun states(because they are lazy and just coded everything as instant "press button X happens") everything is animation locked while reequipping your gun.

    Gunplay is just terrible now.

    Agreed.

    I don't want it to be like CoD., I just want it to feel like my button inputs are actually doing something. As it is now, the game feels broken. It's just awful and as a die hard fan of this game, that pains me to say.

    This game obviously isn't COD, but there is a reason why every shooter game has the same base principles for gunplay. If rare followed those principles then we wouldn't have these problems.

    I don't care why it happened or how it can be fixed. Just fix it.

    I care how they fix it because just like how they fixed the instant swap shooting problem, they might make everything worse if they do more lazy and bad "fixes".

  • @knifelife said in The gun delay really should be fixed:

    In my humble opinion nothing was worse than the double gun meta. So for me whatever it takes to make sure that isn’t coming back.

    I will take the rare death to PC player over this input travesty. I'm sorry but the game just feels broken to me now. Sniff sniff.

  • @marsmayflower I’m pretty sure Joe said in this weeks dev update they will be taking a look at the sword because it’s OP. :)

  • @knifelife unfortunately, he insinuated they will be bring back the slow/punishment for missing, which is NOT what they need to do.

  • @betsill I’m quite content with the current combat, but I suppose it’s all down to trial and error. And no matter what they do they will never please everyone.

  • @knifelife I'm not content personally. This game has the most unpolished and amateur combat design i've ever seen in a game. The lack of animation delay at the start(still missing on sword), reloading taking the entire animation, hitting rocks and walls for "combo", etc etc. Obviously if you have enough people one of them will complain, but you don't hear people complaining about Halo, CoD, Apex, Battlefield, Dark souls, Monster hunter, etc. For their combat. These games have well designed and polished combat systems. Sure some of them might not be to everyone's preference, but they work really well. Rare doesn't need to trial and error. First person combat has been done well for years and years. First person sword combat has been done to death, same with first person gunplay. Plenty of inspiration and lessons to be learned. They seem to have ignored most if not all of it and created a combat system that repeats mistakes that were thought to have been learned from and done with in the gaming industry.

  • @betsill aside from the newly added gun delay, my main issue is the poor input response. Inputs just don't register a lot of the time.

  • @betsill I have always said I would love them to have the combat style from Mount and Blade, that games hand to hand combat is easy to pick up yet so hard to master. You can litrally be in a teeth gritting fight with someone for ages untill one of you messed up! Used to really get my blood flowing.

  • It's terrible

  • @marsmayflower DG wasn't limited to PC players and almost every crew I ran into had a DGer, I am glad the cancer is gone.

  • @zormis absolutely, I agree. I just think they really hurt the gameplay with their solution. Seems like it can be improved and still keep people from DG'n.

  • @knifelife I haven't played that game, but i've heard good things from people who have. That's the problem with Rare and their combat. It looks as though the combat was designed by someone who hasn't played games with combat at all. All that they have right is the most basic principles that even a child would know: guns shoot things and swords hit things. When it comes to all the polish and nuance that makes good combat, they failed. like the combo "system". This is how I imagine the meeting went:
    Dev 1-"Hey don't video games use "combo" or something? lets do that."
    Dev 2-"How does it work."
    Dev 1-"idk."
    Dev 2-"Well don't look it up. We'll figure something out."

  • @betsill said in The gun delay really should be fixed:

    @knifelife unfortunately, he insinuated they will be bring back the slow/punishment for missing, which is NOT what they need to do.

    It absolutely is, because that would make the running sword slash mechanic (not the charging stab mind you, but rather block+move+tap attack) great again!

    Also, DGing isn't gone - only the DGE is. 😉

  • Honestly, I am loving the changes made. I barely notice a delay when equipping my flint lock. And with a few tweaks and learning how to play with the sword changes, I am loving it. Maybe that is because I like playing a swash buckling pirate more than a gun toting pirate. Do they need some more tweaks, sure. But the fact that you can't EoR hip fire at me is great. You can't double gun me if I am moving around, again, great. We have extended PvP which isn't over in a blink, making it much more exhilarating, you guessed it, great.

  • @galactic-geek said in The gun delay really should be fixed:

    @betsill said in The gun delay really should be fixed:

    @knifelife unfortunately, he insinuated they will be bring back the slow/punishment for missing, which is NOT what they need to do.

    It absolutely is, because that would make the running sword slash mechanic (not the charging stab mind you, but rather block+move+tap attack) great again!

    Also, DGing isn't gone - only the DGE is. 😉

    The block attack to avoid being slowed is a bug and never should have been a thing. The blocking mechanic somehow doesn't play nice with the the attacks and "unlocks" the sword by removing it's intended movement restrictions(it's a legit exploit). Adding the slow back makes the sword feel worse to use which is a bad thing. It needs to be fixed, but not by making it less fun to use. There are plenty of good ways to nerf the sword. The best first option would be to remove the CC from the swords attacks, since it is a horrendous mechanic that makes the sword feel terrible to be used against you.

  • @betsill As an Xbox player, I have never been able to figure out how to "unlock" the movement restrictions that you're talking about, especially on a charging stab (and believe me, I've tried on multiple occasions). Every time I used the running slash mechanic, the block itself would slow me down before I got the speed boost from the mechanic itself, so it balanced out (and it never had a cool-down like the charge does aftewards). Adding in the slow effect of the sword, and fixing that bug that you're referring to are 2 very different things. One needs to be added back, and the other needs to be fixed. Also, please clarify CC in this case, as I don't understand what you're referring to, although I'm assuming it's the charge mechanic. Is that right?

  • @nofears-fun said in The gun delay really should be fixed:

    Honestly, I am loving the changes made. I barely notice a delay when equipping my flint lock. And with a few tweaks and learning how to play with the sword changes, I am loving it. Maybe that is because I like playing a swash buckling pirate more than a gun toting pirate. Do they need some more tweaks, sure. But the fact that you can't EoR hip fire at me is great. You can't double gun me if I am moving around, again, great. We have extended PvP which isn't over in a blink, making it much more exhilarating, you guessed it, great.

    Totally agree! Much better game combat wise. Combat is more balanced and fun without exploits that turned the sea upside down with misuse of guns. Just a little spit and polish needed to make it shine.

  • Your asking devs who can't even play their own game on a stream to fix combat mechanics. If they knew how to fix it the exploit wouldn't be their in the first place. They would have added the delay after the weapon was fired and going thru the reload.

  • @galactic-geek Console doesn't matter anyone can do it. Literally all you have to do is block before attacking and the movement penalty won't be applied. I'ts a bug/exploit that's been in the game at least since launch and probably before, but Rare hasn't done anything about it. The CC i'm talking about is when someone gets hit with a sword they are CCed. From what I can tell the CC is a really high % slow, a huge jump reduction and and something happens with your ability to shoot. I'm not sure exactly what happens because Rare doesn't tell us and testing this kinda thing is very difficult, but it makes it seemingly impossible to shoot someone(it might redirect your aim straight down, but again it's hard to tell). if you get hit by a sword and you don't have a sword your self to stop the attack(by blocking), you are screwed(not to mention if there is more than one you have 0% chance of surviving after the first hit.). The way the sword is designed is terrible, but the CC in particular makes it miserable to fight against(especially inside a ship). It kills you not with skill, but by taking away all your options. Before you get hit you can jump and dodge and shoot and heal(healing is def a problem in this game though). When you get hit you have one option: accept your death(unless you have a cancer stick yourself).

    Adding the slow back to the attack is bad because 1. it's a nerf to usability and fun 2. It's only a nerf to noobs who don't use the bug.
    You have to understand. This "buff" wasn't really a buff. No one who knows how to use the sword has ever had to deal with the slow because it's trivial to just bypass it by using the block bug. The removal of the slow changed nothing for experienced players because it never existed for them. The sword is overpowered because of every change EXCEPT the removal of the slow. The only thing changed by removing the slow was that it essentially "fixed" the bug for normal attacks. The slow for the sword lunge still exists though... Except not, because just like slow on the normal attack the slow on the lunge only exists for noobs that don't know that blocking will cancel the slow AND the jump penalty on the sword charge.

  • @betsill Except with the removal of the slow, blocking is effectively pointless, because you turn slower than you move, even with the highest sensitivity settings - Rare knows this and is already committed to fixing it. They admitted themselves that the only reason they sped up the sword was so that it could keep up with gun-users.

    I still believe that they shouldn't have sped up the sword, but rather slowed down the gun-user's movement whenever a shot is fired. This would essentially have the same effect, I think, without nerfing your ability to block or replacing an intended, and advanced, mechanic (the running slash is not, nor ever was, a bug) that everyone should learn.

    The advanced charging stab (with its increased movement speed) is also a legitimate, and intended (even if not originally so), mechanic. In regards to both the running slash and the advanced charging stab, you have to remember that they both require blocking first, which in itself takes time AND slows your movement - I genuinely believe it's for this reason that both techniques give you a speed boost. For the record, I wish the advanced charging stab was the default standard charge instead, as it outclasses the standard version in virtually every way possible. I prefer the speed boost and ability to jump.

    That said, I agree that the cool-down on the charging stab (advanced or otherwise) should not be able to be circumvented on a miss like I've seen some pirates do.

  • @galactic-geek The block bug, is a bug, and it's VERY obviously a bug. You don't take 2 slows and get a speed boost. Throwing "advanced" in front of it is just being disingenuous not to mention ridiculous. What in the world is "advance" about using block before an attack? I'm not even gonna let you try and bs an answer to that. The answer is: Nothing.

    The advanced charging stab (with its increased movement speed) is also a legitimate,

    If by legitimate you mean "not a bug" then that's 99% guaranteed false. Admittedly, based on rares lazy combat design there is a very small chance that it could have been intended, but I don't thing that poorly of them.

    and intended (even if not originally so), mechanic.

    That's not how intent words... Intent is in the moment of the act. You can't "intend" after the matter of fact. If something unintended happens, you can't then claim "I meant to do that."

  • It's not 2 slows, but 1, and intended or otherwise, I'm certain the devs didn't see it as a bug, or else it would've been removed or fixed months ago. Yet here we are...

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