Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...

  • Swords - garbage
    Guns - garbage

    Guns are almost worthless now. Oh my sweet-baby-jeebus all that people asked for was to put a delay on switching weapons. You revamped everything... to the point that it all stinks.

    The hipfire on the rifle is now so bad that I have stood at the bell on the sloop (literally touching it) -- fired from the hip -- and hit a cannon that was slightly behind me. A cone of fire is great... but this is more than a cone. It is more of a cup of fire, and I am standing inside of it looking at the bottom.

    I drew a diagram that most people here should be able to understand. I tried to keep this at a minimum -- because some people are special.

    Cone and Cup of Fire

    The pistol is still meh. The blunderbuss is basically still the worthless junk it has been since you nerfed it (which was a good nerf).

    You removed "distance damage falloff"which wasn't a thing to begin with. It was literally listed in the patch notes as "removed" because you think you fixed hit registration. It wasn't damage falloff causing registration issues (because that never worked anyway)...and hit registration has never been worse than it is now.

    Swords went from something requiring a very LOW to MODERATE skill level to be somewhat proficient in wielding to an all-out spam-fest for the unskilled. Now, unfortunately, any bipedal animal covered in fur could stand there and spam left-click until the person they wanted to hit died.

    Bipedal animal covered in fur flailing sword wildly

    There is NO SKILL involved in using a sword now. Because of the changes made, there is a new phenomena -- groups of people on ships rushing towards you chopping the air until they hit something.

    Since blocking with your sword doesn't actually block 2 out of 3 times, you are going to lose if you are below deck on any ship. There is no amount of skill that can save you. You will hear your blocks make contact... but you will take damage and die.

    Even if you do manage to register every block (mind you, you are blocking successfully, but the game just doesn't care) you will still lose the fight because there is no longer knockback for anyone involved... and the delay (if there even is one) is laughable at best.

    Enemy players can literally run through one another, but you are stuck in the corner if they are standing in front of you. Body-blocking needs to work for everyone. Yes, it would be inconvenient for you to not be able to stack 3 people inside of one another and all spam your swords until the guy you pinned in the corner died... but oh well, if you can body-block me, you should certainly be body-blocking your team mates as well.

    Why on Earth would you make so many changes to combat all at once? Why, in the face of all of the complaints has nothing really been adjusted?

    Before you implemented (or even started implementing) an "arena" mode, you probably should have gotten your combat (net-code, skills/abilities, weapons) all balanced and working properly because this is a train-wreck in the making at this point.

    You think you got complaints before? Wait until arena.

    I fully (and no I don't care if you hate these terms or not) expect the fanbois and casuals to come out in droves...and either say in whatever words they can come up with that, "Rare can do no wrong!" or that "Combat is great now!"... we have all heard it before.

    You have literally attempted to "level the playing field" by removing skill as an asset.

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  • @dreadzepp lol... all done in humor... even though combat is a hot mess.

  • @fluidsc

    First the nitpicks.

    The hipfire on the rifle is now so bad

    Perhaps consider the posibility that the long range sniper rifle was not designed for close quarters combat or being used as a cqc shotgun. The hipfire nerf didn't affect players that used the sniper as a sniper. This is a non-issue.

    Swords went from something requiring a very LOW to MODERATE skill level

    Oh hey, someone that understands that swordfighting prior to the buff wasn't as deep as some people claim it was. You are a rare specimen.

    there is no longer knockback

    Demonstrably false. BB and the cutlass still have knockback.

    You think you got complaints before? Wait until arena.

    Well you do seem to understand that combat changes were made because arena is in the horizon, I don't get why you are upset that they are changing things because arena is in the horizon. Paradoxically it's both the reason and also why you are complaining.

    Now that it's over, the actual points.

    Netcoding and hit registration need to improve as you pointed out. This isn't a twitch shooter but the way guns are designed, this game should always be reliable on whether or not you hit something. I still have problems killing certain skeletons from afar, because it looks like they have infinite health when in reality I'm getting a false hitmarker. Sucks the most when you get that perfect hit on a keg on a mast, but it doesn't go boom.

    Blocking needs a buff. If you are going to improve the attack, you can't forget the counterplay to that. Some people suggested parrying by blocking at the right time to trigger a knockback or a stagger effect; I suggested an increase in the blocking ark of the cutlass, both vertically and horizontally, to prevent hits from passing through. A third option would be to also remove the slowdown from holding the block stance, just like the slowdown from attacking was removed, which should allow for better disengagements. This third one could make sword lunges completely useless, but seeing that players already know how to trigger the full movement in the lunge, I think that it's still a viable buff.

    The pistol is still a solid gun and the blunderbuss is the most powerful PvE weapon, but still I think that the reason people don't pick up the BB in PvE as much is because it doesn't detonate GPB from a "safe" distance, if it could at the very least do that it would solidify it's position as a great weapon.

  • @fluidsc I couldn't agree more mate. The knee jerk reaction to 'double gunning' has created this whole mess. Literally all we needed was a delay when switching from one gun to another, that was it.

    Like you say, hit reg is laughable at best. Some people think that Arena is going to become some massive E-Sport mode however they're in for a shock.

  • @fluidsc bro I thought I was the only one to think this way, super glad i check the forums and saw this as the first thread, i agree and you can find my complaints in the YouTube chat section SOMEWHERE...

    Sword garbage (takes 0 skill to use)
    Pistol (decent imo)
    Sniper (wth did you do!) LOL cup cone is accurate
    Blunderbuss ( decent damage, but let me just have 0 range attack OR double gun with pistol or sniper)

  • I wonder what the real stats would say about I mean from all the people playing this not just the users that post here since it is a very small amount. I actually find combat ok.

  • @urihamrayne said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    @fluidsc

    First the nitpicks.

    Ahh, I knew someone like you would come along. Glad to have you.

    The hipfire on the rifle is now so bad

    Perhaps consider the posibility that the long range sniper rifle was not designed for close quarters combat or being used as a cqc shotgun. The hipfire nerf didn't affect players that used the sniper as a sniper. This is a non-issue.

    It does not matter what the rifle was "designed" for... having a bullet come out of a barrel and do a U-turn without hitting anything is just bad. I have also handled guns before, and know that even with a "sniper rifle" as you put it, I would be able to lay the barrel against a target, pull the trigger, and reliably hit with it. I don't care how you try and defend this, all you are doing is punishing people with the skill to be able to "noscope". If you can't do it, there isn't a fix... not that the developers can implement that would actually be fair for anyone.

    Swords went from something requiring a very LOW to MODERATE skill level

    Oh hey, someone that understands that swordfighting prior to the buff wasn't as deep as some people claim it was. You are a rare specimen.

    Um, swordplay in Chivalry AFTER they added the panick-parry is better than this mess.

    there is no longer knockback

    Demonstrably false. BB and the cutlass still have knockback.

    Except that I was only talking about BLOCKING WITH A SWORD. When you blocked with a sword, there was a knockback involved. No one gets knocked back now from blocking a combo...so the "aggressor" and the "target" never get separated...there isn't even a delay that I can see.

    You think you got complaints before? Wait until arena.

    Well you do seem to understand that combat changes were made because arena is in the horizon, I don't get why you are upset that they are changing things because arena is in the horizon. Paradoxically it's both the reason and also why you are complaining.

    The problem? Paradoxically you don't want to break combat completely before releasing a PvP update... even the "fanbois" that we know and love on these forums are even complaining. The changes to combat are unequivocally bad.

    Now that it's over, the actual points.

    Let's hear it! Preach brotha!!!

    Netcoding and hit registration need to improve as you pointed out. This isn't a twitch shooter but the way guns are designed, this game should always be reliable on whether or not you hit something. I still have problems killing certain skeletons from afar, because it looks like they have infinite health when in reality I'm getting a false hitmarker. Sucks the most when you get that perfect hit on a keg on a mast, but it doesn't go boom.

    What is it about a "first-person" shooter of any kind that makes people say "This isn't a twitch shooter!"

    What this isn't is an arena shooter... or a tactical simulation... or a driving simulation... "Twitch shooter" isn't really a type of game... it is something that you do after honing and developing muscle memory.

    I see people defending bad combat, hit registration, and "I lost a fight!" discussions all the time with "This isn't a twitch shooter!"... um.

    Blocking needs a buff. If you are going to improve the attack, you can't forget the counterplay to that. Some people suggested parrying by blocking at the right time to trigger a knockback or a stagger effect; I suggested an increase in the blocking ark of the cutlass, both vertically and horizontally, to prevent hits from passing through. A third option would be to also remove the slowdown from holding the block stance, just like the slowdown from attacking was removed, which should allow for better disengagements. This third one could make sword lunges completely useless, but seeing that players already know how to trigger the full movement in the lunge, I think that it's still a viable buff.

    But Rare claims that they fixed the sword passing through a block and hitting the player. I pointed this out already... the fix isn't "increase the arc to ghetto band-aid it!" because on the client-side, the block is registered. You literally HEAR the block klinking of the swords, but the server still registers the hit.

    The pistol is still a solid gun and the blunderbuss is the most powerful PvE weapon, but still I think that the reason people don't pick up the BB in PvE as much is because it doesn't detonate GPB from a "safe" distance, if it could at the very least do that it would solidify it's position as a great weapon.

    No, still point-blank it is a one-shot kill more often than not. There should be NOTHING that "one-shots" a player with full health. I will never, ever, ever agree that the blunderbuss is or should be a great weapon.

    The only time it is viable in PvE is when you are killing gold skeletons...otherwise, use a sword. If you have half-a-brain you won't die.

  • @fluidsc I can see that even in the points I agreed with, you wanted to be combative for no reason, therefore I wasted my time attempting to hold a constructive conversation here.

  • @urihamrayne said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    @fluidsc you sunk my battleship, goodbye

  • @urihamrayne said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    @fluidsc I can see that even in the points I agreed with, you wanted to be combative for no reason, therefore I wasted my time attempting to hold a constructive conversation here.

    I fail to see where I was combative in any of it, much less the things you agreed with. You should not deduce emotion from text on the internet... that will lead to disappointment or hurt feelings every time.

  • @fluidsc
    The hit markers and damage detection in this game have always been laughable.

    It doesn't take much skill to be "good" at combat in this game. The "skill" is to figure out how to exploit all the issues to your advantage. That's why the "double shot" was a thing. That's why people aim low while swinging the sword so that even if they miss the enemy, they will still hit the floor and keep their combo going. That's why now people are learning that you can't block the sword consistently so just spam the sword attack.

    Who knows if they will fix the combat before Arena? If they don't, there are going to be many more sour posts than there are now because the PVP combat will be unavoidable and more frequent. I can only imagine how bad it will be, especially if they try to incorporate any sort of ranking system that actually shows how "good" you are.

  • I agree that the sword is ruined. People say it needed no skill and that may be the case but a skilled swordsman was also a sight to behold. We should just go back to what it was.
    As for the sniper. Just right click a moment before you left click, or whatever the Xbox equivalent is. Then you get perfect, essentially hip fire shots every time.
    Other weapons, in my opinion are still solid and meet their purpose.

  • So in short, the blunderbuss needs to be able to at least hit GPB from a safe distance, the sniper needs to be more hip fire accurate, the blocking system with swords needs a buff and we need knockback back in the game WHEN blocking with swords and better separation delays in doing so

  • @fluidsc said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    The hipfire on the rifle is now so bad that I have stood at the bell on the sloop (literally touching it) -- fired from the hip -- and hit a cannon that was slightly behind me. A cone of fire is great... but this is more than a cone. It is more of a cup of fire, and I am standing inside of it looking at the bottom.

    Hip firing a riffle shouldn't be a thing, I'm fine with that.

    The pistol is still meh. The blunderbuss is basically still the worthless junk it has been since you nerfed it (which was a good nerf).

    I agree on the pistol, but I disagree with the blunderbuss. The amount of people I have one shotted climbing a ladder has made it my new favorite boarding/defending weapon. Not to mention it's now the only gun with a knock back.

    Swords went from something requiring a very LOW to MODERATE skill level to be somewhat proficient in wielding to an all-out spam-fest for the unskilled. Now, unfortunately, any bipedal animal covered in fur could stand there and spam left-click until the person they wanted to hit died.

    Who sits there and sword swipes without dodging and weaving? Other than a new player that is.

    There is NO SKILL involved in using a sword now. Because of the changes made, there is a new phenomena -- groups of people on ships rushing towards you chopping the air until they hit something.

    How is that different from before?

    Since blocking with your sword doesn't actually block 2 out of 3 times, you are going to lose if you are below deck on any ship. There is no amount of skill that can save you. You will hear your blocks make contact... but you will take damage and die.

    I can't deny or confirm this since I haven't tested it since they patched it.

    Enemy players can literally run through one another, but you are stuck in the corner if they are standing in front of you. Body-blocking needs to work for everyone. Yes, it would be inconvenient for you to not be able to stack 3 people inside of one another and all spam your swords until the guy you pinned in the corner died... but oh well, if you can body-block me, you should certainly be body-blocking your team mates as well.

    You're complaining that players can block you?

    You have literally attempted to "level the playing field" by removing skill as an asset.

    No skill? I am not dying to new players, but I have when double gunning was a thing.

  • TLDR - Sorry, but pirates gotta learn how to read, so get started! 😈

    He called no-scoping (at point-blank range) a skill? 🤣

    I like where the EoR is now. It may not be realistic, but it IS balanced, and it does fit its intended role.

    As for the BB, it's largely fine where it is now, but I like the idea of improving its effectiveness against GPBs (except when in the BB is in the hands of the skeletons) . They should make it so any successful shot to a GPB from any firearm makes it immediately explode, IMO. This will of course buff the BB, and make it slightly harder to run GPBs to other ships, but let's face it - if you're spotted carrying 1 of those, you deserve to get blown up.

    The flintlock is fine where it is in virtually every respect as the perfect middleman.

    Finally, the sword - don't get me started! It never needed the speed-boost to begin with. The devs added it in so it could compete with the guns, but let's face it - if you were chasing enemies that were running away while swinging your sword instead of just switching to your guns and shooting them, then you deserve to get laughed at.

    There were 4 sword mechanics all ruined due to the combat changes. That's right! 4!

    First, due to how they fixed the DGE, you can no longer quickdraw a firearm and instantly ADS when blocking with your sword (to do it, you had to have your sword out, and while holding block, you simply switched weapons) - this was perfectly balanced and was SoT's only true counter-attack option, since you could use it to shoot pirates once they bounced off of your block, which made it a great punish.

    Second was the running sword slash - this made you move faster and further than a regular sword attack (and could be done simply by moving while blocking with your sword, and then tapping your attack button) until your 1st attack came out. This allowed you to circle around skeletons and pirates, do advancing or retreating strikes, and easily get around blocks for a split-second. You could even combo into it like the regular attack, but you would slow back down to your normal speed for the 2nd and 3rd attacks. Technically, this is still in the game, but the speed boost it gives you has now been matched with the speed changes to the regular sword attacks, essentially making it pointless. What kills me is that this was balanced against blocking prior to the combat changes because it was temporary and forced you to block first, which took time to do. This made it useful for skilled or intuitive pirates, and was essentially an advanced manuever that added the now missing nuance to sword combat - this is where the dance and real footwork came into play.

    Third was the sword dodge - like with the previously mentioned sword mechanic, this is still in the game, but due to the combat changes, it's been turned upside down. It essentially allowed you to do a defensive version of the running sword slash - you could quickly move while defending (and was done simply by moving while blocking with your sword and then jumping). The best part though was that it allowed you to pass through an opponent - it's still the only mechanic that allows you to do this, and was great for getting out of corners or past someone blocking a doorway or even for backstabbing people, for example. Prior to the the combat changes, you could do this at any time, without penalty - as long as you could block with your sword, you were golden. However, after the changes, it can only be used at specific times - you can no longer use it when successfully blocking an attack (due to the blocking changes I'll mention below), where it was most useful, but you can still do it when you're not blocking and getting hit, which is self-defeating since you have to block 1st to do it! This gives all of the power to the offense.

    Finally, blocking is the last mechanic ruined by the sword changes. For whatever reason, you can now no longer move while successfully blocking an attack. This, compounded with the changes to the sword dodge and sword speed boost changes mentioned above makes it all but useless and pointless to use. The speed boost to the sword allows pirates to move faster than you can turn in place (at least on console), even at the highest sensitivity settings. Even if you do manage to successfully block, they're still more likely to get follow-up hits since you're stuck in place with the block window being so small and only towards the front of you. You might be able to jump out (I haven't personally tested this), but even then, you're opening yourself up to further attack mid-jump, since the block area is essentially horizontal. This leaves you with only 2 choices: 1) hope you somehow get lucky, and block all 3 strikes, so you and your opponent both bounce back into neutral (remember, you can no longer quickdraw your firearm, as mentioned above to shoot and punish them), where the already offensive player still technically has the advantage - but let's face it, you're not even going to get that far, especially if you're outnumbered; or 2) you can let them hit you in the hopes that when attempting the sword dodge, you don't accidentally block 1 of their follow-up attacks and root yourself in place as a result. Again, this puts all of the power in the hands of the offense - those who attack 1st, win.

    So yes, sword combat has become completely broken in every conceivable way possible. It's like Rare decided to start from the bottom up! Well, with that in mind, Rare - since you're evidently trying to hit rock bottom, here's to you! Bottom's up! 🍺

    I sincerely hope you don't suddenly decide go belly up, Rare. 🙄

    So, with my wall of complaints regarding sword combat out of the way, here are my suggestions for fixing it:

    • Remove or significantly reduce sword speed boost, OR improve block radius and height AND increase speed boost on the running sword slash, OR slow down movement when shooting firearms.
    • Bring back the ability to quickdraw a firearm (only) while blocking with the sword.
    • Allow for movement while blocking attacks.
    • Reduce movement when taking damage from opponents' sword swings rather than stopping it altogether, but still allow for switching weapons and blocking.
    • Sword dodge should always work, regardless of the situation you're in.
    • Advanced sword charge (with increased movement and ability to jump) should become the standard charge.

    These changes, IMO, help bring back balance to both offense and defense by offering a give and take or back and forth mentality, and helps maintain the little-known advanced tactics that SoT used to have cleverly hidden from the majority of pirates, as well as increasing the overall mobility of melee combat.

    I sincerely apologize for the wall of text, but if that doesn't show my passion for SoT, then I don't know what does. 😅

  • @zormis said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    @fluidsc said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    The hipfire on the rifle is now so bad that I have stood at the bell on the sloop (literally touching it) -- fired from the hip -- and hit a cannon that was slightly behind me. A cone of fire is great... but this is more than a cone. It is more of a cup of fire, and I am standing inside of it looking at the bottom.

    Hip firing a riffle shouldn't be a thing, I'm fine with that.

    Again, stupid decision. It should not work out very often, but it should not fire backwards, and you can indeed hip-fire a rifle. I think it should be a requirement that before you create a game with weapons that you at least get some small amount of experience with that type of weapon. I am not looking for "realistically accurate" weapon modeling... just when something doesn't make sense -- don't do it... and aiming a gun forward, hip-firing it, and hitting something to my side and just behind me is stupid.

    The pistol is still meh. The blunderbuss is basically still the worthless junk it has been since you nerfed it (which was a good nerf).

    I agree on the pistol, but I disagree with the blunderbuss. The amount of people I have one shotted climbing a ladder has made it my new favorite boarding/defending weapon. Not to mention it's now the only gun with a knock back.

    All of the weapons need knockback, all of the weapons need hip-firing -- but no one needs to be able to instantly fire a gun, switch to another, and fire again with no delay.

    NONE of the hip-firing needs pinpoint accuracy.

    Swords went from something requiring a very LOW to MODERATE skill level to be somewhat proficient in wielding to an all-out spam-fest for the unskilled. Now, unfortunately, any bipedal animal covered in fur could stand there and spam left-click until the person they wanted to hit died.

    Who sits there and sword swipes without dodging and weaving? Other than a new player that is.

    Who said anything about that, and most of the people that play this game, in particular against you when boarding their ship, simply push as a group of two or more people and win fights by slashing wildly like our bipedal fur covered animal-friend in the picture.

    There is NO SKILL involved in using a sword now. Because of the changes made, there is a new phenomena -- groups of people on ships rushing towards you chopping the air until they hit something.

    How is that different from before?

    It is incredibly different than it was before...if you think it was not different before, then you just did not get it. Since you did not get it, the current state of things matters less to you than to someone that was winning sword-fights against 2 or 3 opponents on a regular basis. For those of us that were "winning" -- the changes are overly obvious and the game feels like absolute trash in every respect now.

    Since blocking with your sword doesn't actually block 2 out of 3 times, you are going to lose if you are below deck on any ship. There is no amount of skill that can save you. You will hear your blocks make contact... but you will take damage and die.

    I can't deny or confirm this since I haven't tested it since they patched it.

    I did... in multiple ways... and just like "hit registration" and "damage falloff removal" -- it is not fixed.

    Enemy players can literally run through one another, but you are stuck in the corner if they are standing in front of you. Body-blocking needs to work for everyone. Yes, it would be inconvenient for you to not be able to stack 3 people inside of one another and all spam your swords until the guy you pinned in the corner died... but oh well, if you can body-block me, you should certainly be body-blocking your team mates as well.

    You're complaining that players can block you?

    My complaint is that more along the lines of they can stack together and move as one entity spamming multiple swords. If I can't go through enemies, I should not be able to go through my own team.

    You have literally attempted to "level the playing field" by removing skill as an asset.

    No skill? I am not dying to new players, but I have when double gunning was a thing.

    "Double-gunning" was not even as bad as most of you make it out to be. You had a LOT of people running around trying to emulate a streamer... most of them couldn't hit the broad-side of a barn. Even the streamer that popularized it said it was stupid that so many people were doing it (read that somewhere on here) when they were so bad at it. The only reason you were dying to it is because you had an entire galleon crew all doing it at the same time.

  • @galactic-geek said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    He called no-scoping (at point-blank range) a skill? 🤣

    I like where the EoR is now. As for the BB, I like the idea of improving its effectiveness against GPBs (except when in the hands of skeletons) . They should make it so any successful shot to a GPB from any firearm makes it immediately explode, IMO. This will of course buff the BB, and make it slightly harder to run GPBs to other ships, but let's face it - if you're spotted carrying 1 of those, you deserve to get blown up.

    Whether you want to admit it or not it does indeed take skill to no-scope... and I am not referring to "no-scoping at point-blank range". You should be able to hip-fire a rifle with some degree of reliability (if you can aim, which is the skill part oh wise-one) at a range of 10-15 feet. The cone should make about 30% of those shots miss at that range, and then grow tremendously from 16+ feet to the point of being unusable.

  • @fluidsc said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    @galactic-geek said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    He called no-scoping (at point-blank range) a skill? 🤣

    I like where the EoR is now. As for the BB, I like the idea of improving its effectiveness against GPBs (except when in the hands of skeletons) . They should make it so any successful shot to a GPB from any firearm makes it immediately explode, IMO. This will of course buff the BB, and make it slightly harder to run GPBs to other ships, but let's face it - if you're spotted carrying 1 of those, you deserve to get blown up.

    Whether you want to admit it or not it does indeed take skill to no-scope... and I am not referring to "no-scoping at point-blank range". You should be able to hip-fire a rifle with some degree of reliability (if you can aim, which is the skill part oh wise-one) at a range of 10-15 feet. The cone should make about 30% of those shots miss at that range, and then grow tremendously from 16+ feet to the point of being unusable.

    I tested the DG thing out when it was a thing to see what the hoopla was about. My gaming monitor marks the center of my screen for me and I was able to set up a macro in less than a couple of minutes for a one button instant double shot.

    After trying it out, it was really easy to use and it felt like the exploit it was, this is why I didn't use it in PVP. I am not a FPSer and if I was able to figure it out in the mater of minutes, I don't think it's much skilled involve, sorry matey

  • @zormis said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    @fluidsc said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    @galactic-geek said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    He called no-scoping (at point-blank range) a skill? 🤣

    I like where the EoR is now. As for the BB, I like the idea of improving its effectiveness against GPBs (except when in the hands of skeletons) . They should make it so any successful shot to a GPB from any firearm makes it immediately explode, IMO. This will of course buff the BB, and make it slightly harder to run GPBs to other ships, but let's face it - if you're spotted carrying 1 of those, you deserve to get blown up.

    Whether you want to admit it or not it does indeed take skill to no-scope... and I am not referring to "no-scoping at point-blank range". You should be able to hip-fire a rifle with some degree of reliability (if you can aim, which is the skill part oh wise-one) at a range of 10-15 feet. The cone should make about 30% of those shots miss at that range, and then grow tremendously from 16+ feet to the point of being unusable.

    I tested the DG thing out when it was a thing to see what the hoopla was about. My gaming monitor marks the center of my screen for me and I was able to set up a macro in less than a couple of minutes for a one button instant double shot.

    After trying it out, it was really easy to use and it felt like the exploit it was, this is why I didn't use it in PVP. I am not a FPSer and if I was able to figure it out in the mater of minutes, I don't think it's much skilled involve, sorry matey

    Again, you correct that by debouncing (a timer) on switching weapons... not a timer on everything in combat. I reported this to Rare the first week the game was released btw... I an not "pro" hot-swapping/double-gunning/quick-switching/whatever-you-want-to-call-it. The other step you take to eliminate it is a CONE of fire... not a freaking cup that extends behind the player.

    My monitor does not have "crosshairs" in the middle... I realize that some of them do, but more people do not have that than people that do have it. Again, though, all of this is corrected with debouncing and a cone-of-fire...not the ridiculous changes that suddenly showed up in the game.

  • @fluidsc said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    My monitor does not have "crosshairs" in the middle... I realize that some of them do, but more people do not have that than people that do have it. Again, though, all of this is corrected with debouncing and a cone-of-fire...not the ridiculous changes that suddenly showed up in the game.

    A piece of tape on the center of your screen works just as well.

  • @zormis said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    @fluidsc said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    My monitor does not have "crosshairs" in the middle... I realize that some of them do, but more people do not have that than people that do have it. Again, though, all of this is corrected with debouncing and a cone-of-fire...not the ridiculous changes that suddenly showed up in the game.

    A piece of tape on the center of your screen works just as well.

    So does knowing where the center of the screen is. lol...

  • IMHO, the best thing Rare could do now is revert back to previous combat... implement the delay on switching weapons and work in a reasonable cone of fire to reduce accuracy on hipfire for ALL of the guns after about 5 feet... this can vary from gun to gun, with the least amount of variance being the blunderbuss... it's problems are handled via spread.

    Double-gunning is fixed anyway with just the delay.

    Once they get to that point, they can SLOWLY work in changes and not take the "ALL ABOARD!" approach.

  • I genuinely hate it it when I put a lot of thought, effort, and time into a response like with the post I made above (I spent hours on it, with numerous edits) and end up having naught to show for it... Respond (and like), people! 😒

  • The latest weekly dev update didn't assure any faith. They screwed up their game and they're sticking with their pride in this

  • @galactic-geek I feel your pain buddy. Being a solo player from the day of launch I figured my best bet of survival was learning to use a cutlass. I worked and worked and became a (tooting my horn here) master. I was using these same techniques you described weeks into playing.

    However it took months to master the timing. Perfecting my timing and reading my opponents moves. Lost a many true cutlass fights until I could feel the flow of combat. That’s when I was able to duke it out against multiple pirates on their ships and islands and come out on top. These changes have broke my thumbs and this pirates heart. =(

    I’ve been thinking about the drawing of a pistol and how long it takes. Keep the other guns having the same draw time since they are larger and more cumbersome. But the flintlock is smaller and quicker to draw?

    I’d say they just own up to their screw up of cutlass play and change it back. And make the flintlock draw at pre double gun patch speeds. Making it the more agile choice.

    It’s a shame you feel that way my friend I liked what I read. Unfortunately I’ve noticed the smarter a post is the less it’s noticed and read. However the posts that take a few brain cells to read and are all caps with one sentence seem to get over 100 posts.

  • @eva1977 Has complaints always been this bad? I just came here after the 2nd balance update this year because the game doesn't feel good to play anymore but how had it been before?

  • Blocking doesn't work

    Keep getting sword dashed when I'm like 2 metres to the side

    BB and Cannons need to have one shots removed REMOVED

    BB one shot (if not removed) needs some consistency, I point blanked someone repairing the other day who literally turned around and point blanked me, I died, he was the fattest man I've seen so I definitely didn't miss

    PVP should be reverted

    I don't understand why the simple fix to double gunning wasn't to just make the sword mandatory, I mean all pirates had swords right? How many ran around with a BB and a Sniper, remove all delays and just lock the sword in allowing people to change their 1 gun, nobody in PVP or PVE needs 2 guns and it's just impractical.

    Snipers need hip fire back as suggested, 30% miss shots at 5-10 meters as long as shooting the Sun doesn't put a hole in my ship which is does currently

    Bring back punishing sword kickback if you're smashing a block

  • @k1lroyw4sh3r3 said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    @galactic-geek I feel your pain buddy. Being a solo player from the day of launch I figured my best bet of survival was learning to use a cutlass. I worked and worked and became a (tooting my horn here) master. I was using these same techniques you described weeks into playing.

    However it took months to master the timing. Perfecting my timing and reading my opponents moves. Lost a many true cutlass fights until I could feel the flow of combat. That’s when I was able to duke it out against multiple pirates on their ships and islands and come out on top. These changes have broke my thumbs and this pirates heart. =(

    I’ve been thinking about the drawing of a pistol and how long it takes. Keep the other guns having the same draw time since they are larger and more cumbersome. But the flintlock is smaller and quicker to draw?

    I’d say they just own up to their screw up of cutlass play and change it back. And make the flintlock draw at pre double gun patch speeds. Making it the more agile choice.

    Saw that you just deleted the post I was responding to. Shame my friend I liked what I read. Unfortunately I’ve noticed the smarter a post is the less it’s noticed and read. However the posts that take a few brain cells to read and are all caps with one sentence seem to get over 100 posts.

    Dude this. Blizzard have been hiding their heads under the sand since WOTLK, making ridiculous mistakes and removing things everyone loved but will NEVER admit they messed up and they will never revert things, now look at it, not the worlds most played game now with the most players is it? Because people eventually get tired, like how they have already (lack of start mid and end game content, forced cross play)

    Listen Rare (or don't), I've watched your streams, I've seen how you all play, and to be frank you're very bad at it, so please for the love of god, do something new and unheard of in the gaming development community.....listen to the players (not the forums junkies with 3 hours played)...no offense but if we didn't buy the game or sub game pass, you would be in the same position you were the last however long it's been since you last made a hit game. Its getting frustrating all you game devs using us as test subjects trying to see how miserable you can make us and for us to still buy your game.

    Please fix it

  • I don't know what Rare did? But with the latest weapon changes are perfectly in sync with my bio-rhythm, intuition and inherent timing.

    Before the changes I was a "Fair to Midlands" fighter of limited skill. Now I am carving my way through entire crews of PL's like a hot knife through butter. I am literally destroying everybody that I run into. Everybody. And I'm hardly trying. Rare have turned me into a God walking among Mortals!

    So yeah. I can totally support your argument. Being a God is boring. Fighting has become even less skill based than it was. Now pretty average players can easily defeat the most skilled adversaries.

    Rare needs to do something or Arena is going to be as much of a challenge as Rocks-Scissors-Paper.

  • @viperishemu2992 At least with rock paper scissors you stand a chance of winning... Don't get the 1st hit or are outnumbered, and you're done.

  • @galactic-geek LOL. Outnumbered is fair enough. I can get behind the numerical superiority thing.
    But the actual hand-to-hand combat mechanics are (at present) rock-scissors-paper.

  • The combat gets screwed up every time they introduce something new. Then they attempt to "tweak" it and ruin all if not half of it. They really need to hire someone with dev experience from the industry use to designing combat. As we've seen before in the streams they can't even play their own game well.

  • @iceman-0007 said in Been said by many -- but combat in this game has become literal garbage... literal... hot... garbage...:

    As we've seen before in the streams they can't even play their own game well.

    I literally think this is where all the problems come from

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