PC Players are binding keys to where they can set the Sniper as their primary, make it fire, then instantly switch to either the Blunderbuss or more commonly the Flintlock and fire, in order to inflict what seems to be a one hit kill and allow for flintlocks to take one out from a far distance. It would be nice if there could be a delay of some sort implemented as which was done to the sword so mouse spamming or macro-ing was ineffective.
"Quick Switching" Binding two weapons together to deliver an instant kill.
@hirohito0301
Their is already a delay, but it can be bypassed by sprinting in between shots. While a very small group macro this, most do not. This is due to how brain dead simple it is to achieve without the aid of macros. In general you do not macro really simple sequences, but long chains of 6+ commands. What you are talking about has been labeled "Double Gun." The command is simple Shoot, sprint, switch secondary, and fire.While most hate Double Gun, I am fine with it. I also do not use it either, so no doing that whole, "You just don't want it fix so you can use it," nonsense. The loadout has issues that be punished. Awareness and counter boarding are the biggest counters. Can't wreck havoc if you can't get on the ship to begin with.
If I am late to the party, then how come no one knew what I was talking about previously when it seemed I was getting sniped by people with Flintlocks?
I assure you that the person who was doing it to me was not sprinting in between shooting. They were standing stationary and killing me with the flintlock from a good 50 yards or more away. So the issue has not been resolved. When you're making a game cross platform, it would be nice if the playing field was even.
@hirohito0301 Yes the old double gun has been fixed and can't be done. So either he was sprinting and using the new double gun, or it was something else
My standard reply is:
fix animation breaking.It's not that easy to do this, but it need to be fixed.
@Hirohito0301 you do this that fast that the character doesnt sprint in reality, maybe he sprints 1 pixel.
You need not macro it, it's just a little needed practice to do that move.
I dont use it as i think it's an exploit.
The easiest fix would be a constraint/ forced cutlass use.Idk why Rare doesnt want this.
They made already a fix, but with sprinting break the animations and also beeing able to qick switch to shooting again you can again use animation breaking to double gun.Btw you can also dig chests faster when you equip another tool requiep the shovel again and dig again. Same problem animation breaking.
And Rare are continuously looking to patch all double gun exploits too! So it is only a matter of time before ALL exploits are patched and pirates can roam the seas safely again!....
Well, safe until Black Powder Stashes!
Glad to know fixes are being put into place and that it will only be a matter of time. Just highly irritating. The first time it happened to me the guy was standing still and hit me from quite a ways off. Yesterday, a Brigantine was attacking me and two of their people were PC players. They were typing custom messages to me, the third person was using the preset messages us Console players had. As soon as the guy got aboard, he jumped down next to the mast (I was on a sloop) and before I could even pull my sword he shot and killed me instantly. I had full health, I didn't eat any protein for regenerative health though. Within the time it took for me to spawn, I am assuming they used a powder barrel to destroy my ship because I was placed on a new island without any of my treasure, and a new ship.
Yep they sunk you that quick that you respawned on a new ship.
Don't play solo.
Really, especially if you are new.
The game is / can be unforgiving and the sandbox is by nature imbalanced regarding player count / crew size and ships fire power.
Sloops and Briggs have advantages and all ships are good, but if you assume playerskill is the same a Galleone always have the most advantages for PvP.
You can for sure sink a Galleone and kill 4 people as a solo slooper, but then the Galleone crew is not on equal foot and lack skill and knowledge about the game and to handle their ship etc...I recommend to learn the ropes in a crew, it is anyway more fun to play together.
When you got familiar with the game and became a somewhat experienced sailor soloing can be fun, tense and all that.
But to start solo you need thick skin and it's in general usefull to not focus on progression, but on the adventure, the way, immersive gameplay or whatever you call it.
Progression is anyway only about cosmetics ;-)Have fun and good Winds
~Bill@Musicmee
Do not hurt
or...
https://gfycat.com/unfitfamousgadwallI assure you that the person who was doing it to me was not sprinting in between shooting.
No physical sprinting is required, merely need to press the command to sprint. Can be done stationary, due to that.
@bugaboo-bill I am not new to the game. I have been playing since the first day it dropped. I am not sure why you would be so quick to assume. I was in a sloop, and while they had one guy attacking me, another had jumped overboard. I wasn't trying to initiate the fight, they came upon me. I have been rolling solo for some time now as a majority of the other people who I end up getting in my crew don't want to listen or don't want to contribute and I end up doing everything on my own as it is. Thanks for your suggestions, but they aren't needed. I just wanted to make the devs aware of an issue I have been plagued with quite a bit within the past few months.
@nabberwar It's NOT double-gunning - that's just using 2 guns!
It's dubbed the DOUBLE-GUN EXPLOIT. Get it right, people! 😒
...and yes, all of on-foot combat needs to be re-addressed from the ground up.
As a PC player, I personally think using macros is wrong.
Multiple key presses for the price of one is not intended by the game engine, and therefore should not be allowed.
If we were supposed to be able to do this in Sea of Thieves, there would be something in the settings for it. Since there is not, macros should be outlawed and punished if someone is discovered to be using them with hard evidence.
Thankfully, I believe Rare will take steps to make some of the more advantageous macros obsolete.
@chronodusk The game engine has no idea how many buttons you actually pressed. Heck, depending on the hardware used even the Xbox itself is clueless.
@nabberwar said in "Quick Switching" Binding two weapons together to deliver an instant kill.:
While most hate Double Gun, I am fine with it. I also do not use it either, so no doing that whole, "You just don't want it fix so you can use it," nonsense. The loadout has issues that be punished. Awareness and counter boarding are the biggest counters. Can't wreck havoc if you can't get on the ship to begin with.
regardless, the developers obviously created the delay in order to stop double gunning, so they obviously want any form of double gunning gone. supporting double gunning at this point would mean supporting something the developers did not intend.
@crimsonraziel said in "Quick Switching" Binding two weapons together to deliver an instant kill.:
@chronodusk The game engine has no idea how many buttons you actually pressed. Heck, depending on the hardware used even the Xbox itself is clueless.
This is false. Most games can track what you're doing, how you're doing it, where you're doing it, and when you're doing it. How do you think they get the information they need to make the game better?
@musicmee said in "Quick Switching" Binding two weapons together to deliver an instant kill.:
And Rare are continuously looking to patch all double gun exploits too! So it is only a matter of time before ALL exploits are patched and pirates can roam the seas safely again!....
Well, safe until Black Powder Stashes!
Would be very nice if that would come true. Seems the most dastardly of pirates always figure out another way to find a way to exploit this combination.
@bugaboo-bill sagte in "Quick Switching" Binding two weapons together to deliver an instant kill.:
@x-crowheart-x
Constraint cutlass use!
Best unexploitable solution.
Only one type of gamer will cry and rant.
We know who and i say wer dont need them, when they cannot see is for good.In december, when they announced to fix this, I thought they will do it like that...man, I was wrong
@eggamer13 Yeah it's been said to be as few as, say, 4 days.
@Bugaboo-Bill I assume you mean 'force cutlass use onto all players by making only guns changeable', which is a horrible idea. The strategy of 'double gunning', as in using two guns and no cutlass, is fine. It has balances, most notably the readying time and ammo constraints. Firing an EoR and then switching to a flintlock gives you more than twice the ranged killing potential, and EoR and blunderbuss is an excellent combo for high damage at close range against static targets. The 'double gun exploit' or 'one-shot exploit' (among other names), is bad and needs fixing. Restricting several legitimate strategies and loadouts is not the way to do it.
@ultmateragnarok
If there is no other way to fix animation breaking them this is the only way to fix this.And when they are able to make all animations unbreakbale the game becomes 200% more clunky.
All the time you accidently eat a banana what can be interrupted or if you only want to switch through weapons and many situations will become more clunky for sure.
If ever possible to make the animations unbreakbale.
Orthibk about Lantern fights with ghost skeletons where you quickswitch lantern and cutlass.
The clunkyness people complain about are all from tries to solve the issue of duoblegunning and other exploits regarding combat.2 firearms are only a viable option to pvp. A Kraken and Meg is maybe also a situation when 2 guns are usefull. But to forbid 2 guns is a way more acceptable solution than all the tweak we had until.
And as we see they dont work at all.Duoblegunning and instant kills kill PvP.
All sort of metas are lame.
The powder keg meta was fixed with additionall ship damage.@bugaboo-bill
The animation fix should be easy - simply make the timer not interrupted by sprinting. It would continue through and perhaps however much would have been cancelled could even be doubled to keep people from using it.
Making all animations unbreakable is incredibly bad for the flow of a game, especially one like this with such a delicate balance of weapons and attacks. This we agree on. The cutlass, however, does not have a draw time. It has an animation, but you can use it before that animation is finished as the animation is only from a third person perspective.
Double gunning doesn't kill PvP. It worked fine before people like Summit started showing it to thousands of kids who copy every 'cool' thing they see so they can be as good as those they watch.
Metas are not lame fads or trends, they are tried and true strategies that work. Using a blunderbuss and a cutlass to PvP boarders is a meta. Using a sword to combat skeletons is a meta. Boarding is a meta. Running a flintlock and an EoR is a meta. Not because anything there is an exploit, but because it works.
Gunpowder barrels are just as viable as they have always been, other than when they did no damage underwater. That both negated and increased their viability in various situations. Don't know what meta you refer to being fixed, using them on other ships only became better with increased damage. Cannonplay, on the other hand, was completely changed by it.If you make one thing break animations i can doubleshot.
No matter what it is, sprinting, eating, drinking, jumping, compass, clock... No matter. And no macro needed.
I shoot, break animation by whatever and shoot again with 2nd weapon.
So nothing then need to be able and abuse to break animations and as you said by yourself this would be a mess for many situations and make the game feel more clunky.What i meant with powder meta was sinking ships was done 99.9 % with kegs.
Today it's a bad idea to board early and send one with a keg, i shoot your ship to a pile of unmaneuverable wood and sink your vessel while the crew is diminished to keep stuff repair.
The Keg damage is manageable and boarders can be fought if easily.
Ship damage 2.0 had changed ship combat and kegs to sink someone arent the meta anymore. It's not bad, but also not the only way to go anymore.
Instead there are different ways and thats good as diversity adds to everything.@bugaboo-bill
Changing to items, maps and equipment (and of course weapons) resets the animation and timer altogether. Sprinting is the only thing left that would cancel it (other than emotes that take longer than the animation to cancel), as the chat wheel doesn't affect it and being hit comes with it's own stuns or doesn't change it either.
The new ship damage has definitely changed ship to ship combat for the better. Cannons are now a reliable way of sinking a ship, cursed cannonballs can be used to replace boarders in many ways, and boarders alone can hijack a ship and drive it aground, or into a skeleton force. But kegs do still have a place in combat. It's quite powerful to be able to both severely damage nearly every aspect of a ship while simultaneously killing or damaging the crew. Stronghold kegs are just a meme at this point, recovery from them is nearly impossible.
@galactic-geek said in "Quick Switching" Binding two weapons together to deliver an instant kill.:
@crimsonraziel said in "Quick Switching" Binding two weapons together to deliver an instant kill.:
@chronodusk The game engine has no idea how many buttons you actually pressed. Heck, depending on the hardware used even the Xbox itself is clueless.
This is false. Most games can track what you're doing, how you're doing it, where you're doing it, and when you're doing it. How do you think they get the information they need to make the game better?
No, you are wrong here. The games process the input signals that are forwarded to them but they don't know whether I actually pressed the 5 buttons or just 1 and the rest was faked by hard-/software. Games can try to "detect" or more accurately guess but are ultimately easy to fool. I'm not going to elaborate on how to circumvent detection mechanisms, I'm not advocating for macros.
And just to make it clear, this is a general issue and not specific to PC.regardless, the developers obviously created the delay in order to stop double gunning, so they obviously want any form of double gunning gone.
I don't think the developers did this out of their own desire. They were perfectly fine with it for 3/4 of the first year before they even said anything. I mean lets face it this was in the game being used since day one. It wasn't until a vocal part of the community started making a fuss.
supporting double gunning at this point would mean supporting something the developers did not intend.
Who is to say this wasn't intended? Fast weapons switching is still quite common in other games with the similar gun mechanics. I honestly believe the only reason they attempt to patch it is due to the vocal demand for it. Otherwise, why did they ignore it for so long if it wasn't intended or at the very least accepted like the sword lunge in the water?
@nabberwar it's not intended because if it was you would be able to do it on xbox
Every member of my crew that is on xbox double-gunned during its hay day and still do to this day. How does that logic apply to the sword lunge and water interaction? It clearly wasn't intended, yet both could still do it. Just because its accepted now, still doesn't imply it wasn't intended in the first place. That kind of puts a monkey wrench in that logic.
