The Next Big Gunplay Improvement!!!!

  • Rare has made it clear they’re open to revisiting and improving core gunplay, even mentioning in recent videos that more adjustments are being considered. Bringing quick swap back proved they’re serious about restoring fluid and responsive combat, and reverting the blunderbuss spread and knockback would be the perfect next step in that direction. The original blunderbuss wasn’t valued because of one-blunders; it was valued because it felt consistent. Predictable pellet patterns, natural momentum-based knockback, and clearer interaction between movement and damage all contributed to a weapon that rewarded skill without breaking balance. The current wide spread and flat knockback reduce control without adding meaningful benefits. Restoring the classic behavior would improve clarity, agency, and overall combat feel while staying aligned with Rare’s modern design goals.

    If this isn’t the right fit for Adventure, Custom Seas provides an ideal alternative. As a premium, customizable mode, it’s the perfect place to offer a “Classic Blunderbuss Behavior” toggle for competitive players, community events, and practice servers. Rare already has strong community goodwill, and acting on this would keep that momentum going while signaling a continued commitment to thoughtful, player-focused design. If you agree with this direction, feel free to share this post to help get the conversation moving—and if you don’t, that’s completely fine too.

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  • Blunder Changes:

    1: Make the damn thing hitscan, Rare has tested hitscan weapons in the past it definitely doesn't work for other weapons but the blunders range is short enough that it would greatly improve hitsreg without ruining gunplay.

    2:Having 10 pellets doing 9 damage each was always an odd choice it leads to some weird circumstances. They should tighten the spread and make it 9 pellets doing 10 damage each.

  • @mr-m0nkers with swapping being this fast, ske‌ets are too consistent, you have no chance to do any movement to try to save yourself.

    They shouldn't bring back oneblunder but they should reduce the spread back or less than what it used to be, and remove movement lockout when you are airborne. Then it actually has consistent damage, and isn't just a knockback one-trick

  • Nah. The no skill 1 shot blunder kills can stay gone. Especially now that you can fire 2 shots quickly again there really is no need other than as mention the lack of skill and ability to literally 1 shot someone. Which is why weapon draw was added in the first place. This silly "quick swap" everyone wanted back isn't even year1 combat. There was literally no delay at launch. Super fast double gun kills. 2 rapid succession shots felt like a cheap 1 shot. I never double gunned in PvP... Well outside of attempting to do the silly arena commendations where you had to get killing blows with each weapon so I felt it was kind of mandatory to eye of reach 1st, pistol second or vice versa. I hated how that felt though and gave up on the mode in general.

    The issues around quick swapping was than it was an exploit to work around animation delays. It created a skill gap which should have never existed. While Rare wanted everyone to be on a level playing field IE there's no power gain with level. You already had a knowledge gap in how the game plays and the tools and mechanics. But adding little tricks like understanding how the game functions to do work arounds to get a desired outcome adds a level of unfairness to the fight. You shouldn't come into this game thinking of "how can I cheat the system to get an unfair advantage?" We expect games to work. But SoT has been about learning how the game is programmed so we can cheese the system. It's a weird mix of figuring out how the sausage is made and using it to our advantage which isn't cool.

    If they restore the blunderbus to where it was... Sure. But lets also do the smart thing and reduce all weapon damage to make combat last longer and prevent quick double taps that make the gameplay feel cheap and gross. This would also mean a rework on food and healing to prevent people from just spamming the food to stay alive because they can't be killed as fast.

  • @xzodeak You might be cooking with option 2 here, honestly. And like I said before, this might not be a perfect change for Adventure — and that’s fine. I mentioned in the post that it would be great if we had a full list of Blunder options (and maybe other weapon tweaks) available in Custom Seas.
    It’s going to be a paid subscription for crying out loud. As long as we get this level of control in Custom Seas, I don’t see the problem. And yeah, bringing more changes (or reverting changes) in the main game might be too much right now — but again, the whole point here is Custom Seas flexibility.

  • @captain-knyt The main two changes I would like to come back is the old knockback and the tighter spread. I'm not gonna focus to much on damage here. And even if this doesn't go through into main game, custom seas should absolutely have a legacy option for the blunder like how I mentioned in the original post.

  • @magus104 First, no one said bring back one blunder. Second, sorry you don't like being rewarded for time and effort but apparently more of us like skill expression so its coming back. I think it is cool when players care enough about a game that they find unique and complicated methods that improve their gameplay, that kind of natural skill expression as a result of time investment should be encouraged. Three, as a reminder this means we can put the whole exploit thing to rest, I thought it was a bad argument before but now it is clearly in no way an exploit or "cheating the system". Finally, the quick double taps may feel "gross and cheap" to you, but I would suggesting trying to learn them before you label them. By your own admission you have very little experience on double gun so you have no idea some of the challenges you need to overcome to get good at them, let alone the ship/tdm movement it takes to get the most out of the kits. Sorry you don't like getting two tapped but its time to accept quickswap and learn to avoid it, like we have learned to avoid an unforgiving sword.

  • I’m hoping for more realistic loading of firearms. Bring on the Hunger 13 second musket reload.

    Let the guns do more damage but make reloading more punishing.

  • @reverend-toast this is a terrible take

  • If they returned the blunderbuss to the way it was, and still kept it doing 90 damage, I would be totally ok with it. I think any amount of one hit kills are overpowered and lead to scenarios that give players no chance to fight back. I cannot count the number of times I have stood in one of 3 spots on a sloop (wood barrel, in front of map table, next to bell), all spots surrounded by 95% of sloop spawn locations, and did damage to someone before they even took their first step after returning. In videos where the one blunder was still in the game I see people abusing these spots to kill people instantly on respawn about 50% of the time, and these strategic spots allow players to get damage on their opponent easily 80% of the time before the opponent even knows where they are. There have been many times where I spawn and get shot through the grate before I even know where I'm being shot from. Giving the more consistent spread and one blunder back would make it too OP, especially with the grapple gun.

  • @magus104 I agree with everything you said aside from the last sentence. Damage outputs are fine as is, healing is fine as is. Reworking damage and healing would take an insane amount of work and the issue of "cheap" two taps isn't that bad because 2 taps are how the gunplay is supposed to work.

  • Just add Water damage to weapons.

    15 seconds in water, ammo is soaked. (or even Bucket of water) Can still fire but does cake damage or 80% lose of whole damage output.
    Only way to fix, Use ammo crate which you can access on any ship. This make skill level higher everyone seems to enjoy if you decide to board and dont actually do it. :D

    I also add: Ammo is shared across all gun type weapons.

  • @burnbacon This would completely change how high level PvP works. A lot of high level PvP is water camping until you can get a good board. That would make boarding significantly less useful as a strategy

  • @potatosord
    I think I like the idea of a delay of firing after being in the water. Not two long but it would be a little more realistic.

    I have seen a ton of different suggestions about guns etc. Some may have merit. It would be nice on these forums if there was pinned post with a running list of general suggestions (basic idea not too much detail) like this:

    Blunder:
    10 pellets 9 hp each,
    Knock back scales with number of pellets. 1: stun/knock off ladder, 2-3 25%....9-10 100%.
    Harpoon gun:
    Stuns harpooned pirate.
    Guns in general:
    Slightly longer reload times.
    Restocking at ammo box takes more than just clicking on it
    When out of ammo pirate holds the gun by barrel and can do 10hp melee attack
    Wet guns have delay in firing
    Sword
    Remove stun
    Add ground hits starting the combo
    etc.

  • @miserenz
    This is too many nerfs for guns.
    If you really want all of them, then the Sword needs to be nerfed accordingly.
    Only removing the stun is not enough, especially if you give it a buff, like starting a combo on the ground.

    Heres two options i thought of:
    Leave guns alone and get the combo buff, without removing stun.
    Nerf guns like you suggested and therefore remove sword stun, increase the delay for the next combo if you miss one swipe, make the sword attack slower if it's wet (can only be removed by waiting 10 seconds or changing the sword at the weapon box) and you can get your combo buff.

    The changes you suggested are not fair for people who like dublegunn and go against the sandbox nature of the game.
    Nerfing guns so heavily and leaving the sword almost unchanged, is not it.
    Especially when it comes to "realism" changes like wet weapons.
    If guns get a "wet" debuff, then other weapons need to get that too.

  • @dermasterbob

    I do think there needs to be a big overhaul on combat in general. Some things that i think would be interesting would be:

    Bullets traveling a little bit faster.

    Increase Load Times for all Guns, not by an insane amount, but like a 25% increase for the Pistol, 30% for the Blunder, and 50% for the Eye of Reach

    Increase Bullet count for Doubleshot by 2-4.

    Increase Eye of Reach Damage to 90, but drop bullet count to 3-4.

    Add a Weapon Function Button. All Guns would get a bash for 10 damage... so if the Doubleshot, Blunder or Eye of Reach (with buffed damage) you could bash them over the head finishing them off without needing to reload. (For Sword and Knife it would add a Block Breaker for the sword, and a timed parry for the knife)

    Have wielding the sword and 2handed guns slow your movement by like 5%.

    Give the ability for true loadout control. Give the option for players to take the same weapon in each of their slots, and if you take the same 2x 1handed weapons it would let you wield both at once (Two Swords, Two Pistols/Doubleshots... NOTE: The double shot would not be able to fire both barrels at once, and swords would do less damage for each attack, but have a new heavy attack instead of the lunge. With the Pistol and Doubleshot doing the weapon swap will holster the off hand)

    I really do hope they are working on a massive Sea of Thieves 2.0 update with Unreal 5 that will also change up a bunch of the Meta: Add more ship types, More Players, More Islands... but I also hope they package in a much more refined combat system, including Head and Leg shots, (can cause someone to limp for a bit if you shoot their leg) and a feeling of more control with the loadouts so we can see more than just the usual meta.

  • @dermasterbob
    I should have been clearer, what I was suggesting was a list of suggested changes for each feature/tool in the game not just weapons, inclusion on said list does not automaticly mean I am advocating for them or that they are a package deal. Even better would be next to each, Rares current opinion on it. Then we could mix and match or check the list rather than getting duplicated threads.

    On the weapons in water side of things, if we were being realistic, swords should swipe slower in water guns not be able to be reloaded at all.

  • @reverend-toast

    How would the block breaker work?

    The timed parry for the knife. Is that hitting the second attack button just as the strike hits? If that would work I think that could also be added to each of the guns once they are out of ammo. Even better, reloading firearm should not be automatic. Fire your shot, then you have the choice reload or use your empty gun to attack or use the secondary attack to block. A pirate out of ammo and no throwables should not be defenseless.

    Damage and speed of the melee gun attack varies between pistols and EOR, Blunderbuss, Harpoon gun with Pistols having the speed of knives but half the stab damage, EOR etc. Slower than the sword and the same damage as a knife.

    If the timed parry is too hard to code with hit reg, it could still be impliemented via damage reduction/% chance to parry.

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