Double Shot?

  • What are you doing about double shot?

    Been expecting a fix since I started sailing 4 months ago.. seen plenty of fixes come to the game but none addressing this issue?

  • 23
    Publicaciones
    14.7k
    Visitas
  • @md-kracken

    1 second global cooldown between weapon swaps ends the macro keyboard warriors.

  • @swimplatypus7

    Yeah wow! someone give this guy a desk at rare! He fixed the issue in 12 words.

  • @md-kracken

    Lol, at first I thought it may just be a figure of speech "in 12 words" but low and behold it's actually 12.

  • Elaborate on that, is that addressing to everyone in general or just on specific platform (PC or XONE)?

  • @prorapidkiller

    It should be universal.

    1 second between weapon swaps regardless of the weapon so that macro keyboard, and macro hacks on X-box cannot be capitalized on to do the job of double shot in what is essentially a single button press.

  • @prorapidkiller

    I think when he said 'Global' he was referring to a fix for the entire playerbase.

    I believe every change should be equal across all platforms

  • When you double shot, it shoots before the gun is even pulled out properly. It skips an entire animation. 1 second weapon swap delay would be such a simple and effective fix.

  • @swimplatypus7 @MD-KRACKEN Ok, well about the double shot, it is a controversial thing, but what makes it a pain for those that are a victim to them is the amount of time to defend. I tired it (using a controller via XboxONE, and it's super effective at times. But unless the double shot is at the exact (not no 0.02 second gap to switch), then I don't see a change.

  • @prorapidkiller
    I don't think I completely understand the last part of your post, just wanted to clarify before I reply :)

    Can you rephrase what you said at all?

  • @prorapidkiller

    It's not that you can do in manually, its that it's a big problem because players with macro hacked X-boxes and Macro keyboard can execute this every time.

    Think of it like playing street fighter. If one player has to manually execute his haduken every time while playing, and he's vs an equally skilled player who can execute hauduken with a single button press, then there is a massive disadvantage presented to the players who actually play the game.

    Additionally it's clearly not an intended thing in game because it's cutting out the animations.

    In addition you cannot go to the sword in this fashion, so it's obviously not intended.

    To make matters worse, I can use a magic marker on my TV and I no longer need to use to scope with the Eye of Reach; instead I just reticle over and Haduken and the player target is dead.

    Adding an actual global cooldown to all weapon swaps eliminates the macro warriors, and to fix the fire from the hip Magic marker trick they simply add shot spread like the blunderbus uses to make hip shots work only very close in.

    This adds depth to game play.

    Some will claim the double shot is skill, but the real truth is; it's far from it because of the macro warriors out there that are impossible to track or deal with.

    So this leaves a Dev in a tough spot. You either fix the problem by offering in game macro support to even the playing field or you add a global that removes the efficacy of that macro.

  • @swimplatypus7

    If you scroll to the bottom of this website there is a button in the bottom right. 'Rare is Hiring'. If you don't click it, Im coming over there and clicking it for you :)

  • @md-kracken hah, too kind. I have a very good job, but if they were to reach out with a competitive offer.

  • @swimplatypus7 oh.

  • stop assuming everyone "macros"
    i can insta doubleshot with a worn out x360 controller.

  • Joe Neate said they would be talking about this in the coming week.

    Joe Neate Tweeter

  • @havukruunu said in Double Shot?:

    stop assuming everyone "macros"
    i can insta doubleshot with a worn out x360 controller.

    I can double shot as well, but here's the thing. It actually requires you make that action.

    What you don't appear to understand is that macro play is a massive advantage. If you don't realize this then you have never gamed with macro.

    My first experience in macro play came from World of Warcraft, and while you may think that's not relevant to the situation; I assure you it is. Macro play is such an advantage that not using them where they're applicable is crippling even for the best players because what they must execute in 3 actions the macro player can do with a single button.

    That 50%+ reduction in actions per minute while reaping the same reward allows the macro player to put more efforts into other components of their game play and allows them to gain advantage in battlefield awareness.

    I'm a game where macro play is not native; things must be done to eliminate 3rd party macro / hardware maro from providing an uneven playing field.

    These things can be dealt with simply by slightly modifying the game physics without harming the risk vs reward component of the double gun play style.

    It's literally as simple as a 1 second global cooldown on weapon swaps.

    The hip fire magic marker can also be dealt with by adding RNG bullet spread when using the Eye of Reach or Pistol from the hip.

    This 100% eliminates the problems while preserving the play style.

    The only thing that will no longer exist is 1 shoting players from hip @ 100 yards.

  • Long winded but here’s a long list of ideas to help with the double gun meta. Most of these are just quick spit balls however the status effect of guns I’ve thought on for awhile.

    Double Gunners - I myself within the past weeks have yet to face a crew using the cutlass. The last (ballpark number here) 30-40 pirates all in crews and solos have been double gunners. While I’m not bashing a play style it definitely has a feel that Rare did not intend this to become a shooter. Obviously with the animations playing out before firing will probably be addressed here’s my two cents.

    While pirates have their weapons out they cannot sprint and their jumping height and distance is halved. To stop the bunny hopping that is a Pirate missing their shots and turning into a pogo stick. A Pirate must make the choice of keeping their weapon ready or running. I’ve always felt the mechanic of having a sword out and sprinting and it magically pops out when your done sprinting just felt off. Something of a choice in the situation would make it have a real impact on tactics and skill.

    Putting away and drawing weapons takes longer. I see the cutless draw and it’s very stiff. Even if it was doubled in time before you could swing or block you could make an elaborate cutless draw fitting of a Pirate. They could even add different types of cutless draws that you could unlock and set in the vanity chest.

    Same with the guns. Very stiff movements. The flintlock just rises up in your hand from the dead on the bottom of the screen. I feel a cross draw of the arm displayed as your pirate brings it across the screen would really add to the visual of the games already perfect art direction.

    This also leads me to how come we can’t display our weapon loadout on our pirates??? Flintlocks and cutlass in the belt or sash? Our pirates look like cosplay on a budget.

    Status effect instead of the current damage model. Each gun would do the same damage across the board at like 40%. Maybe make the blunder do about 60-70% if all pellets hit. Make each gun cause a status effect, similar to other games with a party or crew. Example one member of the crew could be the dedicated double gunner able to hit with two status effects but he needs protected by the crew due to no cutlass.
    The Flintlock causes a Limp effect. No sprinting and no jumping. Sword dodge would still work.

    The Blunderbuss causes a severe knockback. Not up in the air but straight back. Making good for boarding and pushing pirates into corners.

    The Eye of Reach causes a bleed effect. Each second a point or two of Health ticks away up to 10-20 damage. Good for making a Pirate eat his bananas before the fight.

    These changes would only work on Pirates. I’d also say that all gun damage should be doubled on Skellies. Athena voyagers know what I mean ;).

    Slightly longer reload times. The Pirate needs to make that shot count if he misses the engagement is closed up and should run away to safely reload or use a cutlass. The flintlock could be the fastest reload by simple not reloading at all it is simply tossed away and your pirate pulls a new one from their belt.

    Double guns of the same type. Able to use two guns of the same type to circumvent the reload however it pulls from the same five shots on reload.

    Tighten up the Cutlass gameplay. While it has a Rock Paper Scissors feel it’s definitely broken and glitchy. There are times where you just push the buttons to fast and the game forgets what it’s purpose is in this world and you just stand there bugged out for a second.

    Just some thoughts from a pirate who’s spent to much time on the waves and other pirate ships paying the ferryman.

  • @havukruunu написал в Double Shot?:

    stop assuming everyone "macros"
    i can insta doubleshot with a worn out x360 controller.

    You need to step out and say to all of those xbox players who's been complaining about how unfair is it to play against PC players.

  • An easier fix than introducing a 1 second delay before using the weapon would be to require that a weapon must be loaded after being pulled out. While I am not sure historically whether that would be accurate, I am dubious about whether you could have a loaded pistol (of that era) in your belt, after all wouldn't the shot just fall out the end, what's in there to hold it in?

  • @salvasian-au said in Double Shot?:

    An easier fix than introducing a 1 second delay before using the weapon would be to require that a weapon must be loaded after being pulled out. While I am not sure historically whether that would be accurate, I am dubious about whether you could have a loaded pistol (of that era) in your belt, after all wouldn't the shot just fall out the end, what's in there to hold it in?

    Personally the double gun play is ok with me; it's what's classically known as a New York reload.

    The only problem that exists is that you can circumvent what is intended design.

    There are reasons for the damage figures involved with the Eye of reach, the pistol and the blunderbuss and saber. Attack rate vs damage vs accuracy vs range of attack; these are all thought out to provide the gamer a fun and competitive experience.

    Problems come about when players exploit broken game mechanics such as the speed that you can actually change weapons because this causes a breakdown in game play.

    The only people who want to preserve double shot exploits are those people who don't actually want to play the game as intended, but want to abuse something that was specifically not intended.

    If 1 shotting enemy players was intentional, then Rare would have made the Eye of Reach deal 100% of a players health in damage.

    If Rare intended for players to magic marker their TV or monitor, then they would have instead just included a game reticle.

    Both of these flaws in the development process are easily remedied.

  • @swimplatypus7 Yeah as it is commonly used, i.e. effectively instantaneous double shooting, which I believe most people are doing through using macros, is pretty trash and I would like to see it changed so that there is a delay between the two shots. Hopefully the devs will do something, but as long as they consider it that's all that really matters.

  • As this topic has now been addressed in the recent Developer update video, this thread will be locked.

23
Publicaciones
14.7k
Visitas
2 de 23