Honest feedback on the weapons

  • I can say I've put a fair bit of hours into this game so far, just breached the rank 30 on both Gold Hoarders and Souls (merhcants are a drag, at 27)

    And I've been doing a pretty balanced grind, I have done many forts, many linked voyages too, a bit of server hopping for forts too (not much though, bores me). I've made crews that attack on sight, and have made nice friends waving across the deck (by the way Rare: the make friends emote is a spot on mechanic). This is to preface the fact that my playtime is pretty spread out, lots of PVP, lots of PVE, and lately the grind has been getting to me, so the "little things" are starting to bother, and one of them are the weapons we currently have and mechanics around them:

    Sword: Felt super clunky in the betas with the auto-aim, MUCH BETTER without it, blocking still feels useless as skeletons and players can either charge or shoot to ignore blocks, but also feels too slow, why are we open for such a large amount of time after a single-slash miss? Why does the 3 slash combo sometimes stagger players and skeletons, and sometimes not? Right now, the only reason I see to use the sword, is because of its "infinite ammo" status. It lacks a better gap-closing ability besides the dash, since that leaves you extremely open and the stun doesn't always affect your target.

    Pistol: Seems to be the go-to weapon, it has decent range, extremely accurate (to the point that it almost negates the Eye of Reach... read on...) damage seems to be at an OK spot, however, as I'll state for every other ranged weapon, 5 ammo is far too few to be an effective weapon, regular blue-hatted skeletons often take 3-4 shots to kill, makes most fort/souls fights to be EITHER 20% aiming and shooting, 80% running back to the ship for ammo OR camping the on-island ammo box, in which case, ammo count doesn't really matter, does it? In my opinion, the pistol could do with a higher ammo belt, say, 15? 20? And likely some deviation to decrease accuracy at range, as the only limiting factor is the crazy instant bullet drop that limits range.

    Blunderbuss: A little on the powerful side in my opinion, one shot potential is a dangerous thing to have in any game, but it's probably the only weapon I think is fine, as I think all other weapons should be balanced up, not the blunderbuss balanced down, only thing I would change is to change the knockback to a stun, for one it's extremely frustrating to be knocked off your ship by a blunderbuss shot, if physics were a thing the shooter should be knocked back just as far, but more importantly, with the current lag the servers are at, and the general ping i'm seeing, it just feels wonky: people clip through things, get knocked into stuck positions, etc.

    Eye of Reach: This is the weapon that feels weak right now, the super slow aim sensitivity makes it practically useless at sea, if the waves are high even my decently-high DPI setting can't compensate for the rocking of my own boat, let alone aim at another ship, but everyone's noticed that already, the reload time also feels awkward and long, the animation has you put the bullet in, c**k the chamber and... lower the weapon? if you do anything while lowering the weapon the entire reload is canceled? what?I do feel it needs a damage increase, AND higher ammo count, but read on, I'm not asking for a god weapon: What point is it to take your time climbing a hill, or hiding in a bush, if your ammo runs out in 10 seconds? Currently, the Eye is only a backup to the pistol, if you're running a 2 range setup. How would you balance this? Kinda simple really, most games that have snipers in close to mid combat do it: make it very hard to use unless you're aiming down the sight, give it a wild spread unless you're aimed. This, plus an ammo count of 10 or 15 would mean the players who like to play at the crow's nest could actually sustain support on their crew from up top, even in sea battle, with epic snipes of gun crew or helmsman that could turn the tide of battle, right now, with 5 shots, if you're very lucky you'll get 1 hit off in PVP at range before having to run down the ladder, below decks, for more ammo, to climb back up.

    changes like these would also aliviate the annoyance that is doing Souls missions solo, especially when it comes to the gold skellies that are hard to kill with the "infinite ammo" sword.

    Thoughts?

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  • @sir-rhavi said in Honest feedback on the weapons:

    I can say I've put a fair bit of hours into this game so far, just breached the rank 30 on both Gold Hoarders and Souls (merhcants are a drag, at 27)

    And I've been doing a pretty balanced grind, I have done many forts, many linked voyages too, a bit of server hopping for forts too (not much though, bores me). I've made crews that attack on sight, and have made nice friends waving across the deck (by the way Rare: the make friends emote is a spot on mechanic). This is to preface the fact that my playtime is pretty spread out, lots of PVP, lots of PVE, and lately the grind has been getting to me, so the "little things" are starting to bother, and one of them are the weapons we currently have and mechanics around them:

    Sword: Felt super clunky in the betas with the auto-aim, MUCH BETTER without it, blocking still feels useless as skeletons and players can either charge or shoot to ignore blocks, but also feels too slow, why are we open for such a large amount of time after a single-slash miss? Why does the 3 slash combo sometimes stagger players and skeletons, and sometimes not? Right now, the only reason I see to use the sword, is because of its "infinite ammo" status. It lacks a better gap-closing ability besides the dash, since that leaves you extremely open and the stun doesn't always affect your target.

    Pistol: Seems to be the go-to weapon, it has decent range, extremely accurate (to the point that it almost negates the Eye of Reach... read on...) damage seems to be at an OK spot, however, as I'll state for every other ranged weapon, 5 ammo is far too few to be an effective weapon, regular blue-hatted skeletons often take 3-4 shots to kill, makes most fort/souls fights to be EITHER 20% aiming and shooting, 80% running back to the ship for ammo OR camping the on-island ammo box, in which case, ammo count doesn't really matter, does it? In my opinion, the pistol could do with a higher ammo belt, say, 15? 20? And likely some deviation to decrease accuracy at range, as the only limiting factor is the crazy instant bullet drop that limits range.

    Blunderbuss: A little on the powerful side in my opinion, one shot potential is a dangerous thing to have in any game, but it's probably the only weapon I think is fine, as I think all other weapons should be balanced up, not the blunderbuss balanced down, only thing I would change is to change the knockback to a stun, for one it's extremely frustrating to be knocked off your ship by a blunderbuss shot, if physics were a thing the shooter should be knocked back just as far, but more importantly, with the current lag the servers are at, and the general ping i'm seeing, it just feels wonky: people clip through things, get knocked into stuck positions, etc.

    Eye of Reach: This is the weapon that feels weak right now, the super slow aim sensitivity makes it practically useless at sea, if the waves are high even my decently-high DPI setting can't compensate for the rocking of my own boat, let alone aim at another ship, but everyone's noticed that already, the reload time also feels awkward and long, the animation has you put the bullet in, c**k the chamber and... lower the weapon? if you do anything while lowering the weapon the entire reload is canceled? what?I do feel it needs a damage increase, AND higher ammo count, but read on, I'm not asking for a god weapon: What point is it to take your time climbing a hill, or hiding in a bush, if your ammo runs out in 10 seconds? Currently, the Eye is only a backup to the pistol, if you're running a 2 range setup. How would you balance this? Kinda simple really, most games that have snipers in close to mid combat do it: make it very hard to use unless you're aiming down the sight, give it a wild spread unless you're aimed. This, plus an ammo count of 10 or 15 would mean the players who like to play at the crow's nest could actually sustain support on their crew from up top, even in sea battle, with epic snipes of gun crew or helmsman that could turn the tide of battle, right now, with 5 shots, if you're very lucky you'll get 1 hit off in PVP at range before having to run down the ladder, below decks, for more ammo, to climb back up.

    changes like these would also aliviate the annoyance that is doing Souls missions solo, especially when it comes to the gold skellies that are hard to kill with the "infinite ammo" sword.

    Thoughts?

    @sir-rhavi said in Honest feedback on the weapons:

    I can say I've put a fair bit of hours into this game so far, just breached the rank 30 on both Gold Hoarders and Souls (merhcants are a drag, at 27)

    I have also played a large amount 25 gold, 25 souls, 20 merchants and merchants are a drag refer to my first ever post for changes i proposed that would change them for the better

  • @sir-rhavi said in Honest feedback on the weapons:

    I can say I've put a fair bit of hours into this game so far, just breached the rank 30 on both Gold Hoarders and Souls (merhcants are a drag, at 27)

    And I've been doing a pretty balanced grind, I have done many forts, many linked voyages too, a bit of server hopping for forts too (not much though, bores me). I've made crews that attack on sight, and have made nice friends waving across the deck (by the way Rare: the make friends emote is a spot on mechanic). This is to preface the fact that my playtime is pretty spread out, lots of PVP, lots of PVE, and lately the grind has been getting to me, so the "little things" are starting to bother, and one of them are the weapons we currently have and mechanics around them:

    Sword: Felt super clunky in the betas with the auto-aim, MUCH BETTER without it, blocking still feels useless as skeletons and players can either charge or shoot to ignore blocks, but also feels too slow, why are we open for such a large amount of time after a single-slash miss? Why does the 3 slash combo sometimes stagger players and skeletons, and sometimes not? Right now, the only reason I see to use the sword, is because of its "infinite ammo" status. It lacks a better gap-closing ability besides the dash, since that leaves you extremely open and the stun doesn't always affect your target.

    Pistol: Seems to be the go-to weapon, it has decent range, extremely accurate (to the point that it almost negates the Eye of Reach... read on...) damage seems to be at an OK spot, however, as I'll state for every other ranged weapon, 5 ammo is far too few to be an effective weapon, regular blue-hatted skeletons often take 3-4 shots to kill, makes most fort/souls fights to be EITHER 20% aiming and shooting, 80% running back to the ship for ammo OR camping the on-island ammo box, in which case, ammo count doesn't really matter, does it? In my opinion, the pistol could do with a higher ammo belt, say, 15? 20? And likely some deviation to decrease accuracy at range, as the only limiting factor is the crazy instant bullet drop that limits range.

    Blunderbuss: A little on the powerful side in my opinion, one shot potential is a dangerous thing to have in any game, but it's probably the only weapon I think is fine, as I think all other weapons should be balanced up, not the blunderbuss balanced down, only thing I would change is to change the knockback to a stun, for one it's extremely frustrating to be knocked off your ship by a blunderbuss shot, if physics were a thing the shooter should be knocked back just as far, but more importantly, with the current lag the servers are at, and the general ping i'm seeing, it just feels wonky: people clip through things, get knocked into stuck positions, etc.

    Eye of Reach: This is the weapon that feels weak right now, the super slow aim sensitivity makes it practically useless at sea, if the waves are high even my decently-high DPI setting can't compensate for the rocking of my own boat, let alone aim at another ship, but everyone's noticed that already, the reload time also feels awkward and long, the animation has you put the bullet in, c**k the chamber and... lower the weapon? if you do anything while lowering the weapon the entire reload is canceled? what?I do feel it needs a damage increase, AND higher ammo count, but read on, I'm not asking for a god weapon: What point is it to take your time climbing a hill, or hiding in a bush, if your ammo runs out in 10 seconds? Currently, the Eye is only a backup to the pistol, if you're running a 2 range setup. How would you balance this? Kinda simple really, most games that have snipers in close to mid combat do it: make it very hard to use unless you're aiming down the sight, give it a wild spread unless you're aimed. This, plus an ammo count of 10 or 15 would mean the players who like to play at the crow's nest could actually sustain support on their crew from up top, even in sea battle, with epic snipes of gun crew or helmsman that could turn the tide of battle, right now, with 5 shots, if you're very lucky you'll get 1 hit off in PVP at range before having to run down the ladder, below decks, for more ammo, to climb back up.

    changes like these would also aliviate the annoyance that is doing Souls missions solo, especially when it comes to the gold skellies that are hard to kill with the "infinite ammo" sword.

    Thoughts?

    @sir-rhavi said in Honest feedback on the weapons:

    I can say I've put a fair bit of hours into this game so far, just breached the rank 30 on both Gold Hoarders and Souls (merhcants are a drag, at 27)

    I have also played a large amount 25 gold, 25 souls, 20 merchants and merchants are a drag refer to my first ever post for changes i proposed thsamy f

  • @sir-rhavi Prety much agree.

    The problem is that they balanced the weapons assuming you'd be carrying all four at once. The entire alpha you could carry sword, pistol, and blunderbuss (once you'd unlocked blunderbuss by purchasing it. Then in the beta you could carry all four. Each weapon had it's own ammunition count which gave you fifteen total shots.

    I think they nerfed it because PC users had an advantage mousewheeling through all three guns before reloading any. Since they all fire center screen you could rapid hipfire and win 99% of close range 1v1 fights.

  • @quixoticfolly said in Honest feedback on the weapons:

    @sir-rhavi Prety much agree.

    The problem is that they balanced the weapons assuming you'd be carrying all four at once. The entire alpha you could carry sword, pistol, and blunderbuss (once you'd unlocked blunderbuss by purchasing it. Then in the beta you could carry all four. Each weapon had it's own ammunition count which gave you fifteen total shots.

    I think they nerfed it because PC users had an advantage mousewheeling through all three guns before reloading any. Since they all fire center screen you could rapid hipfire and win 99% of close range 1v1 fights.

    This could be it, I was assuming the 4 weapon in the betas weren't intentional, since the keybinds were weird and scrolling up and down dind't result in coming back to the same wapon, hahaha.
    Then again, They never let me test the Souls missions or Forts with all 4 weapons equipped.

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