Double barrel pistol feedback and improvement suggestion

  • I hope this is a correct place to give feedback and suggestion to double barrel pistol.

    I have been playing with the double barrel pistol a lot lately, and I must say that the weapon is pretty fun and satisfying when the charge shot hits !
    This allows to kill pretty fast with a sword hit/long range blunderbuss or throwable bomb.

    It clearly has its potential to be a great weapon, but something could be improved regarding the clankiness of the charged shot.

    Right now, if holding left click too soon when taking the weapon out, the held click will be ignored, even after the weapon is in your hand. and it feels very frustrating and unresponsive.
    So, what happens a lot of time, when I hear someone boarding for example, I take my pistol out, I hold left click, but the pistol won't charge up because I did not wait enough time before holding left click.
    You currently have to wait about 2sec before being able to charge your shot (and its very looong).

    So, a quick improvment to the feeling and reactivity of double barrel pistol would be to take in account the held click directly when we take the weapon in hand, so it automatically charges the shot once ready.

    I don't think this would be too hard to implement, and it would already make a lot of good to this weapon that still struggle a bit to make its name in pvp encounters !

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  • They did this already for reloading it, i cant see why they wouldnt do it for this as well, though im not sure how well it will hold up even after this, it needs a bit more i feel. The devs have been seeming to try to make weapons have a unique identity lately, but the double barrels identity feels very grey and vague. Its a mid to short range weapon that is supposed to do great damage with enough skill, but it really doesnt play like that, and im not sure what all could be done to change that.

  • Maybe a very silly idea that would probably require a less damaging charged shot, but what if the charged shot could hit multiple aligned targets ?

    Like the bullet don't stop on the first target, but maybe on the second if someone else is behind ?
    Or maybe even getting all the way through everyone until the bullet touches a wall ?

    Charged shot would need less damages of course, like maybe ~50 to be able to kill with 2 charged shots that need some time to load.

    That would be the only ranged weapon that could deal damages to multiple ennemies (appart from blunderbuss that can already hit multiples with its 10 pellets)

    Strategy to deal against double barrel would then be to make sure that you and your mate don't run in a line towards the guy.

  • @goldsmen said in Double barrel pistol feedback and improvement suggestion:

    They did this already for reloading it, i cant see why they wouldnt do it for this as well, though im not sure how well it will hold up even after this, it needs a bit more i feel. The devs have been seeming to try to make weapons have a unique identity lately, but the double barrels identity feels very grey and vague. Its a mid to short range weapon that is supposed to do great damage with enough skill, but it really doesnt play like that, and im not sure what all could be done to change that.

    It's just a more forgiving flintlock that does slightly less damage with shorter range. The whole point is to put pressure on enemy players for a bit longer.
    The range difference is there but... If you want range just use a sniper.

    The main problem is that currently the sniper is objectively the better gun for all ranges. If you can quick scope right, you do not need any other gun.

  • @pyerack said in Double barrel pistol feedback and improvement suggestion:

    @goldsmen said in Double barrel pistol feedback and improvement suggestion:

    They did this already for reloading it, i cant see why they wouldnt do it for this as well, though im not sure how well it will hold up even after this, it needs a bit more i feel. The devs have been seeming to try to make weapons have a unique identity lately, but the double barrels identity feels very grey and vague. Its a mid to short range weapon that is supposed to do great damage with enough skill, but it really doesnt play like that, and im not sure what all could be done to change that.

    It's just a more forgiving flintlock that does slightly less damage with shorter range. The whole point is to put pressure on enemy players for a bit longer.
    The range difference is there but... If you want range just use a sniper.

    The main problem is that currently the sniper is objectively the better gun for all ranges. If you can quick scope right, you do not need any other gun.

    That is 100% what it is, which is the entire problem. They seem to want all weapons to be unique compared to each other, but the double barrel just misses the mark entirely since in most cases charging your shots is objectively worse since it just does the damage of 2 shots, but with the chance of missing both instead of at least landing 1 pellet and doing some kind of damage.

    Amidst rare really trying to emphasize unique differences in their weapons, this one just falls flat sadly, and its one i was excited for when i first heard about it. It seemed like it could be a very creative weapon for a new play style, but so far the only thing it excels at is dealing with a single extra skeleton more than the flintlock can.

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