1 Serious Combat Addition, and 1 not-so-serious

  • Dual Wield Flintlock

    30% per shot. One shot on the left click, one on the right click. Can't reload till both have fired. Rather inaccurate. 3.5 second reload time. Takes up both weapon slots.

    Wielding Oars

    10% per swing. No combo. Block move that can only block other oar swings. Oars would be found around islands as a random occurrence, rather than something that can be equipped from your weapons locker. Being hit in the head by the oar would give you a 'stunned' look.

    ^ Stunned look after being hit.

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  • I really like these ideas. But I'm here Just to see people cry about The "double gun" in your post.

  • @targasbr If I remember correctly you were the guy talking about sticking to SoT's theme on the parachute post. How would you feel about bows, arrows and spears? Would you consider these too medieval? I just feel with more choices in combat maybe it'd be more fun and a bit more chaotic.

  • @mferr11 said in 1 Serious Combat Addition, and 1 not-so-serious:

    @targasbr If I remember correctly you were the guy talking about sticking to SoT's theme on the parachute post. How would you feel about bows, arrows and spears? Would you consider these too medieval? I just feel with more choices in combat maybe it'd be more fun and a bit more chaotic.

    I have read that bows and arrows and spears were used by Chinese pirates. And that they were used by Indians. I've read this in some fantasy book too, but I don't remember exactly which one.

    Although it seems somewhat medieval, all of this can be used within the theme without problem.

    Two ideas that I saw here on the forum and, incredible as it may be, fit the theme perfectly, are diving suits and grenade launchers.

  • @mferr11

    Why do the flintlock's only do 30% damage.
    As all DG it should be a 100% kill, no?!

  • @bugaboo-bill Because I presume this double-shot won't have a delay associated with it, so damage is reduced for gameplay balance. 60% for both shots seems like a good place, IMO, but only under certain circumstances (see below).

    My question and concern leans more towards the 2 flintlock's accuracy. Is it accurate, or less so?

    Also, as is, it's kind of weak. Any other weapon combination can kill - but this 1 won't until after you reload both guns and hit 2 more times. The ONLY time this weapon combo is even decent is when you're paired with an crew. As such, I would allow dual flintlocks with a 3rd weapon choice for balance.

    Beautiful renders, @mferr11, BTW.

  • @galactic-geek I was kinda thinking that this would be in the range between flintlock and blunderbuss, which is why I wanted it to be rather inaccurate. Maybe 35% damage per shot? That would make it a 3 shot kill.

    Maybe sword + dual flintlocks? The only reason I didn't mention that was because then people would be asking why we couldn't just run duo flintlock and sword at all time. I wanted this weapon to trade off accuracy (thus you can't aim down sights) for a higher damage than the regular flintlock, if you can land your shots. In my mind I did see this as more of a supporting weapon. Like if 2 people went to board the duo flintlocker would pepper them down and their buddy would finish them off.

  • @targasbr i still disagree with you about the parachute but a diving bell makes sense.

  • @mferr11 I am all about the oar idea, especially if we can use it to hit our own crew mates.....

  • @fllw3rb0y said in 1 Serious Combat Addition, and 1 not-so-serious:

    @targasbr i still disagree with you about the parachute but a diving bell makes sense.

    The first prototype of a diving bell was created by Aristotle (the Greek philosopher), but this is irrelevant, as you would mention that it was not used by pirates, which is wrong.

    There was in the past a ship called Vasa, whose story is particularly funny, sank when traveling less than 2km from the coast. And do you know what they used to recover the ship? Diving bells, and that was during the golden age of piracy.

  • Reducing the dmg of the pistols just because you have 2 of them is just dumb. Either full dmg or don't bother.

  • @mferr11

    Flintlock akimbo, I think 30% damage a shot would be a tad to low. 35% would allow you to miss a single shot and therefore not punish to hard if one shot blooms out to far. Also, would you have a total of 5 shots, aka 10 bullets? That sounds logical to me. I doubt I would use it as I am a cutlass fanatic, but I get the appeal. A bit more forgiving gun in terms of accuracy, yet at the cost of a secondary weapon.

    For the oars, I think they should be able to block a sword once and maybe break in half?

  • @cotu42 35% seems reasonable. I'm torn on ammo. Since our pirates can only carry 5 bullets I guess you could load both flintlocks twice before being forced to only load 1.

    I do like the oar breaking thing and I was actually thinking about it, I'm just not sure how Rare would handle durability in this game.

  • @galactic-geek said in [1 Serious Combat Addition, and 1 not.
    “As such, I would allow dual flintlocks with a 3rd weapon choice for balance.”
    You mean I would get to “triple gun?!” 😃 Forget double gunning triple gunning is where it’s at! 😂 It would be nice but completely broken. I’d be able to shoot three bullets in a third of a second!

  • @mferr11 durability nah man just simple if hit by sword break. No need to over complicate.

    For the bullet count think like this; 2 single guns get 10 shots and are able to do 5 kills with a bit of wiggle room with a blunder one shot potential, but say sniper and flintlock just have 5 before needing restock and dual wielding takes up both slots.

    10 shots akimbo would be worse, 3 shots per kill ends you a net score of 3 kills and a spare bullet. So 12 shots might actually be maybe more balanced by trading in 1 kill potential for no need to swap weapons and that if you land each shot you could still technically kill a full crew.

  • @brunk

    That could be quite easily negated by making them somewhat unwieldy, after all, putting away two weapons would take a little bit of your time and taking them out wouldn't be instant. The weapon stowing idea would be a better thing for combat balance as a whole than this equipping mechanic, I think.

  • As a double gunner myself, I love the idea of duel flintlock. Believe me I do! But the problem is that it would be EXTREMELY hard to balance correctly; either it will be broken and way to powerful, or it will be useless and not powerful enough.

    Lets look at the options: According to the OP, the flintlock when duel wielded would have be less accurate and have a damage of 30 per bullet, and you can only care those two flintlocks. This would be a completely worthless load out, since it would basically be a nerfed version of an eye of reach WITH NO BACK Up WEAPON.

    Secondly, the option could be to keep the same duel wield scenario of the original post, but you could carry a third weapon. This of course, would be over or under powered depending on the weapon you choose. If you choose a sword as a secondary, it would still be a worthless load out, since you could just use an EoR and sword combo. If you choose another gun as a secondary, it would be overpowered since you basically get a 10% increase in damage then the current sniper pistol combo.

    Thirdly, the option could be to keep the duel firearm damage and bullet spread, but increase the amount of bullets you get in a load out to 12-15. However, this would still make the load out worthless, because why would I use 4 bullets to kill a pirate when i only need 2?

    Therefore, I propose a fourth option. The only way duel flintlocks would work in the current combat system would be to make it so it would be 45% per bullet; of course, this would also be hipfired shots. This would make it so it is not a one shot kill, but you also have a reason to use it over the EoR. You would not be able to carry another weapon, and you would not have any more than 10 bullets. Also, it would take twice as long to reload as a flintlock because you would have to reload both of them. Honestly, even if it was like this I don't know if I would choose it over an EoR and pistol combo. Because, like I said, why would I choose to kill someone with 3 bullets when I only need two?

  • @brunk said in 1 Serious Combat Addition, and 1 not-so-serious:

    @galactic-geek said in [1 Serious Combat Addition, and 1 not.
    “As such, I would allow dual flintlocks with a 3rd weapon choice for balance.”
    You mean I would get to “triple gun?!” 😃 Forget double gunning triple gunning is where it’s at! 😂 It would be nice but completely broken. I’d be able to shoot three bullets in a third of a second!

    Yeah, uh... About that. Never mind. 😅

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