The Eye of Pointlessness

  • (I can't wait for the dogpiling to begin on this one)

    I don't like the "Eye of Reach"/Sniper Rifle or whatever you want to call it. The "scope" is actually just your telescope's range (try switching between the two; you can't tell), layered with a piece of cracked glass for an +Y/-Y/+X axis for aiming. Since it's only 5 rounds and we haven't got a ton of skins for the grappling hook (yet), why not merge the two? Pop off the scope, shove in a hook, away you go. I like the glint off the lens (very COD) but the telescope should have a zoom function. Having them the same is just pointless.

  • 13
    Postagens
    2.8k
    Visualizações
  • @unseemlytag

    Tried uploading images, apparantly the links aren't allowed. So, between my eye of reach and my telescope, there's an incredible difference between the 2.

    Also just so I'm clear here, you want the eye of reach to serve as both a sniper and a grapple gun, so double-gunners would have 3 items to use instead of 2?

  • @unseemlytag said in The Eye of Pointlessness:

    (I can't wait for the dogpiling to begin on this one)

    I don't like the "Eye of Reach"/Sniper Rifle or whatever you want to call it. The "scope" is actually just your telescope's range (try switching between the two; you can't tell), layered with a piece of cracked glass for an +Y/-Y/+X axis for aiming. Since it's only 5 rounds and we haven't got a ton of skins for the grappling hook (yet), why not merge the two? Pop off the scope, shove in a hook, away you go. I like the glint off the lens (very COD) but the telescope should have a zoom function. Having them the same is just pointless.

    Two buttons... no aim? If the people on controller are using the left and right trigger then how would one aim? Or is it just no aim. The spyglass also exists so when you aren't holding the Eye of Reach you can still zoom in. The Eye of Reach is a long-range weapon requiring very aim-y aim. So instead of replacing the Eye of Reach this could be a new weapon.

  • The scope on an Eye of Reach is about 1.5x, and the Spyglass is about 2x and clean. They serve different functions.


    Edit after comparing screenshots: my numbers above are incorrect, the difference is actually much greater. The scope on an Eye of Reach is closer to 2.75x and the Spyglass is about 6.3x.

    In this comparison, I took screenshots of a target from the same spot, overlayed and shrunk down the EoR and Spyglass screenshots until they matched the same size as the neutral screenshot. Then duplicated each image on the Y axis to get an idea of the zoom amount.

  • @unseemlytag are you on 60 fov?

  • This actually stemmed from a discussion a friend and I were having about the grappling hook/hookshot (I'm too tired to care what they call it). We agreed that it should be a separate system, used for locomotion, so you don't have to give up a weapon slot and then be forced to find an ammo box after 5 shots because...reasons. Don't get me wrong: it's dramatically better than it was when it first came out. They improved the range, made it fancy...but it still takes up a weapon slot.

    So yes, Europa, I want it to be a "secondary fire" (Rare knows how) for the sniper rifle, but without the grappling hook doing any damage. It's not like it reloads lightning fast, either. They already have 4 different fire modes for the blow pipe, so what's one more for the sniper rifle? Make it like Perfect Dark; out of bullets? Pistol whip them on the head.

  • @realstyli said in The Eye of Pointlessness:

    The scope on an Eye of Reach is about 1.5x, and the Spyglass is about 2x and clean. They serve different functions.


    Edit after comparing screenshots: my numbers above are incorrect, the difference is actually much greater. The scope on an Eye of Reach is closer to 2.75x and the Spyglass is about 6.3x.

    In this comparison, I took screenshots of a target from the same spot, overlayed and shrunk down the EoR and Spyglass screenshots until they matched the same size as the neutral screenshot. Then duplicated each image on the Y axis to get an idea of the zoom amount.

    Evidence reviewed. Yep, I'm wrong, but I don't mind that. It's how we learn and grow as people. Part of me wonders what the actual numbers are, as I'm more used to using it on the ocean than there. The shooting gallery on Crescent Isle is supposed to be the gold standard for testing firearms. There's a worn patch that you stand on and shoot from there.

  • @unseemlytag said in The Eye of Pointlessness:

    This actually stemmed from a discussion a friend and I were having about the grappling hook/hookshot (I'm too tired to care what they call it). We agreed that it should be a separate system, used for locomotion, so you don't have to give up a weapon slot and then be forced to find an ammo box after 5 shots because...reasons. Don't get me wrong: it's dramatically better than it was when it first came out. They improved the range, made it fancy...but it still takes up a weapon slot.

    So yes, Europa, I want it to be a "secondary fire" (Rare knows how) for the sniper rifle, but without the grappling hook doing any damage. It's not like it reloads lightning fast, either. They already have 4 different fire modes for the blow pipe, so what's one more for the sniper rifle? Make it like Perfect Dark; out of bullets? Pistol whip them on the head.

    That would make the sniper the obvious choice to have then. You could fire out, get the board, and still have your basic 2 weapons to kill. It's kinda OP and not exactly fair to those who use other combos.

  • That makes it a bit OP no? For the same reason as not having a sword all the time, we should not have a grapple all the time. It would absolutely explode game balance to let skilled double gunners also have basically free boards no matter what.

  • @unseemlytag said in The Eye of Pointlessness:

    We agreed that it should be a separate system, used for locomotion, so you don't have to give up a weapon slot and then be forced to find an ammo box after 5 shots because...reasons. Don't get me wrong: it's dramatically better than it was when it first came out. They improved the range, made it fancy...but it still takes up a weapon slot.

    Because it's an intended nerf. The grappling hook makes boarding from the water easier. It also makes it easier to steal items from a distance. Before the hookshot, you could only get loot a player holds by killing them. Now you can yoink it from their hands.

    But as a downside, you only have one other weapon to attack or defend yourself. And switching weapons on an enemy ship was removed for that particular reason.
    It's an intended trade-off: Easier boarding, escaping and stealing, but less offensive capabilities, as you have only one weapon.

  • The better complaint which I have been making for years... In year one Joe Neate joked when they finally added sensitivity sliders for the guns that now we could stop wearing out our mouse pads (that's right those didn't used to exist IN AN FPS!!!! lol). So I asked... Ok can we get a sensitivity slider for the Spyglass? He actually answered this on stream with a "Why would you need that?" Um.... Hello? In your PvP game where you tell everyone to "Keep a weathereye" and "Keep an eye on the horizon for enemy players!!" Why would we want the ability to scan the horizon faster with a spyglass? Because it's a 2x zoom vs the snipers 1.5x zoom. So I have always used sniper just because I can look around quicker... Not that I did much PvP after my friends quit year 1. Still would appreciate a slider for this. Meanwhile they add they add all kinds of player assist options for people with limited hand mobility, vision, hearing... All big disadvantages in their PvP game. I appreciate them doing it, think more games should. But the nature of this game and the fact plays with a disability are the extreme minority and they put more effort into helping that audience and we can't get a slider for a spyglass which would actually benefit everyone, the aforementioned included.

  • Why would we want the ability to scan the horizon faster with a spyglass

    Good question. Why would you? Easier to just eagle eye everything or check the map.

  • @burnbacon Map doesn't show all ships only reapers which even then just because someone is a reaper doesn't even mean they are hostile. But if your arguement is that we don't need a spyglass to scan the horizon for FAR OFF ships.... Then that's the purpose of the item? Maybe they should just remove it from the game with your logic. Similarly why do we even need a crows nest then if looking around isn't important?

    Also let's move the bell back to its original position on the side of the mast instead of the front. It was moved for the sake of fast action. Rushing to try and climb the crows nest as the meta at launch was to store kegs to bomb people with in the crows nest. Why move the bell? By your logic not only do we not even need the bell in the 1st place but we also don't need the crows nest or spyglass. Lets just start deleting more things rather than improving what we have? Let's also remove the fuse from kegs. It was much better when you have to shoot a keg to make it go off rather than you just being able to lite a fuse and run like a coward! Let's also just get rid of the brigantine. It's a problematic over powered ship ever since they added it. Easier to just delete the thing.

13
Postagens
2.8k
Visualizações
1 de 13