Weapons balance, there have been multiple wierd changes for last few months that were unnecesary.

  • It only feels like an overkill with the changes on weapons that has been made for last few months

    Sword

    • I think most ppl will agree that nobrainer walking n slashing / canceling animation and sword slashing is broken. Sword was fine where it was, when you guys thought doublegun is a problem and made these changes, this change was not needed at all since you nerfed the firearms.
    • Another problem with the sword is the blocking system, i am not sure what causes it, if its lag / some weird changes, but blocking up, jumping and blocking and turning around doesnt usualy register as block and ppl still get hit, it rly feels weird and the whole block mechanic seems broken, it would be nice if we can actualy make use of this feature. I dont see why you should be able to sword hit 3x into a block, or keep canceling animation and ignore the other person decisions. Shoudnt succesfull block add a little time window where you can counter just like on the third hit, but right away on the first one? That would make the whole close combat much more interesting, than slashing and hoping to win / ignoring the whole rng block mechanic and just using 2 quick charges as a safe option, which also seems like the only option right now (in a sword vs sword fight).

    Blunderbuss

    • I think that weapon is perfect where it is, oneshot reward for those who can hit all pellets, knock back as a defensive mechanic is fine on this weapon.

    Flintlock

    • With fast reload, no knockback and then that change, where you are able to run and shoot imidiately again is perfect. Literaly the only needed change was the knockback on this weapon and that itself is already a big nerf to the previous "doublegun".

    Eye of reach

    • Dead weapon, for no reason, weapon swap speed nerf was the only needed change for this weapon for the "doublegun". When you guys balance something why not try small changes first instead of killing something to make something else the META weapon.
    • Eye of reach is impossible to hipfire with any accuracy? Why? That wasnt a problem at all, it doesnt make sense that the accuracy is better when zooming in and it is annoying and not needed change. No knockback, again why? How do you defend yourself if somebody runs at you with sword, arguably you could say you use a sword / blundy / pistol. No, sniper is the weapon with longest reload, now there is a swap speed nerf, it is NOT needed to have this hipfire accuracy, it s not needed to have no knockback on the longest realoding weapon.

    The whole doublegun problem actualy wasnt a problem if you only made few changes like the swap speed, pistol knockback, because then you already get rid of all 5 knockbacks that can come from the pistol + you cant get oneshoted if you move / juke since there is a little break between the shots.
    example 2 scenarios

    Doublegun times - guy spawns you oneshot him with 2 guns - Not fun i get it.
    Nowadays - you use sniper and pistol, you cant ever hit that hipfire sniper shot + you dont knock enemies back with both your weapons + the guy that runs at you knows all that and can just pull out sword and start slashing + slashing slashing slashing and also running at nearly the same speed like you, there is no deffense, if you wanna use firearms, you either have to use blundy for sword counter or have to hit all your pistol shots or youre dead.
    Doesnt that all feel like a little bit of an overkill? Why force us to use specific weapons and constanlty change weapons? I know you said you want each weapon to have a specific role, so you want us to change weapons ALL THE TIME in the box. Why cant we play with what we like? Just wanna point out i am a sword guy, i am pretty bad with the the doublegun, but why force it out?

    Literaly
    Blunder - can oneshot (all pellets) + knockback for deffense = fine
    Eye of reach - long reload + big damage + knockback for deffense (with acurate hipfire) = fine
    Flintlock - no knockback, fast reload 2 shots = kill = fine
    Sword - no running and slashing like a goof (it was fine before), properly working block system = fine

    • delay between 2 firearms swaping solves most issues with resskils from doubleguns
      With these changes i can easily say that any weapon vs any other weapon can still win (equaly skilled players), but as it is now, its terrible to play with sniper specialy against the sword, if you board a ship you will be dead even if you dont miss your shots, because you are being chased by 4 people walking normal speed and sword slashing the air and canceling animation like goofs, while you cant hipfire, you cant outrun them and even if you hit them they get no knockback, dead weapon.

    I really love this game and want its pvp system to be somewhat fair, rare please think about your combat system a lot more. Thank you for your time guys if you read this.
    Would love to give some suggestions for new weapons in the future like new melee weapons:

    • boarding axe (could chop masts)
    • dagger and dirk that can be also thrown and has 2-4 "ammo"
    • grappling hook that normaly replaces a weapon and is a melee weapon itself while also being a boarding tool
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  • @lioner-gerand Sniper rifle is a sniper rifle. Hipfire on a rifle is always going to be much less accurate than scoped. It isn’t a CQB weapon. And, yeah, it was a problem when people were using it like the Blunderbuss - which was a lot.

  • @Lioner-Gerand
    Maybe buff the damage back up for eor, but it's meant to be for mid-long range, not short range. Use a blunder or sword if you're charging people.

  • @entspeak what do you mean hipfire is always going to be much less accurate, same goes for the pistol and the blunder, lets not talk about how things work irl, if youre holding a weapon pointing at someone from your hip, the bullet will not magicaly fly sideways, it will go right in front of the rifle. Why exactly was it a problem, if you do 1v1 standing still, you will lose close combat to pistol, to sword and to blunderbuss even if its accurate, because blunder oneshots you, pistol can shoot 2x faster than you = dead, sword will kill you before you can reload twice, there isnt any problem at all, the only problem was that you could swap quick and kill somebody while they are flying back from the knockback.

  • @lioner-gerand If you get right in front of someone now it's going to hit, so I don't know what the issue is. It's no longer accurate from any distance with hip fire. That's how it should be.

  • @lioner-gerand But it isn't RL, but if it was, by the time you pull a riffle up I could close the distance and stab you dead. Hipfire snipers is a stupid mechanic and I am happy it was fixed.

  • EoR is perfect where it is. Hipfire inaccuracy ensures that it's only used at long range, and the damage nerf ensures that you can't kill with a single follow-up sword slice right after a successful shot.

  • @lioner-gerand The hipfire nerf for EoR was definitely overkill and bad design. Blunder also has a hipfire problem. The changes to swapping was all that was really needed. I don't mind the dmg nerf on EoR. I would buff the pistol and make the EoR do the same dmg. Make it so that their functionality is what sets them apart. EoR More accurate, shoots farther, and scope. Flint shoots faster, aims faster, and less accurate.

  • I’ve always thought that the guns should do damage over time, a bleed effect. Similar to the snake bite.

    Flintlock shot when it hits does 20 points of damage then every 1 second does 10 damage for 3 seconds.

    EoR shot when it hits does 35 points of damage then every second does 5 damage for 8 seconds.

    Blunder could stay same or change the bleed points and times for each pellet.

    The bleed status can stack. So multiple shots can cause a strong bleed. This bleed status cannot be stopped. However you can eat a banana to add heath similar to when drowning.

    This could have kept the mechanics the same. Would just change how fast the time to kill would be.

  • @lioner-gerand also had a thought for cutlass gameplay. Obviously Rare will not revert back to the original cutlass so we may as well look to the future. What if we keep it the same but now we reward smarter play changing the interaction between combatants.

    The Cutlass reach is actually far I suggest that you do 20 points of damage when the opponent is at the end of the reach. 10 points of damage if the opponent is in the middle of the reach. 5 points if the opponent is close in the reach.

    To help players know which of the three hits they got on a swing have a audio cue. The current slash cutting sound for 20 points. Then less of a slash for the 10 point and even more less for the 5 points.

    Similar mechanics can be applied to the block. If blocking at the farthest distance it’s the current three piece block with the push off on the third block. If a cutlass swing is blocked at medium or close distance there’s a push off.

    This would help to stop the blind rushing and button mashing grass cutters we see now.

  • @entspeak said in Weapons balance, there have been multiple wierd changes for last few months that were unnecesary.:

    @lioner-gerand Sniper rifle is a sniper rifle. Hipfire on a rifle is always going to be much less accurate than scoped. It isn’t a CQB weapon. And, yeah, it was a problem when people were using it like the Blunderbuss - which was a lot.

    I came here to say this. The Eye of Reach has been rebalanced to be what it is supposed to be... a dedicated sniper rifle. Nerfing the hipfire was necessary to make that happen.

  • @Chronodusk I understand where you're coming from but when do players EVER need a long-range weapon???
    Whenever I play SOT I never find myself needing a sniper in any situation whether I'm pvping or just grinding quests.
    If I see a gunpowder skeleton it's close enough for my pistol, when I board another persons ship they're close enough for my blunderbuss, pistol, and sword. When I'm attacking another persons ship its impossible to hit them with a sniper so I just use cannons (unless you're a skeleton on a skeleton ship with aimbot). And surprisingly theirs not many times I find myself fighting people on islands where they're too far away for me to hit with my pistol, even though that's the one situation where I could see myself using a sniper in my mind, So please tell me when do I ever need a bad hitfire sniper rifle.
    So unless they make combat more long range I think that they should revert the sniper so you can hitfire again. Please explain if you disagree.

  • I rather enjoyed the original sword with the more serve penalty for making a foolhardy miss... this current blender warriors run and sword ability really is a shameful de-skilling of the game.

  • @britishmango05

    Well here are some times I use the Eye of Reach these days:

    1. Camping an active fort in a tower, waiting for the crew to try and load their mega keg. Then BOOM goes the mega keg! The Eye of Reach is easily the best weapon for the job.

    2. I'm chasing a ship, and I snipe their helmsman from my crow's nest

    3. I'm being chased by someone with a keg waiting on the tip of their ship, I'm sniping their keg.

    4. If I'm solo approaching an island that has a cannon skelly far away (Crook's Hollow, on the top of the island, comes to mind) I'm sniping him off the cannon with my EoR

    There are plenty of situations where the Eye of Reach is the best weapon for the job. These are just some I've thought of off the top of my head.

  • @Chronodusk Very good points!
    @lioner-gerand Here's me winning a PVP ship fight thanks to the sniper rifle (start at 4:18)

  • @chronodusk I use the EoR as my main weapon when I sloop about. I have plucked potential boarders out of the water many times, eliminated powder keg threats, taken out distant skellies, laid in wait for an irksome crew to drop their goods at an outpost before sniping the barrels I laid strategically for their arrival.

    I love me some Eye of Reach.

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