Currently the 4 weapons are unbalanced. Sniper and Blunderbuss are far superior to sword and pistol. My suggestion would be to increase the reload times of the blunder and sniper (possibly 1.5x) and reduce the load time of the pistol (by 1/2). For the sword take away the weird stun/movement reduction on hit and the inability to turn after blocking a hit. Instead give the sword better freedom of movement and cause it to interrupt reloading weapons. This makes the sword more viable close range and forces people to use their firearms at farther range. Currently the quick-scope and shotgun meta is not fun. While its fairly easy to master it just makes the other weapons feel worthless and takes the fun away from my two favorite weapons.
Weapon Balancing
Currently the 4 weapons are unbalanced.
Do tell.
Sniper and Blunderbuss are far superior to sword and pistol.
Mmhmm, only if you dont miss or Hitreg actually works.
increase the reload times of the blunder and sniper (possibly 1.5x) and reduce the load time of the pistol (by 1/2).
Or...make it when you switch to a "gun" you have to reload it everytime.
For the sword take away the weird stun/movement reduction on hit and the inability to turn after blocking a hit.
What with players and hating the stun? It the only worthy thing about it, next to the exploit.
Currently the quick-scope and shotgun meta is not fun.
Neither is the firebomb and blunderbomb, yet here we are :P
and the blunder is only good at close range and snipe is only good if they actually hit you. Thx broken hitreg@zig-zag-ltu said in Weapon Balancing:
I just wish that if they ever touch the gun balance topic that they will review one thing for the blunderbuss...Why is that you need to aim at pirates feet/lower body instead of torso/head to get OHK. Feels so unnatural
I mean, if you shot 10 pellets at someone's feet at point blank with a blunderbuss in real life, they would probably still die from that one shot, just a lot slower...
:shrug:
@scurvywoof Yeah but aiming at a torso would leave a massive hole where the vital organs are, if higher, you would loose your head completely. You might still survive without legs. Sorry for a graphic comment.
@zig-zag-ltu Not really graphic, it’s fine. I was just messing with you anyway
It is kinda funny how important our toenails seem to be, though
I like all of these ideas for the most part.
@rambobrad said in Weapon Balancing:
I think hit-reg issues need to be fixed before we start looking at weapon balancing.
Technical perfection is a wish, and the game shouldn't be balanced about how we wish it would function.
Balance for the reality of the gameplay.@scheneighnay I'm not asking for perfection, the hit-reg in this game is notoriously bad. I don't think balance changes should be implemented if the weapons don't work as implemented lol
And it's not just players either. We all know that phantoms at sea forts die from one flintlock shot. All the time do I see the hit marker, the phantom has that hole in it, but it didn't die. If that is any indication of how bad hit reg is against player pirates, it's like one in three shots just don't register...
But otherwise I agree, maybe not to the degree as the OP but the "heavy" weapons should take longer to reload, and the cutlass should interrupt the reload animation.
@lordqulex said in Weapon Balancing:
And it's not just players either. We all know that phantoms at sea forts die from one flintlock shot. All the time do I see the hit marker, the phantom has that hole in it, but it didn't die. If that is any indication of how bad hit reg is against player pirates, it's like one in three shots just don't register...
But otherwise I agree, maybe not to the degree as the OP but the "heavy" weapons should take longer to reload, and the cutlass should interrupt the reload animation.
The only time I had bad hitreg in pve apart from one day with confirmed server issues has been when I was playing on Xbox and made the mistake of using WiFi instead of Ethernet, and wiring it fixed the hitreg.
The reason hitreg is usually worst against players is because players can change directions very quickly, though that could also explain some instances with phantoms.
Pistol already has a quicker load and fire rate than sniper or blunder, and as long as you keep your distance from some one with a blunder they will struggle to do damage. I do still think the blunder should not be able to 1 shot at point blank if you are at full health, a lot of damage is fine, but not a 1 shot.
Double Gunning being the meta is hurting the overall PVP of the game. If you don't double gun, you are more or less force to resort to cheesier strategies like blunderspam. To me it feels like a bad downslope of cheese to counter cheese.
I honestly don't think much needs to change to make Double Gunning less meta but still viable. If I were trying to adjust this, I would lean toward two options:
- Remove the independent ammo pools and combine them into one again. having only 5 shots total will make it less viable.
- Correct the exploitative animation canceling so quick-swapping doesn't work anymore. Don't touch the ammo.
Either of these, I feel, would "correct" for the exploitation of Double Gunning while still having the load out be fair for everyone involved.
