Cutlass Combat

  • Cutlass combat, in every form, isn't very good. It says a lot when the newest and the best pirates use the cutlass in more or less the same way; Walk forward and swing. Now, the better player has an upper hand in bunny hopping and knowing how big the cutlass' hitbox actually is, but beyond that they are more or less equal. The cutlass revolves around the stunlock. Whoever hits first usually wins. When you first hit a pirate, you'll stun them. Hit them 3 times, and they'll be thrown around, disorienting them for 2 more hits. It's hard to recover from getting hit first, thanks to a more secretive change to combat.

    Rare increased stunlock. A lot. When the weapon changes before anniversary were released, stunlock was turned up to 11, likely in an attempt to shrink the skill gap just before all the new players joined with anniversary. You can no longer escape a stunlock with a block hop the way you used to. They kept this secret, as it would have upset the existing playerbase.

    Beyond being a cheap way for newer players to get some dopamine, stunlock is terrible for higher skill combat. It devolves the cutlass into 'who can swing first!?' You can block, but you are still stunlocked in doing so, until your opponent walks past your block and starts damaging you again.

    Better Cutlass Combat:
    Firstly, no more stunlock. You damage your opponents, but you don't freeze them out of playing.

    Second, no 3 swing maximum. Swing as much as you like.

    Thirdly, parry. When your opponent swings, you have their swinging frame plus or minus 5 frames to parry on Xbox, and 8 frames on PC. (This may need balancing) When you parry your opponent, they are stunned for 1 second, enough to get 3 swings in. When you parry and miss, you are stunned for just as long. This is not enough time to react, which is delibrate. Parrying should be about predicting your opponent and the mind game, as opposed to reflex.

    (Edit) Fourthly, blunderbuss should do 40 damage at point blank and it's knockback should be increased. This way, it becomes a valuable finisher and spacer, as opposed to the skill destroying one hit machine it is now. Without this change, the Blunderbuss will continue to ruin cutlass comabt.

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  • Well, in real life sword fighting whoever hits first usually wins too..... :)

    But seriously, you are right. Hand-to-hand in this game is pretty sketchy. It doesn't have to be spectacular because this isn't, front and formost, a hand to hand fighting game. But it should be better than it is.

  • @wilbymagicbear said in Cutlass Combat:

    Better Cutlass Combat:
    Firstly, no more stunlock. You damage your opponents, but you don't freeze them out of playing.

    Second, no 3 swing maximum. Swing as much as you like.

    Thirdly, parry. When your opponent swings, you have their swinging frame plus or minus 5 frames to parry on Xbox, and 8 frames on PC. (This may need balancing) When you parry your opponent, they are stunned for 1 second, enough to get 3 swings in. When you parry and miss, you are stunned for just as long. This is not enough time to react, which is delibrate. Parrying should be about predicting your opponent and the mind game, as opposed to reflex.

    -- holds up cutlass --

    Uuuhhh... usually I just hit things with the pointy end till they stop moving.

  • @wilbymagicbear said in Cutlass Combat:

    Thirdly, parry. When your opponent swings, you have their swinging frame plus or minus 5 frames to parry on Xbox, and 8 frames on PC.

    Say what? I was going to make a constructive answer until I got to this part, but this is just taking it too far.

  • @viperishemu2992 said in Cutlass Combat:

    Well, in real life sword fighting whoever hits first usually wins too..... :)

    But seriously, you are right. Hand-to-hand in this game is pretty sketchy. It doesn't have to be spectacular because this isn't, front and formost, a hand to hand fighting game. But it should be better than it is.

    Although I do not play Arena Mode, combat is really really bad. It does not really matter in Sea of Thieves as it has become almost PvE now anyway, and you only need a chop chop for skellies.

  • @rk1-turbulence said in Cutlass Combat:

    @wilbymagicbear said in Cutlass Combat:

    Thirdly, parry. When your opponent swings, you have their swinging frame plus or minus 5 frames to parry on Xbox, and 8 frames on PC.

    Say what? I was going to make a constructive answer until I got to this part, but this is just taking it too far.

    So, exactly what is your point?

  • @biter-wylie said in Cutlass Combat:

    @viperishemu2992 said in Cutlass Combat:

    Well, in real life sword fighting whoever hits first usually wins too..... :)

    But seriously, you are right. Hand-to-hand in this game is pretty sketchy. It doesn't have to be spectacular because this isn't, front and formost, a hand to hand fighting game. But it should be better than it is.

    Although I do not play Arena Mode, combat is really really bad. It does not really matter in Sea of Thieves as it has become almost PvE now anyway, and you only need a chop chop for skellies.

    I think it's in Arena where the limitations of SoT combat become most apparent.

  • @viperishemu2992 Very apparent

  • @viperishemu2992 said in Cutlass Combat:

    I think it's in Arena where the limitations of SoT combat become most apparent.

    Probably why I've never noticed. =P

  • @wilbymagicbear My biggest issue with it is one that you pointed out briefly: Blocking stuns the blocker....

    Not sure why the player is getting penalized for successfully blocking the attack. Makes absolutely no sense to me.

    Personally, I feel like removing the movement penalty for blocking would make the cutlass combat much better.

  • @wilbymagicbear

    I agree that combat needs some reworking. Especially sword combat. Right now blocking doesn't really help you. Just stops you from taking damage.

    If you block the enemy hits, they are knocked OUT of your range and are able to have full control before you reach them.

    However I disagree about your ideas for swords have no swing limits and not causing a stun.

    You should be stunned while being sliced or stabbed with a sword. The unlimited swings was also very annoying when it was possible before the most recent change. You couldn't use guns on ships anymore. You really didn't need to. Just have your whole sqaud or even 2 players follow the boarder around just swinging your swords constantly. The second the enemy tries to reload or eat a banana, you caught up to him and hes dead.

    I believe they should make changes, just think your ideas are not the correct way to fix it.

  • @xultanis-dragon Being stunned is the issue. That's why the lawnmower meta exists. Unlimited swings are allowed to make parrying more prominant.

  • Just to say blocked an opponent who comboed me and killed him.
    Happened 2 times in a fight recently.
    I was near dead, but i blocked their cutlass spam and killed them.

    Second thing i want to say is thst i believe that this is not a game for e-sport type of player who thinks everything need to be 1000% accurate and precise, but it's a fun combat system, little bit clunky to make it have no or little gap between kbm and gpad.

  • I've said it before and I say it again, and I will keep on saying it.

    Rare needs to revert cutlass combat back to what it was at launch, and has been up until they started making changes for Arena.
    The lack of movement penalty takes all the strategy out of a fight and turns it into too much mindless spam of attacks.
    Blocking and Dodging aren't nearly as effective as simply running away, and lunge attacks which are meant as block breakers aren't really viable anymore.

    I really do miss having to block and dodge, made swordfights a lot more interesting.

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