I have played SoT since it came out and even lived when the blunder was the only thing in your weapon inventory. The sniper, I think, needs to be reworked. It’s seems a little unfair that you can no-scope someone from point blank and kill them if they are missing just 20% of their health. I don’t know how algae’s it would be to implement but I think it would be a good idea to lower the damage to 60ish% on an unscoped shot. 80 seems fine while scoped but you can just stand next to someone blunder not kill then immediately snipe them is dumb. I know double gunning isn’t common but still it seems the sniper needs to be tweaked just a little, like I said maybe 60 unscoped. I would like to hear other suggestions if anyone has one. Thanks for reading this little rant.
Let’s talk about the sniper
Snipers haven't done 80 damage in a long time. They do 70% damage per shot.
You have to scope with the weapon because hip fire is pure luck because it is that spread. Therefore the damage it does while hip firing is really not relevant.
#BeMorePirate
@cotu42 that is a good point but I just think that you should be punished for using the sniper like a second blunder. If you flub a 1 blunder you can just whip out the sniper and finish without really aiming cause you are so close. That’s my problem with it overall I think it’s fine.
@terramine600 The no-scope has been fixed - and then replaced with quick-scope which is almost the same.
The EoR needs a mechanic that would force it to be a range weapon.
Examples:- Distance based damage: Long rage = more dmg. Less range = less dmg.
- Slow-scope: Looking down the scope takes 3 seconds and you can't shoot during the period.
- Charged shot: Quick-scope shot does 10 dmg. For every second you spend charging the shot it does additional +10 damage to the max of 70 after 6 seconds.
@cotu42 That would make it perfectly fine long-range surprise weapon. It wouldn't be useless, it would have a specific use.
Examples:
- You could defensively camp a spot and wait for players to enter.
- You would be able to hit players at range where other weapons don't work.
It was never intended for EoR to be better flintlock which is the case.
@archaell the flintlock is also never intended to be the better ranged weapon either.
Seriously how many people do you snipe down with 70% damage from ship to ship combat? Now increase the time between shots by 9 seconds and tell me you won't heal up in that time period?
I think that they need to adjust the flintlock or sniper in a way that they aren't one on one compared weapons where one comes out top. Just swapping them around from EoR to Flintlock isn't balancing them out, it is just making the EoR so bad that everyone uses the Flintlock.
By your suggestions the Flintlock will be able to nearly shoot 5x before the EoR manages to shoot twice.. how is that in any way remotely balanced.
@cotu42 It's simple. You would not use EoR for boarding and offensive close range fights, because that's Flintlock's job.
Few more examples:
a) Your friend is boarding and attacking with the cutlass - you help them with support fire from long range at which flintlock would not hit.
b) Another friend hits someone with a cannonball - you finish them off.
c) The enemy ahead of your ship tries to gunpowder barrel it - where Flintlock would hit them too late, EoR would remove the danger without damage to the hull.
d) Another enemy boards your ship. You hide bellow the deck aiming at the entrence. They enter, you hit them, which leaves them at 30 HP and so you can finish them off with the other weapons.The point d) is important. We can carry multiple weapons. That means that the EoR doesn't have to be perfect for all the situations.
The EoR is fine for the most part, IMO.
If you aim at close-range you risk getting vanquished because you move slower while aiming, it's harder to stay on target when they're moving, and it takes a split-second longer to actually scope in which gives your target time to get to you or get out of the way.
If you don't aim at close-range with the EoR, then your shot will be as accurate as a random pellet from a blunder - so, while possible, firing with this method is pure luck. While random, it does lead to those "OMG!" moments. However, most of the time, it'll leave you unable to hit the side of a galleon and you will be sleeping with the fishes.
I don't personally mind that this is how Rare chose to set up the weapon's mechanics, because it kind of forces you to use appropriate sniping (at long-range), while not necessarily completely limiting your options.
@archaell You mean you would never use the EoR?
That is more my point, come on... how often do you snipe off a crew member on another ship from range? It sounds like you never used the EoR for long ranged at all if you think giving people 6sec + reload time in between shots is reasonable.
a) Really? How often do you do this, because your friend would have more use that you just grab the flintlock and shoot more frequently than a shot ever 9 secs.
b) Why would you not use the flintlock? Your friend hits them with a cannon, takes 6 secs to follow up... they already have eaten at that point and are alive.
c) What??? You never shot a keg with a flintlock before they were in range to hurt the ship? Maybe you should be better with a flintlock, you act like it has no range at all?
d) You are below deck, why are you using a EoR to camp... grab a blunderbuss, stand around the corner of the entrance and one shot them.... they have 0 hp left! Why would you ever use an EoR in this manner?I agree the EoR doesn't and isn't even the perfect weapon for all the situations. To me you seemingly do not use the EoR at all, because you seem to have no clue about how much impact it has at long range. How making you wait 6 full seconds at long range means it is completely useless, as someone can shoot 3 times with a flintlock in that time period with ease! It just sounds like you want to kill the EoR, so the flintlock reigns supreme instead. The balance between those 2 weapons is not good at the moment in my opinion, but what you are suggesting is not the solution. It is just killing off the most used weapon so the other gets used instead.
If I have to wait 6 secs before I can attempt a shot, it better be an one tap kill.
@cotu42 I always use EoR and something. So when the situation happens I have it ready. I don't choose it for the situation, I just have it by default. With the changes I would have a reason to put it down unless needed.
Flintlock has worse drop off and slower speed at which the bullets travel which makes EoR better.
a, b, c) Flintlock is more likely to miss due to range.
d) Blunderbuss is close range so missing a pellet puts you in more danger than just using EoR. Usually I use the EoR to open the combat and then finish the job with Flintlock/Blunderbuss which ever I have for pvp.The EoR is overpowered that's the reason it's used so much. Nerf is needed to make it used less often so that other weapons are used more.
I mean, let’s be honest here. The hit registration isn’t even close to good enough for the EoR to be used at extremely long range consistently. Not to mention the fact that if you do shoot them they can just eat before you can hit them again. If you add a “charge up” time for the sniper it would render it a worthless weapon.
@brunk The charging would be the best way of balancing EoR and Flintlock imo. It keeps it's utility like quick-scoping, but at cost of damage. And it can still do the high damage, but with proper preparation. The numbers can be adjusted of course (fe. +15 dmg per a second), but the result should make EoR worse for fast-paced combat at close-mid range than Flintlock.
The hit-reg is it's own issue that affects all weapons. We could compensate with faster bullet travel speed or by flat-out making EoR click and hit.
@cotu42 It doesn't have to be six. Could be 4 sec and Flintlock nerfed.
Example:
EoR - 10 damage +15 per/sec, 70 damage after 4 sec
Flintlock - 40 damage
Reload time changed to 3 seconds for both.EoR has about 10 damage per second. Time to kill: 12 (9)* seconds. Bullets: 2
Flintlock about 13 damage per second. Time to kill: 9 (6)* seconds. Bullets: 3
*At start of shooting: unloaded weapon (loaded weapon)Flintlock has the advantage of dps, but can kill only one person, and wastes additional time aiming. EoR has lower dps but can kill 2 people and the aiming happens during the charge-up process - to make it easier, the charge would start automatically after turning the scope on. Additionaly if the first shot is a "surprise shot" EoR has TTK just 5 seconds so it would be faster than Flintlock in that case.
This would be imo quite close to balance. Then we have to adjust the Blunderbuss. I would start with 50 damage and 3 seconds reload time to see how it goes in comparison to sword.
Honestly, the Sniper is UP unless you're doing an EoR + Blunder combo but if you're not close enough to get the blunder damage you need, then the flintlock pistol is way better than the EoR... Mostly due to the reload time and the # of hits to kill an enemy pirate with both weapons are exactly 2. I only really use the EoR for Megs while they are out of range from my cannons. In PvP, I've learned that the pistol and Blunder is just better all around due to being faster, and in PvP... Speed always takes top priority. A healthy TTK in any game should be around 2 seconds, if you ask me, which is what we have in SoT (discounting OSKO mechanics like the Blunder full hit or cannonball direct hit).
I would overhaul most of the weapons entirely.
Im starting to agree with the "Melee wep + Range wep only" limitation. With that, you can give everyone a new ability and each weapon a combo possibility with the melee weapon.
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As an example, with a melee weapon and a flintlock, you can hold block and press "Weapon swap" to quickly fire a shot of your flintlock unaimed with your left hand.
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With a Twohanded weapon and a melee weapon, you can do a single melee slash when you press "weapon swap" while aiming.
With that, EoR can stay as it is, while the flintlock has the added benefit of being a secondary ability for the melee.
But... I would overhaul the melee. I seriously hate swords in this game. 2019 feb marks the anniversary when it turned from being fun to use, to utterly broken.
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