The ONLY problem I have with doublegunning is the Sniper+Blunder combo. The blunderbuss is a heavy damage weapon, with 10 pellets each dealing 10 damage for a total of 100 at point blank. The sniper is a flat 70 damage per hit. This means that an accurate sniper needs only to pull out a blunderbuss and spray it in the general direction of the opponent and pray that at least 3 out of 10 pellets hit, and it’s a guaranteed kill.
The amount of overkill damage with the combo is what makes it broken to me. Other combos have much more balance to them imo, whereas this particular combination uses the two highest damage weapons which cover each other’s damage greatly to an effect of requiring way less strategy as long as the first hit lands. If you can hit one bullet, there’s no reason to use any combo other than this because being accurate with one shot is enough to guarantee the kill with the other, even with poor aim on the second shot.
With a sniper pistol combo, you need to at least hit both shots directly, rather than praying that a wall of bullets can graze the enemy (9/10 times it does)
The blunderbuss’ balancing weakness is it’s damage falloff outside short range. But this weakness is made moot with the Sniper’s 70 dmg which allows the blunderbuss to be used much more hastily and effectively without worrying about the spread reducing damage, as only 3 pellets are needed to finish the enemy off after the sniper hits.
This can be achieved with a pistol replacing the sniper, however the pistol’s damage being only 50 means half the blunder’s pellets must hit for a kill, which means the user must be far more careful when shooting or else not enough pellets will hit.
Combos using the cutlass require you to be in the cutlass’ range which puts you at a great risk of any ranged weapon users.
Combos using the pistol suffer from the pistol’s low damage
Combos using the blunder suffer from it’s short range.
Combos using the sniper suffer from it’s slow aim and reload.
But the Sniper needs to only aim once and fire and not worry about reloading, because the blunderbuss’s weakness has been made irrelevant due to the enemy’s critical health after the first shot.
So the two weaknesses of the guns get countered by each other so hard that it makes it just a superior combination, it’s why everyone uses it. The best way to counter the enemy’s speed and ease of attack when they use it… is to use it yourself. You can’t beat the benefits of carrying both a long range, high damage weapon, and a short range, instant-kill-capable weapon that pair better than bacon and eggs together.
What I would say should happen is rather than nerf any of these weapons, as each is fine on it’s own, is to restrict players to only carrying a singular heavy weapon. Sniper and Blunder are heavy weapons. Pistol and sword are light weapons. Low damage weapons can be used in tandem together, or with a high damage weapon. But never allow both high damage weapons at once. The potential for overkill means the damage safety net is so ridiculously high that the effort required is completely disproportionate to the effectiveness of the combo.
Rant Over.