@realstyli said in Blunderbuss Knockback Should Be An ADS Charge:
@robogames05 said in Blunderbuss Knockback Should Be An ADS Charge:
@realstyli
This I feel would maintain its usefulness as a ship defensive weapon
I don't feel this
taking away the blunderbuss' ability to quickly respond to a boarder would be a huge blow to its capabilities
It's already used by boarders themselves on ladders to knock players off their own boat, which is not why it was balanced.
does this actually happen?
it hasn't happened to me
how do you guard ladders? do you just stand there ready to take the full blunt of the reverse ladder guard to your face?
either way
it still doesn't address the issue im raising here
like; people using the blunderbuss to reverse ladder guard you is reason enough for you to want to take away it's ability to quickly respond to a boarder?
why would I ever want to lose the ability to defend against a boarder at a moments notice just to not have the chance to get reverse ladder guarded as badly
0.5s-1s is a really long time
This was a guideline example, the actual timing would need to be tested.
any non-zero amount of time would feel like a lifetime in an intense situation
just imagine you're on the cannon, you hear a boarder, you run over to the ladder, you start charging the knockback - and then the guy just climbs right through you as your kb was only 95% charged
Again, the actual timing would need to be tested. But by this logic, they're already on your ladder and ready to ladder juke one shot you off your boat.
or I could stand slightly to the side where they have a harder time seeing and thus reverse ladder guarding me
the amount of frustration introduced by this change would be great
The amount of frustration at the current state of the Blunderbuss is already great.
is it? is that just the vibe you've picked up in your circles
in my circles I heard a lot more complaining when it could still one shot
sure folk aren't 100% happy with the blunder's current state, but I don't think it makes the top complaint spots, there's much more pressing issues, also with weapons and combat
if anything the knockback should scale depending on how long you ads
so quickscope/ hipfire would be 0 kb and after a 0.5s/1s charge it would be 100%, but in the 95% charge scenario from before you'd still get 95% of the knockback
I wouldn't be against this but I imagine it would be a lot more work than a binary off/on knockback feature.
more work sure, but it shouldn't be too hard
and if full scaling isn't an option they could go for a tiered approach
where for example: 0-24% charge = 0 kb; 25-49% charge = 25% kb; 50-74% charge = 50% kb; etc.
if they can do on off they should be able to do this as well
even this I still dislike, but it'd be marginally better
I don't think the blunderbuss is too op at the moment;
Many would disagree and find it very frustrating trying to deal with boarders keeping them off their own boats with its knockback in the current state.
I suppose it must be because I haven't played sloop all that much
cuz on the bigger boats I just ain't having this issue like at all
with how wide its spread (and thus how low its range) is I find myself grabbing other weapons over it more often than ever before
Good. That's why Rare is balancing the weapons, so there are a lot of viable loadout options and no one weapon is meant to be king. Unfortunately, the Blunderbuss is still king but not for defensive reasons, it's used by boarders for the reasons I've mentioned - and that was not Rare's intention when they "balanced" it.
the blunderbuss was never the sole reigning monarch
sword was always up there as well, it was much more a two consuls type situation than a one king type deal
also I mean do we assume here that rare had absolutely no foresight as to how the blunderbuss changes might effect offensive play?
surely they took this into consideration and still concluded that overall the post balance blunderbuss was more balanced than the pre balance blunderbuss