So I trusted a f**t once and as Far as I can say I am pleased with every tech test that has graced my screen so far. Yet after a number of hours slogging through SOT there are some serious cracks in the combat design. For starters the auto sword lock needs to just leave, please go away this is a PC game, why is there any auto lock we pride ourselvs on having the greatest accuracy in the planet so theres no need to autolock/stun lock during sword combat. Second W*F is with the galleons seeming to take way more damage to sink then the sloops? I mean serioulsy as a solo/duo's player sloops need to have a chance to take on the larger ships period or there is no point in playing on the smaller vessels at all. And third one of the biggest gripes of all where is the slider for scoped sensitivy what sorta paint chips are you eating its nothing more then a pistol that shoots further but you can't zero a target because the turn time while scoped is such c**p no one is gonna use it. So lets wrap it up the tri-fecta of c**p that is sea of thieves combat is as follows
. No auto lock on sword play PC players find it offensive
. Galleons need to be on more equal footing with the sloop
. Sniper rifle needs slider for scoped sensitivy and damage needs a
buff otherwise its just a sexy pistol.
Combat Is clunky and weak
@strapondon Completely agree getting stun locked in swords fights when its not because you block/parry but simply because of you getting hit makes zero sense. Also gallons repair time should be a little longer than sloops no reason a ship that size should be repaired at the same rate as a smaller ship I put 2 gunpowder barrels underneath simply to watch it just be repaired while my friend was sitting there riddling it with cannons should of sank after the gunpowder barrels. Also no slider for scooped sensitivity in a so called pvp game really lol what are you guys playing at?
This actually isn't a PC game. Its an Xbox game first crossed over to PC. And you have to play with xbox players so they have to balance it or pc players would dominate. I play on both systems well testing to check balancing and its very even right now. With my countless hours I find no issue with the combat once you understand how it function.
Second part Sloops are meant more for experience crew. I sailed with it for 3 hours two days ago and we sunk 4 gallons with the sloop and they pounded us hard. We never sank. We even had another sloop chase us down to come talk to us on how we where doing it. We taught them some new ideas that they never thought, of making them more efficient.
Ok what is this auto lock? I had dozens of fights and never noticed this and i fought more than one player at a time a few times.
Am i so bad at avcom that i dont notice this or what? What even is it? Or wait maybe donr tell me because if its annoying and i dont notice it i want to keep it that way.@canadianmuscle3 Pretty sure the game was announced for Windows and Xbox and the same time, I also never said anything about me and my crew not being able to sink gallons all I said was that 2 gunpowder barrels and about 10 cannons should do it yet its still sitting there. Also why have a block/parry if your just going to have stun lock after one hit,@MisterDoomed yeah you clearly haven't experienced it.
@shir3sam Rare in the recent past since 2002 only made Xbox games until they decided to try cross platform with this title. They always announced it as a cross platform but they cater to the xbox as that's what they know. Also the fact you have to use xbox live which is xbox this is why it is an xbox first crossed over.
@canadianmuscle3 I never asked for a lesson on Rare we have all played games such as Bond and Banjo-Kazooie to know who they are and what games they have made. All I am saying is that instead of getting stun locked after a sword hit actually utilize the block/parry mechanic.
@shir3sam Then in your main post don't call it a PC game. Because that is wrong. If you already know everything about Rare.
The stun lock is fine. I jump away to get out of it both on PC and xbox well testing. Block works if you are prepared for a sword fight. Switch to the blunder if you want them to not lock you. One shoot from that to the head is an instant kill. No stun lock then.
@canadianmuscle3 Actually If you were to take a look at my original post there is no mention of me calling this a PC game no need for accusations.
@strapondon said in Combat Is clunky and weak:
"For starters the auto sword lock needs to just leave, please go away this is a PC game"@shir3sam I apologize I thought that's who I was talking to. By I still stand behind in not being a PC game.
@canadianmuscle3 You simply sound like some sort of DayZ fanboy that has to say the same thing 4 times to feel like you got your point across I understand its cross platform I understand that PC players have a higher success rate vs mobs, But to have a stun lock simply to have a stun lock is not acceptable if you were to be stunned based of the block/parry mechanic I would be fine with it since they out thought you or at least used the mechanic the way it should be.
@shir3sam Never ever played that game in my life. But yes the stun lock is needed but like your saying should be moved to Block/parry. That would be a good compromise and still maintain balance if they decide to change it.
Its fine the way it is, think of it as fatigue...
If you just swing your sword around you end up tired, it leaves you exposed for a few quick swings from your opponent, rewarding them for patiently waiting for an opening.
Blocking attacks prevents damage against fast attacks, but it slows down your movement, leaving you exposed to charge attacks.
A charge attack allows you to bypass blocks in addition to dealing more damage, but punishes you for missing, leaving you exposed due to the exhausting attack.
Knowing how to use these 3 types of melee weapon interactions is what rewards smart players using all of them against players who only spam of one types of attack, its fine the way it is...
This complain reminds me too much about the same issue Eternal Crusade had with its melee combat when it grew in popularity, and their constant attempts of reworking its melee mechanics ended up very one sided now favoring melee fighters in general...
