Weapon balancing

  • Here’s my take on how future weapon balancing should look like.

    Keep in mind that my goal is so that each weapon has a strength and weakness for different scenarios in a way that encourages players to switch it up often during the course of a PvE or PvP encounter.

    Also keep in mind that players are now stuck with their load-out once they have boarded another player’s ship.

    IMO, weapons that can deal better sustained damage over time are better for offence (like the cutlass and throwing knife) as they force a player who is already under the pressure of repairing their ship to flee constant incoming damage. In recent gameplay, I have found that using the blunderbuss on another players ship has mixed results as they’re able to bucket while I reload or switch weapons while a cutlass or throwing knife causes them to flee and be unable to repair.

    I focus more on wielding and un-wielding animations and Aim-Down-Sights (ADS) than damage and I think the devs should look into having the guns have distinct times for each weapon.

    Flintlock: (anti-board / two-tap)
    
Excels at ranged anti boarding and pairs well with the blunderbuss. This should be the weapon of choice for players who were once able to perform the double gun two-tap (with blunder / sniper) and who had the accuracy for it. In order to facilitate this role, it has a very quick wielding and ADS animation, as well as a quick un-wielding animation—this would allow players to shoot a boarder off their ladder with the blunderbuss and quickly switch to the pistol to finish off before they have a chance to eat. Conversely, if the defender is positioned correctly they can get a shot off with the pistol first and then quickly switch to the blunder. Slightly buffed damage but increased reload time to punish a failed shot.

    Double Barrel Pistol: (boarding-offence)
    Unlike the flintlock, this weapon should be slightly better suited for offence. It would have a longer wielding and ADS animation but has a higher damage output over time with decreased reload time and its current two shot capability. This firearm should have the fastest ADS movement speed of any weapon—as in the player can move fairly quickly and be evasive while aiming down sights.

    Throwing Knives: (boarding-offence / defence once boarded)
    Another fairly good weapon for offence or for when your ship is currently boarded by another player. Pairs well with either the blunderbuss or the cutlass but doesn’t need too much of a change with the exception of better hit detection. Obviously excels at close range and high dps. Fastest wielding and un-wielding animation in game for quick switching to blunderbuss or cutlass but has the same slow ‘ADS’ movement as it currently does. Players should be considering this weapon or the DBP when boarding an enemy ship.

    Eye of Reach: (ranged offence)
    Excels at ‘hit cannon’ scenarios where the opposing player is stationary on a piece of ship equipment, far away. I don’t think this weapon needs any change. Instead the buffs to the Flintlock and making the flintlock an easy ’two tap’ weapon should keep this weapon firmly placed in the ranged category. If anything, it should have the slowest wielding/un-wielding and ADS animation in game.

    Blunderbuss: (anti-board)
    This weapon should have the second fastest wielding, un-wielding and ADS animation for a firearm, only behind the flintlock. I wish I had a solution to its relatively poor damage output but I really think that’s a server issue and not a balancing one. If the blunderbuss just had a 'cone' of damage instead of pellets that might solve the issue. Should be the go to weapon for anti boarding as it allows the defender to make a shot (accurate or not) and switch to something else to finish off. I would shorten its reload time ever so slightly to be less punishing for missed shots. I wish Rare would give us the data on how much damage is done on average per shot of this weapon. For me it's always really low and I think it should do a minimum of 40 damage. Always. That would give a skilled player chance to follow up and outright remove an opponent with a shot of a pistol.

    Cutlass: (boarding-offence / defence once boarded)
    S tier boarding weapon and great if you're already boarded and need to punish your opponent for missing their shot. I don't think it needs any changes other than maybe having a look at its wielding animation times. I think it needs to be quick to swap into to allow for quick sword defence, but once the player has the cutlass out it should be a commitment and should be difficult to swap to another weapon.

    Blowpipe:
    Not enough gameplay information to say. I have successfully used it to fend off being spawn camped (after failing with all other weapons) once by shooting explosives onto the roof/canopy of my sloop and it does considerable damage even without charging up at close range. I think it has quite a bit of potential but I don’t know yet. It’s absolutely great for large amounts of enemies in PvE and I can see it causing a lot of havoc on galleons.

    Grapple Gun: (environmental advantages / buff paired weapon)
    Needs increased range. I urge the developers to place special ammo crates around the game environment that gives a buff to the OTHER weapon that the player is wielding (hitscan EOR ammo, poison flintlock ammo, one hit kill throwing knives), however these special ammo crates are stationary can only be accessed by using the grapple gun in heightened / hard to reach areas. This will add really cool synergies for players who use the grapple gun to position themselves to get special ammo and then may reposition to use said ammo.

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  • The blunderbuss did not need its bullet spread widened even more when they also decided to nerf its damage output potential.

    Blunderbuss skeletons try to shoot players from mid range and do basically no damage.

    The blunderbuss pellet spread needs to be tightened and instead of it shooting 10 pellets that do 9 damage each change it to 9 pellets at 10 damage each for the sake of cleaner damage values.

    Eye of Reach needs a longer ads animation relative to the other guns as all snipers always take the longest to ads in video games.

    Flintlock could use slightly more range before the bullet starts to drop.

    I still think the speed at which players can sprint and strafe is too fast. It makes hitting players who zig zag intentionally to make them harder to hit just downright annoying especially if you use a controller. This isn’t supposed to be a twitchy game and yet it has twitchy movement that can be hard to track players.

    Grapple gun needs at least 25% maybe 50% more range and if it doesn’t penetrate a surface, player or item then no ammo is lost. It should be able to penetrate any ship’s hull, deck or mast.

    Leaving your own ship to board another should be a risky endeavor. Because respawn times are so fast it isn’t as risky as it should be. Maybe consider rebalancing respawn times once again. Maybe consider rebalancing the bucket based on the crew size so again leaving your ship with a ton of holes to board another ship has risks.

  • @rare-jumbie said in Weapon balancing:

    Blowpipe:
    Not enough gameplay information to say. I have successfully used it to fend off being spawn camped (after failing with all other weapons) once by shooting explosives onto the roof/canopy of my sloop and it does considerable damage even without charging up at close range. I think it has quite a bit of potential but I don’t know yet. It’s absolutely great for large amounts of enemies in PvE and I can see it causing a lot of havoc on galleons.

    Same. It's an awesome weapon and tool for a solo in random adventure play.

    I hope they don't nerf it it any way.

    How they designed it more than makes up for the issues/changes with the blunder. It's a great weapon as a solo in a spawn camp situation. Really the only viable one outside of high skill use of 2 guns.

    It's an entirely different skill set which makes it more interesting and more effective for different types of players.

    Love it as it is for power and hope they add more useful darts and a smoother way to select/use preferred darts.

  • @wolfmanbush

    It has lots of potential IMO. I hope that people continue to experiment with it and not just stick to what's comfortable.

  • @eastthread51441

    I'm either way on the Sniper ADS. It should definitely be the slowest in the game but I can't say whether that means we should buff other weapons or nerf the sniper. I think buffing the flintlock ADS is actually the right choice and will keep a vast majority of players happy but buffing it's range makes it compete with the EoR for range and I don't think that's the right call for it. I think it's the one gun that should be a high synergy pick for the blunderbuss as an anti boarding weapon.

    As for sprint and strafe the only weapon that should have a high strafe is the DBP which will put into the 'this player is annoying' category when you're boarding an enemy ship—that is, indeed, the intended effect IMO. I don't think players will want to touch sprinting but me, personally, I wouldn't be upset if it got a bit of a nerf.

  • @rare-jumbie

    The ads time on all guns is currently set to 0.25 seconds or something thereabouts. The animation is basically lightning fast, you can’t go faster or you won’t have an animation.

    The reason guns feel clunky is because you cannot interrupt the draw (wield, whatever you want to call it) animation until the weapon comes to a rest unless you sprint cancel it. If you could start ads’ing without being forced to wait for the gun to come to a rest (without sprint cancel) the game would feel less clunky. Me and another guy had a super long discussion about this.

    It’s sort of like how digging feels annoyingly slow because you’re forced to wait for the first animation to come to a rest before you can start a second dig.

    The flintlock is a decent weapon already but its bullet drop off is very steep like it doesn’t subtly drop it drops like a rock. I think it could have slightly more range and its drop off could be less severe. The throwing knife outclasses the flintlock at close and medium close range and the double barrel is supposed to have less range than the flintlock so I do think a slight range buff is fine.

  • I personally think the knife should have faster ADS movement speed. Or st least buff the charged heavy to be good

  • As stated in another thread the sword suffers from slash registration issues and players can still seemingly spam through your combo. It’s as if client side it appears you got the first slash but server side no you got slashed first.

    Swordplay is just a broken mess still regardless of whether you’re fighting PvE or players. I’m not sure there’s an easy way to fix it because we’re talking milliseconds of difference resulting in very different outcomes.

  • @eastthread51441

    Well, I think we agree that the guns need adjustment on their draw/wield times. But I don't think the throwing knife 'outclasses' the flintlock because the flintlock is much better at hitting a moving or erratically moving target. That tends to make it better for hitting a boarder/single target who has recently jumped up onto your ladder and is eating / sprinting etc, or for a target that is falling into the water. I think the two weapons are very comparable it's just that the increased dps of the throwing knife and less accuracy gives it an edge when trying to keep pressure on a player.

    You seem to be using the flintlock at a range that I don't think it's designed for, but honestly everyone has their opinion and I think yours is still valid.

  • @rare-jumbie

    Throwing knives are certainly harder to use against a target with erratic movement absolutely but they also have the highest dps in the game.

  • Unpopular opinion: but I think that the EoR should do less damage if you are close up. This is simply because it is supposed to be a ranged weapon

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