Blunderbuss Knockback Should Be An ADS Charge

  • First off, I do think Rare made the correct call in removing the OTK for the Blunderbuss. It took wayyy too long but glad they made the change.

    However, from my experience in both using it and coming up against it, it's clear the knockback is too much. I've also seen so many complaints about it in the community as well. I think the knockback needs to stay though, to keep the Blunderbuss' unique utility within a defensive loadout.

    I've suggested this idea before and I've had some positive reaction from folks I've mentioned it to as well: the knockback should be an ADS charge.

    What I mean by this is that if you hipfire or quickscope the Blunderbuss, the knockback doesn't kick in, you need to be ADSing for a time (say 500ms to 1s, for example) before the knockback kicks in. This would come with both an auditory cue (*clunk*) and a visual indicator (fizzle/smoke from the barrel) to show it's ready.

    This I feel would maintain its usefulness as a ship defensive weapon but reduces how OP it can be in offense, and how frustrating it can be to deal with from boarders.

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  • reduces how OP it can be in offense, and how frustrating it can be to deal with from boarders.

    So it’s OP only for the ones who continue to use the ladder but not the defender. Seems to be a one side problem and that the one tactic players. Climb ladder to get on ship :)

    Besides. I’ve never known someone not to ADS when firing blunder xD

  • @burnbacon said in Blunderbuss Knockback Should Be An ADS Charge:

    reduces how OP it can be in offense, and how frustrating it can be to deal with from boarders.

    So it’s OP only for the ones who continue to use the ladder but not the defender. Seems to be a one side problem and that the one tactic players. Climb ladder to get on ship :)

    Did you even pay attention to Rare's reasoning for the Blunderbuss change? They were intending it to be a defensive weapon, that was the role it was to sit into. Yes, this would nerf its usage on the ladder (juking), but that's the point.

    Besides. I’ve never known someone not to ADS when firing blunder xD

    And they usually fire fast, this would prevent that shot having a knockback.

    Please come back with actual feedback, and not the obligatory contrarianism that we're quite tired of.

  • I think as long as the charge is reasonably short, this would be a pretty solid change. 500ms sounds about right. Anything too long, like a full 1s, and it might make it difficult for a solo to knockback multiple boarders, considering the reload time in between as well.

    Even when used in DG, it's for short-range damage, not knockback. So take away the quickscoped or hipfired knockback.

  • @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
    0.5s-1s is a really long time
    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
    the amount of frustration introduced by this change would be great
    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
    even this I still dislike, but it'd be marginally better
    I don't think the blunderbuss is too op at the moment; 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

  • @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.

    0.5s-1s is a really long time

    This was a guideline example, the actual timing would need to be tested.

    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.

    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.

    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.

    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.

    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.

  • @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

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