Double Barrel Pistol Rework

  • In theory the DBP should be a powerhouse.

    Paired with a sword: it can kill with charged shot + swipe, sword combo + shot, or sword lunge + shot.

    Paired with a flintlock two shots kills. Triple pistol (as I’m dubbing it) should be viable. I’d love to go full Blackbeard with pistol belts.

    Paired with a blunder: a charged shot + two pellets kills and a decent blunder hit + one bullet kills.

    Paired with the EOR it should just be pistol/snipe but with a fire rate/reload time trade off.

    Paired with the throwing knives: a shot + thrown knife kills and a charged shot + a quick stab kills.

    That’s all without mentioning blunder bombs, fire, cannon splash, and crewmates.

    ———

    In theory the DBP should be great but in practice it’s clunky, unresponsive, and just feels bad to use. The cause of the issue is the implementation of the charged shot. (The DBP also suffers from bad hitreg)

    The charge shot makes the weapon fire on release of M1/RT instead of firing when it’s pressed; even for normal shots. In practice this means that every normal shot fired happens a short time after you’ve hit the button. That’s terrible for aim, reaction time, and for weapon feel.

    I’ve seen several suggestions for potential reworks that seem reasonable to me (with exactly zero dev experience). I’ve no idea what would be a good rework but I just want the gun to shoot when I press the shoot button.

    Honestly, removing the charged shot entirely makes it tempting for me to use even with no other changes. If the goal is to differentiate it from the flintlock there’s a bunch of options to do that.

    ———

    In a dream scenario I’d remove the charge, remove the fire delay, and add bloom (and maybe recoil) to the second shot if fired too quickly after the first. This would make it a much stronger weapon in close quarters differentiating it in role and feel from the flintlock. It might also unseat the EOR and blunder as the “high damage” weapons (although the EOR’s versatility is hard to beat). It can be balanced with reload time, the bloom (potentially blunder spread levels), potentially recoil, range, and possibly ammo count. I think the damage is fine as is to pair with other weapons. Removing the charged shot also removes a point of failure and would hopefully reduce instances of the weapon entering a bugged state (as still happens in retail).

    In this scenario the animations would need a change. A cocked hammer would indicate a loaded barrel with each hammer lowering when each barrel is emptied. The hammers then acting as a nice visual indicator of the current state of the weapon.

    This suggestion is said as someone with no experience making video games but a lot of experience playing a wide variety of genres and titles; including SoT which I’ve been playing since the beta.

    I would love to love the DBP but it just feels bad to use with the fire on release and the clunky charge.

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  • @mort216 for reasons unknow Rare thinks DB is fine :(

  • I think the reload button could become a weapon specific context sensitive button.

    Pistol, blunder, eye of reach: quick melee.
    Sword: timed block that could deflect a sword lunge/heavy knife swing
    Knives timed block that could deflect a regular sword swing
    Double barrel would be reload if you fired a shot. If weapon is fully loaded would change between firing modes (single/double barrels)

  • So you want the DB to becoming another one shot wonder?

  • @ghutar I think they tried to sell the DB as the most popular new weapon in the game but as we know the TK won that battle

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