I’m saying it’s what most people have come to expect when playing a shooter; you’re generally more competent at a system you’re practiced in. Hit scan was a dirty word for shooter games long before New World
Could that balance musket's hitscan? Discussion about musket's hitscan and more from a musket player
but that’s how it will be. If bullets have a travel time, then musket players must predict the target’s movement. With a travel time, targets can then also dodge.
I would give the musket a slightly faster projectile speed than arrows and a projectile radius of 0.15 and then test it.
No it wouldn’t because people would still complain because the good musket players the ones who put time into learning the weapon will still get kills.
What people want to have the range removed without considering the follow-
-50 con- basically makes you a walking 2 tap since the nerfed riposte after the rage of the same people who want musket nerfed
-Light armor- with the recent changes to light armor + 50con your dead the second a melee player hits you
-You have to put all your points into damage to even get close to damage musket does now
In my opinion fine appease the left click bots and reduce the range to about 10m more than mage but buff and change these things-
-Rework the musket so that it scales with dex like bow, then buff the its overall damage to compensate for it being mid range now and hitscan. This will also make Musket alot more tanky which people will then complain about. People are accustom to 2 tapping musket users when they catch them if musket it rework properly them being more tanky will piss people way more than what the range does now.
-Lower the reload time from 2 secs to 1 sec
-Make it so traps don’t go away after 1 hit of damage
-And change power shot
If it’s only marginally faster then arrows then everyone will use bows. Better damage, 150 Con, colossal hit box… simple choice.
I agree with adding ballistics, but keeping the target pinpoint and the travel time high is necessary if the weapon is to remain relevant
Also GA has a 14m passive thats its bonus 15% and 20$ move speed for looking at people, I don’t see how any doesn’t fine that OP
Muskets irl had to be manually reloaded with gunpowder and bullets from the end of the barrel. According to Wikipedia a musketeer was able to shoot 2-3 bullets per minute on average, max 5. Apparently one in six shots was a guaranteed dud aswell.
Back to the game: removing hitscan would seriously raise the skill ceiling on musket, and make it probably a lot harder for aimbots to function properly.
Can you imagine the posts here if musket could run 150 Con, and had damage scaled up to a point where it was competitive at mid-range as a maximum range? That’s like a BB all hitting on a pinhead.
I tried to find the irl fire rate of axe generated gravitational fields and magic fire sticks to compare but they’re not there??
Yes i could and i would love it! But people on this forum dont seem to understand what they are asking for but i hope AGS listens to both side and does just what real musket users are saying. Then the real fun begins…roaming musket hit squads will fun.
Cope more, bro.
Anyone with half a brain knows that hit scan is the issue with Musket. Zero reactive gameplay against a Musket player tapping you from render range while you are focused on the gameplay within 25 meters of you. Point Control game but getting gunned down instantaneously by indigents posted up on the Fort walls for 30 minutes or atop of rocks overlooking Sun is incredibly engaging gameplay. Can only wonder why people laugh at the Combat Devs along with the bozos who agree with them.
What are you talking about?
Hitscan was never a dirty word and still is not.
Counter strike, call of duty, Valorant just to name a few. Nothing wrong with hitscan at all. It’s a perfectly acceptable shooter mechanic in arena shooter games.
But even call of duty has moved over to projectile snipers because hitscan snipers are too easy.
And in new world hitscan is out of place since no other weapon is hitscan and the combat is based on melee and range dodge based combat.
Hitscan has no place in new world, especially not on a sniper.
I was right to put you on ignore months ago lol
Those arena shooters are a very different kind of game, and are really all very similar to each other; if you can play CS you can play literally any of them.
In open world/survival games, ‘does it have ballistics’ has been a make or break for a long time now. Different games would have different ballistic models and would require a bit of practice to familiarise yourself. It’s far more engaging when sniping is actually skilful.
New World should fall into the latter category but, annoyingly, is a mishmash of both. Obviously it would be better if they could make it work as originally intended.
Lmao at all the coping musket players in here trying to deflect. B-but what about this weapon…but what about that weapon…
In New World there are some weapons that are a bit overpowered, but they are manageable because there is counterplay. Then there’s musket, a hitscan weapon that can 3 shot even the tankiest of tank 150m away, with no counterplay because hitscan = insta-hit. The musket players solution is alway “durr just structure your entire build against countering the musket, with all thrust and elemental protection” and even then it will only take 4 shots to kill you. These musket player have brainrot.
i belive tankiest of tanks use shields which completly counters muskets
Agreed.
Bit misleading. The musket is a projectile based weapon like all ranged weapons. And uses the same to hit system as any other weapon. And it’s still by itself the lowest damage per second combat weapon in the game. Which also had the least impact on any structured pvp in the game.
It’s so abundantly obvious who’s actually used a Musket with decked out gear… and or who has no idea how to PvP on this forum.
Musket’s have a place, and I REALLY want the dev’s to make it a projectile so we can argue for 12k crits like bow ( and also, just my opinion here, making it projectile will only really impact like 2% of the musket users that matter everyone that is in here because he got 3 shot supposedly is still going to get 3 shot by that musket user even if they are made projectiles lol ).
At the moment a max empower cracked out musket hit a no resilient light user for like 8k. If you say different your lying. I switched from musket main to bruiser for wars and literally have no problem running with my group through musket shots at least 5-6 of them and just taking a pot and trucking on. Because they literally are mosquito’s in the grand scheme of the game.
End game PvP ( aka War for those who are blind to PvP yet are on a forum complaining about it ) only has 2 muskets slotted for a reason. They are good at applying kill pressure to healers and killing other muskets lol that is about it.
If any weapon needs less attention ( besides the obvious bugs it’s had since launch ) is musket. Certainly not a nerf, and the musket didn’t even get buffed, it just got fixed …kinda.
At a certain Distance, dmg should have a relative scale based on HP. There’s no reason I can be 100m away in a clump/fight and hardly see someone hiding on a rock that hits me for quite literally 40-50% of my HP in one shot. No risk for ranged to sit extremely far away and farm kills even if they’re not playing objectives.
This is a nice idea to fix the dead perk Accuracy, but does not resolve the Hitscan issue that muskets have, which has no place in the NW combat style system. Until the Hitscan issue is addressed, nothing else really will fix Muskets.