I think it’s honestly fair to say in an actual combat situation and not just standing still it’s easier to shoot someone with the musket than it is to hit them with a melee weapon. I think that’s because 2 people have the ability to read each others movements and makes it herder to hit each other when they are both close enough. Even a bow has to be somewhat closer to be effective because it’s not hitscan, therefore to be effective you are generally going to have to be in range to hit enough consistent shots to kill someone.
I think you have to remove hitscan from the musket and provide it buffs and a different style of play to accommodate that. Or you need to add a heavy damage drop off curve to it. The only counter to a musket sniping from across the map is another musket. And that’s not balance. But regardless of balance I think most people would side with me in saying it’s unfun to play against because you feel like you are a target and nothing more. There isn’t enough cover in OPR to counter that. I think it’s hard to make an argument to explain to me why and how hitscan “fits” in this game. There is no possible way you can balance it with how all other combat works in this game.
Hitscan itself is not an issue.
Issue is hitscan + weapon that does more dmg longer the distance to target.
Dev who figure out putting hit scan weapon that is designed to be best on super long ranges and adding x3 to it and making super mobile was good idea - should be fired.
So many stupid ideas combined into 1 weapon that its hard to belive.
Hitscan is fine on the Musket, I could see a lot of players leaving if they got rid of hitscan.
The issue is that the Musket hits too hard for no other reason than it’s primarily a single target weapon. They really need to move it’s damage away from single target and they could do that my making it’s basic attacks be penetrating shots just like the bows skill. They could add a spray effect after it hits the first body. More of it’s damage could be converted to bleed damage.