Musket is out of place in this game

Apparently the OP complaining about it believes that it “shouldn’t” be a long-range weapon :rofl:

Lmao you honestly think the musket uses a projectile? It damages a target instantly when fired up to the range you can see them, without any drop off. At least on my computer, I don’t know if those with beefy PCs get a much longer view distance. That’s hitscan. You can also make hitscan weapons have a distance limit of course, the musket may have that, I don’t know.

The important part is that its shot travels instantly in a straight line, like a laser pointer as you said.

As for the main topic, personally I don’t find them particularly oppressive. If they are super far away like on a cliff, one musket just forces you to evade/dodge some as you approach a point and chug one potion. Removing the zoom might be a reasonable way to discourage max-distance sniping without hurting the musket in other scenarios. I can get the annoyance with them, but I think keeping the weapon viable is more important. Light touch if any.

i think his proof was that the maelstrom deletes it.

which it does but considering it has a duration, shooting during the duration would delete it.

after that it just becomes semantics as maelstrom deletes “projectiles”

Obviously, any game with hitscan can detect when a hitscan ray intersects with something, like the area of effect of maelstorm.

With how far off many of the tooltips in the game have been from describing what actually happens, assuming that the use of “projectiles” excludes hitscan weapons would be absurd. That’s a technical distinction they wouldn’t bother with in a tooltip.

You should also highlight the fact that Muskets require the player to either go 5 con or 50 con at most if they want to have optimal damage, there is no 150con musket build that deals “enough” damage to be viable in ANY scenario, unless you have evidence to prove otherwise

And again, that outside shooter stance Muskets can only shoot every 2 seconds (if you time your dodges accordingly you can easily avoid getting hit unless you are facing a skilled marksman that can hold off his shots and has good aim)

Yeah man I’m sure people would still play musket after this said no one ever.

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Here’s an easy, for some definitions of the word, test to prove him wrong. Does a maelstrom eat the repeater bullets? We know that the repeater siege weapon is hitscan, I believe there are patch notes to that effect, so it would show that maelstrom is insufficient evidence.

I believe there is also an argument for it being a projectile based on weird behavior when shooting close targets and the curious bug where the musket shoots blanks, but the maelstrom one is the most persuasive to me.

Most range projectiles do not have drop off. Hatchet/spear/bow are the only projectiles that come to mind that have a drop in elevation or arc. Despite the arc they all travel in a straight line. If you’re talking about max range well your free to test it yourself and show us the results.

Reapers used the same system as muskets and any other ranged attack. However multiple repeaters with their very fast fire rate cause unneeded lag in wars. So it was changed to hitscan with no projectiles instead. If the system already used hitscan lasers with no projectiles there would be 0 reason to add the change to repeaters in the patch notes.

Fire at musket near a npc without hitting it will trigger and aggression reaction. Again like any other ranged projectile even if your outside of that npc’s aggression and tether range. The projectile within it’s aggression range triggers the reaction.

Most recently muskets had a bug. The bug would allow you to fire you weapon but no projectile was produced or smoke trail. The result was no damage done.

Shooting a musket close range can have mixed results. Often the bullet will be formed behind your target and keep traveling untill it hits a solid object. Some times the bullet will path incorrectly and end up shooting to the right/left or into the ground. If it was a lazer hitscan system this would not be a issue.

Maelstrom does not prevent damage. It does not make you immune nor does it prevent damage like a shield. It deletes on projectiles it come into contact with even allys. You might consider sticky bomb a projectile. But to the system it’s not (just like storm and flame thrower are not consider direct damage) . However you can become immune to the damage if you dodge when it blows up.

At release a know war exploit was ig attacks. If you had enough ig’s attacking you could prevent other projectiles from reaching their targets. This applied to musket shots as well.

It has already been explained by the developers how the system works. And it applies to every thing. Client send in an action command to the server. The server then recreates that action to confirm it’s valid. Then sends the results to your client. This is where a lot of the desync and exploits come from.

Anyone that has been playing musket since release know that’s its buggy and clunky. It took them half a year to code it so that the command to use a potion or food overrides the automated reload command sent to the servers. The very idea that the developers designed a unique system just for muskets given how unpolished muskets are is unreasonable. Instead of simply adjusting the velocity of a projectile which we know they are capable of doing.

Edited: And if it was hitscan you would think that they could aim a dam laser at the center of our crosshairs instead of down and to the left lol

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I like the musket as is.

I am 850 hour bow user and have ran musket myself with 623 infamy. I didnt like it and It didnt feel as OP as people claim. Its hard to land multiple shots consistently and near impossible to hit heads unless someone is AFK. IMO its the only viable dex weapon right now, you would completely kill dex if you nerfed musket.

As a light bow player I have no problem with muskets. Are they annoying? YES. But, you should be running a full resilient set. 150 con + hale and hearty is over 11k health. I also have potion cooldowns reduced on jewelry, I can roll/jump between rolls, jump after shots, stick with teammates and use them as meat shields, swerve my character around, use natural cover, etc. Dont forget you have thrust gems and physical aversion perks at your disposable. You can make muskets completely worthless with this.

Overall I pretty much never die to musket. They rely heavily on you being out of position and away from teammates. If you chase them they will drag you into deep waters and kill you with range. You are best to pepper them from their location and move on quickly.

They also have pretty much no point pressure, being a slow fire weapon and running little to no con, which is why me and my friends say “muskets dont pay the bills.” Because someone can pop off on us and we we still win the OPR.

Musket is already the least used weapon in the game. Please keep it as is.

Sincerely, a non musket player.

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And if you are a bowmen you should be much more concerned with mages. They operate at the same distance as you with a faster fire rate, bigger hitbox, no aim animation needed, no root after shot, can animation cancel heavy attack into fireball, a better secondary pairing (IG), etc.

They have a lot of advantages over bow.

I just dont think anyone cares bc bow is dead and GA IG is way more oppressive than all of the above.

If patch notes confirm repeaters are hitscan, and maelstrom can’t eat any of its damage, that would indeed indicate muskets aren’t actually hitscan. Has anyone showed that?

None of these things show that muskets aren’t hitscan. Some hitscan games fire from the camera in your head, some fire from the end of a gun barrel. There have been (hitscan) games with the issue of firing through close enemies before, for example.

You’re right though that projectiles can go straight too. The real question is it instant or is there any travel time.

I played Overwatch pretty intensely for a good time. While I don’t think it ever had the “shove gun through enemy” issue, I distinctly remember Zarya’s main weapon (a literal laser beam) had this issue. At close ranges it would land off center from the crosshair, as they actually modeled it in the game as coming from her gun. Not your camera viewpoint.

This ^^^!!! The musket is fine. Anyone using aimbot is the problem. I was a musket user for the first 3.5 months of release. I realized how bad I was at hitting moving targets at a distance so I gave it up. There are only a couple people that are really truly good with a musket. 1) Former CoD players that are just damn good at aiming at a distance and getting head shots and 2) Players who use aimbot.

Combat the real issue of aimbot users.

GA / X is not a 1v1 build. Bruisers are generally accompanied by a healer / a full team. If you’re running GA in OPR, and you go off solo, you will die. If a great axe catches a glass cannon musket player, the musket player will 9 times out of 10 die in 2 to 3 hits.

Repeaters should be hitscan according to New World Update: 1.0.1 - News | New World

Changed turret projectiles in War from physical projectiles to use hitscan detection. This should help performance in War, with fewer objects being spawned in the world.

As far as I know, no one has tested if maelstrom eats repeater shots. Its certainly not a typical situation, or easy to test, but I imagine it could be done in an OPR with a little cooperation from the enemy team.


Thank you for contacting Amazon Games service.

We appreciate you confirming information before acting on it. Yes the use of software to alter any of the clients settings would be an exploit and could result in a ban or a warning.

Secondly yes, muskets can fire projectiles. However there is a bug our developers are aware of and currently working to fix. Here are some forum links relating to muskets:

I hope this helps.

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I asked two questions. One was about asking if using software to alter the graphic’s setting below what is intended by the client. We have seen some muskets users doing this to gain a advantage. And the other was if muskets fire projectiles.

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Did you specify if “altering” your Graphic settings via your gpu’s supported software is “bannable” ?

The software Musket players use to get lower quality settings is not ALTERING the game client’s settings, it does not modify any game files. It’s in layman’s term, being able to set your graphics from whatever it is to the lowest possible settings via your GPU’s settings. Highlight the fact: "does not modify the client or any game files"

musket should follow same projectile pattern as bow

You do realize a gun and a bow are two very different types of weapons.

Your free to send in your own ticket with any technicality’s you like. I asked if using software to alter the graphic setting below what was intended by the client was fair play or an exploit. Because I would use it myself if it was considered fair play. I pointed out it can improve performance for some but could also be considered an advantage.

Regarding whether it is considered an advantage is debatable,
Certain abilities on the lowest settings are not as visible
E.g of abilities that can barely be seen:
-Gravity well
-Flamethrower
-Fireball
-Musket tracers are also barely visible preventing said player who uses lowest settings to determine where the shooter came from