Musket pvp frustration

The musket might be a… highly ineffective weapon… but it sure is fun to use.

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Well, I agree with you that the musket does need some work. However, I believe you have to be playing it wrong to be not getting shots off. There are specific skills that help you with this. A great axe is hard for anyone to kill atm because they are quite strong.

It is also VERY important which weapon you choose to pair with the musket, me and a friend of mine both run musket rapier and we 2v4 without issue the other night against similar and higher level players.

I think rapier is the only weapon you can pair with the musket if you want to 1vX or beat a axe user.

I do disagree with you when you say that you feel you have no use with this combo after a certain level. If you are in a group or in a war the musket is invaluable if you hit your shots. Can’t tell you how many times we have won a team fight because their healers in the back or their ranged players started to turn and run because I was hammering them with shots to the head.

That brings another good point with the musket, you have to have good aim to use it. If you aren’t aiming for the head, you are wasting shots. The amount of damage you can do with headshots is insane. I have 2 shot several light armor players that were the same level range as me.

As for your issue with reload, one thing I find extremely helpful is the talent that allows you to dodge and reload the musket instantly. If allows for 2 very quick shots, if you land them both it can swing the fight in your favor.

I’m not trying to bash you in any way, I say to pick your fights better and know when to use your rapier over your musket. If its 1vX, you def need to be primarily rapier.

I am also a musket/rapier user. There are a number of things that I like about the musket, but overall I’d describe it as clunky. I’ve learned to take a shot or two and switch weapons before the enemy or mob is in my face. Musket at close or no range is very ineffective and hard to aim properly.

That’s well said. I do think though that the reload bug is enough to definitely say the musket is the worst weapon in the game. Sure you can get good use out of it if you have good aim and you use it right, and it has a nice niche to fill, but no other weapon just turns off on you mid fight.

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The points you make doesn’t change the fact that any other ranged DPS weapon is better than the musket. You mentioned war. Several servers have actually banned muskets in war becasue it is to weak and other weapons are much better.

they need to fix/adjust the reload animation. Sometimes it feels like Im doing a double-reload and/or it takes like 2-4 sec to reload, which is an infinity when it comes to combat (and this is when the “dodge to instant-reload” perk is on CD)

It just feels insanely clunky when you are stuck in melee with it.

Also it misses up close, even with the hipfire perk…

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Also, due to history real heavy plate armor became obsolete due to the advancement of firearms which were able to easily penetrate. The only option was to make armor thicker but this was not a solution due to weight. So, they decided to abandon heavy armor for increased mobility.

Though it is a game with fireballs and ice magic so true history means little to nothing. Muskets are a ton of fun to use. But right now they are situational only. They should be a natural counter to heavy armor with high armor penetrating capability.

Problem is it will probably one-shot clothies then. :smiley: Unless they make it do more damage the more armor the enemy is using.

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Just buff the armor pen passive that you can choose while using the musket from 10% to something greater.

I think you will get your buff since everyone agrees with that view.

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Only partially correct. A well made steel full plate armor can stop a couple of musket shots before finally breaking. Although it depends on several factors such as shooting distance, caliber of the musket in question, quality of armor, impact angle, etc. penetrating a steel plate armor is not easy. That said, it should definitely ignore medium and light armor.

please show me the footage.

Again please show me the footage.

Exactly, how do you expect players to hit an erratically moving target in the head? Even real life soldiers in U.S military are expected to shoot the target in the chest. Headshots are attempted rarely even by highly trained spec ops snipers. This is not a zombie apocalypse. We are not using a semi auto rifle. Relying on headshots for dps is just an unrealistic expectation made on behalf of the devs. Human players wouldn’t just sit still like an idiot and allow you to land easy shots on them Headshot should be treated as a lucky shot achievement and should rightfully be massively overpowered. Also Bullets are not free.

As for people exaggerating about their shooting distance. You cannot make a 150m shot because, your target won’t even be displayed that far. Besides, flat terrain is extremely rare in the world map, I cannot make such a long range shot even if I wanted to. The only time I can land a 100m shot is when I am shooting an alligator loitering around in the beach. Otherwise, my LOS is obstructed by something that even 50m shots are rare.

I have a hard time headshooting the zig zagging zombies more than twice with my musket. I couldn’t imaging trying to hit players with it. For me it’s nothing more than an opener. Two shots at most before I switch to melee. But that’s me.

Exactly! I don’t even try this in FPS games. I can land a headshot on a stationary target hundreds of meters away with a bolt action sniper rifle. But I simply switch to an assault rifle or an smg to hit a moving target. It’s simply too risky and not worth it. I don’t know why I should be able to acoomplish this in a mmorpg when I couldn’t even do this in First Person Shooter games.

I feel like there should be some Armor Piercing damage for sure. This way it wouldn’t boost against clothies.

Also, the reload animation is a little funky at times.

Also, you ever go to fire your musket and like 3-5 shots rapid fire out? Happens to me 1x or 2x a session. (Not pvp related but still)

Also, the trap should maybe have just a bit larger radius? Feels like I’m throwing a miniature trap out.

Also, I wish one of the “shots” was geared towards close range. Like maybe the stagger shot should be a close range spread that you can only hip fire.

Also does anyone use the sticky bomb?

That’s what armour penetrating means. There’s actually a perk in the musket tree to give 10% armour pen. If it gave more like 30% musket would have a genuine use case as an armour pen weapon.

Edit: actually I take that back. It’s not clear at all what armour penetration does. If it adds 0.1 to the damage reduction coefficient, then it’s pretty close to a 10% average damage increase, being more/less effective with coefficients with more/less damage reduction.

On the other hand, if it reduces their effective armour value by 10%, then it’s a much smaller decrease and is more effective against opponents with less armour (due to the observed log-like scaling of the damage reduction with armour value.)

Honestly, the biggest problem is the activation time for skills and the horrible reload time. I get that we have to reload, but why are we limited to one shot only? It’s incredibly punishing and sometimes it takes several seconds before you are even able to do another action because you need to reload.

“show me the footage” - you’re a joke, I don’t need to validate my claims on an online forum by recording my game play just so that I can show you.

As far as your argument “How do you expect players to hit an erratically moving target in the head?” You’re trying to compare a video game to real life combat which is nonsense. I have absolutely no issue hitting targets in the head with the musket when they are running at me and moving erratically. That is because of 1 thing, combat in video games is 100% predictable, they can only do a handful of things to avoid being shot. If you can’t hit headshots and predict what the player is going to do, don’t use the musket.

Let me guess…“Show me the footage”

I have absolutely no issue hitting targets in the head with the musket when they are running at me and moving erratically. That is because of 1 thing, combat in video games is 100% predictable, they can only do a handful of things to avoid being shot

After having read your thread about the wrong hitbox. I some doubts about your expertise here.
But keep making claims. Looks way funnier this way.

Yes you are a god tier musketeer. Should I make an idol of you and bow to you 5 times a day praising your glorious name? Gimme a break.

I am a FPS player. This is a freaking MMO. The question is this. Why should I be expected to be shoot better in this game than other serious shooting games? Landing a headshot on a monster is not a difficult task. Landing a headshot on a stationary target is not a difficult task. Shooting a lively zigzagging human player is extremely difficult. So difficult that I don’t even try it without an automatic or a semiautomatic rifle in any other FPS games. Frankly, I cannot believe your claims without any solid proofs. Do you even know what “Erratic” means. It’s erratic exactly because it’s sudden and unpredictable. If it’s predictable, it’s not erratic.

Given the track record of people exaggerating their shooting distance and their grandiose achievements, I have absolutely no reason to believe what you have to say. Also the devs wouldn’t/shouldn’t balance the game based on unverified claims.

The point of me doing the test for the hit box was because I was missing shots - after testing and learning where the hit box actually is, i’m hitting significantly more headshots because I am aiming at the larger target to the left side of their body and not right on their head. Which makes complete sense if you stop to think about it instead of contesting my claims without thought.

But I can see why you said that - I understand it might not make sense but understand that things do change, especially when I found my error and corrected it, now having more success.