Musket/Rapier TOOOOO OP

Dude most muskets now are playing in groups. Dunno about wars but in opr there is so much open space that you die before you get to any spot. And there are so many musket in each team that only safe spot in fact is your spawn point.

If you get hit by 2 muskets with max empower please tell me how good it was to break line of sight. 2x 5k dmg + burning.

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Again this is one game mode out of three where its viable but okay let’s go with this one.

So OPR - scenario that is known by Me when a 5 man musket premade plays.
We cap last 3rd point all 5 sit on the wall and shoot people die alright.

Now what do I question here? There are 3 exits you can choose from spawn and people willingly go through the one in front knowing there is a musket premade ready to shoot.

Second thing. Since my team has all 3 points it means most of the players will be at the enemy spawn fighting in front. Is it so hard to not go out from the front implode and repeat come to the forum and start to type or use one of the other 2 entrances go for the furthest point where there are no muskets and cap it?

No matter how you turn or twist it people are not willing to think or adapt and they all just come here and try to put an argument that I’m very gladly willing to deconstruct and analyze if it’s a weapon issue or a skill gap or just a need to learn a bit more issue

And here you are wrong. Map from one side is designed that it allows musket players to shot players coming from spawn no matter what entry they chose. At some point they will be visible for muskets. So its normal yo see 4-5 muskets on rocks killing all players leaving spawn. 3 entrances would work if not musket since no other weapon have enough range.

There is no way current state of musket on opr/open world can be justified. Build was and now is even more broken. Issues were never addressed properly. And new ring perk make whole build insane.

Ring perk has to be changed to not work with range weapons.
Musket has to be changed to have less dmg with distance - it will make shooting max range not a big problem and probably open musket build to work with 100-150 con but on short ranges.

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That is again wrong. Here I doodled something on the phone for you. There’s at least always one entrance that is out of render range or line of sight.

I agree on the mortal empowerment it needs a rework but that’s not a musket issue that’s a bollocks stat being added without second thought.

I mean I have billions of topics on musket change which I’ll link one where I think my proposal is the best one so far. But just removing hitscan reducing damage is not an valid option because you end up with a inferior version of the bow then.

If you scroll a bit down there’s a comprehensive rework from me.

+50% dmg at 2m range, -50% at 50+ m range.

Something like that

And rework the perk that gives 15% CRIT dmg at 150+ m
Remove the X3 zoom

Well yellow position is the problem from one side. Musket see everything from there:

It’s out of render range.


Black Line is ± render range. I know it when I hide behind the rock when you get out of the spawn ( that people abused because you could shoot through it) you roll twice backwards and you don’t see the muskets anymore on the rocks that you pointed out

Might be wrong on the front side but the sideopenings are definitely out of render range

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But at some point you run into render range. And im not sure they are out of. For sure u cant see ppl leaving spawn there but after they move more you will see them.

Yes surely but what you will be focusing the the meme bots that just walk out from the front gate you will never ever think about someone being smart enough to use the 2 other entrances. At least i can say I’m more of a advanced musket user and I never look to those 2 entrances for said above reason

Here’s a older video (let’s ignore the bug part) where guy appears in render range when I’m a decent amount of meters away from the main gate which I can see from the star fort.
If he could shoot me right when Im outside the main gate he would do so obviously

I swear most people aren’t aware of the render range. I see people constantly stating infinite range and shooting across the map and such.

The models are still pretty big on my screen when they pop out of existence. From on top of one of those higher rocks nearish to an outpost I can’t even see people on the back wall or shoot through the back door.

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I mean It definitely would feel like that if you never had a musket in your main weapon slot and dont know about the pain of someone appearing and disappearing in render range.
Thats why I mentioned :

If someone comes in with valid concerns and arguments sure im up for discussion although I did as above mentioned suggest a musket rework so im not into keep it as is faction as well.

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dude are you kidding? haha what kind of defense is this

  1. The stat distribution of rapier players is on full damage because they are very sure that they will not die
    which means that if we don’t catch and kill that person, he’ll deal us incredibly high damage later and win the fight for his team.

2.LS+Rapier life staff will not kill any of their friends if they don’t die. and life staff are immortal thanks to rapier.

it’s totally unbalanced

you think very high reward, very low risk build is normal and balanced hahaha dude don’t be ridiculous

rapier this game is the most Broken class ever because it makes its user immortal and it’s been like this for 7 months

Please don’t make any silly arguments.

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I can play musket/life staff. Musket/void gauntlet. musket/sns. musket/rapier. musket/IG with 300+ dex and 200 int. and get the same score regardless of offhand choice

I usually play musket/life staff because it triggers people SO MUCH

is rapier a good option for musket? yep, but its not the only off hand you can use.

Musket GA triggers people when you throw a grenade and after a gravity xD

just gonna post this here, Having fought Musket Rapier many times in OPR, I thought it was insanely annoying to see literally every single match, But then fighting it in 3v3 arena… It was f*cking insanity, The dude running it would literally light attack, Adagio into me, hit the rapid light x2 combo from evade and i would go from 11kHP down to 3k HP, He’d dodge away and pop me ONCE with his musket and i was dead, Without fail every round while his teammates were all over my ass meaning i had no chance to even focus on healing up and resetting the engagement, Plus he could just Evade/Fleche away whenever necessary and pop us from across the room for 3k+ per shot.

For reference, I’m running Light armor with x3 resilience and x2 Shirking Fort and +20% physical resist from Onyx Gems on this character.

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Looking at this OPR panel, I can see that you were the first in kills, but the second place must have also played with a musket.

Analyzing the graph of the two, you managed to kill 43 players plus 18 assists, totaling 61 participations.

The player who was in second place, he got 26 kills plus 36 assists, and adding up the number of kills and assists in the second place, we got the number of… look at 62 participations… one more than our player number 1.

So your argument is not valid, since the only difference between you and the player like you who was on the other side is that you have more kills, but the weight for victory or defeat was equal or at least nullified because you had a mirror of the your style of playing there on the other side to counterbalance…

Now, imagine if you are alone in this match, or worse, if you are playing together with the player who was second in the match… surely your team would win this match very easily.

On my server, there are some players who are already “famous” for playing musket and being the “boring guys” in wars and OPR precisely because they have this gameplay of doing a lot of musket damage.

There was a game in which these musket players decided to all play together… just for fun… 4 musket players… only the 4 alone could lock the exit of my team’s base, generating a snowball effect. … everyone who left the base, it didn’t matter the exit, everyone who left was soon eliminated, it could be an archer, melee, healer, it didn’t matter who it was… everyone was eliminated, sometimes they all left at once to try to fight against but it still didn’t work, 4 musket players alone managed to hold about 16 players, with an absurdly high damage

Wrong.

The utility, mobility, and burst damage is still there, and players will still be pairing rapier with bow/spear for insane burst damage and the ability to NEVER get caught, especially the ones who macro light roll with dive for unintentional mobility you’re not supposed to have.

Rapier is busted beyond what is being mildly nerfed next patch.

Won’t change a thing.

not by nearly enough.

whoever thought hitscan was a good idea shouldnt be involved in pvp balancing anymore.

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The second player was a Bow, Rapier who has more AOE pressure and helps in teamfights and I think he ran 150 CON making him able to stand on point. But nice try for assumptions.