Really, musket efficiency in PvP is much higher compared to PvE, but in both situations they work they just have different efficiencies. I assume this post has nothing to do with machine gun almistry. That being the case, I will write the same thing I commented on in another post here on the forum.
Either musket or bow. You are describing in a disorganized PvP situation. So it involves lack of team organization or absence of defenders or healers frequently, for example. Lately I’ve been playing as a team on offense and I don’t see any difficulty against those two weapons. I think the developers need to polish the system a bit more than decreasing the damage of these weapons or their efficiency.
There is a lack of ways to get more points and highlight the work of the PvE players in this teamwork. My company’s team and I are PvP players. However, we are playing the role of a PvE team in the current system attack. From the notes, of the 32 raids we did, we lost only 8. And many of them we didn’t even fight anyone from the opposing team, we just used strategy and timing and avoided conflict and contributed too much to win many. Of course, the PvP players kept score, drew attention, and even protected our work.
In one particular attack, there were several archers and musketeers on the rocks and elevations of the map melting the allied players. We coordinated efficiently and took all of them aside, bypassing the field of vision of these opponents and won.
In the current system, it works as follows: dominate the point, slaughter, baroness at birth, and collect resources to summon defending or attacking monsters. Nothing more.
In short, I am neither an archer nor a musketeer and have not played with these two weapons. However, I do know the efficiency and deficiency of these weapons. But from my perspective, playing at least ten attacks a day should add ways to earn points. Imagine if there were twenty ways to earn points and not just with massacres and region domination, many more PvE players would participate as well. Also, many other ways of strategy.
In the open world, the same thing. Archers and musketeers have their long range advantage, but just stick to them and efficiency goes down the drain. Very easy to play individually or in groups.