pretty sure the hatchet guy was exploiting too lmao
If you want to talk realism here. Say what, no human being should be able to fire an arrow every second like that especially while walking. Also muskets being bad for long range combat, muskets have much longer effective armor piercing range than bows. Bows simply cannot compete with gunpowder based firearms in this matchup…
According to medieval Korean history, Koreans were really good with bows that some army officers could hit a bullseye on a target 200 m away. But what’s the point of hitting a target that far away if the arrow can’t even pierce the armor worn by the target? In fact, bows are most effective within 30m range. Muskets are most effective within 50m range. Muskets have almost twice more armor piercing range than bows. And muskets can hit a man sized target accurately up to 90 m away. Since most in game shots are made within 100m range, I don’t think there is anything wrong with the range of the muskets in game. Also don’t forget that not all bows have same effective range. Historically, Mongolian, Turkish and Korean composite bows could shoot farther than bows made by any other cultures in the world. And bows used in game don’t really look like long ranged composite bows to me. And if everything were truly realistic, musketeers like me should be able to 1 shot every player in the game who is not wearing a heavy full plate armor. And kill full plate armored guys in 3 or 4 shots at most. They way muskets are treated in this game is totally unacceptable.
he was, hatchet does not deal 2k light attacks and this was obviously a const build with like 15k hp at least
That’s not true, and it’s deepens on the type of bow, and the armor of enemy. Historically, by the time people started wearing plate, bows are being replaced with crossbows and gunpowder weapons.
But as history showed us armor got obsolete at the end of day and everyone rerolled to guns.
Nevertheless I play outpost rush whole day now, and went with both musket (main) and bow, and they are both totally garbage.
Bow do deal more damage than musket, and have better mobility and abilities, so while it’s better than musket, at the end of day both weapon are utterly useless compared to other weapons. You sacrifice defense, yet still deal less damage that what you took. Like dfq? There are players who I hitting for 700 with a musket. Surely that guy was exploiting, but on the other hand I getting hit by 3k from a GA…
Currently it takes unrealistically high number of shot to kill a properly geared heavy armor user (10-20 shots) that makes it impossible to kill anyone with like 60iq.
Heck even I, in light armor with no defense of any kind, can easily avoid getting killed by other rangeds, despite I took severely more damage and have less HP than a properly geared heavy armored player.
There is nothing that would help them secure a kill and prevent healing to full.
My point is that in real life bows cannot compete with firearms in terms of armor penetrating power. Not even bodkin arrows fired from a heavy draw weight English longbow could fully penetrate a decent full plate armor at close range in a well controlled testing environment. Bows having better burst damage simply because it requires more skill to hit is not realistic at all. By that logic, melee weapons should be the weakest weapons in the game. The only advantages bows offer over muskets are…
- Their ability to arc their shots and shoot over cover.
- rate of fire
- can switch into a wide variety of ammunition
- accurate if you are skilled enough
- Arrow wounds can be harder to treat than typical gunshot wounds in some cases.
But this whole notion of muskets should be weaker than bows simply because it requires less skill to use is a bunch of nonsense. Also realism will not defend bows doing more burst damage than muskets no matter how you look at it.
It is true that both weapons are unpopular in group pvp environments. But everyone can see that muskets are faring much worse than bows.
So are you saying you don’t understand what the video was about?
Your statement heavily implies you do not understand what happened in the video.
Explain your interpretation of the video please.
if that video was anything but a 1v1 that musket user would have been dead in the first 5 seconds
The point was that a really good duelist still lost even though he had near impeccable aim. Just a few melee hits and he died. Even though he landed so many musket shots on his opponent, he was eventually overwhelmed. It was an open world PVP duel, so I am not sure if both had comparable level and gears to make the fight fair.
Video is a bit misleading top and bottom of it is that the hatchet guy was exploiting a bug making him do much more damage than he would normally be able too, without that fact he would have almost certainly finished him off with rapier, irrespective of that currently musket and marginally less so bow are worthless.
Maybe an attempt to make a solid shot worthwhile but not OP (which is annoying if range is super powerful) is to stack bleeds of cumulative shots on the same target. This means in a time window each consecutive shot hitting the same target increases the bleed amount.The stacking bleed will fall off for every shot missed. Rewarding accuracy. (Does not stack on none players) and bleeds stop if no hits registered in x amount of time, except the initial powder burn.
Im a pretty good aim but hitting someone actively trying to dodge/ duck shots is not easy to do.
I just want to point out here, that this is possible because of consumable spamming. Some alterations need to be placed on its cd. For example, foods and potions should all share cooldowns for their type. Meaning, if you have two foots, and two potions on the hotkey bar, you should only beable to activate one of each every 30-60 seconds or so. The bonus provided for consumable power in attributes should probably be re-evalutated around those changes.
also, Bows need more crit and attack speed in general, and guns need some more damage.
I think the hit mechanic is interacting, but i kind of want to yeet it for more stable damage output in the weapons (trading headshot bonus for a base-line damage increase for hitting anywhere). I’d be willing to investigate moving the headshot mechanic itself to the abilities, as opposed to the raw weapon, or looking at some other alterations (like bonus damage while in cc related buffs)
That’s why I am saying the guy in the video was really good. I thought he normally ran a rapier/bow build. Quite a surprise.
The musket user appears to be the far superior player - landing about 5x more shots than the other guy - and still lost. It makes it appear that things aren’t well balanced.
Even if that is the case how many times do you have to shoot a guy in the head to kill him?
I was getting absolutely destroyed by the bow in PVP.
When it comes to the musket it hits lower as it hits instant, and not to say it hits bad either. that video someone shared above constant hits above 1k.
I love the bow and musket but it defo needs major improvements, especially to hit boxes.
I was doing an expedition last night and 50% of my musket shots missed. Not because my aim is bad, but because of the constant pushing of the mobs and players. And if the aim is only slightly off it misses.
It’s so god damn annoying using your overload shots, only for it to miss as a player is whacking a mob and it moves back slightly.
The hitboxes need to be made bigger for range weapons imo.
I feel like Bow / Musket damage is fine against light armor. The problem here is Heavy Armor is too good IMO and many people are defaulting to it in PVP now because it is so good. Then combine this with the bug that the crit damage reduction perk on some armor is actually reducing all damage and it’s even worse.
I am currently a primary bow user with 415 Dexterity. I’m 100% dexterity build atm and wear full dex light armor. My current bow is the marauder commander bow (gs watermark system has not been nice to me for getting an upgrade). This makes me incredibly squishy, but I do the highest possible damage with a bow that I can do. If someone is light equipped, I can get 2 - 3k hits without a headshot, 4k+ with a headshot. But as soon as I shoot someone in heavy armor those numbers drop drastically. 1 - 1.5k normal shots, maybe 2k or 2.5k if I’m lucky on a headshot.
I feel like a 50%+ damage reduction for heavy armor is way to high. The negative side effects of wearing heavy do not come close to the benefits. I think that one, a headshot should ignore armor, it is incredibly difficult to get consistent headshots in PVP. People move unpredictable a lot of times, and that latency is also horrible. Most of the time, you’ll see ranged characters going for the consistent body shots because of this. Two, either the benefits of heavy armor need to be reduced, or the negatives need to be increased. Make heavy armor slow movement more, or drain stamina to run fast or something like that. But either way I do think that bow damage (and by extension musket damage) needs to be increased some against heavy (even body shots). Again, against light armor, I think it is mostly fine where it is, an across the board increase would probably result in too much damage against lights.
All of this said,obviously the hatchet bug needs to be, and should have already been fixed. It’s been live in the game for way too long. Wars are being won / lost because of it.
Also, I don’t think range users should win every 1v1. Versus a light armor wearing melee character, yes they should hands down win. Also, mages / healers should be very squishy in general too. Healers in heavy armor are definitely OP right now. In traditional rock paper scissor pvp gaming, range characters are the opposition to light armor (which is usually healers / mages / other ranged). But I think the true place of ranged characters in this game should be more about flanking and picking off healers / mages in the back during group battles. The only way I see that being achieved though is if heavy armor reduces the effectiveness of staffs in general to make it less apealing for them to wear. As it stands, when staff users are in heavy, ranged characters can’t effectively counter them.
as you can hopefully see from the quote, I agree.
The headshot mechanic is not a good mechanic. It should be removed and the base damage of all ranged weapons should be increased by 15-18% and the base critical strike on range weapon
the reason for this is because headshot mechanics really hinder the potential of the weapon, even though it adds an immensely high skill cap. This skill cap is not good for the majority of players, and the headshot mechanic can be abused through illegitimate means (aimbots, etc). The weapons will be all around better to just make the above change and increase critical strike
In addition, there needs to be some base changes to critical strike, bows should have a base rate of 15%, and 10% on guns. This will help make a more balanced approach at improving the weapons damage.
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