The Absolute state of PvP musket

Musket just needs a 10-15% damage increase overall. AGS needs to be careful with the musket, because it could potentially become way to overpowered with the slightest change. The ability to snipe people across the map already provides a great asset to the weapon.

If you buff the musket for the average user, it’ll make it the all mighty weapon for the experienced. It needs some tweaks, but not over-tuning.

I also don’t want there to be an OP in PvP, but in PvE it’s the worst weapon in the game, it’s totally useless compared to other weapons

The suggestion is to change the primary shot from 100% to 130-150%
and a total change of AOE skill, generally a musketeer is such a peg that reloads more than fights: D :smile:

2 Likes

for testing I would increase its rate of fire
this is the standard balance formula, at low damage they increase the rate of fire
its attack range and ballistics do not give anything when there is no way to normally inflict damage and weapon skill will still be the decisive factor

This could actually work, but not sure if this would be the solution. The whole purpose with the musket is to be an assassin. To pick off the back (squishy) targets shot per shot while still being out of dangers way.

In my opinion, increasing the rate of fire would buff the overall damage, and close to medium range combat capabilities.

the main competitor of the musket is a bow, it has higher damage, but also 2 types of attacks, an increase in the rate of fire of a musket, levels it with a bow for a time to kill
but the musket will have its range and ballistics, and the bow will have its strong attacks

even in a skirmish with a 1 on 1 mage at an average distance, the musket has all the lower damage and the rate of fire is simply raised, but we know that faster projectiles against the stronger attacks of the mage are out, I think it is quite balanced

Yesterday i make some OPR, the advantage that a musketer have to hit from a long distance is not worth enough. Why? Simple, all weapons have the ability to use movement skills, that quickly nullify that advantage. Not to mention that the aim skill needed to hit people while moving, considering that fire rate, isn’t quite rewarded by the non-existent damage.

I think, basically, that we have too much dodge and movement skills. Imho pvp would benefit from a similar change:

  • Heavy user 0 Dodge possibility
  • Medium user max 1 Dodge Possibility
  • Light User max 2 Dodge possibility
1 Like

Безымянный
sometimes there is a bug and it is much more pleasant to play with such an aim

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