The most useless weapon:Musket

Do you not realize what the definition of Hit-Scan is ?

I do, but you apparently do not. I dodge musket shots myself, and have my own dodged, literally every day. Hitscan isn’t an aimbot.

You let me know when you find someone who can predict and dodge a muskets shots at 50m just as easy as they can a fireball or ice gauntlet, There’s literally no chance you’ve just let slip on something THAT blatant.

I didn’t let slip on anything. Musket shots have a fixed rate of fire and when that rate of fire is altered you know how it has been altered if you understand a couple specifics about the weapon. Once per six seconds they can shoot after they dodge (fixed animation recovery period), and if they start loading a charged shot that too has a fixed animation time and therefor a fixed earliest possible moment they can fire. If you dodge at the same time as they shoot you will iframe the shot. Hence it being a mind game.

You cannot “predict” a shot

No, you absolutely can predict the shot. What you can’t do is react to the shot, but it’s becoming obvious to me that you don’t understand what words mean, let alone bigger things like general concepts.

When they can literally just hold the aim on you for half a second and you’re fucked. Either you dodge in the hopes they shoot or they have the advantage of:

“Okay, you not only have dodged and wasted stamina, But now you dont know when im going to shoot my instant damaging shot that is undodge-able if i don’t shoot instantly after aiming, So either waste all your stam trying to predict me, or i shoot you out of nowhere and you get literally ZERO heads-up that 2000 damage is coming straight to your face from 50m+ out. Either way you’re taking a TONNE of fuckin damage trying to get to me.”

If they hold off every shot by .5 seconds you’ve already reduced their DPS by 25%, but it sounds like you’re just shit at dodging. It is just as much prediction on the musket’s end as it is on the dodger’s end. The musket can hold their shot and you can hold your dodge. Both are instantaneous and you cannot react to either. It’s a game of chicken. If you are always on the losing end of it you are a worse player than the muskets you are facing. The musket’s advantage is that he can wait to confirm you’re out of stamina to land a shot but you are not killing someone by hitting them once per 2-5 dodges they perform unless they are stupidly running in a straight line at you over an open field from 100m out. But I’m not sure why you expect to have the advantage yourself in the most advantageous possible situation for the weapon you’re facing.

And spoiler alert: you can dodge a musket shot in a literal sense as well. I now know you’re not very bright so me explaining it in my last post probably went over your head, but leading a target is not actually that much of an extra burden if you are fighting at the correct distance for your weapon. Where your cursor needs to be relative to the character model changes, and the skill floor is higher, to be sure, to know where that is for gauntlets and staves and bows than it is for muskets, but once you have that experience under you belt it is all a matter of putting your cursor in the right place and then predicting that that is still going to be the right place when your shot goes off. Human reaction time is about .25 seconds so there will always be a window between committing to a shot and a shot actually going off where sudden movement can cause your shot to miss, and this applies to hitscans like the musket just as much as it applies to projectiles like fireballs. I would wager that most misses from players who aren’t new are due to sudden movements within this window, like a void gauntlet melee attack pattern or your own bloody teammate knocking someone flat on their stomach from a fully vertical position with a CC, and these misses represent a failure of prediction rather than a genuine failure of accuracy in the sense of your cursor being in the wrong place relative to where it should have been given the position of the model you were aiming for when you committed to the shot. This is actually the case in most games. Half of the “insane” reaction times of elite League players, for instance, is actually a matter of their absurd game knowledge and being already on a hair trigger to respond to a specific movement by the enemy player with a specific reaction of their own. If I’m still playing NW in a year most of my accuracy gains between now and then will be a matter of me having better memorized different animation loops and having a better understanding of when they are going to happen.

You literally sit on a rock and have 20 targets to pick from, Around at least 8 of which wont be in heavy armor. If ONE person using LoS against you causes you problems then find a better damn spot to shoot from or simply look to one of the OTHER targets in your LoS, I do it with the fire staff and ice gauntlet for FAR less damage, why cant you ? :laughing:

Then your server is full of bots. If you have anything remotely close to 20 targets to choose from you’re playing against shitters. You’ll start with maybe 5-8 targets to choose from and that number will dwindle down to just the heavies (because you aren’t very threatening to them and so they don’t care that you’re shooting at them) within short order as the enemy team becomes aware of your existence. And even that is a failure of sorts because they should be checking the handful of sniper perches on their way to a point.

I too, could likely count the amount of times i’ve died to a sniper musket on 2 hands, But the sheer fuckin’ annoyance and oppressiveness of their existence is enough to warrant a reduction to damage at range

I WOULD however, need probably every hand in my company to count on fingers the amount of times I or a company mate has peaked out for 2 seconds to try and help a teammate survive or kill an enemy, only to lose literally half their HP to 1 bullet from some dude who literally has no rhyme or reason to even be OUT there in the middle of butt-fuck nowhere, not helping cap objectives, Literally just being useless to their team beyond pissing off the opponents and wasting their potions which is MORE than enough to warrant a massive change to how the weapon functions.

Glad you’re at least aware on some level that muskets aren’t overtuned and you are just salty about being hit by something you can’t hit back. Much like people who stand on principle against paying their fair share of a dungeon orb even after they learn about how onerous and costly they are to craft. You just don’t like the feel of it and that’s that. You will spit whatever bullshit you can think of to justify the conclusion you arrived at based on that feeling. A conclusion you arrived at before you considered the situation at all.

You yet again, Don’t need to take ANY risks to do that SAME level of damage if not HIGHER over the course of the game (my usual game as a 300 int 100 con AoE mage with ice and fire, Tends to end with me having anywhere between 350k and 600k damage, 700k on a GREAT moshpit sun objective centric game).

The only way a full sniper musket is averaging more than those numbers is if they’re, again, playing on a bot server. And even then a majority of that damage will be useless fluff from them hitting tanks that aren’t even under threat of follow-up damage. Mages often complain about how their numbers are misleading from AoEing the deathball but by doing so you are providing generic pressure to targets that are actually under threat of being singled out by your own melee, which is the entire point of providing that AoE. A musket plinking a paladin is actual 95% fluff damage where your actual impact is once they take 4 hits they have to dip into a slightly less favorable position for full cover and use a bit of mana healing themselves instead of a teammate.

Then it should be re-worked to be better at close range and worse at long range

To be fair this is precisely an argument I made about why the last round of animation changes were toxic to the musket in specific because it pushed the weapon on average into needing to lean on the sniper playstyle that neither side wants to lean more on.

The difference is that I understand the sniper part doesn’t need to be nerfed. Sniping is a great extra perk for the musket to have and weaving the moments when it is useful into the rest of your broader playstyle is satisfying and an entire niche that has space to fill. In a different game that might be different, or maybe if they add new PvP modes where the maps are not constructed as thoughtfully, but as things stand New World is rife with cover literally everywhere, and every significant form of PvP is based around objective control. If you feel oppressed by muskets it is a pure “git gud” scenario. Or maybe an “accept weapons are strong in their niches” scenario. Or both.

“hahaha, look at that fucking idiot trying to dash toward me, Lets shoot him 3 more times for 80% of his HP, Waste his health potion and cooldown then fleche away before he even gets halfway to me to waste his time and effort too! :laughing:

Yeah probably both. It’s not your job to run down a musket as a fire staff. Stick to your wheelhouse, focus the objective, easily LoS the musket or have your own musket or bow (one-tapping sniper muskets inbetween being actually useful at mid-range when I’m running bow is hilarious) deal with them, and if you’re going to send an actual assassin after them send an ice gauntlet with a rapier or GA as their sidearm.

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I completely agree with mr @Smoulders

Musket shots can be dodged / iframed and the reload times prevent the weapon from being “OP” because a skilled player can time their dodges and make the musket shooter miss.

I played as a glass canon Musket before and my aim was on point. I’m a FPS players with like 4000H in multiple competitive FPS and I never miss a shot.

And I was killing everyone.
Everyone who was not wearing heavy armor LOL.

Just shoot at Light armor user, make their live a nightmare, ambush them when they respawn and riposte into trap into sticky bomb to make them feel the pain.

The Musket is just a Light armor killer and a Riposte-Trap cheese it is good at nothing else.

medium armor is just OP. musket can 3 shot light armor with 3x resil

I mean, any good musket player will counter this and wait for the roll then hitscan them at the end of their dodge, lol. It’s just reverse timing.

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That’s true, but not at all cases - if it’s a musket v musket and both are good players it becomes a mind-game. It’s never always that simple :slight_smile:

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musket vs musket is easy, the one who misses the most dies

In my server, there are Musket v Musket fights where both musket players never miss and it’s a battle of whose stamina gets depleted first :slight_smile:

well yeah, but there’s nothing complex about it.

You’d be surprised how much power simply “ADSing” can give a musket on a Musket v Musket fight where both sides are trying their hardest to iframe each other’s shots. So simple that you’ll have people crying aimbot on global lmfao.

And then they’ll just chain more than one dodge in a row, or they’ll hold their dodge since you aren’t shooting until they dodge and the animation ends, or they’ll just suddenly hard change directions at the end of the dodge, or they’ll crouch, or prone. And that’s just on an open field which is not where most fights are fought. Cover is everywhere, and if you’re more than your stamina bar away from cover outside of the moments you are actively traveling between objective points that is on you and your shit positioning.

Dodging and LoSing in New World is easier than landing shots and finding angles, and that includes with the musket.

muskets tbh just need there bugs flippin fixed :stuck_out_tongue:

Sticky bomb clunky due to for some reason there a useless aiming mechanic on it which involves u mashing the button like 5 times to try and throwing it asap.
Sticky bomb also doing 40% less dmg roughlty due to a bug, if you have a conversion gem in which is kinda essential to do dmg with muskets it seems. (Can also just dodge immune it too)
Double perk is glitchy as where sometimes it has 1 trap other times it has it 2 traps, sometime it comes off CD and only gives you one its just a mess, skill should put each trap on cooldown seperatly so if u throw one that CD starts and thjrow 2nd then that CD starts it seems to have issues atm with how it works.
Traps can also sometimes just not trigger there constantly get destroyed cause they have 1 hp and you can just dodge right over them if u want to anyway, i feel they should atleast hit people that dodge over it.
Weapon swapping bug is also hell with musket cause if it fk up ur usualy dead especialy when it like you use the ability thats your poweder shot or something and u be like hmm it look like u got a rapier out but ill just relaod the musket being smack to death and not being able to cancel it.

I mean, with all these “bugs” and things that make the musket extremely worse than it should be. Some people still believe it’s somehow “OP” when the weapon has literally never been more clunkier than ever.

Anyone who thinks it’s op should try playing 1 opr match with it and just try to hit people. Stats don’t matter, just get immersed in how much effort you must put in.

i like how my bullets go though people when there doing attack animation cause there hitbox isnt where there model is :stuck_out_tongue: or there attacks animation are iframes and invun to dmg

I completely agree with you, that should be really done.

I think we just need more speed reload and less bug reload

I agree that in pve it’s pretty useless but in pvp it’s fantastic. It does very high damage, sure it can’t melt someone like a VG can and it can’t 2 shot a heavy armor person like a bow or one shot a heavy tank like the IG can but it definitly has it’s place in pvp. It does more damage that a fire staff and has longer range. It’s required to take down siege, healers and mages in war. It has high mobility so melee can’t even reach them and the damage is high… I can’t see why it would require any sort of buff.

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Assuming you’re running an int build for that, No, thats just how the math works out. Running a higher conversion is going to waste more of your base stat for the same 300 int (150 int scaling in most muskets, which is even weaker) scaling in both cases.

If you’re running an int gem, Use the lowest tier as it wastes less base stat but gives the same scaling. Say 1k base weapon damage, You’d be doing 500/300 with a 50% conversion on full int builds, But with a 20% conversion you’re doing 800/300 due to how the engine works Intel scaling gems.

I’m on 300 int and i still run a Diamond for the 15% more damage over the int scaling gems, purely due to heavy armor being MORE resistant to elemental effects for some reason… (that should be their ONE weakness IMO…)

and yes, i agree, dodging a sticky bomb thats stuck to you is stupid AF, Same goes for fireball and such, I think if you dodge and you’re still IN the AoE, you should take damage.

neither of these are true but continue :joy: