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 ?
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!
”
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.



