The Musket has got to go

Yes, all gun weapons were projectiles including the siege weapons. Removing the projectile and making them hitscan catapulted the war meta into spamming gatling guns. Then, spamming muskets to counter defender siege.

Muskets have always been in a position where they either suck really hard or they’re extremely overpowered. IMO, it should be a weapon that utilizes positioning and situational awareness to excel. I think that’s what the traps were initially intended for.

AGS devs, even if you don’t have an actual projectile you can simulate the bullet arc and time to hit using range zones(Xm>Ym>Zm from origin, etc). There should at least be an enormous damage drop from long range fire.

3 Likes

You could also decrease the distance by a lot, BUT increase the headshot damage, they need to feel more rewarding… 2.5k headshot damage against people with 625 gear and full resilience, is not feeling rewarding at all… And no IM not 600GS; im 624 GS with really good gear

If you get 2 shot by musket then you even have 300GS or you have 5 con… But then it’s your fault… If you state you are 2 shot, show some evidence, with your gearscore and your hp… this is not possible, im playing musket since release, and in its current state, no way

You will get 2 shot because the first shot is powderburn headshot and everything that hits after powerdburn is immensely amplified.
I currently have 623 ( switched up some pieces now) gearscore, 19% thrust protect 5x resilience, about 11% magic resist and only 1x Physical aversion. The rest what i got on my gear is 2x Shirking Fortification and 1x Shirking energy.

Again if you get your hands on full BiS pieces with 4-5x physical aversion sure you will withstand so much damage but get those BiS pieces first.

oh and this. Posted it already somewhere but you can see guy on the wall had more then half hp and was still brought down in one tap ( musket shot not the bow IK) and it wasnt even powderburn! Regular shots wont kill anybody in 2 shots I agree with you. But everything that follows after a powderburn is so unholy amplified that it will hurt.

i would personally go with low damage on hitscan, about half damage it does now, and buff up/rework the other three

that would mean on range you are annoying, but only enough to bother backline,
anyone comes close, you are not useless ranged player having to switch weapon

i dont even recall all that is in (whats its name now?) Trapper build, abilities were not impactful enough with long CD and average damage, and absolute waste of time for PVE

have us equip bayonet and do some cool lounge for high damage average CD? the grenade being useful like the one from blunderbuss? option to actually CC stuff in PVE with trap and provide utility for party?

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Mortal Empowerement 13 stacks = 26% more damage…

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I agree. Some opr matches with 5-10 muskets on the other team and I die before I can go 20 feet. Tried different builds but when I vs a group of these it’s impossible to have fun. So I just cut some trees and set up a fort if we have one and watch some YouTube until it’s finished. All of the most fun opr moments were when both teams had no musket.

3 Likes

I mean sure you are right on that :smiley: But getting 13 stacks isnt much of a challenge anyways. I think he would die with 10 as well :x

Musket just doesn’t fit the game design.
That’s the reality.
Long range hitscan in the game where you need to play for objectives… Not a good idea.

Long range 5 con build is useless in pretty much any PvP game mode: OPR, arena, wars.

Every game mode is about capping points/objectives which 5-50 con muskets can’t do by design.

It gets completely countered by sacred ground, can be easily LOSed. When I’m playing OPR in a group I don’t even notice musket players, we are zerging from one outpost to another, having fun, good fights, winning the game while muskets are somewhere outside shooting something, getting some kills and still losing the match as their team Zerg is weak.

In my opinion the Musket should be closer to other ranged weapons: bow, FS, IG

Here’s the list of Musket fixes:

  • make the Musket a longer range Blunderbuss
  • give it mobility ability, and AOE CC/burst abilities
  • it shouldn’t have double attribute scaling as it forces people to run 5 con (bow, FS, IG scales only with 1 attribute and in result they have 150-200 con)
  • there should not be any damage bonuses with the longer range (make it’s range the same as FS)
  • get rid of X3 scope
  • musket cannot contribute to group fights by design, there’s just sticky bomb but it it doesn’t seem to be very effective

I think both musket players and musket haters will be excited for a completely reworked version of musket that can be viable in group PvP as good as IG VG GA WH BB FS in medium/close range

Again, I don’t hate muskets, when I’m playing on point with my group and muskets are afk shooting outside, i feel like we are playing different games

2 Likes

Decrease range, rework the tree, make it a weapon that has to be used mid range really fast, then has to be swapped back to another weapon…
it needs rework definetly, that’s true

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Absolutely, it is a weapon that is not compatible with the game (this is not Call of Duty), it generates an atrocious gaming experience, a very difficult weapon to balance and in the hands of cheaters, it breaks the game ruinously.

It’s definitely not a musket issue, mortal empowerment is definitely something that needs to be tweaked but in part it’s players playing into a muskets strengths. Running light and no counter play is a recipe for getting killed. In think at the meta changes into something that is less musket friendly we will go back to the complaints that it’s not strong enough.

Also hitscan I think for many people, they think that instantly means it’s easy. It definitely doesn’t give people an aim bot!

I actually think in PVE setting it could take some buffs, it being fine in PVP outside of mortal empowerment, makes it tough to balance that so I feel it likely won’t get much use in PVE for a while.

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Terrain which you could shoot through. Also, this completely ignores the problem. It’s supposed to be PvP, not duck hunt. In OPR there are plenty of points where you have to travel 50+ meters without cover.

This just tells me you don’t PvP

Get good kid.

The musket playstyle objectively doesn’t fit into this game. Keep blaming the players’ choices instead of the developer’s poor combat decisions. You are actively making the game worse and the community more toxic, please leave.

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No, the weapon needs to be removed or at least reworked. Mortal empowerment only increases the damage done by musket. Here’s what the musket tuning looks like:

  • Decreasing damage makes the musket just an annoyance that is an afterthought in PvP.
  • Increasing damage makes the musket a sniper that kills targets before they can even get close.
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Man, I think you need to take a break… You‘re really upset… Have you ever played musket in arena or pve?! don‘t remove it… just rework it. and just to be said: there are always players that complain about everything. you can counterplay a musket, but you probably just stick to your weapons and do not want to swap…

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It’s the rapier. The rapier is way too strong for kiting.

The musket is also a really good way for sub 625 players to contribute, in a brawl they are just oneshot.

They could buff sticky bomb for pve and rework a node to give extra damage vs elite enemies.

This just tells me you don’t PvP
:yawn: I’ve never hard problems against a musket when running from one outpost to another. If you cant dodge, or use interim objects/pillars, or healers in your squad or regrouping, YOU don’t PVP.