The Musket has got to go

This is wrong the only counter to musket is bow. You need a very very coordinated group of muskets to shoot down 1 musket player as he will roll on first shot away. And nobody takes more then 2 muskets for attackwars anyways if at all!

If you are funny you can run a onyx in your bow and you basically insta kill a musketplayer on the wall with heavy followed by the broken ability to cast a second shot afterwards.

And the best thing is its free Mortal Empowerment stacks as they drop like flies. ( though for some reason mine didnt stack further then 13.

No matter how you look at it if you are being destroyed by muskets its usually your teams fault for not reacting to it.

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I play New World not to play musket. And if New World wants me to play musket I’ll do that and give the musket users hell.

The Devs just need to bite the bullet at this point and completely rework how Muskets work. There just can’t be a 100m Hitscan weapon without damage dropoff with this kind of firerate in an MMO where combat predominantly happens within 15-20m. It sucks the fun out of PvP.

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Lol I thought about doing this, but I refuse to make the problem worse than it already is. If I throw a musket on, kill someone, then that person throws on a musket to fight back, we got ourselves a catastrophe. Leave that for the spinoff game: New World - Modern Warfare 2.

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Please do it. I want to see someone who thinks musket is broken try it for the first time against some aged musket players.
I bet the next thread up on the forum is - There is too many Aimbotters. They play better then me :smiling_face_with_tear:

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ALL YOUR REASONS ARE MOOT! MMMAAAAAAAAGIIIIIIIIC! There everything for the musket has been explained. If i need to explain it in a lower voice, it’s mmmmaaaaagiiiiiiic. :wink:

If you want to start adding reality to all the weapons I would hazard a guess at a rather boring game. No Magic, Baaad.

So y’all stand out in the open in musket LoS, and you’re complaining that you’re getting shot?

If it’s a war, have a counter sniper squad. If it’s OPR, play the LoS.

This is actually one of those git gud moments.

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they need to fix it in some way there is a musket on my server that is 5 shotting heavy armor players. almost 1 shotted me in light armor with 11k health he hit me for 8.5k off one powder burn then dodge shot for kill. i also have physical aversion and resilient and thrust gems in ever piece of gear. so while hes hitting me for 8kpowder burn and 5k basics my heavy attack from arrow after dodge and a head shot hits for 2.5k max thats with a enchanted arboreal attunement 625 bow
if your gonna make them hitscan and give them unlimited range with no fall off damage then make the musket reload like a real musket… you make ever other weapon lead targets even Magic weapons which dont have to be realistic cause magic lol but bow spear hatchet all have to have lead times and drop from gravity, and magic has to lead. makes no since you’ve given them a bolt action sniper not a musket… re work it some how having 3 musket spawn camp and entire team 3v10 isnt much fun the only counter to musket is more musket and its a issue. if its not bad enough that musket can do all that damage and take none they also have rapier to run away forever. not to mention if that have 15 stacks of mortal empowerment the rapier ful combo its self is enought to instant kill a light armor user with 10.5k health. i get light armor needs to be squishy but even medium armor is getting 2 shotted by muskets on my server heavy armor is getting like 5 shotted if they dont pot LS is still almost unbillable though cause LS

A musket player opinion.
As i said in many posts, i’m a musket player that plays in close/medium range.
I like to face my enemies from close ranges and outplay them with my trapper build to get some kills.
And i can agree with the fact that long range muskets are annoying asf, but i don’t think the hitscan should be removed or add bullet drop. The only strong thing in musket is actually the hitscan, otherwise the weapon would be slow, single target and useless in wars.
My opinion is, make musket the strongest single target weapon from close/medium range in the game, take this away from bow, there is room for this kind of gameplay.

This is how it should work (my opinion).

Ballistic Advantage (musket passive): The fall off damage at targets 50meters away is reduced by 30% increasing to 50% at maximum range

Hit your Mark (another passive): Nerf it only to 7% bonus damage from max range but change the max range to 50m.
This way muskets will still be playable at long ranges but will not do much damage, this way of gameplay should not be removed but it should only be less effective since it is uncounterable.

Now lets go to the buffs:

Critical Reload: Change it to 4 shots to reset in a 8 seconds window, but not only headshots, instead, critical hits and headshots.

Sticky Bomb: The bomb now can instantly explode if you hit stopping power at the target with the bomb on it with reduced sticky bomb damage. (forgot to add that in the original post)

At last, take back the faster animation you guys had in the november patch, it doesn’t make sense making musket clunky when you guys just added alot of animation cuts in the bow. Musket players use less constitution then the bow players and they need to dodge everything in order to survive.
This is just a suggestion feel free to reply with whatever ideas you guys have.

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i can get behind some of those changes but at the same time i have alot of rage towards the musket as my server was filled with them over night we have about 10+ muskets per opr now every game just about and theres 5 man group running musket rapier M E ring and spawn killing everyon to the point they cant even get out of the base let alone fight back. now the musket does feel clunky ill give you that but the single target dps is generally better then bows in pvp the strong muskets on my server arnt hitting me for less then 4k basic then they dodge instantly hit me with another 4k and there goes over half my health now i have to either try to run which is bad idea or pop a health pot which slows me down and they just shoot me before the animation ends meaning i might aswell not use it. or attempted to land 1 arrow that might do 4k damage to them if it even hits them and when it does it doesnt even take half their health. 90% of the time musket will win against bow for the sheer fact you can watch the arrow leave the bow even at medium to close range and still have the chance to dodge or straight up I frame it so not only do you have to aim for drop and lead and guess which way they are going to dodge but even if you get all that right they can dodge right as it hits them and do no damage to them. but muskets are much harder to dodge with the 0 travel time. i dont have any ideads on how to make it viable while keeping it from being able to destroy everything but i can say the stronger players on my server are the musket players they cant be caught and they can 4-5 shot heavy armor players across the map.

Just last night, I was farming flagged in open world. I contested a spot with a guy unflagged. He got pissed, got a musket, flagged and starting shooting me from like 300m+. Chased him all the way to the shrine. Back 10 minutes later, and another time after that.

No weapon should be allowed to do this with no counter play other than itself. The musket needs a rework. It’s unacceptable in its current form.

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Ill tell u a secret counterplay. Turn off pvp.
Tada.
I had to kill a guy who was camping my leather spot 19 times over.

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These are some good ideas. Muskets should play much closer range and not just outclass every other weapon in the game significantly at range. I do like your suggestion of severe damage falloff at like 50m+.

Although I still strongly think the root of the problem is hitscan rather than damage falloff. Hitscan makes the weapon too easy for good FPS gamers.

I don’t care about being griefed by pvp. I care that there’s no counter play other than the musket. At the end of the day you can grief people unflagged, just as much as you can flagged.

I mean he picked musket. Why did you not do so?
Ill give you a counterplay though! Me as an aged musket player know that when you use a charged heavyshot on bow followed by a pen arrow its usually a Instant kill to a musket player as they are either 5 or 50 con. The possibility of him surviving are close to zero.
If you want to be sneaky SnS and hatchet is your friend. When you are 10-20m away from the musket with this build they have no chance to escape if ur not trolling. If ur melee range there is no escaping anymore.

Please keep the no counterplay somewhere where people arent trying hard enough and prefer to get stuff nerfed over improving themselves!

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Musket pretty much does not have a place in their so-called weapon pantheon. Nobody uses it in PVE except maybe to farm animals. In PVP, you pretty much cannot interacting with anyone who isn’t using a Musket themselves pretty much.

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Do able, but needs the musket to stand still.
Sometimes if they’re good they run high thrust resist and that combo doesnt finish them so they run away an pot.

The only counter to a musket is another good musket.

Or sneaking up on one from behind.

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And this is not true.
The issue is if you go 25% thrust resis which I had you will get Bamboozled by a magic conversion gem.
I’m running right now about 11% magic resist onall elements and 19ish% thrust protection (got it on amulet as well) and when they hit 2 headshots with above mentioned combo that’s it no way to survive this.

Musket being countered by musket sounds in itself true right but than Comes reality which is about this: guy shoots first Hits about 1/2 of enemy musket enemy starts rolling till out of sight.
And normally this is okay but in wars where the enemy has high ground in defense you are at a very big disadvantage. That’s why I actually mentioned to bow because it actually helped me effectively neutralising enemy squads on the fort.

The moment I see a shooter stance I switch to bow and if I don’t troll it’s a free mortal empowerment stack

This is exactly why I usually run medium armor with musket on defense war so they can’t do that. But God forbid people lose 10% of their damage they rather die to me 10 times over and lose empowerment stacks than switch to medium :clown_face:

2 Likes

Interesting, using medium armor haha would be keen to try it for the lols

I mean i definitely have heavy/pen killed a musket before with just an opal in the bow.

Poison was my go to before the nerf so the dot would help finish them if they didnt die initially.

But i still believe we need a visual disruption skill or smoke screen that players can use for LoS counters.

If AGS isn’t going to implement environment adjustments in opr, at least put it in the hands of the players.

Something like VG scream smoke could be a thicker 8m radius cloud and linger for a few seconds.

This would be a hard counter against ranged and wouldn’t be op because the shooters wont take damage. They’ll just be unable to line up a shot for a short while.

Even firestaff could have a ā€œsmoke skillā€ or something thats part of its theme.

But i do see Great Sword having a blocking mechanic too so maybe this could alleviate things…i dont have any experience with it though.