Lol come on man, if you play musket you should know why we are nerfing musket!
What I am trying to get at is the majority of players (At least what I see in 4 different servers) is setting themselves up for easy deaths or vise versa ignoring potential flanks or kills. Primarily I think the pb is it’s own worst enemy.
As for balancing I’d say it’s a difference of multiple issues that have dog piled on one another. Such as we only have 1 singular map that has an exceptionally large open field benefiting weapons with 100 - 125m capability. A new map alone or simple terrain changes to the only map we have would do far more good than what many posts want to inflict on the musket. It doesn’t help that devs perform large balance updates 4+ months between when pvp balancing is suppose to be in a constant flux. But yes, the balancing is fairly weird but hitscan is the least of the reasons as it’s more of a practical argument among players.
Even if it were “projectile” there will still be posts claiming “aimbot”. There will still be posts arguing how “unfair” or “broken” the musket is. Because it’s simply easier to get something nerfed into oblivion than facing the problem head on. It’s been that way in multiplayer games for a long time.
As someone who actually plays throwing hatchet vs bows and muskets regularly, I feel almost uniquely qualified to tell you that most of what you said about the hatchet isnt how it works at all.
True, 11 times out of 10 even if AGS turned the musket from hitscan to projectile this @Dude guy would still 100% complain to get it removed from the game once he realizes how indifferent hitscan is to projectile (when the projectile speed of a bullet is so much significantly faster than an arrow or a fireball)
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I’ve also played the hatchet & bow and I respectfully disagree with you.
I main throwing tree. I only use the first two passives on the berserk side.
That’s just not how it works. I have never seen a 3k+ hit from my hatchet on anyone that had 4+ resil and my hatchet actually bis for throwing.
The one and only time “arch advantage” actually comes into play is when you’re hitting a respawn point over the fort walls in opr. Other than that it’s mostly just annoying and slow.
If I must go and fight a musket, I’m javelin + cannon blasting them. Done and done. If I miss then the next few seconds become interesting.
BB also has a mini death defy + a ton of fortify and abilities you can use to instantly decimate someone’s healthbar with a press of a button or using it on CCed targets e.g (Warhammer CC + Shrapnel combo)
Technically the musket can also fire prone but cannot move it’s vision down enough before breaking into crouch which just requires a specific angle for potential prone sniping (excluding profiler) would hide a musket player in an already tunnel visioned player base.
Though I agree Dude would still get trashed by projectile musket. Hell even if devs go as far as simulating true 17th century reload, players performing the same mistakes will not change the outcome.
How you gonna make this up?
2 Buttons is all it takes, 5 ounces of pressure is all it takes.
Again I disagree. The thrown hatchet comes down to nothing but shot leading. A stationary target as simple as most musket player habits is not difficult to land. A moving target is still not as world ending impossible as people make it out to be. Much like others I have all the weapons maxed and have even used the hatchet in a support format.
To beat thy enemy play as thy enemy. I know enough about the musket to not die to it. I know more than enough to have gone n made a new chars to go hunt Zyrex ![]()
The hatchet can hit targets with practice. Same you can land DE & LE in free cast with A LOT of practice.
You don’t need another musket to drop a musket. You simply need competent players thinking tactically instead of “Scoreboard Go BRRRRRRRRRRR”
The only requirement to reliably killing a musket is properly contesting them at melee range.
“Running straight at them in their Line of sight without pressing shift button” is a more reliable way of dying and giving them free stacks.
if you press shift button before and as he shoots and you manage to iframe both his first two-shots outside shooter stance he’s going to have a 2-second downtime, but if he’s IN shooter stance he’s going to be able to shoot you only ONCE every second for the next 5 shots (which, if you aren’t running on a straight line and aren’t trying to close a 100meter gap out in the open field) then you probably wouldn’t die.
I’m not a mind reader haha. Sometimes I dodge and it was a good guess, other times, they hold It. You cannot react to a shot once it’s fired.
Problem is that’s where they are usually. Near cover, where you would need to cross open field to get to them, or take a very long and wasteful route. This is a map problem though.
Musket’s design revolves around long-range fights, if you close that gap they are almost instantly guaranteed to lose against any weapon setup that sports more mobility.
Yeah, the thing about facing muskets is you play the player, not the game. Most people just play the game which makes them relatively unable to compensate against guns, but if you play the player you’ll be able to make things work much better.
The one edge I have over these crybabies against muskets is that I play musket, so I relatively understand how the musket works on a fundamental and mechanical level, which enables me to play against it while using a melee weapon and come up top most of the time unless I’m fighting 1vs5 muskets which is, I would die because that would make more sense.
Except rapiers exist.
I personally don’t have that much trouble anymore with muskets because I just opt to end them without them having the chance to do anything.
What rapier? The Fleche distance reduced rapier? The 12 second evade rapier? The riposte (I left click you and press shift to bait your iframe and slap you after) rapier?
Rapiers aren’t strong bro, you know 100% a musket can’t trade hits with his rapier vs a proper light melee / any other weapon for that matter cause “5-50 con”
The only players that would lose to a rapier is another musket with 50 con getting obliterated by the damage burst from another rapier.
Lol yes that rapier. People don’t use or need riposte anymore, you get close, you get flourished and finished into an evade light and/or fleche through you after your gap close has been used up.
Ah yeah, and melee weapons that have grit (there’s a lot of them) berserk on hatchet makes FnF also useless btw.
Almost every weapon that has grit makes FnF useless.
A firestaff landing 1 fireball takes 60-70% of a musket’s health bar…
Close the gap and you press the flamethrower button to win
The likelyhood of someone chasing after a musket that actually uses 300str though? Agree about berserk. I guess I just happen to be someone that doesn’t have any of that sort of protection. If I sense an FnF coming, I block. Usually works out but if I’m already at the point where they’re using the rapier, I’ve already failed at what I was trying to do ![]()
Gl with that one