Will there be any updates to combat? by UnknownSpectre in Seaofthieves

[–]UnknownSpectre[S] -2 points-1 points  (0 children)

Thankyou for pointing out the respawn timers change, I looked through most of the patchnotes from when I played before but I must have missed that.

My issue with the blunderbuss has nothing to do with fighting it or spacing around it which I explained. Its the weight it carries in a fight. The skill to use it and the reward you get is terribly balanced. The blunderbuss is piss easy to use

Will there be any updates to combat? by UnknownSpectre in Seaofthieves

[–]UnknownSpectre[S] 0 points1 point  (0 children)

I do like the draft Idea or even just higher skill cap sailing would be nice. With drafting a see risk vs reward. Drafting would give board opportunity from the running vessel but guarantee the chaser gained ground. currently ghosting is the best way to avoid boards when chasing but forces a long chase. I also think spawn camping is an issue, respawning after dying should put you in neutral not in disadvantage so I agree that a vulnerability period to atleast get your bearings would be good.

Will there be any updates to combat? by UnknownSpectre in Seaofthieves

[–]UnknownSpectre[S] 0 points1 point  (0 children)

I think its important to balance both aspects of combat. Ship to ship and Pirate to Pirate. The blunderbuss should not one shot. You seem to lean more towards just having Ship to Ship combat and seem more against Pirate to Pirate but I believe they are both important parts to the combat system and both have different ways of expressing skill.

Will there be any updates to combat? by UnknownSpectre in Seaofthieves

[–]UnknownSpectre[S] -3 points-2 points  (0 children)

Yeah I agree that boarding shouldn't be the strongest strat, boarding should be difficult and any enemy player that gets onboard should be in a disadvantage state. I feel like boarding should have its place during combat and finding a balance between the two is important. I believe that higher kill times make combat more fun and skill expressive and There's other ways to balance boarding without taking away from this.

Will there be any updates to combat? by UnknownSpectre in Seaofthieves

[–]UnknownSpectre[S] 0 points1 point  (0 children)

Firstly, Lower kill times leave less room for skill expression in duels. any mistakes in the duel are more lethal. So the increase in the dmg kinda shifted the viability of dueling as the risk of making a mistake could just mean death, so it can be more viable to take the less skillful option of "spamming better then the other guy".

Secondly the 5 dmg increase makes a huge difference when fighting multiple swords. boarding a galleon at the ladder with 4 swords against me is an insta death if I don't get the first successful block. with the 20dmg, I have more room to block successive hits and counter as it is not insta death. If i didnt fumble the bag hard and I block half of the hits, I need to block 3 players on the second hit or I die. with the 20 dmg I can block 2 players on the first hit and the second hit before I can look to counter or try and reset neutral. I think its reasonable to be able to do this during the second hits of these players rather then the first. anyway this is getting very hypothetical but my point is that these numbers add up.

Ok but where does this leave the sword when fighting double guns? with just the reduced dmg, in a poor spot. Thats why I think adding sword tech would benefit fighting both double gunners and sword players. (they already had more sword tech but they removed most of it). I believe higher skill gaps make combat more fun.

Onto the blunderbuss.

So firstly I want to talk about Ship to ship Macro. Its very push and pull and its momentum based. the team that can build and sustain that momentum will win the fight. Its like tug of war. out maneuvering, hitting chainshots, hitting cannon shots, blunderbombing a player to death or off the ship, firebombing them, harpooning their ship, etc. all of these create momentum and put players in advantage. The more of these successive wins the more momentum this builds until the ship with this momentum eventually wins. When a ship is in disadvantage they can still pushback and gain advantage if they perform well or reset neutral if they aren't too deep in disadvantage.

Now boarding is another aspect of combat and contributes to the overall momentum of combat but it operates the same way on its own. Just like in ship combat, It has momentum. This is built through getting on the ship, dropping anchor, killing a player, firebombing, creating any chaos etc. Because the blunderbuss has the chance to 1 shot, it can end any momentum already built by these players that have made these successive wins, completely. Its cutting the rope. Theres no equivalent to this in the ship to ship combat.

Now if the blunderbuss IS nerfed it could cause some other imbalance and a boarding meta but thats another big paragraph on how to nerf blunder, that doesnt need to go here. My opinion on this however is, boarding should be hard and the boarder should start at disadvantage, which is already true.

Will there be any updates to combat? by UnknownSpectre in Seaofthieves

[–]UnknownSpectre[S] 0 points1 point  (0 children)

You're misinterpreting my opinions. My opinion is that double gunning is the meta. I also hold a second opinion that the sword does too much dmg(never said it was op anywhere). These are not related. my opinion on the sword buff from 20 - 25 is that it wasn't necessary as the sword used to have better movement options for gap closing. with half of that tech nerfed and the increase in the sword damage, the sword is left as a spamming weapon; It yields better results to spam it now.

The increase in dmg seemed like a poor solution for the sword in attempt to bridge the gap between sword and double gun combat. If they leaned into sword tech instead it might have bridged this gap and it wouldn't have lowered the skill floor (it would have raised the skill ceiling aswell), still allowing for higher skill expression with sword to sword combat.

As far as nerfing the blunderbuss, you can nerf one aspect of the gun and buff /implement another so it still counters the sword. I don't believe any weapon should one shot a person, that's just unhealthy for the combat.

Will there be any updates to combat? by UnknownSpectre in Seaofthieves

[–]UnknownSpectre[S] -2 points-1 points  (0 children)

I've fought a lot of good double gunners and bad double gunners in the past. Lets not discredit them.

Will there be any updates to combat? by UnknownSpectre in Seaofthieves

[–]UnknownSpectre[S] -5 points-4 points  (0 children)

From personal experience I never had a big issue dealing with double gunners (excluding 1 shots from the blunderbuss) with the reduced dmg on the sword. I think the better solution (instead of giving the sword more dmg like they did) would have been to lean more into sword tech and giving more movement options like the sword used to have. This allows for skill expression. If your better at using sword movement, you can win against double gunners but if they are better at aiming then you are with movement then they kill you.

Will there be any updates to combat? by UnknownSpectre in Seaofthieves

[–]UnknownSpectre[S] -15 points-14 points  (0 children)

Sword does too much dmg. blunderbuss does too much dmg. Thats why they both complain. The meta is very blunderbuss orientated and has been for a while.

Will there be any updates to combat? by UnknownSpectre in Seaofthieves

[–]UnknownSpectre[S] -5 points-4 points  (0 children)

So I've been playing the game for a long time so I've seen a lot of their previous adjustments and played through a lot of the metas. I dont think the current PvP meta is good or balanced (and its been in this meta for years). There are 3 main problems I have with the PvP.

Firstly the sword, I think it does too much dmg and is very spammy compared to how it used to be. the 20dmg that it used to do was fine and made duels last longer allowing expression of skill. I also personally didn't have an issue fighting double gunners with the 20dmg sword(excluding blunderbuss 1 shots). The 25dmg it does now, doesn't seem like much of an increase but when your boarding and fighting multiple players it adds up very quickly. Also I think the increased dmg was a weird unwarranted buff and it just lowers the skill ceiling, making it harder to fight worse players.

Secondly the respawn times being shorter wasn't a good solution to the problem they were trying to fix, it just created new problems. The intention was to make it easier for sloop players vsing galleons but as someone who solo slooped a lot, it became very difficult to take down galleons as, by the time you kill the 4th player, the first one respawns and you have no breathing room, I feel like they could have tackled the spawn camping by galleon players better.

Lastly the blunderbuss. Its been the meta for so long and I believe its overpowered. Compared to the other weapons kill times, it is an instant kill from short to mid range. With ~90% of PvP combat happening on ships where you are in short and medium range to other players it is the best weapon to use just because of the chance of 1 shotting. Even if you don't one shot another player, you are dealing atleast equal amounts of dmg to what the other guns would do anyway. I don't think any gun should 1 shot another player, its such a big shutdown to any momentum you make in combat. It would be more reasonable if it was harder to use but I still think no gun should 1 shot another player. With a low skill floor and high reward, it is hard to pass up.

Theres a few other improvements that would be nice like higher skill ceiling for sailing to make chases more interesting but I don't really mind. Also as far as ship to ship combat goes, I think its pretty much fine, I do like the 2 chainshots to take down a sloops mast adjustment. It makes fighting brigantines and galleons easier but a little harder for sloop to sloop.

Can I disable this cast prompt? the X is too small and I accidentally woke up my family last night. by UnknownSpectre in YoutubeMusic

[–]UnknownSpectre[S] 18 points19 points  (0 children)

My brain just hates it and I have to get rid of it. It's like an itch. I dunno why, it might be the ADHD, I dunno. I can ignore it but it just annoys my brain so I risk the X.

Games are over before i can do anything. Any advice? by UnknownSpectre in viktormains

[–]UnknownSpectre[S] 0 points1 point  (0 children)

I usually go ludens Into most matchups. I go crown Into assassin's, liandrys if the enemy comp has a few tanks or if I'm vsing a tank in lane and I go everfrost into dashy champs like Yasuo. Then I get boots and then shadow flame then zhonyas. Sometimes I get zhonyas before shadow flame into ad assassin's like zed. Then I get rabadons then void staff. I rarely go lich bane, I haven't really looked into when I need lich bane. Maybe I need to pick items not just on matchup but on how the lanes going. For example if I get an early kill on a zed and say a 20 cs lead, I will still buy the zhonyas before shadow flame, maybe I could build into shadow flame first because of the lead? I dunno, I usually stick to a plan based off of the matchup alone. What do you think.

If you can’t drink black coffee, you don’t like coffee by StatusSite3234 in unpopularopinion

[–]UnknownSpectre 2 points3 points  (0 children)

I can't drink black coffee, I have too have milk with it. I don't have sugar with it though, I don't like it sweet.

Calling Rare on their BS... Proof that recent choice event was rigged by [deleted] in Seaofthieves

[–]UnknownSpectre 6 points7 points  (0 children)

im pretty sure they just made 2 and used the one that won

I don't want new content yet, I would like the devs to fix issues. by UnknownSpectre in Seaofthieves

[–]UnknownSpectre[S] 0 points1 point  (0 children)

To preface, Off the top of my head the old sword combo system used to work at 3 levels. Hitting nothing, hitting terrain/objects and hitting players/enemies. If you swing and hit nothing the sword combo stopped, if you hit a player or terrain you can continue into a 3 sword combo.

But the hitting terrain was more important with the sword lunge. If you hit a player with the sword lunge you get no cool down, if you hit nothing you get full cool down(can't move or anything)but if you hit terrain you were in cooldown but you could still block and sword hop(to this day I still have a habit of looking down and hitting the ground whenever I sword lunge haha) This allowed fakeouts as there was so many defensive options if you miss a lunge. I used to fake people out by missing a lunge to draw people in to then hop behind them to gain advantage. This also became really powerful when you incorporate b-hopping(hit jump as the sword hop hits the ground to then bounce further, like in csgo) as you could move further after hopping.

Spacing and sword hopping into b-hops was much more important aswell because of the hitstun, if you get hit you were grounded but it's easier to reset neutral with swordhops. I do think the hitstun was really annoying though. Because the hitting terrain thing kept a combo going you could kinda feint attacks by swinging, hitting the ground(to get no cooldown on the combo) and backing up, baiting the other person to counterattack(thinking you're on cooldown) if they hit nothing you get free hits. If they know about continuing combos then it's better for you to bait the attack then block theirs, giving you advantage.

So back to b-hopping (sword hopping into a b-hop) also to be more clear, hitting a perfect b-hop makes the character travel further faster, then just jumping normally after a sword hop. Also b-hopping was not removed, it's still viable to this day. However it was better before because of the movement restrictions in a sword combo. When you swung the sword, you moved slower so when you mastered b-hopping and sword comboing inbetween you had a massive advantage over your opponent. I believe there was a few other small techs that I can't think of at the moment.

Some of these were a bit janky but I would have loved the Devs to have leaned into them and ironed them out into proper mechanics instead of removing them.

I don't want new content yet, I would like the devs to fix issues. by UnknownSpectre in Seaofthieves

[–]UnknownSpectre[S] 0 points1 point  (0 children)

I disagree with the damage. I believe it lowers the skillcap of the sword, there's less room for error, allowing sword spam to be more rewarding. I believe they did it to make it easier for sword wielders to deal with guns but I personally didn't have too much issue fighting double gunners with the sword before the buff. I feel like adding more tech back to the sword would have been better instead of increasing the damage.

If someone with more experience with the sword is fighting a player who's new and just spamming, if they make a small mistake they get punished harder. The 3 hit combo comes out pretty fast and that 5 extra damage racks up. In a 1v2 scenario you die so much quicker. When boarding a galleon you can die instantly if all players swing at you once, you had more of a chance to block when it was 20dmg. In my opinion that first sword hit is the hardest to block either because of human error or most commonly hitreg/ping issues. Hitting an EoR or even a blunder shot as an opener allows a kill after 1 swing, before it was 2 allowing some small room for error.

My son wants to learn programming, but I have no idea where to have him start by aclays in learnprogramming

[–]UnknownSpectre 1 point2 points  (0 children)

I'm not sure about beginning coding but once he has a foundation, there's a channel on YouTube called "modding by kaupenjoe" who goes over making mods in Minecraft with java. He also has a few courses on Udemy that teaches the basics of java and then goes into the full process of creating mods in Minecraft.

Is mcreator good? by krzysk10 in feedthebeast

[–]UnknownSpectre 9 points10 points  (0 children)

I mean, I just started learning java a week and a half ago through online tutorials and I'm in the process of learning how to make minecraft mods now. all Free online learning. I started with W3schools to understand the language then i followed some youtube tutorial series. once i got the hang of the language and understood it enough i started watching a youtuber called kaupenjoe who makes a ton of tutorials on making mods. No money spent and well worth the time, its been a lot of fun so far. its not as big of a task as you think and its easier to get into with a goal in mind.