Firearm overhauls for FI2
(NOTE: IT SHOULD ONLY BE APPLIED FOR PLAYERS WEAPONS, NOT INVASION AI! If AI uses these changes, it will become pure hell for players to defend themselves against AI with firearms in FI2.)
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Muskets/flintlocks
- Knockdown effects - All muskets/flintlocks should have knock down effects for any mobs that doesn't have shields up. Because due to high speed of ball rounds, it would knock you down, even with heavy armors you have with you.
- Bonus against shields - All muskets/flintlocks should have this bonus since it is devastating against shields. When it breaks shields, it will be able to knock down any invading mobs.
- Accuracy - Since early Muskets and flintlocks is not as accuracy as later era (rifles and later), the accuracy is correct in my opinion. But at the same time, most muskets are much same with accuracy, especially for shorter and longer barrels. So different tiers of muskets/flintlocks with different barrel sizes should have different accuracy with bonuses.
- Damages/speeds - Since most of different muskets/flintlocks have same damage and speed, they should be different for each tiers of them. Higher tiers mean better damages with higher golds prices. With this overhaul, each weapons feel rewarding and unique to use in battles.
- Bullet drop - Since bullet doesn't drop over short distance so this need overhaul. All bullet should have very little bullet drop, unlike arrows or bolts.
- Round damage type - Since musket uses ball rounds instead of bullet, should it be blunt damaged based instead of piercing?
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Rifles/Shots/pistols (i.e. Cowboy faction)
- Knockdown effects - All rifles/shotgun/pistols should have knock down effects for any mobs that doesn't have shields up. Because due to high speed of ball rounds, it would knock you down, even with heavy armors you have with you. Shotguns definitely should have strongest knock down effects.
- Can crush through blocks (Shotgun only) - Shotgun should have this effect since it have massive punching power so it should be able to knock shields down.
- Extra penetration bonus (Rifle only) - I tested Extra Penetration bonus for one of pistol in my own mod and it works as it should be. It goes through shield and hit the body of target. Since rifle have sharp bullets, unlike ball rounds, it goes through shields with ease.
- Bonus against shields - All rifles/shotguns/pistols should have this bonus since it is devastating against shields. When it breaks shields, it will be able to knock down any invading mobs.
- Accuracy - Since rifles and later era pistols have much tighter accuracy than early era muskets and pistols, it definitely should have much improved accuracy compared to what is currently modeled in FI2. And at the same time, most firearm are much same with accuracy, especially for shorter and longer barrels. So different tiers of firearms with different barrel lengths should have different accuracy with bonuses.
- Damages/speeds - Since most firearm have same damage and speed, they should be different for each types/tiers of them. Specific types/tiers mean different damages and golds prices. With this overhaul, each weapons feel rewarding and unique to use in battles.
- Bullet drop - Since bullet doesn't drop over short distance so this need overhaul. All bullet should have very little bullet drop, unlike arrows or bolts.
- Round damage type - Rifle and pistol should be piercing damage based (since it uses bullet) while shotgun should be blunt based (since it fires many tiny ball rounds)???
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World War II firearms
- Knockdown effects - All firearm should have knock down effects for any mobs that doesn't have shields up. Because due to high speed of ball rounds, it would knock you down, even with heavy armors you have with you. Shotguns definitely should have strongest knock down effects.
- Can crush through blocks (Shotgun and heavy caliber firearm) - Shotgun and heavy caliber firearm should have this effect since it have massive punching power so it should be able to knock shields down.
- Extra penetration bonus (rifle only) - I tested Extra Penetration bonus for one of pistol in my own mod and it works as it should be. It goes through shield and hit the body of target. Since rifle have sharp bullets, unlike ball rounds, it goes through shields with ease.
- Bonus against shields - All firearm should have this bonus since it is devastating against shields. When it breaks shields, it will be able to knock down any invading mobs.
- Accuracy - Since modern firearm have much tighter accuracy than any earlier era firearm, it definitely should have much improved accuracy compared to what is currently modeled in FI2. And at the same time, most firearm are much same with accuracy, especially for different types and barrels size. So each tiers of firearms with different barrel lengths should have different accuracy with bonuses.
- Accuracy fixes (for semi-Auto and Automatic firing firearm) - Every time you fire each rounds, crosshair expands itself instantly, which results in very very terrible accuracy that spread everywhere over screen. Crosshair should be limited in how far it can expand a bit, to keep bullet grouping tight every time you click on mouse button rapidly.
- Damages/speeds - Since most of World War II firearm have same damage and speed, they should be different for each types/tiers of them. Specific types/tiers mean different damages and golds prices. With this overhaul, each weapons feel rewarding and unique to use in battles.
- Bullet drop - Since bullet doesn't drop over short distance so this need overhaul. All bullet should have very little bullet drop, unlike arrows or bolts.
- Round damage type - Shotgun should be blunt based (since it fires many tiny ball rounds) while rest of firearm should be piercing based damage???
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Modern firearms
- Knockdown effects - All firearm should have knock down effects for any mobs that doesn't have shields up. Because due to high speed of ball rounds, it would knock you down, even with heavy armors you have with you. Shotguns definitely should have strongest knock down effects.
- Can crush through blocks (Shotgun, minigun, and heavy caliber firearm) - Shotgun should have this effect since it have massive punching power so it should be able to knock shields down.
- Extra penetration bonus (heavy caliber firearm only) - I tested Extra Penetration bonus for one of pistol in my own mod and it works as it should be. It goes through shield and hit the body of target. Since rifle have sharp bullets, unlike ball rounds, it goes through shields with ease. This should apply to all modern firearm (EXCEPT for shotgun).
- Bonus against shields - All firearm should have this bonus since it is devastating against shields. When it breaks shields, it will be able to knock down any invading mobs.
- Accuracy - Since modern firearm have much tighter accuracy than any earlier era firearm, it definitely should have much improved accuracy compared to what is currently modeled in FI2. And at the same time, most firearm are much same with accuracy, especially for different types and barrels size. So each tiers of firearms with different barrel lengths should have different accuracy with bonuses.
- Accuracy fixes (for semi-Auto and Automatic firing firearm) - Every time you fire each rounds, crosshair expands itself instantly, which results in very very terrible accuracy that spread everywhere over screen. Crosshair should be limited in how far it can expand a bit, to keep bullet grouping tight every time you click on mouse button rapidly.
- Damages/speeds - Since most of modern firearm have same damage and speed, they should be different for each types/tiers of them. Specific types/tiers mean different damages and golds prices. With this overhaul, each weapons feel rewarding and unique to use in battles.
- Minigun overhaul - Since you can't fire firearm at very high RPM rate in warband engine, so I have alternative solution for this as my idea. Miniigun should use multi bullets per shot (like shotgun). And unlike shotgun, it should fire much more bullets per shots with extra penetration unlike shotguns. That will make it being very rewarding and different from gunshot with very high price. It should cost at least no less than 100,000 golds. It will make minigun being very rewarding if you kill many mobs and survive through many waves.
- Bullet drop - Since bullet doesn't drop over short distance so this need overhaul. All bullet should have very little bullet drop, unlike arrows or bolts.
- Round damage type - Shotgun should be blunt based (since it fires many tiny ball rounds) while rest of firearm should be piercing based damage???