Incoming superhuge wall of text.
Having played about 5 hours so far with a variety of builds, there are some balance issues I have come accross. Now this is with the mindset of someone who thinks a variety of fun playstyles should be possible and every playstyle should be somewhat counterable. I am not sure how that compares to the 'more realism' mentality I have come accross so far, but currently having a gun and a 2h is by far the easiest way to compete. My ingame name has been Franzibald by the way.
Guns
- Guns are too accurate, people are having sniping battles at 80 meters distance, early 16th century guns did not have this accuracy, not even close. Seriously, you are so far from the mark with the current gun accuracy. Now if you're all up in the historical realism of things, you should know about the low number of firearms in early 16th century armies and their accuracy compared to bows and crossbows, the dangers to the user and the high cost of the weapons. Honestly, if a gun is used without heavy skill point investment in both proficiency and powerload, there should probably be a chance for it to blow up in your face. This level of accuracy also makes classes without a gun fairly unviable, from a gameplay perspective. There is very little reason to not take a gun, which does not reflect this time period correctly.
- Guns deal too much damage. Arquebuses have one shot me at all occassions I believe, pistols quite often too. I think you should differentiate between limb shots and body shots. Getting a lead bullet in the leg should deal much lower damage and be doable to survive, at least for a while, hence soldiers eventually using breastplates only as armour. More importantly though, arquebuses didn't have very high muzzle velocity and the round projectiles lost a lot of damage at range, which I currently don't see reflected in the mod either. Now as upkeep is fairly rough so far, I don't know how they interact with heavy armour, but with a damage value of 99 blunt I can imagine they tear straight through it.
Two-handed
- 2h swords are way too fast while dealing comparatively good damage. Once again, perhaps when upkeep is tweaked, the higher damage 80 speed polearms might be able to hold a candle to the 98 speed Estoc, but currently the faster 2h weapons are very OP. Still, even if people wear armour, the 2h swords have good pierce stabs. That is without mentioning the 1h weapons, which are around 90 speed with terrible damage values. Now, realistically 2h swords are fast, but they arent 5-10 speed rating faster than 1h swords or properly balanced polearms like spears or hafted blades. Currently the amazing 2h animations combined with amazing stats means that 2h weapons can blatantly spam most other weapons, even with no wpf. I have a character that has a shield, but not for a moment did I consider taking anything else than a bastard sword. The speed differences are simply too large.
Shields
- Shields are not at all a viable counter to guns. I was told a steel shield could reliably block bullets, so I specced a character with 5 resistance. Everytime it takes a bullet the icon shows a little crack. Which means that about 4-5 bullets will most likely break it, which isn't a lot if you are talking a 12 vs 12 battle, let alone more if this mod takes off. Worse than that though, the coverage of the steel shield is absolutely terrible, and I have been shot past or below my shield a few times. Which makes it rather pointless as you can't get close to an arquebusier because your legs become a huge target. There should be better coverage on your shield, otherwise guns will have no counter. Going to try a Board Shield later, but I expect it to break very quickly. Cav is obviously not the counter with this level of damage and accuracy and the inherent weaknesses of early guns aren't represented either. Aside from that playing a shielder is rather gimped through the complete terribadness of 1h weapons. Rodeleros were used to some effect in the era, so they were probably historically a little more effective than currently ingame.
Sprint
- Sprint is gamebreakingly fast, though I hope you are already aware of this too. I like the functionality and the impact it has on combat, but the top speed is past Usain Bolt levels and the acceleration is near instant. It completely breaks cavalry, as doing any turns or slowdowns near any players that have sprint will result in getting hit, and it is a source for easy kills for those who abuse it. While humans can accelerate quickly and run quite fast, you gotta imagine you are carrying **** in your hands and wearing armour. Also, not everyone is Usain Bolt. Lower the top speed significantly and reduce the acceleration so it takes about 4 seconds to reach top speed. Otherwise I think it adds some flavour to combat. Sprint is so far the only good counter to guns it seems, though only when there is only one.
Upkeep
- Upkeep is way too rough, though I believe you are aware of this. The era of warfare you are dealing with had fairly organized and well equipped armies and mercenaries, with plate armour being the norm. Plate armour stopped dead on hit gunshots reliably at long distance, and could deal with poorly angled ones up close. In all cases damage was neglible or significantly reduced. Heavy armour should probably be the norm. Currently I don't think I can get much more heavy gear than like 1000 total cost. Some decent half plate costs 2000 and that is without any weapons. With heavier armour all the specialized tincan openers like bills, hammers and poleaxes would start to play a role.
Skills
- So far I have found the impact of most skills fairly insignificant. Having 6 athlethics does not seem to make me very fast, nor does 0 powerstrike make me seem very weak. Having 0 wpf seems very viable and I don't feel super fast with 140. I think this is good in one way, it keeps builds realistically comparable, as humans won't hit twice as hard or run twice as fast as other humans, but it also seems to allow a very high degree of specialization without getting punished for completely ignoring other parts of your build.
Low visibility gameplay
- Night is too dark, dark to the point that there is no point in playing during real life daytime if it is night ingame, at least for me. If cRPG has taught me one thing, it is that low visibility play, be it fog or night, is just not really fun in the eyes of anyone.
So the bottomline is, guns and 2h are overpowered to the point there is hardly any other way too play, even though I have tried very hard to find it. This is bad from both a realistic and a good gameplay perspective. Perhaps reduced upkeep will have some changes on this balance of classes, but I suspect direct balancing is required.
Apart from all that I think you got off to a good early start. You guys pulled a lot of other mods into this and it provides quite a nice experience altogether. As a huge fan of the time period I hope to see more items for it soon and I will definitely play it now and then. The grind is quite easy, you get money for gear quickly if you go cheap and you can use as much builds as you can. Also low level or low skill investment builds are quite effective at killing stuff anyway, so you can compete fairly quickly. I do dig the powerload skill and misfires as a way to balance agi build arquebusiers, that is quite cleverly done. You got some pretty cool looking maps, although many are oversized for the current playerbase. I love the visual mods, lightning is epic. XP and gold seems to depend fairly heavily on performance which is great. I wish you the best of luck in getting through the early stages and I hope you can gather some players.