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All current firearms in-game except the pistol (which is strangely a flintlock mechanism) are matchlock weapons. They were rather clumsy to fire indeed, as one had to keep the match lit in battle while reloading his musket/arquebus, a dangerous affair if one is using gunpowder. Although in the mod they are already carrying measured powder flasks to hasten and make the procdedure of reloading the gun safer, which is perhaps a bit of a leap in time (but don't pin me there, not too sure about that).

The point is that a matchlock works exactly the same as a flintlock, except that the ignition of the ignition charge that ignites the main charge is with a matchlock performed by letting a smoldering lont touch the ignition charge by pulling the trigger, while with a flintlock it would be a flintstone that is struck against the steel casing that also immediatelyshut thight to 'catch' the sparks and as such ignite the charge to fire the weapon.

As a result, when firing, the only difference will be the model of the musket, and the fact that one of both has a lont. The reloading process with the lont takes a lot longer, but animating that would be a champion's achievement.
 
Roran 13 said:
All current firearms in-game except the pistol (which is strangely a flintlock mechanism) are matchlock weapons. They were rather clumsy to fire indeed, as one had to keep the match lit in battle while reloading his musket/arquebus, a dangerous affair if one is using gunpowder. Although in the mod they are already carrying measured powder flasks to hasten and make the procdedure of reloading the gun safer, which is perhaps a bit of a leap in time (but don't pin me there, not too sure about that).

The point is that a matchlock works exactly the same as a flintlock, except that the ignition of the ignition charge that ignites the main charge is with a matchlock performed by letting a smoldering lont touch the ignition charge by pulling the trigger, while with a flintlock it would be a flintstone that is struck against the steel casing that also immediatelyshut thight to 'catch' the sparks and as such ignite the charge to fire the weapon.

As a result, when firing, the only difference will be the model of the musket, and the fact that one of both has a lont. The reloading process with the lont takes a lot longer, but animating that would be a champion's achievement.

Ah yes. But there was a type of musket or well i guess handcannon that only had a fuse but no "lock" (hope its the right term stupid technical english lol) so they had to wait for the fuse to lit the powder. I now realized that it is NOT showing on the clip i linked but the gun im talking about is indeed used elsewhere in the same movie. Its a comic scene where the musketeers is riding in haste to reach the queen with crucial info. On the way there are some bad guys who try to stop them and one of the groups is a group of these guns: They see the musketeers in the horizon so they prepare their "firearm" but they lit it too late so that the musketeers just ride past them before the "firearms" goes off. Loved that part :grin: It would also give the game a fun aspect i think. I just imagine it would be hilarious no matter if they failed or actually hit. If hit, lol. If fail, lol. :grin:

It is VERY similar to this one, just without the lock-mech.
matchlock.gif



Another suggestion: How about a BoE reddit?
 
In the new siege scenes (and modified Native scenes) of BoE I have found myself quite unknown of the location of the flag. In cRPG you can press alt to see where the closest flag is. Would that be possible in BoE?

Also, why are crossbows apparently more prone to break than pistols and muskets? Shouldn't firearms cost more upkeep since they're still quite a new thing and more complex?

 
The multiplayer part of the game is partially unenjoyable and i suggest going for some ballance and gameplay improvements, while in background you ARE doing the singleplayer. After youve done that MAKE singleplayer and multi in background. And then switch priorities again and again.
 
jepekula said:
In the new siege scenes (and modified Native scenes) of BoE I have found myself quite unknown of the location of the flag. In cRPG you can press alt to see where the closest flag is. Would that be possible in BoE?

Also, why are crossbows apparently more prone to break than pistols and muskets? Shouldn't firearms cost more upkeep since they're still quite a new thing and more complex?

The biggest problem with the siege maps so far is that most maps have been altered to have only a single way to the flag, which the defenders can easily defend with 2h/ranged spam, due to the high damage factor of both and the tendency to go light-armoured to earn money. To make things entirely impossible, they can also barricade-spam the only acces way with wooden props that take a single character over two minutes to destroy with an axe. Dependant on the amount of ways towards the flag and the amount of ways into the castle siege is just a powertrip for the defenders.


I haven't noticed that at all. Per action you do with the weapon it takes a damage tick that causes upkeep. A crossbow is less expensive than a firearm; so you will always have less upkeep if you perform the same amount of actions. (But perhaps that's the catch, Xbow reloads faster and has more ammo?)
 
After almost 3 days of religiously playing the mod, I don't really agree with most of the things said in this thread.

1. People say that plate armour isnt that good for the upkeep, but I really have to disagree. The way the current money making system works, you get more money in ratio to the damage that you do. So while plate armor may look expensive at first, it increases your survivability which allows you to stay  in the fight for much longer and deal much more damage. Which in turn gives you much more money, especially when paired with winning bonus (assuming that you win the round) For example, I was running Byrnie, a pistol, and a sword, which is about 1k total cost, and found myself making about 20-40g per round of battle. (2-3 kills per round usually) While someone like Foppit, in full plate on a plated charger using a steel shield, a 1h, a surgeon kit and a grenade, was able to make 60+ a round, after the kill bonus. 

I personally think that plate armor should have an increase in upkeep, but mid tier armors should have lower upkeep than they do currently.

2. I also noticed a severe lack of low-mid armor outfits. Everybody seems to be using a kilt simply because its very cost effective as a medium armor, and looks fine. For example, the Heavy Kilt with Black/Blue shirt, provides  37 body, 17 leg, for 458 price. While the Tasarim provides 36 body and 17 leg for 583 price. I would like to see a re-balancing of mid tier prices or just way more added.

3. Sprint, It's rather ridiculous. I played a lot of my gunning classes, in an attempt to counter plate. I found that in the time it took me to get one shot off and then reload, somebody in plate could easily sprint up and kill me (from 50meters out). You can also swing while sprinting, which is silly and ruins the immersion.

4. Misfires. Misfires misfires misfires. I found that even with 6 power reload, 1/3 of my shots (if not more) would misfire. This became very annoying, seeing I often relied on that shot to save my life, only for it to misfire and I would die. I suggest that the PR skill be buffed a bit, perhaps adding 6% decreased chance of a misfire rather than 3%, so you don't need to have 30 strength just to reliably fight with your weapon.

5. Guns (again). I played so much of the gun classes, and I found it very frustrating on game modes such as battle or siege, where you needed to spend the first 30 seconds of the round reloading your gun. This is quite silly and doesn't make any sense in realism, seeing a soldier would have loaded his weapons before entering into combat. Coupled with misfires, I usually spend atleast 60% of the round, completely immobile and incapable of fighting. On a gamemode such as TDM, where you instantly respawn, I can see how you would not want the guns to spawn loaded seeing that you could shoot, die, and repeat, practically guaranteeing yourself atleast one kill per life.

Sorry for the little rant, and sorry for any spelling/grammar mistakes. Terrible headache.
 
I'd say that the guns should be slower to reload and less accurate. Right now, the red matchlock arquebus takes about 12 seconds to reload with 4 power reload and total 174 wpf, and is just as accurate as crossbows are. The pistol reloads in about 9 seconds and is also very accurate.
In addition, lead bullets hardly cost any upkeep at all, making the firearms the superior ranged weapon due to their high damage, good accuracy and reload speed which is not even that slow.
I suggest that reload speeds of the red arquebus should be increased by 1/2 their current speed, and accuracy of the arquebus and the pistol to be reduced.
 
But that isn't a balancing nerf, that would destroy the whole class. Bows and crossbows are a direct counter to guns, being faster on the reload and capable of interrupting someone who is reloading their gun because they are completely immobile (providing it's an arquebus)

Also, I have a 163 wpf Crossbow class, and a 163 wpf gun class, and the crossbow is much more accurate, especially at longer ranges.
 
It wouldn't destroy the class. Firearms got great damage, but have bad accuracy and long reloads. As Jepe said you pay very little for bullets. This change would maybe decrease the ammount of muskets/pistols and people would maybe pick other ranged wepons like crossbows and bows. 
 
I don't understand why you guys think it needs the nerf. Compared to crossbows, it's less accurate, and compared to bows it's way slower. It's only advantage is its damage. You also seem to forget misfires. Imagine if your sword randomly stopped doing damage to people mid fight, and it stopped blocking attacks. Pretty inconvenient, huh.
 
That's a stupid comparison. Whenever you go to melee, you risk your life. Whenever you just stand around in the ass end of nowhere shooting with a musket, you risk nothing, not even your wallet, since the upkeep is minimal. And, with my crossbow character with 176 wpf, I am most certainly less accurate with the heavy horn crossbow than my musket build is with the red arquebus.
Right now, there is no point in using a crossbow, and firearms are more useful than bows aswell. This is proven by the fact, that hardly no one uses a crossbow or a bow, but most players do use firearms.
Making the firearms more specialist weapons would not destroy the class, but would make them specialist tincan openers, instead of being used everywhere, everytime against everything.
 
Except in most cases, where you're not fighting out in the middle of ass end nowhere. You're firing at people charging you. Or are in a shoot out. Or you're taking a shot that will definitely draw attention to yourself because of the loud BANG, the cloud of smoke, and on night maps, the flash. And if you miss said shot, then the person charging guts you like a pig. Or if you draw attention to yourself, suddenly at least three other people are pointing their ranged weapons at you. Or if you're in a shoot out, the other guy you're fighting shoots you, etc. ,etc.

It's not a stupid comparison. It's a fitting one based on the different styles of play. Range are supposed to stay back to decrease their chances of getting killed in a melee. That doesn't mean they have a lower -risk-, considering other ranged will aim for them, and if the melee guys go down, they're done for. It just means they can last a bit longer.

I also disagree about firearms being more/less useful than bows/crossbows. A skilled crossbowman ingame can wipe out fire arm users in a shoot out, because of the simple fact that his weapon is -silent-, and still hits hard. A bowman has the speed, which can keep someone from popping out to take a shot when arrows are flying at them. As for the statement that a majority of players use fire arms, true. But, considering I was in today, and the majority of my team was a mix of crossbows/firearms, with one dedicated melee guy in heavier armor, it's not as bad as it can be at first glance.

People seem to be gravitating from guns already to the other weapons, seeing as guns are only useful when adequately supported by other classes or are used by multiple people firing at a pace that doesn't have them all reloading at the same time, because during the reload time, a single man can run up there and cut everyone up. (Or if said musket guy is being 'that guy' who hides in a corner of the map ontop of a hill while he's the last one alive, and just keeps running away for five minutes). Meanwhile a single crossbowman can easily make three people bleed to death without ever being spotted. And their crossbow bolts don't decide to not fly out of the crossbow.

Tl;dr, I think the issue about guns being overpowered is being inflated, mainly due to the fact that they are quite common in game atm. The ammunition definitely needs a bit more of a buff to the up keep, but the stats themselves don't seem all that terrible to me, considering a melee guy can easily block a bullet with a shield, and then sprint up and stab.

This is all without mentioning the -terrible- melee speed for the arquebus.

EDIT: I forgot to mention that pistols however, do require definite re-working on. Those things hit hard in melee, swing fast, reload almost ridiculously quickly while -moving-, and then can do practically the same amount of damage as a musket at close range. It's getting semi-ridiculous with swordslingers sprinting up with a pistol aimed, shooting a guy mid sprint.
 
Sprint is also an insane counter to ranged right now. Nearly impossible to hit somebody who is sprinting in any non-linear pattern.
 
sprint seems to balance out range really well along with stamina in this mod.  Yeah it might be a bit fast, but the more I play TDM the more I get used to defending off fast players.  Yes, using a pistol or rifle at close range is tough because of the misfire rate and the sprint speed ability, but I've had plenty of the dedicated riflemen pick me off with no problem on a full charge attack while sprinting.

I'd hate to see sprint crippled much, especially where you can't swing or block while using sprint.  Sprinting up hills seems a bit fast, but for game play balance it would be near impossible to take hills with camped infantry if you couldn't do this on some maps.

Balance is tough in this game due to the low populations and different maps and modes.  I've seen some maps where range is dominate and other maps where hand melee cuts everyone to shreds.  All the range players want to load up ruins and the rooftop map, while hand melee want arena style maps.

The night/fog/rain ect really adds a lot to the tactics in this game as well.  Shadows and Shrubbery can hide you pretty well along with dat 3rd person camera angle you can camp corners and wait for the right moments to take players out.

On melee swing speeds of the pistol and rifles.  I think the rifle melee should have a faster swing.  I've yet to have anyone dominate me with a pistol whipping.

1H weapons probably need some buffing.

kwhy aka missANGY
 
I'm totally going to beg for a 3/4rs munitions armour and savoyard helmets, but those need models.

So I'm going to throws a lot of models here I found.


Sturmhaube helmets and burgunets! Why did we only take 3 from this entire beautiful pack?!
Sturmhaube5.jpg

Sturmhaube6.jpg

Sturmhaube5.jpg

Sturmhaube3.jpg

And I found some other stuff with broken links that could've been interesting. More to come soon.

Currently looking for the OSP with this in it without succes. It's a not too shabby 16th century plate.
nMETkF2.jpg
 
I just have been playing siege to notice, it takes 15 minutes for a defender to gain a multi (too long).

I suggest to not reduce the amount of time per round but to grant the defenders after 5 mins of play 1 multi and after a won round another one.

Attackers can flank or use some tactic to win in no time. Appart form that i would like to see the team switched after every round same for battle to give both team fair conditions of winning.

And add this kind of armor for drgooner
Frz-Gardekuerassier.png
 
Roran 13 said:
Currently looking for the OSP with this in it without succes. It's a not too shabby 16th century plate.
nMETkF2.jpg
Can I have link to that dl pack with this armor, pls? Saw it long ago, can't find now =(
 
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