cRPG

cRPG => General Discussion => Topic started by: jack786 on December 12, 2013, 01:26:52 pm

Title: Add back muskets
Post by: jack786 on December 12, 2013, 01:26:52 pm
As we all know in crpg we already have many items from the early renaissance, and that means we need gunpowder! Guns would take long time to reload, but they could really hit hard! Ofcourse they would be unaccurate at long range and would be costy for upkeeps, but when making big line and fire, it would cause great pain!

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Title: Re: Add back muskets
Post by: no_rules_just_play on December 12, 2013, 01:29:12 pm
add a poll before it's too late!
Title: Re: Add back muskets
Post by: Paul on December 12, 2013, 01:30:35 pm
No because of eternal chadz veto. Firearm mechanic is occupied by carpet bombing in this mod anyway.
Title: Re: Add back muskets
Post by: Corsair831 on December 12, 2013, 01:31:24 pm
and add healing guns

and double jump

and make it so i can role play as a cow


:D
Title: Re: Add back muskets
Post by: NejStark on December 12, 2013, 01:33:53 pm
And dont forget these http://forum.melee.org/general-discussion/killstreaks-56066/msg905400/#msg905400
Title: Re: Add back muskets
Post by: jack786 on December 12, 2013, 01:34:38 pm
and add healing guns

and double jump

and make it so i can role play as a cow


:D
Listen pal, healing guns woulnd work because the healer class has not been added yet. And rondel characters already know the trick how to do a double jump.
And actually you can play as a cow in some servers, but thats a different story.
Title: Re: Add back muskets
Post by: Prinz_Karl on December 12, 2013, 02:19:42 pm
Firearms is the worst that could happen ranged wise to the mod imo. They don't necessarily have to be unbalanced, with high reloading time/high upkeep they could even be a bad weapon but the problem is like all range high damage weapons that you can't make people die off with one shot, that would be extremely undesirable and make people GTX.
Title: Re: Add back muskets
Post by: Kafein on December 12, 2013, 02:26:21 pm
Firearms would further bury the deep melee combat mechanics of the game into a pile of generic 2003 shooter tropes.
Title: Re: Add back muskets
Post by: jack786 on December 12, 2013, 02:33:06 pm
Firearms would further bury the deep melee combat mechanics of the game into a pile of generic 2003 shooter tropes.

You know that at any historical period people always used ranged weapons, would it be sling, throwing rock, throwing axe or basic bow. Thats how it is son.
Title: Re: Add back muskets
Post by: oreshy on December 12, 2013, 02:42:02 pm
..i personally think it would be fun. it's not far away from a xbow (especially arbalest). but otherwise ..there's napoleonic wars & fire and sword , that's enough.
Title: Re: Add back muskets
Post by: jack786 on December 12, 2013, 02:42:24 pm
Firearms is the worst that could happen ranged wise to the mod imo. They don't necessarily have to be unbalanced, with high reloading time/high upkeep they could even be a bad weapon but the problem is like all range high damage weapons that you can't make people die off with one shot, that would be extremely undesirable and make people GTX.
But wait, why? Archers are very op right now too, they could easy shoot musketeer because he couldn't manage to reload. What your saying means also to remove archers and crossbows...
Title: Re: Add back muskets
Post by: sF_Guardian on December 12, 2013, 02:54:18 pm
The amount of range already makes it hard to play with a low armoured, agi intensive build.
With even more one-shot weapons like Arbalests people who dont wanna play with heavy armor will
be forced to quit. (And others will quit too, because melee would be a pain in the arse to play.)
Title: Re: Add back muskets
Post by: Fredom on December 12, 2013, 02:55:47 pm
This is Warband, a medieval war game and during the time Warbad plays has not been any firearms.
No!
Title: Re: Add back muskets
Post by: Prinz_Karl on December 12, 2013, 03:03:58 pm
But wait, why? Archers are very op right now too, they could easy shoot musketeer because he couldn't manage to reload. What your saying means also to remove archers and crossbows...

No, my point is that the muskets would kill with one shot probably. They might not be good against archers or crossbowman, but that doesn't change that they would randomly one shot people and kill the overall balance.

I'm not implying anywhere to remove archers and crossbows.
Title: Re: Add back muskets
Post by: _Tamra_ on December 12, 2013, 03:11:41 pm
Did cRPG ever had muskets?
Auw ...
Title: Re: Add back muskets
Post by: jack786 on December 12, 2013, 03:12:34 pm
This is Warband, a medieval war game and during the time Warbad plays has not been any firearms.
No!
Then remove those renaissance armors and stuff too :p
Title: Re: Add back muskets
Post by: Kafein on December 12, 2013, 03:18:34 pm
You know that at any historical period people always used ranged weapons, would it be sling, throwing rock, throwing axe or basic bow. Thats how it is son.

You know this is a videogame that people play because it is fun to play. That's how it is son.
Title: Re: Add back muskets
Post by: [ptx] on December 12, 2013, 03:23:37 pm
You can't add back something that has never been there. Also,
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Title: Re: Add back muskets
Post by: oreshy on December 12, 2013, 03:33:57 pm
You know this is a videogame that people play because it is fun to play. That's how it is son.

...fun is relative like everything.
Title: Re: Add back muskets
Post by: Sniger on December 12, 2013, 03:40:03 pm
rather have them banner-poles on the screenshot. something i and others have suggested long time ago
Title: Re: Add back muskets
Post by: Teeth on December 12, 2013, 04:57:53 pm
I wouldn't mind an early firearm, just make it a gimmick thingy. Make it inferior to an arbalest in every way and hella expensive, but then with a big boom, flash and puff of smoke.
Title: Re: Add back muskets
Post by: Thovex on December 12, 2013, 05:06:07 pm
Best idea! Please add back the Muskets we didn't have before!
Title: Re: Add back muskets
Post by: Kafein on December 12, 2013, 05:17:11 pm
I wouldn't mind an early firearm, just make it a gimmick thingy. Make it inferior to an arbalest in every way and hella expensive, but then with a big boom, flash and puff of smoke.

I was killed by a smoke bomb, once.


(click to show/hide)
Title: Re: Add back muskets
Post by: CrazyCracka420 on December 12, 2013, 05:22:33 pm
As we all know in crpg we already have many items from the early renaissance, and that means we need gunpowder! Guns would take long time to reload, but they could really hit hard! Ofcourse they would be unaccurate at long range and would be costy for upkeeps, but when making big line and fire, it would cause great pain!

(click to show/hide)

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Go play some other gay mod or version of Warband if you want firearms. 
Title: Re: Add back muskets
Post by: Corsair831 on December 12, 2013, 05:28:24 pm
at this point, asking for something to be introduced in crpg is just not going to happen, devs are busy with their new game, apart from statistical changes for weapons / armour which can be done in a database, it's unlikely that something as complex as muskets (which would be a really big game changer) will be added.

Mod is not dead yet, but development of the mod is deed.

:(
Title: Re: Add back muskets
Post by: Gurnisson on December 12, 2013, 07:07:58 pm
I believe you could buy bullets in the old days, but there was never any rifle.
Title: Re: Add back muskets
Post by: Bittersteel on December 12, 2013, 07:10:48 pm
I believe you could buy bullets in the old days, but there was never any rifle.

 :lol:
Title: Re: Add back muskets
Post by: LordBerenger on December 12, 2013, 07:12:31 pm
As we all know in crpg we already have many items from the early renaissance, and that means we need gunpowder! Guns would take long time to reload, but they could really hit hard! Ofcourse they would be unaccurate at long range and would be costy for upkeeps, but when making big line and fire, it would cause great pain!


You realize the ones still playing rather see the mod keep dying and being stubborn than have a game where there's muskets and customization (Which MM for instance lacks)
Title: Re: Add back muskets
Post by: Riddaren on December 12, 2013, 07:12:47 pm
Those are some wise poll options, especially the one about adding lederhosen & beer!

http://forum.melee.org/suggestions-corner/lederhosen-beer/
Title: Re: Add back muskets
Post by: Macropus on December 12, 2013, 07:42:19 pm
and double jump
Honestly I think some players should be able to make as many jumps in a row as they want...