Author Topic: IMPLEMENT MUSKETS ALREADY  (Read 3538 times)

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Offline FF_Patrick_Henry

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Re: IMPLEMENT MUSKETS ALREADY
« Reply #30 on: February 01, 2011, 05:09:13 pm »
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Model 1766 French Charleyville black powder flintlock muskets, smooth bore means no rifling means poor accuracy and a weight of 10 lbs means we won't have any swingin dicks pretending to be Davy Crocket. Let's do it.
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Offline woody

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Re: IMPLEMENT MUSKETS ALREADY
« Reply #31 on: February 01, 2011, 05:23:11 pm »
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Great idea!

I would really like a Chieftain tank, make it the early version with the lower calibre main gun to balance it.

And if ninjas complain - implement the Stealth bomber already.

Offline Welcome_To_Hell

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Re: IMPLEMENT MUSKETS ALREADY
« Reply #32 on: February 02, 2011, 12:20:27 am »
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Let me introduce my little defense of firearms in cRPG


1. cRPG was meant to be versatile
   For the sake of versatility, stuff like shurikens, katanas, new armors and plenty of weapons have been added to the mod. Most of such contributions were merely cosmetical, as katana is just quicker spamitar and shurikens are (pretty) sharpened stones. However, this state of things ended when  flamberge, bar mace and long maul come to the game, changing the limits of their weapon type. There are now no limitations  for adding stuff which is, arquably sensible. Point 3

2. cRPG needs more fresh air.
  As far as I was pleased by chadz's great care for balance just conditions of warfare on cRPG, I am still kinda bored of shield vs. ranged mania in the game prevailing every decade since the most famed birth of cRPG. That would be okay if I wasnt aswell bored with 2H feint festival which 2 handers have to produce at expense of good looking combat to hit at 80% cases some huscarl shielded man. I hope I am not the first, who, when looking at cRPG combat felt weird even to witness combat full of ranged/feint/rape. I feel that some kind of ranged weapon, being able to penetrate any kind of shield under circumstances of great penalty on accuracy and reload time, together with limited ammunition could bring...

3. More teamwork!!
Yes, I always dreamed about cRPG as about mod giving us real teamwork. In first versions of cRPG it seemed very promising (does anyone remember shield walls and so on?). With recent version, I am not really sure about any kind of complex teamwork excending HOLD and STAY expressions. With adding ranged weapon of questionable accuracy and powerfull impact on toehold of cRPG infantry (shielded), perhaps squadrons and lines of ranged infantry might be formed as a new tactical enhancement using the power of unnaccurate gun, otherwise unusable in mass. I feel really sorry for we will never see pike formations because of super ranged abilities of bows and crossbows.


hand-held cannon
Cost: 15 200
weight 10.75
requirement 15 (str)
spd rtng 12
shoot speed 87
thrust damage 91 pierce
max ammo 1
accuracy 60 (!)
bonus against shield


Whats so hard about it?

It will become a kill button primary weapon.

Don't bring a gun to a sword fight and don't bring a sword to a gunfight



Everyone will be hiding around corners to reload having extremely long and annoying shootouts. This is how it was post patch on majority of the urban maps. With muskets ability to penetrate shields and insta kill damage it might as well be MM mod.

Offline Apostata

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Re: IMPLEMENT MUSKETS ALREADY
« Reply #33 on: February 02, 2011, 12:56:56 am »
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Why? Any other kind of bow or crossbow can easily take them down. What would be their point?

I am tired to adressing or even replying to grandma's wise saw.

Offline Christo

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Re: IMPLEMENT MUSKETS ALREADY
« Reply #34 on: February 02, 2011, 02:43:40 am »
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Muskets? Nah. Maybe an Arquebus.
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Offline Stormcrow

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Re: IMPLEMENT MUSKETS ALREADY
« Reply #35 on: February 02, 2011, 03:14:04 am »
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Quote
It will become a kill button primary weapon.

You mean like throwing lances, its everyones primary

weight 3
requirement 7
spd rtng 80
shoot speed 17
thrust damage 60 pierce
max ammo 2
weapon length 130
accuracy 102
Bonus against Shield
Secondary Mode

one hit kill, zero accuracy

hand cannon wouldn't be much different except for a panifully long reload

Gen 19 lvl34 archer

Offline Blondin

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Re: IMPLEMENT MUSKETS ALREADY
« Reply #36 on: February 02, 2011, 09:55:43 am »
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Throwing lance - Requirement : 7
Big investment in skill point.

Your mount and musket idea - requirement : 0
No investment in skill point, random dude can have a gun and kill anybody in one shot.

I understand that you guys love to play MM, make volley fire, move in formation and fight against the Emperor.
It's a fun mod, great work, i play sometimes. But this is a totaly different mod, with different rules, different game mechanics.

cRpg is a beta, there is a lot of work to do for the dev team, to try to fix and balance every weapons, every class. And now you want to implement a weapon that is very hard to balance?
Why not, but when all the stuff have been done, when strategus will be ok, with trade, crafting and all other stuff that chadz reserve for us.Sorry to say, but i guess guns are not a priority, down low in the todo list.


Btw you speak of pike formation, shieldwall and tactical stuff that you regret to not see in crpg. Did you ever play Strategus?

Offline Arked

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Re: IMPLEMENT MUSKETS ALREADY
« Reply #37 on: February 02, 2011, 10:01:13 am »
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XV century guns.

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Musket wouldnt be "era accurate".
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