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I'm with you there! Hope the devs will consider this.
Okay someone sticky this and lets go.
You keep claiming this, yet there is no evidence at all.
The game now plays as it should(if you slighlty decrease the bullet drop)
I tried to play as line infantry just to test, to see if they are worse, since I've only played rifles and line infantry. But there is no problem, and I've not seen your fabled. "miss at 10 meters"
If the enemy is standing still and you take your time to aim, you wil hit at 10 meters.
If you increase the musket accuracy just a little, you'll make them into what rifles are now. and than everyone would just snipe. Those rifles are very deady.
Not really, it's the ping and FPS. The game lets you sidestep like you are dancing the charlston. When they do that with the lag in this game, you'll miss. If they stand still or run at you, you'll hit.
It's allready almost impossible to mount a succssful charge. If you got 12-15 men in a line, chances are chargers won't reach the line.
As people are learing to use the weapons. They will only make it harder to charge.
Those that now have used the rifles a little, are now snipers with in 30-40 meters. If you're in the open and you see a riflemen aiming at you, chances are you're dead.
It could still work if they implemented closer spawnpoints. (like captoring points that allow you to spawn ever closer, downside if there are several so you wouldnt be able to overrun the enemy that easily)
Could you imagine if the muskets were laser beams at 100m? Say goodbye to the bands, and lines...they'd both be impractical. Musicians would be even easier targets, and lines would basically be lining up to a firing wall to be shot by people camping behind rocks quite a large distance away.
I doubt there would be any lines or line battles at all - as their purposes would be mooted.
Except literally noone is advocating "lasers'
It is exceptionally frustrating shooting a guy at maybe 10-20m away and the shot getting near him but swaying to the left or right at the last minute when it should have hit, I've even made shots at less than 10m away and it still somehow miss.
every line i've see gets destroyed in less then <40 seconds, me and 3 other riflemen ambushed a line and forced them to retreat after their one volly did ♥♥♥♥♥♥♥♥♥ to us
To quickly address the first point. No, they wouldn't. The guns should have a range at which there is negligible spread and you will be guaranteed a hit. Currently this is within 2-3 meters. Negligble spread on a human sized target with a real musket happens at around 50 meters. If we are aiming for a 1:2, 1:3 scale of Holdfast to realism then we can have this spread occur at around 15-20 meters. If you aim dead center on an immobile target within this range, your 1/3 meter spread should gurantee a hit most of the time. Increasing the distance will increase the spread. Let me add here that having this predictable spread will have a huge impact on the skill factor of the shooting mechanics. You could now increase your chances of striking by learning the musket and rifle spreads at each distance and aiming accordingly. Practicing shooting at various distances is now useful, because player input will play a bigger role in the projectile's trajectory than the pure slot machine that currently flings the shot far left, right or wherever it wishes. You will now be encouraged to lead your targets and this multiplies the skill factor even further.
To address the second point that this would end battles too quickly: Good accuracy at 20m seems to be scary for a lot of people because the past few days have encouraged players to close the distance and trade blows within that distance. What would really occur is the engagement distance would increase slightly. Rather than running up to the enemy and firing shots at 15-20 meters distance and missing most or all of those shots, players would begin to exchange musket fire at 40-45 meters. They wouldn't magically pick off players at this distance. The spread would be reasonably tight to 20-25m but no further. However they could be sure that aiming dead center at a charging enemy 10-15 meters away would secure a kill.
In my main post I explain how linebattles and other coordinated events will see a massive benefit with this change in place. Lines would begin to exchange musket fire at 60+ meters and the regiment with the more experienced marksmen, that know where to aim and how to lead targets to increase their chances that the spread will hit, will inflict more casualties. At this distance, lines would not be obliterated as has been stated above. Currently, exchanging fire at beyond 30 meters is laughable. The first line to come within this distance of 20-30m and fire a volley will inflict massive casualties and end the engagement quickly. Events will be slower strategically with an increase to musket accuracy but faster to get into real action. More activity, but more strategy and depth as well.
Let me add here that the above is from a gameplay perspective. I believe I've stated and reiterated enough reasons for why the shooting should be changed for historical, realism, atmospheric, and roleplay reasons.