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Celtic-Soul Jul 10, 2019 @ 5:45pm
Muskets shouldn't be allowed to reload while moving.
Muskets shouldn't be allowed to reload while moving, especially not this fast or jumping. They got way too much mobility. A speed debuf or something would balance.
Last edited by Celtic-Soul; Jul 10, 2019 @ 5:46pm
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Showing 1-15 of 17 comments
Warhunter Jul 10, 2019 @ 5:57pm 
considering it takes like 3seconds to reload. so long as you save stamina to use your sprint attack you'll interrupt their loading or force them to sprint/dodge to open more space between the two of you.

and even then they do so little troop damage you just need to call your melee troops to follow you and they cant do much vs you

also muskets have a short range which is a few meters away from their target. any farther and they suffer damage reduction they further they are so they need to be mobile otherwise they would be completely useless
Last edited by Warhunter; Jul 10, 2019 @ 5:59pm
Elysion Jul 10, 2019 @ 6:04pm 
Melee shouldnt be able to run with sharp objects, its dangerous
Skarth Jul 10, 2019 @ 6:10pm 
chances are, your getting hit by their shotgun-like ability (4 seconds cooldown), or the instant reload ability (12 seconds cooldown).

Jumping, sprinting, falling, getting hit, stubbing your toe, most anything other than normal speed movement will interrupt the normal reload.
Painhaze Jul 10, 2019 @ 6:11pm 
pls inform yourself about a class before you crying about nerfing thx
WhoTheFuk Jul 10, 2019 @ 7:34pm 
You already cannot roll or sprint while reloading. Doing pretty much anything to avoid being attacks cancels the reload and starts it over again everytime. I have been playing Spear/Musket and recently Nodachi and on Musket I am constantly having to restart reloading several times. It seems fine to me.
Originally posted by Elysion:
Melee shouldnt be able to run with sharp objects, its dangerous

Best quote. Explains everything.
The Hat Jul 11, 2019 @ 12:06am 
Yeah they can't reload while fast moving or jumping. Their special attacks however are still on a timer, which is probably where you got confused.
Last edited by The Hat; Jul 11, 2019 @ 12:07am
Arcanum Jul 11, 2019 @ 1:39am 
They are not that fast and they can reload while walking slowly and if they are shot or disturbed - reload timer is reset. I dont see any problem here and their shot distance is bad (and with distance dmg done is lowered also). Their abilities makes the class interesting (scatter shot - in close quarters - 4 sec reload especially), not the mobility itself. I dont see them as op as they are deadly only in close quarters (which puts themselves at risk anyway). I am more worried about such classes like shortsword or longsword.
Last edited by Arcanum; Jul 11, 2019 @ 1:40am
Celtic-Soul Jul 11, 2019 @ 2:13pm 
Originally posted by Dr VɪʀᴛᴜᴏᴜZᴢ-OPN-:
Originally posted by Elysion:
Melee shouldnt be able to run with sharp objects, its dangerous

Best quote. Explains everything.
probably, but obviously from a gunner himself, defending his piece of cake.
Last edited by Celtic-Soul; Jul 11, 2019 @ 2:25pm
Celtic-Soul Jul 11, 2019 @ 2:22pm 
Originally posted by Warhunter:
considering it takes like 3seconds to reload. so long as you save stamina to use your sprint attack you'll interrupt their loading or force them to sprint/dodge to open more space between the two of you.

and even then they do so little troop damage you just need to call your melee troops to follow you and they cant do much vs you

also muskets have a short range which is a few meters away from their target. any farther and they suffer damage reduction they further they are so they need to be mobile otherwise they would be completely useless

It clarifies the gameplay indeed thanks. Yet, it would not be a shame to increase the range if they had less mobility, this might be closer to reality and clearer to manage. Someone with good skill can easily overclass a dual blade in close combat simply with good mobility skill. I mean this while both being opponents: with a melee weapon it's harder to hit a musket in close combat than a dual blade, which doesnt make sense. Dual blade should be a nightmare in close clombat while muskets should be candies, and yet muskets are able to fight in close combat with kinda the same mobility than dual blade, except for stealth.
Last edited by Celtic-Soul; Jul 11, 2019 @ 2:30pm
Skarth Jul 11, 2019 @ 2:38pm 
Originally posted by Celtic-Soul:
Originally posted by Warhunter:
considering it takes like 3seconds to reload. so long as you save stamina to use your sprint attack you'll interrupt their loading or force them to sprint/dodge to open more space between the two of you.

and even then they do so little troop damage you just need to call your melee troops to follow you and they cant do much vs you

also muskets have a short range which is a few meters away from their target. any farther and they suffer damage reduction they further they are so they need to be mobile otherwise they would be completely useless

It clarifies the gameplay indeed thanks. Yet, it would not be a shame to increase the range if they had less mobility, this might be closer to reality and clearer to manage. Someone with good skill can easily overclass a dual blade in close combat simply with good mobility skill. I mean this while both being opponents: with a melee weapon it's harder to hit a musket in close combat than a dual blade, which doesnt make sense. Dual blade should be a nightmare in close clombat while muskets should be candies, and yet muskets are able to fight in close combat with kinda the same mobility than dual blade, except for stealth.

Think of muskets as close fire-support, then need to maintain a range thats not too close and not too far to be effective.

Bows on the other hand favor range, if muskets had longer range, there would be little reason to play the bow classes.
Warhunter Jul 11, 2019 @ 6:01pm 
ya i believe muskets were given super short ranges to make sure bow classes were the "long range" classes

i would not mind losing mobility if i had the range of my musket troops. feels like im using a shotgun than a musket. especially considering a good chunk of your damage comes from the scattershot

unfornately due to how the combat works. melee works fine vs other melee since they generally have the same attack range. which is why if you can attack back against a dualblade you generally can hit them more often than a musket which has slightly more range than you which can be the difference between missing your attacks

generally sprint attacks help cancel the disadvantage of the slight range bonus the musket has over melee but you have to manage your stamina/movement skills or be forced to just slowly chase without doing much
Last edited by Warhunter; Jul 11, 2019 @ 6:10pm
Celtic-Soul Jul 12, 2019 @ 4:29pm 
Originally posted by Warhunter:
ya i believe muskets were given super short ranges to make sure bow classes were the "long range" classes

i would not mind losing mobility if i had the range of my musket troops. feels like im using a shotgun than a musket. especially considering a good chunk of your damage comes from the scattershot

unfornately due to how the combat works. melee works fine vs other melee since they generally have the same attack range. which is why if you can attack back against a dualblade you generally can hit them more often than a musket which has slightly more range than you which can be the difference between missing your attacks

generally sprint attacks help cancel the disadvantage of the slight range bonus the musket has over melee but you have to manage your stamina/movement skills or be forced to just slowly chase without doing much

this. it's way more a modern shotgun than a musket. Still, muskets should be in very uncomfortable zone while in close combat and yet its not a problem at all : runaway skills, good mobility, ability to use glitches and roofs to take unfair advantage in town combat. Melee sprint makes no point when muskets only need a skill to sprint away after a full stamina bar got drain.
Last edited by Celtic-Soul; Jul 12, 2019 @ 4:48pm
SkiddiePants Jul 12, 2019 @ 8:39pm 
i am a musket player yes we can be OP if you let us be, just like anyclass. the counter to us is constant harrass.
The Hat Jul 15, 2019 @ 6:04am 
Originally posted by Celtic-Soul:
this. it's way more a modern shotgun than a musket. Still, muskets should be in very uncomfortable zone while in close combat and yet its not a problem at all : runaway skills, good mobility, ability to use glitches and roofs to take unfair advantage in town combat. Melee sprint makes no point when muskets only need a skill to sprint away after a full stamina bar got drain.

Muskets don't do much from beyond medium ranged, lucky headshots on static players aside. Tbh if those players are standing still its their own fault. For muskets to be really effective you need the killshot (12 shot) to be mid to close range, just behind the front line, or just get lucky on headshots.

I've got one movement skill on the musket, and while yes I am very effective one on one, many melees will have two skills which at least close the gap slightly. The best I can do is just run off if they consistently push. The trade off of course is the muskets are one of if not the worst class against units.
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Date Posted: Jul 10, 2019 @ 5:45pm
Posts: 17