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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
Jumping, sprinting, falling, getting hit, stubbing your toe, most anything other than normal speed movement will interrupt the normal reload.
Best quote. Explains everything.
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.
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.
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.