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I dont play only one troop type cause thats a dumb way to play and isnt fun IMO. of course if youre gonna specifically go for the most OP thing in a game and build an entire army out of it, youre gonna have an easy time. if you do this thats fine, but disagree with asking for the game to be balanced around your specific playstyle.
i would agree with making gun units more expensive and slower to upgrade, but disagree with tweaking their damage, range, stats etc...
"300 of the best gunners (in the country) obliterate an equal force of 300 infantry units (at range)" is perfectly fine and how it should be. if you have enough money, make enough to support those daily wages and specifically go for that type of playing, you *should* have an easy time IMO. that makes perfect sense.
IMO, upgrading to matchlock infantry should require matchlock firearms themselves, similar to how upgrading infantry to cavalry requires horses.
Given the current rarity of matchlocks, assembling significant numbers is quite challenging, so adjusting their price and availability slightly might be reasonable.
In any case, if you manage to overcome these economic challenges and successfully field a large number of matchlock infantry capable of overwhelming enemy forces, that should be considered a legitimate reward for your strategic efforts and economic management. I believe this would be balanced from a gameplay perspective and historically accurate as well.
By the way, as a Japanese player, it is delightful and fascinating to see international players discussing game balance by referencing Japan's Sengoku period history. Many thanks to the developers for enabling this engaging experience.
Gun units at this time still needed to be protected by melee units or otherwise they would just have been overrun. But this is just not the case ingame, were ranged units (bow & guns) at a critical mass just win against anything. Thats just not how history has been, armies at the time still used melee and cavalry units. The absolute funny thing is that the most OP ranged unit isn't even a gun unit, but the Veteran Yumi Hattamoto from Tokai, which just beats every other unit ingame. So just making guns more expensive doesn't fix this problem. If you mass them, nothing will get close, not even cavalry.
You can't do this with infantry and you also can't do this with cavalry, especially because these tend to die, so your ranged units actually are the ones that tend to be at max level first.
So either some of the units get toned down, or armor actually gets tweaked so they do what they supposed to do. Right now armor is pretty much paper, and battles are over really quick due to everything dying to ranged attacks.
Yeah that already got proposed by someone on Discord and I think thats a good idea. Then there would still a look at the Veteran Hattamotos needed, because these also obliterate just anything.
Ideally theres some combat triangle like ranged>infantry>cavalry>ranged. Every unit should have its purpose and be beaten by at least one thing. As soon as you have one unit that is above all others you have the potential to break the game.
I see what you're saying. The firearms in this game could be a bit more inaccurate to balance them out, especially if it encourages a bunch of matchlock militia instead of solo marskman. Otherwise, I don't think there's a way for the devs to code in anything like reliability issues with the weapon within the scope of what Bannerlord already allows.
Still, an accuracy nerf should balance things out enough to be realistic, though do expect waves of cheap firearm units to still be a viable strategy.
The effective range of guns during the Sengoku period was 50 meters.
The range of a gun was much shorter than that of a bow.
The accuracy rate of guns used by ordinary soldiers during the Sengoku period was 20-30%.
Even Akechi Mitsuhide, who was said to be a master gunner, only hit his target seven out of ten shots.
Despite this, people at the time praised Akechi Mitsuhide's shooting technique for its "accuracy."
I think the game balance would be improved if we shortened the gun range, reduced the accuracy, and tripled the number of bullets per soldier.
So no Matchlocks definetly weren't accurate at all, Archers are much more effective when it comes to actually hit a target by aiming at it. With Firearms you just could not aim, and you also wouldn't be trained to aim, since Gunners would rely on volley fire to do the damage (or scare the enemy of).
To be honest RBM depicts armor much much better than the vanilla damage formular. Right now armor is pretty much paper, since archers can just shred anything as easy as the best gunners. The Veteran Yumi Hattamoto just oneshot things from like 100m easily, which realistically just would not happen with the bows at that time (except if you lucky and hit a weak point of the armor).
Enemy ranged you can already just distract them by yourself as infantry move in or just send in the cavalry. Then a bunch of armored dudes with katanas kill the clothies with kamas. The maps will ensure sieges remain a series of killboxes for ranged units to fire into, you might just get hit less while waiting for the battering ram.