安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
What I love the most is the extra range. It really pushes the enemy to always attack you which is nice.
Anyway, once again, great mods, hope you keep developing them, they're really fun and add some serious historical authenticity to the game.
Unlike the Parrot guns, the Armstrong guns have to reload to fire their first shot.
As for accuracy, this is intended, although they are still incredibly powerful (almost OP). I changed it because I had decreased the accuracy of the infantry in my mod (I believe without the mod they win 1v1s). While the guns themselves are accurate IRL, it is the crew who aim, and humans are not perfect in their actions.
Shrapnel is a bit weird, I will have to try to fix it when I get time to do so. It can get kills though.
The guns are incredibly inaccurate, though. The low arc of fire leads to them missing by huge factors, most shells go over the heads of the enemy formation. Using shrapnel basically wasted the ability as no shell hit. This was against a small army, though, of just 2 units. Effects would probably be better against larger armies. Still, given the precision of the guns, it makes little sense the crews would miss so badly. I'll have to experiment with more experience see how things change.
In any case, cool mods you have here. I really liked being able to fight in open order formation using your skirmisher line mod.
Thank you so much for taking the time to consider my ideas. I really appreciate it. I had a similar experience with Valerboss's bayonet mod years ago. Back then, I suggested changes to improve the mod, which originally had the French bayonet incorrectly attached to every gun in the game. Thanks to his willingness to listen and hard work, we now have a much better bayonet mod. It's great to see that same openness from you, and I’m excited to see where this might lead!
IRL the difference in effectiveness was limited. The muzzle loading cannon could shoot 3 rounds a minute, and the breechloader 4-5 (due to needing to scrub the barrel anyways) (something I believe I achieved in this mod, although I will have to use a timer again since it was early in this submod's development).
For bolts (the solid shot for rifled guns) vs shells (explodey), I think the bolts were extremely accurate. Rifled cannon projectiles didn't bounce often I believe though. So shells could be less so, and have half range (1600 vs 800).
For difference in the guns, honestly I do not think I would make it any more than difference rate of fire and difference in shells, especially from a balance perspective.