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It is possible to replicate canister/grapeshot (actually it is very trivial to do so), and would probably be easier to balance.
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.