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






Especialy guns power poor in "fall of smurai" becuse rifle can shoot on 700-1000 m on group target (like a samurai band)
I raised you the 3 major attributes on why the matchlock was the deadlier weapon at range:
- Speed (destructive potential). 6-10x higher hitting power. Plate armor development in Europe basically stopped thanks to the bullet. And the sheer power does matter thanks to..
- Quantity of fire in formations (inaccuracy is an exaggerated nonfactor in formations, also because of the sheer power). And armor nullified almost any advantage bow weapons had in accuracy vs firearms.
- ease of use. You had to be in top physical condition to use the bow with effect. The fatigue from the energy it takes for you to pull the bow only gets really bad with time, damping the power and accuracy of the arrow. And it can take months to rebuild.
Dont argue this: https://bowvsmusket.com/2015/02/27/sir-roger-williams-briefe-discourse-of-vvarre-to-prooue-bow-men-the-worst-shot-vsed-in-these-days/
(As for realism or not, Total War is not the most accurate in general. Play what mods you like and what you don't)
What you're missing is the entire part in the center of the above description. In the base game, as units gain experience, they gain accuracy (think of a gunner becoming better with his musket over time). However, in the game, that doesn't increase their range by even a single foot. Balance aside, do you think it's even close to feasible that a gunner getting better with his matchlock wouldn't think, for a single second, that he might try shooting a little further? That's the true value I see in this mod. As the author said, it doesn't make for good balance, but that's not the point of the mod, nor is it necessarily historically accurate.
You really gunna argue that a yumi-arrow which goes 60m/s, taking ~35lbs to draw each time, is the deadlier weapon than a matchlock-ball going 300m/s at the press of a trigger.. please!
And accuracy at that level just doesn't matter when both weapons are fired in formation, against formations.
Personally i think they are already perfect as they are, one could even say that they are op already but if you're struggling on how to use them then i have an advice for you: use your matchlock units to fight melee units on foot and on horse, that's the best way of using them since archers dont have much armour to begin with so i have no idea why you would use ranged units with high penetration potential against archers with better precision than you. Think of archers as your counter and not as something that you think you should be a replacement of, then you will truly know how to make use of them.
At the end of the day this mod is probably targeted for noobs, i suggest switching to vanilla stats whenever you get the hang of it
Have fun with the game and sorry for the random ranting.
Hello came here just to be nosy;
"All land guns buffed. They were the great equalizer for a reason"
idk why but i simply can't accept this phrase so easily lol. Guns were more effective because they dealt more damage both psychologically and physically. So no, not because of range but because of those 2 reasons and the following one: it was cheaper and faster to recruit farmers and townsmen than say a bowman.
Matchlocks effective range was like 200 meters, while a Yumi 100-150 meters with lighter arrows and 150-200 meters with heavier ones. Although it sounds like a major improvement, what matchlocks lacked was precision. As i was pointing out earlier matchlock ashigeru could be "mass produced" more easily.