Author Topic: Blood and Iron - General discussion.  (Read 271322 times)

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Offline OGNValjean

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #510 on: April 13, 2013, 04:31:01 pm »
I think you should give a slight back tilt to the Prussian Helmets I think, thats how it looks like in most paintings that I see of Prussian Era Troops, #TiltSwag

Also can I see some more pictures of aiming with the chassepot and Needle Rifle, I just feel like the Breech is just too damn big compared to the rest of the gun in 1st Person

Offline Betaknight

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #511 on: April 13, 2013, 04:32:39 pm »
I have two questions:

1. Will there be any debuffs when you fix your bayonet like in N&S?

2. I think you should give the cav some sort of buff since they would just get wiped out otherwise. I know they might have been irl but I think gameplay is more important than historical accuracy. But that is just my opinion. Maybe give them a sprint feature but that might be hard to code. You could just add an average speed buff.

1. I don't understand what you mean sorry
2. The heavy cav is quite OP in melee, and their horses can take more hits.
1 he meant that id you plug bayonets will it like decrease accuracy or speed etc
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Offline Willhelm

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #512 on: April 13, 2013, 04:34:12 pm »
I have two questions:

1. Will there be any debuffs when you fix your bayonet like in N&S?

2. I think you should give the cav some sort of buff since they would just get wiped out otherwise. I know they might have been irl but I think gameplay is more important than historical accuracy. But that is just my opinion. Maybe give them a sprint feature but that might be hard to code. You could just add an average speed buff.

1. I don't understand what you mean sorry
2. The heavy cav is quite OP in melee, and their horses can take more hits.
1 he meant that id you plug bayonets will it like decrease accuracy or speed etc
Oh yes, they are less accurate and slightly slower to reload with the bayonet attached.
I think you should give a slight back tilt to the Prussian Helmets I think, thats how it looks like in most paintings that I see of Prussian Era Troops, #TiltSwag

Also can I see some more pictures of aiming with the chassepot and Needle Rifle, I just feel like the Breech is just too damn big compared to the rest of the gun in 1st Person
If you tilt the helmets it shows their bald heads. The rifles models are modeled by tracing over images of the real thing

Offline Wismar

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #513 on: April 13, 2013, 04:35:09 pm »
I have two questions:

1. Will there be any debuffs when you fix your bayonet like in N&S?

2. I think you should give the cav some sort of buff since they would just get wiped out otherwise. I know they might have been irl but I think gameplay is more important than historical accuracy. But that is just my opinion. Maybe give them a sprint feature but that might be hard to code. You could just add an average speed buff.

1. I don't understand what you mean sorry
2. The heavy cav is quite OP in melee, and their horses can take more hits.
I meant like in N&S. If you fix your bayonet your musket accuracy will be decreased. Will there be any similar features so people don't just immideatly fix eachothers bayonets at the start of a game and just leave it there.

Edit: Ok, thanks for the answers.
« Last Edit: April 13, 2013, 04:39:21 pm by Oscar XI Hederlööf »

Offline TORN

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #514 on: April 13, 2013, 04:37:06 pm »
you don't read do you?

Offline König

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #515 on: April 13, 2013, 04:38:16 pm »
1. I don't understand what you mean sorry
2. The heavy cav is quite OP in melee, and their horses can take more hits.
I meant like in N&S. If you fix your bayonet your musket accuracy will be decreased. Will there be any similar features so people don't just immideatly fix eachothers bayonets at the start of a game and just leave it there.


Oh yes, they are less accurate and slightly slower to reload with the bayonet attached.
I don't trust anything but pizza from a pizza place.

Offline Willhelm

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #516 on: April 13, 2013, 04:45:57 pm »
I replied seconds before his reply.

Offline Wismar

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #517 on: April 13, 2013, 04:46:43 pm »
you don't read do you?
I was typing whilst the other answers were posted so couldn't see them.

Offline von_Bismarck

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #518 on: April 13, 2013, 05:02:34 pm »
I have two questions:



2. I think you should give the cav some sort of buff since they would just get wiped out otherwise. I know they might have been irl but I think gameplay is more important than historical accuracy. But that is just my opinion. Maybe give them a sprint feature but that might be hard to code. You could just add an average speed buff.

What we will see is more dismounted action, mounted infantry, dragoons, at this time all of the cavalry had carbines. But don't worry, we will still have a lot of traditional cavalry actions, including myself.  :)

Offline Tavington

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #519 on: April 14, 2013, 01:36:51 am »
Needs British Expeditionary Force me thinks.

Offline von_Bismarck

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #520 on: April 14, 2013, 01:38:06 am »
Needs British Expeditionary Force me thinks.

Hmmmm.... what?   :o

Offline OGNValjean

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #521 on: April 14, 2013, 05:01:41 am »
By Tilting back, you could also bring it down(whilst slightly increasing the length of the helmet
and thus it would give the affect of the tilt.

Offline Millander

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #522 on: April 14, 2013, 09:36:22 am »
bet people still make british units...
« Last Edit: April 14, 2013, 10:27:28 am by Millander »
Of course, I also think lines should be able to move in double rank without having emotional breakdowns.

Offline Docm30

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #523 on: April 14, 2013, 10:17:20 am »
Needs British Expeditionary Force me thinks.

Me thinks you think this is World War 1.

Offline BSM 'Shut up' Williams

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #524 on: April 14, 2013, 11:59:33 am »
Needs British Expeditionary Force me thinks.

Me thinks you think this is World War 1.

Yeah Me Too.

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