Flying Squirrel Entertainment

Mount & Blade Warband: Napoleonic Wars => Released Modifications => Iron Europe => Topic started by: Tomäus on February 17, 2014, 12:50:36 pm

Title: Bayonet
Post by: Tomäus on February 17, 2014, 12:50:36 pm
Does anybody know if bayonets change the accuracy of the guns ?
Title: Re: Bayonet
Post by: Viriathus on February 17, 2014, 12:58:09 pm
Does anybody know if bayonets change the accuracy of the guns ?
I dont think it does. I think its only to make you ready for melee.
Title: Re: Bayonet
Post by: Roach on February 17, 2014, 01:15:22 pm
I haven't noticed any difference.
Title: Re: Bayonet
Post by: MadManYo on February 17, 2014, 11:11:53 pm
I tested it on bots at long, medium and short distance it does not appear that it makes a difference though I might check item_kinds.txt if you want
Title: Re: Bayonet
Post by: Tomäus on February 17, 2014, 11:22:10 pm
Okay, thank you !
Title: Re: Bayonet
Post by: -~Carson~- on February 19, 2014, 12:36:18 am
I haven't noticed any difference.

yea
Title: Re: Bayonet
Post by: Preston on February 19, 2014, 06:58:21 am
I don't think it has a difference, the bayonet just makes you quick ready for melee
Title: Re: Bayonet
Post by: Killington on February 19, 2014, 02:08:02 pm
Does attaching a bayonet reduce accuracy?
Yes, however, only very slightly.
:)
Title: Re: Bayonet
Post by: Nardu on February 19, 2014, 02:12:42 pm
But this time, not like on BI, charging with bayonets seems to make you move faster no?
Title: Re: Bayonet
Post by: Alpharion on February 19, 2014, 02:41:39 pm
But this time, not like on BI, charging with bayonets seems to make you move faster no?
Well, When I play with friends and I have my bayonet on and run they go faster without it on.
Title: Re: Bayonet
Post by: Nardu on February 19, 2014, 05:37:21 pm
Was sure they looked to move faster than on BI :( will check it this evening.
Title: Re: Bayonet
Post by: Sasuau on February 23, 2014, 07:57:01 pm
From checking the item_kinds1.txt, there is no difference in accuracy between the bayoneted and unbayoneted rifles. Although intriguingly, all the rifles only have 75 accuracy, same as NW muskets. That means there is probably something else that factors the accuracy, maybe the troops but if it's that then the bayonet should still not affect accuracy.
Title: Re: Bayonet
Post by: Rigadoon on February 23, 2014, 09:01:04 pm
From checking the item_kinds1.txt, there is no difference in accuracy between the bayoneted and unbayoneted rifles. Although intriguingly, all the rifles only have 75 accuracy, same as NW muskets. That means there is probably something else that factors the accuracy, maybe the troops but if it's that then the bayonet should still not affect accuracy.

Our shooting system adds a lot of extra variables which is not shown in item_kinds1.txt.
Title: Re: Bayonet
Post by: Willhelm on February 23, 2014, 09:27:52 pm
From checking the item_kinds1.txt, there is no difference in accuracy between the bayoneted and unbayoneted rifles. Although intriguingly, all the rifles only have 75 accuracy, same as NW muskets. That means there is probably something else that factors the accuracy, maybe the troops but if it's that then the bayonet should still not affect accuracy.

Pretty sure it's en entirely new shooting system
Title: Re: Bayonet
Post by: Xanderman on February 24, 2014, 08:03:27 am
They should make the bayonets one hit kills.
Title: Re: Bayonet
Post by: Killington on February 24, 2014, 12:35:49 pm
They should make the bayonets one hit kills.
But then trench clubs are useless because they would do the same amount of damage as a bayonet but have no range in comparison.
Title: Re: Bayonet
Post by: Oposum on February 24, 2014, 05:30:31 pm
They should make the bayonets one hit kills.
But then trench clubs are useless because they would do the same amount of damage as a bayonet but have no range in comparison.

1 hit kill melee weapons are really needed, since stabbing/hitting someone doesn't stop him from shooting you 0.1 seconds later since people aiming can't be interrupted by pretty much anything.
Title: Re: Bayonet
Post by: MadManYo on February 24, 2014, 06:05:41 pm
I seem to find that a bayonet seems to slow the boot action very slightly
Title: Re: Bayonet
Post by: Xanderman on February 24, 2014, 06:43:57 pm
All melee weapons should be one hit kills because melee in this mod is quite rare.
Title: Re: Bayonet
Post by: Sir_Spill on February 24, 2014, 06:48:05 pm
na mate then it will be too OP, just make it 60% or maybe a little more, but i think 1hit 1 kill is too much :)
Title: Re: Bayonet
Post by: Xanderman on February 24, 2014, 06:50:04 pm
na mate then it will be too OP, just make it 60% or maybe a little more, but i think 1hit 1 kill is too much :)
Have you seen the how many times people get into melee? It doesn't happen much at all.
Title: Re: Bayonet
Post by: Rigadoon on February 24, 2014, 11:19:23 pm
na mate then it will be too OP, just make it 60% or maybe a little more, but i think 1hit 1 kill is too much :)
Have you seen the how many times people get into melee? It doesn't happen much at all.
http://www.youtube.com/watch?v=2jqv1XvysdI
Title: Re: Bayonet
Post by: Killington on February 25, 2014, 12:25:59 am
na mate then it will be too OP, just make it 60% or maybe a little more, but i think 1hit 1 kill is too much :)
Have you seen the how many times people get into melee? It doesn't happen much at all.
http://www.youtube.com/watch?v=2jqv1XvysdI
To be fair, it is Belgian Forest, where the spawn positions make it basically TDM, on a more Conquest-y map, melee is indeed super rare.

Still think that the bayonets should at most do 60% of maximum health as damage though.