Flying Squirrel Entertainment

Battle Cry of Freedom => General Discussion => Topic started by: Millander on January 02, 2014, 08:28:23 am

Title: A concern on Rifle accuracy changing game play
Post by: Millander on January 02, 2014, 08:28:23 am
Hello folk.

 This thread is about a concern/suggestion that I have had for a while but up until now never felt like I had any historical case to back it. The concern is cheafly about the musket accuracy in BCoF. As all of you know NW has always revolved around linebattle events. These are what draw most people to the game and are definitely what keep most people going. The current gameplay works perfectly for these events and is the main cause of NW's success.  As said before the gameplay system of NW is perfect for Linebattle events. However I fear that with the introduction of the Rifled Musket it will cause lines in events to be obsolete radically changing how events are played for the worse.

 For this reason I believe that the accuracy of the average Rifles in BCoF should be no greater or only slightly better in terms of accuracy than the Muskets used in NW. The two main arguments for this are historical accuracy or Civil War rifles accuracy during battle as well as the sake of gameplay.

 The effects  that drastically higher accuracy will drastically change gameplay from what we play in NW. These predictions are mainly drawn from the best example that most of us have played, the North and south mod. Although the mod is great (33rd Virginia!) it isn't very practical to make lines in it and everybody generally dives for cover. This type of events doesn't appeal to a vast majority of NW players and a fear that events in Battle Cry of Freedom would be similar to this if the accuracy is to high. As well if accuracy is to high it could likely cause a lack of melee. Although bayonets caused some 2% of deaths in the civil war a vast majority of players *myself included* really dig the melee system and consider it an important part of events.

 Although not as important as the gameplay there is as well some historical facts that back up this proposal. I have recently been reading the book titles "The Rifles Musket in the Civil War - Myth and Reality" by Earl J. Hess. The book  brought some really interesting points that completely make me rethink civil war combat. It mentioned in detail how the effectiveness of the Rifles Musket was severely hampered on most cases in battle. This was mainly due to two things. Civil War soldiers on both sides almost universally were not trained in marksmanship. These was due to the rapid training most volunteers received. As well as in the heat of battle especially with smoke soldiers could not directly point out individuals and could often barely make out the enemy line. This was one of the causes of so many flag bearers dying. With this lack of training combined with battlefield conditions in most fighting during the war the civil war rifle was far from being as accurate as it was on paper.

 In short I feel that raising the musket accuracy will harm gameplay in events with making lines obsolete and in gameplay in general causing melee to be more difficult to get into. Although historically accuracy is totally my jam I feel that it shouldn't intrude on gameplay in the way that it will if accuracy is any greater than what the musket currently in NW are. What do you guys think?
 
Title: Re: A concern on Rifle accuracy changing game play
Post by: Coconut on January 02, 2014, 08:54:05 am
Yeah I think the accuracy should be the same or there will be some annoying hill humping trench warfare going on.
Title: Re: A concern on Rifle accuracy changing game play
Post by: AntonioTheWorstAtMelee on January 02, 2014, 09:34:28 am
I feel like some of the less accurate weapons of BI strike a good balance, not pinpoint accuracy but can hit things more accurately then a musket (pistols in BI are a good example)

Gotta find a balance that distinguishes this new era of weaponry from NW, but doesn't drastically change the way we play.
Title: Re: A concern on Rifle accuracy changing game play
Post by: TheBoberton on January 02, 2014, 10:56:50 am
Something that needs to be made entirely clear right now is this;

Battle Cry of Freedom should not be Napoleonic Wars with Union and Confederate skins. Melee should be a last resort, used to push an enemy from a position, or to hold your own, not what everyone defaults to five minutes into the game.



As well as in the heat of battle especially with smoke soldiers could not directly point out individuals and could often barely make out the enemy line. This was one of the causes of so many flag bearers dying.

You know, there's a great way to simulate this in game without decreasing the accuracy of the rifles; Visual effects should cause these issues, without the game forcing inaccuracy upon you.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Wismar on January 02, 2014, 11:08:59 am
Millander, you seem to forget that this is not NW or a sequel to it. This is an entirely new game.
FSE wants to make a historically accurate game and not a NW reskin. Think about it. The maps are huge so it would be really wierd if the accuracy was shit.

This thread is stupid. It's pretty much you saying that you want an NW:2

There will still be lines if people want them. They just have to be further apart.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Onii on January 02, 2014, 01:21:53 pm
Pretty much agree with Boberton and Wismar.
I think BCoF should be quite different than NW. Would make it feel fresh to go to a different kind of linebattle.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on January 02, 2014, 02:48:34 pm
I've got to agree with Onii, Boberton and Wismar here,

BCoF is not and should not be like NW, melee should be an afterthought and you should be able to nail someone at the appropriate range with a rifled musket. The thing that made the ACW so deadly was the fact that outdated tactics were used with modern weaponry. Breech-loaders, repeaters, trapdoors, revolvers and even came into this day and age (Hell even Grenades were modernized in this war).

This is a new game, on a new engine, with a new system of play. Yeah, events are going to be different, but that makes perfect sense. If FSE was making a World War I game would you want there to only be single loading bolt action rifles from the Anglo Zulu War? The game has to meet the era, and this was the era of mainly skirmishing armies and light tactics.

Also, all of the LBs I've had in North and South were... really fun. I liked ordering my regiment's Pioneer to build fence cover for our line, I liked having to hide behind walls and in forests to save myself from an early grave, it was much more fun than standing in a line waiting to be shot like you do in NW.

I welcome this change of game-play, a new pace is needed.
Title: Re: A concern on Rifle accuracy changing game play
Post by: kpetschulat on January 02, 2014, 02:55:48 pm
I'm really tired of people complaining about melee. That's the one thing I hate about NW now, is the stupid "bum rush into melee own pwn pwn." There's no real essence of line battles in NW since regiments shoot one volley, if that, then Y0L0 charge as the kids and idiots call it across a field the length of a football field.

I think it's good that rifles are very accurate, it gives a better feeling that your life is worth more than just stupidly running across a field for melee.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on January 02, 2014, 02:58:35 pm
I'm really tired of people complaining about melee. That's the one thing I hate about NW now, is the stupid "bum rush into melee own pwn pwn." There's no real essence of line battles in NW since regiments shoot one volley, if that, then Y0L0 charge as the kids and idiots call it across a field the length of a football field.

This. I mean come on, the amount of melee in most NW regiments aren't even remotely sane. Probably because the muskets are much more inaccurate than they should be.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Wismar on January 02, 2014, 03:01:51 pm
Indeed, the smoothbores are actually way more accurate irl.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Coconut on January 02, 2014, 09:46:08 pm
You think that is going to be a perfect scenario where its a huge flat map and multiple lines are firing on eachother from large distances but it wont be. The maps will be somewhat hilly and you probably wont be able to see your enemy from one side of the map to the other so It's just going to be people sitting on hills because the moment they expose themselves they will get sniped by a rifle
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on January 02, 2014, 10:06:57 pm
You think that is going to be a perfect scenario where its a huge flat map and multiple lines are firing on eachother from large distances but it wont be. The maps will be somewhat hilly and you probably wont be able to see your enemy from one side of the map to the other so It's just going to be people sitting on hills because the moment they expose themselves they will get sniped by a rifle

You realize maps are going to be huge right? Like 5 times the size of NW maps.
Title: Re: A concern on Rifle accuracy changing game play
Post by: AntonioTheWorstAtMelee on January 02, 2014, 10:20:26 pm
You think that is going to be a perfect scenario where its a huge flat map and multiple lines are firing on eachother from large distances but it wont be. The maps will be somewhat hilly and you probably wont be able to see your enemy from one side of the map to the other so It's just going to be people sitting on hills because the moment they expose themselves they will get sniped by a rifle

You realize maps are going to be huge right? Like 5 times the size of NW maps.

so people will camp a hill, and run KM away to another one so they don't get overrun and can snipe to their hearts content :)
Title: Re: A concern on Rifle accuracy changing game play
Post by: Coconut on January 02, 2014, 10:33:07 pm
You think that is going to be a perfect scenario where its a huge flat map and multiple lines are firing on eachother from large distances but it wont be. The maps will be somewhat hilly and you probably wont be able to see your enemy from one side of the map to the other so It's just going to be people sitting on hills because the moment they expose themselves they will get sniped by a rifle

You realize maps are going to be huge right? Like 5 times the size of NW maps.
It doesn't matter if a map is huge, Because you won't be able to see someone over a hill unless you are in close proximity. Around the range it is in NW

The only thing it will change is the amount of time you have to walk to engage the enemy
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on January 02, 2014, 10:46:26 pm
I'll imagine that most of the maps won't have hills.

Hell we don't even know if BCoF is going to have a random map generator.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Coconut on January 02, 2014, 10:50:10 pm
Well then there is no use speculating until FSE releases some sort of devblog showing the maps.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Wismar on January 03, 2014, 12:23:27 am
Camping wouldn't be very successful since they have objectives this time around. They will probably habe battle aswell but it will be a lot different.
Title: Re: A concern on Rifle accuracy changing game play
Post by: regwilliam on January 03, 2014, 04:51:39 am
i do think millander has a point but even so i think its ok that the guns will be more accurate it will encourge regiment to use there brains and not just bum rush bayonet charge. to rely more on training and discipline rather then just bayonet skill and start acting more like a regiment. also i think this will help kill 10-20 man regiment as they will be wiped out very fast in a 500 man lbs. thus making players think twice about joining a new regiment that will likely die out in a month and make them quit the game and instead join the large more stable regiments thus making line battle feel all the more epic marching around with your regiment of 80-100 guys firing vollys and watching as dozens of your friends get shot down around you by enemy musket and cannons fire as you hear your officers and NCOS yelling in your ears to fill in the ranks and watching your regimental banner sway with the breeze and hear the orders to fix bayonets!!!!!!

Also i am scared that line battle will turn into skrimishing fights were everyone just heads to cover guys its called LINE BATTLES for a reason they only reason fights in NS turn into skrim fights is because most regiments dont be more then 15-20 guys to the NA Line battles and get wiped out very fast if regiments in battle cry of freedom bring 40-60 men or more i hope to god more then it should not be a big deal that the guns are more accurate

GOD I WANT THIS GAME TO COME OUT

Edit would like regiments to be this big https://steamcommunity.com/sharedfiles/filedetails/?id=147812658
Title: Re: A concern on Rifle accuracy changing game play
Post by: TheBoberton on January 03, 2014, 05:24:38 am
Well, someone's being just a little bit delusional, aren't they.

I do look forward to the attempted bayonet charges across open fields by people who don't recognize that the game isn't NW2, though.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Kamov on January 03, 2014, 06:20:05 am
I would have to agree with others, it isn't NW2 so I don't think it should be too much like it.

Although the stuff about people hiding in cover, I would see that being common in public play but the linebattles are often a different experience, what with rules and so forth. I don't think it's a bad idea to play around with the accuracy though.

When the game goes into alpha or whatever bump the thread.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Furrnox on January 03, 2014, 08:47:35 am
I think the New mechanic with higher accuracy & bigger maps is good since it will promote more tactical gameplay and cooperation I think we will see a lot more regiments colaberabte in BCoF because now they have reason to do so.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Wismar on January 03, 2014, 01:37:25 pm
I'm excited to see regiments bigger than 10 people in a single rank :P
Title: Re: A concern on Rifle accuracy changing game play
Post by: SeanBeansShako on January 03, 2014, 03:55:46 pm
I think the way to appeal to both sides of the argument is basically let the Admin decide how accurate weapons are in the Administration options with the other stuff.

Have it based on a percentage scale or simply a setting that is Realism and another setting that is Competitive. Clearly this community is divided on a lot of issues and this would be the best idea instead of dragging melee and shooting mechanics constantly over the coals because what does feel right to player A makes Player B unhappy.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Matthew on January 03, 2014, 04:11:58 pm
Well in NW the weapons are inaccurate but are made even more inaccurate by people trying to shoot as soon as possible and often just aiming vaguely in the direction of the thing they want to hit, I have seen many lines in NW cut down by a regiments formed up and aiming carefully. Many people are so desperate to get into melee they want to just fire off a volley and charge which often leads to their shooting being complete shite.

I believe with more accurate firearms we will also see this in BCOF with people not aiming properly and desperately trying to fire shot after shot and it severely crippling their accuracy because they are worried about being shot.

You could also make the firearms hard to use no reticule for example, do not have true ironsights so people have to work out how to adjust their aim and add some sort of weapon movement while aiming so people actual have to practice with their weapon of choice to be of any use with it.   
Title: Re: A concern on Rifle accuracy changing game play
Post by: Wismar on January 03, 2014, 07:17:37 pm
But every single weapon from ACW had ironsights. On the other hand I do agree with you that there's several ways to make shooting harder without making the weapons less accurate. For example, you can add sway when under fire or make the character blink near an explosion. Would be really cool if they had these things like they have in Battlefield. It would be client side aswell so it wouldn't chew up data.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Millander on January 03, 2014, 08:23:49 pm
I suppose to clarify my sentiment im not wishing BCoF to be NW2. my lartgest concern is linebattle events will be changed for the worse. Linebattles are what cause a vast majority of players of NW to continue playing. I worry that with the accuracy of the guns lines will be obsolete and it will be a bunch of skirmishing line NS. Melee I dont care that much about I just worry that linebattles will loose the line part.
Title: Re: A concern on Rifle accuracy changing game play
Post by: regwilliam on January 04, 2014, 12:02:55 am
yea thats what I'm scared of to millander but if regiments are of a good size then the accurate of the muskets may kill a lot of men but you should still have a lot of the men left
Title: Re: A concern on Rifle accuracy changing game play
Post by: Millander on January 04, 2014, 05:47:38 am
Maybe in the case of the few large regiments william but a vast majority of regiments wont be fielding 50+ people to negate those effects.
Title: Re: A concern on Rifle accuracy changing game play
Post by: regwilliam on January 04, 2014, 06:15:33 am
well the update talking about regiments makes it seem that joining regiment will be a lot easier and and manging them but if its not that way then use you are right that regiments will do skrim warfare to avoid loss

Developer Blog 2 - Regiment/Clan System

So last week we talked about our plans for supporting huge numbers of players, today we have gone for something a little bit different!
A lot of people have been asking us about how we plan on supporting community made clans and regiments in-game. We have already had a lot of thought on this as our community is very important to us, especially as Battle Cry of Freedom is a competitive multiplayer game.


(https://www.fsegames.eu/images/devblog2.jpg)


So our planned system will work something like this:
You can freely create clans for our game, these groups are called “Regiments”. These Regiments will be groups of players much like you see in our previous title Napoleonic Wars, however we aim to support these groups as much as possible in-game, and so please read on to get a picture of what we are planning.

Clan/Regiment page
The clan/regiment page is like an advanced version of a steam group. Clans can post news and announce events there. It is possible to easily browse the clan’s players, to take a look at their ranks and stats (including activity). The regiment page could also be used to communicate with each other. It has a small built in chat which saves the last messages, so players can view messages which were written a few days or weeks ago. This can possibly be expanded upon when we receive the appropriate feedback and support.

Ranks
The Regiment page also has a built-in ranking system. Ranks are displayed in-game and in the player overview of the clan. Administrators and founders of the clan can promote or demote players in the clan at will. However, promoting someone to an officer is only possible by the founder, because officers are not not necessarily administrators. Newly recruited players will automatically get the “recruit” rank assigned.

Joining a clan
Players can join and leave a clan as they wish. When joining a clan they have to fill out an application the founder will have created when creating the Regiment. The application is then automatically sent to the Regiment founder, the administrators and moderators. Admins, founders or moderators then just have to accept or deny the application.

Ingame tag system
When joining the game as a member of a Regiment, the game will represent the regiments tags + the current rank tags. For example: Clan tag: 882nd; Rank: Private; Name: Hans
Ingame name: 882nd Pvt. Hans

Medals
Every player, no matter if he is in a Regiment or not can receive medals for playing.
There will be special medals for special acts. For example, you could get a medal for defending a position against a majority of enemies or for playing the game for a certain time. When getting killed by an enemy, you will be able to see his rank, name, regiment, and his medals. Medals are faction specific, players are not able to get Southern medals when playing the Union and vice versa.

Competitive Play
We very much plan to support competitive Regiment play. We are not completely sure how it is best supported, but for now we plan to have an overall Regiment ranking list, where all regiments are shown with their overall score and victories. Regiment competitions will be organised by Regiments where they will choose a specific engagement (or part of an engagement depending on play count) and fight it out. The winner will receive a point/s which will add on to their total ranking.

We will see you next week!
Title: Re: A concern on Rifle accuracy changing game play
Post by: TheZach_Attack on January 04, 2014, 07:30:04 am
Just subbing to the thread.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Willhelm on January 04, 2014, 04:00:00 pm
I disagree, i dont think the melee crowd should be pandered to, it should be an American civil war game. Also with higher accuracy people just learn to stand further apart, plus the maps will be bigger.

In NaS people skirmish because they think they should skirmish, and they form lines in NW because they think they should. The NaS guns aren't even more accurate than light infantry in NW.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Duuring on January 05, 2014, 01:34:27 am
I think we will see a lot of Columns-moving-to-ragged-line. Regiments will still stick together when moving around, but as soon as the firing start, they'll adopt a more combat-effective formation.

I do wonder what the role of the cavalry will be in all this. I fear they will be nothing more then an infantryman on a car-like object.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Tavington on January 05, 2014, 01:56:32 am
Camping shouldn't be an issue too much. There will be plenty artillery in battles to dislodge defenders with explosive rounds. Blood and Iron for example, the krupp is very effective in forcing your regiment to have to constantly relocate and advance so with this incorporated into BCoF i am sure there's little concern.
Title: Re: A concern on Rifle accuracy changing game play
Post by: kpetschulat on January 05, 2014, 02:04:35 am
I think we will see a lot of Columns-moving-to-ragged-line. Regiments will still stick together when moving around, but as soon as the firing start, they'll adopt a more combat-effective formation.

I do wonder what the role of the cavalry will be in all this. I fear they will be nothing more then an infantryman on a car-like object.

Most cavalry regiments weren't really cavalry, but mounted infantry, and performed as such. It would be a company strength of guys armed with spencer and sharps', or whatever else, would ride into a battle, halt at a nice defensive spot, and skirmish and harass the enemy. They'd remount and get out if the enemy got too close for comfort. So, I could expect to see very similar tactics used in the game.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Wismar on January 05, 2014, 03:08:34 am
I think we will see a lot of Columns-moving-to-ragged-line. Regiments will still stick together when moving around, but as soon as the firing start, they'll adopt a more combat-effective formation.

I do wonder what the role of the cavalry will be in all this. I fear they will be nothing more then an infantryman on a car-like object.

Most cavalry regiments weren't really cavalry, but mounted infantry, and performed as such. It would be a company strength of guys armed with spencer and sharps', or whatever else, would ride into a battle, halt at a nice defensive spot, and skirmish and harass the enemy. They'd remount and get out if the enemy got too close for comfort. So, I could expect to see very similar tactics used in the game.
I guess but a lot of the southern cavalry was armed with revolvers. So close combat would be their thing.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Duuring on January 05, 2014, 03:02:31 pm
Lots of southern infantry- and cavarlymen alike carried revolvers in the early stages of the war. They got rid of them soon enough, because close combat didn't happen as much with the infantry as expected, and with the cavalry it was pretty non-existent. Entire regiments of (southern) cavalry didn't even have sabres.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Wismar on January 05, 2014, 03:17:21 pm
Lots of southern infantry- and cavarlymen alike carried revolvers in the early stages of the war. They got rid of them soon enough, because close combat didn't happen as much with the infantry as expected, and with the cavalry it was pretty non-existent. Entire regiments of (southern) cavalry didn't even have sabres.
Why is that? What it because they were poorly trained? There were several charges during the Franco-Prussian war and by that time they had breechloader rifles.
Title: Re: A concern on Rifle accuracy changing game play
Post by: TheBoberton on January 05, 2014, 03:59:20 pm
Cavalry doesn't work like that in America. Because trees. Lots and lots of trees.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Wismar on January 05, 2014, 05:56:44 pm
Cavalry doesn't work like that in America. Because trees. Lots and lots of trees.
to my understanding the majority of the battles were fought in open ground.
Title: Re: A concern on Rifle accuracy changing game play
Post by: TheBoberton on January 05, 2014, 07:15:09 pm
Sorta..
Manassas Battlefield, looking from Matthews Hill to Henry House Hill
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fmarkerhunter.files.wordpress.com%2F2009%2F06%2Fmanassas-4-may-08-184.jpg&hash=00945b9d54bab729f460076d883a9156f14eeaa6)
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Gettysburg Battlefield, Overlooking the field across which Pickett's Charge was made
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi632.photobucket.com%2Falbums%2Fuu45%2FFunkFamily_photos%2FGettysburg%2520Battlefield%2F17June2009Gettysburg-Palmyra003.jpg&hash=b208464a84b24acf9eb345f9450821402d346b90)
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Paul Philippoteaux's Gettysburg Cyclorama of Pickett's Charge; 1883   Warning; Very large image
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fc%2Fc5%2FPaul_Philippoteaux_-_Gettysburg_Cyclorama.jpg&hash=b9ec9908331efc55cdaf1a07b936bc855d96dcbc)
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Shiloh's Duncan Field
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Froanokecwrt.com%2Fshiloh34b.jpg&hash=0a3e1a2b0213945f9eaac805751de1ea2ece3358)
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It.. was open ground, but not fit country for cavalry charges akin to those that took place in Europe. Granted, some of what is seen in the photos has likely grown since the battles took place, but it would have still been a hindrance to any commander contemplating sending regiments or brigades of mounted troops through them.



Besides, battles aren't the only thing that had to be taken into consideration. Moving and maintaining the number of horses necessary for the many regiment necessary for charging the enemy would put a strain on a still under-developed logistics chain. And the South simply didn't have the horses to spare for such foolish endeavors.

All in all, it simply wasn't worth it, when the advantages offered were weighed against the disadvantages. Especially when one considers how the previous decade had gone for cavalry in general. (The Battle of Balaclava pretty much showed how outdated outright charges had become.)
Title: Re: A concern on Rifle accuracy changing game play
Post by: kpetschulat on January 05, 2014, 07:57:13 pm
Lee had 6,000 cavalry not present at Gettysburg. I can't imagine trying to manage and organize that many cavalry on such a small field.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Willhelm on January 05, 2014, 08:14:48 pm
Lots of southern infantry- and cavarlymen alike carried revolvers in the early stages of the war. They got rid of them soon enough, because close combat didn't happen as much with the infantry as expected, and with the cavalry it was pretty non-existent. Entire regiments of (southern) cavalry didn't even have sabres.
Why is that? What it because they were poorly trained? There were several charges during the Franco-Prussian war and by that time they had breechloader rifles.

That was mainly the result of an insistence that cavalry was still usefull as a melee force, and although some charges could be called a success the losses we far too high, a successful cavalry charge doesn't lose 70% of its troops even if they do take their objective. In many ways the US was quicker to see the changes in war, then again in some ways they were also backwards.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Duuring on January 06, 2014, 07:39:56 am
Try miserable discipline. Both the Federal and Confederate armies were largely untrained formations and discipline ran low. Men simply refused to bayonetcharge or charge with the sabre because they found it too dangerous. Let's not forget that pretty much none of the enlisted men and only a handful of officers had seen combat prior to the War.

Pretty much, they didn't understand the European way of warfare and thus developed their own.
Title: Re: A concern on Rifle accuracy changing game play
Post by: regwilliam on January 06, 2014, 11:06:03 am
American and European styles of fighting were largely the same. Move giant lines of men within 100 yards of the enemy and just start firing till one side ran away have cav flank the enemy when ever it could and have arty fire cannon balls into the enemy lines till entire gaps were made by them. I read a quote from some book that had this to say about the civil war. " The American civil wars was a combination of old tactics with new technology the results were devastating.

Title: Re: A concern on Rifle accuracy changing game play
Post by: Duuring on January 06, 2014, 11:36:20 am
No, they weren't. Americans tried to imitate the European way of warfare but they failed. Look at the differences between the British in the Crimea and the Americans in 1861. They just didn't achieve the same level.

Cavarly and infantry barely meddled with eachother apart from dismounted fighting, which is a world of difference with the (succesful) charges at the Crimea.

I'm not saying Europeans were superior in fighting skills, but they were in the European way of fighting, which the Americans TRIED to adopt, failed, and then went on to develop their own style. European envoys to the war often pointed out the differences between the two ways of fighting and the results.
Title: Re: A concern on Rifle accuracy changing game play
Post by: TheBoberton on January 06, 2014, 12:26:08 pm
Um.. the British in the Crimea were fighting Russians armed predominately with flintlocks.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Duuring on January 06, 2014, 04:08:09 pm
The British, the Turks and the Russians still used vast formations and battle lines. The French were modernizing and used more light-infantry tactics, and were actually rather shocked when they saw their allies marching into battle in line.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Skyz on January 06, 2014, 06:20:13 pm
I had no idea formations and the way people fought affected rifle accuracy.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Duuring on January 06, 2014, 06:33:58 pm
If you have nothing to contribute to the subject, then don't bother posting anyway.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Matthew on January 06, 2014, 06:55:13 pm
I had no idea formations and the way people fought affected rifle accuracy.
Well if you think about it, it does not affect the rifles accuracy but your accuracy with the rifle.
Title: Re: A concern on Rifle accuracy changing game play
Post by: TheBoberton on January 06, 2014, 07:15:39 pm
The British, the Turks and the Russians still used vast formations and battle lines. The French were modernizing and used more light-infantry tactics, and were actually rather shocked when they saw their allies marching into battle in line.

Your point?
Title: Re: A concern on Rifle accuracy changing game play
Post by: Duuring on January 07, 2014, 12:08:48 am
That the fact most Russians had flintlocks has nothing to do with battle strategies in the Crimea. They didn't scout the enemy and adapt their tactics on whether their opponents were rifle or smooth bore-armed.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on January 07, 2014, 12:18:21 am
To be fair Duuring, by that logic all of the Napoleonic Armies should have used Light Infantry tactics.
Title: Re: A concern on Rifle accuracy changing game play
Post by: TheBoberton on January 07, 2014, 12:44:54 am
They didn't have to adapt their tactics. The fact that they had rifles meant that they could fire at ranges exceeding those of the Russian weapons, without having to worry about the enemy returning fire.

Did it influence the strategies used? Of course not, but it did significantly reduce British casualties, and it makes the comparison of the Crimean War to later wars, that involved all sides being armed with modern weapons, completely useless.
Title: Re: A concern on Rifle accuracy changing game play
Post by: GrandMaster on February 12, 2014, 11:44:24 pm
I think it is simple give the rifles less accuracy whilst standing but greater when crouching, so soldiers exchange mobility for accuracy.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Rallix on February 14, 2014, 07:35:28 pm
I'll explain how to have the gameplay you're hoping for, as well as realism.

First: You must consider the real reasons why people used line formations. These were manifold, but summarized by few main reasons.
Line formations are easier to manage large units of men with. Instead of them wondering what to do or where to go, they simply retain their position relative to everyone else, and fire on orders.

Skirmish lines require more initiative, and thus more training and discipline to maintain effectiveness, as men must actively seek cover, and fire or reload at will, and retreat or advance at will. A skirmish unit is easy to lose track of from the commander's viewpoint, so it is limited in its size by what can be micromanaged, or how well the skirmishers understand what they must do.

Lines offer strength in numbers, and are a force equaled in sheer strength, only by a line of the same size.
The line can be easily managed by officers, and offers safety in a melee against anyone who would come for you while you're reloading.
The fact that having as many friends as possible within weapons reach of you in a melee, is a good thing, is a very easy concept to understand.

The purpose of a line is essentially the ability to deliver an effective mass melee charge, to force your enemy to retreat. If battles were decided entirely by who kills the most of the other guy from a distance, you'd get something resembling modern combat, which involves cover, suppression, and firepower as key elements on the tactical level. This is what light infantry did even in the Napoleonic wars.

Secondly: The reason for the above being the case is a question of the effectiveness of ranged weapons.
Why in the hell were massed line formations still in use after 1850 if the rifle was as accurate then as it is now?
It is because the rate of fire was substantially different. It takes 20-30 seconds for a soldier to go from shot to shot. No, I'm not kidding, it's a slow and tedious process.

Open cartridge pouch, grab cartridge, open cartridge, place powder and bullet in barrel, remove ramrod, ram cartridge, replace ramrod, half cock lock, grab percussion cap, place cap on nipple, cock lock, aim/fire.

Because this took so damn long, it made bayonet charges possible. Why? Because any man can run a hundred meters/yards in the time it takes to reload.
For about every 100 meters of ground your enemy crosses, you can fire once, or twice if he's not moving fast and you're reloading fast.
This means that depending on the openness of the terrain, an entire line could move into a melee against an enemy as they reload.

In addition, shot does not mean dead. Simply because you've been shot, you do not die. A person dies near instantly if hit in the brain, bleeds out in seconds to a minute if a heart/lung/major blood vessel is hit, and it takes several minutes or even hours to bleed out if hit in a nonvital area.

I suggest that the game reflect these things, where reload speed is incredibly important tactically, and where wound damage is heavily locationally based. In this way, you can ensure that the game is both realistic, and that melee combat is feasible.

The purpose of a line formation is to keep your men organized until or if possible during a melee fight, not to absorb or be effective in preventing damage from ranged fire. That's all it's ever been for. Formations are stronger in a melee than infantry out of formation.
Title: Re: A concern on Rifle accuracy changing game play
Post by: beefprophet on February 14, 2014, 09:08:00 pm
Honestly, a good way to reduce the musket accuracy is simply to NOT tell the person if they've hit someone, via hit marker or by showing the kills ala Napoleonic Wars. That way, people have to actually fire through smoke and fire with some degree of inaccuracy, rather than firing in a certain direction until the hit marker says that they're hitting people.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Duuring on February 14, 2014, 11:15:03 pm
Quote
Why in the hell were massed line formations still in use after 1850 if the rifle was as accurate then as it is now?

Conservative military. The reason the USA had such a fast evolution of tactics was because their army was 99% civilian.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Rallix on February 15, 2014, 04:32:52 am
Quote
Why in the hell were massed line formations still in use after 1850 if the rifle was as accurate then as it is now?
Conservative military. The reason the USA had such a fast evolution of tactics was because their army was 99% civilian.
I am unconvinced that this is the only reasoning. This seems quite the oversimplification.
Surely commanders would have no difficult time seeing that their men were being torn to pieces in lines. The high casualty rates speak of this.

But as I said, I believe that the formations were viewed as a necessary evil to prevent tactical stalemate, as happened later in the first world war.

The push of bayonet formations was to end battles, not to fight from a distance. You close with bayonet when you believe you have the advantage, not as a matter of course. In fact, it is precisely a misuse of the charge that resulted in the failure of picket's charge at Gettysburg.
They simply did not have the advantage of numbers or positioning to justify a charge.

In short, my idea is that line formations should be used by large units to finish off an enemy that they have the advantage against.
The advantage is gained either before the battle(strategic), or during the skirmishing.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Wismar on February 15, 2014, 05:46:38 pm
+1 to Rallix
Title: Re: A concern on Rifle accuracy changing game play
Post by: Rejenorst on February 16, 2014, 10:08:02 am
I'll just post this snippet in here from the donators suggestion forum. I made this suggestion a while ago but I have no idea if it will be included or not. More information in this regard as to rifle accuracy and possible ways of balancing it would be appreciated.

Hey Olaf. Im not sure if this has already been answered to apologies if it has but what will the Rifle accuracy be in BCoF compared to NW?0 Its probably the biggest question I hear form people.

Not sure about accuracy. I hope FSE might implement an aim adjustment where you set the rifle to aim at x amount of yards. The failure of troops to set this aimer correctly resulted in a lot of close up misses because the bullets ended up flying over the heads of the enemy. Maybe 2 keys can be bound to changing the distance desired by x yards each time. Also wind will now play a role in the trajectories.

In regards to my idea on the sights:

Spoiler
The Rifle Musket in civil War Combat by Earl J. Hess

"Another, related problem that affected fire effectiveness lay in the parabolic trajectory of the rifle musket. Because of its high arc, the Minié ball created a huge safety zone for the enemy during much of its flight through the air. This problem was most pronounced when firing at distant targets, but this sort of long-distance firing was the key difference between the rifle musket and the old smoothbore weapon. It was incredibly difficult for the average soldier to compensate for the unusual trajectory and make his shots count at ranges longer than about 100 yards. This greatly decreased the effect of the rifle musket precisely in the area where advocates though it might have a revolutionary impact on warfare.
A rifle musket sighted for 300 yards could be deadly at short range, but after about 75 yards the bullet sailed above the height of an average man. The next danger zone lay at the far end of the trajectory, the last 110 yards (about 240 to 350 yards from the shooter). In this last danger zone, the target could be hit at any height along his body, depending on where in the zone he happened to be when the bullet made contact. For the rest, fully 115 yards of the bullet’s flight, only 185 out of 300 yards of the bullet’s journey constituted a danger zone to the enemy."

http://civilwartalk.com/threads/rifle-musket-trajectory.73300/
[close]

If the two are combined I would imagine that rifles would be pretty decent in the hands of an experienced rifleman and possibly lesser so in the hands of an amateur.

*Should probably read: resulted in a lot of close up mid-range misses(?) because the bullets ended up flying over the heads of the enemy. Not 100% sure as I am not used to yards/imperial system.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Duuring on February 17, 2014, 07:54:46 am
Quote
Why in the hell were massed line formations still in use after 1850 if the rifle was as accurate then as it is now?
Conservative military. The reason the USA had such a fast evolution of tactics was because their army was 99% civilian.
I am unconvinced that this is the only reasoning. This seems quite the oversimplification.
Surely commanders would have no difficult time seeing that their men were being torn to pieces in lines. The high casualty rates speak of this.

Well I'm sorry you aren't convinced, but a fact remains a fact. Why do you think casualties were so high?
Title: Re: A concern on Rifle accuracy changing game play
Post by: Wismar on February 17, 2014, 12:02:56 pm
Remember people, this isn't NW2. It is a new ACW game. There will probably be a NW mod for Bannerlord and if not that go and play L'aigle.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Rallix on February 17, 2014, 07:01:13 pm
Well I'm sorry you aren't convinced, but a fact remains a fact. Why do you think casualties were so high?
You haven't touched my argument. I have agreed with you that line formations present a large and obvious target for rifles.

What I have disagreed with is that the formations served no purpose.
I described what that purpose is. I want you to explain how this is not the case, if you do in fact disagree with that.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Salcos on February 19, 2014, 12:51:55 am
Nuh uh.
Title: Re: A concern on Rifle accuracy changing game play
Post by: gmanburger on April 27, 2014, 09:21:35 pm
I see you all have made good points and have different opinions, but still you have to look at the fact that it wont be 150 player linebattles it will (hopefully) be up to 400-500 players even if the muskets are more accurate it will bring a new type of gameplay to this new game as many have said it wont be a NW 2.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Earth Bby on April 28, 2014, 02:36:55 am
N&S = Skirmishing pretty much, RIP Line infantry formations. Let the Spreading begin.

I can see BCoF being awful if you want to stand in line and slow march towards another line. Arty sounds like it will blow holes of 10 men out of a lines and now from what i'm reading, people want Rifles to be super effective. I personally don't want a simulation of the Civil war, just a game where I can have FUN, and not watch my regiment blow up and have to wait for the other 500 people to die just to play again. If you want this game to outlive a month, then make Line Battling fun, as infantry is the bread and butter of this sort of game.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on April 28, 2014, 03:59:06 am
Well, just make it the way people fought in the ACW. Force lines but allow people to take cover behind trees fences and ecetera.

I mean they fought in lines during the War.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Earth Bby on April 28, 2014, 04:43:59 am
Well, just make it the way people fought in the ACW. Force lines but allow people to take cover behind trees fences and ecetera.

I mean they fought in lines during the War.

People wont want to if they lose half their regiment before they get a volley off. If Line are to be used they must be stated in the rules like in NW, no FOL. I really enjoy melee and I hate to think that BCoF will be a massive Skirmish. Think about it this way, 50 man lines as standard sure to server size,  imagine how long it would take to shoot 50 people with muskets if they hide in houses / behind trees, not fun at all! I think that NW has got linebattling mastered. It's balanced and people can have fun, you can tell which regiments are veteran and which are green. Don't over complicate BCoF or it will surely die, there's a reason people still play NW even with buggy melee, shit Server lag & meh graphics etc.

Personally I have my fingers crossed for Banner lord to have a M&M mod of some sorts as I don't really enjoy the American civil, though I have donated to the team I feel they might overload the game from what I've been reading in the suggestions.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on April 28, 2014, 05:06:21 am
Well in that case I'd have to disagree with you on preference, I always prefered shooting people who weren't standing out in the open due to it seeming a bit ludicrous. Tbh I should hate NW because of that.

We can't think that BCoF is going to be NW2, it's a completely different IP and it's going to have it's own rules, those of which we'll only really be able to make up when we actually start playing the game.

Btw, there's a reason why almost all regiments in the US Army had a Light Infantry horn on their headwear.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Earth Bby on April 28, 2014, 05:13:23 am
Well in that case I'd have to disagree with you on preference, I always prefered shooting people who weren't standing out in the open due to it seeming a bit ludicrous. Tbh I should hate NW because of that.

We can't think that BCoF is going to be NW2, it's a completely different IP and it's going to have it's own rules, those of which we'll only really be able to make up when we actually start playing the game.

Btw, there's a reason why almost all regiments in the US Army had a Light Infantry horn on their headwear.

How is it different you it's the same type of warfare? How can BCoF get away from NW if they both involve Line infantry, Skrimishers, cav & arty? It's like 50 years after Waterloo. I hope FSE sticks to their roots, after all, these bastards made M&M and look where we are now. 
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on April 28, 2014, 05:15:12 am
I'll answer that question with another question, how different was World War I from World War II?
Title: Re: A concern on Rifle accuracy changing game play
Post by: William on April 28, 2014, 05:15:15 am
Don't know if this could be implemented, but maybe there could be a server option that could either:

1) Play with the stats of units, making them better or worse

2) Overall be able to affect the battle with options such as "Musket Accuracy -100%" which could be tweaked to lower, for example "Musket Accuracy-60%", or higher to make it more of a tactical game.

3) Be able to affect the weather or be able to affect how a battle is. For example, if the battle starts out with a nice sunny day it could change over time with visible clouds coming in, which begin to rain or bring heavy wind which could adversely affect your character. Example- Heavy Wind, harder to reload (you have debris flying in your face), and bullet trajectories being severely affected. Yet another being able actually script the server's weather, as in, you could put in your script to keep it nice and sunny, or maybe you could script it to be inclement and unforgiving for a more realistic, hardened approach. As to whether this could be implemented or not is something I am not very certain about but I really think these ideas/concepts would be really good in BCoF to help make the game both better and appeal to different audiences, whether it be Millander and his "guns should not be accurate at all, give em da bayonets boysss", or for people who want to have only charge when absolutely necessary to try and change the tide of a battle. With the ability to tweak factors and stats, I feel the game would be even more successful (hint hint, more money).
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on April 28, 2014, 05:19:59 am
1 is most likely going to happen

2 would be an insult to any ACW historian who touches this game, best keep that to an Arcade mode

3 is implemented already.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Earth Bby on April 28, 2014, 05:23:34 am
I'll answer that question with another question, how different was World War I from World War II?

Trench warfare in ww1

WW2 war more of a modern war, fighting in the streets etc.

Weapons, use of sub machine guns and more reliable arms.

Cavalrys was pretty much completely removed

Nazis - Naughty people

D-day - Invasion of France from the allies.

idiot

Such I class Japan and the Nuclear bombs?

Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on April 28, 2014, 05:27:15 am
Marks you just proved my point, the way war is fought can shift dramatically over the years. For God's sake it took only 30 years to go from Trench Warfare to small squad combat, you really think it'd take more than 50 years to shift from line columns to using cover if you found it?
Title: Re: A concern on Rifle accuracy changing game play
Post by: Earth Bby on April 28, 2014, 05:28:38 am
Marks you just proved my point, the way war is fought can shift dramatically over the years. For God's sake it took only 30 years to go from Trench Warfare to small squad combat, you really think it'd take more than 50 years to shift from line columns to using cover if you found it?

How was the Merican civil war different to NWs?
Title: Re: A concern on Rifle accuracy changing game play
Post by: William on April 28, 2014, 05:29:39 am
Europe used knights for over 500 years, Roman era warfare lasted for centuries with little to no change, it is only now, in the more modern world that changes happen quickly. In regards to line combat, I'm sure there will be nice fancy linebattles "no spacing or spreading out" to the more casual "spread like the 60th on the butter and bread fields"  ::)
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on April 28, 2014, 05:33:08 am
Marks you just proved my point, the way war is fought can shift dramatically over the years. For God's sake it took only 30 years to go from Trench Warfare to small squad combat, you really think it'd take more than 50 years to shift from line columns to using cover if you found it?

How was the Merican civil war different to NWs?

Let's see...

Every soldier had a rifled musket

There were repeaters and breechloaders

There were almost no cavalry charges and the only kind of cavalry were Light Dragoons

Ships were made out of steel

Breech-loaded cannons

Pistols that fired more than one shot while only having a single barrel, rifles also

And last but not least, the average soldier was a conscript/militiaman and not a trained regular. So they broke formation and took cover extremely often.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Earth Bby on April 28, 2014, 05:37:37 am
Marks you just proved my point, the way war is fought can shift dramatically over the years. For God's sake it took only 30 years to go from Trench Warfare to small squad combat, you really think it'd take more than 50 years to shift from line columns to using cover if you found it?

How was the Merican civil war different to NWs?

Let's see...

Every soldier had a rifled musket

There were repeaters and breechloaders

There were almost no cavalry charges and the only kind of cavalry were Light Dragoons

Ships were made out of steel

Breech-loaded cannons

Pistols that fired more than one shot while only having a single barrel, rifles also

And last but not least, the average soldier was a conscript/militiaman and not a trained regular. So they broke formation and took cover extremely often.

Fancy guns? I mean the style of fighting.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on April 28, 2014, 05:54:39 am
Guns dictate fighting style. You honestly think people used Line formations because it was fun? It was the best way to get the most out of an inaccurate piece of shit (AKA a musket).
Title: Re: A concern on Rifle accuracy changing game play
Post by: Rejenorst on April 28, 2014, 07:03:33 am
What I would really like is for the player to have to adjust his sights (the trajectory of his aim) by the distance of the target ala ARMA 2.

The effective range (if wiki is correct) of a Springfield 1863 was:

200 - 300 yards / 182.88 - 274.32 meters

With a max range of:

800 to 1000 yards / 731.52 to 914.40 meters

The 1861 version had sights that went from:  100, 300 to 500 yards with a muzzle velocity of 950 feet per second or 289.56 meters per second.

The ballistic coefficient is likely around 0.196 based on modern day molds with a weight of 500/577 grains:
http://www.titanreloading.com/lee-sc-mold-575-500-m-minie-58-cal
http://www.titanreloading.com/ballistics-questions/ballistic-coefficients-on-molds

You could use a ballistics calculator to check what the drop would be etc and even add wind speed:
http://www.jbmballistics.com/cgi-bin/jbmtraj_simp-5.1.cgi

Out of curiosity I wanted to know some stats, they are probably not quite accurate but gave it a go anyway:

https://docs.google.com/spreadsheets/d/12bK4BfTlwH-Xh5PNOQBiunrAJ1CrSTkZbWC9DBoAC_Y/edit#gid=0

At 200 meters you might have a bullet drop of around 1.35 meters (A person will be around 1.65 - 1.8 meters in height apprx)
At 300 meters you might have a bullet drop of around 4.32 meters
At 400 meters you might have a bullet drop of around 9.18 meters
At 500 meters you might have a bullet drop of around 16.196 meters
And at 600 meters you would have a drop of over 25 meters etc.

That's without wind, random winds could likely cause the bullet to drift any which way and at longer ranges that could definitely result in misses.

If you had to alter your sights to 1 of three settings it could make things quite interesting in terms of trajectory and anyone forgetting to change their sights from 300 to 100 yards for closer ranges was likely to fire over the heads of the oncoming enemy as I found in sources linked here in a previous post of mine.

So maybe with sights, wind and bullet drop and if possible a stabilizer time penalty like in NW (where the longer you hold down the fire button the more accurate the cross hairs home in) could all contribute to balancing things out without overly nerfing things down either...

Not sure.

EDIT:

This video mentions 73 feet of bullet drop at 650 yards.
That's a 22.250 meter drop at 594.36 meters. So my stats are roughly correct.

http://www.youtube.com/watch?v=ejxByA-siSs



Title: Re: A concern on Rifle accuracy changing game play
Post by: Salt on May 02, 2014, 03:50:13 pm
As long as shooting would actually take some skill instead of putting the enemy in your circle reticle and leaving it up to luck. A ton of people like melee in NW because they control how good/bad they do because its about their skill. When it comes to shooting (in NW) it really is just a toss up and it has nothing to do with skill.

So, I would only be concerned if the shooting was the same as NW and was just luck, but if determining if I get shot at long distance is based on how well the other player is at shooting, then I can live with it. I liked Reje's suggestion, it makes shooting more about skill, less about luck.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Walko on May 02, 2014, 06:36:19 pm
Yea, and maybe having some sort of suppression system would be beneficial as well. (As stated in another thread).
Title: Re: A concern on Rifle accuracy changing game play
Post by: Fallout on May 05, 2014, 01:46:59 pm
Guns dictate fighting style. You honestly think people used Line formations because it was fun? It was the best way to get the most out of an inaccurate piece of shit (AKA a musket).
Uhh yes? Lines are fun scrub, so is melee, shooting is balanced and to make a game based soley 90% on shooting would be boring.  The melee mixes things up.  People on this thread will have different opinions because the people who are bad at melee (or dont like it) will obviously want shooting to be better while the people who are good at melee want it to stay the same.  And undoubtedly shooting will win because too many people don't have enough patience for melee and will deem it OP. #TRUTH
Title: Re: A concern on Rifle accuracy changing game play
Post by: Chadric on May 05, 2014, 02:20:38 pm
Guns dictate fighting style. You honestly think people used Line formations because it was fun? It was the best way to get the most out of an inaccurate piece of shit (AKA a musket).
Uhh yes? Lines are fun scrub, so is melee, shooting is balanced and to make a game based soley 90% on shooting would be boring.  The melee mixes things up.  People on this thread will have different opinions because the people who are bad at melee (or dont like it) will obviously want shooting to be better while the people who are good at melee want it to stay the same.  And undoubtedly shooting will win because too many people don't have enough patience for melee and will deem it OP. #TRUTH
Im actually not bad at melee and enjoy but i agree the accuracy should be higher
Title: Re: A concern on Rifle accuracy changing game play
Post by: Salt on May 05, 2014, 02:45:04 pm
Spoiler
Guns dictate fighting style. You honestly think people used Line formations because it was fun? It was the best way to get the most out of an inaccurate piece of shit (AKA a musket).
Uhh yes? Lines are fun scrub, so is melee, shooting is balanced and to make a game based soley 90% on shooting would be boring.  The melee mixes things up.  People on this thread will have different opinions because the people who are bad at melee (or dont like it) will obviously want shooting to be better while the people who are good at melee want it to stay the same.  And undoubtedly shooting will win because too many people don't have enough patience for melee and will deem it OP. #TRUTH
[close]

There is some truth in this. An increase in shooting accuracy would really only serve to switch the balance of power in the community. In NW, regiments such as the 12th (NA) are as powerful as they are because of the melee prowess of their members, which is the dominant form of combat in NW. However, with an increase in accuracy of muskets, instead of leveling the playing field, all that would happen is regiments such as the 63e or 29th who field large lines would become dominant. Then you would just get posts on the forums about how OP shooting is and blah blah blah.

So as I stated above, the solution could possibly be adding a new mechanic to the game to counterbalance making muskets more accurate by making them harder to shoot. Actual bullet drop could go a long way to finding a balance between the powers of melee and shooting.
Title: Re: A concern on Rifle accuracy changing game play
Post by: kpetschulat on May 05, 2014, 03:17:11 pm
You guys need to stop bitching and moaning about melee. This is an entirely different era of warfare. You had rifled muskets being used by men who were conscripts and militias, to full on regular and veteran troops. Yeah, you're going to get shot from long distances with high accuracy. During the Napoleonic Era, there were all smoothbores, except the few rifles (in ratio to smoothbores), and it opened much larger room for the melee, which is emulated in NW. The ACW was all about who had the larger army, better supplied, better discipline, and better morale. Melee was even less than the Napoleonic Era of warfare.

Also, on the topic of big regiments having dominance, that's good. It'll make people join the bigger regiments and you'll see more big regiments in big formations, rather than little regiments who are all over the place and get annihilated fast.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Chadric on May 05, 2014, 06:17:51 pm
Well here is one thing, if fire rate is staying were it is at (12 sec-20 sec) then huge charges are still possible, you will suffer many casualties like in the actual charges at first but once you get there then it comes down to your melee skill. Melee was still used in this era but it wouldn't be anything like NW. Of course there are still tactics you could very easily use to get in close to the enemies for good melee. It really is just up to the commanders if they want to get into melee or not.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on May 05, 2014, 10:24:58 pm
You guys need to stop bitching and moaning about melee. This is an entirely different era of warfare. You had rifled muskets being used by men who were conscripts and militias, to full on regular and veteran troops. Yeah, you're going to get shot from long distances with high accuracy. During the Napoleonic Era, there were all smoothbores, except the few rifles (in ratio to smoothbores), and it opened much larger room for the melee, which is emulated in NW. The ACW was all about who had the larger army, better supplied, better discipline, and better morale. Melee was even less than the Napoleonic Era of warfare.

Also, on the topic of big regiments having dominance, that's good. It'll make people join the bigger regiments and you'll see more big regiments in big formations, rather than little regiments who are all over the place and get annihilated fast.

^Effectively this

I'm getting a wee bit tired of people expecting this to be NW2. It's a new game, a new damn gameplay system. Don't expect more of the same, and if you don't like it that's your damn problem.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Marceaux on May 05, 2014, 11:31:12 pm
You guys need to stop bitching and moaning about melee. This is an entirely different era of warfare. You had rifled muskets being used by men who were conscripts and militias, to full on regular and veteran troops. Yeah, you're going to get shot from long distances with high accuracy. During the Napoleonic Era, there were all smoothbores, except the few rifles (in ratio to smoothbores), and it opened much larger room for the melee, which is emulated in NW. The ACW was all about who had the larger army, better supplied, better discipline, and better morale. Melee was even less than the Napoleonic Era of warfare.

Also, on the topic of big regiments having dominance, that's good. It'll make people join the bigger regiments and you'll see more big regiments in big formations, rather than little regiments who are all over the place and get annihilated fast.

^Effectively this

I'm getting a wee bit tired of people expecting this to be NW2. It's a new game, a new damn gameplay system. Don't expect more of the same, and if you don't like it that's your damn problem.

The fact is this, the civil war was fought using LINE formations. If the muskets are made to accurate it will destroy the possibility of using a line formations in battle. Therefore the game will have killed its historical accuracy as well as destroyed its line battle based community. So go ahead keep encouraging extremely accurate rifles, and watch BCoF lose its community and overall end up being a game that dies within a year or 2 of release.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Barraclough on May 06, 2014, 12:01:20 am
Well they used line formations because that's what they knew I suppose, while now when we're looking back we can point and say ''look @ these fucking idiots l2spread''
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on May 06, 2014, 12:33:20 am
You guys need to stop bitching and moaning about melee. This is an entirely different era of warfare. You had rifled muskets being used by men who were conscripts and militias, to full on regular and veteran troops. Yeah, you're going to get shot from long distances with high accuracy. During the Napoleonic Era, there were all smoothbores, except the few rifles (in ratio to smoothbores), and it opened much larger room for the melee, which is emulated in NW. The ACW was all about who had the larger army, better supplied, better discipline, and better morale. Melee was even less than the Napoleonic Era of warfare.

Also, on the topic of big regiments having dominance, that's good. It'll make people join the bigger regiments and you'll see more big regiments in big formations, rather than little regiments who are all over the place and get annihilated fast.

^Effectively this

I'm getting a wee bit tired of people expecting this to be NW2. It's a new game, a new damn gameplay system. Don't expect more of the same, and if you don't like it that's your damn problem.

The fact is this, the civil war was fought using LINE formations. If the muskets are made to accurate it will destroy the possibility of using a line formations in battle. Therefore the game will have killed its historical accuracy as well as destroyed its line battle based community. So go ahead keep encouraging extremely accurate rifles, and watch BCoF lose its community and overall end up being a game that dies within a year or 2 of release.

Here's a brilliant idea Einstein, FORCE THE FORMATIONS!
Title: Re: A concern on Rifle accuracy changing game play
Post by: Marceaux on May 06, 2014, 12:38:30 am
You guys need to stop bitching and moaning about melee. This is an entirely different era of warfare. You had rifled muskets being used by men who were conscripts and militias, to full on regular and veteran troops. Yeah, you're going to get shot from long distances with high accuracy. During the Napoleonic Era, there were all smoothbores, except the few rifles (in ratio to smoothbores), and it opened much larger room for the melee, which is emulated in NW. The ACW was all about who had the larger army, better supplied, better discipline, and better morale. Melee was even less than the Napoleonic Era of warfare.

Also, on the topic of big regiments having dominance, that's good. It'll make people join the bigger regiments and you'll see more big regiments in big formations, rather than little regiments who are all over the place and get annihilated fast.

^Effectively this

I'm getting a wee bit tired of people expecting this to be NW2. It's a new game, a new damn gameplay system. Don't expect more of the same, and if you don't like it that's your damn problem.

The fact is this, the civil war was fought using LINE formations. If the muskets are made to accurate it will destroy the possibility of using a line formations in battle. Therefore the game will have killed its historical accuracy as well as destroyed its line battle based community. So go ahead keep encouraging extremely accurate rifles, and watch BCoF lose its community and overall end up being a game that dies within a year or 2 of release.

Here's a brilliant idea Einstein, FORCE THE FORMATIONS!

First of all, don't be a fucking asshole.

Secondly, why would an event force lines if the rifles are pin point accurate. Lines would be decimated nearly instantly.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on May 06, 2014, 12:41:55 am
If lines worked in North and South (Which, they did by the way) then I see no reason why they'd fail here.
Title: Re: A concern on Rifle accuracy changing game play
Post by: kpetschulat on May 06, 2014, 03:26:54 am
You guys need to stop bitching and moaning about melee. This is an entirely different era of warfare. You had rifled muskets being used by men who were conscripts and militias, to full on regular and veteran troops. Yeah, you're going to get shot from long distances with high accuracy. During the Napoleonic Era, there were all smoothbores, except the few rifles (in ratio to smoothbores), and it opened much larger room for the melee, which is emulated in NW. The ACW was all about who had the larger army, better supplied, better discipline, and better morale. Melee was even less than the Napoleonic Era of warfare.

Also, on the topic of big regiments having dominance, that's good. It'll make people join the bigger regiments and you'll see more big regiments in big formations, rather than little regiments who are all over the place and get annihilated fast.

^Effectively this

I'm getting a wee bit tired of people expecting this to be NW2. It's a new game, a new damn gameplay system. Don't expect more of the same, and if you don't like it that's your damn problem.

The fact is this, the civil war was fought using LINE formations. If the muskets are made to accurate it will destroy the possibility of using a line formations in battle. Therefore the game will have killed its historical accuracy as well as destroyed its line battle based community. So go ahead keep encouraging extremely accurate rifles, and watch BCoF lose its community and overall end up being a game that dies within a year or 2 of release.

Here's a brilliant idea Einstein, FORCE THE FORMATIONS!

First of all, don't be a fucking asshole.

Secondly, why would an event force lines if the rifles are pin point accurate. Lines would be decimated nearly instantly.

No one said anything about the rifle being pin point accurate, because they weren't. They were considerably more accurate than smoothbores. If you've played Blood and Iron, that would be perfect for accuracy. Not too accurate, but Ccurate enough to get some nice long range shots if you're good enough.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Fallout on May 19, 2014, 01:19:41 pm
If lines worked in North and South (Which, they did by the way) then I see no reason why they'd fail here.
They never worked in North and South :o what NaS did you play >.< Lines made no sense because you would be destroyed in seconds by everybody because of the ridiculous accuracy.   Line battles became skirmish fests, and it's likely going to be like that in BCoF as well, going to have to rename "Line Battles" into "Giant playground of plebs with accurate rifles sniping"
Title: Re: A concern on Rifle accuracy changing game play
Post by: Chadric on May 19, 2014, 01:34:24 pm
If lines worked in North and South (Which, they did by the way) then I see no reason why they'd fail here.
They never worked in North and South :o what NaS did you play >.< Lines made no sense because you would be destroyed in seconds by everybody because of the ridiculous accuracy.   Line battles became skirmish fests, and it's likely going to be like that in BCoF as well, going to have to rename "Line Battles" into "Giant playground of plebs with accurate rifles sniping"
The reason that NaS is more of a skirmishing fest is that's what it would have been back then. Yes, of course in the HUGE 10K vs  10K battles there would be MASSIVE lines like in Pickett's charge. But NaS is 100 vs 100 at max. That would be 1 company of 1 regiment. Not even a regiment while some of these battles were armies of a few hundred thousand. Ya, there is a reason when you hear of a fight between 2 scouting companies it is called a Skirmish not a Battle, cause that's what it was. Now, if it was 1K vs 1K then there would be A LOT more lines. 250 vs 250 i could still see a lot of people using lines. Hell, I know the DA will more than likely be doing a 250 man line :) . Anyway, I think it would be fine if they are more accurate, if not at least more ammo than NW or NaS, 26-31 rounds would not be historical at all (usually) more like 60-100 or some way to refill ammo.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Fallout on May 19, 2014, 01:43:21 pm
From a gameplay perspective nobody wants to play a game where it's all skirmishing, that will die out fast.  There's a reason why NW was so successful, it balanced the two.  To trump one over the other will destroy gameplay and most likely the community.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Chadric on May 19, 2014, 02:02:56 pm
From a gameplay perspective nobody wants to play a game where it's all skirmishing, that will die out fast.  There's a reason why NW was so successful, it balanced the two.  To trump one over the other will destroy gameplay and most likely the community.
well, in my opinion Melee does trump shooting in NW. By a long shot. Sure there are regiments that are really good at shooting and can cut people down, but melee is what really does the damage. Also, in a way if accuracy is up getting in closer is a bit easier (this is weird logic here) but if the aiming area is smaller than when you get closer the person has to be a lot better at turning in your direction and still have it on you. Basically since you are up close when they fire it is easier to dodge a smaller area of aim. But yes, I would like to see a very balanced game but I believe that this could be fixed by having more people, also the fact I believe what they are doing in there battle type (I can't remember the name) they are going to have it so you respawn with your regiment sometime after you die. Huge Line Battles (by that I mean giant lines like actual lines) would be a lot easier cause you can die and just go back to it, not die and wait an hour. We will see what they do, I hope they make the right call :)
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on May 19, 2014, 08:46:04 pm
If lines worked in North and South (Which, they did by the way) then I see no reason why they'd fail here.
They never worked in North and South :o what NaS did you play >.< Lines made no sense because you would be destroyed in seconds by everybody because of the ridiculous accuracy.   Line battles became skirmish fests, and it's likely going to be like that in BCoF as well, going to have to rename "Line Battles" into "Giant playground of plebs with accurate rifles sniping"

I don't know what you've been on mate, but my regiment used lines all the time. So did the rest of the people at the Union and Federal Army events.
Title: Re: A concern on Rifle accuracy changing game play
Post by: regwilliam on May 19, 2014, 10:28:36 pm
only times in NaS that i remembered regiments using lines was the historical line battles. Now while it sort of worked because 100 men can take the punishment. But since i doubt every regiment in a line battle for BCof will form one big line together. I hope the gun accuracy is not too good so that you would never get into melee combat and be destroyed in seconds in a line formation.

[youtube]https://www.youtube.com/watch?v=cev40ysQB5M[/youtube]
Title: Re: A concern on Rifle accuracy changing game play
Post by: Chadric on May 20, 2014, 01:29:44 pm
Spoiler
only times in NaS that i remembered regiments using lines was the historical line battles. Now while it sort of worked because 100 men can take the punishment. But since i doubt every regiment in a line battle for BCof will form one big line together. I hope the gun accuracy is not too good so that you would never get into melee combat and be destroyed in seconds in a line formation.

[youtube]https://www.youtube.com/watch?v=cev40ysQB5M[/youtube]
[close]
Here is a more recent one of the DA and UA

[youtube]https://www.youtube.com/watch?v=VOtdzWnlr5U[/youtube]


Edit: It is a lot of fun but with we did have some problems with the TS with having more than 100 people in a channel. (hard part is finding out who you have to move out cause they aren't it). I believe this has been fixed though :) (and by problem i mean no one could talk at all so ya)
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on May 20, 2014, 10:46:45 pm
good examples :D I hope the accurasy stays like they are in NS, but iron sights is almost a must for me
Title: Re: A concern on Rifle accuracy changing game play
Post by: Fallout on May 21, 2014, 12:29:07 am
It shouldn't stay the same like north and south.  That will be too powerful.  Balance people balance.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on May 21, 2014, 12:34:27 am
Aye, because everyone knows a bayonet is much more worthwhile than an actual damned GUN.

For the last bloody time man, this is NOT NW! This is an era of warfare where melee engagements were much, MUCH rarer than before. Me and a large amount of people don't want to see this game's rifles get nerfed to shit because a few people are scared of losing their precious ability to stab someone.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Fallout on May 21, 2014, 12:38:37 am
Aye, because everyone knows a bayonet is much more worthwhile than an actual damned GUN.

For the last bloody time man, this is NOT NW! This is an era of warfare where melee engagements were much, MUCH rarer than before. Me and a large amount of people don't want to see this game's rifles get nerfed to shit because a few people are scared of losing their precious ability to stab someone.
Never said it was and I understand that.  But this is a game you seem to forget.  And you also forgot me and a large amount of people also don't want the rifles buffed to shit and be shot down every single Time you try and charge.  Who wants to get shot or play a game focused mainly on shooting, it would be boring as fuck given the era.   Because I don't know about you, but shooting pixels in the distance is not fun. 
Title: Re: A concern on Rifle accuracy changing game play
Post by: Fallout on May 21, 2014, 12:40:40 am
Like I said before this argument is broken, because the people who favor melee will obliviously want to balance the shooting.  But the people who dislike the melee currently will obviously put that bias in and want to swing one way wholeheartedly instead of finding a middle ground.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on May 21, 2014, 12:49:07 am
It's not a melee/not melee discussion. I like melee, honestly it's a fun aspect of the game, but I don't want historical accuracy to be watered down for the sake of it.

Besides, think about it. Whenever regiments do a melee charge, they usually do it AFTER they've been shot to shite anyhow, this just speeds up the process. The reload time is only going to be 1 second faster anyhow.
Title: Re: A concern on Rifle accuracy changing game play
Post by: regwilliam on May 21, 2014, 05:45:35 am
I would be perfectly happy with NW accuracy in BCoF i know its not NW 2 and that cival war guns where more accurate but you can use some of the good aspects from NW likes it balance system of shooting and melee
Title: Re: A concern on Rifle accuracy changing game play
Post by: Newkirk on May 21, 2014, 05:53:23 am
It's not a melee/not melee discussion. I like melee, honestly it's a fun aspect of the game, but I don't want historical accuracy to be watered down for the sake of it.
+1

I don't know if anyone remembers one of the last Dev blogs where they talked about the musket accuracy. There's a ton of different factors in accuracy from wind to humidity. If the accuracy of the weapons is increased, it seems like all these different factors which aren't accounted for in NW would more than compensate for it. You've got to remember it's not the Warband engine, so there can be many more factors to accuracy besides simply the probability that your bullet will fly straight, which is what it sounds like everyone is only thinking about.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on May 21, 2014, 10:09:56 am
It can still be ballanced without the nw accuracy.... remember the maps are huge compared to NW, and the thing about NS being unbalanced... -.-  In the NS events I have bin to there is always melee fights so I really don't understand the problems here. And I think its to much comparing to NW, but this is a totally new game and time period.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Fallout on May 21, 2014, 01:16:46 pm
Huge maps mean nothing when your enemy is 100m in front of you and you have to charge.  And again whatever north and south you played was not the one I did.  Unless I played the wrong one, along with all the other people of the NA community who abandoned north and south because of its shit balance.   I get completely it's a new game and I'm in no way asking for an NW reskin but what I am saying is this game is deriving off a devoted community that expect many things.  And it's unarguable that the people who play NW are going to play BCoF, so they have to still respect that community because it's all they have.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Chadric on May 21, 2014, 01:38:42 pm
Huge maps mean nothing when your enemy is 100m in front of you and you have to charge.  And again whatever north and south you played was not the one I did.  Unless I played the wrong one, along with all the other people of the NA community who abandoned north and south because of its shit balance.   I get completely it's a new game and I'm in no way asking for an NW reskin but what I am saying is this game is deriving off a devoted community that expect many things.  And it's unarguable that the people who play NW are going to play BCoF, so they have to still respect that community because it's all they have.
Ok, I play North and South everyday several hours a day. The Brigade I am in charge of runs 4 events a week. Me and my regiment attend every single event hosted in NaS (7 a week). Trust me I know it is not unbalanced as shit. The most important part about it is still melee. Just a week ago Judge in my regiment got 17 kills in 2 round only 3 were shooting. At the same time Allen got 11 only 2 being from shooting. Just last night Judge and Gedizz killed 10 people in melee in 1 round. Melee is still as important as can be, shooting just lowers the amount of enemies. I have NEVER, EVER seen a round won by a shootout in my over 1K hours on NaS and over 100 events in the past 8 months. Side note: the NA community didn't abandon NaS, you might have cause you couldn't deal with someone shooting better than you, but I am still here and the rest of Bragg's Brigade is.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Fallout on May 21, 2014, 06:39:12 pm
I'm sure you know that EU events are much different than NA hosted events.  So you have to know that we both attended completely different events.  Every single event I attended in my time playing north and south was plagued with revolvers gunning down man after man, skirmishes wiping out charging lines, and overall a skirmish fest where melee is a terrible option.  And I never insulted anyone, so don't start with that, I never said I couldn't handle people shooting "better" than me.  I accept fully that people are better at shooting at me just as people are better at melee than me.  I don't claim to be the best at melee but what I love about it is you have a fair chance against your opponent because neither you nor him have any advantage, it comes down to skill.  What I can't handle is being destroyed by ONE GUY with a spamming revolver and being gunned down and having zero chance to stop them.   And last time I checked, there aren't many NA NAS servers and NA players up anymore.
Title: Re: A concern on Rifle accuracy changing game play
Post by: junedragon on May 21, 2014, 08:42:07 pm
And you also forgot me and a large amount of people also don't want the rifles buffed to shit and be shot down every single Time you try and charge.  Who wants to get shot or play a game focused mainly on shooting, it would be boring as fuck given the era.   Because I don't know about you, but shooting pixels in the distance is not fun.

This. It already feels in NW linebattles like the promise of an inevitable epic melee is the light at the end of the tunnel of tedious musket volleys. I understand historical accuracy is important (and dont want it cut down too far either), but quite simply put I have no interest in playing a game focused on shooting that plays out as: left click to shoot, watch the 10+ second reload animation, repeat until shot yourself.

If BCoF turns out to be what some people here apparently want, a game where battles are decided by shooting and melee is an extremely rare "last resort", I think I will stick to NW, and I don't think I'd be the only one; there's a reason shooting-focused mods tend to die out extremely quickly.

I don't claim to be the best at melee but what I love about it is you have a fair chance against your opponent because neither you nor him have any advantage, it comes down to skill.

Again, the melee system in NW is one of the most rewarding in all of gaming. As you play more and more, you can easily observe marked improvement in your skill/performance, growing from barely surviving in a 1v1 to being able to easily take on multiple opponents at once. Any random idiot with a musket can left click and get a lucky kill, but the melee system rewards your skill and practice every time and is in my honest opinion the most fun aspect of the game (yes it is a game, though it seems some people have forgotten).

I don't mind if the accuracy is increased to some extent to represent historical improvements, I only hope it is not increased to the point where battles are simple shootouts and melee, the most exciting and fun aspect of NW imho, almost never takes place. Of course, if that is what the game ends up being I will accept that it is what it is (ie. not a game I am personally interested in) and just revert back to and stick with NW until either it entirely dies off or is replaced by a game more in line with my expectations/interests.

Historical accuracy is great, but I personally have no interest in playing left click simulator 2k14 purely for the sake of it.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on May 21, 2014, 09:12:40 pm
The larger maps have got a lot to say and does tactics and communization very important. And its not the accuracy of the guns thats  the problem, its how the officer is leading the troops. Then its a proper punishment for charging over an open field and not a surprise attack over a hill or out of a forrest. It makes it balanced but allow the shooting to have some effect when it should have. You should not be able to just walk thru lines shooting volley after volley at you and expect to get into melee. In my opinion, when its just melee the numbers is important, but when its accuracy like NS few can stand against many. Don't get me wrong I like melee in NW but Id like to see something different and I don't think improved accuracy from NW will ruin the game but quite opposite. I think the fse team have done the right thing and that BCoF is going to contain a good mixture of both melee and shooting.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Fallout on May 21, 2014, 10:09:07 pm
Spoiler
And you also forgot me and a large amount of people also don't want the rifles buffed to shit and be shot down every single Time you try and charge.  Who wants to get shot or play a game focused mainly on shooting, it would be boring as fuck given the era.   Because I don't know about you, but shooting pixels in the distance is not fun.

This. It already feels in NW linebattles like the promise of an inevitable epic melee is the light at the end of the tunnel of tedious musket volleys. I understand historical accuracy is important (and dont want it cut down too far either), but quite simply put I have no interest in playing a game focused on shooting that plays out as: left click to shoot, watch the 10+ second reload animation, repeat until shot yourself.

If BCoF turns out to be what some people here apparently want, a game where battles are decided by shooting and melee is an extremely rare "last resort", I think I will stick to NW, and I don't think I'd be the only one; there's a reason shooting-focused mods tend to die out extremely quickly.

I don't claim to be the best at melee but what I love about it is you have a fair chance against your opponent because neither you nor him have any advantage, it comes down to skill.

Again, the melee system in NW is one of the most rewarding in all of gaming. As you play more and more, you can easily observe marked improvement in your skill/performance, growing from barely surviving in a 1v1 to being able to easily take on multiple opponents at once. Any random idiot with a musket can left click and get a lucky kill, but the melee system rewards your skill and practice every time and is in my honest opinion the most fun aspect of the game (yes it is a game, though it seems some people have forgotten).

I don't mind if the accuracy is increased to some extent to represent historical improvements, I only hope it is not increased to the point where battles are simple shootouts and melee, the most exciting and fun aspect of NW imho, almost never takes place. Of course, if that is what the game ends up being I will accept that it is what it is (ie. not a game I am personally interested in) and just revert back to and stick with NW until either it entirely dies off or is replaced by a game more in line with my expectations/interests.

Historical accuracy is great, but I personally have no interest in playing left click simulator 2k14 purely for the sake of it.
[close]
+1,000,000.  And a side note.  I am only bitching about this a lot because I want another historical game that I will sink another 1,200 hours on.  Napoleonic wars earned over 1,200 hours of my gaming life because of its longevity and addiction.  I only want the best game and most fun game possible because I, much like you, am a gamer who loves to sink hours upon hours into games that are fun, addicting, and satisfying.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Chadric on May 21, 2014, 11:19:30 pm
Spoiler
And you also forgot me and a large amount of people also don't want the rifles buffed to shit and be shot down every single Time you try and charge.  Who wants to get shot or play a game focused mainly on shooting, it would be boring as fuck given the era.   Because I don't know about you, but shooting pixels in the distance is not fun.

This. It already feels in NW linebattles like the promise of an inevitable epic melee is the light at the end of the tunnel of tedious musket volleys. I understand historical accuracy is important (and dont want it cut down too far either), but quite simply put I have no interest in playing a game focused on shooting that plays out as: left click to shoot, watch the 10+ second reload animation, repeat until shot yourself.

If BCoF turns out to be what some people here apparently want, a game where battles are decided by shooting and melee is an extremely rare "last resort", I think I will stick to NW, and I don't think I'd be the only one; there's a reason shooting-focused mods tend to die out extremely quickly.

I don't claim to be the best at melee but what I love about it is you have a fair chance against your opponent because neither you nor him have any advantage, it comes down to skill.

Again, the melee system in NW is one of the most rewarding in all of gaming. As you play more and more, you can easily observe marked improvement in your skill/performance, growing from barely surviving in a 1v1 to being able to easily take on multiple opponents at once. Any random idiot with a musket can left click and get a lucky kill, but the melee system rewards your skill and practice every time and is in my honest opinion the most fun aspect of the game (yes it is a game, though it seems some people have forgotten).

I don't mind if the accuracy is increased to some extent to represent historical improvements, I only hope it is not increased to the point where battles are simple shootouts and melee, the most exciting and fun aspect of NW imho, almost never takes place. Of course, if that is what the game ends up being I will accept that it is what it is (ie. not a game I am personally interested in) and just revert back to and stick with NW until either it entirely dies off or is replaced by a game more in line with my expectations/interests.

Historical accuracy is great, but I personally have no interest in playing left click simulator 2k14 purely for the sake of it.
[close]
+1,000,000.  And a side note.  I am only bitching about this a lot because I want another historical game that I will sink another 1,200 hours on.  Napoleonic wars earned over 1,200 hours of my gaming life because of its longevity and addiction.  I only want the best game and most fun game possible because I, much like you, am a gamer who loves to sink hours upon hours into games that are fun, addicting, and satisfying.

I completely agree melee is great and I love it (ill take it over shooting any day). First off sorry I came off rude it just pisses me off how many people abandoned NaS. Also, we attend 3 EU events a week and 4 NA so we get a taste of both sides. After that I can see what you mean with the revolving rifles, why in the world would anyone allow that in their event? I hope and pray to god that they are not added to BCoF or if they are they are nerfed to hell and back. What I really want to see is an aiming system that is as great as the melee. A rewarding system that you train in and figure out how to be the best at it, whatever it is it isn't just some point and shoot. Ya its historically accurate that they are more accurate but it is also historically accurate that it wasn't just point and shoot, you had range to figure out, wind, height, getting bumped and many other things that could mess you up. What I would really love to see is both melee and shooting used effectively and something you have to work at.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Fallout on May 22, 2014, 01:39:40 am
That, my dear sir, would be fantastic.  Only thing is to wait and see.  I agree with you, I hope they can pull it off for a killer combo.  Because I too enjoy shooting and nailing a target at long range.  But never is it what I want to do for 90% of my game.
Title: Re: A concern on Rifle accuracy changing game play
Post by: junedragon on May 22, 2014, 01:44:02 am
Exactly. If they could make shooting a challenge/require practice too and maintain an excellent melee experience I'd be on-board. It's all about balance.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on May 22, 2014, 01:55:45 am
Well, we're talking about rifles here. They're only as good as the person using them.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Redarmy on May 22, 2014, 05:32:10 am
By this time, the regiments were using rifled muskets. So the accuracy of the weapons should be improved over the smooth bore musket of the NW time. The tactics of this time where use massive fire power from your artillery, then send your infantry to push them out of their position. 
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on May 22, 2014, 08:23:46 am
I still hope there is going to be some smooth board muskets in BCoF since there was (especially in the south). After some time shooting with cap lock  I will have to miss the old flint and steel. The smooth boards had also good use in battles since many users put several smaller thing with the normal sized ball so it became sort of a shotgun and was super effective.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Skalli on May 23, 2014, 01:48:34 am
The smooth boards had also good use in battles since many users put several smaller thing with the normal sized ball so it became sort of a shotgun and was super effective.

The Irish Brigade were actually notorious for this, in fact most of the 69th New York kept the smooth bore because they prefered it over the rifle for close quarter combat.

The OP quotes the infamous '2% of all wounds during the war were caused by the bayonet' statistic which is misleading because, as Bruce Catton (among others) rightly points out, if you stick a seventeen inch triangular blade through a man then he's most likely going to die, not become a wound statistic. However, it is also true that American soldiers are notoriously shy about using the bayonet (up to and including World War Two) & the Civil War soldier prefered to use his musket 'clubbed'.

As to weapon accuracy, casualties in Napoleonic era combat & Civil War era combat were on a par, simply because the average infantryman in the Civil War era did not use his weapon correctly, very few of them 'sighted' their rifles and so shot high, more often than not, over the enemies head.

In a game of course, that's not going to happen, so casualties in line battles will be massive 'IF' weapons are represented correctly.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Hinkel on May 23, 2014, 02:58:31 pm
There is an interesting statistic about the First Battle of Manassas.

There was 1 hit on 10.000 musket shots. Thats not a high accuracy..  :P
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on May 23, 2014, 05:05:10 pm
depends what the range was  :)
but the accuracy of the troops was not like that thru out the whole war?
Title: Re: A concern on Rifle accuracy changing game play
Post by: Skalli on May 23, 2014, 05:07:03 pm
depends what the range was  :)
but the accuracy of the troops was not like that thru out the whole war?

For the most part, yes it was.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on May 23, 2014, 05:18:43 pm
then I wonder how the south killed twice as many and how so many died when the accuracy was so bad? I am not very informed on the accuracy part in the CW so I am just asking :D
Title: Re: A concern on Rifle accuracy changing game play
Post by: Skalli on May 23, 2014, 05:43:53 pm
then I wonder how the south killed twice as many and how so many died when the accuracy was so bad? I am not very informed on the accuracy part in the CW so I am just asking :D

The simple answer is, the south did not kill twice as many, in fact the casualties were quite close, around 23 percent for the North and around 24 percent for the South (of numbers enlisted). Union casualties in battles were normally higher because they were usually attacking, and because they had more men. The North had twice as many 'wounded', not total casualties.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on May 23, 2014, 05:49:45 pm
but wasn't there in percentage better shooters in the confederate army since many of them came from a hunting background and such. Didn't that play a role
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on May 23, 2014, 05:58:00 pm
http://www.youtube.com/watch?v=nZnAYdoT234
in my opinion this is a really good documentary, and if you haven't watched it you should
Title: Re: A concern on Rifle accuracy changing game play
Post by: Skalli on May 23, 2014, 06:06:58 pm
but wasn't there in percentage better shooters in the confederate army since many of them came from a hunting background and such. Didn't that play a role

At the start of the war yes, in the same way that gained the South an advantage on horseback, many southerners were better shots because of their rural backgrounds, but as the war went on that balanced out.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on May 23, 2014, 06:13:23 pm
ok, grateful for the answers and facts :D
Title: Re: A concern on Rifle accuracy changing game play
Post by: Newkirk on May 23, 2014, 06:18:12 pm
then I wonder how the south killed twice as many and how so many died when the accuracy was so bad? I am not very informed on the accuracy part in the CW so I am just asking :D

Like Skalli said, the casualties were very close on both sides. About 300,000 on each side, that's including those that died from other things such as disease, not on the battlefield.
Title: Re: A concern on Rifle accuracy changing game play
Post by: regwilliam on May 24, 2014, 08:56:26 am
There is an interesting statistic about the First Battle of Manassas.

There was 1 hit on 10.000 musket shots. Thats not a high accuracy..  :P


Well also at the first battle of Manassas Both army's where really Green and most likely pointed the gun to high up when they shot or got scared and just kept reloading or Just plain run away after a few of there guys getting shot.
Title: Re: A concern on Rifle accuracy changing game play
Post by: TheBoberton on May 24, 2014, 06:49:30 pm
There is an interesting statistic about the First Battle of Manassas.

There was 1 hit on 10.000 musket shots. Thats not a high accuracy..  :P

And some people estimate that the US armed forces fired 250,000 rounds for every insurgent killed in Iraq.

We need to return to the more accurate rifled muskets, apparently.
Title: Re: A concern on Rifle accuracy changing game play
Post by: The Norseman on June 03, 2014, 09:30:10 pm
I agree. Accuracy should be the same, even though I was hoping for worse. :P
Title: Re: A concern on Rifle accuracy changing game play
Post by: Rallix on June 04, 2014, 09:32:46 pm
There is an interesting statistic about the First Battle of Manassas.

There was 1 hit on 10.000 musket shots. Thats not a high accuracy..  :P

And some people estimate that the US armed forces fired 250,000 rounds for every insurgent killed in Iraq.

We need to return to the more accurate rifled muskets, apparently.
I'm going to take an easy guess and say that both of those figures are wildly exaggerated.
if it takes a million rounds to kill four insurgents, even the Americans would be out of ammunition.

When you have a man clearly in your sights, it will take generally 1-10 shots to kill him.
If you know a man's location, but cannot see him, 10-100 should be enough to pierce his cover/concealment.
If you have no clue where he is, no amount of shooting can make his death certain.

All other ammunition expenditure is practice shots.

And I love how so many of you think that the majority of civil war soldiers received not even a single day of basic training.
Cause that's all it takes for an instructor to tell you that bullets drop, and let you practice.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on June 04, 2014, 11:22:28 pm
if shooting is going to be shit, then it will be random if you hit or not, and in my opinion that sucks. I really like melee but it should not be like you can't practice to get good at shooting only in melee. I would like the rifle to be around as accurate as they was, and make the wind, surroundings and suppression from other regiments make it difficult to hit, and then you can practice to get good at shooting and melee and still have balance.

I don't know if your talking about over all accuracy, but keep in mind there is most likely going to be snipers n the game, is it not
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on June 04, 2014, 11:42:38 pm
Aye, the game's going to have sharpshooters with actual rifles. Could you imagine how frustrating it'd be to put your crosshair right on a guy's head and then get gipped because the random number gods decided to get a sense of humor?
Title: Re: A concern on Rifle accuracy changing game play
Post by: Rallix on June 05, 2014, 01:44:24 am
So far this whole thread seems to me to be a bunch of people afraid of changing the metagame.
I have already explained in previous posts exactly why more accurate muskets could be offset by good game design, and smart tactics.

You're all afraid that you won't be able to run around in your laughably ineffective lines.
As it is, a single man going rambo and using skirmish tactics suddenly makes you all incapable of either enjoying yourselves or being effective in your pretty formations.

This is a result of poor gameplay design. I think battles in NW should be based on what works. And what works is dependent entirely on the design.
The developers must produce gameplay which encourages the players to act a certain way. Players should not be encouraged to play a certain way by anything except the game's functions.

If fighting in a line is ineffective, it is because the conditions are not in place for them to be effective.

The first problem which is presented to an effective infantry line, is that their men die in a single ranged hit most of the time.
All the enemy needs to do to destroy you is sit behind cover and shoot you dead.

That's simply how it is currently in NW.

How do we fix this? We implement a fair damage system, which lends itself to accurate musketry.
Get shot in the head? Dead. Get shot in the heart/lungs? Dead.
Get shot anywhere else? You start to bleed out. Bandaging yourself stops the bleeding, and takes a little less time than reloading a musket.
Different parts of the body cause you to bleed out at different rates. If you bleed too much, you die.

Oh look, now you can have accurate muskets, because they aren't magic plasma lazers that oneshot you.
Now your line doesn't disintegrate as soon as you take a volley. Also, realistic (3-4 shots per minute) reload speeds, please.
This will help to balance any weapon, by the way. Not just the rifled muskets.

Infantry need to have some impetus to stay together. The Vikingr mod did this very well by making it extremely difficult to solo multiple opponents.
They did this by heavily limiting footwork. They didn't decrease the maximum movement speed of infantry, but the rate at which they change their direction.
Less maneuverability means you can't just run circles around a bunch of enemies. This will force players to stay close and work together or die, making tight formations such as lines more effective in melee.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on June 05, 2014, 02:27:18 am
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.nlm.nih.gov%2Fvisibleproofs%2Fmedia%2Fdetailed%2Fii_a_116a.jpg&hash=97bce0236e3ce3f9e55b7fc94355c88017eecc4a)

You aren't getting up after that

WARNING: Very bloody
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ftnation.t-nation.com%2Fforum_images%2Fd%2Fe%2Fde59b_ORIG-1118111550.jpg&hash=3764b81caa1c14ae14fe5672d26f1e42da87021a)
[close]

Or that
Title: Re: A concern on Rifle accuracy changing game play
Post by: Fallout on June 05, 2014, 04:04:55 am
So far this whole thread seems to me to be a bunch of people afraid of changing the metagame.
I have already explained in previous posts exactly why more accurate muskets could be offset by good game design, and smart tactics.

You're all afraid that you won't be able to run around in your laughably ineffective lines.
As it is, a single man going rambo and using skirmish tactics suddenly makes you all incapable of either enjoying yourselves or being effective in your pretty formations.

This is a result of poor gameplay design. I think battles in NW should be based on what works. And what works is dependent entirely on the design.
The developers must produce gameplay which encourages the players to act a certain way. Players should not be encouraged to play a certain way by anything except the game's functions.

If fighting in a line is ineffective, it is because the conditions are not in place for them to be effective.

The first problem which is presented to an effective infantry line, is that their men die in a single ranged hit most of the time.
All the enemy needs to do to destroy you is sit behind cover and shoot you dead.

That's simply how it is currently in NW.

How do we fix this? We implement a fair damage system, which lends itself to accurate musketry.
Get shot in the head? Dead. Get shot in the heart/lungs? Dead.
Get shot anywhere else? You start to bleed out. Bandaging yourself stops the bleeding, and takes a little less time than reloading a musket.
Different parts of the body cause you to bleed out at different rates. If you bleed too much, you die.

Oh look, now you can have accurate muskets, because they aren't magic plasma lazers that oneshot you.
Spoiler
Now your line doesn't disintegrate as soon as you take a volley. Also, realistic (3-4 shots per minute) reload speeds, please.
This will help to balance any weapon, by the way. Not just the rifled muskets.

Infantry need to have some impetus to stay together. The Vikingr mod did this very well by making it extremely difficult to solo multiple opponents.
They did this by heavily limiting footwork. They didn't decrease the maximum movement speed of infantry, but the rate at which they change their direction.
Less maneuverability means you can't just run circles around a bunch of enemies. This will force players to stay close and work together or die, making tight formations such as lines more effective in melee.
[close]
[/spoiler]
This wouldn't work.  If you've played iron Europe you would know that bleeding out is an annoying and nearly game breaking mechanic.  It adds no fun dimension to the game.  It adds an annoyance and hinderance to the game and flow.   Overall I don't agree with what you think should be done. Because many players including myself would agree that your changes would mess with the flow of gameplay and make for a boring and more frustrating experience.  And teamwork is already a necessity.  Players who are skilled at melee get rewarded for being beasts when being surrounded not because of broken mechanics but because their own skill and sometimes spam rewards them because they can pull it off.  A game of fun and addiction is a game that gives you the tools and play space to utilize the games mechanics and become used to them and approach the game in your own way and rewarding you for becoming more adept than others at something. 
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on June 05, 2014, 12:28:42 pm
If suppression is going to be added it is going to encourage people to stay together and make combined fire, easy as that.

And another thing, if accuracy is going to be bad, a good melee regiment is going to crush any other regiment not as good in melee, and the strategy is gone from the game. then its smarter to just fight with sticks with bayonets on.
There is no need for bad accuracy, just make it challenging to get good at it. I hate when things get random in game, so just something is skill and others are luck.

I think a rifle shoot should one hit almost regardless where you hit, and same with melee weapons, pistols could be handled a bit different.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Completenoob on June 05, 2014, 07:20:16 pm
I'm going to take an easy guess and say that both of those figures are wildly exaggerated.
if it takes a million rounds to kill four insurgents, even the Americans would be out of ammunition.

Not as much an exaggeration but there is no further context or details or general conditions explained why something is influenced. In same vein diarrhea kills more people on Earth than HIV, SARS, and all the super media hyped diseases combined yet in most developed countries it sounds utterly ridiculous, yet when you account how many humans there are on Earth and how many places still have substandard hygiene standards (and some other contributing factors) go figure.

Aye, the game's going to have sharpshooters with actual rifles. Could you imagine how frustrating it'd be to put your crosshair right on a guy's head and then get gipped because the random number gods decided to get a sense of humor?

Which is not much different from the RNG shooting in NW to begin with. You can take all day long to aim and fire 50+ shots total against well-presented targets not behind cover and all that from distance which you could consistently score hits in real life with old matchlock musket to 50x50cm target. Or that rifles in NW are more inconsistent with landing shots past certain distance than muskets because RNG factor and that the engine cannot model certain accuracy things properly to begin with. I would gladly take over even mildly exaggerated misfire chance if it means the actual shooting process is not under RNG and vague justification "that's how muskets were" even when all it takes is to use one and it becomes obvious you can hit past 20 yards without missing ten times in a row with standard musket. Not unless you use substandard powder and grossly undersized bullets to begin with, or you have absolutely no concept of aiming to begin with.

Of course we could start arguing if NW is really that realistic to begin with, but I would say it leans more towards the realistic end all things considered, and going further with the aiming example since we know most people were not trained to fire aimed shots back in the day we could turn musketry much worse with clear justification, but in the end it is simply taking step further in the RNG lottery fest. Of course, that is ignoring troop cohesion and formation warfare's own realities in real life which either enforces or induces the issue to begin with but simply looking at firearm functionality itself and how it behaves in gameplay context.

Edit: I might as well clarify that what direction FSE wishes to take BCoF is entirely up to them whether it turns into Call of Blackpowder or even lightweight simulation or even Quake dressed in ACW skins (which would be kind of awesome in my humble and discarded opinion) and as much as I personally lean more towards simulation junkie as far as preferences go, I do not believe in the excuse that realism always hinders gameplay. Yes, that can happen, but even perfectly excellent gameplay with no hint of realism can be ruined by design decisions whether is it due poor balance or some other reasons. Good gameplay is a start, but good realistic gameplay is not some insurmountable fence to vault over either by any means.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Rallix on June 05, 2014, 10:37:30 pm
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.nlm.nih.gov%2Fvisibleproofs%2Fmedia%2Fdetailed%2Fii_a_116a.jpg&hash=97bce0236e3ce3f9e55b7fc94355c88017eecc4a)
[close]
You aren't getting up after that

WARNING: Very bloody
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ftnation.t-nation.com%2Fforum_images%2Fd%2Fe%2Fde59b_ORIG-1118111550.jpg&hash=3764b81caa1c14ae14fe5672d26f1e42da87021a)
[close]
Or that
The first one is what happens when you get kneecapped by a minie ball, yes.
I couldn't find the source for the second one, so I'm going assume it's a carcass that was test fired on.

Getting hit by one of these is roughly the same as being hit by a shotgun slug. An ounce of lead flying around or under 500m/s.
Mind you, in both these cases the projectile has struck bone. Hitting bone causes any bullet to fragment and create a large, nasty wound, even small calibers.
All that energy suddenly gets stopped, unlike when it passes through flesh. (A bullet traveling through tissue tends to slow down steadily by comparison.)

This wouldn't work.  If you've played iron Europe you would know that bleeding out is an annoying and nearly game breaking mechanic.  It adds no fun dimension to the game.  It adds an annoyance and hinderance to the game and flow.   Overall I don't agree with what you think should be done. Because many players including myself would agree that your changes would mess with the flow of gameplay and make for a boring and more frustrating experience. 

And teamwork is already a necessity.  Players who are skilled at melee get rewarded for being beasts when being surrounded not because of broken mechanics but because their own skill and sometimes spam rewards them because they can pull it off.  A game of fun and addiction is a game that gives you the tools and play space to utilize the games mechanics and become used to them and approach the game in your own way and rewarding you for becoming more adept than others at something. 
I have played Iron Europe. Their system is not what I had in mind. I think Red Orchestra's damage system is what I would prefer.

One must find a balance between a player's ability to solo enemies in melee, and how much they must rely on team-mates.
I think Vikingr went a little bit too far in one direction, while NW is a bit too far in the other.

I like using my comparatively elite melee ability against multiple opponents in NW, but I think it would be better for the gameplay of the many, if formations were good counters to melee rambos. The slower the footwork, the more useful static formations become. If I can't bring my bayonet up to a line, stab, and then retreat before being impaled by three people, formations are effective.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Nikvonbond on July 03, 2014, 05:36:14 pm
As many people mentioned: Shooting is not fun in NW, because it's random as hell

Solving the problem in this game can be done by adding two small but vital changes

When you aimning down the sight you will get lower and "darker" field of view, like i will demonstrate with these to Screenshots

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi61.tinypic.com%2F5weamv.jpg&hash=898d0d550542857973ae89fb7cd1be1bfd43967f)
[close]

Here we have Henrys rifle and it's far more accurate than muskets

But when i am down the sight, the FOV will be much lower and aimning therefore will be much harder even at closer distance

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi59.tinypic.com%2Feffa8j.jpg&hash=250d49743e3bbab1a45ff8f8b90f5e543e46816a)
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Like that


Another thing you should add, is scope sway. In the end of the day, most infantry men during the war was militia and conscrits. So to simulate the lack of training, you add a scope sway, which you have to counterballance.

P.S Before you way "Still easy to shoot down a sharge with 1 volley because of accuracy", try Fist full of frags and see how much luck you get with thouse weapons

Just my two cents (and sorry for my english, it's my 3'rd launguage)
Title: Re: A concern on Rifle accuracy changing game play
Post by: Audiate on July 03, 2014, 05:48:45 pm
...what game is that?
Title: Re: A concern on Rifle accuracy changing game play
Post by: Ry1459 on July 03, 2014, 06:17:45 pm
...what game is that?

I believe it is Fist Full of Frags which is free to play on Steam right now I think.
Title: Re: A concern on Rifle accuracy changing game play
Post by: SherlockCat on July 03, 2014, 07:02:52 pm
...what game is that?
It's a fistful of frags, it's actually pretty good plus it's a source mod so it's free on steam.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Nikvonbond on July 03, 2014, 10:33:29 pm
...what game is that?
It's a fistful of frags, it's actually pretty good plus it's a source mod so it's free on steam.

This.

If you want to kick some ass in western, then it's the game for you  ;D
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on July 04, 2014, 02:26:47 am
Yes on the scope sway, no on the shading of the pov. It looks unrealistic as hell.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Nikvonbond on July 04, 2014, 11:42:03 pm
Well when you aim, you usually close one eye, and there fore naturaly lower your FOV. It might not be as drastic, but it's still lower
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on July 07, 2014, 09:46:05 am
I havent played battlegrounds 2 but I like the aiming and shooting in it
Title: Re: A concern on Rifle accuracy changing game play
Post by: Marsh on July 07, 2014, 04:26:22 pm
Doing back to the aim down sights field of view, there should be no darkening in this game or in any other game where open muskets are used in my opinion. I partake in a lot of competition shooting, just this week at ICSRM Bisley in fact, and the darkening when aiming down a sight is caused by the diameter of a closed rear aperture after correct light-range-sight adjustment. Why with open-aperture sights on muskets should BCoF have darkening? It also just impares your ability to notice someone flanking you and getting into melee. Seems pointless and inaccurate to me.

As you close your rear aperture, you increase your accuracy of rear-front sight alignment, but you gain a darkening effect in your sight picture
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F1%2F15%2FAperture_depth_of_field.jpg&hash=edece77250490ba25b4d28fb7e71f43d78aa8d81)
[close]

On another note, aiming down a sight means you should be entirely focussed on the foresight as oppose to the target, and so you will loose field of view naturally. This does not cause a darkening effect though, and this should be reflected in game. Narrowing of the field of view does not have to be an incorrect darkening effect, but should more accurately be reflected as loss of focus on the surroundings and full focus on the front sight. This way, movement can still be detected in areas on the outer limits of the field of view, but the field of view is narrowed based on focus. At long range, the foresight should be the Centre of Focus. At short range, the target should be the Centre of Focus.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Rupert on July 07, 2014, 07:40:35 pm
Rifle accuracy is fine how is it. As long as I'm still able to shoot fuckers then I don't mind what happens.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on July 08, 2014, 08:03:30 am
what rifle accurasy?
Title: Re: A concern on Rifle accuracy changing game play
Post by: Marsh on July 08, 2014, 09:35:55 pm
what rifle accurasy?

I second this.
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on July 29, 2014, 01:48:32 am
Some suggested that FSE interpretation of the historical sources of the era were wrong.
In any case, melee played a bigger role than FSE gives it credit for.
Although we are not creating NW:2 , let's not forget what b0nded our community. The unique era, the moddability, and the way some game mechanics needed devotion to master.
Therefore, FSE would be stupid to spit in our faces by making this a game focusing solely on ranged combat.
The melee system, and the necessity to actually learn it, would be undermined by a game where the trueshot/ proscope/ headshot is valued more than a chamber, a kick, or a spinstab. In fact, new BCOF players might even come to ignore melee entirely, always trying to shoot at the enemy, and avoiding melee at all costs.
Therefore, through careful balancing and map design, FSE shoudl, imho, make both ranged and melee necessary for different situations. Even though ranged will be preferred, it would be great to HAVE to engage in melee in some scenarios. For example, charging a fort's breach/ arty position, or, of course, having separate duel/ gf servers where one can simply enjoy this incredible system.
Map design will also play a role, as I belief the existence of strong cover, to mask an attackers movement  as he approaches an enemy, (like rambo :)  ) would be great.
FInally, let's hesitate beore welcoming so confidently the advent of the ranged system.
After all, shooting leads to:

1) A slower rhythm of battle, requiring more patience on behalf of the player. Not everyone will prefer this indefinitely (say, after hundreds of hours of gameplay). After all, would any of you play NW for so many hours if it focused on shooting more, with minimal melee fighting? (Rhetorical)
2) More ragequits. As we saw in B4 months ago, people, to counter campers, are more likely to, in turn, take the most accurate, marksman - like class, and return that favour, hence less CQC. It is more annoying to get scoped from a mile away, than die in an intenser melee battle. Try it.
3) Weaker atmosphere. Quite simply, the occassional melee fight/ encounter would break the monotony of ranged combat, injecting us with a strong dose of adrenaline :P

 A BALANCE IS NEEDED, WITH BOTH MELEE AND RANGED BEING EMPHASISED UPON IN DIFFERENT SITUATIONS. The one situation no-one wants to be found in is a Sniper Elite V2 game... or to feel that, in order to play melee, he/she has to play Bannerlord. Don't throw us melee nerds out FSE !  :'(

EDIT:
Balance would be ongoing. I think they already mentioned that if their first attempt doesn't work in regards to rifle accuracy then they will balance things further.

Its great to hear this. Being actively siezed on this delicate matter of balancing shows the community that the team won't tolerate OP weapons - very relieving to be honest :D

EDIT#2: I hate to be making so many edits to my original post, but I would like to simply add another opinion to the debate :)

In order for shooting to be so prevalent in BCoF , there must be a number of mechanics in place to ensure that one LEARNS how to shoot well, and not just be able to pwn at long distance with minimal experience/training. So here are some extra ideas of mine...

1) The necessity to adjust the iron sights is a wonderful idea. This means that, not only will the game be more realistic, but also players will have to judge the distance between them and the enemy solely by eye, which requires one to familarise himself/herself with the map first. It may even be used for balancing, as this adjustment will undoubtedly take time and slow down the reload + aiming process, if the target has shifted.
2) Wind affecting the bullet. Another great case of a realistic environment being used wisely as a mechanic.  Players could be able, imo, to judge the direction and intensity by looking at the fauna, and how/which direction it is blowing in. Therefore, to "snipe" at long range, one needs to be proficent in compensating for the effect of the wind.
3) Particle FX. Even though the actual rifled weapons were accurate, the debris, smoke and volume of the battlefield made aiming significantly harder. Therefore, to further balnce the powerful rifles, it would be nice to have smoke/dit/debris blwoing around, where appropriate, making it harder to aim properly. Further weather effects, such as rain, or fog, can also reduce visibility, adding tension to the game, and offering opportunities for, say, ambushes, or shock attacks.
4) Rifle Sway (when aiming). Seeing that most volunteers recieved minimal marksman training, it would be reasonable to add some sway when aiming, so as to make the shooting more realistic. After all, especially when standing up, it is very hard to keep the rifle steady over long periods of time. A hold breath option (for a few seconds, like in Arma) would be an interesting proposition. Crouching, additionally, should increase the accuracy/stability of the barrel slightly, as it does in real life.
5) Aiming down the scope/sights. As someone who has gone hunting with family members, I can tell you that perfectly aligning the two crosshairs in a scope, or even the iron sights on a pistol/revolver, is something that takes at least a couple of seconds. Should this be reflected, like it is in NW at the moment, (with the opening and partial closing of the reticle), I think that it would make the shooting more realistic, and would help reduce pointblanking. Having tunnel vision as well, or even an FOV reduction while staring down the sights (as someone previoulsy mentioned in this thread), would be another proposition.
6) Reducing pointblanking. Imho, pointblanking, in NW, is a risky strategy, employed only by useless fools who can't melee. Simple. However, should fighting ever develop into CQC (say in a building, for example, or a trench), then melee should be the emphasis, not a desperate attempt to shoot the enemy who is two inches away :P. Requiring some time to aim, and increasing the time needed to swap between shooting and melee mode on one's rifle, could discourage pointblanking.
7) Destructible cover. To deter skirmishers from camping, and pissing everyone else off, most, if not ALL cover, as mentioned by FSE, should be destroyable.This would make the players fear the opposing artillery more, and require them to remain mobile, as to not get skrekt by a meandering 12pdr cannon ball. Having played a sh*tload of NW, I hope that the maps will emphasise upon proper, dynamic movement and clashes (as FSE suggested with their goals/objectives systems), and will deter endless static camping and shooting.

I love NW's balance, so I would hate BCoF to devolve into a camping-fest, with shooting being the only viable option. Therefore, I hope that at least some of the above propositions are implemented, so as to make the ranged combat, the focus of this new game, more meaningful, and deep.
I really hope that many situations will require one to be proficient in melee, not only because I learnt it in the first place ;) , but also because it is a shame to let go of this unmatched melee system, unique to Warband (and some of its mods), go to waste. Regardless of how deep the shooting its however, I would like it to be balanced out with nice dose of melee fighting sometimes.
BCoF_Groupfighting_Server, anyone? :D

_____________________________________________________________________________________________________
TL;DR : Melee should not be exterminated entirely. There are a number of sytems, most already proposed by FSE, which can balance the shooting and make it more realsitic at the same time.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Rejenorst on July 29, 2014, 04:53:02 am
Balance would be ongoing. I think they already mentioned that if their first attempt doesn't work in regards to rifle accuracy then they will balance things further.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Rapid on July 29, 2014, 11:11:28 pm
Accuracy should be worse than in NW but not too realistic ratio because after all it is a game and there is always a border between being an arcade game and being a simulator game, there should be accuracy more than in real life so the matches don't drag out too long and people have fun shooting but not "as accurate" as NW being you can destroy a whole line in a matter of minutes just in shooting at a medium range which is a bit too much on the arcade side.
What we should be more worried though would be the NW style melee bomb rush, that bugs me quite a lot.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on July 30, 2014, 01:15:31 am
Dude, they're rifled muskets. They're pinpoint accurate at volley range.

This is why we need two different gamestates.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Completenoob on July 31, 2014, 03:08:45 am
6) Reducing pointblanking. Imho, pointblanking, in NW, is a risky strategy, employed only by useless fools who can't melee. Simple. However, should fighting ever develop into CQC (say in a building, for example, or a trench), then melee should be the emphasis, not a desperate attempt to shoot the enemy who is two inches away . Requiring some time to aim, and increasing the time needed to swap between shooting and melee mode on one's rifle, could discourage pointblanking.

But it works both ways. Pointblanking first defenders in the face before poking the rest in the eye when 20 defenders discharged shots against single musician dancing out in the open instead of using common sense just begs for trouble if it was not dictated by extreme video game logic as it is in typical NW public siege game. Why I would not employ something which offers better chances of success to storm a wall or a breach since it boils down to risk vs reward? It is not functionally too different from current situation where thanks to 3rd person, one can easily aim in advance and 360noscope the moment they step outside and pointblank reliably. If one gets rid of 3rd person* but in exchange allows pointblanking and more fluid general control over things to a point, there is suddenly a case for “suppressive fire” (as much as that can be achieved in shooters that is) which offers better shock value when a group of players actually close in for melee range while the others are more or less picking individual heads popping up, since instead of that quickshot kill up close you have no idea if someone is near by or not. Red Orchestra 1 - which is fairly realistic WW2 game where one shot kills and getting shot from places you couldn't even see properly was commonplace - did this pretty well since even one or two guys with bayonets managing to hit a blind spot and storm a room could end up with tons of bayonet kills, sometimes after they managed to shoot their to go for staby-staby time.

And in case if someone brings up likelihood of suppressive fire from modern perspective and how anachronistic it probably is to a point in historical context, it is no different from trying to simulate formation warfare when there is no formation warfare as far as generic gameplay goes. Events etc are complete different beasts from public gameplay, but even those events hardly bear any resemblence to formation warfare and their realities to begin with. Therefore I say that is bit silly argument.

*I am one of those who refuses to play M&B in third person because like banners, I believe it is for pussies. That is just me, but I wonder how many mad melee skillz or quickshots would turn sour if there was way to disable that.
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on July 31, 2014, 11:23:19 am
Spoiler
6) Reducing pointblanking. Imho, pointblanking, in NW, is a risky strategy, employed only by useless fools who can't melee. Simple. However, should fighting ever develop into CQC (say in a building, for example, or a trench), then melee should be the emphasis, not a desperate attempt to shoot the enemy who is two inches away . Requiring some time to aim, and increasing the time needed to swap between shooting and melee mode on one's rifle, could discourage pointblanking.

But it works both ways. Pointblanking first defenders in the face before poking the rest in the eye when 20 defenders discharged shots against single musician dancing out in the open instead of using common sense just begs for trouble if it was not dictated by extreme video game logic as it is in typical NW public siege game. Why I would not employ something which offers better chances of success to storm a wall or a breach since it boils down to risk vs reward? It is not functionally too different from current situation where thanks to 3rd person, one can easily aim in advance and 360noscope the moment they step outside and pointblank reliably. If one gets rid of 3rd person* but in exchange allows pointblanking and more fluid general control over things to a point, there is suddenly a case for “suppressive fire” (as much as that can be achieved in shooters that is) which offers better shock value when a group of players actually close in for melee range while the others are more or less picking individual heads popping up, since instead of that quickshot kill up close you have no idea if someone is near by or not. Red Orchestra 1 - which is fairly realistic WW2 game where one shot kills and getting shot from places you couldn't even see properly was commonplace - did this pretty well since even one or two guys with bayonets managing to hit a blind spot and storm a room could end up with tons of bayonet kills, sometimes after they managed to shoot their to go for staby-staby time.

And in case if someone brings up likelihood of suppressive fire from modern perspective and how anachronistic it probably is to a point in historical context, it is no different from trying to simulate formation warfare when there is no formation warfare as far as generic gameplay goes. Events etc are complete different beasts from public gameplay, but even those events hardly bear any resemblence to formation warfare and their realities to begin with. Therefore I say that is bit silly argument.

*I am one of those who refuses to play M&B in third person because like banners, I believe it is for pussies. That is just me, but I wonder how many mad melee skillz or quickshots would turn sour if there was way to disable that.
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1) Most of the community finds it impossible to play in first person, as the camera FOV is too narrow, and the animations and awkward, and it's (for some people) harder to see what attack/defense they are holding. Therefore, what you are proposing is entirely irrelevant to the vast majority of the game's community, who plays in 3rd person, and may only switch to first for some shooting. I'm actually kinda sick of people coming from other games, like Red Orchestra, or even ArmA , and telling us how "CoD" we all are, and how our game "lacks the historical formations" needed. In a charge, IN THE EARLY 1800s, PEOPLE DID CHARGE INTO A BREACH "LIKE RAMBOS", AS THEY HAD TO (MELEE) KILL THE OTHERS BEFORE THEY GOT SHOT DOWN BY THE DEFENDERS. Did you expect us to form a little line, even in Public Servers (worse inter-team comms), and RP a Line Battle every time we played? No. We have proper LBs for that.
Face it, and this is to all those <redacted> who want  to turn our game into a shooter.
Spoiler
FSE WILL NOT TURN BCOF INTO A FIRST PERSON SHOOTER SIMPLY BECAUSE IT IS THE ACW. NOR WILL IT DEGRADE THE MELEE INTO A "PRESS-X-TO-KILL" TYPE THING. READ THE DEV BLOGS.
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2) Suppressing fire only works in NW if tens of people camp out a spot, shooting at anything that moves (but then the reload time ruins it). This deters str8 up charging for some, but seeing how inaccurate the musket is in NW, doesn't really scare Y0L0-ers, especially if the defenders providing suppressing fire aren't physically blocking the way to the flag.

Title: Re: A concern on Rifle accuracy changing game play
Post by: Completenoob on July 31, 2014, 01:32:24 pm
1) Most of the community finds it impossible to play in first person, as the camera FOV is too narrow, and the animations and awkward, and it's (for some people) harder to see what attack/defense they are holding. Therefore, what you are proposing is entirely irrelevant to the vast majority of the game's community, who plays in 3rd person, and may only switch to first for some shooting. I'm actually kinda sick of people coming from other games, like Red Orchestra, or even ArmA , and telling us how "CoD" we all are, and how our game "lacks the historical formations" needed. In a charge, IN THE EARLY 1800s, PEOPLE DID CHARGE INTO A BREACH "LIKE RAMBOS", AS THEY HAD TO (MELEE) KILL THE OTHERS BEFORE THEY GOT SHOT DOWN BY THE DEFENDERS. Did you expect us to form a little line, even in Public Servers (worse inter-team comms), and RP a Line Battle every time we played? No. We have proper LBs for that.
Face it, and this is to all those <redacted> who want  to turn our game into a shooter.
Spoiler
FSE WILL NOT TURN BCOF INTO A FIRST PERSON SHOOTER SIMPLY BECAUSE IT IS THE ACW. NOR WILL IT DEGRADE THE MELEE INTO A "PRESS-X-TO-KILL" TYPE THING. READ THE DEV BLOGS.
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2) Suppressing fire only works in NW if tens of people camp out a spot, shooting at anything that moves (but then the reload time ruins it). This deters str8 up charging for some, but seeing how inaccurate the musket is in NW, doesn't really scare Y0L0-ers, especially if the defenders providing suppressing fire aren't physically blocking the way to the flag.

Since apparently either it is just me or you seriously lack reading comphrension, I will say this as frankly and and perhaps, as tersely as possible:

1. We are all speculating since none of us has any actual knowledge how the game plays out, and most of this is about Battle Cry of Freedom. We know how NW plays out and thus there is no need to remind everyone how suppressive fire is not in NW. No fucking shit.  No fucking shit too that public gameplay is different from organised line battles - newsflash! Hot water burns too!.

2. We are speculating under certain assumptions or things we bring up, and since people are here more or less either going with the realism argument as flimsily as possible, like suggesting windage, adjustable sights etc while also presenting reasons why they are best left off to begin with because there is no point using in features which are artrifically arbitrated. BCoF could work just fine with them if they want to make game's rifled muskets less accurate than NW's pistols. It is ultimately FSE's decision what design choices they want to turn the game into regardless of focus. If it's alternate history Quake with nerfballs and 1on1 boxer matches in ACW skins, then it is. I can say few words about that then, but really, it is their end product.

3. People have brought up comparisons to other games in this thread before or possible realism argument contradicting the flimsy justification how it is used to justify X. Fine, go ahead, but that is not excuse to negate discussion why it is strictly speaking not accurate. Gameplay and realism\balance\etc are separate from eachother and once again, we have no goddamm idea how the game turns out so there is nothing else to do but to speculate. If it works in game X, it could work in BCoF. It also could be the opposite. Who the fuck knows.

4. Now, at this part I am speaking for myself, but I have no crusade to turn BCoF into pure shooter. I simply believe limited pointblanking does not necessarily interfere with rest of the gameplay, but you are free to disagree - and I think we can safely say we agree to disagree here. Same with the 1st person vs 3rd person - that is only my preference. If you wish to use 3rd person... then you do. End of story. I still think they are for certain people - similar as you believe pointblanking is for people who cannot into melee. Subjective views ahoy. Hey, perhaps we can consider it extension to what works in X could work in Y or perhaps just break it. It's all hypothetical, but since you seem to know better than I do please inform me how BCoF will play out then. Ideas or concepts are not fundamentally right or wrong either (yeah, deep 1st grade shit right here) but exceution is what matters the most. We are mostly dealing on that level due lack of further knowledge besides rough words. We can read the blogs and every post all we want, but in the end that still tells us nothing of current functional state of BCoF design.

And 5. Stop with the kneejerk reaction. I understand the concern of seeing beloved game turned into utter crap in sequels or over time - and I have seen that happen couple of times myself, but kneejerk reactions to stop discussion even on general scale is just truly stupid. I believe the consensus here is that realism will probably hurt the gameplay. That still does not make it "shut the fuck up" excuse that has been brought up several times here.

And really, I never said NW is CoDish or so compared to other games. I still think Quake beats the crap out of most modern games and it has less realism than half of the world's speculative fiction genre combined. Variety is good thing, but you are crusading with kneejerks.
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on July 31, 2014, 01:45:28 pm
The game is both first and 3rd person, with the emphasis in 3rd person.

Each server will have up to 500 players on one map. Players will group together in regiments and battalions. Similiar to what you know from Modern Day Shooter Squads, but larger. Think of something like 20-50 human players per "squad"/regiment.

Each regiment has a small number of higher ranking officers that are in command of this certain regiments. Officers have to follow the commands of their General.
The General can either be controlled by the AI, or by an actual Human.
There will be an integrated chain of command system. Lower ranking players will see their orders being displayed on their screen. I.e. the officers would see the Generals orders, and the lower ranking soldiers would see the officers orders displayed.


In reality, this is more complicated. The game will feature a proper chain of command system, and systems to prevent players from splitting up and going alone. However, I do not want to go into detail about that yet. All I can say, is that even in public play, most players will be sticking together in groups and work together.
The game promotes teamplay, not kills. We are actually thinking about not displaying kill/death statistics at all.

As I said please read the posts. And as you seem to be the only one who has completely understood the situation in the forums, feel free to enlighten us all. After all, my  reading comp is shit. *shakes head* *facedesk* *facedesk* *facedesk* *facedesk*

Lol i was modifying my post.

By the way, what is being debated in the fora is the DIRECTION BCoF will take. Will it turn into a 3rd person tactial shooter, with no melee? Will is keep its melee, in a similar way to NW? How accurate will the rifles be? Will anyone even be able to solo anymore, or will they be tied to a squad? In fact, will it be relaistic, arcade, or the middle ground?

Even though we don't know the details (balancing, etc.), we can still discuss the game's PRINCIPLE and focus. And while you may not give a shit, being so casual and cool and  others have supported FSE and played NW (and MM before it), and so are more concerned about what will happen to this game. Claiming it is "their end product" (so yeah, who cares, it's their business, not ours, right?) shows how little you care about this game, and clearly displays how you stupidly forget that FSE only amounts to their dedicated community and fans (like most Indie companies who have only just started to capture the attention of the larger media outlets and the more... should we say "mainstream?.. gaming audience.) Therefore, even though I'm sure, towards the end of the dev cycle, that the developers will attract more attention, it is certainly reasonable that some, including myself, would like to support the company and make suggestions. And the great thing is that the devs can look at our ideas, and perhaps even implement them into their game! Incredible, right? If you don't like it, and you think that wind, humidity, gun sway, redduced pointblanks, reasonable reloading time, etc. will ruin the game (even though they could be delicately used for  balancing), then, as you said, we can perfectly well agree to disagree. BCoF is still in Alpha.

As for the "knee-jerk reaction", I personally think it should be justified, to cut off unreasonable (in my opinion) demands that have no place to be ever implemented in this game. You do not say "stfu" (which personally I never have used - stfu is not an argument) to someone who suggests bullet drop. But you do say stfu (albiet in a more polite manner, and yes that manner is for me spamming in huge red block letters - may be the only way to break your obstinacy) to someone who suggests that we should go 1st Person, even when the devs have clearly referred to the exact opposite (emphasis on 3rd person). I believe we can discuss more when the Closed Beta comes out.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Completenoob on July 31, 2014, 02:01:00 pm
As I said please read the posts. And as you seem to be the only one who has completely understood the sistuation in the forums, feel free to enlighten us all. After all, my  reading comp is shit. *shakes head* *facedesk* *facedesk* *facedesk* *facedesk*

I have read that, but does that actually tell us about anything about the state of melee or functional gameplay between shooting, poking people in the eye, and teamwork and other gameplay? As they said, they don't go into detail and thus, the cynic in me right now says tv tv sports sports tv. If it is really that enlightening, why is your original post quite pleading in tone about keeping reasonable balance between the two ends? It's spelled out there after all.

Having said that, if either of us have nothing to contribute in this conversation in public without going into plain old flaming I suggest we continue using PMs and leave things quiet.
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on July 31, 2014, 02:36:20 pm
As I said please read the posts. And as you seem to be the only one who has completely understood the sistuation in the forums, feel free to enlighten us all. After all, my  reading comp is shit. *shakes head* *facedesk* *facedesk* *facedesk* *facedesk*

I have read that, but does that actually tell us about anything about the state of melee or functional gameplay between shooting, poking people in the eye, and teamwork and other gameplay? As they said, they don't go into detail and thus, the cynic in me right now says tv tv sports sports tv. If it is really that enlightening, why is your original post quite pleading in tone about keeping reasonable balance between the two ends? It's spelled out there after all.

Having said that, if either of us have nothing to contribute in this conversation in public without going into plain old flaming I suggest we continue using PMs and leave things quiet.

^^I modified my previous post, which was hastily written on my phone.^^ :/
What I personally believe is that BCoF should be a compromise between brutal simulation/ realism, and what some call "arcade/melee/rambo/solo/whatevs". That is all I asked for, and you, as does any other member, have the ability to disagree. However, not knowing the fine tuning, we can ony discuss the principle, the direction, the scope of the game. Therefore, I ask that some delicate balancing of the rifle be done, so that people who want to play more with melee can, without being blasted every time they approach their foe. The End.

Spoiler
(Btw, I love how you so readily insinuate I can't read, yet you don't seem to understand the sarcasm in "enlighten us please." Peace.  8) )
[close]
Title: Re: A concern on Rifle accuracy changing game play
Post by: OttoFIN on July 31, 2014, 02:51:56 pm
I wonder how long this depate continue..
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on July 31, 2014, 03:13:17 pm
I wonder how long this depate continue..

For eternity... :D (Or at least until the game enters Beta)
Title: Re: A concern on Rifle accuracy changing game play
Post by: Completenoob on July 31, 2014, 04:49:31 pm
Even though we don't know the details (balancing, etc.), we can still discuss the game's PRINCIPLE and focus. And while you may not give a shit, being so casual and cool and  others have supported FSE and played NW (and MM before it), and so are more concerned about what will happen to this game. Claiming it is "their end product" (so yeah, who cares, it's their business, not ours, right?) shows how little you care about this game, and clearly displays how you stupidly forget that FSE only amounts to their dedicated community and fans (like most Indie companies who have only just started to capture the attention of the larger media outlets and the more... should we say "mainstream?.. gaming audience.) Therefore, even though I'm sure, towards the end of the dev cycle, that the developers will attract more attention, it is certainly reasonable that some, including myself, would like to support the company and make suggestions. And the great thing is that the devs can look at our ideas, and perhaps even implement them into their game! Incredible, right? If you don't like it, and you think that wind, humidity, gun sway, redduced pointblanks, reasonable reloading time, etc. will ruin the game (even though they could be delicately used for  balancing), then, as you said, we can perfectly well agree to disagree. BCoF is still in Alpha.

Only reason I do not give that much “shit” besides following what is going on with BCoF developement once in a while, is that I am outsider in this community, and therefore is what you said to be “the ArmA\Red Orchestra\casual\idiot\alien crowd” trying to influence the game even if we are speaking hypothetically, and I am treated with automatic hostility and really, I have no reason to even influence the game to begin with. Take the 1st vs 3rd person thing as an example. I know 3rd person will not go anywhere, but it'd be interesting topic to speak positive and negative effects of getting rid of 3rd person and how it influences gameplay. I still have the option to keep sucking in the game with my 1st person view in order to infuriate the grognards, at very least.

I think it is common sense to assume developers try to cater for certain group of people (regardless is it mainstream or something more focused) but since I am that certain influence, I hardly have reason to do anything else beyond lurking and even if I do have something to post, most of them have been said out loud. Parrot is parrot is parrot is parrot is parrot is parrot is extremely redundant. On the other hand what bugs me with some of the suggestions is quite simple, although I do not mind the principle that shooting takes bit more skill, is that if BCoF turns out to be NW2.0 where rifled muskets are less accurate than pistols for the sake of gameplay, what good would wind effects, adjustable sights and all neat features would do if shooting is heavily influenced by RNG? If I pre-sight my in-game rifle to standard 200-300 yard battle setup and barely can hit 50x50 target from 20 yards away reliably with 0yard settings, why have the feature altogether? Not unless FSE has some kind of feature in mind which only units that are called to assemble in line and formed up have fairly realistic accuracy, which in turn are better targets for artillery or skirmishers. Arguably that promotes teamwork as they noted, but perhaps it is that evil alien influence from my casual observation desk since it could also inhibit melee even more when people want to form lines and shooting takes over, therefore it's bad for the perceived balance and therefore I still question why have sights to begin with if we cannot use them for the purpose sights are meant to be used in firearms.

As for the "knee-jerk reaction", I personally think it should be justified, to cut off unreasonable (in my opinion) demands that have no place to be ever implemented in this game. You do not say "stfu" (which personally I never have used - stfu is not an argument) to someone who suggests bullet drop. But you do say stfu (albiet in a more polite manner, and yes that manner is for me spamming in huge red block letters - may be the only way to break your obstinacy) to someone who suggests that we should go 1st Person, even when the devs have clearly referred to the exact opposite (emphasis on 3rd person). I believe we can discuss more when the Closed Beta comes out.

I do understand passion for game and certain developers and concerns for sequels and potential lifecycle just fine, but I still do not believe it is reason to shoot down conversation like it's a witch hunt, and essentially boils down to STFU. Strictly speaking, I never suggested we should go for 1st person because I know that will not happen. I simply poked fun with the idea how much the gameplay would change if everyone had to play in 1st person, because ultimately it's a metagame changer and that seems to be plague to this community from my ignorant casual observation post which should not be here to begin with. In same vein, you poked fun that pointblanking is only for people who cannot into melee yet apparently that is perfectly acceptable because after all, I am that complete noob who cannot do 1on20 mad melee skill when storming the wall. Not without people who try to actually enter the breach alongside.

I do apologise for cooking off a bit and basically kneejerking myself though.
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on July 31, 2014, 08:47:08 pm
Lol, I did actually say that anyone can express their views  in the forums. Anyone claiming the opposite would just be depriving the conversation. But we do have to work within reasonable grounds, considering what this game is... So, no, we don't port it to consoles, and no, we don't turn it into a shooter, and yes, as thankfully you understand, the casual crowd, as well as ppl from other communities, wil undoubtedly try to promote what they believe should be the focus. That doesn't necessarily make your opinion count for more than mine (if not even the opposite...)

As for the stuff Ive said about the accuracy, I hoped that some of the suggestions could be taken into account by the devs. So we start with a very accurate musket, and we add some of the aforementioned REALISTIC factors which could be used both to balance the muskets/rifles (so we don't see snipeshotz from kilometres away, and could deepen the shooting system (Depth  = Good, right? We kinda need to learn the mechanics gradually to perfection over time, not in an afternoon like in CoD :P ) . The comparison with the pistols in NW is completely irrelevant, as that's a product of your own imagination, and nothing I said ever encouraged so inaccurate firearms. Exaggeration works well my friend, until the other party calls it out. We can continue this debate when the closed beta is ready.

As for buffs when near others, that is a great idea, which I hope is being already considered by the devs. They do also exist in NW (with musicians, flag bearers, etc), but have been disabled in nearly all servers due to the lag they cause. Implementing these buff-like features in BCoF with minimal extra lag would be great, in my opinion. These would indeed give people an incentive to stick with groups/squads, as FSE desires, and I can't possibly see them hurting the game.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Completenoob on July 31, 2014, 11:09:31 pm
and yes, as thankfully you understand, the casual crowd, as well as ppl from other communities, wil undoubtedly try to promote what they believe should be the focus. That doesn't necessarily make your opinion count for more than mine (if not even the opposite...)

Ultimately to reinforce the original point I indirectly made and you indeed challenged in earlier post, why should I bother suggesting something since even if I actually care about the game, I lack those 5000 hours and shiny regiment name to be even factored in, if I were to seriously suggest something?* Casual after all, is fairly relative term in its common ridicule. I do admit I found the M&M -> NW transition quite similar to discussions I have seen about Street Fighter 2 vs 3 or 3 vs 4 or even 2 vs 4 by humour value.

*(Which of course is as common phenomena as fornication is, and thus I do not imply it is somehow exclusive here.)

As for the stuff Ive said about the accuracy, I hoped that some of the suggestions could be taken into account by the devs. So we start with a very accurate musket, and we add some of the aforementioned REALISTIC factors which could be used both to balance the muskets/rifles (so we don't see snipeshotz from kilometres away, and could deepen the shooting system (Depth  = Good, right? We kinda need to learn the mechanics gradually to perfection over time, not in an afternoon like in CoD :P ) . The comparison with the pistols in NW is completely irrelevant, as that's a product of your own imagination, and nothing I said ever encouraged so inaccurate firearms. Exaggeration works well my friend, until the other party calls it out. We can continue this debate when the closed beta is ready.

Given most of the discussion is either referring to very generic NW-esque situation or even more broad idea conceptually, baseline such as like less accurate but more accurate if that accurate only to be that accurate leaves wild guesswork since there is no established baseline, outside perhaps very rough real life data which may or may not translate into other interpretation of things which in turn leaves us in mess like this. It is my fault for assuming that and going with the example, but it is more than likely unavoidable fact - IMHO - that if we enable even remotedly realistic rifled muskets or rifles, shooting mechanics that is not complete point and click and hope for RNG to do its dirty work will place greater technical emphasis on the shooting part, even if it is means to simply keep it in check with other parts. Wind effect is pretty hardcore - relatively speaking - for game that is not aiming to be really simulator in strict sense or proper disconnection between hand-eye-sighting coordination and setup. Doubly so if it actually works instead of just turning “gamey” thing into even more “gamey” and perhaps broken, assuming say free-aimed camera that is not directly in sync with aim ends up being botched by implementation.

Not to mention say, possible CPU and lag effects caused by wind effect. If it is fixed and abstract, it is very easy to just open the map data to see the values and start working on how to exploit it but if it is more dynamic how well that translates to 400+ players on the same time on a server given there's more stuff to compute? Alongside penetration data, destructive environments, wind effect on trailing smoke and obscuring vision etc. Unless it is completely random, which in turn could easily turn what little skill sharpshooting etc may require into mild extension to RNG syndrome. Hypothetically speaking that is.
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on August 01, 2014, 12:53:24 am
Not to mention say, possible CPU and lag effects caused by wind effect. If it is fixed and abstract, it is very easy to just open the map data to see the values and start working on how to exploit it but if it is more dynamic how well that translates to 400+ players on the same time on a server given there's more stuff to compute? Alongside penetration data, destructive environments, wind effect on trailing smoke and obscuring vision etc. Unless it is completely random, which in turn could easily turn what little skill sharpshooting etc may require into mild extension to RNG syndrome. Hypothetically speaking that is.
Well, I guess we will see how RNG affects the lag. To be honest, I feel that again the middle ground is the best option here - having some features to make the aiming more realistic (I don't see how it turns "gamey" as you said, as these were real factors affecting the soldiers at the time.) Smoke, shrapnel and debris (the fear factor), wind, rain, lack of training (causing barrel sway), and the need to readjust the iron sights to account for the target moving, are reasons why the accuracy of the troops wasn't that high during the period, despite the emergence of newer, more accurate firearms before and during the War. Therefore, as I explained in a previous post, I hoped that the inclusion of such mechanics could both serve as a balancing tool to pervent the rifles from being OP, as well as features that a true marksman would need to learn to dominate with shooting. Even though excessive RNG may be too heavy to stomach for some, the NW musket (based on Native's crossbow) is the polar opposite, which both lacks realism (for those screaming realism Hurah!), and depth.

Now, the devs have also suggested some of these (such as the adjustment of the sights), so I trust them to make the best picks for us. Obviously, they would never stick with something that broke the game from a technological aspect, so I'll just leave it at that. No need to predict how much CPU usage an RNG mechanic would use, when we don't know if it is even implemented, or planned to be! I feel that offering some of these fx, but allowing them to be individually turned on/off at the discretion of the server admin is reasonable.

Side-Note: I personally have never liked free-aim, and I hope that the devs won't turn this into Insurgency, but I think that suggesting that "free aim" will be included as a "gamey thing" is going too far. I have yet to see any evidence for this, so could you please quote someone if you have actually seen it somewhere in the fora, please?

Seeing that a baseline needs to be established, I would encourage you to donate (if you are interested by the game, ofc) to the devs, as I am think of doing. Apart from the investment and the support of a worthy developer, I am curious to read the (private) developer subforum for more info on the weapon balance.
Peace.  8)
Title: Re: A concern on Rifle accuracy changing game play
Post by: Completenoob on August 01, 2014, 01:20:34 am
(I don't see how it turns "gamey" as you said, as these were real factors affecting the soldiers at the time.)

Only if the implementation fails. Humans are imperfect and even good games may have perfectly silly or botched features. That free-aim idea - hypothetical as it was - was simply meant as an example since if say, we assume they want to have that long range shooting (especially in period sense) is affected by also human error that eye and sights may not always be in perfect sync and lightning conditions etc easily results, that even couple of degrees off will mean major divergence from target from say, 150 yards. That itself would be neat feature, but if we play with the idea that the feature does not work as intended it can easily result into gamey exploits, or rather artificial constriction. I said “gamey” in quotation marks before because it really depends how one views the thing.

Mind you, I do not propose all-or-nothing approach but I still believe wind effects and plethora of others are pretty major suggestions for game that is not aiming to be a simulation. It is like modeling ~30% and perhaps even higher misfire rates in NW since while random, it is perfectly justified by any realism argument and from gameplay perspective it say, discourages pointblanking. Now let us also simulate that most were not trained to fire aimed shots (which players technically do in NW) and windage was foreign concept to even majority of skirmishers, and we have justification to have no crosshair unless you play as skirmisher\rifleman, and thus we could put higher emphasis on melee on paper. If we go down BCoF we can add some others too to the mix and note the old issues which are still present in modern day and age (aside from misfire rates and formation warfare is obviously obsolete), once again it soon blurs the line if the game is meant to be simulation or not, and for all the effort to keep different portions of the game in check it sounds quite hardcore investment given the target audience.
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on August 01, 2014, 10:53:17 am
Mind you, I do not propose all-or-nothing approach but I still believe wind effects and plethora of others are pretty major suggestions for game that is not aiming to be a simulation.


Having re-read and evaluated your posts, I can only say that your role in this discussion is to try to second-guess and bring doubt onto everything I have said, yet without actually proposing something new, orconcrete. So let's try to prevent the discussion from starting to go around in circles... If you'd prefer to use the excuse "Oh, I'm casual, so I can say whatever I like cause who is judging me, or even taking me seriously?", then you should know that that doesn't really cut it, as you still take the time to read about the game, the historical background, and the views of community members, proving that, at least on the forum, yes, you are partially invested.
Now...
Of course, every single game on Planet Earth that has ever tried to be a simulator has had its pitfalls with realism - one can't perfectly replicate reality, and keep it enjoyable and stimulating in a game, for very long. Also, one cannot completely simulate the feelings/emotions of fighting a real battle in real life in a game, although a "Battle" mode similar to NW would make us value our single life more than usually in a videogame. In the world of videogames, we always have to consider various restrictions, such as engine limitations, key assignment, wishes of the community, and the "fun" factor.

I am pleased to see that we both comprehend that a compromise is needed. So short of rejecting everything I already proposed as "gamey"and "realism for realism's sake", I would like to ask you what you feel that could be implemented, as (a) "minor" suggestion(s), to achieve this delicate balance.

As for the argument "Humans are imperfect", if you universally applied this logic to the games industry, then, in theory, the only game you would ever trust would be one designed, and coded, by yourself. We have seen major studios (like Ubi$oft for example) fuck up games by intrducing broken mechanics, and immersion-ruining UI (AC3) , and even completely ignore port optimisation (Watch_Dogs), while smaller Indies (such as The Behemoth for instance) manage to work wonders with their limited resources, and actually develop better, at least in the eyes of the "professional" critic crowd, games. Seeing that NW was a masterpiece, especially if one considers the drawbacks, and limitations, of the Warband Engine (Dazubo, I think it's called), then I have confidence that their Unity-powered BCoF will be vastly superior, at least in technological terms. However, I do think that a dedicated community, ready to provide constructive feedback, and discuss the relative merits of (possible) future game mechanics (as we are doing right now), is always something to be appreciated by the dev team, regardless of whether they take the advice onboard in the long term.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Completenoob on August 01, 2014, 01:30:25 pm
As for the argument "Humans are imperfect", if you universally applied this logic to the games industry, then, in theory, the only game you would ever trust would be one designed, and coded, by yourself.

Why would I assume my own code is trustworthy and superior in that case?

Point really is, for all the examples where indie games or smaller studios made good products with limited resources pales somewhat in comparison since BCoF is very ambitious game, and even then we can easily find indie games which are quite frankly either shoddy, or buggier than bugs in a bughill until year or two passes for every more profilic indie game which is not troubled. Early access be damned when we have such interesting examples from the 1990s such as Battlecruiser 3000AD. Very ambitious game which was honestly and kindly put, rather broken at launch and accompanied with healthy dose of overhyped false advertising.

All I am simply assuming here is that something probably will be botched in some form by the time of release. New engine, quite ambitious design and reach, all features, technical stuff etc leaves plenty of room for small mistakes which can easily add up to bigger issues. No release is perfect, but it is no different from the mechanical principle machine with 500 moving parts is more likely to suffer pediatrics and more frequent post-pediatrics issues than one with 20 moving parts.
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on August 01, 2014, 03:04:05 pm
All I am simply assuming here is that something probably will be botched in some form by the time of release. New engine, quite ambitious design and reach, all features, technical stuff etc leaves plenty of room for small mistakes which can easily add up to bigger issues. No release is perfect, but it is no different from the mechanical principle machine with 500 moving parts is more likely to suffer pediatrics and more frequent post-pediatrics issues than one with 20 moving parts.

Of course, a  more ambitious project is more likely to have small errors/bugs/glitches than a smaler more focused game. That, I  believe, is partly why, for instance, Bohemia Interactive's ArmA III spent an entire year in Steam Early Access, despite BI having both the experience, and the funding, to support a "clean" release of the product. Why did it need so much time? Being an incredibly complex simulator, the team needed it to essentially be beta-tested by the game's huge audience, and thus this period was vital for the much needed optimisation for a great number of PC Hardware, and delicate balancing. The result: ArmA emerged a rather optimised, and graphically beautiful game (I personally find that photorealism, when used appropriately, can have a stunning impression on the player), and had a much more stable proper release in March 2013.

Trusting the devs of BCoF, I hope that the new standalone title will at least be in a reasonable state at launch. Seeing how FSE relies on and has so close connections with its community, I am sure that patches will be quickly delivered, hopefully with more than just bugfixes in their changelog (should they have the funds to develop extra content). As for smaller bugs in the game, they do not necessarily have a cumulative effect on the players' annoynace/anger at the game. Let's take Warband as an example, a game which, despite  having serious bugs in many, many situations (as well as some awkward glitches and animations), has sold way beyond the devs' (Taleworlds') original expectations, and has a sizeable community that has managed to look past them and focus on the game's core fighting sytem and sandbox RPG-like strategic singleplayer campaign.

Furthermore, even though bugs/glitches/mistakes etc. can be game-breaking for (or exploited by) the players, they do not necessarily ruin the experience, as complete, perfect technical integrity is surely not the only thing valuable to have in any game. One could even say, tongue-in-cheek, that a "proper" indie game de facto has a least a few issues, reminding the audience of the game's orgins :P

Therefore, we could conculde that, even though a vastly complex and ambitious setting could drastically increase the odds of unresolved issues in the game, we should probably wait for BCoF's actual release for either of us to pass further judgement on the game's technical aspect.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Completenoob on August 01, 2014, 03:40:03 pm
Of course, a  more ambitious project is more likely to have small errors/bugs/glitches than a smaler more focused game. That, I  believe, is partly why, for instance, Bohemia Interactive's ArmA III spent an entire year in Steam Early Access, despite BI having both the experience, and the funding, to support a "clean" release of the product. Why did it need so much time? Being an incredibly complex simulator, the team needed it to essentially be beta-tested by the game's huge audience, and thus this period was vital for the much needed optimisation for a great number of PC Hardware, and delicate balancing. The result: ArmA emerged a rather optimised, and graphically beautiful game (I personally find that photorealism, when used appropriately, can have a stunning impression on the player), and had a much more stable proper release in March 2013.

Though bit off topic, A3 still features certain legacy AI and technical issues issues (chopper pathfinding during landing and takeoffs, general sluggishness of such events especially on the move, AI vehicles struggling to drive straight on anything else that is not clearly defined and waypointed road , FPS dictating multiplayer server performance even on dedicated server and quite a lot actually) which have been in the game since 2001, or when OFP:CWC was originally released. One might expect those to be mostly eliminated by now after roughly 13 years, given they have been essentially recycling the engine more than CoDs ever have,and remaking essentially the same game with very minor improvements, but alas.
Title: Re: A concern on Rifle accuracy changing game play
Post by: OttoFIN on August 03, 2014, 10:40:27 pm
This depate has been gong on for 3 pages, thats a good way to get more posts.
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on August 03, 2014, 11:27:03 pm
This depate has been gong on for 3 pages, thats a good way to get more posts.

Get more posts? Are you serious? Firstly, getting posts does not increase your rank in the forums, so writing that just to get promoted pretty much is pointless anyway.
Secondly, we were actually sitting and devoting some time to actually think about and write our posts, you dumbass. We could stoop down to your level and write 20 word posts that have nothing to do with the discussion (like you have a tendency of doing) in some random off topic thread if we wanted to , and take 10X less time in doing so, if we wanted to simply get more posts.
NEWSFLASH: This debate, apparently, is over.
So think before you write whatever comes out of your head. These are fora after all...

Spoiler
It's "debate", not "depate".
[close]
Title: Re: A concern on Rifle accuracy changing game play
Post by: Skalli on August 05, 2014, 10:19:08 pm
By the time of the American Civil War, the rifled musket had a significant advantage over the smooth bore. With it's round ball, the smooth bore had an effective range of up to seventy five yards, the advent of it's rifled cousin & the conical minie' ball, had increased effective range to three hundred yards (even more in the hands of a trained marksman). Quite a few details need to be brought to mind however when talking about the 'accuracy' of these weapons on the civil war battlefield.

First of all there was the 'charge' of powder in the cartridge, the bigger that charge of powder the more the weapon recoils, too small a charge and the range is drastically reduced, faulty percussion caps, a fixed bayonet, and under certain conditions the clouds of black powder smoke. Then there was the 'quality' of the men doing the firing, combat veteran regiments often did a lot more damage than much larger 'green' regiments, as reported time and again during the war, greener troops tended to fire too high.

Hardly any of these effects however, are useful in the clinical 'game' environment.

In my opinion, if they make the rifled weapons as accurate as they really were, then it's doubtful if you'd have a viable game unless large numbers of players are involved. On the other hand, making guns as inaccurate as they are in NW, would be a mistake...in my opinion.

Someone said earlier in this thread that it's 'how people play the game' that matters the most & I would agree with that, however.....If the Devs are going to include even a modicum of historical accuracy then a charge against a solid body of enemy troops with loaded weapons should result in very high casualties for the attacker. Some charges during the war undoubtedly did work, but when they worked it was rarely, if ever, against an enemy that was fully prepared for it. Charging an enemy during the Civil War, who were ready to meet that attack, with loaded weapons, was to invite disaster.

On the other hand, a well timed bayonet charge should still be possible. Against an enemy that has just fired a volley for example, or against an opponent who has suffered many casualties, or are on the move etc. But to 'move with the times' so to speak, to represent the advances in weaponry from NW, then the days of the 'rambo' charge should be well and truly over. In this game, the gun should rule the bayonet, no question about it.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on August 05, 2014, 10:22:25 pm
It's possible in North and South, it'll probably be possible here.
Title: Re: A concern on Rifle accuracy changing game play
Post by: regwilliam on August 05, 2014, 11:47:04 pm
Im not so concerned for melee as much as i love it. What I'm concerned about is if i have say 25 men in a line with me which i might add is what the average regiment size has and we form line that we will get gunned down in 10 secs and have to wait for 500 other people to die till the next round. Many a people might ask why form line thus destroying the very name of a line battle because the guns are too accurate.
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on August 05, 2014, 11:58:15 pm
Im not so concerned for melee as much as i love it. What I'm concerned about is if i have say 25 men in a line with me which i might add is what the average regiment size has and we form line that we will get gunned down in 10 secs and have to wait for 500 other people to die till the next round. Many a people might ask why form line thus destroying the very name of a line battle because the guns are too accurate.
I was actually concerned about OP accuracy too  -  hope FSE can use some realistic factors for shooting to balance it out slightly
Title: Re: A concern on Rifle accuracy changing game play
Post by: Skalli on August 06, 2014, 12:45:32 am
Im not so concerned for melee as much as i love it. What I'm concerned about is if i have say 25 men in a line with me which i might add is what the average regiment size has and we form line that we will get gunned down in 10 secs and have to wait for 500 other people to die till the next round. Many a people might ask why form line thus destroying the very name of a line battle because the guns are too accurate.

This is probably the biggest problem faced, not just by this, but by any game of it's kind...numbers. As I'm sure you know, most 'shooters' rely on cover to keep the player alive, but apart from skirmishing, that is not really an option if players fight in line.

If the weapons are as accurate at the ranges they should be, then it's going to need regiments to be a lot bigger than twenty for it to be viable, & if they have an answer to this problem, then they're obviously not saying. One obvious system would be a mix of NPC's & players...but is that viable?

Added to this is that it's not just the accuracy of the small arms, artillery too had taken leaps forwards, game wise to include guns like Rodmans & Parrots just increases the casualties.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on August 06, 2014, 09:20:51 am
Well, we are talking about 500 man matches here. I doubt regiments are going to stay the same size.
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on August 06, 2014, 10:07:38 am
Well, we are talking about 500 man matches here. I doubt regiments are going to stay the same size.
So just because it is BCoF all regiments will magically get enough active members to drastically increase their size? It is more likely that you'll see a greater number of smaller regiments, which are slightly bigger than they were in NW (having eaten up the new pool of recruits), rather than a few "mega-regs". (Unless the 33rd, 77y and 15th, with all their detachments and companies, play on the same server :P :P ) I guess we should wait and see how big the fanbase is on BCoF...and how many are prepared to join a reg and be active to properly learn the (complex) game mehcanics...
Title: Re: A concern on Rifle accuracy changing game play
Post by: Malkolm R. Lind on August 23, 2014, 11:40:16 pm
I've got to agree with Onii, Boberton and Wismar here,

BCoF is not and should not be like NW, melee should be an afterthought and you should be able to nail someone at the appropriate range with a rifled musket. The thing that made the ACW so deadly was the fact that outdated tactics were used with modern weaponry. Breech-loaders, repeaters, trapdoors, revolvers and even came into this day and age (Hell even Grenades were modernized in this war).

This is a new game, on a new engine, with a new system of play. Yeah, events are going to be different, but that makes perfect sense. If FSE was making a World War I game would you want there to only be single loading bolt action rifles from the Anglo Zulu War? The game has to meet the era, and this was the era of mainly skirmishing armies and light tactics.

Also, all of the LBs I've had in North and South were... really fun. I liked ordering my regiment's Pioneer to build fence cover for our line, I liked having to hide behind walls and in forests to save myself from an early grave, it was much more fun than standing in a line waiting to be shot like you do in NW.

I welcome this change of game-play, a new pace is needed.
What you wrote in the end there is exactly what I'm afraid battle cry of freedom is going to be. In linebattles or events hiding behind fences, behind bushes and trees. And no actual lines. That's just boring to me.
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on August 28, 2014, 01:09:43 pm
I've got to agree with Onii, Boberton and Wismar here,

BCoF is not and should not be like NW, melee should be an afterthought and you should be able to nail someone at the appropriate range with a rifled musket. The thing that made the ACW so deadly was the fact that outdated tactics were used with modern weaponry. Breech-loaders, repeaters, trapdoors, revolvers and even came into this day and age (Hell even Grenades were modernized in this war).

This is a new game, on a new engine, with a new system of play. Yeah, events are going to be different, but that makes perfect sense. If FSE was making a World War I game would you want there to only be single loading bolt action rifles from the Anglo Zulu War? The game has to meet the era, and this was the era of mainly skirmishing armies and light tactics.

Also, all of the LBs I've had in North and South were... really fun. I liked ordering my regiment's Pioneer to build fence cover for our line, I liked having to hide behind walls and in forests to save myself from an early grave, it was much more fun than standing in a line waiting to be shot like you do in NW.

I welcome this change of game-play, a new pace is needed.
What you wrote in the end there is exactly what I'm afraid battle cry of freedom is going to be. In linebattles or events hiding behind fences, behind bushes and trees. And no actual lines. That's just boring to me.

+1
Title: Re: A concern on Rifle accuracy changing game play
Post by: junedragon on August 28, 2014, 05:30:41 pm
I've got to agree with Onii, Boberton and Wismar here,

BCoF is not and should not be like NW, melee should be an afterthought and you should be able to nail someone at the appropriate range with a rifled musket. The thing that made the ACW so deadly was the fact that outdated tactics were used with modern weaponry. Breech-loaders, repeaters, trapdoors, revolvers and even came into this day and age (Hell even Grenades were modernized in this war).

This is a new game, on a new engine, with a new system of play. Yeah, events are going to be different, but that makes perfect sense. If FSE was making a World War I game would you want there to only be single loading bolt action rifles from the Anglo Zulu War? The game has to meet the era, and this was the era of mainly skirmishing armies and light tactics.

Also, all of the LBs I've had in North and South were... really fun. I liked ordering my regiment's Pioneer to build fence cover for our line, I liked having to hide behind walls and in forests to save myself from an early grave, it was much more fun than standing in a line waiting to be shot like you do in NW.

I welcome this change of game-play, a new pace is needed.
What you wrote in the end there is exactly what I'm afraid battle cry of freedom is going to be. In linebattles or events hiding behind fences, behind bushes and trees. And no actual lines. That's just boring to me.

Dear god that with 500 people too?

I pity those who die in the first couple minutes by arty or unlucky cross map shots. Would be fun watching for literally an hour while regs take cross map shots at each other hiding behind trees and fences. If BCOF really becomes a skirmish fest like youre implying it'll get old really fast.

I really dont see what you find enjoyable about hiding behind trees/fences anchored in one position moving your mouse slightly (with melee an "afterthought" and utter stagnation) and left clicking but to each his own I guess.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on August 28, 2014, 05:35:42 pm
It isn't going to be a cross-map sniping fest. These rifled muskets aren't laser-rifles, you need to close in quickly.

To be frank, I doubt Linebattles are going to change much par more people are going to die in musket combat and that skirmishers will be more important.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Marceaux on August 28, 2014, 05:39:37 pm
I've got to agree with Onii, Boberton and Wismar here,

BCoF is not and should not be like NW, melee should be an afterthought and you should be able to nail someone at the appropriate range with a rifled musket. The thing that made the ACW so deadly was the fact that outdated tactics were used with modern weaponry. Breech-loaders, repeaters, trapdoors, revolvers and even came into this day and age (Hell even Grenades were modernized in this war).

This is a new game, on a new engine, with a new system of play. Yeah, events are going to be different, but that makes perfect sense. If FSE was making a World War I game would you want there to only be single loading bolt action rifles from the Anglo Zulu War? The game has to meet the era, and this was the era of mainly skirmishing armies and light tactics.

Also, all of the LBs I've had in North and South were... really fun. I liked ordering my regiment's Pioneer to build fence cover for our line, I liked having to hide behind walls and in forests to save myself from an early grave, it was much more fun than standing in a line waiting to be shot like you do in NW.

I welcome this change of game-play, a new pace is needed.
What you wrote in the end there is exactly what I'm afraid battle cry of freedom is going to be. In linebattles or events hiding behind fences, behind bushes and trees. And no actual lines. That's just boring to me.

Dear god that with 500 people too?

I pity those who die in the first couple minutes by arty or unlucky cross map shots. Would be fun watching for literally an hour while regs take cross map shots at each other hiding behind trees and fences. If BCOF really becomes a skirmish fest like youre implying it'll get old really fast.

I really dont see what you find enjoyable about hiding behind trees/fences anchored in one position moving your mouse slightly (with melee an "afterthought" and utter stagnation) and left clicking but to each his own I guess.

Clearly, you contradict yourself and show you lack proper knowledge on combat of the era. You welcome a skirmish style gameplay yet the ACW was not fought by skirmishers. Nearly all units fought as tightly packed lines exchanging fire at close ranges. Melee charges were very common. If you don't want to fight in a line infantry formation and style than the ACW is not for you.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on August 28, 2014, 05:45:19 pm
I played North and South in a Skirmisher regiment. But the LBs I went to allowed line infantry to garrison fences and buildings.

That post's ages old, my opinion on the game's changed a decent bit. I want the game to have a semblance of realism, so I do want forced line combat for non-skirmishers.

Also in the War, regiments often times did use cover if it was available to them. One famous example is the stone-wall at Fredricksburg.
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on August 28, 2014, 05:46:32 pm
I played North and South in a Skirmisher regiment. But the LBs I went to allowed line infantry to garrison fences and buildings.

That post's ages old, my opinion on the game's changed a decent bit. I want the game to have a semblance of realism, so I do want forced line combat for non-skirmishers.

Also in the War, regiments often times did use cover if it was available to them. One famous example is the stone-wall at Fredricksburg.

Camping =/= Fun over thousands of hours.
Play WoR if you want 100% realism.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on August 28, 2014, 05:49:14 pm
100% realism isn't going to happen in WoR, it won't have the scale of BCoF.

Besides, I don't want PURE realism. Just enough for it to... well make sense. I want rifles to be as accurate as they actually were, that's all I ask for.
Title: Re: A concern on Rifle accuracy changing game play
Post by: junedragon on August 28, 2014, 07:13:32 pm
I played North and South in a Skirmisher regiment. But the LBs I went to allowed line infantry to garrison fences and buildings.

That post's ages old, my opinion on the game's changed a decent bit. I want the game to have a semblance of realism, so I do want forced line combat for non-skirmishers.

Also in the War, regiments often times did use cover if it was available to them. One famous example is the stone-wall at Fredricksburg.

ah thats fair so your skirms can just sit behind trees easily picking off any line that gets close. it seems you love historical accuracy only insofar as it benefits skirmishers

Again, that kind of camping doesnt appeal to me at all but whatever.

oh and youre delusional if you think the majority of this community doesnt believe melee is a key element o the game.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on August 28, 2014, 07:18:43 pm
1. You're cherry-picking my words.

2. I never said melee isn't a key element, my point is it isn't the most important thing.

3. ALL INFANTRY USED COVER if it was available. You can look at any battle and see that fact.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on August 28, 2014, 09:53:54 pm
 I think the melee system in BCoF is going to be greate, but with the accurate guns of the era it must be harder to charge a line and Get into a melee fight. I think it will be a good change since in NW The shooting had no effect on a charging line.  I personaly quite like the accurasy in NaS, and if they add ironsights it will be perfect.
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on August 28, 2014, 09:58:37 pm
I think ironsights in BCoF are confirmed (At least they are on cannons).

Also, shooting a charging line in NW ain't that useless. My regiment's wiped out many an enemy force before they got to us with bayonets.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Riddlez on August 28, 2014, 11:30:59 pm
Has everyone suddenly forgotten the fucking devblogs?

The rifles will be accurate, yes, but there will be fucking WIND!
Try hitting someone across a map with that =P

There is a reason the ACW was fought liek it was.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on August 29, 2014, 10:42:13 am
I think most people know, and you can look back on this thread and see what I wrote on page 10 in the discussion, and there is not only wind that will stop the bullet from going straight.
Title: Re: A concern on Rifle accuracy changing game play
Post by: regwilliam on August 30, 2014, 01:04:56 am
[youtube]https://www.youtube.com/watch?v=tYg3v9lUuNA[/youtube]

Title: Re: A concern on Rifle accuracy changing game play
Post by: Earth Bby on August 30, 2014, 01:30:11 am
He uses his hands too much, makes me feel i'm a retard.

Could have said this, Did what Napoleon did and then in the later part WW1 ok bye.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Malkolm R. Lind on August 30, 2014, 10:19:50 am
[youtube]https://www.youtube.com/watch?v=tYg3v9lUuNA[/youtube]
What if BCoF linebattles would be like that on the video....  ;D
Title: Re: A concern on Rifle accuracy changing game play
Post by: Barraclough on August 30, 2014, 12:28:09 pm
I honestly don't see an issue with more accurate weapons, it adds a whole new dimension and hopefully just won't be 2 lines running around and around in circles for 20 minutes before entering a spinfest of fuckery, and Skirms might actually matter in line battles
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on August 30, 2014, 02:49:56 pm
the accuracy will only set higher standards for the tactics the work of the general and the officers and make the gameplay more about flanking and taking the right decisions rather then who's better in melee, which make much more interesting events :)
It will also encourage people to work together since the volleys will be more devastating.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Josy_Wales on August 30, 2014, 02:59:29 pm
ps: it will also allow the variety of weapons to be huge since you can add weapons like the shotgun and the revolver without ruining the game because they are too OP. And the bayonet charges will not be gone, you just can't frontal charge a fresh regiment over an open field anymore :D The charging just needs better timing, like when  a regiment does not see you, or have suffered some casualties or the environment gives good opportunities for a charge.
Don't be afraid of the accuracy, it won't ruin anything if you are open for some changes.
Title: Re: A concern on Rifle accuracy changing game play
Post by: Barraclough on August 30, 2014, 03:30:28 pm
Exactly, it requires more of the leaders which will make different regiments have different qualities and overall make gameplay make more interesting since ou can then tailor the line battle to the regiments attending, eg. "Oh we have the 420th Sniper Regiment, they're really good at shooting so we'll provide a pressure that makes sure that they won't get wiped out" or "oh look it the 666th South Carolina, they're really good at melee so let's keep our distance"
Title: Re: A concern on Rifle accuracy changing game play
Post by: regwilliam on August 30, 2014, 10:31:39 pm
Plus with better means of recruiting it should mean bigger regiment which can take more punishment. Just imagine 250 v 250 in long battle lines firing volleys into each other  8)
Title: Re: A concern on Rifle accuracy changing game play
Post by: ClearlyInvsible on August 30, 2014, 10:35:13 pm
My God, I wonder if we'll ever be able to actually do a 250 vs 250 large line battle. We did a few 100 vs 100 ones in the Union Army LBs, and those were amazing.
Title: Re: A concern on Rifle accuracy changing game play
Post by: KL4R1N0G4MPR0S on August 31, 2014, 01:40:52 am
My God, I wonder if we'll ever be able to actually do a 250 vs 250 large line battle. We did a few 100 vs 100 ones in the Union Army LBs, and those were amazing.
Stupendous, groundshaking, immense, lag. With a Capital L. :P hehe

On a serious note, isn't the 666e considered by some to be a troll regiment? Just curious.