Musket
#11
Posted 05 September 2011 - 06:21 PM
#12
Posted 20 November 2011 - 03:06 AM
B: It would also be nice to have pistols, and not have them be staffs, have them fire really slowly but deal massive damage with each shot. I mostly want this because they are pretty cool for assassin characters when thinking in a roll playing sense, as they are easily concealable, sure they're loud, but if you shoot someone with a bow or a pistol, the people around them are going to notice, and you can still figure out where someone with a bow is shooting from fairly easily, then after he tries to blend in with the crowd, all you have to look for is the guy with the bow, a pistol makes it easier to shoot someone, then run and blend back with the crowd.
#13
Posted 20 November 2011 - 04:29 AM
#14
Posted 20 November 2011 - 12:37 PM
A: smooth bore muskets are accurate to about 50 yards, and by the mid-16th century, rifling was invented, making them accurate to a further distance.
Have you ever fired a smooth bore rifle? I have done target practice with a .50 cal hawkins rifle which would be more accurate than what you are asking for and at 25 yards you can't keep your spread down below 3 inches. I don't call that accurate at all. The older flint lock weapons were even less accurate due to delay in firing, weight of the weapons and the accuracy of the molds used for creating the balls.
Muskets were smoothbore, large caliber weapons using ball-shaped ammunition fired at relatively low velocity. Due to the high cost and great difficulty of precision manufacturing, and the need to load readily from the muzzle, the musket ball was a loose fit in the barrel. Consequently on firing the ball bounced off the sides of the barrel when fired and the final direction on leaving the muzzle was unpredictable.
Edited by Keirgarth, 20 November 2011 - 12:48 PM.
#15
Posted 20 November 2011 - 05:25 PM
This loose fit, combined with the poor aerodynamics of the round ball led to the musket's inaccuracy beyond 50 to 75 yards or so.
Different article, same site.
#16
Posted 20 November 2011 - 07:58 PM
The debate about the accuracy can go on forever without proper testing and resources so I won't argue further on this.
#17
Posted 21 November 2011 - 02:08 AM
#18
Posted 21 November 2011 - 03:25 AM
Yeah, but that can be modified in the CS easily enough. Set the enchantment charge to 1600 and set the enchantment cost to 16, then set the gun's enchantment to 1600 and you get 100 shots per charge.I tried the Thundergun-Blunderbus. It's really cheap for the Cheating version and it takes up waaaay to much ammunition for the normal one. 3 shots and you're done.
#19
Posted 09 February 2014 - 11:38 PM
is it possible to create a new weapon type completely if so you can use that then make the standard animation work only for that specific weapon type. so instead of putting the musket in either the bow or staff category and screwing up the animation for everything it will only apply to said weapon. from there one could modify animations of a musket from another game to suit the needs of this game. one can also copy and edit the bow scripts so you can get ammunition for the gun. meshes for a musket have already been made before so you can use one of those. BOOM MUSKET
#20
Posted 01 March 2014 - 03:49 AM
You'd think that Tamriel's technological prowess would advance at a much higher rate, seeing as they have magic assisting them (Just look at the Dwemer.) Musket-like weaponry should've been around since Morrowind, let alone just barely having crossbows by the fourth damn era.



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