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Mod idea "muskets"
Posted: Wed Nov 02, 2011 9:02 pm
by knight133
When they said that modding is going to be in the game, I first thought maybe a gunpowder musket will be cool to make as a mod. So I'll be making a flintlock Kentucky rifle and the reloading part is only the inventory taking out the bullets and putting in the gun itself so then it is easier to have fun.

Re: Mod idea "muskets"
Posted: Thu Nov 03, 2011 12:10 am
by SynysterOne
Best of luck, I personally don't think firearms belong in Kenshi, but to each his own. We don't have to use the mods. ^_^
Re: Mod idea "muskets"
Posted: Thu Nov 03, 2011 12:16 am
by conte
Mmmh... Don't know if the idea is good, but I love musket
Re: Mod idea "muskets"
Posted: Wed Jan 25, 2012 2:44 pm
by Blackrain
Look forward to seeing how it turns out.
Why wouldn't fire arms be in Kenshi, yes its about swordsmen but that doesn't mean i shouldn't be able to use a bow.
As for firearms if the developer is planing to add cyberlimbs why whouldn't guns also have a place in game? they might not be as common, maybe a rare drop or only certain factions might have them.
Re: Mod idea "muskets"
Posted: Sat Jan 28, 2012 3:11 am
by txfirefighter
SynysterOne wrote:Best of luck, I personally don't think firearms belong in Kenshi, but to each his own. We don't have to use the mods. ^_^
agree with him.
primitive weapons. swords, axes, bows, throwing weapons etc etc etc
Re: Mod idea "muskets"
Posted: Sat Jan 28, 2012 4:50 am
by killerx243
In the skills section you can see harpoon guns and turrets, muskets are not that far fetched if you are already firing essentially a large arrow from a gun. Muskets would take long to reload, if you miss then the guy with the sword would get too close and kill you. It isn't like muskets are all powerful either, they are inaccurate and you have one shot before you need to reload.
If anything you would be better off using bow, it can't missfire, a good bowman can fire faster then a musket and if they survive they can still bleed out from removing the arrow.
Re: Mod idea "muskets"
Posted: Sat Jan 28, 2012 5:57 pm
by txfirefighter
killerx243 wrote:In the skills section you can see harpoon guns and turrets, muskets are not that far fetched if you are already firing essentially a large arrow from a gun. Muskets would take long to reload, if you miss then the guy with the sword would get too close and kill you. It isn't like muskets are all powerful either, they are inaccurate and you have one shot before you need to reload.
If anything you would be better off using bow, it can't missfire, a good bowman can fire faster then a musket and if they survive they can still bleed out from removing the arrow.
harpoon guns and turrets... more along the lines of ballistas and such. no gun powder would be involved.
Re: Mod idea "muskets"
Posted: Sun Jan 29, 2012 8:56 am
by killerx243
Harpoon guns fire using three different ways, rubber bands, air, or gunpowder.
In a post apocalyptic world you could not construct a pneumatic harpoon gun that could kill, one spot where the air leaks could mean having extremely low pressure, not to mention you need some way to prime the thing, pumping it each time would just cause someone to invent a better system.
Rubber would dry out after a little while and become useless, which happens when exposed to the sun and the ozone in oxygen. Not to mention the rubber you need is different from the heavy duty stuff I have seen plating some armor.
Gunpowder propulsion can only be stopped by water (if you are going with the unpredictable black powder from muskets, which can lead to harm for the user). Its stopping power makes it more expensive by demand. It is noisy, it alerts people around that something is happening, instills fear in those who are in its path. Not to mention the thing can literally explode in your hand. I for one wouldn't equip everyone with one, the off chance that everyone's harpoon gun explodes causing me to lose. Also it wouldn't be too far fetched, anyone can make a potato launcher with some pipe and gasoline, why not stick the sharp metal stick in.
As for turrets ballista's would work fine.
Re: Mod idea "muskets"
Posted: Mon Jan 30, 2012 7:46 pm
by txfirefighter
i see the harpoon gun using older technology. heavy duty springs maybe.
Re: Mod idea "muskets"
Posted: Tue Jan 31, 2012 3:40 am
by killerx243
Actually springs are a modern development for spearguns, gunpowder was used for the early "modern" versions of shoulder held whaling harpoons. Harpoons older then that were just a barbed spear, sometimes with a rope attached.
Re: Mod idea "muskets"
Posted: Tue Jan 31, 2012 3:51 pm
by txfirefighter
killerx243 wrote:Actually springs are a modern development for spearguns, gunpowder was used for the early "modern" versions of shoulder held whaling harpoons. Harpoons older then that were just a barbed spear, sometimes with a rope attached.
well... you seen to know a bit about this. but on the features section it was mentioned that firearms are not going to be implemented. now as the op said--mod away!

Re: Mod idea "muskets"
Posted: Thu Feb 09, 2012 10:41 pm
by gusmil
Totally a great idea and we all have to remember this a mod, not the main game *chuckles* hell guys who want thier beloved elves and goblins can make a mod that adds that and that perfectly fine... As long Chris dont get his hands on the person who made the mod ofc, cuz if he does then we all going to hear a cannon blast and the mod will never get another update again. *grins*
Will one value the weight of one shot every... is it 45-60 seconds or favour the bow which can fire a dozen times during the time it takes to reload the musket? Or is one gonna use it as an tactical "salute of fear" towards the incoming enemy, which going to affect the enemy morale for the worse? Well I can se the use in that, but then again It not gonna make the bows any worse, im just gonna have a bigger arsenal which I can use to grant myself that little extra edge in combat to make sure I'll get to see another day.
Mod away, what you waiting on, shot, shot, shot! Just make sure those guys is not firing through those massive walls protecting the cities.
Re: Mod idea "muskets"
Posted: Fri Feb 10, 2012 2:41 am
by txfirefighter
im thinking the biggest advantage to having muskets is the range. bows fire faster and can be just as deadly, but power and range they lack. sure, a bow can shoot 150 yards or more if its a bigger bow but it gets erratic that far.
Re: Mod idea "muskets"
Posted: Fri Feb 10, 2012 5:16 am
by Kamos
A musket gets erratic at around 50-75 yards. Now what the OP suggests actually has rifling nearly doubling it's minimum range alone.
Now comparing ACTUAL muskets and not rifles...
Bows and crossbows(barely) alike have a higher rate of fire.
Bows and crossbows alike have greater accuracy.
Bows and crossbows alike have greater range.
Muskets are easily superior for armor penetration.
Muskets also do more damage beyond punching through armor. Shredding people.
Easy to use. Less strenuous, little skill needed, and more reliable to do damage on contact despite wild inaccuracy.
Muskets make a very loud intimidating noise.
Muskets had more potential for the future as well which became apparent later on with rifling.
Re: Mod idea "muskets"
Posted: Sat Feb 11, 2012 3:14 am
by gusmil
Kamos wrote:A musket gets erratic at around 50-75 yards. Now what the OP suggests actually has rifling nearly doubling it's minimum range alone.
Now comparing ACTUAL muskets and not rifles...
Bows and crossbows(barely) alike have a higher rate of fire.
Bows and crossbows alike have greater accuracy.
Bows and crossbows alike have greater range.
Muskets are easily superior for armor penetration.
Muskets also do more damage beyond punching through armor. Shredding people.
Easy to use. Less strenuous, little skill needed, and more reliable to do damage on contact despite wild inaccuracy.
Muskets make a very loud intimidating noise.
Muskets had more potential for the future as well which became apparent later on with rifling.
So many valid points I just have to give you a thumb up.
We all know how it went in japan... enough said I think
Re: Mod idea "muskets"
Posted: Sun Feb 12, 2012 10:56 pm
by txfirefighter
well, i guess i was thinking more along the lines of muskets from late 1800s and not early flint lock, hand cannons.
im not real knowledgeable on firearms. :/
but i was thinking after about 150 yards for a standard bow? maybe for long bows they get useless. easily blown off target by wind, and simply just fall down.
i have no idea though....
Re: Mod idea "muskets"
Posted: Sun Feb 12, 2012 11:13 pm
by Kamos
Late 1800's? You mean the kind of stuff they used in the USA Civil War? Heh yeah that's a pretty advanced firearm by comparison.
Archery varies wildly.
Longbows and composite bows more than likely have greater range and accuracy.
Shorter bows? I can't be sure because I can't seem to find any solid numbers.
Re: Mod idea "muskets"
Posted: Mon Feb 13, 2012 3:55 am
by gusmil
Uhm I think I have to point out the "modder" was talking about adding the "flintlock -Kentucky rifle-" to the game.
which indeed was used early 1800... We're not speaking about the german rifling from 1460 or first flintlock version that came around early 1600. This is atleast what the "modder" wrote himself ^
Carry on brothers-in-arm! :3
(also sorry if numbers is incorrect but in history I wasn't that intressted in rifles or cannons)
Re: Mod idea "muskets"
Posted: Sun Mar 04, 2012 7:14 pm
by knight133
I know you guys love medieval weapons and not muskets so, i given up this mod.

Re: Mod idea "muskets"
Posted: Sun Mar 04, 2012 7:35 pm
by 1337
We are told to remember the idea, not the man, because a man can fail. He can be caught, he can be killed and forgotten, but 400 years later, an idea can still change the world.