The Meaning of Life, the Universe, and Everything.
Join Date:
7/14/2014
Posts:
139
Member Details
This is another version of a suggestion I wrote on the Minecraft Abnormals server:
Introduction:
Having been since the Beta days in the Minecraft community, I've seen that, while not popular, gun suggestions have been always, to ever diminishing extent, a thing in the community (likely as a result of gunpowder existing). These have usually come in two versions:
Some troll posting some variation on "pls add smg assult rifle and shotty".
The latter, though, tended to have major flaws that made them quite unappealing to use, such as using craft-to-reload mechanics. However, it did include a clear consensus: IF there's a niche to guns in Minecraft, it's as a weapon that deals high single-attack damage, often at longer ranges.
The main counterpoint, though, sometimes was that of a blunderbuss that'd deal high single-shot short-range damage.
This suggestion is, effectively, a synthesis of these two tendencies together with the Crossbow's lessons, which are that unique handling mechanics and different ammo types can make new ranged weaponry more unique. This suggestion is about a matchlock weapon that's capable of dealing brutally large amounts of damage at long and short ranges, which is balanced by it's unique handling mechanics.
Obtaining:
The Arquebus itself is crafted with 3 iron ingots, two Wooden Planks and a Tripwire Hook.
It's got two types of ammo. One is the familiar Bullet, which is crafted with an iron ingot, 1 gunpowder and a paper piece, yielding 6 shots. The other is Pellet Shot, which is crafted with 7 iron nuggets, 1 gunpowder and paper, yielding 4 shots.
Other ways to obtain the Arquebus are:
Arquebus-wielding mobs can drop the Arquebus.
Trade: Journeyman weaponsmiths can sell the Arquebus and either ammo type.
Buried treasure, strongholds, Pillager outposts and shipwrecks may contain arquebuses.
Mechanics:
First off, the stats must be described. The Arquebus has 250 durability. According to it's ammo type, it deals a different amount of damage: Bullets deal 16 damage each and ignore 10 points of armor. This makes them effective on armored mobs and instakills spiders. Bullets can even pierce through shields, dealing halved damage to the user.
Pellet shot, meanwhile, fires 7 pellets which ignore deal 3 damage each and ignore 2 armor points. These pellets ignore normal invincibility frames, which combined with the damage penetration means it can 1-hit baseline zombies if all pellets hit.
Ballistically, solid bullets exhibit a very flat trajectory, requiring almost no drop compensation even over 100 blocks. Pellets lose their momentum faster, with a range around 15 blocks parallel to the ground.
The rounds are also as fast as the engine allows.
However, this raw power is tampered by it's reloading and aiming mechanics, which are described as follows:
Loading, aiming, firing:
Arquebuses have an elaborate loading scheme, detailed as follows:
1: Add the match. This step requires a piece of string and takes 1.5 seconds. This step is skipped if the arquebus already has a match.
2: Load the gun. This is done by right-clicking, choosing the ammo like crossbows do. This takes 2.5 seconds.
3: Light the match. This step requires no items and takes 0.25 seconds. Now the gun is ready to fire.
Matches last 2 minutes before burning away, and are turned off by firing or being submerged in water. This limits the Arquebus' readiness, as it can't be left ready to fire forever. Holding an Arquebus with a lit match causes the user to "glow" a bit, making it easier to tell them apart in the dark.
Arquebuses behave differently according to wether it has bullets or shot loaded: The latter can be inmediately fired once the gun is loaded and the match is lit, but the former has to be charged like a bow to improve it's accuracy. Fully charging the gun gives it near-pinpoint accuracy.
Firing an arquebus produces a loud sound that startles passive mobs and WILL enrage wardens BUT can briefly dazzle them it fired close enough.
Enchantments:
Arquebuses can be enchanted like any other weapon. Just like the Crossbow, it has it's own unique enchantments on top of the universals:
1: Slow Fuse (I-III): Makes the match last 30 seconds more per level.
2: Gangrene (I-II): Inflicts Wither for 5 seconds upon hitting depending on level (mostly serves to finish off stuff that'd be almost dead otherwise).
3: Buck (I-V): Adds one pellet per level that acts as normal. With solid rounds, this is, effectively, the effect of buck and ball. With Pellet Shot, this effectively increases damage output. Incompatible with Marksman.
4: Marksman (I-II): Does extra damage to targets further away, up to 25/50% bonus from 24 blocks and further away. Incompatible with Buck.
5: Jamming: Can hit Endermen.
Mobs:
As mentioned before, some mobs can spawn with an Arquebus. These are:
Pillager Raid captains can sometimes spawn with an Arquebus instead of a crossbow. If they do, they always use Bullets.
Piglin Brutes can sometimes spawn with an unique variant: the Gilded Arquebus. They always use pellet shot. The Gilded Arquebus itself is stadistically identical to it's normal counterpart but, like Elytra, it can't truly break.
Arquebus-wielding Wither Skeletons replace the normal skeletons that normally spawn in Nether Fortresses. They can use and drop both ammo types.
Support. I am a supporter of theme-accurate guns in Minecraft, and I've even added one to a mod I'm working on (it still needs balancing). I've even made my own textures for the arquebus and the bullet (I'm not implementing pellets). However, I'm not a fan of the idea of item-exclusive enchants in general, so five enchantments exclusively for the arquebus and no others (trivially excluding Unbreaking, Mending, and curses) seems stupid when Sharpness, Efficiency, or Looting would work perfectly fine.
Support. I am a supporter of theme-accurate guns in Minecraft, and I've even added one to a mod I'm working on (it still needs balancing). I've even made my own textures for the arquebus and the bullet (I'm not implementing pellets). However, I'm not a fan of the idea of item-exclusive enchants in general, so five enchantments exclusively for the arquebus and no others (trivially excluding Unbreaking, Mending, and curses) seems stupid when Sharpness, Efficiency, or Looting would work perfectly fine.
You see. The Arquebus is a ranged weapon, and it's intended to follow on the Crossbow's example, which similarly has it's own unique set of enchantments that help set it apart from the bow. I'd even say that taking on the generic bow ones would quickly make the gun become exactly the sort of overpowered as hell nonsense that makes guns unappealing to suggest. Just consider: A Power V bow can do up to 25 damage. Applying the same formula to the Arquebus would mean that it'd deal 40 damage with bullets (and 52.5 with pellet shot). Damage that also would partly ignore armor, resulting in more than the 8 damage it'd already do to Prot IV Netherite armor as per this simulator.
Meanwhile, with these enchantments, the most damage it can feasibly do with bullets is 24 damage at Marksman 2, or 35 if using Buck V with pellets at close range. Both are very much strong, but not to the point of outright trivializing stronger mobs.
This is another version of a suggestion I wrote on the Minecraft Abnormals server:
Introduction:
Having been since the Beta days in the Minecraft community, I've seen that, while not popular, gun suggestions have been always, to ever diminishing extent, a thing in the community (likely as a result of gunpowder existing). These have usually come in two versions:
The latter, though, tended to have major flaws that made them quite unappealing to use, such as using craft-to-reload mechanics. However, it did include a clear consensus: IF there's a niche to guns in Minecraft, it's as a weapon that deals high single-attack damage, often at longer ranges.
The main counterpoint, though, sometimes was that of a blunderbuss that'd deal high single-shot short-range damage.
This suggestion is, effectively, a synthesis of these two tendencies together with the Crossbow's lessons, which are that unique handling mechanics and different ammo types can make new ranged weaponry more unique. This suggestion is about a matchlock weapon that's capable of dealing brutally large amounts of damage at long and short ranges, which is balanced by it's unique handling mechanics.
Obtaining:
The Arquebus itself is crafted with 3 iron ingots, two Wooden Planks and a Tripwire Hook.
It's got two types of ammo. One is the familiar Bullet, which is crafted with an iron ingot, 1 gunpowder and a paper piece, yielding 6 shots. The other is Pellet Shot, which is crafted with 7 iron nuggets, 1 gunpowder and paper, yielding 4 shots.
Other ways to obtain the Arquebus are:
Arquebus-wielding mobs can drop the Arquebus.
Trade: Journeyman weaponsmiths can sell the Arquebus and either ammo type.
Buried treasure, strongholds, Pillager outposts and shipwrecks may contain arquebuses.
Mechanics:
First off, the stats must be described. The Arquebus has 250 durability. According to it's ammo type, it deals a different amount of damage: Bullets deal 16 damage each and ignore 10 points of armor. This makes them effective on armored mobs and instakills spiders. Bullets can even pierce through shields, dealing halved damage to the user.
Pellet shot, meanwhile, fires 7 pellets which ignore deal 3 damage each and ignore 2 armor points. These pellets ignore normal invincibility frames, which combined with the damage penetration means it can 1-hit baseline zombies if all pellets hit.
Ballistically, solid bullets exhibit a very flat trajectory, requiring almost no drop compensation even over 100 blocks. Pellets lose their momentum faster, with a range around 15 blocks parallel to the ground.
The rounds are also as fast as the engine allows.
However, this raw power is tampered by it's reloading and aiming mechanics, which are described as follows:
Loading, aiming, firing:
Arquebuses have an elaborate loading scheme, detailed as follows:
1: Add the match. This step requires a piece of string and takes 1.5 seconds. This step is skipped if the arquebus already has a match.
2: Load the gun. This is done by right-clicking, choosing the ammo like crossbows do. This takes 2.5 seconds.
3: Light the match. This step requires no items and takes 0.25 seconds. Now the gun is ready to fire.
Matches last 2 minutes before burning away, and are turned off by firing or being submerged in water. This limits the Arquebus' readiness, as it can't be left ready to fire forever. Holding an Arquebus with a lit match causes the user to "glow" a bit, making it easier to tell them apart in the dark.
Arquebuses behave differently according to wether it has bullets or shot loaded: The latter can be inmediately fired once the gun is loaded and the match is lit, but the former has to be charged like a bow to improve it's accuracy. Fully charging the gun gives it near-pinpoint accuracy.
Firing an arquebus produces a loud sound that startles passive mobs and WILL enrage wardens BUT can briefly dazzle them it fired close enough.
Enchantments:
Arquebuses can be enchanted like any other weapon. Just like the Crossbow, it has it's own unique enchantments on top of the universals:
1: Slow Fuse (I-III): Makes the match last 30 seconds more per level.
2: Gangrene (I-II): Inflicts Wither for 5 seconds upon hitting depending on level (mostly serves to finish off stuff that'd be almost dead otherwise).
3: Buck (I-V): Adds one pellet per level that acts as normal. With solid rounds, this is, effectively, the effect of buck and ball. With Pellet Shot, this effectively increases damage output. Incompatible with Marksman.
4: Marksman (I-II): Does extra damage to targets further away, up to 25/50% bonus from 24 blocks and further away. Incompatible with Buck.
5: Jamming: Can hit Endermen.
Mobs:
As mentioned before, some mobs can spawn with an Arquebus. These are:
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.
Support. I am a supporter of theme-accurate guns in Minecraft, and I've even added one to a mod I'm working on (it still needs balancing). I've even made my own textures for the arquebus and the bullet (I'm not implementing pellets). However, I'm not a fan of the idea of item-exclusive enchants in general, so five enchantments exclusively for the arquebus and no others (trivially excluding Unbreaking, Mending, and curses) seems stupid when Sharpness, Efficiency, or Looting would work perfectly fine.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
You see. The Arquebus is a ranged weapon, and it's intended to follow on the Crossbow's example, which similarly has it's own unique set of enchantments that help set it apart from the bow. I'd even say that taking on the generic bow ones would quickly make the gun become exactly the sort of overpowered as hell nonsense that makes guns unappealing to suggest. Just consider: A Power V bow can do up to 25 damage. Applying the same formula to the Arquebus would mean that it'd deal 40 damage with bullets (and 52.5 with pellet shot). Damage that also would partly ignore armor, resulting in more than the 8 damage it'd already do to Prot IV Netherite armor as per this simulator.
Meanwhile, with these enchantments, the most damage it can feasibly do with bullets is 24 damage at Marksman 2, or 35 if using Buck V with pellets at close range. Both are very much strong, but not to the point of outright trivializing stronger mobs.
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.
Seems well-thought out, support.