Why not make a flintlock? They are inaccurate, they curve and have the range of a arrow they do 4 damage with no armor and 2 damage with armor... they take 3 seconds to reload(excluding crafting a new hammer{the part that fires the bullet} and a bullet), they release a puff of smoke when fired but not to big... The range counters the damage and the reload also makes it hard to rapid fire so it becomes a pain... the bullets are made like this:
that combo will make 5 bullets... will make 3 hammers... will make 1 flintlock... a flintlock round goes as fast as a arrow and only dos slightly more damage... however they are usefull if you want to easily kill unarmored enemies...
Why not make a flintlock? They are inaccurate, they curve and have the range of a arrow they do 4 damage with no armor and 2 damage with armor... they take 3 seconds to reload(excluding crafting a new hammer{the part that fires the bullet} and a bullet), they release a puff of smoke when fired but not to big... The range counters the damage and the reload also makes it hard to rapid fire so it becomes a pain... the bullets are made like this:
that combo will make 5 bullets... will make 3 hammers... will make 1 flintlock... a flintlock round goes as fast as a arrow and only dos slightly more damage... however they are usefull if you want to easily kill unarmored enemies...
Hmm. Your over compensating with the balancing. The bullets are too expensive, and the damage is too low. The purpose of adding a new weapon to a game is to give an alternative way of fighting, not to take up memory space with stuff no one will use.
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~ I've thought about the phrase 'Money is the root of all evil' and I have to disagree. Evil isn't dependant on an object. I say that want is the root of all evil.
I still don't see why the gun has to be completely replaced if you guys insist on making its creation so freakin' complicated. I think the gun should be permanent, BUT still have limited uses. How, you may ask.
Gun cleaning. Anyone worth his salt knows guns get residue build up in the barrels, and will either hinder performance, or just keep the gun from firing period. That burnt gunpowder doesn't just disappear, it goes somewhere. I figure if we do something like this:
I still don't see why the gun has to be completely replaced if you guys insist on making its creation so freakin' complicated. I think the gun should be permanent, BUT still have limited uses. How, you may ask.
Gun cleaning. Anyone worth his salt knows guns get residue build up in the barrels, and will either hinder performance, or just keep the gun from firing period. That burnt gunpowder doesn't just disappear, it goes somewhere. I figure if we do something like this:
[] []
[] [] = ]" title="-<->" /> (Gun Swab) [] []
= Bucket of water
[>>-i>] = whatever firearm we used.
So, put that in the mini-crafter.
[] ]" title="-<->" />
[>>-i>] = Clean gun.
Some form of oil would be better than water--when you clean your firearms you never, ever use water, no matter how new and well preserved it is. Water rusts metal, rust weakens the parts, parts break. No big deal if you just replace an old firing pin, but a rupturing barrel is a scary thing to be around. The only reason that the old muzzle-loaders would have a wet swab in combat was to put out the still-burning embers of the slow-burning blackpowder so it wouldn't cause the new charge to go off while loading.
In fact, using coal to craft some kind of carbon cleaner would be a better way of going about it, since there are a variety of carbon-based lubricants; though dry-silicone lubes are becoming more the rage with serious shooters now.
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Supporter of the redstone-lock rifle, elevator, and other redstone powered equipment... though the rocket launchers, spaceships, and LMG's are still out of my scope...
I was honestly scrolling down just to post the simple comment "no, no guns in minecraft." But I said, "I'll sound like a **** tho, ima read the post." So I did and I actually LOVE this gun concept, I see a ton of semi-auto handguns that might as well shoot freaking lazers and crap so I've kind of strayed away from the idea of guns and such but you did justice to them justice, made some great points and presented a well made concept.
If we're gonna add guns to the game, we NEED gun mods :Iron:= barrel extension =gun
makes it deal more damage =scope
let's you zoom in by holding the (?) key
when =scope = magazine
lets you hold 2 shots
when = magazine = bayonet []
[]
when = bayonet
make melee deal more damage
you can only have 2 mods on, they cannot be removed
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Paranoid: Moderate. Schizoid: Moderate. Schizotypal: High. Antisocial: Low. Borderline: Low. Histrionic: Moderate. Narcissistic: Moderate. Avoidant: Moderate. Dependent: Moderate. Obsessive-Compulsive: High. Does this make me nuts?
Ok, i have been looking through this and i LOOVE the idea of guns. *NOTE i did not read all the pages in this post, i cant be bothered, so if i repeat something or suggest something u said not to, then tough* ok, now to business, here is how i think the gun should look. =string (not wool, but a string)
ok, now what i think it should do. It should be able to pierce armour AT A CERTAIN RANGE. any further away then it doesnt ignore armour, correction, it ignores some armour better, eg leather armour is no existent, steel and gold do very little, diamond does better but not much. it is fairly in-accurate, and when it needs to be loaded u do this to it
(to obtain bullets u do this =5 bullets) =bullet [>>-i>] =gun
[>>-i>]
that would give u a loaded gun. u would get the flint and steel back but it would count as a single use.
the gun would sustain wear and tear for each shot, and eventually it would stop working, however (this just occured to me) u could make it so on its last shot there is a chance that it will "blow up in the users face" causing perhaps 1/2 a heart to a full heart of damage. to prevent this the firer simply tosses the gun away and makes a new one.
i like the idea of the delay between pulling trigger and actually firing, i like the sizzle noise, and i like the big puff of smoke to identify the user, i dont like the whole "limit how many can be carried" idea, because the most u could carry would be 9, any more and u would have to get them out of ur inventory and into ur, action bar thingy. . . (u know what i mean)
ok, i have run out of ideas now, so, *end rant*
thanks for reading. and btw
I think we can all agree that a gun in Minecraft shouldn't require the stringent background of a modern battle rifle, since we're all playing characters building things by hand... but a rolling block Martini rifle wouldn't be too unbalancing (provided Notch actually includes dragons, a high caliber, single-shot non-hitscan gunpowder weapon would be fairly useful to craft), and I personally am enjoying the fruits of that particular link. Their blunderbuss is exactly what I've been pushing in this thread (with no response), and the pistols fit right in with what I've been recommending.
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Supporter of the redstone-lock rifle, elevator, and other redstone powered equipment... though the rocket launchers, spaceships, and LMG's are still out of my scope...
I agree with everything about the arquebus. I, too, think that firearms in Minecraft should be powerful, yet cumbersome and expensive, and should go no further than that. I can't understand why some people object to primitive firearms while happily embracing TNT and redstone computers.
Good sir, you have my support.
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Air-dropped bombs come in 3 flavours, distinguished by their intelligence: smart, dumb and retarded.
I agree with everything about the arquebus. I, too, think that firearms in Minecraft should be powerful, yet cumbersome and expensive, and should go no further than that. I can't understand why some people object to primitive firearms while happily embracing TNT and redstone computers.
Good sir, you have my support.
I've played on multiplayer servers with some of those people... I build a combination lock, they're ecstatic. I talk about introducing a mod with some form of primitive firearm, they suddenly close ranks.
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Supporter of the redstone-lock rifle, elevator, and other redstone powered equipment... though the rocket launchers, spaceships, and LMG's are still out of my scope...
This is a great idea, but i REALLY don't think it would be a good idea to take the TNT and diamond plate armor out of the game. Some of my friends on a server i play wouldn't be very happy with the TNT part. and not to mention when people want to do a project like making a pyramid just to look at it and say "wow," and not having the chance of dying while doing it. (i use MineEdit to get armor with infinite health tools/armors.)
Well, i hope your gun idea works!
^
I
I
No offence, but the above idea isnt exactly what the purpose of the Arquebus is, u are making it it reload automatically, giving it scopes, and other tech that make it op, and the point of the Arquebus is that it isnt op, but nicely balanced. Think before u post good sir.
Ye Olde Minegunner is a mod around the principle we want to implement firearms under. Instead of bickering about for this and that, why not just go in full support of that mod and get it implemented into the Vanilla game?
I still don't see why the gun has to be completely replaced if you guys insist on making its creation so freakin' complicated. I think the gun should be permanent, BUT still have limited uses. How, you may ask.
Gun cleaning. Anyone worth his salt knows guns get residue build up in the barrels, and will either hinder performance, or just keep the gun from firing period. That burnt gunpowder doesn't just disappear, it goes somewhere. I figure if we do something like this:
[] []
[] [] = ]" title="-<->" /> (Gun Swab) [] []
= Bucket of water
[>>-i>] = whatever firearm we used.
So, put that in the mini-crafter.
[] ]" title="-<->" />
[>>-i>] = Clean gun.
That is exactly what I was thinking, except I would say just use the swab not water. and after like 10 or so shots you have to clean it to use it again :biggrin.gif:
that combo will make 5 bullets...
Hmm. Your over compensating with the balancing. The bullets are too expensive, and the damage is too low. The purpose of adding a new weapon to a game is to give an alternative way of fighting, not to take up memory space with stuff no one will use.
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Curse PremiumGun cleaning. Anyone worth his salt knows guns get residue build up in the barrels, and will either hinder performance, or just keep the gun from firing period. That burnt gunpowder doesn't just disappear, it goes somewhere. I figure if we do something like this:
[] []
[]
[>>-i>] = whatever firearm we used.
So, put that in the mini-crafter.
[]
[>>-i>]
Some form of oil would be better than water--when you clean your firearms you never, ever use water, no matter how new and well preserved it is. Water rusts metal, rust weakens the parts, parts break. No big deal if you just replace an old firing pin, but a rupturing barrel is a scary thing to be around. The only reason that the old muzzle-loaders would have a wet swab in combat was to put out the still-burning embers of the slow-burning blackpowder so it wouldn't cause the new charge to go off while loading.
In fact, using coal to craft some kind of carbon cleaner would be a better way of going about it, since there are a variety of carbon-based lubricants; though dry-silicone lubes are becoming more the rage with serious shooters now.
makes it deal more damage
let's you zoom in by holding the (?) key
when
lets you hold 2 shots
when
[]
when
make melee deal more damage
you can only have 2 mods on, they cannot be removed
ok, now what i think it should do. It should be able to pierce armour AT A CERTAIN RANGE. any further away then it doesnt ignore armour, correction, it ignores some armour better, eg leather armour is no existent, steel and gold do very little, diamond does better but not much. it is fairly in-accurate, and when it needs to be loaded u do this to it
(to obtain bullets u do this
[>>-i>]
that would give u a loaded gun. u would get the flint and steel back but it would count as a single use.
the gun would sustain wear and tear for each shot, and eventually it would stop working, however (this just occured to me) u could make it so on its last shot there is a chance that it will "blow up in the users face" causing perhaps 1/2 a heart to a full heart of damage. to prevent this the firer simply tosses the gun away and makes a new one.
i like the idea of the delay between pulling trigger and actually firing, i like the sizzle noise, and i like the big puff of smoke to identify the user, i dont like the whole "limit how many can be carried" idea, because the most u could carry would be 9, any more and u would have to get them out of ur inventory and into ur, action bar thingy. . . (u know what i mean)
ok, i have run out of ideas now, so, *end rant*
thanks for reading. and btw
I think we can all agree that a gun in Minecraft shouldn't require the stringent background of a modern battle rifle, since we're all playing characters building things by hand... but a rolling block Martini rifle wouldn't be too unbalancing (provided Notch actually includes dragons, a high caliber, single-shot non-hitscan gunpowder weapon would be fairly useful to craft), and I personally am enjoying the fruits of that particular link. Their blunderbuss is exactly what I've been pushing in this thread (with no response), and the pistols fit right in with what I've been recommending.
Good sir, you have my support.
MOD EDIT: User warned
I've played on multiplayer servers with some of those people... I build a combination lock, they're ecstatic. I talk about introducing a mod with some form of primitive firearm, they suddenly close ranks.
Well, i hope your gun idea works!
You should be able to build an automatic reloader like this:
To attach it you would have to craft them together, like this:
You drop ammunition and gunpowder/flint onto the gun with a total capacity of around 40 shots.
Would be cool if we could craft on things like scopes, fixed bayonets, bipods, ect.
The aqueribus would be AWESOME and fun.
Do want,
I
I
No offence, but the above idea isnt exactly what the purpose of the Arquebus is, u are making it it reload automatically, giving it scopes, and other tech that make it op, and the point of the Arquebus is that it isnt op, but nicely balanced. Think before u post good sir.
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Curse PremiumYe Olde Minegunner is a mod around the principle we want to implement firearms under. Instead of bickering about for this and that, why not just go in full support of that mod and get it implemented into the Vanilla game?
That is exactly what I was thinking, except I would say just use the swab not water. and after like 10 or so shots you have to clean it to use it again :biggrin.gif:
GREAT THREAD!!!
viewtopic.php?f=1&t=217804
If you have a suggestion about guns go here:
viewtopic.php?f=1&t=21507