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Are revolvers better than muskets?

Discussion in 'Clockwork Empires General' started by Mikel, Jan 19, 2016.

  1. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    My NCO was able to single-handedly take out the octahedron obeliskian while wielding a revolver. It helped that the obeliskian was focused on doing Great Bodily Harm to another brave colonist.

    Anyone have insight into the differing statistics of the firearms available to our stalwart defenders of the Cog?
     
  2. Alavaria

    Alavaria Member

    Yes, you can check code for it... so uh let's see.

    Is that revolver a Colt Single Action Army?

    Range is pretty valuable, as a bunch of people with muskets/rifles can kill people with less range by dint of shooting first. Definitely an issue if the enemies snipe your NCO
     
    Last edited: Jan 19, 2016
  3. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    So no apparent accuracy trait... Interesting... and the sole difference between the pistol and revolver is ammo capacity... Which clearly is a huge advantage in the hands of a trained soldier.
     
  4. Alavaria

    Alavaria Member

    What you'd probably compare is pistol vs musket (uses iron vs plate&pipe)
    and the upgrade to revolver vs carbine (brass cog vs brasscog+iron+pipe)
     
  5. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    Until we are given the ability to trade them, I've figured the best way to deal with the pile of pistols we start the game with is to upgrade them to revolvers, resources permitting.
     
  6. Alavaria

    Alavaria Member

    It might be best to just ignore them and make muskets then carbines.

    If iron is somehow really rare but the copper and zinc isn't ....
     
  7. Rentahamster

    Rentahamster Member

    Revolvers have much more DPS (damage per second)

    No, use my gun protips thread to forbid all the pistols and leave only carbines.

    https://community.gaslampgames.com/...t-your-soldiers-will-equip-better-guns.16665/

    1. forbid all the currently equiped trash guns on your militia.

    2. unassign your NCO from the barracks.

    3. assign him to a farm

    4. Wait till everyone drops their guns.

    5. Unassign them from the farm, and reassign them to a barracks, and have them pick up new guns.

    6. If they pick up trash guns, keep repeating the process until they pick up carbines.

    It is best to make carbines, yes.
     
  8. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    I am aware of your technique. I use it to rid my NCO of his pistol.

    However, I also avoid permanently assigning crew to my military until I am able to better arm them. This avoids the browncoat bug and saves me from having to juggle my soldiers.

    I am also not a min/max player. Carbines may be better, but I like the idea of having a revolver or two in the mix.
     
  9. dbaumgart

    dbaumgart Art Director Staff Member

    !!!

    What is "the browncoat bug"?
     
  10. Alavaria

    Alavaria Member

    See military crew --???, they can't retrain back to redcoats, and apparently you remove their redcoat bonuses when they take it off, so they're stuck.
     
  11. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    Hard to keep track of everything when you are neck-deep in the code. :)
     
  12. Rentahamster

    Rentahamster Member

    The brain deficiencies in the executives at FOX that compelled them to cancel Firefly.
     
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  13. Fluffeh

    Fluffeh Member

    We don't talk about that incident!!!

    Fuck, now I'm sad all over again :(
     
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