Total War: WARHAMMER

Total War: WARHAMMER

Better Guns
44 Comments
The Fo-Sho 28 Jan, 2020 @ 4:08pm 
love this mod hopefully it still works
monti 11 Jan, 2018 @ 4:06pm 
Feels much more like actual pike-and-shot warfare now, thank you!
Emphyrio  [author] 31 Oct, 2017 @ 5:20pm 
I will if I ever get Warhammer 2.
Archemyre 31 Oct, 2017 @ 10:58am 
Are you going to port this over to Warhammer 2?
SausageSnacks 7 Sep, 2017 @ 6:40am 
What are some incompatable mods?
David 5 Nov, 2016 @ 4:19am 
Cheers for the response. Shame, but I'll keep the mod around in case you do get the dlc.
David 2 Nov, 2016 @ 3:50pm 
Sorry if this is a stupid question, but do the changes to handgunners, for example, apply to the Silver Bullets Regiment of Renown? Or do the various RoR have different tables?
[HAN]Uncle Erwin 22 Oct, 2016 @ 7:37am 
didn`t work:steamsad:
GOW LIKE A BOSS 21 Sep, 2016 @ 8:36pm 
Any plans to expand the changes to "The Silver Bullet" unit of renown for the Empire? Right now they have worse missile stats than the basic handgunner unit, and it's a bit weird
Tea Inquisitor 30 Jul, 2016 @ 12:24pm 
Love you
Tonpachi 21 Jul, 2016 @ 8:14am 
Is this Radious compatible?
TAS04159 8 Jun, 2016 @ 12:28pm 
Kate my bad, I confused this mod with another of a similar name. Imma just switch over to yours
Emphyrio  [author] 6 Jun, 2016 @ 2:27pm 
TocCo-
Since May 27th the projectile tables only include stats for the four projectiles that were changed. See the screenshot. https://gyazo.com/337067a8a47c4bbac0639e1f41bb3ea6

I don't know what you mean about the outriders and pistoliers.
Emphyrio  [author] 5 Jun, 2016 @ 4:14pm 
The kill rate simply cannot be very much higher than it is in vanilla. The DPS is exactly the same as it was in vanilla.

Regarding the mod, you object that "An insansely cheap low tier unit should not be able to kill even high tier armor units insanely quickly when used in real battle scenarios."

But regarding vanilla balance, you said, "Handgun type units fit their role perfectly, which is as a ranged unit with a lot of armor piercing to counter heavily armored units at range."

It seems like what your'e really objecting to is vanilla balance, as the DPS is exactly the same, as is the handgunner's role as an anti-armor unit. Perhaps you should direct your constructive criticism towards CA instead.
Emphyrio  [author] 5 Jun, 2016 @ 3:19pm 
Modded handgunners are easily beaten by goblins, goblin wolfriders, and goblin archers, all units which cost much less than handgunners. Crossbowers, peasant bowmen, and orc arrer boys lose, but that is intentional. Quarrellers still beat handgunners easily. Heavy infantry such as black orcs are also able to beat handgunners on an open field 1:1. I do not see how it is remotely possible to achieve the results you are claiming.
Emphyrio  [author] 5 Jun, 2016 @ 2:19pm 
The mod, as advertised, makes guns better. If you don't want guns to be better, then don't use the mod.

I think you highly exagerrate the effectiveness of the modded handgunners. The DPS is the same as vanilla, and the overall damage of handgunners is only *very slightly* higher than vanilla, and even then only against units with 1-9 points of armor. The results you are claiming are not reasonable. Are you confusing this with the version which doesn't halve reload speeds?
Emphyrio  [author] 5 Jun, 2016 @ 12:25pm 
Try running an actual campaign. Primitive missile units are significantly advantaged in TW games because they have the fantastic ability to hit units outside their line of sight with perfect accuracy. In my Empire campaign, even with the mod, I still built mostly crossbowers because that ability provides such a massive advantage.

It would be a mistake to think that the vanilla game is in any way balanced in the first place. Bow units are all cheaper than handgunners/thunderers yet slaughter the more expensive unit. Outriders are a straight upgrade compared to handgunners. Half the dwarven/empire artillery is useless. High armor and AP trivialize melee attack and defense stats.
Emphyrio  [author] 4 Jun, 2016 @ 7:31pm 
With this mod pistoleers are somewhat effective against heavy cav but do poorly against fast light cav and longer-ranged missile cav.

I don't know what you mean by precursor weapons.
Chilliballs 4 Jun, 2016 @ 1:23am 
by how much does this increase effectiveness of Pistoliers?
Especially as anti-cavalry unit?

BTW, why would it be possible to equip all cavalry units in the empire with pistols as precursor weapons?
Or all elite units?
Emphyrio  [author] 2 Jun, 2016 @ 11:45am 
You can easily open the mod file with Pack File Manager and simply change the numbers to be whatever you want.
FloridaMan 2 Jun, 2016 @ 10:25am 
Can you make one with half the effect? So like 1.5x damage, .75 fire rate and slightly higher range? Its a bit extreme where its at currently imo.
lolladin1234 1 Jun, 2016 @ 1:36pm 
I can now confirm that my game is crashing when i use this mod or the alternate version (with the normal ROF).
500 Chickens 30 May, 2016 @ 4:36pm 
So, this mod just edit projectiles of guns like muskets. It would be OP with Nuln Engineers Repeatable Rifle mod. I think they uses handgunner's projectiles.
Emphyrio  [author] 30 May, 2016 @ 11:36am 
The mod only changes the properties of projectiles. It should be compatible with anything that doesn't also change the same projectiles.
alex_fan 30 May, 2016 @ 10:31am 
I love it! with the mod firing is real impressive. is this mod compatible with "larger units"? if not, maybe be worthwhile do it and this would be great!!!
Digganob 29 May, 2016 @ 10:55am 
oh ok.
Emphyrio  [author] 28 May, 2016 @ 11:17pm 
I can but changing the bullet points might make it incompatible with mods that add new units.
Digganob 28 May, 2016 @ 10:16am 
could you make the details of the units change? because when someone looks at their damage it might confuse them.
Emphyrio  [author] 27 May, 2016 @ 9:03pm 
Updated to remove junk that was making it incompatible
大阪府警察の暴力 27 May, 2016 @ 7:42pm 
Hey kate, a user of my mod (tower range decrease) who also uses your mod noticed they aren't compatible. There' one thing you can do on your end to make them compatible if you don't mind! Just delete the entries for the towers in the projectiles db (you need to do this with pack file manager). If you need help or anything feel free to add me. Please consider doing this :KneelingBow:
Emphyrio  [author] 27 May, 2016 @ 3:15pm 
The damage per shot is doubled. The DPS is the same because the rate of fire was halved. Hover over the missile damage bar in the UI and you'll see.
Tibbs versus Japan 27 May, 2016 @ 3:08pm 
The range is expanded, but the damage is the same.
Emphyrio  [author] 26 May, 2016 @ 5:16pm 
A lot of people have asked for a version of the mod with no ROF nerf, so here you go:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=691707560
Dr. Gottlieb 26 May, 2016 @ 3:04pm 
Listen to the others pal.
HenryFaber 26 May, 2016 @ 8:33am 
Can you pls change the reload back ? or make a second version,,,
Stargaze 26 May, 2016 @ 8:03am 
Total War WARHAMMER\data
Somberyeti 26 May, 2016 @ 3:42am 
yessssss pls make one that keeps the same reload speed pls
methoz84 26 May, 2016 @ 3:32am 
Any faster reloading version please?
Einherjar 26 May, 2016 @ 1:44am 
how do i edit game files?
Fuzzyballs01 ꦙ 26 May, 2016 @ 12:28am 
double reload times ruins this
I'm just going to edit this to x1.5, see what happens
Orkfæller 25 May, 2016 @ 7:21pm 
After testing it a bit, I feel like you might have overdone it with the leangth of the reload. I feel even with the damage buff they don't have enough stopping power to justive the terrible rate of fire.
CptAnstee 25 May, 2016 @ 3:48pm 
Where does steam install this? Having trouble finding the file location.
MagnusEffect 25 May, 2016 @ 1:45pm 
never understood why so many games think flintlock rifles would ever fire faster than a trusty bow & arrow. thanks for this.
\o 25 May, 2016 @ 1:09pm 
Exactly what I needed. Many thanks)