Ah. You should do whole team tests like all melee vs all ranged to see how well they match up. Ideally all weapons should have an even 1v1 matchup
missing the point again. these weapons are meant for both team and solo play, not 1v1 in all cases. musket wins with team play (someone close enough to back you up, or cover you while you're reloading, or keep the melee people busy with their sword and parry abilities) but is pretty luck-of-the-draw in any 1v1 situation.
you're trying to balance the bows against each other, and the musket with the bows, while i'm trying to make these weapons applicable in multiple scenarios, whether it be large team based sieges or ctfs, musket-only duels, colonials vs zulus, etc. the way its set up now, the host of the server can adjust the power of the weapons by changing the mobility, tankiness, loadout, or even spawn area of the enemies.
Also sorry if I'm coming off as nagging or complaining. I care about u a lot and I care about these weapons and I want to see them evenly balanced. All this is just theory but once you test it you'll know the way cobab
and yeah i get it, but i base my decisions on ingame play, not on theory. if there's a clear problem with balance ingame, or reported to me by someone who actually hosts these weapons, i look for ways to fix the situation. but sometimes its part of the design that one weapon is super powerful in certain scenarios, otherwise the gameplay would be really stale. in this case, its bows at 50-120 stud range being more consistent and stronger while falling off at farther ranges, and musket being being equally strong at 50-500 studs but fairly inconsistent.
this would have been a good discussion to have before making the weapons, not after they've been made and playtested. i did originally have crossbow at 2 seconds, and that stuff basically made the hunting bow useless. there was no practical difference other than damage - if i nerfed crossbow damage, people would just use hunting always for better mobility.