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v1.2 Sharps Rifle vs. Colt Revolver

As the Sharps rifles arrived in Kansas and were assigned to their respective roles, a new problem arose. In history, one of our main characters, Edward Fitch, constantly complained that "the weapon I use now is not fit for combat" and repeatedly asked family and friends to send in Colt revolvers, preferably a pair.
The question is, the Sharps rifle is one of the strongest small weapons in the game, known for its high range, high accuracy, and fast rate of fire. Why did Fitch say that the Sharps rifle was no good and that the revolver was better, or even the only choice of weapons he wanted?
To understand this, it is necessary to understand what Fitch meant by fighting. In Kansas, for Free States, fighting usually did not mean opposing armies. It meant being robbed or even killed by border bandits who burst out on the road while they were traveling, and the same thing happened when Free States were working in their fields or sleeping in their homes.
Sharps rifles can be incredibly effective in regular warfare, but they're not very useful to civilians against sudden border bandits, where you need to be able to fire a lot of bullets in a split second and you don't need to worry about the hit rate, because you need to pin the enemy down as quickly as possible, and that's what makes a revolver a self-defense weapon.
In terms of average rate of fire per minute, the Sharps rifle is actually similar to a revolver, because the Sharps rifle division loads and fires a single shot, while the revolver can fire six rounds in one go but takes longer to reload. With this in mind, I programmed both series of weapons to attack twice per turn in the original.
Rethinking Fitch's complaint and request, I decided to adjust the weapon parameters, changing the revolver type weapon to three attacks per turn to highlight its suppressing effect, of course, if the actual test later found that the revolver became too powerful, I will reduce the hit rate of this type of weapon accordingly.
This successfully solved the problem of differences between the two weapons.
The revolver is also no longer a low-power version of the Sharps rifle, in the previous setting, in addition to the same two attacks, the hit rate and range are lower, the only significant difference is that the revolver is suitable for horseback combat, and after this update, the Spinner will have a stronger short and medium range suppression effect, and the character's own ability to improve the hit rate will be very helpful.

After writing the above, I conducted two hours of testing and found that the three-attack revolver was too strong, as I mentioned in the video, which is also the original intention of this weapon design, but the balance in the game was completely destroyed.
As I envisioned earlier, now we need to see if reducing hit ratio can balance out the impact of increasing attack return.
Continuing to test, I found that no matter how to reduce the hit rate is bad, hit rate does not seem to be a simple addition and subtraction problem. So I gave up on the hit rate changes and came up with a new approach.
This time, the revolver does not increase the number of attacks, but increases the counterattack effect. From a practical point of view, the revolver is indeed one of the few weapons that can respond quickly. This new approach works very well, the battle is now much more exciting, you have to reconsider whether the enemy armed with a revolver will fight back, and because of this change, the purchase of weapons is finally no longer the pursuit of the long range and high accuracy of the shotgun category, the status of the revolver has increased significantly!
As mentioned earlier, normally I would choose a shotgun with a long range and high precision as my preferred weapon to purchase, but this time the revolver weapon has a counterattack effect, it is difficult to say which is more advantageous.
In addition, as counterattacks became more common, Anthony's previously unique counterattack ability was changed to critical strikes on counterattacks.
That's right, you never know how different an idea in development will be from an actual solution!

Further testing revealed that, surprisingly, the revolver's counter-attack effect highlighted the advantage of a long-range rifle, which could ensure that the revolver's counter-attack range was out of reach, something that had not been considered in the previous version.
The importance of recovery items has also increased accordingly, and there will no longer be a situation where you never buy recovery items.

Preview update: A comprehensive variety of ammunition, which will further increase supplies and combat strategy!

Torian