weapon changes

My thought was that guns could have some element of tracking done for you, but it would be somewhat dependent on a skill what the actual deviation was, and at any real distacne you would be incredibly inaccurate. You would be lucky to hit anything at the edge of your screen. It just seems like aiming and precision are something that is a thing with muskets, and real muskets, are not like that. They are not precision instruments, and they are not generally, skill weapons. It seems like to me, the high prof, high skill ceiling ranged weapon should be things like the blowgun.
Also, I feel like there should be adjustment to swords. The current swords stay in, maybe with the same animation, but the damage is migrated to another type (blunt, or maybe cut? some artifacts that have blunt would also have cut. It seems strange to call a sword cut and a halberd blow blunt. They aren't. And the Spanish Saber is not really much of a thrust weapon, you slash with those.) The idea is you could have a relatively artless tier of sword using that's basically just swinging a saber or other similar sword around like a meat cleaver. Maybe the same arc we have, also possibly slightly larger.
Then you would have actual fencing moves and a sword that did piercing and possibly took better mats at a higher tier. That's the thing about fencing, really. Actual fencing is very skilled. You could have it somewhat balanced by maybe not having as many artifacts with good pierce defense, giving it a crit chance or combos allowing for that, or something like that.
Because that's how you really kill people with a rapier or thrusting sword. You have the opportunity to easily skewer vital organs or the brain. Making a lower tier of "big dumb meat cleaver swords" would just kind of spread out how it works, and provide a higher tier of combat in general. I'm more committed to the idea of sword and melee weapon nuance and tiers, but having somewhat random, non skill based "noob tube" muskets might have uses. You wouldn't invest much, and the outcome would be dubious, but it would have uses. And the pistol would
Also, I feel like there should be adjustment to swords. The current swords stay in, maybe with the same animation, but the damage is migrated to another type (blunt, or maybe cut? some artifacts that have blunt would also have cut. It seems strange to call a sword cut and a halberd blow blunt. They aren't. And the Spanish Saber is not really much of a thrust weapon, you slash with those.) The idea is you could have a relatively artless tier of sword using that's basically just swinging a saber or other similar sword around like a meat cleaver. Maybe the same arc we have, also possibly slightly larger.
Then you would have actual fencing moves and a sword that did piercing and possibly took better mats at a higher tier. That's the thing about fencing, really. Actual fencing is very skilled. You could have it somewhat balanced by maybe not having as many artifacts with good pierce defense, giving it a crit chance or combos allowing for that, or something like that.
Because that's how you really kill people with a rapier or thrusting sword. You have the opportunity to easily skewer vital organs or the brain. Making a lower tier of "big dumb meat cleaver swords" would just kind of spread out how it works, and provide a higher tier of combat in general. I'm more committed to the idea of sword and melee weapon nuance and tiers, but having somewhat random, non skill based "noob tube" muskets might have uses. You wouldn't invest much, and the outcome would be dubious, but it would have uses. And the pistol would