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cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Utrakil on September 21, 2014, 08:16:20 pm

Title: Spiked vs knobbed Mace
Post by: Utrakil on September 21, 2014, 08:16:20 pm
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The Spiked mace is faster,has more damage and is cheaper.
I think this should be changed.
maybe simply exchange the prices.

they have same lenght and same weight. So why they use different amount of slots?
And shouldn't spikes do pierce damage?

Somebody really has to look into this.
Title: Re: Spiked vs knobbed Mace
Post by: Jack1 on September 21, 2014, 08:28:16 pm
Knobbed mace is 0 slot though.
Title: Re: Spiked vs knobbed Mace
Post by: Utrakil on September 21, 2014, 08:29:28 pm
Knobbed mace is 0 slot though.
they have same lenght and same weight. So why they use different amount of slots?
And shouldn't spikes do pierce damage?
Somebody really has to look into this.
Title: Re: Spiked vs knobbed Mace
Post by: Jack1 on September 21, 2014, 08:32:46 pm
they have same lenght and same weight. So why they use different amount of slots?
And shouldn't spikes do pierce damage?
Somebody really has to look into this.

To give a person who uses a 0 slot weapon a blundt option other than the 40 length hammer or a stick.
Title: Re: Spiked vs knobbed Mace
Post by: Rico on September 21, 2014, 08:34:59 pm
The spikes aren't long enough to do pierce damage. Other maces have spikes too and they all deal blunt damage because these are pretty short spikes. About the length/slot issue, there may not be a reasoning about realism behind it, but in terms of balance and game play, it is good that you can choose between a budget mace and a 0 slot mace.
Title: Re: Spiked vs knobbed Mace
Post by: Huscarlton_Banks on September 21, 2014, 09:02:27 pm
The 0 slot vs 1 slot difference is probably a distinction made for balance rather than realism.

I would figure that something like a Falchion would take up more weight/length than either, but it's 0 slots as well.

Cut/Pierce/Blunt also seems to be a distinction made for balance rather than realism.

Against anything below mail it might make sense to count some of the spiked mace's damage as pierce, but the same applies for iberian mace, warhammer, the polearm maces, and the 2h mace that's just called "Mace". However, it would still make sense that most of the damage would come from blunt force trauma, since the spikes are tiny.

Similarly, against tougher armors, it'd be sensible to treat almost every melee weapon that isn't pick-like or a pointy tapered thrust as doing mostly "blunt" damage for most hits based on some factor of weight vs. how likely the weapon's shape would cause it to bounce off, but obviously this isn't the case.

Every decently heavy weapon should be able to knockdown as well if you go by realism, but again, that's not the case.

Heck, the warband engine doesn't even allow non-blunt weapons to knockdown by default, even if they have the knockdown flag. Doesn't work for any sort of ranged either, you have to make custom scripts for both.
Title: Re: Spiked vs knobbed Mace
Post by: Utrakil on September 21, 2014, 09:14:11 pm
So I undestand you pay some extra to get a slightly worse weapon as 0slot. Ok I can live with that.
I still don't like the fact that the amount of slots seems totally random, but in the name of ballance.....OK.
Title: Re: Spiked vs knobbed Mace
Post by: Wraist on September 21, 2014, 10:57:13 pm
Looking to delete :\