Author Topic: The problem was never ranged  (Read 5335 times)

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Offline Screaming Idiot

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Re: The problem was never ranged
« Reply #30 on: February 19, 2016, 04:36:32 am »
0
Crossbows should have relatively low (up to 9 maybe) or no STR requirements, because it doesn't take much strength to hold and shoot it. Reloading, however, does require stronk mooscles, so their rate of fire should be strongly dependant on STR, rather than WPF. I suggest making WPF dictate accuracy, and STR dictate reload time or even allow drawing by hand if game's engine allows for that.
I think the devs are in way too deep and are lost in balance hell.
l

True to both, although the default animation already is drawing the crossbow's string back by hand rather than using a hook mechanism or a windlass (or some other mechanical device) which is unrealistic but easier to animate (as it was in the original M&B). And yeah, getting the animation changed will probably not happen. Food for thought for Melee: Battlegrounds whatever the fuck they're calling that game now.
In terms of STR requirement, historically and nowadays drawing the string of a crossbow is not altogether difficult since they're mostly mechanical instead of requiring specific hand motions and strength from the user like a bow. However, I believe having it at a high enough STR level is necessary to avoid people abusing ATH to run like hell and be super-mobile crossbowmen, but I think your suggestion is pretty interesting in terms of the game's context nevertheless.

Offline Nagasoup

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Re: The problem was never ranged
« Reply #31 on: February 20, 2016, 06:09:04 am »
+3
I think the devs are in way too deep and are lost in balance hell.


THIS

Offline Jarold

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Re: The problem was never ranged
« Reply #32 on: February 21, 2016, 04:50:51 am »
+2
IRL when you die, its permanent.... why is this not in the game, I mean it happened in real medieval battles. Seriously!

Offline cup457

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Re: The problem was never ranged
« Reply #33 on: February 21, 2016, 05:37:55 am »
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so you can play really boring hold right click or jus t spam with 2h. hmmmmm
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Offline matt2507

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Re: The problem was never ranged
« Reply #34 on: February 21, 2016, 06:01:54 am »
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The devs really ought to look at how many shots per minute a RL crossbow archer could fire.  But I'm afraid modeling on RL examples is not popular here.

It's what I have do. Real life xbow with a trained soldier was able to make 5 shots/minute in good condition.

Atm, the Arbalest (slowest xbow) in cRPG can make 6 shots/minute with 0 wpf (more with a dedicated build). Close to reality but not too much for gameplay.
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Offline Yuang

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Re: The problem was never ranged
« Reply #35 on: February 21, 2016, 07:10:09 am »
+2
When the shield behind the back, why cannot stop the range? That is not reasonable!
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Offline Guray

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Re: The problem was never ranged
« Reply #36 on: February 21, 2016, 07:38:23 am »
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When the shield behind the back, why cannot stop the range? That is not reasonable!

Please stop spamming :mad:



 :D



They have disabled it.

Use this part of the forum to let them see your ideas and suggestions please.

http://forum.melee.org/suggestions-corner/


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Offline Nightingale

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Re: The problem was never ranged
« Reply #37 on: February 22, 2016, 05:25:09 am »
+3
It's what I have do. Real life xbow with a trained soldier was able to make 5 shots/minute in good condition.

Atm, the Arbalest (slowest xbow) in cRPG can make 6 shots/minute with 0 wpf (more with a dedicated build). Close to reality but not too much for gameplay.

A long time ago it was decided balancing according to reality was an extremely poor decision. Deciding to overwrite all of those other people's voice and make such drastic changes are not wanted, which you can clearly tell by the feedback in multiple threads and the discussions/posts made by other admins and balancers. No one wants drastic change.
« Last Edit: February 22, 2016, 05:48:27 am by Nightingale »