There is the cost that missile weapons are much weaker than melee as long as few pretty minor tweaks are made in ammunition. Even with nearly perfect weapon you have at best 30% of melee-weapon power if you don't have also suitable ego ammunition. With effective ego ammunition it is closer to 90% of melee-weapon.
It is not the launcher that we should pay attention to, it is the ammo. Ego ammunition other than slay evil triple the damage and that is too much, unless ammunition with those bonuses are rare which is not the case currently (branding spell, abundance of ego-items in deep levels). For very early game I suggest we remove enchanting scrolls from stores. That never felt right to me, and *that* is the reason missile launchers are so overpowered very early in game.
As I said in my initial post missile weapons are OK *IF* we make these changes:
a) remove overpowered slings of buckland (or make it an artifact)
b) remove many ego-ammunition types (ego-ammunition is what makes bow really powerful, this is what "old days" used to be, not many ego-types there, so no issue in overpowered missiles either)
edit in this: also base ammunition types included only two / launcher types. Now there are three, which makes ammunition 1/3 more likely to appear.
c) remove ammo branding in spells.
d) new one: either make shooting at point blank very very difficult or disallow it completely.
d is something that really should be done. No more point blank shooting. In reality you would not be able to hit anything if there is someone right next to you trying to hit you. This hinders shooter capability nicely.
Also one other post mentioned that enchanting of ammunition should be prevented entirely. That could pretty much solve entire problem with shooters. You could still have very good ammunition, but less of those. Also what I have read here Takkaria will tweak ego-items distribution so that there will be much less ego-items so I really don't see any real reason weakening shooters any further.
Missile weapons overpowered or not
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Is it "overpowered" to use missile weapons *exactly for that reason*? You are saying that one of the main non-cheating tactical methods of killing monsters without risking death is wrong. That's just bullshit. Using hockey stick is wrong, using shoot and scoot is not.
What is 'wrong' with the current system is that there is is very little *cost* to you in using a missile weapon. This is a game of tradeoffs. Prior to the addition of the quiver, one could argue that the inventory spaces used up by your ammunition was the price you payed for the safety of being at range.
With the quiver, the only real cost remaining is the weight of the ammo. That is relatively minor. Not nearly enough to counterbalance the advantage of being immune to melee-only opponents.
If the quiver stays in, ranged damage needs to come down to reflect the lower cost.Leave a comment:
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That is a lot of phasing. A lot. I use phase quite a lot, but 50 is too much even for me. Even if I could do that, if I would be required to do that in order to kill him I would consider alternative methods. Probably teleport other, destruction or teleport self.
you only need to be able to do cumulative [with his healing] 2% of his hp between phases to eliminate him from the game and stop pissing you off. Then you head back to town to rest and requip. For someone with the phase spell plus a moderate stack of ?phase, this is entirely achievable.
10% of melee at best is so weak that even mediocre magic devices make more damage, like rods of lightning bolts. I would never ever use missiles if they were *that* weak at best. Spells, devices and bad language make more damage than that.
Is it "overpowered" to use missile weapons *exactly for that reason*? You are saying that one of the main non-cheating tactical methods of killing monsters without risking death is wrong. That's just bullshit. Using hockey stick is wrong, using shoot and scoot is not.
Not very good example. Would you fight Great Wyrm with missiles or with melee if missiles have only 10% of melee power? No, you would not. If it is asleep you would try to sneak in next to it and engage melee. If it is awake you would rush in next to it to engage in melee. With current badly reduced missile range you would win in that. Or you could back up in place where it is forced to go next to you so that you can engage melee. Or you could ignore it. You would never use missiles.
Something other, troll perhaps, in early game. 10% of melee damage would require huge stack of arrows and a lot of phase door scrolls. Not doable, if it is too dangerous to melee.
You would perhaps use missile weapons against monster that you don't want to melee, you have to kill and who resists every magical thing you can use. There is just one problem: there isn't such a monster in Angband.
In fact every wargame I have played makes ranged attacks the main attack type. There usually isn't melee at all, because it just is so weak compared to ranged attacks.
Using nukes against individual persons would be rather wasteful I would say.Leave a comment:
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One random thought on the Ranger issue...why not have them get increments to their shooting power instead of shooting speed?
It seems reasonable that if they're that skilled with a bow, they could better aim for vulnerable parts on their targets, thereby doing more damage.
Criticals should depend upon to-hit roll rather than weapon weight.
I would make criticals a function of (hit roll / moster AC). So a ranger with a massive bow hit roll would be more likely to get criticals, improving damage that way. A fighter with a massive melee roll would get more criticals the same way. It also means that increased monster AC would lessen the likelihood of criticals, which I also believe to be a good thing, but I can see arguments both ways on that.Leave a comment:
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It's even worse for Harowen. Even with all resists, it is nearly impossible to kill him with melee. I'd certainly use missiles at 10% of melee against him.
Missiles are overpowered because you can avoid the side effects. Change Mim's disenchantment attack to a ranged attack, and then you would consider whether to use missile or melee based upon comparative damage.
Every wargame I have ever played makes ranged attacks significantly weaker than direct attacks, I presume because all of the game designers agreed with me that it improves gameplay. Well, there are ranged nuclear attacks, but they get other side effects so you cannot use them too often.Leave a comment:
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One random thought on the Ranger issue...why not have them get increments to their shooting power instead of shooting speed?
It seems reasonable that if they're that skilled with a bow, they could better aim for vulnerable parts on their targets, thereby doing more damage.Leave a comment:
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One random thought on the Ranger issue...why not have them get increments to their shooting power instead of shooting speed?
It seems reasonable that if they're that skilled with a bow, they could better aim for vulnerable parts on their targets, thereby doing more damage.Leave a comment:
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That would also make *almost every* ego-ammunition find special, which is exactly what we need.Leave a comment:
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Flattening things so that everything is equal is not the right thing to do. That makes game just boring. If you have one hundred items equally useful then you have succeded in making extremely boring game.
We *NEED* outrageous things. "out of balance" -things that are very unique and rare. We need dangerous monsters, things that you *CAN'T* handle by the time you first meet them, but who can't also kill you instantly unless you play foolishly and engage in fighting in impossible odds (like Greater Titans used to be). Artifacts IMO should be those outrageous things. Not common items. That is why slings of buckland must go (or change them to 1 in 100 games artifact). That is why you need removing unnecessary egos. That is why useless artifacts need to go. Just improving them makes *everything else* less useful and less unique in comparison. You can make billion paur* gauntlets that are all useful and by the time you have done so you have extremely boring set of extremely boring gauntlets. There is nothing unique in million unique items when rules of the game are relatively simple.Leave a comment:
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The other problem is the monster AI. Monsters are hopeless when it comes to using ranged attacks. The player's ranged attacks need to be nerfed to compensate.
I think that reducing missiles to be on par with current devices would be fine.
All that said, I don't have that much problem with the current system, except that ego ammo should not ever be for sale in town and there should be no branding spell.
That could work, if balanced properly.Leave a comment:
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I'd like to offer the idea that mages (and priests, as the other pure magic-using class) should receive a bonus on clvl 25 that allows them to cast 2 spells per turn &/or use magical devices twice per turn. Maybe earlier even, to encourage magic users to consider alternatives to long bows at the start of games.
I suggest that there is rather high constant class-based bonus for priests and mages for magic devices which makes them *much* better at those than other classes, and relative difference then gets smaller when you gain levels. That would help mage and priest at the start. At the end mage should rely on spells and priest both spells and ordinary combat, with preference to spells (which is pretty much what it is now for priests).
Maybe starting kit should contain some semi-powerful device like rod of lightning bolt for mages. Priest does not need such things, because priest doesn't have hard time at the start without missile-weapons.Leave a comment:
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Yes, but OTOH the decrease in power is because there will be a quiver and they are strong enough already (mages turn into rangers with better spellcasting).Leave a comment:
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How about just not allowing players to enchant missiles. What you find, or manage to buy, is what you have. No enchantment via enchant weapon, no branding by the PC.Leave a comment:
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I think ammo breakage could use some tweaking (this relates indirectly to power, since you can't use a ranged attack without ammo). My ideas:
-Sling ammo is inherently less breakable than that of other launchers; reduce breakage for pebbles to 5%, other sling ammo to 2% or even 0% -- just how do you break an iron shot??
-Give mithril ammo a significantly lower breakage rate, say 33% of the non-mithril rate, perhaps decreasing mithril's damage dice to compensate.
-Consider nudging overall ammo breakage down a bit; this would dovetail nicely with the decrease in launcher/ammo power that seems to be in the cardsLeave a comment:
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