Item Request: Long-Range Missile Weapons

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  • Egavactip
    Swordsman
    • Mar 2012
    • 442

    Item Request: Long-Range Missile Weapons

    I would like to see "Long Range" be added as a possible attribute of missile weapons, so that, deep down in the dungeon, one could possibly find an artifact (let's say) that is a double-range sling.
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    Range is, IIRC, determined by the multiplier on the weapon, so a Sling of Extra Might should have longer range than a normal Sling.

    Comment

    • Ingwe Ingweron
      Veteran
      • Jan 2009
      • 2129

      #3
      Originally posted by Egavactip
      I would like to see "Long Range" be added as a possible attribute of missile weapons, so that, deep down in the dungeon, one could possibly find an artifact (let's say) that is a double-range sling.
      Double-range would be completely overpowered. As it stands now, in the hands of all but a Ranger a high-powered Sling of Buckland is the most powerful launcher possible (and it is *Incredibly* high-powered). Combine that with Holy Might Shots and Morgoth is quickly toast. A Ranger wants Belthronding, but even then there are some Lothlorien Bows that can outperform Belthronding. The range of these weapons is, what, 140 or 150 feet. In the dungeon that is quite sufficient. Maybe you're thinking of Rockets?! Talk to Debo about that.
      “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
      ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

      Comment

      • Zikke
        Veteran
        • Jun 2008
        • 1069

        #4
        Originally posted by Ingwe Ingweron
        Double-range would be completely overpowered. As it stands now, in the hands of all but a Ranger a high-powered Sling of Buckland is the most powerful launcher possible (and it is *Incredibly* high-powered). Combine that with Holy Might Shots and Morgoth is quickly toast. A Ranger wants Belthronding, but even then there are some Lothlorien Bows that can outperform Belthronding. The range of these weapons is, what, 140 or 150 feet. In the dungeon that is quite sufficient. Maybe you're thinking of Rockets?! Talk to Debo about that.
        And just because I've never cared much about ranged weapons except for passive effects on any character besides rangers, why are Slings of Buckland so powerful? Does it have more shots/turn than others like the "death by a million cuts" dagger strategy?
        A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
        A/FA W H- D c-- !f PV+++ s? d P++ M+
        C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

        Comment

        • Bogatyr
          Knight
          • Feb 2014
          • 525

          #5
          Originally posted by Zikke
          And just because I've never cared much about ranged weapons except for passive effects on any character besides rangers, why are Slings of Buckland so powerful? Does it have more shots/turn than others like the "death by a million cuts" dagger strategy?
          Slings of Buckland have extra shots and extra might. I had a +2,+2 (might, shots) in a recent game with a gnome mage, so that was a x4 launcher with 3 shots/turn, something like (+22, +22) to-hit/to-dam, so it did almost 300/turn shooting before even counting the shots. With shots of Holy Might, you're looking at 600-800 per turn against Morgoth. Simply shooting plain unenchanted iron shots from the thing can take down most uniques pretty fast. It is incredibly fun to use.

          Comment

          • Ingwe Ingweron
            Veteran
            • Jan 2009
            • 2129

            #6
            Originally posted by Bogatyr
            Slings of Buckland have extra shots and extra might. I had a +2,+2 (might, shots) in a recent game with a gnome mage, so that was a x4 launcher with 3 shots/turn, something like (+22, +22) to-hit/to-dam, so it did almost 300/turn shooting before even counting the shots. With shots of Holy Might, you're looking at 600-800 per turn against Morgoth. Simply shooting plain unenchanted iron shots from the thing can take down most uniques pretty fast. It is incredibly fun to use.
            On one lucky occasion, I had a fully-powered Sling of Buckland (i.e., x2 extra might and x2 extra shots) and very powerful Holy Might shots that combined did something like 1080 or 1100 per turn against Morgoth. Needless to say, he went down fast. No weapon or spell could come close to that damage output. A ranger can get there with Belthronding and Holy Might Arrows, a Warrior might get there with an incredible weapon like Deathwreaker, but there is nothing else so powerful in the game. Of course, Holy Might shots are very hard to find.
            “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
            ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

            Comment

            • Bogatyr
              Knight
              • Feb 2014
              • 525

              #7
              Originally posted by Ingwe Ingweron
              On one lucky occasion, I had a fully-powered Sling of Buckland (i.e., x2 extra might and x2 extra shots) and very powerful Holy Might shots that combined did something like 1080 or 1100 per turn against Morgoth. Needless to say, he went down fast. No weapon or spell could come close to that damage output. A ranger can get there with Belthronding and Holy Might Arrows, a Warrior might get there with an incredible weapon like Deathwreaker, but there is nothing else so powerful in the game. Of course, Holy Might shots are very hard to find.
              In fact my gnome mage that had that great SoB and HM shots also had Deathwreaker. It never rains but it pours. I tried a little bit of everything against Morgoth, but the shots were great. Of course, he wasn't hitting 100% with the shots, but probably 2 out of 3, which was still pretty good.

              Comment

              • Ingwe Ingweron
                Veteran
                • Jan 2009
                • 2129

                #8
                Originally posted by Bogatyr
                In fact my gnome mage that had that great SoB and HM shots also had Deathwreaker. It never rains but it pours. I tried a little bit of everything against Morgoth, but the shots were great. Of course, he wasn't hitting 100% with the shots, but probably 2 out of 3, which was still pretty good.
                Yeah, the mage probably did better with the Buckland/HMshots than with the weapon or spells. A Warrior's extra two blows with Deathwreaker might beat out the Buckland/HMshots, but it would probably be close.
                “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                Comment

                • PowerWyrm
                  Prophet
                  • Apr 2008
                  • 2986

                  #9
                  Originally posted by Egavactip
                  I would like to see "Long Range" be added as a possible attribute of missile weapons, so that, deep down in the dungeon, one could possibly find an artifact (let's say) that is a double-range sling.
                  Nah, rockets would be better
                  PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                  Comment

                  • Egavactip
                    Swordsman
                    • Mar 2012
                    • 442

                    #10
                    Originally posted by Ingwe Ingweron
                    Double-range would be completely overpowered. As it stands now, in the hands of all but a Ranger a high-powered Sling of Buckland is the most powerful launcher possible (and it is *Incredibly* high-powered). Combine that with Holy Might Shots and Morgoth is quickly toast. A Ranger wants Belthronding, but even then there are some Lothlorien Bows that can outperform Belthronding. The range of these weapons is, what, 140 or 150 feet. In the dungeon that is quite sufficient. Maybe you're thinking of Rockets?! Talk to Debo about that.
                    A Sling of Buckland is not the only missile weapon in Angband, nor is "double-range" the only possible range longer than normal range. If there are Long Bows of Accuracy, there should/could be Long Bows of Extra Range.

                    Comment

                    • Timo Pietilä
                      Prophet
                      • Apr 2007
                      • 4096

                      #11
                      Originally posted by Egavactip
                      A Sling of Buckland is not the only missile weapon in Angband, nor is "double-range" the only possible range longer than normal range. If there are Long Bows of Accuracy, there should/could be Long Bows of Extra Range.
                      Maybe long range ammunition instead of shooter? The multiplier affecting the range kind of makes sense (faster speed for ammo), but ammunition could also have range-extending capabilities so that they fly farther than normal with same initial speed. One grid / PVAL +1.

                      Comment

                      • fph
                        Veteran
                        • Apr 2009
                        • 1030

                        #12
                        Why do you think that longer range would be a good idea? Rangers are already good at pinning down enemies from far away, and I don't think they need another bonus on this respect.

                        Given the average room size, the shooting radius looks ok to me as it is.
                        If anything, I would aim to reduce the distance scale of the game, to mitigate "the drolem (offscreen) breathes, you die" problems and try to be more tablet-friendly.
                        --
                        Dive fast, die young, leave a high-CHA corpse.

                        Comment

                        • Timo Pietilä
                          Prophet
                          • Apr 2007
                          • 4096

                          #13
                          Originally posted by fph
                          Why do you think that longer range would be a good idea? Rangers are already good at pinning down enemies from far away, and I don't think they need another bonus on this respect.
                          Throwing and very early game short bows and slings have pitiful range. You could create throwing weapons with decent range if those weapons could have attribute for range. Currently whole flag doesn't exist, so it would require code change.

                          You could of course restrict that as ego for ammunition so that branded ammo can't be extra range ammo.

                          Comment

                          • Ingwe Ingweron
                            Veteran
                            • Jan 2009
                            • 2129

                            #14
                            Originally posted by fph
                            Why do you think that longer range would be a good idea? Rangers are already good at pinning down enemies from far away, and I don't think they need another bonus on this respect.

                            Given the average room size, the shooting radius looks ok to me as it is.
                            If anything, I would aim to reduce the distance scale of the game, to mitigate "the drolem (offscreen) breathes, you die" problems and try to be more tablet-friendly.
                            +1 here. I don't think the range should be increased whatsoever and reduction of range has the benefits you mentioned.
                            “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                            ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9637

                              #15
                              Originally posted by fph
                              If anything, I would aim to reduce the distance scale of the game, to mitigate "the drolem (offscreen) breathes, you die" problems and try to be more tablet-friendly.
                              This is easy to try - just change the max-range and max-sight values in constants.txt.
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

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