rydinhigh64's Replies

Forum Replies Created

Viewing 5 posts - 1 through 5 (of 5 total)
  • Author
    Posts
  • in reply to: Bow and Crossbow #21353
    rydinhigh64
    Participant

    crossbow also has an increased hit chance (15%), as well as penalty for range is only 3% per tile (vs bow which with called shot its 2%, reg shot 4%). The biggest bonus, of which some of us discuss on the forumns, is its insane damage on crits (head shots). Because of the 50% dmg to body, a head shot will hit the target for anywhere from 30-55ish damage (and if there is no armor on the head it can easily be a 1 shot kill). For example, if you have a bowman versus orcs, u will be mostly wasting your turn unless they have no armor, vs the crossbow will decimate their armor and actually deal some damage. Additionally, while the crossbow range is shorter, it allows you to use a better helemet (max helmet w/out vision loss is 90, and the lower range alows you to use a helmet that decreases vission. So in summary:

    Early game advantages: + hit chance, disadvantages: 1 shot per turn, expensive to reload
    Late game advantages: armor penetration, disadvantages: only 1 shot

    hope this helps some.

    in reply to: Ranged balancing #21345
    rydinhigh64
    Participant

    I think on expert the ranged is more unbalanced (@hruza u gave statistics, would love to know if that was beginner/veteran/expert), when in the early to mid game you go up against 2-4 ranged more consistently, with crossbows and some rng they can decimate your brothers without an ability to react (i.e. with 1 ranged, a crossbow hit to head allows you to move away and protect him from ranged, vs. 2-4 ranged you sometimes don’t have time to react and instead have 4 ranged shots on your guy, giving no time to make a decision to “save” ur pawn). With a small roster and difficult access to quality rdps and heavy necessary investment, to me as a matter of balancing I just think making the crossbow have like a -5%/-10% to crit (to go with its 15% chance to hit increase). At the moment going against a group of raiders with more than 2 crossbow enemies I just know I will lose a brother or 2 because of this effect. And as a matter of realism, I would argue that it is much harder to hit the head with a ranged than with a melee weapon, so even adding something like a -1% crit chance per tile away from target would further balance things. Of course if this unbalances other parts unintentionally its a bad idea, hence why it’s important to have a discussion. Thanks to everyone so far who have included their thoughts in this post.

    in reply to: Ranged balancing #21303
    rydinhigh64
    Participant

    Hopefully it lets me include this headshot on my BB…34 dmg to head armor, 57 to head….he was wearing the coif (70/70) armor rating on it. So maybe part of my anger is a bug….I will say that I would agree with some nerfs to human ranged as well to keep it equal. Even if it was something like the 1.5x damage only applies to armor, and any additional dmg over goes to body damage (and it would work for both sides)….@hruza I appreciate you doing the full math as I am a little lazy to do it to show how it should be working.

    Even making it so crit hits only effect your health AFTER you loose armor would be a huge benifit to the game (or 2 types of crits…1 for just armor (20%), and 1 for body (5%))…something like this

    Attachments:
    in reply to: Ranged balancing #21296
    rydinhigh64
    Participant

    Fair point, and i’m not saying it should be impossible, just more difficult. This is why my suggestion is more to change how crits work with ranged weapons which atm can be quite broken (i can show u a screen shot of my ranged taking 57 dmg from a light crossbow hit while wearing 70/70 durability helmet). Personally, and just my opinion, changing crossbows to be unable to crit, change their crit chance to something lower than 25%, change the mechanic so the crit only does 1.5x damage to armor but no extra to body, special helmets u can buy to decrease crit chance, easier to find/train archers, decrease archery skill of marksman/poachers, all are valid. And I don’t think it has to be a big change, just some minor balancing to how ranged works atm. Of course this is just my opinion and for all I know making some of these changes could potentially unbalance the game in other regards.

    in reply to: Ranged balancing #21286
    rydinhigh64
    Participant

    From a balancing perspective, when a crossbow shot hits the head, without the “steel brow” talent, it deals 30-45 damage to health. Somehow recently I had one of my ranged with a 70 armor helmet (undamaged) get hit in the head for 57 damage, followed up by a hit to the body that killed him. From a balancing perspective, a “normal” ranged enemy, i.e. marksman or poacher, should not be able to kill ur ranged with cover in 2 shots because of RNG in a game that wants you to play it on ironman. I really do enjoy this game a lot, but playing expert ironman experiencing this just demoralizes you, especially since replacing a good ranged either takes a very long time.

Viewing 5 posts - 1 through 5 (of 5 total)