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[Your View] Armament Techlock II

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Islamadon

Do You Like This Proposed Ranged Fix?  

173 members have voted

  1. 1. Do You Like This Proposed Ranged Fix?

    • Yes
      136
    • No
      15
    • Maybe Idk :3
      22
  2. 2. If NO, why?

    • N/A
      133
    • I Don't Want Armor Piercing
      6
    • Too Powerful Against Mages
      9
    • Too Powerful In General
      6
    • I'm Contrarian
      14
    • I Want A Different Change [Will Comment]
      5
  3. 3. Should Light Armor Be Buffed Somehow?

    • Yes
      96
    • No
      30
    • Maybe Idk :3
      47


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i say gun and get upvote

 

a crossbow with a crank should never be utilized on horseback anyways, or any pully system

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where gun 

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4 minutes ago, Islamadon said:

 

ROUND 1: [Raises Bow → Knocks + Draws Arrow → Release Arrow]

ROUND 2: [Knocks + Draws Arrow → Release Arrow]

Hey Zhulik! The actual term for this is nocking an arrow, not knocking! That’s reserved for doors! Please fix ASAP. Haha. Thanks! 

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FIX THE REAL PROBLEMS REEEEEEEEEEEEEEEEEEEEEE

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9 minutes ago, Islamadon said:

Their suggestion entailed treating Ranged Weapons more akin to a magic system which, in effect, would have preparing a ranged weapon function like a connect emote. After launching the first projectile, the emote cost would be reduced by [1] for reloading. If attacked and forced to block or dodge, the Emote Cost would reset back to the initial amount. This change would NOT apply to Slings or Thrown Projectiles.

 

 

For Example, a Bow would require [3] Initial Emotes to Load, and [2] Subsequent Emotes for Reloading.

 

ROUND 1: [Raises Bow → Knocks + Draws Arrow → Release Arrow]

ROUND 2: [Knocks + Draws Arrow → Release Arrow]

 

 

 

This would make using a bow as support infinitely more viable and I think this should be the change as-is.

 

My reasoning being is that it would actually be viable for once to bring a couple dedicated archers.

 

3 shots in 7 emotes is much better than 3 shots in 9 emotes.

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This is a step in the right direction. That said:

 

- I feel like there should be solid redlines for how much damage arrows are supposed to do to plate armor on hit - I feel like some people aren't emoting arrow damage properly, not entirely to their fault, but just because of misconceptions on how much damage they can do and a lack of solid redlines.

 

- Apply the same rule for crossbows: Have the 1st emote be 4 emotes and subsequent ones be 3 emotes, and again, same rules. Have solid redlines for the damage they'll be doing compared to slings and regular bows.

 

- Have movement buffs for light/medium armor for any descendent who's not an orc/olog: Have movement for anything not an orc or based off an orc be buffed to 6 action/12 dash for unarmored/light armor movement, 5 action/10 dash for medium armor movement, while 4 action/8 dash is kept for plate and orcs/ologs, or homunculi modeled after orcs/ologs. In addition, also add solid redlines on how much damage projectiles will be able to deal against light/medium armor.

 

- Another thing: Opportunity attacks. If you move right next to someone with an unsheathed melee weapon, and they try to move without a disengaging action within 1-3 blocks (Depending on weapon length), they'll be struck by a counterattack.

Edited by Nimbus_Strike
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In terms of the actual real-life applications of medieval armour, because you guys are looking to try to buff lighter armours, you should probably be going by the real-life properties of each type of lighter armour:

 

Chainmail: Excellent at dealing with slashes and stabs from sharp weaponry. Ranged weaponry? So-so, in real life, but on LOTC you could likely make it so that any kind of chainmail can still be pierced by any kind of arrow. Bad at dealing with blunt weaponry.

 

Scalemail: A bit of a hybrid between plate and chainmail, scalemail's good at everything that chainmail is good at, with the added bonus of being slightly better against piercing attacks and blunt attacks than chainmail. But, you can make it so that only a certain amount of scalemail can be worn, so it can't cover all areas, unlike chainmail.

 

Leather: An all-rounder in terms of how it can deal with anything, but still would be able to be easily shot through and pierced by ranged weapons, and you can still stab and slash into them, but with less efficacy than against someone wearing nothing but cloth. 

 

Gambeson: Far better than leather armour even on its own, when combined with chainmail gives you the power of padding AND protection together in one package deal. Again, similarly to scalemail, make it so that you can't wear it everywhere when used directly chainmail, so some spots are still not as well protected. 

 

 

An alternate suggestion? Set clear restrictions about how many weapons and potions and other relevant things a person may utilize in a combat scenario based on how heavy their armour is, with plate being the most cumbersome, requiring players to decide what weapon(s) and potion(s) in their arsenal they are going to use in that scenario and STICKING TO IT for the rest of the duration of it.

 

Having a clear-cut list of the amount of things you may use in a combat scenario based on how heavy your armour is (it can range, obviously, between different levels of armour) will allow you to not only grant the lighter armoured players their own niche (by allowing them to be more nimble not in their movement but in the amount of things that they can use in combat) whilst simultaneously balancing plate armour so that it's no longer "the meta".

 

Think of the different pivotal roles in an actual medieval combat scenario - the archer, the footman, the heavy-hitting knight, and so on. Each is not outclassed by the other - each has their own strengths and weaknesses.

 

Spoiler

Controversial Take:

Maybe get rid of the ability of plate-wearing people to be able to use blunt weaponry and only allow them to use sharp weapons. Blunt works best against people with plate armour, so light-armoured people should be allowed to wear them since it works against all three classes of people (no armour, light armour, heavy armour) but blunt weapons are typically much heavier than sharp ones, so you can restrict plate-wearers to sharp weapons only.

 

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I still think plate/heavy armor should be tweaked, not light armor
 

with that said, both types of armor could be looked at: both light and heavy

whatever changes are made to heavy armor, light armor should receive a fraction of that

Ex. Light Armor Movement Reduced from 6 to 5 - Heavy Armor Movement: Reduced from 6 to 4, etc

if we plan to stay within the confines of the already established crp movement and rules, slight tweaks like this could help establishing some sort of baseline 

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still believe that the fix is establishing direct redlines / clarification on what pierces what, how many hits plate can take etc. Too many people where plate armor, emote full range of motion, will swim in it, will take 3+ hits before their flesh is hit, emotes gaps too small to be hit with a dagger or arrow etc.

if you vote yes to buff light armor you are a mage player wanting to minmax 

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I think the proposed change to ranged weapons is great, but it should not apply to any form of crossbow such as the Hand Crossbow, Crank Crossbow, or Arbalest. I think Crossbows should remain more powerful and simpler to use then bows at the cost of always requiring more effort to reload, while bows can be fired more rapidly at the cost of taking more skill and training to operate. 

 

I don't think the Arbalest should be combined with the Crank Crossbow - the Arbalest has 4x the Draw weight of the Crank Crossbow and pierces through unarmored targets. The Arbalest definitely is not equal to the Crank Crossbow.

 

As for armor, I think they need something to clearly defining what types exist and how they interact with various types of damage. I think it's better for each kind of armor to have their own strength and weaknesses rather then just making all of them stronger to match the strongest.

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I actually kinda like voidal connecting bows bc then archers can use actual shooting styles besides how it works at a modern sporting archery range 

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Fix to Plate Armour maybe???

 

I believe a potential fix could be brought to us through the history of plate armour.

Historically plate armour was incredibly weak to blunt force trauma. It was also heavy and hard to use for prolonged periods of time. So maybe a direct counter could be something like a mace or hammer etc? And a certain number of emotes using plate armour could cause the person- no matter the race to be affected by it in someway? Just throwing my thoughts out there.

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