Nother update kiddos! This is like… Version 4? I think? More or less.
Did a fairly substantial rebalance of the bows. Smoothed the progression a bit and separated them into two main lines. Basically there are now fast/weak/small bows and slow/powerful/large bows, with the strongest taking over a turn to draw. Selfbow is still pretty much just crap.
- Fast/weak: Shortbow < Composite < Reflex < Reflex Recurve
- Slow/powerful: Longbow < Hybrid (NEW!) < Recurve < Compound
The hybrid bow is a combination longbow/recurve and fills the space between them, previously occupied by the composite bow, which is now one of the weaker, faster bows. You can now craft a modern recurve, to smooth progression for those with bad luck or low item spawns.
Hopefully this will give more options and allow you to pick between a close-range pewpewpew playstyle or a long-range sniper playstyle. Personally, I’m not 100% sold, so if you think it’s stupid let me know. If you think it’s awesome DEFINITELY let me know.
Crossbows and manual (everything but the bolter and activated Airbower) pneumatics are now quicker to reload since
- My (admittedly fairly quick) research suggested that crossbows load faster than they did, so now they do and
- It’s a game, spending 2 minutes reloading a crossbow to wipe out 1 zombie I could have taken out with melee in 3 seconds is ridonkey-donk.
Pneumatic Assault Rifle is WAY quicker, since they’re just little pellets and probably don’t have that much air behind them.
Again, let me know if you love/hate it.
Arrows/bolts now have a somewhat higher chance of remaining intact after firing since I’ve been using a bow in my current game and found that 10 arrows REALLY don’t last that long. It’s not like they’re that hard to make anyway, so it’s just a convenience thing as far as I’m concerned.
Personally, I think the intact chance should be based on the quality of the hit and your archery skill, but that’s up to the devs. I’d also like it if you got back broken arrows that you could repair, rather than losing them entirely but, again, that’s hardcode.
Now, I have three suggestions I’d like everyone to consider:
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Making ALL bows craftable. At the end of the day it probably won’t make much difference, but it should smooth progression a bit for the archery inclined. Might also screw it completely, I dunno. If people want it for some reason I can do it, but I don’t really see the point.
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Darts. Basically really short bolts with high range, armor piercing, and accuracy, but relatively low damage. Could be used in anything that fires bolts. Cheaper and quicker to produce, so basically just a disposable ammunition for the bolter, or sniper rounds for crossbows. Possibly useful for the rail-mounted crossbow attachment? May or may not make an awesome throwing weapon, if I can make it both ammo and a throwing weapon.
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A super bow. Made from a bunch of the great big springs you find in cars and some coiled wire for cables, it’d basically be a giant (compound?) bow for super strength mutants to use. Probably have a minimum strength requirement of 16 or something. Might use ballista bolts as ammo. Might put a hole through a tank drone.
Also, I’m beginning to feel that the smart arrow returning is a bit overpowered, so i’m trying to think of a way to balance it. If anyone has any good ideas, let me know. I’m thinking either a conversion mod for bows to use it and a UPS cost, or a cooldown of a few turns after firing before it can be fired again.
P.S: Keep an eye out for my (eventually) upcoming Armor Up! mod.