Marksmen

Post » Tue Jan 05, 2010 3:35 am

I tend to go on the hunter path, but to kill grander creatures I have to go with poisons, so alchemy is often an awesome companion skill. But I agree that bow and arrow on its own should be low yield like it is and not the only thing you focus on. Against soft armor, I'd like to have reasonable penetration possibilities. Not a constant "every hit does x damage", but instead "damage is fairly fixed by power of the weapon and your strenght and arrow material, and your skill determines possibility to find a weak spot".

Bow and arrow against plated or heavy armor is pretty much a rotten deal. Great skill should be required to find a weak spot, depending on armor material and armor type (chain, plated etc). An archer is a defender or a hunter, not an attacker. Ideally you should couple it with poison use (so that one arrow that does penetrate, does so greatly), combined with Dagger or Short Blade skills (if we had them), and/or some magic use.

We should also have short bows, long bows, and crossbows, with different effects on fatigue, aiming accuracy (skill vs weak spots), reload time, and arrow speeds (translates to concussion effects for heavy arrows). Arrows should also have balance between penetrating damage and concussion damage against heavy armor. Against some foes penetration is desired, whereas against others concussion is desired. Steel would be light arrows, daedric would be heavy. Daedric arrows against a thick skinned beast like a bear would not be the best choice. I would also like to have backtracking speeds associated with the archery skill, as at least currently it is way too easy to keep dodging incoming arrows.
User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Mon Jan 04, 2010 9:03 pm

marksmen shouldn't get a bigger bonus then melee in sneaking, because it is a lot harder to sneak up with a melee weapon than to just shoot them from forever away
User avatar
Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Tue Jan 05, 2010 11:20 am

the only thing that annoyed me with marksman in Oblivion was that you could shoot 20 arrows or more into a Bandit and he\she would still be alive :brokencomputer:

I disagree. I liked having a thousand arrows sticking out of my chest and
my character still alive.
User avatar
Liv Brown
 
Posts: 3358
Joined: Wed Jan 31, 2007 11:44 pm

Post » Tue Jan 05, 2010 4:14 am

marksmen shouldn't get a bigger bonus then melee in sneaking, because it is a lot harder to sneak up with a melee weapon than to just shoot them from forever away


nope

a master marksmen should be able to one shot a guy.

neck, head, heart, dead center are usually kill shots, hell not even usually they ARE kill shots, BUT to offset such high damage the game should have armor, chance to miss if your not that good, harder to aim if you not that good, and a moving target should take cover/ maneuver if he sees you wielding a bow.

HOWEVER a dagger back stab should always be an instant kill.
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Tue Jan 05, 2010 8:32 am

I disagree. I liked having a thousand arrows sticking out of my chest and
my character still alive.


THIS IS SPARTA.

Haha. It is annoying with bandits and such.
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Post » Mon Jan 04, 2010 10:46 pm

I hope they improve archers, it makes the most interesting characters, location damage is a must. It was a gripe of mine when i hit them in the armed and they died, although most of the time it was right between the eyes B)
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Tue Jan 05, 2010 7:42 am

Yes, because it only makes sense that a bow is an effective close-quarters weapon. What is wrong with using a blade or blunt weapon when pressed? It is more realistic, and adds variety to your play style.
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Tue Jan 05, 2010 9:51 am

nope

a master marksmen should be able to one shot a guy.

neck, head, heart, dead center are usually kill shots, hell not even usually they ARE kill shots, BUT to offset such high damage the game should have armor, chance to miss if your not that good, harder to aim if you not that good, and a moving target should take cover/ maneuver if he sees you wielding a bow.

HOWEVER a dagger back stab should always be an instant kill.

I think the sneak system should be based on your level of sneak and the weapon you are using, for example if your high in marksman you should get a 6x bonus instead of a 3x
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Tue Jan 05, 2010 4:40 am

I disagree. I liked having a thousand arrows sticking out of my chest and
my character still alive.

well arrows don't really kill goin in, its getting them out

unless arrows hit something major they will just stop the bloodflow, whereas a cutting weapon will just let it bleed
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Mon Jan 04, 2010 11:58 pm

They need to make shooting someone with an arrow effective. If someone has no armor on and I shoot them in the head or chest with an arrow they better die. Also I think it would be cool if arrows had "Area Effects" So lets say you have a "Arrow of Blizzards" or something and you shoot it at the ground it should whip up some sort of snowy tornado type deal. If you hit someone with that it should cause even more damage to that specific person while still causing area damage. Same with fire it would be cool to shoot an arrow at the ground or in the general area of someone and have it throw fire all around catching people on fire.
User avatar
Patrick Gordon
 
Posts: 3366
Joined: Thu May 31, 2007 5:38 am

Post » Tue Jan 05, 2010 11:54 am

Here are some nice fixes that I'd like, and mods from Oblivion also did this as well.


1. Faster arrow speed
2. More arrow damage
3. Stringing 2-3 arrows at once to possibly hit multiple attackers, a skill perk. Each extra arrow reduces damage.
4. This is wishful thinking, but the ability to create unique arrows in a similar fashion to spell creation. (paralyze, distraction, dot, elemental dmg, aoe dmg, etc)
User avatar
roxxii lenaghan
 
Posts: 3388
Joined: Wed Jul 05, 2006 11:53 am

Post » Mon Jan 04, 2010 10:17 pm

Here is my 2 1/2 cents...

I am about to suggest something, so keep in mind that in absolutely NO WAY am I talking about VATS... but a similar feature to VATS, at the very least (or possibly the very most, so it is a unique feature for archers only) for archers who have the need to (depending on if the devs even add in vital points) aim for those oh-so-sensitive places on our sweet little targets bodies. I liked the VATS system in FO3, however I didn't like that it completely stopped time. I think this feature should be completely real time (if not, then slow time down VERY little, just enough for us to pinpoint which spot we want to aim for - head, heart, jugular, armpits for those weak places in our opponents' armor, crotch.... ouch). I think this could definitely be implemented to make being an archer worth while over a melee combat oriented character, or even a mage for that matter because hopefully mages will have awesome new spells in TESV:SR.
User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Tue Jan 05, 2010 8:36 am

Yes, because it only makes sense that a bow is an effective close-quarters weapon. What is wrong with using a blade or blunt weapon when pressed? It is more realistic, and adds variety to your play style.


Nothing at all, but if I build an archer, I want to be able to rely on that weapon for most situations. My characters not a heavily armored fighter, so he has to be able to take them down at range. If he’s gonna end up going toe to toe most of the time anyways why build an archer at all?

Here is my 2 1/2 cents...

I am about to suggest something, so keep in mind that in absolutely NO WAY am I talking about VATS... but a similar feature to VATS, at the very least (or possibly the very most, so it is a unique feature for archers only) for archers who have the need to (depending on if the devs even add in vital points) aim for those oh-so-sensitive places on our sweet little targets bodies. I liked the VATS system in FO3, however I didn't like that it completely stopped time. I think this feature should be completely real time (if not, then slow time down VERY little, just enough for us to pinpoint which spot we want to aim for - head, heart, jugular, armpits for those weak places in our opponents' armor, crotch.... ouch). I think this could definitely be implemented to make being an archer worth while over a melee combat oriented character, or even a mage for that matter because hopefully mages will have awesome new spells in TESV:SR.

You might catch hell for that, but really something like Red Dead’s target painting system might be cool. The purist will never go for it though haha.
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Tue Jan 05, 2010 12:39 am

My way to “fix” it would be this…

2. Give sneak/marksmen penalties to players wearing heavy armor. So yeah, my lightly armored sniper can do a lot of damage in sneak, but if he blows his cover, he could be in a lot of trouble.


Just make it nigh impossible to sneak around in heavy metal clinking clanking armor.
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Tue Jan 05, 2010 7:14 am

I never had these problems, except for in the beginning before my sneak and marksman skills were developed. I almost exclusively use bows, and enchanted wherever possible.

If anything, I feel like at higher levels it became too (unrealistically) easy to kill with a bow--unless an arrow is poisoned or it's a very lucky shot, one arrow shouldn't outright kill someone.

I used a mod to remove level scaling. Figure that plays in at higher levels. But I appreciated, at lower levels, having to isolate targets and stay hidden long enough to be able to kill them with arrows.
User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Tue Jan 05, 2010 2:52 am

Marksman *
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Tue Jan 05, 2010 3:40 am

I think that they should beef it up, especially from TES IV when you could unload at least 20 arrows into one person, and still have them trying to kill as if nothing happened.
User avatar
Céline Rémy
 
Posts: 3443
Joined: Sat Apr 07, 2007 12:45 am

Post » Tue Jan 05, 2010 12:48 am

I hope they make the bow easier to use as I was terrible with it in Oblivion.
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Tue Jan 05, 2010 10:23 am

As its already been alluded to in this thread, they need to introduce specific anatomical damage to archer attacks. The player should be able to specify, with a button press, the intended target area of their shot:

'Crippling shot' that targets the enemy npc's legs, reducing his movement speed.

'Shattering shot' that targets the torso, penetrating armour and knocking back the npc

'Disarming shot' - self explanatory.

'Silencing shot' - targets the thorax of an enemy wizard.

As Lord Kaelin states, these attacks could be linked to arrow types or they could be unlocked as your marksmen skill improves.
The first two I've ruthlessly ripped off from other RPGs, but I'd love to see them implemented in TES.
User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Tue Jan 05, 2010 6:56 am

the only thing that annoyed me with marksman in Oblivion was that you could shoot 20 arrows or more into a Bandit and he\she would still be alive :brokencomputer:


yeah same here. I believe that if an arrow is shot into an enemy it should weaken the enemy severly. If you shoot an arrow into the arm of the guard, and he is using that arm to hold a sword, he should no longer be able to carry his sword.

If its a head shot/neck shot/heart shot, It should be an instant kill
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Tue Jan 05, 2010 6:34 am

I always felt the sneaking marksmen were a little underpowered in TES, which svcked because that was the build that I enjoyed the most. I never found a real game play advantage in relying on a bow when, even at high levels with custom enchanted gear, I could rarely get through a dungeon without falling back on a sword. With the huge popularity of snipers in games like F03 and FNV (amongst others, and even though a lot of people complain about them being over-powered), do you think they’ll beef up (within reason) the “sniper build” in Skyrim?

And before you start blowing me up for daring to suggest such a thing, I’m not suggesting anything, just asking...


Hmm... Enchanted bow + enchanted arrows + poison + 4x sneak damage.... Nope, don't think it's underpowered at all.
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Tue Jan 05, 2010 12:26 am

Arrows need to stick to where they hit as well. It was always a bit weird when I came out of a fight, looked at myself and realised I had a dozen arrows stuck through my wrist from where they had gone right through the shield.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Tue Jan 05, 2010 4:41 am

My 4 cents:

1. The HP of higher leveled NPC's/creatures/everything really should go down quite a bit. Same goes for the player. If anything, combat should become more lethal at higher levels, not less lethal.

2. Severely reduce the running speed when you're running backwards, and increase the damage of bows to balance that out.

3. Introduce new type of bow (like a longbow or recurve bow) that has a high strength requirement for using it and does significantly more damage (+/-40%), and only has a 2x sneak attack multiplier.
This is to make warrior style archers more viable. After all, bows shouldn't just be sneak weapons.

4. If you've got your bow in your hands, the grab button (LB on xbox 360) is used to toggle between arrows. Allow the player to poison arrows before the fight, and switch between them whenever he wants to.
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Tue Jan 05, 2010 10:28 am

I hope to see different kinds of marksman weapons again. Crossbows at the very least. Then there's the possibility of throwing knifes,stars, darts...

This.
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Tue Jan 05, 2010 12:36 am

Just make it nigh impossible to sneak around in heavy metal clinking clanking armor.


Yeah that what I said too. Heavy armor would keep you safe, but you sure as heck couldnt sneak up on anyone in it. That way there's a real reason to use deferant armor types.

I never had these problems, except for in the beginning before my sneak and marksman skills were developed. I almost exclusively use bows, and enchanted wherever possible.

If anything, I feel like at higher levels it became too (unrealistically) easy to kill with a bow--unless an arrow is poisoned or it's a very lucky shot, one arrow shouldn't outright kill someone.

I used a mod to remove level scaling. Figure that plays in at higher levels. But I appreciated, at lower levels, having to isolate targets and stay hidden long enough to be able to kill them with arrows.


Bingo. I ciuldnt use mods, so Id end up "under leveling" my archers to keep them effective.

Hmm... Enchanted bow + enchanted arrows + poison + 4x sneak damage.... Nope, don't think it's underpowered at all.


To each there own. I had all that stuff too, but when you have to use all that stuff every time you don’t wanna have to bust out a sword to kill a leveled bandit, it makes using a bow effectively extremely cumbersome, expensive and impractical.
User avatar
Conor Byrne
 
Posts: 3411
Joined: Wed Jul 11, 2007 3:37 pm

PreviousNext

Return to V - Skyrim