CROSSBOWS!

Post » Wed Jul 13, 2011 1:39 am

pepole want bows that need special ammo and take to long to loaad m'aiq thinks their stupid
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herrade
 
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Post » Tue Jul 12, 2011 8:46 pm

Crossbows need no skill because they are semi-mechanical , they shoot in longer distances and do more damage . Now think of it , damage as it is said will be enough to one shot kill most things and because of the view distance extra distance will be out of sight . New system made them obsolete .
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Shaylee Shaw
 
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Post » Wed Jul 13, 2011 6:16 am

pepole want bows that need special ammo and take to long to loaad m'aiq thinks their stupid

Anyone who essentially quotes Bethesda's words as their sole argument needs to decide if they are a man or a sheep, and if the latter, refrain from posting, as you are really adding nothing to the discussion except reiterating Bethesda's views on the matter and personally attacking anyone who disagrees with your shepherd.

Crossbows need no skill because they are semi-mechanical , they shoot in longer distances and do more damage . Now think of it , damage as it is said will be enough to one shot kill most things and because of the view distance extra distance will be out of sight . New system made them obsolete .

You don't actually understand why people want crossbows. Firstly - they aren't obsolete. They would be balanced so that they would do the same job as a bow, but look different.

Well, that sounds rather superfluous, you may say, and you could be correct.

Melee Weapons
Swords: short range, medium range, weapon long range
Axes: short range, medium range, weapon long range
Hammers: short range, medium range, weapon long range
Dagger: Extreme short range.

Magic:
Fire: Extreme short range, extreme long range, traps and area of effect.
Frost: Extreme short range, extreme long range, traps and area of effect.
Shock: Extreme short range, extreme long range, traps and area of effect.

Ranged Weapons:
Bows: Low damage/high reload; High damage, low reload. Are both confirmed.
[VACANCY]
[VACANCY]

Think of it from a role playing perspective. The magic character has weapons available to offer variety to his combat style. (magic on touch, magic on target). In addition, he has some horizontal variety for his choice of magic - he can choose between frost, fire, shock or even damage magic, which I forgot to include.

The stealthy character has weapons available to offer variety to his combat style (without intruding on weapons that are unique to the mage): Dagger and a bow. There are probably a bit of vertical variety (advantages at cost of disadvantages) for both classes of weapons.

The pure warrior, on the other hand, has no ranged weapon available to him. He is forced to run into melee combat for every battle, because he does not have a ranged weapon.

Note that dragon shouts do not count as warrior archetypal weapons, because mages and stealth characters use them as well.

Not to mention the observed lack of variety in the bows ranged weapons. Quite frankly, that lack of variety makes the entire class incredibly boring, as there is nothing to play around with. Nothing to say "Hey. I like this more than that. It does the same job, but it feels way cooler"
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Mark
 
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Post » Tue Jul 12, 2011 10:51 pm


Melee Weapons
Swords: short range to short/mid range
Axes: short range to short/short range
Hammers: short range to short/mid range
Dagger: Extreme short range to very short range

Magic: Mid to Long Range & traps and area of effect.
[Vacancy]
[Vacancy]
[Vacancy]

Ranged Weapons:
Bows: Mid to long range & Low damage/high reload and High damage, low reload.
[VACANCY]
[VACANCY]
[Vacancy]


^Fixed

The effects of the magic elements is going to probably be less than the diversity than what the enchantments on weapons will add.

So Bows have as much as a diversity as magic wielders will, probably, maybe more.
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T. tacks Rims
 
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