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[Announcement] Armament Techlock Update [NO GUNS]


Islamadon
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Hey Again,

 

We on the LT are happy to announce that we’ve updated the Techlock for modern standards. We’ve implemented Armor Classes and changes to Ranged Weapons. The full extent of the changes are too much to summarize; please read the new Techlock here! As of posting this announcement, these changes are now considered LIVE and will be enforced by both LT and the Moderation.

 

 

Happy Days,

Islamadon

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Feels like bows were actively made much worse despite the feedback on the post because of the emote counts.

 

Sure they might have defined armour piercing capabilities now but spending 4 emotes for the possibility of *dodges is nuts. Really think the point was missed when it comes to bows as a projectile weapon.

 

Edit: I did actually overlook there is an emote discount if you're firing without interruption, that said, I still think this is a major nerf from the proposal of an extra emote to simply take your bow out and doesn't do a whole lot - in cases of longbows you have to be interrupted for 7 full emotes to fire two full arrows. Given the litany of defences and the lack of other utility of archery (compared to say magic projectiles) I still think that's a really poor trade off.

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1 hour ago, Vysii said:

 

>Longbows are capable of consistently piercing through Medium and even Heavy Armor at full draw.

Yeah...

 

This is a video game, not real life. 

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50 minutes ago, Java17 said:

This is a video game, not real life. 

 

And a lot of CRP involves realistic thinking and is decided by real-life physics and mechanics. What makes an arrow loosed from a normal muscle-powered bow so much more powerful than straight thrusts from weapons like poleaxes or estocs, which heavy armours are ruled as being 'near-impervious' against?

Edited by Vysii
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1 hour ago, Vysii said:

What makes an arrow loosed from a normal muscle-powered bow so much more powerful than straight thrusts from weapons like poleaxes or estocs

the speed

 

k=(1/2)mv^2

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39 minutes ago, creamynoteblock said:

the speed

 

k=(1/2)mv^2

 

the kinetic energy imparted by a bow and melee weapons depend on the exact same chemical potential energy produced by human muscle tissue. it's just not enough

Edited by Vysii
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25 minutes ago, Vysii said:

the kinetic energy imparted by a bow and melee weapons depend on the exact chemical potential energy produced by human muscle tissue. it's just not enough

ngl u kinda right about that one but im gonna cook u with this next argument

 

we designed ranged weaponry to act as a counter for plate armor because if it wasn't then we'd have to endure through hema nerdposting every time we crp and that isn't fun

 

also the longbow is just a new crossbow aesthetic they are 1:1

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32 minutes ago, creamynoteblock said:

we designed ranged weaponry to act as a counter for plate armor because if it wasn't then we'd have to endure through hema nerdposting every time we crp and that isn't fun


ye fam it's clear that the ST made the change for game balance reasons. but sacrificing realism by this much in a combat system that otherwise revolves a lot around realism is high-key inconsistent. imo dude if we wanted a ranged counter against plate armor, there's better, less immersion-breaking ways to go about it

 

if we're willing to go this far just to avoid having muskets (heavier ones are the actual ranged counter against plate armor), ya'll can play the "this is a fantasy setting" card to do stuff like let players build modern-style crossbows and compound bows with lore materials, buff will 'o bottle and blasting potion damage against armored players, or buff some offensive spells so they can actually deal with plate. bruh imagine having a fantastical setting and lore with all these possibilities, and still holding back this much with them. you can have your cake and eat it too

 

or tell scrubs to git gud and put in the effort like people who research hema

Edited by Vysii
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