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April 2nd, 2008, 02:08 AM
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Corporal
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Join Date: Dec 2000
Location: Minnesota
Posts: 60
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Re: Poison weapons
My uncles and I were able to, with a 4' blowgun, put a target needle (basically a sharpened wire) through two sheets of dry wall... I'm pretty sure that a little bit of leather isn't going to do squat. A true hunting/war blowgun would be longer and thus have even more power & range.
Just thought I would throw that out there...
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April 2nd, 2008, 02:25 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Poison weapons
Remind my units not to use drywall armour. 
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April 2nd, 2008, 03:15 AM
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First Lieutenant
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Join Date: Aug 2007
Location: Honolulu HI
Posts: 785
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Re: Poison weapons
Quote:
PurpleRhino said:
My uncles and I were able to, with a 4' blowgun, put a target needle (basically a sharpened wire) through two sheets of dry wall... I'm pretty sure that a little bit of leather isn't going to do squat. A true hunting/war blowgun would be longer and thus have even more power & range.
Just thought I would throw that out there...
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thanks, that is what i had read, but I dont have any real experience. Only fired home made blow guns.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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April 2nd, 2008, 03:24 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
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Re: Poison weapons
Just so I'm clear, I'm not saying nerf blowguns or nerf poison archers. I'm just saying the way it works now doesn't make much sense. In my opinion it's best to fix the mechanic /then/ worry about the balance.
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April 2nd, 2008, 05:47 AM
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Sergeant
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Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
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Re: Poison weapons
I disagree, issues of balance should always take precedence over mechanics. If something is currently balanced, than changing the mechanic is very likely to imbalance something and this needs to be accounted for. Otherwise, you're stuck with an imbalance until the next patch, unless the developers have other priorities at which point you're stuck with it indefinitely. For a competitive MP game, its the only way.
P.S. Bugs are worse than imbalances, squash and avoid those at all costs!
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April 2nd, 2008, 07:00 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Poison weapons
Given that KO wasn't actually aware that poison missile weapons work the way they currently do, it might well be considered a bug and have nothing to do with balance considerations. I'm saying if it is then it's best to fix this before looking at balance rather than saying "If that bug/issue is fixed then it will nerf woodsmen blowpipes and they don't need a nerf so I'll leave it".
As to whether you'd have to wait between patches - there's no reason a bug can't be fixed and then the balance looked at, all ready for the next patch. Generally though the devs don't go into balance that much, leaving it more to mods like CBM.
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April 2nd, 2008, 08:49 PM
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Sergeant
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Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
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Re: Poison weapons
On another note, wouldn't the one damage thing really reduce the efectiveness of flaming arrows? I'm not sure if thats a good thing or a bad thing.
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April 2nd, 2008, 09:23 PM
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Sergeant
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Join Date: Dec 2006
Location: Australia
Posts: 202
Thanks: 98
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Re: Poison weapons
I think Flaming Arrows should be secondaryeffectalways? Flaming arrows should not need 1HP damage to be activated.
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