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  #1  
Old April 2nd, 2008, 02:08 AM
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Default 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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Old April 2nd, 2008, 02:25 AM
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Default Re: Poison weapons

Remind my units not to use drywall armour.
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  #3  
Old April 2nd, 2008, 03:15 AM
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Default 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...
thanks, that is what i had read, but I dont have any real experience. Only fired home made blow guns.
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  #4  
Old April 2nd, 2008, 03:24 AM

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Default 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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  #5  
Old April 2nd, 2008, 05:47 AM
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Default 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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Old April 2nd, 2008, 07:00 AM

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Default 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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  #7  
Old April 2nd, 2008, 08:49 PM
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Default 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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Old April 2nd, 2008, 09:23 PM
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Default Re: Poison weapons

I think Flaming Arrows should be secondaryeffectalways? Flaming arrows should not need 1HP damage to be activated.
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