Once aggro'd, infinite tiles, as long as they have enough MMS to get up the aiming bar.NuberT wrote:once aggroed they can shoot further than drawing range, which is actually 41 tiles? no?
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NOOBY93
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Re: "Shoot" range
Jalpha wrote:I believe in my interpretation of things.
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AnnaC
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Re: "Shoot" range
I mean more of archery in general; until ranger bows come out archery is basically a waste of time. Also my bias for it is admitedly outdated, the old world 3 snipers being a major threat to independents, even being able to drop someone with decent armor.NOOBY93 wrote:Early and mid underpowered...?AnnaC wrote:Is there any pathing with ranged attacks? I mean does the game have any sense of what is between the shooter and the target? I still think it's retarded that walls provide no protection from sniping, especially nowadays with the custom clients with massive fields of view. Why couldn't the game detect a palisade or brickwall in the projectile path and reduce the effects of the hit or something? Not that archery isn't overpowered or anything (I think early and mid-game its underpowered), but the sniping thing has always been problematic.
You mean overpowered?
Late-game it could pierce nothing.
This is a good point, too, although I think the line of sight coding might be overly complicated for the type of game. It'd also make it so if you were inside walls you couldn't see outside either!SuperNoob wrote:even weirder that you can be shot through a wall with a sling. this discussion has been had many times before, don't think walls will ever work the way they should...and by that I mean if there is a wall there you shouldn't be able to see(which would prevent you shooting) whats on the other side. honestly if you walk up to a wall you won't be able to see anything on the other side, and even if you climbed up the wall so you could see you wouldn't be able to shoot a bow/sling at someone on the other side if you're hanging on looking.
With regards to sniping, I also suggest a long time ago that you couldn't target a KO'd hearthling with a ranged weapon, any coup de grace would have to be done with a close range action. Given that walls do properly work in restricting movement (bug abuse events aside), this would in a way provide the sniping protection walls should provide in the first place. Not that sniping, especially nowadays, is a priority threat to hermits and individual hearthlings in general though.
Hearthlings: Marona; Chamberlain (retainer alt), Vincavec (shaman of the Dryad Wells Forest)
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Ninijutsu
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Federico
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- Location: Argentina
Re: "Shoot" range
In W6 we ran into somebody we had memorized, and had 10x our UA. We teleport to the village idol after seeing him... To our surprise he kept aiming a Rbow towards one of our party members and shot him after a while, a few dozen of grids away, I barely remember but the shot landed on him and managed to pierce his steel plate.
So the "shoot" range is infinite, as long as the attacker and the target are on the same layer.
So the "shoot" range is infinite, as long as the attacker and the target are on the same layer.
rip haven
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NOOBY93
- Posts: 6528
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Re: "Shoot" range
Indeed.Federico wrote:In W6 we ran into somebody we had memorized, and had 10x our UA. We teleport to the village idol after seeing him... To our surprise he kept aiming a Rbow towards one of our party members and shot him after a while, a few dozen of grids away, I barely remember but the shot landed on him and managed to pierce his steel plate.
So the "shoot" range is infinite, as long as the attacker and the target are on the same layer.
Here's how to sneak kill:
Get in range a few tiles, move away in crawl speed, and while moving start aiming.
Jalpha wrote:I believe in my interpretation of things.
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overtyped
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- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: "Shoot" range
THIS A MILLION TIMES THIS, and make ranged attacks do no HHP dmg, that way your safe afking in your walls. This change would be great, SOOOOOOOOOOOOOOOOOOOOOOOOOOOOO GREAT.With regards to sniping, I also suggest a long time ago that you couldn't target a KO'd hearthling with a ranged weapon, any coup de grace would have to be done with a close range action.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: "Shoot" range
Explain why? Isn't wall-sniping a thing?overtyped wrote:THIS A MILLION TIMES THIS, and make ranged attacks do no HHP dmg, that way your safe afking in your walls. This change would be great, SOOOOOOOOOOOOOOOOOOOOOOOOOOOOO GREAT.With regards to sniping, I also suggest a long time ago that you couldn't target a KO'd hearthling with a ranged weapon, any coup de grace would have to be done with a close range action.
Archers would be non-existed then.
LAME.
Jalpha wrote:I believe in my interpretation of things.
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: "Shoot" range
Wall sniping is terrible gameplay, and you didn't read what i wrote did you? Archers would be able to knock you out with arrows, but not kill you with them. So when they are knocked out, you just walk up and punch dead.NOOBY93 wrote:Explain why? Isn't wall-sniping a thing?overtyped wrote:THIS A MILLION TIMES THIS, and make ranged attacks do no HHP dmg, that way your safe afking in your walls. This change would be great, SOOOOOOOOOOOOOOOOOOOOOOOOOOOOO GREAT.With regards to sniping, I also suggest a long time ago that you couldn't target a KO'd hearthling with a ranged weapon, any coup de grace would have to be done with a close range action.
Archers would be non-existed then.
LAME.
OR! make archers only able to bring you down to 10% hhp and knock you out. That will still fix wall sniping.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: "Shoot" range
10 HHP is better idea, but I simply don't like archery being nerfed like that.overtyped wrote:Wall sniping is terrible gameplay, and you didn't read what i wrote did you? Archers would be able to knock you out with arrows, but not kill you with them. So when they are knocked out, you just walk up and punch dead.NOOBY93 wrote:Explain why? Isn't wall-sniping a thing?overtyped wrote: THIS A MILLION TIMES THIS, and make ranged attacks do no HHP dmg, that way your safe afking in your walls. This change would be great, SOOOOOOOOOOOOOOOOOOOOOOOOOOOOO GREAT.
Archers would be non-existed then.
LAME.
OR! make archers only able to bring you down to 10% hhp and knock you out. That will still fix wall sniping.
Jalpha wrote:I believe in my interpretation of things.
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: "Shoot" range
you don't know what you want.10 HHP is better idea, but I simply don't like archery being nerfed like that
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy