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#1 | |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,433
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Fix weapon weights?
Cross-posting from another thread:
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As long as the ratios between weapon weights stay identical you can change their weights & maintain the same balance by making the same adjustment in tunnelling, criticals & blows. So this would be a change to encumbrance + cosmetics. Unless people like the current balance between weapon weight & encumbrance? I don't. |
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#2 |
Veteran
Join Date: Nov 2013
Posts: 1,404
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I thought the general consensus was if weapons were going to be messed with they were going to be fixed since the current weapon system is fundamentally flawed. I like the idea of blows per round, but it's silly that a mage does more damage with a maul in the early game than with a dagger, but a warrior with bulging muscles does more damage with a dagger in the early game than a maul.
I think the current weapon weights are important to keep mages from running around with mauls--at least until the weapon system gets rewritten in a way that bears in mind some kind of logic of the real world.
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#3 | |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,433
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Here I don't quite agree. It causes more problems then it fixes, it overlaps with minimum str by weapon weight & is mostly pointless. If one blow of mage-melee with a bastard sword isn't working, a maul is little improvement. Until you have blows on a mage you melee wolves, you melee yeeks, you melee a bunch of stuff that a good bastard sword will work on. Going heavier doesn't help, it's an extra 2 average damage (I think, don't have the no.'s in front of me). |
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#4 |
Knight
Join Date: Mar 2015
Posts: 766
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Yep, lightweight weapon too imba atm. I suppose there could be certain restriction towards maximum amount of runes inscribed at weapon. You can not inscribe loads of magic runes on tiny dagger; at the same time it's quite easy to do so at huge Zweihander.. So alrighty - lets lightweight weapons still would have moar dps, but make heavy weapons to have more 'magical' potency
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#5 |
Knight
Join Date: Sep 2013
Posts: 527
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This misconception is indicative of the whole "nerds don't know anything about weapons" problem that got us here. Daggers (and other similar small blades) are usually 20-30 cms long after the hilt. I'm not sure about your handwriting but I guarantee that I could fit 20 runes on a dagger easily.
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#6 | |
Knight
Join Date: Mar 2015
Posts: 766
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Quote:
![]() Anyway it's just a logic 'way' toward rebalancing imba weapons ![]()
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https://tangaria.com - Angband multiplayer variant tangaria.com/variants - Angband variants table tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian Last edited by tangar; January 28, 2019 at 12:24. |
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#7 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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I'd be fine with your proposed change, wobbly. Weapon weights have always been fairly absurd. Swords don't weigh 10 pounds (nor mauls 30!), and if they did nobody would be swinging them very quickly regardless of how ridiculous their stats are. We don't have to rejigger the entire system to fix this one glaring oddity.
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#8 | ||
Veteran
Join Date: Nov 2013
Posts: 1,404
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Some pertinent discussion from a medieval arms web forum: http://myarmoury.com/talk/viewtopic.8998.html
Garrett Hazen wrote: Quote:
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#9 | |
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Join Date: Mar 2013
Location: Berkshire, UK
Posts: 1,165
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And ended up here: https://www.wired.com/2013/02/how-mu...h-vader-weigh/ |
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#10 | |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,989
Donated: $40
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Speaking as one who has split a few cords of wood over the years, mauls usually weigh 10-12 pounds. You can get them up to 20 pounds, but those would make terrible weapons.
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Thread | Thread Starter | Forum | Replies | Last Post |
Question about weapon weights in Angband | Dragget | Vanilla | 1 | April 15, 2014 14:35 |
Weights of similar specification items | darkdrone | Sil | 5 | March 3, 2014 08:24 |
Angband 3.3.2 - anything else to fix? | Magnate | Vanilla | 57 | May 28, 2012 00:50 |
a fluke or an unfixed fix 3.1.2 | yyrkoon | Vanilla | 11 | February 20, 2010 01:20 |
Little (and quick-fix) 3.1.0 issues | ClaytonAguiar | Vanilla | 7 | June 23, 2009 03:43 |