Board Thread:General Discussion/@comment-4842859-20141004014439/@comment-25178962-20141013204326

NoBanana wrote:

An Observer wrote: '''*did. Now they are utterly unusable in any combat because you get one shot, any more and your target will easily be able to reach you and start attacking. Either way, you're saying "Ranged weapons have no disadvantage in melee combat except for the lower DPS and fact they cost more.", which makes them useless.'''


 * Ranged weapons, with these edits in place, would be unusable in melee situations without melee backing from a friend or yourself. This is much like melee weapons in ranged situations. Colonial groups manage to survive with completely immobile and lengthy reloads, surrounded with enemies with virtually unlimited access to ammo and melee weapons.**

Or they could just say "screw weapons" and run into a tribe with a firebow and cause more damage than any raider could previously.


 * Fireproofing, as well as the application of the same rules as other tools might make for a poor time for the raider, because of the insanely long reload time of fire starters rivaling even the appropriately leveled knife slicing bread. **

'I will be very surprised if you can single-handedly supply any tribe with crossbows''. They'll have one each for about 5 minutes and then one of them will die, lose the crossbow, and you have to make another. By the time you've finished that someone else is already dead, and that's assuming you just sit at rockma making steel and crafting long, tedious crafting recipes.'''


 * And this hardship goes for both sides of the fight. If a raiding party is going to be 'serious' about wanting to take down important players, appropriate effort needs to be made to achieve what a multi-wielder used to be able to do. The same goes for tribes wanting to hold onto contested areas.**

This is Death Star level planning right here.

"Boss, ____ doesn't work!"

"Well take that thing that doesn't work and make it bigger!"

We're saying we don't like how much you nerfed ranged weapons, so nerfing them further is not the answer.

Not only this, but you glossed over a lot of our points. What about the raider that cannot be chased? Or the inability to kill anyone who isn't fighting you (you're re-implementing Bunny-Hopping!). Or the fact that the community is going to go completely wild when they realise that everything is slower and more tedious? They went nuts when their view distance was shortened for the Halloween update, think about what would happen if you did this. The raider that cannot be chased is also the raider that isn't lighting things on fire, using a weapon, or reloading a ranged weapon. In other words, it is a royally whipped raider that is fleeing, and giving up chances to snipe at you for a better chance of running far away.
 * I have no good points against this.**

With the inability to kill people who isn't fighting you, offensive potential is an optional branch of the game. This is a WONDERFUL thing, because then tribes don't stand to lose everything when they don't invest in weaponry. Passive players rejoice, because when you see a crossbowman on your doorstep, you can leave through the back and never see them again.