Turbow: Difference between revisions

Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
No edit summary
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
(15 intermediate revisions by 3 users not shown)
Line 13: Line 13:
| accuracy = 9
| accuracy = 9
| shots = 1
| shots = 1
| ammoperaction = 1
| maxammo = 1
| maxammo = 1
| chargeused = 20
| chargeused = 20
Line 23: Line 24:
| candisassemble = yes
| candisassemble = yes
| colorstr = &r
| colorstr = &r
| tilecolors = rK
| renderstr = )
| renderstr = )
| extra = {{Extra info|empsensitive = yes | twohanded = yes | metal = yes | energycellrequired = yes}}
| extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | twohanded = yes | metal = yes | energycellrequired = yes | energyammoloader = yes}}
| inheritingfrom = BaseBow
| inheritingfrom = BaseBow
| dynamictable = {{Dynamic object|Items|Turbow}}
| unidentifiedimage = turbow unidentified.png
| unidentifiedname = weird artifact
| unidentifiedaltname = bow
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,BowMods
| desc = Servos click on the wheeling groves and a miniature air turbine exaggerates the pull of the bowstring.
| desc = Servos click on the wheeling groves and a miniature air turbine exaggerates the pull of the bowstring.


{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles
{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles
Accuracy: Medium{{)}}}}
Accuracy: Medium
Projectiles fired with this weapon receive bonus penetration based on the wielder's Strength.{{)}}}}
{{Qud shader|rules|{{(}}This weapon increases the base penetration of its ammo by 4.
{{Qud shader|rules|{{(}}This weapon increases the base penetration of its ammo by 4.
This weapon increases the damage die of its ammo by 4.
This weapon increases the damage die of its ammo by 4.
This weapon increases the damage bonus of its ammo by 1.{{)}}}}
This weapon increases the damage bonus of its ammo by 1.{{)}}}}
| categories = Bows
| categories = Bows
| gameversion = 2.0.201.54
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->A {{name}} is a moderately accurate, mid-tier bow that requires an [[:Category:Energy Cells|energy cell]] to function. When powered, it increases the [[PV|penetration]] and damage potential of [[:Category:Arrows|arrows]]. When unpowered, it cannot be fired at all.
<!-- END QBE -->A {{name}} is a moderately accurate, mid-tier bow that requires an [[:Category:Energy Cells|energy cell]] to function. When powered, it increases the [[PV|penetration]] and damage potential of [[:Category:Arrows|arrows]]. When unpowered, it cannot be fired at all.


The {{name}} is one of two bows, along with the {{favilink|compound bow}}, that benefits from the user's [[strength]]. More specifically, the user's strength modifier is added to the {{PV}}[[PV]] of arrows fired from the bow, up to a certain limit.<ref><code>ObjectBlueprints.xml</code></ref><ref> This strength modifier is in addition to the flat '''+4''' PV automatically added by the '''turbow''' to all attacks. Technically, there is not currently a limit to the strength modifier applied by the '''turbow''', but this [https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/3067 appears to be a bug]. For now, this page describes the behavior as it appears to be intended to work.</ref>
The {{name}} is one of two bows, along with the {{favilink|compound bow}}, that benefits from the user's [[strength]]. More specifically, the user's strength modifier is added to the {{PV}}[[PV]] of arrows fired from the bow, up to a certain limit.<ref><code>ObjectBlueprints.xml</code></ref><ref> This strength modifier is in addition to the flat '''+4''' PV automatically added by the '''turbow''' to all attacks.</ref>


When the player loads an arrow into a {{name}}, the game will display the maximum strength-modified penetration that is achievable with that arrow and the {{name}}. For example, if a steel arrow is loaded, the display will always look like the following:
When the player loads an arrow into a {{name}}, the game will display the maximum strength-modified penetration that is achievable with that arrow and the {{name}}. For example, if a steel arrow is loaded, the display will always look like the following:
Line 148: Line 156:
* Can be an extremely effective ranged weapon for high-strength characters during the early game.
* Can be an extremely effective ranged weapon for high-strength characters during the early game.
* Has the highest damage potential of any bow, exceeding the penetration and damage potential of the {{favilink|compound bow}}.
* Has the highest damage potential of any bow, exceeding the penetration and damage potential of the {{favilink|compound bow}}.
* Has lower accuracy than the {{favilink|compound bow}}. Consider adding the [[scoped]] mod to improve accuracy.
* Has lower [[Missile_weapon_combat#Missile_Weapon_Accuracy|accuracy]] than the {{favilink|compound bow}}.
* For characters with low strength, the {{name}} will also ''lower'' an arrow's PV based on strength (but it still benefits from its unique flat +4 PV bonus).
* For characters with low strength, the {{name}} will also ''lower'' an arrow's PV based on strength (but it still benefits from its unique flat +4 PV bonus).
* With high-tier ammo, can be an effective weapon even against fairly high [[AV]] targets.
* With high-tier ammo, can be an effective weapon even against fairly high [[AV]] targets.
19,173

edits