Compound bow: Difference between revisions

Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
m (remove bug note)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
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| id = Compound Bow
| id = Compound Bow
| tier = 3
| tier = 3
| colorstr = &y
| tilecolors = yw
| tilecolors = yw
| renderstr = )
| renderstr = )
| extra = {{Extra info|twohanded = yes}}
| extra = {{Extra info|twohanded = yes}}
| inheritingfrom = BaseBow
| inheritingfrom = BaseBow
| desc = Some tinker has fastened wheels to the limbs of this bow. Cables work to accentuate the archer's strength, mechanically flexing the limbs further inward as the string is drawn.
| dynamictable = {{Dynamic object|Items|Compound Bow}}
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,BowMods
| desc = Idler wheels were tinkered to the limbs, and wound cables stiffen to accentuate the archer's strength.


{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles
{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles
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Projectiles fired with this weapon receive bonus penetration based on the wielder's Strength.{{)}}}}
Projectiles fired with this weapon receive bonus penetration based on the wielder's Strength.{{)}}}}
| categories = Bows
| categories = Bows
| gameversion = 2.0.201.69
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
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== Mechanics ==
== Mechanics ==
Currently, all arrows in the game have a base penetration value of '''{{PV}}4'''.<ref><code>ObjectBlueprints.xml</code> - All arrows inherit a BasePenetration of 0 from <code>BaseArrowProjectile</code>, which is displayed a {{PV}}4 in game.</ref> However, each type of arrow has a different maximum penetration, which can be achieved with the {{name}} and sufficient strength. Higher-tier arrows have a higher ''potential cap'' for strength-modified penetration.{{Code Reference|class=MissilePerformance}}{{Code Reference|namespace=XRL.World|class=GetMissileWeaponPerformanceEvent}} Currently, the {{favilink|turbow}} is the only other [[:Category:Bows|bow]] in the game that applies the wielder's [[Modifier|strength modifier]] to arrow penetration.
All arrows in the game have a base penetration value of '''{{PV}}4'''.<ref><code>ObjectBlueprints.xml</code> - All arrows inherit a BasePenetration of 0 from <code>BaseArrowProjectile</code>, which is displayed a {{PV}}4 in game.</ref> However, each type of arrow has a different maximum penetration, which can be achieved with the {{name}} and sufficient strength. Higher-tier arrows have a higher ''potential cap'' for strength-modified penetration.{{Code Reference|class=MissilePerformance}}{{Code Reference|namespace=XRL.World|class=GetMissileWeaponPerformanceEvent}} The {{favilink|turbow}} is the only other [[:Category:Bows|bow]] in the game that applies the wielder's [[Modifier|strength modifier]] to arrow penetration.


Scoring a critical hit with the {{name}} will add a '''+2''' bonus to its PV. {{Code Reference|class=MissileWeapon|method=MissileHit}}
Scoring a critical hit with the {{name}} will add a '''+2''' bonus to its PV. {{Code Reference|class=MissileWeapon|method=MissileHit}}
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{{Opinion}}
{{Opinion}}
* Can be a very effective ranged weapon for high-strength characters during the early game.
* Can be a very effective ranged weapon for high-strength characters during the early game.
* Accuracy is higher than other bows, giving it utility with {{favilink|boomrose arrow|plural}}. Consider adding the [[scoped]] mod to improve accuracy even more.
* [[Missile_weapon_combat#Missile_Weapon_Accuracy|Accuracy]] is higher than other bows, giving it utility with {{favilink|boomrose arrow|plural}}.
* Not advisable for characters with low strength, because the compound bow will also ''lower'' an arrow's base PV based on strength. Other bows won't do this.
* Not advisable for characters with low strength, because the compound bow will also ''lower'' an arrow's base PV based on strength. Other bows won't do this.
* High tier ammo is difficult to find in large supply.
* High tier ammo is difficult to find in large supply.
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