Suggestion talk:20070810 Demolition (knives & crowbars vs. barricades)

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From Talk:Suggestions#Demolition

What makes you think that cultists build cades? I like taking em down so my undead minions can chomp your brains! this does make sense though so i would keep, should follow construction! --Honestmistake 00:21, 10 August 2007 (BST)

Well, the whole Death cultist part is iffy, it really depends where you are, but I do like the idea.-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 00:27, 10 August 2007 (BST)

Reduce the bonus to +10% and I've vote keep. The Crowbar would still have a slight bonus, but not be quite as abusable by zergers/Cultists. Sure it would make sense for the Crowbar to be much better than that, but what does make sense in this game? The fact that the knife has as good a chance as it does (over a Fire Axe!) is just goofy as it is.--Sara M 01:55, 10 August 2007 (BST)

Well a crowbar is only 5% behind the maxed out knife in terms of barricades. Also the crowbar only requires 1 skill to get there while the knife requires two. I'm enclined to agree with Sara that +10% might get better votes, but I wouldn't have a problem with +15%. I think, ultimately, it would be up to Kevan anyway. As for the Death Cultist part, just go simple and explain that it makes more sense that crowbar, which was meant for the task of debarricading, should be "better at it" then a knife.--Pesatyel 02:57, 10 August 2007 (BST)

Maybe the better solution would be to boost the crowbar with the skill, and also say that knives don't work at all against barricades? After all, zombie bites and guns don't, either! In that case, a 10% boost would actually be quite potent, making the crowbar the best de-barricading attack in the game (30% vs zombie claw at 25%)- which seems about right. Adn the Fire ax (20% vs cades) would actually be a close second in terms of human options, and a better weapon by far. Hmm, sounds a good one... ΔΔ Swiers BigEYEwitnessLOGOgrey.png 03:13, 10 August 2007 (BST)

I'd go for that. It may be too complicated, but perhaps the Demolition skill could boost only the de-barricading aspects of a weapon, but not its Combat aspect. That way you could apply it to both the Fire Axe and the Crowbar, giving the Fire Axe a 25% to the Crowbar's 30% against cades, but leave their Combat as they stand now. Being able to boost both Crowbar and Fire Axe in that way could sort of counter lowering the bonus to 10%. I suppose you could even include the Length of Pipe into the weapons effected (to represent leverage). None of the other melee weapons seem to fit really (being made of wood/being flimsy), so perhaps they could all be dropped as effecting cades along with the knife. That would be 17.5% for Pipe (though I'm not sure how that would be rounded) making for a nice progression among the 3 de-cading weapons.--Sara M 04:08, 10 August 2007 (BST)


Stealth Implementation?

Apparently Kevan changed things so knives don't work on barricades now. I'll have to check this out, and also take a look at how well knives work for GK and RK, and how well (or badly) crowbars work on barricades. SIM Core Map.png Swiers 23:43, 25 August 2007 (BST)

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