This can be used to advantage to add variety to their attacks, and vary the challenge they present. NPCs equipped with weapons by the Storyteller will use them almost exclusively, in lieu of their disciplines. Thrown weapons are limited exclusively to the human Lab Worker enemy, with possible unknown, but very rare, exceptions. However, generally speaking, NPCs from the medieval half of the single-player game can not use modern weapons, unless it is the same weapon type such as the bows, heavy weapons and two-handed weapons shown above. E.g., bow users can use bows, even modern ones (same for crossbows), two-handed melee (hand-to-hand combat) weapon users can use similar weapons, even ones from a different age (Giovanni baseball bat users can use two-handed swords, and greatsword-wielding skeletons can use baseball bats) and a 'heavy weapon' user like a Setite Elder that normally uses a Stakegun can use another weapon held in the same way, such as a Chaingun, etc. Īlways check before equipping a NPC with any unusual weapon, but the general rule is that users of a distinct weapon type such as crossbows or heavy weapons can use any weapon in that group. And their models and animations are not optimized to use other weapons, so they may appear to have guns attached to their thumbs, or in the case of the Dark Ages Lasombra, swing a crossbow like a sword (looking for all the world like the bullet-bending assassins in the film Wanted). They may not be able to use the weapon at all. There are two related problems with this, both stemming from the fact that they are not specifically designed to be able to use another weapon. Possess the NPC, create the weapon, change to Character mode, and pick it up and equip as normal. NPCs can be equipped with weapons (and armor) by the Storyteller. Ainkurn also saves time, since it drains blood. It is quite powerful, but also very useful, with a Dexterity bonus that is crucial to do good damage at lower levels and at higher levels can give a higher chance of decapitation. It is supposed to be the second sword of Caine. The Ainkurn Sword is found in the Teutonic Knight Base on a stand in front of a mural reresenting it being used by a historical/mythical figure. Quality swords will be increased in damage and accuracy in inverse proportion to their primary stat: if they are accuracy weapons, damage is increased, if they are damage weapons, accuracy is increased. There are quite a few Weapons that add to Accuracy, and the developers seem even to have been pushing players towards a one handed sword by giving all of them a bonus to Accuracy, although some of them only get it at finer qualities. That said, damage can be increased throughout the entire game with only the final blow ever being overkill, but Accuracy could certainly be, and probably will be for the sake of reliability, increased higher than is necessary. Accuracy weapons arguably increase damage per second in three ways. The loss in Damage is also 10, but that is less than 23%. The bonus to Accuracy for a given Rapier over a given Falchion is +10, adding more than 66% to Accuracy. Your results may vary, but given that Accuracy is an exceedingly vexing problem at low Dexterity, Weapons that add to Accuracy are arguably superior. 55 Strength is all that is required for Plate Mail, but Strength is not required at all for modern armor or any weapons of note. Therefore, one handed weapons are, as in many games, superior, at least until armor is maxed out at Plate Mail. The sole exception to the very slow attack speed of Thrown weapons is the very cool looking Waxen Poetica.īest value, ie most protection at the lowest price: Light Helm, Shields of any type. heavy weapons, flamethrowers, the chainsaw and most of all, grenades, lower the character's maneuverability considerably. The user is rooted to the spot for the duration of the attack time, so slow weapons, e.g. It should also be noted that attack speed is not only important offensively, but defensively as well. On the other hand, things that might be expected to be buggy or not work, work very well, such as the Poison dagger-type weapons (albeit with a fairly low chance to take effect each strike, a short duration, and only 1 life point taken each 'hit' for about 20 HP total) The chemical grenade is listed at 90 Disease damage (Disease seems to have not been implemented into the game), but tests at exactly 30 damage, whether used by NPCs against player characters, or vice versa, with or without armor. For example, shotguns do not fire anywhere near as fast as pistols, but the damage over time of each relative to the other is quite similar to the listing. The listed stats for weapons are a good guide for their properties, but should be taken with a grain of salt. Ainkurn Sword on a stand and a mural representing it
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