Weapon talk : Throwables



  • Throwable variations that exists in Chivalry.

    Throwing Knife

    ! Throwing Knife
    ! Base damage, Type, Windup, Recovery; W+R, Projectile speed and Gravity
    ! Attack1 : 45 Pierce = 0.5/0.35 = 0.85 = 3000-3200 G: 0.9
    ! Ammunition : 4
    ! Fact :

    Throwing Axe

    ! Throwing Axe
    ! Base damage, Type, Windup, Recovery, W+R, Projectile speed and Gravity
    ! Attack1 : 70 Pierce = 0.5/0.425 = 0.925 = 2600-3000 G: 0.85
    ! Ammunition : 2
    ! Fact :

    Oilpot

    ! Oilpot
    ! Base damage, Type, Windup, Recovery, W+R, Projectile speed and Gravity
    ! Attack1 : 6(35) Generic = 1/1 = 2 = 2000-3500 G: 0.9
    ! Special1 : 1 Damage burn on ground
    ! Special1a : If player is within fire radius for 2 seconds, they catch on fire.
    ! Duration : 5.5
    ! Burn Duration : 5
    ! Ammunition : 1
    ! Fact :

    Smokepot

    ! Smokepot
    ! Base damage, Type, Windup, Recovery, Reload, W+R, Projectile speed and Gravity
    ! Attack1 : 0 Generic = 1/1 = 2 = 1500-2000 G: 1
    ! Special1 : Creates a smoke
    ! Duration : 23
    ! Ammunition : 2
    ! Fact :

    Torch

    ! Torch
    ! Base damage, Type, Windup, Recovery, Reload, W+R, Projectile speed and Gravity
    ! Attack1 : 35 Generic = 1/1 = 2 = 1500-2000 G: 1
    ! Burn Duration : 5
    ! Ammunition : 1
    ! Fact :
    Balance discussion.

    Will keep this thread updated to the weapon value spreadsheet.
    https://docs.google.com/spreadsheet/ccc?key=0Ami8d_HZmYHsdDRzc1Byb3ItVWNXSFR1SURHN29TZnc#gid=1

    Weapon talk URL list:

    ! Daggers
    ! http://www.chivalrythegame.com/forums/viewtopic.php?f=84&t=14120
    !
    ! Small weapons
    ! http://www.chivalrythegame.com/forums/viewtopic.php?f=84&t=14123
    !
    ! One-hand swords
    ! http://www.chivalrythegame.com/forums/viewtopic.php?f=84&t=14132
    !
    ! One-handed maces
    ! http://www.chivalrythegame.com/forums/viewtopic.php?f=84&t=14134
    !
    ! One-handed axes
    ! http://www.chivalrythegame.com/forums/viewtopic.php?f=84&t=14147
    !
    ! Bows
    ! http://www.chivalrythegame.com/forums/viewtopic.php?f=84&t=14154
    !
    ! Crossbows
    ! http://www.chivalrythegame.com/forums/viewtopic.php?f=84&t=14218
    !
    ! Throwing Spears
    ! http://www.chivalrythegame.com/forums/viewtopic.php?f=84&t=14225
    !
    ! Bastard swords
    ! http://www.chivalrythegame.com/forums/viewtopic.php?f=84&t=14252
    !
    ! Two-handed Axes
    ! http://www.chivalrythegame.com/forums/viewtopic.php?f=84&t=14267
    !
    ! Heavy Blunts
    ! http://www.chivalrythegame.com/forums/viewtopic.php?f=84&t=14268



  • Nerf torch, oil pot and smoke pot, please.



  • Word of warning: I need clarification for the damage on Firepots and Torches. I can only go off of the last time I had access to the scripts, which was over a year ago. They aren’t currently contained in config files so I cannot verify it myself.



  • @-Thylacine-:

    Nerf torch, oil pot and smoke pot, please.

    Specify why please, or your post is not much use.



  • @BobT36:

    @-Thylacine-:

    Nerf torch, oil pot and smoke pot, please.

    Specify why please, or your post is not much use.

    They are known for being inherently broken and overpowered in the high level Chivalry scene.



  • Are they?



  • Fire torches don’t even set people on fire 50% of the time.



  • @Boose:

    Fire torches don’t even set people on fire 50% of the time.

    Yes, they do?



  • I dont think anyone in the clan I’m in has a problem with torches, firepots and smoke pots. Firepots for 1 only do 35 damage, smoke pots don’t last that long, and yeah, like 50% of the time torches don’t alight people(at least to my knowledge).



  • @-Thylacine-:

    Nerf torch, oil pot and smoke pot, please.

    torch and oil pot are fine.

    Beef smoke pot.



  • The smokepot could deal a small amount of damage if you hit a person 5-10 or something like that. On a less serious note they could stick to them, which would be interesting, a cloud of smoke running around :D



  • I propose an alternate equip for MaA: Torches.
    Carry around 2 Torches instead of an oil pot. Can’t hit multiple people at once, harder to aim (since you have to actually hit them, rather than the general vicinity their feet are occupying), easier to dodge, more rewarding if you can land both of them.

    I’m only half joking.

    Either that or reduce the AoE splash on oil pots 35>15, double the damage taken from walking through the fire, fix oil pots passing through players (make it detonate at a player’s feet if it hits them), add 20 direct-hit bonus damage.
    Demand some skill from the thrower in order to get full damage out of it and make it better for area-denial.



  • @Dibbz:

    make it better for area-denial.

    Please no. Oilpots should be used to hit people with, this should be fixed to work properly.
    I dont see good area denail adding much fun to this game.



  • Throwing Axes should deal cutting damage instead of piercing and torches should not set people on fire (but maybe extend oilpot fires) but deal damage on impact instead.

    There need to be more fires and less cooldown on them.

    Throwing Knifes and Smokepots feels ok to me (I could use more Knifes but that might not be smart balance-wise).



  • Not much of changes are necessary for this weapon catagory, but I have a couple:

    Throwing Knife
    Recovery 0.35>0.4

    Throwing Axe
    Type Pierce>SwingBlunt

    Oilpot

    Bonus damage upon direct-hit

    Smokepot
    Duration 23>40
    Ammunition 2>1

    Radius increase



  • Will that make the axes do more dmg to knights? If so Im for it axes should be superior to knifes on armored classes.

    I like the oilpot changes, always thought it should be for hitting people directly so the oil would stick to them. Only that way they should do serious dmg. Screw area denail, oilpots are supposed to be throwables that get thru shields and armor, not aoe dmg weapons you throw on the ground.

    Really unsure about the smokepod. 2 weak ones would give the player more options to choose from. He could use two close together to creat one bigger one or save the second. Also more options on where to place them. While Im on it I dont want them to do any dmg at all. They are there to block view, not for noobs to throw at enemies for that little bit of dmg probably creating view blocks bad for their own team…



  • No, it would just reduce te damage to Man at Arms and Vanguards while making the damage type consistent with the weapon type (it IS an axe after all).



  • The throwables are all pretty well balanced for the most part. If there would be any change, I’d like to see firepots made more difficult to land or perhaps take longer to throw. As it stands, it is very easy to hit pretty much anyone with a firepot. I’ve almost never successfully evaded one except when that odd bug arises where you are hit directly with the pot but not actually set on fire. On the other side, I’ve almost never missed someone I was aiming at with a firepot, no matter the range. Given that they are a free hit, which does a rather significant amount of damage, I believe they should be made harder to use in some way.



  • @Towe:

    **Will that make the axes do more dmg to knights? If so Im for it axes should be superior to knifes on armored classes.

    They already are more effective vs armoed classes than swing weapons…Swingblunt is the #2 most damaging damage type on knights in the game, the #1 being blunt.

    If a weapon is Swingblunt then it does 50% damage as Swing, and 50% damage as blunt. Knights are weaker vs blunt than they are against pierce or swing. Which means Swingblunt>Swing vs Knights.
    **



  • Strictly speaking, Fists are the second most damaging type on Knights now, lol. Knights have 39% resistance to blunt, 40% to fists , 45% to Chop, and 50% to Pierce. So yes Towe, in answer to your question, it would make it do more damage, but just very slightly.


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