[0.77] Throwing Knives need to have 1 more tile of range

Right now they have a range of three, but (almost) everything in the game can reach you on the next turn when its their turn to attack.  You should be able to throw the knives safely for 1 turn and then have to deal with the melee the turn after.

4,144 views 15 replies
Reply #1 Top

agree. and make them stronger when you get stronger

Reply #2 Top

agree; this would also make bandits more interesting.

Reply #3 Top


I'm pretty sure 3 was the intended distance, as the original (development) post about this mechanic indicated that you could not simply wait for enemies with 'thrown' to enter melee range and get the first strike. That is to say that if the whole intention of thrown weapons was to hit first, it does that fairly well.

Reply #4 Top

Throwing knives by nature have a short range. To extend the range beyond three would not be realistic.

Reply #5 Top

Perhaps just have them be used once per battle without taking a turn, so basically giving one initial extra medium range attack per battle.

Reply #6 Top

Quoting Edwin99, reply 4
Throwing knives by nature have a short range. To extend the range beyond three would not be realistic.
End of Edwin99's quote

then there's no point in having them dude.  if you can just run up and attack the enemy for more damage why would you throw the knives?  the point is that you're supposed to get one throw with them before having to enter melee.

Reply #7 Top

Quoting Trojasmic, reply 6

Quoting Edwin99, reply 4Throwing knives by nature have a short range. To extend the range beyond three would not be realistic.

then there's no point in having them dude.  if you can just run up and attack the enemy for more damage why would you throw the knives?  the point is that you're supposed to get one throw with them before having to enter melee.
End of Trojasmic's quote

 

I like them fine this way.   I have an assassin with a high initiative and can usually throw the knives and get another turn to move back before they get a chance to engage.  The knives benefit most the type of class of character they should.

Reply #8 Top

Quoting Trojasmic, reply 6

then there's no point in having them dude.  if you can just run up and attack the enemy for more damage why would you throw the knives?  the point is that you're supposed to get one throw with them before having to enter melee.
End of Trojasmic's quote

Because you can't? Let's say we have a scenario where both of you have throwing knives. Each of you starts 5 squares away from each other. If you get the first turn you can rush up and throw your knives. If instead you chose to wait for him to move up 2, so you could move 2 and get a melee attack in, your opponent would throw those knives instead.

Their implimentation was supposed to reduce the opportunities you have to exploit the AI's stupidity.

Reply #9 Top

Exactly. With high initiative you can run to distance 3, use the throwing knives and get a melee attack in before it's the enemy's turn to move. Quite useful.

 

I like the throwing knives as they are, obviously :-).

Reply #10 Top

Their range is fine, they just need to scale better so they dont become useless vs someone wearing even 1 piece of leather armor.

They are not a replacement for bandit archers. Both should exist.

Reply #11 Top

Tie their damage to your champ's dexterity.

Reply #12 Top

I plan to add throwing axes. They will have 4 range. I also want to have a few types of throwing knives. Maybe even some orbs for mages to throw. And flashbombs for rogues. 

Reply #13 Top

They are still useful if you want your heroes to attack without being in the front row for the initial encounter. It would be nice and have more tactical advantage if they did more damage though.

Reply #14 Top

They are designed, it would seem, to give you an attack when you are after an enemy, but can't get close enough for an attack. It usually takes 2-3 moves for units to get to the battle. Thrown weapons allow you to attack on the way there. I am actually making a long list of abilities that make use of these turns to use abilities to that will buff the attack when your do get close enough. 

Ex: Rogues can poison their blade with better poison or drugs. Barbarians can go into a rage, getting +6 Initiative for 2 rounds, making them fast enough to hit the enemy first. 

Reply #15 Top

I think the range could be the same or shorter. Thrown weapons should have very short range. The problem is more the high movement of most units. I think average infantry should have a move of 2. This should only rarely increase. That would give more time for ranged attacks and maneuver.

 

I currently use knives for weaker supporting characters or injured characters.