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Author Topic: Lashers  (Read 1337 times)

shlorf

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Lashers
« on: December 18, 2010, 06:59:27 pm »

I know we had this before but...

8 steel clad dwarfs against 6 goblin lashers and the dwarfs all die leaving half of the goblins with bruises and the other half without a scratch. Reading through the combat logs i see not a single silver whip attack was deflected by the armor (not even on the dwarfs who had spent some time in the danger room already). All that was deflected were the random bite and punch attacks from the gobbos.

Gonna mod my next dwarfs to use whips themselves i guess.
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Lagslayer

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Re: Lashers
« Reply #1 on: December 18, 2010, 07:38:14 pm »

Whip it good.

ext0l

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Re: Lashers
« Reply #2 on: December 18, 2010, 07:58:10 pm »

Dwarfs can already use whips.
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MiniMacker

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Re: Lashers
« Reply #3 on: December 18, 2010, 08:00:09 pm »

Yep.
You've pretty much described lashers good. Due to a (probable) error in the RAWs, the whip has a surface of 1, the absolute smallest and a 5x speed multiplier. In fact, whips are so good,
THEY PENETRATE ARMOUR AND BREAK BONES!


Whips are probably supposed to cause severe pain, like they do in real life; not be bone-breaking killing machines. Hopefully, we'll expect it in a later patch.
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Fredd

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Re: Lashers
« Reply #4 on: December 18, 2010, 10:41:04 pm »

Any thing that can pass the sound barrier, is gonna possess a load of kinetic energy(Crack of a whip). If the whip is metal tipped, its like a bolt on steroids.Look at the damage a musket ball could do
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Nilik

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Re: Lashers
« Reply #5 on: December 19, 2010, 03:09:08 am »

So is there an easy way to mod this particular oddity out of a game-in-progress? I haven't met any lashers yet but when I do.... I worry.
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Double A

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Re: Lashers
« Reply #6 on: December 19, 2010, 03:11:04 am »

You could always remove the exotic weapons tag from them, Nilik.
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FuzzyZergling

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Re: Lashers
« Reply #7 on: December 19, 2010, 03:19:54 am »

Try dividing the size by 10, I hear that works well.

EDIT: I meant weight, sorry.
« Last Edit: December 19, 2010, 12:10:24 pm by FuzzyZergling »
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Ibid Straydrink

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Re: Lashers
« Reply #8 on: December 19, 2010, 03:32:43 am »

Try dividing the size by 10, I hear that works well.

...You mean "multiplying," right?
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Acperience

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Re: Lashers
« Reply #9 on: December 19, 2010, 03:35:20 am »

Wait do you guys mean:

Spoiler (click to show/hide)
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rephikul

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Re: Lashers
« Reply #10 on: December 19, 2010, 05:40:39 am »

contact area (the 1) to 10
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Re: Lashers
« Reply #11 on: December 19, 2010, 05:46:08 am »

makes sense, since the scourge uses that
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Alastar

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Re: Lashers
« Reply #12 on: December 19, 2010, 07:11:58 am »

Contact area of 1cm^2 is on the low side but not that far off, 10 would be at the high end. Material and size are more dubious: Flexible weapons have the advantage that the business end can reach very high speeds (modeled) but the disadvantage that we don't have the weight of the entire weapon behind the blow (not modeled).

What we currently have is: some rigid metal object weighing approximately 1kg impacting at roughly the speed of sound on a surface area of 1cm^2. That would be an adequate description of a 40mm autocannon shell, we're lucky the system gives up on blunt impacts of that magnitude.
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slothen

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Re: Lashers
« Reply #13 on: December 19, 2010, 10:38:28 am »

make a dorf  a legendary +5 fighter and watch him take on 16 lashers at once without even needing to wear armor because he won't take a single hit.
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Double A

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Re: Lashers
« Reply #14 on: December 19, 2010, 01:13:49 pm »

make a dorf  a legendary +5 fighter and watch him take on 16 lashers at once without even needing to wear armor because he won't take a single hit.

With +5 legendary dodge?
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