Difference between revisions of "Equipment and Weapons"
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The auto-target system is dead accurate (when the target is moving in a predictive manner) but there are plans to tone it down in the future. | The auto-target system is dead accurate (when the target is moving in a predictive manner) but there are plans to tone it down in the future. | ||
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+ | In a198, it appears that the throwing system has been toned down. It now has a succession rate of about 80% for unarmed rabbits, and about 35% for armed rabbits. | ||
+ | Armed rabbits tend to block throwing by wiping it off with their own weapon. | ||
[[Category:Weapons]] | [[Category:Weapons]] | ||
[[Category:Overgrowth]] | [[Category:Overgrowth]] |
Revision as of 13:33, 27 March 2013
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Weapons play a major role in the fierce and violent universe of Overgrowth. Each race has its own weapon types with different abilities. This article describes the weapons introduced so far.
Dog Weapons
Polearms
The polearms are longer weapons, with some sort of blade affixed to the end of a pole, to allow for greater reach. This allows for dogs to wage battles against without allowing their enemies to enter close-quarters combat, limiting the effectiveness of natural weapons such as teeth and claws. The dogs use three major types of polearm:
Blades
The dogs use single-edge blades on their swords and daggers, which they use at closer range than the polearms. The blades are a strong example of the rectangular motifs used in the dog culture, and carry a distinctive, polygonal-shaped blade. As with the polearms, there are three types of bladed weapons utilized by the dogs:
- Blade4.jpg
Warhammers
The dog warhammer is a massive weapon, and must be carried in both hands. It is very cumbersome and unwieldy in battle, but still remains commonly used by the leaders of clan Stone, because of its cultural and historical significance (see below). Though cumbersome, the weapon is highly effective against heavily armored or unusually tough opponents.
Throwing
Originally, weapons could only be used in close combat situations but in a165 throwing was introduced which added ranged combat to Rabbot's abilities. Throwing will almost always result in a kill on impact, players must factor in Rabbot's movement (rolling can mess up the throw, for example), and is easy to perform (there is an auto-target system implemented which doesn't require input from the player) but has a significant downside. If missed, the target may pick up the weapon and kill Rabbot with it. This may also happen if other enemies are nearby.
The auto-target system is dead accurate (when the target is moving in a predictive manner) but there are plans to tone it down in the future.
In a198, it appears that the throwing system has been toned down. It now has a succession rate of about 80% for unarmed rabbits, and about 35% for armed rabbits. Armed rabbits tend to block throwing by wiping it off with their own weapon.