This can nerf the bow and make it less difficult to kill a skeleton. Support!
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A God that holds you over the pit of Hell, much as one holds a spider or some loathsome insect over the fire, abhors you, and is dreadfully provoked. - Jonathan Edwards
I don't support, the infinity enchantment exists as a rare helper, allowing you to not waste your time making arrows, which imo is the good type of OP, if you do consider it so.
I don't support, the infinity enchantment exists as a rare helper, allowing you to not waste your time making arrows, which imo is the good type of OP, if you do consider it so.
Somebody is angry that they aren't getting support from one person. Bro just accept their opinion, I dislike this thread but that doesn't mean you have to insult us.
Okay, now that the power (velocity/damage) reduction is a possibility, my partial support has changed to full support.
Although I remain unconvinced about include potions.
About the parabolic decrease, I mean to exponential decrease, I was have a little confusion
Potion? I see someone throw me 5 potion in 1 second. I mean that's bad. And swapping inventory is fast (if you're pro enough). And some servers have potion stacking plugin, making it worse.
Exponential? (Temporarily) i want to match this with melee attack speed, so no new algorithm.
Somebody is angry that they aren't getting support from one person. Bro just accept their opinion, I dislike this thread but that doesn't mean you have to insult us.
You don't understand. coolcat340 isn't agree about my Infinity nerfing suggestion, not this (probably).
Rollback Post to RevisionRollBack
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
So this suggestion is basically allowing spam-clicking, but the impatient, not-charged sword swings do less damage? If that's the case, I don't support that. Spam-clicking should just be knockback only.
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Sorry sorry, I was really tired when I posted this... But uh, I suppose I do support, because now that I think about, there is really no good thing about spamming arrows, and it doesn't make sense. Any of these nerfs would be good, as long as it didn't nerf it toooo much.
Sorry sorry, I was really tired when I posted this... But uh, I suppose I do support, because now that I think about, there is really no good thing about spamming arrows, and it doesn't make sense. Any of these nerfs would be good, as long as it didn't nerf it toooo much.
Apology accepted. And, it didn't nerf it too much. Just move the algorithm from melee to projectile (with some change).
So this suggestion is basically allowing spam-clicking, but the impatient, not-charged sword swings do less damage? If that's the case, I don't support that. Spam-clicking should just be knockback only.
Don't you read the title. It clearly say "A Way to Implement 1.9 Attack Speed to Projectiles".
Not fair if knockback only. The damage still the same (you can't nerf the potion).
Rollback Post to RevisionRollBack
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
From this discussion, it seems that the only projectile weapon which has a problem is the bow and arrow. Though I agree that bows should not be able to fire as quickly, I don't like your implementation idea of reducing bow knockback. First, it is still possible for spam shooting to be effective with punch enchantments. Second, since there is already a velocity reduction penalty for drawing your bow for less time, having a second velocity reduction penalty will make bow mechanics convoluted.
I have an alternative implementation: Instead, there should be a period of time between bow shots (and when switching to a bow from another slot) during which you can't draw back the bow at all. This will force players to wait between shots. You know how sometimes when you try to spam shoot your bow too quickly, the arrow won't fire at all? In short, I am suggesting to make this time period a bit longer, roughly the same time for the sword recharge time. To indicate when the bow is ready to fire, the wait time can be accompanied by an animation of the player raising the bow in preparation to draw it.
As I said earlier, I don't think the other projectiles are much of an issue, since snowballs and eggs don't do any damage and potions are not stackable. Overall, I support the idea of increasing bow "cooldown", but not in a way similar to 1.9 melee combat.
From this discussion, it seems that the only projectile weapon which has a problem is the bow and arrow. Though I agree that bows should not be able to fire as quickly, I don't like your implementation idea of reducing bow knockback. First, it is still possible for spam shooting to be effective with punch enchantments. Second, since there is already a velocity reduction penalty for drawing your bow for less time, having a second velocity reduction penalty will make bow mechanics convoluted.
Ok. I'm still looking for best formulation. You can contribute by voting.
I have an alternative implementation: Instead, there should be a period of time between bow shots (and when switching to a bow from another slot) during which you can't draw back the bow at all. This will force players to wait between shots. You know how sometimes when you try to spam shoot your bow too quickly, the arrow won't fire at all? In short, I am suggesting to make this time period a bit longer, roughly the same time for the sword recharge time. To indicate when the bow is ready to fire, the wait time can be accompanied by an animation of the player raising the bow in preparation to draw it.
What you have to do is vote " Just fail (not fired)" option.
As I said earlier, I don't think the other projectiles are much of an issue, since snowballs and eggs don't do any damage and potions are not stackable. Overall, I support the idea of increasing bow "cooldown", but not in a way similar to 1.9 melee combat.
No support. Spam-clicking projectiles is not a feature that gives so many advantages and does not need to be "nerfed". Snowballs don't do any damage to the victim. Potions have already a "countdown": the potion's duration itself, that deletes the necessity of spamming the same potion.
Spam-clicking gives advantage in close-combat. Don't you read my OP?
Ok, i don't think snowballs should get attack speed. It can given speed faster than spam-click.
What about "instant" potions? You can put 9 Instant Damage potions in your hotbar and throw it in 1 second.
Rollback Post to RevisionRollBack
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
What you have to do is vote " Just fail (not fired)" option.
Oh, I see. I suppose I didn't really understand exactly what you meant the first time I read your post. I still think that raising the bow would be a cool animation while waiting for a successful attack.
I still think that the only reason to add a potion cooldown is when they are stacked on servers. Otherwise, even if you are really good at throwing potions quickly, refilling your hotbar will give a lot time for an opponent to attack. Also, throwing potions really quickly wastes a lot of potions due to their knocback pushing players out of range and because of the invincibility timer. Since you can't put a ton of potions in your inventory, it makes potion spamming very ineffective compared to timing throwing them.
I still think that the only reason to add a potion cooldown is when they are stacked on servers. Otherwise, even if you are really good at throwing potions quickly, refilling your hotbar will give a lot time for an opponent to attack. Also, throwing potions really quickly wastes a lot of potions due to their knocback pushing players out of range and because of the invincibility timer. Since you can't put a ton of potions in your inventory, it makes potion spamming very ineffective compared to timing throwing them.
I think in 1.9, they remove damage immunity. But yes, throwing potions isn't really effective. But i see someone use potions tactics to kill person quickly. The attack speed applies to slot switching too. So it's not useless.
Rollback Post to RevisionRollBack
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
Forget to say, Support?
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
This can nerf the bow and make it less difficult to kill a skeleton. Support!
A God that holds you over the pit of Hell, much as one holds a spider or some loathsome insect over the fire, abhors you, and is dreadfully provoked. - Jonathan Edwards
I don't support, the infinity enchantment exists as a rare helper, allowing you to not waste your time making arrows, which imo is the good type of OP, if you do consider it so.
I guess you're posting in wrong thread.
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
Somebody is angry that they aren't getting support from one person. Bro just accept their opinion, I dislike this thread but that doesn't mean you have to insult us.
You don't understand. coolcat340 isn't agree about my Infinity nerfing suggestion, not this (probably).
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
Yes, he doesn't agree with your suggestion and you reply, I guess your posting on the wrong thread
Im just guessing. Let's see what he say.
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
So this suggestion is basically allowing spam-clicking, but the impatient, not-charged sword swings do less damage? If that's the case, I don't support that. Spam-clicking should just be knockback only.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Sorry sorry, I was really tired when I posted this... But uh, I suppose I do support, because now that I think about, there is really no good thing about spamming arrows, and it doesn't make sense. Any of these nerfs would be good, as long as it didn't nerf it toooo much.
Apology accepted. And, it didn't nerf it too much. Just move the algorithm from melee to projectile (with some change).
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
From this discussion, it seems that the only projectile weapon which has a problem is the bow and arrow. Though I agree that bows should not be able to fire as quickly, I don't like your implementation idea of reducing bow knockback. First, it is still possible for spam shooting to be effective with punch enchantments. Second, since there is already a velocity reduction penalty for drawing your bow for less time, having a second velocity reduction penalty will make bow mechanics convoluted.
I have an alternative implementation: Instead, there should be a period of time between bow shots (and when switching to a bow from another slot) during which you can't draw back the bow at all. This will force players to wait between shots. You know how sometimes when you try to spam shoot your bow too quickly, the arrow won't fire at all? In short, I am suggesting to make this time period a bit longer, roughly the same time for the sword recharge time. To indicate when the bow is ready to fire, the wait time can be accompanied by an animation of the player raising the bow in preparation to draw it.
As I said earlier, I don't think the other projectiles are much of an issue, since snowballs and eggs don't do any damage and potions are not stackable. Overall, I support the idea of increasing bow "cooldown", but not in a way similar to 1.9 melee combat.
Ok. I'm still looking for best formulation. You can contribute by voting.
What you have to do is vote " Just fail (not fired)" option.
See my previous argument about potions.
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
Oh, I see. I suppose I didn't really understand exactly what you meant the first time I read your post. I still think that raising the bow would be a cool animation while waiting for a successful attack.
I still think that the only reason to add a potion cooldown is when they are stacked on servers. Otherwise, even if you are really good at throwing potions quickly, refilling your hotbar will give a lot time for an opponent to attack. Also, throwing potions really quickly wastes a lot of potions due to their knocback pushing players out of range and because of the invincibility timer. Since you can't put a ton of potions in your inventory, it makes potion spamming very ineffective compared to timing throwing them.
I think in 1.9, they remove damage immunity. But yes, throwing potions isn't really effective. But i see someone use potions tactics to kill person quickly. The attack speed applies to slot switching too. So it's not useless.
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions