Game Mechanics Pumpkin Moon Weapons Use Normal Ammo types

Or, it just makes all ammo do the same amount of damage, regardless of stats of the actual arrow before it was fired and converted into a stake.
Then ammo becomes a moot point. If you introduce weapons that use all types of a single ammo type and dishes out the same damage with the same effects regardless of the actual ammo, then you might as well just remove ammo as a whole. What makes weapons that turn ammo into something else work without destroying the difference in all the ammo of that type is always having each type affect the weapon in some way. Example: Pulse Bow keeps the damage value of the individual arrows. If you make all ammo of one type be the same in every way for a weapon, then there's no point in having different ammo of that type.
 
Well, can someone explain to me the problem with the Stake Launcher (or Pulse Bow) being most effective with Venom Arrows?
 
Well, can someone explain to me the problem with the Stake Launcher (or Pulse Bow) being most effective with Venom Arrows?
Two things (both previously stated).

1) Stake Launcher has a static damage output. 75 from the weapon, 25 from stakes (100 overall). Altering the weapon damage to 83 to match the 17 damage from Venom arrows keeps the 100, but it still isn't static damage. Why? Cause other less effective arrows could also be used, making damage output lower than intended for the weapon.

2) A stack of Venom arrows takes about twice as much money as a stack of stakes. Why change the game to require twice as much money to achieve the same damage?

The Pulse Bow is suppose to have that fluctuating damage based on the arrow used. It pierces/bounces regardless, but if you want higher damage you have to spend more money. The Stake Launcher is not meant for that same fluctuating damage.

Also, another balance mechanic is the Stake Launcher is not affected by Archery Potions, even though Shroomite Armor considers it an arrow based weapon. You would have to take that into account when balancing it as well, as using arrows for its ammo would then let the Archery Potions work.
 
Two things (both previously stated).

1) Stake Launcher has a static damage output. 75 from the weapon, 25 from stakes (100 overall). Altering the weapon damage to 83 to match the 17 damage from Venom arrows keeps the 100, but it still isn't static damage. Why? Cause other less effective arrows could also be used, making damage output lower than intended for the weapon.

2) A stack of Venom arrows takes about twice as much money as a stack of stakes. Why change the game to require twice as much money to achieve the same damage?

The Pulse Bow is suppose to have that fluctuating damage based on the arrow used. It pierces/bounces regardless, but if you want higher damage you have to spend more money. The Stake Launcher is not meant for that same fluctuating damage.

Also, another balance mechanic is the Stake Launcher is not affected by Archery Potions, even though Shroomite Armor considers it an arrow based weapon. You would have to take that into account when balancing it as well, as using arrows for its ammo would then let the Archery Potions work.

1) Other less effective arrows could be used, yes, but is that not also applied to the balancing of all ranged weapons? Ranged weapons are balanced around the most effective ammo of the tier they are from, not the weakest.

2) Who cares? Ammo is ridiculously cheap either way. A stack of Stakes costs ~1g49s. A stack of Venom Arrows costs ~2g85s (unless you're buying Wooden Arrows for some reason). That's next to nothing either way.

The Stake Launcher not working with Archery Potions is a bug. It happens because the game says "oh duh that weapon isn't firing arrows it's firing STAKES no arrow bonus for them". The Stake Launcher should get damage boosts from the potion regardless of whether my suggestion was implemented or not.
 
1) Other less effective arrows could be used, yes, but is that not also applied to the balancing of all ranged weapons? Ranged weapons are balanced around the most effective ammo of the tier they are from, not the weakest.
The problem is that most weapons are balanced around an average because ammo has unique effects, and it would also be rather awful for it to use up weaker arrows intended to be used with other weapons because of their effects.
Overall, it would be better to just give them more uses, such as more weapons that use them, or non ammo-related uses.
 
doesnt the arms dealer sell each kind of special ammo though?
The argument isn't about how easy it is to get the specialized ammo. The argument is about people who use lots of different weapons that take ammo, which ends up taking more than the four ammo spaces provided.

The only people it affects are those who absolutely must carry around 8+ ranged weapons that each take different ammo. I swap out weapons on my ranged character all the time but I've never had an issue with inventory space over ammo.
 
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