Missile Weapons vs Throwing Weapons
Missile Weapons vs Throwing Weapons
I wonder what is the better choice, Missile Weapons or Throwing Weapons? My first thoughts are that I can use one hand e.g. for daggers and the other for stones. But a missile weapon like a bow or crossbow more make damage I assume - especially in the upper levels. And what about the number of stones or arrows, are they nearly equal spread in the Dungeon?
Re: Missile Weapons vs Throwing Weapons
All options are viable - I have played pretty much every approach. It's best to stick with ONE offensive choice, not two such as daggers and throwing weapons, because all ranks increase power and accuracy so you don't want to dilute that. Missile weapons have an advantage of being able to enchant the ammo, but a price for that is extra work making sure you pick up all spent ammo as the auto-pickup doesn't work the same. Throwing weapons might have a little disadvantage in some ways, but it also lets you use the other hand for a shield or torch. In Master Quest I introduced an interesting new throwing weapon near the end, but even in the main game it can work well.
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Re: Missile Weapons vs Throwing Weapons
Having played through a couple of times, I think that Throwing Weapons give you the advantage in the early stages of the game and missile weapons are better in the later stages of the game (being able to use magical ammo and enchant your own is cool). As Komag said, you're best off focusing on one skill however - so I think your choices are to focus on missile weapons and suck up the fact that you won't find a bow for a while (probably my preference), or go down the throwing weapon route and enjoy it straight away but understand that your rogue might not be able to dish out huge damage near the end game.
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Re: Missile Weapons vs Throwing Weapons
Oha, after reading your tips I have to realize that I already made the decision because I already spend some (6?) points in Daggers.
OK, it is so decided.
OK, it is so decided.
Re: Missile Weapons vs Throwing Weapons
Well, 6 is not so much, and it's okay to have a backup if you temporarily run out of ammo.
Along those lines, if I have a mage I always have one main school of magic but also also just enough points in a different school for the lowest spell, as a backup just in case the monster is immune to the main school. It will be very weak, but that's a lot better than nothing!
Along those lines, if I have a mage I always have one main school of magic but also also just enough points in a different school for the lowest spell, as a backup just in case the monster is immune to the main school. It will be very weak, but that's a lot better than nothing!
Finished Dungeons - complete mods to play
Re: Missile Weapons vs Throwing Weapons
Backup in different magic-school sounds good - I already found the Invisible-Spell, but Air-Magic 19? Didn't looks like a besides-training to me.
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Re: Missile Weapons vs Throwing Weapons
If you put points in the Daggers skill then you should be aware that it governs melee attacks with daggers. The Throwing Weapons skill is used with thrown ones. (Each sort of dagger is its own weapon type.)