Console name for Pellets?

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Ashantara
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Console name for Pellets?

Post by Ashantara »

G'day,

I have been having trouble figuring out how to spawn pellets in the console.

I tried

Code: Select all

spawn("pellets")
and anything containing "ammunition" in the name, but nothing worked.

Help? Thanks. ;)
Last edited by Ashantara on Wed Dec 24, 2014 4:17 pm, edited 1 time in total.
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minmay
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Re: Console name for Pellets?

Post by minmay »

pellet_box
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Ashantara
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Re: Console name for Pellets?

Post by Ashantara »

minmay wrote:pellet_box
Thank you! :mrgreen:
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komninosm
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Re: Console name for Pellets?

Post by komninosm »

any news on an official patch that buffs firearms out of uselessness?
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Re: Console name for Pellets?

Post by THOM »

I have never heard that AH has something in mind to change the behaviour of firearms...
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Ashantara
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Re: Console name for Pellets?

Post by Ashantara »

THOM wrote:I have never heard that AH has something in mind to change the behaviour of firearms...
It would be nice, though. The highest amount of damage I have been able to deal so far has been with a sword. Shouldn't all categories of weapons have equally special and efficent items? Especially when they use ammunition that, in addition to the weapon itself, weighs a lot? Or is the heavy "cannon" regarded as the most efficient "gun" is this game?
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minmay
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Re: Console name for Pellets?

Post by minmay »

Well currently damage/time varies pretty significantly between the available methods. Light weapons have more than double the damage/time of heavy weapons thanks to backstabbing, and heavy weapons in turn are generally significantly higher damage/time than throwing, which in turn has significantly higher damage/time than missile weapons. (I haven't calculated for spells.) Ranged attacks doing less damage than melee attacks is a pretty obvious design decision since otherwise there's no reason to use melee attacks whatsoever. From the remaining discrepancies between weapon classes (particularly throwing/missile ranged weapons since they are mechanically identical) it seems reasonable to conclude that the different weapon classes are not intended to be balanced in the first place, and definitely not intended to all do the same damage. So firearms don't seem particularly out of line to me. Also, in practice pellets are not limited at all in the main game - there are 690 lying around plus however many you get from killing ratlings. Cannon balls are actually reasonably possible to run out of, which seems good since that's literally the only design reason for ammo to exist. The hand cannon has much better damage/time than missile weapons unless you use like 30 crystal flowers on dexterity potions.
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komninosm
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Re: Console name for Pellets?

Post by komninosm »

minmay wrote:Well currently damage/time varies pretty significantly between the available methods. Light weapons have more than double the damage/time of heavy weapons thanks to backstabbing, and heavy weapons in turn are generally significantly higher damage/time than throwing, which in turn has significantly higher damage/time than missile weapons. (I haven't calculated for spells.) Ranged attacks doing less damage than melee attacks is a pretty obvious design decision since otherwise there's no reason to use melee attacks whatsoever. From the remaining discrepancies between weapon classes (particularly throwing/missile ranged weapons since they are mechanically identical) it seems reasonable to conclude that the different weapon classes are not intended to be balanced in the first place, and definitely not intended to all do the same damage. So firearms don't seem particularly out of line to me. Also, in practice pellets are not limited at all in the main game - there are 690 lying around plus however many you get from killing ratlings. Cannon balls are actually reasonably possible to run out of, which seems good since that's literally the only design reason for ammo to exist. The hand cannon has much better damage/time than missile weapons unless you use like 30 crystal flowers on dexterity potions.
Firearms is just the worst by far. You have to carry all that ammo, only weapon that can run out. Cannon balls are too few to use anywhere other than a boss fight. Firearms are only weapon that can damage yourself and jam. Low firerate, low damage, no scaling. Not good weapon choice. You start with a firearm 1 skill pistol that is worse than a sling in every way. Then you get a firearm 3 gun that is barely able to compete with arrows or whatever, then other firearms are underwhelming. The one that fires 6 shots does like no damage with each shot instead of 6x that you'd expect. You need firearm 5 for no backfire/jams. It just adds up to a crappy weapon class full of disadvantages and not a single advantage.

Firearms are supposed to be good on a mage with pumped Willpower and not much dex or str, but what mage is going to devote 5 skillpoints (or even the bare minimum 3)? Especially when you got spells to cast instead, energy potions galore, wands and stuff...
The other applicant to firearms is Alchemist, but my ratling has high dex so bower...
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