Archery Tutorial
From FiranMUX
Contents |
Archery FAQ-Tutorial-Type-Thing
Written by: Srenni
If you have questions, you can probably page or @mail her, and she'll see what she can do.
Where do I start?
Wield your bow! ;) But no, really, there's this fun new command with 3.0 called 'ammo'. It lets you designate where to take arrows from and the priority. If I have arrows in my inventory, quiver and backpack, and want to use them in that order, I would 'ammo arrows, quiver, backpack' and it would be all set. No more reloading manually.
Is there a way to differentiate between iron and flint arrows?
In short: no. Not if they're in the same container, at least. I seem to recall threats if you don't have a full quiver of iron arrows anyway; you don't really need much in the way of flint at war.
Defensive Measures
It should be noted that you will, most likely, be defended by at least two people in a line. It is possible that you will be defending a healer. If you are not, you may be asked to defend someone while they rotate out. If you are not defended, and it isn't part of people rotating, you might want to get in touch with someone to get a defender. If you are engaged, you will not be able to shoot anything.
@teams
Before going into actual attacking, I wanted to bring up @teams. @teams are going to be very important when it comes to targetting via archery during war season. Targetting a @team will pick out a random member of said team to attack, so you don't have to worry about picking a name. If you are unsure of what the team is, you can use 'status [name]' and it will tell you. Take that team name and attach the @ to the front and you're ready to go.
As a hint: if you're fighting animals, it's @Animal. If you just do @teams you see the teams and all their members.
Offensive Methods
It should be noted that there are two ways of aiming, but they work differently now. As mentioned above, they utilize @teams.
Attack/Kill
Once you have your bow wielded and ammo set, you can use 'attack' or 'kill'. Using 'attack' will make you shoot your target until they are unconscious. Using 'kill' will make you shoot your target until they die. It should be noted that there has been a change from 2.0, in that you do not have to aim every single shot. Both 'attack' and 'kill' will automatically aim for you the first round and everyone after that will be shooting. It is advised that you target a @team, for reasons explained later.
Volley
Volley is a new command with 3.0. You cannot volley an individual. You can only target a @team, so what you would input is 'volley @team'. It should be noted that it takes two timer cycles to volley, one to shoot and one for the arrows to hit, and then you are stopped. This means you cannot just let it keep volleying on its own, but there is a reason for this. Volley has the advantage where you gain a number of dice if your arrow strikes within 15 seconds on either side (before time is stretched or sped up) depending on how many land within that window of time. It is said that it takes 30+ arrows to get +10 dice, so we probably won't manage that, but I have seen +4 or +5 during battles before. The stop allows archers to coordinate when the next volley will be fired off.
You cannot volley if you are flying! Sorry pilots. If it makes you feel any better, volley will not hit you either.
So, it goes like...what?
[attack/kill] [name/@team]
- Cycle 1: Aim at the target
- Cycle 2+: Shoot target
- Attack stops when opponent is uncon. Kill stops when opponent is dead.
volley [@team]
- Cycle 1: Aim at unspecified target within @team
- Cycle 2: Arrow hits or misses the target.
- Cycle 3: Combat stops. This /can/ be overriden if you 'volley @team' before the end of the cycle, at which point it will be 1 again.
- Go back to Cycle 1 (when ordered to)
FAQ
Well, using attack is obviously faster! Why use volley?
In terms of war, if we start targetting and calling shots, so will the goats. So while picking off goats one by one seems like a grand idea, you have to remember that they will; and they'll likely target someone important or particularly dangerous. We don't want this, honestly.
How do I know which to use?
There will be someone in charge of archers. Listen to them. If they tell you to target someone, you target them. If they say you're going to be volleying, you only 'volley @team' when they call it. This is so all of the archers will be shooting at approximately the same time to get the best bonus we can manage. It is very important to listen to who is commanding you. If you disagree with an order, it is suggested that you follow the order first and question it out of battle. Failure to remember this could bring about consequences.
What if my volley goes towards an unconscious opponent?
Don't stop it. Don't redo your volley. First, it puts you out of sync with the rest of the archers. Second, even if it goes towards an unconscious opponent, it counts towards the volley bonus.
Should I use a long or short bow?
If you are a pilot, you can only use a short bow. Otherwise? I'll be totally honest. I have no idea. Preference? Though I suppose I should suggest having a short bow somewhere in case they need an extra archer up on the griffons.
I'm in charge! Have any tips? (Thanks to Norik for giving tips, having done it himself.)
- Know who your ground archers are. Some archers will be up in the air. They're not yours.
- If you are using volley, have your archers inform you somehow when they're ready to volley again. Only once they are all ready should you order another volley.
- Do not volley the enemy griffons. Realistically it's a mess up there. Your own pilots would get hit for sure. Keep it to the ground troops.
- If you are going to call targets, try not to aim all of your archers at one person to pick them off one at a time. Spread the love.
- If you are going to call targets, let the air force handle the enemy griffons themselves unless you receive IC orders otherwise.
Categories: Combat | War 2008 | Military | War
