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Bows and Archers


thanibomb
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Hey guys! Haven't signed on in quite a while but I just found out about this new FE game so I'm super stoked right now. For those of you who don't know or remember me (which is probably like 99% of you), I'm a huge archer/bow geek, so obviously I scanned the trailer for archer and bow related things. What I discovered from rewatching the trailer + reading some threads here:

1. Bows now seem to have a disadvantage against swords/katanas. Now there could be many possibilities why bows are at a disadvantage in this scenario: a) bows may be at a disadvantage against all weapons if attacked at close range b) katanas may be a separate weapon class than swords and have a natural advantage vs bows and c) it may just be that particular bow/katana combination. I personally think a is the most likely option, even though I don't see why bows need such a seemingly big nerf (unless they get a huge advantage vs melee weapons at range).

2. There may be new mechanics to bows. Going off of point one, maybe bows have increased range or an option to used in melee range now? I could see bows having 2-3 range now as opposed to just two to compensate for its nerf.

3. There's only one archer shown in the trailer: a girl in eastern looking clothing. I hope there are many more because Awakening was seriously lacking in archers (I don't count class change).

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Oh yeah, I hope the Bow Knight/Nomad/Mounted Archer class returns. Not as just a promotion option but as a base class.

A Bow Lord and/or a plot-important archer like Holmes from TRS would also be amazing.

I think it could be good if like you said, bows having more range.

I really hope they buff bows in some way to compensate for their new weakness. Its bad enough that archers get so much hate for not being able to counterattack.

Edited by Red Fox of Fire
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I think the most likely scenario is that bows will have an advantage when attacking or countering at 2-range.

As long as the earlygame archer has not-terrible stats, I'll be happy. Archers in general should have good offensive stats balanced by mediocre defensive stats because they shouldn't be attacked much anyway.

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Definitely. I never understood why early game archers are (usually) always given terrible stats. They're already at a major disadvantage compared to their party members and become completely outclassed as the ranged damage dealer once you get your early game mage.

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I'd rather Bows get a single 1-2 range option than buffing their range or making them full 1-2. The other weapon types have a one or two 1-2 range options so just make the Short Bow have 1-2 range and boom, counter attack available. Though the idea of advantage on player phase and disadvantage on enemy phase is...intriguing.

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My opinion:

  • adding magic bows (in FE9 and 13 magic swords, axes and lances existed)
  • bringing back the "ledge" feature from FE10
  • bows with 4 range like in FE2 or the double bow in FE9. However so larger the attack distance to the enemy, the higher the hitrate penalty (-10% for each space). Longbows can have the same accuracy and might as iron bows.
  • archers should have better base stats and growths (especially strength). Only in FE10 the archer / sniper class was really good.
  • bringing back crossbows. Though the attack power shouldn't be fixed as in FE10, because it was too broken against fliers.
Edited by The Taninator
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Just bring back crossbows.

Except those dealt fixed damage, making them suck...

Really, the only good 1 range option for Shinon and Rolf (Not even mentioning Leo because lolLeo) in FE10 was the Double Bow, because it was OP.

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On the subject of archers and bows, what if they brought back Ballistas?

I was considering making a topic about that recently. I find it strange, as a separate class, they've only really appeared in one game (which is the first...). They didn't break the balance in that game and we're an interesting element to the strategy.

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On the subject of archers and bows, what if they brought back Ballistas?

It's mentoined in other threads in this section (weaponry, 10 things you want to see...).

Of course I'd like to see them back, if possible with all the types from FE1/11.

Archers and snipers are be able to use and move them.

Edited by The Taninator
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I hope they change archer classes so that they're more usable than in Awakening. If anything I'd be happy for just a larger range that isn't just longbows. Archers were just too fragile for any type of use, especially early game ones like Virion.

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If you're gonna be called a Sniper, wouldn't it make more send you're capable of high damage the farther you are from your enemy? Or have I played too much TF2? 8D; Meaning I don't understand how an accuracy drop from 3-range makes sense, it doesn't to me.

Edited by Faye
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Well, Sniper or not, the further the shot, the more difficult it is to land. It's not an unrealistic mechanic, but wasn't really necessary. Moreover, the logistics reason that 1 range bows is kind of wonky is not that a point blank shot is hard to hit or does less damage(since neither is really true) so much as that it's difficult to ready a shot when someone is in your face. This will remain true for most bows, so for a 1 range option for archers, if they're keeping with that, then 1 range(specifically counterattacking) options for bow users are sort of limited, Crossbows again could work, though it'd be best if they tweaked numbers(high end FE10 crossbows would actually be incredibly strong in something like a GBA game, the Mt was only low compared to what else you could muster). Another option would be giving bow-using classes an equipment option for a sidearm(say a dagger, that one equips like the full guard in FE9, which is used to counterattack when a bow user is attacked from 1-range). Alternatively, they could bring the knife weapon class back in a more realistic role(as a sort of universal sidearm, any class can use it, but for general use, it's not as good as their normal weapons. May have niche uses that give it potential to be more useful than a normal weapon, such as giving a swordlocked class a ranged option, or closer to the example, a bow locked class a melee option)

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Letting archers counterattack at range one with damage and/or accuracy penalties is something to consider but I fear it might nerf flying units too much. Unless you one-shot the archer, that's like attacking a hammer wielding foe with your Knight.

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I'm against close range bow attacks, though I wouldn't mind Archers getting 1 bonus range.

I'm all for bows having something like a WTA at a range, and WTD up-close, though. It could give bows a statistical advantage compared to other physical weapons at a range. It has to be said that a hit bonus isn't really valuable for a bow, though it could mean ranged counter-attacks will have a harder time hitting. We'll have to see if there is some kind of specific bonus that makes sense for bows.

Instead of buffs to bows I rather have had them tone down indirect attacks for swords, javelins, and axes since they often end up being a component in some rather brain-dead tactics, but oh well. I'd be lying if I said I didn't like the idea of them trying something different.

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Letting archers counterattack at range one with damage and/or accuracy penalties is something to consider but I fear it might nerf flying units too much. Unless you one-shot the archer, that's like attacking a hammer wielding foe with your Knight.

Then just attack with a not Flyer? Problem solved

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Then just attack with a not Flyer? Problem solved

If you have non-flying units as escorts then sure but I can think of plenty of situations where flying units will be sent ahead because of their superior movement and need to take out enemy archers before they can attack. Archers are enough of a threat to fliers when they can't counter-attack, let alone if they could.

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Letting archers counterattack at range one with damage and/or accuracy penalties is something to consider but I fear it might nerf flying units too much. Unless you one-shot the archer, that's like attacking a hammer wielding foe with your Knight.

Flyers need a nerf anyways, but wind already presented this threat and it didnt nerf them, why would this?

Bows should have 2-5 range, no close range yet near the same ridiculousness of FE2s

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