I feel that bows shoot far enough, out in the open, or in large caves I can often pick off skeletons and creepers from further than they can detect me, so they just stand there while I pick them off. And if they do detect me I can usually get the creepers before they reach explosion range so I get the gunpowder.
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I have to agree with Hexalobar. Rarely, if ever, do I find myself in a situation where I need to shoot a mob and can't manage it with the bow. Mobs only spawn >20 and <128 blocks from a player and since most mobs don't even detect the player if you're more than 16 blocks from them it's pretty much already a shooting gallery at night. A fully charged bow can hit its target, if properly arched, at the full 128 distance mobs can be so this doesn't really add functionality, it just makes killing stuff easier.
I feel like this would be an absolutely terrible idea if we stop thinking about pve (which it isn't really needed for) and put it in the context of pvp. If we're given a weapon with incredible range and a flat trajectory capable of repeated firing what use would there be for any of the other ranged weapons? What would and could be done to balance the fact you're trying to add a precision weapon to a medieval arsenal? Wouldn't you find it frustrating to be running around with a bow and sword only to be shot by someone the size of a pixel on your screen that may not even be within your render distance? This sounds insanely overpowered. Such a weapon would need to be nerfed hard for the other weapons of the game to stay in competition. It would be kind of neat if maybe it was a musket that required it's own ammo to use, took a full 10 seconds to recharge, and imparted the spectral glowing effect to the user for 5 seconds upon each use. You could have it always do the damage of a fully charged bow, with a flat trajectory, and could hit multiple enemies by traveling 'through' them and it still wouldn't be as overpowered as removing the gravity physics from arrows. For this to work you really need to come up with some balancing criteria.
should sniper weapons be added to minecraft, that can be used to long-range shooting arrows to kill skeletons or zombies? and related mobs?
I Like Minecraft! and I hate being killed by mobs or by the Minecraft environment.
-Psl85
I think the crossbows are going to have that functionality..
I feel that bows shoot far enough, out in the open, or in large caves I can often pick off skeletons and creepers from further than they can detect me, so they just stand there while I pick them off. And if they do detect me I can usually get the creepers before they reach explosion range so I get the gunpowder.
Just testing.
I have to agree with Hexalobar. Rarely, if ever, do I find myself in a situation where I need to shoot a mob and can't manage it with the bow. Mobs only spawn >20 and <128 blocks from a player and since most mobs don't even detect the player if you're more than 16 blocks from them it's pretty much already a shooting gallery at night. A fully charged bow can hit its target, if properly arched, at the full 128 distance mobs can be so this doesn't really add functionality, it just makes killing stuff easier.
I feel like this would be an absolutely terrible idea if we stop thinking about pve (which it isn't really needed for) and put it in the context of pvp. If we're given a weapon with incredible range and a flat trajectory capable of repeated firing what use would there be for any of the other ranged weapons? What would and could be done to balance the fact you're trying to add a precision weapon to a medieval arsenal? Wouldn't you find it frustrating to be running around with a bow and sword only to be shot by someone the size of a pixel on your screen that may not even be within your render distance? This sounds insanely overpowered. Such a weapon would need to be nerfed hard for the other weapons of the game to stay in competition. It would be kind of neat if maybe it was a musket that required it's own ammo to use, took a full 10 seconds to recharge, and imparted the spectral glowing effect to the user for 5 seconds upon each use. You could have it always do the damage of a fully charged bow, with a flat trajectory, and could hit multiple enemies by traveling 'through' them and it still wouldn't be as overpowered as removing the gravity physics from arrows. For this to work you really need to come up with some balancing criteria.