Talk:Tallboys/@comment-70.48.161.187-20150617005352/@comment-26396097-20150806131503

I believe (not actualy said in the game) that Tallboys are modified more than just reducing empathy and pain, and being stuck on a pair of stilts. Consider the sound you hear when a tallboy gets ready to attack, you hear something gearing up. I believe that the armor of a Tallboy is not just plate, it is a form of exoskeleton.

Why don't Tallboys use guns? My guess is because they didn't have the exploding rounds for guns until recently, making the arrows the most effective form of crowd control. By its placement on the desk of Tobias, and its availability so late in the game, I believe that it was under review.

Where does the ammo come from? This can be said of any game ever. Consider Corvo himself. With his max ammo, health potions, and bone charms he is laboring under at least a 50lb pack on his back. This is where "Suspension of Disbelief" comes into it, players sure wouldn't be happy if they had 10 bullets of each type, 10 bolts of each type, one or two grenades of each type, two spring razors, 2 of each potion, and a bare handful of bone charms.

Armor: Consider that Corvo is also not wearing bulky armor, at first he can take a lot of damage real quick, then you purchase Bonded Galvani Weave. The Officers could be kitted out in this. Consider that you find it early in the game, in what is obviously an active workshop. It is also pretty costly, meaning you wouldn't outfit your run of the mill grunts in it. Additionally part of the increased health may be due to skill, swordsmanship is not about just thrust-parry-dodge. Part of all fighing is learing how to take wounds, you will get hit, the skill is in using your training to make the damage as minimal as possible. Granted this would be hard to incorporate into the game, but it is there. Not visually, but there are some times when an officer will go down quick. Generally this is reflected in "critial hits".