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Harpoon Research Division

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TheMick:
In my limited experience the harpoon is not only good for snagging an enemy but also as a  funny means of escape.  with a good head of steam you can use it to slingshot past your target if you don't wish to  remain close after having,  say,  given the business with your goldie's heavy carronade.

 one thing I am def curious to see is how the tethering  effect stacks,  if at all,  with  more than one harpoon.

 also,  the harpoon description suggests it does hull damage primarily while the stats say balloon. is it just one or both?

ATeddyBear:
Welcome to you all! As long as we have 4 pilots then we can at least do some testing with AI. I already have a few ideas I need to draw up and if I get some time at lunch today I'll post up some terrible MS Paint drawings.


--- Quote from: TheMick on March 14, 2013, 07:53:26 am ---In my limited experience the harpoon is not only good for snagging an enemy but also as a  funny means of escape.  with a good head of steam you can use it to slingshot past your target if you don't wish to  remain close after having,  say,  given the business with your goldie's heavy carronade.

--- End quote ---

I already did some basic testing yesterday in a Squid and found a predictable tactic using this swing method. More drawings later!


--- Quote from: TheMick on March 14, 2013, 07:53:26 am --- one thing I am def curious to see is how the tethering  effect stacks,  if at all,  with  more than one harpoon.

 also,  the harpoon description suggests it does hull damage primarily while the stats say balloon. is it just one or both?

--- End quote ---

I am assuming this is in regards to the pull? I think it would depend on the timing and position. Ideally if you have two harpoons (like a dual-harpoon Pyrmid) pulling then you would have double the pulling power. But this is why were here. To find out what would happen!


--- Quote ---Fixed that for you.

Count me in.

--- End quote ---

Hilarity indeed =)

N-Sunderland:
Know what you guys need to do? Test strategies, find a good one, then enter Cogs and sweep it with harpoon Squids.

-Muse- Cullen:
Yeh. And we can be the Harpies.

ATeddyBear:
Alright here is the first couple of drawings.

The Swing - This is the maneuver I can pull off correctly and consistently. It just involves harpooning the target ship, chute vent and rise. When you chute vent the ship will be pulled forward and down (a bit). Longer the harpoon rope the larger motion you will get. It's designed as a quick way to get in blind spots, but can also be used to fling ships into something if you get lucky.



The Hug - This is my first idea to experiment with. It revolves around flying between two ships (who are decently close). Harpoon both as close together as possible then chute vent or hydrogen to pull them together causing them to crash into each other. Rise/Fall to finish them off with a Mortar or Flak.

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