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1.3.6 Harpoon Changes
Richard LeMoon:
I would rather see a 50% reduction in force. I want to see this gun "reel in enemies", not go 'Bass Pro Hulk Smash Fishing'.
Easier to fire (due to new velocity), shorter reload (as it has), short duration (as it has to avoid physics strangeness), and weaker force would accomplish this. Constantly hitting another ship with weaker harpoons would pull your ships together at a reasonable, non-moonshine-breakneck-whiplash-inducing speed. It would also allow for piloting tools to actually compensate for connecting a harpoon.
Crafeksterty:
Turning down the force is making the harpoon mundane. And in a way, turning it back into previous harpoon.
Having a strong effect makes for an actual use. And some creative abuse if you commit. I dont want to commit to simply actualy using harpoon. Not worth it at all..
The harpoon does not have much else, so strong force is all it has. And that force is what you want use for the moment.
It is a utility gun, every other actual gun is better than the harpoon, but the effects of the harpoon is what youl want to use, and thus is why its strong with short duration, and a long reload from it being abused.
The muzzl speed increase is great because it makes the use of the utility more guranteed.
Richard LeMoon:
And completely un-fun to use. Reducing the force by half would in no way make it anything like the original harpoon. It is supposed to reel in, not be a high-powered, single use rope trap. It is not useful at all on most ships due to the fact that pulling something that hard will likely destroy you. It overpowers ALL engines. It is inescapable once set. That is just ridiculous.
This should NOT be a ram aid on steroids, or the reverse of a mine impact. It should be an escape deterrent, like it is meant to be. I don't understand all this "Make it stronger. Make it stronger. Longer reload." garbage talk that went on during testing, taking it further and further from how it is supposed to work, and into stupidly overpowered force and ridiculously long and un-fun to actually shoot reload times.
Do you even gun? I do, and I know it sucks to shoot. Stop thinking from the captain's seat and spend a good amount of time trying to gun with this thing.
With the same duration and reload it has now in devapp, but a lower force, gunners will feel like they are doing something at the same time as actually having an effect, even if it is not an instant moonshine change in acceleration. More like mild, continuous kerosine. Aimed right, it will still throw off a pilot's course, but not to the extant of instantly spinning them 90 degrees.
Crafeksterty:
You dont gun the harpoon, you simply fire it. It is a utility gun, and as a captains part of seat, you need to be prepared.
If a captain has a harpoon on his ship, he will have to brace the ship for it.
If you are going to fire the harpoon with half force and fast reload, BOTH ships will be dragged and reeled in. So continuesly being reeled in and the one to fire it is going to be annoying and will result in previous harpoon effects, just that it is manual rather than automatic. What we have now is one quick use of the harpoon. It has huge arcs, quick rotation speed, and with muzzle upgrade it is a weapon you can easily just jump on and fire. It isnt slow, and clunky to aim with so you have to BE on it constantly.
Richard LeMoon:
It is not a utility gun. It is a strategy gun. Careful planning must be put into its use. It creates a specific effect, and requires specific pilot tools and flying to use. It is used to reposition and possibly damage an enemy as an assault weapon. That negates it as a 'utility' gun and puts it into disable and strategy territory.
Its current usage in the game shows its 'utility' and perceived usefulness. New players use it. Experienced do not. That makes long reloads, strong force a failed experiment.
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