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1.3.6 Harpoon Changes

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Crafeksterty:
Because it was difficult to hit with.

Halfing the force and the reload will simply make the harpoons effect less desirable by the user. And forcing a constant use, that will most likely end up in uncontrolled spirals like the previous harpoon. The reason why i call it utility because its a weapon you want to use for a specific situation, in a specific time.

Experienced players dont use it because its a tad bit un tweaked. The current harpoon came out of the blue, and in a suprise. And most people where happy, problem is that the reload was too long. But the strength of it is still desirable. That is why we are here. Trying to make the harpoon we have now work a bit more better.

Making the reload short enough to fire another harpoon just as the other one breaks is very much prone to abuse, and in effect will mimic the previous harpons effect. Just that it is being made manualy, instead of automaticly where one has to manualy disable the rope. On the current harpoon, its effects are very helpfull. The problem lies in the gurantee of being able to land it. Again, Its quick to use and in its wide arc, make that shot easier to land because it only has 1 shot. With a quicker reload, and any given force that is enough, it will hit ships way too easy, again and again, and thus be abused. And that is the sole reason for the reload being long. We dont want constant juggling for control anymore.  Oh and, its utility in a sense that it disrupts the enemy. There is no large amount of direct damage, it just messes up the flow of the enemy ship who isnt prepared. Which is a utility use. All other guns, except for the flare is very specific on dealing direct form of offence on the enemy. A carronade doesnt kill, but it directly affects numbers and health which engineers must respond to. While the harpoon and flare, you cannot exactly respond directly to. You simply have to deal with its effect.

Dementio:
If you think about it, how much abuse will you get from the harpoon if its reload time is shorter? You still have to give up 1 gun slot for it. This 1 gun slot could help you kill/disable faster.

Example Pyramidion with harpoon on the front:
If it has a harpoon on the front it will most likely get a flamer or a gatling to pair it up with (if not a second harpoon). If the enemy is a gat/mortar pyra it can easily kill that harpoon ship.
If you led it get behind you, it's no different from letting any other enemy behind you -> you are dead. The harpoon would make sure that the enemy cannot escape with special pilot tool tricks.

Example Pyramidion (or any ship for that matter) with harpoon on the side:
The same as above. You lose killing potentional, but at least the enemy can't run away or around you too easily.

Example Galleon with harpoon on the side:
If you get on the side of a galleon you are doing something wrong. The harpoon makes sure you will learn your lesson.


Whatever the reload time is, the very idea of putting this gun on your ship is questionable, because you simply lose quite a bit of killing and/or disable potentional.

But at least the enemy can't get away, right? Wrong.
With the current harpoon physics you are the one that moves in on the enemy and not even reliably. In most cases you will lose almost all of your gun arcs, having you standing right next to the enemy without any chance of attacking. In the worst case scenario, the enemy still has arcs on you while you just lose yours, giving him the advantage he needs to kill/disable you without you being able to defend yourself.
If I am not incorrect than the harpoon barely reels in the enemy, but speeds you up towards them and this sucks.

I can understand that a squid should not be able to reel in a galleon, but if a spire harpoons a squid, backwards moonshines and still moves towards the squid, than I believe something is wrong.


I don't need quicker reload times, if the weapon itself does what I need it to do. If the harpoon physics are not getting changed, then I want a new tool that is suggested here: https://gunsoficarus.com/community/forum/index.php/topic,3960.0.html

Crafeksterty:
I believe the squid gets pulled even harder. And that the pull turns the ship acording to where it hit him.
For example, harpooning a pyra on his side, but more torwards his engines will turn him away from you, more on his front will turn him against you.

Harpooning with a spire isnt really ideal either. While the squid can harpoon few ships.
Its true that the harpoon effect is detriment on the dealing side also. It should be possible to split the harpoon force away from the dealer. Or atleast, thats what i like to believe. But ive noticed its a gun that you may or may not want to choose dependant on your ship, versus some other ship.

Dementio:
Why wouldn't you want a harpoon on a spire? If the spire is close range, that is.
The spire is slow and thus unable to chase, but it can turn rather quickly.
It has 4 guns pointing in the same direction (somewhat at least). Three of those can shoot simultaneously while the pilot can still move the ship around. The harpoon is the situational 4th gun.

The harpoon on the spire would make sure that nothing can escape it and its 2 to 3 other guns.
Of course it's different when a pyra charged at it head first...

Crafeksterty:
All 4 guns are usually reserved for killing as quick as possible. Like i cant even place a flair in there even tho i wish i had one at times.
Harpooning with the spire would then have to be placed on the middle. So that the momentum isnt greatly shifted when landing a harpoon. Which ive done a couple times. It just never came to the situation to, turn their arcs away, or trap them from escaping because im such a grand target (becuzspire) that they always target me. You WANT them to run away. That extra 4th gun used by either the engineer or pilot  (Depending on the build) always ends up deciding what the Spire is overpowering the other ship at.

So to me, its detrimental because it takes away a 4th gun that combos with the rest of the guns. But i always use it on my goldie, like... always.

But your question does make me think about it more. I would use it versus a junker. But junkers arent exactly easiest to hit. Squids i believe are the best ships to choose harpoon versus. Pyramideons, no thanks. Mobulas, 50/50. Galleons, no thanks. Spires, Rather have the 4th gun. Goldfish, rather have the 4th gun.

Ive mostly used it versus squids and goldies (With the spire). But never really considered it again on my spire :/

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