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1.3.6 Harpoon Changes
Richard LeMoon:
Well, it comes down to this. Crafeksterty wants the harpoon to match his play style. I want the harpoon to do what it is supposed to do, and let people adjust tactics to that.
I actually have used the harpoon on a Spire. It worked very well... for each shot. During the long reloads, it was rubbish and caused the strategy to fail. An enemy that would have been dead was able to simply fly away during a reload, and kill our teammate. Why? Because the harpoon does NOT functionally reel ships in. It gives a short burst of repositioning or turning. It is being used as a disable gun. It is not meant to be a disable gun. It is meant to be a range control gun. It fails miserably at this.
If you want a gun to do what you are suggesting, suggest a new gun.
Crafeksterty:
Wow! Richard! What got up in your grill?
Im not suggesting this for my playstyle, im supporting what muse did with the harpoon. Because i believe it was a good choice for the harpoon. And to further develope it for players to simply use it is the muzzle speed.
The harpoon half force and half reload wont do what you want it to do. Its going to go all ape the more harpoons you place. The previous harpoon had a very long duration but the force was aprox... weaker than half of this. And even that was ape.
And to clarify, ive seen players use this harpoon to its success. Albeit some are ineffective. (Addition: Front Harpoon junker is a great chaser) A double harpoon junker with coordination can make for some devestating results in terms of breaking the positions. Double harpoon Pyramidion front is a bit innefective but can make for instant kills. Galleon harpoon is super effective. Mobula and spires dont really benefitt much from harpoon and really rather not be harpooned. The squid can only pull some ships, like the moby, spire (maybe), another squid, goldfish. And for the goldfish, i dont play it too much but i finaly use the harpoon on it.
Richard LeMoon:
The current change is the result of faulty feedback from players, same as the flamethrower. Only one was hotfixed.
The harpoon did 'ape' things before precisely because it held on too long for what the mechanics were trying to do. Breaking that connection resets the mechanics. Firing more rapid harpoons will result in nothing like the original harpoon mechanics, which were almost 20 times weaker than they are now. It will just result in a less extreme pull for the same amount of time (5 seconds). Then the mechanics disengage, and reset with the next hit. How can that be MORE 'ape' than the insane stuff it does now? I don't follow your logic at all.
Imagine taking it all the way back to 10,000n, but with the 5 second duration/8 second reload the DevApp has now. It would barely do anything. It would not be 'ape'. So, tell me HOW making the force weaker than it is now, but stronger than it was, with the same exact duration would make it 'ape'. Tell me how setting weaker multiple harpoons is more 'ape' than setting multiple stronger harpoons. You make zero sense on this.
Weaker force, same 5 second duration, 8 second reload from DevApp= same effect, though much weaker, almost twice as fast. Does NOT = 'ape'.
Pilots will be able to counter the effects with tools, but only have a 3 second window of maneuvering instead of NOT being able to counter at all, and having almost 10 seconds to recover. The first option makes sense in the game. The second is ape.
awkm:
Guys, let's try to reel it back a notch (see what I did there?). I understand you are all very passionate. However, let's not speculate. If you'd like to test something in particular, please let me know.
From what I've read, it's clear that I should increase reload speed a tad after muzzle speed increase.
Any other requests for tests?
Richard LeMoon:
I have been asking for a test of 100,000n with 5s duration, 8 second reload (actually 6 s previously, but I like like the 5/8 in devapp) since we started testing it. I was drown out by the "MOAR POWERS CAN'T FEEL IT!" crowd.
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