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1.3.6 Harpoon Changes

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Dementio:
I would like the ship that shoots the harpoon to be more stable compared to the ship that gets hit by the harpoon, if that is possible or a tool that lets me achieve something like that, like for example a tool suggested here https://gunsoficarus.com/community/forum/index.php/topic,3960.0.html, if that is possible. Moonshine can only do so much...
Of course there should be some limits, less the squid reels in a galleon without any trouble (although that would be funny and create an interesting gameplay to some extent).

GeoRmr:
I would like to see this effect with the addition of 'anchor' pilot tool. Anchor could also be used to prevent ships ramming off your gun arcs and possibly in combination with impact bumpers.

Crafeksterty:

--- Quote from: Richard LeMoon on May 23, 2014, 08:17:58 pm ---
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.


--- End quote ---

It wont ape at first, but at first wont do anything much. Constant pulling and constant use may result in Spiral behaviour.

Having weaker harpoons is going to make it Mundane and less desirable to use because it effect does not do/Last enough.
The first intro to this current harpoon on the dev app was actually weaker. And, it didnt do enough Even with multiple harpoons, it did little, but the idea was there.
The reason this wont help much as a balance is because BOTH ships are getting the effect. A pilot with harpoons of your suggestion will be out of control eventualy.
A harpoon with strong effects but a short duration is much easier to manage and take control of. Simply upping the muzzle speed, and you gurantee a harpoon to hit, thus expecting the effect to happen much more often. But not as often as constant because of the reload.

Setting multiple Strong harpoons is pretty rediculous, but sacrifices alot of the actual offence power.
Multiple weaker harpoons... simply wont do much. and thus not really worth taking. But lets say its consentrated. Where the pilot uses moonshine and stuff to stabelize himself. You managed to spiral the other ship, but you no longer have engines because it took its time and maybe spiraled a bit yourself. OFcourse i dont know this, but the behaviour sounds similar to the previous harpoon than how this harpoon works now.



--- Quote ---I would like the ship that shoots the harpoon to be more stable compared to the ship that gets hit by the harpoon
--- End quote ---

Yeah! Right now we can only battle the weight with moonshine/Kyrosine. But moonshine does not cover all directions. Is there a way to simply take a bit force pull away from the dealing side?

Richard LeMoon:
Simply put, I think you are wrong. Since we have not tested it, which I am asking for, you just have speculation in the wind. That is not worth anything.

Dementio:
Incase you want to have a glimpse of how multiple harpoons perform, I have a little of experience of how it performed before the patch. I used to do double harpoon on mobula bottom deck.
Compared to when I had only 1 harpoon as the top middle gun, the two harpoons (assumed hit approximately at the same time) made my ship much more controlable. In contrast, I did not understand what was happening on the harpooned ship.
Of course I did not have full control over my ship, but since I was moving myself, I could at least move to where I wanted to move to (even without moonshine, but some kerosene to help out) and the harpooned ship was forced to move with me (even up and down). It was nice.

This does not work with the current harpoon, of course, since you cannot even control your ship with backwards moonshine and if you pay a little attention on just the right ship, you will notice that the harpoon makes you spin even if you have moonshine activated.
The force that the current harpoon has (270 000N, if I am not mistaken) is enough to have the harpoon do what you want it to do (the duration is arguable, I personally believe it's a bit too short, especially if I want to make use of it in a bit longer range, but because of high reload I have to wait forever to shoot again incase of miss -> high risk, high reward?), but its physics won't allow you to keep control of your own ship. This makes 2 harpoons redundant and the use of just 1 harpoon questionable.

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