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1.3.6 Harpoon Changes
CallMeCoop:
happy to see the changes. It's nice knowing a harpoon wont be flinging 2 ships in what seemed like two random directions for 2 minutes anymore. would like to see damage changes to be viable on ships with a small number of guns with same arc, but i don't know how that would go and one fix at a time is nice. haven't worked with it too much with it will post again if anything else comes up
Richard LeMoon:
Playing a match as a harpoon gunner, not fun at all. I think we have all pilots talking up there. It is irritating, slow, and un-fulfilling.
Fire.
Miss.
Wait.
Wait.
Wait.
Wait....
Fire.
Hit.
Pull.
Bump.
Wait.
Wait.
Wait...
Frustration.
At least the flare gun has two shots, and landing even one of them feels like an accomplishment. Landing a harpoon feels like "I hope this does what we want.... now comes the wait."
Missing the reload is even worse. Without lesmok, you might was well just reload again, as your chances of hitting anything not right in front of you are minimal.
Making the pull stronger made the gun more fun. Adding the long reload removed every ounce of that fun.
I stick by my original suggestion. Reduce the pull by 50%, reduce piercing, make the reload one second longer than the rope duration. That would give the harpoon long, slower reels requiring a gunner's constant attention instead of a short maybe-if-you-don't-miss jerk and intolerable wait.
Imagine:
Alternatively, don't miss.
Either way, harpoons probably shouldn't be the focus of a ship as it is.
Cancaro:
I can see the fun of the harpoon right now (it has become a totally different weapon from before), but isn't the recharge time too much? I mean, it's pretty much a tactical weapon that does no damage, it just swap and randomize ships placement. Let's say you use it for rams, it's a little too impredictable and it puts you at the mercy of the other(s) ship(s), even if you succeed (that is rare if the enemy has experienced engeneers).
No ship would use it as a main gun so, why the long recharge time? It can become a pretty useful weapon on rarely-used gun slots if it can shoot faster.
Dimometer:
When I used the harpoon in the dev app, with a short reload duration, it was very easy to spam. For example, repeatedly bouncing a squid of a galleons hull until the squid explodes.
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