Main > Gameplay
1.3.6 Harpoon Changes
Crafeksterty:
Because we dont want Constant Harpooning, or something that ressambles the previous harpoon.
The ammount of reload you just stated seems reasonable to test this out. But the reload is just scary. Its going to be constantly used, or if its constantly used i can only expect spiral behaviour.
And i dont know the problem of the current harpoon other than the muzzle speed/velocity.
Richard LeMoon:
Who is "we"? I just looked back through this thread and others, and the majority of people want a shorter reload.
What do you mean by 'spiral' behavior? If you meant the old harpoon pushing ships away from each other, that will not happen. If you mean spinning a target ship, that already happens, but would happen less with a weaker force.
Crafeksterty:
But then it would also pull less. And the effect maybe not so good?
Youve convinced me enough to wanna test this, im just super skeptical. The reason being is that the harpoons duration is an effect that lasts during the reload. It is like a gattling still shooting while it is reloading. So 10 Second reload is, fair enough because that gives 5 second actual reload/Breather from the harpoon. (5 second off, 5 second on) But im not sure that the force is enough, but if it is enough im very afraid of 5 seconds not being enough of a breather to recover from constant shots, or worse yett 2 harpoons.
In the end, its not only the recieving ship we have to worry about, it is also the dealing ship. How well can a dealing ship perform with this, is it practical in use etc etc.
Currently, this harpoon is practical when it hits. The dealer can expect the out-of-control behaviour so he braces while the ship that recieves is on a suprise so they have to react or deal with it somehow.
Dementio:
I don't mind the current reload time, if only the duration is pushed a bit up, but that's too subjective.
awkm:
Okay, you have it.
Force: 100,000N
Duration: 5s
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