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1.3.6 Harpoon Changes

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Mezhu:
Insignificant effect.

Can't  say if that's good or bad though since I don't really know what's the goal of the gun- if I knew what it's supposed to achieve I'd do more testing.

Crafeksterty:
We did show how it can work mezhu.

But yeah, this harpoon has VERY little effect. I dont use any tools against it, and the only ship that can be chased by this is the squid. The main game harpoon does things even more it just misses... alot... and that is between those 16 second reloads. 2 Harpoons hitting a ship is too far between and dooes not reward anything other than flinging yourself after another 2 hitting harpoons. Dont know if this fling is good or bad because on a pyra it can reward with a ram. But that is 2 front harpoons that is takes away too much offence. On other ships, for the most part. 2 harpoons takes too much away, and 1 harpoon doesnt affect enough.

I dont know how 150k will perform, but that is getting awefully close to main game harpoon which then results to prone of abuse.
If we change to 150 with longer reload, is balancing out the drawbacks into becoming the main game harpoon.


I still rather have the 230k or 200k (Whatever it was) with the fixed muzzle speed and maybe 3 seconds lower reload from 16.

Mezhu:
For the gun to fill a position/rotation mess-up role it has to have force strong enough to actually achieve it. It needs to hit reliably so the increase in muzzle speed is necessary. And it needs to not have a dramatically lower cooldown otherwise it becomes a nerve wracking thing that's just going to be abused. Cooldown of 16 is about ok imo (granted the increase in speed and duration stays)- once every 16 seconds you get the ability to f up an enemy's ship movement, be it to save an ally, prevent an escape or just piss the enemy pilot off.

Richard LeMoon:
Commented in devapp thread.

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