Author Topic: Light Harpoon  (Read 24205 times)

Offline SirNotlag

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Re: Light Harpoon
« Reply #15 on: April 14, 2015, 11:24:35 am »
Why don't we just turn it into an actual gun then? Increase damage decrease cooldown, and just make the physics aspect of it quick and weak, that way you could pair it with a mortor or something so the harpoon could break the armour and slow an enemy ship from running away.

That is until a better physics system could be built for the harpoon to turn it into a useful utility weapon.

Offline Arturo Sanchez

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Re: Light Harpoon
« Reply #16 on: April 14, 2015, 12:56:13 pm »
just get good at using the physics it currently has... and when the update comes. It becomes even more useful.

Also that feel when crazy gunner fires inci poon to lob over building in rumble and hit a ship on the other side.

Offline DJ Logicalia

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Re: Light Harpoon
« Reply #17 on: April 14, 2015, 12:59:47 pm »
just get good at using the physics it currently has... and when the update comes. It becomes even more useful.

Also that feel when crazy gunner fires inci poon to lob over building in rumble and hit a ship on the other side.

The physics are almost completely broken. There's nothing to get used to, it just doesn't work

Offline David Dire

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Re: Light Harpoon
« Reply #18 on: April 14, 2015, 01:01:59 pm »
just get good at using the physics it currently has... and when the update comes. It becomes even more useful.

Also that feel when crazy gunner fires inci poon to lob over building in rumble and hit a ship on the other side.

The physics are almost completely broken. There's nothing to get used to, it just doesn't work

Alright, this proves my theory Ceresbane thinks of everything good as bad and bad as good.

Offline Arturo Sanchez

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Re: Light Harpoon
« Reply #19 on: April 14, 2015, 01:10:38 pm »
just get good at using the physics it currently has... and when the update comes. It becomes even more useful.

Also that feel when crazy gunner fires inci poon to lob over building in rumble and hit a ship on the other side.

The physics are almost completely broken. There's nothing to get used to, it just doesn't work

And I wonder why... My pyra build consistent kills with that poon...

If you put it on the top left. It either leads the enemy ship into the side guns or into the ram.

AND it can be controlled with kero or moonshine. Kero reverse to drag the target to you (good for nullifying any attempts at moonshine escape). Fly forward to force ship into side guns.

Pretty much dumbing it down as there are lil subtle adjustments required as many other factors need to be considered. Like where on the hull does the poon land, what direction the ship is facing and what direction it is trying to move.

But generally speaking the behaviour is consistent. I don't care if you're too dumb to see a very obvious pattern. I know what I know and what I have consistently practiced with my crew.

Offline DJ Logicalia

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Re: Light Harpoon
« Reply #20 on: April 14, 2015, 01:11:42 pm »
I apologize. I forgot you were an expert in gun mechanics

I still like reducing balloon health and the flechette modifiers on balloons by the same amount. That way, the balloon is easier to rebuild and takes the same amount of time to destroy

doing this will result in heavyclip light carronade being OP too. Then you'd have to nerf that as well.

Then lumberjack is sure to follow.

If you said all 3 in the first place I would have taken this idea much more seriously, as it showed you actually gave proper thought about it.

Offline Arturo Sanchez

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Re: Light Harpoon
« Reply #21 on: April 14, 2015, 01:14:06 pm »
I apologize. I forgot you were an expert in gun mechanics

I still like reducing balloon health and the flechette modifiers on balloons by the same amount. That way, the balloon is easier to rebuild and takes the same amount of time to destroy

doing this will result in heavyclip light carronade being OP too. Then you'd have to nerf that as well.

Then lumberjack is sure to follow.

If you said all 3 in the first place I would have taken this idea much more seriously, as it showed you actually gave proper thought about it.

That just proves your own lack of forethought. Nice foot shooting.

Offline DJ Logicalia

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Re: Light Harpoon
« Reply #22 on: April 14, 2015, 01:22:50 pm »
I apologize. I forgot you were an expert in gun mechanics

I still like reducing balloon health and the flechette modifiers on balloons by the same amount. That way, the balloon is easier to rebuild and takes the same amount of time to destroy

doing this will result in heavyclip light carronade being OP too. Then you'd have to nerf that as well.

Then lumberjack is sure to follow.

If you said all 3 in the first place I would have taken this idea much more seriously, as it showed you actually gave proper thought about it.

That just proves your own lack of forethought. Nice foot shooting.

Damage

Modifiers

Offline HamsterIV

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Re: Light Harpoon
« Reply #23 on: April 14, 2015, 01:55:42 pm »
how about much longer duration and controllable (right click) pulling, except that if the operator leaves the weapon the rope is severed? It could become an effective controller, still hard and unforgiving to shoot.

I am very in favor of this. The harpoon's current duration is way too short to do anything useful with it. A manual release and winch in would be fantastic. We used to do silly things with the harpoon back when they physics treated the rope like a slingshot. I miss those days.

Offline Richard LeMoon

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Re: Light Harpoon
« Reply #24 on: April 14, 2015, 04:35:40 pm »
If you had a manual pull on right click, and a release/start reload on left click, I think it could work with the current physics. As an estimate, give it 10 seconds of pull total per shot, in 5 second max intervals (so two pulls per shot if held). On each pull, the physics reset. Harpoon breaks after 30 seconds. Give it a short reload of 4 seconds. This is because it does not start reloading until you break the rope.

You could leave the harpoon attached, and just give a little pull once in a while for disruption. Or you could break the harpoon right away and start your reload if you are going for damage.

Offline MagKel

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Re: Light Harpoon
« Reply #25 on: April 14, 2015, 06:14:11 pm »
but at the same time you need someone at the harpoon at all time once attached, leaving the position would reset the weapon.

Offline MightyKeb

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Re: Light Harpoon
« Reply #26 on: April 14, 2015, 06:20:44 pm »
but at the same time you need someone at the harpoon at all time once attached, leaving the position would reset the weapon.

That's always a good thing. Guns that encourage constant focus on the said gun encourage the crewmen to stay on it and limit their repair abilities, which is where gunner shines as he brings more optimal results to the table. Things like a Pyra's gatling, mines and in some cases, flamers encourage the crewmembers to use the gun for a maximum amount of time to reach peak efficiency.

Offline Lanliss

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Re: Light Harpoon
« Reply #27 on: April 14, 2015, 06:21:36 pm »
Realistically, that does not make much sense. If the gun is attached to the ship, there is no reason that the harpoon would become unhooked when someone left it. I think the 30 second break would work fine.

Offline MagKel

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Re: Light Harpoon
« Reply #28 on: April 14, 2015, 07:19:23 pm »
Realistically, that does not make much sense. If the gun is attached to the ship, there is no reason that the harpoon would become unhooked when someone left it. I think the 30 second break would work fine.

when you catch a fish and have to reel to the boat, do you leave the fishing pole and do something else?

Offline ShadedExalt

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Re: Light Harpoon
« Reply #29 on: April 14, 2015, 07:25:04 pm »
Realistically, that does not make much sense. If the gun is attached to the ship, there is no reason that the harpoon would become unhooked when someone left it. I think the 30 second break would work fine.

when you catch a fish and have to reel to the boat, do you leave the fishing pole and do something else?

Also, the gun would swing wildly on it's mount.

Which would hurt.