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Is whaling viable?
Dr Brobotnik:
Harpoon-oriented combat - is it actually viable compared to everything else? I was on a 5-poon junker in the desert, and we only died once - and when we learned to syncronize our harpoons, we did get a small killstreak before our team died too many times.
Oh, and, whaling for Galleons is just priceless ^^ Especially when you manage to penetrate the hwachas.
DJ Logicalia:
5 poon junkers, no. You'll annoy your enemy for a minute before they rip you apart because you can't fight back. If you want a harpoon in a hot gun slot, the top left slot on a galleon is a place where you might be able to get away with it. It pairs ok with a pair of hwachas.
Thing about harpoons is, though, it's not about if they can work somewhere, it's about if they are better than any other gun in that position. Sadly, the answer is no. If you're bringing a harpoon, you're bringing it just to have a harpoon, not to have a viable weapon in that position.
Hoja Lateralus:
Harpoon is useless
This post should've been in Q&A section
BlackenedPies:
I've been killed by a harpoon once: hydro up with pyra out of galleon arcs and got pulled down into double hwatcha. Otherwise it's just an annoyance. If it acted like a close range minotaur that gives you 5 seconds of disruption at the cost of high risk, then it might be useful as a defensive weapon. It had virtually no use before the bug and currently has none.
Double harpoon - mine mobula with chute vent was entertaining at least. Or hydro drogue and prebuild balloon until the last possible moment to slam them into the ground.
Daft Loon:
I sent in a suggestion about the harpoon the other day and got the reply that it was one of the things they are looking at. So we may be in for another round of trying to make it work soon.
I've tried front harpoon on a close range junker from time to time to try stop people from backing away sniping me but other approaches are probably better at that.
I ran a harpoon-mine mobula the other day that was fun and marginally successful - bottom deck mines, harpoon above pilot slot fired by pilot, gunner on middle deck with option of Artemis or a 3rd mine. With the recent harpoon changes there's less risk of being pulled into your own mines. The pilot uses the jump trick to fire the harpoon when the opponent is close enough to a mine field and if it hits uses stamina and kerosene backwards to drag them into the mines. For a bonus harpoon the side of their ship so they are turned that way and cannot resist the pull.
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