Guns Of Icarus Online

Info => Feedback and Suggestions => Topic started by: DrTentacles on September 22, 2015, 09:13:44 pm

Title: Harpoon (Yes, this has been done to death.)
Post by: DrTentacles on September 22, 2015, 09:13:44 pm
So, if we wanted to make the Harpoon a "real" gun, I have on simple fix.

Make it pull entirely toward the user's position, without moving the user's ship. Currently, it's based on the mass of the harpoon and 'poon-ee's ship. This change would be unrealistic, but it would make it actually useful. You could use to drag enemies out of formation so you and an ally could isolate and attack. Or, pull an enemy into a minefield. It would be gun worth taking-instant, if temporary, chaos against enemy teams, and a chance to get good at a weapon that rewards user skill.

If they changed the harpoon so it pulled your enemy into you, I'd be willing to put it on the vast majority of my ambush ships for the surprise/isolation factor.

Thoughts?
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Daft Loon on September 22, 2015, 09:21:55 pm
I wouldn't mind that. You could almost justify it as some kind of mechanical feedback into the steering to compensate. Having it pull at 50%,25% etc on the users ship would also be possible.
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Arturo Sanchez on September 22, 2015, 11:44:01 pm
Velocity of the ships pull is highly affected by distance.

The longer distance the hit the harder the ram.

Imagine a ship flying towards you in paritan at twice the speed of moonshine squid and just before it slams into you it kills itself on a nearby building.

Naturally this speed would be from hitting at the very max range of a poon.
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Daft Loon on September 22, 2015, 11:52:57 pm
Maybe to avoid building pulls being too strong something like the user taking 75% linear pull, 50% angular pull or thereabouts.
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Arturo Sanchez on September 23, 2015, 02:55:19 pm
Maybe to avoid building pulls being too strong something like the user taking 75% linear pull, 50% angular pull or thereabouts.

Kind of reminds me of the old behaviour of the poon...
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Byron Cavendish on September 25, 2015, 01:48:45 am
Man, if the harpoon functioned like in mad max, or near like in mad max, it would be amazing. A true disable weapon that could pull guns or components off of ships for a limited or full (until the ship respawned) amount of time, lot's of different options for dynamic combat. And if they could match the way the car in mad max moves when it's harpooned something, that would be the real exciting thing.
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: DJ Logicalia on September 25, 2015, 02:18:13 am
Bottom line, the harpoon needs to work as a gun. The fact that there's a weapon that's in the game that is entirely broken is completely unacceptable
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Daft Loon on September 25, 2015, 02:55:16 am
Maybe for a start to making it useful swap out the pointless balloon damage (9 shots needed!) to mercury level shatter damage. To simulate more thorough disabling maybe have the harpoon lock the cool-down on components for as long as the rope lasts preventing repair/rebuild, probably only guns/engines though.
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Arturo Sanchez on September 27, 2015, 08:34:51 pm
Maybe for a start to making it useful swap out the pointless balloon damage (9 shots needed!) to mercury level shatter damage. To simulate more thorough disabling maybe have the harpoon lock the cool-down on components for as long as the rope lasts preventing repair/rebuild, probably only guns/engines though.

burst poon might become a thing. And make even less sense.
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Koali on September 28, 2015, 06:41:46 pm
Maybe for a start to making it useful swap out the pointless balloon damage (9 shots needed!) to mercury level shatter damage. To simulate more thorough disabling maybe have the harpoon lock the cool-down on components for as long as the rope lasts preventing repair/rebuild, probably only guns/engines though.

burst poon might become a thing. And make even less sense.

But that's what would make it fun!
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Dryykon on September 29, 2015, 06:14:59 pm
Bottom line, the harpoon needs to work as a gun. The fact that there's a weapon that's in the game that is entirely broken is completely unacceptable
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Extirminator on October 01, 2015, 07:21:30 am
Before thinking how to make it work, which we all know will take weeks if not months to come up with an idea and then implement it, why not in the meanwhile revert the gun to the previous state that actually functioned? Instead of keeping a gun in the game that does absolutely nothing to contribute to gameplay.
while a suitable replacement or rework is worked on, the least you could do is compensate for already a few months of having a broken gun in the game by giving us the older version that worked...
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Daft Loon on October 01, 2015, 09:17:48 am
The old force combined with the current click to (barely) pull and a bit of 'free' time to decide to activate or not before you start losing pull time would make for a semi-useful gun with a probably fairly limited implementation effort.
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Extirminator on October 01, 2015, 10:32:36 am
Everything has a fairly small implementation time. It's the question of do we wanna work on skirmish or co-op for the decision makers.

Also, the current harpoon doesn't pull in, all it does is attach to the ship hit by it and make the physics into a problem with two masses connected by a string - similar to the co-op balloon you can connect to your ship. And the change to the harpoon wasn't a feature but a bug, which I assume was caused due to the development of exactly that balloon in co-op because of the similarities of both mechanics and the timeline of the changes.
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Daft Loon on October 03, 2015, 07:43:54 pm
There is a pull, triggered instead of zoom. It is however really weak, to the point that it takes multiple shots to pull a target dummy from its deploy range to collision.
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Byron Cavendish on October 04, 2015, 07:14:47 am
Everything has a fairly small implementation time. It's the question of do we wanna work on skirmish or co-op for the decision makers.

Also, the current harpoon doesn't pull in, all it does is attach to the ship hit by it and make the physics into a problem with two masses connected by a string - similar to the co-op balloon you can connect to your ship. And the change to the harpoon wasn't a feature but a bug, which I assume was caused due to the development of exactly that balloon in co-op because of the similarities of both mechanics and the timeline of the changes.

That's the age old question. Granted, a harpoon fix isn't a huge priority but overall skirmish needs attention, there are a lot of things un-balanced or broken. We've all seen where co-op is at, I'm sure it's safe to assume it's still a long ways from release. It's already been 2.5 years since they started working on it, and look how far they still have to go with it. So how long will Muse continue to ignore skirmish? They need to learn how to be able to balance time for both.
Title: Re: Harpoon (Yes, this has been done to death.)
Post by: Newbluud on October 04, 2015, 08:21:31 am
Harpooning mines and pulling them towards you and a close enemy.