Guns Of Icarus Online

Main => Gameplay => Topic started by: Serenum on October 31, 2013, 07:04:11 am

Title: Harpoon gun discussion
Post by: Serenum on October 31, 2013, 07:04:11 am
I recently got the achivement for killing 4 harpooned ships and it was a pain in the arse.
I've never  been a fan of that gun, I tried using it with a couple of builds and I've always found it lacking. But grinding for this achivement made me realize just how bad it was.

Now I've heard in the past that the harpoon is supposed to simulate perfecty the effect of a rope tying the two ships together, but I think it goes beyond that. The harpoon takes away all control from your ship.
With this achivement I went for a ramming Pyramidion armed with harpoon and mortar on the front guns. Each time I harpooned something that was in front of me the ship would start turning to the opposite direction.
Then I would find myself with the enemy on my right, pulling me to the right. You'd think that this would make turning the ship to the right easier since there is a whole ship pulling you in that direction. No, it made it IMPOSSIBILE.
I had to turn all the way to the left, with the harpoon rope cutting through my ship like it wasn't there and after doing an almost full 360° turn I was able to have the enemy ship in front of me again, for a brief moment before this hellspawn of a gun decided that SOMEHOW having a rope between me and my target in front of me was preventing me from going foward, towards said ship, and insted pulled me to the left again.
I had to resort to firing the harpoon at the last second just before killing the enemy ship.

Now, putting my rant aside, I think the harpoon gun is useless. Right now it's a joke weapon and any constructive way of using it requires a disproportionate amount of effort. In public games it's virtually non-existent, aside from the occasional joke build.
Is this right? Is the harpoon supposed to be a joke weapon, that no one would ever use seriously?

Oh and please don't start posting things like "I can use the harpoon, here's how". Allright, some of you might be able to put it to good use. I'm not arguing that. I'm arguing that it requires disproportionate effort to manage that and I'm arguing that it's so counter intuitive and hard to use that it's basically non-existent in any given match, which I think proves it's a flawed weapon, regardless of exceptions.
Title: Re: Harpoon gun discussion
Post by: Echoez on October 31, 2013, 09:20:19 am
>Rope that ties ships together
>There is no boarding
>Why tie ships together?


It's useless and should remain useless or completely removed from the game. I don't want anything that could potentialy be good enough to take away all horizontal control of my ship and giving me nothing to retaliate or take rid of it with, currently if the harpoon worked correctly I'm assuming it would be something like a Carronade that restricts you vertical movement by taking out the balloon, but instead of vertical, the harpoon would restrict horizontal movements, which is bullshit in itself and should never be a thing. I can rebuild a balloon, I can't de-harpoon my ship.

No, leave it or get rid of it and all achievements related to it.
Title: Re: Harpoon gun discussion
Post by: Squash on October 31, 2013, 09:39:25 am
Old harpoon (pre-mass adjusting patch)

[5:00 - 06:15] http://www.youtube.com/watch?feature=player_detailpage&v=X7bDT4IUTr4#t=300

[02:25 - end] http://www.youtube.com/watch?feature=player_detailpage&v=dMF_1929eus#t=146

Stick around for my favorite line of commentary ever at 09:27.


Last week:

[30:48 - end] https://www.youtube.com/watch?v=oWmt_AdfxRQ#t=1849


My opinion:
The harpoon is exactly as useful as the players are imaginative.
Title: Re: Harpoon gun discussion
Post by: Serenum on October 31, 2013, 09:41:36 am
Old harpoon (pre-mass adjusting patch)

[5:00 - 06:15] http://www.youtube.com/watch?feature=player_detailpage&v=X7bDT4IUTr4#t=300

[02:25 - end] http://www.youtube.com/watch?feature=player_detailpage&v=dMF_1929eus#t=146

Stick around for my favorite line of commentary ever at 09:27.


Last week:

[30:48 - end] https://www.youtube.com/watch?v=oWmt_AdfxRQ#t=1849


My opinion:
The harpoon is exactly as useful as the players are imaginative.

You did exactly what I asked not to.
You present exceptions and try to justify the current state of a useless, underused and straight out counter productive weapon with them.
This doesn't work.
Title: Re: Harpoon gun discussion
Post by: Crafeksterty on October 31, 2013, 09:51:55 am
I wonder, we really need to see what other uses the harpoon gun can be used for. I mean it is appaling.

But, what if it combats flachette? I wanna harpoon a goldfish and have him blend me down. How much trouble will he be in? etc (Or how much trouble i will be in)
Title: Re: Harpoon gun discussion
Post by: Echoez on October 31, 2013, 10:22:35 am
Old harpoon (pre-mass adjusting patch)

[5:00 - 06:15] http://www.youtube.com/watch?feature=player_detailpage&v=X7bDT4IUTr4#t=300

Perfect display of why this gun should never be a thing again, restriction of horizontal movement with no chance to retaliate or recover on a very easy to shoot gun, it would never be justified even on a hard to shoot gun cause it has nothing to be countered with.


My opinion:
The harpoon is exactly as useful as the players are imaginative.

If the Paddling uses it, it must be viable. Sure. Just like you guys justified the Heavy Flak back in 1.2? Because you were the only ones using it back then as well, but it was totally fine, right.

Nothing personal by the way, your wording is just kind of weird, so I hope you were expecting weird answers.


EDIT: the recent match was good for laughs though, good work there. lol
Title: Re: Harpoon gun discussion
Post by: Echoez on October 31, 2013, 10:55:37 am
By the way, since I can't edit it anymore, I'm sorry for over-reacting a bit in advance.
Title: Re: Harpoon gun discussion
Post by: HamsterIV on October 31, 2013, 11:03:35 am
The harpoon was never useful, but before the mass patch it was fun. Aside from ramming it was the one means to move an enemy ship against its will. I used to mount one on the back of a squid, make a high speed pass, tag the target, and fly at the nearest piece of level geometry. If we did it right the enemy ship would be catapulted into the level geometry get Velcroed and die. Most of the time we would get shot on the way in, get shot on the way out, miss the harpoon, crash into the other ship, crash into the terrain, or pull the other ship into us as we crashed into the terrain.

The harpoon is still somewhat useful on the back of a galleon for pulling those pesky squids into an unintended ram. It is mainly a joke weapon you pull out to give yourself a handicap in games where people are complaining about "stacked teams." It sucks that you are "forced" to use it in order to level up, but that is another discussion entirely.
Title: Re: Harpoon gun discussion
Post by: zlater75@hotmail.com on October 31, 2013, 11:33:18 am
i'm not sure yet how it works as i haven't even used it but on the other end it seems like the harpoon ship is the victim more or less too using it they also get a leash on themselves.

so what would be interesting is if the place the harpoon hits would lose damage progressively until it breaks the part (balloon, hull, engine, gun) and when that is rebuilt the harpoon disappears.
a retractable to 50% of line would also be good with a less restriction of harpooned movement. But not sure if either is possible. Or even if they already exist.  ???
Title: Re: Harpoon gun discussion
Post by: Queso on October 31, 2013, 11:59:01 am
Reworks for harpoon mechanics are in the pipes. However it's not exactly high priority as nothing about the harpoon is game-breaking at the moment.
Title: Re: Harpoon gun discussion
Post by: zlater75@hotmail.com on October 31, 2013, 12:02:28 pm
 :) Great. Thank you Queso.
Title: Re: Harpoon gun discussion
Post by: Captain Smollett on October 31, 2013, 12:14:31 pm
When they get the new harpoon right it should actually be very good.

How I hope and imagine it will work is like this:

It will be a close range armor breaker with utility.  So it will do less armor breaking than lets say a gattling with shorter range however it should give the gunner a lot of control over the enemy ship. 

Speculation has it that the tow strength will be increased and that the gunner will control when it reels with an alternate fire.  Currently the gunner can exert also some control on the enemy ship simply by turning the gun and by detaching and reattaching the harpoon so overall it should capable of preserving positional advantage as well as creating some.

These two abilities combined should give the harpoon versatile, practical and overall enjoyable use on the battlefield.
Title: Re: Harpoon gun discussion
Post by: Echoez on October 31, 2013, 12:22:22 pm
Curious Smollett, since mass is in effect right now, which ship could even use such a gun effectively other than a Galleon?

The Squid is too light to make it work even if you go full speed, Junker is light as well as slow and doesn't like ramming, Pyra will sacrifice too much firepower, Goldfish.. well that doesn't need explaining, Spire/Mobula are way too fragile for them to attach a ship onto themselves. Consider that the enemy ship can also drag you as well.

That is implying that the harpoon will still force you to point the side of which is it on at the enemy, so a harpoon on the side of a Pyra for example would force the Pyra's side towards the enemy ship at all times which would be a massive problem for the ship using it (except of course the heaviest ship in the game!), else I can see it being horribly broken, like, attaching my Blenderfish up your rear without you being able to turn broken.

All in all, I think a buffed harpoon would just be one more thing to make Galleons even more powerful as the usage of such a weapon is of almost no use to any other ship due to design.

Title: Re: Harpoon gun discussion
Post by: zlater75@hotmail.com on October 31, 2013, 12:35:37 pm
just thinking.. the deattaching cooldown/reload should be longer than the cooldown for when an enemy ship rebuilds targeted partand detaching the harpoon. It shouldn't be too fast to reload. enough time to let a ship turn 90 degrees with phoenix claw at least.
Would moonshine break the line? Or give the harpoon damage?
Title: Re: Harpoon gun discussion
Post by: Captain Smollett on October 31, 2013, 12:38:01 pm
Curious Smollett, since mass is in effect right now, which ship could even use such a gun effectively other than a Galleon?

The Squid is too light to make it work even if you go full speed, Junker is light as well as slow and doesn't like ramming, Pyra will sacrifice too much firepower, Goldfish.. well that doesn't need explaining, Spire/Mobula are way too fragile for them to attach a ship onto themselves. Consider that the enemy ship can also drag you as well.

That is implying that the harpoon will still force you to point the side of which is it on at the enemy, so a harpoon on the side of a Pyra for example would force the Pyra's side towards the enemy ship at all times which would be a massive problem for the ship using it (except of course the heaviest ship in the game!), else I can see it being horribly broken, like, attaching my Blenderfish up your rear without you being able to turn broken.

All in all, I think a buffed harpoon would just be one more thing to make Galleons even more powerful as the usage of such a weapon is of almost no use to any other ship due to design.



Moving things with the harpoon doesn't have nearly as much to do with mass as it does with thrust since everything is suspended in air.

Speaking from the perspective and recollection of the former glorious harpoon, it was always good on the front gun of a Junker and rear gun of a Squid and of course excellent on a Galleon.  Should the armor piercing modifier be properly buffed putting one on the front of the Pyra should yield excellent results as it reels you slowly into its mortar with repeated harpoon shots.  It should also be quite good on a mobula, which if you look at the stats, isn't nearly as fragile as people think (though it really does hate rams, vertical acceleration usually makes them a non issue though).
Title: Re: Harpoon gun discussion
Post by: Captain Smollett on October 31, 2013, 12:39:09 pm
Currently if enough force is exerted on the tow line it will break.  I have no idea how much that is, but it is relatively high.

Title: Re: Harpoon gun discussion
Post by: zlater75@hotmail.com on October 31, 2013, 12:43:33 pm
if that force is standstill acceleration force with moonshine i think it would have the reward value.  :-\
Title: Re: Harpoon gun discussion
Post by: Echoez on October 31, 2013, 12:53:04 pm
Moving things with the harpoon doesn't have nearly as much to do with mass as it does with thrust since everything is suspended in air.

Speaking from the perspective and recollection of the former glorious harpoon, it was always good on the front gun of a Junker and rear gun of a Squid and of course excellent on a Galleon.  Should the armor piercing modifier be properly buffed putting one on the front of the Pyra should yield excellent results as it reels you slowly into its mortar with repeated harpoon shots.  It should also be quite good on a mobula, which if you look at the stats, isn't nearly as fragile as people think (though it really does hate rams, vertical acceleration usually makes them a non issue though).

Well, if we are gonna talk physics, air resistance does take mass and profile size into account since into the atmosphere the heavier object will fall faster and/or requires more intial power to move, so it does matter a whole deal here unless GoI uses vacuum physics and I don't know of it.

Of course the Squid would be able to drag the Galleon, but it would take time for that to happen and the Galleon has engines of its own, which are much more powerful than the Squid's and this is all time you spend while they take aim at your rear.

I don't exactly get the Pyra example, are you saying you would use the harpoon as an armor piercer? if that is the case and my answer is simply 'no' that is not possible with the fire rate and the damage it deals and there would be no reason for it to deal any more anyway.

Old harpoon might have been good, but as I posted airlier, realy shows why this gun has issues in general, it restricts horizontal movement and has no counter, plus the only ship that could take real advnatage of it is a Galleon, MAYBE a Junker on its side with a frontal gun that can form a bi-fecta with the other side gun (talking about a new harpoon btw, not the old one, that's as gone as the old Flak is). Anything else would either lose too much firepower or be forced to face the wrong direction due to harpoon physics that force turning.

I'm certain we both agree that the Harpoon should not be a damage dealer, even less an armor shredder.



Title: Re: Harpoon gun discussion
Post by: Serenum on October 31, 2013, 01:00:45 pm

Moving things with the harpoon doesn't have nearly as much to do with mass as it does with thrust since everything is suspended in air.

Speaking from the perspective and recollection of the former glorious harpoon, it was always good on the front gun of a Junker and rear gun of a Squid and of course excellent on a Galleon.  Should the armor piercing modifier be properly buffed putting one on the front of the Pyra should yield excellent results as it reels you slowly into its mortar with repeated harpoon shots.  It should also be quite good on a mobula, which if you look at the stats, isn't nearly as fragile as people think (though it really does hate rams, vertical acceleration usually makes them a non issue though).

Unless you know something I don't I'm gonna have to say that this isn't true or at least not commonplace.
I've harpooned ships with my squid, full speed, kerosene and I still got horribly stuck. You can tangle them and make their manouvering a bit awkard, just like yours after harpooning, but towing? Never seen it happen. Maybe if the enemy has the engines turned off and for some reason he doesn't use them to resist?

Otherwise both ships get stuck pulling away from eachother and that's it.
Title: Re: Harpoon gun discussion
Post by: HamsterIV on October 31, 2013, 01:18:43 pm
Last I checked the "Rope Physics" are just directional thrust vectors with no enforcement of rope length or breaking strength. The rope breaks if it gets too long, but that is about it. I don't think there is even an increase in thrust vector the further the ships are away from each other (spring tensor system).

One interesting side effect is the impact bumpers. They increase ship drag which dampens the rope's thrust vector and causes your ship to be pulled less. It isn't useful for towing but for a fling attack, the moment your ship looses forward momentum turn on impact bumpers to prevent from being puled backward and you will add a little extra fling.

Be sure to disconnect the harpoon and Chutevent/Helium out of the way before the target ship actually crashes into you.
Title: Re: Harpoon gun discussion
Post by: Captain Smollett on October 31, 2013, 01:35:04 pm
I'm certain we both agree that the Harpoon should not be a damage dealer, even less an armor shredder.

We do not agree on this.

The harpoon should be a viable weapon in and of itself with some interesting utility added on when they fix the harpoon mechanics. 

I'd imagine the harpoon to be a piercing weapon weaker than the mercury and gattling with shorter than gattling range but the utility of a new and improved harpoon mechanic.  This would make it similar in a way to the carousel which loses out on dps to other explosive finishers but gains the added benefit of pouring on fire stacks.
Title: Re: Harpoon gun discussion
Post by: Serenum on October 31, 2013, 01:41:37 pm
I'm certain we both agree that the Harpoon should not be a damage dealer, even less an armor shredder.

We do not agree on this.

The harpoon should be a viable weapon in and of itself with some interesting utility added on when they fix the harpoon mechanics. 

I'd imagine the harpoon to be a piercing weapon weaker than the mercury and gattling with shorter than gattling range but the utility of a new and improved harpoon mechanic.  This would make it similar in a way to the carousel which loses out on dps to other explosive finishers but gains the added benefit of pouring on fire stacks.

Agreed...
One thing I thought about was making the harpoon a "damage over time" weapon, once you are harpooned your armor or harpooned component keeps taking damage, but it can do any real hull damage.
I think it would be a nice risk-reward weapon if that was the case, since it's as much as an obstacle to those that use it as to those that are subjected to it.
Title: Re: Harpoon gun discussion
Post by: Gambrill on October 31, 2013, 04:03:43 pm
i had a pyramidion with dual harpoons. I was  so good at pulling that spires couldn't do anything but be pulled closer even with kerosene xD safe to say its good to ram something while they are headed towards you ;) adds a bit of extra punch :P
Title: Re: Harpoon gun discussion
Post by: Thomas on October 31, 2013, 04:24:35 pm
For me it always feels like stuff gets weird when harpoons get involved. The ship starts acting funny, making it harder to control. I think it can used as a really nice weapon, it's just difficult to use it effectively.

It could be made into a 'better' weapon, but I kind of like it being just a weird fun one; and possibly a good tool in the right hands.
Title: Re: Harpoon gun discussion
Post by: Echoez on October 31, 2013, 05:50:11 pm
We do not agree on this.

The harpoon should be a viable weapon in and of itself with some interesting utility added on when they fix the harpoon mechanics. 

I'd imagine the harpoon to be a piercing weapon weaker than the mercury and gattling with shorter than gattling range but the utility of a new and improved harpoon mechanic.  This would make it similar in a way to the carousel which loses out on dps to other explosive finishers but gains the added benefit of pouring on fire stacks.

Ah, I see, then indeed we disagree. I don't want to see this happen unless the harpoon's appearence changes completely to that of a ballista, currently that gun doesn't look like something that should be inflicting contant damage or even be a damage dealer, more like an one use thing. If it gets changed to a light ballista with a rope, I could see this being cool, BUT AUSTHETICS FIRST!

also the drag effect it has should be less and not as strict, I still believe this is right on its way to become an even more annoying form of carronades for inexperienced people which will then in turn cry foul and eventually get it nerfed into the ground :P
Title: Re: Harpoon gun discussion
Post by: Captain Smollett on October 31, 2013, 09:29:34 pm
Seems to me getting shot at with a giant harpoon would pierce the armor but maybe that's just me.
Title: Re: Harpoon gun discussion
Post by: The Djinn on October 31, 2013, 09:42:14 pm
Honestly, one of my biggest issues with the gun is that harpoons were not used against ships, and the only reason to use one against a whale (given how dangerous they often were to the whalers) was so that you knew where it was when it died. SO WHY ARE WE USING THEM ON AIRSHIPS?!?

Seriously. I'd much rather a huge armor-piercing ballista than a harpoon, because there really isn't a logical reason to keep a ship tied to you when you don't have boarding and you don't need to find it once it's died to harvest its fat for oil.
Title: Re: Harpoon gun discussion
Post by: Captain Smollett on October 31, 2013, 11:54:10 pm
Why would a ballista do more damage than a steam/gunpowder propelled harpoon?  The force applied on the current model I think would be greater.
Title: Re: Harpoon gun discussion
Post by: The Djinn on November 01, 2013, 12:19:29 am
Why would a ballista do more damage than a steam/gunpowder propelled harpoon?  The force applied on the current model I think would be greater.

By ballista I didn't mean a medieval ballista...I guess I meant a non-harpoon piercing weapon, probably without a connecting rope.
Title: Re: Harpoon gun discussion
Post by: Spud Nick on November 01, 2013, 01:29:24 am
I would like to see shatter damage on the harpoon instead of piercing.
Title: Re: Harpoon gun discussion
Post by: Echoez on November 01, 2013, 08:51:21 am
Why would a ballista do more damage than a steam/gunpowder propelled harpoon?  The force applied on the current model I think would be greater.

Smollet come on, we aren't talking about the actual real weapon, get your imagination going, it might as well be a steam-powered repeater ballista with about 3-4 rounds per clip so some ammo variety will be available to it instead of the current 1 ammo harpoon that doesn't realy look like it has a punch behind it at all. Think something like a nail gun, could have a bit of Flechette and a bit of Piercing which is not that bad of a damage combination and only used on the current harpoon, could also utilize the rope mechanic at the last round of a clip for example.
Title: Re: Harpoon gun discussion
Post by: Saull on November 01, 2013, 05:24:23 pm
I would love to see the harpoon or any future harpoon like weapons do damage over time. Like an electric charge that places a fire stack or two every few seconds on to the component the harpoon is attached to. To balance something like that though would maybe need a max limit of stacks that could be applied per connection, requiring a detachment and then reload of a fresh harpoon before doing more damage.

Really I just want to turn the mobula into a big jellyfish
Title: Re: Harpoon gun discussion
Post by: GeoRmr on November 07, 2013, 06:50:39 am
Honestly, one of my biggest issues with the gun is that harpoons were not used against ships, and the only reason to use one against a whale (given how dangerous they often were to the whalers) was so that you knew where it was when it died. SO WHY ARE WE USING THEM ON AIRSHIPS?!?

Seriously. I'd much rather a huge armor-piercing ballista than a harpoon, because there really isn't a logical reason to keep a ship tied to you when you don't have boarding and you don't need to find it once it's died to harvest its fat for oil.

The new harpoon will come in the same patch as the sky whales DUUUUHHH...
Title: Re: Harpoon gun discussion
Post by: Thomas on November 07, 2013, 12:43:32 pm
After playing a bit more, I think the harpoon might be a ridiculously fantastic weapon for a coordinated crew. Hitting the enemy in the right spot, you can fly around them and keep tugging the ship, making it difficult for the enemy pilot, and even going so far as to force their guns out of arc. Maybe even make them crash into some terrain/obstacles. Of course this would take a lot of practice to even come close to being feasible, as it would also be tugging at your ship to make things difficult.

Just a thought that occurred when fighting another ship that used harpoons managed to snare the back-right of my pyra and started moving counterclockwise to me. Kept my guns out of arc for a bit as I tried to fight the pull.
Title: Re: Harpoon gun discussion
Post by: HamsterIV on November 07, 2013, 05:34:52 pm
I think the harpoon would be more useful if the harpooning ship got a "Mass Advantage" for the ensuing wonky rope physics. I miss the harpoon before the mass patch, when you could sling shot your opponents into walls.
Title: Re: Harpoon gun discussion
Post by: Serenum on November 07, 2013, 05:41:54 pm
I think the harpoon would be more useful if the harpooning ship got a "Mass Advantage" for the ensuing wonky rope physics.

That would be nice, unrealistic perhaps, but I don't think it would bother anyone. The harpoon is a horribile weapon, if you actually manage to harpoon an enemy ship in a situation where it would be useful the least you should be able to do is to actually move him around and not be pulled around yourself.
Title: Re: Harpoon gun discussion
Post by: Thomas on November 07, 2013, 05:53:56 pm
Hm, maybe we should have some kind of tournament based around the harpoon. Just to see what teams can do when they actually (hopefully) try to make good use of it.
Title: Re: Harpoon gun discussion
Post by: snor-laxatives on November 07, 2013, 06:28:56 pm
Just tossing this idea out there. 

What if instead of linking the two ships together it gave you the opportunity to attach an enemy ship to something else?  Shoot the enemy, shoot the ground, and on the enemy ship just have a whackable spearhead logo that anyone can hit to free themselves from the harpoon?  .... actually, this could give way too much of an advantage to the cannonade.  Pop balloons, then stick um to the ground, too mean.

Another idea then.  What if the shots acted as anchors, slowing ships down, or just making movement sloppier in general.  Maybe instead of anchors you attach an engine pointing in a direction determined by the gunner.  Keep some ships from fleeing, or maybe shoot an ally to help them escape.

My ideas aren't very flushed out, I just think they could be fun ideas.  My only other solution would be to get rid of the realistic approach to tethering the two ships together.  I'd rather have this gun be fun over being realistic.  (Says the sky captain flying a Zeppelin through post-apocalyptic skies
Title: Re: Harpoon gun discussion
Post by: HamsterIV on November 07, 2013, 07:17:08 pm
Snor-laxatives:

There was some discussion similar to what you were talking about back in march, we even got awkm to chip in.
https://gunsoficarus.com/community/forum/index.php/topic,332.msg5218.html#msg5218
Title: Re: Harpoon gun discussion
Post by: snor-laxatives on November 08, 2013, 02:27:45 am
A bomb cart idea is awesome!  Maybe instead of the cart being controlled by altitude (even though that makes sense according to gravity and such) the engineers used the current repair tools to move the cart closer to the opponents ship (and this works both ways).  You want to attach a mine on a rope to an enemy ship?  Better have your two engies working on sending it that way or the other ship will send it back at yah.  That way its still countable, doesnt make ballon popping ships OP, and you dont have to worry about adding another repair tool.  It could even work as simple as the engineers hitting the harpoon gun itself, and the other engineers hitting the ! mentioned in those posts
Title: Re: Harpoon gun discussion
Post by: Serenum on November 08, 2013, 04:45:20 am
Hm, maybe we should have some kind of tournament based around the harpoon. Just to see what teams can do when they actually (hopefully) try to make good use of it.

What would that accomplish?
I have actually tried to make good use of the harpoon. Other people have. In fact I would say anyone that has tried the harpoon even once has.
If a weapon is viable only in the hands of an elite few it's NOT a good weapon and most important it's awful design.

The situation is so clear that there is no need for further tests and proofs, the harpoon needs to be changed, period.
Title: Re: Harpoon gun discussion
Post by: Thomas on November 08, 2013, 08:54:13 am
Hm, maybe we should have some kind of tournament based around the harpoon. Just to see what teams can do when they actually (hopefully) try to make good use of it.

What would that accomplish?
I have actually tried to make good use of the harpoon. Other people have. In fact I would say anyone that has tried the harpoon even once has.
If a weapon is viable only in the hands of an elite few it's NOT a good weapon and most important it's awful design.

The situation is so clear that there is no need for further tests and proofs, the harpoon needs to be changed, period.

It's just that it's such a unique weapon in the game, not relying on direct damage at all; but instead creating a link between ships, pulling them together and making it difficult to fly.

I'm sure everyone has 'tried' the harpoon at some point, but I don't think anyone has put serious effort into it; actually attempting to make use of the weapon instead of just having it around for the achievement or chuckles. Doing it for the achievement isn't really trying to make good use of the weapon, since their trying to just make sure it hits before destroying the enemy as fast as possible, not caring about using the physics to their advantage.

No one takes it seriously. It's far from the easiest weapon to use, but that doesn't mean it's only effective in the hands of the elite. I think people just need to take more time to try and test ways to use it better, instead of asking for it to be changed because it's not used in the way they want it to be used.

A Harpoon-based tournament might encourage some of the more competitive to take time and test it out more, especially if it's use is required to win. It's no doubt a weapon that takes more crew coordination that other weapons. When do you use it? What ships do you hit with it? Where do you hit them with it? Can you use it so that their gun arcs stay off you or your ally longer? Can you use it so that your gun arcs are easier to keep on the enemy? Can you drag them into obstacles while avoiding those obstacles yourself?

A bad use of it might be sticking it on the front gun of a squid and harpooning the side of a galleon. Suddenly you're reeling yourself in right towards their guns. So you really do have to work with your crew, letting them know when to shoot and where to shoot; kind of like the flare gun: it's very situational, possibly being an advantage or disadvantage depending on how it's used.



Now if people do take it seriously and still can't make good use of it, then it might very well be an awful weapon. Needing to be changed or continued to be used for achievements only and occasions where players just want whacky all harpoon matches.
Title: Re: Harpoon gun discussion
Post by: Serenum on November 08, 2013, 09:46:33 am
I assure you I did take it seriously and I've tried it before on a multitude of ships and situations.
Harpoon physics are quite simply broken and unpredictable and also counterintuitive, as I described in detail in the OP it's perfectly possible to have an harpooned ship pulling you to the right and yet being unable to turn your ship in that direction. Sometimes the harpoon rope looks like it acts like a solid, rigid pole connecting the two ships, preventing you from getting close or moving away from the harpooned ship. And so on.
But that's beyond the point.

What you don't seem to be getting is that a weapon that require so much effort in order to be even remotely useful is broken by default. This is a game, not a job, and it already has a steep learning curve. There is no justification for having a weapon such as the harpoon around to add frustration for new and experienced players alike.
No other weapon in this game is so hard to use and has so little benefits to it. Even the humble flare gun can at least be used to set fires on an enemy ship, aside from its more obvious role of countering clouds.

I honestly don't understand why would anyone try to justify the harpoon in its current form. Yeah it's good for shits and giggles once in a while when used in the occasional joke build, but aside from that? It's a pain in the ass.
And a tournament won't change that. The average player would still try the weapon, be frustrated by it and never use it again. Which goes back to my point that having an elite few mastering the weapon still dosen't mean that the weapon itself is fine.
I would even argue that IF such a tournament were to bring new life to the harpoon in the competitive scene it would make things even worse. Suddendly experienced players are harpooning ships left and right while the average player doesn't know how to react and is frustrated that he can't use it himself because let's be honest, most people don't have the dedication it takes to master even the basic weapons and builds, much less something like the harpoon.

I'm going to say this again.
There is nothing to argue here, no gray area. The proofs are right in front of us, nobody uses the harpoon. Just like the predominance of a weapon or combo in the public scene was enough to nerf the gat-mortar combo, the total absence of a weapon in said public games should be enought to warrant a redesign.
Title: Re: Harpoon gun discussion
Post by: Thomas on November 08, 2013, 12:52:31 pm
Queso mentioned pretty early in the thread that changes were in the works, but they don't have a very high priority; so it will change, but probably not immediately.

I still like to believe that even in it's current state (and yeah, the mechanics feel wonky) it can be a useful tool in the right hands. It takes a certain desire and playstyle to make use of it. Right now there is very little (basically no) desire from players to try and work with the weapon. It's just so much easier and straightforward to shoot them out of the sky.


An organized event based around the thing might show it does have some use, or (more likely) make it more apparent that it needs a fix. Right now it's relatively unused state, no one cares about it; which is one of the reasons it has such a low priority for being adjusted. And with such little input (since it's relatively unused) it's hard to say how to adjust it properly.

That's some reasons for having an organized event for it. Gathering data, player input, and raising awareness of the issue.
Title: Re: Harpoon gun discussion
Post by: Captain Smollett on November 08, 2013, 03:44:16 pm
Queso mentioned pretty early in the thread that changes were in the works, but they don't have a very high priority; so it will change, but probably not immediately.

I still like to believe that even in it's current state (and yeah, the mechanics feel wonky) it can be a useful tool in the right hands. It takes a certain desire and playstyle to make use of it. Right now there is very little (basically no) desire from players to try and work with the weapon. It's just so much easier and straightforward to shoot them out of the sky.


An organized event based around the thing might show it does have some use, or (more likely) make it more apparent that it needs a fix. Right now it's relatively unused state, no one cares about it; which is one of the reasons it has such a low priority for being adjusted. And with such little input (since it's relatively unused) it's hard to say how to adjust it properly.

That's some reasons for having an organized event for it. Gathering data, player input, and raising awareness of the issue.

Well, the harpoon does currently have some good uses like on some very specific Galleon builds but most people (including Muse staff) believe it needs a buff.  The rumor mill has it that the tow strength, piercing strength as well as an alternate fire controlling the reeling of the gun are all being looked into however the gun requires a lot of time and effort to alter thereby knocking it lower on the priority list. 

Muse has stated it needs to be altered before adventure mode comes out but has been very vague on when it will change.
Title: Re: Harpoon gun discussion
Post by: Echoez on November 08, 2013, 05:38:19 pm
I made some use of it today on a 4v4, I had a double carronade side Galleon with a harpoon on it. Had moderate success with it, including a time where I pulled a Mobula's gun arcs away from an ally by poon'ing its wing. I still don't understand the 'rope physics' they look silly and completely inconsistent, 2-3 times the poon'd ship ended reeled up behind me and made turning completely impossible, even though that ended up with them against a wall and me squishing them against it, it was detrimental the other two times it happened.
Title: Re: Harpoon gun discussion
Post by: Gambrill on November 14, 2013, 01:59:40 pm
I pray to got the harpoon doesn't change :( me likey the way it is. Maybe we just haven't realised exactly how it meant to be used? :) im not insulting anyones intelligence just to make myself clear :) but when i first started playing i didn't know the full uses of certain ammo. And since barely anyone uses the harpoons maybe we haven't fully tried every possiblity? :)
Title: Re: Harpoon gun discussion
Post by: Crafeksterty on November 14, 2013, 03:37:48 pm
The many posibilities are struck down by other posibilities that are better :)
No one is using the harpoon and that is a problem, we want it to be used :)
But right now it is broken and no one wants it, so if we ever convince muse to look into it
and change it to be better undestandable and usable, maybe you also will be more happy :)