Adding a weakness to harpons for PVP ?

  • I have been thinking about this for a while and I feel like it's unfair how you can just spam the harpon even though someone hit it with a sword ? Imagine you are being chased, the ennemy crew is harponing your boat, when you get a chance to cut the rope loose from your ship (That is if you can access said shot harpon), the harponer can just spam again the harpon like it's no one's buisness.

    I believe a harpon that had it's rope damaged should have a set time cool down before being able to be shot again or an interaction similar to a repair. This would give a chance to the crew being hunted down a chance to flee.

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  • @darkwhip0331 Hmh, i wasn't aware you could disconnect the harpoon by hitting it with a sword. Though, somehow i still have my doubts about that being true.

    Perhaps you could try boarding the enemy, dropping their anchor, and manually disconnecting their harpoon after they're anchored?

    That allows you to gain the distance necessary to be out of reach from their harpoons.

    The solution is already before you. If you refuse to use it, you're gonna have to deal with PvP. I disagree with allowing people magical escapes from PvP, there needs to be a bit of brain-work involved to successfully avoid PvP.

  • @sweltering-nick the harpoon disconnects when it is hit by anything. Both by Shot and Sword swipe, even cannon shots and kegs will cause a disconnect.

    The disadvantage of the harpoon is that you have to have a crew member on it in order to use it which means one less person able to board, repair, etc...

    If you use it at the right time it can be great, but a lot of crews are wasting manpower trying to harpoon at the wrong time.

  • I absolutely hate the harpoon because it doesn't have limits like this. It's way to powerful and space age for this game. Being able to do things like rip chests from players hands without counter-play is very obnoxious. You shouldn't be able to spam it without penalty.

  • @d3adst1ck said in Adding a weakness to harpons for PVP ?:

    The disadvantage of the harpoon is that you have to have a crew member on it in order to use it which means one less person able to board, repair, etc...

    You have to have someone using it in order to use it!? Quite the disadvantage kek

  • @d3adst1ck

    the harpoon disconnects when it is hit by anything. Both by Shot and Sword swipe, even cannon shots and kegs will cause a disconnect.

    Kewl, even an old PL like me can still learn something new. :3
    I haven't read patch notes in a while, so i guess that might explain why i didn't know this. :)

    If you use it at the right time it can be great, but a lot of crews are wasting manpower trying to harpoon at the wrong time.

    True, i've seen a lot of people trying to attack us, sailing close to us and spamming their harpoons in our general direction whilst being like 1-2 meters too far away to hit...

    And they keep trying even though it obviously isn't working. xD

    I've never really had problems with the harpoon before, mostly people who use it are too clumsy to use it correctly. x]

  • @sweltering-nick

    If the base of the harpoon takes damage, it disconnects. You can use this to quickly detach them both (if you're quick about it), to mess with crewmates on it, and to glitch treasure away from the ship by detaching it mid-reel. You can shoot it from another ship, but it's not the kind of shot that most people can make.

  • @betsill said in Adding a weakness to harpons for PVP ?:

    I absolutely hate the harpoon because it doesn't have limits like this. It's way to powerful and space age for this game. Being able to do things like rip chests from players hands without counter-play is very obnoxious. You shouldn't be able to spam it without penalty.

    It takes time for the harpoon to reach its target, so hitting something small like treasure - especially on a moving ship, is actually quite hard (and that's assuming it's even on deck to begin with). It also retracts slowly too, provided that you missed. The problem is that it's not hard to hit the ship, so even if you miss your target, you can still get the retract benefit of hitting something, like the ship.

    I would not be opposed to a cool-down time for using the harpoon after it's struck by an attack, or even a shorter 1 after retracting from a hit on the ship.

  • @galactic-geek I'm primarily talking about ripping it out of players hands while swimming or on shore. The fact that you can drive up to an island and rip the chest out of the hands of someone trying to turn in or pull them(either way preventing them from cashing in the loot) with virtually no effort(or skill thanks to it's very heavy aim assist) is something I think is just absurd(in a bad way).

  • I think the spring-loaded aspect of it should be removed and instead require manual interaction to reel it back in, sort of like with a fishing rod. Would eliminate the spammability of it and make it counterable.

  • @crazed-corsair Interesting idea...

    Still, I don't feel like they're all that OP - but I also don't have many experiences against them either, so...

    I'm surprised that @Sweltering-Nick didn't know that harpoons could be attacked. Here's a fun fact for you, Nick: If you raise your harpoons straight up, the added height of their hitboxes can prevent cannonballs from hitting towards the front of your ship. 😉

  • @galactic-geek I would definitely say they are OP in certain circumstances like loot grabbing because if you're transporting loot and a ship gets in range(they are faster than players) there is nothing you can do but hope they miss and keep missing until you get out of range again. It also is a mechanic that benefits the bigger ships more that the smaller ship and pushes the power even more in favor of the bigger crews which already have a massive advantage over smaller ones. That said, my biggest gripe with harpoons is how unfitting they are for SoT. The tech and functionality of it is WAY to advanced and really just don't fit. The only thing they are used for that a harpoon would actually be used for is harpooning ships. Most of the time it functions as a space age grappling hook.

  • @darkwhip0331 one thing i find fun while on a sloop letting them grab on with the harpoon while im sailing towards a rock then shoot at the harpoon to make them detach while i start turning most of the time they'll sail right into the rock

  • @betsill I don't know if I'd go out as far as space age...

    The only real question is what causes it to fire with such force? And well, we already have gunpowder, so...

  • @galactic-geek said in Adding a weakness to harpons for PVP ?:

    @crazed-corsair Interesting idea...

    Still, I don't feel like they're all that OP - but I also don't have many experiences against them either, so...

    I'm surprised that @Sweltering-Nick didn't know that harpoons could be attacked. Here's a fun fact for you, Nick: If you raise your harpoons straight up, the added height of their hitboxes can prevent cannonballs from hitting towards the front of your ship. 😉

    That seems like a bug. xD

  • @galactic-geek It doesn't need to be reloaded, it reals in very heavy objects and people instantly, shoots giant spear though players yet does no dmg to allies, can pull massive ships up mountains, etc. If it was powered by gun-powered it would be louder and need to be reloaded. even a powerful electric motor can real as fast as it does. Obviously there is a point where "it's a video game" but harpoon crosses too many lines in a game that is supposed to be relatively authentic.

  • @betsill You worry too much! 😅

  • @galactic-geek I'm not worried lol I just have higher standards than Rare

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