|Weapons|| ‣ Light Weapons|
‣ Weapon Types ‣ Projectile Weapons
‣ Utility Weapons
| ‣ Javelin Light Harpoon Gun|
|Javelin Light Harpoon Gun Specs|
|Direct Damage:||135 Flechette|
|Burst Damage:||80 Piercing|
|Burst Radius:||1 meter|
|Effective Vs:||Balloon, Armor|
|Rate of Fire:||0.83 bullets/s|
|Reload Time:||10 seconds|
|Projectile Speed:||250 m/s|
|Shell Drop:||12 m/s²|
|Movement and Arcs|
|Horizontal Angles:||60 deg Left; 60 deg Right|
|Vertical Angles:||40 deg Up; 20 deg Down|
|Horizontal Turn:||80 deg/s|
|Vertical Turn:||60 deg/s|
|Zoom Level:||no zoom|
Upon hitting the armor of an enemy ship, the harpoon will attach to it - pulling it in with 1,500,000 Newtons of force while holding the right mouse button for up to 6 seconds before detaching itself.
|“||Harpoon reels in enemies when rope is attached to hull.||”|
The Javelin Light Harpoon Gun is a utility weapon, used to attach another airship to your own. Upon attaching, the attached ship will be pulled in, while holding right mouse button, by massive force for maximum 6 seconds, before detaching automatically. If the rope's length surpasses its maximum range, the harpoon will also detach.
Common Tactics Edit
The Javelin Light Harpoon Gun is a utility weapon, rarely found on airships due to its limited use. The harpoon can be used to pull in or disrupt weapon arcs of enemy ships. However, it is most commonly used for adding sudden speed for ramming purposes or advanced escape maneuvers with agile airships.
Due to the Harpoon's tendency to reorient the ship in the direction of the attached harpoon with sudden, rapid acceleration, it is not a good pair with most weapons. However the ship, and weapon position on the ship can serve a big factor in the harpoon's successful use. The aft gun position on the Galleon is a good choice of harpoon positioning for ramming, and for disorienting unsuspecting enemy ships. With the Galleon being a heavy ship, the harpoon's effect isn't too impacting on its movement when attached, however, an unsuspecting enemy looking to take advantage of the Galleon's aft blind spot might be more vulnerable to it. An example for advanced tactical maneuvers using a harpoon can be positioning a harpoon on the aft gun of a Squid. Using a quick harpoon attachment, a bit of vertical mobility, and horizontal mobility to adjust you can maneuver an enemy who was behind you quickly in front of your ship.
The Javelin Light Harpoon Gun's main weakness, is its tendency to reorient the ship in the direction of the attached harpoon with sudden, rapid acceleration. This quality makes the weapon interfere with both the course of the ship, and the stability of the weapons, making shooting weapons harder, and yielding unpredictable results. In addition, over long distances the high shell drop and the low projectile speed of the harpoon make it hard to achieve a direct armor hit in order to attach. Not to mention a long reload time on top of all that.
The harpoon's high flechette damage stat does make it mildly effective against balloons, however, other light guns, such as the Barking Dog Light Carronade or Banshee Light Rocket Carousel, are generally more effective in this capacity.
Commonly Used Ammunition Edit
- Increased projectile lift, making aiming easier.
- Increased range (to 1,360m ?).