Weapons | ‣ Light Weapons ‣ Weapon Types ‣ Projectile Weapons ‣ Utility Weapons |
‣ Javelin Light Harpoon Gun ‣ ‣ |
Javelin Light Harpoon Gun | |
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Gun Statistics | |
Class: | Utility Weapon |
Direct Damage per shot: | 135 Flechette |
Burst Damage per shot: | 80 Piercing |
Direct Damage per magazine: | 135 Flechette |
Burst Damage per magazine: | 80 Piercing |
Burst Radius: | 0 meters |
Effective Vs: | Balloon, Armor |
Rate of Fire: | 0.20 shots/s |
Delay between shots: | 5 seconds |
Unload Time: | 0 seconds |
Reload Time: | 10 seconds |
Magazine Capacity: | 1 |
Projectile Speed: | 250 m/s |
Range: | 600 meters |
Shell Drop: | 12 m/s² |
Jitter: | 0 deg |
Size: | Light |
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 |
Additional Info | |
Upon hitting the armor of an enemy ship, the harpoon will attach to it - pulling it in with 1500 kN•s 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. | ” |
—Wilson's Notes |
The Javelin Light Harpoon Gun is a [[::Category:Utility Weapons|utility weapon]], used to attach another airship to your own. Upon attaching, the attached ship can be pulled in by massive force. The harpoon will detaching automatically after 6 seconds. If the rope's length surpasses its maximum range, the harpoon will also detach.
Common Tactics
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 break mobility of more 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 (or another heavy ship like Judgement, Corsair)is a good choice of harpoon positioning for ramming, and for disorienting unsuspecting enemy ships, in this case 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.
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
Lesmok Rounds
- Increased projectile lift and speed, making aiming easier.
- Increased maximum range to 1,020 m .
Extended Magazine
- Allow to make second shoot without reload the gun, useful for prolonged control of enemy ship.
- Delay between shots slightly less than attaching time of harpoon, but first harpoon will detach anyway if second reach hull of the target.