Jump to content
Game-Labs Forum

William Death

Members2
  • Posts

    751
  • Joined

  • Last visited

2 Followers

Profile Information

  • Gender
    Male
  • Location
    At Sea

Recent Profile Visitors

3,495 profile views

William Death's Achievements

Lieutenant

Lieutenant (7/13)

1.5k

Reputation

1

Community Answers

  1. Yes. Percentage modifiers affect the base stats of the ship. (Unless something changed recently --- [I don't think anything has changed, my percentage calculations still match what I see in game])
  2. Instead of tying it to nations, why not tie it to clans? It will move us one step closer to the clan-based system this game needs to thrive, and one step further away from paper nations with troll/rogue clans.
  3. DLC pack with the old user interface. Yes, the old blue interface with white/grey text, and no icons or decorative features. The old UI was fast and very easy to manage, especially if you were a crafter.
  4. Allow us to disable random fire in settings. Almost nobody uses it intentionally.
  5. Allow us to mount 2 bow and 2 stern chasers on all ships that don't have any chasers there. (Maybe just one bow chaser on the smallest ships like the 7th rates with their fine bows) Pros: It would increase the use of ships that are currently under-enjoyed, like Essex, Belle Poule, Pavel, and Cerberus. It levels the playing field among most of the ships. Ships that already had a strong chaser advantage like Trincomalee, Ingermanland, Wasa, Rattvisan, Christian, Wapen, etc, will still maintain that advantage. Its historically accurate (captains could move chasers from the broadside if they wanted to, or simply have their carpenter place some gunports in the bow). Larger ships sometimes have the caliber required to demast ships with their chasers. Chasers are useful for graping when you're close. Cons: It would allow people to troll in more ships. Imagine a fleet of Privateers and Navy Brigs trolling a shallow PB fleet. But since its been announced we're moving to a damage-based tagging mechanic, there's no need to really worry about this. People will complain that maybe some ships didn't show chasers on their plans. Go read the point above, and read some historical accounts about when captains would fit chasers to their ships to help chase their prey (or flee). Would require some modeling work on all the ships without chasers. I'm not a programmer so I don't know how much work this is, but I think its a worthwhile improvement to the game. Other comments: Despite moving to a damage-based tag-timer-reset mechanic, chasers are still important. Chipping a few percent off your enemy's sails as you chase can make the difference between catching or not catching him.
  6. All % mods apply to the base stats of the ship. L'Ocean base thickness is 76. 76*0.07=5.32. 101+5.32=106.32
  7. I want the old UI back. I'll pay DLC money for it. Functionality > Aesthetics. Tabs > Pop Up Windows Names > Symbols
  8. Everything above. Also, double charge, Blomfields, damage to your structure... The good news is, your masts should be immune to 24lb and below unless they build full penetration and are firing at very close range.
  9. Well, the fort almost got two or three of them. But almost doesn't count. RIP my repairs and cannons.
  10. Its not going to happen. As someone who sails medium sized (3rd-5th rates) for PvP, sometimes alone, I do NOT want my time wasted by some 7th rate. For every one 7th rate skipper who wants to have a real fight (and is competent enough to put up a real fight), there are a dozen more who just want to waste time while a gank fleet assembles. And do what with port battle BRs? And doesn't everyone whinge that nobody ever takes 6th rates into PBs? Doing what you say, will only make the Surprise/Reno/Herc shallow PB spam even worse. Sail a proper ship if you want to fight other proper ships. Use the small ships for what they were intended for (hunting traders and other small ships). A Snow or Prince or Niagara has enough BR to tag 5th rates and even 4th rates, last I checked. So sail those if you insist on trying to fight bigger ships.
  11. It is intentional. You need a certain amount of BR in order to tag. I believe the last numbers I read were that you can tag 5x greater BR when solo. Groups scale differently. Perhaps someone can confirm those multipliers, I'm not absolutely certain those numbers are correct anymore. Its done to prevent trolling people. Before that mechanism was implemented people would buy a cheap ship, or even just use a cutter and tag in entire fleets and kite them in battle to waste their time. Realistically, you're not going to defeat someone with 5x your BR unless they're very, very, very bad, and you're very good. Or they're AFK.
  12. Port Battle for Cayman Brac Attackers: British LURE, Commander: Shocktrooper Basteyy (?) Defenders: Russian VSC and friends, Commander: Christendom Outcome: Russia defends Despite not having the wind at the start of the battle, we were able to maneuver the fleet a bit and take the wind before we engaged the enemy fleet. Many ships were damaged, and there were some well-executed blocking maneuvers by both fleets. We sank 4 ships and had a few more of them damaged. Points accumulated before we could sink more. Good fight, thanks to those who made it happen.
  13. Port Battle: Puerto Plata Date: 13 October 2019 Outcome: Russia Captures the port Commanders: Russia: Christendom Swedes: Teutonic (?) With good wind and sturdy ships, we formed double lines and cut the Swedish line in two. We lost a few of our ships early on, and an explosion severely weakened ships on both sides for a bit. The Swedish fought gallantly, but we were able to sink them faster than they sank us, while maintaining circle control. Thanks to everyone who made this fight possible, it was fun. As always, Santisima > L'Oceantrash, as evidenced by the K/D ratio of them in this battle
  14. Just go full out clan vs clan. Clan you don't like owns the port? Take it from them. Solo players can hunt whoever. Port bonuses and the other magic just needs to be gone totally. Go back to cookie cutter ships with a small pool of reasonable-percentage mods that allow for customization of performance. Let skill triumph over pretty pixels once again. Agreed on "pass port ownership" option. Should already be in the game. Agreed that we need larger friends list so more clans can be added. Why limit it to 15? Somewhat agreed on having the shielding effect of capital ports removed. I'd go with Hammy's suggestion in his thread about reversing the roles of capital and surrounding ports: first take the surrounding ports, then take the capital. Or implement a sliding BR effect. So if you want to take the capital without first conquering the surround ports, you'll only have room for half the BR that the defenders can bring. Take more of the surrounding ports, and you can fit more BR into the battle. Take all the surrounding ports and you can fit full BR into it on both sides. Disagree on what the clan ownership should entail. It SHOULD allow a clan to put pressure on other clans, by refusing the use of resources. It'll drive clan wars within a "nation." See above for my suggestion to go all-out clan based gameplay. Have the nations (and cut nations back to 4-6 nations max, no need for so many) be like a loose affiliation of players under the same flag, but clans fly their own flags and wage their own wars. Sometimes those are civil wars against other clans within their nation. If the friendly clan list can extend beyond nation boundaries, then we can have true diplomacy in the game. And one does have to wonder...if the friendly clan list was working well for you, would you be complaining about the terrible mechanics? When my friends who remained in pirates after some of us left the nation got removed from the friendly clan lists, it was all well and good in the world: because they weren't deemed "true pirates." Perhaps another pirate king has risen to power and deemed you unfit to be a "true pirate" and removed you from the friendly list. Perhaps power blinded some to the injustices they wrought.
  15. Depends how fast you sail, and how far in the join circle a person joins. I've had battles before and kept a careful eye on my speed and direction, and instructed my allies to join on top of the enemy. Its always fun to watch the tide turn so quickly and go from running for your ship's safety, to turning and sinking some gankers. And my allies get to finally make use of that prepared perk I always nag them about (I think its useless most of the time, but it does have its moments). I digress. Anyways, the join circles are positional. If you know how they work, you can generally control where you put the join circles in the initial tag. Putting them in unfavorable wind positions for your enemies is great. Putting the join circles in land or in shallows is even better. Furthermore, join circles allow quite a lot of positioning room inside them. Notice in the join circle how far back in the circle the Hercules joined. He has at least a minute or two of sailing just to make it to the front edge of the join circle where he could have joined. Then he's got to get to about where the crossed swords are in OW, (which appear about where the ship that was tagged is). Thats another minute or two of sailing in the instance. Meanwhile, the Trincomalee is communicating with his friends outside, telling them how far he has gone, and in what general direction. Another minute or two has passed, and at this point, the Hercules and his companions are starting to get inside the enemy's join circle. The second rates join the battle and erase a third rate. Nothing seems amiss to me, but Ink has already responded that he'll look into it.
×
×
  • Create New...