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Norfolk nChance

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Everything posted by Norfolk nChance

  1. Norfolk nChance

    Staysails vs Mainsail Turning helper

    @DeathBaron The speed guy is @jodgi and would totally agree with him. If turning is what you want, good manual sailing skills first then the books and mods. Be careful and read up on the mod additions mistakes and lost in translation occurs in the descriptions so do your homework. Bow Figure Katherine to start. Then Optimized rudder in combination with STAYSAILs with other mods can be very effective against the wind or through IRONs. Look for a higher positive percentage RHEA number. RHEA is a missed translation for yards. Norfolk.
  2. Norfolk nChance

    Penetration mechanics / thickness & wood types

    oh I hear you on that one. Similar discussion happening on the Q&As bit. a lot of things need testing now and checking against values displayed.
  3. Norfolk nChance

    thickness / penetration details

    perfect when? Can you clip it and send to me please. A Patch note or was he thinking out loud?
  4. Norfolk nChance

    thickness / penetration details

    lol says it all... Anybody tried testing it yet? No? @rediii The thickness is NOT shown to have reduced when taken back into port on the boats template.... The Thickness number on the damaged Mercury remains the same. The wife got a lovely Handbag btw
  5. Norfolk nChance

    Penetration mechanics / thickness & wood types

    http://forum.game-labs.net/topic/20532-framing-and-planking-characteristics-sheet/ Give this a go also look in the guides section for more of this type of stuff. Norfolk.
  6. Norfolk nChance

    thickness / penetration details

    Thickness Peel-Off definitely does not exist...!!! Woke up suddenly middle of the night with the reason or solution to Thickness Peel-Off. Laughing I woke Mrs. nChance to tell her. She said “Norf you’re a dick, and that just cost you a new handbag...” and promptly went back to sleep... “The peel off is once you get a ship past the first 25%-40% Side HP it becomes easier to penetrate at range and harsher angles.” This statement by @Capt Trashal Early we all have felt and know well. This tipping point at 25%-40% damage to the side armor we see this rapid acceleration of increasing damage impacting the enemy. Degrading Thickness rate would seem to make sense, but if fact this number never changes remaining a constant. Two Cerberus’s with [6-9-M]... The broadside uses thirteen class 6, 9-pound medium cannons 13x [6-9-M]. At 250m the penetration value is 76, the damage dealt is 45 points. A successful broadside would deliver 585 damage each time. The Cerberus’s side armor planking Thickness is 57cm with 3,145 Side Armor Hit Points. The Internal Structure Hit Points comes in at 1,573. A combined value of 4,718 points are needed to sink the ship 8.06 broadsides or 105 successful shots. The Penetration Value is about 33% larger than the 57cm Planking Thickness so one would expect 11, 12 or 13 Hits each broadside. First Shot... The Game UI in port would show side armor 3145/3145 Thick 57 at the start. If we delivered one shot on the PORT side it would read 3100/3145 Thick 57. The shot accounts for 1.4% damage to the side armor and a broadside of 585 (2560/3145 Thick 57) is about 18%. Mid-Game... Now let’s look at later in the BATTLE when we’ve worn the armor down by 30%. The template would look like this (2202/3145 Thick 57). One shot at 45dmg now accounts for about 2% of the remaining armor and a broadside of 585dmg 27% of the total armor remaining. This is the “Peel-Off” feel good factor... Every new delivered broadside will impact more percentage damage on the remaining armor. This is why it becomes easier to penetrate the ship further along the battle. We are dealing excessively more damage that in fact keeps accelerating against the remaining armor value. There is no degrading of the thickness rate and this number remains a constant. The value impact however can change from the attacker's angle of fire perspective. A 45-degree fire angle adds 33% to the planks thickness value. Right off to see what damage she’s done to my credit card...
  7. Norfolk nChance

    thickness / penetration details

    EXACTLY.... the Bow is a whole different argument in itself. But yes it should show "exit damage" I agree, a few things here need some proper testing. The STERN is not quite right. This "Hit Box" you mention, like the powder magazine rarely hit but when it is it goes...
  8. Norfolk nChance

    thickness / penetration details

    Peel-Off, does it exist? “The peel off is once you get a ship past the first 25%-40% Side HP it becomes easier to penetrate at range and harsher angles.” I can’t argue with this point. It does become easier to penetrate past the first 25/40%. The Peel-Off theory would make sense. Test 2 Mercury’s collapse one broadside down then PORT. On the defenders ship the PORT UI should show Side Armor: 2069/0 Thick 35 (down from 45). If it doesn’t show a reduced thickness then Peel-Off is something else that gives this effect. https://steamuserimages-a.akamaihd.net/ugc/923676426116935798/2DA7D3D8656EB38C97D4262825D8FC1F0691A1F0/ Cannonballs hitting the Open STERN Look at @Wraith post above Patch 22. Like he states he thinks @admin is talking post side armor penetration with the kinetic energy to push through to the internal structure. The Ball was delivered with a very high pen value compared to the Thickness. Over Penetration. The STERN has no resistance, its gone so all that kinetic energy or velocity pushes the ball through the ship back to front and out. This might actually cause very little in damage. If the Ball was angle off then impact would be Internal structure, then the side armor and bounce around like you said ending lodged in the rafters somewhere. Nightmare... Damage dealt would be Internal Structure less 50dmg + side armor (random value not 50dmg) + cannons, mod or crew dmg that follows on. At each structural stage the Balls Pen Value must drop significantly to replicate velocity dropping off. So yes, the damage would be spread around so to speak. But the first contact point must bare the brunt of the dmg dealt... Historical What Happened...? We are talking one shot here that’s devasting... How did it happen in real life? I know Victory shot cannonballs through the stern of the Bucentaure killing a third of the crew and taking it out the fight
  9. Norfolk nChance

    thickness / penetration details

    @Capt Trashal Early Me too 3 hours max, not usually this lapsed in concentration but I will take your advice and read questions more carefully in future. Thickness Peel off... If the game mechanic has changed since Christmas then I’ve missed it. Please explain how it occurs? In battle repeated hits on an area whether they penetrate or not eventually where down the thickness number? In the above example from 70 down to 50 as the battle goes on. Yet the other sides (Bow, stern...) un-touched would remain at 70? I like it but a lot of coding. I would assume if “Peel-Off” is there then Yes it would get repaired in the same proportion as the armor health. Good to see mods and such, if there is any reference. Will look through the code tomorrow. Hull Hit Less STERN... Without the old [CTRL]+L its hard to say what is going on. If there is no STERN planking left then the Internal Structure Hit points is all that’s left. I would suggest at this point damage via cannonball becomes heavily nerfed and the shots are a forced “miss” somehow? This won’t show on screen fyi. It needs testing... I never have a problem knocking out STERN planking with cannons. Just dealing damage post. Am sure you’re the same so thinking the nerf starts then. The thing I come back too is game play ability. If the STERN operated how we think it should, the ships become way too weak. Frigates sinking SoLs would be common place. Who knows... Do you agree with this point, that the ships would become way too vulnerable? I don’t think the damage is transferred at all, and its classed as a miss. Interesting topic
  10. Norfolk nChance

    thickness / penetration details

    “does thickness peel off the more you hit a side? if so, does repair restores the thickness?” No, thickness is a fixed number. Imagine it as cm’s so in your example 70 cm would be the thickness of the plank of wood and never changes, well I’ll get that in a second. A Fir wood planks thickness would be a lot less than a Live Oak plank on the same ship. This could differ by easily 20% or more also the Armor number for Fir would also would be considerably less as you’d expect. When you repair the hull, it’s repairing the Armor number, so in your example I used a Cerberus with 3095/3145 for the sides. This is what’s repaired including central structure. Angles... Apologies if sucking eggs... Take a ruler and measure the width of the internal door behind you. Mines 4cm thick. For an object to pass through my door it would need a velocity or penetration value higher than 4cm or it would bounce off. Go back to the door and put the ruler on a 45-degree angle. My door width now measures 6cm in thickness, some 33% thicker. You see where this going... Use Your Example... Now we will turn the defender on 45-degree angle to the attacker. Ball Pen value is 90 the thickness of the defender is 70 straight on. However, at 45 degrees add 33% like in our door example and we get 93.1. This at 3.1 is higher than the ball pen value and bounces... No mods, no tricks massive return on defense. Norfolk
  11. Norfolk nChance

    thickness / penetration details

    @RKY Sorry fella, I had a very late night and miss read the OP. I assume you mean this part... “shooting stern with ball or double, most of the times, deals little to no damage to internal structure. I imagine that in reality damaging frames on either side would cause tremendous damage due to the cheer weight of canons and the shocks caused by shooting. Am I the only one doing no internal damage from the stern?” I find exactly the same thing and players have commented a few times. From either targeting 100m or locked with cannonballs I get very poor results on the move. Yet change to grape and bingo. This definitely is a nerf. Funny how the AI can fire from miles away and still hit the stern with pinpoint accuracy. If it wasn’t nerfed do you think it would be a lot easy to sink boats in the game, thus spoiling it? A Frigate sinks a Santi for instances. Might be why its done this way for game play ability...? “imagine a gun doing 50dmg, with 90 penetration on a perfect shot 70 thickness target. what damage would be caused? 50dmg on side + 50 internal + peel off thickness on the other side?” or 50dmg on side plus peel off other side thickness? or something else?” Balls Pen value of 90 is larger than 70 thickness. Success and 50dmg is dealt to the armor value of that particular area of ship. Cerberus PORT side armor value is 3,145 less 50 now the new value is 3095/3145 (Port/Starboard). The thickness imagine as inches or cm’s (its not) rather than a health value. The 90 Pen value is some 30% larger than the 70-thickness value. In the game at some point the ball will carry on through to the internal structure damaging Cannons or Mods and even passes through the opposite side. At what percentage that is isn’t published but does happen. From my XP after the first 50dmg is dealt to the armor the internal structure dmg and opposite side armor is different, it’s not 50+50+50. Cannons, fire or mod damage also comes into play. This then becomes a few very random calculations indeed. Test a Snow with a Frigate firing 18pd Longs at it from 250m. There will be a percentage over Penetration allowing the ball to do internal damage. In the same context as your OP about NO damage I imagine a too large a percentage figure the ball will fly straight through the ship doing little if any damage... There will be a sweet spot. Below is a 2014 post by @admin showing you what was on his mind and made me get the game. http://forum.game-labs.net/topic/582-naval-action-cannons/ again, sorry for miss reading your post Norfolk.
  12. Norfolk nChance

    thickness / penetration details

    @RKY Other questions... “I have seen entire broadsides on dead side armor deal absolutely no damage to the internal hull or the other side armor without angle.” Unfortunately, I’ve never seen this instance. I’ve done a lot of testing and try to break it down as close to a lab condition as possible using ALTs etc. I really would like see some details to look at. One thing that was quoted an awful lot was the little to no damage stern shots do with a cannonball instead of grape. I’m guessing here but like in World of Warships where the use of armor piercing round on a small ship at close range will just simply pass right through the ship without detonation. Something similar happens here in NA-OW but haven’t studied it. Maybe a high caliber round from a much larger ship fired into a smaller boat? “In most of these cases there was some distance between the ship but the shots were recorded as penetrating.” Again, I’d need to see it. Recorded as penetrating do you mean the top of the screen showing hits or the [CTRL]+L function that used to be in the game? It could register as a hit but pass right through the ship delivering no damage. “Does internal structure have its own thickness? or does internal structure benefit from side armor thickness?” Internal Structure has NO thickness. In NA most things have two meanings and can add confusion at times. The thickness or how strong is the wood planking on the vessel is represented by a BASE value say 50 points or 36 points for the Cutter. The Armor is how strong a particular area of the ship is. So, the sides 900points and the stern is only 90 in our cutters case. Once the planking is penetrated and damage is dealt over time reducing the 900 points to zero. This exposes the internal structure of the ship. At 450 points for the internal structure totally exposed. A cannonball shot doesn’t have the thickness hurdle to breach and will just deal 38 points damages in our [4-M] case. So, 450 – 38 = 412. This means it would take 11.84 shots (or 2 broadsides) to clear the Internal structure and the cutter would sink. “or does internal structure benefit from side armor thickness?” To sink a Cutter from the side at 100m with [4-M] cannons you will need to accurately fire 36 shots or six broadsides. This all balances perfectly, until you try it from the stern or bow. The Stern as a 90-point thickness so at 38 damage our cannonball does that’s 2.36 shots or 3 shots will take out the stern planking. The Internal Structure is 450 so 11.84 shots or 12 shots (2 broadsides). My guess is from the STERN 2.36 + 11.84 = 14.2 shots. If you fire 15 shots it should sink the cutter. Firing just 14 shots accurately it will remain afloat. In practice, my guess is it will take you MORE than 15 shots. That difference is @admin representing the integrity you would get from the internal structure, but only from the stern and bow areas. Spreadsheets in the age of sail... sorry for the length. Hope it helps This is how I understand it, go test it and lets know how you get on... Norfolk.
  13. Norfolk nChance

    thickness / penetration details

    @RKY OK @Wraith points to @admin comments and the idea of the mechanic. I would like to look at it this way from a numbers point of view rather than game play. In the guide I show an example of 2 Cutters with [4-M] cannons, broadside on 100m apart. At the time the broadside thickness was 36 points with Armor of 900 points. We would need to deliver 6 full successful broadsides to take out the planking. Then a further two more to wipe out the internal health... With the stern its just 90 points thickness. So, just 3x shots would wipe out the stern. Leaves the internal structure of 450 so 2x more broadsides or a total of 15 shots at the STERN should sink the cutter. Use an ALT or friend and test it. This is the smallest ship with the weakest guns. If you fire 14 shots it should still be afloat... A guess... I believe it will take more than 15x shoots on the stern or the theoretical amount for the Bow. Proving there is an unmentioned level of protection the internal structure has from Bow and Stern ONLY. @admin won’t answer the question as he likes his Captains to TEST out their theories etc. Let me know how you get on.... Norfolk Just wanted to add... Do the tests and predict the results in NA-OW. Use the template on the build and correct numbers. I believe you will accurately predict the Broadside collapse and Internal structure failure for when the ship sinks. This I have done many times, never noticed your broadside comment though... When it comes to the STERN and Bow however you will under estimate the amount it takes to sink. This is where like Lars suggested bugs where quoted in the past. I agree with @Wraith description that there is an additional “integrity” boost but only on the Bow and Stern areas. Do Cutter, Frigate and 3rd Rates with the same tests. The difference between the under estimate and actual sink value percentage will be the same across all three ships... This will be the Invisible thickness value of the Internal Structures Integrity that @admin replicates in the game. Final Point... In the past I used Mortar Brigs against AI HOSTILITY FLEETS. The technique I used needed the HEALTH STRUCTURE number to be accurate and it was as the cannons drop down onto the deck. There was NO additional thickness protection on the deck. So, just on the stern and bow areas it occurs... Sorry for the length. Great Question though
  14. Norfolk nChance

    thickness / penetration details

    @RKY http://forum.game-labs.net/topic/24680-norfolk-nlegend-does-grinder/ Above is a guide I did for NA-L but even so it explains thickness and penetration see the Ron Jeremy Guide half way down. Its more up to date than my old guide. The internal structure has NO thickness. hope it helps Norfolk
  15. @admin & team It’s a shame, but you understand the business better than I. If I may suggest a view just from an older players perspective. I’ve loved my time on NA-OW and NA-L and will continue to support you and the game. NA-L was mis-understood by most NA players including myself (the reason for the guide). It as a standalone unit was 75% of the way there and was enjoyed by most. However, the final polish to get it ship shape from a tutorial to better scenario content was lacking. Retention is hard to judge from the test as we all play NA-OW as well. This for me was hard to balance the two games and you must take that into account. Managing [ELITE] and NA-L was impossible and needed in the end to focus on one. I’ve played WoWs and although it’s got vastly more resources than GL it has a very small tutorial. Most information comes from player guides and such. They use BASIC YouTube to give regular updates and keep in touch with the player base. At the end of the day its Polished. It works... just look at it... NA-OW, likewise is 75% there but that last push is badly needed. Above game mechanics it does need polish to attract. The models are wonderful but how much more is needed to do? The game needs finishing... I hope NA-L dose make a return, but I’d rather see NA-OW finished properly first... Norfolk nChance [ELITE]
  16. Norfolk nChance

    Changing the permanent mods to level the playing field

    http://forum.game-labs.net/topic/25015-a-different-look-at-upgrading-and-stacking-ones-ship/ This is how I believe it should be done and why. EvE Online I also explain cannot differentiate orders of magnitude although it would help. The issue I believe with certain mods and upgrades is pushing the Game away from the more implied representation of life in the AoS towards more Gameplay ability for a wider customer base (or pirates of the Caribbean). This tightrope balancing act we’ve walked on before, from hardcore sim to something appealing to a more casual audience. If the Dev’s are pushing NA-Legends which I interpreted as the casual player appealing to a larger player base then NA-OW should keep more to its roots? What’s the point spending Years on the sailing model just to allow an additional two extra perm slots and stackable upgrades with skill knowledge having the same order of importance as the wood build? It’s just a view. I still think the game is great all the same. Norfolk
  17. Norfolk nChance

    Help! I all complete Tutorial and Challange. But I no receive reward ! T.T

    I think sometimes there is a lack of willingness to understand if the tide isn't quite going ones way...
  18. @joernson Yep @Liq is correct. So, I had somewhere in the region of 200 plus redeemable when Global merged. If I drew down 50 into [PvP Caribbean] and left 150 then deleted my character to change my name. Coming back even in a different Nation my new PC would have 150 redeemable on [PvP Caribbean]. However, after March 15th all redeemable apart from XP and Craft XP will be wiped. Originally your Naval Action account was hooked to the STEAM-ID to all four then three servers. Examples of this was a Real Admiral on One server was RA on all, other trade could happen between servers like Labor Contracts. Then this was un-hooked on the last big patch and wipe. So, now each PC has its own xp path on each different server. This now all operates under your STEAM Client -ID. Players can easily get lost between STEAM-ID and the overall Client-ID. Norfolk
  19. Adding to the Mod, Stack, Perm, Skill debate... Mix and Matching upgrades is all part of a Captains skill in NA-OW. If the Dev’s just nerf the mods or just used plain vanilla craft like in NA-L. This would seem unfair to a crafter of a pre-planned purpose-built ship for a specific task. However, what we’ve all seen develop is some very excessive outcomes with boats having super abilities beyond reason through using the stack. This I believe is because the skill knowledge or permanent upgrade mod is over powered in relation to its placement within the ship as a whole. Magnifying when stacked. This the Game in my opinion gives too much emphasis on the upgrades and skills to the detriment of the beautiful models created Question I place two Agamemnon’s next to each other. What is the FIRST and FOREMOST thing you look at to tell which is better? It’s NOT whether one has a Superior Copper Plating and the other hasn’t. It’s the Wood Build and Trim First. The Upgrades and Skill knowledge you have are second place at best. Re-Invent wheel... We need to look at the whole upgrade system in a different way. All inputs that give a bonus to an area of a ships performance must be included and in direct proportion as it represents in the ship as a whole. So, below is the priority list the game will treat ship bonuses. 1. Wood Type Build & Trim 2. Permanent Upgrade 1, 2, 3 3. Officer Perk 4. Skill Slot 1, 2, 3, 4, 5 We’ve explained above how wood build is the first order of business and the largest magnitude of direct influence on performance. If we saw a Fir/Fir Agamemnon build we’d see speed bonuses at the expense of a hull’s integrity. White Oak/ White Oak a very different profile of exactly the same ship. The Second Order of magnitude listed is the permanent fixed upgrade modules in number order. How has this ship been tweaked above the build? Adding a Bow Figure “Elephant” and then a Cartagena Refit as a second perm mod are giving extra Armor HP values. These physical changes to the BASE ship stay with it and is unrelated to any PCs influence. Third order is the Officer Perks. These are still buffs and when combined properly add stacking values. For instance, the Mortar-Brig PERK stacks perfectly with other bonuses. Then the final area in number order is your own Skill knowledge influence. Stacking Penalties to Bonuses... Stacking Penalty refers to the game mechanic in which the effectiveness of modules, wood, skills or upgrades are reduced if more than one item is fitted on a ship which effects the same statistic. With this idea you can stack as many same influence inputs as you like. Also, no need for a bonus limiter. The Stack Penalty Multiplier on Same Upgraded area... Adjusted Upgrade Multiplier Upgrade Bonus Bonus 1 100% WO/WO 18% 18.0% 2 75% Bow Fig Elephant 10% 7.5% 3 50% Cartagena Refit 7% 3.5% 4 20% Planking 5% 1.0% 5 5% This stacking now penalizes additional same upgrades giving little benefit after the third mod. In our above example if the Wood type was Fir/Fir then the Bow Fig Elephant would get the 100% multiplier and so on down the ordered list. Easy to Implement... Originally thought this would be quite complicated to implement but its already in place. The Adjusted Bonus overlays like Speed, HP, Reload times, and so on... would just be added already to the current BASE effect area. This type of system is much fairer than just the calculated fixed value bonus which inflates when stacked. Stack as much as you want with no upper limit will not produced any better results. This would then re-align our focus back onto the ships themselves allowing for individual tweaking... Thanks for reading Norfolk This is the EvE Online stack penalty multiplier. However, this model cannot differentiate Orders of magnitude each area has. Instead it works by granting the highest mod modifier 100% then the next. My proposed modifier I believer works in a more realistic way in order of influence. First: 100% effective Second: 86.9% effective Third: 57.1% effective Fourth: 28.3% effective Fifth: 10.6% effective
  20. Norfolk nChance

    A different look at Upgrading and Stacking Ones Ship...

    @maturin Thanks for the reply. I absolutely agree with you the skills are the most “friendly” from the players point view. This is the heart of the problem. If you go back to the Stack Multiplier Table. The 4th Upgrade was the Players skills Knowledge Planking. Reverse the order of Magnitude or influence so 1 is Player skill slot while 4 is Wood type and build. The player knowledge skill of planking would have a 100% multiplier giving a 5% bonus to our Agamemnon’s Armor HP. The Ship wood build type of WO/WO gives a 18% Armor HP bonus would through order of influence now give only 3.6% bonus (20% multiplier) above the ordinary stock standard Aggie. This casual or hardcore PvPer you’d feel under whelmed here. Importance of Influence... The Wood Type has a higher Importance level than the Players Skills Knowledge on the underlying performance of the ship as a whole unit. This is why it must be first. The second order using Perm Mods again like woods have no player influence. This is important, as the two Agamemnon’s in our example YOU have NO influence on until you actual get onboard one. The first two ORDERs are the same for whoever PvPer or Casual Player gets into the ship. Once either a PvPer or Causal is in the boat then and only then will your Officer Perks and Skill Knowledge have any direct influence on the boat. So, they are placed third and fourth. No stack penalty then... This means you are giving the same importance in value to every single positive mod on a specific statistic. PLANKING the same Importance as WO/WO. This is why the mods inflate in value when stacked in relation to the ship as a whole. This is also true with a FIXED PENELTY. Same reason putting the same value of importance... Norfolk.
  21. @admin & @slik Like the other players comments I really enjoyed NA-L a lot more than I thought. The events and playing with the whole NA community was brilliant. The dreaded FORT Capture circle, rage quitters and hating the Renommee, some funny highlights. @admin and team a real good job well done. Can’t wait for the updated with sailing physics and UI and tutorial and FORT capture... I think my “Norfolk nLegend does Grinder...!” Guide will need a big over haul. Title is just wrong on all sorts of levels lol. http://forum.game-labs.net/topic/24680-norfolk-nlegend-does-grinder/ Please are you seriously going to make this player wait till April 15th before he can suffer the new grind you’ve envisaged for him? I’m No F**king Legend but in the meantime @admin if you fancy a fight [PvP Caribbean] Aves you’ll find me. Really though, what chance do you think you’ve got? Norfolk nChance [ELITE]
  22. Norfolk nChance

    Tutorial bug

    @Banshee Queen Before doing the tutorial load up a ship with max amount of Hull Rig and Rum. Don’t worry about space or weight. The only measure is cool down. So, Hull will take 3x kits and cooldown is 10 minutes. With a battle length of 1hr 30mins you can stack a lot. Make sure, you have that ship active then do the tutorial. The Endurance mission itself is very hard so you are not bad. Remember to work on one side of the enemy not both. When he shows the other side go for his sails. Keep your distance and take your time taking him down. It’s not a race. When reloading always be angled towards him (45’ will theoretically add 33% to your thickness value). Keep damage taken to a minimum. STERN and Grape rake the crew will slow the enemy down in all aspects from moving to reloading. Don’t purposefully go for sails using chain. De-Mast if he’s showing his other side. You can chain a Brig down to 70% and he’ll still catch up to you when you run and repair. Make sure you do RUN & REPAIR often. They hit more accurately than you and will inflict heavy damage so show as little side to the enemy as possible.. The tutorial is called “ENDURANCE” for a reason... Boarding, you will encounter marines. Grape him first. When done don’t wait get moving RUN & Rum REPAIR asap as the next Brig is quite close and usually sat on your fastest tack. Hope this helps a little... Norfolk.
  23. Norfolk nChance

    Tutorial bug

    http://steamcommunity.com/sharedfiles/filedetails/?id=1307626533 @admin & @Ink Tutorial Bug last mission Endurance Just tested this now to see if I could find @Banshee Queen bug. For the Brig the Repair Ratio is 3x Hull 4x Rigging and 27x Rum. The Mission starts and I [5] immediately. My Brig Repair ratio was 27-30-139. This number I knew from somewhere I'd seen it before. So, took a couple of hits and hit Hull repairs. It all works. Eventually, I ended up boarding this ship. After wining the hold carried 99x Hull and 99x Rig repairs which I couldn’t place in my own cargo hold. Also, my cargo hold should “0” weight and the 3 repair balances also didn’t show in the [x] aftermath screen. Pulling away I press [5] and my balances are still there. After finishing the mission which is not easy for beginner or Legend alike. I retuned to my UI PORT screen looking at my Aggie. Went to the equipment screen and in my hull was the repair balances. That’s where the numbers came from originally 27-30-139... So, second test this time put 15-30-240 into the Aggie hull. Pressed escape into the tutorial. Sure enough pressing [5] I see 15-30-240 as my Brig repair kits... Norfolk.
  24. Norfolk nChance

    Ideas for new gunnery mechanics and also swivels baby!

    I have to agree. Balance between gameplay ability and authenticity tis a tightrope we’ve walked before. One could see with something as good as what @Cecil Selous has done that we’d need to nerf the Armor HPs to then bring battle length back into line?
  25. Norfolk nChance

    A change to mod buffs (AKA How to reduce stacking)

    @BPHick I might be wrong, but your first example I thought worked this way...? 1,000 HP – Bonus1 7% add 70pts, Bonus2 5% add 50pts. Stacked total bonus 120 not 123.5. Even so, I like your idea. With the buffs on permanent mods I can see working but the ability to switch around the ship knowledge or Officer Perks might be tough to calculate? Would skill slot knowledge one be a higher priority (calculates first) than skill knowledge two and so on? An Idea of mod stacking... Mix and matching upgrades no matter what it is all part of a Captains skill in NA-OW. Just nerfing Buffs or stacking penalties might seem unfair to a purpose-built ship for a specific use. However, with stacking we’ve seen some over excessive outcomes with Super abilities beyond reason. This is because the skill knowledge mod is over powered in relation to its placement within the ship as a whole unit. Below, is an extract from the EvE Online Help desk on how they handle stacking. So, similar to your idea the first upgrade gives 100% value of its bonus but the fifth upgrade only gives 10% of its mod value buff. With NA-OW ship bonuses would have a priority order... 1. Wood Type Build & Trim 2. Permanent Upgrade 1, 2, 3 3. Officer Perk 4. Skill Slot 1, 2, 3, 4, 5 Buff amount used in calculations from the upgrade placement... 1. 100% 2. 75% 3. 50% 4. 20% 5. 5% Using this order of priority and maybe a maximum load top out (but shouldn't be needed) YOU can stack as your hearts content. An example here would be say Armor HP values [AHP-V] the first figure. These might have change but you get the idea. The new value will be the number taken to calculate the buff. Build WO/WO 18% new value = 18% Bow Figure Elephant 10% new value = 7.5% Cartagena Refit 7% new value = 3.5% Planking 5% new value = 1% Now the main Buff is the one that would mainly affect the boat in real life with the least being the Captains Skill knowledge. Wood build gives the greatest effect. If we changed the build to Fir/Fir then Bow Elephant would get the full value and so on and so forth. This is a much fairer system as the stacking becomes really ineffective past three and wouldn’t require any form of upper limits. The problem coding this would be a headache. Mixed skill books that cover different buffs need to be built into the system as well. Norfolk EvE Online Help Desk:- Stacking Penalties Stacking penalty refers to the game mechanic in which the effectiveness of modules and rigs are reduced if more than one item is fitted on a ship which effects the same statistic. For instance if a module or rig grants a 10% boost to a ships velocity and another module or rig which grants 5% boost to the ships are both fitted, the ship will not receive a 15% boost to the velocity. Because both these items effect velocity their effectiveness is reduced. The more items that effect the same ships attribute that are fitted the less effect they will have overall. Typically fitting more than three modules that affects the same statistic brings little benefit. Its also important to note that the sequence the modules are fitted to the ship do not determine how effective they are. The stacking penalty will be calculated based on the highest modifier granting its full bonus, then the second highest will receive a small penalty, the third strongest module receiving a higher penalty than the second and so on.This is reflected in the table below: First: 100% effective Second: 86.9% effective Third: 57.1% effective Fourth: 28.3% effective Fifth: 10.6% effective Typically any items that is effected will have the following message in their information window: 'Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.' Items which grant an absolute bonus (such as +1 Warp Strength or 15KM Drone Control Range) are not effected by stacking penalties. Typically only modules or rigs that grant a percentage bonus or penalty are effected.
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