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About Malachy

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    Junior Lieutenant

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  1. Any sail force at all changes it to 135 and removes 1 knot over beam reach.
  2. Yeah it's 60. I thought it was 45 too (also on my phone)
  3. If we kept the wind you would have boarded us twenty minutes earlier. The only thing we could have done better maybe was stick closer together. Again, Rock Paper Scissors. Faster ship will always have the advantage in that situation. I knew that going in but figured everyone else would be going for max survivability. Halfway through I told draconis I wished I'd brought a pvp built ship. We would have been much better off in teak teak or something like that. The lack of speed made everything else worse too. I've been on both sides of the coin, and I doubt it would have gone down any different had the roles been reversed. Most battles on the os go down exactly that way. Locate tanky national. Control the engagement and snipe sails and masts. Use superior speed and handling to stay out of their arcs. Once masts and or sails are low enough rake and board. This same scenario plays out hundreds of times a week. Very rarely does the tanky ship get the upper hand. Ask the brits and Spanish how well being tanky helps them lol.
  4. Hachi were your ships using sail force? I just checked all my logs from last nights testing. One of my connies handled a little like that one liq posted. It had zero sail force. However, it wouldn't have been a viable pvp ship to solo in because without sail force its way too slow. At only 14.3 at 110. It did do like 11.x art 60 tho
  5. Even a light hull is less vulnerable than sails and masts. Most fights are won or lost in the first couple shots. I've seen guys take down a mast in the first shot and three more sections in the next three or four. I've chained down people to 60 percent sails in one broadside, two max. After they blow their sail repair, rinse, repeat and I'm boarding them with full crew and them at 100 inside ten minutes. Also, the slower you go the worse you turn fyi. Speed has been king of the os and will continue to be until sail and mast damage is comparable to hull damage. As it stands, I have zero reason to sail a heavier ship and all the reason to sail a faster one. Why do you think Russia lost all those first rates to connies and bellonas awhile back? We took down their sails in minutes and they were sitting ducks after. Sure, we would never win a broadside duel, but we never had to. Just snipe the masts and the fight was as good as won. All that armor may as well have not been there.
  6. That was part of it, but the main reason wasyou were faster and could control the engagement. from the first few minutes of the fight I could predict how the rest was going to go. I've been in your position and played that same engagement from the other side hundreds of times. The game is too Rock Paper Scissors and sail and mast damage is way out of proportion compared to hull.
  7. Strange. The tacking is nice though
  8. Our tournament match the other day supports my position completely. Don't need to duel you to prove my point again, you already proved it. Every pirate proves my point every day on the os. I've lost track of the tanky ships I've taken down in a fir ship, simply by sniping sails then raking. It's boring actually, only another fast ship can put up a decent fight. It's funny, those with the most to lose are always against balancing the game lol. You are a mast sniper, of course you don't want to see it go away. I get that.
  9. I would like to see more realistic combat overall. The way it is now is too Rock Paper Scissors. And fixing sniper accuracy would not end up to what you describe because it would be more beneficial to use the reduced power chain shot or just fire into the hull. No good player would spray and pray when they had a .05 percent chance of hitting a mast but a 90 percent chance of hitting the hull.
  10. My fir teak ones couldn't do that liq. You may have been still decelerating? or experiencing a bug.
  11. Yeah tested the Connie last night. You are correct here. It's not that great upwind. No idea why her best point is 110 now, 135 was in real life.
  12. Not true. Every game I've played has balance. Naval action is the only one that can't seem to figure it out.
  13. I want more realistic ballistic behavior vs masts and rigging. Im bored with the sail sniping that's the current meta. Even chain is way too accurate. A lucky 9 lb shot should be able to break a mast, what we shouldn't see is every single ball hitting a mast. I know a bunch of folks who can do that with ease now. That's not possible with smooth bore cannons. Even the best aimed shots still had several meters of variability where they get and that was on land.
  14. Hull means nothing in the current meta. The ship with the fastest speed is going to control the engagement. The reason hull means nothing is the faster ship can pick away at your sails and sit at a point where the strong hulled slow ship can't engage. Sails are way too easy to damage, and mast snipers are even worse. These ships had smooth bore cannon and were on an unsteady gun platform. Many battle lasted days without a mast hit. Never in the history of naval combat has a ship fired every single broadside into a single mast and hit every shot. Our guns in this game are way too pinpoint accurate. Irl it was more point and pray, especially when attacking rigging. I'd say hull shots are about right but player effectiveness vs rigging is way out of line. Even if you cap mast and sail hp and strength, it doesn't seem to make any difference. we aren't sailing m1 abrams tanks with rifled howitzers firing depleted uranium rounds. We are sailing ships that are bobbing in the waves mounting smooth bore cannon that were highly inaccurate. You could get them on target, but sniping masts like we see in game wasn't possible. Even a so called Aimed shot should have a margin of accuracy of 5 to 10 meters every direction. Taking a mast should be more luck than anything else. @admin
  15. No ship in game should be god mode. Thanks.