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Malachy

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Everything posted by Malachy

  1. Possible XP/PvP-marks-Farming

    Definitely an issue, please investigate and ban all associated accounts.
  2. If you don't want to be able to replace masts in combat then your going to have to make them a lot harder to hit. Right now a blind guy can dismast about anything in a shot or two. Hitting a mast deliberately with a smooth bore cannon from a moving platform is nigh impossible. As far as I am concerned dismasting should be a very slight chance that occurs randomly and our guns should not be pinpoint accurate like they are now. Make that change and I'll support your idea for making masts not replaceable under fire.
  3. Limit chain like double shot

    I've been pressuring to have that addressed as well. And it's not a new meta, it's a return of an old one that at one time was dead and buried.
  4. Limit chain like double shot

    I agree as well. Maybe give enough for 4 to 6 full broadsides of chain. Especially if repairs are limited.
  5. I have several sail force connies. They are just as awesome as the ones that don't... pretty much like the old Connie but turn better.
  6. Wasa as bad as it is isn't as unbalanced as a snow.
  7. Knowing game labs I'm not holding my breath. They will probably just make frigates and 6th all close haul and super fast downwind too to insure an artificial advantage. If some crappy little ship doesn't have every advantage handed to it, game labs isn't happy.
  8. Any sail force at all changes it to 135 and removes 1 knot over beam reach.
  9. Yeah it's 60. I thought it was 45 too (also on my phone)
  10. 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. if being tanky was as good as you describe, if we wanted to win fights everyone would be sailing to kpr and belize and Havana in tanky ships. I never see tanky ships going out looking for pvp. You know what I see? Light built, fast ships that can take and control the wind. You know who loses all the battles? Slow tanky ships that can't run and cant go fast enough to take the wind and keep it. when I see you camping kpr in a live oak white oak ship day in and day out, I'll believe the meta has changed.
  11. 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
  12. 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.
  13. 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.
  14. Strange. The tacking is nice though
  15. 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.
  16. 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.
  17. My fir teak ones couldn't do that liq. You may have been still decelerating? or experiencing a bug.
  18. 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.
  19. Not true. Every game I've played has balance. Naval action is the only one that can't seem to figure it out.
  20. 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.
  21. 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
  22. No ship in game should be god mode. Thanks.
  23. The stop is very brief though and you can use that backward momentum to do some crazy maneuvers
  24. It wasn't nearly so easy to get that rake. They way the sailing profiles were in game prior to today, you could rake the piss out of someone and he could do nothing to prevent it especially in bigger ships. In game raking is overpowered and needs to be toned down. No one enjoys losing on the first pass and that's what happens a lot of time in game. That rarely happened in real life. Many times battle took days to conclude and not a single rake occurred. Small ships couldn't even elevate their guns to do much damage to a ship of the line, yet in game a snow can rake 100 crew from a victory in one pass. How? A snows shots wouldn't even hit the gun deck, they would be hitting the hold. So no, the raking we have in game is not even close to realistic. That said, it seems right now that raking is going to be a lot harder to accomplish with the new sailing profiles. I am still testing and we won't know for sure until all the ships are upgraded, but it's looking like broadside duels may become more prevalent and raking end up something that is more of a rarity due to the fact ships turn a lot better now, so getting that good shot is going to be a lot harder. Again, we shall see. A lot of discussions here need to be shelved until we see how the new sailing profiles shake out.
  25. Anti-gank rewards nerf!

    And if you weren't cherry picking to suit your outdated opinions, I listed several ships you could exceed the speed cap with with just one or two mods. And slim amended his assertion after I posted multiple ships that could exceed the cap off the top of my head. And books and mods aren't terribly difficult to obtain these days. I've got every speed book and dozens of spares of the mods and i barely do any carebear play. Some folks don't play by the meta, but the vast majority do. Liq has always been a rogue when it comes to pvp. He's one of the few who still sail a surprise. If you read what I said about the wasa instead of what you wanted to hear, I said it is very hard to speed cap a wasa without sacrificing everything that makes a wasa good to use (the 32 lb guns). The heavy guns make it hard to speed cap it. Removing the speed cap will make all the heavier ships we use in pvp useless again because they don't have the speed to catch anything and seal the deal, and lack the maneuverability that comes with high speeds. You will be right back to surprises, renomees and endymions being the only viable pvp ships, the surprise because of its upwind abilities and the other two because they can hit 17 plus knots barely trying. I don't know a single real pvper that wants to go from what we have now, back to extremely limited ship selection. If you advocate removing speed caps you are ignorantly requesting a return to the dark ages of naval action where most ships are disused. fortunately, based on the new profile changes, I think the developers are totally ignoring you lol. By the way, the reason the speed meta may change and Asmara of today some folks may be looking at heavier builds is not the removaL of the speed cap, but sailing profiles and the new handling of ships may be changing the stern rake meta, which ultimately may lead to more broadside action, and you will want more armor for that. There is a lot more testing to do, but pvp will be changing one way or another here very shortly. I suggest again that you get out and do some pvp rather than base your conclusions and suggestions on what you read here. Most of what you read here is heavily biased and not representative of the current reality of pvp. Im usually involved in at least half a dozen fights every day. Don't take my word for it, go out and do something yourself. You can't come here advocating a change to a really bad meta that the community and developers discarded months ago based only on what you read. If you didn't do any testing, you do not have a valid opinion and shouldn't be spouting off what you think needs to change. That's like a blind man asking for the sky to be turned hot pink because he likes the color.
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