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Cecil Selous

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About Cecil Selous

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  1. Cecil Selous

    Demasting / dismasting

    I will use unmast from now on. Always a good strategy to unalive your enemies.
  2. Cecil Selous

    Dismasting / Destruction

    Despite the fairly "easy" dismasting and that this mechanic would make it even more difficult for the dismasted player and causes a lot of additional trouble and rage, I am all for it. The own mast falling onto the enemy ship and also causing some trouble would put the cherry on the cake. EDIT: unfortunately this would be contrary to a possible fix of the ram mechanics to prevent the annoying go-karting (rammer loses a mast). If the mast also falls on the enemy ship than this would make ramming even more useful to initiate a boarding. I also think that't it is a good idea to link this to survival. Maybe the possibility to prime it somehow. You should be able to already assign some men to stand ready when it is certain that you will get dismasted any moment and thus the whole process of cutting everything loose doesn't take the maximum time. In short, the player should be able to assign men to this task at anytime and not only when you actually lose a mast. I don't really know anything about this but I assume this was the case anyway. Would make sense at least. Btw: Is it dismasting or demasting? I can find both though dismasting is a lot more popular
  3. Cecil Selous

    How is this possible?

    You can't help some people. Some just can't figure out shit themselves. You must spoon feed it to them. At least he somehow found the tutorial without a tutorial about how to start the tutorial.
  4. people have to learn and adapt. Getting stuck with a big ship not suited for these particular waters is the players problem and yes I would love to see more of that. stuck ships could also be freed again. If you bring bigger ships you have to maneuver carefully to get to the fight/circle, while the defender already is shooting at you in his smaller more suited ships. Or you bring more appropriate ships yourself and have a wider playing field. I think I mentioned it already at some time but I always have the battle of grand port in mind as a good example. Port battles will be more than just a big open sea clash which coincidentally has land around it. More importantly the need of discussing about the BR of ships and the BR restriction of port battles can play a smaller role if the real draught of the ships plays a more important role. And of course I think it shouldn't be so challenging that we have narrow channels where only one ship would fit through with almost no space left. In the meantime the only possibility I see at balancing DLC ships is adjusting their BR accordingly.
  5. So much this. And also waters where even Snows and Niagaras will suffer and the smallest ships shine . Plus individual and detailed hydrographic charts of ports and their surroundings (or OW). Who doesn't know their waters well, might get stuck.
  6. Cecil Selous

    Patch 25: Open world user interface update.

    I kind of agree with @Banished Privateer here. Trading in OW should also be possible with other nations. Imagine a fully loaded trader (maybe a new player) getting attacked with no way to escape because he is too slow. If the attacker could somehow hail the trader to demand a "surrender" and hand over of goods ( even just checking if he has something in his hold at all, players could prove that they are empty that way) the trader could keep his ship and only hands over his goods. The attacker can decide if he takes the most important goods to his hold and destroys the goods he can't take or let the trader keep them. A little quality of life feature for traders. For the future this could also turn into a new feature for stopping ships in the open world to check for smugglers and contraband goods (new economy feature for a more sophisticated economy where certain goods can be declared as contraband and are forbidden to trade/ship out of port like) in national waters. maybe special patrol missions/coast guard permit etc... This all would make more sense if stealing enemy trade goods has a bigger impact on enemy economy. Of course something must change with the pvp marks (Gold Escudos) reward for traders too, otherwise the incentive to let the trader keep his ship is too low.
  7. Cecil Selous

    Ninja Santi and One Shot Kills

    I know and understand the white and red leak mechanic. But admins statement about the snowball effect about holes that aren't registered at leaks yet but can become ones when the ship starts to sink got me confused. I just want to know if he meant it this way or if I understood it wrong
  8. Cecil Selous

    Ninja Santi and One Shot Kills

    This is interesting. So in theory the number of leaks will go up if my ship starts sinking. Let's assume the enemy player inflicts 12 leaks on my ship and I take in enough water to start sinking. Let's also assume that a lot of the balls from his broadside aimed at the waterline just hit slightly above it. These holes should become new leaks then right? I believe I never experienced that. Although I only sank once due to leaks I got "leaked" quite a few times but I can't exactly remember a situation where my leak count went up without being shot at. I mean a almost sunken ship should be cluttered with leaks. Does every hole inflicted on a ship get fixed over time so they won't count as leaks later on? So the emphasis in the mechanic is on newly created holes?
  9. Cecil Selous

    Ocean is still to Tanky

    I agree. Besides my previous post I also think that there should be a penalty to hugging bigger ships. This tactic should not pay off.
  10. Cecil Selous

    Ocean is still to Tanky

    Well, while you are right that the Leda-class frigates or any other frigates weren't designend for the purpose of sinking/capturing first rates, I still think that you miss the point. Besides sinking an enemy in a battle wasn't common either and not even the goal. Of course they could penetrate first rates and do significant damage. They simply didn't do it because no sane man would start such a battle and happily deal with the consequences. And that was mainly the effects of more and heavier cannons of the first rate. Not the thickness of their hull. A full broadside of a first rates means heavy damage to hull or rigging and heavy casualties. And all this back then when most battles were decided because of heavy crew losses and/or an inmobile ship. They didn't fought till their deaths and if losing was inevitable, surrendering wasn't a shame. Possibly one or two broadsides on target would be enough to shatter every will to fight. A frigate wouldn't be able to sustain such an exchange of broadsides to do enough damage. Maybe in theory if everybody on board the frigate would be a crazy suicidal mofo and the line ship crew is completely unaware and drunk as they can be, I can imagine that even a frigate can batter a line ship into surrender. But this is absolutely unrealistic. What I want to say is, that the main reason that single frigates didn't fight single fully capable first rates, wasn't because of their hull thickness. And that's the whole point of Hachi. Sure, you can't really translate this into the game. Because we are suicidal mofos (and I bet some are drunk too sometimes). We fight to the death. Our ships sink when a imaginary HP and structure bar is empty (and only then grant you magically gold and marks) and last but not least we give a flying fuck about our crew and thus surrender grants us nothing. This means, that many good frigate players will sometimes attack single first rates. Maybe they are lucky, maybe they die. Consequences for them are relatively low. Of course their chances to win should be low too. I agree that first rates should always have the upper hand due to firepower and crew advantage and I believe this is still the case in game. But it shouldn't be impossible to penetrate a first rate. A single frigate that penetrates them shouldn't be a problem at all. If the frigate has the opportunity to get off a broadside the line ship should have one too I assume. The real danger are rakes as many already mentioned and not broadside to broadside battles with a frigate. A first rate wouldn't lose a broadside exchange. But to give them an even greater advantage because of ridiculous mods and their stacking isn't good. No wonder so many sail around in 3rds and higher.
  11. It will also make the number at the top right of my screen even smaller Not good for my psyche.
  12. Cecil Selous

    Chain shot feedback

    In honestly think adjusting repairs would be a better way to reduce running. Besides I also see no shame in running, if the odds are heavily against you or you see you will lose a fight or you sank one and heavily damaged the other but decide to escape now. There are so many example and situations were running/escaping is viable. I also see no shame in surrender if a loss is inevitable but there are no real benefits or content for that right now but this is another topic. Also now it is almost impossible to run if you encounter a good organised fleet. I hate ganks with a passion but I must give it to some guys who ganked me last week that they pulled it off perfectly. Spread out over a large area, they were coming from all sides. I could avoid some but eventually got tagged. And with the new small tag circle they were all over me and even the stragglers spawned al around and next to me. No need for me to turn around and fight like a lion, besides fighting like a lion won't matter at all in this case. I fought the frigate that tagged me and 3 broadsides were enough to almost completely destroy his on side (fir/fir gank boat i assume) but in the meantime he and the bellonas around me chained me to death. This is a extreme case because nothing would have helped me there (like lower chain dmg, better repairs etc.) But to prevent running, less effective repairs and less repairs in general could achieve the same, without the instant frustration of one chain broadside right at the start that sends you into rigging shock. Great incentive for me to "turn" and fight like a lion if I know that another broadside or the broadsides of the others will cripple me even further and the battle is lost after one minute. So I am up for limited chain but increase the shots per cannon. Lower the damage chain does (heavily). The distance fall off is a good idea but could also be achieved by simply making chain extremely inaccurate at longer distances. At the same time nerf repairs heavily. Number of repairs and how much they repair (stacking of mods). I don't like sails getting shredded in seconds. Running shouldn't be easy but it also shouldn't be impossible. giving a buff to battle sails sounds good, let's se how it will work I would love if we make the whole sailing experience a bit more complex. Variable wind strength, simulated rigging (even dmg through chain) and the stresses on the masts due to the set canvas/destroyed rigging. In general an expanded manual management of the sails and trim to give an advantage to the better sailor who knows his ship and what in can endure. With ships that aren't always at their max performance at a given point of sail we wouldn't need those unrealistically high chain damage to compensate for the insane speeds of ships which constantly result in faster separation and distance. Of course this would need other adjustments too like cannon accuracy and a more difficult boarding initiation but I already lost the thread of the conversation. Pardon me.
  13. Cecil Selous

    WTT for Trinco

    I am happy when I have 1 million you capitalist fucks .
  14. Cecil Selous

    Can't leave port :D

    Why was I able to leave Lorimers in an Agamemnon today? The port is pirate since a few days and I sail for good old Prussia. Is it different when you have an outpost in the port?
  15. Cecil Selous

    Patch 24: Properly depowering your staysails

    Just for understanding. If I press depower, than stay sails and square sails are both depowered like before. If I use W / S after that then I can lower or raise my square sails without raising the stay sails too, but will my square sails still be depowered? So I can't separately depower stay and square sails.