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Rouleur

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About Rouleur

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    Able seaman

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  1. Wind Turning in Battle

    In reply to OP - I don't know. But, it should have a chance to go either way, with a probability bias to go the same way until the wind has moved between 90 and 135/180 degrees from the original direction at which point the probability bias should probably shift the other way. Time of day could impact the odds as well, with a higher chance of the wind to move towards a shoreward direction in the afternoon and the reverse in the early morning. In general, modest change or no smaller change should be more likely than extreme change and in general wind should be more likely to shift in the same direction. Also when it does change, the speed of change feels a bit too fast.
  2. Can't tag on OW

    Tagging does not work for players/OW AI or combat missions
  3. Exploiting teleport on OW

    Spanish have been using the tow to port exploit for port battles recently - please fix it so you can't enter a port battle after a tow as with regional capitals at least. An extended timer on battle entry following a tow to prevent screening fleets doing the same thing is almost certainly necessary as well as the Spanish are doing this as well.
  4. General leeway: Overall its pretty good. The sliding on ice effect is too extreme - when it happens it also feels like the ship has stalled very fast (like a plane would) so a small change would be good. Wind change - the odds should be mostly for small changes 5- 25 degree, lower odds for 15-40 degree change with a small chance of 45-90 degree plus and complete reversal rare. When wind does change the speed of change probably needs some thought - also odds based - mostly modest change speeds but occassionally violent. Graphics tweaks may help to make reduce the feel of leeway (sliding on ice) as well. Wrecks don't drift at all - they should be impacted by leeway as well although at lower speed due to lack of canvass and weight of water - reducing the drift the lower the wreck goes. Slowing down the time between a ship being sunk and disappearing below the waves will help the looting - again some variability in the submerging rate should occur - maybe overall damage related. Ship sailing profile: Victory should be the best sailing first rate and better upwind than the others. Ship BR: There is no reason that ships in same class need to have the same BR at all. Wasa is OP - needs higher BR than Aggy:, 3rd Rate - lower BR than Bellona etc. Will help with PB variance. Marines: All warships should have some marines related to total crew count which don't impact on sailing and gun loading performance etc. The mod should be extra marines and these should reduce performance as now - trying to avoid a smaller ship vastly outnumbering the marines count of a large one and overwhelming a much larger crew too easily. Can't see why lower tier ships get higher percentages of marines for the mod - should be 10% across the board. Grape should disproportionately kill more marines as they are by definition more exposed on the deck and ball at deck height/slightly above should do the same. Repairs: The cool down needs to be longer and maybe the time spent in repars longer as well. Rum is massively OP - restoring the entire crew is sureal.
  5. Ship Limit?

    Does that mean that the ship limit of 25 in pbs went with the introduction of the BR limit and does it mean there is no longer an open world limit on ship numbers in an instance?
  6. I think the graphics make it seem a bit like sliding on ice rather than water - hence the need to tweek the graphical effects.
  7. I like the new sailing mechanic despite the frustration or time looting now involves - it does add depth. What is most frustrating is the rapid wind movement during instances which at low speeds, especially close hauled, can counteract the adjustments we now have to make for leaway. Moving forward: 1. Some tweaking of the impact of leaway at varying speeds and some improvement to the graphics to better reflect the impact on waves/wake would be nice. 2. Increase time a wreck is available to loot or allow looting of some items - books for example for longer - can't fish the cannons but can get some flotsome. Stuff like copper bottoms should be craftable again and refit based anyway. 3. Tweak the rapidity of wind change in instances so it moves a little slower and the variance in direction is less extreme most of the time with the odds of large swings in direction reduced, but still possible. 4.An anchor option and possibly option to deploy boats - reducing crew for guns etc - a floating battery static defence needs an anchor. 5.An option to throw cargo and cannons overboard if beached on shallows! Enjoy ps A way of fixing rudder between neutral and full would be really good as well!
  8. Which ship and source please. Was it a max in ideal conditions or regularly achieved?
  9. More likely a tea clipper managed more than 15Kn, rather than a fighting ship built over 50 years earlier. The Endy was the fastest Brit frigate of its time but not sure about whether it managed 15Kn - good to see some historical evidence though.
  10. The difference in the base speed of ships is too great overall and buffing the difference by a speed mod percentage multiplier just exaggerates the difference. Better to have mods with absolute improvements in speed so no ship running the same base build gets any relative advantage for running the same mods. The speed cap can then go and the sailing profile is unaffected apart from stay/studding sails choices. Most of the exaggeration of speed difference due to player choice will then be because a heavy ship will not just be outfitted with speed mods.
  11. How come - you still have cloaked warp speed to devour victims. The relative sailing top speeds of many ships were too great. However, the nerf may need some rebalancing, some buffs for some mods, for example and I still don't see why a Copper Bottom is not craftable as it is part of a ship and had one of the greatest real world impacts! Other areas for further balance include the crew adjustments which look too severe in some cases, although the logic is ok. Finally the impact of the speed cap on the sailing profiles, effectively widening the best points of sail profile where the cap is exceeded does not feel right although it's more difficult to see a solution without removing the hard cap on speed which in itself would need further balancing of the relative base speed of ships.
  12. Charles is still in retirement but we would welcome him back at any time. The SLRN has fought in hundreds of port battles often 2 or 3 per day. Our victories in fully contested battles far outnumber defeats by a large margin. Every nation learns from it defeats and indeed the Danes became our best opponents, many good battles were had and their Aves win had followed a long list of previous Aves and other British victories. I have the medal! The SLRN remains a nationally focussed British clan and we possess more line ships relative to our player base than any current Brit clan. We build and provide port battle ships for all our players if that is what they want to do. We also participate in hostility raising, screening and other national operations and we also provide ships appropriate for the task. If you want to help the nation - PvP patrols, commerce raiding, hostility, screening operations, crafting or trading please join. If you want to sail Line Ships and Agamemnon's and use them in port battles in the British nation we welcome your application for membership. There is and never will be any chance the SLRN will not be a British clan! FAdm
  13. Warp speed cloaked ganks. How is it fair to a victim to find a ship parked just behind or alongside which you cannot ever see approach you in the OW? This is just silly. Perhaps we need an in game system to research to it such as a; fusion drive - teleport - warp speed - cloak knowledge tree. Missile cruisers, nuclear subs and aircraft carriers next? I always respected the argument that the revenge fleet gank was a problem but it was symmetrical with the invisibility gank. Most of the advocates of the change just wanted a get out of jail free card which now means they can line up the next victim in a mega enhanced way. What about a new notification for the presence of an invisible ship - "Klingons off the starboard bow - deploy the techyon beam and photon torpedoes Capt" Please - the battle sailing is one of the best features of this game. Surely we can do better than invisible windless speed travel in OW. I don't mind features to enhance game balance but they can't simply amount to a game tool for which there is no defence.
  14. CMs and VMs: Getting rid of Conquest Marks (CMs) is a good thing - it created all sorts of perverse incentives and toxic play. The Victory Marks (VMs) may become a mini but lesser version of the same. It feels like an incentive to seal club weak nations which is not something I want to do or be the victim of. Previously you could build no 3rd to 1st rates without CMs, now you can't build everyone's favourite 3rd rate (Bellona) and much more importantly the shallow ship of choice - the Heavy Rattlesnake. We will see how it works out in a few weeks. Cloaking and warp speed: Helping the prospects of avoiding the revenge fleet is only reasonable when the invisibility gank is also nerfed - the reverse is the case. Now you can hyper cruise away invisible, then hyper cruise up to your next victim whilst invisible, park alongside and gank/join a visible bait ship. Any system that allows an invisible enhanced speed approach is clearly unfair on the victim. The current practice of parking in an instance until the alt spy spots for next victim to which you can now hyper cruise is now much much worse. If a fast instance exit is offered it should not be possible for any ship within visible range at the end of the hyper cruise to be tagged by a ship or fleet exiting invisibility or to join an instance created by a visible ship - meaning there must be a timer after invisibility has finished longer than the join timer for an instance in open world.
  15. My understanding is that its based on the change week to week - not the number of ports held.
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