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Found 37 results

  1. Will Collister

    12lb Medium Cannon vs Surprise

    From the album: Collister's Graphs

    An example of the new penetration mechanic; firing a 12lb Medium Cannon at the Surprise.
  2. This beginners starting guide explains the basics of PvP combat battles. I simplify it as much as possible, and tell you what you need to know without dragging it on in a 30+ minute video. I know how frustrated I was trying to learn it all by myself, hopefully this tutorial helps you out so you can have some fun in the game!
  3. Ahoy Captains, It took me a lot of time, reading, and watching tutorials to grasp even the basics of manual sailing, and I wanted to do something for new players so that they may gain a better understanding in a more time-effective manner. To that end, I have employed my design skills into an easily read chart of sail positions to achieve tight, efficient turns in combat (configurations that are accessible to new players, though they will cost the player some speed and rudder authority), but I would love to have some feedback from more experienced players on how I can make these charts even more useful. Do you know of any better sailing configurations for tight turns? Are these charts navigable and intuitive? Let me know your thoughts so that I can improve these for all players to use! Thanks.
  4. A quick video covering the basics to boarding and capturing ships. Enjoy
  5. As i always see the same questions in the help chat, i thought posting a link would answer questions faster than retyping the same stuff over and over again, so here we go. Why can't i equip my guns. The numbers in brackets determinates the grade, the first bracket for cannons the second one for carronades. Why is my crew number red? Your ship is undercrewed, do missions and level up. Why can't i join a fight? Either it's a mission of another player or the fight is older than 5 minutes. Where can i get missions? In port, top left corner, Home/Equipment/Missions/... I can't find my mission. Your mission is named Admirality Order and the swords are higher above the sea, try to find this. Does trading give xp? No. What is contraband? Atm it just says you can attack ships of your own nation, without becoming a pirate. How does boarding work? Shoot chain into sails to slow them down, then grapes over the deck/railing to decrease crew, try to turn your enemy upwind until both ships are slower than 3,5kn, then press G and play boarding game. http://navalaction.wikia.com/wiki/Boarding Where can i buy repair kits? Home tab of port, right hand of selling ship button. What are ship letters for? They're just intel, some people post them in nations chat. Will my ship be lost if i get sunk? Your ship has a durability, that's its live count, loosing your ship reduces it by 1, if you reach 0 your ship will be lost. Can i restore durability? No, not yet. I can't sell my ship. Only dur 5 ships can be sold in the shop, but you can sell it in the home tab of the port to a NPC. I can't buy fleet ships. They're a help for beginners and can only be bought below rank 4. How do i use fleet ships? If you check the box of the given ship it'll automatically supports you in fight. How can i give orders to my fleet ships? Press M in battle. Where can i repair my fleet ships? Only in port on the fleet tab. What are the different item quality grades? grey = basic green = common blue = fine purple = mastercraft yellow = exceptional Can i use spyglass in the OW? No, not yet. Wiki: Ships http://navalaction.wikia.com/wiki/Ships Abbreviation: OW Open World Abbreviation: NPC / AI Non-Player Character / Artificial Intelligence (both terms mean game driven ships) Abbreviation: PotBS Pirates of the Burning Seas (once popular age of sails game) Quickstart-Guide: Do missions, buy better guns, stick with you basic cutter until rank 3, buy fleet ships which will help you in fights and get a Snow (or a Brig) at rank 3. Craft: Blueprint Tree http://www.navalactioncraft.com/blueprints Ship characteristics http://forum.game-labs.net/index.php?/topic/7029-ships-inherent-characteristics/page-1 --- Help with this thread will be much appreciated, i'll take a look regularly and will add questions.
  6. Charles Dexter Ward

    Naval Action Basic Guide in PDF

    Hello all, I've created a basic guide for Naval Action in illustrator with diagrams, etc. to help visualize and understand how things work better and what some naval expressions mean. It's in PDF form. http://docdro.id/2vcZJOB It's still in progress... Let me know if you have any suggestions or if you see any errors. Thank you!
  7. InfiniteAmount

    A Pug's Guide to Port Battles.

    A Beginner's Guide to Conquest By Infinite Amount Welcome to Naval Action, a sandbox open-world MMO about sailing ships in the 18th and 19th Centuries. One of the key "endgame" activities are something called Port Battles. These are part of the Conquest System currently in place (and subject to change). Port Battles are fun and impactful PvP fights which decide the ownership of ports throughout the game world. If you are reading this, I'm going to assume a number of things: (1) That you have never taken part of a Port Battle, and (2) you are unfamiliar with the terms that are commonly used for Port Battles. If it seems like I'm talking about what would be considered commonly knowledge or that my tone sounds condescending, just remember that others might not know what you do. (Another thing: This is a wall of text, because there is a lot of information that needs to be addressed. I'm sorry about that, but you should have enough time to read it while you do all your AFK sailing this game practically requires.) Overview. How a Port gets captured. Fundamentally, all port battles follow the exact same process: While at a port controlled by their faction, a player may buy a conquest flag for any port that's not controlled by their faction. An attacking player must sail that conquest flag to the port that it was purchased for. Once there, the Conquest battle for the port will start, between the faction that bought the flag and the faction that owns the port. If the attackers are victorious, then the port becomes contested, which means that players of both factions can enter it, and it will become one of the attacker's ports after the daily server restart. This is the basic overview of how a Port is flipped (switched from one faction to another). If a faction can do all of these things, they they can control the port. However, it is never just this simple. There are rules and strategy that cover every single step of the process. I will go into detail of each part of the process, and how you, as a pug player (a non-clan aligned player, usually not in voice chat. from the term "pick up group") can help. The first three parts will cover port offense, followed by a part covering port defense, and ending with a general conquest tips for actions that may occur outside of port battles. Part 1 Buying the flag. Buying the flag is only the first public step of any port battle. It is announced server-wide with the notification "[Faction] has created an assault fleet against [Port],[Port's Faction]". When you see that notification, it means that someone has purchased a conquest flat against that port (usually shortened as "pulling the flag" or "buying the flag"). However, pulling a flag is never the very first step. Behind the scenes, in TS servers and private chat channels, prepareation for a port battle has begun hours or even days before. Organizing funds and planning routes have already been done well before the flag is pulled. So understand that any public criticism for pulling a flag that's made on Nation or Global chat is way, way too late to change anything. If the first you've heard of a port battle is that notification come across your screen that an assault fleet has been created, then the people are are leading the port battle have already spent a lot of time setting it up. Similarly, if you think that your faction would benefit from controlling a nearby port, asking people in Nation chat to attack it, or why they haven't attacked it is not productive. Usually, there is an important reason why a port would not be taken, such as it is unfeasible due to distance or enemy strength or the capture window is closed. Also, you can check your map (M) and check the conquest information tab to determine what ports have already been captured that day. How can you, as a pug player, help at this stage of the port conquest process? Well, the answer is not that much. Simply, if the Port Battle organizers needed material help at this point, they would not pull a flag at all. Although, if you are in the area, you could probably ask your Nation chat who's organizing the battle and get on their voice communication system in order to coordinate better with the larger plan. If not, you will usually have time to get to the area of the port battle, and be able to assist in the later stages. Part 2 Planting the Flag. After the assault fleet is created (read:the flag is pulled), the flag carrier has exactly sixty minutes to plant the flag to its port. After sixty minutes, the timer expires and the flag disappears with all the money spent for it wasted. Because of this it is imperative to get the flag to the port as fast as possible and without being intercepted by any enemies (of any faction). If the flag carrier is sunk, the flag will also disappear and end the port battle process. How can you, as a pug player, help at the planting stage of the Port Battle? There are many things that you can do if you are nearby. One of the most helpful is to head directly to the port that's being attacked and try to fight any defenders there. Getting them into battles will prevent them from being able to intercept or sink the flag carrier. This is the single most important thing, as a pug player, you can do throughout the entire port battle process. Another thing you can do is to scout the main routes between the port and the other ports nearby, especially Free Ports. These are the routes that defenders will likely come to defend the port. Even just reporting their number, names and location in Nation chat can be extremely helpful. Fighting those defenders is also helpful. This entire process of escorting the assault fleet and attacking defenders is called Screening (at least by the US). There are a couple of things about screening that you have to understand to do it effectively. If you attack an enemy, you best be absolutely sure that the flag carrier is not going to be pulled into that battle. There is a term for attacking an enemy interceptor and dragging your friendly flag carrier into the battle. It's called "fucking up massively." You will very, very quickly earn the undying hatred of those who organized that port battle, and you will deserve it. I cannot stress enough how important that it is not to do that. Another screening tip is that when you fight the enemy outside of a port battle, you are not fighting to sink him. You are fighting to keep him in the battle. As long as he is in the battle, he cannot assist with the port defense. Fight strategically, not necessarily tactically. Part 3 Fighting the Battle. This is the meat of the port capture process, two massive fleets of powerful ships duking it out in order to decide the fate of a port. That's what Naval Action is all about right? You can write volumes and volumes on port battle strategy itself, which would be tedious to you to read and for me to write, so I'll make it as simple and as easy to understand as possible. A Port Battle pits an attacking team against not just the player defenders, but also a number of AI Martello Towers (3 for shallow water ports, 5 for deep). To win a port battle, the attacker must destroy all the tower defenses, and sink enough of the defenders to have a two-to-one superiority in Battle Rating over them. Port Battles are also limited to twenty-five ships to a side. So, what does this mean for you, the pug player hoping to join in on your first Port Battle? One, as victory is determined by battle rating, the attackers will need to get as many heavy ships into the battle as possible. For deep water battles, this means Ships of the Line and Heavy Frigates. Niagaras and Cerberuses should be the very last to enter so that they do not take a slot better suited for a 3rd Rate. For shallow water port battles, Navy Brigs and Mercuries over Cutters and Lynxes. If you show up to a Deep Water port in a Niagara and by entering you prevent a 3rd Rate from getting in, don't complain when you get bitched out over chat. You dun goofed. Two, do not bring AI fleets into port battles. Sure, that pair of cutters might be nice for missions and to keep from getting ganked, but in port battles it prevents more players from entering and at best all they'll do is sink, but more often they'll interfere with other players, including ramming your teammates. As port battles wind up being much slower (like, actually sailing at slower speeds) and much more claustrophobic than mission battles or open world battles, proper maneuvering is key in these fights. I don't know if you've ever actually watched how the AI reacts when close to multiple allied ships, but "ramming the shit out of them" is an understatement. Part 4 Port Defense. There can't be a port fight without some defense (well... there can but it's boring as shit). I don't really have anything more to add for the defense side, really it's just about preventing the same things the attackers are trying to do. Intercept the enemy fleet. If you can nail the flag carrier, do it. But the most important this is to get to the port! You have forty minutes after the "Conquest for [Port] Started" to get in, which is more than enough time to get to the port, unless you're very far from your nation's territory. Getting as many people in as possible takes priority over ship weight, although if there are five Mercuries and a Cutter heading towards the PB and there are only four slots left, the Cutter probably shouldn't enter. Just get to the port, while the port battle might be full, there usually are a ton of fights around it that you could help in. Part 5 Other Information Port Battles are usually fought a extreme range, at least initially. Long guns are the most versatile type of gun and are a necessity for Port Battles (although there is another school of thought that emphasizes the carronade's superior damage for the brawls that often occur near the end of the battle, but this means that you're combat ineffective until after the towers fall). Port Battles are fought at extreme short public notice (intentionally), so if you're a member of a larger nation and you want to take part, station yourself on the front lines for your nation. You'll not get a lot of sympathy for yourself if you complain about not making a port battle when you are based out of your nation's capital (unless you're Spanish on PvP1, which has it's own entirely different set of problems than most). Yes, you can board the towers. Don't as it won't stop them from firing and they have a disproportionate amount of Marines, making any boarding attempt costly at best.
  8. Captain Pineapple's Thread of Booty Here you'll find anything that I make for Naval Action and decide to share. So have a look at my booty. Ship Stats Spreadsheet Ahoy! Captain Pineapple here. I made a spreadsheet with ship info on it, including armor values. Hopefully it'll help you choose ships Still a work in progress. Note: You'll see different stats in game because these are base stats not including wood type, upgrades, etc.. Also the trader snow is currently probably wrong value atm. https://docs.google.com/spreadsheets/d/123ZYbupWfM1fLYRyT9eSA3qQJYzwkqprw3LM9LARYio/edit?pref=2&pli=1#gid=0 Maps I'm also working on some maps feel free to try them out and tell me if it's any good. Attached and below. British Area 1 Every line is about 10 minutes of travel. Ship size, fleet, and wind makes travel time a bit different. For example, it would take around 10 minutes or a little less to get from Carlisle to Pedro Cay and vice versa. There's also coordinates on the bottom and left side. Coordinates can be good for example meeting up at a mission with a friend, etc.. British Area 1 - Letter Coordinates Any further maps will be links so the thread doesn't get cluttered with images Make sure to share if you like
  9. ENDURANCE

    Combat Interface Guide (Spanish)

    So here is the first guide of a group im going to do about this game. In spanish cause there is a lack of Naval Action guides in this language. n49Z_9Bz1Ao
  10. Hallo Kinnerz, imho fehlt hier ein Thread, in dem die Spieler einfach kurze Fragen stellen können und einfach kurze Antworten darauf bekommen. Das spart Platz und ständige Wiederholungen nerven nicht so. Also, meine Fragen: Ist es günstiger sein Schiff im Hafen zu reparieren? Oder kann man das auch genauso gut auf See mit Repkits machen? Gibt es irgendwo Tabellen mit den Schadenswerten und Nachladezeiten für die Geschütze? Kano
  11. There is a substantial amount of information provided by the Battle UI, here is a quick comprehensive guide to it all.
  12. So your new here and all you have is a starter ship with 8 or 12 guns. You've tried your hand at fighting bots but they turn and shoot well enough to get you in trouble. You don't have a lot of gold and your ship is fragile... What to do? Capturing ships can help speed up your grind, you can sell them or sail them. I recommend you go out and find a Pickle, it's such a sturdy and comfy ship to level your character up to Jr. Lt. or Lt. Once you're there you can set your eyes on the Brigs or the Mercury. There are many ways to capture a ship. I will demonstrate one way to do it, one that's easy to explain and execute with minimal damage done to your ship and crew. This tactic works for all smaller vessels trying to board a bigger. I've tested this with a Yacht versus a Mercury and it worked but the Merc will make you sustain quite a bit of damage. It can be done with mediums, longs and carronades. I've chosen long guns for this demonstration because they allow you to fight at a safer distance. This is for bot bullying, don't do this against players - They will either run away or beat you silly. We start out downwind for maximum stupid bot fighting comfort, go gunnery mode and load chain: Then we start to work on his sails to bring them down and make him pop his repairs. Alternate from side to side. Notice how I stop or reverse my turns as he is firing, it works to throw off his aim and preserve your planking. Keep at it for a while and his sails will drop below 50%. Now his sails are at 25% and I work my way upwind: I'm upwind, he's not happy. Time to change to doubles and smash him up a bit: The idea now is to get behind him and take down his stern planking. It could be placebo, but I have the impression it's easier to kill crew by sternraking with the armor down, in any case it doesn't hurt your efforts to take it down. Please forgive my manual sails, it was unintentional. But, hey! It demonstrates how easy it is to deal with a chained bot even if you slip up a bit Now I switch to grape and stay glued on his stern. Notice how I mainly use the "T" key for depowering staysails to stay where I want to be. This is probably the trickiest part if you're inexperienced. Watch the crewcount as I singleshoot his stern. after 2 broadsides he's down to 10 guys and I hit "9" to prepare for boarding. There! Capped a Pickle almost unharmed. Level up to Lt. in your captured Pickle and repeat the above to get a Brig or Mercury. Good luck!
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