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Found 57 results

  1. I don't seem to be able to "Fire Deck Guns" in the boarding mini-game with my Herc. Is this something im doing wrong? It works with other ships I use to board.
  2. The two images attached are my ship after being boarded and the second image the person doing the boarding, what troubles me about this incident is I was in a basic cutter so no issue with being attacked as its only a basic the issue is that during the boarding of which I had marines boarding parties etc but he out numbered me is that all he did was brace for two rounds of which I killed 5 then 8 to his brace 1 and 1 then all of a sudden the boarding was lost in favour of him even though it showed no attack my moral was above 60 my preparation was at 80 yet the boarding ended I lost and he immediately exited in a split second and I was only able to quickly get a screen shot of his name and a msg I sent of wtf was that in awe of how blatant it was that this was not normal and he must have hacked or something.
  3. It seems this has already been suggested, my apologies. I leave my work here anyway From the Steam description of Naval Action, I quote "Realistic ballistics and cannon performance of the period. Every cannonball is tracked in the air and after it hits the target. One shot can hit the stern, damage the rudder, then hit the cannon carriage, injure crew, ricochet from the floor and hit the opposite side." So, I ask that we might see some ballistics improvement. My suggestion here is a relatively simple one compared to the changes that must eventually come. As Slim McSauce reminded me, boarding needs an immediate overhaul/complete rework, but I feel this suggestion is small and quick enough to warrant its own topic, separate from the massive boarding suggestion to come. I would like to see boarding parties give a better target for grape shot than they already do. For instance, one captain runs up his boarding prep. As it runs above 50, his crew becomes more vulnerable to grape from enemy ships (assuming they have the shot - they must have a clear shot through bulwark or directly onto spar deck.) I would like this to have a more profound effect than it does at the moment. This change might lead to a number of positives. First (and foremost,) this suggestion brings another element of realism to the game and works toward fulfilling the promise the devs have made us. Upon studying the engagement between Speedy and El Gamo, the importance of this feature becomes quite obvious. Under Thomas Cochrane, Speedy would sheer away from El Gamo as boarding parties massed on the xebec's deck to shred them with her cannons, until Cochrane saw fit to board and carried the day (the odds being originally 5 to 1 against Speedy and her crew.) Secondly, there is another way for skillful SoL captains to outmaneuver sterncamping frigates. In order for the frigates to take advantage of their work, they must brave a period of vulnerability for their crews, and the SoL has one last opportunity to save themselves. Not overpowered at all, very counterable, just gives the SoL another route. Boarding parties massed on the deck of Surprise Tasty for cannons loaded with grape!
  4. First i want to congratulate the devs for the new changes. Most of them are nice and improve the quality of life in the game and this shows in the increase of player numbers. Having said that, there are, imo, systemic flaws that needs to be addressed before the game can be recomended to others. 1. Reinforced zone or Safe zone, imo is neither, yeah some ship spawn when u are attacked, but anyone who has done this knows how easy it is to kill the target despite reinforcement. This creates a lot of grief. Has to be addressed! 2. Boarding game, again, imo, boarding game is a joke. U can no longer have this the way it is now. The game costs 35€ and a ship can, some time take up to tree days to craft and all gets lost on a text game that looks from the year 1974. I understand that is a placeholder its just no longer acceptable. Has to be addressed! 3. PvP patrol zone, this can be the perfect place to get pvp, quick. The thing is, what u get is a ganking experience. If u are lucky, u get to gank someone or if u are unlucky, u get ganked, so question is: Do you feel lucky, punk? The fixes are multiple, most of them are easy plus the comunity asks for this to happen, yet, nothing. In the end it will happen like last time. The comunity asks for tweaks in the battle br and devs will completely remove the patrol blaming that players stoped comming to patrol mission. Has to be addressed! Well this is what needs to be fixed fast, imo. If this tree things get fixed then this game becomes a glorious game that i will recomend to everybody i know. But then, as it was pointed out, the game will still have a problem with his veterans which are tired of doing the same stuff. So a lot more ingame content is required both for pvp and pve players. I wish to apologise in advance if i ofended anyone, it was not my intention, and allso english is not my first language, so be nice.😉 With regards, Jack
  5. Let me start this suggestion by reminding everyone how boarding and grappling is done currently. You get your enemy and yourself under 3 knts, press a button and if they're close enough you get an immediate board. If they're a bit far away but still in range you get an immediate grapple and board. Not much of a difference and it's a bit o' silly how fast you can get boarded sometimes. Pressing G almost a game-over button and can disrupt the flow of any battle with little skill. Here's the suggestion; -A new way to grapple, grappling shouldn't be an immediate thing. It should take a bit of time to throw a grapple and more than 1 grapple would be enough to pull a ship. Many grapples would need to be latched in order to get the required force to pull the ship close. The way I suggest grappling should work is everytime you press G, 1 grapple is thrown. This can either be shown visually or with simple texts, ether way you throw 1 grapple, then a cooldown is put until you can press g again and set the 2nd grapple. The grapple lands and you get more pull power. Once a third grapple is thrown then you get the full pull power. The ship being grappled has a few choices here, either try to sail away with enough force to break the grapples before all 3 can be set, or alternatively there should be a counter to grappling. By pressing g once a grapple has set on your ship, you get a chance to cut that grapple and free yourself. It would work the same way as throwing the grapple, except it would be percentage based how likely you are to cut the rope. So to put it in play, an enemy ship grapples throws it's first grapple, you counter with g and the cut fails, you're very slowly being pulled towards the ship. The second grapple lands and you try to cut again, it succeeds and is back to 1 grapple, by this time you've regained speed and with enough force you break away from the last grapple. No longer do you immediately get pulled and boarded by a ship, this is more realistic and imo more balanced that the current system and is a fairly simple addition that would improve the quality of combat.
  6. asuspiciousbear

    PvP rewards for boarding

    I would like to see pvp rewards given for capturing player ships just as gor sinking them. It sucks when the disscussion has to be had on whether or not to capture a ship for re sale/use under a new flag, or sink for pvp marks. admitedly the minigame for boarding isnt fabulous but there seems to definetly be alot to it, and it seems all the books and boarding upgrades go to waste when capturing player ships is at the cost of pvp marks esspecially when it can be just as challenging as out right sinking them.
  7. Captiva

    Boarding Suggestion

    Over the years, many players have wished for a change to the boarding mechanics in Naval Action. Game-Labs already has a combat engine for their Ultimate General game. I'm wondering if something similar could be implemented into the boarding aspect of Naval Action. I've attached a screen shot from a strategy game by the developers of 'Pike & Shot' for illustrative purposes only. Imagine the crude outline around the combatants as representing their respective ships. 1. The boarding battle would be turn-based, with the attacker going first. 2. Each player would have a set amount of time to move his various troops, including their facing, before his turn ends. The timer is needed to keep the pace of the boarding action from bogging down - similar to a timer used in chess matches. 3. The results of each players turn are auto-resolved by the game until one of the players wins the boarding. As they do now, all boarding upgrades will have an affect on the outcome of each players turn (boarding ladders, barricades, muskets, marines etc.). The goal of this idea being, to improve on the current "rock, paper, scissors" gameplay.
  8. Just to clarify the rather brief F11 report I sent earlier. While unlocking knowledge slots on the Herc I noticed that regardless of crew setup befor pulling (Sailing/Guns/Boarding etc) and/or (de)activated broadsides (F5) the 'Fire Deck Guns' option in the boaring menu permanently stayed disabled (greyed out). Boarding preparation also had no effect on it. Is this just me missing something obvious?
  9. Niagara

    Sinking ships after capture...

    Greetings! Recently I was involved in a small battle with some 1 st rates and smaller ships. At the end we (The group nearest to the fleeing ships as the rest left to pursue another battle) was chasing a L'Ocean that managed to board one of our Victory's that sailed to close and to slow to avoid being grappled. This L'Ocean was fitted for boarding actions with plenty of Marines to aid in the capture of our Victory. Despite the rest of us being close we did not manage to separate or in any other way interfere to avoid the outcome. Now the L'Ocean player loots what he/she/it can and then sinks the Victory. I see 2 problems with this scenario. The first being that you need to sink enemy ships to gain the Kill and the PvP marks. The second is that the entire sinking of a ship is instant and despite having several allies close by that could potentially try to save it, once you select sink ship it is irreversible. Now, First off I can only congratulate the L'Ocean player for some smart thinking and strategy and he/she/it should get good rewards for that great move while outnumbered without the need to sink the ship. But, Perhaps have a short timer on ships that are not sinking by itself to allow for players to try to rescue it. To avoid farming for upgrades and PvP marks, Once a Player selects sink, the upgrade is there for looting in hold and the ship is placed in a semi usable state meaning to save it you need to transfer enough crew to repair any damage done in battle that would otherwise allow water to overfill the ship and a min crew to keep it afloat. Several ships could ofc send crew to do this task. It would be unusable in that battle and after a lengthy timer try to sail away to safety or just man the pumps depending on the amount of crew... This could also be used for surrendering ships to give a reason to surrender and to accept surrender. If no one is close enough to try to save it or just don't care to save it then the ship would take in water and sink after a period of time? Any timer should ofc be based on structural damage + set minimum. A undamaged ship that was just boarded should take longer to sink then one with loads of holes in it. Perhaps the enemy lights a fuse and tries to ignite the powder room to get a fireball... and damage any surrounding ships in the process. Or leave ships to lure players to try to save them to divide the enemy forces
  10. It would be nice to have the boarding overlay on top of the rest of the UI so we can see the latest damage dealt.
  11. Fox Proudfoot

    Surgeon Malfunction

    Ok so the screenshot above shows that I have hit repair (5), then surgeon (3), which should being to feed me a few crew each round of the boarding which would show as a negative in the enemies "Ok" section of the boarding; however, I have found the past two times I have been in this situation my crew has not been repaired. You can see the repair is on cooldown and there is rum on board. This bug cost me a boarding last night as the opponent had no problem with his repair
  12. Bronze Republic

    Boarding Timer Malfunction Part II

    So in response to my previous post, I assume there will be no way for me to replace the ship I lost after hours of work and careful sailing only to lose the ship due to something out of my own control? I really enjoy the game but the incident outlined in my earlier post has ruined the game not just for me, but also my friends and clansmen. So I inquire, is there nothing I can do to replace my vessel being an original supporter of the game and following all of the development over the years, through the good and the bad? Here is a link to my earlier post: Thank you for your time, Signed: A dishearted captain.
  13. Bronze Republic

    Boarding Timer Malfunction

    So I went out for a quick mission in my Santisma today unknowing it would be my last. I was doing my normal 1st rate mission Santi vs Santi. Everything was going as planned and he boarded me. After three rounds winning against him, something went horribly wrong. My timer said there were 10 seconds left, then it immediately went to 2 seconds left. Thus, I could not properly coordinate my attack rounds and lost 150 of my crew. Then the next round came and it was even worse. If I remember correctly, it went from 10 seconds to 3 then back to 5. I was doing all I could to select the appropriate defense moves, but I could not work against the clock this time. While I could just very well be bad at boarding action, I know not to counter-attack into an attack, but nothing like this has happened to me before. I have no idea whether this will happen again or how to correct it, as the issue makes sailing too dangerous to try. Needless to say, this is a large loss to my fleet and I and others experiencing the issue find it hard to sail out of port again in fear of this issue happening again. Thank you for any ideas and help!
  14. MasterBurte

    Surrender without losing your ship

    Hi captains, recently i was in a battle, where i was unable to run away/leave battle and i had no chance to fight the superior enemy forces. In this situation i would have loved to be able to surrender to the enemy. But as long as the only benefit from surrendering is to skip an otherwise impossible battle i see no resean to ever use this option. When you look films about pirates and naval battles, surrendering is often the last option to save your own life. If a pirate attacks a trader that has no chance to win the fight, i can imagen that usually the trader would surrender. He might lose most or all of his cargo, but he would be alive and still have his ship with enough rations to make it to another port before starving to death. If we look at big battles between two enemy forces, i could imagine that a surrendering party could get to some agreement with the winner. Maybe the winner would take a hostage to ensure that the agreement would be complite with. I suggest that we can surrender without immediatly losing everything. Instead the surrending party can't fight anymore (to prevent fake surrendering) unless the enemy continius fighting. Then the winner can board the ship, where an interface allows the partys to chat and come to an agreement. The best outcome for the loser would be that he could leave the battlefield unharmed (but unable to fight and can't rejoin the battle), where the worst outcome would be, that the loser has to sail to the next habour with rescue boats (crew still alive). Some rules would be following: 1. If the winner breaks the agreement (fighting the loser), the loser can immediatly fight back. Between the point of surrender till fight has to be aborded can be a time from 5 to 10 seconds. 2. The enemy don't has to accept surrendering and can continue fight (see point 1). 3. The enemy has a timer 30 seconds to decide if he accepts the surrendering. If he negates it or the timer runs out the surrending party can continue fighting. 4. To encourage gentelman behavior the winner get's a bonus money and xp if he doesn't harm the losers ship etc. - regular fight with sinking the enemy = 100% money and 100% xp - surrender/enemy crew unharmed (ship get's sinked or taken) = 125% money and 125% xp - surrender/enemy keeps ship = 150% money and 150% xp
  15. Thomas Boyle

    Crew visualization

    Are you satisfied with current visualization of crew on the deck? Compare our stupid canonniers and sailors of "total war" / "age of pirates 2". Growth in scale, increase the number of sailors, different movements and actions including boarding fights. (don't know actual status of new boarding) Game performance will not change: "disable" option, another quality...
  16. Well, the insta boarding is just annoying. If playing vs two opponents, you might have a change of fending one off, if boarded. But then the other one board insta after disengage, I get angry. Should be a 1-2 minute timer after boarding where all cannot board, else ppl can just wait in line as of current mech.
  17. Harsh_Winter

    Boarding redone?

    To start with, I practised boarding a lot before wipe. Now something is not working right. We all know that marines+ training+melee buffs + attack/counter attack while enemy use grenades will mean your insta win. As you will slay 1/7 up to 1/4 of enemy's crew. He will get shock and lose next 2 rounds. Hooray vicory and stuff. Tested this on brig vs brig. Working perfectly. But when I came to 5th rates everything changed. Like something went really wrong. Look at the screenshots. Attack versus nades = my heavy losses. Same for Attack versus brace. I tried to use nades vs his attack. Extra heavy losses+ shock + defeat in next round. Tested it on different 5th rates. Let him pulled me and pulled him myself. Impossible. Yet Heavy losses. All the time. Like something really changed. I dont know what is wrong. It`s like my marines are not fighting at all. It seems to be a problem. Ofc charge without any infantry will mean losses. WHat do u think? I am out of ideas.
  18. William Longhouse

    Zombie crew during boarding

    Hello guys, Sorry for the "zombie" title, but recently, I observe a strange thing from my point of view, in the game. During a boarding, against a player, he was able to "repair", to treat some of his crew, probably with the consumable rum. Happenend two time, in two differents fight. How the guy is able to do that? Thanks for your time
  19. Norfolk nChance

    Boarding, Unable to use Deckguns...

    Quick question, Was boarding an LGV and I noticed my deck guns remained greyed out the entire action of boarding. Does anyone know why? I haven't included details to see what the mechanic is? We did a good few rounds more than the 3x it says to reload. With the boarding action my gun crew was under crewed and switch off (greyed) out
  20. Buba Smith

    Lost a Bellona to a T-Brig

    I will get right to the issue; I was capturing a T-Brig with a Bellona on the PvE server and successfully won the boarding, I emptied out the T-Brig hold and clicked on the sink captured ship box (made sure not to change ships as always) to my surprise, not the ship, as soon as I sunk the T-Brig I was immediately sent to the T-Brig and the Bellona sunk. NO I didn't change ships so let's not go to pilot error. After that the screen blinked and I ended up in a Free Town with nothing but my two fleet ships and some cargo in them. F11'd completed. Another clan member noticed an odd occurance with him post boarding as well. The crew exchange read, 9999999 and then went back to normal.
  21. Digital Wind

    New Boarding Mechanic Suggestion

    A common issue in the game is that a small ship could stand a chance against a big one (take pickle vs Vic for example) simple by out manuvering. I like this mechanic bout I think it would be more realistic if the 100's of sailors on the vic could grab a musket, go the edge of their ship and let loose killing small numbers of crew on the enemy ship. *Boarding prep sends some crew to prep for boarding, they will also take potshots with musket fire at the enemy killing crew based on the number in prep and the distance (maybe marines and musket and pistol modifiers as well) -This could allow large many decked ships a minor defense -This will allow more options in battle and make boarding prep more relevant throught the engaement instead of boarding as the conclusion This is realistic (Nelson was killed this way) and just fun!
  22. Wesreidau

    Ship to Ship Musketry Simulation

    I've given this more than a little thought. My thoughts are predicated on two assumptions; that crew kills are determined by shot striking hit boxes designated for crew, and that crew hit boxes are flagged on or off depending on how men are distributed to tasks. If these assumptions are wrong this should still be adaptable. First, we need to add a few crew hit boxes into the rigging at fighting tops and various other bits of rigging, which are enabled when men are either sailing or set to boarding, to mark the location of either crew aloft in the rigging or marines in said fighting tops. Treacherous French sharpshooters will enjoy these cowardly postings, I am sure. Second, points around the ship need to be designated as musketry origins. Spots on the forecastle, quarterdeck, weather deck, possibly gun ports below, and our now-crewed fighting tops aloft. These musketry origins will have an orientation and a maximum angle from center. A musket on the gunwale may be oriented 90 degrees off the beam with a 90 degree maximum angle, creating a half-sphere of possible shots to starboard (90 degrees left plus 90 degrees right equal 180), but excluding firing to anything left of it. Meanwhile a musket in the fighting top may have a 0 orientation and a 180 degree maximum angle, allowing our sharpshooter to fire anywhere he pleases. Not all possible positions for a musket-firing crewman need be simulated, just a dozen or so for small ships, and perhaps as many as fifty or a hundred for a 1st rate. Next, we need to enable or disable the musket points based on if Boarding Prep is flagged as enabled or disabled. If a captain enables Boarding Prep, his crew rushes to their musket points and starts firing. Of course, marines are always in Boarding Prep, but unless boarding prep is enabled, they hold their fire. There is thus a new level of play in that you can tell your enemy has gone into boarding prep, and your enemy may attempt to surprise you by staying out of musket range until he's fully prepared to board. Speaking of which, we will only need to fire when in range. Until an enemy ship has closed to within X meters, the musket simulation idles. Fifty or a hundred meters from an enemy ship, the simulation moves to the next step. Within range and with crew active in boarding prep, the crew opens fire. We need to have points operating randomly to reduce the computational overhead of plotting every musket's reload and possible shots simultaneously. We also need to have musket points firing only when they have a possible target. To accomplish this, musket points are numbered for their ship, selected as a random number, and perform a distance check from their point to a crew hitbox on an enemy ship. Only distance on the X-Y plane is calculated for simplicity and to prevent the fighting tops from being too high aloft to fire. If a musket point is in range of enemy crew hitboxes, it proceeds to the next step. Otherwise the program returns to the random number generator to select another musket point. This process continues until a musket point responds as being within range of enemy crew hitboxes. In range of enemy crew hitboxes, the musket point performs a raycast to determine if the closest hitbox is inside of its field of fire (the orientation and maximum angle from earlier). This raycast ignores the various objects, including friendly ships or obstructions. It simply checks if the musket can point at the target. For fighting tops, this will be almost always true. For more restricted musket points along the sides of the ship, they may determine they are close enough to a ship, but that ship is on the wrong side of their field of fire. If the raycast determines the ​closest ​hitbox is out of its field, it then checks the farthest hitbox (within the range check of X meters). This second raycast will be useful if one enemy ship is closer than an enemy ship on the opposite side, allowing muskets on that opposite side to fire at the more distant enemy, rather than all musketry checks passing or failing on the closest enemy, or firing at the bow of a ship when the closer stern isn't in the field of fire, as might happen when your T is crossed. Should both raycast checks fail, the shot from that musket point is canceled, and moved back to the RNG to pick a new musket point. When a raycast is successful, the shot is fired. This is an individual musket ball able to kill one crewman, originating from musket point, and directed along the raycast to the center of the target crew hitbox. The individual musket ball is simply a raycast with added deviation to account for inaccuracy. Given a shot with say five degrees of inaccuracy, we have a chance of hitting gunwales, masts, crew hitboxes we didn't intend to fire on, or even friendly crew hitboxes. Plotting the actual shot will also give the proper advantage to a taller ship or a shot from the fighting tops, as shot falling down on the enemy deck has a much higher chance of hitting a crew hitbox than attempting to shoot through gun ports. All of these calculations occur server-side. Client side, clients are merely informed that they have lost a crewman and which musket point on the enemy ship should render a puff of smoke and a retort. The result is a robust simulation of musketry occurring where it belongs, the battle server, while server-to-client traffic is only marginally raised. There is no need to inform clients of any details of the shot, unless effects beyond gunsmoke are requested. Hearing musket balls patter against my hull may be nice, and watching little black dots fly is entertaining with grapeshot, but given the volume of fire I expect it would be expensive. Speaking of volume of fire; the rate of fire will be determined as a function of how many muskets your ship has, if you have enough boarding mode crew to fire all of those muskets, and what percentage of your crew is marines. Lets presume you have 100 crew, no marines, and 20 muskets. You open fire with boarding prep active. As crew move into boarding prep, the number of muskets in use increases until 20 crew are in boarding prep, when all muskets are now being used. Each musket fired by a crewman has a base firing rate of once every thirty seconds. Twenty muskets, firing once every thirty seconds, comes to 40 shots a minute, or one shot every 1. 5 seconds. The musket simulation attempts to fire a musket point every 1.5 seconds in this situation, graphically there is a puff of smoke every 1.5 seconds, and depending on the luck of the shot raycast, the enemy crew starts whittling down. Now lets say you have gold marines, and 50% of your crew is marines (IIRC). A marine can reload and fire a musket much faster than an untrained crewman, and gold marines almost certainly reload faster than grey marines. Accordingly the fire rate is increased by the marine crew percentage, 50% for gold, less for less expensive marines, but peaking at one shot every fifteen seconds per musket. This creates a blistering 80 shots a minute from the 20 muskets. But wait! The number of muskets has increased as well! We have to add the additional however many muskets to the rate of fire calculation. The fire bonus from your marine percentage will continue down to the last man as well; the simulation need not track how many marines are manning muskets to how many crew are manning muskets. It is presumed either the marines will be prioritized with the musket distribution, or the crew will have received some drill themselves if the captain had planned to perform boarding enough to invest in marines. However heavy casualties will still reduce the rate of fire as the total number of active muskets falls, or if muskets are lost under the bloodied bodies. So what is the result of all this? Going gunwale to gunwale and exchanging musket fire will now be a useful way to gauge the enemy's ability to repel your boarding, and make point-blank fighting much bloodier. No longer can you exchange broadsides into each other's hulls and coolly calculate who will win by who's losing armor faster. You will now be exposed to his fighting tops and muskets on the gun deck, and will suffer casualties among your weather deck gun crews and sailors. It is now very, very clear when someone has a gold marine boarding setup, if they leave their crew in active boarding prep mode. It may be desirable to not tip your hand by keeping boarding prep disabled while approaching and keep your marines from firing. A ship that hasn't fired its muskets either has no-one on hand to fire muskets because the captain intends to focus on gunnery, or has a marine build he intends to conceal. Once you begin firing muskets, you tip your hand as to your marine and musket levels and your enemy can react. There's a possibility for trickery in this mechanic. It is also possible for a ship disabling a gun side to use all their needless extra crew in Boarding Prep with Extra Muskets and Pistols, giving the appearance of having marines but still maintaining full manpower for gunnery and sailing otherwise. It is also possible to defend your Gros Ventre or other trade ship with your crew in boarding prep and firing muskets, and one of these ships with full musketry builds will be dangerous to pull alongside in a lower-hulled vessel. Barricades can also have a new bonus; a flat 5, 10, 15, 20 or 25 percent chance to cancel a raycast musket ball hitting a crewman, as your crew enjoys extra small-arms cover. With the right build, muskets could be an effective defense for an otherwise unarmed trade ship! The actual boarding minigame will lose some of its importance. A close quarters fight may be determined entirely by hauling alongside and unloading muskets into the enemy. The captain who finds himself running alongside a boarding-modded enemy will no longer simply keep his speed up and negate his adversary. He will also find that if he cannot break away, then he needs to force a boarding and hope for better swordsmanship than musketry. Or pray to the gods of grapeshot. All of this was posted elsewhere in the wrong forum under a related discussion, so do pardon the double post. I don't want to take over someone else's thread.
  23. GoodTime

    Can't Board/Cap anything

    About 10 times now I can not Board/Cap a ship. I Prep, Sails, Armor, Grape and then attain speed. I have even come to a complete Stop and still I cant get the "G" command to board. My last battle I was in an Indefatigable trying to cap a Traders Big. Any help please...I'm getting really sick of this. Also it happens to me in PVE and in PVP.
  24. When you close on two enemy ships, you try to board your target, but you board the ship on the other side.... huh... shouldn't boarding be something you can actually target the enemy? It's not like the crew is just randomly waving grappling hooks around. Shouldn't we be able to target a specific ship and not hope the RNG gods favor us? Why after boarding a ship and capturing it, are there times the X to assign crew does not appear? Multiple times I've boarded ships - the two ships are side-by-side, you've successfully captured them, but the darned X does not appear - or it takes an inordinate amount of time to appear. This doesn't make any sense - after all, you've already managed to put crew on the ship to capture it. Anyone else get infuriated with this? I can understand the initial boarding being a little more random waiting for the G to present or to be triggered - but the X should be much more predictable. I've also been alongside multiple captured ships - but similar to the G where I cannot target the correct ship, the same happens with the X - there have been times I cannot put crew on the closest ship, but one on the other side of it... very strange.
  25. After the patch I sailed with my boarding Pavel against a Victory. Vic had more men but I had more Marines. 1. Round: AI selected Fire Grenades, I braced and pressed 2 seconds before end Attack. Result: I killed 70 men, AI killed 240 men. I was so in shock, lost the fight and I forgot to make a screenshot. You will say now - no screenshot never happend blablabla. I had these problem with lower ships too, 5&6th rates. Now today same problem again see screenshot. My teammate had more crew, more marines more muskets and this happens. For me boarding is actual broken, for the screenshot Dirk boarded over his left side, he had all advantages and had exceptional muskets equiped and does less damage? If you look more up in the battle report it gets more funnier, he attacks against brace and loses more man than the AI, at this point his morale was better than of the AI. All in all my expierence and also the expierence of other players is - boarding is actual broken! If you shoot and grape down the enemy ships to zero crew is easier, safer and not so unlogical as the actual state of boarding. Please dont say I should follow the boarding guides, the actual state of boarding these guides are more dangerous than helpfull. A statement form the developer or the admin would be really nice.
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