Jump to content
Game-Labs Forum
admin

Ships - individual suggestions and feedback

Recommended Posts

Well...

 

Would you rather take...

 

Teak + Stiffness

OR

LO + Speed

 

How do you think the balance is?

 

...

 

edit.

 

Dont think about what those are supposed to be.  Check the statistics.

Edited by Cmdr RideZ

Share this post


Link to post
Share on other sites

If you check what you get with...

 

"Teak + Stiffness"

 

Then you check what you get with...

 

"LO + Speed"

 

= There is no sense to take "Teak + Stiffness", "LO + Speed" is the better one.

 

So I would say that the Stiffness is not in balance.

 

If you think there is a reason to take "Teak + Stiff".  Would be very interested to know about that.

Share this post


Link to post
Share on other sites

  • Bucentaure

  • The ship sits too low in the water (too large a draft)

This is a big problem as it causes your lower guns (the most important guns) to shoot into the water as the waterline rises past the gunports, second problem is the visual aspect of seeing the waterline passing the gunports, that quite plainly looks ridiculous.

Solve the problem by decreasing the draft of the ship

Share this post


Link to post
Share on other sites
  • Ship: Traders Cutter
  • Problem: Too little cargo capacity (450).
  • This is a problem for game balance reasons. The two main rivals are the faster Traders Lynx and the bigger Traders Brig. Currently there is no real benefit to the Traders Cutter.
  • The Traders Cutter should beat the Traders Lynx (410) in cargo capacity, and in turn be beaten by the Traders Snow (1900). The most obvious solution would be to increase the cargo capacity of the Traders Cutter (maybe somewhere in the 650 - 900 region would be good?).

Share this post


Link to post
Share on other sites

I have something regarding the Endymion. She was supposed to be great at sailing from a historical standpoint, but her tacking through the wind is horrendous.

I understand there has to be weak point to counter the speed, but i think the lack of armor, rudder shift time and the awfull sailing profile are a bit much together. I hope her sailing profile could be slightly improved so you can atleast tack through the wind without going below 3 knots.

For the rest she is a very pretty and great ship.

Share this post


Link to post
Share on other sites
  • Ship: Privateer
  • Problem: Mast booms can not traverse the historical amount. Also, the ship class is Baltimore Clipper
  • Why it is a problem: Prevents the ship from reaching its true speed when sailing broad-reach and running before the wind. Also, everyone calls it a privateer, when its a Baltimore clipper.
  • What should developers do to fix the problem: Correct the boom traverse so the main sails can be set perpendicular to the ships beam, to catch tail winds. Also, rename the ship class to Baltimore Clipper

    PS, the foot netting under the bow sprint is missing. No game effect, but it just don't look right! =oO
    PPS, Should have a paint. Cobalt blue hull with white trim, called "Clipper - Pagan"

Share this post


Link to post
Share on other sites
On 11/18/2016 at 7:40 AM, Hodo said:

I agree with this. 650 would be perfect. Or give it two carronades to make it an armed small trade ship.

It's got good wind points and more cargo than than the lynx I used it for a while for fast runs over the lynx but than you never had to run notes to secaret island either lol

Share this post


Link to post
Share on other sites
On ‎22‎/‎09‎/‎2016 at 3:01 PM, Cmdr RideZ said:

Well...

 

Would you rather take...

 

Teak + Stiffness

OR

LO + Speed

 

How do you think the balance is?

 

...

 

edit.

 

Dont think about what those are supposed to be.  Check the statistics.

Teak and Stiffness for commerce raider.

LO Speed for a coast guard / screen.

 

We don't have wind speeds affecting rigging/masts on the negative side of things so a ship described as "being stiff" doesn't apply in Naval Action at the moment.

 

Share this post


Link to post
Share on other sites

This might be a trifle compared to other more urgent things that need to be done, but for the esthetic sake, could the gun ports remain closed on the OW and only open during combat?

Thinking about it, this might be a lot of work, cause it might require 2 models for each ship, one with guns run out and ports open for battle and another model with guns run in and closed ports for OW sailing.

The worst ones are unarmed traders sailing around with open gun ports, which show waves going through the ship (clipping).

Share this post


Link to post
Share on other sites

Constitution

Checked module statistics and Hull module seems to be 700 hp weaker than in other 4th rates. (I am not speaking from side armor)

So.. Why it is 700 hp weaker than in other 4th rates?

Share this post


Link to post
Share on other sites
On 21-11-2014 at 9:10 PM, admin said:

Topics will be moderated heavily to stay on the subject. 

 

Mandatory format of the topic when discussing ships

  • Name of the ship
  • Define the problem with a ship or a vessel
  • Why it is a problem
  • What should developers do to fix the problem

When discussing the problem please quote the problem you are referring to

an issue with 1 bellona( 1 )https://steamuserimages-a.akamaihd.net/ugc/861727094491748110/8D9D722A83A93B5ABB82926E878E1C00F255A805/

Bellona.

in battle 8 ships from all classes 8vs 1), we encountered a Bellona of the French and tagged him

he could escape from 2  surprises and an Endymion closeby and 7 other ships with a speed of 14.1 knots

4 reloads on sail in a single battle to 100 % ( we tagged him 3 times in ow and every time the same issue (op)

the pushing strength even against 5 ships try to push him to a side did not work.....(op) he managed to have 90  degrees wind without even have a draft to a  side

the 3 battle took over 3 hours (and a lot were not even getting rewarded eighter) *sails shooting vessels)

after getting his crew to 260 it was giving up the fight (after 3 times crew [from 400 to 600+]repair to full capacity)

conclusion capacity to repair on crew and sails is way to overpowered (not realsticat all)

*even the captain of the french vessel found it totally ridiculous situation..

and so did we 

completely out of balance for a more than 3 hour fight and 3 battles

ridiculous on repairs (sail and crew) reduce the repairs for what you can bring with you to 15% max of the cargo hold

 

 

 

 

 

 

 

Edited by Thonys

Share this post


Link to post
Share on other sites
3 minutes ago, Thonys said:

an issue with 1 bellona( 1 )https://steamuserimages-a.akamaihd.net/ugc/861727094491748110/8D9D722A83A93B5ABB82926E878E1C00F255A805/

Bellona.

in battle 8 ships from all classes 8vs 1), we encountered a Bellona of the French and tagged him

he could escape from 2  surprises and an Endymion closeby and 7 other ships with a speed of 14.1 knots

4 reloads on sail in a single battle to 100 % ( we tagged him 3 times in ow and every time the same issue (op)

the pushing strength even against 5 ships try to push him to a side did not work.....(op) he managed to have 90  degrees wind without even have a draft to a  side

the 3 battle took over 3 hours (and a lot were not even getting rewarded eighter) *sails shooting vessels)

after getting his crew to 260 it was giving up the fight (after 3 times crew [from 400 to 600+]repair to full capacity)

conclusion capacity to repair on crew and sails is way to overpowered (not realsticat all)

*even the captain of the french vessel found it totally ridiculous situation..

and so did we 

completely out of balance for a more than 3 hour fight and 3 battles

ridiculous on repairs (sail and crew)

That's not the problem of the Bellona it's a problem of you guys, the fleetcomposition and probably his knowledge hwo to do things ...

Looking at your fleet:

Constis 2

Endymion 1

Agamemnon 2

Renomee 1

Suprise 1

Only Reno and Suprise are realy able to get him since it's a speedbuilt bellona. With the broadsidepower of a bellona and heckchasers and many sailHP it's only natural that you struggle to get it.

About the pressing into the wind ... you can't even press a reno in the wind with your formation. :D 

Unbenannt.PNG

Share this post


Link to post
Share on other sites
On 5.07.2017 at 11:51 AM, Thonys said:

an issue with 1 bellona( 1 )https://steamuserimages-a.akamaihd.net/ugc/861727094491748110/8D9D722A83A93B5ABB82926E878E1C00F255A805/

Bellona.

in battle 8 ships from all classes 8vs 1), we encountered a Bellona of the French and tagged him

he could escape from 2  surprises and an Endymion closeby and 7 other ships with a speed of 14.1 knots

4 reloads on sail in a single battle to 100 % ( we tagged him 3 times in ow and every time the same issue (op)

the pushing strength even against 5 ships try to push him to a side did not work.....(op) he managed to have 90  degrees wind without even have a draft to a  side

the 3 battle took over 3 hours (and a lot were not even getting rewarded eighter) *sails shooting vessels)

after getting his crew to 260 it was giving up the fight (after 3 times crew [from 400 to 600+]repair to full capacity)

conclusion capacity to repair on crew and sails is way to overpowered (not realsticat all)

*even the captain of the french vessel found it totally ridiculous situation..

and so did we 

completely out of balance for a more than 3 hour fight and 3 battles

ridiculous on repairs (sail and crew) reduce the repairs for what you can bring with you to 15% max of the cargo hold

 

 

 

 

 

 

 

Problem is not a Bellona but your lack of knowladge how to push enemy upwind.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×