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Please fix

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How to win at naval action :

 

Build a fir/fir pirate frigate.

Speed mods

Carronades

Boarding mods

Run away from all ships that can take you. When facing an apponent that can out gun your paper thin ship, sail close enough to board. Blast away with carronades and or board.... Battle over in 2 minutes..... opponent will be busy the next day and half gathering resources and building ship for next 2 min rematch. Boarding game is awesome!!!!

 

Sailing skills mean nothing...ship build means nothing.....boarding game is all that matters

Your welcome 

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The option that Sea Fox presents is one of many lifestyles in the age of sail and very true to form, especially if we think about corsairs under a private armateur funded by a nation. I see nothing wrong with a corsair Frigate size, rigged to escape anything that could sink them, strong enough to attack anything else.

I will agree that the Boarding is the weakest link, the entire push ship - tictactoe thing, but we also have the reverse coin. We cannot mess the enemy rigging except by shooting it.

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Cant shoot rigging if they are emediatly upon you unloading charged carronades.

Boarding should not be possible until sails are at 80% or less and they need to please please please fix boarding!!! Combat should last longer than 2 minutes

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2 minutes ago, Sea Fox said:

Cant shoot rigging if they are emediatly upon you unloading charged carronades.

Boarding should not be possible until sails are at 80% or less and they need to please please please fix boarding!!! Combat should last longer than 2 minutes

TBH if battles end so quick one of both is a bad player. You may just lack pvp experience

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2 hours ago, Sea Fox said:

Cant shoot rigging if they are emediatly upon you unloading charged carronades.

Boarding should not be possible until sails are at 80% or less and they need to please please please fix boarding!!! Combat should last longer than 2 minutes

What are you sailing that they are able to do that to you so quickly?

Sounds like ultimately an OW tag issue... where your letting them dictate the nature of the tag and thus being at a disadvantage as soon as the fight starts. 

If someone lets me get where I want in an OW tag, I will know how that fight will end.   You would be surprised at the number of people who dont realize that if I am on your stern in the OW I will be on your stern at battle start. 

If you are dealing with a ship with short ranged slammers like that p-frigate then you should sit out at 500m and hammer their sails with chain then sink them at your leisure.   Yes a p-frigate is a VERY powerful 5th rate, but it isnt the end all be all.   If you can sail a Cerberus can beat a p-frigate with carronades built for speed.

I have seen some of the best PVPers on both servers use ships that on paper should lose but end up beating their opponent because they cant sail.

 

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and that is why I sail Constitution. Also, it sounds like he is fighting someone who has no idea how to sail or maintain wind to prevent boarding. 

Start off with loaded guns perk and load chain. Work sails and keep distance while he is trying to get to your stern. Load extra charge on your other side. If he will try to turn you into the wind make sure you have 8-9 knots at all times and just turn with him pounding his paper armor. Aim at his gun line and kill crew. Never slow down and always keep speed and distance that is the trick. 42lb caros on Constitution will let him know he can't play close game. 

Unfortunately if you sail smaller boat, you might be in trouble. 

Edited by George Washington

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I am fed up with bad players or lazy players trying to change the whole system and influence rule changes because they don't get it and lose a battle. This is not a bad mechanic that needs fixing. It is entirely historicslly correct. Good captains never engaged if they thought they would lose. They ran.

However this may help.

1. Use your telescope and see what guns your opponent has. If Carros then stay at distance and chain. Once slowed enough change to hull (at distance).

2. Keep your speed up. If hes arned with carros he can't chain you worth a damn. If you keep your speed above 4knts. He can't board you.

3. If he's a carro/board mod ship he will engage and board you or die. Don't play his game of brawl and board. Be a fencer. Distance, chain, hull. Job done.

He may have boarding mods so you have, shooting mods etc etc.

The boarding game is fine. Learn to use it. I often get boarded by people with all the mods and no idea how to fight a boarding. Not the games fault....

Learn to play differently. We can't change the entire system because you can't figure out how to defeat an opponent. 

Edited by Flash Jack

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15 hours ago, The Red Duke said:

The option that Sea Fox presents is one of many lifestyles in the age of sail and very true to form, especially if we think about corsairs under a private armateur funded by a nation. I see nothing wrong with a corsair Frigate size, rigged to escape anything that could sink them, strong enough to attack anything else.

I will agree that the Boarding is the weakest link, the entire push ship - tictactoe thing, but we also have the reverse coin. We cannot mess the enemy rigging except by shooting it.

only sort of... No one would build a ship like the Fir/fir things we use.. why? Because they wouldn't be that much faster and they didnt have magic speed mods in real life.. so a Fir side ship vs anything of similar size would be toast.. Add in that any national warship would have Marines and wouldn't need much more time to prepare for a boarding action then it takes to throw the grapples.. Gun crews kept weapons near at hand to pick up if needed ..

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6 hours ago, CaptVonGunn said:

only sort of... No one would build a ship like the Fir/fir things we use.. why? Because they wouldn't be that much faster and they didnt have magic speed mods in real life.. so a Fir side ship vs anything of similar size would be toast.. Add in that any national warship would have Marines and wouldn't need much more time to prepare for a boarding action then it takes to throw the grapples.. Gun crews kept weapons near at hand to pick up if needed ..

Not going to disagree with two centuries of private armateurs equipping corsair ships, reducing their weight by a third flushing the entire gun deck galleries and  doing away with the fore and aft decks, but totally agree with you on the "magical" side of things. Modules/Books are infuriating :\

The nation's Marines is a good one though, but important to notice not all nations used the same tactical doctrine for the Marines on board. Should we propose Nation specifics ? How could a nation in which the Marines doctrine was to act as navy infantry be used in the game other than boarding ? How to enable the gun crews to keep on shooting during boarding actions and have the RN marines defend the gun crews, as it was their primary ?

How could we have, in game, something that emulates a ship crew, as the vessels are running side by side, to mess up and tangle the enemy lines to force her to loose wind ? What factors would be "balanced" in such case ?

Should the rigging damage be ultra improved to consider a 5th group and provoke specific lines and blocks damage and thus render yard turning more difficult ?

Could the rigging %% damage affect yard turning as in a abstract way to simulate line/blocks damage ?

Not disagreeing that the system we have is rather weak, just can't find a way to put the coin upright.

At the moment the only way to make a ship stop is, despite rigging damage, to use force into the wind. :(

 

 

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3 hours ago, The Red Duke said:

Not going to disagree with two centuries of private armateurs equipping corsair ships, reducing their weight by a third flushing the entire gun deck galleries and  doing away with the fore and aft decks, but totally agree with you on the "magical" side of things. Modules/Books are infuriating :\

The nation's Marines is a good one though, but important to notice not all nations used the same tactical doctrine for the Marines on board. Should we propose Nation specifics ? How could a nation in which the Marines doctrine was to act as navy infantry be used in the game other than boarding ? How to enable the gun crews to keep on shooting during boarding actions and have the RN marines defend the gun crews, as it was their primary ?

How could we have, in game, something that emulates a ship crew, as the vessels are running side by side, to mess up and tangle the enemy lines to force her to loose wind ? What factors would be "balanced" in such case ?

Should the rigging damage be ultra improved to consider a 5th group and provoke specific lines and blocks damage and thus render yard turning more difficult ?

Could the rigging %% damage affect yard turning as in a abstract way to simulate line/blocks damage ?

Not disagreeing that the system we have is rather weak, just can't find a way to put the coin upright.

At the moment the only way to make a ship stop is, despite rigging damage, to use force into the wind. :(

 

 

It would also give more use to Battle sails, as it would reduce the sail damage.

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On 11/16/2017 at 2:42 AM, The Red Duke said:

Not going to disagree with two centuries of private armateurs equipping corsair ships, reducing their weight by a third flushing the entire gun deck galleries and  doing away with the fore and aft decks, but totally agree with you on the "magical" side of things. Modules/Books are infuriating :\

The nation's Marines is a good one though, but important to notice not all nations used the same tactical doctrine for the Marines on board. Should we propose Nation specifics ? How could a nation in which the Marines doctrine was to act as navy infantry be used in the game other than boarding ? How to enable the gun crews to keep on shooting during boarding actions and have the RN marines defend the gun crews, as it was their primary ?

How could we have, in game, something that emulates a ship crew, as the vessels are running side by side, to mess up and tangle the enemy lines to force her to loose wind ? What factors would be "balanced" in such case ?

Should the rigging damage be ultra improved to consider a 5th group and provoke specific lines and blocks damage and thus render yard turning more difficult ?

Could the rigging %% damage affect yard turning as in a abstract way to simulate line/blocks damage ?

Not disagreeing that the system we have is rather weak, just can't find a way to put the coin upright.

At the moment the only way to make a ship stop is, despite rigging damage, to use force into the wind. :(

 

DId they build them from very light wood types for extra speed or because they didn't have access to Oak and such?   But Light privateers are not the same as Purpose Built Naval Combat ships for a navy . 

 What Nations that were Naval Powers didn't use either Marines or Naval infantry as a normal part of the crew compliment? That is my major issue with the current system... Our Marines do NOTHING unless there is a boarding action.. When they should at a minimum be used for Repairs crew it takes no special skill set to be the guys carrying stuff for the actual guys fixing things..  But then the repairs and Survival thing is odd to.. How is it that when you get boarded you suddenly start Survival again? Yet ALL you crew is involved in the Boarding action? 

  As for how to add the Marines into the game .. how about like the secondary gun fire in WoWS... when you get into range(I would say 100m or less) They start firing at the crew of the other ship... It should be very low damage over all.. but should still have a chance over time of being effective.. even more so if the target ship has Boarders preped.

 

 

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