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1 minute ago, Wyy said:

naaah, the best wood types should be the one that you have to fight for for example; teak, white oak, live oak. I would honestly like them to put the threes where they realistically would grow, i.e. teak in rainforest areas, white oak up by the us coast etc. You shouldnt be able to get the most expensive stuff without working for it, or pay a good price for it.

In theory I would agree with you. The problem is the behavior of players. It is unfortnatly a game, so ppl can only spend a certain amount of time on it. I  do honnestly belive if it get to hard to replace the ship, ore players can only get a crappy ship, they will just stay out of the fights.  So imo it is a balance between fun gameplay and a hardcore game. But I agree you shouldn't have every thing handed for free.

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I would recommend to forget any balancing until the devs had the game featurecomplete with exception for tweaks that only requires changes to variables.

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14 minutes ago, staun said:

We have sailed in fir fir ships. Will we do it again, maybe, all depends on what will have to the change from devs side. But for now think most of oure hunting ships are made of teak teak, but we have speed upgrades on it. I can honnestly say I can't remember when I last build a fir fir ship.

I still belive the chance are good of escaping. That can ofc change when there are more players playing. But for now I think it is fine. But as said I would like a rework on the reinforcement battle. It is simply plain wrong if you can join 10 min later and just and on top of the enemy.

It's only wrong if you're joining with a fleet twice the size of the one in battle. A 1.5x br swing in any direction is still a winnable fight no matter what. If you plan on jump ganking people this way it simply wouldn't be possible with a balancing ROE. Unless of course you where jumping in with a large fleet to reinforce someone who was already severely outmatched.

Edited by Slim McSauce

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Wood and upgrade effects are fine, in my opinion. What needs a slight workover is the influence of ship size /weight on those boni. Meaning - the effect should not equal the one found on smaller ships equipped with same wood and upgrades.

Don't think this is difficult to implement. Just add growing malus in some stats as ship size increases. Will make anything below 3rd rate great again. As Bellonas with 15.5 knots are a bad joke. As much as I like the Bellona, that needs to be said.

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The right ship dropping magchically from the air, you can’t take that in to account, when you plan to fight. It can change the whole battle. Don’t think lottery should win a battle

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11 minutes ago, staun said:

The right ship dropping magchically from the air, you can’t take that in to account, when you plan to fight. It can change the whole battle. Don’t think lottery should win a battle

It already does to some extend. The Bismark getting struck in the rudder and forced to scuttle instead of being hit anywhere else by that single torpedo and making it back to France for repair is history on a thread. Of all the torpedo's launched in the attack only 1 hit and that one hit was in the Bismarks only weak spot sinking Germany's largest battleship at the time.

More direct to your point, the battle is moving, to get jumped 10 minutes into battle by a ship who joined where you happen to still be is more unfortunate than it is unlucky and that's the only danger you have to predict in a system of 1.5x br balancing over 10 minutes, as apposed to the risk of getting jumped by 20x br in the 3 minutes before battle closes now.

Edited by Slim McSauce

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3 minutes ago, Slim McSauce said:

It already does to some extend. The Bismark getting struck in the rudder and forced to scuttle instead of being hit anywhere else by that single torpedo and making it back to France for repair is history on a thread. Of all the torpedo's launched in the attack only 1 hit and that one hit was in the Bismarks only weak spot sinking Germany's largest battleship at the time.

More direct to your point, the battle is moving, to get jumped 10 minutes into battle by a ship who joined where you happen to still be is more unfortunate than it is unlucky and that's the only danger you have to predict in a system of 1.5x br balancing over 10 minutes, as apposed to the risk of getting jumped by 20x br in the 3 minutes before battle closes now.

No ppl end often up where they are planned to. You now where they fight started, then you look at the land where you are right now. Type in nation chat where to join. With more players that join late, let them join one by one. Then there is a big chance there end up where they should. We use it both when we are the attackers and defenders

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48 minutes ago, Fenris said:

Remove ALL speed upgrades.

Want speed? Use light woods for your ship.

Done.

Somebody shoot me, but I feel I have to act as the Devil's advocate and point to why we have all these upgrades:

It's about sandbox or PVE content, you may have noticed the cry for more content by some posters in these forums. You could say there is an indirect conflict with the competitive game some of us want and the "experience" or sandbox content (=massive PVE grind) that some profess to love.

I'd love to rip all speedmods out, I've fought against them since the very start, but I don't think that's a realistic goal.

Maybe the july rebalance will make the situation sane?

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7 hours ago, admin said:

same can be said about speed or turning. If max speed bonuses can only grant you 3 knots (or 3/15 of max possible base stat) then all upgrades of same rarity, must give the same relative bonus 3/15 of the base stat

3/15 speedmods =/= 3/15 of any other mods.

Because of tagging, tackling and running speedmod bonus > any other bonus. Well, unless attached debuffs really make you suffer, but even then with gan... groups of friends playing together I'm not sure... (Art of..., copper, loodsman et al have no negative side effects so they become mandatory to stay competitive).

Yes, I'm aware of the shitstorm you have to handle if you mess with people's favourite, hard earned toys (I have them too). Just know that there are many here who will fiercely defend proper balance.

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Want to know how to catch that 15.5 downwind ship? Tag him so that you have a ship or two upwind of him and one (or two or ten) downwind too. Better yet, surround him and take down his masts or rigging shock him with chain. If he slips out of that kind of tag, its on you mate. Simple.

Or get a favorable tag where he is forced onto the beach.

 

I enjoy sailing my fast downwind ships, but don't for a second think they're invulnerable. In fact, since Elite Spanish Rig refit hurts your upwind abilities, it makes your ship very much vulnerable since there is a portion of the wind profile where you are about as slow as a heavy-built frigate or a PB 3rd rate SOL.

30% mainsail force increase is a strong bonus; but 30% jib sail decrease is also a strong negative.

There's a reason why myself, and many others who choose to PvP with those downwind ships only take them out against certain nations or for special uses only: a few competent players can either outrun you upwind (denying you PvP content) or trap and sink you. However, fighting players who don't know how to do that will let you get some nice screenshots for the forum :D (big guns + high speed + decent HP & thickness + lots of crew = easy for you to catch and sink the average player, hard for him to do the same to you).

A 13-14kn 5th rate with a well rounded sailing profile, on the other hand, is a difficult ship to pin down. It'll take a faster ship of the same type, or a combination of others to catch it. If I'm sailing a fast Endymion or Constitution or Trincomalee and get chased by noobs in downwind ships, I run upwind and laugh. If I get chased by the Surprise and Prince ganksquad, I run downwind and start shooting masts. 

 

 

I've said it before: the old upgrade system was so much better. Only a few mods of each type, and most were craftable. We currently have too many modules and some are very difficult to obtain. If you have them and stack them right, you can get some ships to do crazy things. If you make every module craftable and purchasable with Combat OR PvP Marks, I think the game would be better.

 

TL/DR: I don't like the module system we have, too much RNG and bonuses are too strong when stacked. HOWEVER, claiming that capping your speed makes you invulnerable is simply not true. It just means you'll be able to outrun the average ganksquad made up of noobs or casuals who are just trying to defend their capital (or wherever). It would be crazy OP if the downwind ship had no counter measure to catch and sink it. It does (see above).

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Mods are great, love them, you go full on special or compromise. Always comes down to mobility/firepower/survival. Finding balance or go all in on one direction is a choice we can make. 

Whatever you chose, it is 100% that you will come across someone with the perfect counter build to that. 

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1 hour ago, William Death said:

Simple

Ye, we know; Genk fer de win, eze.

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1 hour ago, William Death said:

[...]

knowledge-is-power-34095.gif

Sorry couldnt resist. But its all true

Edited by z4ys
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