Jump to content
Game-Labs Forum

Andreas Miaoulis

Members
  • Content Count

    6
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Andreas Miaoulis

  • Rank
    Landsmen
  • Birthday 02/25/1991

Profile Information

  • Gender
    Male
  • Location
    Greece
  1. I chose the second one. I don't think the third option is wise, imagine taking your Cutter out of a port/fort and then a wild Victory approaches you, fires a full broadside and reduces you to splinters or if you can outrun the larger ships with the smaller ones the medium ones would be much more easier targets and if larger ships won't be able to prey on smaller ones what stops friends/parties/clans to gang on solo players with a full party of Cutters for example? My choice would be a combination of PvE, PvP and random PvP. Having the choice to enter a random PvP as it is now with Light PvP and PvP for larger ships and also keep the option for the Trafalgar. Have the option to chose whether you want to be flagged for PvP in the open world and also have spots for PvP so when you enter you are automatically flagged for PvP.and perhaps (just an idea) have PvP zones with forts/ports to capture or defend, like it was in the Warhammer Fantasy Online. If the attacking team wins and cap one fort/port they get a bonus XP and Credits and if the defending team wins they get it. If one team successfully captures all forts/ports in a zone they get a bigger bonus in XP credits. Leave the open world as PvE with the option for people to fight each other when the get a PvE mission. eg: Someone or a party has to escort a ship and someone/party else has to capture or destroy the ship.
  2. I don't agree with giving less repair kits to smaller ships would be fair, I think it would shrink the battle time a lot and give an unfair advantage to larger ships in the open world. Three repair kits are fine by me (perhaps give a couple more to the smaller ships when they enter the open world), when your armor drops at 1/3 you can use two and be up and running again plus having one to spare for other repairs gives you some peace of mind. What I'd like to see so far is two things: Give the repairs a flat 0% in time required to finish them when in Sail stance, -10% time when in Gunnery stance and 15% (perhaps 20% ?!) increased speed when in Survival stance with an additional 2%-5% increased effectiveness of the repair.(eg: if one repair repairs 100 HP, in Survival you get 102 - 105 HP) Been able to chose what type of repair supplies you want. For example you want more wooden planks/metal sheets, tar and rope to patch holes or you want more cloth and ropes for your sails. That would affect the effectiveness of the repair.
  3. I play it on two machines, an Asus N550JK with these specs: Intel i7 4700HQ at 2.4 GHz base and 3.4 GHz turbo. Nvidia GTX 850M with 2GB DDR3 and capability of sharing and additional 2GB RAM from the system. RAM, Kingston Hyper X Impact 16GB DDR3 1600MHz, upgraded from the original 8GB value RAM. WD Black2 for storage. a 1080p screen. my main rig: MB: Asus Sabertooth 990FX CPU: AMD FX 8150 RAM: Kingston Hyper X Fury 16GB DDR3 at 1866MHz GPU: Asus R9 290X DC2OC in CF x2 Kingston Hyper X 240GB SSD and x3 WD Caviar Black 1TB Sound card: Creative SB ZxR with Logitech Z5500 5.1 speakers x3 Samsung 1080p monitors.
  4. Did anything happen that I missed, because I can't start the game. The steam starts, I can launch the game and log-in but I stack at the loading screen with the hourglass that usually it took me 1 sec to pass. Are the servers down or do they do any update?
  5. I was wondering how the penetration works. I know (from asking in the game chat) that the heavier the cannon ball the more damage you do but I didn't get a definitive answer about the penetration values. From what I was told is that the higher the round velocity the more penetration it has, so am I right below or not ? A 6 pdr vs a 9 pdr: Both aren't long so the have (for the sake of the argument) the same velocity meaning the have the same penetration but the 9 pdr does more damage because it is heavier and reloads slower. A 6 pdr long vs a 9 pdr: The 6 pdr has more penetration than the 9 pdr, both have the same reload time (here's the question) but the 6 pdr long will do more damage because it will by pass more armor than the 9 pdr due to higher penetraion?
  6. Hello, I just started playing the game and I'd like to ask if anyone else who is using Nvidia have problem recording game footage using the shadow play, I can see the FPS counter but I can't record. I know the game is in alpha but still I'd like to know if anyone else has the same or similar experience.
×
×
  • Create New...