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Baptiste Gallouédec

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About Baptiste Gallouédec

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    https://french-naval-action.blogspot.com/

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  1. Like if every noob can afford to sail in 1st rate after the wipe.. After total wipe & map reset, even RvR clans will have to work actively to align a 1st rate fleet. And will probably think twice before sailing them for ow pvp or screening fleets. Then if the Victory marks cost & overall price get buffed, everyone will cry cause they can't afford it anymore. All this is nonsense.
  2. I said remove from main gundeck, not from weather decks: leda-class frigates (trincomalee) had 18lb cannon + carro on weatherdeck, but never had full carro loadout that's what i mean.
  3. Now carronades are so powerfull, maybe you should remove maindeck carro options for ships that never had such, like the trincomalee, Belle poule, Renommée, Hermione, Constitution, Frigate, Hercules, Requin (maybe separate frigate l'Unité from the HMS Suprise) Keep them for topdeck except for the Indef, Essex & Cerb (maybe surprise) Also double shot should probably not deal dmg equivalent to two ball shots, but instead just deal x2 structure dmg when hit penetrate
  4. Veterans are the one liking and mastering the combat model as it is right now, and always adapting to the lasts different meta we had, why be so afraid in returning to a time when attacking a lone constitution with 6 snow was suicidal, (a time when server was full), at the moment, it would be suicidal for the constitution only due to side hugging + agility bounce meta. And all forum vets seems ok with it, so maybe we should not listen to them only. I don't tell econ & RvR should not be a priority before DM.
  5. They can't, it's just a display bug i noticed.
  6. Baptiste Gallouédec

    "Speed-built" SOLs - Wood Type limitations

    With the 13kn Montanes 3rd rate coming, this problem must be adressed so we don't meet 15kn 3rd rates one shoting frigates like nothing.. I feel the testbed DM & novelties may at the contrary discourage building f/f lineships as rageboard speedfit would be destroyed by broadsides in parralel boarding and sink as soon as boarding is finished. Same with the new broadsides weight & nerfed bow-stern tanking, a strong build of similar class will destroy a fir/fir one in maybe 1 or 2 broadsides, and a fir/fir bello closing-in frigate group would take good amount of damages (maybe even loose mast by structure loss) I still need to test it. Either way, simply removing fir & bermuda from lineships craft & redeemable options may be the easiest move and solve it clearly. If i remember well, Santissima was build in cuban mahogany ?
  7. Yes carro balls should probably loose speed faster, making them loose a lot of pen past medium distance. Also they feel like as accurate as med guns, while i feel they should be even less accurate at distance. Also i note a display bug in battle instance, the hud still show me the double balls ammo option as available (clear blue) even if it didn't let me load them on carro.
  8. Baptiste Gallouédec

    medium vs long cannons?

    On small traders i would tend to either run either a class smaller long guns (for sails shots accuracy & fast reload) or carro as enemy will probably try to board in fast build ship..
  9. My feedback now : 1- As we can now fire broadsides when engaged in boarding, it's even more frustrating to win a boarding but our adversary sink before having time to explore it, it seems like i looted regular kill rewards, not boarding rewards. 2- Could we have a key binding for chase broadsides ? ( so we can use during boarding) i use the arrow from my keyboard personally so it could be easily done. 3- Please remove the last structure tic producing fatal flooding (full crew required at pumps faster than crew transfer): as now structure fall faster from broadsides, zero structure should still allow for a comeback by starting repairs or urgent repairs. 4- Prepared (& double shot) now seems to procure huge advantage vs someone without. PvE multiply the effect as we can control the tag and spawn side to side, in pvp it could be less decisive, yet, i think every one should start prepared and the perk removed. (maybe the same for doubles) 5- Mast should maybe fall from sails dmg too as they fall from structure. A <30% sails ship would have rigging too damaged to support full sails out without critical mast loss. Make it maybe just topmasts first etc.. => this could balance a little the solo lineship vs frig as frigs could focus on sails while trying to stay out of broadsides, a 1st rate may be able to one shot them, but with damaged masts, it will be more vulnerable to rake and frigates could escape. And few suggestions : A- Why not tie the masts strenght to the speed setting - Full sails being the weaker/stop the stronger/ battle sails the sweet spot. (Historically, captains while in combat reduced sails surface so less forces are applied to the masts, thus improving their resistance. And setting full sails on a damaged mast was very risky) The ideal would be that a player with damaged masts can preserve them longer before they fall by using battle sails mode. But if about to lose a mast while in battle sails, going full sails without repairing give great chances to loose a mast. But that last part may not be that interesting in term of gameplay as it can reduce chances to escape if damaged, but it also reduce the kite possibility from a ship damaged in the masts. B- Rename ( or not )structure HP bar as "combat ability" (abstraction to represent ship structure + ability/will of the crew to pursue the fight), while keeping the same mecanism, just make that when the structure bar reach zero, the ship after a small countdown is marked as a kill/defeated & lootable but not capturable anymore (ship is reduced into an unrepairable/unrecovarable wreck , just lootable). Sails are folded and ship strike the colors, count as a kill like now and only sink if scuttled after loot, if not, it stay there so loot can be done whenever the survivors want. Last % of Combat ability / structure hp can maybe be regained by urgent repairs (captain using his charisma to motivate his crew into a last effort) just enough to pass from zero structure to enough to stop the flooding to death / countdown. If enough crew is then at pumps and no damages taken , ship can wait his next repair.
  10. Am i the only one liking the new dm model a lot ? Ofc if everyone test in redeemable double shot victory 1vs1 ai this can look easy, (as it is already on live server to be honest, just lineships have to see their hp / thickness balanced between each others) This weekend, i've done a few pve test: Pavel (tek/sab - nav struct - full med guns) vs Bucc = The Bucc firepower felt overwelming (felt like fighting a 1st rate), i fully destroyed one of his side, but sank before finishing him as i lost a mast and all my struct by stern shots while looking for a 4st repair. Fight was hard mostly as bucc turned so fast with cannons shooting at improbable angles. Cerb (sabicu/cs- carro ) vs Hermione = Fight was intense, raked her two to three times (seems like their is still a cap to the rake structure dmg ?) Battle was very intense, had to repair once, could have escape but i tried to finish her, her last broadside broke my mizen mast and 1 tic struct, but i landed my last broadside to finish her last struct tic, she lost her foremast, she sank faster than me (i think i had brake pumps) so battle ended as a win for me. Cerb vs LeGrosVentre = Raked her two times with no masts down, her broadsides left my port side with 1 & half tic, boarded her after she lost her mizzen mast by hull shots. I feel like a player in Lgv could represent a bigger threat. Agga (wo/wo - nav struc - basic powder - long cannons) vs Agga = Repaired once, closing in is harder as tanking with bow seems nerfed, the fight again ended as a close call Agga vs Hermione = Here a screen from my first broadside fully landed at start (from nearly this distance) She was helpless and i bounced most of her shots, pretty onesided yet again it's an IA, and that was not a 2 broadsides kill. Agga vs Cerb+BellePoule+Essex= Ended the Cerb in two broadsides i think, Got the BP by boarding (my fault, got stuck there too long with essex shooting at me) then sunk the essex quite simply, but boarding could have been lethal to me.
  11. I agree that now broadside weight seems proper, the thickness malus when a side is damaged could be removed, as it's too much a "who shot the first broadside" Also carronade & double shot dmg bonus should be reviewed.
  12. Baptiste Gallouédec

    Final damage model mega thread (cannons, pens, structure)

    lowering demast chances by reducing sails surface should be a thing (we can angle to make bounce on hull, depower vs chain but not much against demast except mods, so a little bit of defensive option could help here)
  13. Guys, it's not even 1 day of testing, with so few pvp fights. HP can be tweaked, to keep the same 7 to 1st rate ratio but improve the larger 5th & 4th rate survivability, sweet spot can be met.
  14. Baptiste Gallouédec

    Final damage model mega thread (cannons, pens, structure)

    Love the announced changes and i'm eager to test it. Yet isn't 36pd guns 1sec faster to reload than 42pd ? Here it states the same reload time. If the topic is now about global damage model, i would suggest two more changes : 1- Tie masts strenght or mast thickness to % of sails set: So a ship can gain a % bonus in masts by reducing is sails into Battle sails or lower. (Historically, captains while in combat reduced sails surface so less forces are applied to the masts, thus improving their resistance. And setting full sails on a damaged mast was very risky) The ideal would be that a player with damaged masts can preserve them longer before they fall by using battle sails mode. But if about to lose a mast while in battle sails, going full sails without repairing give great chances to loose a mast. But that last part may not be that interesting in term of gameplay as it can reduce chances to escape if damaged, but it also reduce the kite possibility from a ship damaged in the masts. => Change the mandatory full sails mode in battle and more depth into combat gameplay. => Reduce masts upgrades bonus so they become more an improvement to the reduced sails bonus than the mandatory unfair upgrades they are right now (so a french rig at full sails is not stronger than a regular mast at battle sails. and maybe have similat values when at half or slow sails for exemple.. ) 2- Rename ( or not )structure HP bar as "combat ability" (abstraction to represent structure + ability of the crew to pursue the fight), while keeping the same mecanism, just make that when the structure bar reach zero, the ship is defeated & lootable but not capturable anymore (ship is reduced into an unrepairable/unrecovarable wreck , just lootable). Sails are folded and ship strike the colors, count as a kill like now and can't receive any more damages from now on. A beached ship / hitting a sandbank / rock in battle=> bad structure dmgs received each seconds up to the bar reaching zero hp if the captain don't manage to get off in time. => As historically, shores were very dangerous for the ships & crew, not just as they would get stuck there, but as ship would more likely be destroyed / critically damaged by the impact. -> ennemies don't have to shoot at beached ships, as they would be nearly automatically destroyed. Ships sink only if critically leaked (water from leaks raise too fast for pumps) or scuttled after a boarding. => Structure change remove the problem of not being able to loot ships in time before they sink as they don't sink anymore if not critically leaked or scuttled after boarding.. => More floating hulk can add some depth to the gameplay as obstacles, maybe even cover during large PB => As in history, a captain must fear shores, or choose to suicide by beaching to avoid capture (and become harder to loot.) Opinion ?
  15. Baptiste Gallouédec

    Additional cosmetic DLCs

    Potential cosmetic dlc i could pay for: - ship rare paints, (cheap if one time item, flag dlc price range if in the same principle of paint choice open every time you want to apply one onto a ship or craft a ship).. - improved ow harbours models (should not be dlc but..) - bow figure models (for bow-less ships models if not possible for all) - historical ship names stern plates by class of ship (all historical variant names for a ship-class like the whole 26 names of leda-class frigates for 3$ for exemple) - Ship's boats (whaleboat & other tenders) towed astern during battle. Purely cosmetic, maybe even clientside if too ressource-consuming.🔥🔥🔥 - full open deck & rig crew modelled & animated for your ship or your + the closest one from you POV (clientside with minimal config warning if necessary) 🔥🔥🔥
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