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William Death

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Everything posted by William Death

  1. I agree, there should be a limit on repairs: Hull Repairs 1 time (maybe 2) per battle; same with Rig Repairs. Also, we need have a judge in there to ensure the battle is actually fought and not a waste of time. Its sad to say, but I've dueled people before who simply spent the majority of the time sailing away and kiting sails to no end (and I don't mean just gaining distance to have a ranged fight, which is fine). We don't want to have "fights" like that. If you join the tournament, you should be prepared to stay in battle, engage the enemy, and sink the enemy or be sunk. An opponent who voluntarily leaves battle should count as a win for the other player This could be a fun event, I'll be watching closely and I will enter if my schedule allows it.
  2. This exactly. I used to have the same problem as the OP before I figured out what is going on. Basically, you have more crew than your ship is requiring to function and there is nowhere for your excess crew to go to (boarding is full, sailing is full, gunnery is full and nobody is needed in survival or repairs [or they are full too]). When this happens, your crew stops reloading...I guess they are confused on who should be standing where LOL. This happened to me once when I was in a gunboat. I had exceptional light carriages on there and I turned off my stern carronade, when I did that, my forward chaser stopped reloading: I had full crew in sailing, gunnery, and boarding, all of those requirements were less than what my ship needed to function. With those light carriages on that ship, if I lost one gun, my ship became unusable, needless to say, I stopped running light carriages on that ship after that. I've had this problem too and I have yet to figure out what is causing it. It is really frustrating so I F11 it every time I see it. TL/DR: Turn on one of your broadsides. Also, I miss my gold Light Carriages and my gold Gunboat RIP.
  3. I can still get the speed buff and invisibility timer from tagging NPC fleets unless something was changed in the last hotfix. It should be the way you describe, but I do not believe that is how it currently works? Maybe I am mistaken though.
  4. Endy could do with a small turn rate buff as others have said. Making her turn like Surprise or Frigate would make her OP indeed. I'd be happy to see her, Trincomalee, and Indefatigable have similar turn rates of about 2.85-3.15, with Trinc and Endy being at the higher end of that scale. I think that would balance these ships nicely between the fast turning smaller frigates, and the more powerful and larger frigate/4th rates. Sailing profile on the Endymion is meh. She could use a *slight* buff, but too much could easily make her OP if she threatens a Surprise or any other fast upwind frigate at 90* or more upwind. Maybe make her profile slightly better since she was historically recorded doing 11 knots upwind (of course not close hauled at 45* like a lot of people seem to think "upwind" means) yet I struggled to get my Cedar/Cedar with Bovenwinds, Gazelle, Crooked, Treatise on Staysails, and Art of Proper Cargo distritubtion Endy up to 10.0 knots on an upwind course (and yes, I fiddled with the rudder to get the best speed on this point of sail and gave her plenty of time to accelerate). This was done before the mods to speed were nerfed, so her speed on the card would have been well above 17 knots if the cap wasn't in place. Just about as close hauled as I felt she could go without becoming too sluggish: Not at all horrible, but remember, this is with the upwind speed mods on board. I'll have to do more testing to see how she does currently with nerfs to speed mods. Excuse the poor graphics, I finally got a good graphics card and can't believe what I was missing out on, now looking back at my old screenshots is almost painful.
  5. I agree, she could do with a buff in turn rate. Or a buff in HP, or a buff in sailing profile. I think the sailing profile would be a great buff, but then you might have problems with her keeping up with Surprise. So, for that reason, I think this idea to buff the turn rate would be great. I believe that Endymion is like the Consitution and (probably) Indefatigable in regards to those three ships being some of the most nerfed ships in game, compared to what they were in real life. Probably, if you gave them characteristics closer to what they were in real life, you would have some balance issues, at least comparing those three to the other frigates in game. That being said, I do agree that Endy has been nerfed a bit too hard.
  6. My main problem with it right now is that, for many ships, you cannot demast the lower masts of that ship with the same guns the ship carries at 250 meters, sometimes not at all (even at point blank). This is due to the fact that the cannons the ship carries cannot penetrate the mast thickness of that ship. I found that the thickness values post patch (the big patch/wipe in May) were fine, it was the HP that needed a significant buff to make the demasting less OP (because it would take longer to do). Taking off topmasts and topgallants feels about right, but the lower masts are way too thick on most ships, IMO.
  7. It really depends on what guns you are using and what you want to do with them. Stacking penetration mods can be quite useful to make demasting viable again (I really hope they fix the mast thickness values soon), or make it easier to do at different ranges. It can also make your ship more dangerous at range since you can sometimes penetrate the enemy's ship while they cannot dent yours. Another advantage would be allowing you to do more damage at various angles (think of it as a way to make your enemy have a harder time bouncing shots).
  8. Make ALL knowledge books and upgrades craftable/available in shop! NO RNG! NO RNG upgrades! RNG is bad! Gold marines/carpenter teams version 2.0 is no good.
  9. No, I leave it on throughout most of the fight, only when I end up in a situation like yours (low structure or loss of bow HP resulting in a slow leak) do I bother toggling it off and on as needed. I learned that trick when I was spending a lot of time dueling in first rates, I would often lose my bow HP because the silly captains would bow and stern rake me while I dismantled their rigging. In this case, I would often have 40-60 crew wanting to be in survival all the time to keep the water out. To me, they are wasting valuable reload or sail-handling being there, so I turn survival off. When I got around 10-20% water showing in the bilge, I'd re-assign crew to survival for a minute or two to get the water out and then send them back to gunnery. You *can* sail around with survival turned off, but you have to be mindful of fires and leaks at all times. If you forget, you may find yourself with a large barbecue on the ship or 50 leaks on one side sinking you (although, unless you have all the pump mods and survival mods, and turn that side upwind, you are going to sink with 50 leaks no matter what). That being said, I've never "accidentally" lost a ship that way. I usually notice the fire-bell right away and I always keep an eye out for leaks (I have only been one-shotted once, and after that, I learned to depower very quickly).
  10. My guess is that is caused by your lack of structure. It seems that once you start getting into structure damage, you develop permanent leaks (like when you used to lose your bow HP in the old damage model). Not to mention, you are rather low on side HP on the starboard side. I don't recall ever having leaks because of the stern being shot out, but maybe that is something new? Anyways, what I do whenever my crew goes into survival but isn't fighting fires or standard leaks, is turn off survival to maximize my reload and sailing crews. Once I notice a bit of water in the bilge, I re-assign crew to survival until the water is pumped out and then move them back to gunnery and sailing. I suppose a developer or someone with more than my anecdotal evidence could confirm if my above suspicions are correct or not.
  11. This would be a good option, both for forged papers and if someone decides they just want to change their name. Give a "name change" option but limit the person to something like 1 name change every 3 months to prevent spamming.
  12. I have had this bug multiple times. Fortunately, the only time I ever really suffered in a battle because of it was in a duel a few months ago. I had the enemy Santi completely demasted and down to 300-400 crew, so I ranged alongside him with double ball loaded in my Santi (which had about 1000 crew left IIRC) and fired the broadside. Everything appeared to load normally at first, but I quickly saw a problem: only 3-7 guns per deck were reloading at a time (and I had all my cannons on that side still). I turned off everything but that broadside and still everything reloaded painfully slow and in random amounts. My ship was getting so beat up by my enemy (who, mind you, had less 400 crew) that I had to move away and swap sides (and if you've ever tried, you know how difficult it is to constantly spin a Santi to use both broadsides). I won the duel but it took an embarassingly long amount of time (considering my enemy was demasted for the majority of the fight) and my ship took far more damage than it should have. All because of a reload bug LOL. I send an f11 anytime this happens, hopefully the cause can be determined and the bug fixed. In the mean time, I have found a couple of workarounds that *sometimes* work: turning gunnery off then back on, reassigning crew to various tasks (boarding, sailing, survival, etc.) and then moving them back to boarding, or changing shot types.
  13. I know, for a fact, that the US has some lineships--I've seen them sailing about--(although they are probably teak/fir or something unless they've changed their old ways*) lets see how many lineships they have shall we? Or maybe they won't bring anything but storebought frigates... Ah, well, the PB is set; the ships are swaying at anchor, ready for a fight; and I believe that I shall now let my cannons do the rest of my talking. *I tell you truthfully, when I was playing for the US, I once re-captured an exceptional 3/5 Teak Victory in a PB and returned it to its orginal owner (in hindsight, I should have sunk the frail ship on the spot). TEAK L O L ! Before then I never thought I'd have to ask people before hand to only bring Live Oak ships to the PBs...not to mention that they needed to stop taking those redeemable junk ships that get sunk so easily when fighting a real player-built ship.
  14. PvPGlobal is down. No ping as of 12:17 AM EST July 1, 2017 Everyone I was sailing with dropped from game as well.
  15. If this is about the re-work of the hull model in game, I hope it is being worked on. Constitution is a good ship, but she suffers severely in the game because of her lack of hull shape. For that reason, I prefer the Indefatigable as my choice heavy frigate, but if the Constitution had a hull shape similar to the real-life one, I image I'd quickly have a new favorite heavy frigate.
  16. In this post: http://forum.game-labs.net/index.php?/topic/20881-ai-shooting-double-charged-carronades/&do=findComment&comment=423693 @admin said: "Ai sometimes carry carronades on stern. They don't carry carronades on broadsides. Ai is dumb, but it is not a loot button. Also keep in mind CTRL L reports are inaccurate and are not maintained since penetration was implemented. We do really recommend to all players who say ai cheats to learn to play before making statements like that. In fact lets start a competition all proceed here." [Link to this post] My response (posted here because other thread is locked): I think you misunderstood what I was addressing in my original post, that is: AI is shooting double charge with carronades, something that no player can do. Is this intended, a bug, or is it something wrong with the CTRL + L? I understand the penetration values of shot log are wrong/not maintained, but isn't the cannon type/shot type correct? By the way, my comment about "AI hacking" was meant as a joke, AI is quite dumb, as you say, but is well within the abilities of an average player to handle. On to this: I shall attempt to participate in this challenge, but if my computer rig can't handle recording while playing, would it be alright to use an external video (as in, placing a video camera in front of the screen and recording that)?
  17. Not on some of the big ships. Santi needs the Pavel unlocked just to get the second slot. And remember, the grind is on almost every ship down to the basic cutter. Its not just Santi and Pavel tied together, its Santi, Pavel, Bellona, Agamemnon....Basic Cutter. Mega Grind. You'll have become Rear Admiral by the time you start unlocking a Constitution.
  18. During the one-day patch where conquest marks were removed. Apparently Pirates were the only nation smart enough to capitalize on this by working together as a clan to pool their PvP marks and get some BPs and permits.
  19. I'm just going to leave this link right here... The votes in that poll can speak for themselves. They are saying... GET RID OF THIS RIDICULOUS GRINDING SYSTEM! Implement something reasonable: something that can be obtained as you rank your character up, or something that can be obtained in a few weeks of normal playing for a max-rank player in his favorite ship. Read the first post in the thread above for a breakdown of such a system. Too much grind does not encourage anyone to work harder for something, it drives many players away from the game: watch and see.
  20. What, exactly, was wrong with the old system? I like being able to have more than five ships in one spot, but why are we limited to 20 ships max and have to pay ridiculous amounts of gold to open that amount? I like the old docks system better overall.
  21. OK. I did some digging, and found out that I hadn't actually downloaded any Logitech Gaming Software for this mouse LOL. It has been working fine just plugged into the USB port running on whatever software is built in I guess. I downloaded Logitech Gaming Software (and found out I was missing out on some cool stuff by not having it!) version 8.92.67 and everything is working fine. Hotkeys for Push to Talk still working in game, all is still just as I set it up. If it makes any difference...I set up hotkeys manually through Teamspeak and Discord, not using the Logitech Software. I just went into "options" on TS and set up several hotkeys for push to talk and whisper targets. Similar procedure with Discord. Hope this helps and you get your issue resolved soon.
  22. Honestly not sure LOL. I just plugged in the wireless receiver and use whatever software it downloaded 10.0.15063.0 is the "driver version" for my mouse. No idea if that is helpful to you or not. I'm not really sure how to tell what version of the Logitech Software I have, but if you let me know how to check, I'll surely do it I use G4-G7 for my push to talk (various applications, so I have a lot of them synced for that, as well as whisper on Teamspeak). Those are the buttons on the side of the mouse, above the thumb rest.
  23. I use a wireless G602 and my key bindings for push to talk on Teamspeak and Discord work properly. I know thats not much help, but at least it doesn't seem like there is a problem with Logitech's software for key binding and the game...
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