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Spam Hands

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About Spam Hands

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  1. @Borch, I did not know that there were even 6th rate weeks. As the reset hasn't happened yet, I checked and it does say 'weekly challenge for rank 6'. This does not explain what I remember from the week before, which I am pretty sure was a Rank 7 week but I will need to check in forthcoming weeks. I think you have mostly answered my question, so thanks for that. Please keep the thread open though, so I can report on the result of the rank 7 leaderboard, in case the top players are still managing results higher than 1200BR over 10 kills.
  2. I have done the weekly light ships event a few times few months ago. Iirc I think I got placed on the leaderboard but around half way down, using a WO/WO privateer with carronades and sinking Mercury, Rattle, Navy Brig and Snows (all 60BR each) to give me 600 point for 10 battles at the end of the week. This seemed a decent reward for the time spent, with better players getting the better rewards; and I am not skilled enough to take on bigger targets. The guys at the top of the ranking were getting circa1200 points for 10 battles and taking on better ships. I had a look at the leaderboard last week and again this one and the game has changed massively. The top player this week now has 6200 BR points with only 7 kills (avg 885BR/kill). I'm not even going to consider engaging with this content as I am no way skilled enough to get anywhere near the leaderboard top 10. The question I am asking is how are these massive kills being achieved? I am clearly missing the meta game/best method. My L'Ocean has a BR of 900 and I cannot imagine killing that in my privateer, even if I sterncamped it - it would take forever to do. This is not a complaint about the content, the players winning the rewards, or the rewards themselves, I would just like to know how on earth the winners achieve their results.
  3. A visual identification chart is a great idea for out of combat learning, as is a one page sheet for quick reference in game. Would love to see this implemented.
  4. Bear in mind that the questioner is a total landlubber. I have had some replies from chat but there is conflicting information. The Trader Lynx has 8 sails. I would like to know what each of these is for the purposes of game function only, not real life naming function. This is to better know which sails of the 8 it has will benefit from staysails books and which will do so for squaresails books. Eg the 'Treatise on staysails' In my mind a triangular sail has 3 points and a square sail has 4 points. The upper sail in between the fore and aft mast on the T Lynx looks like a triangle but the end is cut off giving it four points and making it a square (irregular quadrilateral). So the question is, in game terms, what do each of the 8 sails on a T Lynx count as (square, stay, other etc). Replying to the format below and adding descriptors to the ? marks would be ideal. The three triangular sails at the front of the vessel are: ? The lower square sail between the two vertical masts is: ? The upper sail between the two vertical masts is: ? The upper sail behind the rear mast is: ? The lower sail behind the rear mast is: ?
  5. Some mixed messages there but Admin suit is trumps. GB player's name was James Northington iirc, so sorry for not getting involved. Hopefully you got away anyway. I do have one follow up question for the @Admin. If my T Lynx has no cannon then how do I attack and fight the Russian two decker. Ramming or boarding are all I can think of.
  6. As a GB player in an unarmed TLynx in Yucatan channel heading NW to Tumbado, I come across another GB ship, running from a single Russian both out of Tumbado heading E. They have both picked up a wind boost. Ships are quite close to each other but outside tagging distance. Am I allowed to tag the Russian even though I have no intention of fighting him, in order to delay him and allow the GB ship to run clean away? Ships were two deckers.
  7. Stuck on loading screen again.
  8. Be cautious of what your cream tastes like - there are plenty of turds that float on the surface. Why did the developers drop the idea of having the new player area on the Pacific coast? Was it too difficult to code, or is there another explanation? It would seem a lot simpler to do it there than in the Bahamas.
  9. One of the things I found refreshing about this game, was that the developer would post in threads himself, rather than using a PR/media hireling to do it for him. This gives a level of honesty and openess that was a change from all the silky tongued PR bullshiz that most seem to spout, with paragraph after paragraph of words but all of them devoid of any solid meaning. Honest jack-tar, rather than effete dilletante. I appreciate the candour. PS: If one thing this thread has achieved, it is to remind me that I have not bothered to write a review for the game and that if Steam ratings are the be all and end all of early access projects, that considering how many hours of gametime I had for my money, I should really get on with it and post one.
  10. I like the idea, especially the one about the players working the hardest (generating the most hostility), getting the first choice of slots in the port battle. Not sure about the lobby, seems a bit too much like World of Tanks and breaks immersion. I am willing to accept that these may be compromises that have to be accepted in order to stop the current exploits.
  11. French rear Admiral Linois in the Marengo (74) wants to hunt down the unescorted British East India Company's China fleet, returning to England (*). Unfortunately for Linois, the China fleet has hired an AI Surprise to defend them and his plan is flushed down the seat of ease. Linois retires to his cot to wipe his eye and bemoan the loss of hard core, elite, manly PvP in his favourite game. *Patrick O'Brian-HMS Surprise
  12. All ingots. All coins too. Planks. The carriages are annoying BPs too, not for the number of clicks but because they are lumped in with all the manufactured mods.
  13. Yes, the admin is saying as much in another thread.
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