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Posts posted by Lizzo
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On 10/12/2020 at 2:10 PM, Felix Victor said:
v10.12 2020-10-12
- ship compare: gunnery stats added
Very nice and helpful addition! In the reload reduction section, a stronger reduction gives red comparison though, same for dispersion values (it has to be the other way around i think)
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On 9/24/2020 at 4:39 PM, Felix Victor said:
Fixed. Thanks for the report.
Nice, thank you! Are there any plans to add data for the port ownership, port battles and port bonuses lists for the pve server as well?
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The ship list appears to be empty for me, even after deleting cache
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38 minutes ago, Felix Victor said:
v10.11 2020-08-23
- list cannons: cannon families are (un-)selectable
Edinorog guns seem to be missing now, also Turn Rate in Ship List is saying Not a Number for every ship
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You are a LEGEND
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1 hour ago, Preechur Blackheart said:
I wish we could access this documentary in English - anyone able to supply the link? Actually I question the experiment....the target wall is propped to upright using 2 flimsy braces, which would give more easily that of the target were part of a larger structure. Also, it is hilarious seeing them stuff grass down a muzzle for wadding. Makes one wonder how careful their other methods were...
I am a native German speaker, in the documentary they say that a British weapons expert has built the experiment to scale and the grass/straw is used to compress the load, as it was done in the past. Also the cannonball is moving much too fast to let the wood disperse some energy by moving. So i think the experiment is quite relevant
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11 hours ago, Jan van Santen said:
Here is the full experiment (German) and it shows that a cannonball did not penetrate lo/wo even at a 15 distance (starts at 30 mins)
Quick addition: They did scale down both the frame and the cannon so that the frame was only 20cm thick. That means that the cannon represents at least an 18 or 24pd cannon which is quite an impressive result for the live oak frame
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15 minutes ago, Redman29 said:
Just wanted to point out that Navy guns are not represented on either chart. They are listed on the legend but not the graph. So with Edinorog on old data.
Navy guns have the same pen as long guns i think, that's why the corresponding graphs overlap
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10 hours ago, admin said:
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- Thickness difference between some classes will be reduced or removed
I am no expert, but i thought the hull thickness of ships is more or less proportional to its size, meaning that historically lineships (who were even made for exchaning broadsides) had much thicker hulls than frigates (who were mainly made for speed). If that is true, i would be happy to still see that in game after the patch
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1 hour ago, admin said:
unsinkable does not mean unpenetratable from 100m
I guess you are right, i am just a bit afraid that 1st and 2nd rates, who were made much more expensive recently, wont be as powerful as they are now anymore and thus crafting them will be even less motivating
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21 minutes ago, admin said:
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- Every gun will have a role (even 4lb). All guns should be able to penetrate a fully upgraded ship hull and masts at 100m as they could historically
About what ship are we talking? Historically, line ships (3d rate and upward) were almost unsinkable even after hours of close range broadside exchanges. So I hope we won't see basic cutter penetrating 1st rates at 100m because in my opinion that would be just stupid
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You sir, are a formidable person and i can't but admire and salute you o7
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4 minutes ago, ChineseBatman said:
30mill + for a Santi now, not even seasoned ahahahahaaa. Good job admin. Good way for new players to get into the game. Even the ruski Zerg and swedes will struggle with these tragic changes, let alone the weaker nations that yet again are being f***ed over by this garbage. Trade resources and other means of making money had better increase by 500-600% to match these wild erratic prices for crafting resources. This patch is one of the most tragic patches I’ve ever seen. 😂
I like the fact that decent 1st rates will get much more expensive, as historically they were very rare as well. If you can't afford crafting one, you can still use NPC capped 1st rates. That pushes players to go with weaker 1st rates more often and hopefully makes sailing smaller ships more attractive. New players shouldn't be able to sail 1st rates so quickly anyways (yes, i don't like vic DLC either).
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8 minutes ago, Felix Victor said:
v10.7.4 2020-07-23
- patch 2020-07-23
Dude you are a legend! One proposal: since the new stats are more sophisticated, i would like to have one more decimal for the repair amount (for the woods and for the upgrades/trims)
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21 hours ago, admin said:
timber stats updated... These are more or less final
Awesome, that looks really promising!
20 hours ago, Mormegil said:I'm only not sure if Locust should not have the same speed value as Live Oak. With Locust being slower and having lower thickness i assume most people will prefer Live Oak...
I think so as well, so i would simply give the whole Locust/Locust(S)/Greenheart branch like +1-2% in thickness to better compete with the Live Oak/Live Oak(S)/African Oak branch, as i think the thickness AND speed tradeoff is not quite compensated enough by 5% more HP
Edit: After learning that Live Oak is now 1000 reals per log vs 500 for Locust, i guess its fine that Locus lacks behind Live Oak in general
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I personally really like this design direction and can't wait for the final timber stats, but i guess many players will be unhappy unfortunately. I hope things will calm down quickly after the forthcoming changes
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5 hours ago, Henry Long Castle said:
If my maths are right there are 756 unique combinations of woods you can use at this moment.
There are 594, as you can only use 22 out of 27 available woods for planking
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38 minutes ago, Jan van Santen said:
rangoon/rangoon India base speed 12.38
fir/fir India 12.01
same as with locust, they will be worthless after next patch, current spreadsheet seems to suggest new england fir will be the new trader wood....
Where are your numbers from? As with the new values, fir/fir gives +11,8% speed, rangoon/rangoon gives +11,0%. As frame wood i like Rangoon, because it gives at least some protection. As planking, as i said, it is basically worse than fir in every aspect.
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I think Rangoon Teak as planking is currently broken, it is basically worse than any other fir in every aspect. I guess it should have like +2-4% thickness instead of -12% so it is slower, but at least tankier than fir planking
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13 minutes ago, Despe said:
the problem is that with incomig patch teak will be very very super all players love Despe mega great, and imho will be an imbalance on that. Buff on thickness stats is not necesary atm, i guess.
Even though I think balance is very important in the game, we should not forget that teak was and still is one of the best if not the best and most popular wood in shipbuilding. That is why I think it is right that teak has better values overall than most other woods.
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30 minutes ago, Hittings said:
I only see african teak, malabar teak, teak s, teak, rangoon teak... where is the other woods?
Just apply your own filter by clicking the little triangles in the column headers
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Just ask in global, normally they are sold for about 10 -20M reals each.
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4 hours ago, Felix Victor said:
v10.3.1 2020-06-15
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compare ships: cap calculation corrected (50 % thickness cap, order of calculation)
It still sais Thickness capped with 107 Thickness on L'Océan, but 76 x 1,50 = 114 (if 50% is the thickness cap)
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Yet another map: Naval Action map
in Maps - Development forum
Posted
Excellent work again, thank you so much!