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Fonseca

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About Fonseca

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    Landsmen
  1. E x p l o i t. Respect for those of you whou say that will stay though.
  2. I disagree, long range combat imo can be sumed up like this: fire single shot until you hit something then fire the whole broadside. CQC on the other hand requires you to use sails (t, q, e, z, c keys) so your ship can lean to one side or the other so you can have a proper shot at their belly or deny your belly to the enemy, it requires you to shoot the carros separately from the mediums so they don't overshoot, if the ships are coming from opposite directions with high speed you need shoot at the proper time otherwise youll be shooting at the water, since cqc requires way more maneuvering with sails there are some ships, like the bellona, that have large gun crews leaving your sails empty forcing you to f5 one side so you can have some men on sails with a 100% reload time on the side facing your enemy, and boarding which can happen if you take a wrong turn. All this can happen in 3 to 5 seconds, so yeah cqc requieres way more skill
  3. I disagree, long range combat imo can be sumed up like this: fire single shot until you hit something then fireuq the whole broadside. CQC on the other hand requires you to use sails so your ship can lean to one side or the other so you can have a proper shot at their belly or deny your belly to the enemy, it requires you to shoot the carros separately from the mediums so they don't overshoot, since cqc requires way more maneuvering with sails there are some ships, like the bellona, that have large gun crews leaving your sails empty forcing you to f5 one side so you can have some men on sails with a 100% reload time on the side facing your enemy, and boarding which can happen if you take a wrong turn. Hope this info helps you on your next mission
  4. I do like the new changes, but maybe because I am already accustomed on using carros and mediums, in fact I've found that it is way way easier to sink a ship now; just try to shoot below the water line, I sinked a bellona with the hull almost intact in maybe 5 minutes tops because of a bunch of leaks. The problem is that most people were used to the long guns, playing as if they were WWII battleships shooting at each other from very long distances, now they are forced to get closer than what their skill level allows them to, of course that kind of people didn't like the change, so dear dev DON'T go back to the old system, let the people try different gun combinations and let them get used to them, that would take AT LEAST a couple of weeks, after that ask again if the players like it
  5. No, since they didn't remove the send to OP when capturing traders you can cap a trader and send the battleship to where you are going to tp next
  6. El bug fue arreglado pero en mi opinion algo hicieron con la punteria de las carronadas, ahora hay un punto en la inclinacion al apuntar que pasas de disparar las carronadas como cañones a uno en q disparan como morteros, y es muy marcada la diferencia en un espacio muy pequeño, deberia de ser mas progresivo, como creo que era antes
  7. For a guy who has 1300+ posts you clearly have no clue of what you are talking about, and you are even being rude questioning the authenticity of my screenshot to you
  8. Actually what I meant was that, as you can see, all resources are exhausted, and it is almost always like that all the time. I remmember when the dev decreased AI resources output in order to get a player driven economy, seem like what we got was a player driven hoarding
  9. My solution is simple: when you are going to enter a battle as a reinforcement the circle that marks the battle should be painted half white and half red, the white being the side you are facing when the battle started and from where you can join the battle, the red being the opposite side from which you can not enter the battle. Problem solved!
  10. I'm loving every bit of the last update, positional spawns in battle and reinforcements are awesome, but I think that the fact that it allows you to spawn in front of enemies when you were coming from behind is an exploit. My solution is simple: when you are going to enter a battle as a reinforcement the circle that marks the battle should be painted half white and half red, the white being the side you are facing when the battle started and from where you can join the battle, the red being the opposite side from which you can not enter the battle. Problem solved!
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