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vazco

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Everything posted by vazco

  1. Ech, now timers will change to night, and WO will take it instead
  2. Someone wrote that Christendom's goal is to break the game. This is a move into this direction. Sure, just like Cameron did a smart move with Brexit. The smartest fckng move ever on his part.
  3. Oh, please do this math for me. Yes, ports can influence the balance, but it doesn't matter now. Only 3 nations have 45 point ports, and their main problem is not ships, but that they can't fill a 25 1st rate PB with competent players.
  4. None of this is a real reason why Russia is dominating with number of RvR players. The reason for their domination is high BR in port battles (smaller nations don't have option to compete efficiently), and high cost of moving to another nation (which keeps some people still in Russia). If those two were adressed, RvR would be interesting again. Fix for first is trivial. Fix for second would require an option to get eg. 75% of resources while destroying your buildings.
  5. プリーズ・ライト・イン・イングリッシュ・ヒア
  6. In case you're a brit, you should be able to join for a short amount of time (1:30?)
  7. Am I correct in assuming a complaint is from a Pirate, who couldn't join on enemy's side, in order to increase BR, so that other pirates could jump in to help his friend?
  8. It's mostly same for HAVOC's day-to-day PvP. People often don't have mods like northern carpenters, let alone any of the elite mods.
  9. They don't Those mods are expensive, and people who are on top of the leaderboard participate in risky fights, where they can sink many before they die (or survive). It's too risky to use those mods all the time, and not really necessary. Just go to PZ, get a good ship, a small group of skilled players, and kill waves and waves of less skilled opponents, usually in redeemable ships (which makes them not care so much). Quite often get ganked and killed in the end. This is often the quickest way to a leaderboard.
  10. This was tested so many times, it's boring people still bring it up. Being in a modded ship, you personally have no chance against a good opponent in a ship without any mods. If you want to try it out, just let me know and I can organize it. Until the time you do, please don't bring up this argument. It's not true.
  11. RvR would be much more active if there were more low-BR ports to attack, and if frontline system didn't block choice of targets. That's it. Oh, for hell's sake, will people ever stop using this excuse? There are no mods which would guarantee victory, or mods which wouldn't be available to everyone who wants to buy them. Ganking is a much bigger "I win" button, so is skill, or a higher tier ship.
  12. Double-charge doesn't literally mean double the black powder, I think it was 150%, or similar. With double ball, you were also loading more charge (but less than with double charge). Both caused similar higher pressure. Again, it was never a goal to sink a ship (not that I know of). You simply couldn't do that fast enough and efficiently. A goal was to disable the ship, and make crew surrender.
  13. Actually ships usually surrendered, they didn't sink - not during the battle. Guns, especially long guns, were designed to be shot with doubles, that's why they were much heavier than carronades, which weren't designed for this. [ wow, Wikipedia makes me look so intelligent... ]
  14. Second sentence is correct, that's why in warships ships moved from Carronades to long guns - to gain range. Longs on short distance were not as effective as carronades though. A cannonball with too much energy has two disadvantages: it can indeed go through completely, not passing it's energy. It doesn't bounce, doesn't veer. It won't set anything on fire more important - cannonballs were causing massive damage through splinters. Faster cannonballs don't cause so much splinters Mythbusters tested this, I'm not able to quote episode out of my head though. I can be wrong about details of course. Just like with gun ballistics though, having just right amunt of energy is the most devastating.
  15. In damage values, maybe. It definitely pens less though, even if because of a different arc. Actually more often than not the faster the ball goes, the less damage it causes. There's even a nice Myth Busters episode about this.
  16. It wasn't cowardice, it was something else
  17. He wasn't. Even if he was, I was in the middle of a group of 1st rates, and noone got pulled in. @Ink I'd appreciate an update. Just a moment ago I had a similar problem - from a group of 4 players, I was on a second position (like above). I started a group mission, yet player on 1st position wasn't pulled in.
  18. Once Russia is more balanced, we could return to this Right now I have a feeling it would be very one-sided - more like a random screening contest, than a good fight of well organized fleets.
  19. Unfortunately this was exploited in the past, it would be again. Your other suggestions are interesting and good. Still, I think that a real solution for crafting ports loss making people leave should be to exchange port upgrade bonuses to something that is valuable, but doesn't give such big advantage for RvR fleet. Maybe eg more trade missions, more trade goods, more advanced group missions with better rewards. Large nations should have it harder (or at least even), not easier - then RvR would be more interesting.
  20. No, only pirates can enter on both sides at once
  21. true, someone should probably move 5 pages of discussions to RvR history
  22. Cause it's easy to predict how Russian-GB war will end. After destroying British crafting ports, Russia will go for a next nation, and eventually can take valuable ports from all of them. It's better to unite against Russia now, rather than wait for your turn to be zerged (and compared to most nations, Russia, even when divided, is a zerg), or for other nations to be crushed and deserted. We prefer to fight stronger than us and take on a challenge, especially when it leads to a more interesting RvR.
  23. Well, if we want to have a healthy RvR, we need to keep addressing it somehow also now Even if the same guys fight under different flags, at least nations don't die, and new people have more ways to start getting into RvR. I think it's a good cycle - better than a mono-polar world with no RvR. Especially with current port upgrade system, it's dangerous. ps. I have a feeling that port upgrades maybe could give something else than better RvR fleet. Cheaper ships? Better defences? More VM's?... Maybe it would also help with people wanting to quit once their last crafting port is taken, after they invested X hours into building it up.
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