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Hodo

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Everything posted by Hodo

  1. It is hard to balance something that isnt complete. The new sail system isnt complete. We dont know how it will finally balance out. I am sure there will be more adjustments made, or it may be trashed all together. (Either is likely with this dev team) Under the previous, or current system of sails the repair suggestion works. But with things changing, may have to be sempre gumby.
  2. Yes. But that means you have to get out of effective gun range and repair. Which can be nearly impossible if being attacked by a dedicated foe.
  3. While this is a good idea, the issue is I dont think there are any crew hitboxes in the rigging. Then you have the added fact the really experienced captains in game dont change their sail settings that often. I learned to stop a long time ago at full sails just by lufting my sails with the wind.
  4. Actually you do need more crew on sails with more sail being carried. So if you have full sails on the ship, you begin to tack through the wind, you need to change all of the sail positions to do it. You will need EVERY able bodied sailor on sails to do it, because you have on some ships, several acres of sail to move, adjust, turn and re-set the ropes. Turning a main sail is not as easy as pulling two ropes with 2 men. And some ships did carry a spare mast, while not a main mast, they may have had a spare top-mast or mizzen, just look at some of the models in game. I think the Belle Poole is a good one, it has a few spare mast parts in it. The Renomee is another. Yes. Just like when boarding prep is activated. Normally the crew is spread out based on the crew setting and gun crew requirements. So if you have a gun deck, and it needs 80 men and you have 100% on guns, then you will have 80 men spread out over the crew hitboxes on the gun deck. But if you go to boarding prep, and you turn off gunnery, then you will have all 80 men move to the weather deck for boarding.
  5. And higher risk of capsizing the vessel while under full sail.
  6. I would make the waves a little less..... MASSIVE. Right now we sail on "calm" seas in battle, with 7-15ft swells. Any time I can see the keel of a 5th rate as it crests a wave, there is an issue. The Lynx in game, should have its guns a bit higher off the water than what they are. Right now every ship is to small for the waves we are dealing with. Even the scale for the crew on deck is off. In game the men loading the guns, would be about 2.2m tall if you were to compare them to the guns they are loading. That or the ships themselves are TOO small. Average man back then was barely 1.6-1.7m (5'4"-5'8")
  7. I agree... but I do think it should be something to prevent people from trying to fight AND repair that just didnt happen.
  8. Yes there is. It happens now when you go to prep for boarding. It moves crew to the deck, which increases crew casualties from grape shots to the open weather deck on the ship.
  9. My reasoning for the massive crew hit on repairs is to simulate you have all available hands on the task of emergency repairs. Something like that isnt something that is normally done in combat situations. There is usually damage control to stem leaks and fires but not rebuild the ship while it is under fire. So you have a choice, fix the ship OR continue to fight.
  10. Ok with the new sail physics plan going in, this is good... now to fix other issues. First, no need to increase the thickness or hit points on the masts, just decrease the accuracy of all of the guns. Currently you can get that accuracy down to the accuracy of a M256 on the M1A1 Abrams... and that is stupid for smooth bore ball shots fit in the barrels with wadding. Next for the sails, or sailing, is fix the crew requirements for sail crews. If you are sailing around at full sails you need a FULL sailing crew. Thus more of your men are on deck, and exposed to incoming shots, higher crew casualties. A deck sweep with grape would be devastating to a ship with full sails going. Now with that said, you will now have more uses for battle sails and other sail settings as it would reduce the amount of crew on deck. Lastly.... repairs and rum. Repairs should be VERY crew intensive. You pop a repair, 90% of your crew should be on that task, and during this time crew damage should be doubled. Rum should not restore 100% of losses, at best it should be 50%. It is meant to get you able to get out of the fight, not stay in the fight forever.
  11. If you ever find me, you are welcome to try... but from your crying in this thread I am willing to say I doubt it. I am on either Global or EU, and I am often sailing on the US coastline or in the Bahamas.
  12. That maybe, but it does not appear that way. The US zone is long, and doesnt have to go around anything. It spans the whole coast of South Carolina and into North Carolina and part of Georgia. While the Spanish zone, covers most of north western Cuba.
  13. I try to refrain from making fun of the French. They were some brave sailors back then, fighting the Royal Navy, with inferior tactics, lead by men who lacked experience and were terrified of being sent to the guillotine. Honestly the French soldiers, and sailors are some of the bravest in the world.. they just have been ruined by horrible political leadership.
  14. Any ship listed in that list in the first row is rated as a 5th rate or larger, or "Ship". Your insults are as weak as your sailing skills. You should remove that flag from your avatar because you arent worthy of flying the black. I found a replacement for you.
  15. Some of us are not fine with that switch. Why should we have to change OUR game play because YOU cant sail?
  16. Just one page... If you look above the Lynx, you will see, The Lovely Cornelia, 1 gun 60 men schooner, 16 prizes. Lion, 2 guns, 22 men, 15 prizes. Macedonian 6 guns,..... 14 prizes. 13.5knots is a start. Second.... and most importantly. Kill 6th rate play and everyone will just switch to Surprises, Cerberus, and Renomee. All of which are WAY better armed than Snows, and just as cheap to get. My current hunting Renomee does 14.9knots and 11knots at 60deg. My Surprise does 14.6 knots, and 12knots at 60.
  17. No offense, but I am thinking that this is a double edged comment. I feel you are being to ridged it your hate of PVP to see what some people are trying to say, albeit poorly but trying. Two nights ago in my typical hunt of up the US coastline on Global server, I was attacked by 3 US ships. 1 Suprise, 1 Renomee, and a Wasa. Most people would have figured that is it, game over. Nope, we fought for about an hour, I nearly sunk the Renomee, but ultimately ended in just blowing its main mast off, and having to leave the fight because I ran low on repairs. But I evaded ALL 3 of them, and made it back to La Habana because I out sailed them. And they werent bad players. (not top tier but they are getting there). If you understand your ship, and understand your opponents you can often come out alive, which in my book is a win, when out numbered.
  18. For an individual ship it has to be within 100BR. So if you are a lone Snow/Prince/Brig, with a BR of 50, you can only tag up to 150BR.
  19. Unlike here, they still have to board those ships so.... it does matter, 319 men vs 70, is a HUGE difference. As for your issue...well it sounds like you should work on getting reload buffs, because I think I can reload my Indefatigable broadside in about 45sec. I think I have 15% reduction currently in reloading on that ship. He who can fire first, and most generally wins. Or as I used to say as a SAW gunner in the Army, "accuracy through superior volume of fire!" Your failures as a captain is not a reason to nerf or effectively remove a whole rating of ships. I am sorry but you should spend some time in a 6th rate and see how hard it actually is to sail and fight a bigger ship. It isnt a cake walk like you make it out to be, one screw up and that could be your masts, or your hull or both if a Santi fires at you. You make it seem like Snows, Brigs, Niagaras, and Heavy Rattlesnakes are impossible to beat. While fact is, they are far from it If you know their weakness you can exploit it, as people have pointed out time and time again. I know my weaknesses as a captain, I know what I am good at, and I sail to those strengths. Ask anyone who has fought me. I am not the greatest, but I can hold my own in a 5th rate. I have defeated ships bigger than me, and ships smaller than me. I have escaped situations most people would have been sunk or captured in. You need to build a ship to your strengths. If I had a Constitution built for me it would be a teak-mahag, or teak-fir ship. I would want it to go as close to 13knts as possible, I wouldnt use 24lb longs, but 24lb mediums for the rate of fire and damage. I would use carronades on the weather deck for added punch and close in deck sweeps. I would use long guns on the bow, and mediums in the stern. The ship would have optimized ballast, Melee training, a Katherine figure head, and maybe the navy hull refit. This would be the minimum I would consider before taking it out to fight. With those things alone the ship would be able to out turn a Belle Poole made of oak with no mods.
  20. Easy. Most people here are not hardcore MMO players, and this is their one and only MMO they play. They dont have the experience or patience to do other games with other play styles. This isnt a bad thing it is just the way it is.
  21. And in the Spanish nation on Global... yep... all 3 of us currently.
  22. Honestly I enjoy the way Star Trek Online handles "Red Alerts" or epic encounters. You go out and enter the encounter. If you are alone you will face progressively harder opponents that scale with the numbers of people that are there. If you are with another person, then it doubles the amount of enemies, or ups the class. It is actually fun.
  23. The El Gamo was a 5th rate, and a combat ship. The HMS Speedy was unrated, but of the Brig class so for our purposes a 6th rate. The La Concorde was a converted 5th rate frigate, turned into a merchant ship. It was originally built as a 40 gun 5th rate frigate. It doesnt matter if they had fighting men or not, the USS Lynx wasnt a military vessel, thus didnt have marines either. Teach's Ravager didn't have marines either... yet the La Concorde did. I dont even think the HMS Speedy had marines on board it. It was to small to rate their deployment. But the El Gamo did have marines... I believe 20-40 on a ship that size was standard. at 50% structure he would start taking on water. So he was sinking, but his pumps were overcoming the amount of water coming in. And ships back then didnt instantly sink. It could take hours for a ship to sink if left unattended. And had you got a second shot off on that Snow you would have sunk it. Had you hit its mast twice with that firepower it would have been a canoe.
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