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Hodo

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Everything posted by Hodo

  1. It isnt pretty but at least it isnt long. And the AI ships if you see it happening, click on the ship and F11 report it so the Admin can track the issue and fix it. That is what some of us are trying to do.
  2. HMS Speedy vs El Gamo HMS Speedy 14x 4lb guns 90 men vs El Gamo - 5th rate Xebec 32 gun ship with 22x 12lb guns, 2 24lb carronades, and 8 8lb guns. 319men. Results... HMS Speedy victorious, 3 men killed, 9 wounded. El Gamo, 14 killed, 41 wounded, 261 captured. La Concorde- 5th rate converted frigate of 40 guns captured by the Revenge and Ravager, both sloops, of 8 guns and 50 and 70 men. The La Concorde was renamed the Queen Anne's Revenge by its captor, Edward Teach aka Blackbeard. Should I keep going? Mercury vs the Ottoman Navy..... while not a victory in a sense that it sunk anything. The USS Lynx, captured SEVERAL merchant ships varying in size from brigs to larger 5th and 4th rate ships. Oh and if a ship like the USS Constitution in game hits a 6th rate built for speed with its 24lb longs... it does destroy it. Oh SNAP!
  3. How about we form the United Federation of Planets.... and we all get along. LOL sorry but you made a troll suggestion I am going to troll it.
  4. LOL, no. Most pirates and privateers engaged ships larger than themselves on a regular basis. Most merchant ships were easily a rating or two above the size of the attacking vessel. So in your system a Lynx would not be able to engage a LGV, 7th rate vs 5th rate. A Rattlesnake cant engage a Indiaman, 6th vs 4th. Sorry that is flat out cowardliness. Any captain who wants to support such an idea, doesnt have a solid bone in his body.
  5. No it cant.. I have sailed the T-Lynx, I still sail the T-Lynx. And the number of times I have been caught I can count on one hand, and still have 4 fingers and a thumb. The T-Lynx has weak masts yes.. but you go so fast sailing at 45, that it is nearly impossible for someone to get more than one volley accurately off at you. But as a rule you should never let ANYONE get the weather gauge on you, EVER, no matter what ship you are in.
  6. LOL you havent sailed a SoL that ends up in a bad position at the start of a battle. It can take 10 minutes just to get with in 750m of where the fight started when you loaded in. I have had chases last longer than 10min where I have done no damage, but they are in my "control" range, does this mean they get an automatic get out now because I dont shoot them or they dont shoot me? LOL no.
  7. No offense but I well versed in the Grimm tales and all sorts of stories, this must be a European peasant tale. And I have read quite a bit... I am from the generation that knew a world BEFORE the internet.
  8. While I like the idea, I am not sure how it would be coded into game.
  9. Fact is, if you let your opponent dictate the distance of the tag, then you are giving them the advantage right from the start. If you are aware of your situation and move to a position of advantage before the timer hits zero, you will be in a position to end the fight quickly and cleanly. Trust me I have out sailed people who would have sank me if I had not known the strengths of my ship and the weaknesses of theres. I made sure that I had the weather gauge at the start of the fight so I could dictate the pace of the fight or how I would engage or disengage. If you let the Snow get the advantage during the tag that is a failure on your part. Always have the advantage, never give it up work to maintain it. Every ship has a weakness, sometimes it is hard to overcome but EVERY ship has one. And the Snow has several.
  10. And if he doesnt have the money? Say a noob player who made the age old mistake of running a trade run and put everything he had into it.
  11. I left those out intentionally, because if you include those nothing really changes. If you add optimized ballast and speed trim, you can factor them having them too. Thus they cancel each out. But studding sails or any sail force increase has a negative to the other sail force. So studding increases your square sails, but decreases your jibs/stays, which is your close hauled advantage. You lose 3-5% on those and you are no better than that Constitution. And still not as fast at 150 as the Constitution.
  12. LOL you would HATE my Lynx with 6lb longs. I can sit at 800-900m and peck at your sails with ball. If you have your ship setup right you can easily hit a Snow, Brig, or Mercury at 750m with ball. It takes practice but it can easily be done. I practice on NPC Lynx and Cutters, I will get down wind about 500-700m and practice sniping at their hull. After weeks of practice I can put 18lb ball shots one at a time into the hull of a Lynx at 700m about 75% of the time with medium guns. But if you just mash the [ - ] buttons or the left mouse button and fire rolling broadsides everytime you will never be accurate.
  13. Two questions.... One, what is a moskito? Do you mean Mosquito? And two, how did it get in the horn of a bull? They were solid last time I checked.
  14. Let me see if I am getting this right... Fir-Fir Snow +10% + 2% copper + 3% Navy Hull + 2% Gazelle. So total 17% so 1.17*12.95=15.15knt empty. Fir-Fir Constitution +10% +2 copper + 3 Navy Hull + 2 Gazelle. Same 17%, total 14.39knts empty. So there is an .8knt speed difference without guns. With guns maybe a knot and a half. 2 knots max with repairs. The Constitution even made of fir can tank any shots from the 6lb longs or mediums on a Snow, and god help that Snow if it ends up in the Constitutions broadside. One load of ball to the masts, and it will lose them, or one load of chain and it is in rigging shock long enough for the Constitution to bring its other guns to bear and put 504pds of iron ball into its hull. If that Constitution has all medium guns, no longs, it will hit for over 1400 damage in a single broadside, the Snow only has 1700 armor on one side if it was made of something harder than fir. But with fir it has WAY less than that. It would have about 1530 armor on the side. So one broadside with penetration would take the armor down to nearly zero and probably 1/3 of the structure with it. And seeing the Constitutions guns ALL of them can penetrate the side armor of the Snow out to 1000m!!!!! The Snow has to be within 750m to even penetrate the stern armor of the Constitution with its bow chasers. And the 6lb guns have to be with in 800m. Even with the Constitution made out of Fir its armor on the sides would bounce shots out to 500m from a 6lb long gun, or 400m on a 6lb medium. They have no chance of cutting through the mast until they get with in 250m. And at that distance the stern chasers on the Constitution can cut through the bow and stern of the Snow, let alone its masts.
  15. Ok... the Snow is HUGE when it comes to 6th rates... that thing is a billboard with sails. If you cant hit a Snow then you cant shoot. If you kill the 6th rate vs any rate bigger you kill the true pirates in this game. The ones who sail 6th rates to hunt merchant ships, LGVs, Indiamen and the like. And ultimately it wont solve your problem.. the people who are "griefing" you will just change ships. From Snows to the Cerberus. Which has a better sailing profile, and is just as cheap, or they will run Suprises(again). Both of which can out turn your precious 4th rate, and stay firmly on its stern if you cant sail.
  16. The only thing a Trader Lynx has to worry about is a Privateer, Pickle, Prince, or another Lynx. Seeing as those are as common as unicorn turds, you dont have to worry much about that.
  17. Then you better hope you are pointed away from the fight and no one is going to engage you while you are sailing (drifting) in a straight line. 90seconds is a long time to be caught sailing straight.
  18. With the current sail setup it doesnt matter if you are at full sails or battle sails, they will have the same number of crew needed. I find this to be a bit "gamey" and quite frankly stupid. A real ship would have to have more people on hand to handle the ship at full sails then when the ship is at battle sails. This is what I am suggesting. A ship with a sailing requirement of 100men should have to have 100 men on sails at full sails. But at battle sails it is running at 40% of sail so it should only need 40 men. Freeing 60 men for other tasks on the ship. But with this I also think the number of men required to sail a ship should be drastically increased. So let us take the ever so common Brig. It has 110 men on it, 77 minimum to sail the ship. But only requires 30 men on sails in battle. Hmm..... Why does it need 77 then to minimally crew the ship?!?! So I am suggesting that it requires 77men to sail the ship at FULL sails, this way you know that if you are going to go at full sails, you are GOING to need as many men as you can muster to handle all that extra sail aloft. BUT if you go to battle sails in a fight, you will only need 40% of that 77... or 31 men for sails.. which is about what it is now.
  19. Not if repairs take 100% of your crew leaving you with nobody sailing. Your ship will come to a stop and leave you helpless. If you leave sailing on and gunnery on, you will lose the amount of repaired percent by the amount of men short of the task you are. So if you need 100 men on a ship that has 100men to do the repair, and you have 25 on sails and 75 on repairs, then you only get 75% of the repair value normally done. I also think sailing should require MORE crew at full sails than it does now. A ship sailing at full sails is not an easy ship to handle, you need a lot of men to handle all of the ropes on the sails. Battle sails should require less, as you have less actual sail aloft so you have more men free for other combat tasks on the ship.
  20. So again... now you say they aren't that hard to counter, yet before you were saying they are broken and overpowered. Hmm.. make up your mind. If they arent that hard to counter why are you crying about them tagging you into a battle. When you should be able to defeat them and get back on your merry way in well under an hour. Not to mention... last I checked a Constitutions best point of sail, 135 is faster than a Snow at that SAME point of sail. Unless you have a slow Constitution and they have a fast Snow... then in that case, turn and blow them to drift wood. Oh.. and you can turn a Constitution with a 6th rate, you can turn it with a 7th rate. You have to get at the pivot point for the ship and get leverage to shove. It isnt possible if you are fighting the wind.
  21. A Prince or Privateer can easily sail upwind and catch a M-Brig. A Surprise can also do it if it is setup for close hauled sailing.
  22. Dealing with Wasa's is a pain to start with... everyone is dealing with that problem currently. But it doesnt help where you maybe. I am assuming you are out at the windward islands. I would suggest starting over somewhere like Great Briton, Spain, or United States. They have LARGE safe zones and have pretty safe home waters to let you grow.
  23. Well that is unfortunate. I login every so often, do my patrol of the US coastline then head back and logout.
  24. The numbers on both servers have been pretty stable lately. EU had about 620 yesterday and the Global had about 190-200 I think. I can say that the RvR thing has always been boring to me... so I just sail around in a cheap ship and hunt.
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