Jump to content
Game-Labs Forum

van der Clam

Members2
  • Posts

    1,539
  • Joined

  • Last visited

Posts posted by van der Clam

  1. 2 minutes ago, Gregory Rainsborough said:

    I should not have to "test" every possible thing that could or would go wrong

    Yet, we all know there are nations out there who purposely "test" every little thing there is to game the mechanics. You may not be one of them, but you know there are those kind who do and don't report what they find. Instead they keep it to themselves so they're the only ones who know the tricks.

    • Like 1
  2. 2 hours ago, Gregory Rainsborough said:

    What the flying hello kitty.

    The port raid closed before we were able to join it as the battle closes within 10 minutes. You can't even see where the wind is coming from in the instance.

    What a hello kittying waste of time.

    That should be changed. You should be able to see where the AI are instantly upon joining rather than joining and then magically seeing where they appear.

    As a consequence a lot of us have just lost our main crafting port because of a bullshit mechanic that wasn't properly explained and implemented, that no-one asked for, and which seems to have defeated the very reason for its introduction.

    Just like starting a Hostility Mission before they're even available, this is a feature that works as intended. No need to complain, just get gud and out mechanic the mechanic. lul

  3. 10 minutes ago, admin said:

    The raid is a raid, that is in the game. 

    There are certain limitations and certain conditions which if you figured them out make any raid easy even if you do not have enough people
    Of course knowledge that trading ships give 300 points when reaching the circle is important. The number of those ships and their behaviour greatly influence your tactics. 
    Knowing that ships sail straight to capture zones and ignore the defenders should affect your tactics. Those are not normal npcs they have a goal. 

    Good fleet commanders will sail 2-3 lines and keep a reserve of 1-2 spike damage ships 1km away from the capture zones.
    Good fleet commanders will practice focus fire and should be able to sink all indiamans before they reach the lines
    After indiamans are dead it becomes a NPC slaughter and turns very easy as combat ships only make 10 points on entry and 2 points per tick (every 2 seconds). Which even with 20 combat ships gives you almost 20 mins to sink them all (40 broadsides per each first rate without reload mods)

    PS. every feature must be passed by the devs too - we learnt to finish the raid with ease. Practice will make it even easier. 


     

    Our biggest struggle with doing Player Raids with only a few ppl is that we have to kill all the AI warships. Why do NPC Raids not also have to kill all our ships? Granted, it is very easy to defend just by sailing straight to the trader ships and sinking them, ignoring the NPC warships. But on Player Raids, it makes no sense that we can't just sneak in and capture the Indiaman and sneak out without wasting time on the NPC warships.

  4. @erelkivtuadrater I get your point that there was some diversity, but look at your first image. Nearly all Bucs won, and the diverse side got wasted. Look at the second image, almost all Bucs kicked the ass of the diverse side again. So my point still stand, no matter the port BR diversity does not win when the other team is filled with the meta. The only way to have diversity in port battles, imho, is to limit the BR per rate. Or maybe I'm missing your point still.

    If 45 point ports allowed only 1600 BR for 1st rates you would have a choice of 1 L'Ocean, or 1 Santi, or 2 Victories. (Same for all rates.) Say 55 point ports had 3200 BR for 1st rates you could have 3 L'Os or 3 Santis, or 4 Vics. 2nd rates and 3rd rates all the way down would offer even more variety because of the varied BR in those rates. 

  5. @erelkivtuadrater So, if the BR was lowered to whatever redii is suggesting, what ships would people bring? Still as many 1st rates as possible. I've watched many vids on port battles over the years, and I've never seen diversity of ships in port battles, no matter what the BR was. Sure, you see the occasional 3rd or 4th rates, but looking at their rank will explain why. (Of course, this does not apply to Russian PB fleets, or the new LAMA fleets. In those you see a wide variety because their ships are impenetrable. Every one of their battles looks the same, enemy side all sunk or captured and their side not even damaged. Would be nice to see LLAMA fight the REDS/or any of the other big Russian clans. But I think that's physically impossible.)

    This was my BR suggestion for ports

     

  6. 23 minutes ago, admin said:

     Loki also helps to see that AI is not really over buffed or crazy strong as users say. 

    Double Ball/Charge never runs out on a NPC, as long as you never change the shot type. I've loaded into a few Loki's that have either of these loaded and they never ran out of ammo. But I can say the only NPC that I feel are "over buffed or crazy strong" are the Elite NPC. Their sails are too strong, as is their hull (some shots don't even register), but of course it doesn't matter if you attack only lower rate elites, or group up on higher rate elites.

    Also, can you confirm/deny that our player ship has an agility nerf when fighting Elite NPC? My Prince dN is more agile than a Snow when facing any normal NPC, but as soon as I face an Elite NPC, it becomes a complete log, unable to turn, or stop. (Oddly, the acceleration seem unaffected.) Basically, when facing regular NPC, my ships are brilliant, when facing an Elite NPC, they move like they're half full of water.

    • Like 4
  7. The 2 times I used it so far, I was dumped into an already sinking AI. First time I was able to get a full broadside off in  Swedish Surprise vs a Danish Wasa. The other time I was 10 seconds from fully sunk. I should've ss'd them both.

    • Like 3
  8. 3,600 hours, maybe 20% afk sailing missions, still sink 80% of the time in PvP, enjoyed every minute of it, despite getting upset at ganks, and being upset with zergs, and being upset with crafting XP being changed, and being upset with Frontlines not being implemented as I feel it should be, and being upset with multiple other things. I've taken a couple weeks off from time to time, but I always come back, because there is nothing else like it. #Newbs4Life

    • Like 1
  9. 1 hour ago, van Veen said:

    Yes. It was tested and did not work. People votes turned out to form two fixed blocks. Nothing changed. Voting did not change the alliance for a very long time. It got a stalemate. Many people complained heavily about it. Then the devs decided to drop alliances altogether and make PVP "all against all", instead of fixing and tweaking it. 

    I think alliances could work again if it applied to port battles only and didn't prevent OW battles. Already we can choose to join any weaker side of OW battles. So there's technically an alliance there, IF we choose to join that battle. We just need the ability to help in Port Battles.

    The voting system got fekt by alt clans who screwed the votes. And most of these alt clans were just trader alts. If it were somehow tied to other activities like PvE and PvP kills or damage, then perhaps it might work. I would make the kills count too heavy, because ppl are already in a weak ship....but if the weight was on damage, it could help. I don't know. All I do know is that weaker nations need to join forces in PBs to help each other.

    • Like 1
  10. 1 hour ago, Beeekonda said:

    You must be one of those "Let me know if anythings happening in NA" guys 

    I'm more of one of those guys who keeps Combat News open and heads that way and usually head to PZs when they seem active. But I play at night EST times mostly. So, ya, it can be thin at times, but pvp is still there.

×
×
  • Create New...