Jump to content
Game-Labs Forum

rediii

Members
  • Content Count

    7,879
  • Joined

  • Last visited

  • Days Won

    54

Everything posted by rediii

  1. frontline is finally how it should have been at the beginning to be honest. Fireships I agree. Looking foward how it will be changed.
  2. Friendly fire will ignire them though But sounds good for a start. Let's see how things change with this
  3. one of the fireship meta battles
  4. Would not be a problem if battleratings of portbattles would be changed. Or the BR of ships significantly improved.
  5. Noone will know if we like it or not if you dont either leak information to the public or show it on servers. Demasting was not that bad realisticly aswell because they could still shoot and did not have "weak HP sides" we have ingame atm. Also, when changing this stuff also think about new players fighting AI and not only about vets.
  6. In my oppinion: Short-Term Hotfix: - Deactivate the ability to turn off survival for ships that have no fireship-fitting as a perm upgrade - Remove fireship 1-3 from the game Long Term mechanic should focus more on fire and not on the explosion itself see @Anolytics post
  7. Fireships back in the days also didn't sail together in line with the fleet, exchanged full broadsides with the enemy and then explode with 1000 ppl on board. Fireships are now obvious aswell because they generate 1-3 fires every broadside they receive. They are also faster than fighting ships. You cant realy focus fireships as you might think because they will get close enough most of the time to do damage and compared to the BR they need they will do a lot of damage. Maybe this will even lead to more mixed fleets in PBs
  8. It makes sense that all crew dies on exploding ships. It does not make sense that all ships in a 400m radius die from fireships. Some crew on sailwork is alright but I doubt people braced on the deck or below deck would die from a 17ton tnt explosion >100m away that mostly goes up since the powder is stored below the waterline. The current gameplay of thick thickness and multirepair does not allow splitting up and it does not allow long range battles in RvR (big battles with a lot of people) because you can not kill anyone on range playing 1st rates. They just turn away and repair to 100% again and nothing happens. Like I said already in the old days of 1 repair and no chain-dmg-falloff this would have been okay-ish. But with the current implementation it is just not a fun mechanic. Suggested changes: - Deactivate the ability to turn off survival for ships that have no fireship-fitting as a perm upgrade - Remove fireship 1-3 from the game After that fireships are still strong but (probably) not as OP as they are now. Soon we will reach a point where both sides have 25 AI capped fireships and it is just a matter of who survives with more ships in the end of a PB
  9. You have no idea about RvR in the first place And 100m spacing still kills 3-4 ships. trading 1 for 3-4 still works good
  10. Even if this would be the reality. In reality there would be not 1000 ppl sitting on this ship that will explode. Also this is a game that should be fun, there are also other mechanics not in the game that are there in real life for reasons
  11. That Christian in front got destroyed by the fireship in the back in this moment. This is 400-500m All Sails intact but 900 ppl died. It is just not fun to have big battles like this. The video: (And sekiro is right in the end)
  12. Well it is super effective at 100m It is also enemy 1sts that are exploding not the friendly ones. Or can I throw buckets of water on enemy ships?
  13. I made bad experiences with spending my time with proper feedback.
  14. I think they would not. In the video above I could have repaired again.
  15. Looking foward to see 900 BR battles with 450 BR locked away to mortar brigs. Oh wait there is no RvR in shallows anymore because of it, I forgot we tested already quite some time.
  16. rediii

    Fireship rework

    Don't think it's a problem in NA that its a obvious fireship. In reality they also didn't explode but just spread fire right? Cannons do less dmg, not needed they have no crew anyway to reload
  17. I didnt want to put this in any of the feedback threads because it's a mix of some topics and all if the mentioned changes would have to happen so I make a new one about it. We all like some nice explosions but there are a few problems at the moment. PArt of that is that there are ships exploding nearly every battle now which seems a bit off. In my oppinion explosions should be something weird to happen or it should be intended fireships. So here are my suggestions to make fireships still viable but reduce normal shipexplosions: 1. Deactivate the ability to deactivate survival. Why: It does not make sense that ships of the line with 100's of crew decide to stop fighting for survival and instead just watch the fire grow. Explosions and fireships were a thing in history but I doubt ppl decided to let a ship of the line explode instead of survive as a crew. Also Fire at the moment is a "I can't be boarded" Perk. Because you can deactivate survival while in boarding and take your enemy with you because he can NOT brace. The only reasons to deactivate survival is to let your ship sink or your ship explode and I think this should NOT be a thing. 2. Increase the basic ability to fight fires more. But make it need a lot of crew 3. Decrease damage of explosions (Intended change anyway) To prepatch values. 4. Delete 1-3rd Fireship perm upgrade from the game No nation in RL would build such a huge fireship. Instead fireships should be smaller ships which also gives the ability to actually defend against one with demasting for example. 5. Change 4-5th and 6-7 fireship mods These rates should be the actual fireships. 4th rates are already kinda big for this but I think this is ok. Change the perm upgrades so they end up with the damage of a explosion that is like it is now. So with the change of point 3 this should be: 200% explosion strength (making it as strong as normal ships exploding now) -20% Speed (I doubt fireships are built and sailed perfectly) -80% Crew (This would mean a Agamemnon[500 Crew] would have a bit more than 100 Crew) This perm upgrade activates the ability to deactivate survival. Deactivating survival causes fires to lit on your ship and your crew will abandon the ship. (fire -> instant surrender without putting sails down) The fires should cause a explosion after 20-30 seconds 6. Not necessary change: All ships in explosion radious should receive a crew shock.
  18. So I shot ~10 min at the fort and did 20% damage. Dont have reload mods on this so I should have done 25% dmg I guess. Maybe 30%. I positioned the MB on absolute maxrange. Shooting the fort outside of fortrange is not possible.
  19. Adding on that and what people don't realy say is that there is no valid counter on fireships. Not-idiotic played fireships with a strong explosion are 90% worth it because they allways take atleast 1 enemy ship with them. Chain? YOu have to get close to chain and then it's all over anyway. Enemy will pop rig rep and then he has 6 min "immunity" which is enough to explode close to someone. Not shoot to set him on fire? Well it's a fully armed ship of the line. It will just shoot YOU down then. Sail away? Fireships are built fir fir. They are faster than normal lineships built to fight. We had this all before brace already but even back then it was less bad because you could actually do something with chain on appropriate range and chain was not limited
  20. Also there is a bug in gametools -> ship blueprints. I can't select the new superwoods there. When selecting one I get:
×
×
  • Create New...