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Everything posted by RedNeckMilkMan
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Pretty skilled dude down there at Dariena getting lots of kills on swedes. 6 kills over the course of 27 minutes 3 of which happened within 6 minutes of each other. Unless these swedes are immediately surrendering this would be nigh impossible.
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Keeping Your Ship After a Lost
RedNeckMilkMan replied to a topic in Current Feature Improvement Suggestions
The game had more players back then because it was newer. Post wipe it had a resurgence of players in the same way it does now when a patch drops. -
Keeping Your Ship After a Lost
RedNeckMilkMan replied to a topic in Current Feature Improvement Suggestions
Ships aren't that difficult to get (aside from 1st rates which you need a clan to produce). And these days all you need is gold because people sell ships all over the map. Letting a player keep his or her ship after a loss not only robs the game of any meaning but it quite literally robs the winner of any benefit. It would lead to much more griefing and fireships. 80% of the fun in this game is the risk/reward system of ships. This is part of the reason I dislike the DLC. -
Superior Rage Boarding Techniques
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remove sniping
RedNeckMilkMan replied to hoarmurath's topic in Current Feature Improvement Suggestions
They work for full broadsides but for single shot you shoot top down. I get it because you would want to range with your lighter guns. -
How exactly hull repairs, rig, rum works?
RedNeckMilkMan replied to o Barão's question in Feature proposals and Gameplay Help Q&A
No 5% of sails is not significant at all. Especially with the new chain. -
How exactly hull repairs, rig, rum works?
RedNeckMilkMan replied to o Barão's question in Feature proposals and Gameplay Help Q&A
Base repairs % are 25% for both sail and hull Example: Buc: No repair mods only +5% hull repair from perks 9536 hp 19 repairs per use (30%) 9536*.30 = 2860.8/19 ~ 150 Each hull rep repairs 150 hp 9214 sail hp 23 repairs per use (25%) 9214*.25 = 2303.5/23 ~ 100 Each sail rep repairs 100 hp 840 crew 210 rum per use (25%) 840*.25 = 210 Each Rum use revives 25% of your crew -
How exactly hull repairs, rig, rum works?
RedNeckMilkMan replied to o Barão's question in Feature proposals and Gameplay Help Q&A
There are mods that affect how much your repair, how fast you repair and how many men you need to repair. 1 hull rep = 150 hp 1 sail rep = 100 hp 1 rum = 1 crew Without mods or ship knowledge you repair 25% of your hull, sails and crew each time you hit the respective repair button. So if your ship has 1000 hp you will repair 250 hp each time you rep. Meaning you will use 3 hull repairs (3*100) The more men you put into repair the faster you repair (the more men you put into gunnery the more cannons you can load at once) Hull repairs and Sail repairs both go on cool down when you use one. Rum and Emergency repair have their own cool downs. EDIT: Hull rep value -
"Trolling" Yikes epic troll
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RvR - Bringing back a better Flag
RedNeckMilkMan replied to Teutonic's topic in Current Feature Improvement Suggestions
Flags could have an expiration timer Maybe only clan officers can purchase flags? I think you should pull a flag and then fight a small AI battle near the desired port (like current hostility) to flip the port. Which ever captain has the flag must survive the battle. -
Just tested it. When you rebuild your outpost it deletes any ship you're not on. The warehouse doesn't delete unless you leave port because that's how you get goods bought from the port.
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Unless they added a sneaky update the only way to rearrange your outpost list is to abandon. If you abandon an outpost that has more than one ship in it you will lose those ships.
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Can't sink em if they're out of the water 🤔
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Modules list
RedNeckMilkMan replied to Hethwill's question in Feature proposals and Gameplay Help Q&A
That one is incomplete though. -
server reset times
RedNeckMilkMan replied to Iggybug's topic in Current Feature Improvement Suggestions
We have our timers staggered on our ports based on regions. The Navasse Region is 2-5 others are 3-6 and the two ports on the east coast are 5-8. This is done to avoid people from flipping multiple ports against us. So from 2-8 our ports can be attacked. We also have ports without timers and if they are flipped within our prime time we will show up. Like we did with Ays. And as stated above the 5-8 timer is not split by Maintenance.- 7 replies
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- server
- maintenance
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Can't tell if gay joke or just incomprehensible analogy.
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- trolling will be removed
- information only
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Sure there is. 2 balls connected by a chain means very poor ballistics. Extremely inaccurate and poor aerodynamics
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PvP rewards for boarding
RedNeckMilkMan replied to asuspiciousbear's topic in Current Feature Improvement Suggestions
Roll up to the capped ship and press X on it. Then hover over the ships name it will show you the build. Make sure you move your mouse over the name twice so it shows mods. -
PvP rewards for boarding
RedNeckMilkMan replied to asuspiciousbear's topic in Current Feature Improvement Suggestions
Correct you get XP for damage to crew/sails/armor. So if you shoot and sink a ship you will get more XP. If you rage board a ship you will get very little XP. -
Buildings not magic
RedNeckMilkMan replied to Gregory Rainsborough's topic in Current Feature Improvement Suggestions
By allowing one player to have more affect you make those alts more valuable. The key to mitigating alts is to put the power of port production in the clans hands. Or at least a fair percentage of it. Allow the port owners to set the price of goods and control how much is for sale. If you flood the market with these valuable resources like WO logs and such then they will lose their value. Why would a nation/clan go attack a white oak port when they can produce it from the relative safety of their own ports? -
Buildings not magic
RedNeckMilkMan replied to Gregory Rainsborough's topic in Current Feature Improvement Suggestions
So your issue with the current system is that alts can abuse it but, your solution does nothing towards solving that issue. Alts can still set up these buildings and produce white oak as well. Now every alt can produce some amount of white oak without competition. Scarcity of resources creates conflict in the game and conflict creates content. I would rather see the clans who own the ports have more control over the resources produced by said port. I agree that the contract system is flawed and leads to hyper inflation of goods. But I don't think the answer to the issue is to let everyone be able to produce it.