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Tom Farseer

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Everything posted by Tom Farseer

  1. Pretty sure it's neither and just an arbitrary number. I can't say for sure because the only bits of info I found on carrying capacity of Indiamen were tonnes burthen, which is a volumetric measurement, not a mass based one. But even for tons deadweight (the actuall carrying capacity in tonnes) 4000 seems a bit extreme to me 🤷‍♂️ Edit: Wikipedia lists the Götheborg's DWT at 166 tons deadweight. https://en.wikipedia.org/wiki/Götheborg_(ship) So assuming some were bigger probably still not to 4k...
  2. This is great news. The few times I heard of people actually trying to defend they couldn't manage at all. Sadly all our NPC PBs were at times where I had no chance to test it but, oh well looks like we got another shot at it. Also thank you for considering BR changes. I know a lot of players here get quite toxic when they see changes they don't deem positive, but this hopefully can breathe some fresh air into ship variety in RvR. (I know screening fleets will still be mostly 1st rates but so be it.) Just make sure not to overdo it and swing completely into the other direction. Moderation is key 🙃
  3. Attempted Russian Hostility on Puerto de Espana by SHOCK We joined with much lower numbers in the Hostility Order itself to delay their hostility past the timer window. After splitting their group we had @Gregory Rainsborough @Batman join in a perfect position to take a few of them out. Sadly I forgot to take a screen shot. While planning to tag them again outside the Russian fleet managed to get a decent position and tagged us, spawning me right in the middle of their fleet. Luckily the Dutch fleet had the wind advantage and saved my stern, so to speak, while I immediately tacked got to safety. The russian fleet fought hard, resulting in most of us running out of repairs by the end. @dark arisen spent about 6 minutes at 20% structure, his week side being guarded by Batsy while we franticly tried to keep the enemy from surrounding them. Nevertheless we prevailed and slowly but sureley decimated their fleet, albeit taking some losses in the process. Luckily Martian managed to switch his sinking Wasa for an Océan and I managed to push their last surviving ship into the wind and capture it with a few good stern rakes from the others. Thanks to SHOCK for the fight. You fought well and have clearly gotten better at it since release 😃 Until next time, GG o7
  4. In this specific case those would be useles as this quickly turned into a massive clusterhello kitty of boardings and close quarters brawling to the point where we had trouble finding anything on the map. I seriously had to look three times at one point to find Greg's ship in all of this when he asked for cover.
  5. PB for Walker's Cay: VP Commander: Gregory Rainsborough (part time Ghello Card), advised by yours truly. RU Commander: Anolytic (I assume) Summary: After having quite some trouble with overall cohesion in the PBs the day before, we kinda got our act together this time. Niquesse did a splendid job of demasting Zarskaya in the first few minutes, killing him before reinforcements arrived, keeping B in our control for the time being. After Lenin (God of Multiboxing ) got both his accounts into B Niquesse had to retreat to the tower and eventually left, being in no position to fight anymore. Saved us the points we would have lost if he sank. I tried to harass Slaughterer and Imperator Aleksandr in C but with our own Square Fort demasting me (nice positioning, Slaughterer) I chose not to engage and instead bide my time for the next wind shift. Main fleets met at A after an initial waiting period, VP had the wind by a hair's width and a slight numbers advantage. The brawl went less than ideal but much better than last time. Greg had to step out and Ghello Card kindly took over command for a few minutes until his return. After not seeing an opportunity to sucessfully conest C I went to join the main battle, the Russians from C coming in behind me. The additional two ships vs my one were not enough to tip the balance however and with a few minutes to go we sank all remaining enemy ships. Thanks for the nice fight to everyone involved. Farseer PS: Repair stack STRONK (you know who you are )
  6. Does anyone have a magnifiying glass to read thos screenshots? Oo
  7. The title says it all, basically. Hotkey options to immediately open cargo holds of fleet ships would be a nice little quality of life improvement and should not be too complicated to add.
  8. NAB-94261 Could not select a bopok for 4th (last open) slot on Wasa. Upon selection the book immediately disappeared again in the UI as well as leaving ship stats unchanged. Temporary fix for players: Hopping outof port and back in resolved the problem for me.
  9. Check the last two posts then. Granted, not much but it should suffice for some poached eggs 😁
  10. But... but... but... what about the salt? How do you expect me to season my food? 😦
  11. Judging from the battle timer in the screenshot you sailed about 6 minutes and 45 seconds before the enemy joined. Sailing 6.75 minutes in a straight line at an average 13 knots will get you as far as 1.46 nautical miles or 2.6 km. If I remember correctly, the tagging circle around a ship in the open world map denotes a tagging range of about 500 m inside the battle instance meaning 1 km in diameter. The join circles are a fair bit outside of that initial circle. So I'd say their joining right next to you is very much possible, especially when considering that you probably did not sail the full 13 knots in a straight line all the time. PS: The screenshot also shows the 3rd rate they joined next to, doing just above 8 knots on a broad reach with auto skipper enabled. Which reduces distance traveled in battle to 0.9 nm (=1.6 km). So if you want accuse people of hacking, please don't start by stating imaginary speeds...
  12. If you speak English, maybe contact CRED. Good sailors. @John Sheppard might have some info for you =)
  13. Erm... I think the math on that one does not quite check out... 10% being 7k damage means in total he would have to have had 70k HP all repairs included. Trincomalee's HP cap at just over 11.6k. And that is white Oak frame and planking, so definitely not a hunting build. Assuming you went the full 90 minutes and he repaired whenever possible that is 8 or 9 cycles. Since you cannot even reach close to 100% HP repaired per cycle, there is absolutely no way that evens out to 70k HP worth of damage received. In general the game still is and always has been much more dependent on skill than on gear. Just look at the actual numbers of the port boni: For example the difference between Hull 4 and no bonus at all on a White Oak Ocean is 1400 HP on each side. That is the equivalent of 8.3 hits with a 42pd long gun (168 dmg). Are you seriously telling me that is the deciding factor? Same goes for all the other boni, especially when comparing 45 point ports to 55 point ports. The only part where gear can really make a difference is indeed repair stacking. But that only works when the captain has the skill to time his repairs, chose what to repair and when to disengage to repair. And it also needs an opponent who let's his enemy disengage to repair. So even here skill and decision making plays a huge part.
  14. Ich wünsch euch viel Glück. Mal abgesehen von CRED ist in GB wenig an guten Spielern übrig. Und deren Führung hat es dezent satt Dinge zu organisieren und zum Dank geschmäht zu werden (Hitler-Bezeichnungen inklusive) Stellt euch also erst mal nicht darauf ein viel aktive Hilfe von außen zu bekommen. (von Zugang zu Crafting mal abgesehen.)
  15. I love how this forum over the last two years has turned from people boasting at each other how great they are, into the two arguably strongest factions, desperately trying to convince the other of how weak and badly organised they are
  16. woah..... something broke hard there.... Oo
  17. I suspect (and I stress the word suspect here) that the amount of incoming damage is very important in that regard. Continously shooting a burning ship with single shots or from small ships with light broadsides in my experience has little effect. On the other Hand a SoL's full broadside traveling through the hull will spread the fire rapidly and result in a fire shock quickly. The best example for this was me in a Bucentaure shooting broadside of double shot at less than 10m range into a Santissima that was put on fire 2 seconds earlier without me noticing. Every shot went in, over the full length of the ship. Instant explosion, me at 22 crew limping away, Greg's 3rd rate devoid of all life and several masts suddenly gone :D I once exploded on a Victory without really fireshocking beforehand by receiving a well aimed stern rake from a Santi. Going into crew shock only keeps your crew from getting into survival mode and makes those already assigned stop working. What makes you fireshock so quickly is probably the splinter damage from getting raked spreading the fire through your hull. Imagin someone blowing a ton of sawdust (or flour for that matter :P ) through a burning fire.
  18. Gonna have to contest you there Greg^^ I know it's annoying having three Hermiones a Requin and a Rättvissan sit on the docks, contineously hopping in and out just because there is a lone Aggy in the area. But the price this would make people pay is a little too much IMO. Especially around free ports. Will for the most part make things even more gankey...
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