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Tom Farseer

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Everything posted by Tom Farseer

  1. Why do you want to buff all rare ships? They are the best ships of their class already. Some ships might need little tuning, but not all e.g. Bellona or Christian. Very true. (though I'd say christian is not the strogest 2nd rate. Too squishy compared to Buc)
  2. Here's my two cents: According to threedecks and the book linked there ( British Warships in the Age of Sail 1793-1817: Design, Construction, Careers and Fates) the Prince carried 18 guns but was pierced for 22. So it does not carry too many guns in the game, just more than it had in that specific engagement. It carried 6 long nine pounders and not 20. As long as we don't know that it could have carried a full battery of 9pd longs and still be seaworthy I'd be cautious in making such assumptions. Two mods and/or books don't save you if you f*ck up badly enough. But I share your sentiment about repairs in batte in general. A lower limit should be placed. Repairing a ship from half dead to pristine condition is a bit much, even though you usually need a perk (expert carpenter) an upgrade (e.g. northern carpenters) and a book or two (I often run carpenter combat reports plus repairing).
  3. erm.. yes it is? even a 4th rate (that is only a 4th because of her carro stack) can be called a frigate. See american frigates (Conny & Co). Also those 13 knot death stars can still catch and melt any 4th rate if not 5th rates. Still a bit of a problem. I don't know why someone would build/sail a Live/White Ingermanland or Wapen to begin with. But I still don't think that 1st rates should be able to catch those.
  4. say again? Edit: I know that is the most slanted example that could be found short of speed stacking the Vic and making the Indef as slow as possible with mods. But still the fact that this is possible tells me something is quite wrong with ship speeds overall
  5. Kill or disable the speed modded ships  I usually tend to agree with your statements Rediii. But you know that this is sometimes easier said than done. Even with repairs Two or three good captains in light ships can slow you down enough so that anything can catch up to you. One could argue that those people deserve their kill or loot or whatever but in my book a ganks a gank and the problem pointed out by Jodgi is not so easily solved.
  6. Soooooo.... @admin any chance to get at least some feedback? Maybe somethig along the line of "Will/won't get tested because of __________" Any answer? at all?
  7. MMO - Massively Multiplay Online. Hardocre of not has nothing to do with that... EDIT: Sorry for off-topic. But someone was wrong on the internet 😁
  8. How much effort on your end would it be to include a timestamp whenever one plots an F11 position? Just curious.... EDIT: Just saw the timestamps. Thanks very much! 👍👍👍👍👍
  9. sigh... not a "pro" in my eyes but I guess I'll take a look at how to get ReLive to work.... Will get back to you in 2-3 days. Too much RL work to do it today. I am actually really curious on how I will manage. haven't tried on the new dmg model... @rediii you wann give it a shot as well? and no cheesy rageboarding
  10. maybe learn the difference between the words "tutorial" and "exam" mate....
  11. With current mast stats I'm pretty sure most 5ths will lose at least a top or topgallant while disengaging or get sternraked to oblivion Maybe decent 5th captains can survive a fight with a SoL and get out. Top of the line PvPers might take on a signle 3rd rate with two 5ths and win. But other than that best a 5th can do is survive while getting the hell out. Sinking a 3rd with a 5th though? Only if it's captain is completely inept/AFK...
  12. dps of smaller guns is no longer superior! that was the whole idea of the last pach mate...
  13. dude.. I literally just showed you numbers that clearly demonstrate your statement to be wrong! Whether it takes three or three and a half broadsides to sink a frigate with a SOL makes no practical difference. After three good hits the structure will be so low that the frigate cannot get away. It only affects battles of evenly matched ships as they both can last longer.
  14. Shorter than 60-90 minutes gladly. But 3 minutes is a bit too short for my taste
  15. After some nice constructive discussion (thanks everyone for that!), I think the edited original post has a lot of merit... @admin what do you think? Any chance to get another week or two on testbed with the changes mentioned in the original post?
  16. No it won't. Not in any way. Example: Teak/White Oak L'Hermione, medium sized frigate, currently has 6763 Armor HP and 6057 Structure HP. A 3rd Rate carrying 28x 32pd long guns, 28x 18pd long guns and 18x 32pd carros does at current level 4658 dmg on a perfect broadside. So two broadsides and L'Hermiones hull is gone. Three will kill it. With 20% damage reduction one broadside will do 3726 dmg. 3 x 3726 = 11179. That is still almost the complete HP of L'Hermione (12820 total). -20% damage on all guns will change almost nothing in SOL vs Frigate encounters! It is aimed at making battles between ships of the same rate last longer only!
  17. I can get behind that. With turnrates adjusted Connie/US should be well at home in the 4th rate IMO... Inger and Wapen should still turn faster than US superfrigs (less hp, glass-cannon-y build). but overall trunrates of large ships can probably be nerfed without breaking the game...
  18. Why? Why should 4th turn worse than 3rds from a balancing aspect? Shouldn't heavier, better armed and more durable ships turn worse from a balancing perspective?
  19. so 4ths (that have generally shorter hulls, connie being the exception) should turn worse than 3rd rate Sols?
  20. I took that into account. Otherwise a carro damage nerf would have been part of my suggestion. Of Meds and longs, only penetration was slightly adjusted. Maybe carro dmg can be increased again with increased dispersion. we would need to test that.
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