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Posts posted by Aegishjalmur
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10 minutes ago, erelkivtuadrater said:
but it can be really demotivating if you face an other player with much better stats and bonuses on his ship aswell as 20% repair increase with mods, and you are clearly doing less mistakes, but just cant outlast him, but its even better if you can manage to beat him and then find out he had some heavy advantages
This is one of the reasons I quit big ships and the game in general. Upgrades and stats give too much advantage for how scarce they are. Basically if you aren't one of the unemployed guys without responsibilities and families or just anything better to do really who can and want to waste all this extra time to get the best ships / upgrades in the dozen, so they can afford losing them in PvP, then the game really sucks.
I had hoped it is different with the shallow ships and I have always enjoyed them too but I guess it's all just one boring grind now...
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51 minutes ago, Liq said:
If you dont have mast mods and are facing someone that does it's already gg - 5 ish mast hits with carronades and game over
Feelsbadman... so big ships is the only "fun" left in the game?
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1 minute ago, erelkivtuadrater said:
but dont avoid it, just be prepared to face carronade ships in the shallows and if you dont do the same you will figure out what i mean soon enough
Last time I played the thing was longs and even mediums had longer range and greater accuracy over carronades, so if you could sail and keep distance you could easily kite and beat them...I mean that's the point of longs and mediums, right?
But if its only carronade spam now and longs/mediums are useless, then it's not worth coming back to this I guess...
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10 minutes ago, erelkivtuadrater said:
They do so much damage vs the small healthpool of anything of light frigates and below, aswell as they make devestating deck cannons for boarding
What happened to chaining and demasting tho?
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4 minutes ago, erelkivtuadrater said:
any 32pd carronade shallow ship is meta
I was actually thinking about OW, not RvR...
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I was thinking about coming back to the game and see what it's like these days but wanted to ask here about the current state of the game in shallows ( not interested in the bigger and expensive ships anymore ) first. Is there any good PvP to be had in the shallows these days and if so what is the meta like? Is it still only Hercules spam or are other ships viable too now? How is the Surprise and Renommeé?
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On 8/14/2019 at 4:15 PM, admin said:
accessible even to those who only have 1.5 hours in the evening
This and paints will probably be up there with the best updates but we shall see once it is actually implemented. Great work so far! Still wish you had charged more for paints and other cosmetics instead of more DLC ships... there are still a lot of ships without bowfigures that you could sell bowfigures for or what about customized crew voices / uniforms? A expansion DLC that allows you to create outposts in europe or even east asia with the ability for more RvR there?
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2 hours ago, Sir Texas Sir said:
locked behind 50K doubloons
I wouldn't mind some of the best flags being ingame-unlock only to make them somewhat special but they should cost CM, not doubloons and most of them are pretty meh anyways...
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On 6/27/2019 at 5:08 PM, Aegishjalmur said:
@admin This would make a great and historically accurate flag.
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1 hour ago, admin said:
NPC Aggression (both in the world and in RVR)
Please restrict NPC aggression to capitals! Bring the zone back but instead of "call reinforcement" all NPCs in the zone attack enemy players and maybe even join battles on the capital nation side. Nowhere else one the map aggressive NPC on the war/pvp server, please...
Everything else is great. Especially this one sounds promising:
1 hour ago, admin said:Low cost limited content edition (a-la wow lvl 20 trial)
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So basically DLC ships are where they should be - not straight pay2win but a nice backup / reserve option and people complain about it? People used to complain about DLC ships being pay2win on these forums constantly. First everyone moaned about them hurting the game and being pay2win and now this - it's simply pathetic...
No port bonuses for DLC ships, please.
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1 hour ago, Teutonic said:
1. pirate rig refit only affects your speed inside a battle instance, it will not increase your speed in the open world and it won't show a difference on your ship's card. It is even better to say that pirate rig refit affects your sailing profile in battle (which normally does give you more speed at certain angles to the wind).
I know but is it still worth it over another 2% speed mod or so?
1 hour ago, Teutonic said:putting extra speed mods won't increase the max speed, but it WILL increase your speed while you still have cargo in your ship.
Yeah, my question is how many do I need to reach it with full hold? What are they called? Like improved sextant etc. ...
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5 minutes ago, Meraun said:
15.5 knots is max top speed for every ship ingame
I know but what I asked was what mods do I need to reach it ( when fully loaded ) ? Basically you can surpass the speed limit to reach 15.5 at weaker points of sail or with full hold, at least this is how it used to be...
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I have somewhat lost overview with all the new mods in game now... can anyone tell me what permanent mods to put on Traders Lynx to get maximum speed out of it? Is elite pirate refit still worth it instead of another regular speed mod?
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On 7/9/2019 at 12:02 PM, huliotkd said:
yes i tested it. before release there was already new model and in st john's PB (swedish time), russians joined too close to forts getting demasted and damaged. but they used 3 mortars brig so 2 of them was much less damaged and 1 of them positioned the ship in a blind spot of firing arc of forts. they lost battle anyway but they tried something new
now, with new model, you have to use a good strategy to avoid gunfire...you can bring a useless ship as a fake target for the forts, or bring more than 2 mortars so 1 will survive or find a blind point of forts or destroy fort with close range fire of all the line of 1st rates...there are a lot of new strategy vs forts now, no more boring un.-sinkable mortar brigs that fire from 2095496369'3965035'4583688 km away from fort. admins gave a good use to the 60k stone invested.
Ok, cool. But is there a replay of such a "good strategy" battle where the attackers take down the fortifications and win? Would be neat to showcase how the new model works? All I read is "It's fine", "It simply takes a more strategic approach now" and "people can't aim or aren't properly perked / geared" etc. but where is the replay of just a single PB that would demonstrate how it works now? No doubt you can destroy the forts but at what cost? Maybe with 5 Mortar Brigs firing from behind and island ? That's 5 ships and a bunch of BR less for the attackers, only to deal with fortifications and since accuracy and reload was nerfed on MB, they are much less useful against ships aswell as already mentioned several times...
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1 hour ago, Aegishjalmur said:
Do you know how many hits it would take to destroy a fort?
3 minutes ago, Rabman said:as far as I know, no one has tested it against the new model.
@Vernon Merrill @huliotkd @rediii So have any of you actually tested it in the new model or are you just claiming it is fine without having tested it?
5 minutes ago, Rabman said:The old model was like 5 minutes of sustained fire to bring it down, which was nothing really with the full mortar perk.
I agree it used to be way too easy to take down forts and it would make no sense with the new system but they really overdid it, like they always do, it seems...
I really want to know how long it takes with say 5 Mortar Brigs fully modded for reload.
9 minutes ago, Rabman said:You should find a hostile ship near a port that has a fort and test it with a friend, who can draw fort agro while you gun it down.
Probably hard to find ports with forts and little enough enemy activity to let a MB have a go at their fort but I might try that.
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9 minutes ago, Rabman said:
exact part of the square wall
Well, I did hit the top of the wall and it did damage, just so little it was barely noticeable. Do you know how many hits it would take to destroy a fort? How many Mortar Brigs would be needed to do it efficiently in a actual PB?
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3 hours ago, rediii said:
they were bad and didnt hit at all thinking if therr is a "hit" in the top it means he deals damage even tho we told him 20 times he is hitting land and has to adjust
I saw my balls hitting the actual model of the fort, the actual walls... it did hello kitty all. Why can admin not simply give us some hard numbers, if it is fine? Also I am still waiting for a full replay of a winning PB fleet taking down the fortifications. How come nobody has one, when every battle is always recorded by someone? inb4 Forts getting ninja nerfed next hotfix without any communication from devs...
3 hours ago, huliotkd said:now a fort is a strategical defence that needs a strategical attack manouver to destroy it or avoiding its gun fire.
Can you link a replay of such a strategical attack, please? So I can learn...
@rediii Do you have a replay recorded of this? And how do you get hit markers by hitting land???
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13 hours ago, Vernon Merrill said:
one of three Mortar Brigs at the Bluefields PB that killed the two forts despite being chased around by Xebecs
Do you have the replay of this recorded? Destroying two forts while being chased by Xebecs sounds like a BS story to be honest... or the enemy fleet was simply highly incompetent. Also why do the devs not answer the thread and only their shill, if the MB vs Fort balance is fine? I see admin post on many less important and interesting subjects...
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Do you have any post-release replay of anyone actually taking down a Fort in a PB? Feels like you need 10 MB firing for 30min at the fort, all while taking fire from the fort and being open to attacks from enemy ships, since there is not really much space for ships guarding MBs in a PB fleet when you need so many MBs already...
They would be in a good place, if you gave Mortar Brigs 6 mortars or so, I guess.
I just want to see a complete replay of a PB where the attacker takes down the fortifications and wins the battle aswell.
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So is it intentional that the Mortar Brig has to be in firing range of a fort now to be able to hit it, while dealing almost no damage to it with mortar hits? Are forts supposed to be indestructible in battle now and if so why has the mortar brig's reload and accuracy been nerfed instead of simply removing it from the game entirely? Am I missing something?
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1 minute ago, Liberalism said:
Sink lineships with mortars & destroy towers/forts in OW battles.
Does it even hit consistently without mortar handbook anymore?
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Can anyone share their experience with the Mortar Brig post release / nerf? How effective is it against ships and fortifications compared to previous stats / performance? How did the damage model rework affect it? I remember the MB was already not very popular generally in PB lineups, just if you needed it someone had to sail it...
Is there any more efficient / faster / enjoyable way to unlock its slots than fighting tiny bots with its broadside?
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Greater coat of arms of Denmark and Norway used during 1699–1819.
Danmark-Norge should get this one as 100.000 doubloon reward in admiralty.
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State of shallow PvP?
in Feature proposals and Gameplay Help Q&A
Posted
Yeah, this is what I wanted to do but as the others said... upgrades are too strong, so I get hello kittyed by players with the good upgrades way too easy. I mean what use has a cheap and inexpensive ship, if I only get farmed by veterans with good ships/upgrades?