Jump to content
Game-Labs Forum

Percival Merewether

Members2
  • Posts

    474
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Percival Merewether

  1. It’s small issues like this that frustrates new players - it should definately be fixed in the future.

    it makes no sense that you have to try to calculate how much dock space you have or that you must count every single ship to find out how many you have.

    it’s frustrating and should be fixed eventually - I’m sure the devs can prioritise the order in which they fix issues thenselves, There is no need to dismiss a problem as this one just because you think something else is more important.

    • Like 3
  2. 1 hour ago, Flinch said:

    Are you? Cause you sound like a carbear who probably would be so risk adverse that you wouldnt sail a mercury for fear of the loss. 

    You sound like a little sad "hello kitty" who question things just for the sake of questioning them without bringing anything of value to the conversation.

    1 hour ago, NethrosDefectus said:

    Damn carebears!

    Thanks Neth - the polish campaign was a lot of fun, one of those battles was this one though.

    https://cdn.discordapp.com/attachments/351595983810985985/413463766039134210/Agamemnon.jpg

  3. 7 minutes ago, Sir Texas Sir said:

    Toss planking on in one slot and you get some of the go back.  Had a teak/white very fast i liked very much.  Even with planking it was fast compared to the others in battle.

    This screenshot is only taken in this configuration to show that "speed mod stacking" is still a thing, I am using it in a different configuration when I take it out for PvP, :)

  4. 1 minute ago, vazco said:

    It's not an issue if from time to time (every 50 ships and after spending 2-3 books) a player will be able to craft a ship which gives him even eg. 30% advantage over an equal enemy. He can still be sunk by 1.3 player of his skills, and rarity of his ship makes it not relevant in RvR.

    You should rather compare 3/5 ships with 0-1 elite upgrades (instead of 5/5 ships). Those are builds used in PvP and PB. In those builds stacking is really not a big issue (unless new meta appears, which I don't know of).

    I and many others use 4/5 and if lucky 5/5 ships in PvP daily. After the RNG patch I have not sailed a ship without at least 1 extra build-in mod or slot + Copper and Cartagena (Apart from a weird fetish I have atm with Mahogany/Crew Space Renomees from the AI shop). I roughly lose a ship every 2nd-3rd day but it doesn't seem like much of a problem for me to get replacements since I keep a good amount in reserve in KPR.

    There is no point whatsoever in not using a 5/5 ship for PvP, of course it will be lost someday - but don't keep them in the ports.

    I'm not saying that the devs haven't done a lot to address this problem already, nor am I saying that you're completely wrong - I just feel that there very often is a considerable difference between my ships and my opponents ships. It would be nice if other people had access to the same things.

    • Like 3
  5. 1 minute ago, vazco said:

    They don't work together. Navy Lodsman works only in OW, Elite works only in battles.

    If you use both they're roughly equal to 2 x 2,5% speed mods by adding 5% extra speed in battle and 5% extra in OW. Of course they're OP together the sail force mods should change sailing profile only, not max speed.

    5 minutes ago, vazco said:

    ild, however it would require you to risk a very expensive and unique ship (I guess there's no such a ship on the server yet). Noone would sail such a ship. It wouldn't also use stacking, just powerful mods.

    Even this build could be neutralized easily - it's enough if someone sails upwind from you, or if two players chain and board you. 

    I can make that build now apart from the Master Northern Carpenters. And yes, of course any ship can be beaten provided the captain is bad and/or there are enough opponents. When repair stacking was beneficial you could still kill the ships

    The point is that these mods provide the player with an advantage that is impossible to compete with assuming both captains are of equal skill.

  6. 3 minutes ago, vazco said:

    Navy Lodsman doesn't work in battle, it's useless (and here it adds approx. 0,8 knot).

    Very true, but Navy Loodsman combined with Elite Spanish is OP, and the rigging specialist makes up for the sail health loss and adds to the repair % making the speed trim safe to use.

    +you can use optimised rudder instead of light carriages. Art of Ship Handling is also enough to make up for the turn loss.

  7. 9 minutes ago, Percival Merewether said:

    I have a pretty good example of a ridiculous Aggy build here, it was actually this particular build that made me create this thread.

    Crazy.thumb.jpg.0745863a448eb3f7df28e9644ef660ab.jpg

     

     

    8 minutes ago, Slim Jimmerson said:

    CANCER. SUCH CANCER. I'M SAVING THIS PHOTO FOR ANYONE WHO TELLS ME MODS ARE FIXED.

    Should also be noted that Optimized Ballast and Light Carriages only account for about .25 knots, so could be 13.75 OW with repair mods and/or perhaps slightly slower with 7k HP.

    I made this build to prove a point - I think I did.. mods are still a problem, especially because of the built-in 'very fast' modifier and the extra two permanent upgrades.

  8. 1 hour ago, BPHick said:

    Um, not realistic for the time period,

    That's just downright wrong, though I think the oldest surving stone lighthouse is from the 1830s (?) I need to look that up. It was common to have lights around the large centers in the Carribbean, mostly wooden towers - just as it was very common in Europe and north america at the time. I will do my best to find some sources for you tomorrow.

  9. Just gonna bump this 3-year old thread up for  @IceBurg, he suggested the introduction of lighthouses but it was closed as a dublicate for obvious reasons. :)

    I really like the idea though, it should be reconsidered - It would help navigating a lot at night and i bad weather.

  10. 12 minutes ago, Lord Bomgordel said:

    And then people start crying about good players who already make more pvp marks than them also receiving a bonus on top of it...

    I'm thinking the same - we should definitely do it ;)

    In all seriousness, if something like this was implemented it should be a perk, and the PVEers and Traders/Crafters should get something equivalent.

  11. 7 hours ago, Flinch said:

    I've played 550 hours and don't have any of the rare knowledges like art of Ship handling. I can't achieve what other players can with their better knowledges no matter what. But I can always make more gold to buy mods to be competitive. 

    Knowledges are more of a problem then copper plating. 

    I have all the books, so I should of course be careful with what I say here.. However.. That sounds like more of a problem with the knowledge book drop rates than a permanent mod problem?

    Maybe we should address the issue of book drop rates seperately?

  12. 10 minutes ago, RedNeckMilkMan said:

    So you want to force everyone to have a jack of all trades ship? You should be able to create ships that fit your play style. Other wise remove woods remove mods and remove knowledge. No we have the vanilla boring game that you want.

    No?

    There's still the knowledge slots.. But this would help people rebuild if they have lost a lot of ships - makes the knowledge slots and ship builds more important than the permanent upgrades.

  13. I believe stacking mods is bad for this game… It encourages people to create ships that are incredible in one area and terrible in others. I suggest changing the permanent mods in such a way that you can only use ONE mod of each bonus type (e.g.: 1 speed, 1 boarding, 1 thickness).

    Make only two versions of each mod, an example could be 2 types of Copper Plating:

    • Copper Plating = 2% speed
    • Superior Copper Plating = 3% speed

    In my suggestion these two mods will be the ONLY speed mods in-game. The “bad” version of the mod should always be easy to obtain while keeping the superior versions rare.

    That way the expensive ship will still be slightly better than a cheap model, but nothing that a few cannonballs can't even out. With only three upgrade slots the player is forced to choose which areas he wants a MINOR advantage in, but without it influencing the entire battle too much.

    • Like 10
  14. 4 minutes ago, CaptainSparckles said:

    I'm the history de-mast wasn't so easy . In this case , the chances to de-mast shouldn't be increased .

    It's not increased assuming the HP for masts stays the same - you still need the same amount of hits, but hitting will be harder.

    2 minutes ago, CaptainSparckles said:

    How much I know , a broadside is devastating for any tips of ship under 4th rate .

    I'm not sure I understand? :)

  15. As much as I hate RNG I believe that every nation should have a more or less equal chance of getting every refit - regional refits could work if you had to take a trade mission to these regions to get om materials for the refit - but having to conquer the port is a completely different thing. Some nations will never have access to certain refits and it would heavily benefit the large nations.

  16. 6 minutes ago, BPHick said:

    What about a hybrid, gunners start off dumb but get smarter with each knowledge slot you unlock.

    I’d prefer to encourage skill.

    The more he plays the better he gets = skill unlocked without the need for knowledge slots.

    If you make something in-game hard enough for the player to learn, then there’s no need for artificial skill-trees exp-points and knowledge slots.

×
×
  • Create New...