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Everything posted by Teutonic
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There has only been 1 that i have seen and it was dutcu vs gb. It is player mentality to say "main port lost, leave the county." And i don't know if anyone should blame them.
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I disagree, And I disagree because it would yet again be a way for people to have ships out of the OW that they wouldn't want to "lose." It sucks getting your trade ships attacked and tagged, but that's part of the game. a T.lynx can move 500 repairs no problem, and pretty much be invulnerable to anyone tagging it.
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I think we'll have to make life a little more difficult...
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Pirates being smug about beating a dead puppy? Nothing new here.
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Was caught outside.
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A quick catch today near la mona patrol zone:
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passed the 50 player mark and still growing!
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Traders Lynx max speed perm mods?
Teutonic replied to Aegishjalmur's question in Feature proposals and Gameplay Help Q&A
if you want to reach "max speed" at full hold, then no, a pirate rig refit is not worth it. I'd just suggest adding the very best speed mods possible, copper plating, naval clock, etc. i don't know exactly what you need.- 10 replies
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I think his point is that a Solo player doesn't mean they can't buy stuff. What's wrong with a solo player buying from a player selling a ship made off the backs of multiple people?
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Traders Lynx max speed perm mods?
Teutonic replied to Aegishjalmur's question in Feature proposals and Gameplay Help Q&A
2 things. 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). 2. anything that increases your base speed, like copper plating, will increase your OW speed and battle speed. the max speed you can have is 15.5 knts. If you want to get the max-speed out of a T.lyunx, then craft it as a fir/fir ship if you haven't already, and then just place speed mods until you reach the 15.5knt max limit. If you will frequently have cargo on your ship, then your speed may go "down," putting extra speed mods won't increase the max speed, but it WILL increase your speed while you still have cargo in your ship.- 10 replies
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Extra Labor building
Teutonic replied to Teutonic's question in Feature proposals and Gameplay Help Q&A
thanks for the answers guys! helps clear it up. seems the "extra labor" resource is old code. -
Extra Labor building
Teutonic replied to Teutonic's question in Feature proposals and Gameplay Help Q&A
ok thanks PG, now further on this. am i required to have the academy in a port with extra labor? or can i do this anywhere? -
as since capn rocko is not allowed to post on the forums, is this even tribunal worthy? I fail to see what's wrong here.
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Someone asked how you get the Extra labor guys to craft Labor Contracts, and I told them there should be a building for it. When they responded that there isn't an option for it, I got stumped. Does anyone know how you acquire the extra labor now?
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DLC ships and port bonuses
Teutonic replied to Spaccavento's topic in Current Feature Improvement Suggestions
agreed. Someone please tell me why no one uses any 6h or 5th rate apart from the Herc and Requin in deep water port battles? It's certainly not because they don't have port bonuses 🤔. -
Victory Marks (useless?)
Teutonic replied to Never's topic in Current Feature Improvement Suggestions
don't some ship permits cost victory marks? I could swear some still do. It's never a bad thing to keep your marks safe and wait for an opportunity to use them at a later date, hell, you can even sell them and someone will buy them. I agree with you though, Personally I believe 1st and 2nd rate permits should only cost victory marks - combat medals should not be used in their cost at all. -
Return of the Trade Goods
Teutonic replied to VirtuallyIdiotic's topic in Current Feature Improvement Suggestions
I believe we also reportedly found that trade good value actually went down upon release. which is concerning. Trade goods should be the #1 best way to make Reals when it comes to PvE activities and the risk associated with using your own cash for profit. -
There are some basic guidelines that overall make it difficult. 1. High BR limits force you to need 25+ people. 4 nations, maybe 5, have the power to do that consistently. 2. Lineships are essentially a requirement, this means you need a lot of resources, doubloons and permits (for 1st and 2nds). If a group attacks and lose a significant portion of the fleet, that requires a lot to build up again. I'd probably say only a few nations have the ability to build their fleets up quickly. The rest needs a lot more time. 3. To even think of getting into a port battle as the attacker, you need to assume the defender will try and screen you out. So you need either more men than the enemy, or you need to beat them in every battle to hurt them economically. I feel only 2, maybe 3 nations can do this. 4. Numbers, those who have a greater number of sailors can "do" more as eveident by the Russian nation. A smaller group can ask for friends or allies, but it is tough when someone asks for help while also attacking the same people. So when you talk of an RvR slow down there are factors in play for the reason why. Needing to prepare for both offensive and defensive RvR requires planning and coordination nation wide. The quickest change to RvR to create more conflicts would be a reduction on the BR limits, but we'll see how that goes.
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+1
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Please add return home Delivery missions
Teutonic replied to Audacious's topic in Current Feature Improvement Suggestions
if you are going to ports that do not belong to your nation AND they are closed to everyone, then there will be no missions for you to take. If you want to make sure to have a "return" delivery mission, then sail to ports that are owned by your nation, go to freeports, or sail to ports that are open to all. -
Split Crew interface
Teutonic replied to Complete-Disaster's topic in Current Feature Improvement Suggestions
do the "[" and "]" not work anymore? used to be able to use those keys to manipulate the integers by 1 at a time. This was before being able to "write-in" the number you wanted for crafting/resource purposes. -