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Found 7 results

  1. Unlike in UG:CW the, somewhat hidden, range stat for firearms does not do a thing ingame for land units. Rifled weapons such as the Baker have the same range as smoothbores. But also within the smoothbores there should be differences, a fusil, with its lower windage, should have more range than a musket etc. In result, weapons such as the Baker, with a long range that does not work, high accuracy and long reload (as well as worse melee than other firearms) do not have a spot in the game, they are always a worse choice than high ROF and good melee weapons... The skirmishers are affected mo
  2. The larger transport ship, the class that can be armed and has 4 land unit slots, has far too low capacity, even less than the medium transport with 3 land unit slots and no armament option. The unmodified (by hammocks etc.) capacity is 1000 tons, this should be at least 1600, more likely 2000. It also has only one upgrade slot, unlike the aforementioned medium transport, which has three. Her it also needs at least two upgrade slots, more likely 4.
  3. EDIT: Some of my points have been debunked. What still stands is that a single permanent upgrade (Elite Pirate Rig Refit) can on some ships have about the same effect as a combination of Navy Hull Refit, Bovenwinds Refit and Trim - Speed. The same probably goes for the Spanish variant (have no hard data on that though). My hope is that when upgrade stacking will be adressed (which in this specific case would make the Elite Rig Refit excessively powerfull), this balancing issue will be adressed as well. After getting lucky and crafting a Teak/White Oak, Very Fast, 5/5 Prince I
  4. The fact that this ship is free and posesses some unique characteristics makes it a perfect troll ship. It's very fast up wind and down wind, can have approx. 400 crew as a 6th rate and has fairly good guns. It's sails can be easily hidden from chains. As a result it starts to appear in every battle as a chasing ship which is hard to get rid of. It's also a ship used to hunt players in protected zones, because whatever - you'll loose a ship and get another one. Zones loose their meaning. It's like in poker - playing without money destroys the game. Here however it's an even stronger
  5. May it be that the endy speed was nerfed within this week or last? If so, why?
  6. The last couple of patches introduced serveral production increases for a couple of materials. Balancing a dynamic economy is always a lot of work, especially if the players shall have impact in definining the prices. Instead of having to adjust the amount of production of several goods in the world manually every time people cry about a resource shortage, I would suggest, to implement a self regulating system to do so. If there is a shortage of a certain resource (either global or local), the economy would adjust on a smaller timescale by changing the prices (this is already implement
  7. Hallo werte Seeleute, Ich spiele jetzt seit gut zwei tagen Naval Action und war bisjetzt begeistert, doch seitdem ich auf einen höhere Schiffsklasse gewechselt bin, schwindet bei mir der Spielspaß. Daher möchte ich euch gerne ein paar Fragen stellen und hoffe das ihr mir weiterhelfen könnt. 1. Balancing Derzeit fahre ich eine Mercury und finde sie eigentlich ziemlich gut, da sie sowohl schnell und wendig ist, aber auch die Feuerkraft nicht zu kurz kommt. Wenn ich nun aber gegen die KI antrete, sei es eine Snow oder einen Cutter, bin ich immer ziemlich unterlegen. Bei der Snow kann ich
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