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Showing results for tags 'damage'.
2. Reworked grapeshot damage. It affected other things related to crew damage: boarding and musket shooting on ships. We are going to continue to balance based on your feedback. Okay, here my personal feedback. Imo, grapshot damage is a bit to high atm, especially when ship had full amor. I m an old NA Veteran, so maybe thats why i think it needs some balance. My suggestion: actual Grapedamage can stay when amor is down to 50% half of actual crewdamage when ship has full amor and double of actual damage when ships has no amor left/ or when structure is
Prolog Currently our flags stay untouched and look new even after tremendous rigging damage. Suggestion Flags get a damage layer like sails do, but complete destruction of the flag isnt possible. Details: After/during a battle flags could be damaged and look like this for increased immersion: Pro: increased immersion Con: Dev time
Currently, experience is provided to players based on the hull hits they score on a killed target. This entirely leaves out players who score primarily sail or crew hits. This is a major flaw especially for sail hits because there are many situations and strategies when playing alongside friendly ships wherein a captain may legitimately maximize their effectiveness by focusing on rigging or crew damage, and as of now they receive zero credit for it. Even further, the task of dedicated rigging attackers is best suited to smaller vessels that are commonly captained by newer players. It is v