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Found 6 results

  1. http://www.nelsonandhisworld.co.uk/forum/viewtopic.php?f=1&t=1679 Make cannonballs bounce, it supposedly even extended the range. Likely considered to be measure of gunnery excellence.
  2. You recommend yourself as ultra realistic cannon balls game. Doubling on enemy is suppose to be a tactic presumably since balls may entirely pierce through both and any sides of armor of ship, to which end making making damage cross over through all three layers or just one or the other would be ideal so that firing from both sides on a ship isn't a major waste of 2nd ship on your side.
  3. Greetings, Closer to case - we have fast and heartless AI wich need 0 seconds to aim and 0 seconds to count the angle/speed/distance/waves/penetration. Moreover ai is incredibly overpowered on 200+ m distance. Even though AI is bad at a close range - it is good at shooting on a big one. Thread is not about sailing or tactics, cuz tactics against AI is always the same atm. Get as close as you can, dodge and shoot. We should make ai less accurate. Cuz 23 hits out of 23 on 200 m. are too many. Very good aim. Add some time to aim(bot aim is 0 secs atm) at least 2 secs or more
  4. I love that the ships heel with the wind and I like that we have to amend our speed so that we cannot travel at full speed and fire upwind without range problems. However when sailing the Bellona you have to stop completely to be able to fire at a targets hull when it is upwind of you. Even depowering the sails does not work. This is not imho a real reflection.of the speeds a ship could sail whilst being able to fight. Under battle sails the ship had steerage way and could fight both sides of its ship. Currently this is not possible. Even Dead Slow is not sufficient to be able to hit an up
  5. Can we pls pls pls pls have a shortcut to switch between broadside firing positions, Bow and Stern chaser positions. Arrow keys, number pad keys, player set. Any would satisfy the need to quickly turn your head to look over and take control of your gunners. time after time moving from a broadside view to stern or bowchasers fails to achieve the desired result and either falls back to the view you were on or goes too far and slips to opposite broadside, that elusive ship crossing your stern or bow avoids those cannons being fired as you only have a couple of seconds to react.
  6. Hello Devs, We all know why broadsides were fired, it was to put as many shots as possible into a target 'area' where our enemy had the miss-fortune to be. Now, at point blank range, we wouldn't expect many shots to miss if any, as the shot would be flying horizontally to the sea and the enemy would be in the way, but as range increases the broadside would be fired in a higher and higher arc and produce an ever growing area of effect where its shot fell. Caused by many things, poor aim throughout crew and officers, inconsistency in weight of charge, irregularity of cannon ball shape, r
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