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Found 7 results

  1. I have seen this around the forums in a couple places and really liked the idea and thought it should be floated here. Give the marines a use outside of boarding, have them be able to shoot from the deck of your ship at enemy ships and crew if you get within 50 meters or so. Maybe a new crew priority option to man extra muskets or swivel guns to give a bigger bonus. I think this would give a new depth to marines and boarding crew that would make for interesting dynamics.
  2. Currently: on testbed, marines upgrade is a hard % of your crew: 50% for the 6-7th rates 30% for the 4-5th rates Not Sure about 3rd-1st rates I don't like being forced to run a large % of my crew as marines, or be forced to run no marines at all. So here is my Proposal: Marines upgrade gives you an option to carry however many marines you want, up to a certain maximum % (same % per class system as what is used on Testbed now) of your crew. This is accomplished with a sliding bar tool, just like our crew levels work currently. Here are two examples: On Trinc
  3. Would it be possible for players who use the Marines Perk to have the ability to shoot muskets from rigging amongst other places? The process could happen automatically upon reaching an established range to the enemy ship with the amount of marines onboard dictating the number of casualties (per minute)** ; or just by a random function increasing causalities sustained with distance. This should put the marines to good use when not boarding. Let me know what you guys think!
  4. At this point Marines are confined solely to boarding actions and with the latest patch they have been restrained a little with their abilities to insta-prep. One of the historical uses of Marines was as sharpshooters on the decks and masts of their ships and they would do this whenever the ships entered close combat (see: Nelson being killed by a sharpshooter etc). PROPOSAL Equipping the Marines upgrades enables a passive "crew killing" ability when under 100m range.The mechanics of which would be a "X% chance of a crew kill" dice roll wherein the quality of Marines increases the f
  5. Cost me 2 duras and 450k for the Tiburon flag, made a few mistakes in the 2nd battle and got capped, but it was loads of fun. I make Ingermanlands myself, and I used the money I got from sinking Swedes a few hours earlier.
  6. Всем привет! Перед тем, как создавать эту тему я воспользовался поиском и не нашел обсуждений на эту тему. Что хотелось бы обсудить: чрезмерную имбалансную нагибучесть морской пехоты. Суть проблемы в том, что сейчас очень много "героев", сводящих пвп противостояние к нападению толпой, слому мачт и захвату корабля посредством золотых мариносов. Своего рода однокнопочность последней секунды (и кстати бесит, когда еще секунда более чем есть, а кнопка не прожимается после пары кликов, не задефить даже, починили бы уже). При этом частенько получаются ситуации, когда такие герои выходят победителям
  7. With the new crew focus system, the marines act as an additional "subsystem". The marines are effectively locked into being set as "marines", and don't help with any of the tasks on the ship. For one thing, I don't believe this is historically accurate. Marines would have helped with manning the guns and handling lines. But let's ignore that for now. The purpose of the marines is to help with boarding combat. Shouldn't they at least help with the "boarding" subsystem? If I switch on "boarding", a bunch of my non-marine, able seamen leave what they're doing (guns, sail handling, et
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