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Found 5 results

  1. Hey Everyone, I know its been brought up before but wanted to add my voice to the discussion on enemy fire control accuracy. Really enjoying this so far just more often then not feeling fed up with my own accuracy. Several times had turrets destroyed and ship flooding within the opening 10 seconds of the battle starting, and mostly running through levels feeling as if I'm wasting my time. I'm struggling to land shells even in the vicinity after 30 mins in battle while as I mentioned very often the first and second shots from the enemy fleet is straddling. I've tried to max out my accurac
  2. I am thinking about this idea for a very long time and since I see that the complaints about demasting are on the rise again and that many mostly blame the accuracy of our cannons for this, I decided to present this Idea in a hopefully fashionable manner. Keep in mind these are just some ideas I have and want to share. I don’t insist that these should be implemented nor would I be frustrated if they won’t (I will just write a bad steam review ). I too think that our cannons are far too accurate and thus enable players to snipe for specific parts of an hostile ship. Especially at longer ra
  3. How it works The chance to be hit is multiplied by approximately 164.2% - 4.15% * speed in knots, but not greater than 100% and not less than 10%. (For the modifier displayed in-game, subtract 100%.) I derived this by watching AI enemies until their Target Fast Speed modifier stopped increasing, then recorded their modifier and top speed. It's possible that the AI runs their ships at cruise speed rather than top speed, but even if so this doesn't change the broad conclusions. I did not record any very slow ships (< 16 knots) but What is going wrong Many people have complaine
  4. We all know that the accuracy system is in desperate need of an overhaul. Here's my idea of a system to replace it, which should be feasible from a programming point of view and accurate to history. I think the best way to describe my proposed system is by example: Ship X fires at Ship Y. Upon firing, the game calculates the flight time of X's shells and predicts where Y will be that many seconds in the future based on Y's current speed and heading. At that point (a literal point on the XY grid representing the predicted center of Y) the game will generate two dispersion circles. The
  5. I'm a 20-year-old who has been fascinated with maritime history for over a decade. I love this game! Nevertheless, here are some suggestions to make the game more realistic. Suggestions for Endymion: Redesign her rigging and sails: Lead the tack of the innermost jib(Foretopmast staysail) to the Bowsprit cap (not to where the spritsail yard is). Lead the tack of the middle jib(jib) to the end of the jibboom( not to the cap of the bowsprit), and the head of the sail to the foretopmast crosstrees (not the topgallant) and make this the largest of the jibs. Add flying-j
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