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Showing results for tags 'damage'.
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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
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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
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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
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I've been working on and mathing over a subject that's been bothering me for quite a while - Cannon Penetration. Specifically, Carronades and how their penetration drops off to 0 at extreme ranges, so it got me thinking. Could one really stop a 42-pound iron ball that's been flying through the air for 1000m by...holding up a piece of paper? Noooo, that's silly. Therefore, I'd like to introduce a concept I like to call Minimum Penetration. Min Pen should be identical for shots of identical size, no matter what sort of gun they're fired from. Min Pen is based on the terminal velocity of an iron
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I wanted to start a thread for those of us trying to understand the new game mechanics. To get the ball rolling, I am wondering how we take cover behind stone walls or other embattlements. I have seen the AI do it, and my men have sometimes started in that position, but I have no idea how to order them to do so. Does anyone have any suggestions or other new mechanics they are struggling with.
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I thought I'd throw this out there.... just to see if I am alone in this, way off the mark or actually onto something. I am talking about the visibility of the damage inflicted on the enemy, and other glues as to their seaworthiness and ability to fight. After watching numerous videos its quite apparent that the visual information on the enemy has a huge impact on the engagement and the tactics employed. I'll say it, I feel uncomfortable with the idea of having such accurate info on my enemy. Surely this brings into play an unrealistic mechanism that removes any element of risk or skill on
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I have been sailing the Bucentaure for a few days now and I'm having a pretty serious issue with it. My crew loss per mission is unbelievably high compared to my clan mates in ships of the same size. 200 + crew lost in each battle and not just from stern shots. Each broadside I take I see my crew drop by 5-10. What this makes for is an almost unplayable match and today i lost my Buce for the last time due to one point blank broadside from a Bellona which wiped out 330 crew. I know you history buffs will say "That's what happened at Trafalgar" and it is... The ship was rendered useless in one b
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This might be the most modified game mechanic until now and I would like to share some more ideas here. I have seen in different threads similar ideas, and here is my total RoE package for a robust, fun and sustainable PvP environment on the open sea. The Concept: The main difference here for the initiation of OS engagements is, that the location is not only factor for determining the allocation of ships in the instance, but also the time itself. So, basically after the OS attacking, the instance is created. And any ship, outside this first initiation circle, would be joining to the i
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I would suggest upgrading all grades of planking for leak/damage protection. Removing the speed cut back would be nice too!
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Let's note: the highest damage scores you've got or have seen (state the type of the ship and what you have done to reach that score) epic battles, great victories and WTF moments I'll start with my 56915 damage, when playing a victory. A storm map. The battle ended in a tie (one enemy remaining). Most of the time I was shooting at the masts of a santissima, taking them down (first we were chasing him down, then he ended up upwind from us, not very eager to come closer ).
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I'm getting this when I try to download steam. I'm running on a PC laptop using a mouse in a usb port (but only in selective games). I play Eve, WOW, World of Tanks/Planes. I've never had this come up before. Has any one else Have tis happen to them?