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Found 14 results

  1. Warships in the age of sail are nothing more than gun platforms. ( let's exclude trader vessels for the moment being ). They were designed with usage of certain guns in mind. So the framing, planking and woods to be used all were focused on being able to transport into battle a certain set of guns. My proposal is this: - tie the structural strength of the ship - mainly the woods used can reflect this - with the size of the guns than can be equipped. For example, a USS Constitution built of Live Oak and Oak would be able to carry the heaviest guns for her - the 24's and the 42's. But a Fir and a Teak construct wouldn't be able to carry that heavy armament. Just an idea of how variety in regards of wood choices may also balance the broadside weight. Ships were weapon platforms and built as such. That's why some models that tried heavier armaments didn't go too well and had to downgrade them, IRL. ( carronade introduction is a good example of trying to upgun ships that weren't built to carry heavy broadside guns ) And is all about woods chosen in the construction. So the effect would be: - we can still choose whatever woods we want with the limitation of the gun sizes the final ship may carry with success.
  2. С удивлением обнаружил, что в игре 18ф ядро, которое летит медленно(выпущено из средней пушки) наносит больше урона, чем ядро, которое летит быстро(и имеет большую кинетическую энергию). Где логика? Такое ощущение что баланс натягивали на глобус, когда превосходство длинных пушек не смогли нивелировать ускоренной перезарядкой средних. Предложение: Разделить максимальный калибр средних и длинных пушек так-же, как сейчас сделано для пушек и каронад. И сделать адекватным урон длинных пушек по сравнению со средними. Наверно ещё пробитие придётся добавить длинным. К примеру будет максимальный калибр для деки 9ф(лонги)\12ф(миды)\32ф каронады
  3. On the PVE server access to repairs and rum are really scares. Very few ports drop repairs and rum while guns are accessible in every port. This does not make much sense since guns is not something you need to supplement once your ship is outfitted. So if your are about to venture far away from your home port and consider taking som prizes or sink som NPCs on your journey, you will have to be sure to stock up with plenty of repairs and rum since you will not be able to buy them in any port on your way. Suggestion: Limit gun availability to the home port of your nation or a few ports in each region of the map and make more ports drop repairs and rum, so at least a few ports in each region has them (prices should be set at a level higher than the cost of crafting them of course). Another idea would be to let each NPC carry a few repairs and a couple of rums, that could be looted when you cap or sink them.
  4. Since a couple of days the "1" key apparently does not work anymore in battle. Outside battle mode the "1" key works just fine. Also different keyboards do not fix the issue. This means: I cannot switch load for the "1" broadside. For the rest of the guns I cannot switch back to balls (key "1") once I used other ammunition. In repair mode I cannot use hull repairs (key "1"). Obviously, this creates a massive handicap in battle. Has anybody experienced similar problems?
  5. vazco

    Gun crafting

    Currently putting 6 guns of different caliber in their slots is quite tiresome experience, so is keeping guns of 8 different sizes in a warehouse. It would be great to have an option of crafting just a ship, or a ship already equipped with guns. If you craft with guns, a ship could have a preset build (longs, carros or meds) already filled in.
  6. Hey everybody! I brought my Sharps Carbine to the range yesterday, and recorded some shooting! I thought perhaps some of the folks on this forum might enjoy taking a look at the ubiquitous UG:CW cavalry/skirmishing rifle. Enjoy! PS: I'm not a great shot... Part 1: The Sharps, and engaging our friends, the enemy (Confederate plastic bottles) Part 2: Close up shot of the barrel firing Part 3: More about the Sharps, and shooting generally. Trouble shooting new ammunition loads. Part 4: Counterattacking Bottle's Brigade, ANV Part 5: Wrapping up, interior of a Sharps round, and a few more pot shots.
  7. Are there maximum range differences between guns of different calibre e.g. a 4 pound long cannon versus a 9 pound long cannon? Also, can i find information anywhere on how much crew a specific gun needs? Thanks in advance.
  8. This german dude made some pretty cool relevant vids many here would like. Here is one of them:
  9. Will Collister

    Gun Guide

    Ahoy, Here is a link to my Gun Guide. I do my best to keep it up to date and continually updated with correct information. Hope it can help some of you somewhat. Fair winds!
  10. There is some wonderful art work in these ships that the NA artists have captured nicely (imho). I was wondering which ship(s) are your favorites and why. I'll start: 1) the Bellona has captured my imaginings as a beautiful ship, the NA ship itself is very nicely done. In battle it almost seems immoral to hack to bits and sink one BUT this is war after all. This ship has nice handling vs gun balance and really nice to sail. 2) the Victory- it's just a nicely crafted ship, the looks are wonderful and for a 1st rate it still handles reasonably well. And the Guns, guns, guns... need I say more. 3) the Rattlesnake, Niagara and Mercury - are nicely made and look cool graphically. The Rattler because it's fast and low and the Merc due to it's good guns- handling balance given it's rate. 4) the Bucenture/Ingermanland, I think they look great for big ships and still hold their own in battle. Both have canons that should rate them one level higher but I'm glad they are in the rating they are. 5) the Trincomalee, a real life ship that NA has captured very nicely in game. I have crafted many and its' construction has moved up the crafting rank to 50. 6) finally the Snow, only because it started my Naval career and has lots of pebble throwers. Nicely done to all team/graphics departments for creating these wonderful works of art. Now if only I could sailing (more often) in real life it would make my day. My least favs are: Santi - a fortress doesn't need maneuverability. L'OCean - same as Santi. Indiaman/LGV - but it's for movin cargo Cap'n. Lynx - delicate and good for learning, not for battles imho. St Pavel - kinda homely looking but has strong guns and armour, to bad about the front chasers. Ships I would like to try but haven't: St Cecil, Agamemnon,and Heavy Rattler (I know it isn't out yet). Good hunting fellow Captains, Let's Splice the Main Brace soon.
  11. So, the more i look at the 36 longs and mediums that the L'Ocean can equip the more I think....whats the point, are they "special"? the longs have a 1 second quicker reload than the 42's have 7 less pen at 50m and do 1 less damage. Whats the point???
  12. Gentlemen, Our ships are overgunned compared to the historical loadouts the captains of the time used. Currently, the game uses the “if it fits, it sits” mentality in regards to armaments. However, the captains of time certainly did not. Take captain Hull for example. First thing he did was to get rid of long 18-pounder battery on USS Constitution as soon as there was a lighter carronade replacement available. Why did he and other captains of the time generally used lighter armaments that were technically possible on their ships? Answers I found could be summarized as follows: Less crew – On a smaller sized ship (think frigate), it actually got logistically quite difficult to carry complement that would be able to man all the guns, if all the guns were long guns Performance – The ships speed, heel and manoeuvrability was heavily influenced by the armament as the carronades were third or a quarter of the weight of the long cannon of the same ball weight. Damage to the ship itself – As evidenced by the French ships (which tended to use the “if it fits it sits” mentality at some points) that were captured by the Brits and underwent their general repairs, they were in considerably worse shape than their not overgunned counterparts. If you compare the forces that are applied on the ship when firing 12 pounder and 18 pounder, the increase is exponential. You fire heavier shell, which is going faster from a heavier gun. How to address this in the game and thus impose realistic armaments while keeping in the ability to choose the loadout? Here are my proposals: 1. Crew capacity is based on the hull, but the requirement is based on the guns. I.e. USS Constitution can carry 450 men, while each 24 pounder requires 12 men, 18 pounder requires 10 men, while 32 pound carronade requires 5 men. Therefore 30 * 24 lbs + 24 * 18lbs = 600 men, therefore the ships is crewed only as 75% and suffers those penalties. However 30*24lbs + 24*32lbscar= 480 men, therefore she is crewed as 93.75% and suffers less penalties. 2. Make the speed, heel and turn more dependent on the gun and where are they placed. This means get rid of speed mods and present large difference based on the built wood type. The subtle gun type effect gets overshadowed quite heavily by the +5% speed overall, so either get rid of that, or get rid of that and make gun, ballast distribution, trimming and fiddling with ship part of the game :-). 3. Firing heavier guns than was historically correct for the vessel will damage the ship overtime as a random leak (not an armour decrease), with each shot fired, compounded by the built wood type. I.e.: Oak Belle Poule with 12 lbs (as she was built) has a chance of 0.1% for a random leak. Fir Belle Poule 12lbs has a 1% random leak chance. Oak Belle Poule with 18lbs has a 3% random leak chance. Fir Belle Poule with 18lbs has a 30% random leak chance. (The numbers should of course be adjusted, however the idea that overgunned ship built from low quality wood should be almost guaranteed to have random leaks during engagement should be preserved.)
  13. I've started to time the reload of the guns in the game. Anyone can view the chart published as a website by Google drive: Maybe some of you would like to participate in completing the chart? You need a Google account to ask for editing access HERE.
  14. Just a little thought/irritation: The gun ports on the lower decks of trading vessels (e.g trader's snow) are open when there is no armament on those decks. It would be more appropriate, in my opinion, for the ports in question to be closed. Also, maybe gun ports should be closed in the open world as well, because men of war of the time would rarely sail around with open gun ports before they had 'beat to quarters' Opinions?
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