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Hotfix 9.84 Patch notes

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Free capped ships and fire ship fittings, what could possibly go wrong?

Players could run out of fireship mods. ;)

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I prefer to see mast HP increased instead of mast thickness in the next adjustment. This way, frigates can still demast and capture larger vessels, but it would be way challenging for them. I've not tried it shit patch, but with a connie I could take 3rd rate masts down in 2 broadsides (from stern or bow) last patch.

 

This, I would rather have SoL's masts that need 50 balls to break each single one of them with a lower caliber gun instead of having mast made of adamantine.

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Guilty. But the issue isn't with content IMO (although the more the better, let's be honest XD ), the issue is with the added layers of complexity and the focus on clans and group content making most rewarding activities extremely time consuming. To even get into a decent PvP fight against a ganking fleet just off KPR can take up to two solid hours of mostly sailing after the enemy and waiting outside closed battles for them to log on battle screen. Crafting is the only thing left to do for players who cannot or do not want to invest that time on what so often turns into wild goose chases. 

 

I am guilty to this as well. However, I am investing my time every night to do crafting in order to get my crafting skill up to par with my rank. I am also building ships for those days that I do have time to pvp and do more.

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Follow-up, now that I have actually played the patch.  I think you went the wrong way with the masts.  Shooting out masts was the primary way of disabling the ships. The last patch as far as masts go, I thought was on the money.  Dialing back the damage on the Chain shot was necessary and seems to be a little better balanced.  But I don't entirely Think Making the mast Tougher was necessary.  Players need to understand the mast was the weakest part of the ship and as such was subject to the most concentrated attack.

 

Please don't try to balance In such a way as to attempt to steer players either Towards, or away, from certain play styles. Inevitably it's doomed to failure when you try to do that. Players who complain about having the mast shot out Need to learn to live with it.  That's how it really was.  And As an aside, A cannonball fired does not care what ship It was fired from.  Given the same weight of shot or ball It's going to do the same damage Whether it was fired from a first-rate or from A brig. There seems to be this misconception that cannonballs fired from small Ships should do less damage. 

 

 

Planking on the frigates Feels like a good adjustment.  The ships are more robust and in tune with their roles.  Good job

 

I agree with your statement, but remember that even though attacks was concentrated on the masts, it was extremely difficult, nearly impossible to actually get a solid hit on a mast that would cause it to tumble. I understand what the devs are doing, they are trying to simulate this by letting the player get a few hits on the mast before it falls, but maybe they could try to bring the hp down so that a single ball will break the mast if struck solidly, but then maybe make the target MUCH smaller or maybe give a x% chance of the mast breaking when hit, instead of giving the mast hit points. It should really be a lucky shot to bring the mast down.

 

Remember that with the length of the mast, any small movement of the ship will cause the mast to move violently, up in the rigging it is much more escalated than on deck. It might not look that way, but once you get into the rigging you will notice how much the movement actually is. Now to hit a mast of 300-500mm thickness for example from 100m away with a smooth bore cannon is already a near impossible task, add a moving gun platform underneath the gun, and add movement of the mast of 1-2 meters in both the x,y and z planes and you need a truckload of luck to actually hit it. no matter what your skill is.

Edited by Peter Fouche

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A gank is not any of those examples, those are all actually good fights if you are good captains.

 

A gank is odds that are impossible to defeat, such as a 15v3, 8v1, 22v4. Those examples are just unfair fights, but are still fun and possible to win.

... still fun and possible to win? Surely, you're not saying equivalent ships?

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yes

i feel that even after minor toughness increase it is still not enough.

 

Is it a toughness issue?

 

The reason I ask is that I can't recall too many mast hits bouncing off like they do on the sides.

 

 Perhaps the issue is that those things may not be too hard to hit, but as a large, thick, ROUND log, shouldn't it be harder to penetrate when you do make contact due to always hitting a curve or at an angle?  

 

Shouldn't hitting the edges of the hit area cause more bounces and grazes than it does currently?

 

What is the deflection model used for it?  Is it something like this?

 

400px-Regular_dodecagon.svg.png

Edited by KrakkenSmacken

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About masts, so you made smaller ships useless against bigger ones again. Why not just keep the penetration and give it a HP buff?

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It's because smaller ships are actually really useless against bigger ships. Smaller ships usually fought smaller ships. Or acted as a screen for the fleet.

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About masts, so you made smaller ships useless against bigger ones again. Why not just keep the penetration and give it a HP buff?

 

Honestly, with chain as it is demasting is a nonissue and a waste of valuable broadsides in a small ship vs big ship scenario (assuming you're the small ship). Just chain his sails down, and so long as you play right you can stay out of the worst of the larger ship's broadsides and camp his stern. If he has more crew than you do by the time the boarding action happens, you've done something wrong.

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I think you are mistaken. Perhaps you have not tried it the right way?

by the right way you mean getting a first rate and intentintaly aiming as id say "up" 

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by the right way you mean getting a first rate and intentintaly aiming as id say "up" 

 

                   Nope.. before this patch It was not hard(still not as easy as a month ago) to dismast a 3rd rate with a Connie..  You have to be in the close but doable... Just look at teh ship info.. if your guns wont penetrate the thickness of the mast at the ranges you shoot from.. either shoot high (they are thinner there..) or get bigger guns or smaller prey.

 

  People forget that Frigates were NOT supposed to fight 3rd rates and up. Hell not even 4ths.... 

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                   Nope.. before this patch It was not hard(still not as easy as a month ago) to dismast a 3rd rate with a Connie..  You have to be in the close but doable... Just look at teh ship info.. if your guns wont penetrate the thickness of the mast at the ranges you shoot from.. either shoot high (they are thinner there..) or get bigger guns or smaller prey.

 

  People forget that Frigates were NOT supposed to fight 3rd rates and up. Hell not even 4ths.... 

 

I prefer it this way actually. It gives chain shot an actual use with the damage buff. Why waste time trying to hit that tiny mast square however many times you need to when you can just shred his sails instead. Even better, chain works at slowing him down from longer ranges than you can demast.

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I prefer it this way actually. It gives chain shot an actual use with the damage buff. Why waste time trying to hit that tiny mast square however many times you need to when you can just shred his sails instead. Even better, chain works at slowing him down from longer ranges than you can demast.

True.. but then I would perfer the ability to fire double shot Ball and chain at same time:)

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