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NA - officer perks poll


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I've prepared a poll to see how you guys perceive, use or value the different officer perks as they are currently in the game. This can easily be trolled into a pulp, but then I won't have cool statistics to share with you later.

 

Click the pic:

 

7be95f4f4d884def9fbc9c87617feb09.png

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I feel as the Pirate perk, with the 1kn speed bonus is a bit broken seeing as it applies to any ship they have vs a national flag.  Which means a Live Oak + speed Victory will be able to out run a Fir Connie at the same point of sail. 

Kill it with fire. Even if Pirate Hunter goes down with it.

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They could put it like that in the perk description.   Right now how it is written is pretty badly. 

Really?  It's not that hard to figure out Light ships are any ship you use low notes on.  Which just happen to be 7th-6th.  Frigates you need Mid Notes to craft so that is your 5th-4th.  Lineships are your SOL which are your 3rds to 1st and need High grade notes.  I'm sorry this really isn't that hard to figure out unless your just clueless about the rest of the game.

 

 

As for the pirate/pirate hunter I have never used either cause I prefer the reload/speed buff you get for using the one for the ships class.  Some folks say pirate hunters 10% isn't worth it than think about this.   

 

Frigate Master, Exception Powder Monkey, Execptional Mag, Exeptional Rum Ratiosn is a total of 20% to your reload.   And folks are wondering why we are out reloading them?  20% is a very big chunk of your reload time when your speaking of a minute pluss for some of the big guns.   So now lets remove Frigate master with the Pirate hunter.  You now have 15% against other Nats but if your hunting pirates that is now a 25% reload bonus against the.   This can make or break some figths specially in Port Battles when your using Frigates and SOL's.   While in Port battles the Pirate perk is pretty much useless.  Well unless you plan to run away or something?  Again the Pirate hunter shouldn't be running he's ffighting the Pirate to keep him from running.  If a Pirate doesn't get a head than he's prob screwed cause noe he's fasing some one with +25% reload on there guns.

 

So now tell me what perks are OP?  

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To me several of the perks need their points requirements readdressed. 

 

I feel as the Pirate perk, with the 1kn speed bonus is a bit broken seeing as it applies to any ship they have vs a national flag.  Which means a Live Oak + speed Victory will be able to out run a Fir Connie at the same point of sail. 

 

But the Pirate hunter perk only gives a minor reload bonus.  Why not give pirate hunter the same speed bonus so they counter balance each other.   Drop the reload bonus, or just give both a reload bonus or boarding bonus instead of speed bonuses.

 

Add some clarification on these three perks, Light ship master; Frigate master, Line ship master.   What ships do they actually apply to, and what don't they apply to? 

pirate perk dosent work, it gives you only 0.5knts speed, tested it with severel ships now

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The way the perk is written is...

 

Light ship master

class 5

 

Frigate master

class 3

 

Line ship master

class 1

 

This is how it shows up in my game when I look at the description.  it gives no information on the crafting notes. 

 

Last I checked a 3rd class/rate ship is a SOL.   But Frigate Master says 3rd class ships.  

 

But maybe my game is bugged...

it dosent refer to the rate,  its actuel refering to the shiptype, otherwise you would run into problems if you sail a connie, or a egg and Bacon, one is a frigate, other a 4th rate shipü of the line means the Connie is Class3, and tha Eggandbacon is class1, btw rattle is a class5

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pirate perk dosent work, it gives you only 0.5knts speed, tested it with severel ships now

Good!

Messing with building the right ship with the best qualities gives you a piddlywink of speed, activating a perk gives a flat 0.5kn that does not care about anything else!

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Voted, but my vote would probably be removed. Voted 0 on everything.

IMO, get rid of all perks. Even though I do use perks now.

 

I voted 10 for the perks I think should be mechanics like Control.

 

Voted 5 for the ones that are actually credible.

 

Voted 0 for the "breaking" ones, like Pirate, Coward, and other similar artificial bubbles.

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Really? It's not that hard to figure out Light ships are any ship you use low notes on. Which just happen to be 7th-6th. Frigates you need Mid Notes to craft so that is your 5th-4th. Lineships are your SOL which are your 3rds to 1st and need High grade notes. I'm sorry this really isn't that hard to figure out unless your just clueless about the rest of the game.

OP?

I think that's a bit unnecessary for a legitimate question. It's not a question of being clueless it's a question of not knowing which ships fit the description of light or frigate.

As for the descriptions for The three types of sailing master etc. The description simply says they provide an advantage to "frigates" and the other "line ships " and for the other " light ships". The descriptions do not state the rating of the ships. So for my Reno, the wiki states that it is a Corvette but other sites claim it as a "light" frigate.

So I didn't know whether the Reno is considered a "light ship" ( if you believe it is a Corvette as some description state) or a "frigate". Same issue with the mercury and Cerberus. I would recommend just simply putting the ratings in the description. Short of that some of the ships seem to fit one or the other

Edited by MikeCK
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I tried to place them in order of importance not repeating any number, however, I felt the Light, Frigate, and Line ship perks were equally important and so marked them with the same number.

What I feel we need are more officers to choose from with perks specific to only that officer that we can choose for him. And that each perk should work at a different percentage based on the rank of that officer.

So say there were 10 total different type of officers to choose from; all related to a RL officer position on a ship.

We are allowed to select only 3 officers.

For each of those 10 officers, there would be a list of perks specifically related to only that officer type.

Again, we would be allowed to select only 3 perks each for the 3 officers we selected.

Add to this that each perk would have a rank level of maybe 1-5, meaning that each perk would have the 100% value that it can work at and that when we first hire an officer, his perk works only say 50% of that 100% value. Then with training and actual use of that office he would level up.

The different possibilities between players would be rather great, so much so that we may never face a player exactly the same as another.

Please consider helping out my post by creating these lists of officers and their specific perks, if this interests you. TY

http://forum.game-labs.net/index.php?/topic/15541-officer-suggestion-for-multiple-officers/

Edited by Cpt Blackthorne
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Voted. Would be good to see the results once you have a good amount of data.

 

Overall there are perks which are "clearly" required in the sense that you almost need them to effectively fight. There are other perks which seem nice, but are trash compared to other options, and then even more there are perks which should have their cost or bonus readjusted.

 

Hopefully in due time perks will be more option to refine your playstyle instead of "must haves" and 'never use."

 

Finally, it's reported that some perks don't give all their bonuses, which can create issues of what's important and what's awful.

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Hopefully in due time perks will be more option to refine your playstyle instead of "must haves" and 'never use."

 

That's a goal, for sure, but it's not easy to achieve. I think I've seen admin mention that people really use all kinds of perks. Not all players are powergaming NA or are min/maxing, and then you have the role playing aspect that many seem to be into. It's ok that us knuckleheads see "must haves" and "never use" perks when people ostensibly are off disregarding that and having fun according to their own standards.

 

Two things though:

 

If you... um... objectively have more and less useful perks you widen the gap between min/maxers and play4fun peeps. This is not necessarily a problem, though.

 

Also, the data collected by the devs right now has a lot of noise because we can reset perks all day, e'ry day and just switch perk profile to any task we plan on doing. Maybe we are to get access to many officers and will be presented with a small grind wall to hire and perk up officers so we can do as we do now with officer juggling instead of perk resets. I kinda like the idea of prioritizing but the "content" and PVE guys often have a different ideal.

 

We'll see...

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Hi,

Just did my vote for importance as my officer Is set on pvp1.

Speaking for me, I see a clear difference not only in Roleplaying, it is also important where you play. PvE does not require you to go for high damage output/ fast reload Setup.

I would like to see more officers as you advance trough the ranks, specialising them, as they have been in these days. Being an Admiral requires you to have your staff of officers. Especially commanding a fleet and some 1000 men in battle.

Edited by LtCasey
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  • 1 month later...

Ok, so I forgot... or at least procrastinated ;)

52 people answered. That's ok, especially since the poll wasn't done professionally and people weren't steered hard enough into the same mindset before answering. There is a lot of noise because we can't know which motivation was behind each click; importance or taste based popularity. It gives us a rough idea, though.

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The main surprise for me was the doctor perk. This is both an eco and a "keep fighting" perk. We need to keep in mind that med kits have, since this poll was answered, become a lot less expensive so the perk may have faded into obscurity today.

Unsurprisingly, the frigate master perk reigns supreme. Most of us spend most of the time in frigate class ships and speed decides if you're the hunter or the prey on the OW. Some like the light ship and lineship perks too, but I wonder; Do they give up frigate perk for that or are they imagining multiple specialized officers so in the end we don't have to prioritize? The balance between the master perks and pirate perks may be explained with mostly national players answering the poll? noise.

The pro-active fighting perks score well: Double charge, double shot, prepared, carro and I'm including area control into this group.

Next come the reactive fighting perks (so to speak, dunno if that's an idiom in English?): defender, rigging and carpenter.

Allow me a chuckle at the trimming expert score. Then again, we've had the auto skipper heroes among us since Sea Trials and you really need stiffness and trimming if you don't know how to work your staysails and yards. I actually see value in noob-protection. Allow me a short foray into World of Tanks statistics since we're talking proper statistically large numbers and significance. 63% of players barely reach 51% winrate, if you achieve 53% WR you're already better than 82% of players. Most players don't ever get good for a number of reasons, those that decide to make a conscious effort are suddenly propelled into the top 20% of all players. I don't think it's wrong if you pick stiffness and trimming to avoid the frustration of shooting into thin air during your pley4fun sessions.

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