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Seasonal Update: Treacherous Waters - Part 2

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4 minutes ago, Capitan Salazar said:

One guy told me: "I would be so happy sailing and fighting with my candy Aggie all day along".

He quit the game because he couldn't participate in conquests with his candy Aggie. 

He was a nice fellow and I miss him a lot.

Can i completely understand ...

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22 minutes ago, rediii said:

Fireships still broken af

 

Unreadable and unactionable
How broken? Why broken? What exactly happened? What should have happened. 
Learn to give feedback if you want change. There is also a dedicated topic on explosions feedback which is monitored. 

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5 minutes ago, admin said:

This is not feedback - completely unreadable and unactionable
How broken? Why broken? What exactly happened? What should have happened. 
Learn to give feedback if you want change

I made bad experiences with spending my time with proper feedback. 

image.png.a013c278c70c1b44f80c30f20e2fe402.png

Edited by rediii
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its to over the top. now takes the fun out of the actual battle. In my opinion the fireships have gone to extreme.

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it felt like gank this fight, just hiting one good fireship wins you the fight 

Edited by sam121252
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edit: just did the math on it, with a few simplications in your favor: you would need around 10 TONNES of blackpowder exploding at once, for 1% of affected people to become deaf 50 meters away. not dying though, that would need about 34 t.

i seriously doubt, any ship had this much explosive material aboard at any given time.

 

PS: math can be provided, if wished.

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On 12/5/2019 at 5:25 PM, admin said:

Fire Hot Fix

1) Explosion damage to crew reduced 2x
2) Brace (F10) Effectiveness - increased
3) Explosion damage to masts increased
4) Explosion damage to sails increased
 

Important

  • Magazine explosions now will only happen after fire shock started to give players visual indication of the potential impending doom. 
  • Magazine can be reached by fire before - but it will only explode in fire shock. 

 

 

I would suggest decrease mast and crew damage again keep sail damage as is it in a hot fix my reasoning is if you lose all your masts your dead, if you lose all your crew your dead but grim sail damage gives you a slim chance to repair but is still a big disadvantage.

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here's one of the ships from the battle outside Cap Francais.  All the crew killed, very little damage to masts and sails.  100% of the crew wiped out ( 900 crew ).

So much for reducing crew damage and increasing sail & mast damage...

53FDA700863ED2990DFB8F3FFDA05E4E84A84F97

Edited by Elric

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2 hours ago, Gott365 said:

 

 

edit: just did the math on it, with a few simplications in your favor: you would need around 10 TONNES of blackpowder exploding at once, for 1% of affected people to become deaf 50 meters away. not dying though, that would need about 34 t.

i seriously doubt, any ship had this much explosive material aboard at any given time.

 

PS: math can be provided, if wished.

10 tons of gunpowder exploding will kill anyone standing straight in the 50 meters range. First rates at Trafalgar carried 800-900 full barrels of gunpowder.
 

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Topic is now locked temporarily
Explosions feedback is welcome in the separate topic. 




Moving on to next patch and combat improvements. 
 

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