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Hello Spaniards Hello RAE and other clans. We remember that we promised you to fix the N special symbol. It will be fixed sometime in the future and we will provide the option to rename the clans with special symbol.
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Would like to also post this list of ships Nelson had to sail to serve his country Raisonnable – 64 gunMidshipman under his uncle Captain Suckling Carcass – 8 gun bomb vesselCaptains coxswain under Commander Lutwidge Triumph – 74 gunCaptains Servant, then midshimpan under Captain Suckling Seahorse – 38 Gunable seaman, midshipman under Captain Farmer Dolphin – 24 gunMidshipman under Captain Pigot Worcester – 64 gunActing lieutenant under Captain Robinson Lowestoffe – 32 gun2nd Lieutenant under Captain Locker Bristol – 50 gun3rd Lieutenant under Admiral Parker Badger – 16 gun brigCommander Hinchingbrooke – 28 gunPost Captain Janus – 44 gunActing commander Albemarle – 28 gunCaptain Boreas – 28 gunCaptain Agamemnon – 64 gunCaptain then Commodore Captain – 74 gunCommodore La Minerve – 38 gunCommodore Theseus – 74 gunCommodore Vanguard – 74 gunRear Admiral Foudroyant – 80 gun flagshipRear admiral San Josef – 112 gunVice Admiral St George – 98 gunVice Admiral Elephant – 74 gunVice Admiral Medusa – 32 gunFlagship during attack on Boulogne Victory – 104 gunCommander in Chief Naval action is an experience. For click click better find another game. But if you have ideas on how to make this experience better please post on this forums
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We all know how typical path looked like before Yacht - Frigate/BP/Trinco-Constitution-Bellona-Vic or Santi. Progression was too fast anyway. It gets easier when you get to higher level ships due to huge volume of DPS = Damage=xp. This had to change. To get promoted you get to sail a specific ship. Nelson commandeered Boreas (28 guns) for 3 years and 9 months. Some time after he sailed Agamemnon (64 guns) for another 3 years and 5 months. We are not planning to force you to play for 3 years in Cerberus. But we will require to get you through the typical ships that any Admiral of that time had to sail. The only usable and unexploitable way to replicate this is to track victories (honor kills and in the future assists as well). It is the closest possible thing to immersion. Consider this requirement an order from London or Sevilla. Winning a whole battle is sometimes hard to achieve but you can always sink an enemy. Not all ships are required and after you fulfill the orders you can sail your favorite vessel anyway. Regarding freedom. Freedom was given and it was exploited. Some players were abusing the freedom by farming damage and not sinking the opponent. Sinking requirement makes this a lot harder because it will cost time and money to do it. Arguments about jobs and time are strange. You don't have a time limit; you play at your own pace. Once you get the orders fulfilled you sail what you want when you want.
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You can transfer money by using trade in ports right click on the player in the city chat (every city has a city chat now) and choose trade
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Tomorrow we will make it stay fixed size until last 5 mins of the battle and will rework it fully after port battles. But IT WILL decrease a lot during last 5 mins.
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Exit timer would solve most of the problems of the battle circle. The only problem that will stay is potential tagging of heavier vessels by light ships. For example.. enemy fleet instead of engaging sails away from you forever, but their light vessels keep your front ships tagged. If most of your fleet exit at the crucial moment your front ships will sink without being able to do anything.
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Pls add a bot center at the Windward islands
admin replied to furyGer's topic in Current Feature Improvement Suggestions
For nations that don't have enough players to compete we will have to sign alliances with historically possible partners. Kalmar union is possible for Sweden if this nation is not able to compete at all. We are still not sure if 8 varied nations is enough for good competitive gameplay for all. -
Thats exactly how we view tribunals. We use roman law case system where new cases will update the rules we use and enforce (formally or informally). Sometimes decisions take longer but they are inevitable anyway and problems will be patched or rules will change.
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Battle Royale mechanic exists in Arma and several other somewhat realistic games. Current problem of the circle is that it start shrinking early and is too fast in the beginning. Also there are no victory conditions.. Perhaps if BR difference of both sides exceed certain % (after destruction of most enemies) then victory is declared for the winning side and all participants can exit.
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You can replay every individual scenario and get a better score
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Yes you have to shoot them once in 2 mins It is possible even on Santisima
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Honour kill advancement tweak
admin replied to Crankey's topic in Current Feature Improvement Suggestions
We already know that some players will want the below mentioned progression 1st tutorial battle - yacht 2nd battle instant promotion to HMS Victory and a personal marker with a adjustable number of enemies There was honor in the age of sail. Lineships were not allowed to engage frigates even in heated battles unless fired upon by them. -
Catching traders is easy. They behave as players and try to escape if exit timer allows them to do it. To stop them you have to understand the following mechanics. Traders always run at their best course at a straight line. Traders pick one course and stay on it. This course is determined at the beginning of the battle. They will try to turn away from you once during the first minus of combat Traders have a speed penalty but because they don't turn it becomes negligible if you turn to fire. 90% of success comes from proper positioning on the Open world. If you attack incorrectly it will be hard or impossible to catch a trader. Positioning is key and you have to watch for 3 things place your ship a certain way on the OW so you don't have to turn to fire. pick your intercept course so enemy run course always crosses your intercept course attack from the closest possible distance Do these 3 things and you will always catch any ship even if you are commanding a slowest vessel If you positioned yourself properly in the OW you will get the following benefits You don't have to turn to fire Enemy sails to you or sails through your intercept course Enemy is 350 meters away or less Simple example Cutters and lynxes run upwind. So you have to attack them from the wind side: you are between enemy and the wind Brigs and snows run downwind. So you have to attack them from the downwind side: enemy is between wind and you.
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ships needed to leavle up
admin replied to Luke3549's topic in Current Feature Improvement Suggestions
I deleted it Posts containing foul language will be deleted despite their content. Adding a spoon of *** to a jar or honey creates a jar of ****. Same with posts. When you came here you signed up for the rules as well. You were doing that in game chat and decided to continue here? It will be much better if you change your ways to get along here. -
ships needed to leavle up
admin replied to Luke3549's topic in Current Feature Improvement Suggestions
Participation in Trafalgar or smaller evens will allow players to get necessary honor victories. In fact those battles start every 30 mins. -
I wish i had this effect Laik I would sail with this song then
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Looks like someone was making Minecraft underneath.
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On a serious note. Ship planking currently is tuned for gaps that still exists in game (we have said this several times before). Once Razees, 2 more heavy frigates and 4th rates will get into the game planking state will be rebalanced. We are already working on this with Barberouge based on the Northernwolves and other Captains suggestions.
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Миникарты не планируется Компас если врет просим заскринить и показать как должно быть
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Where exactly is the indication of the superior turning? All I see is a Super Frigate winning against a Banterer brig sloop and a Packetboat I can win against a snow (24) and a cerberus (26) with my eyes closed. I don't need superior turning or luffing for that. No offence against the Consti and her fans. I went to one school in Boston and its the second real ship that we made in the game after Victory. But I am not sure she could fight against a 74 1 on 1.
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If you don't manage energy in this ship you will sail as a brick Super frigates shine in hands of the experienced Captain. If you tried to drive a Race car you will know what i mean. We are not going to buff Constitution to make it accessible for a captain with Half a brain. Captain should learn to sail before they get into advanced vessels.
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Constitution is faster than Trinco (leda class shannon) at closer angles to wind. Trinco is faster at 135 Regarding turning - it turns like right now because you requested to test it - all turn rates were nerfed drastically. I personally don't like it and will gradually increase them back to the acceptable levels. Turn rates (esp turn radius) on frigates right now are much lower than historical relatively to the battle time lengths. HP and speeds will be tuned anyway once all vessels get in Constitution already has the highest single shotted and doubleshotted alpha damage in game before Victory and Santi. But because it sails and turns better than Santi and Victory - consti already outdps first rates. All strong ships must have a drawback. Ships without drawbacks become boring and OP. If you suggest a buff - bring it with a drawback.
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Sorry man. But we have seen it all before in Wargaming. A national group is pushing for their favorite vessel to be the strongest. For the less zealous Captains and for those who want gameplay. Here are the points for the consideration If we listen to Northern and do exactly like he says then we also have to do the following. Mercury buff. If we base our ships on books and desires then Mercury will become the strongest ship in game. It demasted 2 Turkish ships of the line during combat and escaped because it was almost losing a mast and did not want to risk it. Mercury could win against those 2 lineships but the whole fleet was coming closer so it had to escape. Russian ships will also get bomb guns - they were using them before 1830. Bomb guns will start fires killing 10% of crew on each hit while destroying guns and hull. We will also buff British sloops. Because they could board El Gamo they can board any ships 3x larger than them. All british sloops will get 300 prep bonuses, morale bonuses and their crew will turn into lions (acting like 5 marines) French corvettes also will be buffed because books and paintings. Mayonnaise and Bayonnaise can board any vessel larger then them and win automatically. Surprise will be buffed to take on 4th-3rd rates (in fact in early testing 2 Surprises could easily conduct the fights with Victory and sink it) Trincomalee will also be buffed so they can win against any US super frigate - based on the Chesapeake case vs Leda class Shannon. Chesapeake only had 6 guns less than Constitution. But it all does not matter because British reload rates will be buffed to their historical book level Welcome new sea overlord Brig Mercury. If it was able to demast 2 ships of the line it will win easily against 4 Constitutions. Right?