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yes the patch is going to be deployed with the damage model I love the new damage model. Ship class updrade feels and matter, unlike before where i could destroy the LGV in a cutter with no sweat. Right now i cannot even sink a brig or a snow in my cutter and it connects the importance of ships and upgrades on so many levels. To sink a heavier ship you need to slow its sailing and turning down by shooting sails, then reduce crew.. We are going to lower the turn rates to more appropriate levels (upgraded turn calculations based on better formulas) which will allow more precise shooting and raking (which was very hard before due to ships much faster turning )
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HP of hull and and HP of mast sections was increased proportionally thus as a result you will not see difference between the live servers and tested in terms of demasting in same ships. 42 damage increased, but so as hp.
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Structure helps to hold the masts together (rig integrity so to speak). When structure goes down damage delivered through raking can pass onto masts. So in lower structure scenarios it is becoming more beneficial to rake to demast than to shoot masts directly. Because if you shoot masts directly you still have to work through thickness. But when raking you bypass the thickness as you also attack the holding structures themselves. This effect was not noticeable on live servers because the structure had a 25% hard limit to damage by raking. On testbed this limit is drastically lowered, which allows you to demast by raking more consistently.
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the current model on testbed is the following we made it easier (slightly) to destroy mid sections and top sections of masts (lowering HP and thickness). we made it harder to destroy lower mast sections if you fight against ships of the same class. As a result when fighting the ship of the same class it is much harder to demast the ship at lower sections, unless you are laying down raking fire from bow and stern. Mods enforce this paradigm as structural damage ignores mast thickness mods. If you are raked consistently on low structure you will get demasted. Gamble - due to mods and asymmetry of information on mods- is reduced and you can expect more consistency with this model.
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It works like you described for crew damage, cannon damage and internal module damage. So for crew if you inflicted enough casualties on the gun deck you wont be able to destroy them further. (same with sails) But for hull it was always one structure. Hitting it repeatedly lowers its integrity even if you shoot at the same area, because of energy transfer to overall structure.
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русский язык Русская локализация
admin replied to CptYachu's topic in Localization and languages. Community translations.
наградной лист -
русский язык Русская локализация
admin replied to CptYachu's topic in Localization and languages. Community translations.
Флот Компания Эскадра Клан просто в ммо Каноническое слово (как и гильдия) все привыкли и знают что это - стоит ли переучивать? -
русский язык Русская локализация
admin replied to CptYachu's topic in Localization and languages. Community translations.
100м - ядра сходятся в точку на 100м 250м - ядра сходятся в точку на 250м locked (на тестбеде parallel) - ядра летят параллельно unlocked auto (на тестбеде water) - Ядра сходятся в точку когда касаются воды то есть в отличии от 100м - где ядра всегда сойдутся на 100м при auto/water - ядра сойдутся в точку когда упадут в в воду - например если вы целитесь высоко они упадут в вводу на 1 - 1.2 км и там упадут в точку - если вы целитесь вниз сразу на воду - то они в точку сойдутся сразу так как вы стреляете в воду -
I will try to explain Vernon The damage model appeared first in the original sea trials in 2015. The damage model was set for lobby based shooter (which NA was before open world) where all battles are equal, and you do not lose the ships. Basically a MOBA In this model DPS was inverted because it would be strange if all ships had same hp and same damage, so the harmonization was realized by the following means guns had inverse DPS hp difference was artificially cut in half to support this balance (220 tons cutter and 5000 tons first rate only had 7x difference in HP) There was a clear conflict. Open world MMO with progression and realistic elements should enforce power growth and provide clear benefits on investing time and money Moba style requires all heroes (ships) to be available right away and be balanced between each other But since the introduction of the open world based on the player requests the game has been stuck between two models never completing one of them So things were stuck betwixt If you level only in PVE it takes up to 30 days (1h per day) to get to the first rate Costs for ships of the line were constantly increased and they cannot be captured on PVP server, and require port control to make them But power remained in the semi MOBA state where a 5th rate (requiring 2-3 days of progression and 1 day to craft/or 20-30 mins to capture for free from NPCs) could challenge the ship of the line requiring 30 days to reach and 7 days to craft (+ some farming) Complaints by players who lost lineships to light ships were usually dismissed with "Learn to play", but everybody knows 3 frigates could despatch a first rate without taking a sweat, while a first rate had to exercise precision with every move (because frigates could easily escape) In short - game was forcing players to progress and farm to sail first rates, while keeping partial old moba model for damage (which was ALSO not working because the real moba model requires all heroes to be accessible from day1). So in reality it was not a MMO, nor a moba. This gordian knot has to be cut and it could only be done in 2 ways. 1) Ships should receive somewhat realistic HP and realistic ball damage, and this will justify longer progression and costs 2) OW costs mechanics must be abandoned and all ships must be made accessible from day 1
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We are just trying to explain the rationale. But remember - we explain and reply because everyone reads this (not only who post in this topic). we know people will love this new model where lineships are POWERFUL rulers of the sea, where bow and stern tanking is removed, where raking is devastating and demasts, blocking escape of light targets. Pure frigate enthusiasts will adapt and enjoy new challenges (will be harder and more exciting) too. Those who dont understand yet will see it in practice.
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9mm will not penetrate advanced helmets with face shields and armor (you will have to go for the legs) Sinking a first rate in the snow was of course a mark of skill - we do not argue that. But this skill was buffed and supported by an inverse DPS model and specially narrowed difference in hp which had zero relation to any historical considerations. Because damage and hp was tuned for the lobby moba (unlike other parameters like yard power and such, that were tuned later) and its time to bring them to at least partially to historical patterns. This moba balance was hurting us, it was breaking the balance between classes and was lowering complexity due to bow and stern tanking and easy sterncamping. By fixing it we are increasing complexity further. This balance is going away. The game will value gameplay - but progression is part of the gameplay and changing ships too. Somewhere deep you know snow would not have a chance against a first rate. Every new buyer knows it. First rates are becoming kings of the sea and it is a good thing because everyone expects this. Do not hold on broken old mechanics you liked. They are bad for growth because they are completely ahistorical and if they are a-historical and cannot be supported by any logic (even with long stretch logic) they will be removed
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No. Strategy and sailing skill is not lost. Its a different story. If you believe that a 200-300 ton light boat should have a chance versus a first rate you are advocating a MOBA where every class and every ship is equal in one sort or another. But even balanced games like CS do not balance AKs against pistols. You can have fun with pistols as much as you want, but for a pro match you will take AK and M4. Snow should not have any single chance against a commandeered first rate in the game that has realistic in the marketing message. It only will have a chance if a 1st rate is engaged by something else and is not paying attention. Heavy 5th and 4th rates though now have much bigger chances than before due to heavy calibers
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I understand. I will be honest just like you. You want to keep easy mod. We are removing it. As one of the old testers (maturin) said here. All feedback here has to be taken with the grain of sail because almost everyone only gives feedback to help him win. First rates owners are a silent group and we are doing this for them based on data. Not your desires and thoughts.
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This is completely opposite from what are we doing. We are actually increasing the skill level required to win in frigates. + remove easy mod bow and stern tanking. Miss couple of rakes = slowed and partially demasted. Increased importance to protect weak parts will in turn increase the influence of positioning, station keeping and wind control and planning (lost the wind - lost the battle) + Old inverse dps model was the REAL dumbed down model. It favored frigates. 2 frigates of any type could sink an average 1st rate. 4 frigates = guaranteed death for any first rate. This was unhistorical and stupid. So while i understand what you are trying to say, for me it reads: please keep frigates very easy. We have to think for all players so we have to bring the balance to the universe for all ships, not only ships YOU like to sail.
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@Grundgemunkey just prefers to omit the fact that the game was somewhat dumbed down for frigate captains due to inverse DPS. Imagine if it was not DPS but for example HP that was in reverse: First rates 1000 hp, cutter 23000 hp. So it was like this with guns. Those dps models were created for old sea trials which were basically a lobby based MOBA. Now light ships will not use MOBA style dumbed down inverse DPS models - which will provide them with proper historical challenges. And as a side bonus ship of the line will feel like ship of the line.
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20-30 mins means at least 30 broadsides on the heaviest ship, with turning this number will go up to maybe 40-50 broadsides if you turn well (and opponent lets you). If you think in terms of broadsides then the 30 min battle will be considered long even by historical standards. In short - i am not sure about 40-50 broadsides for 1 duel.
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Ship structure is a parameter that shows overall hull integrity and at lower hull integrity ship begins to feel unwell and slowly disintegrate,. Masts connect to keel and have a lot of supporting elements inside the hull and rely not only on rig but also on ship structure integrity As a result if you shoot at structure you lower the integrity of all supporting elements inside the hull, and at very low numbers more and more damage will be passed onto masts, but its not random - you need 1000 damage to be passed onto masts to destroy the 1000 hp lower section. Thus to your comment - should multi deck ship be able to hold the mast in place with no rigging damage. No. It can lose masts if they are damaged elsewhere, or when their support has disintegrated. Multi deck ship can lose a mast even at very strong winds if they dont take top sails in time (no rigging damage - just wind pressure) This updated system works incredibly well in annoying cases when you see the enemy has low structure but still zooms off into the horizon. In the new damage model captain should be very careful and start repairing structure early if he does not want to be demasted
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Where do you get this info? Demasting is NOT tied to HP percent (planking) its not related at all. Low structure hits can send damage to masts when its low. Because overall structure of the ship no longer holds rig together well. But its still mast HP and you need to get in a good volume of damage if masts are thick.