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Everything posted by Sir Texas Sir
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Hell most of us don't even want the cash and marks as we think that the ship once we get players ships and better captures that should make up for it along with better AI cargo, but no XP for a kill no matter how you got it is just stupid. They say the xp is based of kill and assist than every one should get xp for kill and assist no matter the means. IF you have a fight that is 5 vs 5 and one guy boards all 5 ships no one gets any thing xp wise no matter how much damage they did, cause every ship was captured by that one guy. If I captured over 1000 Spainish ships as a dreaded pirate I'm stuck as as a Thief cause I gained no xp for them, but some newb can sink 10 and will be a rank or two higher than me. So your telling me he's more skill than I am when I have over 100 times more kills?
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nope doesn't work that way, once the battle is over it's over and you can't gain any more from the fight. I'm sorry not getting XP for a fight that you fought just as hard if not harder is BS. I never been on a game that doesn't reward you with at least XP for a fight where the end result is the same you get a kill. I don't care for the credits or marks, but if I get a kill and any one else help me we should all get xp for our part in a fight. And no you don't get anything if you sink a ship after you take the cargo. I tested it several times, once the battle is over you gain no more xp or anything SO STOP TELLING US WE CAN. That is unless you have changed and fix this, which it's not mention in your notes. YOU CAN NOT GAIN XP FROM SINKING A SHIP YOU ALL READY CAPTURED IF YOU SINK IT AFTER THE BATTLE ENDS.
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Take you basic cutter capture a trader, ditch the cutter and take the trader home. That is all you have to do. They are cheap and free after all. Oh and you can now punch the numbers in on the sliders in the shop. Yah I noticed this too, I grind for a while and if I do any production it's almost all gone. You have to basicly do trade runs and those resource got cut really short (as they would of on there own with a larger population). This is why I'm bitching so much about captured ships. IF there not going to give us anything we need at least get the xp. That and the cargo nees to be boosted up. It is not profitable to grind in the mid tier ships. Yes I think light ships are pretty well balanced in there cost, frigates no and I don't even want to see SOL's but they should cost to run any way.
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I acutlaly liked it better when they listed the classes 1-3, 4-5, 6-7 than the S, M, L that it list now. that or I would say put them after the other crafting stuff so you don't have to scroll down just to do normal Mats casting stuff.
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Crafting and blueprint changes
Sir Texas Sir replied to admin's topic in News Announcements & Important discussions
We just got another update to testbed, but still not all the ship crafting stuff it seems -
So pine is now Fir? That is way better now that they are combined. I was like dang it I neeed pine, and than noticed oh well I guess that building just became sugar prodcution since i have fir all ready producing.
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That way you can trade loot off a ship ya'll all worked on and well help a buddy out that is short on repairs and such. Repairs take .50 cargo each so they are taking up a lot of cargo hold. This is going to mean a lot of runs back to port to stock up. I was thinking maybe .25 would be a better number. I forgot to look at rum weight though.
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The cannons do the same, but man the barrels been a long time annoying thing for many. Thanks.
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Ok so medkits are useless and we have them still. Now we have no rum (unless yo had some in stock) and need to make them so we can have medkits. OH and can we get these freaking sliders to have a larger option than 16 at a freaking time. If I'm going to make a bunch of barrels than I'm going to make a bunch of them. Not 16 at a time.
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While we are waiting on the update of the game did the progress we had get wiped or is it just update of what we have in game so far?
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Crafting and blueprint changes
Sir Texas Sir replied to admin's topic in News Announcements & Important discussions
Cross your fingers as maybe this update will have the updated crafting stuff -
Preliminary patch 9.99 deployed to testbed server
Sir Texas Sir replied to Ink's topic in Patch notes
Yah I got every thing ready for when I got all the stones...... Yah I was waiting on the stone blocks and some pine and I'll have every thing to craft a 4th rate -
PVP Global Server - Clan/Population Chart
Sir Texas Sir replied to Aventador's topic in Caribbean News
with the merge we prob will see more SEA/AU players on during y'all time in the other nations. Which will be good for ya'll. Might even get some GB during your prime time to exchange some fights with.-
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Global Server US Nation meeting (PvP1 & PvP2)
Sir Texas Sir replied to Chijohnaok's topic in Caribbean News
Changes his flag to one of the many he's stolen from capture ships, "I'll be there......" Snickers and thinks this would be a good time to raid the US coast line. If I pop on to PvP2 I'll pass the post on to any US players I know that might want to show. Have a good meeting though. -
Propose new gun types
Sir Texas Sir replied to admin's topic in Current Feature Improvement Suggestions
Lets take the Aggy, same build and put them side by side in a brawl. One ship has all longs. My ship has Mediums on the bottom deck with longs on the middle and I run Carros on the top deck but we will just turn those off for this topic. Now I bet you if we are under 250m brawling I'm going to do way more damage than you. Than lets toss in Double Ball if we are 100m from each other. The mediums can be devastating at that range. Remember the PvP2 US/Brits complaining about pirate hacks how we pen every one and they keep bouncing us? Well that is cause even with Mediums we can run double charge for distance and pen and do more damage, but up close we run double ball and just shred there armor at point blank. Than of curse we will angle our ships and they would bounce even at close range. A lot of folks don't see the potential of Mediums. Also every one of those guns I have 1-2 less crews on it that can be doing maning other guns or my sails that you have man your guns. So I can in a effective brawling fight run both decks on and keep the guns fully crewed in the fight or take very little hit cause of low crew compared to some one that runs all longs. Yes if the fight was taken to distance you will have an advantage on pen and range over me, but than your damage drops too. It's not a build I would use for most OW PvP fights, unless your running the tank of the group. Also Mediums 24's will have the same reload as longs 18's. Medium 32's have the same reload as long 24's. So on the 4th and 3rd rates with this set up all my deck guns are running at the same reload so I'm getting pretty much the same alpha strike every time with all my guns against you when your running one deck at a time cause of your off reloads after that first broadside. And remember with the less crew mediums take I can more effectively still sail my ship with less crew that won't effect reloads as bad when I start to loose them. When your talking about 30 something guns that is 60 extra crew I have that I can loose before it hits into my crew management depending if I have one deck turned off and only fighting on one side or if I have to have both on and fighting with both. And this is all not adding mods like powder monkeys, improved mags or Rum rations (every thing I run on my Aggy in port battles) along with the Frigate master to get 15% off my reload which is all ready faster than yours (If nats where smart they run pirate hunter with same build to make that 20% off). So on a 24 lbr gun I'm shaving almost 10 seconds off my reloads compared to your longs, though it would be more like a 5 sec difference if we have the exact same builds. That 5 extra seconds of me getting another broad side on you can mean a big difference of who sinks who. -
and I'll keep bugging them to add in xp for sure, some one brought up something good to add to xp, PRESS GANG. Give back part of the crew after a good board and capture. Than if we get those two things I'll be happy. I can live without the credits or marks. Though they need to fix the stupid cargo it gives right now to something more. We shouldn't get rich off them, but hell put some resources in them that folks can use or sale.
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Well looks like another day without any patch updates. Maybe tomorrow we will get the rest of the crafting stuff, but I'm not going to hold my breath.
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Preliminary patch 9.99 deployed to testbed server
Sir Texas Sir replied to Ink's topic in Patch notes
You can only repair every 10 mins, that repair time is what 90 secs if not shorter depending perks. So you have that whole other 8 mins to take some ones sails down while they aren't repairing. 8 mins is a very long time in a battle to some folks. And remember the bigger your ship the less the percentage the perks/mods give you so while it seems that we can with the right perks almost heal a ship completely you won't be able to do so with bigger ships. It seems that way cause of how much it heals straight off the bat. 500 HP is a lot on a small ship, but it's chump change on a large ship.-
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Propose new gun types
Sir Texas Sir replied to admin's topic in Current Feature Improvement Suggestions
are save this for another patch that will let us test it. Nothing wrong with some feed back of concepts, but don't let if effect current patches and work. Save it for the future. TO much stuff been holding things back as is. -
Not only do they miss a lot when your shooting at that range and many AI ships don't carry there top tier guns, you can use your armor to block the shots. I explained this to the OP on steam and he pretty much said I was being mean to him. All you have to do is learn your armor and how to angel it to bounce shots at distance greater than 250m. Now I will agree they do get to be a pain in the butt when let them stern camp your and they seem to hit every shot one at a time, but the solution to this is? DON'T LET THEM ON YOUR STERN. Now if your low tier and your fighting another low tier ship more than likely it's going to pen almost every shot cause of your soft low level ship (again learn to use your armor and angle and you will bounce shots)....
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Preliminary patch 9.99 deployed to testbed server
Sir Texas Sir replied to Ink's topic in Patch notes
Cause they delay them to put them into the patch. When instead they can do the patch. Than add a small patch a few weeks later with the new content. Remember lands in port battle came a few weeks after that patch came out cause it wasn't ready yet. This is the great thing about now having the testbed. They can put most of the content out and let us test it and push it to live, and than add more as it gets done, but they aren't doing that they are just adding stuff and adding stuff and adding stuff. Remember last update live had that wasn't a hotfix to fix something was Dec 19th.....OF LAST YEAR. At this rate if they keep adding things we won't see this patch on live until DEC of this YEAR.-
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Preliminary patch 9.99 deployed to testbed server
Sir Texas Sir replied to Ink's topic in Patch notes
The problem with the last 5-6 month is they didn't keep the content flowing and alot of folks lots interested cause nothing was showing up on the game. I love the cannon concept right now, but can't that wait for maybe the next patch? Get the current stuff to testbed and let us test it and than to live. Than do a small patch that is nothing but cannons. Than do something else after that. Tweeks and small things that keeps things rolling instead of every one waiting. I mean this patch was suppose to be live 5 days ago and we don't even have it all on the testbed yet.-
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Preliminary patch 9.99 deployed to testbed server
Sir Texas Sir replied to Ink's topic in Patch notes
Really no one is asking them to rush anything. What they need to do is stop adding content that wasn't planed for this patch. Get this patch to test and than to live. Than add the new stuff to new patches that will follow.-
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On live a while back when we where hunting out side of Little River there was a LVG with a Wappen in fleet. I was in a Trinc (might of had a renom in fleet) and another player had a Renom, we where being taggers for our bigger ships but was returning from some crew/repair ups and the big ships where in a fight we didn't need to be in. We had cross wind to chase the LVG and I would never had tried to do so until I noticed the Wappen in it's fleet. Knowing that thing is slow as hell and not the best wind we figured we go for it. Well he out ran both us. I'm sorry I been notice some ships seem not to effect OW speed when in fleets. This needs to be checked. With that Wappen in it's fleet and going that wind we should of been able to tagged it before it got into port. We had all ready planed to just hit the Wappen's sales and blow past it chasing the LVG, but we where never able to get close enough to do so (with the small circle and long tag timer currently). We have had normal LVG"s out run speed fit ships many times on the open world. I think it's time the trader OW speed boost they seem to have go by by. I get not all mods should effect OW but when your in in a ship that should and will out run them in battle can't even keep up OW there is a problem. I think the new tag timer and circle will help a bit with this, but they seems to still be out running folks, but I'm going to bet some of these guys getting out run are not in speed built ships either.
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Preliminary patch 9.99 deployed to testbed server
Sir Texas Sir replied to Ink's topic in Patch notes
@admin A good question and how much more are we adding to this patch. Cause it seems to keep growing and growing and growing. Guess Mid May will be seeing it go to live at this rate.-
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