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maturin

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Everything posted by maturin

  1. Buying a ship in a store is no fun. Capturing a ship is fun. It teaches you important skills and earns you rewards. Crafters have been totally worthless for months now, because we have PvP mark ships. Until that's changed, it's pointless ever even remembering that crafters exist.
  2. Could we get a cheap port refit to remove the debuff from captured Frigates and 6th Rates? NPC ships are already mostly Fir/Crew Space, so they don't need any more punishment. We also don't need any more barriers to PvP. Low-cost throwaway ships have always been a great way to learn.
  3. ^.^
  4. Yeah, even if shot ricocheted off a mast, it would do so by taking a chunk out of the side. Ships regularly reported shot stuck in their masts.
  5. It's not remotely that much. Here's how you test: Zoom your camera all the way in, looking forward so the viewpoint is near the foremast. Then press the Home key, and observe that the camera sags aft until exiting the ship on the weather quarter. This tells you that the leeway angle is no more than half the length:breadth ratio of the ship. So less than 1/7 for Constitution. Still probably excessive, but whatevs. And IRl is you are making 10 degrees of leeway in moderate weather, shortening sail is more likely to increase leeway, not decrease it. You are removing lift and thrust from the ship, while the drag of the hull and rig remains.
  6. Forcing a *light* ship to fight a mixed fleet is a good thing??? For real? I know for a fact that the streamers are not taking on fleets of frigates in a solitary Prince de Neufchatel. You've hit right upon it though. PvP is being squeezed in scope from what used to be profitable and fun. I have a lot more fun watching Moscal' than playing the game myself, these days.
  7. For one, if it's blowing 5 kts at 50 feet above sea level, and 10 kts at 100 feet above sea level, the ship with the loftier rig will have a very large advantage. Meanwhile, my naval architect source pointed out that the shape with the smallest surface area is a sphere. So having a bluff bow isn't necessarily a bad thing at low speeds where frictional resistance is the primary form of drag. I'd expect currents to affect all vessels pretty much the same.
  8. Most ships would turn into the wind in absence of rudder input, but this is effective by the trim of the sails. In the game a destroyed rudder sticks in place, so any ongoing turn will continue.
  9. Terrible handling characteristics and often poor stability. Not sure how much utility being slightly shorter than a First Rate has, so far as agility is concerned. They were even worse for use in confined waters, given their windward performance. An 80-gun two-decker has superior firepower with excellent performance under sail. And probably similar cost, although I don't remember that for sure. They have their cake and eat it too, even if they suffered from hogging issues. The British kept their 2nd Rate three deckers around once technology had already passed them by, because they were so imposing in combat and a great reserve force for the Channel Fleet.
  10. The ship we have in-game is the 'Kronprins Gustav Adolph', which led to the Wasa-class. https://threedecks.org/index.php?display_type=show_ship&id=10981 Note the slightly larger dimensions and 36(!) pounder guns (not 32s). This is backwards when you really think about it. IRL ships were defeated not by threatening the structural integrity of their hulls, but by subduing the fighting spirit of the men inside the hulls. A cannon ball cares little how heavy the target is, so the smaller ship will suffer more hits in a smaller area, and casualties among the crew will also be concentrated, leading to more morale failures. With an extra gun deck, you need to fire more guns to achieve the same effect. That's why the British used those awful 98-gun 2nd Rates. They had more 'hitpoints' and had a powerful psychological effect. And LO/WO Constitution proves definitively that a heavy ship is not necessarily a slow one. IRL a large ship is a fast ship.
  11. I guess that never happened in this game?
  12. You can still get an HMS freakin' Victory to 15.5 kts, though. Probably the stupidest thing I've ever seen in a videogame. Put in other terms, the mods can increase or decrease your speed by 50%.
  13. You don't play anymore, so you're not really qualified to comment. For most of past three years, mods have had a far smaller impact on stats. Usually there's only been one category that has been especially affected by them. But now it's masts, thickness, speed etc all at once.
  14. This is hilarious! But at the same time deeply depressing. Just goes to show how this game has suddenly turned into a gear-based MMO for RNG grinding, a radical departure from three years of great combat. It really saps my motivation to get better as a player, when PvP means dealing with 15 kt SoLs and frigates with so many repair mods that they effectively have 180% as many hitpoints as you, on a fir-built speedboat.
  15. The sinking speed and range wouldn't be so bad if the menu wasnt do unbelievably f***ing laggy. It's honestly like a goddamn dialup connection.
  16. This was removed because the AI doesn't know how to chase, making it something of a fake feature. Also then we'd have to reckon with the fleet of 3 Pirate SoLs and swarm of smaller ships that for some reason tries to dock at Port Royal every morning.
  17. Those characters never met
  18. Heh, it's the reunion of Julius Caesar and Brutus! Question to all producers, though... That one shot at 0:25 probably cost you thousands of dollars and a huge amount of man hours by a professional CGI studio. And you don't spend even a tiny bit of effort getting the sails to look right? Who ARE these people in ShowBiz who control the purse strings or deploy costly digital art programs, and rather than navigate to Google freakin' Images and copy a random painting, they just try to eyeball everything? Imagine if the next FPS game to come out expected its designers to render an M16 or an Abrams tank by memory, without visual aids?
  19. Question to the mod farmers: Given that the game is so gear-based now that the initial ship stats are basically irrelevant, can Constitution's turning problem be rectified by the proper build?
  20. Ratings are purely artificial, whether we're using the artificial-historical system or the artificial-videogame system. In reality, Wasa and Agamemnon were both 3rd Rates. The former was built small for economic reasons; the latter was left outclassed by the arms race. Ingermanland was a 3rd Rate in her time as well. Wappen was just a convoy escort and not a proper warship. We don't have any typical 4th Rates, which would be 50-gun two-deckers. Constitution was billed as a Fifth Rate for propaganda reasons, but was longer and heavier than a 74 gun ship like Bellona. She mounted over 50 guns, putting her squarely in 4th Rate territory by dint of firepower and armament. Once the world's navies caught up with this development, frigates of her size were considered 4th Rates. This considered apace until there will single-decked frigates longer than 18th Century capital ships.
  21. Pfft, doesn't count. How can you possibly be expected to survive when a ship full of liberals is out for your blood?
  22. Angled bow chasers would inject a lot more tactics into chases.
  23. No ship in this game has a crow's nest. The lookouts need to just hang on.
  24. On the contrary, I think the windward advantage is exaggerated by the ability to stern camp. Witness Doran's treatise, even if it is outdated. What 4th Rate beat a 74?
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