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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. Given I was in a board meeting since 13:15 until right now ( you know proper RL important stuff, not hobby stuff ) I have no clue what you are talking about, but okay captain, I can take it. Bring it. Load double shot. Make sure to make it double charge as well. Fire away. My Privateer will dodge all your random fire rage. ~S~
  2. I said it is one of the things that actually will be affected by it, indirectly. Maybe I wasn't clear. Main will be the hugging, definitely.
  3. Question: Do you have any (community shared) flag mods ?
  4. This is one of the best insights of why the change happened. I am very eager for the day to end and go test this out.
  5. Nah, i'm just not cleaning it anymore. Have all the fun you want o7
  6. Guys, enough of Off Topic. Test and Discuss. Post ingame recordings and all that to help the brainstorm.
  7. No discussion there. But it is a nice secondary effect, have to admit.
  8. You can. But won't be close enough so the "AI stops shooting". Test it. You won't be pulled if you keep at 100m, this is a guarantee, but the AI will be shooting back and not fall into the "not shooting back" routine.
  9. Delta should take into account the ships mass ( 200 ton sloop of war pulling a 1800 ton ship of the line... chuckles ), at the very least. But i bet this is already being taken into account for the future ? @admin
  10. ... tested already ? ... i'm stuck at office until late...
  11. Sounds like fun then. Need to steal me a 1st rate though...
  12. Game is not made only for you or me or any other individual. I would expect that to be clear by now. When I say you, I say all of us. Guess it makes it clear from now on.
  13. Yes. That is good. No more "taking advantage of distance" that makes the AI not shoot. +1kk on my book until the AI gets properly fixed.
  14. At the point we stand now, and this is especially noticeable when a big frigate fights sloops of war, going always full sails makes it so the frigate has to use more space which the sloops can use more effectively, being of way lesser length ( hull length relates to distance covered while making ship evolutions, not time of evolution ). But when the frigate uses battle sails, space used is way less and the sloops natural fast speed will work against them. Try it. I fear being in the end sloop against a frigate captain that knows what to do. We stand little chance.
  15. Coast guard must manage "resources". Same as raiders have to. Two blatant examples of bad management: - raiders sailing out in a squadron of seven or eight ships - they will get one or two victims fast, but what will happen more often than not is enemy will stay in port or go to another area thus rendering the hunting grounds mostly empty. - coast guard throws twice or thrice the numbers into the same battle thus rendering any opportunity to fight additional raiders ineffective. How to: - separate groups of 2 to 3 raiders with "harmless" vessels work best. It is more challenging to make the kills but surely doesn't "scare away all the prey". - coast guard operate in groups of 2 or 3. Throw just enough ships into one battle. Keep others outside to assist in additional battles that might start, as hit and run raiders will try to start battles to absorb maximum defenders and then be free to kill more while the coast guard is all commited into one battle. - if battle is joined, get aggressive. Do not exit separate. Exit together. Proceed to next battle. Have fun out there. o7
  16. Slowly gaining knowledge slots with PvP alone. Someday will get there. Snow took 3 epic PvP battles. Navy Brig took 5. Constitution Classic has 2 slots after 4 average ones including 2 times 1v1. Could've done it with "grinding" or with "boring pve" and get the slots and the drops... true.... but it is a choice, not mandatory. Careful out there. o7
  17. Fleet 1 - adds one ship extra Fleet 2 - adds a second extra ship Fleet 3 - adds a third ship When in port, right click any ship you want to send to fleet via de "send to fleet" option.
  18. - Remove loodsman and F11 coordinates - RoE back to 2 minutes - no invisibility on exit for all but - increase 20 seconds on turbospeed to the Attacked side only ( attacker doesn't benefit from it ) - add 60 seconds cannot be attacked over what we have now It is a janky horrible way to do it, but is in my opinion fair for all of us and covers a prodigious amounts of situations including: - sitting in port waiting for the battle - rewards a glamourous escape ( takes skill sometimes ) - makes sure counter tags cannot be used to ensure a early escape - makes sure attacker thinks well about first attack tag
  19. Oh boy... i know this one and I will agree.
  20. Yeah, quality has been regressing, grant you that. The reliance on subsequent tags rather than the full 90 minutes appropriate chase is... rampant. ( plus any good captain worth its salt know when he will or not catch up after the first wind rotation... ) 15 minutes battle .. " maybe we should retag outside?!".... is weak...
  21. I don't like either. Actually I loathe teleports of any kind. Still can't think of anything ... level for the issue.
  22. Okay, invisibility, no speed boost, 3 minutes ? I will be untouchable, but is not a bad proposition. Invisibility with speed boost for same 3 minutes ? Man... is almost the same as exit to port.
  23. I like it but IIRC there's some technicalities linking instances and OW relative positions. I know this sounds crazy but adding enter Port from an Instance should be implemented by ALL MEANS NECESSARY. doesn't resolve the whole pack but surely will solve a lot.
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