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Posted (edited)

Thanks Scud misery always loves company.

 

Also I have stuck with the 6lb longs on my Essex and wow what difference. they do the same damage as an 18lb (not reflected on shot log), with the rapid reload of the six. I'm even kickin butt in fleet missions!

 

Aiming is different now, different aim point figuring that out helps mucho!

 

 

So the Dev should fix this, because this is really a problem and not suppose to be like that.

Edited by Skippy
Posted (edited)

I want to report something else happening.  Its about AI fleets beside Baracoa, Mortimer, bahamas, La Tortue etc... before patch there was lot of good fleets around to attack, fleet with ships of the lines in them, sometime a few of them like 3 or even 4... now they disapeared completely!!!!! Only smaller fleet around these spots with no SOLs in them, never :( 

 

We need our AI fleet back please.. I went closeto Port Royal and there was a lot of huge fleet with a LOOT of SOLS in them, almost too much... but there dotn come at Mortimer and the place i mentionned.. why?? and why its only now small fleet adn huge fleet... no middle ( i liked the fleet of 4 SOL, 3 SOLS with a couple of other smaller ship like frigs etc.... you should make a lot showing up of different size, small, medium, big, super big and huge.... need for every kind of players and groupes. Id like you to fix this please. We deserve fleets over here.  The game seem bugued about AI fleet since your patch. And these fleet are fun for me and my friends when we feel to engage them.

 

 

Thank you

Edited by Skippy
Posted

Hi,

 

Can we get some testers on PvE server ? Cause with the last update we have some bugs, not critical but very annoying. For exemple, in this update, open world fleets are much bigger which is a good thing for PvE, but we can't attack them as a group. I mean with the new tag system and the fact that in the PvE server players in the cercle do not enter in the battle automatically, there's only one player who can enter the battle.

 

I'm not saying that the update is bad at all, it is a great update, but we all know that an update creates bugs. Maybe I'm wrong but I think bugs on PvE server are not tracked at all.

 

I hope that we'll be able to make PvE battle on PvE server soon.

 

Cheers ;)

  • Like 2
Posted (edited)

Thanks Scud misery always loves company.

 

Also I have stuck with the 6lb longs on my Essex and wow what difference. they do the same damage as an 18lb (not reflected on shot log), with the rapid reload of the six. I'm even kickin butt in fleet missions!

 

Aiming is different now, different aim point figuring that out helps mucho!

No problem, I hope it gets fixed really annoying.

Also noticed the thing with smaller caliber guns. I started running 9lb mediums on my Connie. Drastically out performs 24lb'ers, handful of brigs could wipe the floor with me when I was running 24's after the update. I switched over to 9's and handily whipped 2 AI Essex with about 30% left on either side after the fight. 

 

Hope they address this and more soon, pretty dumb that starter cannons out perform high caliber end game guns lol.

 

EDIT: http://forum.game-labs.net/index.php?/topic/13273-bug-carronades-and-guns-mixed-layout-usage/

Just found that thread, may be the explanation. I think I was using carros on my weather deck when it happened to me. I will test without mixed loadout next chance I get and update this post.

Edited by Scud
  • Like 1
Posted

So far I have no complaint with the AI accuracy and damage as everyone else seems to have. Think like a captain of the time period and don't take on anything you think you can't handle. However, I do have one complaint. A clanmate of mine took a Post Captain mission and found himself facing a privateer. This obviously needs to be fixed. A flag captain facing what is basically a canoe with guns is an insult.

Posted

And the AI, you did not fix the AI the 80 percent of the community is complaining? For gods shake lower the AI accuracy for once. You said it was a "bug" in the AI, it wasnt, you read it wrong, it said artificial difficulty---off and you sir turned it on

 

.... I really dont know what to say! Today i got my first battles vs AIs .. and by the comments of a lot of ppl i expected a hard one!

Well... MEHHH.... SO DISAPOINTED! I killed a Connie with Mine without losing more than 5-10% armor hp.... In fact, the current AIs are FAR MORE easily killed!

 

HINT: Stay at med range between AI and downwind.

Posted (edited)

admin stated that the CTRL+L system is highly outdated and should not be used. It wasn´t updated for 1.5 years.

:( oh, he did? that's most unfortunate. So it's all the more down to guessing I suppose.

 

The fact that people are using 6 pd and 9 pd on their 4th rates know shows that something is definitely not in the place where it's supposed to be.

Edited by Mr. Starbuck
  • Like 2
Posted

I want to report something else happening.  Its about AI fleets beside Baracoa, Mortimer, bahamas, La Tortue etc... before patch there was lot of good fleets around to attack, fleet with ships of the lines in them, sometime a few of them like 3 or even 4... now they disapeared completely!!!!! Only smaller fleet around these spots with no SOLs in them, never :( 

 

We need our AI fleet back please.. I went closeto Port Royal and there was a lot of huge fleet with a LOOT of SOLS in them, almost too much... but there dotn come at Mortimer and the place i mentionned.. why?? and why its only now small fleet adn huge fleet... no middle ( i liked the fleet of 4 SOL, 3 SOLS with a couple of other smaller ship like frigs etc.... you should make a lot showing up of different size, small, medium, big, super big and huge.... need for every kind of players and groupes. Id like you to fix this please. We deserve fleets over here.  The game seem bugued about AI fleet since your patch. And these fleet are fun for me and my friends when we feel to engage them.

 

 

Thank you

There is no pirate fleets. I belive it was bugged when pirate ports spawned nonpirate fleets. Now it got fixed. Go fight players - youre a pirate!
  • Like 4
Posted

...

 there was a lot of huge fleet with a LOOT of SOLS in them, almost too much... 

..

 

Am i the only one thinking wandering IA fleets that can win trafalgar by themselves seems wrong? , (i.e. 7 santissimas +5 victories+ 5 pavels+ n 3rds ).... having them as special events/ high level PvE fleet missions can be interesting but having them sailing the coast is quite disturbing  ...on the other hand they make quite an escort for your merchant   :rolleyes: ..if you got patience to follow its pace

  • Like 1
Posted

No problem, I hope it gets fixed really annoying.

Also noticed the thing with smaller caliber guns. I started running 9lb mediums on my Connie. Drastically out performs 24lb'ers, handful of brigs could wipe the floor with me when I was running 24's after the update. I switched over to 9's and handily whipped 2 AI Essex with about 30% left on either side after the fight. 

 

Hope they address this and more soon, pretty dumb that starter cannons out perform high caliber end game guns lol.

 

EDIT: http://forum.game-labs.net/index.php?/topic/13273-bug-carronades-and-guns-mixed-layout-usage/

Just found that thread, may be the explanation. I think I was using carros on my weather deck when it happened to me. I will test without mixed loadout next chance I get and update this post.

 

There is apparently an issue with guns just now that is scheduled to be fixed soon.  Let's hold off on further demands to nerf AI and come back around to it when that issue is addressed.   I think it may completely change the landscape.

  • Like 4
Posted (edited)

There is apparently an issue with guns just now that is scheduled to be fixed soon. Let's hold off on further demands to nerf AI and come back around to it when that issue is addressed. I think it may completely change the landscape.

Not sure if this was directed at me, but it seemed to be since I was quoted. To clarify if that is the case, no complaint about ai in that post. It was just about guns not working right on some ships, and 6-9 lb guns outperforming high caliber guns.

Side note: I don't like that every ai at every level, on any ship sails like A seasoned admiral, with gunners that never fail to find their mark at any range. There should be some variability in the ai difficulty based on the ai captan rank, or something of the sort. I still am able to fight and win, but it's a little much the way it is now. I expect it will be tweaked and improved in the near future though, so not bothering to really complain much about that just yet :)

Edited by Scud
Posted

I have noticed a change in the way the AI traders react in a battle. Yes they still take the best angle with the wind and if the wind is blowing off shore then the battle moves out into deep water. If the wind blows in shore then the battle moves to the shore line. I haven't seen any ships beach themselves and believe this bug has been addressed. The traders will run the shore line, this causes a very different way to proceed with a battle as your manouver into firing position and still need to keep an escape angle and not get locked between target and shore. Holding station can be more difficult the closer to shore your are. Running aground is very real, LOL, been there done that.

Very intersting changes and whole new concept in where you want to fight. It no long means how close you are to the target when you activate the ATTACK button, it also means your relationship with the wind, shore and probable direction the battle will move to.

Excellant changes have made a better battle experience!

Posted

There is apparently an issue with guns just now that is scheduled to be fixed soon.  Let's hold off on further demands to nerf AI and come back around to it when that issue is addressed.   I think it may completely change the landscape.

 

Does that issue include the possible overpenetration issue with the 6s and 9s, or just the aiming bug with mixed long/carronade armaments? If it does include the former, I think some time should be spent seeing how the lower end AI perform with the fixed guns before making any changes to their intelligence/accuracy. For my part, I've noticed that despite the increased accuracy I aim still able to dodge or bounce most an of AI salvo when I time my turns correctly, even in a wallowing pig of a 3rd rate.

Posted

I am probably a more than average skill player. But, I cannot now beat AI Privateers in a Mercury with 3 permanent upgrades and 5 regular ones. Their accuracy is legendary. I am running before I sink.

I was on the losing to a privateer as well, in a Snow ... but got tired of being the punch-kitty, so I just rammed him to a stop and Boarded. I did that, ONLY to get him to cease making a strainer out of my boat!

 

It worked .. I won. But I wasn't going to win a "who gets sunk first battle".

  • Like 1
Posted

Does that issue include the possible overpenetration issue with the 6s and 9s, or just the aiming bug with mixed long/carronade armaments? If it does include the former, I think some time should be spent seeing how the lower end AI perform with the fixed guns before making any changes to their intelligence/accuracy. For my part, I've noticed that despite the increased accuracy I aim still able to dodge or bounce most an of AI salvo when I time my turns correctly, even in a wallowing pig of a 3rd rate.

 

The discussion was specifically with regards to 6/9lb guns.  The issue with mixed loadout is known and is on the list for a fix.

Posted

personally here is my problem with PVE, since you run a chance to fight 2 ships you must take smaller mission on your larger ship it make sense just thinking about it this way BUT the AI are then sailing smaller and lower profile ship than you causing you to miss them much more than if it was a larger ship and for them you are a huge sitting duck

my highest ship so far is a Cerberus and yesterday either i am really terrible at this game but a simple mission vs a Brig and a Pickle and i nearly got sunk because i had issues hitting them because they were smaller

if all PVE mission would be vs a single ships or would adjust to the number of players in the group it would already be a lot easier on the player, as it is now i completely stopped runing missions unless my friend is online as of now

2 things come to mind for dealing with smaller ships.

 

1) Increase your distance; to allow your gun range to be the advantage (and possibly you wont have to shoot lower much)

2) stay UPWIND -- this keels your ship toward them, more predominately, - which keeps your gun sights lower

   * this last point also keels their ships AWAY from you, resulting in lower portions of their hull to be exposed, more often

 

Hope that helps,

-Yank

Posted (edited)

Am i the only one thinking wandering IA fleets that can win trafalgar by themselves seems wrong? , (i.e. 7 santissimas +5 victories+ 5 pavels+ n 3rds ).... having them as special events/ high level PvE fleet missions can be interesting but having them sailing the coast is quite disturbing  ...on the other hand they make quite an escort for your merchant   :rolleyes: ..if you got patience to follow its pace

Wait until you see the 9 Victorys + 6 santissima's + 3 Pavels + 3 Bellona + 4 3rd Rates! or its cousin the one with the Victories and Santissima's reversed! 25 behemoth ships - hidden by one ship! Saw those 2 fleets just 2 days ago, not even 0.5km behind one another, following in line! That's 50 ships, disguised as 2! lol

Edited by yankyaeger
  • Like 1
Posted

The new a.i is a nice challenge, however i do wish that each mission rank would spawn fair ships. Flag captain for example is spawning St Pavels which utterly destroy my 3rd rate. 

  • Like 3
Posted

There probably needs to be a hard, normal, and easy version of each type of mission.

 

Flag Captain Hard could spawn a solo Pavel, or a pair of Conis, etc.  Flag Captain normal could spawn a Solo Bellona, or a solo 3rd Rate, or 2 Frigates, etc.  Flag Captain Easy would spawn a solo Coni, or solo Ing, etc.  Rewards would be scaled of course.  Hard would give a bit more xp for the reward.  Easy would give a bit less.  Maybe you can request the difficulty of ai as well.  Smart AI, Normal AI, dumb AI.  Smart AI for a flag captain mission would be rear admirals and commodores.  Normal would be Flag Captains.  Dumb AI would be Captains(Post Captains) and Flag Captains.  Again, xp would scale.  Smart AI might give 10 more xp.  Normal, no bonus.  Dumb, -10 xp to the mission reward.

  • Like 2
Posted

There probably needs to be a hard, normal, and easy version of each type of mission.

 

Flag Captain Hard could spawn a solo Pavel, or a pair of Conis, etc.  Flag Captain normal could spawn a Solo Bellona, or a solo 3rd Rate, or 2 Frigates, etc.  Flag Captain Easy would spawn a solo Coni, or solo Ing, etc.  Rewards would be scaled of course.  Hard would give a bit more xp for the reward.  Easy would give a bit less.  Maybe you can request the difficulty of ai as well.  Smart AI, Normal AI, dumb AI.  Smart AI for a flag captain mission would be rear admirals and commodores.  Normal would be Flag Captains.  Dumb AI would be Captains(Post Captains) and Flag Captains.  Again, xp would scale.  Smart AI might give 10 more xp.  Normal, no bonus.  Dumb, -10 xp to the mission reward.

 

I know, all PC games offer that..

 

Why needed?

Break further immersion? More devs programming needed, which need to be somwhere else.

 

Just select difficulty level with mission lvl...

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