OTMatt Posted May 25, 2016 Posted May 25, 2016 Use F1/F2/F3 for the appropriate carronade gun deck, fire your normal guns, and then aim again with your carronades I've tried it before but it's a little difficult to master in tense situations. It would be much easier firing the gun deck cannons first and treating the carronades as a secondary weapon by toggle feature. No extra management required, its just the single shot aiming is in reverse.
ITFHunter Posted May 25, 2016 Posted May 25, 2016 I think carronades already solves that. But What I'm thinking is the aiming is annoying to some players including me so we stick a uniform arrangement of all longs, all mediums, or all carronades. If you could give us the toggle option for firing gun deck cannons first players can aim regular long guns instead of carronades. They said comfortable battle range of 300 meter, so carros are no option to that. Balls of carros take a Hugh curve to hit the target at 300 meters, so it's impossible to hit the target at a perfect angel to get full pen values. I guess u hit the target at 300 metter with the current flying curve at 45°. A Vic will have there 120cm armor if you are 100% parallel with the enemy.
ITFHunter Posted May 25, 2016 Posted May 25, 2016 Well, if I were a dev, I would give people a bit more time. I think you started to alter values way too fast. https://gaming.youtube.com/watch?v=LY31XoyPcz4 Dear Devs, People have got used to fire like in the 1st scenario they made. That is utter crap. People complaining because the game got radically more realistic. Later in the clip, 100-250m, which is far more realistic distance, they start to penetrate. at what time on that Clip? If I look around min 19, which is around 250m distance, from a frull broadside only 19 hits, after that the distance was dramatically decreaed
Vaz Posted May 25, 2016 Posted May 25, 2016 I've tried it before but it's a little difficult to master in tense situations. It would be much easier firing the gun deck cannons first and treating the carronades as a secondary weapon by toggle feature. No extra management required, its just the single shot aiming is in reverse. It would be easier yes, but you would use your highest/best guns to get your range and aiming right, minimizing your potential damage compared to shooting your lightest guns for range and aim, and hitting the maximum amount of your large canons hitting
Lord Vicious Posted May 25, 2016 Posted May 25, 2016 (edited) pre armor patch was more fun tbh this armor value may be realistic but fighting for 1h and half and getting nothing is boring we have fight yesterday 6 inger+1 conny+1 rattlesnake vs a clearly superior fleet formed by 1 pavel 3 bellona 2 conny 1 trinco various frigs-renomee and a mercury 1h and half (we manage to shoot each other for all the battle timer) what was sunk ? 2 frig. all inger where or full hp, beside me (i was focused by 2-3 bellona ) at 50% hp. , wanna avoid a fight? unless you outnumbered 4:1 and they spawn near to you, just run with best wind, and is impossible to sink, you, at 65% sail u still go 8kn they cant demast you whatsoever, and go for dmg is impossible. Got 2k sails hit same for all other inger, we have focus the 3 bellona, not a single demast, and we have fight 70% of the match at 200mt, even side by side against the bellonas ramming each other. (combined we got over 11k sails hit on the bellonas sails with 32 pounders mainly ) Ships keep sailing very fast even at 65% sails, demast is IMPOSSIBLE, we have ganked an essex with 4 santi some victories etc, shooting it like 20x volley each, not a single mast. also give conny soo much more hp then inger is LOL, it have more armor and more hp now, they should be something like 6500 inger 6000 conny with armor advantage Edited May 25, 2016 by Lord Vicious 3
Inkompetent Posted May 25, 2016 Posted May 25, 2016 Ships keep sailing very fast even at 65% sails, demast is IMPOSSIBLE, we have ganked an essex with 4 santi some victories etc, shooting it like 20x volley each, not a single mast. This is the problem imo. It is hard to get this tuned right since we don't want the meta to return to obligatory mast-sniping, but it currently is very hard to get any significant effect on sails since shooting down 40% on safe distance (i.e. using ball), them repairing sails, then shooting away 40% again takes so much time it isn't even viable. Especially since even top sections of masts refuse to break. I do however like that smaller ships are forced to keep a distance, because if they go into range to penetrate the enemy hull they will get absolutely obliterated by the larger ships. Question now is how to make it possible to separate ships by shooting the rigging, without making it overpowered.
Lord Vicious Posted May 25, 2016 Posted May 25, 2016 (edited) Shootin mast not was OP, and rarely where used on big battles, who cry about where crybabies becouse organized clans could focus masts way better then group of randoms, invalidating their zergs vs gank squads. Not was op, is that someone not was able to use such tactics, so they cry and prefer to remove it from everybody instead LEARN to play. It took even before a lot of time for demast someone, now you wanna make me believe that 11k balls at 200-300mt, on 3 bellonas not cause a demast and is historical accurate? New combat may require more skill 1 vs 1, since shooting on stern matters more, as well waiting enemy ship heeling for broad under his waterline and cause many leaks and sink him even full hp. But on group fight, there is nothing you can do for sink ppl even vs a fleet half your strenght , all they need to do is keep distance 300mt+, and sail strait on their best wind, damage is impossible, demast is impossible and even at 60% sail they fast enought for avoid being engaged at short range. I am playng warhammer until this nonsense get fixed. Not gonna fight 1h and half for sink 2 frig. Becouse anything bigger then a trinco liveoak can withstand 30+mins of 6 inger shotting it at 200mt bouncing 90% shots. Edited May 25, 2016 by Lord Vicious 3
Inkompetent Posted May 25, 2016 Posted May 25, 2016 It took even before a lot of time for demast someone, now you wanna make me believe that 11k balls at 200-300mt, on 3 bellonas not cause a demast and is historical accurate? I certainly don't believe that it took that many shots IRL. But I also believe that ships weren't even half as maneuverable as in-game (here you can tack a SOL in 30 seconds, while IRL it might take 5 minutes), that crews weren't throwaways, that captains were quick to surrender their ship once critical damage was caused, that row boats could tow away demasted ships, that rigging could break simply from tacking into too hard head-wind, and so on, and so on. I have in many battles defeated superior fleets simply by focus-firing the masts on SOLs so that they fall behind, and then starting to pick them off one and one. Doing so should of course still be possible, but the SOLs should bring utter doom and destruction onto anything that dares getting close their broadsides, while being relatively safe themselves. That wasn't the case before, and it made a few SOLs with some frigate escort disproportionally weak against an enemy with weaker but more numerous ships. 2
TommyShelby Posted May 25, 2016 Posted May 25, 2016 Did a bit of PvE RA fleet missions to check out the penetration stuff after the hotfix and my opinion is that it's pretty darn good now. Sure, a bit more tweaking might be needed but so far it's pretty darn good. Edit: There's a huge difference between penetration yesterday and penetration today. Should probably test the game with the current hotfix lol 1
BlackPanther Posted May 25, 2016 Posted May 25, 2016 Hi All Iam not happy to see taht the santisima is again more weaker then the victory and tahts not ok if u dont like the the santisima( Vicotry is still op wiht planking and she can pen u but u dont this sucks sorry but pls buff the santi wiht more fire power etc u know that the vic is still more agile then the santi so santis is now useless) took it out of the game and this pacht feels like this one before i like this game realy much but u stole my play fun since last pacht sorry 1 last cance before i quit too paly the game i know is still a alpha but i want fun not hardcore realism for taht i can play other games . 1
Bulwyf Posted May 25, 2016 Posted May 25, 2016 Disagree with the changes to planking, they make no sense and Connie was overpowered as it was. It earned its reputation fighting smaller frigates and never fought a ship of the line. All of the changes to planking should be reversed, they are nonsensicle and a retrograde step. 2
Destraex Posted May 25, 2016 Posted May 25, 2016 It would have been easier to lower everything across the board by 10-20% to make fights faster than to lower all SOLs and raise all Frigates potentially making frigates contrary to their historical roles mini battleships that are almost able to take out SOLs on their own. Has me wondering if a few frigates will dominate an SOL easily through mane-over. I hope we don't see zerg frigate rushes that cater to FUN that no longer even resembles historical accuracy. Looking forward to testing the changes. 2
Red Jack Walker Posted May 25, 2016 Posted May 25, 2016 Penetration now is really good in my opinion. Nice tweaks, need still to test frigate combat but I'm really happy atm. Good job! 1
Hethwill, the Red Duke Posted May 25, 2016 Posted May 25, 2016 Frigates in squadrons were still ( before this hotfix ) dominating singled-out SOLs but had to be much more aware of what they were doing, as they should be. The SOL could escape, sure and provoke overshots with horrible consequences for the frigate, as it should be. 1
CtMerrillStubing Posted May 25, 2016 Posted May 25, 2016 (edited) I was happy with the way the line ships were after last patch. I cant complain tho and its nice to see AI line ships sink while fighting each other rather than last over 1-1.5 hours. I would still like to see the port battles force the players to fight in a tighter battle, still too much running to save the day. Great work and I cant wait for a PvP merger. PvP US is like sailing my sunk Santisima or riding a dead horse. Edited May 25, 2016 by CtMerrillStubing
Destraex Posted May 25, 2016 Posted May 25, 2016 Frigates in squadrons were still ( before this hotfix ) dominating singled-out SOLs but had to be much more aware of what they were doing, as they should be. The SOL could escape, sure and provoke overshots with horrible consequences for the frigate, as it should be. I hope this has stayed the same.
Cmdr RideZ Posted May 25, 2016 Posted May 25, 2016 (edited) at what time on that Clip? If I look around min 19, which is around 250m distance, from a frull broadside only 19 hits, after that the distance was dramatically decreaed 12pd cannons would not penetrate Santisima from that distance. So you can remove all those from his arsenal. He has to use those either to shoot the mast, or smaller vessels. Or rudder, or sails, or something similar. edit... Or to wait for point-blank shot. So the rest of his cannons, total 29. 15 from those are 42pd, which did penetrate, I am rather sure about that. 24pd... If the Santisima was built from Live Oak and cannons were medium, that would explain. I do not know exact rule for partial penetration. But what can be read from statistics, 24pd penetrating Santisima, 250m. The armor thickness and penetration values are close to each other. 4x 24pd penetrated still. But in case the cannons were long and Santi built from Oak. Then if I were dev, I would check that there are no bugs, because those should be able to penetrate. edit... It is not a rowboat, you do not penetrate it with muskets. It is the... Nuestra Señora de la Santísima Trinidad Edited May 25, 2016 by Cmdr RideZ
surfimp Posted May 25, 2016 Posted May 25, 2016 Thanks for fixing the rudder damage indicator thing as well as grapeshot! Looking forward to testing the changes.
Cmdr RideZ Posted May 25, 2016 Posted May 25, 2016 @Cmdr RideZ The dev statement say something different, the wether deck should have the possibilitie to fight at a distacne of 300 meters comfortable I am reading the statistics from the material devs created.
Fluffy Fishy Posted May 25, 2016 Posted May 25, 2016 I am saddened to see that there is now only 2cm difference between the Victory and the Santissima, I guess it looks like the santissima has the absolute advantage again. While the old values weren't fun to play with due to how long battles took, the new values between the two first rates. My understanding is its unhistorical too, I was under the impression the basic planking on the santissima was about 1.5 inches thinner than the planking on the victory, with the angling being shallower too, giving it a more realistic armour rating of 75 not 78.
Chustler Posted May 25, 2016 Posted May 25, 2016 People that have issues with Connie having more HP than the Inger need to realize that they are just trying to accurately represent the ships. The Connie was a beast of a ship, and should have more toughness than the inger. The inger still has bigger guns, so it is actually a nice balance if they do it right. 4
VonVolks Posted May 25, 2016 Posted May 25, 2016 convergence of guns matter (locked sector penetrate better because 40% convergence to point increase angle of shot) shape of hull matters Great tip thanks! So maybe a reason to used locked sector fire now?
Paint Posted May 25, 2016 Posted May 25, 2016 Great tip thanks! So maybe a reason to used locked sector fire now? Yes most definitely its really useful.
Inkompetent Posted May 25, 2016 Posted May 25, 2016 (edited) Great tip thanks! So maybe a reason to used locked sector fire now? Absolutely. If you are at a good parallel angle to the enemy you of course want all the guns to get that good, perpendicular impact with the target's hull. Using unlocked sector focus broadside-to-broadside is now more for hitting somewhat angled targets so that at least some of your guns can get a good strike. When to use which is completely up to distance, angle, target ship, what guns you have, etc. Edited May 25, 2016 by Inkompetent 1
Pagan Pete Posted May 25, 2016 Posted May 25, 2016 What's new: Kill threshold reduced 10x times from 55% of overall hp to 5% overall hp Does that mean a ship will sink at 5% damage? or that a teammate will get an assist for inflicting 5% damage?
Recommended Posts