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Posted

Patch will be deployed today on Friday 27th May

 

What's new:

  • Fixed the bug that did not increase crew damage when shooting at top deck of the ship on the boarding crew focus.
  • Officers cannot close clan warehouse now (to avoid extremely painful mistakes)

Fixed bugs:

  • Grape bugs fixed. Grape damage now depend on planking state and distance
  • Grape now affects exit timers again
  • Fixed bug that did not allow exit from the contested port

Tunings:

  • Ramming leaks are disabled - we considered them unhistorical because ships collide above the waterline and by the time underwater parts hit most energy is lost due to water friction and bow destruction. This also fixed several game breaking exploits like using cheap ships to disable heavy vessels by ramming. They might come back in the future in another form. 
  • Cannonball damage to crew slightly reduced
  • As a start of anti inflationary changes monetary rewards for port battles are now 1x
  • The ability of cannonballs to destroy cannons through stern is slightly reduced to include cannons that are destroyed but are still blocking the shots.
  • HP of masts rebalanced a bit. Approximate number of shots to destroy the mast based on the max possible caliber for that ship is 7 for the lower section 3 for mid section and 2 for upper section of the mast. Mast thickness still works so it is still going to be impossible to demast from 1km. (previous mast thickness was 10/5/3 for respective sections)
  • Chain damage increased significantly

Discuss

  • Like 18
Posted

 

  • HP of masts rebalanced a bit. Approximate number of shots to destroy the mast based on the max possible caliber for that ship is 7 for the lower section 3 for mid section and 2 for upper section of the mast.
  • Chain damage increased significantly

Interesting.. So running is probably nerfed.

Posted (edited)

If only we could have a system that included stress on masts where a combined mix of damage to rigging and masts mixed with wind force and tacking stress to bring down masts, thats the dream.

The hotfix looks good, looking forward to giving it a spin, another thanks to you and the team admin :)

Edited by Fluffy Fishy
  • Like 5
Posted

Less money from something that already destroys lots of assets and already is rare enough anyways?

That's not going to curb inflation.

You want to curb inflation, stop giving 300k for a captured AI victory. It's absurd how much money you can make with a boarding Pavel and a large group right now.

PVE still rewards better than PVP.

  • Like 3
Posted

All good thanks for the quick patch, I however have a question about traders armor that was reduced in last patch, is it normal for a Le Gros Ventre to have slightly less armor than a Renomee ? Also the indiaman seems very weak for what is classified as a 4th rate compared to many 5th rate in terms of armor. 

 

A Belle Poule gets 1cm more on sides than an indiaman, 1cm more armor on bow and the same armor or stern, and essex have the same armor values as the indiaman.

 

Indiaman on sides gets only 5 cm more armor than a Cerberus, 3 cm more on bow, 2cm more on stern.

 

I don't know if it is normal or if it's done to help the traders hunter's that had it already easy enough but the traders seems very weak in terms of armor compared to many ships, especially the Gros Ventre and Indiaman, this last one being a 4th rate and having same or less armor than 5th rates.

 

Well, it seems to me that traders are really getting the low end of the stick when it comes to armor, and seeing the armor the equivalent ships gets it doesn't seems logical at all from my point of view, a LGV is based on a belle poule design, yet the Belle gets 12 cm more armor on sides for example.

 

I might be wrong and approaching the problem from the wrong side but this doesn't seems logical, nor fair, and seems done to only make traders more easy preys that they were already, are traders fate in game to be only easy preys ?

 

Thanks.

  • Like 1
Posted

And thise is something that cud not waited one day?? or next time set 1h warning. so we can make the battles in time plzzzzz

Posted (edited)

Going to turn into a Mast shooting fest. Yeah, really going to make the game fun. Lets all shoot each other's Mast until we're to a crawl. :/

Edited by milkyway12
Posted

Going to turn into a Mast shooting fest. Yeah, really going to make the game fun. Lets all shoot each other's Mast until we're to a crawl. :/

 

the change is minimal to get this reaction

it was always 7 5 3 / went up a bit after gun rebalance to 10 5 3 and is now 7 3 2 

 

penetration still works and you won't demast anything from distance

  • Like 2
Posted

the change is minimal to get this reaction

it was always 7 5 3 / went up a bit after gun rebalance to 10 5 3 and is now 7 3 2 

 

penetration still works and you won't demast anything from distance

Will have to test it to see how it works, so long as you dont make it like it was ( which was an equivalent of panzerkampfwagen II penetrating 90% of its shots from a kilometer away on a tiger 2, will be good :)

As for ramming i hope you rework it, currently the fastest way to board an AI 1st rate is just to headbut it at full speed and pull it into the wind that way, and that doesnt seem to realistic. And now you are making it even less punishing to be a trireme ? :) 

Posted

Have you ever tried to ram AI 1st rate head on :D , you will most propably sink doing this if you somehow wont be able to catch it to boarding ^_^ .

That is literally what i do to farm cash take a boarding pavel go head on in a commodore mission, whe he is close he starts turning exposing his side your just head but him with your stern at hull speed and insta turn him to the wind. it gives a minor leak that need less than 200 men to fix and in no way to you risk loosing your ship while doing this :) 

  • Like 1
Posted

didnt see anything about the santi getting fixed right now it is worthless compared to the vic needs to be changed 

oh also last nite at 9pm cst 280 people were on pvp1 168 on pvp2 this game has fallen so far please fix the damage model you are losing players so fast not even i though of

 

this patch really doesnt do anything to fix the broken parts of the game honestly i never noticed anything that was broken that you just fixed

  • Like 3
Posted (edited)

Tunings:

  • Ramming leaks are disabled - we considered them unhistorical because ships collide above the waterline and by the time underwater parts hit most energy is lost due to water friction and bow destruction. This also fixed several game breaking exploits like using cheap ships to disable heavy vessels by ramming. They might come back in the future in another form. 

Discuss

 

Yesterday we had a 20 attacker vs 25 defender port battle, and we used ramming and boarding to speed up the defending prosess. I do not think it's possible for a attacking force to kill all towers and an equal amount of defenders in 1,5 hours. Imo it takes to long to kill a enemy in a equal sized ship. Yes it's probably historical correct and yes the defender should have an advantage, but this is a game so I find it a bit worrying. Right now the only way to take a port is to find one that's not defended or poorly defended, and that's just boring.

 

When the port battle mechanics change so running away is no longer a valid tactic, then this new damage system might be perfect. But until then port battles is all about chasing down the enemy and for me it seems like a waist of time.

 

So if you are removing leaks from raming, could you please consider making leaks in generally more deadly? I got 21 leaks from one enemy cannon broadside in my Connie yesterday, 11 white and 10 red. I did not come close to sinking! Another team member in a Ingermandland got 35 leaks in the same battle. He thought the would sink, but he stopped taking in water at 60%, so that did not kill him.   

Edited by Tiedemann
  • Like 1
Posted

This is a good change, The Mast always was the number 1 target.  Which is as it should be.  People Will really lose their minds when their own Masts can be shot out In PVE By the AI opponents.

Posted

didnt see anything about the santi getting fixed right now it is worthless compared to the vic needs to be changed 

oh also last nite at 9pm cst 280 people were on pvp1 168 on pvp2 this game has fallen so far please fix the damage model you are losing players so fast not even i though of

 

this patch really doesnt do anything to fix the broken parts of the game honestly i never noticed anything that was broken that you just fixed

If ppl are quitting a developing game because of a model that works wonderfully for my enjoyment and plenty of others, then let them walk. This dmg model is being tweaked, according to our responses, faster than any other developing game I've ever been a part of. Every patch is making the game better, imho. And the hot fixes are also, even more so. If ppl want 5 minute battles, then they should go play wot or any of the other billion unrealistic easy clicker games.

 

Great job devs...and thank you.

  • Like 12
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