Bach Posted July 6, 2016 Posted July 6, 2016 This has happened to me twice. Somehow an enemy player in combat is allowed to escape the battle. Very similar to the instant "BR to low" auto escape mechanic. I'm sure it's just something I'm not understanding. I'll describe the event and if you know what allows the enemy to instantly escape please let me know. A Brit player in a LGV attacks an NPC LGV contraband outside a free city. I jump into the battle in my Renomee on the NPC side just before the battle timer allows sails up. A Suprise and Pickle also jump into the battle on my and the NPCs side. Sails up. The Brit doesn't fire. The NPC broadsides the Brit scoring hits. Another friendly to the NPC Renomee joins. I put a broadside into the Brit fir 366 damage. Battle timer has now moved into the 2min countdown phase I cut in front if the Brit and chain his sails from 100 to 93%. A few seconds later his sails go down and his ship disappears along with the NPC LGV How did the Brit get out of that battle?
Siegfried Posted July 6, 2016 Posted July 6, 2016 With the officers's perk Coward, people can exit from battle in only 45 or 50 seconds, can't remember the exact time. Was it while you charging the next broadside?
admin Posted July 6, 2016 Posted July 6, 2016 This has happened to me twice. Somehow an enemy player in combat is allowed to escape the battle. Very similar to the instant "BR to low" auto escape mechanic. I'm sure it's just something I'm not understanding. I'll describe the event and if you know what allows the enemy to instantly escape please let me know. A Brit player in a LGV attacks an NPC LGV contraband outside a free city. I jump into the battle in my Renomee on the NPC side just before the battle timer allows sails up. A Suprise and Pickle also jump into the battle on my and the NPCs side. Sails up. The Brit doesn't fire. The NPC broadsides the Brit scoring hits. Another friendly to the NPC Renomee joins. I put a broadside into the Brit fir 366 damage. Battle timer has now moved into the 2min countdown phase I cut in front if the Brit and chain his sails from 100 to 93%. A few seconds later his sails go down and his ship disappears along with the NPC LGV How did the Brit get out of that battle? Old anti griefing legacy rule probably It allows a much stronger side to exit the battle during 2 mins For example - cutter attacks victory victory can exit during 2 mins even if it is shot at and if reinforcement join later ps. coward perk is under review - i love it, but .. 1
Prorok Posted July 6, 2016 Posted July 6, 2016 (edited) Perk "Coward" should work from> 500m +from the enemy Edited July 6, 2016 by Prorok
admin Posted July 6, 2016 Posted July 6, 2016 Coward perk simply doubles down on bad mechanic. i believe that battle/exit timer is actually working well. distance timer could be exploitable more.
akd Posted July 6, 2016 Posted July 6, 2016 i believe that battle/exit timer is actually working well. distance timer could be exploitable more. It certainly works well to make some ships useless in OW, e.g. Navy Brig vs. Rattlesnake. What should be a marginal difference in capability is instead total obsolescence of one and dominance of the other. (% speed bonuses play a big role also, of course). But, yes, combination of distance vs time where exit in 1:30 is only possible at long range would be a huge improvement.
Bach Posted July 6, 2016 Author Posted July 6, 2016 Old anti griefing legacy rule probably It allows a much stronger side to exit the battle during 2 mins For example - cutter attacks victory victory can exit during 2 mins even if it is shot at and if reinforcement join later ps. coward perk is under review - i love it, but .. This might be it. As a player the Brit LGV has a 110 BR. The NPC LGV he initially tagged also have a 110 BR. So no great difference there. Once the defender side grew to 420 BR there was BR offset. 110 vs. 420. But I don't believe that usually allows escape to the attacker?
Domox Posted July 6, 2016 Posted July 6, 2016 Range related exit timers would be excellent. I keep maneuvering to get a shot without compromising myself (privateer) just to have a massive ship vanish from less than 100m away...
Robbert Dole Posted July 6, 2016 Posted July 6, 2016 Coward perk simply doubles down on bad mechanic. +1... Its already absurd how easy is is to escape from battles... yer in the gulf of mexico doing 10kn, where are you going to go? Imo there should be a distace factor but it should be relative not a hard '500m'... if you are trying to run and gaining distance on your hunter for 45s-1 minute then you're obviously faster than them and thus will actually get away... if you are 1km away doing 10kn and your hunter is doing 11kn they are going to catch you....
Sire Trinkof Posted July 7, 2016 Posted July 7, 2016 If I may add something, a distance timer or speed difference trigger would make ships without chasers a little bit more viable. For example : Essex spent her carreer as a commerce raider, .... Role in which she is useless in NA due to her lack of chaser. I like the actual timer, and agree other exit trigger could be exploited, but the chaser disparity between 5th rate is really annoying. Some would say I must make better tagging in OW, but the counter tagging mechanism (or defensive tagg - enemy tagging you to enter the instance far away from you) makes the whole thing very artificial, and is one of the few things in NA which break immersion for me. For me exit timer will remain broken as long as some ships (especially those historically dedicated to this role... Frigates) will be denied the possibility to chase efficiently (which do not mean automatically!!) 1
Eishen Posted July 7, 2016 Posted July 7, 2016 Coward perk simply doubles down on bad mechanic. i believe that battle/exit timer is actually working well. distance timer could be exploitable more. I think battle exit should be revised, current damage timer gives makes too easy escape, more than a few times I found enemies escaping at point blank range only as a bad maneuver puts you on a bad angle (i.e.ahead of them), or you use a broadside to shoot another target withouth "saving" one gun to maintain timer. Even a simple minimal distance requirement would help making it better. 1
angriff Posted July 7, 2016 Posted July 7, 2016 Long Live the ability to evade. It should not be called Coward Perk but rather Shrewd Evader perk.
Hethwill, the Red Duke Posted July 7, 2016 Posted July 7, 2016 Coward Perk +! Great stuff ... Is it 3 points ? Can't remember...
Prater Posted July 7, 2016 Posted July 7, 2016 If exit timers are going to stay non-distance related, then I think they need to be upped to at least 3 minutes. The coward perk would then give a 1 minute bonus of being able to leave at 2 minutes. 3
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