Bach Posted July 7, 2016 Posted July 7, 2016 (edited) The problem with the old defender..... Attack preps...to minimum needed to board 50 Immediately boards target. Let's say target hearing attackers whistle also had time to prep to 50 Attacker will be able to perpetually attack and defend. Defender will burn out in 6-7 rounds. So attacker bides time first few rounds to bleed defender prep then...attack-defend-attack-defend-attack-defend...forever until the target dies. Makers "Determined Defender" the best damned "Offensive Attacker" perk in the game. Edited July 8, 2016 by Bach
EL LOCO Posted July 8, 2016 Posted July 8, 2016 Please get rid of the determined defender perk. Or at least make it 5 points instead of 1. I am battling a Tricon with my frigate. Only way I am going to win is to board him. I have 320 crew with excp swords/marines/grog/boarding parties and barricades. he is desailing me but I managed to head him into the wind and stop him. BOING. Cannot board ..Determined Defender. He is now tearing me to shreds and I cant leave ....I have to surrender. I have lost at least 7 ships this way recently and its pissing me off to say the least. Please get rid of this .. 1
Vernon Merrill Posted July 8, 2016 Posted July 8, 2016 Question: why should his "mods" be any less powerful than your "mods"?
CaptVonGunn Posted July 8, 2016 Posted July 8, 2016 You're misunderstanding. Boarding is the last thing to do, and 5% of the job. So for you, we took a a big ship with two little ship, and cannot rakke him more that 60% of this crew while rakking his stern and cannot board him coz he have still more men than you ? even equal ? that's not fair... Well you should be able to board a ship with more then 1 at a time
Cmdr RideZ Posted July 8, 2016 Posted July 8, 2016 I have to say, that maybe 500g crew cost is not totally devastating. Med kits and slow "regeneration". Seems to be enough. I do not know do you get actually men from captured ships? I returned from my trip, and have almost full crew again? Anyway, was playing rather many hours of PvP. I was losing men.. But it was decent. I think that the grew cost is maybe an issue only for the big ships. I also understood that it is meant to be so that sailing big ships will cost more. Maybe the devs did not fail totally after all, at least with the crew. I believe it may make sense to hold this setup for a bit longer, to really see how it works in the long run.
CaptVonGunn Posted July 8, 2016 Posted July 8, 2016 I have to say, that maybe 500g crew cost is not totally devastating. Med kits and slow "regeneration". Seems to be enough. I do not know do you get actually men from captured ships? I returned from my trip, and have almost full crew again? Anyway, was playing rather many hours of PvP. I was losing men.. But it was decent. I think that the grew cost is maybe an issue only for the big ships. I also understood that it is meant to be so that sailing big ships will cost more. Maybe the devs did not fail totally after all, at least with the crew. I believe it may make sense to hold this setup for a bit longer, to really see how it works in the long run. It is the biggest issue for the guys PVEing for money the AI does insane amounts of crew hits in combat now. Upwards to 3 times what you do to them
Twig Posted July 8, 2016 Posted July 8, 2016 (edited) Leander (350) did not let all boarding attempts from Generoux (650) Redoutable (650) fought off all boarding attempts from HMS Victory (850) we still believe that the perk could be logically defended based on historical cases. In some case that might be, but not in the mayority of cases. You already have your "not normal" restrictions by the speed limit you need. That is something that wasn't relevant in history too, still you implemented it. The speed limit is fine, but the defender ist just stupid. Please remove this damned perk asap! Edit: EG: Santissima Trinidad - Battle of Trafalgar Edited July 8, 2016 by Twig 2
mikawa Posted July 8, 2016 Posted July 8, 2016 Has the PVE missions difficulty changed? I noticed that before the patch 152 xp missions had mostly a frigate as opponent but yesterday it had only a Renommee.
CaptVonGunn Posted July 8, 2016 Posted July 8, 2016 The problem with the old defender..... Attack preps...to minimum needed to board 50 Immediately boards target. Let's say target hearing attackers whistle also had time to prep to 50 Attacker will be able to perpetually attack and defend. Defender will burn out in 6-7 rounds. So attacker bides time first few rounds to bleed defender prep then...attack-defend-attack-defend-attack-defend...forever until the target dies. Makers "Determined Defender" the best damned "Offensive Attacker" perk in the game. Better fix would have been have the 0 cost become the old 10 cost vs the current 20 and only usable until you attacked or counter attacked the first time..
Cmdr RideZ Posted July 8, 2016 Posted July 8, 2016 It is the biggest issue for the guys PVEing for money the AI does insane amounts of crew hits in combat now. Upwards to 3 times what you do to them I agree.
Kanay Posted July 8, 2016 Posted July 8, 2016 The defender perk is a good thing imo, the games allowed tiny ships to bump into bigger ones at high speed and force them to pass under 3.5kn without any consequences for the small ship beside flipped once every blue moon , you can use a snake to stop a constitution putting yourself at 90° in front of his bow ... the previous 5mn battle and boarding mechanics with a full set of gold boarding upgrades combined with ships bumping into each others with no damages was simply ridiculous. Smaller ships still get the advantage on bigger ones for maneuverability, can camp one ship stern relatively safely and grape them, it takes time and patience but the huge damages inflicted at start really reduces your opponent capacity to answer with his guns and his ability to maneuver his ship at full potential , then it becomes less risky and more forgiving to take the time to reduce his crew. I don't have the perk and did not tested the double charge with grape to see if it can help in the last part of reducing a ship crew once you start to get less penetration and kills but if it does those need to be used at the appropriate moment, adding to the tactic to get a boarding done efficiently by reducing the crew significantly before, not ridiculous how it was before. The curves seems a bit weird for grape now, was able to get a good number of crew killed at distances i wasn't able to kill anything before and this without doing " drop shots" on the top deck but with direct shots passing on the removed stern armor, I need more testing on this to see exactly how it changed and use it at his best efficiency. I for one is happy with the change and the need to use tactics and maneuvers to grape a ship for minutes instead of just bumping ships and 5mn mini game based on upgrades loaded only... Some guys i know were too much used to the 5-10mn ships captures and were pissed off at start, they are now in need to spend more time preparing a boarding by killing crew, installing an optimized rudder and getting rum rations loaded instead of sword handbook to help stern camp ships with higher maneuverability, they adapted, changed the type of ships used for better maneuverability and still do it, it only takes more time than before ... Edit : and raking fire destroying more guns, this will be very helpful to help mute the guns of a less maneuverable ship, was a valid option before already, need to test this one now. PS : one thing not listed is the fish meat production was reduced, tuna giving now 5 meat instead of 10, dorado giving 15 meat instead of 30 for example, will help stabilize the market.
ShaWa Posted July 8, 2016 Posted July 8, 2016 Still no crew cost change? Tabbaco and sugar productions'cost lowered. So medkit's price lowered too.
The_Scipio Posted July 8, 2016 Posted July 8, 2016 Why not add an officer perk "Pressgang" so when you enter any harbor (National / freeport) you can get a percentage more crew from pressing crews on to your ship. This off course would mean you would have to trade a combat skill vs. income gain. Press ganging was pretty common in Navies in several countries, especially the Brits used this as a way to crew their ships of the line (forced labor / cannon food.......) 1
lukebigjaws Posted July 8, 2016 Posted July 8, 2016 I'm quite ok with the patch, I'm sure devs will improve balance based on our comments. I just say that it is needed to increase reward for pvp. Quite everyday my clan and I are going to bring war into enemy waters, but the reality is that if you do a RA mission you get 100-500k gold per mission and tons of xp, while if you do 3-4 battles in pvp against players you get 10k and bunches of xp. Not mentioning that it takes 2-3 hours minimum of gameplay vs 1h in pve.
Quineloe Posted July 8, 2016 Posted July 8, 2016 I made 160k from PVE yesterday, and it cost me 10k to repair and 40k to replace the lost crew. One issue I notice in large fights is the laser guided accuracy with which the AI can shoot into your stern even from long distances, especially since due to reload glitches the AI fires one cannon at a time now, and each is perfectly aimed. 2
Loco Bandito Posted July 8, 2016 Posted July 8, 2016 Please fix the fleet mission AI balance, every fleet mission I join the AI has more ships, and heavier ships. I like the AI missions how they are, more targets more xp.
mikawa Posted July 8, 2016 Posted July 8, 2016 .... especially since due to reload glitches the AI fires one cannon at a time now, and each is perfectly aimed. And this is even worse now as the rudder is weakened.
Hethwill, the Red Duke Posted July 8, 2016 Posted July 8, 2016 Oddly enough didn't have a single issue with rudder yesterday evening. Lucky me
mikawa Posted July 8, 2016 Posted July 8, 2016 Lucky you. An AI Renommee damaged the rudder of my Consti with about 5 shots. That was no real problem because I had an urgent repair kit handy, but this does not weaken the argument of the "godlike-aiming-AI-issue".
Hethwill, the Red Duke Posted July 8, 2016 Posted July 8, 2016 Fair enough. Different experiences different results. I don't feel AI that precise nor accurate unless I am predictable, but then the same happens versus a player As I said before it is certainly related to each ship specific plans of construction. It is not only flat numbers. 1
shaeberle84 Posted July 8, 2016 Posted July 8, 2016 (edited) Don't produce or transport iron then... What is your argument that Iron Ore can always be sold, apart from the "I want to get rich easily"? I want to get rich, I am a trader. But since trading is part of the game, I adress the points where I think the game is off balance. Example: Iron Ore Produced 1656 Las Aves 3528 Fort Oranje 7440 Willemstad 7008 Nueva Barcelona 3720 PÃritu 3744 Casigua 3312 Cojoro 3624 Barranquilla Total: 34032 Consumed 960 Galdonas 3360 Macanao 984 Sinamaica 7656 Santa Marta Total: 12960 Oak Log Produced 552 Las Aves 1152 Fort Oranje 2400 Willemstad 2136 Nueva Barcelona 1128 PÃritu 1248 Casigua 1176 Cojoro 1176 Barranquilla Total: 10968 Consumed 2064 Macanao 5568 Cumaná 4824 Caracas 2304 Puerto Cabello 4824 Maracaibo Total: 19584 Hence, you can see that there is a tendency for overproduction on one good market (iron ore), and a tendency for underproduction on the other (oak log). I chose these ressources because they are needed for similar goods (e.g. carriages) and mainly produced in the same ports, but consumed in other ports and in different quantities. Edited July 8, 2016 by shaeberle84 1
Enraged Ewok Posted July 8, 2016 Posted July 8, 2016 Feedback from the one fight I did have yesterday, myself in a Belle Poule with a Rattlesnake clanmate vs a Surprise and Essex (both player). This started as a 2v2 and eventually devolved into a pair of 1v1s. I did not notice any less durability to my rudder despite constantly presenting my rear quarter to the Essex (he was full carronade loadout and I was milking the BP's hull bounciness for all I was worth). Emergency repair was up nearly every time I needed it, save for about 1 minute where rudder went to yellow (not destroyed) before it was back up again. What I found incredibly annoying was the determined defender perk. I never did get him to overshoot, with the closest I came to getting behind him being him coming alongside at close range. When he came alongside (we still had even crew, this was early in the fight) I prepped for boarding as he slowed down because I had a feeling he had few/no marines (he only had the base crew amount for an Essex and was loading his guns quickly and for full broadsides), which would mean I would have an advantage in a boarding fight with my own marines and muskets/pistols. Instead, as we both slow down under 3.5 knts, instead of grapple I see determined defender in yellow. So much for my one possible advantage. Long story short, I sank and he lived despite us both finishing each other's side armor in the same broadside, which added insult to injury from my perspective. I think instead of removing the free defend, removing the 40% crew differential would have been a better idea as currently it allows players to completely ignore the threat of being boarded by a similar sized ship without first making so many mistakes that they would lose even if they weren't boarded by their opponent. 4
Mrdoomed Posted July 8, 2016 Posted July 8, 2016 It is the biggest issue for the guys PVEing for money the AI does insane amounts of crew hits in combat now. Upwards to 3 times what you do to them Yeah the people avoiding the open world and simply grinding bots for gold that falls from the sky from damage are most affected. Shrug.
Cmdr RideZ Posted July 8, 2016 Posted July 8, 2016 Instead, as we both slow down under 3.5 knts, instead of grapple I see determined defender in yellow. So much for my one possible advantage. Long story short, I sank and he lived despite us both finishing each other's side armor in the same broadside, which added insult to injury from my perspective. I think instead of removing the free defend, removing the 40% crew differential would have been a better idea as currently it allows players to completely ignore the threat of being boarded by a similar sized ship without first making so many mistakes that they would lose even if they weren't boarded by their opponent. So your "I win" button was removed?
Enraged Ewok Posted July 8, 2016 Posted July 8, 2016 (edited) So your "I win" button was removed? Hardly. I had green marines, gold hammocks, blue muskets and pistols. If I had exceptional or even mastercraft marines, I wouldn't have been able to reload enough guns to bring his side armor down in the first place. Which I did despite his massive advantage in throw weight. This is not a case of a Consitution boarding a Santisima without working the crew down at all and capping it, which I agree was broken and needed to go. This was two similar sized ships with (when the boarding attempt occurred) even crew numbers, yet I cannot board despite my opponent willingly sailing slow and steady beside me with nothing to fear despite his lack of a marine complement. EDIT: For a productive suggestion, would it not have made more sense to give the deck differential a harsher penalty to attacks and defense for the smaller ship attempting to board the bigger one, which would also actually give some meaning to using the boarding ladders and ropes upgrade to partially offset (but not remove) the penalty? Edited July 8, 2016 by Enraged Ewok 1
Recommended Posts