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#191
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I think they are included in remus' ships skills and outfittings. Dunno where he got the values from. But there are many stats that are not shown in the deeds.
There was once a spreadsheet from fls with all the stats but it was never updated.
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Otsego Drake (Priv) / Claire Grube (FT) / Pete Sahad (NO) Need someone to crush your enemies? |
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#192
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Quote:
HAHA THAT NOOB VICTORY HAS LAST RESORT MANEUVER ON HE HAS 10% STRUCTURE AND FULL ARMOR! Victory in PB: Clicks Strat Pos, Last Stand, Stout, URR, Final Defense, Salvage Supplies, Lucys, Focus Fire, Desperate Shot, Structure Brace, Carpenter, Emergency Repairs... Enemy in PB: OMGWTF! HE JUST DID 7,500 DAMAGE AT 650Y IN 10 SECONDS AND HAS FULL HEALTH AGAIN HAXXORZ! Victory in PB: Lulz! |
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#193
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Oh, **** reload +9! Breaking the cap! That sounds like a fun skill, but it's not defence, it should be renamed to "We fight to the last shell, long live the King!"
Actually, I'm only worried now that 10% might mean it's never getting used, but I've yet to see how reaload plus 9 works in practise. The skill idea isn't half bad. Could anyone patch Jean d'Ammunition (only one "A") on testbed?
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/Contre Amiral and Knight of the White Horse; Jean d'Aammunition ![]() I support 17:00-23:00GMT PB window for Roberts. |
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#194
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Quote:
There was that loose classification in three classes the guns had at that time, namely culverins, cannons and pedreros/mortars. First class was Culverins that gave the longest range and accuracy while having the cap of ball weight somewhere above 40 pounds. Second class guns then called Cannons had less range but had the maximum weight of balls as much as 80 pounds while also weighting more than culverins. Third class where light guns not so important for the current discussion. Historicians may correct me on numbers but the principle remains of the guns with the highest damage having less range and more weight than their longer-range relatives. Therefore giving those big shinies a smaller range would not hurt the historical accuracy and would give the other PB side the much needed range advantage to even things out while introducing more need for tactics of how to bring the floating forts close enough to put those deadly broadsides to work. Edit: this division is from 16th century, to be precise. The article I took this from was a bit lacking on information about 1720. Hope things do not differ too much.
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"We must free ourselves of the hope that the sea will ever rest. We must learn to sail in high winds."-Aristotle Onasis "Far better is it to dare mighty things, to win glorious triumphs, even though checkered by failure... than to rank with those poor spirits who neither enjoy nor suffer much, because they live in a gray twilight that knows not victory nor defeat."-Theodore Roosevelt Richard Rainbard (NO), North Star Trading Company |
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#195
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Quite dramatically I'm afraid. The end of the 16th century saw quantum leaps in metallurgy that for the first time made it possible to produce a "matched set" of guns for naval use. It was in large part this standardisation of armament by the Elizabethan navy that completed the move from boarding to gunnery, since for the first time ships could carry one size of ammunition for all their guns, one size of charge, have identical load times for coordinated broadsides etc. Previously every cannon on board would have individual characteristics and required its own size of shot, even if the were nominally the same weight. In fact, the reason 42lb guns no longer featured in warships by the 18th century was because navies were reluctant neither to reduce the range by cutting the barrel length, nor manhandle 6-ton full-length artillery pieces around the gundecks. From that point of view the game's cap on base range at 650y for 24lbers and above is pretty much where it needs to be; although historically this is woefully short of the actual range it is a decent approximation for effective range...
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#196
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Quote:
When is the last time we saw a wholesale ship skill change in the game? I know it has been about a year since they touched anything on the NO (offense/defense doctrine timers). I don't play the other classes as much so my memory is a bit foggy regarding alterations in their respective skillsets. Therefore in summation, I think it is fair to assume that the first 2.11 patch was as rushed and hastily thought out as the current patch. Therefore, we appear to be entering into an almost laughable period of "throw **** up against the wall to see what works". I have long pined for FLS to develop a long term sustainable plan for the success of this game. It seems they have decided to go the opposite direction. I'm willing to accept the new changes. I will not accept the bugs, exploits, and imbalances they create though. |
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#197
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To be honest I never found anything wrong with the current ships. Nothing was that crappy, or that overpowered. This whole nerf every ship in the game, to me seems like a money scam. Make every ship crap until people buy our first rates.
Pointless Patch.. Edit: And if hull sizes are the reason for the chopping of ship stats because there's not enough gun ports on the model, draw more on there lots of them that have the room. E.g. Khan it looks like someone started to do gun ports on it got fed up and left it as is. Edit 2: Love the nerf to the abaddon.. 18lbers, stripped of guns, and its a colossal so its modifications will do pretty much nothing. Awesome /sarcasm. LEAVE THE SHIPS AS IS! |
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#198
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Quote:
Quote:
The skills changes in this patch (and as promised I will look at the DR/Res changes shortly) point to the current devs wishing to continue using resistance for skills - and on the face of it this seems reasonable enough to me (but I may change my mind tomorrow). It therefore makes sense to me for CRP to continue. Yes, I know nobody understands it except perhaps ele and myself, but this does not make it a bad thing. Don't be worried about the new line of battle ships; CRP maxes out with 26 pounders. Quote:
Actually I would like to see the gun loss mechanism published. Every so often when I'm bored I have another go at trying to work it out, but so far I have been flummoxed. Taelorn's Quote:
Quote:
The other set of hidden values FLS published were ship OS and polar speeds. The most recent published spreadsheet is here but it is riddled with errors. These are the values I use in Ships Skills and Outfitting but I have incorporated all subsequent changes published in release notes, and for a few ships I have done my own testing. I am slowly working my way through the line of battle ships now, but it takes about an hour per ship so is a slow business. Quote:
It does not really fit in with the removal of magic skills though, does it?
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Production Planner: Out of date Economic Spreadsheet for use with Excel 97-2010 and OpenOffice. Thread/description here. Download version 2.10 here. I am no longer maintaining this to the current game build. Ships Skills and Outfitting: Out of date spreadsheet for use with Excel 97-2010 - and Open Office (but it looks rubbish). Thread/description here. Download version 2.10 here. I am no longer maintaining this to the current game build. |
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#199
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Quote:
__________________
/Contre Amiral and Knight of the White Horse; Jean d'Aammunition ![]() I support 17:00-23:00GMT PB window for Roberts. |
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#200
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Quote:
![]() That said, isn't the Victory going to be down to about half it's guncount when it hits 10% structure? I'm wondering if a Spare Guns isn't preferable to a Structure Brace in that sequence... Quote:
My impression is that the changes are being done with a mind to completely revamp the endgame; I think that opens up interesting possibilities from a content perspective, but... We're seeing class skill and ship changes in this patch, which, by the assurance we received, is not going to be rushed. However, it sounds like these changes are really supporting larger changes to RvR and the economy that are coming out in subsequent patches... meaning that in all likelihood, the roles of each class and how they interact is going to be different, in the overall vision, than now. Which is fine, except that it means we're in for kind of a rocky interim period. Class strength and balance won't be correct coming out of this patch, because it will be based on a future-state of the game coming 4-6 months later, and until then, we won't be able to fully begin balancing out the classes in the grand scheme of things. I think it can be done, but it's a huge undertaking, and I have to wonder if the rewards will be worth it in the end - particularly given how much effort has been put into getting the game to the state of relative stability and class balance it is in currently. But a lot beyond that is falling into utter speculation on my part... I wish I knew a little more detail about what is planned in further changes, because what's been revealed so far is pretty much the view from 30,000 feet. |
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