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#11
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Also, the khan is ridiculous, it's a fluyt, they were designed for small crews and large cargo capacity with almost no defense, not to be some uber fast warship. If they wanted to give the FT something like that, they should have at least based it around an indiaman or warship of some sort!~~ tildemog~~~~~ *faints* Some thingies I don't mind, like the presence of SOLs in the Caribbean (although 24v24 first rates should never happen T.T), or the oddball cargo hold sizes / items weights, etc, but a warship fluyt? what's next, a first rate bermuda? A gunboat with 4500/35 broadside armor? moggggggggggggggggg Actually I'd like to test out that new bermuda first rate when it comes out. Please make sure it's a refit with at least 40% reload though. 40lb guns are slow~
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Chloë Sommier / Kerrilyn Ravynmist / Reina Adiesse ![]() PotBS Population Increase Program~ |
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#12
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No, the "gank problem" is still a really big problem. This game is fallen from high and middle population servers to low population on nearly all nations and servers. And the major reason of this fact is in my opinion still the so callled "gank problem". If ganks was never in this game we still would hold lots of servers with high and middle population. But "they" and a few gank fanboys decided it's great to gank. So it's still there, and a real big number of players has ALREADY left this game because of this stupid game mechanics. Players will never stop to gank, ganking, split other players if it is still possible. And this is the main problem why people avoid the red or fitting their ships for speed. This and the fact you can lose your ship and you must grind again.... "There is no crying in the red circle"......... absolutely failed
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Roberts/France: Jean-Luc Picardie/NO, Jean-Luc Le Serpent/PT, Henry Debeau/FT Antigua/Spain/Pirate: Diego Ramos/NO, Al Montana/CT Bonnet/Roberts/Pirate: Black Panther/CT actual status: retired - actual playing: War Thunder/PantherAlex |
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#13
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Just eliminate all group speed buffs as many many people have suggested. Problem (somewhat) solved.
Other possible ways to approach this: 1) Group speed buffs are always contextual and require some specific state to be present, ex Rescue Me's sail loss requirement for FTs. 2) Group speed *penalty*. More ships in the group take time to coordinate and command and hence respond slower than a single ship. i.e. -1% speed penalty for each additional ship in the group/instance (not in PBs) when they are "in combat". 3) Nerf top speeds of larger ships slightly (as noted above) 4) Require demasting/disabling skills to require actually *hitting* the target (unless this has changed, I haven't disabled or been disabled lately) The larger problem is that even if we we eliminate the current focus on speed when it comes to ganking we will merely put the focus on some other attribute of the game. This is a deep seated architectural issue that can only be controlled, not fixed IMO. ** made a bunch of edits as I thought more about this over lunch...
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Gabriel DeRussy (FT50) - Joseph DeRussy (NO50) - John Bee (PV50) - Edmond Vignon (FT50) __________________________________________________ ________________________ Hell, I'll kill a man in a fair fight... or if I think he's gonna start a fair fight, or if he bothers me, or if there's a woman, or if I'm gettin' paid - mostly only when I'm gettin' paid. - Jayne Cobb (Serenity) |
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#14
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rest I agree with.
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I'll file that away along with my expertise at cooking, crossword puzzles and breeding rituals |
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#15
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In a 6vs1 situation it will still help, and remember the other changes will make gankboats a bit slower as well. |
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#16
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Though I do agree, it wouldn't help the guy getting ganked either way. The suggestions about general slots isn't bad either. Lightweight guns should carry a penalty to range/damage. |
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#17
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One of the things that I've noticed since I started playing PotBS is that the Freetrader is supposed to be a defense oriented class...BUT so often I see them in "offensive" roles on the OS in PvP. Am I the only one that sees a disconnect here? Often the fastest ships in a "gank squad" are freetraders...and of course they are the hardest to damage as well. Is it that...somehow, somewhere...the line that defines offensive and defensive skillsets has become blurred? A lot of FT ships *cough* Khan Flute *cough* are so fast and well armored that they neutralize the advantage of being a NO, Priv, CT, or even a Bucc?
It wasn't that long ago when 3 rats one lvl35, one lvl20-ish, and myself a lvl50 Bucc took on a single lvl50 FT in a Khan and to this day I cant figure out how he sank all three of us even though we were all firing at him (and hitting) at the same time...focus fire was totally useless against this 1 FT/Khan. I haven't played an FT...are their repair buffs so insane that they can shrug off that kind of damage (he would drop into the yellow or orange and then was fixed)? Are their speed buffs so ridiculous that they can bolt out of range in no time flat? Whats the deal here?
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Rose Blacke-Bucc 50/Kat Blacke-Cutt 49 ![]() "The reasons other women have to wait for their men to return from the sea" Rackem's Raiders- Smuggler Captain/Honored Pirate
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#18
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#19
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/totallyagree
Another question is...How can a ship that is Larger and heavier than a Cerberus Frigate (a naturally decent turning ship) out-turn one?
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Rose Blacke-Bucc 50/Kat Blacke-Cutt 49 ![]() "The reasons other women have to wait for their men to return from the sea" Rackem's Raiders- Smuggler Captain/Honored Pirate
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#20
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Strengths: Great running speed Great Defense Ok DPS Great burst DPS Good Burst Resistance Exceptional Repairs Lots of click-buffs help morale management Never lose accel Turning, accel, and reload buffs help with crew losss penalties Weaknesses: Relatively few spikes Very few debuffs No Crew heals Low accuracy Repair skills require consumables (more a problem for noobs) Very few toggles - click-buffs can leave vulnerabilities during cool-downs No spike survival abilites - vulnerable to spikes, particularly in group combat Some survival skills come with a price - like self-damage or crew vulnerability From a defensive standpoint, the FT can meet and likely overcome anything a Bucc can dish out, though it's less powerful offensively. It's possible to try to outlast their buffs, but this can be a bit of a gambit since they can out-repair all other classes. The Khan compensates for several weakness the FT - the guns have good base acc due to their size, the high crew leaves them less likely to take penalties, good sail strength makes the FT even less vulnerable to de-masting - and builds on several strengths, with it's high defense and reload bonuses. Additionally, the repair and maneuvering skills of the FT compensate for the only real weakness of the Khan, it's fairly poor armour and unremarkable handling qualities. The end result is pretty vicious. |
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/ Kerrilyn Ravynmist
/ Reina Adiesse 


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