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Showing content with the highest reputation on 05/17/2021 in all areas

  1. 1 point
    Other Threads: Majestic Kraken. Mortar Ship. I just wanna double all I've gathered about this Ramming Galley ship. I really wanna make sure DEVs reads this. But before I go - I just wanna say to every players, who read this message. DO NOT BUY RAMMING GALLEY. Until they fix all issues and add all required features. Right now it just very RAW and BROKEN. So... But if you consider to buy it, I would say this ship has: +++ + Nose large cannons, pointing forward. + Oars and Rowing. Allow you to get +4 knots every 30 sec. (Except tradewinds). + Good handling full speed. You can avoid damned ships even in tradewind. - - - - 75 rhino horns. Wasting hours doing rhinocide. - (fixed with new shipyard) Sailing to the shop with 80% loaded sloop (for solo players). - Lack of customization (I couldn't find a spot for wardrums so they wouldn't block the way). - Bad low speed handling. - Difficult to maintain. Repairs with patches takes forever. Not repairable in battle. You should manually search for leaking parts. - Extremely expensive in maintenance. You need to gather more thatches/wood/fiber than it required to build a Brig, every time you wanna go hunting. - Sinking VERY FAST. Even with points in sturdiness and all in captaining. - No ramming damage to Damned Ships. - Raw design and broken features. * * * (raw design) * No snap points for ladder on the board side. Emergency stern ladder is your only option to come aboard. * Some unpaintable parts. Disappearing custom paint. * No leaking icons. * New HP icon shows random numbers. * Scales and visual model are not matching each other. * You can not put patch kit in resource box and use it from there. * Crew repairing damaged parts using resources in box while anchored. But you newer know how many you need. * Front zone has only 15K hp, while Brig's same zone has 4x6k planks 40k deck and 10x5k ceilings. / / / (broken features) / Crew dismount sails every time you cross the grid. / Junk sails are totally broken and doesn't work and looks well here. Design and customisation. It's now paintable, and it made very well, except couple of unpaintable parts in front castle, 3rd region. But after I sailed for some time my both main and low decks and also some railings lost their paint. When I hit those parts with brush - it showed It painted. Junk sails cosmetic doesn't work well here. If you put large junk sail on the deck, it'll add invisible mast down to your hold: Some cables have wrong spots attachment to the ship. Crew manning those junk sails in weird spots: Also addition snap points to rope ladders would be gr8. No one likes this emergency stern ladder: I also kept hitting my pier from pretty far from it. So physical model of this ship is wider than visual one. Broken control issues. (This one FIXED) Right now control is totally broken. Crew don't follow you on ship deck. In Ramming Galley they wanna reach steering wheel on stern. When they manning sails station, they keep randomly dismount. After they do - you still able to control sails from steering wheel. But ship freezes in the state it was before glitch appeared. So no matter how you rise and low your sails, no matter how you rotate your sail, no mater what navigation menu shows - ship will think sails on the same position they were right before glitch. Meaning it continue to move with totally lowed sails. If you press "S" it stops, but when you dismount steering wheel, it start to move again. The only thing you can do is to whistle you crew to follow you, then manually rise and low both sails. Then you regain control. Battle issues. While I was fighting damned ships, half of my cannons suddenly stopped aiming and shooting. They just pointed down to the waters and didn't react to my controls. Crew were manning cannons this time. UPD: This happening when your cannon modules and front castle hit 0hp. Damage and repairs. In ships survey I wrote hell a lot about ship maintenance. And yet DEVs didn't do ANYTHING from here. I received some damage. Small icon in down right showed my ship's health around 50%. Then my ramming galley started to sink. I picked patches and went for maintenance. I upped ALL damaged parts I found to above 50% of health. But my ship continued to sink. Health icon showed my ship HP is above 78%... and it just sunk at this moment. GGWP. I couldn't find out what caused it. Before it sunk, I was running fast and did repairs to ALL PARTS I found damaged. But sinking speed was increasing every second. Even tho I have all in captaining and 140% of sturdiness it sunk 10 times faster than my BRIG usually does. So DEVs. You told in last QnA that... Before you go any further - you need to fix your broken bullsh...t first (sorry but I really upset right now, because I put so many efforts in this ship, 24K gold, 75 horns, all customization, and after that all I've got just suffering from broken controls, broken crews, raw ship design, and then I just lost my ship for unknow reason). It's just NO POINT TO INTRODUCE NEW FEATURES TO BROKEN UNPLAYABLE SHIPS. Before you go to all your modular updating, you need fix Ramming Galley. To do so you need at least: - Fix ship dimensions so it match visual model. - Fix paint so it wont randomly disappear. - Fix crew not following you (fixed), and randomly dismount their stations. - Fix crew position on junk sails, and junk sails cables graphic. - Fix invisible mast inside ship hold. - Fix sails control issues I wrote above. - Fix cannon crew not aiming and shooting (solved). There also need some improvement do be done: - Add snap points for rope ladders on board-sides. - Add "mount closest crew here" button to all stations on the ship (you should have done this one long ago). - Add "leaking" icons to damaged parts like there are now in old fashion ships. - Allow us to put patch-kit in to resource box, and use it from there. (UPD) You should greatly reduce cost of patches. Because now every time you wanna go to do some seas battles it requires same amount of wood/thatches/fiber as if you would build new BRIG. I repeat. EVERY TIME. Same as for BRIG. I'm not saying I can't afford this, but this ship is just not that good to bother THAT much. Only after all those fixes this ship will be something like playable (still need to be tested especially through leveling and high end content). Until then - it just BROKEN and I urge everyone to give up new ships until they fixed. p.s. - I so upset so I would demand my 22000 gold and 75 rhino horns back. But... I doubt we have this kind of player support in this game... unfortunately. p.p.s. - Really. just imagine my fight with damned ships. I do circles, speed up and slow down with totally lowed sails, can not stop my ship, half of my cannons aiming to the waters and don't shoot...
  2. 1 point
    Hey there, my name is Yakarue and I like to build harbors. I’m pretty okay at it and sometimes I like to go overboard. In S4 we held off quite a few attempts to get into our harbor and in S5 people stopped trying. But today I’d like to talk about the current state of harbors in Atlas. I think it should be challenging to construct an impenetrable harbor and I believe a well-constructed harbor should be incredibly difficult to breach. As it stands, it requires too much snap count and global tame limit to make a thoroughly defended harbor and the changes to land artillery damage to boats heavily exacerbates this. The harbors themselves (the overall size, depth, opening) are not conducive to making efficient harbors. Tons of island layouts have a great harbor shape and opening but the harbor itself is too shallow to fit any boats into it. Far too many islands have zero harbor at all. Some islands have massive harbors where 80% of it isn’t within the claim zone so it doesn’t get peace time protection (like my harbor this season where I've spent over 80 hours securing it because of this). There are only a small handful of islands that are of usable size, have a manageable mouth, and are deep enough for boats to get in and park. The severe lack of natural harbors in this game results in gross amounts of snap count abuse, which kills game performance and enjoyment. On new islands I’d like to see smaller harbor mouths with deep, large harbors behind them. On existing islands, I would like to see the team make sure each large harbor is deep enough for boats to fit in them. And the black rocks that we can now build pillars through should be fully removed from the game or reworked so that players can’t swim through them. They should just act as the floor. Submarines. The amount of work needed to prevent your harbor from being griefed with a submarine is incredibly unreasonable. The source of the problem is that Submarines are classified as Ships. So if you have your harbor defenses set to fire on Ships Only (which you should) a Submarine can sail past them and bait those defenses into firing. But since cannonballs have very low penetration into the water, they can just sit at a depth where the defenses will fire at it but won’t hit it, effectively draining and wasting the defense’s ammo. This can be done in peacetime as well. To defend against this, competent harbor builders go to ridiculous lengths to keep submarines out of their harbor—harbor walls going all the way down to the ocean’s floor and elaborate, slightly submerged gate systems with cannons above them that force submarines close enough to the surface to be hit. It results in a massive amount of maintenance work and snap count usage. A very simple fix to this would be to reclassify Submarines so they aren’t considered ships and/or add an additional option to the pinwheel for targeting. Harbor structures. Pretty disappointed we didn’t get a gate large enough to fit galleons through with the last patch/wipe. Not only would a structure like this save on snap count but it would just be a massive QOL change as well. It’s also another partial solution to the issue with sub griefing. I would also like to see a harbor specific defensive emplacement. Something with greater water penetration and significantly increased damage to boats and limit the number of these someone can place per island. Artillery damage to boats has been in a really bad spot for a long time now. Galleons with 350% or more resist + armored up with ceilings could stay alive nearly indefinitely despite being pounded by mortars and other harbor defenses. Last season I made a cannon wall with 420 large cannons. In part as a joke but in large part because that’s what I needed to build to keep the harbor secure. And even then it took over 2 minutes to sink a sub 300% resist galleon. Give us harbor gates for galleons and better artillery options specific to harbors. Armored docks. Last season they were in an awful place because of how easy they were to acquire. It made building a harbor borderline pointless. This season they seem to be in a slightly better place due to how constrained resources are. But by the end of the season we’re still going to see harbors full of them and I don’t think that’s healthy for the game. Islands should limit how many of these can be placed for force companies to choose which boats are their flagships and deserve extra protection. Armored Dock spam on owned islands is awful for game health. Land artillery damage reduction with the last patch/wipe. This change baffles me. I don’t know where the direction came from or what the purpose was. For the last several seasons (ever since boat resistance was introduced), land-based artillery has tickled boats. This includes Mortars, Medium Cannons, and Large Cannons. Currently a Medium Cannon does 74 damage to a 300% resist plank. A common galleon plank has 12K health. You would need 162 cannons to hit precisely that one plank to take it out. Large Cannons and Mortars are in a similar state. I drove my 0% resist sloop past a small cannon wall where it ate fire from around 10 large cannons. The only thing to die was the bed. One plank was down half HP. A SLOOP. This change needs to be outright reversed and then land artillery needs a buff beyond where it has been sitting for the last several seasons. These are a few things that have been on my mind over the last season and especially this season with the change in damage to boats from land cannons. What do you think about the state of harbors?
  3. 1 point
    I also made a majestic kraken last season and after fighting some ghostships it suddenly sunk. no leaking showing and shiphealth was 90%+
  4. 1 point
    sounds like my story about the majestic kraken. It did not survive PVE... how does it fit into PvP? Just started with some old friends in PvP getting lots of informations about their tests, bugs, exploits (Dev wipes/ban on PvP NA) and all this stuff.... but nobody mentioned this two ships.... they literaly do not exist on PvP server. no robe ladders on the sides... it's just a joke... like i lought about the majestic krakens stern ladder placement^^ No icon showing which planks are leacking. -> see my majestic kraken post searching for the damaged planks while rapid sinking. If you look at the wrack there should be one plank with 0 HP and a big hole inside.
  5. 1 point
    If you do maps, always use xp songs. The best you have. but if u wanna lvl easy. just go to E4 and kill cyclops with a mace or take a horse and put a catapult on it and take boulders with you, And then kill cyclops from a cliff or safe spot. hit them in the eye every 1min and they will die in 3-5 hits. u will get insane xp
  6. 1 point
    sucks man they only made 2 new ships 2 the game since launch and both are a total fiasko
  7. 1 point
    Wait till you get to 119 to 120
  8. 1 point
    What do you mean? Like making flag claims build restricted so that no other company can build there, so no need to spam the whole island to prevent it anyway...? That would take away our meaning of life - spamming - and would reduce the lag on the grid to the point where XBobs could raid us... Also would make ships in Land PVP more important (for the attacker as only FOB available) - you don't want that in a pirate sailing game...! Are you crazy...?!?! Next you want them to change the NPC defenses so that a cannonball or exploding Puckle round kills someone AND there tame, so we don't need to also spam defenses, just to make 7 pts of damage quicker - as in hundreds of Puckles per attack vector - which also have the added benefit of needing to destroy hundreds of Puckles which buys us spammers time... which is the only defense we have... You got the notice that ships no longer take full damage from land weapons, right? They want us to spam more anti-ship weapons all over the islands... NO FRAMES FOR XBobs...!!!!11111 /s
  9. 1 point
    Good luck finding a place to put a farmhouse /warehouse down not in lawless and most private island dont want you to build so the 1 or 2 days to get 5k lol ya right. Start diving or do maps you have 5k faster.
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