Search the Community
Showing results for tags 'cannons'.
Found 6 results
-
Hi Guys, Hope someone can help me here. I have a crew on my ship on all cannons. They will not fire the cannons for me. When I press the left / right mouse buttons nothing happens. The button do not even light up blue like the other ones on the top right. Am I doing something wrong? Do I have to have a server / game setting for the crew to work the cannons? I have had a crew on cannons in the past and it works fine but just nothing happening for me now. Cannons are loaded, ammo box is close by. Is this something to do with a patch? Any help here would be great. Thanks.
-
I've seen a few older posts containing parts of what, but they are a bit incomplete (imho). I know people usually get angry over posting relevant things in older threads for some weird reason, so I made a new thread instead. 1. Why does it need a rework? - Ships with ridiculous platforms with most guns on top deck facing fore or aft, all with large cannons. - Almost no-one in pvp is using gunports - Galleons with 6 masts look horrible and are totally unrealistic for the era that inspired the game's setting, even if it's not set on Earth. (17th or 18th century) - We can't create any proper rig due to lack of headsails, staysails and inablily to attach gaff sails to the back of square rigged masts - The large masts look too small on a galleon. - The gunports look a bit too large. For people who think a game full of 6 masted warships is not an issue: https://en.wikipedia.org/wiki/List_of_large_sailing_vessels As you can see: - Not a single warship ever had more than 5 masts. - Not a single pure sailing warship ever had more than 4 masts. - The largest and latest pure sailing warships, when pure sailing warfare technology was at its pinnacle, right before steam engines were introduced on warhsips, only had 3 masts. - Even the hybrid steamer warships from the 19th century in this list, that had more than 3 masts, had their rigging reduced to 3 masts at some point. I did not find examples of 15th through 18th century merchant vessels with more than 4 masts either. So do you now understand why any Age of Sail enthusiast will cringe at the sight of a 6 masted galleon? In my opinion, the ingame galleon with it's maximum of 52 gunports and about 54 meter long gundeck, looks alot more like a 3-masted 4th rate ship of the line, than the earlier 4-masted galleons. Either way it should absolutely not have more than 4 masts and preferably only 3. 2. Solutions: 2.1 Sails - Add a very large mast, with royal sails and if larger shipclasses are added, add huge masts aswell. This would both allow for having a 3 masted galleon aswell as have the masts look large enough for the galleon and potentially larger vessels. - Adding jibs and staysails It would allow to have a proper Bermuda rig for sloops, a proper Schooner-rig or just about any proper rig that needs headsails. - Separate mast and sail placement. This would for example allow for an actual brig rig with 2 square rigged masts, a gaff sail (spanker) attached to the mainmast and jibs between the bowspirit and foremast. It would also allow for a square rigged sail to be put on top of a gaff rigged masst for a proper brigantine rig. - No weight sails Because it just doens't make any sense, remove a weigth sails and suddenly a ship can carry less and starts sinking? Similar to weight reduction on tames. 2.2 Cannons and combat - Remove the large cannon or restrict placement to lowest deck and increase range of medium cannons to at least match the range of SotD. It would make people actually use gunports and give us less ridiculous looking designs. The largest guns were actually put on the lowest gundeck, closest to the water, where the ship was at it's widest, to prevent capsizing when firing them. Could also not restrict placement and make ships capsize when firing large cannon broadsides from top deck. - Add fore and aft gunports and possibly restrict cannon placement (not sure about the latter) No more 10 cannons platforms at fore and aft. - Make cannonballs protrude the hull and damage, or just make the bow and stern weaker: Turning your bow or stern into an opponents broadside becomes a bad idea and people would want to actually use their broadsides as much as possible and try to do "T-mavoeuvers" for max damage, while at the same time trying to avoid allowing their opponent to execute this manoeuver. - No weight difference for cannons between openend and closed gunports. Opened gunports in high seas would just mean ur ship is sinking very slowly because it takes on water. I mean the ships sink with one plank removed, but keep afloat with all those oversized gunports open? And why does it say submit a bug report, when i'm posting in suggestions?
-
(because 'Feedback&Suggestions' seems to be worthless for making suggestions...) With the wipe coming up it would be the best time to make changes to the ship building, mainly cannon placement. The wipe would get rid of any old ship designs out there and everyone would start design ships to the change – no old shotgun ships that cannot be removed outside of a wipe. One of the main concerns with how ships are being build with guns is, that people mount guns in front and/or back in such numbers and ugly designs it not only is unrealistic but also plain ugly. You have made such nice ship designs with gun ports and everything. For that you definitively looked at real world ships of the era. I for my part never saw a real world ship of those times with such one-sided gun placements. Having the same gun numbers on port and starboard is obvious, as you never know on what side the enemy will come in range. You would be at an disadvantage being one-sided. I am not a specialist in ship design, but I would guess that if it would be technically feasible to build a ship with all guns in the front or back some navy (more than one ship) would have done so and used it. A tactical maneuver in the real world for gun boats is to 'cross the T' on the enemy, whereby your ships would face the enemy in a line with their broadside, while the enemy line is moving towards you with their front. Thereby all your ships and guns will face the enemy while only the enemy's first ship in the line can only use it's front cannons on you. If the current Atlas shotgun ships would be a real thing, getting ones T crossed would be not a tactical disadvantage, but desired - hence current ship meta in Atlas. My suggestion would be for the wipe to limit cannon placements on ships to the gun ports ~ no placement without snap points. In a next step you should add more snap points to the ship hulls/planks. I would suggest making every blank above the water line able to be a gun port. Also make the most upper plank (gun port or not) have a snap point at the railing above deck – same as with the snap points for dinghy and diving station already. Mainly to have the sloop able to mount guns at all, but to also have more guns to add to the other ship classes. Finally make the most front and back gun port blanks of the ship to have different switchable designs (pressing T) – the normal gun port facing to the side and one that faces to the front/back to allow guns in that direction. This would come down to: Sloop – 12 guns (all on deck) with max 2 to the front and back. Schooner – 28 guns (14 on deck) with max 4 to the front and back. Brigantine – 40 guns (20 on deck) with max of 4 to the front and back. Galleon – 74 guns ( 22 on deck) with max 6 to the front and 10 to the back. Another thing I would suggest is to allow the mounting of the large cannons on the same snap points as the medium. Otherwise with this changes large cannons could no longer be put on ships. As we would get rid of any gun not placed in a snap point you could reverse the weight reduction of guns in gun ports. As far as I understand it this was introduced to promote the use of gun ports vs. the ugly gun walls. This would help in promoting different ship designs for different uses. A gunboat with all (large) cannons mounted will not be a good cargo ship. A cargo ship will have only minimum number of cannons (maybe only in the back to shoot while fleeing). Multipurpose will be something in between. Basically you would double the number of ship classes (armed and un-/less-armed version) without adding new ships. This would promote having multi-ship operations – warships protecting cargo ships, etc. Not so sure about the Ballista with this idea, but I guess giving them only the deck snap points would be enough, or not? Oh and by the way, could we get rid of building material being used as armor platting? It looks ugly, has no real world comparison – the ships planks are its armor. Maybe make a armored version of the current planks with more hit points and more weight? I would also suggest to not make much change to the current base crew and weight numbers. You should have to customize the ship towards it's use. Having enough additional crew to use the deck guns should need leveling towards that. If needed only adjust cannon weight, so that a full large cannon ship design (with armored blanks?) is at the extreme low end of cargo capacity, or will be slowed down if it is having cargo. One optional suggestion to better help in the customization is (as suggested already somewhere else) to be able to put ships back into shipyards for re-design (maybe even for wrecking operation giving back the planks and or full (?) material cost) and maybe also to re-spec the levels for a gold cost, etc ? Again - in short - please consider with the coming wipe to limit cannon placements on ships to snap points (gun ports) only. With that you have every option to 'add' more guns later to your ship designs without antagonize anyone later by taking things away from anyone or not being able to get rid of unwanted designs without a server wipe.
-
The game needs some serious new content. 5 ships, 3 types of fire arm and 3 melee weapons doesn't cut it. Players need variety and more choices. I'd like to suggest the following: Flagship A new ship type - larger then a galleon or alternatively the same size as a galleon with some visual changes One per company A large powerful and extremely expensive ship that has an aura around it that benefits friendly ships nearby Would have 2 types of aura that the flagship captain could activate. The first would be an offensive aura that would increase the damage of cannons on nearby ships and a defensive aura that would reduce the damage taken. Only one type could be activated at a time. Cannons: Do away with this medium and large cannon concept. instead rate cannons by size and caliber. Real life cannons in that era ranged from 6 pounders up to 42 pounders. Suggested sizes: 6pdr, 8pdr, 12pdr, 18pdr, 24pdr, 32pdr, 36pdr, 42pdr (taken from wikipedia) Add the size with a barrel length system. Short, medium and long. The end result would be 8 cannon sizes with 3 lengths per size = 24 possible variations. Larger cannons would do more damage, but reload slower. Cannons with a longer barrel would have more range and velocity at the expense of increased weight. These different cannon sizes would be balanced by the fact that the larger cannons would weigh significantly more, the ammo would cost and weigh more. The barrel length would affect how much room it takes up on the ship as well as weight. Ships: Add variations to ships. For instance you would have a base class ie Galleon, Sloop so on and then under that you would have a bunch of variations of that class to choose from each giving unique bonus/disadvantages. Examples: Transport variation. Increases the base weight of a ship but makes it weaker. Ie for the Galleon which comes with an extra 10k base weight but at the expense of all planks only having 50% hp. Speed variation. Increases the base speed but significantly reduces carrying capacity and moderately reduces plank health. Tank variation. Increases the base plank health but significantly reduces speed. Handling variation. Increases the turning speed of a ship but reduces speed. Damage variation. Increases the damage of cannons but significantly reduces plank health. Range variation. Increases cannon range but all cannons fire much slower. Ship Balance: The weigh distribution on a ship should affect its handling with more even weighted ships having far better handling to designs which place a lot of concentrated weight in one part of the ship. Sails/Masts: Separate the sail from the mast. Sails could now be torn from cannon balls without actually hitting/damaging the mast itself. Damaged sails could be replaced in combat with some manual effort and time required. Figureheads: Provide a small stat bonus to the ship it is affixed to depending on the type Ie Weight Figurehead gives a small weight bonus, speed figurehead grants speed so on. The bonuses would be no more then say 5-10%. Would allow for further customization of ships. Weapons: Variations for weapons + guns: Reload faster, do more damage, are more accurate, have more durability, swing faster. These changes on the whole wouldn't require on the whole much work dev wise but would provide real and meaningful changes to PVP that would spice up the gameplay by quite a large amount.
-
Crew payments - Bug Reports - Official Atlas Community https://www.playatlas.com › Forums › ATLAS › Bug Reports I have maxed out the captineering tree, and while out at sea and cannons manned the crew are charging 1 gold every .6 hours, and while un-manned 1 gold every .9 hours. I am the one who purchased the crew, and I am also present on the ship during this what seems to be a bug.
- 1 reply
-
- crew payments
- gold
-
(and 6 more)
Tagged with:
-
A mysteries force started appearing around the world reports of undead warriors and powerful ships of the dammed flooded in. Overnight the pirate fleets that ran the seas where decimated. Five pirate nations came together to form one powerful alliance in hopes of fighting off this new evil. All was good for a short time but this magic slowly corrupted one of the 5 factions. People from the other 4 factions started hearing rumors of people vanishing in the night, buildings being taken over by dark forces, and ships docked safely in the harbor started to sink with no explanation. An investigative team was sent in by the other 4 nations and discovered a plot to overthrow and destroy the alliance from within. With this knowledge the 4 nations quickly came up with a war plan to purge the evil from our land. The world is now a chaotic mess and we will do what we must to protect our land even if it means purging our lands of a once ally. The time had come for war! These are a few screen shots of the following battle 17ish ships now rest on the bottom of our once peaceful harbor. Video of the battle coming soon so keep an eye out for it!! Safe sailing.
-
- pvp
- ship battle
-
(and 8 more)
Tagged with: