Results 1 to 14 of 14

Thread: The State of Naval Combat in 1.5

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: The State of Naval Combat in 1.5

    I've noticed a solid 50% of the time-if not more- my sloops always get destroyed. I started a pirates campaign and emptied several broadsides of grapeshot into an old 5th rate, and sent my sloop to capture it. It pulled up alongside the enemy ship...and the other ship unloaded a broadside exploding my sloop. At least they all burned to death for damaging my ships AND in a giant fireball!

    I haven't really noticed a decrease in chainshot effectiveness, because of 1 or 2 things:

    1)I rarely pay attention to these little details

    2)I always use ships with 8459238534 cannons so I'm bound to do a decent amount of damage

  2. #2
    Senior Member Senior Member Fisherking's Avatar
    Join Date
    Feb 2005
    Location
    East of Augusta Vindelicorum
    Posts
    5,575

    Default Re: The State of Naval Combat in 1.5

    Ships with a range of 500 (I think this only applies to chain shot):

    Sloops, Brigs, Race Galleon, Xebec, 6th rate, Admiral’s 5th rate, & 5th rate. Why the Razee, the 24lb frigates, and the Constitution don’t have that range is a little odd.

    Bomb Ketches and Rocket Ships have 750 range with 60% & 40% accuracy respectively.

    Too bad mortars are not that good on land.

    Steamships and Carronade Frigates have a range of 300.

    In 1.5 First Rates have stronger fire power and the Constitution has a bit more but so far as I have seen fire power for the others is unchanged from 1.4. (that in its self was a large change but I lack the data for previous versions)


    Education: that which reveals to the wise,
    and conceals from the stupid,
    the vast limits of their knowledge.
    Mark Twain

  3. #3

    Default Re: The State of Naval Combat in 1.5

    Yesterday I found out that my 2nd of the line, and 1st of the line had like 30% accuracy. A Booooo

    So that pretty much means that 30% of my 100 guns will hit. I might aswell get 4th and 5th rates instead.

  4. #4
    Senior Member Senior Member Fisherking's Avatar
    Join Date
    Feb 2005
    Location
    East of Augusta Vindelicorum
    Posts
    5,575

    Default Re: The State of Naval Combat in 1.5

    I would say 3rd rates but the first rate has a firepower factor of 2490 so one hit could be pretty devastating. That is about 1100 more than the 3rd rate has with 40% and the 5th rate’s firepower is 590 with a 60% chance to hit.

    Still, I would rather they have more historic values than game balancing numbers.


    Education: that which reveals to the wise,
    and conceals from the stupid,
    the vast limits of their knowledge.
    Mark Twain

  5. #5
    Villiage Idiot Member antisocialmunky's Avatar
    Join Date
    Feb 2005
    Location
    ゞ( ゚Д゚)ゞ
    Posts
    5,974

    Default Re: The State of Naval Combat in 1.5

    I wouldn't mind if it was somewhere in between, otherwise its too gamey.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



    "Hi, Billy Mays Here!" 1958-2009

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO