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Thread: naval battle gun powder balance

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  1. #1

    Default naval battle gun powder balance

    ok, at first there seemed to be a lot of give and take with the naval battles. arrow focused or boarding focused, all sorts of strategy and crazy maneuvering. struggling with the path finding. but still plenty of skill.

    then... you unlock the matchlock tower boats, and shortly after the cannon boats. the end. if you show up without a cannon boat you lose. and beyond that you should only have matchlock towers. cannons rip threw hulls and do terrible damage from over double the range of arrows and if they try and get close matchlock towers rip them to pieces.

    seriously I take six or so towers place them extremely close together and take one cannon boat. none of the early boat mixtures even can come close to taking a single ship. I barely even lose much off my decks.

    it's really really bad.

    also why did they include seige weapons in 1v1 land battles. they take one step forward but still leave in these retarded units that enable one side to force the other side to engage at a disadvantage or have the game sit infinitly at a stand still

  2. #2

    Default Re: naval battle gun powder balance

    MP needs alot of fixing in general, in the SP, good economy can totally give you unfair unit advantage, and that's ok, because econ management and tecching up is a skil... but in multiplayer.....

  3. #3

    Default Re: naval battle gun powder balance

    Oh no, ships CAN SINK from those evil cannon ships!! We did this just to test it out...and it was very realistic!


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