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Cannon Fallout

Nightstar

Landlubber
ok loving the game and have just installed caos v3.2, so i have a simple question, WHAT THE HELLS WITH THE FALLOUT!!!!

in 3 battles ive lost 90%+ of my cannons in each enguagement, you cant seriously say thats true to life...

if this is a stuff up can someone please post how to fix the sodding thing, its reall detracting from the game.

also anyone has the english game manual in pdf would love a link:)
 
What calibure cannons/culverines are you using?


at present 22 gun Battle Xebec with 8lb cannons, last battle i took it into i lost the 8 portside cannons all 4 farward cannons 7 of the starbaord and 1 of the 2 aft guns, leaving me with 2 cannons out of 22, battle before that i left with 3 i think, there'd have never been an industrial revolution if they were replacing cannons on there ships at that rate
 
This has happened to me as well Mate. It happens on vanilla too BTW. I think it's the game's way of penalizing folks for not having the skill necessary. So I'll ask this....what is your level? what is the skill in cannoneer for your crrew? what are your gunner's and your accuracy and cannon numbers? Do you have any negative numbers next to your skills on your character interface? If so it's because you're using a ship that's out of your league for your skills.

Industrial revolution cannon quality is not the issue, I suspect it's you and your crew's training proficiency. :wp

So think of it this way....

You have an unskilled crew and gunner and you yourself dont have much gunnery experience, but suddenly you have this big beautiful ship and you are facing a very skilled opponent but your crew and you have never actually done much gunnery practice and aren't very smart either in the use of powder and shot.

- One of your gun crews loads the incorrect black powder charge (three times the safe powder amount) and KABLAMM, one gun's out of action. :boom

- Your enemy with very skilled gunner and crew take aim directly at your larboard forward guns and get them. Two more are out of action.

- Another of your gun crews can't get the touch hole to ignite, so they put in another powder charge in front of a rammed round and some wadding and try it again and it goes off and blows the gun to kingdomcome and kills the gun crew in the process. :boom

- Then another of your gun crews doesn't properly water swab another gun and it's still hot with smoldering powder embers when the next charge is rammed and KABLAMM you shoot the powder ramming shovel staff out at your enemy, but the gun cracks in two. :boom

- Yet another of your gun crews is in such a hurry and so flustered under fire that they don't shoot the round in the tube and load another powder charge and ball behind the first one (don't laugh, that really used to happen), and now double loaded, the gun blows itself up, the deck below it, the gunwales in front of it and two gun crews on each side of it and the gun next to it is knocked off it's carriage as well in the process! :boom :boom

I'm just sayin that every time this has happened to me it's with a ship out of my crew and myself abilities to handle until we level up some more or that the enemy I'm facing is VERY experienced (way more than me) and his gunners tear me up.

When I have trained crews, and me and my gunner's perks are very good, and I'm on a ship that's ideal for my skill level, and facing an equal opponent I only lose a gun or two if at all in a very heavy enduring battle.

Maybe I'm wrong....but I don't think so. :shrug

MK
 
This is the way i think it works too, ;ets not forget a single broadside in RL could take many guns out but in COAS your guns are subject to a level of damage before this happens. I find COAS to be unrealistic for that very reason and if this was made possible then we wouldn't see so many people capturing Frigates with Sloop's. The smaller the calibure in COAS the more subject they are to fall out, the downside is the higher the calibure the more room they take up in the cargohold so its a balancing act for merchant player's.

A quick over view of differences between cannon types:
* calibure size has a big effect on gameplay, the larger the calibure the futher you can aim and the more damage you will be able to do. Down fall the higher the calibure the more room they take up in the cargohold.

* Cannon vs culverine is a battle not fully understood i think, in terms of the guns both gun types have plus and negatives. the plus for them is a negative on the other gun type, spo culverines have a larger radius on their similar calibure cannons but they do less damage and take up more room than the cannons. So what is a culverine good for, well merchant player's might use them more because they can hit from a better target radius but the downside is a culverines weight is high so a 4Ibs culverine will weigh the same as a 12Ibs cannon but thast been said the 4Ibs culverine has the same target raduis of the 12Ibs cannon and the damage rasio of the 8Ibs cannon. (this part is still work in progress but its getting their). In the stock game the culverine's only advantage was the target radius been better than the cannons, the negatives was culverines weighed more and did less damage and also cost more to purchase. Now the culverines have a slightly better damage ratio, slightly higher hp ratio and target radius as plus with weight, reload times and cost been their negatives. This balances them out so both cannons and culverines have 3 negatives and 3 pluses each. You will see this updatye in the new mod. Originally cannons was the better gun type to use because they had better damage ratio, realo times, cost less, higher hp ratio etc. Culverine's only had the better target raduis as their plus, 42 and 48Ibs cannons are better than any culverine. These new chanmges will be in GOF 1.0 (the mod currently been worked on).
 
I find COAS to be unrealistic for that very reason and if this was made possible then we wouldn't see so many people capturing Frigates with Sloop's


If you can capture a frigate with a sloop you are obviously more skilled than I am. :onya

I learned alot about how cannons vs culverines work though. I always used to go with culverines but maybe now I'll switch to cannons.
 
LOL, not more skilled just have good fighters with a lot of health potions and good weapons while i stand near a stair case fighting one or 2 enemy officers at a time.

In the new GOF we have looked at the culverines vs cannons and made some changes their that gives the culverines a much better reason for having them. Of course culverines do take longer to reload and do weigh more than cannons which is some negatives but the posatives out weight the negatives depending on cargo space availabe and calibure you wish to use.
 
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