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-   -   0 damage to ships in svs with furry and bolt under take cover (https://www.piratesonlineforums.com/forums/showthread.php?t=9376)

captaindruidblade 12-04-2008 07:50 AM

0 damage to ships in svs with furry and bolt under take cover
 
In the first place ammo costs money
money we work hard for and svs lovers
are upset because when an enemy ship uses take cover
which is supposed to cause them to take 75% less damage
but now if an enemy uses take cover they take zero damage
untill the effect wears off and the only thisga that will damage them is
fire balls or explosives so now we are wasting almost all of our ammo
for nothing and most people do not realize it and think a ship is glitching
invincible but in reality its just take cover and i dont think this is sopposed to be this way now after all the glitch fixing Disney has given us a glitch as an ability
just hit that ol take cover and bam invincible ship

awsome hu?

I THINK NOT!!!!!!!

FIX! FIX! FIX!

davy redflint 12-04-2008 01:30 PM

notice that last nite ...i just stop firin till take cover ends the sybol is above there ship when in use

Kitfisto 12-05-2008 03:12 AM

Yeah, ppl camp at islands to be invincible too and use creww cannons.

anndreeuhh 12-05-2008 05:16 AM

I don't think this should be fixed. If they can take out my War Frigate in a matter of seconds, I'm definately using take cover when I get hit. I think it's fair game to use it when another ship is glitching and taking you down in less than 5 hits.

AdmiralSavvy 12-05-2008 05:26 AM

I agree with Andrea on this one. Take Cover is supposed to take cover, so what if it's a little overly enhanced? If Take Cover is suddenly unfair then so are broadsides apparently. Take Cover isn't like the invincible ship glitch or repair while sailing. Just don't attack while the opponent is using Take Cover to save ammo and attack in the next 10 seconds or so.
I don't think this should be fixed either because it's only a matter of defense. In head to head battle, there WILL be fights that require some kind of defense. Taking away Take Cover is like taking away Open Fire--very useful but some people consider it a cheat.

anndreeuhh 12-05-2008 05:35 AM

Aye Savvy. Its very useful, can't tell you how much it came in handy today. It can't be considered a glitch, it's just a way to defend yourself as Savvy said. If you can max out broadsides and open fire, along with barrage, to get stronger broadsides, we should be able to have the strongest possible protection. It's only fair.

captaindruidblade 12-05-2008 08:19 AM

wow
 
still take cover means you take 75% less damage its unfair that using take cover will alow them to take zero damage thus 10 seconds of invincibility from furry and bolt is a little preposterous its just not meant to work tat way.:pirateflagog6:

anndreeuhh 12-05-2008 03:16 PM

Take Cover doesn't give you full invincibility, you do take damage and it is probably 75% less damage. I still don't see anything wrong with it, it's not a glitch, just a way to defend yourself.
If you're that unhappy about it... Do what Savvy said, hold fire for 10 seconds then start again, I mean this really was about the cost of ammo, was it not?

Arioch 12-06-2008 03:45 AM

Actually Take cover has been revised quite a few times by Disney already. At first for months it did not work at all and almost useless. Then they made it work but too well.

The now they made fire and explosives work while take cover is in use

and of a few updates ago they made take cover have absolutely no affect on the armor plating around the ships (green circle) take cover only protects the hull now and not the armor.

If you do not have fire you should still fire at an enemy ship as you can take out the sails (so they cannot run) and you can beat holes in the armor plating.

A captain who uses take cover first in a battle when he has a healthy ship is a complete and utter FOOL.

No..... take cover is fine they way it is and one of the few things Disney has finally made right.

League 12-06-2008 05:21 PM

I think they should make different ammos have different value: none defined as inferior. Broadsides could work, for instance, while Take Cover is active, for full damage (or they should say I, to give them a use when higher-level ones are available).

I'm fine with this Take Cover "glitch" if it so exists, and if it so exists as a glitch.

captaindruidblade 12-16-2008 08:57 AM

So Funny!!
 
i cant believe people they just like that they can run with ten sec of invincibility
but when its in svs all they do is complain about people and say they are glitching because they take no damage but its the take cover doing it but they want it to stay messed up and this is one thing they finaly did right makes zero sense to downplay this disney said 75% less damage now gosh dang it i want what they said it is 75%
less not 100% less for 10 sec do you not get it ?

get on a cannon sometime and try it i bet they all never even touch a cannon to busy throwing orders and never giving credit to the ones keeping them afloat personally
its annoying to have to ammo up every 5 min now compared to a good stretch before:smiley5:

Pirate Bood 12-16-2008 09:31 AM

Its worse than that he's dead Jim....

I kno that barracudas n phantoms dont use take cover.... but I had the ole fury is broken bug yesterday on normal sailin at close range not on abassa no lag................

Arrrrrrrrrrrrrrrrrrrr my fury really IS broken... its Sam Sam the ammo man on isla porc thats to blame, he sells substandard ammo, he takes out the real ingedients n stores em all up for his black market in one hit sink cannonballs n leaves in only the pretty blue colour n scarey faces.

I wouldnt trust the man at all but for the fact he's so much closer to where u tp to than Stan Stan the ammo man on avaricia. Why is that ?

I use fire to get around the broken fury thing, even plain shot hits when fury doesnt, n I only got one on that now but its more damaging than fury sometimes... I just think the guy whose s'posed to log the damage we do with fury n type the floaty numbers up when u hit is afk a lot, and definately bad at maths. I think when he is there he uses the 'think if a number' method of calculation cos he knows we r soo distracted by all the other glitches that we wont even notice he cant add up.

Any way the real charm is when u use fire even on a sheilded ship, u may not damage em but u still make em smoke so they cant see through it to shoot u ...... heehee Im a mucka n I dont care!! Now thats pirating!

Lovin it Captain DB nice thread !!

Ghostcannon 12-16-2008 10:22 AM

Keep Firing Matey, until you sink it. I know that in SVS the ships are more protected. Just keep hitting the same spot of the enemy ship to get more damage. I undestand your point, the take over is not taking 75% less damage, instead is a full 100% less damage meaning 0 (zero) damage for the period of Take Over...make sure whoever is the captain of the ship you are firing your cannons from have Take Over too and we all are even :).

Arioch 12-17-2008 11:29 AM

If you battle in SVS then you are going to encounter people using take cover all the time.

Everyone has the ability to rearrange their skills now. If you choose not to invest any skills in Fire in order to shoot ships using take cover then you have only your self to blame.

The veterans choose fire along with grape as secondary ammo to be used when needed. since every enemy ship uses take cover for 10-20 seconds at a time. It is not a major problem to switch to fire the moment you see take cover being used and continue to fire until it ends.

If you swap ammo after you fire your volley you suffer almost zero time delay switching ammo. (if skills are maxed that is)

The only time fire is not really effective on a ship using take cover is when the fire is weak or the pirate low level or the enemy ship still has full armor. if that is the case use fury to blast the armor away then use Fire.

When a ships is using take cover use that opportunity to blast his armor to zero so that when it is expired the ship is defenseless.

Pirate Bood 12-17-2008 11:20 PM

Quote:

Originally Posted by Arioch (Post 102240)
and of a few updates ago they made take cover have absolutely no affect on the armor plating around the ships (green circle) take cover only protects the hull now and not the armor.

.

What armour plating and what green circles?
Am I seein the same game as u ?
When take cover is used u see no numbers floating up to indicate u have eaten away at any armour.


baffled as ever ...

Edward Edgemenace 12-20-2008 08:43 PM

It is reprehensible and disgusting that anyone have suggested this glitch is a good thing. That is absurd as saying fury-lag should be part of the game. That is as insane as suggesting that lag-bombing from grenades in SvS is a good thing.

This glitch, in combination with others, allows ships to remain invulnerable for 15 minutes at a time. (Maybe they just break out of the glitch from boredom?)

Take cover is broken. 100% broken. It must be fixed. No hit, no matter what, should ever register 0 damage.

Dr. Zeppers 12-20-2008 08:55 PM

Quote:

Originally Posted by Edward Edgemenace (Post 105674)
Take cover is broken. 100% broken. It must be fixed. No hit, no matter what, should ever register 0 damage.

There are those that choose to just 'use' whatever it is to thier advantage instead of complaining about the problem so it is solved.

If its not working as advertised, its broke, and needs fixing.
Thats the summation of the issue, regardless of how someone may work around it, or even worse, use it to thier advantage.

Arioch 12-22-2008 01:19 PM

Quote:

Originally Posted by Pirate Bood (Post 105278)
What armour plating and what green circles?
Am I seein the same game as u ?
When take cover is used u see no numbers floating up to indicate u have eaten away at any armour.


baffled as ever ...

On the top left of screen is a big circle with your notoriety level in it.
When at sea directly below is more information about ship name crew etc along with ship health.

There is a Grey icon also there that sorta looks just like the bottom of an iron used to iron clothing (no other way to describe it)

There are three bands around it (green)
1 to left
1 to right
1 in the rear section of ship.

These 3 bands are the ships armor plating nothing in the game describes this it is just my interpretation as when these are damaged you can still have full hull points. once these are damaged your ship takes damage tenfold hence the reason I call them armor plating.
when you fire on an enemy ship the name of the ship is at center of screen on the top and it as well has a little icon with a damage indicator so you can tell when the enemy ship is low on armor and fire accordingly.

Simply stated if you fire at a ship that has full armor on 1 side but zero on the rear your damage will be tenfold if you aim at the rear of the ship. (no armor) notice said rear of ship not back of ship as simply firing at the tail end of the side of the ship is still the side and not the rear.

when the ship is protected under "take cover" normal attacks do not hurt the HULL (life of the ship) however they do hurt the armor (green rings) however fire is unaffected by take cover and continue to do damage even against hull and armor (as if they never used take cover)

Simply put switch ammo to fire (meaning firebrand ammo ) to sink ships using take cover. stronger you make the skill the faster they sink. as the more points the more damage and longer the fire burns.

hope this clears it up for you.

Quote:

Originally Posted by Edward Edgemenace (Post 105674)
It is reprehensible and disgusting that anyone have suggested this glitch is a good thing. That is absurd as saying fury-lag should be part of the game. That is as insane as suggesting that lag-bombing from grenades in SvS is a good thing.

This glitch, in combination with others, allows ships to remain invulnerable for 15 minutes at a time. (Maybe they just break out of the glitch from boredom?)

Take cover is broken. 100% broken. It must be fixed. No hit, no matter what, should ever register 0 damage.

Glitch? no not glitch just the way Disney designed it. when take cover is in affect you can still damage their armor shield (green) with normal rounds (hence the 25% effectiveness)
the other 75% shielded by take cover just so happens to be the hull. simply stated in above thread use firebrand to continue doing damage if you are so inclined.

Take cover and its advantages and limitations is one of the few things Disney did a great job on in the game.

although you would figure the EITC ships shooting firebrand as broadsides would still do massive damage on a player ship while undercover?

gotta test this out run up beside an EITC war galleon and let him broadside me with take cover on and see if any FLAME leaks though?

Edward Edgemenace 12-22-2008 05:47 PM

Quote:

Originally Posted by Arioch (Post 105942)
When the ship is protected under "take cover" normal attacks do not hurt the HULL (life of the ship) however they do hurt the armor (green rings) however fire is unaffected by take cover and continue to do damage even against hull and armor (as if they never used take cover)

Perhaps sir, you are playing a different game. I'm talking about Disney's Pirates Online game, where that 100% is not the case. No shots of any non-fire-based sort do any damage to the hull, outer or inner, when under take cover.

Quote:

Originally Posted by Arioch (Post 105942)
Glitch? no not glitch just the way Disney designed it. when take cover is in affect you can still damage their armor shield (green) with normal rounds (hence the 25% effectiveness)
the other 75% shielded by take cover just so happens to be the hull. simply stated in above thread use firebrand to continue doing damage if you are so inclined.

Take cover and its advantages and limitations is one of the few things Disney did a great job on in the game.

although you would figure the EITC ships shooting firebrand as broadsides would still do massive damage on a player ship while undercover?

gotta test this out run up beside an EITC war galleon and let him broadside me with take cover on and see if any FLAME leaks though?

Thank you sir, for completely missing the point of this thread. You are inaccurate in your assertions.

TAKE COVER is not intended to provide 100% invulnerability, as it currently does in SvS. It says plain as day "75%" under the circle that pops up on the right side of the screen when I do it. The point you make about it being completely broken for fire-based follow-on damage is completely beside the point. If you read this thread more attentively before blurting out irrelevant details, you'd be less embarrassed.

It is a glitch. It is compounded by other glitches, resulting in total ship invulnerability (even with OPEN FIRE simultaneously) routinely. Your irrelevant observations about outer-vs.-inner remain beside the point of this thread. At the same time, your observations about outer-hull damage are also incorrect. During TAKE COVER, neither outer nor inner hull points are damaged by anything other than fire (firebrand or explosive follow-on damage.)

While I don't compound the glitch as others do, I have no compunction about using the broken TAKE COVER; however, I recognize that many people (as stated in the original post) call "foul" because Disney refuses to correct the problem. When others compound the problem by using additional exploits, the problem becomes quite extreme.

------------------

I've received several insulting comments on this matter. I won the privateering contest; I assure you that winning when back as BASIC is monstrously more difficult than winning as UNLIMITED. I've played a great deal as both BASIC and UNLIMITED. It isn't that I don't understand the effects clearly. The problem remains that TAKE COVER does not function as intended, nor as it says it is intended. As with any other glitch in the game, there are always people who exploit them unfairly, particularly against other players, where such cheating is clearly inappropriate.

I don't think Disney recognizes how severely this hurts their game revenue. It is especially exaggerated in any player vs. player setting. PvP and SvS glitches leave new players pointedly disgusted with the game; most leave, never to return. Try building a pirate up to level 10, then go into SvS on Abassa and compare; you'll be astonished at the statement Disney is implicitly making to new players.

captaindruidblade 12-24-2008 09:01 AM

Once again most are telling strategy which i dont mind learning from but this thread is about 100% less damage instead of 75%

i see people wanna downplay it now and chang the subject but this is way off on fair gameplay

so say what u like i know im right.


Quote:

Originally Posted by Arioch (Post 105218)
If you battle in SVS then you are going to encounter people using take cover all the time.

Everyone has the ability to rearrange their skills now. If you choose not to invest any skills in Fire in order to shoot ships using take cover then you have only your self to blame.

The veterans choose fire along with grape as secondary ammo to be used when needed. since every enemy ship uses take cover for 10-20 seconds at a time. It is not a major problem to switch to fire the moment you see take cover being used and continue to fire until it ends.

If you swap ammo after you fire your volley you suffer almost zero time delay switching ammo. (if skills are maxed that is)

The only time fire is not really effective on a ship using take cover is when the fire is weak or the pirate low level or the enemy ship still has full armor. if that is the case use fury to blast the armor away then use Fire.

When a ships is using take cover use that opportunity to blast his armor to zero so that when it is expired the ship is defenseless.


captaindruidblade 12-24-2008 09:11 AM

BRAVO!!!!

GOOD SHOW MATE!!!!:dancetl6:

Quote:

Originally Posted by Edward Edgemenace (Post 105973)
Perhaps sir, you are playing a different game. I'm talking about Disney's Pirates Online game, where that 100% is not the case. No shots of any non-fire-based sort do any damage to the hull, outer or inner, when under take cover.



Thank you sir, for completely missing the point of this thread. You are inaccurate in your assertions.

TAKE COVER is not intended to provide 100% invulnerability, as it currently does in SvS. It says plain as day "75%" under the circle that pops up on the right side of the screen when I do it. The point you make about it being completely broken for fire-based follow-on damage is completely beside the point. If you read this thread more attentively before blurting out irrelevant details, you'd be less embarrassed.

It is a glitch. It is compounded by other glitches, resulting in total ship invulnerability (even with OPEN FIRE simultaneously) routinely. Your irrelevant observations about outer-vs.-inner remain beside the point of this thread. At the same time, your observations about outer-hull damage are also incorrect. During TAKE COVER, neither outer nor inner hull points are damaged by anything other than fire (firebrand or explosive follow-on damage.)

While I don't compound the glitch as others do, I have no compunction about using the broken TAKE COVER; however, I recognize that many people (as stated in the original post) call "foul" because Disney refuses to correct the problem. When others compound the problem by using additional exploits, the problem becomes quite extreme.

------------------

I've received several insulting comments on this matter. I won the privateering contest; I assure you that winning when back as BASIC is monstrously more difficult than winning as UNLIMITED. I've played a great deal as both BASIC and UNLIMITED. It isn't that I don't understand the effects clearly. The problem remains that TAKE COVER does not function as intended, nor as it says it is intended. As with any other glitch in the game, there are always people who exploit them unfairly, particularly against other players, where such cheating is clearly inappropriate.

I don't think Disney recognizes how severely this hurts their game revenue. It is especially exaggerated in any player vs. player setting. PvP and SvS glitches leave new players pointedly disgusted with the game; most leave, never to return. Try building a pirate up to level 10, then go into SvS on Abassa and compare; you'll be astonished at the statement Disney is implicitly making to new players.

???????????????????????


Quote:

Originally Posted by Kitfisto (Post 101902)
Yeah, ppl camp at islands to be invincible too and use creww cannons.


Solomon Redrage 12-24-2008 07:42 PM

I agree.. the "take cover" should not prevent 100% invincibility. Its purpose was as described and is now being exploited (unintentionally because we cannot re-program its functions).

Though all fields possessing this quality makes the playing field even, the concept of the skill should be defined exactly by its parameters. It should not be a 100% invincibility skill, but rather possess the abilities that it was originally founded on.

DryWater 12-24-2008 08:15 PM

I think this will help clear up what Arioch is talking about.

http://i100.photobucket.com/albums/m.../takecover.jpg

Edward Edgemenace 12-25-2008 12:00 AM

Quote:

Originally Posted by DryWater (Post 106531)
I think this will help clear up what Arioch is talking about.

Yes, I know what I was incorrectly talking about. He assertion remains 100% false/untrue/inaccurate/wrong. Try it yourself. It doesn't do what he suggests, instead gives ships 100% invulnerability. (Also note: firebrand and explosive DO cause damage to the portion marked as 75% above, anyhow, but only from indirect follow-on fire damage. Normal shots remain ineffective no matter where you hit. But the fire damage is itself a separate bug, from the method they use to calculate damage from fire, and somewhat beside the point. Round shot, chain shot, grape shot, thunder and fury remain completely ineffective.)

Edward Edgemenace 02-10-2009 06:55 AM

*Sigh* Still broken on open and test. Still not giving 75% coverage as it says, instead 100% invincibility.

Bess Blademenace 02-11-2009 05:33 PM

Why doesn't Take Cover affect all the ships in the came way?
 
Recently I've become a regular svs'r. Yes, I am ticked when I can't sink a ship I know should be at the bottom of the sea.

Question: Why doesn't take cover work the same for us all? Mine sure lasts the time it's touted to and has never been in effect for 15 minutes.

If we all have the same take cover, it should be fair, right?

How does it work differently for some?

Thanks!
If you were a booger, I'd pick you first

Edward Edgemenace 02-11-2009 05:44 PM

Infinite take-cover is a completely separate exploit. This thread is only about the first-order defect of take-cover: that different ammo types are completely ineffective 100% of the time, while other ammo types affect only the outer hull, yet other ammo types are unaffected.

For example: round shot should never fail to damage the outer hull, yet it misses 100% of the time, when the enemy ship is under take cover.

Arioch 02-11-2009 07:32 PM

Quote:

Originally Posted by DryWater (Post 106531)
I think this will help clear up what Arioch is talking about.

http://i100.photobucket.com/albums/m.../takecover.jpg


This is precisely what i was referring to and the 25% ring (armor plating) will take damage even if the other ship is using take cover. regardless of ammo

Only fire based attacks do damage to the HULL during take cover and that is only provided the fire attacks make it past or thru the armor.

If the armor is reduced to zero then regular attacks will do absolutely no damage to the enemy ships while take cover is in affect. The reason it is a good idea to keep firing even though you are not affecting the hull is to reduce the enemies ship armor to zero so that when the take cover is down you will do maximum damage and so that other friendly ships using fire based attacks will do more damage as the armor is reduced.

Those people who just plain to acknowledge that this is just they way it is until Disney changes it once more will just have to live with it.

Arioch 02-11-2009 07:39 PM

Quote:

Originally Posted by Edward Edgemenace (Post 115854)
Infinite take-cover is a completely separate exploit. This thread is only about the first-order defect of take-cover: that different ammo types are completely ineffective 100% of the time, while other ammo types affect only the outer hull, yet other ammo types are unaffected.

For example: round shot should never fail to damage the outer hull, yet it misses 100% of the time, when the enemy ship is under take cover.

Completely false round shot does damage to the outer hull (armor) during take cover demonstrated by the fact that broadsides from a ship damage the outer hull of an enemy ship using TC.

Now if you are behind a cannon Edward and fail to hit the target either eye sight judgment or lag is the reason as round shot does work.

take cover protects the hull and the hull only and does not protect against fire based attacks. That is it in a nutshell and sums it up very quickly and to the point.

That is not a mistake not an error it is simply the way disney designed it and my apologizes if they did not get your approval prior to implementing it .

Arioch 02-11-2009 07:47 PM

Thanks Dry water for your illustration as it very hard to understand that so many people can see those armor rings and yet not have a clue as to what they are and how they work.

It took me all of about 2 minutes to figure it out the first time they showed up on an update. And why Disney does not explain anywhere what they are or what they are for because evidently they need to as people like Edward are not grasping the meaning.

Complaining about the hows and whys of take cover is pretty much a dead issue till they change it again I am surprised more people are not mad the the LEADERSHIP skill has been changed.

Leadership once boosted all sailing skills however now it only seems to affect cannon recharge rates and that is it.

Edward Edgemenace 02-11-2009 07:48 PM

Quote:

Originally Posted by Arioch (Post 115878)
Completely false round shot does damage to the outer hull (armor) during take cover demonstrated by the fact that broadsides from a ship damage the outer hull of an enemy ship using TC.

Now if you are behind a cannon Edward and fail to hit the target either eye sight judgment or lag is the reason as round shot does work.

take cover protects the hull and the hull only and does not protect against fire based attacks. That is it in a nutshell and sums it up very quickly and to the point.

That is not a mistake not an error it is simply the way disney designed it and my apologizes if they did not get your approval prior to implementing it .

You are welcome to restest it with me, but you remain 100% wrong at this point in time. I'm talking about two ships on a quiet server parked next to each other, one with take cover on, the other shooting various ammo at the outer hull. I'm a much better shot than most and better than anyone I've seen. Eyesight notwithstanding, two ships parked next to each other, anyone should be able to hit, but with take cover on, cannot. Not even when wearing glasses; neither outer hull nor inner hull takes damage.

Crazypirate 02-11-2009 07:51 PM

Could it be that big D has it working exactly as they want it to? They change the amount of damage weapons and cannons do in SvS and PvP vs normal gameplay so why is it inconcievable that they would alter the effects of Take Cover as well.

Edward Edgemenace 02-11-2009 08:23 PM

Quote:

Originally Posted by Crazypirate (Post 115881)
Could it be that big D has it working exactly as they want it to? They change the amount of damage weapons and cannons do in SvS and PvP vs normal gameplay so why is it inconcievable that they would alter the effects of Take Cover as well.

The main reason I think that is inconceivable, is that there is no hit indication at all, not even a -1. That alone, screams "bug" not "intended feature."

jason davy 02-12-2009 12:08 AM

Quote:

Originally Posted by Arioch (Post 115878)
That is not a mistake not an error it is simply the way disney designed it and my apologizes if they did not get your approval prior to implementing it .

This is definitely NOT the way it is supposed to be. It doesn't do what it says it does, so it is a bug/glitch. Ships are invincible under take cover when the game CLEARLY STATES that they should take 25% damage.

On another (somewhat unrelated) note, I will be re-allocating my skill points to put a point (or maybe a few) in firebrand simply because this glitch drives me absolutely INSANE. I will probably re-allocate them again when Disney fixes the glitch, but knowing Disney, I'm not optimistic that that day will ever come, at least not in the near future. But I refuse to be rendered 100% ineffective because of a stupid glitch.

Edward Edgemenace 02-13-2009 02:53 AM

Glitchy things like "Attunement shattered" are clearly the way Big-D intended it to be. Things that drop into outer space are not. Different ammo is supposed to be more or less effective on certain parts of a ship. Completely discarding the shots because take cover is in effect, is a bug. While it MIGHT have been excusable to allow fire-based ammo to be more effective, there is no excuse at all for all other types of ammo being rendered useless. This is especially true, with the take-cover indicator clearly specifying a partial reduction.

Even if the completely false theory about the outer hull being the 25% were true, there would be no excuse for the outer hull being invincible, which it is, to most ammo types...ONLY DURING TAKE COVER. Broadsides can hit outer hull but not round shot (nor chain nor grape...) while firebrand and explosive don't hit directly, but do do their burn damage (to the "protected" 75% no less!)

Retested just tonight, Take Cover remains completely broken.

djr_8fan 02-13-2009 05:31 AM

Quote:

Originally Posted by Arioch (Post 105218)
If you battle in SVS then you are going to encounter people using take cover all the time.

Everyone has the ability to rearrange their skills now. If you choose not to invest any skills in Fire in order to shoot ships using take cover then you have only your self to blame.

The veterans choose fire along with grape as secondary ammo to be used when needed. since every enemy ship uses take cover for 10-20 seconds at a time. It is not a major problem to switch to fire the moment you see take cover being used and continue to fire until it ends.

If you swap ammo after you fire your volley you suffer almost zero time delay switching ammo. (if skills are maxed that is)

The only time fire is not really effective on a ship using take cover is when the fire is weak or the pirate low level or the enemy ship still has full armor. if that is the case use fury to blast the armor away then use Fire.

When a ships is using take cover use that opportunity to blast his armor to zero so that when it is expired the ship is defenseless.

LIke Arioch said, we can rearrange our skill points now. Which means if someone fills up the take cover, then it will take less damage than before and last longer.

Just fill up your slots on your cannons skills, and wait like someone else pointed out, until the take cover is over.

Its just gold in the game, big deal. I keep maxing out on gold, want some of mine?

Edward Edgemenace 02-13-2009 05:35 AM

It is not just like gold in the game; the defect is used against other pirates in-game. And what Arioch said is false anyhow: outer hull does not take any normal damage when under take cover. The lack of any hit indication is evidence of that bug.

All things being equal, yada, yada, yada...it's still completely broken.

djr_8fan 02-13-2009 05:41 AM

well, i have to say one more thing... make that a couple, lol.

take cover was designed to protect from the full force of the cannons. so, only some of the damage would actually happen. so, look at it this way. instead of a cannon breaking a plank from the hull, maybe it just dented it.

another thing. if this is really bothering you so much, any of you. just tell disney over and over till it gets fixed. kinda getting rediculous here going back and forth. i dont care who is correct and who has it all wrong. i just want things to work the way they are designed to. and if it takes calling or emailing the mouse till it gets fixed, then so be it.

oh yeah... the orginal post here said he was tired of paying for all that ammo too. that is just gold in a game used to buy stuff. how hard is it to kill something or sink ships to get that gold back. oh, and lets not forget the tortuga hold'em and the black jack tables.

Edward Edgemenace 02-13-2009 05:54 AM

Big-D does check this site, among others. So it is not so pointless as you suggest.

On the other hand, defending a positively identified defect, as if it were plausible, is inexplicable.

While broadsides round shot damage outer hull, cannon round shot does not, nor fury, thunder, etc. While firebrand and explosive cause fire-damage to the inner hull that posters above claim is supposed to represent 75% (which it doesn't anyhow) that is only a glitch upon a glitch...the fire damage too, is supposed to be muted 75% by take cover, but isn't.

It would be less of a big deal, if it never worked. But it broke November/December and still hasn't been fixed yet. Compounded with infinite take cover it makes SvS unplayable. Admittedly, there were other problems with it before then, but enough already!

djr_8fan 02-13-2009 06:05 AM

I agree enough already, and I'm not defending ANY glitch. I especially hate those used in the svs and pvp. Which is why I try to stay away from svs for periods of time. I keep getting ticked....And I didnt say this thread was pointless. What I believe is pointless here is all the back and forth. Its broke. Fine. Just work around it till it gets fixed. That is all I'm trying to say. Guess I should be short and sweet from now on.

Poison elf 02-13-2009 09:15 AM

Pvp drama marching on, content for us to do standing still.

I got blue in the face arguing things should do what they say, why all of a sudden does it matter now? I agree it says 25%, no where 0% to certain ammo. All ammo should be doing at least the degraded 25% damage we have now that is less than half original damage. But why should we have what we earned? Little pvpers aren't happy, oh my, what a shame. Less damage to us, more protection blah blah blah.

Its not like the endless avoided calls, reports etc. did any good and things like barrage, spirit mastery, blade instinct, got the last 5% increase in damage it was suppose to with 5 points in it. Pvpers might get hurt, oh my.

What did we actually get, well Arioch pointed that out, another downgrade. Leadership no longer charging, in other words you can't shoot two open fire broadsides. (another normal, and pvp downgrade)

But the one important thing that matters is still marching on. Thank you all, having fits over a small useless part of the game while we are on like 8 months of sitting at max character downgrades, and not a single bit of useful content or upgrades?

They aren't going to give us our stated damage, and even take what we earned away (btw, both pvp and normal). So make your choice, keep at the garbage in the game and downgrades. Or get out of the garbage, and push for going forward, content, increases, a future to this game, and players staying.

I really had to look at why nobody ever is on svs on test. Nobody there cares about the garbage, and I have to agree. Those that stuck it out, want to go forward, not a continued spirrow backwards. What good did it do when I reported svs garbage on test anyways, released live.

Rackat 02-13-2009 12:24 PM

We spent the better part of the evening last night testing SvS on Test. Perhaps we should have a date and time for everyone to show up, test, and report to D? Will it help? Who knows? But it is broke, it does cause consternation, and it could be one of the best aspects of the game. I'd like to believe that D will eventually fix it if we continue to test it and report it.

Arioch 02-13-2009 01:40 PM

Quote:

Originally Posted by Edward Edgemenace (Post 116178)
It is not just like gold in the game; the defect is used against other pirates in-game. And what Arioch said is false anyhow: outer hull does not take any normal damage when under take cover. The lack of any hit indication is evidence of that bug.

All things being equal, yada, yada, yada...it's still completely broken.

I have absolutely no idea why you seem to be able to not do any damage with cannon to the outer armor plates? I have never had an issue whatsoever doing damage to the armor plating whether take cover was on or off.

The ONLY reason I can explain why it works for me and not for you is skill allocation points where and how much.

Go to DXD look up my pirate Arioch lord of chaos and print out my skills list for sailing ,cannon, and grenades. spend 30,000 gold and retrain your pirate to my skills list and go out and conduct your tests again. I have about 14 months of playing in the game and thousands of hours in SVS so when I tell you I been conducting my own tests on weapons and skills for months to find a combination that works best i'm not kidding.

Chances are one of my skills overlaps and makes a bigger difference on damage. Some of my choices may seem odd bu trust me the final package delivers a lot more bang then normal. my normal broadsides on a war sloop tend to do more damage then most peoples broadsides on a war galleon using open fire.

Edward Edgemenace 02-13-2009 08:33 PM

Arioch, I invite you personally AGAIN, to come test it with me sometime. Maybe you are seeing fire damage later, attributing that follow-on damage to other attacks? Your observation that broadsides work against outer hull but cannon round shot doesn't, is concerning in many ways, as round shot is such a fundamental baseline of all-things-cannon. Now, as much as I loved SvS despite the glitches at first, I've gone on-again-off-again with SvS several times. The past few weeks, I've done SvS maybe only 5 times, as it has become so absolutely pointless. Tell me, when was the last time you saw both sides full on abassa/andaba? That is, like it was, for months on end... I mean really, there were months where I'd SvS several hours per day, some days all day long. Since January, I doubt I've been in it 1 hour a week (and that 1 hour only for testing specific things.)

Poison Elf, take cover being so completely broken gets more attention, because it is broken from rank 1 on. The several rank 4/rank 5 errors are bad also, but obviously few people even can notice them. The continued downgrades are astonishing...e.g. grape shot no longer stuns enough to prevent them from firing, even once...but does trigger one minute of invincibility. Yet Take Cover remains broken.

Maximvs 02-13-2009 10:05 PM

Quote:

Originally Posted by Elf
Leadership no longer charging

Hmm, I though it charged my Broadsides and Sailing the other night (for the alotted 10 seconds...) I'll have to re-check this (in 2030... when this work project is done :) )


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