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Old 0 damage to ships in svs with furry and bolt under take cover

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  #1  
Old 12-17-2008, 11:29 AM
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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.
  #2  
Old 12-24-2008, 09:01 AM
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Thumbs down

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 View Post
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.
  #3  
Old 02-13-2009, 05:31 AM
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Quote:
Originally Posted by Arioch View Post
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?
  #4  
Old 12-20-2008, 08:43 PM
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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.

Last edited by Dr. Zeppers; 12-20-2008 at 09:22 PM.. Reason: flaming
  #5  
Old 12-20-2008, 08:55 PM
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Quote:
Originally Posted by Edward Edgemenace View Post
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.
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  #6  
Old 12-22-2008, 05:47 PM
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Quote:
Originally Posted by Arioch View Post
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 View Post
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.

Last edited by Edward Edgemenace; 12-22-2008 at 09:00 PM..
  #7  
Old 12-24-2008, 09:11 AM
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BRAVO!!!!

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Quote:
Originally Posted by Edward Edgemenace View Post
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 View Post
Yeah, ppl camp at islands to be invincible too and use creww cannons.

Last edited by Maximvs; 12-25-2008 at 12:17 AM.. Reason: Double Post Within 24hrs
  #8  
Old 12-24-2008, 07:42 PM
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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.
  #9  
Old 12-24-2008, 08:15 PM
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I think this will help clear up what Arioch is talking about.

  #10  
Old 12-25-2008, 12:00 AM
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Quote:
Originally Posted by DryWater View Post
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.)
  #11  
Old 02-11-2009, 07:32 PM
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Quote:
Originally Posted by DryWater View Post
I think this will help clear up what Arioch is talking about.


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.
  #12  
Old 02-10-2009, 06:55 AM
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*Sigh* Still broken on open and test. Still not giving 75% coverage as it says, instead 100% invincibility.
  #13  
Old 02-11-2009, 05:33 PM
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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!
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Last edited by Sarah; 02-11-2009 at 06:27 PM.. Reason: use colors for highlight of points please, not the whole post
  #14  
Old 02-11-2009, 05:44 PM
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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.
  #15  
Old 02-11-2009, 07:39 PM
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Quote:
Originally Posted by Edward Edgemenace View Post
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 .
 


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