Please do something about blunderbombs....

  • Something needs to be done about blunderbombs. EVERY encounter has become just crews spamming them at each other or shooting them at the ship because three of them kills an entire crew. FAR too common an item.

    They are supposed to be a thing that can do a little bit of aoe damage, or can push a ship off course, but these days you can go farm up so many of them that you can retire regular cannonballs at this point, because not only do they do damage, and also push the crew off course with a direct hit, but the splash damage takes them all out and leaves a boat crewless after a couple of shots. and when you get close enough to board, just carry some more and kill them all with splash damage again, you dont have to pull a sword or blundy you have blunderbombs to spam....

    they do too much damage in pvp and they are WAAAAAY to common is my point. If they wanted to take away the pvp aspect and just make them push boats id be ok with that at this point.

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  • It has reg issues. A guy used all 5 of his blunderbombs on me in the water, hitting every, but i never took damage lol.
    It is okay.

  • Half your health is done with a direct impact... assuming you don't hit reg. The only thing that needs to be fixed is the amount of damage and knockback it does through walls. It needs to have it, but right now repairing on a sloop is practically impossible if you're getting blunder spammed.
    Other than that, though, they're fine.

  • They are the only current way to counter double gun and endless cannon spams coming from a broadside. They are fine as they are.

  • @timedsatyr79799 happend to me ones i therw 2 blunderbombs and had to shoot him 3 times before he died and he didnt eat any food

  • @a10dr750 said in Please do something about blunderbombs....:

    They are the only current way to counter double gun and endless cannon spams coming from a broadside. They are fine as they are.

    There needs to be fewer of them. They should be much harder to come by.

  • Reg is fine

  • @lethality1 as should chainshots and cannonballs but that's not the direction the game is heading in unfortunately. The blunderbombs are required to counter them. Nerf blunderbomb supplies, then chainshots and cannonballs also need to be nerfed in number.

  • @a10dr750 said in Please do something about blunderbombs....:

    @lethality1 as should chainshots and cannonballs but that's not the direction the game is heading in unfortunately. The blunderbombs are required to counter them. Nerf blunderbomb supplies, then chainshots and cannonballs also need to be nerfed in number.

    The easy(ish) solution would be to limit the capacities of each ship's barrels and limit the capacities of storage crates.

    If each cannonball barrel on the sloop only held 100 items, people would need to make very calculated choices on what they put into their barrels. They'd need to balance it across each ship size, but it could be done pretty easily.

    Then, limit storage crate slots to 20 items in each slot. Having a storage crate would become incredibly important. They'd just need to reduce (or remove) them as randomly spawned items on islands and make them only obtainable through purchase or through sinking Skelly ships/ghost ships.

  • Something needs to be done about blunderbombs. EVERY encounter has become just crews spamming them at each other or shooting them at the ship because three of them kills an entire crew. FAR too common an item.

    Sorry but I have to ask. How did you die from blunderbombs? I never seen a player die by them.

    Also, are you a tucker? XD it the best item to use to find them

  • @sweetsandman That's another topic I guess.... but yes, storage crates are hugely overpowered and need a nerf.

  • @sweetsandman this would solve a lot of the supply spam issues. It's not OP either because supplies are easy to get still, just means you have to stock up after an engagement.

  • 3 bombs won't wipe out an entire crew unless you all huddle together to make it happen.

    Blunderbombs have never caused trouble for my crew

  • @timedsatyr79799 Immune to fire - Everything is OK!

  • @Bizi-Betiko Aye!

  • What do you mean they can replace regular cannonballs? They literally don't deal ship damage, it would be impossible to sink that ship just firing blunderbombs.

    You say ''they are supposed to be a thing that can...'' where are you getting this information from? they have been in the game for like 2 years, if they were supposed to do something else and have not done that in 2 years, it would have been fixed. They are supposed to do exactly what they do currently. Blunderbombs have awful hitreg you can unload 5 onto somebody standing still and they still live. They're best used to finish people off or used in the water when you have no ammo/need to reload. Shooting them at another players boat is a pretty advanced strategy and in my 1.9k hours I've only met a handful of crews that actually do that.

  • @lethality1 said in Please do something about blunderbombs....:

    @a10dr750 said in Please do something about blunderbombs....:

    They are the only current way to counter double gun and endless cannon spams coming from a broadside. They are fine as they are.

    There needs to be fewer of them. They should be much harder to come by.

    No... 🙃

    Blunderbombs are a fantastically underrated resource. It takes 2 just to kill a single pirate, so that's not their strength. Their strength lies in their utility. You can use them to move your opponent - potentially off of the ship or over a cliff, for example. You can use them to delay the enemy - by knocking them off of repairs, cannons, or from raising their fallen mast. You can redirect their ship's movement too - firing them at the front of the ship to push them further away, or firing them at the back to draw them in closer; either way, it disrupts their firing line. You can even use them to break a deadly fall, saving your own life at the expense of a bit of pain.

    So useful!

  • @burnbacon Nah i'm not a tucker. EVERY fight that i have had with another ship this past week has been nothing but blunderbomb spam from the other team. the splashdamage when they shoot your ship can wipe your crew with only a couple of shots while also damaging the ship AND pushing you off course. they do too much damage and have too many positives, versus 0 downsides. then if a ship gets close enough for them to board they just spam them by throwing them by hand and you are then forced to scuttle because they apparently have an endless supply from farming pirate life 5 or something to get a buttload of them and then they just camp your spawn by tossing them when anyone respawns. nothing can be done about it. if i get spanked i get spanked, but i cant think of a single thing to do to counter them at this point. they do too much and like i said are WAY too common. you can only hold 5 but it only takes 3 to kill anyone by throwing it and it hits anyone nearby. (which on a ship is pretty common)

  • @scheneighnay imagine your brig is almost under water so everyone goes to repair and bucket to get things back under control. or half are repairing and somebody is up on cannons. the splash damage from the blunderbomb spam kills all of you because they just have soooooo many of them. it's happened often enough lately that i made this post. cant think of a way to stop it. can we get barrel lid shields? (jk so much jk)

  • @frogfish12 well every crew that i have met that wanted to fight lately have ALLLL done that so idk what to say.

  • @galactic-geek there are far too many. they have alot of upsides that cant be countered and 0 downsides.

  • @deadactionjones said in Please do something about blunderbombs....:

    @galactic-geek there are far too many. they have alot of upsides that cant be countered and 0 downsides.

    I think you're overstating the damage of blunderbombs. If fired from a cannon, the damage is the same as when thrown, so it would take 2 direct hits to kill 1 pirate. That also means the splash damage will do less than 50%. Regular cannonballs do more damage, both to pirates and to ships, so if they're hitting you with just blunderbombs, then they're underplaying - and that also says something about your own skill, if you're losing to someone downplaying.

    The only real benefit of the blunderbomb against another ship's crew is its ability to prevent you from doing things while under consistent fire - for example, it's hard to fire back if they've locked down your cannon.

    I think this is just largely a case of your crew getting outplayed rather than actual balance being at issue. Even if you're right, not every crew is doing this, so it essentially becomes a moot point unless it becomes a popular strategy (which, ironically, this thread inadvertantly promotes).

  • @deadactionjones said in Please do something about blunderbombs....:

    the splashdamage when they shoot your ship can wipe your crew with only a couple of shots while also damaging the ship AND pushing you off course.

    Blunderbombs do ZERO damage to the ship. None. Nada.

  • @sweetsandman said in Please do something about blunderbombs....:

    @deadactionjones said in Please do something about blunderbombs....:

    the splashdamage when they shoot your ship can wipe your crew with only a couple of shots while also damaging the ship AND pushing you off course.

    Blunderbombs do ZERO damage to the ship. None. Nada.

    IKR!? The very idea that those tiny, round pellets could even come close to penetrating the thick, wooden oak planks? Please!

    I remember back in the day when we had larger caliber musket balls that could... 😅

  • @galactic-geek said in Please do something about blunderbombs....:

    @lethality1 said in Please do something about blunderbombs....:

    @a10dr750 said in Please do something about blunderbombs....:

    They are the only current way to counter double gun and endless cannon spams coming from a broadside. They are fine as they are.

    There needs to be fewer of them. They should be much harder to come by.

    No... 🙃

    Blunderbombs are a fantastically underrated resource. It takes 2 just to kill a single pirate, so that's not their strength. Their strength lies in their utility. You can use them to move your opponent - potentially off of the ship or over a cliff, for example. You can use them to delay the enemy - by knocking them off of repairs, cannons, or from raising their fallen mast. You can redirect their ship's movement too - firing them at the front of the ship to push them further away, or firing them at the back to draw them in closer; either way, it disrupts their firing line. You can even use them to break a deadly fall, saving your own life at the expense of a bit of pain.

    So useful!

    That’s why they should extremely limited, with you using them only if a situation calls for it. :-)

  • @lethality1 said in Please do something about blunderbombs....:

    @galactic-geek said in Please do something about blunderbombs....:

    @lethality1 said in Please do something about blunderbombs....:

    @a10dr750 said in Please do something about blunderbombs....:

    They are the only current way to counter double gun and endless cannon spams coming from a broadside. They are fine as they are.

    There needs to be fewer of them. They should be much harder to come by.

    No... 🙃

    Blunderbombs are a fantastically underrated resource. It takes 2 just to kill a single pirate, so that's not their strength. Their strength lies in their utility. You can use them to move your opponent - potentially off of the ship or over a cliff, for example. You can use them to delay the enemy - by knocking them off of repairs, cannons, or from raising their fallen mast. You can redirect their ship's movement too - firing them at the front of the ship to push them further away, or firing them at the back to draw them in closer; either way, it disrupts their firing line. You can even use them to break a deadly fall, saving your own life at the expense of a bit of pain.

    So useful!

    That’s why they should extremely limited, with you using them only if a situation calls for it. :-)

    They are limited - to 5 at a time. 😅😉

  • @galactic-geek said in Please do something about blunderbombs....:

    @lethality1 said in Please do something about blunderbombs....:

    @galactic-geek said in Please do something about blunderbombs....:

    @lethality1 said in Please do something about blunderbombs....:

    @a10dr750 said in Please do something about blunderbombs....:

    They are the only current way to counter double gun and endless cannon spams coming from a broadside. They are fine as they are.

    There needs to be fewer of them. They should be much harder to come by.

    No... 🙃

    Blunderbombs are a fantastically underrated resource. It takes 2 just to kill a single pirate, so that's not their strength. Their strength lies in their utility. You can use them to move your opponent - potentially off of the ship or over a cliff, for example. You can use them to delay the enemy - by knocking them off of repairs, cannons, or from raising their fallen mast. You can redirect their ship's movement too - firing them at the front of the ship to push them further away, or firing them at the back to draw them in closer; either way, it disrupts their firing line. You can even use them to break a deadly fall, saving your own life at the expense of a bit of pain.

    So useful!

    That’s why they should extremely limited, with you using them only if a situation calls for it. :-)

    They are limited - to 5 at a time. 😅😉

    Sure, but what I mean is finding five of them should be almost impossible during one session. They are almost like a powerful cool down in my opinion, something that you should have to make a tough decision on when it’s the right time to use and spend. But it’s not a big deal either way, just my opinion!

  • @lethality1 said in Please do something about blunderbombs....:

    @galactic-geek said in Please do something about blunderbombs....:

    @lethality1 said in Please do something about blunderbombs....:

    @galactic-geek said in Please do something about blunderbombs....:

    @lethality1 said in Please do something about blunderbombs....:

    @a10dr750 said in Please do something about blunderbombs....:

    They are the only current way to counter double gun and endless cannon spams coming from a broadside. They are fine as they are.

    There needs to be fewer of them. They should be much harder to come by.

    No... 🙃

    Blunderbombs are a fantastically underrated resource. It takes 2 just to kill a single pirate, so that's not their strength. Their strength lies in their utility. You can use them to move your opponent - potentially off of the ship or over a cliff, for example. You can use them to delay the enemy - by knocking them off of repairs, cannons, or from raising their fallen mast. You can redirect their ship's movement too - firing them at the front of the ship to push them further away, or firing them at the back to draw them in closer; either way, it disrupts their firing line. You can even use them to break a deadly fall, saving your own life at the expense of a bit of pain.

    So useful!

    That’s why they should extremely limited, with you using them only if a situation calls for it. :-)

    They are limited - to 5 at a time. 😅😉

    Sure, but what I mean is finding five of them should be almost impossible during one session. They are almost like a powerful cool down in my opinion, something that you should have to make a tough decision on when it’s the right time to use and spend. But it’s not a big deal either way, just my opinion!

    Whether or not to use them, and when, should be up to the Pirate. As far as Rare is concerned, as well as myself, they are currently perfectly balanced.

    In any case, Rare has likely been modifying barrel-drop rates for virtually everything since the very beginning, and without telling anyone anything about it based upon usage, rarity, potency, location, lore, etc.

  • @galactic-geek said in Please do something about blunderbombs....:

    @lethality1 said in Please do something about blunderbombs....:

    @galactic-geek said in Please do something about blunderbombs....:

    @lethality1 said in Please do something about blunderbombs....:

    @galactic-geek said in Please do something about blunderbombs....:

    @lethality1 said in Please do something about blunderbombs....:

    @a10dr750 said in Please do something about blunderbombs....:

    They are the only current way to counter double gun and endless cannon spams coming from a broadside. They are fine as they are.

    There needs to be fewer of them. They should be much harder to come by.

    No... 🙃

    Blunderbombs are a fantastically underrated resource. It takes 2 just to kill a single pirate, so that's not their strength. Their strength lies in their utility. You can use them to move your opponent - potentially off of the ship or over a cliff, for example. You can use them to delay the enemy - by knocking them off of repairs, cannons, or from raising their fallen mast. You can redirect their ship's movement too - firing them at the front of the ship to push them further away, or firing them at the back to draw them in closer; either way, it disrupts their firing line. You can even use them to break a deadly fall, saving your own life at the expense of a bit of pain.

    So useful!

    That’s why they should extremely limited, with you using them only if a situation calls for it. :-)

    They are limited - to 5 at a time. 😅😉

    Sure, but what I mean is finding five of them should be almost impossible during one session. They are almost like a powerful cool down in my opinion, something that you should have to make a tough decision on when it’s the right time to use and spend. But it’s not a big deal either way, just my opinion!

    Whether or not to use them, and when, should be up to the Pirate. As far as Rare is concerned, as well as myself, they are currently perfectly balanced.

    In any case, Rare has likely been modifying barrel-drop rates for virtually everything since the very beginning, and without telling anyone anything about it based upon usage, rarity, potency, location, lore, etc.

    I’m not sure you should be speaking for Rare in that way, but my point stands. It is entirely still in the control of the pirate when to use them. But finding them should not be. Merely having five of them at your disposal at all times should not be your choice, like it is now. You should have to work at it to have five of those items in your inventory. They are far too plentiful right now.

  • @lethality1 I feel like limiting the overall supply capacity of crews would be the better route. That way, it would force crews to prioritize their supplies and make calculated decisions on what they keep onboard.

    If you only had say 200 total item capacity across your cannonball barrels, what would you choose?

    For me? 120 cannonballs, 25 chainshots, 25 blunderbombs, 15 firebombs, and hopefully 15 slots for cursed cannonballs.

    Now what if that total number was 150? Even tougher decisions would need to be made.

  • @sweetsandman We had limited capacities with Barrels 1.0. A galley could carry 300 cannons/100 planks. A sloop 200 cannons/100 planks. They removed that when they changed barrels to our current system, Barrels 2.0.

  • @captain-coel Yeah I was actually reading the old mega threads on that since I wasn't playing SOT at that point. It gave me some inspiration to put together a concept/proposal to go back to basics in a way. I'll post a thread once I've finished it up since I like to get detailed/elaborate lol.

  • I remember those days. There were fewer supplies per barrel, because each barrel only contained 1 type of supply. I also remember how any crew worth their salt that went up against another crew with similar skill automatically became a battle of attrition, fighting just to see who ran out of supplies first, rather than winning via actual skill.

    I do NOT want to return to that.

  • I havent seen this level of blunderbomb effectiveness, but based on the scenario you described it sounds like your ship was shot full of holes and disabled in some way, then the other crew secured the kill by preventing repairs.

    If you find yourself in these situations make sure you are topped up on health, and focus on killing the enemy crew in between bucket scoops. Repairs will have to wait until you have secured a little safety. Its hectic and difficult but it is not impossible. Keep at it and you will overcome the challenge

  • @galactic-geek said in Please do something about blunderbombs....:

    Whether or not to use them, and when, should be up to the Pirate. As far as Rare is concerned, as well as myself, they are currently perfectly balanced.

    That is a pretty outlandish claim for something that can do up to 250 damage with little to no reload time between throws, and deals area effect damage to multiple targets.

    I think they lean a little on the overpowered side considering the damage, utility and speed with which they can be thrown.

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