Sea of Thieves A must-see for novices

  • First of all, let's talk about the "combat posture" of the ship, the best functional condition of the ship is to retract the sail + lift the anchor. It doesn't matter if you're fighting Skull Island, digging for treasure, or selling things at the market.
    The anchor is a dead fish, and someone enters the field with his back hand to find the dead corner of your cannon, if you still guard the ladder, you can only wait for death. The anchor speed of the big ship is even more exaggerated, no one can get up when a battle starts, and if the enemy comes up, there is a 0 chance.
    The advantage of closing the sail + lifting the anchor is that 1 boat will not move. 2 Can be rotated in situ to flexibly adjust the direction of the cannon. 3 Can be quickly adjusted to the desired direction of progress. 4 When attacked by someone, it can allow the side with a small projectile area to face the enemy ship.
    Here is one example of a helmsman docked on the edge of Skull Island where the helmsman flexibly gives the gunner an angle with the "best combat posture", which is very impeccable:
    The helmsman is working with the repairman to protect the safety of the ship on the ship, and when there is no work, it is necessary to make up the position, such as acting as a gunner, guarding the ladder, alerting the point, and replenishing the ship to scoop the water (when the repairman feels that the repair cannot be repaired, he will call again, otherwise the enemy will both suffer losses or even play directly).
    A good helmsman needs a good sense of distance, not only the distance to turn, but also the sliding distance to get off the sail and the distance to stop the ship under anchor.
    I found that there are many helmsmen who stay on the rudder and never leave their hands, and the helmsman has to learn to look at the situation ahead from the stairs on the rudder side, and often runs to the bow of the ship to see the situation is normal, the same is true for the map. In an emergency, you can command your teammates to raise half a sail to improve their vision.
    There will be a "click" in the middle of the rudder to judge whether the hit is correct.
    His role is to land on enemy ships, blow up ships / kill enemies / anchor / steal supplies / prevent repairs / hit the island and so on. One of the most important is to prevent the enemy from mending & dropping their anchors.
    The offensive player must be very experienced, the PVP technology must be excellent, and the success rate of predicting the success rate of the route on the ship must be high. An averagely good offensive hand can often sink a 4-man ship by himself.
    If the attacker's target is a small boat and there is no effective way to break holes nearby, then directly anchor and sail, find the nearest island or stone and crash directly into it. Don't forget to hit the anchor.
    Because the supplies on the body will not disappear after death, the attacker should not bring other supplies except bananas before leaving, and after getting on the ship, he can go to get the supplies after getting on the ship and getting anchored.
    Regardless of any situation, such as in the firing posture / anchor posture / helm posture / hanging posture of the past to spray a shot, as long as it is not hand-maimed, it will be killed in a second.
    Regardless of the scenario, the prediction route can carry the explosive barrel, and the trick is to release the explosive barrel in front of or at the bottom of the ship, and the explosive barrel will be determined to crash into the ship and blow itself up. Now there are bugs that you yourself detonate like this will not hurt the blood. The boat detonated as much as possible in the front, and the holes that broke in the back were in the map room, and the efficiency of water inlet was very worrying.
    It's a very nice offensive clip of an attacker, 8 kills in a row until it sinks.
    The enemy took the initiative to anchor and dock, directly boarded the ship - took the supplies to open the large-scale killing mode, using the hole broken by the gunner on Skull Island to slowly enter the water, and the enemy was killed without the ability to fight back until it sank.
    The core of the gunner is to play accurately, feel more and feel the falling and flying speed is generally not bad.
    Three tips:
    Gunner attacks need to hit the lower layers, especially large ships, and the middle layer will not leak even if you break 100 holes, unless the bottom layer has already flooded.
    If the two ships are close to each other, the gunner needs to attack the enemy gunner, which is very effective and very profitable.
    Patch hands
    The threshold for this position is very low, and the new and veterans know how to operate. The tinkerer is also the core of the team, as long as the resurrection point is still there, the attacking teammates will always have the capital to attack. The winning percentage of a patched hand that doesn't drop the chain will be multiplied.
    Essentials:
    The repair can not be repaired in time to tell the teammates that the surviving teammates on the ship, especially the players in the helmsman position, immediately go to help scoop the water and fill the holes.
    In times of crisis or in the case of scarcity of materials, large ships should not repair the middle layer, only the lower layer.
    Be sure to learn to listen to the sound of the water, I found that there are really many like not having headphones, and I don't know if I really can't hear it or why.
    Not only can the sound be heard when leaking water, but there are players swimming in the water on the side of the boat, and players who are ready to guard the ladder need this skill very much, even if they can't immediately rush to the edge of the ladder at that time, they can report the point to their teammates. An operation that greatly increases the winning percentage.

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