Brigantine Re-balancing

  • I believe there are really two areas to touch on when it comes to re-balancing the meta-ship.

    Now, the obvious imbalance is the speed of the Brig. It's absurdly fast in pretty much every wind condition regardless of how wonky their sails are. You always have to fight a brig on the brig's terms. They control the resets, the engagements, and pretty much all aspects of a fight because of their speed. I've put a thread out in the past about generally rebalancing the speed of all the ships (read about it here), and I stand by the need for that.

    The second re-balancing area has to do with pressure, and this area has really only become a problem since they got rid of the popcorning (which they seemingly only did because of people whining in Brig v Brig hourglass battles). The underlying issue is hole placements on the brig. It has 18 holes, just like the sloop (Sloop 18, Brig 18, Galleon 24). The problem is that the middle ~50% of the lengthy Brig, where the cannons are, only has 4 holes (2 per side). Taking a brig's masts down has become a pointless endeavor unless it's a bad crew. The halfway competent Brig crews have seemingly all adopted the rotate and turret method when de-masted because one person can easily out-bilge the minimal hole locations where pressure needs to be applied. On top of that, since they got rid of the popcorning, you can't even keep people off cannons anymore, so they can always shoot back while you try to apply pressure.
    So, the fix would be to add additional hole locations in the middle of the ship (thinking 1x per side, maybe 2 on one side and 1 on the other to give them a "strong side" like the sloop has and to put their hole count right between the sloop and the galleon)...or bring back popcorning. I'd vote for more middle-ship hole locations because of how annoying popcorning is on pretty much any ship, but either of those would work to rebalance the general tankyness of the meta-ship.

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  • What's popcorning?
    First time hearing the term.

  • @starman8120 When you get hit by a nearby cannonball hit and it launches your character into the air, like popcorn popping.

  • @starman8120 What @D3ADST1CK said.

    And to be clear, it used to be prevalent on all ship types. They rebalanced the sloop in S7 and reduced the popcorning on it at that time. Then, about halfway through S8 (hourglass), they reduced it on Brigs (and Galleons) because people kept whining about it in hourglass battles. The reality is that popcorning wasn't really a problem in adventure where battles have far more variables. It really was only a "problem" in hourglass...the trickle effect is that they buffed a ship that absolutely did not need buffing for the entire game and not just hourglass battles.

  • @sweetsandman said in Brigantine Re-balancing:

    I believe there are really two areas to touch on when it comes to re-balancing the meta-ship.

    Now, the obvious imbalance is the speed of the Brig. It's absurdly fast in pretty much every wind condition regardless of how wonky their sails are. You always have to fight a brig on the brig's terms. They control the resets, the engagements, and pretty much all aspects of a fight because of their speed. I've put a thread out in the past about generally rebalancing the speed of all the ships (read about it here), and I stand by the need for that.

    Patently false. The Galleon is faster than the brig in a tailwind and into a crosswind. In fact, in the pairing between the brig and the galley, the are balanced with each having two of the four points of sail where it is faster than the other. The link you shared has incorrect numbers.

    The balancing needed is to increase the speed of the sloop into a crosswind to make it the fastest ship, so that the ships are balanced in terms of point of sail advantage when compared to the other ship types. That way, sailing skill actually matters in a PVP encounter and the brig isn't the META and the sloop isn't a sitting duck.

  • @lordqulex I didn't say the Brig was faster than the Galleon. I said the Brig was absurdly fast in every wind condition. The Galleon requires more sail management than the Brig, so I don't feel it needs tweaks quite as badly as the Brig.

    In that old thread I referenced, I acknowledged that the speeds in there (which came from that one guy I can't remember) were not 100% accurate, but were a good baseline to lean into how the ship speeds should be balanced.

    Regardless, the brig needs some speed re-balancing.

  • @sweetsandman Assuming you are not sailing a galleon short-handed, sails take just as much effort to manage as the brig: crew - 1. Yes, they may take longer to turn from one extreme to the other, but if you need to disengage you have one person on each sail and one on the wheel, just like a brigantine.

    The absolute speed of the ships hardly matters in PvP, what matters is the relative speed compared to the other ships. That determines who is in control of the tempo of the encounter, and who is or is not allowed to disengage and reset. In that regard, the only adjustment needed is to make the sloop faster in at least one point of sail so that it isn't completely outclassed in the sailing department, as well as the action economy.

  • I think it's more an issue of acceleration than speed. I've always felt that the Brigantine accelerates insanely fast compared to the other ships. Whether this is actually a thing or just an illusion due to the ship design, I couldn't say.

  • @lordqulex The galleon takes longer to raise sails as well. Single-person sail management on the galleon is notably harder than the brig. A wider difficulty gap than a sloop to brig comparison. It just is.

    My rebalancing thread from while back touched on rebalancing all the ship types...but if you wanted to just make the sloop faster in specific wind conditions, that'd be fine too.

    Speed isn't the only thing in need of balancing...but it sounds like we're in agreeance that things are imbalanced as they stand.

  • @sweetsandman Things are logical as it stands. The double-sail on a galleon takes as long to raise as the double sail on a brigantine. It takes just as long to raise a single sail on the brigantine as it does the sloop. Cannons take just as long to load and fire on every ship. That is to say, tools not rules.

    I just don't understand what your goal is I guess. The only imbalance in my opinion is the sloop; making it faster into a cross wind so that each ship has two advantageous points of sail against each other ship so that in a PvP scenario each ship has equal opportunity to engage or disengage at their crew's whim. Specific. Measurable. Results driven. But it seems like you want to nerf the brigantine for... "reasons."

    Now, the obvious imbalance is the speed of the Brig.

    Disagree.

    You always have to fight a brig on the brig's terms.

    Wrong.

    They control the resets, the engagements, and pretty much all aspects of a fight because of their speed.

    Nope.

    It sounds like you were sunk by a brig, and you don't understand why, so you just came on here asking for it to be nerfed.

  • @lordqulex I've fought tons and tons of brigs in my time on the seas, but it seems lately that the metas of the Brig are being leveraged by more and more crews.

    As it pertains to speed, that original thread is literally 2+ years old...these are not "fresh salty sink" thoughts. And if you don't honestly feel that Brigs control the encounter with their speed, I am not sure what to say. Obviously, bad brig crews are bad...but even mediocre brigs can control the fight with speed. Their ability to engage or disengage on a whim is comical. Go watch any sloop main with thousands upon thousands of hours and ask them how they feel about fighting brigs. I assure you my feelings are not isolated.

    Pre-popcorning nerf, speed was the only thing that seemed imbalanced about the Brig. Makes me kinda miss the popcorning on all the ships...at least back then having superior cannon aim against a Brig meant something.

  • @sweetsandman Shrug I guess?

    Yea, bad crews are bad, but I can't assume in my 2000 hours of play every brigantine crew I've ever played against is bad. I am a sloop main with thousands and thousands of hours (one thousand and one thousand), and if I'm being chased by a brig I use things that are advantageous to me: sailing upwind, boarding and anchoring, ridiculously fast anchor turns, sailing between small gaps in rocks and islands then harpoon turning when line of sight is broken... I feel it ridiculous that I only have one recourse to disengage: headwind, but I don't think the brig's speed is broken. It's a property that needs consideration, but speed alone doesn't define the entire encounter and saying that speed is too big of an advantage really just sounds like "the tactic I want to use isn't working so I'd rather ask them to change the game than learn to do something different."

  • @sweetsandman Intersting, never really thought about the hole counts. I'd say adding holes would be fine especially given how easy bailing is on a brig compared to a galleon.

  • Honestly I dislike every ship balancing in this game.

    In my mind, small equals fast, big equals slow, small equals fragile, big equals tanky. Makes way more sense to me than whatever they are tying in this game.

  • Agree completely. Fought an average Brig the other day, I dropped there masts, hit them quite hard, just started adopting the death spiral and the Meg that spawned on them hit me and threw off my circle. That's fine, adventure game, these things happen but in that time they'd raised the back mast, set sail and I had zero chance of catching them. It's fine a ship recovering etc but the Brig has too many wind direction advantages over the Sloop.

  • @mrat13 said in Brigantine Re-balancing:

    Honestly I dislike every ship balancing in this game.

    In my mind, small equals fast, big equals slow, small equals fragile, big equals tanky. Makes way more sense to me than whatever they are tying in this game.

    That would create an environment where playing on a sloop means you have virtually no choice but to run from bigger ships. That sounds like a lame environment.

    What they've done was create a balance for all playstyles on all ships.

  • @sweetsandman except they didn't. A sloop is just unbalanced against a brig. With equal skill levels of the players, the sloop will lose 99% of the time. That ain't balance.

  • @super87ghost said in Brigantine Re-balancing:

    @sweetsandman except they didn't. A sloop is just unbalanced against a galleon and certainly against a brig. With equal skill levels of the players, the sloop will lose 99% of the time. That ain't balance.

    You're absolutely right. I should clarify that it's as balanced as it should be when comparing Sloop to Galleon. 2 players of equal skill should not beat 4 players of equal skill. I wouldn't want the game to be designed such that one high skill 4k+ hour player is balanced to take on 4x high skill 4k+ hour players. That would be silly. If 4x high skill players are roaming the seas on a Galleon, they're playing on ultra easy mode. Nothing wrong with it, it's just a fact. That said, a truly skilled Galleon crew is a rare site on the seas.

    Brigs on the other hand are becoming way more common because of its imbalances...most of which were biproducts of all the offense nerfs and defense buffs.

  • @sweetsandman I can agree with your comments with sloop vs galleon, however then the sloop should be quicker then a galleon overall. Now the galleon still has the speed advantage (not in every direction ofcourse, but on average it has). So i would think a little change in the speed between the two can be made.

    But the real problem is the brigs ofcourse, wich we seem to agree on. That realy needs to be tackled.

  • @super87ghost I don't agree that the sloop should be faster than a galleon. It could accelerate to top speed quicker maybe, or have some added feature that makes it easier to turn sharper at speed, since that advantage around islands was kind of lost once they added harpoons.

  • @super87ghost said in Brigantine Re-balancing:

    @sweetsandman except they didn't. A sloop is just unbalanced against a brig. With equal skill levels of the players, the sloop will lose 99% of the time. That ain't balance.

    A crew of three with two cannons winning against a crew of two with one cannon is Tactics 101. The ships aren't balanced to give each ship a 50/50 chance of winning any encounter. A sloop with two people should not have a 50/50 chance against beating a fully crewed galleon—look at historical naval battles. Every game lies somewhere on the abstraction/simulation scale. If all the ships were balanced such that equally skilled crew has 1:1 odds against every other ship in the game is balanced towards abstraction. The fact that the sloop has less hands than a galleon, less cannons than a galleon, and is thus disadvantaged against a galleon means Sea of Thieves is closer to a simulation, which I absolutely adore. It really makes you think twice about fully comiting to an engagement with a larger ship.

    Last night a swabbie friend and I were sailing on a sloop and noticed a brig stacking FotD. We sailed up to them and I sword lunged over and killed two of them. My friend did not open fire on the brig so they dropped sails and engaged, so we sailed away into the wind because we lost the the tactical advantage of surprise. The fact that the ships aren't balanced to give every ship 50/50 chances against any other ship adds to the drama and tension of the game; when I see a galleon or brigantine on the horizon I know I'm at a disadvantage at the action economy, and beating them becomes a matter of skill, and not just a coin toss.

    Sea of Thieves is a game of skill, tactics, wits, awareness, and tactics. It's imbalance in the action economy, and the pros/cons of each ship type are what makes the tactics fun, interesting, and unique in the ocean of pirate games that exist.

  • @d3adst1ck The sloop should absolutely be quicker than a galleon... sometimes. There are four points of sail: headwind, into a crosswind, with a crosswind, and tailwind. The sloop should be faster than a galleon into the wind and into a headwind. A galleon should be faster than a sloop with a crosswind and at full run. That level of accuracy would enhance the tactics and not just force the sloop to head into the wind to reset.

  • @lordqulex Sure, I don't have a problem with that but it really only applies to chase scenarios and not combat.

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