Sloop Balancing - Wheel is broken!

  • Bare with me...

    Galleon:
    Crew Size - 4
    Capstan repairs - 4
    Masts to manage - 3
    Wheel repairs - 3

    Brig:
    Crew Size - 3
    Capstan repairs - 3
    Masts to manage - 2
    Wheel repairs... 3

    Sloop:
    Crew Size - 1-2
    Capstan repairs - 2
    Masts to manage - 1
    Wheel repairs... 3

    Why do the wheel repairs not scale down with everything else?

    In PvP scenarios, a broken wheel is a high priority to repair across all ship sizes. However, on sloop it is incredibly unbalanced in comparison to other ship sizes to successfully get this done. In most scenarios all ship sizes have 1 person repairing the wheel, which is fine when other urgent tasks such as bucketing etc. are taken care of by other crew members. But on sloop, you currently need to complete the same amount of repairs to your wheel as a galleon would need to in the same scenario, without the helping hands handling those other necessities. Because of this, I think the amount of break points on a sloop wheel is currently unbalanced.

    My suggestion is to bring it down to 2 break points. It should be scaled down just like how repairs on EVERY other aspect of the ship are scaled according to crew size.

    (I totally just sunk on sloop and came here to cope. But, it's still a valid point)

    Much love,
    Nims

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  • You have to account for the time to turn the wheel, which does scale with ship size. I believe all ship wheels rotate at the same rate, whether they are pristine or damaged, so a damaged sloop wheel would be able to reverse direction faster than a damaged galleon wheel because it doesn't need to rotate as much.

  • @nimsyy They should nerf cannonball damage on wheels to 1 instead of 2. Well placed chains would still do 3 damage.

    2 reps on wheel is pretty much useless as it's as vulnerable as 1 rep

  • @captain-knyt said in Sloop Balancing - Wheel is broken!:

    @nimsyy They should nerf cannonball damage on wheels to 1 instead of 2. Well placed chains would still do 3 damage.

    2 reps on wheel is pretty much useless as it's as vulnerable as 1 rep

    I'd also support this alternative solution. Nice thinking!

  • @d3adst1ck said in Sloop Balancing - Wheel is broken!:

    You have to account for the time to turn the wheel, which does scale with ship size. I believe all ship wheels rotate at the same rate, whether they are pristine or damaged, so a damaged sloop wheel would be able to reverse direction faster than a damaged galleon wheel because it doesn't need to rotate as much.

    This is completely true, and therefore in theory balances the issue. However, in the reality of these pvp scenarios (due to excessive 'ship drift' caused by cannon impacts) it remains an essential task to just get that naughty lil wheel repaired asap. Minimizing time spent on wheel between other tasks is essential pvp decorum across all ship types. Therefore, it must be repaired sooner rather than later, despite rotation scaling.

    Nobody (and by nobody I mean surely, probably, most likely, almost... nobody) is leaving their wheel unrepaired with the thought in mind that a broken wheel is suitable to continue with.

  • Why do the wheel repairs not scale down with everything else?

    Sloop can still properly turn even with a full broken Wheel.

  • @burnbacon said in Sloop Balancing - Wheel is broken!:

    Sloop can still properly turn even with a full broken Wheel.

    What does "properly turn" mean?

  • @captain-knyt said in Sloop Balancing - Wheel is broken!:

    @nimsyy They should nerf cannonball damage on wheels to 1 instead of 2. Well placed chains would still do 3 damage.

    2 reps on wheel is pretty much useless as it's as vulnerable as 1 rep

    I've always found it weird that phantom cannonballs only do one damage to a wheel but a regular cannonball does two. They are otherwise the same. I wonder if one or the other is actually bugged as it pertains to the wheel damage.

    Man imagine if all along cannonballs were actually only supposed to do one damage 😂

  • @nimsyy

    Nobody (and by nobody I mean surely, probably, most likely, almost... nobody) is leaving their wheel unrepaired with the thought in mind that a broken wheel is suitable to continue with.

    When I helm sloop in a dead broad I really only ever make small adjustments to angle (like one peg) and I'll usually leave wheel as pretty low priority especially if the other boat has a decent MC that can consistently keep it broken. Would rather try to cross, help my mc with a snipe, or seal/send vs repping wheel in those situations.

    Not ideal but definitely not as much of an issue as it is on bigger boats.

  • Personally what id change is max the damage to the wheel at 2 spokes rather than 3, so its inconvenient but not a crippling factor. Crowd control (cc) generally doesnt feel great and efforts have been made to reduce elsewhere (duration of curseballs).

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