Gunpowder barrels vs sloops are way too strong.

  • One gunpowder barrel no matter where it hits the sloop (even if you run into it) will render it completely disabled with 10 points of damage 100% of the time. 4 max size holes, broken sail (3x repair + raise), and max damaged steering wheel (3x repair).

    The Brig can suffer close to the same fate but the barrel needs to be set off at the midway point of the ship to blow up either 2 sails + anchor or sail + wheel. Though, the Brig can still either sail making it hard to board or it can turn so the enemy cant land shots from a blind spot.

    The gallon can shrug off a gunpowder barrel explosion no matter where it gets hit it can keep moving (still causing a ton of damage but it's manageable).

    The gunpowder barrel no matter what will cause 4 max size holes and completely destroy any sails, anchors, or steering wheels in range. For such a easy to find common item that is way too much damage.

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  • Sloop is hard mode for sure now, and definitely gets beat up when it comes to the new damage.

    The brigantine is now a glass cannon, since it has no 2nd deck, large hole fill and sink this ship really fast.

    I don't think we'll see too much in the way of changes anytime soon, but here's to hoping.

  • @tuxedomask7 it is a lot, but it was pretty deadly before too. i get its worse now but you can repair it if you do the hull first and duo crew would be best. not saying it couldnt use a nerf, but i feel like if someone kegs your sloop youre likely to go down even pre anniversary. if anything id say make it impossible to hurt a sloops helm or anchor with keg.

  • I think they need to rework the way concussive explosive damage works.

    The fact that a sloop or brig or even galleon can be sunk if 4 or 5 larger holes are open at the same time is an intentional buff to ship combat being possible to be decided without boarding as a finisher when it comes to crews who can repair and sail well.

    Now that hiding kegs in the mast is obsolete, kegs should be able to be held below decks without enemy cannons causing splash damage to the inside and blowing them up, unless they are right against a wall and there was a hole already there.

    Beyond that when a keg is in a cave/ship the blast wave should fit, whatever volume it has out in the open should be forced down the same tunnels/deck that we have physical walls ceiling and floor of.

    This way if you ran into a keg or some detonated on the outside of the hull you would take damage and be thrown off course but the latter being more prevalent, while bringing a keg inside or finding theirs would be the only way to create such devastating damage.

    The way i describe the physics is a little much for this game maybe but im sure the effect of atleast the ship being more vulnerable to damage from on the inside while also keeping kegs more safe on the inside could be achieved.

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