I recently returned to the game and am by no means an expert PVPer. While leveling up my hourglass, I've found players are able to consistently spam cannonballs on my cannon, preventing me from attacking them. Im talking while my ship and their ship are actively moving around the arena, I am being consistenly hit off my cannons. Props to the players for the well aimed shots, but this has left me to the point I am unable to even load a cannonball faster than they can land hits to knock me off. I really think the knock off should be two hits rather than one
Knocked off Cannon Spam
@shutupbudgie That's when you turn out or go for a snipe. Keeping a sloop off of cannons is a great way to have n advantage and also drop their mast.
Sloop meta, it never sinks, so you need to kill the opponent to win, but this is also normal on brigs. Welcome to hourglass. U can snipe them or harpoon them for kill, or wait for them to get new hand.
Yeah good feedback. I'm no pro but know the worst thing you can have happen, is dying/one-ball in a close broad to dialed in cannon spam at cannon line.
I usually go in this order
(1) snipe cannoneer while bucketing/adjusting
(2) holding cannonball out and strafe/move loading
(3) If my snipes are missing/waves are bad, and those two don't work, just drop full, and turn out/repel possible boarder.If you're de-masted, then you need to (obv) tank and hit your snipes, while still moving to get a cannonball loaded and pressure
This is just my opinion, but as someone who just grinded level 38-105 in Guardians of Fortune over the past few days I can definitely say this:
Unless you are up against an inexperienced player, don’t ever initiate close range combat by sailing close to them. You open yourself up to a barrage that way. You typically want to stay from a medium to far distance away from them so not every shot is landing on you (great way to practice your long range shots too)
The only time you typically want to engage in close range combat is when you kill them directly, they come to you, or you at least won’t be put at more of a disadvantage than your opponent. Also, you can approach when their mast is down, but that could still be risky. They may be immobile, but they can still attack.
Aiming at the cannon to prevent people from firing is an old strategy and if 2 people do it, it falls to who ever can do it first.
My tips to deal with it is if they are hitting low on the hull, step back and load the shot from a distance. As long as you have a cannon ball in hand you can load it without holding the cannon. As well if that is happening wait for them to step off cannons to grab another handful, when that happens you have a chance to get on your cannon and start firing back to keep them off of theirs, and if you can 1 ball them, definitely do because that will give you more time.
If you want to really keep them off cannons for a bit longer, try to do as much to distract them as possible, shoot fire at them, down their mast, and never underestimate or hold back on a curse ball if you have a well timed shot. Even weak ones like a venom ball can pull them off of their cannon to try and heal.
When your enemy relies too heavily on one strategy, it can be easier to overwhelm them if they dont know how to deal with multiple things causing them grief.
yea especially when your a solo sloop and a galleon rolls up. while sure bonus your shots also knock them off their canons 1 of your shots would be impossible to knock all 4 off theirs. but even worse vs skeleton ships your hits cant even knock them off canons to interupt their barrage and if you happen to kill the skeleton on the canon another one just immedtly takes its place. i can only imagine what this new world even is going to be like with 5 canons
