Change Skelly Galley/Sloop aggro

  • Several times now, while being chased by a brig or galley, a skelly galley will spawn on the other ship. Instead of attacking the ship it spawns on, it goes for me, in my sloop.

    Seriously, Rare, in what way is it balanced for a skellie galley spawning on a brig or galley to go after an already struggling sloop? Brigs and Galleys should be a much higher priority for attack for skellies than sloops (and conversely, skellie sloops should attack sloops as a higher priority).

    It's stupid and frustrating that a brig crew gets a free sink because their skellie galley decided to screw me over instead of attacking them like it's supposed to.

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  • In these types of circumstances the Skelly ship will shoot at all ships in its vicinity. Who it will go after seems random. As I myself haven’t had this particular problem.

  • To me this just speaks to how underpowered sloops feel in general. It's honestly hard to name all the ways that sloops feel inferior, and when stuff like this happens it becomes numbingly clear because the margin for error is already so low fighting bigger ships.

    I agree it would be nice if the boat the skeleton ship spawns on actually draws aggro, but to me, this speaks more to the need for Rare to buff sloops so that fighting back against larger ships is a little less of a death sentence to begin with, skele ships or no. For the record, I have very specific recommendations for changing the sloop to be more seaworthy, which involve mostly a top speed buff.

    What your post basically is saying is that there already wasn't any margin left to fight back against the brig, and the fact that the skele ship attacked you instead made all the difference. I bet if it attacked them as it was suppose to, many would not equate it as a similar death sentence for the brig.

    My opinion, don't sloop unless you are willing & ready to sink to larger ships. It just isn't combat worthy, and in my experience, is only great if you plan to make broad alliances or just act as a support vessel.

  • Take it with a grain of saltwater, but I have heard in the past that a skelly ship is more likely to aggro on any ship that is in front of it than in any other location. If you happened to be in front of it as it rose out of the water beside the other ship, then it likely perceived you as the real threat since you are literally in its way. 😉

  • I've long intentionally triggered nearby skelly galleons when solo slooping and in combat because there really isn't anything to lose

    Solo sloop a bajillion things can happen to you even when you're skilled throwing some chaos in there can help plenty with some skillful maneuvering and some luck

    Usually I just use galleons as cover as I get close to them on one side let the galleon hit the other ship/s with regular cannonballs and cursed balls.

    Using them as cover the damage is minimal by both ships then I can just wait for some moment to present itself where I can get the upper hand and I chain shot when I get a chance

    It can also minimize the boarding which helps when solo a lot.

    People often don't like the pve interference but I've always preferred it when solo. When outnumbered and perhaps out skilled might as well roll those dice because the chaos of pve is one thing that can close that skill/numbers gap temporarily long enough to pull off an upset

  • Can see you're new mate so I have a couple of tips for you.

    *Anchor-balls are amazing for this (hitting a skelly ship with an anchor ball will usually make it fall back enough to agro on the boat behind you)

    *aim for the cannons knocking the skellys off the cannons is quite easy and prevents them firing back

    *Another handy trick is to leave one small hole in your ship so you can bail the water from your boat onto theirs

  • @xzodeak The problem is, I'm trying to fight the skelly galley on top of being attacked by a player brig. It isn't possible to fend off a skelly galley when it's hell-bent on killing me while I'm running from a player out for blood. I can't drop anchor to let it go flying past without the player catching and destroying me instantly. I can't outspeed a skelly galley even directly into the wind, so it keeps pounding away with all 4 cannons and destroys my ship in a matter of seconds.

    Having a skelly galley spawn on another ship and it aggro on the sloop is a death sentence if you're in open water.

    My point is more that skelly ships should prioritize larger ships and ignore sloops (or whatever the smaller ship is) until the larger one is sunk or gets out of range.

  • I was island-hopping as a solo slooper earlier this evening, and had just finished dropping loot off at the Reaper's Hideout when I decided to tackle a bonus bottle quest riddle map at Lone Cove. Since it was against the wind, I figured it would take some time, so I went below deck to change my outfit. Mere moments later, I heard a scraping sound as holes were punched into my hull, soaking my new outfit through and through. I rushed above to see to my utter horror that I had sideswiped a skeleton galleon. It quickly pulled away and opened fire. Try as I might with balancing between cannonfire, repairs, steering, and speed-bailing, I was eventially overcome and sank beneath the waves. Wanting revenge, I boarded the galleon to ensure that they would sink too, and that they did - but of their own accord, and as a result, I was pressganged into the depths.

  • @calicorsaircat
    sloops are far from underpowered. if they have a competent crew they have moments where they are the hardest thing to sink.
    Unless you get someone to board it or manage to blow someone off deck there is never a situation that 2 players can repair themselves out of.

  • @matmoesa yes it sinks slowly with only a few holes, but its an awful ship. Have fun not dying, not getting boarded, or knocked off your ship when your single mast gets chainshotted even once. A gally gets 4 cannon shots at once to down your mast, you get one cannon to down three.. To avoid getting broadside, you are forced to keep your distance and wait for the perfect moment, which to me, just sounds like you are playing with the weaker ship. If you have anchor balls, balast balls then sure, you have a secret weapon, but those are hardly a balancing force.

    Everything you said is applicable to all ships, but you need to do those things to the other crew with only 2 people and 1 cannon, while not sinking. I maybe down 10% of ships without boarding, but against competent crews that number drops to 0%.

    Sloops are also pitifully slow, so even if you decide you want to try your luck as an aggressive ship, you wont even catch a brig or gally unless they are dumb and head into the wind. Even if they do this, you will end up getting broadsided or boarded during this snail chase.

    Sloops are bad, the only thing that makes the good at times is when other crews are uncoordinated messes. You do find that a lot, but against other experienced player, the extra firepower and crew members are significantly more valuable than maneuverability and sinking a bit slower.

    But I won't convince you here, only at the other end of my cannons will you see the folly of your ways.

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