The Galleon Steering Revolutions

  • RARE- The Galleon is an awesome ship and for one week (last week) we who sailed these vessels finally got to use it at its full potential. You see the galleon has 4 cannons and by setting the turning revolutions to one turn each direction it actually allowed a Helmsman to "man" the 4th cannon for more than 2-3 shots. Each revolution takes about 7.5 seconds to achieve which makes a full right/ left turn from neutral position 15 seconds as it is now. It makes a full turn from right/left 30 seconds! 30 seconds locked on the helm turning the wheel! 30 seconds of no sail movement, no cannon shots, no patching, no bailing, just to try to keep pace with enemy ships. Either put the revolutions back to the way you had it last week or add a 5th pirate to the galleons so they can be used as intended. Please.

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  • Thats the aim of the game. Same with sloop's they have the same challenge. It's a game of prioritizing jobs on the ship. You cant have everything. You can Move fast and efficiently, Fire more guns or repair/bail faster. You cant have all three.
    If you and your crew are finding it difficult to use a galleon to its full potential, maybe the issue is with the Captain, or lack thereof.

  • @thecaptain1626 No sloops don't! Sloops can set a turning radius in no time at all! They can one step to turn the one sail they have and one step to hit the anchor! Don't ever try to compare a sloops set up to a galleons for it's apples and oranges. If you looked at ratios per man a sloop is a nuclear submarine compared to a galleon. I'm not asking for a quicker turning radius, I'm asking to let the galleon set turns in a more reasonable time so that the 4th cannon can be used as intended. It's a fair request and one all galleon users should embrace!

  • @bern-dimall The thing that balances Sloops and Galleons is a sloop is easier to sail but a galleon packs a bigger punch, You cant play a rogue in heavy armour.

  • @bern-dimall said in The Galleon Steering Revolutions:

    RARE- The Galleon is an awesome ship and for one week (last week) we who sailed these vessels finally got to use it at its full potential. You see the galleon has 4 cannons and by setting the turning revolutions to one turn each direction it actually allowed a Helmsman to "man" the 4th cannon for more than 2-3 shots. Each revolution takes about 7.5 seconds to achieve which makes a full right/ left turn from neutral position 15 seconds as it is now. It makes a full turn from right/left 30 seconds! 30 seconds locked on the helm turning the wheel! 30 seconds of no sail movement, no cannon shots, no patching, no bailing, just to try to keep pace with enemy ships. Either put the revolutions back to the way you had it last week or add a 5th pirate to the galleons so they can be used as intended. Please.

    I think Rare should add some extra mechanics... Only turning the wheel like a snail makes steering feel horrible. So i suggest this:

    Left click makes you spin the wheel fast, releasing left click puts your hand back on the wheel to stop it, but your character needs to stop the spinning momentum first which consumes around 1-1.5 seconds, giving the wheel a weighty feeling! :D

    Right click causes the character to spin the wheel to center the helm causing the ship to steer straight forward... Excluding the effect from the waves and such of course. :3

    This would definitely make steering the ships feel more organic and exciting, and capable of clutch-moves which brings more awesome variation to combat and gameplay! :D

  • Steering the galleon, this lumbering behemoth of a ship, is part of the challenge. It's should be a challenge and time consuming with how much stronger it is than a sloop.

    @Sweltering-Nick I see your point on adding the left click and right click options but I feel like this makes sailing too.... easy?
    A galleon has a crew of four, four guns on each side side. it outguns and outruns sloops easily, having to have a man in the semi permament position of helmsman evens out the score and reflects on the difficulty of sailing such a ship. Think about the size of the rudder on the galleon, If this were real life the waves would be constantly beating at it, turning her off course.

  • @thecaptain1626

    Easy? That's relative to the situation dude, besides everyone would be able to have the same ability, so nobody gets any advantage over anyone... Thing is my suggestion dramatically raises the skill ceiling on sailing... Raising a skill ceiling is 100% progress for a PvP game like this.

    The best part is, PC players wouldn't have advantage over Xbox players when it comes to sailing, given the steering mechanics are simplistic and relies 100% on timing, experience and strategy. :)

    of course sloops will have the same ability, so... the two ships are still kept at the same level... it takes longer for the galleon spin to turn, than the sloops, given the sloop only has one 360 turn in each direction, and the galleon has two. ;3

    This is a universally applied mechanic.

  • @thecaptain1626 The galleon packs a bigger punch but that punch can barely be used in battle manuevers. This needs to be addressed.

  • @bern-dimall said in The Galleon Steering Revolutions:

    @thecaptain1626 The galleon packs a bigger punch but that punch can barely be used in battle manuevers. This needs to be addressed.

    Yepp.

  • @bern-dimall Thats the balancing.... If you can manouver into a position where you can fire a full broadside then thats a devastating blow. If you cant, try again. Its the same for everyone, this is how naval combat works.

  • @thecaptain1626 You're wrong Cap. On a sloop all cannons are accounted for minus the helmsman. 2 pirates, one on cannon, one on helm. On the new 3 man ship the same thing. 2 men on the 2 cannons and a man on the helm. But on the galleon there are 4 cannons. Meaning that compared to the other ships one cannon is unusable! If the ratios were divided up correctly the galleon would have a 5th pirate! I'm not even asking for that! All I'm asking for is to return the galleon to its original state as it was first designed. One revolution at the wheel and increase the anchor speed to a proper 2 to 1 ratio in comparison with the sloop. It's a fair and simple request considering the new ship will also be given a huge ratio advantage over the galleon. Fix it now so that the galleons don't become dinosaurs!

  • @bern-dimall Galleons arent going to become dinosaurs :D
    Nobody else has an issue with them. You dont seem to understand that the challenges of manning any ship in this game is prioritizing jobs.

  • @thecaptain1626 I'm with you mate, galleons are easy to maneuver when you've got a dedicated helmsman, and all 4 cannons get plenty of use on my ship, turn the wheel so that your spin matches their approach then get on and fire! If you're in a sustained battle you can always keep one man on a cannon at all times revolving a crew between bailing and restocking balls, one dedicated to repairs, only firing when their task is complete, one dedicated helmsman only firing when their task is complete. On a sloop you have to preform all those tasks either alone or by splitting them in two, that's why you use the additional maneuverability to keep you out of harms way long enough to bail/repair, in a galleon you're probably in harms way most of the time, but you've got the man power to sort it. Then there's boarders... they throw everything off, which is exactly why you do it, stop their repairs, stop their cannon fire, remove the helmsman, even if you only stop these things long enough for them to shoot you off the ladder that can sometimes be enough, but then you're leaving your ship vulnerable, I've sank many a ship cos her crews been trying to get on mine, that's the balance, it's perfect, you just have to figure out how to do everything, and what play style suits you and your crew best. Team work makes the dream work!

  • @reedski It all boils down to having a decent Captain who can manage his crew. It's a matter of communication, like most things in Sea of Thieves.

  • This isn't about my/ your successes in battle or prioritizing jobs on the seas. The is about ratio and fairness concerning the schematics of the ships. The ratios are way out of balance because RARE decided to attempt to balance a 1 man sloop with a 4 man galleon.😎 Explain the "empty" cannon.. Explain the anchor ratio. How about the sail ratio? How about sail turning speed ratio? Show me one thing that has a ratio balance between the two ships? You can't do it. Even supply ratio favors the Sloop. Now they are bringing in a 3rd ship so ratios should be more important than ever. Most servers at this point house 1-2 galleons and 3-4 sloops. When the new ship arrives the 3 man galleon will disappear completely lessening the number of galleons per server. The Sloops and Brigs a year from now will learn to team up (some do it now) making correct ratios that much more important to the larger ship. Fix it

  • @bern-dimall said in The Galleon Steering Revolutions:

    RARE- The Galleon is an awesome ship and for one week (last week) we who sailed these vessels finally got to use it at its full potential. You see the galleon has 4 cannons and by setting the turning revolutions to one turn each direction it actually allowed a Helmsman to "man" the 4th cannon for more than 2-3 shots. Each revolution takes about 7.5 seconds to achieve which makes a full right/ left turn from neutral position 15 seconds as it is now. It makes a full turn from right/left 30 seconds! 30 seconds locked on the helm turning the wheel! 30 seconds of no sail movement, no cannon shots, no patching, no bailing, just to try to keep pace with enemy ships. Either put the revolutions back to the way you had it last week or add a 5th pirate to the galleons so they can be used as intended. Please.

    The galleon was broken for a grand total of 1-week offering a single revolution to it's wheel. From the time of the game until last week it was two revolutions on the wheel. All they did was fix what they accidentally broke last week.

  • The galleon was one revolution before before sloops were created. RARE "dumbed" them down to appease the Sloopers. In my opinion instead of crippling the original galleon they should have expanded the sloop and galleon crews to 3 & 5 respectively. This would give the sloop a better personel ratio than it currently has and allow it to attack as sloops often did with surprise and boarding tactics.

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