Nerf Chainshots

  • Chainshots are too overpowered, naval combat is pretty much who has the bigger ship and who uses the meta´s first. Chainshots take out all of your mobility and if you´re a sloop going against a galleon you have no chance if you get your mast taken down. If you´re up against a galleon and they get a chain shot on you they´ll start loading a bunch of cannonballs into your ship and you can´t repair against 4 cannons and a knocked down mast. If you´re not moving, you´re dead.
    Suggestions:

    1. Change reload time for cannons on galleons
    2. Make repairs for the mast faster and easier for sloops
    3. Increase how long it takes for a sloop to fill up with water
      If you have any suggestions or revisions to help this problem please reply!
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  • You need to hit them for them on the mast to take effect, other than that, the only solution is to shoot 3 cannonballs or a sails or anchor balls. No need to nerf.

    As soon as a chainshot hits your pole just hold on, in a few seconds it will be repaired.

    The sloop takes twice as long as a galleon to fill with water and sink, no need to change that.

  • I think they have got the balancing of the ships just right at the minute. Gally's aren't very easy to sail unless you have a coordinated crew - their turning circle and poor speed against the wind makes them just a big lumbering target. Plus with the height of the cannons it's not as easy to hit sloops as you may think.

    If I'm correct, the gally is the fastest ship to fill with water whilst the sloop is the slowest - so nothing needs to be changed on that aspect

  • Chainshots are too overpowered, naval combat is pretty much who has the bigger ship and who uses the meta´s first.

    I’ve seen sloops take care of galleon ships by hitting all three masts, not missing.

    Is that still OP and because of ship size?

  • @targasbr I think you´re forgetting that the Galleon has two floors to it, Galleons can take in tons of water while a sloop can sink to a measly keg if it takes out the people sailing it. (I know this from personal experience where I was kegged and my ship sunk before I could even get back to it.)

  • I don't think chainshots need nerfing, chainshots just need to be rarer to find so the frequency of use in battle is lower. If you nerf the gally it'll become inferior against the Brig.

  • Your solutions are more big ship vs small ship and don't address the problem at its core.

    With that, I'll just copy and paste myself here:

    Chainshots are the most powerful PvP tool in the game. Ask anyone which of these they'd prefer in their arsenal: chainshot, Wraithball, or Cursed Cannonball...you'll 100% get chainshot voted as the holy grail PvP tool every single time. On top of that, with the right RNG, I've left outposts with easily over 20 chainshots at times...and then collect even more in floating barrels and shipwrecks as I go. Wraithballs are incredibly powerful, yet for some reason are tied to completing Flameheart. Why would (arguably) the #2 most powerful PvP tool be tied to an event and not the #1 most powerful?

    Here's my suggestions...the first option rewards those who are producing loot on a server with the ability to better defend themselves. The second one would work to balance the power of the chainshot. One or the other of these options, not both.

    -1) Tie chainshots to completing world events. This would be my suggested breakdown of chainshot rewards by event:
    -Skeleton Sloop (roaming or part of fleet): 2-3 in storage crate
    -Skeleton Galleon (roaming or part of fleet): 3-4 in storage crate
    -Skeleton Fort: 3-4 in a supply barrel that would be added to the fort vault...throw a couple premium food items in there too.
    -Ashen Winds: 3-4 in a storage crate that would rise up like the rest of the loot...throw a couple premium food items in there too.
    -Fort of Fortune: 5-6 in a supply barrel that would be added to the fort vault...throw a couple premium food items in there too.
    -Flameheart: N/A because it produces Wraithballs instead.
    -Megalodon: 1-2 in a supply barrel that would float up.
    -Kraken: 1-2 in a supply barrel that would float up.
    -Treasuries: 2-3 in a supply barrel that would be added to the treasury vault...throw a couple premium food items in there too.

    -2) Only allow for ONE chainshot to be in the pocket of any player at any time. This means you can fire one, then you'd have to grab another or swap with another crew member. This one would force crews to be more accurate with their chainshots instead of just being able to send a rain of helicopters hoping one hits...which against a sloop, is all you really need.

  • @sweetsandman Only allowing 1 chainshot in the pocket would actually nerf the sloop crews. Bigger ships fire 2 to 4 chain shots at the sloop to down 1 mast. The Sloop fires 1 chain shot at 2 to 3 masts. Chain shots are also important against brigs and gally's to stop them if they are going ram strat best strat. I would be quite happy with chainshots being tied to skeleton ships or at least making them spawn at similar rates to cursed cannonballs in barrels.

  • @sleepysnowwolf said in Nerf Chainshots:

    @targasbr I think you´re forgetting that the Galleon has two floors to it, Galleons can take in tons of water while a sloop can sink to a measly keg if it takes out the people sailing it. (I know this from personal experience where I was kegged and my ship sunk before I could even get back to it.)

    If you shoot the galleon and the sloop below, just a normal hole, the galleon will sink at twice the speed of the sloop, regardless of the number of floors, which by the way, if you look closely, you will see that the sloop also has two floors too.

    If you're sinking for a keg the problem isn't the ship, but your positioning.

  • @a10dr750 Agreed and that's why I don't like that option quite as much as the first option. It would nerf every crew equally while still giving favor to larger crews as the game is intended. The benefit to option 2 is that it would mostly prevent the endless rain of chainshots that most battles start with regardless of ship type. It would force players to be more accurate and strategic with their chainshots instead of just having them basically on a belt until they hit.

  • The chainshot is also the only one that's only being used in fights against other player ships that has more advantage than normal balls.

    If we could down a mast of a skalleon or hurt a Kraken more (after its tentacles get a significant buff), they will probably more used in the fights against the AI, thus decrease somewhat the possible use in PvP.

  • I’d rather they make them less common than nerfing the item itself. That way they aren’t as spamy.

  • I'd like them to be less common, not nerfed. I'm saying that as a solo sloop player.

    Yes if my masts gets taken down i'm dead in the water but i've yet to sink to that. I can usually bail and repair enough to get going again. Just takes awhile.

    I would like chain shots to be throwable though. I'd like it if they could act like B o l a s (Sorry for the spaces, the forum thinks it's an inappropriate word.) . Allowing you to trip and restrain enemy pirates for a few seconds. 2-3 or so.

  • @targasbr Can you state your sources? I want to see if this is true, also a Galleon has 4x the space in the lower decks.

  • @sleepysnowwolf there is a youtube video out there showing sinking speeds with one hole. Brig sinks fastest, then galleon then sloop.

  • @a10dr750 Hmmmm, odd! Would you mind sending me the video so I can see for myself?

  • @sleepysnowwolf I'll see if i can find it. Whoever made it had it down to the second for ship sinking times.

  • @a10dr750 Thank you! :)

  • Can't find the video currently, might be because I'm on my work PC and it has restrictions on what I can watch so not all videos come up on youtube but pulled this off the SoT reddit page. https://www.reddit.com/r/Seaofthieves/comments/be41c6/sinking_times_confirmed/ . They had Galleon sink fastest, then Brig then Sloop.

  • @sleepysnowwolf hehehe my friend let me tell you a little story, me and my mate tried to steal a fort of fortune one time from a crew on a galleon with some angry Russians, (i think it was Russian because it sounded alot like it but i could be wrong) but me and my mate were on a sloop and here comes the best part. that fight lasted around half hour and while my mate was in the water i stayed behind on the sloop keeping us afloat i have being boarded and got multiple broadsides on me and we only sunk because they had to double board us. moral of the story is the sloop is a little tank if you know what your doing

  • Sloop takes the shortest amount of time to raise the sails, use it to your advantage while your teammate shoots back, with sniper or cannon. This is really your own issue

  • @gallerine5582 said in Nerf Chainshots:

    Sloop takes the shortest amount of time to raise the sails, use it to your advantage while your teammate shoots back, with sniper or cannon. This is really your own issue

    Poor solos :(

  • Chains don't need to be nerfed, they just need to be less common. The same goes for blunderbombs. It is physically impossible to raise a mast whilst being consistently blunder bombed, no matter what ship you are on.

  • @sleepysnowwolf said in Nerf Chainshots:

    @targasbr Can you state your sources? I want to see if this is true, also a Galleon has 4x the space in the lower decks.

    You don't need a source, just test it yourself. Take each of the ships, place them near a fort and shoot a cannonball in front. Then it's just timing. Some content creator (youtuber) must have done this test, but I don't particularly see the need to look for it now.

    Now, if you need a physical explanation of everything, I would say the fact that the galleon is heavier makes the water pressure greater and pushes more water in even with a small hole, making it sink faster than the sloop.

  • Blunder bombs are the real problem with pvp right now because of how poorly balanced they are, they do way too much damage being 50 hp and way too much knock back. 2 bombs and your dead

    Damage should be reduced to 30 hp per bomb.

    I personally think chains are fine the only thing I would change is make the sloop mast take 2 chains to knock down or slightly increase the speed raising the mast.

    I would not tie chains to world event's that's just a terrible idea because if I just join a server and see a grade 5 reaper at a fort or the rare fotd you would have 1 less weapon to use on them which would be unfair and unbalanced.

    The real solution is not to be in a galleons broadside ever if possible and attack from a distance with cannons.

  • @sleepysnowwolf said in Nerf Chainshots:

    Chainshots are too overpowered, naval combat is pretty much who has the bigger ship and who uses the meta´s first. Chainshots take out all of your mobility and if you´re a sloop going against a galleon you have no chance if you get your mast taken down. If you´re up against a galleon and they get a chain shot on you they´ll start loading a bunch of cannonballs into your ship and you can´t repair against 4 cannons and a knocked down mast. If you´re not moving, you´re dead.
    Suggestions:

    1. Change reload time for cannons on galleons
    2. Make repairs for the mast faster and easier for sloops
    3. Increase how long it takes for a sloop to fill up with water
      If you have any suggestions or revisions to help this problem please reply!

    A single ship can only hit you from 1 side - if your mast goes down, raise it using the opposite side's ropes.

  • @iceman-d18 said:

    If I'm correct, the gally is the fastest ship to fill with water whilst the sloop is the slowest - so nothing needs to be changed on that aspect

    You're not - that honor goes to the brigantine; the galleon takes the silver medal in this regard.

  • @sleepysnowwolf said in Nerf Chainshots:

    @targasbr I think you´re forgetting that the Galleon has two floors to it, Galleons can take in tons of water while a sloop can sink to a measly keg if it takes out the people sailing it. (I know this from personal experience where I was kegged and my ship sunk before I could even get back to it.)

    Any ship can sink if you manage to take out the entire crew. Also, that's kind of the point.

  • @lem0n-curry said in Nerf Chainshots:

    The chainshot is also the only one that's only being used in fights against other player ships that has more advantage than normal balls.

    If we could down a mast of a skalleon or hurt a Kraken more (after its tentacles get a significant buff), they will probably more used in the fights against the AI, thus decrease somewhat the possible use in PvP.

    I was surprised myself when I learned that they actually don't do additional damage to a kraken's tentacles - I mean come on! It would totally make sense!

  • @cpt-redmane said:

    I would like chain shots to be throwable though. I'd like it if they could act like B o l a s (Sorry for the spaces, the forum thinks it's an inappropriate word.) . Allowing you to trip and restrain enemy pirates for a few seconds. 2-3 or so.

    Too OP.

  • @flintlock-dan said:

    Blunder bombs are the real problem with pvp right now because of how poorly balanced they are, they do way too much damage being 50 hp and way too much knock back. 2 bombs and your dead

    I actually think blunderbombs are in a good place right now, and are often underutilized by most pirates, especially during ship to ship battles. Also, it only does 50% damage on a direct hit, which is often harder to do than a pirate might think, since opposing pirates have a tendency to move a lot - I mean sure, you can guarantee a hit at close range, but then you'll also be virtually guaranteeing damage to yourself. 😉

  • @galactic-geek i thought the galleon sunk the fastest due to its height and its vulnerability to balastballs

  • IMO they should only reduce the chance of finding chainballs by quite the amount.

    Anchor cursed balls are way less effective and are also much harder to find, wich doesnt make much sense.
    The meta shouldnt revolve around chainballs, they should just be another tool like the other rare balls that you use wwhen the time is right,
    and not spam 20 of them like every other crew does when the fight starts.

  • We can nerf chainshots when people stop running from battles 90% of the time.

  • @targasbr I don´t need an explanation for why they made Galleons take in water faster lol, but thanks for the thought. Oh, and I will be testing that for myself.

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