@stew360 said in Chain shot non sens need heavy balancing work:
The current chainshot meta is very annoying and requires zero real skills to pull it off . its hitbox is way to large to be acceptable to be a 1 hit to down a mast and its way to long to repair the said mast to be balanced ...
Rare really need to realize that chainshot is very poorly balanced and abusive into the game and make the naval combat way to broken ..
Chainshot should be a 3 hit at least to bring the mast down .. Hitbox should be less than 2x the hitbox of canon balls instead of 3x .. And chainshot should be rare commodity instead of the abundant spammy things that it is now ..
I completely disagree with everything said above.
Chainshot, Anchorballs or boarding and anchoring are the only methods available to immobilize a ship.
Anchorballs are relatively rare.
Boarding and anchoring is hard to do against a competent full crew with no pressure.
Therefore chainshots are literally the number one way to immobilize a ship.
Chainshots are heavier than regular cannonballs and the velocity of chainshots is lower than regular cannonballs. So in order to hit a mast with them you must lead more in both axes horizontal and vertical.
Chainshots cannot be purchased and although they aren’t hard to find they aren’t nearly as abundant as firebombs, cannonballs, planks and food.
Masts that have been snapped can be caught right away to mitigate the mast falling all the way down and reduce the time it takes to reset the mast to its fully upright position significantly.
I don’t think chainshots are an issue whatsoever.
What I do think is an issue is how tanky a competent duo sloop can be.
And
How easy it is to runaway and reset in a fight.
In my opinion, naval combat should have an even greater effect on ships.
I think water in a ship’s hull should affect the ship’s top speed.
I think masts that are snapped while sails are already lowered shouldn’t be able to be caught until the mast falls all the way down.
And I think that cannonball splash damage to players below deck needs a buff. Players standing right next to where a cannonball is impacting the hull take a measly 5 or 10 damage. That’s a joke. Should be something like 10-30 damage depending on how close a player is to the point of impact.
Personally I think naval combat needs to have a greater effect on ships. I think running away to reset with a ton of damage should be more difficult.
Why? Because the way it is now you can just run constantly even if you’re confined to an hourglass circle it doesn’t matter it’s still difficult to do anything to stop them from running.