Kegs

  • Regular kegs need a buff they leave tier 1 holes in galleons and sometimes no holes at all when you run over them on a galleon....

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  • in a shared environment of all skill and play types and experience levels it's too much

    the sweet spot is to have them present random danger that'll change the tide but not just be instasinks for a bunch of new players and lesser experienced players

    wrong place wrong time and people already sink from unfortunate keg happenings

  • @wolfmanbush definitely. They are a tool in the tool box of the pirate but you really need to use them in combination with other elements to really leverage their usefulness to the max. Add in cannon shots, fire bombs, blunderbombs, boarders, a keg already on their ship, etc. and the keg becomes something much more powerful.

  • @wolfmanbush I'm mainly on about them not leaving holes when I set them up in the water and galleons ram them... happens alot.... completely ruins a game changing play

  • @fat-darth-vapor said in Kegs:

    @wolfmanbush I'm mainly on about them not leaving holes when I set them up in the water and galleons ram them... happens alot.... completely ruins a game changing play

    I've never seen a ship not take any damage from hitting a keg

  • @wolfmanbush Kegs in the water work fine on brigs and sloops of course, but a galleon ramming a keg in the water recently gives one tier 1 hole / or gives middle deck holes no bottom deck... same with rocks they do nothing to a full speed galleon ram

  • @fat-darth-vapor said in Kegs:

    @wolfmanbush Kegs in the water work fine on brigs and sloops of course, but a galleon ramming a keg in the water recently gives one tier 1 hole / or gives middle deck holes no bottom deck... same with rocks they do nothing to a full speed galleon ram

    there are multiple ways to keg a ship it's on us to make the best out of it. We can board with it and get to the bottom deck oif we can. If they are skilled enough to watch ladders you can still get them to blast it and kill a couple and take a mast down. We can let it go at the right time under the ship to get bottom deck damage

    the only crews that are gonna take a galleon loss or struggle at all via water keg are either not skilled crews or something super unfortunate for them happens that leads to them all dying or something. Kegs are just a tool like anything else. Someone tools make sense to use, some people are really skilled with certain tools and sometimes it makes more sense to adapt to different strategies

    I think this is more a case of you needing to change up the strategy a bit rather than changing the damage something causes

  • @wolfmanbush Yep changed the strategy after the first 3 times it happened.

    They should still look into why galleons aren't taking a good amount of damage from ramming a keg in the water and why galleons aren't taking damage from ramming rocks

    It's the same with mega kegs. ramming one almost does nothing to the gally

  • A galleon's bottom deck is below the waterline. A keg floating on the surface is mainly going to contact the mid deck on them. Hence the strange damage you are seeing. Another thing is a year or more back, Rare changed keg damage to be less when detonated outside the ship vs inside.

    Your best bet vs a galleon is to get aboard and below as others have said to maximize damage. The other option if you can't board is to hold a keg while the galleon travels over above you, and then release it so it floats up and detonates against the middle bottom of their hull for max lower deck damage from outside the ship. You will need to follow this up with another crew member boarding or some cannon pressure though or it will likely be easily repaired.

  • @fat-darth-vapor

    I feel like the T1 holes should only come from when you lightly brush some rocks or beach your ship.

    T2 holes should be cannonballs first strike and keg damage at a minimum.

    Doing so would make the ship combat part of the game a lot more dynamic, tho they may consider making things like cursed cannonballs a bit more rare because of how powerful they are.

    The only problem with promoting the older meta that I am here is the players who like the modern meta who're going to explain why the present meta is better. But I do feel the older meta of the game (first year) regarding ship to ship combat was much better than this ship to ship meta. It was just so dynamic and violent, maybe that's why I liked it? No idea why it was just fun.

    @kommodoreyenser said in Kegs:

    A galleon's bottom deck is below the waterline. A keg floating on the surface is mainly going to contact the mid deck on them. Hence the strange damage you are seeing. Another thing is a year or more back, Rare changed keg damage to be less when detonated outside the ship vs inside.

    An interesting note, that Mines in Real life even at waterline are more destructive when in water next to a ship than if the explosive was detonated in atmosphere so long as the explosive was not in a confined space such as a sealed room. The reason mines are so effective is the water being displaced almost cannot be compressed so it puts the energy into the path of least resistance being into the hull of your ship.

    This is why breaching charges are basically a sack of water with an explosive on the other side because the water carries the energy into the door (your ship's hull) better than air (atmosphere) ever could.

    TLDR nerfing kegs was bad and technically inaccurate if you're going for any kind of reality. In truth they should be dealing more damage to a ship when used in the water not less.

    The only reason I can see why Rare nerfed kegs was simply because they "the devs and designers" were tired of getting keg'd, and did not learn to play around that component of the meta. It was a meta change mechanism by those who hold the keys of power in development.

  • @swimplatypus7 said in Kegs:

    @kommodoreyenser said in Kegs:

    A galleon's bottom deck is below the waterline. A keg floating on the surface is mainly going to contact the mid deck on them. Hence the strange damage you are seeing. Another thing is a year or more back, Rare changed keg damage to be less when detonated outside the ship vs inside.

    An interesting note, that Mines in Real life even at waterline are more destructive when in water next to a ship than if the explosive was detonated in atmosphere so long as the explosive was not in a confined space such as a sealed room. The reason mines are so effective is the water being displaced almost cannot be compressed so it puts the energy into the path of least resistance being into the hull of your ship.

    This is why breaching charges are basically a sack of water with an explosive on the other side because the water carries the energy into the door (your ship's hull) better than air (atmosphere) ever could.

    TLDR nerfing kegs was bad and technically inaccurate if you're going for any kind of reality. In truth they should be dealing more damage to a ship when used in the water not less.

    The only reason I can see why Rare nerfed kegs was simply because they "the devs and designers" were tired of getting keg'd, and did not learn to play around that component of the meta. It was a meta change mechanism by those who hold the keys of power in development.

    While I may agree with you on the IRL points, it’s a video game and currently this is how it works. Also the kegs create damage in a sphere when in reality that would not be the case given the container.

    They probably reduced it because too many noobs chased directly behind other crews and got wrecked by kegs dropped off the back of the running ship.

    I know pre-nerf I had some friends that loved to “mine” the fort waters when another ship was on their way in. Pre-stage them all on the beach and then swim them out a bit at random spots between our parked ship and the direction the attackers were coming.

  • @kommodoreyenser

    Hehe, I used the mine tactic for fort defensive also, and sadly that style of play is nerfed because "boring QQ related changes", I do hope they remove the nerf and make kegs destructive against hulls again, because it was realistic and awesome fun even if the damage was not entirely realistic..

    An example of missing the realism is masts that break on keg damage; this wouldn't likely happen IRL because black powder isnt a high explosive and lacks the expansion velocity to break a mast in an open environment, tho it might break the ships deck planks and upset the sails,,, that in addition to insanely deadly shrapnel

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