Sloop as a 1 pirate vessel! add Two person ships! Or Nerf while Duo!

  • Since rare buffed the Sloop with solos in mind, why is it fair that 2 players get to enjoy the benefits of a buffed ship? ? ? Ask your self.

    So would there be a problem to a nerf of sloops if your playing with 2 players?

    OR make the Sloop a one person vessel while also adding a two person designed ship like a Dhow that has some qualities of the brig and sloop but is not as tanky as the sloop which has literally been tailored for SOLOS. ?
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  • They didn't buff it with solo's in mind, they buffed it because the sloop was to weak compared to the brig and gally, even when played with 2 players. And even after the buff the sloop is still weaker then the other ships (mainly because of the manpower).

    It was way to easy to stop a sloop since you could demast it with just 1 chainshot, while the others took 2 or 3, so they upped it to 2.
    It was to easy to knock someone of a sloop, since it was smaller, so they nerfed the knockback on a sloop, so it becomes simular.

    It was not with a solo in mind, it was based on the ships itself, so with the max capacity per shiptype in mind.

  • @captaintibbz Personally i don't think it's because of the number of players, but the fact there is only 1 cannon.

  • @tesiccl I mean to be fair you have a point there.

    But the way I see it is in battle you all have jobs to do and not everyone can be on cannons, having more cannons on your ship doesn't necessarily give you an advantage.

    Lets say when your trying to maintain a behemoth that moves like a snail, one dude boarding, one dedicated helms man also using back sail , while 1 gunner is also dedicated to front sail and the repair man has also bucket and help with middle sails.........all those cannons become pretty useless as far as compounding effects of having four.

    Now if all those cannons are used at the right time then I guess your case stands. The sloop was worst ship be on if your not paying attention to your surroundings.

    Now if a galleon did that these days you can actually tank insanely long with two people. Cheezy imo.

  • @captaintibbz in the midst of a battle you’re right, not everyone will be cannoning. BUT, at the start of the match when you first get the broadside, everyone will be ready to fire and if it’s Gally vs Sloop, then realistically it’s gonna be a 3 v 1 cannon situation, already outgunning the Sloop. This is why the second chainshot hit is critical for the Sloop, as to not make the sloop feel useless and the other ships OP.

  • @tesiccl The mast of the sloop is honestly fair the way it is now I totally agree with this.

  • Rare buffed the sloop with duo in mind, the ONLY thing they buffed in favor of solo is the respawn timer, the 2 mast shots that it was buffed with was to even the field since it takes at least 2 chains to demast any other ship, so if a brig and sloop fired chains at each other, the sloop would need to fire 2 before the brig is stopped, but the brig need only fire 1 before the sloop is dead in the water. The only other major buff for the sloop was adding a few more respawn points which was simply an anti spawn camp tool and isnt for either solo or duo in specific.

    When out of 3 major buffs to a ship, only 1 actually is intended for solos, and it doesnt benefit duos or affect the ship its self at all, i would say that means the sloop wasnt buffed with solos in mind. Its just a happen stance that the buffs to the sloop both help duos and solos.

  • Since rare buffed the Sloop with solos in mind, why is it fair that 2 players get to enjoy the benefits of a buffed ship? ? ? Ask your self.

    9/10 the secondary player is off ship trying to board or something useless. Leaving a solo player to sail a ship. Alone.

    So yeah. It still a solo ship

  • @burnbacon
    Well, it's not like the galleon is sinking because of one cannon, so yes, in most cases, one guy is necessary to board the enemy ship in order for it to sink.

  • @tesiccl The sloop mast buff did nothing but extend sloop v sloop battles.

    The problem with sloop v larger ships was not that the mast only took one shot, it's that a brig can fire 10 chainshots in under 7.5 seconds and a galleon can fire up to 20 chainshots in under 7.5 seconds.

    The problem is/was chainshot spam. That problem still exists...and thus sloop v larger ship was not really impacted by the sloop mast buff.

    If they wanted to fix the problem, they would've put a cooldown on chainshot firing.

    If they wanted to add balance, they would've added collateral to chainshots on larger ships... meaning against a nose-ing brig/galleon, if your chainshot goes through more than one mast, it knocks all the ones it hit down.

    If they wanted to balance solo slooping, they would have made it so a solo can raise the mast faster.

    I'll repeat...the sloop mast buff did nothing but extend the length of sloop v sloop battles...while sloop v larger ships is largely unchanged.

  • @sweetsandman your solution complicates things, it doesn’t simplify it.

  • @tesiccl said in Sloop as a 1 pirate vessel! add Two person ships! Or Nerf while Duo!:

    @sweetsandman your solution complicates things, it doesn’t simplify it.

    Yeah because the 2 chainshot requirement on the little sloop mast is super intuitive 🙄

    How is a chainshot cooldown too complicated? A lot of games have cooldowns and/or slower rates of fire for more powerful shots (including SOT)...it would be easy to understand from a player perspective and it makes no sense for us to speculate how easy/hard it would be from a dev perspective.

    The chainshot collateral damage on larger ships would be easy to understand from a player standpoint if they just made it so the visuals remained after contact. But again, it makes no sense for us to speculate how easy/hard it would be from a dev perspective.

    The solo fast mast raise would be the more unintuitive one that I'd eliminate from my suggestions. I think the above suggestions would help to balance solo play enough.

  • @sweetsandman my comments above, that OP agree with, explain why the 2 chainshot change works, messing with the load times for cannons is just ridiculous.

  • @tesiccl said in Sloop as a 1 pirate vessel! add Two person ships! Or Nerf while Duo!:

    @sweetsandman my comments above, that OP agree with, explain why the 2 chainshot change works

    Are you referring to this?

    ...if it’s Gally vs Sloop, then realistically it’s gonna be a 3 v 1 cannon situation, already outgunning the Sloop. This is why the second chainshot hit is critical for the Sloop, as to not make the sloop feel useless and the other ships OP.

    If so, again...chainshot spam is still the problem...Sure, it takes 2 chainshots now...but a galleon can fire up to 20 of them nearly as fast as you can rep a single plank on the mast. Also...why are you going broad to broad with a galleon as a sloop

    messing with the load times for cannons is just ridiculous.

    Is it? Why?

    Cooldowns could even be balanced by ship/crew size if you wanted to get crazy.

    Alternatively, messing with the load times would only feel weird if they did it poorly.

  • @sweetsandman i’m not gonna engage with deliberate baiting and bad faith arguments, so have a nice day pirate 😘

  • @tesiccl said in Sloop as a 1 pirate vessel! add Two person ships! Or Nerf while Duo!:

    @sweetsandman i’m not gonna engage with deliberate baiting and bad faith arguments, so have a nice day pirate 😘

    ?

    Cheers

  • @sweetsandman said in Sloop as a 1 pirate vessel! add Two person ships! Or Nerf while Duo!:

    If they wanted to fix the problem, they would've put a cooldown on chainshot firing.

    A cooldown on chainshot firing isn't fixing anything either lol

    You want to fix chainshot spam? Just limit where you can get them, make them rarer than blunderbombs and cursed cannonballs, put them behind doing world events.

    Taking a note from WolfManbush, the power a player can get from spawning at an outpost is far too strong as it is. A sweat crew just needs about 15 chainshots alongside their default supplies and most lower-skilled ships will not survive any broad they take against that crew. If you put that power to players that contribute to the server and not the hoppers, suddenly players learning to defend themselves have actual tools exclusively for engaging with the game's content (such as Wraithballs currently).

    The hoppers on the offense who don't want to do PvE are now at an inherent disadvantage against properly defensive players because they don't have the good supplies that will endure a fight aginst good defensive crews. A slightly better organic hierarchy than current.

  • @nex-stargaze said in Sloop as a 1 pirate vessel! add Two person ships! Or Nerf while Duo!:

    @sweetsandman said in Sloop as a 1 pirate vessel! add Two person ships! Or Nerf while Duo!:

    If they wanted to fix the problem, they would've put a cooldown on chainshot firing.

    A cooldown on chainshot firing isn't fixing anything either lol

    You want to fix chainshot spam? Just limit where you can get them, make them rarer than blunderbombs and cursed cannonballs, put them behind doing world events.

    Taking a note from WolfManbush, the power a player can get from spawning at an outpost is far too strong as it is. A sweat crew just needs about 15 chainshots alongside their default supplies and most lower-skilled ships will not survive any broad they take against that crew. If you put that power to players that contribute to the server and not the hoppers, suddenly players learning to defend themselves have actual tools exclusively for engaging with the game's content (such as Wraithballs currently).

    The hoppers on the offense who don't want to do PvE are now at an inherent disadvantage against properly defensive players because they don't have the good supplies that will endure a fight aginst good defensive crews. A slightly better organic hierarchy than current.

    1). I've been a proponent of that for a long while...

    2). Server hopping can now be done in various ways. A stacking crew or a karma crate can easily still enable chainshot spam. A cooldown would go a long way to preventing the spam.

  • @sweetsandman said in Sloop as a 1 pirate vessel! add Two person ships! Or Nerf while Duo!:

    2). Server hopping can now be done in various ways. A stacking crew or a karma crate can easily still enable chainshot spam. A cooldown would go a long way to preventing the spam.

    The only people spamming chainshots are marauders that (might not) know how to aim them. Karma crate or stacking, it's still earned by either effort, or good RNG, which is better than leaving an outpost with 20 extra chainshots upon spawn without a karma crate. Changing how long it takes for cannon ammo to load is going to be clunky and glitchy as those switching cannon ammo while on the cannon will not appreciate longer loading times in extremely time-sensitive scenarios, especially solo.

  • @nex-stargaze said in Sloop as a 1 pirate vessel! add Two person ships! Or Nerf while Duo!:

    @sweetsandman said in Sloop as a 1 pirate vessel! add Two person ships! Or Nerf while Duo!:

    2). Server hopping can now be done in various ways. A stacking crew or a karma crate can easily still enable chainshot spam. A cooldown would go a long way to preventing the spam.

    The only people spamming chainshots are marauders that (might not) know how to aim them. Karma crate or stacking, it's still earned by either effort, or good RNG, which is better than leaving an outpost with 20 extra chainshots upon spawn without a karma crate. Changing how long it takes for cannon ammo to load is going to be clunky and glitchy as those switching cannon ammo while on the cannon will not appreciate longer loading times in extremely time-sensitive scenarios, especially solo.

    It only has to be clunky if they make it clunky 😉

    A cooldown would be relatively easy. Don't mess with the load times at all.

    Make it the same 1.5 seconds as everything else...then, it auto-switches to a cannonball as your next shot...then, after a brief cooldown, you can select chainshot again.

  • I've always thought the ships didn't feel right - 1-Canon Sloops, 2-Canon Brigs, 4-Canon Galleons. Sloops should have 2 canons and Brigs should have 3 imo. Then I like the idea of a new smaller 1-man sailing ship with 1-canon.

  • @rikjaxx said in Sloop as a 1 pirate vessel! add Two person ships! Or Nerf while Duo!:

    I've always thought the ships didn't feel right - 1-Canon Sloops, 2-Canon Brigs, 4-Canon Galleons. Sloops should have 2 canons and Brigs should have 3 imo. Then I like the idea of a new smaller 1-man sailing ship with 1-canon.

    I think its fine the way it is for the sloop and brigs cannon count, considering if everyone on the crew is on a cannon, they are doing something wrong. The galleon is the odd one out, i think they should rework its cannon spacing and make it only 3, because having everyone on the guns is kind of a bad habit to get into since in battle there is probably something that should be done aside from sitting on a cannon.

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