Vraesrial
Exemplar
The absolute God of Hyperdeath, an outlander, and the bad pun king.
Posts: 278
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Post by Vraesrial on Nov 26, 2014 8:36:25 GMT -5
I have been debating whether or not to get the 4 extra cannons and chainshot upgrade. Does it give you the option between normal and chainshot during combat? Frankly, I might just go with the sub-level gun decks, or whatever it is called:/
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Post by grzechol on Nov 26, 2014 9:06:10 GMT -5
Chainshot Loaders are pretty good in destroying masts. And since you win the battle if you destroy all the enemy's masts, I found Chainshot Loaders very useful.
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Post by En1gma on Nov 26, 2014 11:08:29 GMT -5
Chainshot Loaders are my go-to weapon of choice for pirates, merchants, smugglers, and any class looking to avoid a fight/end one quickly.
I find it to be far more efficient at ending fights/crippling ships than the Grapeshot, at most ships have far lower Mast stats than anything else, so ending a fight takes 2-5 shots instead of 4-8+, conserving powder in the process.
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Post by Brutus Aurelius on Nov 26, 2014 13:07:24 GMT -5
I find Grapeshot useful for thinning the enemy before a boarding assault.
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Post by Cory Trese on Nov 26, 2014 20:49:39 GMT -5
I tend to use Grapeshot and Boarding, but Chainshot and range transitions are pretty effective too.
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Commodore DuWitt
Consul
"The difference between genious and stupidity is that genious HAS its limits..." - Albert Einstein
Posts: 84
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Post by Commodore DuWitt on Apr 26, 2015 17:09:55 GMT -5
It seems the two primary options to capture (not sink) a vessel are:
Disable the craft itself without destroying all the hull points first... or...
Sufficently wound the opposing captain to force his/her surrender.
(it appears that trying to accomplish either with just long guns alone has a higher chance to sink her first)
Some observations on the former:
Damaging sails seems to have none of the effects one would expect; as they are reduced throughout successive rounds of cannon fire, there is no attendant reduction in the speed or maneuverability of the target, and destroying the sails completely does not disable the vessel. Indeed, on multiple occasions I have had my target successfully flee combat at zero sails while mine were untouched. Only reducing mast to zero will disable the prize.
Chainshot apparently does bring combat to a swifter conclusion as mentioned above, saving both ammo and additional damage to one's own craft and crew, but, perhaps more importantly, it also ensures it is not the target's hull that succumbs first. And speaking of conserving munitions, no matter how protracted the exchange, there has always been at least ONE unit of ammo left to loot; the opposition has never run out and been unable to fire cannons (not so for yours truly).
The OPPOSITE of the hull giving out can also occur; keep an eye on the opposing crew. There is no need to finish off the masts if the crew is wiped out first; save the ammo and board her. (unless you have NO fencing to speak of and even need to fight her captain at range)
According to all I have found (actually, all I HAVEN'T found), there seems to be no officer that imparts ranged combat bonuses. It seems that your Dexterity, your Commanding, and perhaps the morale level of your crew, are the only factors in determining your gunnery. (perhaps one of the devs could confirm?)
It appears that no matter how many crew are killed, even the captain alone is sufficient to man the opposing guns, forcing you to close under fire before you can duel for the capture. Indeed, the enemy captain can continue to fire on your ship WHILE you are duelling, if it requires multiple rounds of melee to defeat him/her.
Some observations on the latter:
The effect might be too slight to reliably observe, but killing opposing crew does not seem to affect their ability to man their cannons. (this would also be consistent with a lone captain being able to sustain fire) It DOES seem that destroying guns themSELVES has an impact on successive rounds of fire, but again, the effect seems too slight to be certain; I have never seen more than two or three guns lost to an exchange of fire. (perhaps one of the devs could confirm this, also) It is also clear that, like damaging sails, killing crew does not diminish the enemies' ability to sail their vessel; I've occasionally had a crew of just three or four remaining sailors successfully escape the battle.
Grapeshot does much the same as chainshot in shortening the battle and conserving ammo (both one's own and that which will remain to be plundered), but it seems even better at not damaging the hull.
At least two officers, according to the flavor of their descriptions, are intended to influence crew-to-crew combat. A key question would be whether having both officers would have a CUMULATIVE effect, and whether either or both of their bonuses would supplant or supplement one's OWN combat modifiers. It is also clear that ship upgrades have a variety, and differing degrees, of effect, as addressed elsewhere in this forum; I will leave that matter to the threads wherein it is already discussed.
It has been clearly noted that in trying to capture any amount of enemy crew through boarding, I... ALMOST... always have to continue to wound the enemy captain, over and over, until MY crew has polished off THEIR crew... as many as eight or nine times. VERY rarely have I been permitted to sufficiently wound my counterpart with ANY of his/her crew remaining to conscript. Not so with a ranged disabling; if the masts are zeroed with 25 crew still aboard, that is how many are surrendered. So it appears one may EITHER capture a vessel, largely intact, by wiping out its crew... or one may capture a crew, mostly unharmed, by destroying the ship. But not both.
Which brings me to my primary issue...
fallen Cory Trese
Does the salvage value of 'burning' a surrendered craft diminish according to the amount of damage done in order to subdue her? If the value can be increased by avoiding the need to bust her up a whole bunch, I have a notion for an outfit specialized to close, board and secure the prize as quickly and painlessly as possible.
Devs?
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