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Davy 05-16-2007 03:32 PM

Ship and Sailing Guide
 
If yer looking fer adventure, here be a guide to help ye pick the right ship (based off of my opinions of them).

Light Sloop: If ye can afford another ship, I'd do it. Light Sloops only have 2 cannons, no broadsides, and can only fit 2 people. The good part about this ship is that it is fast, and turns well. I rate this ship about a 5/10.

Light Galleon: Great ship for a beginner. It is pretty cheap too. Holds quite a bit of cargo, 3 crewmen, great ship to begin yer pirate journey on. Not easy to catch other ships though. I rate this ship about a 3/10.

Light Frigate: Light frigates, if affordable, are a step up from Light Galleons. They are fairly fast, have good cargo space, lots of cannons, some broadsides, and can hold 4 crew. Best beginner ship in the game. I rate this ship about a 5/10.

Sloop: Sloops are a good ship class, if ye get the level 5 sailing or War kind. They are fast, but don't hold much cargo. There are enough cannons to keep a full crew firing, and there are a good amount of broadsides. This thing turns great and is lightning fast. I rate this ship about a 7/10.

Galleon: This is a pretty good ship. It has difficult-to-break-through armor, holds good cargo, and holds lots of crewmen. The Galleon is a good ship class if you have speed upgrades. If you can't afford the Frigate but you have speed upgrades, this ship is your best option. I rate this ship about a 7/10.

Frigate: Expensive ship for beginners, but worth it. Holds lots of crew, good cargo, is fairly fast, has lots of cannons, and lots of broadsides. If you have the speed upgrades, this ship class is the best. I rate this ship about an 7/10 without speed upgrades, 8/10 with speed upgrades.

War Sloop: In my opinion, the best ship for those who don't have speed upgrades. Very fast, fairly good health stats, adequate number of cannons cannons, broadsides, cargo space, and crew space. I rate this ship a 8.5/10.

War Galleon: Fairly slow ship, but lots of cargo space, quite a bit of cannons, broadsides, and crew space make this a fantastic ship. If you have the speed upgrades, pick this ship if you can't afford the War Frigate. Great boat, but save up for the War Frigate if you want to wait. I rate this ship a 9/10.

War Frigate: The best ship in the game. Fast, holds lots of crew, tons of cannons and broadsides, tons of cargo space, and not easy to sink. This ship is incredible. The only bad part about it is the money. It is WAY overpriced for what you get. I rate this ship about a 9.5/10, if you can afford it.

Where to sail to:

Windward Passage. The Windward Passage has a HUGE array of ships out there. If you have a Frigate, Galleon, or any War ship, try this place.

Where not to sail to:

Windward Passage. There are so many Navy and EITC ships around there, so unless you have a great ship, you'll be sunk in no time.

Padres Del Fuego. Too many ghost ships around there, unless you fire from long-range.

Where the most coins are:

Padres Del Fuego, if you have a good ship. Again, there are lots of high level ships and ghost ships there. Get some good cannoneers and fire away.

Other:

How to command the broadsides: To command broadsides, it's simple. Press 1 to fire the left side, and 2 to fire the right side. Or you can click on the button, but I prefer pressing the hotkeys.


Sent in by Bellatrix:

Your ship reflects what kind of a pirate you are.

Take me for example. I would rather run from Navy ships than fight them, sail to
Cuba in under five minutes, and have a small crew. The frigates and galleons are
just too slow, complex, and it is really hard to get to the helm because of all the
steps and stuff.

Think about it this way: let's pretend there are 4 ships attacking you. If you are
on a sloop, you can just out run them. But if you are on a frigate or galleon, you
would have to fight.



If you and your crew are high notoriety pirates with high cannon skills, I would
use a sloop. The armor is not that great, which means you would need to destroy
the ship you are attacking very fast. But hey, sloops are about the thrill of almost
being blown to smithereens. If you just want to travel to another island very fast
or attack enemy ships really fast, pick this ship.

If you are new or travel with a large crew, go for the frigates and galleons. Even if
you get hit once, it is okay because your ships armor is high. The ships are still
very slow though.


I hope this guide helps you to be a more succesful Pirate in the game, and may fair winds be with ye, matey!


Thanks to: Bellatrix

Jade Heartbreaker 05-16-2007 05:17 PM

theres only 1 captain on a ship anyone else shouts orders they sleep with the fishes

wildtaz999 05-16-2007 05:41 PM

Quote:

Originally Posted by Jade Heartbreaker (Post 6794)
theres only 1 captain on a ship anyone else shouts orders they sleep with the fishes

lol i agree i grabed a couple newbies the other day to help them get soe cannon skills and one of them started mouthing off and grabbed the wheel so i pulled up my ship control and closed the ship and droped them all.. lol I do the same thing in Space in SWG if people dont play right

colbella 05-27-2007 02:59 AM

Thanks fer ye help, matie! when I get the game I will do what you said!



Sincerely-Colbella:)

Red Bull 05-27-2007 04:54 PM

Quote:

Originally Posted by IceSphere (Post 7487)
I'm like in "Water World", sailing solo.... When I read about the game on the site they make it sound like the Captain will be able to use the cannons below deck (like what the Navy has). I'll edit in a quote from the web site...

The captain does have control of below deck cannons, while in sailing mode, hold right mouse button down and u can select options for firing leftside or rightside, they take time to recharge though, and not very accurate.

However like everything they can only be improved through usage, and i spose once levels go up u can get better things to make them faster.

monkeybugs 05-28-2007 06:12 PM

Quote:

Originally Posted by PirateAhoy (Post 6787)

Captain: Abandon ship if yer about to be sunk, and make sure yer entire crew escapes the ship also. When yer in the water, tell yer crew to follow ye and go jump on a Navy or EITC ship and raid it, killing all the crew of the enemy ship. Then take over the ship and take it in to port.

Ok, I don't quite understand this. How do you abandon ship in the middle of the ocean? It won't let you exit without being docked, and you can't return ship in the middle of an adventure. Also, I have been dropped in the middle of the ocean when my ships disappear and have tried to board navy or eitc ships and it tells me that you can't board. So what am I doing wrong?

Oh and what is a PPP?

Red Bull 05-28-2007 06:28 PM

Quote:

Originally Posted by monkeybugs (Post 7554)
Ok, I don't quite understand this. How do you abandon ship in the middle of the ocean? It won't let you exit without being docked, and you can't return ship in the middle of an adventure. Also, I have been dropped in the middle of the ocean when my ships disappear and have tried to board navy or eitc ships and it tells me that you can't board. So what am I doing wrong?

Oh and what is a PPP?

Well that statement was made over 20days ago, when maybe u cud do things like that, they certainly put in ship must be docked recently.

So I don't think that is possible anymore. I Certainly haven't managed to get on enemy ship yet, not even with grapple hook.

'Keep it Kool :cool:'

Davy 06-01-2007 04:25 PM

To abandon ship, just wait until your ship is sunk or fire a grappel hook from a cannon and have your crew hop on the Navy or EITC ship the grappel hook caught on. Then raid it and bring it in to a port.

Davy 07-04-2007 12:50 AM

I edited the guide. I made the first guide over a month ago, so some of the tips were inaccurate towards today's game, so I completely deleted that guide.

Bellatrix 07-16-2007 06:54 AM

Your ship reflects what kind of a pirate you are.

Take me for example. I would rather run from Navy ships than fight them, sail to
Cuba in under five minutes, and have a small crew. The frigates and galleons are
just too slow, complex, and it is really hard to get to the helm because of all the
steps and stuff.

Think about it this way: let's pretend there are 4 ships attacking you. If you are
on a sloop, you can just out run them. But if you are on a frigate or galleon, you
would have to fight.



If you and your crew are high notoriety pirates with high cannon skills, I would
use a sloop. The armor is not that great, which means you would need to destroy
the ship you are attacking very fast. But hey, sloops are about the thrill of almost
being blown to smithereens. If you just want to travel to another island very fast
or attack enemy ships really fast, pick this ship.

If you are new or travel with a large crew, go for the frigates and galleons. Even if
you get hit once, it is okay because your ships armor is high. The ships are still
very slow though.

Davy 07-16-2007 02:03 PM

Thanks, crimson, I added your comment to the guide. You'll find it in 'Other' and your name in the list of thanks.

Davy 10-06-2007 12:50 AM

Edited the guide. Cannoneer's guide coming soon! Look for it in 'The Helm' forum.

IceSphere 10-06-2007 06:14 AM

Quote:

Originally Posted by Bellatrix (Post 9437)
Your ship reflects what kind of a pirate you are.

Take me for example. I would rather run from Navy ships than fight them, sail to
Cuba in under five minutes, and have a small crew. The frigates and galleons are
just too slow, complex, and it is really hard to get to the helm because of all the
steps and stuff.

I deleted old posts that didn't fit here any more, and I'll edit this one latter. The quote just made me luugh 'cause with this last patch up-date, I can jump all the way accross my ship...

If you feel like glitching, try jumping off the back end of a frigate... If it works you should end up swimming. But go under a ship and you'll be swimming just above deck... Sails up/down might effect how you get your ship back. I have poped right back on deck, and I've had to get on my own cannon to return.

While you are on your endless voyages, right click/hold and work that camera over to the side of your ship so you can see where your broad side shots go. This will be REALLY difficult 'caues of LAGGG.
Nothing will move if there is a lag spike- then you'll jump 3/4 the way around your ship... Once you get this down, fighting on auto pilot (shift+R)should be a little easier, and unless they change things, you can make some gold/finish quests without sinking a ship all the way.

VesNL 11-04-2007 07:25 PM

great guide. Also a tip use the strenghts and weakness of the boats. When attacking a galleon attack it's front and side. When attacking a frigate attack the back

Captain 11-04-2007 07:37 PM

If POTCO runs so slow on your computer, how were you able to make this?

Davy 11-07-2007 01:47 AM

A good pirate never tells his secrets ;)

DKpirate 11-09-2007 05:24 PM

I'll offer this testimonial about the sloop...

I had a crew this morning, and they weren't exactly all focusing on the same ship. So, at one point, I had a Phantom ship, an East India Company Galleon (around level 20), and a Navy Frigate all moving to engage me.

Using the Sloop, with some speed skills, I managed to get out in front of them and let my canooneers blast away. We sank all three ships and took minimal damage. Unfortunately, that crew just wasn't interested in coordinating their efforts after that, and they just fired away at anything that was remotely close.

At that point, I dropped them off at Tortuga. However, surviving that chase was quite thrilling! Lucrative too.

Colombiano 11-09-2007 08:14 PM

Thanks for the guide. I find sloops good for outrunning and frigates for fighting. It helped me.

Davy 11-19-2007 02:39 PM

A few of you have left reputation on this guide. Thanks for supporting the guide. Remember to leave rep for not only guides, but any post you like or helps you.

WizardHawk 11-21-2007 11:25 PM

The Complete Guide to Sea Battles
 
This guide was modified to work with the limited instruction set of this forums software.
  • Ships
    There are 3 different types of ships in POTC and 3 classes of each ship.
    http://www.wizardhawk.com/piratepics/slooppic.jpghttp://www.wizardhawk.com/piratepics/galleonpic.jpghttp://www.wizardhawk.com/piratepics/frigpic.jpg

    In each type of craft there are light, standard, and war classes.

    There are 3 different groups of enemy vessels: Navy, EITC (East Indian Trading Co), and Ghost ships (Also called skeleton ships).

    The Navy and EITC use the same 3 kinds of ships and all 3 classes as are available to you. The Skeleton ships are all larger craft with their own unique cannon shots. These Skeleton ships are slower and do not shoot forward like the other kinds of enemy which make them easier targets at the same levels, however when they do get sideways on you or come up on you while you are fighting other ships they tend to do much more damage with their special cannon shots.

    The Sloops are fast attack or transport kind of ships. You can use them with crew, however they have fairly weak armor and tend to sink fast. They do get around and can turn fast so if you are really good at control you may find use for this class of vessel.

    The Galleons are the best combination of armor and speed/turning as well as having the most cargo room in each class. This makes them the most popular of each class on the open waters. Well, that and they are around half the price of a frigate in the same class.

    The Frigates are good solid craft and make great ships for big epic sea battles with large crew because they have cannons all over with a wider range than the other two in each class. They don't move as fast and can't carry as much cargo, but the price is worth it for groups of people or for those who want the battle tank of the open seas.

    Prices/Requirements
    You are given a light sloop with each new pirate created. You are able to buy any light ship at level 1. Keep in mind that you can sell any ship for half the price of what it costs you to buy one. The light sloop is worth 50 to sell and 100 to buy.

    The regular class of ships is available after level 5 and the war class are available after level 15 (sailing level, not character level).

    The following are the charts showing the stats and cost of each of the ships currently available:

    Always Available
    Light Sloop http://www.wizardhawk.com/piratepics/ltsloop.jpg

    Light Galleon http://www.wizardhawk.com/piratepics/ltgalleon.jpg

    Light Frigate http://www.wizardhawk.com/piratepics/ltfrig.jpg

    Available after level 5
    Sloop http://www.wizardhawk.com/piratepics/sloop.jpg

    Galleon http://www.wizardhawk.com/piratepics/galleon.jpg

    Frigate http://www.wizardhawk.com/piratepics/frig.jpg

    Available after level 15
    War Sloop http://www.wizardhawk.com/piratepics/warsloop.jpg

    War Galleon http://www.wizardhawk.com/piratepics/wargal.jpg

    War Frigate http://www.wizardhawk.com/piratepics/warfrig.jpg

    Ship repair is fairly cheap, even if you sink your craft. You should repair every time you land, even if you hit a remote island if you plan to go back out. Just have a member of your party stay behind if you want to relaunch from that spot. When playing solo you have to weigh how damaged you are vs how much you want to get back out in the same area to battle.

    You are allowed to carry up to three ships on each of your pirates. Press the H key to view your ships and their status. Each is kept in a 'bottle' on your pirate and you can mix and match which ones you use.

    Casting off
    You go to any dinghy to launch one of your ships. You are always the captain of your own vessel, however you can let anyone who boards your ship take the wheel if you like. This is nice to help lower level friends power up their sailing skill by letting them control larger ships than they can buy.

    There are two things you can do at sea: Pilot the ship or use a cannon.

    You are always the pilot when playing solo. Your individual cannons go unused, however you have control of the very powerful broadside cannons which are more than powerful enough to sink many of the enemy ships at sea. While you are the pilot you gain sailing skill points any time you and/or your cannon crew sink or at least contribute to the sinking of any enemy vessel. More on skill points in a later section.

    Once you know who is going to pilot the ship and who (if any) are going to crew the cannons, you are ready to shove off and head into battle. To take your role simply move near the wheel or a cannon and press the shift key when you see the green circle around it. You can jump off the wheel/cannon any time by pressing the esc key. You can trade off who pilots or move to a cannon on the other side this way. Take the time to learn how to get on and off a cannon so you can make quick moves when it counts.

    Tips for ship pilots/captains
    • [li]You almost must use two hands to work it. One on the mouse holding the right button down to move your view around, and one on either the WASD keys or arrow keys for steering and starting/stopping the ship.[/li]
      [li]You may find it easier to use the number keys to fire or activate sailing skills. You can use either the numbers above the keyboard or the number pad to use it. I use both the mouse and keys at different times. Try both and use what works best in times of heavy battle.[/li]
  • Before attacking any other ship make sure you do a full 360 view check to see where all other enemy ships are and note their general heading and distance. Many a battle is lost by not knowing where other ships around you are until it is too late.
Sailing Skills
There are several key sailing skills to put your points in and some thought should be used before applying any. You are safe to save up some and use them when more important skills become available vs just using points on whatever is available when you earn them. For example, you cannot apply points into treasure sense until level 14, however if you save up points from level 10 + you can put a full 5 in it right when you hit 14 if making top coin is important to you vs fighting or sailing speed options.

The basic two skills are your left and right broadside cannon strength. More dots here give you more power on that side. It is that easy. Most of us pick our favorite side and apply a full 5 to it as soon as we can leaving the other side at only one dot. Better to have a full kill side when you need it. The choice of how many to put on one or both sides is up to you.

Skills:
(The skills are too hard to list without the aid of tables. Please visit shotonlinecentral.com and view the full version of this guide for more details on each skill)

The full sail and ramming are both good for getting out of harms way and/or catching up to another ship, but can also be used to just get around a bit faster. Always a good idea to keep at least one of them ready if you are in areas of higher danger. Windcatcher and tacking do not add as much speed as the regular skills for full sail and come about do, but they are perminant upgrades not short bursts. Taskmaster and treasure sense are both good for those epic team battles as well.

Basic sea battle strategy

Of the 3 types of ships you can attack, the hardest to bring down is a Navy or EITC frigate (any class). These ships fire at you in almost any direction and you will find yourself taking on at least a little bit of damage going against them.

http://www.wizardhawk.com/piratepics/ships3.jpg
Figure 1 You are fairly safe to shoot at an enemy craft that is coming right at you as long as it is not a navy/eitc frigate it most likely will not shoot at you in this position.

http://www.wizardhawk.com/piratepics/ships4.jpg
Figure 2 After shooting at the enemy you will need to turn and lead away from it to get some distance and buy time for your broadsides to reload. Note that the ship above is not totally straight, but pulling the enemy toward its right (starboard). This is a good way to help move targets away from areas with other dangerous ships nearby.

Sloops and galleons can both be attacked with similar strategy as well as skeleton frigates. Sloops and galleons are weak in the front and as long as they are headed toward you the cannot fire on you. The basic method of safe attack is to then lead them toward you and turn to fire on them when you are far enough away to maneuver perpendicular to them (Figure 1), fire off your broadsides, and then turn back mostly forward to gain more distance between you (Figure 2). With this basic method even a light craft can take on a war craft if you are careful and have the time to wait to bring it down.

http://www.wizardhawk.com/piratepics/ships1.jpg
Figure 3 Both boats are headed in a circle turning into either other. Just press S or down arrow to stop when the enemy fires to prevent most damage. Avoid allowing the enemy craft to get its side cannons too close to you or you will take on heavy damage.

Fighting or attacking parallel to the other craft can be done if you are a safe distance away. With this attack you need to watch for the enemy to fire its cannons and hit S or down arrow to stop your boat. This will normally let most/all of the enemy cannon balls miss you in front of your boat. Press W or up arrow again to get moving and wait for the next volley where you will again hit the brakes to prevent being hit.

There are two different strategies attacking when both you and your enemy are side facing (parallel). If you are both going in the same direction you will find the enemy craft turning into you to close the gap. If you are slower than this ship you need to turn away as well and attempt to draw it into facing into you to catch up. If you are faster you can either try to keep the same distance and do the whole battle parallel to it or attempt to turn in on the front of that ship to cut it off and attack its weak front end. The other way is if you are both going in a different direction. Again, the enemy will be turning more into you to close the gap and finish you off. If you are on a sloop or otherwise have full sail or have put points in windcatcher you may be able to turn more and catch up with the rear of the enemy. This is the one method that favors driving a sloop over the other types of craft. This is the best method for a sloop to take on a frigate since the frigate is weakest in the rear of the boat and it cannot fire directly backward. As long as you are fast enough to keep behind the boat and prevent it from turning sideways on you, the battle is easy and will be over fast.

Cannons:

Cannons are a less critical role than being the captain/pilot in surviving a battle at sea, however in many ways doing this part of the battle is more fun and gives more of a feel of actual sea battle. The views and sounds are immersive and you are much more free to simply try and hit your target and have fun. If you have friends or guild mates who are newer to the game or otherwise not very confident gamers then this is the place to have them start. As long as you can remind them to not shoot at anything until a more experienced gunner does first or until the broadsides open up on a target, there is little someone with lack of experience can do to hurt you here.

While the role of captain may be more substantial, having a few good gunners will enable you to go after higher level ships and allow you to board higher level flag ships. The team feeling itself is worth doing it this way as gaming alone is often just more tedious.

Captains/pilots do need to also adjust their strategy a bit to better accommodate gunners. You need to watch the angle of fire from your crew and if it looks like they are not quite able to hit the target you may have to adjust your angle a bit to give them a better shot. While you may need to switch attack sides to help lead your prey away from other ships, this should be minimized and when possible type out in chat that you are doing so to help get your gunners to move to the other side of the ship. It also helps if you either chat the target you are interested or have your crew wait to fire until your broadsides open up on a target to help prevent the accidental shooting of more than one target or the shooting of too high of a nearby target. Remember, you have the full view of the battle area and you need to communicate some of this to your crew if you expect everyone to stay on the same page.

The cannon itself is fairly easy to operate and you get a taste of it in the game tutorial. The key is to know how high to raise your cannon to get the right distance and how far in front of a moving ship to shoot to allow hang time for your cannon ball to reach the ship. Micro adjustments must be made frequently to stay on target. If your ship stops to avoid incoming fire you will have to adjust that lead distance by quite a bit. That is why game sound can help out a lot here as you can hear the sails going up and coming down to help you know when to make those adjustments.

Beyond the basics it does help to know that where you hit an enemy ship is important as well. Hitting up in the sails or mast area does not damage the hull, but rather moves the blue bar down a bit which slows this ship down. Slowing down a sloop can help a lot while some other vessels are not quite as important to slow. It is hits directly on the hull or sides/back of the boat that cause it to sink. When possible try to adjust your shots to reach this area. It also helps to know which areas of the hull are stronger or weaker for that craft type. Refer to the ships section here for more information on this, however know that it is better to hit a sloop in the front or rear rather than the sides and note the weak/strong areas of the other classes.

Playing with strangers:

It may be a big enough challenge to take on the open seas with friends and guild mates, add the unknown skill and motives of strangers and the hand writting is already on the walls... victory may be a daunting task at best. A good captain has to trust that his cannon crew will not light up very high vessels nearby and that they will all shoot at one target and one target only during battle. Someone looking for a captain has to trust that they know how to avoid danger, lead ships away from clusters of other ships, and will look around in a full 360 during battle to keep from being surprise attacked.

This doesn't mean you cannot win and come home with a full cargo playing with strangers. You can always ask what level their sailing or cannon is at to at least get an idea of how much experience they have. This alone will not tell you really how good they are, but it is about as much as you can expect to learn from random strangers.

The problem is that those who want to sabotage a run will probably have little trouble doing so and that is just the potential price you will have to pay by taking strangers. I've seen people talking about their experience with strangers who appear to want to make the whole crew sink and so far my very limited experience with strangers hasn't gone well either. I've actually had people demand to drive my ship and leave in a huff when I dared to suggest I'd be taking the wheel.

The key then is to be clear in your goals and selective on your crew. You can still take those with limited experience if you also have one or more experienced people to help guide them. You need to say you are looking for someone to cannon rather than looking for a crew to help avoid the hissy fit of those who expect to take charge of your craft. You may have to go to a busy server to find a crew, but you will likely want to get them all to go with you to a more quiet one to be able to actually find things to shoot at sea. Wait until you reach your server to crew everyone up and hope for the best.

Davy 11-22-2007 03:10 AM

Great guide, but already been created. I do like how you have merged pictures with words in this - maybe we can merge our two guides into one somehow. PM me if you want to do this. I don't want the mods to delete your guide because it really is a good one. Thanks.

WizardHawk 11-22-2007 06:28 AM

I can't imagine anyone removing a post because there is similar information in other threads. I admit I didn't read any of the other guides on here as I already learned what I needed to in beta and really just waited until we were sure of how the final version of the game would go before making our official version of our guides.

I shared what I've learned as a way to give back as we have done on other games including toontown, shot-online, fishing champ, etc. I didn't write one because yours wasn't good enough (I really haven't read a word of it), nor to upstage anyone. It is good and healthy to have lots of people offer suggetions and views on these things.

The pictures in my guide are stored on my server and the links are easy enough to find on this thread. Feel free to use them as long as you give credit to their source.

Again, the real guide exists on our forum and this was more or less a cross post to try and help people who may not ever venture to our forum. Because I have tons and tons of server space we allow a lot more liberal use of pictures and space and down the road there will be tons of good guides (including fraps movies) and pictures of all things related to the game.

DrStinglock 11-22-2007 06:32 AM

This guide looks rather professional I must say,

And it also includes some information about sailing and sea battles that isn't in the other guide (such as movement, strategy, actual requirements, stats of the ships, playing with other players).

Nice work on all the information, pretty much all of those topics covered is what I had to figure out with help of more experienced players or just by finding it out myself.

JoG 11-22-2007 08:05 PM

Lot of nice work in that post. Best guide I have read yet.

--JoG

DKpirate 11-26-2007 09:52 PM

Nice guide.

The combat section is really good. I almost exclusively use a Sloop. I usually pull out in front of an oncoming ship and hit with a broadside. If I have enough distance, I'll run to a cannon and shoot away as it closes. Then, after the broadsides have charged some, I'll return to the wheel and blast the oncoming ship again.

Gabyta 11-27-2007 03:28 PM

Excellent guide! thank you!

Jim Callecrash 11-27-2007 05:24 PM

gabyta what is your pirate name in the live server julia and i are in it and she already has a war frigate and im close to getting a war galleon!!!!!!

DarkScarlett 04-10-2008 04:19 PM

Good guide, being a noob, I take it upon myself to give a head's up on my skill lvl and would never imagine taking the wheel of someone else's craft. I usually ask what's the task at hand so i can keep an eye out and be ready, and wait for first fire from upper command if possible. If skeleton crew on a larger ship I try to keep an eye on the compass and round the cannons. I just figured that was crew job

Davy 04-30-2008 06:11 PM

Thanks DarkScarlett!

Lucrecia Merlose 05-15-2008 06:59 PM

Nice guides! I had a semi frustrating experience with a stranger.

I was about to head out from Tortuga when Ferrex The Scurvy (my loyal Gadflies guildmate) informed me that a pirate was asking for someone to sail him to Cuba...Of course I thought "Why can't he sail himself to Cuba?" but I figured that there was no harm and it might be fun anyways...Well the pirate runs off into the forest and I'm chasing him down asking him where he's going (after we crewed him up)...when he made it into the caves he started killing the 1 single scorpion that spawned there along with all the other monsters. He finally said he needed to kill a few scorpions first. I slightly cringed but helped him because I was nice like that. After about 15 minutes he was finished and we used Return. We all got on my ship and he immediately asked if he could sail it. "Arr! Only the cap'n be sail'n Green Revenge and I be that cap'n!" He didn't respond...I guess either wierded out by my constant role playing (yes I was in character the entire time even during the scorpions)...

Anyways, I was surprised that he even took to one of the cannons and actually followed some of my orders on what ship to sink...He probably just followed Ferrex's movements since he's right beside me in real life too...Is it weird that even in real life we are shouting at eachother "Arrrr! starboard prow!!" "Firing the broadsides 'n comi'n about!"...

...The experience wasn't too awful but it was the first time I let anyone but Ferrex The Scurvy on Green Revenge and I was hoping for a better experience...Oh and when we made it to Cuba and disbanded him he asked something like "Why not start in my crew?"...Whatever that meant.

By the way, how do you disband a single crew member? We all had to disband from the crew and reinvite eachother to get that pirate out of it.

Wheelsim 06-14-2008 07:41 PM

Great guide and it helps me pick out the boat i want next :P

sovr cat 07-29-2008 07:25 AM

i use a light sloop with maxed speed and i can get to cuba from port royal quick :)

team black aumbu 12-02-2008 11:17 PM

in my opinion all these vessels are great i couldn't rate them the war sloop is fast the war galleon has lots of brods and cargo space the war freight is an intercepter its made for wars.

so if you want to get from place to place fast get the sloop class

if you want tons of cargo and sail alone often get a galleon class

if you sail in a large crew and like to play svs get a freight class


i hope this helps

Monstro 12-16-2008 02:33 AM

War Galleon or War Frigate?
 
I am trying to decide between these two ships. I'd like to hear peoples thoughts on which is better for the the Boss Battle for the Curse of the Black Pearl, which I am about to do, and which is better in general. I am usually sailing alone, or with one other person, so it seems as though the War Galleon would be better, but I am so tempted by the War Frigate. Would love to hear folks thoughts, thanks.

Dr. Zeppers 12-16-2008 02:47 AM

Quote:

Originally Posted by Monstro (Post 104889)
I am trying to decide between these two ships. I'd like to hear peoples thoughts on which is better for the the Boss Battle for the Curse of the Black Pearl, which I am about to do, and which is better in general. I am usually sailing alone, or with one other person, so it seems as though the War Galleon would be better, but I am so tempted by the War Frigate. Would love to hear folks thoughts, thanks.

You sail the Pearl itself in the boss battle, your ship plays no role in the boss battle whatsoever.
I think the Pearl itself sails more like a galleon than a frigate however, and it has no front cannons.

I personally prefer the War Galleon, but usually the War Frigate is most popular because its basically 'easier' with front cannons and more firepower (although some think it actually looks neater.. again an opinion I do not share, but to each his own).

edwardburnskull 12-22-2008 03:45 PM

This guide is extremely inaccurate! ex:light sloop-2 cannons, 3 broadsides, 3 people aboard, and 3 cargo space. NOT 2 cannons, 2 people and no broadsides! edit this NOW!!!!!!!!!

Dan_OB 12-22-2008 05:46 PM

I'm sure that any corrections and suggestions are welcome. However I do wonder what makes you think that its your place to order that this be edited "NOW". Seems rude to me.

Maximvs 12-22-2008 07:56 PM

Quote:

Originally Posted by Zep
(although some think it actually looks neater.. again an opinion I do not share, but to each his own)

Well as stated before - everyone knows that MY reason - just because it looks cool ;)

Musashi 01-29-2009 11:56 PM

Quote:

Originally Posted by Davy (Post 6787)

Sent in by Bellatrix:

Your ship reflects what kind of a pirate you are.



If this is true then most people must think im crazy!!

I rutinely go after large ships with my light sloop. For the first couple weeks I didnt have full access and all i could have was the light sloop or a light galleon.

I figured out tha the light sloop can kick butt on a big ship real easy if you know how to sail one, and you dont need any crew.

All the big ships in this game have a big weakness, they cannot shoot thier canons to the rear. War Frigates have canons near the rear of the ship but are to high up to hit you when your really close.

So the trick is to use the light sloops speed to get right behind the enemy frigate, and i mean the front of your sloop is actually hitting the rear of the enemy boat.

Then simply use your speed to move right enough to bring your left broadsides to bear on the rear corner of the enemy frigate and fire, then quickly drop sail to bring yourself back to the rear of his boat, and raise sail again and attack the other corner of the enemy boat.

As long as you dont allow your sloop to move to far up the sides of the enemy boat it cant hit you no matter how many rounds he fires.

I call this poodling, since its very much akin to a small dog nipping at the heals of a bigger animal. takes awile to bring down a war frigate or war galleon, but Ive taken down Juggernauts, Man-o-wars, Warlords, omens and everything else.

Ive got a war frigate now but occasionally I still take out the light sloop for fun.

kafufle 08-11-2010 08:18 PM

ship tactics
 
you can avoid being hit by enemy ships if you stay in its blindspots (eg back) or go past it so fast it cant react in time unfortunately these dont dont work well in pvp


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