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Plan of Action! - September 3, 2010
Plan of Action! September 03, 2010
With Jolly Roger continuing to devastate the Caribbean with his Invasions, it's time the Pirates put together a fool-proof plan of action for victory. Now that Jolly has actively begun changing his Invasion strategies, Pirates need to join together and come up with our own skillful tactics to combat the Invasions successfully. Many Pirates in the Caribbean are skilled at defeating Invasions and have been known to send Jolly retreating with only a handful of crewmates! Some of the newer Pirates could use a word of advice from seasoned Pirates such as these. So come mates, let us know your strategy for defeating Jolly Roger's Invasions! Everyone could use a helping hand when it comes to defeating a common enemy like the vile Jolly Roger. Pirates who have had great luck in defeating Invasions - share your well-designed plan with the rest of us by replying to this post. http://piratesonline.go.com/#/news_b...plan_of_action |
another way of distracting us. ugh. just release fishing!!!
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there are no known bugs right now just release fishing you've been taunting the wide public for 2 months and you've been taunting us in the phase files for 6 months
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I don't like distractions, but you need to be patient. Just because you can't find any bugs, doesn't mean others haven't.
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that is true
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They really should stop distracting us, and release fishing. I mean honestly it's going to be a long weekend for some people with Labor Day, so it's like the perfect time to release it. Why is Disney taking so long? Everything is ready in my opinion, mates. :) :bookishfj7::piratewheelgo2:
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As originally posted back in March 2008........
As with all good military strategies, it is often said that a plan rarely survives the first shot - so, keep in mind that this is framework to be modified, and adapted as the situation dictates. The goal for this post is to impart some of the techniques and small unit strategy I acquired during my career in the military for the benefit of our forum members and players. The Crew Obviously, being in a crew will be of tremendous benefit. Not only in the bonus obtained for rep, but also expedience of communication, HUD info about health status and weapon selection. I am likening being in a crew to being a member of a squad in today's modern military. Further adding to this correlation is the size of the group. A squad in a Marine rifle platoon is twelve members, plus a squad leader. A pirate crew is capped at 12 - therefore similar in size. I would recommend that the crew then be subdivided into four groups. For the purpose of this discussion the groups will be Red, Blue, Yellow, and Green. These groups are again similar to the construction of a Marine Corps squad in that they would be the fire teams. The reason for 4 teams of three is to take advantage of the weapon types. Each team would act in cohesion, in the same area of operation as the remainder of the crew (line of sight / compass view). Operation & Responsibilities Each team would then begin each invasion phase with a member designated to a specific role. In the modern military each team member has a role base on their assigned weapon. Each teams would begin each phase from this starting point. Red 1 - melee weapon (Tank - cutlass, dagger). Primary function is to stop invading forces at a point to allow for ranged fire. Is the pirate attuned by healer, and would also call for change of roles using the phrase 'Red Switch'. Ideally the switch order would come during a lull in battle (and not while a tank is directly engaged). Upon switch the tank would move to position 3 (Healer). Or as an alternative, each team could have an appointed 'team leader' whose responsibility is to direct the switch. Red 2 - Ranged weapons (pistol, grenades, staff). Primary function is to inflict damage on any invader assailing the tank and recharge buffs for melee weapons. Upon the switch order, would move to position 1 (Tank). Red 3 - Healer / Revive (doll). Primary function is to use healing hex on tank to maximize health and allow for buffs to recharge. Upon switch order, would move to position 2 (ranged weapons). Simultaneously, each of the four teams would be operating and rotating in a likewise fashion. (I have a suspicion that in actual combat the roles of position 2 and 3 might best be reversed as the ranged weapon may benefit from additional time to recharge health in the event that the invader deviates from the tank.) One pirate would assume the role of crew leader, and in addition to incorporating themselves into one of the operating teams would also provide overall direction (fall back, relocate, concentrate fire). Positioning the four teams based on their strength, cohesion, communication, and performance would be managed by this individual (i.e. 'Yellow team left of barricade, Red team right of barricade, Green team move forward, Blue team fall back'). Tactical Scheme and Advantages Anticipated Benefits of this process are: - Maximize firepower through coordination and minimization of eliminated team members - Specialization of role and responsibilities allows for each pirate to focus on a specific job for a period of time, but will still be able to enjoy using the full spectrum of their arsenal. Thus benefiting the entire crew. - Provides differentation of weapons to allow for recharge and maximum effectiveness of buffs. Implementation - Practice, practice, practice. - The challenge in using this method is that it requires teamwork, and communication. Those two tools can only be developed through practice and understanding the roles assigned. - Ideally suited location for practice would be the conjoined pools on the right (center) of Tormenta. The enemy in that location spawn Thrall Captains up to level 50 and also Urchinfist up to level 50. There are several other locations throughout the Cursed Caverns that have staggered pairs of equal (but lower level) targets (i.e. the seabeard / mollusk groups, or the brinescum / spineskull / kelphead groups). - Great activity for Guilds to use to bollster enthusiasm and promote networking within the guild. You can create specific "invasion crews" and appoint leadership roles therein as a reward for successful practice. - Test and determine what configuration is best for the skill and levels of your crew members. It's very likely that with lower level pirates three teams of four might be more beneficial (with two healers). Respectfully submitted for your consideration, comment, and feedback.... Tuefenhandel (a.k.a. Nathaniel Warfury) |
Excellant strategy, Nathaniel. Although I am fairly new, I have seen too many invasions that are a free-for all especially in regards to the Keg Runners. But, being newbish, I have stuck with the ideal servers because the others are void of pirates for the most part. If lack of strategy doesn't defeat many a pirate-the lag does. JR has been defeated many a time, but he does also win because of this.
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Good to see this thread is not filling up with cynical remarks.
I only have 1 thing - STAY AWAY FROM KEG RUNNERS! What is about people? How many invasions do they have to do before they get the hint? Big dude, big bomb - RUN AWAY, not toward! |
I agree with Eliza. If you are taking out the Kegs, tell people to move away from them so they don't get killed. I'd also try to get to angle where you can hit like 12 guys. It would distract the skeletons while other people are reviving. Another strategy is when Jolly Roger comes, try to keep a distance, so when he does his grave shackles attack, you won't get affected.
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Get a weapon that has cleanse when ur fighting jolly... to get away from grave shackels and other effects.
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That could work too, but i don't have cleanse!... yet
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James |
Ok now this, the eitc super corsair (as I call it) with the fleet logo. What more now?
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well if they would post my replies i would but they never do so i think im good
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