Ultimate Admiral: Age of Sail

Ultimate Admiral: Age of Sail

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Trifler Mar 5, 2020 @ 4:40am
Brass or Carronades?
All right mateys, I'm curious whether people who have upgraded the cannons on their smaller ships prefer the more accurate brass cannons or the heavy hitting but short ranged carronades, and why.

Not looking for one to come out on top, just interested in what people have to say about it.
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Showing 1-15 of 18 comments
ShepherdOfCats Mar 5, 2020 @ 5:41am 
I don't really count on accuracy, seems like my gunners always fire in the middle of a turn (to be fair I'm always turning and can't seem to leave the steering wheel alone) sending the cannonballs flying in a wide spread, so I guess I go for the short-range punch-packers. Helps to put enemy crew into shock just before boarding, which I'm finding is the best way to quickly turn the odds in your favor.

I could see a real benefit for going for accuracy and range if you're needing to support land units with artillery fire.
Addex78 Mar 5, 2020 @ 7:39am 
Originally posted by ShepherdOfCats:
I don't really count on accuracy, seems like my gunners always fire in the middle of a turn (to be fair I'm always turning and can't seem to leave the steering wheel alone) sending the cannonballs flying in a wide spread, so I guess I go for the short-range punch-packers. Helps to put enemy crew into shock just before boarding, which I'm finding is the best way to quickly turn the odds in your favor.

I could see a real benefit for going for accuracy and range if you're needing to support land units with artillery fire.

I find longer guns more effective as you can stern rake with them on smaller ships.

Your ships are firing mid turn because you are not telling them to stop firing whilst turning.
KaidenOZ Mar 7, 2020 @ 8:15am 
press H to quickly arm/disarm guns or hit space when your ships gun arc goes yellow to stop the ship and hopfully get more balls on target.

carronades are good for small/mid sized ships to have an impact on bigger hulls but you need to get in close, the usually have better penetration at short range but fall off faster.
jacjacmac Mar 7, 2020 @ 8:34am 
To be honest, so far I've not up-gunned any vessel. I use grape mostly (to help capture ships), and use the extra tonnage from light carriages to cram on more men for boarding. There are so many options is should help replay value.

There is a lakes game in the late US campaign where you only have tiny ships. Perhaps the carronades would be all destroying against them...(?)

Enjoy!
Pete Mar 7, 2020 @ 9:05am 
Carronades are pretty strong. I prefer them on light ships for an extra punch.
KaidenOZ Mar 7, 2020 @ 9:22am 
Originally posted by Ziu:
Carronades are pretty strong. I prefer them on light ships for an extra punch.
same, in an even matchup between light ships, all things being equal, the ship with carronades wins every time as long as you don't get out manuvered and held outside of your range.
Nono Mar 7, 2020 @ 10:03am 
Originally posted by ShepherdOfCats:
I don't really count on accuracy, seems like my gunners always fire in the middle of a turn (to be fair I'm always turning and can't seem to leave the steering wheel alone) sending the cannonballs flying in a wide spread, so I guess I go for the short-range punch-packers. Helps to put enemy crew into shock just before boarding, which I'm finding is the best way to quickly turn the odds in your favor.

I could see a real benefit for going for accuracy and range if you're needing to support land units with artillery fire.

It seems pretty accurate where the gunners fire ~1 second after the range zone turns light green. What I try to do is to redress my ship's course so it's a little straighter before I hit the green range. Or restrict one side from shooting until I slow the ship's turn.

Gondar Mar 7, 2020 @ 11:45am 
Carronades seem to be the best first-tier option. What about intermediate cannons? I researched the iron ones hoping they would be a significant upgrade, but they don't seem that much better than the default ones.
Trifler Mar 7, 2020 @ 5:10pm 
Originally posted by jacjacmac:
To be honest, so far I've not up-gunned any vessel. I use grape mostly (to help capture ships), and use the extra tonnage from light carriages to cram on more men for boarding. There are so many options is should help replay value.

There is a lakes game in the late US campaign where you only have tiny ships. Perhaps the carronades would be all destroying against them...(?)

Enjoy!

Even if you use grape/canister, both brass and carronades would provide some benefit. The carronades probably offer more benefit, considering grape is already short range to begin with, but now you fire more of it per shot. The brass would save you tonnage, either in addition to the lightweight carriages you're using, or possibly enough to allow you to use that upgrade slot for something else. Of course, money is usually an issue. :)
Gondar Mar 7, 2020 @ 10:34pm 
I've done some minor testing, and I'd heavily avoid guns that say they're "hard to reload". Using just one deck of those intermediate last-gen bronze cannons had my super-high-stamina fifth rate ship's condition reduced by 16% per volley. Suffice to say, I won't be making the mistake of taking those guns ever again.
Edraii Mar 7, 2020 @ 11:36pm 
The guns don't honestly seem very balanced right now, so I've pretty much just stuck with the defaults for most ships. Hell, the default guns you get on some captured ships (3rd rate's especially) have different stats than their counterpart in the store whilst having the same name.

In other words, some ships come with better guns than you can actually buy, because they have other stats (old stats?).
Trifler Mar 8, 2020 @ 12:52am 
Originally posted by Edraii:
In other words, some ships come with better guns than you can actually buy, because they have other stats (old stats?).

That's weird. I'll keep an eye out for that. Thanks.
Edraii Mar 8, 2020 @ 1:24am 
Originally posted by Trifler:
Originally posted by Edraii:
In other words, some ships come with better guns than you can actually buy, because they have other stats (old stats?).

That's weird. I'll keep an eye out for that. Thanks.
https://puu.sh/Fikhd/d49eed3dc2.png https://puu.sh/Fikh0/bcfb576dee.png

Example, the ardent class comes with a "long" borgards gun, but if I were to remove it and put somthing else on there I am unable to put it back. I assume the ship isn't supposed to take them to begin or something else is going on... And just look at those stats, the description says it's "harder to reload" but it reloads almost twice as fast as the regular one.

The fact the have the same name is while not being similar at all is incredibly confusing to, I assume these are early access things. But as I said, check twice before "upgunning" some ship as I've seen more than one example of this.
Last edited by Edraii; Mar 8, 2020 @ 1:27am
pandakraut Mar 8, 2020 @ 6:48am 
Originally posted by Edraii:
Originally posted by Trifler:

That's weird. I'll keep an eye out for that. Thanks.
https://puu.sh/Fikhd/d49eed3dc2.png https://puu.sh/Fikh0/bcfb576dee.png

Example, the ardent class comes with a "long" borgards gun, but if I were to remove it and put somthing else on there I am unable to put it back. I assume the ship isn't supposed to take them to begin or something else is going on... And just look at those stats, the description says it's "harder to reload" but it reloads almost twice as fast as the regular one.

The fact the have the same name is while not being similar at all is incredibly confusing to, I assume these are early access things. But as I said, check twice before "upgunning" some ship as I've seen more than one example of this.
The cannon descriptions all need work. It's on the list to review and make sure they match the stats at least.
Fail_Knight Mar 8, 2020 @ 7:54am 
Originally posted by Edraii:
https://puu.sh/Fikhd/d49eed3dc2.png https://puu.sh/Fikh0/bcfb576dee.png

Example, the ardent class comes with a "long" borgards gun, but if I were to remove it and put somthing else on there I am unable to put it back. I assume the ship isn't supposed to take them to begin or something else is going on... And just look at those stats, the description says it's "harder to reload" but it reloads almost twice as fast as the regular one.

The gun reloads, prices and weights have been fixed in the next update (updates get pushed to the non-steam version slightly sooner), so the issue of the long Borgards being unmountable once removed has been fixed.

If steam doesn't delete or messes up the link, here[docs.google.com] is a google spreadsheet with all guns, though pricing is variable depending on the campaign and your stats etc.

For small ships, I prefer the longer ranged brass guns, especially the Desaguliers. Against other small shis you can do with Armstrong or even Borgards since they have virtually no armour, but when you want your small ships to survive amongst a lot of 5th rates I find that the brass guns (which can often be heavier in poundage for the same deck than the iron Armstrongs) do a better job at keeping them alive, since carronades (except the Congreve, which is technically a gunnade) only have good penetration at closer ranges, where you can get butchered by 12pdr and 18pdr Armstrongs.
Last edited by Fail_Knight; Mar 8, 2020 @ 8:39am
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Date Posted: Mar 5, 2020 @ 4:40am
Posts: 18