King of Seas

King of Seas

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Dat Zorro May 26, 2021 @ 8:43am
Bigger ships feel like a downgrade
Ahoy there!

First of, I'm playing on Captain.

I think what the most will notice, is that combat with the sloop is very easy, due to it being fast and nimble enough to dodge everything while shooting from afar and sinking the enemy with a few shots.

Now, sailing a galleon, I must say that combat doesn't seem to be balanced around the slower, bigger vessels.
Sure, it has more cargo space and health and all equipment starts at level 20- but that won't help if enemies can still sink you with only a few broadsides, and being such a huge, slow target, they will hit you. Also, smaller ships can essentially dance around you while you helplessly turn around like a turtle and hope you can survive the barrage. Not to mention that 15 cannons still inflict as much damage as 3 for some reason.

Granted I have put no points into navigation and steering yet, because that wasn't needed with the sloop before. But it simply doesn't feel right if you have to pick very specifc talents just to make bigger ships actually useful.

Right now, I'm wondering why I shouldn't just stick to the cute leetle boat instead.

Or maybe I'm simply a noob who hasn't discovered the right way to play a galleon.

Any advice is greatly appreciated!
Last edited by Dat Zorro; May 27, 2021 @ 7:40am
Originally posted by FDR'sThinkTank:
This is the same problem Sid Meier's Pirates had in many ways... the War Canoe was best in that game, if you built around boarding actions instead.

Here are some ways to solve this:
1.) Give Bigger ships more passive abilities, or a special slot for special passive boosts that small ships don't have.
2.) Allow Bigger ships to repair (With kits) while moving/in battle. This would significantly change the battle strategy behind playing a larger ship.
3.) Alternatively, allow the bigger ships to have the passive to slowly regenerate in battle. They have a larger crew and more resources... the crew might just have more ways to deal with damage.
4.) Give bigger ships access to a wider range of ammo. Right now you have Chainshot, Grapeshot, and Standard... but what if you had Barshot (Massive sail damage, lower range), Fireshot (Can deal DoT to targets), or Grappling Shots (Reel your opponent in so they can't flee!)
5.) Bigger ships should have MUCH more Sail health, so that it's much harder to immobilize them.


OF course, any special abilities they add to big ships may take up HUGE cargo space, to offset the fact you are turning your ship into a Dreadnaught.
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Showing 1-15 of 42 comments
kiaM May 26, 2021 @ 8:54am 
i play on ps5 and i wnt with the starter ship all the way into getting some coins (random fights, looting, questing, tradeing.. really easy to get some cash) till i had 250k and lvl ~29. Then needed to do the mainquest to be able to buy a new ship.. bought right away the biggest(?) for 55k but its so slow, it feels like doing less dmg and it get hit harder, woah.. idk now i got the Brig (50k) and it feels way better but still not as good as the starter ship. Something feels really off. I hope its just that i had some insane equipment or something.
Last edited by kiaM; May 26, 2021 @ 8:56am
Misfit May 26, 2021 @ 9:19am 
i also went back to a brig from galleon.
its super slow and the extra damage isnt as amazing as the tooltip suggests. it has 30 cannons but i dont see much extra damage (if any). maybe its bugged?
and i feel like wasting to much money on repairs and crew with a galleon, guess you need the crew replenish talent from the voodoo tree to make a galleon not a money sink.
Last edited by Misfit; May 26, 2021 @ 9:23am
ristlin May 26, 2021 @ 9:37am 
I think each ship is balanced not only with firepower and armor, but also spells. The galleon, for example, gets a hull/crew regen spell. That will give you huge staying power if you combine it with an escape ability like ghost crew or wake.
ristlin May 26, 2021 @ 9:38am 
Originally posted by Misfit:
i also went back to a brig from galleon.
its super slow and the extra damage isnt as amazing as the tooltip suggests. it has 30 cannons but i dont see much extra damage (if any). maybe its bugged?
and i feel like wasting to much money on repairs and crew with a galleon, guess you need the crew replenish talent from the voodoo tree to make a galleon not a money sink.

Yeah, I am currently rushing the crew replenish ability before I upgrade to galleon or frigate
DungusFungus May 26, 2021 @ 10:37am 
im doing less damage with a frigate broadside compared to a sloop broadside. something is most certainly not working right
Dat Zorro May 26, 2021 @ 11:06am 
Originally posted by ristlin:
I think each ship is balanced not only with firepower and armor, but also spells. The galleon, for example, gets a hull/crew regen spell. That will give you huge staying power if you combine it with an escape ability like ghost crew or wake.

Problem with this is, that the galleon essentially can't survive without skills. Also the "Haunted ship"-skill doesn't repair sails, which is really unfortunate, since you can't even escape with destroyed sails.
Sure, I can just "Play catch" and sap the enemy's health until he dies, but... eeeeeeeh.
Last edited by Dat Zorro; May 26, 2021 @ 11:43am
アゼム May 26, 2021 @ 11:29am 
Originally posted by DungusFungus:
im doing less damage with a frigate broadside compared to a sloop broadside. something is most certainly not working right
What really? I've been working towards a frigate now I'm reconsidering
Mongo May 26, 2021 @ 11:45am 
agree big ships are a joke unless your a royal navy one. Games a joke.
DungusFungus May 26, 2021 @ 12:23pm 
Originally posted by TaquitoBurrito:
Originally posted by DungusFungus:
im doing less damage with a frigate broadside compared to a sloop broadside. something is most certainly not working right
What really? I've been working towards a frigate now I'm reconsidering
yeah its a noticeable difference. that and your turning speed makes it even worse.
Mito Drium May 26, 2021 @ 3:53pm 
Purchased a Galleon that apparently has 15 cannons each side, if it has 30 total according to the shop tooltip.
A full broadside did 383 dmg with no misses on a lvl 22 merchant trader.
Swapped the same equipment of the galleon back to the starter ship (sloop), looked for another lvl 22 merchant trader and gave him a 3 cannon broadside for 141 damage.

Damage scaling "per cannon" seems out of whack.

Then i tested the galleon in a 2 ship fight, until the merchant armory managed to pull up beside me, since the galleon can't move for sh*t and gave me a 600 dmg broadside, probably scored a crit, but since i had already taken some damage i sank immediately.

Don't buy any of the slower ships. All you want to do in this game is dodge enemy shots, since they always seem to do more damage than you, and you cant do that with the bigger slower ships.
アゼム May 26, 2021 @ 3:55pm 
Originally posted by Mito Drium:
Purchased a Galleon that apparently has 15 cannons each side, if it has 30 total according to the shop tooltip.
A full broadside did 383 dmg with no misses on a lvl 22 merchant trader.
Swapped the same equipment of the galleon back to the starter ship (sloop), looked for another lvl 22 merchant trader and gave him a 3 cannon broadside for 141 damage.

Damage scaling "per cannon" seems out of whack.

Then i tested the galleon in a 2 ship fight, until the merchant armory managed to pull up beside me, since the galleon can't move for sh*t and gave me a 600 dmg broadside, probably scored a crit, but since i had already taken some damage i sank immediately.

Don't buy any of the slower ships. All you want to do in this game is dodge enemy shots, since they always seem to do more damage than you, and you cant do that with the bigger slower ships.
Wow that's lame. So basically the only upgrade option if you intend to fight at all is a brig.
TaterTot May 26, 2021 @ 4:37pm 
Originally posted by TaquitoBurrito:
Originally posted by Mito Drium:
Purchased a Galleon that apparently has 15 cannons each side, if it has 30 total according to the shop tooltip.
A full broadside did 383 dmg with no misses on a lvl 22 merchant trader.
Swapped the same equipment of the galleon back to the starter ship (sloop), looked for another lvl 22 merchant trader and gave him a 3 cannon broadside for 141 damage.

Damage scaling "per cannon" seems out of whack.

Then i tested the galleon in a 2 ship fight, until the merchant armory managed to pull up beside me, since the galleon can't move for sh*t and gave me a 600 dmg broadside, probably scored a crit, but since i had already taken some damage i sank immediately.

Don't buy any of the slower ships. All you want to do in this game is dodge enemy shots, since they always seem to do more damage than you, and you cant do that with the bigger slower ships.
Wow that's lame. So basically the only upgrade option if you intend to fight at all is a brig.

It is all a matter of gaming preference and how you want to play.
アゼム May 26, 2021 @ 4:40pm 
Originally posted by Elfo:
Originally posted by TaquitoBurrito:
Wow that's lame. So basically the only upgrade option if you intend to fight at all is a brig.

It is all a matter of gaming preference and how you want to play.
Have you ignored the entire thread? I want combat with big ships, and we've just established that the implementation of that is broken
the powers available may play a part. I know the galleon can get a power that hurts the enemy and heals itself.
Ecchi May 26, 2021 @ 7:53pm 
I just noticed this as well the instant i switched to a frigate. On the description for all cannons damage it says "Per Bullet Damage". It seems more like "Per Volley" damage... in which case the only benefit is the bigger ships are more like a shotgun, larger chance to hit with a target, but then if you miss part of the total volley you gimp yourself.

Likely isn't exactly how it works... something definitely seems off though.
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