Naval Action

Naval Action

Johnsen Jan 24, 2016 @ 2:10am
Stances / repairing
Is there a way to repair in battle? as of now the repair button when in a fight does do anything, and what does the Survival doo?
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Showing 1-7 of 7 comments
Mansen Jan 24, 2016 @ 2:12am 
5 is the menu for repairs. You get one minor ship hull repair, one for your sails, and emergency for speeding up repairs of leaks and your pump and such. (You need to activate Survival to do this last one)

Survival means your crew will focus on fixing leaks and pumping out water, instead of rigging sails for added speed, or reloading cannons on gunnery.

Edit: If you can do without, it's much better to save your repair kits (The hull and sail repair options cost repair kits to use in battle) for after the battle. It repairs more - Or even make it to a port, where repairs are much cheaper.

Only exception is the starter cutter. Repair kits are free so go nuts.
Last edited by Mansen; Jan 24, 2016 @ 2:13am
Elouda Jan 24, 2016 @ 2:17am 
Heres a short guide;

Sailing (6) increases how fast your sails and yards/boom adjust. It may also help acceleration slightly, but it does not affect top speed. When low on crew, it will also help restore rudder turning speed to normal.

Gunnery (7) increases reload rate.

Survival (8) will repair modules (like rudder/pump) slowly to a point, will plug leaks, and will pump out water faster. There's also some evidence that it might reduce crew damage from gunfire.

Boarding (9) will increase Preparation points, which will give you an advantage at the start of boarding combat. Boarding also makes your crew more vulnerable to gunfire, so try not to get hit while preparing.

Repair use repair kits, which can also be used in the open world. Repair (5) brings up a sub-menu, which has the options to repair hull, repair sails, and emergency repair.

Repair Hull (5-1) will use up one repair kit, and restore some of your hull to all sections. The effect can be improved with a 'Steel Toolbox' module. You can use at most one per battle.

Repair Sails (5-2) will use up one repair kit, and restore some of your sails, as well as your masts if they are damaged. You can use at most one per battle.

Emergency Repair (5-3) does not use a repair kit. It will instantly repair rudder, pump, etc. It has a cooldown of 8? minutes. You can use it repeatedly in battle.
Last edited by Elouda; Jan 24, 2016 @ 2:18am
Ahlos Jan 24, 2016 @ 2:19am 
Originally posted by Elouda:
Heres a short guide;

Sailing (6) increases how fast your sails and yards/boom adjust.

Gunnery (7) increases reload rate.

Survival (8) will repair modules (like rudder/pump) slowly to a point, will plug leaks, and will pump out water faster. There's also some evidence that it might reduce crew damage from gunfire.

Boarding (9) will increase Preparation points, which will give you an advantage at the start of boarding combat. Boarding also makes your crew more vulnerable to gunfire, so try not to get hit while preparing.

Repair use repair kits, which can also be used in the open world. Repair (5) brings up a sub-menu, which has the options to repair hull, repair sails, and emergency repair.

Repair Hull (5-1) will use up one repair kit, and restore some of your hull to all sections. The effect can be improved with a 'Steel Toolbox' module. You can use at most one per battle.

Repair Sails (5-2) will use up one repair kit, and restore some of your sails, as well as your masts if they are damaged. You can use at most one per battle.

Emergency Repair (5-3) does not use a repair kit. It will instantly repair rudder, pump, etc. It has a cooldown of 8? minutes. You can use it repeatedly in battle.

Great one...
Syrealle Jan 24, 2016 @ 2:43am 
Gretzky!!
Johnsen Jan 24, 2016 @ 2:55am 
Originally posted by Elouda:
Heres a short guide;

Sailing (6) increases how fast your sails and yards/boom adjust. It may also help acceleration slightly, but it does not affect top speed. When low on crew, it will also help restore rudder turning speed to normal.

Gunnery (7) increases reload rate.

Survival (8) will repair modules (like rudder/pump) slowly to a point, will plug leaks, and will pump out water faster. There's also some evidence that it might reduce crew damage from gunfire.

Boarding (9) will increase Preparation points, which will give you an advantage at the start of boarding combat. Boarding also makes your crew more vulnerable to gunfire, so try not to get hit while preparing.

Repair use repair kits, which can also be used in the open world. Repair (5) brings up a sub-menu, which has the options to repair hull, repair sails, and emergency repair.

Repair Hull (5-1) will use up one repair kit, and restore some of your hull to all sections. The effect can be improved with a 'Steel Toolbox' module. You can use at most one per battle.

Repair Sails (5-2) will use up one repair kit, and restore some of your sails, as well as your masts if they are damaged. You can use at most one per battle.

Emergency Repair (5-3) does not use a repair kit. It will instantly repair rudder, pump, etc. It has a cooldown of 8? minutes. You can use it repeatedly in battle.

Ty very much really! :steamhappy:
Bullwinkle Dec 17, 2016 @ 4:42pm 
Much has changed in this game since this was written. Is this necro thread still accurate? Especially the "one hull repair per battle" bit?
IIBuxy Dec 18, 2016 @ 4:44am 
Originally posted by Bullwinkle:
Much has changed in this game since this was written. Is this necro thread still accurate? Especially the "one hull repair per battle" bit?
that part is still true, one hull repair per battle
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Date Posted: Jan 24, 2016 @ 2:10am
Posts: 7