The Slow Nerfing of Sloops

  • Long ago, before the time of Harpoons, Sloops were designed with specific advantages and disadvantages in mind. The biggest Advantages included agility and ease of ship management. However both of those advantages have slowly been nerfed over time. With the introduction of Harpoons, Galleons can be just as agile. And now with the introduction of Reviving Crewmates, it is MUCH more difficult to defend a Sloop, even against a crew of lesser skill. For example, if the sloop has only one crew member defending the ship, the galleon can send two players to attack. Let's say the single slooper is the better player and can kill one player, and damage the second, but the second gets the best of him. The first killed galleon player will be revived and the slooper must again fight off two players upon respawn. Meanwhile the two galleon players are destroying supplies twice as fast solely due to the revive mechanic.

    Call me old school or bitter, but the concept of outsmarting larger ships with Agility instead of firepower was very appealing back in the day. Harpoons ruined that fun a bit, but now the revive mechanic makes it so a sloop crew must have a much stronger skill advantage compared to a larger enemy crew. I do not have solutions to pitch, obviously harpoons and revives are fantastic mechanics for PvE, however as a Slooper myself I have slowly found this game less appealing as light nerf after light nerf affect my cute little ship. Thank you for your time.

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  • @renegadeferret1 said in The Slow Nerfing of Sloops:

    Long ago, before the time of Harpoons, Sloops were designed with specific advantages and disadvantages in mind. The biggest Advantages included agility and ease of ship management. However both of those advantages have slowly been nerfed over time.

    This is false.

    With the introduction of Harpoons, Galleons can be just as agile.

    Again, this is false. They can turn faster, yes, but only near islands and rocks, where their larger size and speed makes it a riskier endeavor. Furthermore, after the turn, it still takes longer for them to readjust all of their sails.

    And now with the introduction of Reviving Crewmates, it is MUCH more difficult to defend a Sloop, even against a crew of lesser skill.

    False, yet again.

    For example, if the sloop has only one crew member defending the ship, the galleon can send two players to attack. Let's say the single slooper is the better player and can kill one player, and damage the second, but the second gets the best of him. The first killed galleon player will be revived and the slooper must again fight off two players upon respawn. Meanwhile the two galleon players are destroying supplies twice as fast solely due to the revive mechanic.

    All of this assumes they both board in the 1st place, which is very unlikely against a crew that is aware and that knows how to utilize the manueverability of the sloop. Even if they do board, it's not too difficult to take on 2 pirates if you're careful and resourceful. If you down 1, it allows you to focus on the remaining pirate whereas, they have to choose between you or risk reviving their crewmate leaving themselves vulnerable in the process. If by some miracle, you don't kill them when during the revive the revived is only at 25% health and incredibly easy to take down again.

    Call me old school or bitter, but the concept of outsmarting larger ships with Agility instead of firepower was very appealing back in the day. Harpoons ruined that fun a bit, but now the revive mechanic makes it so a sloop crew must have a much stronger skill advantage compared to a larger enemy crew. I do not have solutions to pitch, obviously harpoons and revives are fantastic mechanics for PvE, however as a Slooper myself I have slowly found this game less appealing as light nerf after light nerf affect my cute little ship. Thank you for your time.

    Sail with a larger crew if it bothers you so much then; you'll see that I'm right.

  • @renegadeferret1 you're right. With harpoons it's much easier to destroy sloop as a galleon. It was much harded before it and sloop has real chance to stand against the biggest ship.

  • Rare seem to have the Ships pretty well balanced these days. But, as you point out, the addition of Harpoons has definitely benefited the Sloop the least.

    As for the new revive mechanic... the larger crew has always had the advantage. Revive benefits a larger crew more (and Solo player not at all).

    So I think that you are well justified in arguing that Solo-Slooping is harder now than ever before.

  • I may hold this unpopular opinion here, but I see the ships as only a means to fit the needs to player numbers. The ships, while having strength and weaknesses, were never intended to be on an equal playing field from the start. Player numbers is almost a universal rule in strength when it pertains to sandbox games. Essentially a sloop crew of equal level shouldn't be able to overcome a Galleon of equal level. This could be said about any game with clans versus small groups in games like Ark, Rust, or any other Sandbox game.

    In before players chime in with the, "I've sank Galleons as a sloop," responses. I'm aware it can happen because I have done it as well on many occasions. However, high chance that crew wasn't on an equal skill level from the start. Skill gaps can still exists, but they aren't a guarantee to always be present.

  • Who is saying false and yet again false to this guy is a moron assuming, why wouldn't a crew of 4 send two and then have two sit back and shoot and I play solo and one boarded and I got killed kept spawn killing so take that false and shove it.

  • @viperishemu2992 it is harder and how is it fun when your fighting and all it takes for one guy to board anchor kill wait for spawn kill more that's not fun.

  • @galactic-geek Yah saying "false" to things like this to sound like an authority doesn't make you one. There are partial truths in what he said which I feel he adequately explained his meaning. Have some nuance and empathy would ya?

    @RenegadeFerret1 I agree with you that sloop isn't a very strong ship, and as other's have said wasn't designed to be on the same footing as the larger ships. This is by design because Rare never intended it, and I think wants to encourage bigger crew sizes to reduce server strain. I think it's a mistake for them to keep the sloop as slow as it is, which I feel could balance the inequities you mention here. I find sloop to be more about diplomacy in its current state, providing the opportunity for a crew of 1 or 2 to aid a larger vessel or to team up with other unfortunate sloopers. It's a shame that the community at large doesn't think outside the box on this issue, but a powerful fast sloop (that actually sinks quickly) is just what the game needs to encourage players to group in larger ships to survive. Right now, the sloop is just a convenient boat to sail and queue into as you mentioned. It's agility isn't particularly important in the boarding meta and has been undermined by harpoons. It still has it's strengths, such as it's ability to be saved from the edge of sinking by a solo player, but these strengths don't matter much unless a player is alive (something difficult to do on a sloop in PVP situations and particularly solo against larger crews).

  • @galactic-geek bro, why you gotta be so toxic? You are always just immediately shooting down any idea someone has with “false” or “you are wrong.” The fact of the matter is, from some one who frequently plays on a galleon crew, a sloop does not stand a chance against a galleon.

    Now before you come back with some smart aleck comment “oh i sink galleons on a sloop all the time.” I’m sure you do, because most people in this game are very unskilled. However, if two boats that are the same skill level are fighting each other, on a galleon and the other a sloop, the sloop isn’t going to win very often.

    Now I’m not necessarily arguing that the sloop should win against a good galleon crew, but it used to be more balanced when the skill gap was higher.

  • @brunk I'm not suggesting that sloops easily beat galleons; I'm only suggesting that the gap isn't as wide as most seem to think due to factors that they still fail to consider.

    Finally, there was nothing toxic in regards to my previous post - if you think that's what is considered toxic, you need to reassess your priorities and start by growing a thicker skin, because if that's what bothers you, I'd hate to see how you handle a real toxic pirate that comes at you.

  • @renegadeferret1 As someone who mostly galleons, and has been party to some pretty bad sloop massacres, I agree with you (and apologies).

    Sloop could be boosted in four ways:

    Speed. Simply make it faster when close-hauled or on a beam reach, so it's harder to catch.

    Maneuverability. Make the Sloop squirrlier. Give it a super quick anchor raise so it can do stunning, hairpin 180 turns.

    Stealth. Make it the only ship with a lowerable mast. Give it a shorter hull and let it sit a little lower in the water. Make it quieter on the waves. In short, give Sloopers the ability to either go really fast, or go slow and hard to spot on the horizon. In a sloop you should be able to round an island, glide up to a galleon, deposit a powder keg, then push off before anyone notices.

    2-ship armadas. I like @CaliCorsairCat's suggestion. What about making it easier for Sloops to look-for-alliances? Make it possible for Sloops (and only Sloops) to group up across great distances and share similar quests. It'd be amazing to be in a Galleon, beating up on a Sloop, and then suddenly a second Sloop swoops to their rescue. And 2 Reaper Sloops should have no problem sinking a Galleon.

    Heck, implement all 4 of these and make Sloops the best option for stealth/speed play! Sounds rad.

  • @renegadeferret1
    Not saying i agree with you, but i see your point. But do you have any actual suggestions/solutions that doesn't involve ethier removing content/features or given a special advantage to the sloop?

  • @galactic-geek I call false on your whole response. OP is absolutely right...as someone who plays only on sloop along with my wife, it's now pretty much impossible for us to play together. Yes, allowing like xbox and controllers only helps, but where as before we could take on a brig or Galleon, now we can only hold our own against other sloops. She isn't the greatest at PVP, which was fine because I am. Now, it doesn't matter. I can't make up for her lack of pvp because there is too much going against sloop players. Against brigs forget about it...just get chased around until they harpoon the back of the sloop and board the ship...then they kill her and now I end up dying too. The weapons are now horribly balanced before I could kill someone in one shot with the blunder, now I'm killed by the sword in two swings...or point blank by a no scooped sniper...then what was suppose to help with the spawn killing has just been made worse by the revive system. The wife can die from one guy, I kill him and then am killed by the other. Then que the revive and spawn killing, made worse by the fact they can just light your boat on fire. Sloops don't stand a chance now a days against brig or galleons, you can try to out sail all you want eventually you will be caught....nothing but disadvantages for the sloop, why its even in the game anymore is beyond me lol. Brigs and Galleons still out sail the Sloop, always have and always will. The only difference is the sloop can maneuver quickly(pretty much just delaying the inevitable). Not going to help you though against a ship with two masts or three, add in the harpoon and its game over. Not sure why you called false on that...keep in mind this is also coming from someone who been playing since day one.

  • @enf0rcer What's wrong with giving the sloop additional advantages? It's by far the most underpowered ship in the game. Giving it some boosts could also cut down on the number of players begging for PVE servers.

  • @galactic-geek okay, but the problem is you don't list what those factors are. You called false on the OP, but offered nothing to back up why. I can guarantee anything you say, as a sloop player and only a sloop player I can counter. A lot of these gripes in regards to the sloop has been around since day one or at the very least since they introduced Brigs to the game. As the OP was mentioning, they have done nothing, but slowly nerf the sloop over time. You don't want to admit that, its fine.

  • The idea that the sloop is underpowered is simply wrong. A two-person sloop is the best ship in the game. Whether I’m solo on a sloop or with my crew on a brigantine, I’d rather go up against a galleon any day than a good duo sloop team. I can outrun a galleon all day long.

    The ships of Sea of Thieves are balanced very well. There’s always room for minor tweaking, but the gap is not great. Statements referring to the sloop as “underpowered” are hyperbolic, at best.

  • Statements referring to the sloop as “underpowered” are hyperbolic, at best.

    @Genuine-Heather
    As a 4-player galleon, my crew demolishes sloops.
    As a 2-player sloop, we get our hats fed to us most of the time.

    I'm sure there are skilled players such as yourself who handle Sloops well. But in my experience, Sloops are underpowered. And everyone on these forums who complains about griefing, or begs for PVE... they are all sailing Sloops. I've yet to see a 4-man galleon complain about Sloops harassing and spawn camping them. Most of the community echoes @RenegadeFerret1's assessment.

  • @prescafatty said in The Slow Nerfing of Sloops:

    @renegadeferret1 As someone who mostly galleons, and has been party to some pretty bad sloop massacres, I agree with you (and apologies).

    Sloop could be boosted in four ways:

    Speed. Simply make it faster when close-hauled or on a beam reach, so it's harder to catch.

    It's already the fastest into the wind.

    Maneuverability. Make the Sloop squirrlier. Give it a super quick anchor raise so it can do stunning, hairpin 180 turns.

    It already has the fastest anchor raise with full hands (2 people). You'd need 2 people on a brig or 3 on a galley to raise the anchor as fast as 1 person on a sloop.

    It also already has the smallest turn radius.

    Stealth. Make it the only ship with a lowerable mast.

    Already is, you can chainshot your mast and hide behind islands; you can't do that on other ships. As for sailing while stealthy, that's not possible; even if you could lower your mast while moving (which wouldn't make any sense whatsoever), you'll still be seen on the horizon because people will still see the hull and know it's just a sloop with it's mast down.

    If you need to be more stealthy, then you use a rowboat and accept that you have to move it manually and that you only have 1 life.

    2-ship armadas. I like @CaliCorsairCat's suggestion. What about making it easier for Sloops to look-for-alliances? Make it possible for Sloops (and only Sloops) to group up across great distances and share similar quests. It'd be amazing to be in a Galleon, beating up on a Sloop, and then suddenly a second Sloop swoops to their rescue. And 2 Reaper Sloops should have no problem sinking a Galleon.

    That's an easy way for sloop players to get tracked down and spawncamped by other sloop players. There's no situation in which this would feasibly work as intended in-game, nor is there any reason to. You already have an alliance flag, if you want to make a sloop alliance, go find some sloops and try and convince them.

    Heck, implement all 4 of these and make Sloops the best option for stealth/speed play! Sounds rad.

    You have the wrong conception of what a sloop is for. It's not meant to be the fastest (It's actually the slowest in terms of top speed). It's mean to be easy to use for 1 person, and for quick voyages in a relatively small area. If you hoard loot and supplies and get sunk and lose it all, that's on you for choosing to only play with half the maximum group size or less and not realizing that you should play more carefully and turn in more frequently.

    Going anywhere near an outpost? Stop for a turn-in. Have more supplies than you could possibly use in 1 fight? Stash a storage crate with 100 wood and cannonballs somewhere on a central island incase you sink and want to come fight for your stuff back.

    An equally skilled sloop and galleon aren't meant to be a match for eachother. You have to play differently based on which ship you take (the same applies to a brig: it's a bad ship to naval fight in because everything but the back holes are lower deck holes, and you can kill cannoneers while also putting holes in the lower deck and killing the guys repairing; in a lot of cases you're better off 3-manning a galley for naval because it can tank more shots)

  • @Comrade-Molly

    You have the wrong conception of what a sloop is for.

    You're telling me what a Sloop is for, but I'm brainstorming with @RenegadeFerret1 what a Sloop could be. I know what a Sloop is for. I've solo slooped plenty. It's not very fun; by far the worst way to experience SoT. Heading back to an outpost every five minutes to cash in a goblet isn't fun or rewarding. That's why people are on here constantly complaining about Sloops. I think there's room for improving that experience, and so do many, many others.

    An equally skilled sloop and galleon aren't meant to be a match for each other.

    I agree and I'm not proposing that they should be. A galleon will always be able to out-tank, out-gun, and outlast a Sloop. I'm just suggesting boosting Sloop's limited advantages to give solo sloopers an occasional shot at taking down a Galleon using stealth, speed, and sheer moxie.

  • @prescafatty said in The Slow Nerfing of Sloops:

    @Comrade-Molly

    You have the wrong conception of what a sloop is for.

    You're telling me what a Sloop is for, but I'm brainstorming with @RenegadeFerret1 what a Sloop could be. I know what a Sloop is for. I've solo slooped plenty. It's not very fun; by far the worst way to experience SoT. Heading back to an outpost every five minutes to cash in a goblet isn't fun or rewarding. That's why people are on here constantly complaining about Sloops. I think there's room for improving that experience, and so do many, many others.

    An equally skilled sloop and galleon aren't meant to be a match for each other.

    I agree and I'm not proposing that they should be. A galleon will always be able to out-tank, out-gun, and outlast a Sloop. I'm just suggesting boosting Sloop's limited advantages to give solo sloopers an occasional shot at taking down a Galleon using stealth, speed, and sheer moxie.

    They can already do that by outplaying the galleon; if they can't outplay the galleon then they lose, and maybe it's time to reevaluate their playstyle or goals. You shouldn't get an advantage just because you're in the smaller group, this is not an asymmetrical game in that way. You have to play for the type of ship you're on; and a sloop has tons of advantages to play into already (turning radius is smaller, faster into wind, easiest to drive alone so 1 person can be constantly boarding or going to islands to shoot cannons or pick up supplies, fits places bigger ships can't go, etc...)

    The speed balance between boats is a very delicate balance, and currently the only thing a little out of whack is how brigs are the fastest in the most situations (they could use their speed toned down in poor side-wind)

    There's already a massive problem of bad sport sloopers who red sea their loot as soon as any PVP comes their way, buffing running is not what this game needs.

  • @prescafatty said in The Slow Nerfing of Sloops:

    @enf0rcer What's wrong with giving the sloop additional advantages?

    The are so many reason why that it would deserve it's own topic. So to spare us both from a long block of txt. I'll condense my argument to just this one. Putting everything aside from balnce issues and the like. At the core this game was designed as a Co-op experiance the tools and feature created are frist and foremost to promote cooraporation and teamwork therefore giving any direct handicap to solo or duo diminishes the reward of skilled co-op play. This is simply antitheacal to the structure of this game. This is why the OP belives sloop has been "nerfed" it cause all added feature are designed for co-op play. If you attempt to do this you will break the game period.

    It's by far the most underpowered ship in the game.

    I personaly don't agree. This ship to me is a tank on the sea. Thats just my opinion.

    Giving it some boosts could also cut down on the number of players begging for PVE servers.

    This is speculative at best. From my interactions the PvE server crowd don't want to improve or interact with other ships they simply want a single player or co-op only adventure game that they can play and save progress at anytime so they don't have to commit to putting in time. This game simply does not offer what they want but is the closest to it. If Rare would make a spinoff game these guys would eat it up an it would last a few mounth at best.

  • @enf0rcer

    Putting everything aside from balnce issues and the like. At the core this game was designed as a Co-op experiance the tools and feature created are frist and foremost to promote cooraporation and teamwork therefore giving any direct handicap to solo or duo diminishes the reward of skilled co-op play.

    Totally! And you can do this, and also make it so Galleons don't cut through Sloops like hot knives through butter.

    Giving it some boosts could also cut down on the number of players begging for PVE servers.

    This is speculative at best. From my interactions the PvE server crowd don't want to improve or interact with other ships they simply want a single player or co-op only adventure game

    Agree that it is speculative. And you are probably right that some players would love SoT to be a single person adventure game. But there are also a lot of people, like OP, who are legitimately annoyed at the Sloop play experience. Which, having done myself, I can empathize with. It pales in comparison to playing on a Brig or a Galleon. If Rare doesn't want to incentivize solo or duo play, why not get rid of the Sloop entirely and focus on making Looking For Crew better so everyone gets a premiere SoT experience?

  • @prescafatty said in The Slow Nerfing of Sloops:

    @enf0rcer

    Putting everything aside from balnce issues and the like. At the core this game was designed as a Co-op experiance the tools and feature created are frist and foremost to promote cooraporation and teamwork therefore giving any direct handicap to solo or duo diminishes the reward of skilled co-op play.

    Totally! And you can do this, and also make it so Galleons don't cut through Sloops like hot knives through butter.

    Once agian to me Galleons sink much easier then sloops. Second i don't understand what you mean. How can one give a handicap to less players while not also dimishing advantage of skilled co-op play?

    Giving it some boosts could also cut down on the number of players begging for PVE servers.

    This is speculative at best. From my interactions the PvE server crowd don't want to improve or interact with other ships they simply want a single player or co-op only adventure game

    Agree that it is speculative. And you are probably right that some players would love SoT to be a single person adventure game. But there are also a lot of people, like OP, who are legitimately annoyed at the Sloop play experience. Which, having done myself, I can empathize with. It pales in comparison to playing on a Brig or a Galleon. If Rare doesn't want to incentivize solo or duo play, why not get rid of the Sloop entirely and focus on making Looking For Crew better so everyone gets a premiere SoT experience?

    You seem to not be aware of this, and i hate to be the one to tell you, but Rare Never intended there to be any other ship then the Galleon. It was the Community that rejected this limitation and it was the Community that begged Rare to add the Sloop and the Brig Non of this was Rares Idea. Belive me when i tell you Rare tried So Hard to make 4 player matchmaking/Looking for crew work and Failed misserably that the only solution we got was Closed crew and LFG. So agian if want to blame someone you can blame/thank the Community.

  • @enf0rcer

    Once agian to me Galleons sink much easier then sloops.

    Sounds like you are on servers where Sloops rule the seas with impunity while Galleons hide cowering in ports. That has not been my experience.

    How can one give a handicap to less players while not also dimishing advantage of skilled co-op play?

    You can give solo/duo players a boost without erasing the advantage larger groups currently have.

    You seem to not be aware of this, and i hate to be the one to tell you, but Rare Never intended there to be any other ship then the Galleon. It was the Community that rejected this limitation. So agian if want to blame someone you can blame/thank the Community.

    I don't want to blame anyone; I want to find solutions that make the game better for everyone. And what I hear on these forums is that Sloop sailors are disgruntled and need help. And I get it, solo slooping is a grind. It's too bad, I don't think it has to be.

  • @prescafatty said in The Slow Nerfing of Sloops:

    @enf0rcer

    Once agian to me Galleons sink much easier then sloops.

    Sounds like you are on servers where Sloops rule the seas with impunity while Galleons hide cowering in ports. That has not been my experience.

    I've seen it all but the sloop has gotten more powerful with the ability to mobilty kill a galleon or any ship an The CCB and Wriath allowing you put max damage and sink a ship without the need to board was huge. Before you had to board to sink a ship period. Now i can sink a ship without ever having to leave my ship.

    How can one give a handicap to less players while not also dimishing advantage of skilled co-op play?

    You can give solo/duo players a boost without erasing the advantage larger groups currently have.

    I don't see how you would need to elaborate and state your case.

    You seem to not be aware of this, and i hate to be the one to tell you, but Rare Never intended there to be any other ship then the Galleon. It was the Community that rejected this limitation. So agian if want to blame someone you can blame/thank the Community.

    I don't want to blame anyone; I want to find solutions that make the game better for everyone. And what I hear on these forums is that Sloop sailors are disgruntled and need help. And I get it, solo slooping is a grind. It's too bad, I don't think it has to be.

    Thats good. Thats what where here to do. Find and Discuss solutions.
    But this whole game is a grind. The point of the grind is to facilitate player interaction mainly in the form of Thieft(PvP). Thats it's intended goal most players fail to realize or acknlowage this fact. There so focus on farming loot they don't realize that loot is meant to be stolen. They don't even consider the idea of theiving even tho thats were the sloop excels. Pirates use small ships to steal from bigger ships. Not the other way around.

  • @enf0rcer

    You can give solo/duo players a boost without erasing the advantage larger groups currently have.

    I don't see how you would need to elaborate and state your case.

    If you truly believe the Sloop is more powerful than the Galleon, then there is no case for adding more power to the Sloop.

  • @prescafatty said in The Slow Nerfing of Sloops:

    @enf0rcer

    You can give solo/duo players a boost without erasing the advantage larger groups currently have.

    I don't see how you would need to elaborate and state your case.

    If you truly believe the Sloop is more powerful than the Galleon, then there is no case for adding more power to the Sloop.

    Still i'm not sure what you meant by given a smaller crew a boost without the impacting the avantage of a large crew?
    Regaurdless if in my opinion the sloop is better. I hate to say more powerful cause that implies firepower but instead more suited to pirating.

  • @enf0rcer

    Still i'm not sure what you meant by given a smaller crew a boost without the impacting the avantage of a large crew?
    Regaurdless if in my opinion the sloop is better. I hate to say more powerful cause that implies firepower but instead more suited to pirating.

    ok, so it sounds like you might agree that the Galleon at least has more firepower than the Sloop? I don't know how you'd make the argument that 1 gun and a smaller hull is more powerful than 4 guns.

    So you say the Sloop is "better suited to pirating." Can I assume you mean the sloop is stealthier and more maneuverable, and therefore better for sneaking in and thieving loot? Or do you have a different definition?

  • I'd be curious to know how much the average Sloop player makes per hour in-game vs the average Galleon player. I'm sure Rare has metrics on this.

  • @prescafatty said in The Slow Nerfing of Sloops:

    @enf0rcer

    Still i'm not sure what you meant by given a smaller crew a boost without the impacting the avantage of a large crew?
    Regaurdless if in my opinion the sloop is better. I hate to say more powerful cause that implies firepower but instead more suited to pirating.

    ok, so it sounds like you might agree that the Galleon at least has more firepower than the Sloop? I don't know how you'd make the argument that 1 gun and a smaller hull is more powerful than 4 guns.

    Well yeah, but thats the issue with languge somtimes some meaning ges lost. Of course a ship with 4 gun has more fire power. To me the galleon is a glass cannon it can dish out damage but can't take much.

    So you say the Sloop is "better suited to pirating." Can I assume you mean the sloop is stealthier and more maneuverable, and therefore better for sneaking in and thieving loot?

    There that aspect

    Or do you have a different definition?

    It's also responds alot quicker the gally so its only dangous if you sail into it broadside but it has the most narrow fireing ark with large blind spots that a sloop can easily manuever in if sloop salior was skilled enough. The most dangous thing to a sloop is a boarder period.

    Basically if a gally allows me to get into his blind spot the crews only recourse is to try to board me before i can disable their ship. I can get their anchor down or all 3 of thier mast they are done. If i sail myself into their broadside with 3 or 4 cannon all firing yeah I'm done but that was my mistake.

    Basically what I'm saying is that even tho the Gally has more raw firepower the sloop has a much higher combat effiecntcy. Player don't seem to understand this concept. More guns doesn't equal better at combat.

  • How does a sloop beat a chasing brig? 90° turn in open water. How does a sloop beat a chasing galleon? 90° turn in open water. If they start to follow, do it again.

    Easy!

  • @prescafatty said in The Slow Nerfing of Sloops:

    I'd be curious to know how much the average Sloop player makes per hour in-game vs the average Galleon player. I'm sure Rare has metrics on this.

    This would be nice to know. Altho this might be skewed as there are far more sloop players then gally.

    But if i was a betting man i would have to say a skilled merchant sloop with a harpoon boat can make the most money the fastest by far as evidence from the merchant ledger would suggest.

  • @prescafatty said in The Slow Nerfing of Sloops:

    Statements referring to the sloop as “underpowered” are hyperbolic, at best.

    @Genuine-Heather
    As a 4-player galleon, my crew demolishes sloops.
    As a 2-player sloop, we get our hats fed to us most of the time.

    I'm sure there are skilled players such as yourself who handle Sloops well. But in my experience, Sloops are underpowered. And everyone on these forums who complains about griefing, or begs for PVE... they are all sailing Sloops. I've yet to see a 4-man galleon complain about Sloops harassing and spawn camping them. Most of the community echoes @RenegadeFerret1's assessment.

    People who come to the forums begging for PvE are not usually experienced players. They haven't put in the time or effort to learn enough about the game to be able to avoid getting ganked. It has nothing to do with the type of ship they're on. The fault is not with the mighty sloop. The fault is with the players.

    The old "sloop vs. galleon" comparison is the absolute worst way to try to frame the argument that sloops are underpowered. A sloop can outrun a galleon almost every time with a little strategy. Execute a maneuver or two and sail straight off into the wind, and the galleon will fall far behind. When it comes to combat, nothing fills with water faster than a galleon. It takes at least two people to save a sinking galleon, leaving only two people to maneuver and fight. A skilled gunner on a sloop can wreak havoc on a galleon while staying out of the galleon's broadside, nullifying its advantage. If I'm sailing a sloop, I'd rather fight a galleon than any other full-manned ship.

    But then there's another problem that others have addressed. Even if we accept the idea that a sloop is "underpowered", isn't that exactly how it should be? Should a two-person sloop be equal or better than a mighty galleon?

    Let's say they made the sloop the fastest ship in the game in all circumstances. How can you imagine that wouldn't be grossly overpowered? The sloop is already a powerful vessel in the right hands. If it could outrun other ships, as well...it would be insanely unbalanced. Imagine the forums after a week or two of that. Everybody would be complaining about getting ganked by griefers on overpowered sloops. The PvP folks would be complaining they had zero chance of catching the new sloops. Nobody would be happy. The balance would be seriously upset and the game would spiral into crisis.

    Folks need to think these things through. I'm okay with small adjustments to overall balance, but faster sloops? That's a firm no.

  • @enf0rcer
    I'm going to piggy back and elaborate a bit on your statements, you may even agree a bit.

    @Prescafatty This is directed at you though

    If you truly believe the Sloop is more powerful than the Galleon, then there is no case for adding more power to the Sloop.

    The problem I am seeing here is that your issue doesn't lie with the sloop itself, but the problem is the number. Unfortunately, that is something that no game can fix. Can you name me a single game where 1/2 vs. 4 is on an equal playing field? Any attempts to buff the solo/duos and you break the game balance. I can't think of a single game that has accomplished this without giving unfair advantages.

    ok, so it sounds like you might agree that the Galleon at least has more firepower than the Sloop? I don't know how you'd make the argument that 1 gun and a smaller hull is more powerful than 4 guns.

    What I and maybe Enforcer means about the strength of the sloops is its player to ship ratio. Stick with me, the sloops strength is the amount of effort and time it takes to maintain and operate a sloop. One player can accomplish absolutely more on sloop compared to the other ships. This includes, sail adjustments, anchor, damage 2.0 repairs, and including of mobility. This is not even remotely close to the ratio for a Galleon. It takes multiple people to accomplish a similar feat on a Galleon. A Galleon will have a tougher time dealing with a hole than a sloop. I mean look at the process. Sloop has a small distance to travel with planks stored right where the worst holes will open and one can bucket a sloop with as much speed as the animation allows. Can the Galleon say the same? They have to travel 3 decks just to bail, planks aren't stored near the problematic holes. The Galleon crew has to double up on players to bail and repair, because one player can't accomplish the same amount as a sloop can. By these metrics alone, a sloop has a giant advantage. Just seeing more cannons is somewhat narrow minded in thinking. Also the current META relies on interrupting repairs, Galleons can reach a point of no return quicker than what a sloop can. 2 players on a sloop can repair a sloop that has every hole imaginable open. Galleon can't say the same.

    I firmly believe that had it been possible to 4 man a sloop, the veteran players would flock to it. Imagine how broken that would be?

    Now your problem lies in how that Galleon is engaging on you, they simple are overwhelming you at the player level. You are getting jumped and boarded, and now they are using their advantage of numbers to win the fight. There is nothing that can be done about this, as said earlier, numbers will always have an advantage against smaller ships. You see this in any sandbox game like Rust and Ark. The only known way to remove player number advantage is to bring in numbers of your own, which seems you refuse to do. Even though, you have a myriad of Rare provided tools to solve this issue.

    I'd be curious to know how much the average Sloop player makes per hour in-game vs the average Galleon player. I'm sure Rare has metrics on this.

    The number would be interesting, but there is no question it would be an extremily large gap. 4 players can accomplish more than what 1/2 players can. 4 players have an easier time tackling the larger, and by extension more rewarding, task.

  • Its true... the Sloop feels very brittle no matter what "Sloophaters" say.
    Pfffff - thinking it will be a beast if it recieves two cannons.

    Galleons are the strongest Ship and with a Crew of equal skill, they will keep their advantage of higher numbers and it will decide the outcome most of the time.
    Threadopener is right.

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