Salty Dog. Posted January 25, 2016 Posted January 25, 2016 would someone list out what beats what during boarding.
jodgi Posted January 25, 2016 Posted January 25, 2016 Actually deck fire trumps counter attack. I believe you are right, some things have changed since since the original explanation. It's all very dependent on upgrades, and bots run around with crazy boarding setups.
FlyingRoss Posted January 25, 2016 Posted January 25, 2016 is that info graphic actually correct? because that is one crazy graphic!
Captain Boneboys Posted January 25, 2016 Posted January 25, 2016 Looks like my innards after a good Saturday night out 1
ThePandanator2 Posted January 25, 2016 Posted January 25, 2016 Really great infographic. I'll have to get that memorized. Much appreciated jodgi.
Balsafer Posted January 25, 2016 Posted January 25, 2016 I believe you are right, some things have changed since since the original explanation. It's all very dependent on upgrades, and bots run around with crazy boarding setups. Yeah I had a NPC use counter attack on me I used deck guns he lost more sailor's than I did.
jodgi Posted January 26, 2016 Posted January 26, 2016 Yeah I had a NPC use counter attack on me I used deck guns he lost more sailor's than I did. Me too, but it was the other way around. I waited and clicked attack to his deck guns and was surprised to see it , heh, backfired on me. I wonder if it's intentional?
jodgi Posted January 26, 2016 Posted January 26, 2016 is that info graphic actually correct? because that is one crazy graphic! It is based on this official explanation. Let me know if you see something that I got wrong.
poison Posted January 26, 2016 Posted January 26, 2016 (edited) AttackBoardingActionsSet.xml <BoardingActions> <BoardingAction> <Name>Brace</Name> <FirePowerBonus>-0.8</FirePowerBonus> <MeleeBonus>0.0</MeleeBonus> <CannonsBonus>-1.0</CannonsBonus> <PreparationCost>0</PreparationCost> <MeleeDefenseFilter>0.41</MeleeDefenseFilter> <FirepowerDefenseFilter>0.2</FirepowerDefenseFilter> <MaxDamageFactor>0.1</MaxDamageFactor> <SwitchTimeSeconds>7</SwitchTimeSeconds> <DurationRounds>1</DurationRounds> <ReloadRounds>0</ReloadRounds> <InterruptBoarding>false</InterruptBoarding> </BoardingAction> <BoardingAction> <Name>Defend</Name> <FirePowerBonus>-0.75</FirePowerBonus> <MeleeBonus>0.0</MeleeBonus> <CannonsBonus>-1.0</CannonsBonus> <PreparationCost>10</PreparationCost> <MeleeDefenseFilter>0.2</MeleeDefenseFilter> <FirepowerDefenseFilter>0.75</FirepowerDefenseFilter> <MaxDamageFactor>0.28</MaxDamageFactor> <SwitchTimeSeconds>7</SwitchTimeSeconds> <OverrideDisengagePenalty>1</OverrideDisengagePenalty> <DurationRounds>1</DurationRounds> <ReloadRounds>0</ReloadRounds> <InterruptBoarding>false</InterruptBoarding> </BoardingAction> <BoardingAction> <Name>Attack</Name> <FirePowerBonus>-1.0</FirePowerBonus> <MeleeBonus>0.0</MeleeBonus> <CannonsBonus>-1.0</CannonsBonus> <PreparationCost>20</PreparationCost> <MeleeDefenseFilter>0.4</MeleeDefenseFilter> <FirepowerDefenseFilter>1.125</FirepowerDefenseFilter> <MaxDamageFactor>0.27</MaxDamageFactor> <MovesToOtherShip>true</MovesToOtherShip> <SwitchTimeSeconds>7</SwitchTimeSeconds> <DurationRounds>1</DurationRounds> <ReloadRounds>1</ReloadRounds> <InterruptBoarding>false</InterruptBoarding> <AllowsWin>true</AllowsWin> </BoardingAction> <BoardingAction> <Name>Musket Volley</Name> <FirePowerBonus>0.0</FirePowerBonus> <MeleeBonus>-1.0</MeleeBonus> <CannonsBonus>-1.0</CannonsBonus> <PreparationCost>10</PreparationCost> <MeleeDefenseFilter>0.37</MeleeDefenseFilter> <FirepowerDefenseFilter>0.5</FirepowerDefenseFilter> <MaxDamageFactor>0.1785</MaxDamageFactor> <SwitchTimeSeconds>7</SwitchTimeSeconds> <DurationRounds>1</DurationRounds> <ReloadRounds>1</ReloadRounds> <InterruptBoarding>false</InterruptBoarding> <StartNotReloaded>false</StartNotReloaded> </BoardingAction> <BoardingAction> <Name>Fire Deck Guns</Name> <FirePowerBonus>-1.0</FirePowerBonus> <MeleeBonus>-1.0</MeleeBonus> <CannonsBonus>1.0</CannonsBonus> <PreparationCost>10</PreparationCost> <MeleeDefenseFilter>0.4</MeleeDefenseFilter> <FirepowerDefenseFilter>0.5</FirepowerDefenseFilter> <MaxDamageFactor>0.2835</MaxDamageFactor> <SwitchTimeSeconds>7</SwitchTimeSeconds> <DurationRounds>1</DurationRounds> <ReloadRounds>3</ReloadRounds> <InterruptBoarding>false</InterruptBoarding> <DependsOnDecksNumber>true</DependsOnDecksNumber> </BoardingAction> <BoardingAction> <Name>Fire Grenades</Name> <FirePowerBonus>0.0</FirePowerBonus> <MeleeBonus>-1.0</MeleeBonus> <CannonsBonus>-1.0</CannonsBonus> <PreparationCost>10</PreparationCost> <MeleeDefenseFilter>0.37</MeleeDefenseFilter> <FirepowerDefenseFilter>0.5</FirepowerDefenseFilter> <MaxDamageFactor>0.15</MaxDamageFactor> <SwitchTimeSeconds>7</SwitchTimeSeconds> <DurationRounds>1</DurationRounds> <ReloadRounds>2</ReloadRounds> <InterruptBoarding>false</InterruptBoarding> <StartNotReloaded>false</StartNotReloaded> </BoardingAction> </BoardingActions> <DefaultAction>Brace</DefaultAction> <DefaultActionNoPreparationCost>Brace</DefaultActionNoPreparationCost> DefendBoardingActionsSet.xml <BoardingActions> <BoardingAction> <Name>Brace</Name> <FirePowerBonus>-0.8</FirePowerBonus> <MeleeBonus>0.0</MeleeBonus> <CannonsBonus>-1.0</CannonsBonus> <PreparationCost>0</PreparationCost> <MeleeDefenseFilter>0.41</MeleeDefenseFilter> <FirepowerDefenseFilter>0.2</FirepowerDefenseFilter> <MaxDamageFactor>0.1</MaxDamageFactor> <SwitchTimeSeconds>7</SwitchTimeSeconds> <DurationRounds>1</DurationRounds> <ReloadRounds>0</ReloadRounds> <InterruptBoarding>false</InterruptBoarding> </BoardingAction> <BoardingAction> <Name>Defend</Name> <FirePowerBonus>-0.75</FirePowerBonus> <MeleeBonus>0.0</MeleeBonus> <CannonsBonus>-1.0</CannonsBonus> <PreparationCost>10</PreparationCost> <MeleeDefenseFilter>0.2</MeleeDefenseFilter> <FirepowerDefenseFilter>0.75</FirepowerDefenseFilter> <MaxDamageFactor>0.28</MaxDamageFactor> <SwitchTimeSeconds>7</SwitchTimeSeconds> <OverrideDisengagePenalty>1</OverrideDisengagePenalty> <DurationRounds>1</DurationRounds> <ReloadRounds>0</ReloadRounds> <InterruptBoarding>false</InterruptBoarding> </BoardingAction> <BoardingAction> <Name>Counter-Attack</Name> <FirePowerBonus>-1.0</FirePowerBonus> <MeleeBonus>0.0</MeleeBonus> <CannonsBonus>-1.0</CannonsBonus> <PreparationCost>20</PreparationCost> <MeleeDefenseFilter>0.4</MeleeDefenseFilter> <FirepowerDefenseFilter>1.125</FirepowerDefenseFilter> <MaxDamageFactor>0.27</MaxDamageFactor> <MovesToOtherShip>true</MovesToOtherShip> <SwitchTimeSeconds>7</SwitchTimeSeconds> <DurationRounds>1</DurationRounds> <ReloadRounds>1</ReloadRounds> <InterruptBoarding>false</InterruptBoarding> <AllowsWin>true</AllowsWin> </BoardingAction> <BoardingAction> <Name>Musket Volley</Name> <FirePowerBonus>0.0</FirePowerBonus> <MeleeBonus>-1.0</MeleeBonus> <CannonsBonus>-1.0</CannonsBonus> <PreparationCost>10</PreparationCost> <MeleeDefenseFilter>0.37</MeleeDefenseFilter> <FirepowerDefenseFilter>0.5</FirepowerDefenseFilter> <MaxDamageFactor>0.1785</MaxDamageFactor> <SwitchTimeSeconds>7</SwitchTimeSeconds> <DurationRounds>1</DurationRounds> <ReloadRounds>1</ReloadRounds> <InterruptBoarding>false</InterruptBoarding> <StartNotReloaded>false</StartNotReloaded> </BoardingAction> <BoardingAction> <Name>Fire Deck Guns</Name> <FirePowerBonus>-1.0</FirePowerBonus> <MeleeBonus>-1.0</MeleeBonus> <CannonsBonus>1.0</CannonsBonus> <PreparationCost>10</PreparationCost> <MeleeDefenseFilter>0.4</MeleeDefenseFilter> <FirepowerDefenseFilter>0.5</FirepowerDefenseFilter> <MaxDamageFactor>0.2835</MaxDamageFactor> <SwitchTimeSeconds>7</SwitchTimeSeconds> <DurationRounds>1</DurationRounds> <ReloadRounds>3</ReloadRounds> <InterruptBoarding>false</InterruptBoarding> <DependsOnDecksNumber>true</DependsOnDecksNumber> </BoardingAction> <BoardingAction> <Name>Fire Grenades</Name> <FirePowerBonus>0.0</FirePowerBonus> <MeleeBonus>-1.0</MeleeBonus> <CannonsBonus>-1.0</CannonsBonus> <PreparationCost>10</PreparationCost> <MeleeDefenseFilter>0.37</MeleeDefenseFilter> <FirepowerDefenseFilter>0.5</FirepowerDefenseFilter> <MaxDamageFactor>0.15</MaxDamageFactor> <SwitchTimeSeconds>7</SwitchTimeSeconds> <DurationRounds>1</DurationRounds> <ReloadRounds>2</ReloadRounds> <InterruptBoarding>false</InterruptBoarding> <StartNotReloaded>false</StartNotReloaded> </BoardingAction> </BoardingActions> <DefaultAction>Brace</DefaultAction> <DefaultActionNoPreparationCost>Brace</DefaultActionNoPreparationCost> Edited January 26, 2016 by poison
TheWalrus Posted January 27, 2016 Posted January 27, 2016 Top notch! I will be keeping this open on my second monitor during boarding actions! Thank you very much.
James Thomson Posted January 29, 2016 Posted January 29, 2016 Attack does not work well on Deck Fire, I just got nailed by NPC Deck fire for 30 crew when i myself tried counter it whit attack.
Guest raat Posted January 29, 2016 Posted January 29, 2016 Don't let the devs here you call it 'rock-paper-scissors'......for some reason, they don't think it is so.
Quineloe Posted February 6, 2016 Posted February 6, 2016 (edited) This info really doesn't seem that accurate. Notice the line Attack vs Fire Deck Guns. even though he is basically defeated at that point, this results in a stunning 20 kills. Notice how his first fire deck guns against mine it's just 9 kills. Obviously Fire Deck Guns is now more of a counter against Attack. Even more so than Defend in this case. Also "extra high effect" of attack vs Grenades isn't reflected by this either. This isn't a single, isolated incident either. I've boarded easily 30-40 traders since the last patch at full crew (because grape takes too long to reload and the fight is over after I won anyways), and I've observed this in every single fight now. Edited February 6, 2016 by Quineloe
jodgi Posted February 6, 2016 Posted February 6, 2016 It's not accurate anymore. Deck guns are more effective now, like they were at start. But we have nothing to make a new graphic on.
ObiQuiet Posted February 7, 2016 Posted February 7, 2016 But we have nothing to make a new graphic on. What does this mean? (Very nice work on the otiginal)
James Thomson Posted February 7, 2016 Posted February 7, 2016 I think boarding is only Brace and Deckguns, ocassionally trying to foo lcomputer in for attack that he wont defend like in that picture AI uses Deck guns against Attack.
Balsafer Posted February 7, 2016 Posted February 7, 2016 Logically musket volley and fire deck guns should trump attack I mean here you have guys charging out in open vs cannon balls and musket fire
Quineloe Posted February 8, 2016 Posted February 8, 2016 On the other hand those you don't shoot are now in your face and your gun crews are exposed to them. That's why you have high casualties on both sides if attack meets fire.
jodgi Posted February 9, 2016 Posted February 9, 2016 What does this mean? (Very nice work on the otiginal) That there is no new and confirmed "official" statement. The numbers in the game files can't be trusted, admin said so himself.
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