Blackwake Captain Tutorial

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Hi everyone,Just wanted to make a guide on how to be a good sloop captain. It's a great place to start if you're interested in commanding a Galleon. Captaining a Sloop is great fun and, if you're good at it, opens up all the great moments of teamwork and well-earned victories to you! So, enjoy the guide.Communication With Your CrewThis is the most important part of being a captain. Voice chat is quite essential as typing commands/using the command wheel to tell your crew what to do is inefficient and will often go ignored.

Invest in a microphone and get comfortable speaking to strangers!On top of that, it's also good to know how to give orders to your crew effectively. I often see novice captains getting their words mixed up and rambling, making their orders difficult to follow. Only give information that is needed and obtainable. Never feel the need to explain something unless asked to. For instance, if you wish to attack a ship soon to be off the right side, say:Prepare to fire, right-side!This is a great order that tells your crew exactly what has to be done. It's quick, and gets everyone on the right page.

Do not feel the need to over-communicate; important orders will get lost among the noise if you are always talking. Save the mic for crucial information.Lastly, never tell your crew when to 'Fire!'

Lots of novice captains do this because it looks/sounds cool and feels like what a captain should do. However, of all people on the ship, the captain has the worst knowledge of where canons are aiming. Instead, just say:Right-side, fire when ready!Trust your gunners to know when to fire. Also, at the start of the game, encourage them to ask for aim alterations. Sometimes I actually like a crew to tell me where to go.

They are on the ship too, and sometimes they will know where to go better than you do.Do not get 'captain syndrome' and start thinking you know what's best. Trust your crew, as in many ways they are more aware of the fight than you are. They know exactly where the canons are facing.Be Aware of Your ShipYou should always be aware of your ship's condition. Sometimes, the crew can be occupied with loading canons, resupplying, aiming, fighting enemies, etc, that they don't see their ship has a breach. As a captain, it is your responsibility to know how your ship is and alert the crew if it needs fixing.Also be aware of what cannons are loaded and ready to fire. It's useless asking your crew to fire if none of the cannons are loaded.

Always check with the crew that cannons are ready before initiating contact with another ship. When standing at the helm on a Sloop, a captain is only able to see 4 of the 8 cannons on board. Have a crew-mate you trust keep tabs on the rear 4 cannons.Make Sure Your Crew Knows Where To StandThis is something that will work really well sometimes, and other times will not work at all. There is a basic crew structure that I like to follow and it goes as follows:.Captain.1 Anti-sail gunner - during combat he should fall back and help repair/resupply.1 manning the 1st pair of cannons.1 Manning the 2nd '.1 manning the 3rd '.1 manning the cabin cannons.1 running resupplies and repairs.I will always try to explain this to crew before the game begins, however sometimes it just doesn't work. The crew doesn't want roles, or doesn't understand. This is okay. Trusting your crew to know what to do is a good habit to have.ConclusionHopefully these tips help you.

If you have any questions on more specific details of being a good captain, please ask.EditLots of discussion regarding the 'Fire' command.This guide is aimed at beginner captains who likely lack the technical skill to know exactly where their ship is aiming. Personally, I have about 30 hours of captain experience with 100% rating, and I still lack confidence in my ability to aim the ship.Seasoned captains will be able to aim the ship better, but that comes with lots of practice, over which time you will develop your own unique style of command.Sloops depend much more on being able to make hits.

The Galleon is more forgiving with the 'Fire' command as it has a much wider spread, this more chance of making hits even if your aim is off. On the sloop, if just 2 of your cannons miss, you've lost 50% of your firepower. It's for this reason that I favour crew that can make reliable, constant hits without the 'fire' command.Seasoned gamers will be familiar with the term 'min-maxing' (minimizing your weaknesses, and maximizing your strengths). The Galleon is strongest at broadsiding, yet it is a big target that can easily be focused on once the enemy lock on to it. The Sloop is strongest in maneuverability and speed, yet lacks firepower.In terms of min-maxing your Sloop, the best strategy (in my opinion) is to get a constant trickle of hits. Due to only having 4 cannons on each side, trying to achieve volleys (all cannons firing and hitting at once) with the Sloop is a waste of its strengths. Instead, a Sloop captain should be aiming at keeping his crew locked-on to a target so they can repeatedly get good shots.The Galleon is different.

As it's sluggish and big, trying to stay locked-on to a target is a foolish pursuit. Instead, aim for those big, 'at-once' broadsides and maximize your damage-factor. Trust your 2 sloops to follow it up with repeated trickles of hits. Good stuff, but just a thought on this part:'the captain has the worst knowledge of where canons are aiming'Hmm, not necessarily true. There are actually certain spots to look at on each ship's broadside from the captain's perspective that will allow him/her to perfectly line up shots for their gunners.' Lastly, never tell your crew when to 'Fire!'

Overall, I don't see either way (assertive vs. Passive) as an absolute right or wrong way to go about captaining, rather, just as a leadership preference. It really just depends on what works best for the current synergy of your crew. Actually an experienced captain will know exactly where all the cannons are facing. I believe someone already linked to an image demonstrating how to sight guns as the captain. Good gunners will produce consistent hits, but the chances of all your gunners being good is very low.

I promise my crews that I'll get their guns on target in return for them holding fire until my command, and it's one I can deliver on.Also the Hoy is probably a much tougher ship to captain efficiently than the Galleon. A good Galleon captain just needs to avoid getting dog-piled and apply good broadsides. It's much easier to get a Hoy into a fatal bad spot. Even Hoy vs Hoy combat is extremely demanding of the captain - a well captained Hoy can sink a poorly led one in well under a minute. Any good captain should have captain's syndrome because situational awareness and making good judgments is his job.I give the fire command when I want a volley now so I can inflict as much damage as possible and quickly move on to another maneuver. I'll know when not all guns can be on target and if the situation warrants it I'll say something like 'fire if you have the shot.'

The flip side is that I'll also always vocally take responsibility for shots that miss, and often let the crew know before the volley that we're going to fire while turning and I'm expecting misses.This is all a pretty minor point as far as good captaincy goes anyway, though. I would argue that the most important parts aren't really touched on by this guide - leadership, situational awareness, and sound tactical judgments are what makes a killer captain. You get those down and you'll have people following you server to server to be on your ship.

Read your edits, still disagree completely. The last thing I want to be doing in a Hoy is sailing in a predictable ark trying to pick away at someone while my gunners work at their own pace.That's what people mean by 'shock effect'. In hoy vs hoy combat if I land a 4 hit volley that causes more than 2 casualties it's basically assured that I'm going to sink the other ship in the next 30 seconds.

I win 1v1 Hoy battles all the time with only 8 hits for my ship. Volley-volley-ram-GG.That said, if you're not confident enough to aim your ship, this is all academic anyway. More anecdotal than academic.I refer to my 'min-maxing' point.Broadside volleys are more easily achieved by the Galleon, thus that's what the Galleon captain should be aiming for in order to maximise his ship's game potential. The manoeuvrability of the Sloop allows captains to drive it around in such a way that their gunners will always be able to land shots (for instance, snaking left to right behind the enemy ship, or turning away just short of being side-on).Asking a Sloop to focus on broadside volleys is like asking a healer to focus on dealing damage. Yes, they might be able to (and a really good healer might be able to do lots of damage), but in terms of well-documented competitive strategy, the better healer will instead focus on minimising the amount of damage they need to do, in order to maximise their healing.In the same way, a Sloop captain should recognise that their ship's volley is weak compared to what's available from the Galleon, and instead focus on using their ships superior agility to be a harasser. The Galleon is slow and cumbersome, hence why it must take advantage of opportunities to fire with huge volleys.

The Sloop doesn't suffer from this problem.In terms of sloop-v-sloop, any good captain will turn away from the enemy ship if he's about to get volleyed. Regardless of how good your aim is, no volley will hit more than 2 shots on a Sloop perpendicular to you. This is why I put emphasis on a crew able to get constant hits, rather than infrequent volleys that are unlikely to hit more than 1 or 2 times.I actually think a 1v1 sloop is a fairly uncommon scenario too. 'Strength in numbers' is the saying, I believe.

My Sloop will only be caught alone if my team's other 2 ships have just been sunk simultaneously. If your can't recognise your own team's captains lack of coordination to stay as a fleet, I must question your ability as a captain.Edit: Not only is it tactically a waste to use a Sloop for volleys, but I actually think it causes you to miss out on the tight-knit camaraderie that the Sloop crew can offer. Making your crew just react like ants to a 'fire' command seems to be a waste to me, considering you have such a small crew. Instead you should be encouraging them to speak to you, ask for aim corrections, try out grapples and grapeshots.Perhaps the issue with your strategy is that you treat the crew as if they're just there to load cannons, light the fuse, and then fix holes. I see my crew as other players who are looking directly down the cannon's sights and I trust them to help us achieve victory, rather than just left-click me to victory.

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A crew that fires when you say so, yet doesn't fire if they don't have a shot, may as well just not listen and only fire when they can hit.Perhaps it's just due to me having lots of captains that would call 'Fire' and then watch all four shots miss because they called too late/early. I just think learning captains should trust their crew to take shots. Unless the captain knows 100% that they can aim the cannons correctly then they should just let their crew aim.If a captain can aim the ship that well, then there's not much point for them to read this guide, as this guide was aimed at beginners. Historically, ships used volleys because:1) cannons were extremely inaccurate (picture trying to shoot a target 100m away with a Shotgun), thus firing them all at once increases the chance of a hit.2) the cannons were also used (perhaps most often so) to stun/scare the enemies before the crew would board the enemy ship.

You must consider that Age of Sail warfare was fought just like land battles, but on floating decks of wood instead of the ground. Sinking the enemy ship was never really the tactic, but instead to board and take over, or make the enemy retreat.3) Volleys took advantage of structural weakness of the enemy ship. 1 cannon ball makes a big hole, but a second cannon ball right next to the 1st makes a very big hole.But now we look at Blackwake.1) Cannons are quite accurate and easy to hit with.

Even at range, a decent gunner can wait to line a shot up easily if looking down the canon.2) Strategists like to say that volleys in Blackwake cause 'panic and shock' on the enemy team, but I disagree. A Sloop crew with more than 7 braincells between them will usually man the pumps and fix the holes if they're to take damage. In-fact, as Blackwake is such a casual game, 'panic' is an extremely hard thing to create, and thus not worth the effort. In real life, sailors will fear for their lives if cannonballs are smashing all around them, but in a video game I don't think it really does anything except sometimes make you jump.If you want to board the enemy ship, you're 100x better off using grapeshot and grapples, rather than cannon balls to 'stun' them.3) Blackwake has no such mechanic. 1 hit = 1 hole.

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Thus 3 shots landing at once isn't much different to 3 shots landing within a couple seconds of each other. If anything, 3 shots in series is better as it ties the enemy crew up with repairs for longer. 1) It's the same in blackwake.

You're more likely to get a hit - or multiple hits which is what you want - with a volley than with single guns plinking away.2) Losing a bunch of crew at once is super useful. Respawn takes 14 seconds, which is time when the gunners aren't reloading and returning fire etc. Injuries drive players to heal, which takes them off the guns and repairing. Players tend to do something like repair instead of follow the captain's direction. It's not crew running for their life, but it's an advantage.3) Landing several hits at once instead of a few over fifteen or twenty seconds is huge.

Ships in blackwake don't sink with one hole at a time, they don't even end up low in the water. Three at once? They're going to start riding low, which means they're slower, more vulnerable etc.

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One guy off fixing one hole still leaves three crew to return fire. Three holes leaves one guy to return fire, if he's not on the pump.