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Thanks a lot for putting this together!
What finally worked was your loadout, with the mortars on automatic and being sure to have all four swivel guns ready to fire at once at a single target. The Fireblade was still a long, brutal fight though (on Casual of all things!), armed with a berserk dart and multiple different mortars, including the acid bomb. My surgeon was busy running around while everyone *tried* to keep their posts, what with the frequent darts despite killing several crew who tried to man it.
I went in with full hull health, and finished the fight down in the red and littered with gushing hull cracks, but I finally did it. Thanks to you.
But its weakness is if you lack the pressure, being behind or overwhelmed, it takes time to apply the build up, and the high damage intervals becomes longer between, while the incoming damage rises, it is hard to turn around.
By no means is the fight easy in that case or with a hard roll on loadout, the Lightning Gun mentioned in the guide being the King of Decimation.
Hope it helps :)
You could add a Surgeon instead of an Marine if you feel it helps you.
With crew intensive loadouts it is much more important to focus fire than not, attack is the best defense in this case.
Both our build and theirs in such a case aim for the same thing and gains effectiveness when the other crew falters, it becomes a race to overwhelm the other and being too defensive means you're playing catch up.
If you have to heal frequently and the enemy don't then you've already given them too much ground and will end up looping to heal.
Repairs shouldn't really be a problem during fights, only weapon slots and maybe the wheel/sails, especially less so vs. crew focused loadouts.
The weather do its part on the final mission but if you have to focus on hull breaches more then your enemy has to, then you lack pressure for sure.
Perhaps have a surgeon as the free-roaming crewman, who can heal or repair as needed.
It's a weighted chance base on your loadout. So if you use weapons that causes Brace for Impact ships without Winches occur more frequently (If you swapped for Acid Mortars your weighted roll should be on medic crew members).
preoccupied is suggested build over A/L-combo as it is more reliable with both killing and keeping damage low, thus making the monetary goal more attainable while requiring less micromanagement.
Since the preoccupied makes enemy damage close to nothing, the speed at which you kill the crew is not a factor to be considered on most maps, while a missed kill or intervening medic has a higher chance to to disrupt a A/L build at a loss of consistency.
While the guide is focused on ease of use and reliability, many playstyles can work and random rolls and luck can both help or hinder.
Thanks for information about maximum mission rewards.
Each mission rewards a maximum of 169 gold (except for the Sea Fort that offers up to 368). That was important info for me to plan around how much I could afford to repair.
I used Acid Mortars instead of the ones you suggested because of their synergy with the Lightning gun's stun effect. That allowed me to get as many as 3 crew kills all at once in some instances.