This is what a guide should be.... -No ads - No weird guide name ( DO THIS TO WIN 16 STREAKS OF HOURGLASS ) - No wild edits - No 2 min video of talking about the guide then 7 sec actually showing what it does Just calm voice explaining so even a dumbass with short attention span can get it. great in-depth guide 10/10
He was missing the most important part of Any fight, what to do when both ships are demass, when ever 2 good crew fight it will always lead to them both get demass
As a 100% helmsman for all three types of ships, I'm glad to see someone address 'roles' on a ship. My friends and I have set positions, but I was starting to think we were the only ones.
My crew does it to. We do have back up positions. For example I'm the primary helmsman but I'm also the back up boarder. So if our boarder can't board for whatever reason I can.
@@sonogrande7628 Your uplifting reinforcement aside, a lot of the streams I've seen with established crews don't have set positions. They communicate freely enough that they're able to swap roles based on conditions--and they're able to react faster than we often do because they aren't task-locked. Far from being special, I assumed it was our inability to perform every role on the boat at all times that made fixed positions necessary.
I have the greatest satisfaction trying to get open crews to work. When a crew flows with no mics and people know what to do its rare. I love steering the boat and watching my team either get destroyed or adapt, its fun to watch.
Yeah, the shear amount of info and strategy in this is insane, he’s talking fast for half an hour straight on sheer golden strategic knowledge. These are the pirate experts on the seas I fear and respect the most and hopefully one day join their ranks.
I’m very much a casual when it comes to ship pvp, but hearing about how the helmsman is the main shot-caller and thus the effective captain of the crew is such a thrill
You said it so well about how when you’re a smaller ship versus an equally skilled larger ship, you won’t win. Some people brag/rant about how even though they’re a sloop they can sink any brig/gally, but fail to realize that in order to sink larger ships you must output doubles or even multiples of the skill that other ship has with all crew mates combined. The thing about equally skilled crews is that they will usually match you in every aspect. AND if they are a larger crew, they will not only match you, but outclass you in every aspect. That’s why it’s so impressive to sink larger ships as a smaller one.
When I first started my friends basically forced me to play helmsman but after playing for a couple months it's really grown on me and is definitely my favorite role to play
On the sloop to get a good angle, from the wheel u have to see the enemy ship between the strairs and the lantern, on the brig u have to see the enemy ship between the 2nd and 3rd hole in the handrail.
I'm not quick to praise, but this is a fantastic and well constructed guide! Points are very in depth and well elaborated. This is the type of guides I feel the Sea of Thieves community needs more of. Cant wait to watch the next 3 parts.
I loved your original guide and was sad the role guides weren't avaible yet. Cant wait for the other 3 to be done! What are you thinking on the timeline for them all to be done?
This video is a godsend. As someone who's mainly solo and duo slooped and is transitioning to a consistent brig/galleon crew, it definitely helped prioritize the things I knew while adding extra stuff to consider.
Love the video. Even as someone who has been helming for 4 years, and helped steer my crew through their 240 arena wins, there was still some valuable info in this video that helps keep perspective in fights going forward! Cant wait to watch the others
I love being helm because the feeling of being up on the wheel constantly having to make adjustments because galley is so big and seeing my crew shooting tons of cannons is so cool, especially with how high up the helm is on galley
I really enjoy helmsman tbh. Generally on a Galleon, I'm either boarding, bailing water, or being a helmsman. In the case of the first one, I get someone else to do it (I'm probably best at PVP on my crew).
I havent played in a couple years, but i was almost always helmsman, almost always on gallys. I had a solid crew or two, and as helmsman i was also mostly captain, calling out tasks/moves for each crewmate on the fly. Steering the ship, id have to let them know when to move sails, anchor turn, when we were going to be in firing angle, when to harpoon to pull us into position. The crew knew what they were doing, so it wasnt pure command, and what we chose to do was a team vote/agreement.
This video is an absolute treasure trove of information, well done. I have 4 additional questions as my crew's helmsman: 1. There are times where we're immobilised in a death spiral but the opposing crew isn't putting on enough pressure to sink us, should we attempt to regain mobility or put pressure on them attempt to win while immobilised? 2. Sometimes there will come a situation where both my crew and an opposing crew are both sat firing at each other with all of our masts down and it turns into a contest of who can shoot more stuff at the other ship, should we attempt to win this way or should we prioritise picking up a mast and getting out of that situation? 3. When attempting to make a harpoon play, the line will detatch if the ship is moving too fast or the harpoon is at a weird angle, do you have any advice on preventing this in terms of planning ahead and/or any additional secrets with the harpoon? 4. When the helm has taken 1 point of damage is it worth trying to operate it or should I just fully repair it before using it again?
(1) - Cannon pressure is the MOST important element in order to win / take back a broad. You should ALWAYS be looking for an opportunity to shoot the other ship. As long as your anchor is up and your wheel is fixed, then you don't have to worry about your sail(s) being down since you can always just turret. So if you're anchored / wheel is broken, then YES you need to focus on raising the anchor and getting the wheel repaired FIRST. Then once it's raised, then you can focus on cannon pressure. The only reason why you need your masts up is to have the ability to run away / chase down a ship. But if you're able to chainshot them and immobilize them to where they CAN'T run away, and you're not losing the battle so YOU don't have to run away, then having all your masts down is the same as stay full raised and not moving. So if you REALLY need to run away, then make sure somebody is shooting the other ship AT ALL TIMES while someone else starts raising the sails. If you try to raise the sails without putting any cannon pressure onto the other ship, then they're just going to blunderbomb, curseball, or cannon you off the raise. PRESSURE FIRST, then you can repair after. (2) - If you guys are shooting eachother from max range, then nothing will happen. Like I explained in my video, shooting each other from max range does NOTHING. Even if you 1balled all 4 of them, you wouldn't be close enough to capitalize on the advantage. It really depends on HOW close you guys are to eachother. If y'all are close-midrange, then you can have helm try to pick up a sail in order to get moving, but you only really want to do that if you think that you're going to lose the broad. Like I said in #1, being fully demasted is like staying full raised, so if you're going to win the broad then you can just shoot cannons. But if you think you're going to LOSE the broad, then solo raise a sail while your teammates keep up the cannon pressure. But if you're at max range (first of all, how are you guys both full demasted at max range) but secondly, You can send over 1 boarder, and just have him sit in the water. His OBJECTIVE is not to board, but to just make the other crew THINK that he's boarding. That way they have to focus on him instead of shooting cannons, raising sails, or turning the wheel. Then raise a sail or 2 and MOVE CLOSER. There's no point in shooting max range broads if you're going to get closer, so MOVE CLOSER. You don't even have to send the 1 boarder, it's just an option that you have. (3) - If the harpoon keeps detaching due to high ping / weird positioning, don't aim all the way down/left or down/right. Give the harpoon some leeway so that it's not aimed directly at the boat. You could also have someone else harpoon the boat. Sometimes it's just that 1 person who has trouble with the harpoon, but someone else won't have any problems. However sometimes the harpoon will SOMEHOW hit your own ship even when it's not aimed fully down/left or down/right. In those cases there's nothing you can do with the harpoon. (4) - The helm can't take 1 point of damage. A cannonball will do 2 points of damage, and a chainshot will do all 3. As for whether or not you should repair the 1 point of damage, it depends. As long as you can keep angle then you don't need to repair the wheel and you can hop on cannons if you NEED to in order to win the broad. However for the most part, it's safer to spend the 4 seconds it takes to repair the wheel, and then hop on cannons. But it's your call, if you think that you can win the broad right here and now if you hopped on cannons rather than repair the wheel, then do that. But as long as you can keep angle, then the wheel can be as broken as you want.
I love being the helm. You are the one who controls the battle. It's absolutely a chess game. Most wins have come from our crew being more navel then the other crew. Taking control of the battle with taking out their line and forcing them down under. If they are to busy repairing they are to busy not to board. Navel 101
Really awesome guide. I've watched it several times lol. Can't wait for the other roles. Helm question, how do you know how much you will turn with the wheels all going around a different number of rotations on each ship?
Experience. And worst case scenario, you slowly start losing angle, so you just hop back onto the wheel and re correct it again. It's not an exact science. You'll randomly lose angle due to waves, catching wind, blunderbombs, getting chainshotted, etc. Just make your best guess at the correct rotation, then correct it little by little when you see you're losing angle.
Awesome guide man! I’m just a noob so pretty much everything was helpful. Last time I played there wasn’t all these 1 balls. Def adds to the fight. But watching y’all hit 200 yard cannons make me feel Inadequate.😂
I got SoT about a week after it’s PS release, and my friend who’s taught me the most figured the best way for me to learn helmsman was by dragging me into hourglass. If we sank, oh well we sank, and I could learn from it.
19:30 Top priorities. Q&A 20:44 How to catch up to cowards. 22:22 How to open the fight. (get broadside first) 23:12 How to fight multiple ships (don't). 23:59 How to get close to another ship. (double and triple sail) 26:40 When to catch masts. (keep sails raised to catch faster, have helm catch back and midsail. If you're close to them, just let them fall and fire cannons). 28:10 How to keep angle when next to an island. (don't get too close to islands) 28:24 When and which sails to raise. (raise front and mid at the start of a fight) 29:06 How to setup a spiral. 30:14 How to get an angle on them, without them having one on us. 31:14 How to respond to blunderbomb spam. (chill below deck) 31:32 How to keep distance between you and a bigger boat. 31:53 How to escape when losing. 32:14 How to respond to the Kraken. (kill it) 32:47 How to react to rammers. 33:18 How to know if gunners have an angle. 33:44 How to push the enemy into a bad spot.
I tried to ask this question on a forum before but it was deleted. Is there any way a duo sloop can defeat a galleon with experienced players on board? Besides using cursed balls ? I also understand as you said in the video that distance is required and borders should be sent to the galleon, but what if they always lock down my border and always try to close the distance while sending their own borders. I feel like a stalemate is presented where we could do this dance of distance/border/shooting cannons for well over hours. With the limited amount of time I have to sail in a day I find myself just giving up after about an hour of fighting and hop to a new server.
You can’t win as a sloop if you and the galleon are equally skilled as players. Not possible without cursed balls. Your best chance to win is to do what I said in the video, stay FAR away until you can gain the upper hand. They can’t stop you from running away if you play at max range. However if you go too close too early, you will sink. At the end of the day though, it’s a 2v4. It’s going to be incredibly difficult to win this if you’re equally skilled as players, no matter what the Pirate Legend with 40 hours on this game says.
very informative thank you for the video. one suggestion I might add is harpoon play on a sloop or brig. it can be incredibly OP to just get one opposing player out of the game with a harpoon-blunderbus play. of course this is also very specific, it only works when you're very close to the enemy ship, but it is such an effective play.
Thanks to this guide I've not one any more fights than normal but ive made it more fun to be on my ship pluss I whip my boat to the dock every time. Thanks gamer
Rule #1 Was so true and I tell people that all the time. People will throw away angle for a couple extra shot off the cannon. Then by the time they're back at the wheel they're eating shots.
I really liked the video, but there is one thing i kind of miss in the video and that is a dedicated part on how to properly disengage. I know you briefly talked about it at around 31:55 but i think there is more to be said about that topic. For example one mistake many helmsman do (i even see helmsman do that in LBH and LoT) is that they show the other side of their ship while disengaging. Let's say 2 Galleons are going parallel and one of them is losing the broadside. Now the lower deck of that galleon is fully open on one side, which gives you so much pressure that you need 2 players to bucket (bilge + flex). If you start disengaging now, while only showing that side and the back of the ship you are fine, since the other ship is unalbe to hit new lowers except for 2 at the back of the ship. But if you were to show the other side of your ship while disengaging the other ship is able to open up that side of your ship too, giving you basically double the amount of pressrue/holes forcing you to bucket with 3 or even 4 players which results in a loss. So i would recommend trying to only show the back of the ship while disengaging and if you are getting close to showing your other side it is better to turn back to the open side to avoid additional holes since that side can't take any new lowers. This is just one example but there are more things to cover about disengaging (like where not to stand/peek, which sails to keep repaired, being ready to repair sails, ...) I hope i could kind off explain why i think there should be a part of the video only dedicated to disengaging. I hope this comment is at least kind of helpful and not to confusing.
Yeah you're not wrong. Opening up both sides of your ship is equivalent to putting yourself into a pinch. I could've explained that a bit more indepth, but I just forgot about it. I only thought about just turning off and running away. Also, for those LBH and LoT teams, most of them either player full raised or with only 1 sail down. So when me (a triple sailing fiend) peels off the fight, they can't catch up to me in order to put holes into both sides of my ship. But you're absolutely correct. Allowing the other team to put holes into both sides of your ship is a terrible decision, and should be avoided at all costs. As for where not to stand or peek, it's situational. As long as you don't get knocked off or killed then you can stand wherever you want. But you're not wrong, you definitely don't want to stand at the edge of the boat if you don't need to. And like I said at 32:00 When you turn off of the fight, be ready to double catch sails and to watch for the boarders.
Good guide, super combat focused though. I like being a helmsman, I've been sunk by two many lousy drivers on rocks and islands. Calling out sail lengths, coming into port, asking for a look out, or someone to verify a heading are important.
You're correct, while I didn't specifically explain things like: **Verifying heading / coming into port** I did say that one of your main objectives as helm is to not pull your teams off of cannons to do something that YOU can do yourself. In that regard, look at the map yourself, tell your team to raise sails and you park the boat at the dock. In all honesty it doesn't really matter who does what. Since you're not fighting anybody, it doesn't really matter that you have a specific role check the heading, since you're not in an intense situation where time is of the essence. Most of the time I'll just look at the map myself as a helm, however if we're in a storm then you definitely want somebody to look for you.
I like being helm. For random crews I like being able to drive some order into the chaos of the situation & even with crew ya know you really feel like the captain of you ship from up there
I cant say this often enough... I absolutly LOVE those videos... ur doing an absolutly AMAZING job explaining and breaking this stuff down... thank u :D
in my little community helm is not the last job left, we usually tie it to the captiains role, and whoever called in the session usually is captain and therefore helm, tho there are situations where people would either offer the position to someone else due to them being not confident in their abilities, or to switch things up when people are stuck in the same positions over multiple sessions. the reason we tie it to the captains role is that in our experience helm is usually the one that has the best overview over everything that is happening and therefore most fit to make calls, the captain is very important in our playstyle as we mostly try to built everything on teamwork and blind faith in our crewmembers instead of people just doing things on the fly, therefore having one person that gives the orders makes us work as a unit, or at least thats the idea, obviously there are mistakes happening.
Great Vid! Wish I had this video months ago and didn't have to figure most of what you covered out on my own haha. One question I have is "surfing" (especially in storms). I've heard the waves are always running in a SE direction, which should mean if the momentum of a battle is heading NE or SW and I can time it correctly, I should be able to position in the trough of the waves and give my cannon line upward shots while being under the lowest angle on my opponent, but the opportunity to play with this tactic presents itself so few and far between, and doesn't ever pop into my head until I'm on the ship that's on the crest taking hits from below. Do you have any thoughts/experience with such tactics? I presume its too complicated to use on the regular but might be a nice tactic to keep in the back pocket should it give my crew an advantage vs an evenly matched crew.
The only thing you need to worry about is NW waves. Trying to position your boat into a spot where your cannoneers aren’t having to shoot cannons as the NW waves are tossing your boat all around is all that really matters. As for trying to make it so the enemy is on a high wave so that they aren’t able to shoot you since by you’re lower in the water isn’t really something you can consistently recreate yet.
My crew played casually, but enough to be relatively decent (we dont get to play as often due to college and jobs n other life shit, but we still get to play occasionally). I fell into the helm role on my crew early on. I don't mind it, and I've even been complimented for not being total ass at driving many times, but holy shit does it make it so easy to get SOT burnout. There's so much more shit going on than people think. youre basically forced to pay attention constantly both in and out of fights, you have to call all the shots on sails and cannons, when the bilge should be prioritizing repairs, when the boarder should go out, keep track of every single ship involved in any scenario- your driving is the difference between failing horribly and winning). Im the only one who's built somewhat of a tolerance to all that, but i dont enjoy it enough to not get sick of it. Its stressful, especially if your group is a bunch of bloodthirsty assholes (i say that lovingly). I would be left alone on the galley so many times managing everything, lol. I send them your videos occasionally- i will definitely be sharing this one. We definitely have a disconnect between me (helm) and our bilge (who we've known for a while but is newer to our crew, and is very good at deck management and repairing which has made my life _so_ much easier). I love our other two members and the guy our bilge replaced, but man, can they be reckless at the worst times. But we're working on it whenever we get the chance, and your vids are a big help (particularly by how concise they are). So thanks :D
I can relate to this a lot, as me and my crew have gotten more experienced the two trigger happy boarders have come to understand the importance of staying on the ship. It's actually gotten to the point where I'm the one encouraging them to be reckless and apply pressure. "yeah mate go over the ship is fine, 2 masts are down and we have 5 holes but I'll manage" They call me the solo galleon man for good reason
Hi! Great video! I’ve watched multiple videos generally on pvp tactics and ship roles, and nobody seems to give much guidance on how to manage sail angles during pvp. Would it be enough to keep them centered unless you really need the extra speed?
That is for the help just got into sea of thrives and am looking to get my pvp game up to scratch and I am a helm so thanks you again you deserve more subs
Harpoons: when should they be used? Which role should be on the harpoon, and which role should call for say, harpoon turns, ship grabs, etc?Is there any time when harpoon turns are more/less preferable to anchor turns?
I'd say a harpoon turn is always preferable to an anchor turn if you can perform one. If you're going too fast then your harpoon might detatch and in this situation an anchor might be the right choice, just make sure everyone on your crew knows you're doing an anchor turn so you can get it up as fast as possible. I've found that it's best to have helm stay on the helm and order someone else on how to use the harpoon, since the harpoon user usually has severe tunnel vision from their viewpoint as for what role should use the harpoon, if the helmsman is experienced then they can operate the harpoon on their own, otherwise I'd call on flex or bilge if they aren't occupied. I'd agree with BSG that helm should be the one calling orders since they have the most situational awareness and are able to make judgements based on a lot more information than the other crewmates have. Hope this helps, may wind always fill your sails mate.
A harpoon turn is ALWAYS better than an anchor turn. Because you're able to do everything an anchor turn can do, without the downside of being anchored and having to raise it. As for WHO is on harpoon? Usually the flex is. But as long as you communicate to your team WHO's job it is to do it, then you can have whoever do it. Sometimes if I'm on the wheel and I see that my teammates are shooting cannons, rather than take them off the cannons, I'll just do the harpoon myself. Also, if someone is harpooning it's helms job to call for when they should stop harpooning.
This is very helpful! Thank you! This is my first day, and I have Galleon with 4 friends (all of us noobs), and we have a hard time "defining roles" but not for pvp, not there yet. I need roles move the ship effectively. Its chaos, everybody wants to move the sails to a different direction, not communicating with helm, everybody talking all the time. How many people should man the 3 sails? I tried moving them all by myself (to avoid comms hell) but the wind changes so fast is impossible to move the 3 slow things that often. Im kinda lost on managing my crew. :( Every tutorial I see, is focused on PVP roles.
BSG is the greatest of all time, y'all kick ass and share how to kick ass. I started this game at the start of last season and since then I went from a scared loser to a unsinkable God most of the time and your videos only feed my power!
6:11 I think you could say if you are a smaller ship that is equally skilled at that crew size as the bigger ship is at using theirs, and you all perform to the best of your abilities and have equal circumstances, you'll never win. 😁
I have a question. you meantion keeping distance on a smaller ship but later meantion the importance of staying close, so which is more important ? Great vid ty
Like I said at 4:23 - You can get closer once you have some sort of advantage that allows you to win. Fighting a galleon when you're on a sloop is NOT a winnable situation, since the galleon has SO MANY advantages like I explain at 3:44. Staying close is SUPER important when you're winning the broad and you have advantages, but when you're at a disadvantage (like being on a smaller ship) then it's better to keep distance so that you ALWAYS have the option of turning off and resetting the fight, and only getting closer once you start removing their advantages. (whether by curseballing, 1balling them, etc)
One thing ive noticed about keeping cannons to have angles is from the wheel, the cannons can shoot further towards the back of the ship than you would expect.
@@kaijoi8938 real talk though this guide is excellent, and it really puts in to words how important helm can be. I find it hard to explain how to helm to people when they ask.
You're not wrong, there definitely is an element of experience that you can't teach in a tutorial, you have to learn it yourself. However a tutorial that explains what your jobs are and different ways to accomplish those jobs definitely makes the path to become a great helm much eaiser.
Sooo where's the 4/4 guide mate? :D I loved those 3 videos they have opened my eyes to so many things I never knew even though I've been playing the game since almost the launch. I wish you made some updated guides
I'm an everyman since I'm a solo slooper, but on bigger ships I'm normally a helmsman or a boarder, but whatever my position im always either steering myself or giving directions to the man on the wheel.
Accidentally found out that I'm a goated helmsman because our guy died to sniper and a cannonball. Now i need to watch a guide so i can start being the flex in my group
Hey KaiJoi, I am an experienced helm and often find myself queuing against high ELO and NAL crews. When dropping for cannon shots or calling for crew mates to nail a broad, do you have any recommendations for specific shots? We currently do MC firing cannonballs at lowers, Flex goes for cannon line with blunders and cannons, Bilge will go with fire and mid/top deck cannon shots, and I (Helm) will try to snap masts and spread shots and blunders into mid. Any recommendations for cannon distribution and specific ammo each position should use in these broads?
One thing to remember is that you will probably never beat an NAL crew without curseballs. They have played the game for much longer than you have, and are better. So even if you use the best strategies available, you’re probably still going to lose. That being said, here’s what all the top teams do in terms of cannoning: MC - Hits top decks and provides steady pressure topdeck. Bilge, Flex, and Helm shoot lower decks Lower decks win games. If you can hit enough lowers that it forces bilge and flex to be down below, then you’ve now gotten 2 people off of cannons for free. Lower decks are extremely important if you want to beat good galleon crews. As for chainshots and firebombs, just shoot them when you have a chance. You normally shoot chainshots when you’ve won the broad and they’re not shooting back (or only have 1 guy shooting) or when they’re turning off and you need to break their masts to prevent them from running away. And you usually just have everyone shoot chainshots in order to bring their masts down quickly, it’s not helm’s job to do it. And firebombs, just have someone do it. It’s probably best for helm to shoot firebombs since you’ll have to be on the wheel at times. So getting fire on the other boat forces them to either burn alive or force one of their players to be the dedicated fireman. But like I said, while lower decks win games, you’re probably not going to beat NAL winner and top tier crews unless you have curseballs.
@@kaijoi8938 thank you! This makes so much more sense. We’re used to running sloops and brigs so usually we’re smacking cannon line and getting lowers while trying to get bag people on cannons. We’re just used to bagging people and keeping them off the rez, making them focus lowers on the gally is way more logical. I appreciate the detailed response, I’ll have my crew utilize these methods more often.
I think one thing you didn't fully mention that's pretty important is sometimes there just is no good decision. Sometimes you will just lose, or just die, or have to take a large risk, it's part of strategy and part of life. A massive part of strategy against a skilled opponent isn't necessarily "out playing them" but instead creating so many problems that you pull far enough ahead of them that they lose the fight. A good battle is a back and forth, almost like a swordplay. Some opponents you will stab 100 times, and some you will have to knock off balance and land a decisive blow.
Yeah you're not wrong, sometimes there will be no good decisions. But for the most part there's something you could've done differently in order to avoid that situation entirely.
@@kaijoi8938 absolutely. it's real dumb to use the excuse "unlucky" with this sort of reasoning but it is something to keep in mind, especially if you're trying to inform your decisions based on past experience, always good to look at a situation afterwards and try to take an objective stance on what happened.
So idk about you, but I like to raise the galleon middle to front to back because it provides more visibility when I'm going for precise manoeuvres. Brig is main first because it has to be, visibility on that is vile.
Yeah I do that too. I didn't include it into the video since I didn't think that it mattered too much. As long as you raise the sails quickly then you'll be fine. But yeah raise the mid and front sail.
I feel like I can helm in combat pretty well against most players, but against the sweatier crews, I tend to get outmaneuvered and very easily distracted.
I take the helm because I am acc good at it. Plus 1 member of our crew is helpless on the wheel even out of combat and our other member just likes looking at everything while we sail
Say it with me kids: POT shots. And it's not even the right context for that.
who cares
He does
@@PurgingSaturn😅😅
This is what a guide should be....
-No ads
- No weird guide name ( DO THIS TO WIN 16 STREAKS OF HOURGLASS )
- No wild edits
- No 2 min video of talking about the guide then 7 sec actually showing what it does
Just calm voice explaining so even a dumbass with short attention span can get it.
great in-depth guide 10/10
He was missing the most important part of Any fight, what to do when both ships are demass, when ever 2 good crew fight it will always lead to them both get demass
I am the helmsman and I speak for the seas
But what about the trees
Name checks out
@@ManipulateHavoc they speak [Skeleton noises]
And the seas speak helmenese
SPONGEBOB SQUAREPANTS
As a 100% helmsman for all three types of ships, I'm glad to see someone address 'roles' on a ship. My friends and I have set positions, but I was starting to think we were the only ones.
My crew does it to. We do have back up positions. For example I'm the primary helmsman but I'm also the back up boarder. So if our boarder can't board for whatever reason I can.
Anyone with a brain sets roles, don't think you are special.
Rude take.
@@sonogrande7628 Your uplifting reinforcement aside, a lot of the streams I've seen with established crews don't have set positions. They communicate freely enough that they're able to swap roles based on conditions--and they're able to react faster than we often do because they aren't task-locked. Far from being special, I assumed it was our inability to perform every role on the boat at all times that made fixed positions necessary.
@@sonogrande7628 you're 12 be quiet
Now THIS is a well constructed guide. Can't wait for the other 3 parts of this series!
Same this channels videos are the most comprehensive and direct tutorials. Extensively has helped my skillset within this game.
I have the greatest satisfaction trying to get open crews to work. When a crew flows with no mics and people know what to do its rare. I love steering the boat and watching my team either get destroyed or adapt, its fun to watch.
Yeah, the shear amount of info and strategy in this is insane, he’s talking fast for half an hour straight on sheer golden strategic knowledge. These are the pirate experts on the seas I fear and respect the most and hopefully one day join their ranks.
sheer, shear is what scissors do
@@placer7412 Congrats, you got me XD
I’m very much a casual when it comes to ship pvp, but hearing about how the helmsman is the main shot-caller and thus the effective captain of the crew is such a thrill
You said it so well about how when you’re a smaller ship versus an equally skilled larger ship, you won’t win. Some people brag/rant about how even though they’re a sloop they can sink any brig/gally, but fail to realize that in order to sink larger ships you must output doubles or even multiples of the skill that other ship has with all crew mates combined.
The thing about equally skilled crews is that they will usually match you in every aspect. AND if they are a larger crew, they will not only match you, but outclass you in every aspect.
That’s why it’s so impressive to sink larger ships as a smaller one.
You couldn't have worded that any worse
@@I_am_a_cat_ Well in short:
Equal skilled, same sized ships = no advantage for anyone
Equal skilled, different sized ships = advantage for big ship
As a sloop the most essential skill is to know how to pick your battles
@@psychxx7146 Yeah, you don’t get to play warlord unless you mega outclass.
When I first started my friends basically forced me to play helmsman but after playing for a couple months it's really grown on me and is definitely my favorite role to play
On the sloop to get a good angle, from the wheel u have to see the enemy ship between the strairs and the lantern, on the brig u have to see the enemy ship between the 2nd and 3rd hole in the handrail.
2:45 the fact I have solo slooped for over 800hrs now and didnt know that blows my mind, ty for ur banger vids as always
Same here.
I knew it was more difficult to hit shots while stationary, but didn't know why. I feel stupid now lol
I'm not quick to praise, but this is a fantastic and well constructed guide! Points are very in depth and well elaborated. This is the type of guides I feel the Sea of Thieves community needs more of. Cant wait to watch the next 3 parts.
You are a hero. Because for some reason people avoid the helm likes it’s a plague, so it turns into me having to helm the entire session.
I loved your original guide and was sad the role guides weren't avaible yet. Cant wait for the other 3 to be done! What are you thinking on the timeline for them all to be done?
Long time
@@kaijoi8938 shit
This video is a godsend. As someone who's mainly solo and duo slooped and is transitioning to a consistent brig/galleon crew, it definitely helped prioritize the things I knew while adding extra stuff to consider.
Love the video. Even as someone who has been helming for 4 years, and helped steer my crew through their 240 arena wins, there was still some valuable info in this video that helps keep perspective in fights going forward! Cant wait to watch the others
Really good video right here. Honestly sad there isn't more like this
I love being helm because the feeling of being up on the wheel constantly having to make adjustments because galley is so big and seeing my crew shooting tons of cannons is so cool, especially with how high up the helm is on galley
I really enjoy helmsman tbh. Generally on a Galleon, I'm either boarding, bailing water, or being a helmsman. In the case of the first one, I get someone else to do it (I'm probably best at PVP on my crew).
I havent played in a couple years, but i was almost always helmsman, almost always on gallys.
I had a solid crew or two, and as helmsman i was also mostly captain, calling out tasks/moves for each crewmate on the fly.
Steering the ship, id have to let them know when to move sails, anchor turn, when we were going to be in firing angle, when to harpoon to pull us into position.
The crew knew what they were doing, so it wasnt pure command, and what we chose to do was a team vote/agreement.
I love helming. I'm also not very good at it.
Thank you for putting this guide together. I'm very excited to study and get better!
As usual, the work you put out there is amazing man. Keep it up
This video is an absolute treasure trove of information, well done. I have 4 additional questions as my crew's helmsman:
1. There are times where we're immobilised in a death spiral but the opposing crew isn't putting on enough pressure to sink us, should we attempt to regain mobility or put pressure on them attempt to win while immobilised?
2. Sometimes there will come a situation where both my crew and an opposing crew are both sat firing at each other with all of our masts down and it turns into a contest of who can shoot more stuff at the other ship, should we attempt to win this way or should we prioritise picking up a mast and getting out of that situation?
3. When attempting to make a harpoon play, the line will detatch if the ship is moving too fast or the harpoon is at a weird angle, do you have any advice on preventing this in terms of planning ahead and/or any additional secrets with the harpoon?
4. When the helm has taken 1 point of damage is it worth trying to operate it or should I just fully repair it before using it again?
(1) - Cannon pressure is the MOST important element in order to win / take back a broad. You should ALWAYS be looking for an opportunity to shoot the other ship. As long as your anchor is up and your wheel is fixed, then you don't have to worry about your sail(s) being down since you can always just turret.
So if you're anchored / wheel is broken, then YES you need to focus on raising the anchor and getting the wheel repaired FIRST. Then once it's raised, then you can focus on cannon pressure. The only reason why you need your masts up is to have the ability to run away / chase down a ship. But if you're able to chainshot them and immobilize them to where they CAN'T run away, and you're not losing the battle so YOU don't have to run away, then having all your masts down is the same as stay full raised and not moving.
So if you REALLY need to run away, then make sure somebody is shooting the other ship AT ALL TIMES while someone else starts raising the sails. If you try to raise the sails without putting any cannon pressure onto the other ship, then they're just going to blunderbomb, curseball, or cannon you off the raise. PRESSURE FIRST, then you can repair after.
(2) - If you guys are shooting eachother from max range, then nothing will happen. Like I explained in my video, shooting each other from max range does NOTHING. Even if you 1balled all 4 of them, you wouldn't be close enough to capitalize on the advantage. It really depends on HOW close you guys are to eachother. If y'all are close-midrange, then you can have helm try to pick up a sail in order to get moving, but you only really want to do that if you think that you're going to lose the broad. Like I said in #1, being fully demasted is like staying full raised, so if you're going to win the broad then you can just shoot cannons. But if you think you're going to LOSE the broad, then solo raise a sail while your teammates keep up the cannon pressure.
But if you're at max range (first of all, how are you guys both full demasted at max range) but secondly, You can send over 1 boarder, and just have him sit in the water. His OBJECTIVE is not to board, but to just make the other crew THINK that he's boarding. That way they have to focus on him instead of shooting cannons, raising sails, or turning the wheel. Then raise a sail or 2 and MOVE CLOSER. There's no point in shooting max range broads if you're going to get closer, so MOVE CLOSER. You don't even have to send the 1 boarder, it's just an option that you have.
(3) - If the harpoon keeps detaching due to high ping / weird positioning, don't aim all the way down/left or down/right. Give the harpoon some leeway so that it's not aimed directly at the boat. You could also have someone else harpoon the boat. Sometimes it's just that 1 person who has trouble with the harpoon, but someone else won't have any problems.
However sometimes the harpoon will SOMEHOW hit your own ship even when it's not aimed fully down/left or down/right. In those cases there's nothing you can do with the harpoon.
(4) - The helm can't take 1 point of damage. A cannonball will do 2 points of damage, and a chainshot will do all 3. As for whether or not you should repair the 1 point of damage, it depends.
As long as you can keep angle then you don't need to repair the wheel and you can hop on cannons if you NEED to in order to win the broad. However for the most part, it's safer to spend the 4 seconds it takes to repair the wheel, and then hop on cannons. But it's your call, if you think that you can win the broad right here and now if you hopped on cannons rather than repair the wheel, then do that.
But as long as you can keep angle, then the wheel can be as broken as you want.
kaijoi in general is a treasurre trove of information
I love being the helm. You are the one who controls the battle. It's absolutely a chess game. Most wins have come from our crew being more navel then the other crew. Taking control of the battle with taking out their line and forcing them down under. If they are to busy repairing they are to busy not to board. Navel 101
Really awesome guide. I've watched it several times lol. Can't wait for the other roles.
Helm question, how do you know how much you will turn with the wheels all going around a different number of rotations on each ship?
Experience.
And worst case scenario, you slowly start losing angle, so you just hop back onto the wheel and re correct it again. It's not an exact science. You'll randomly lose angle due to waves, catching wind, blunderbombs, getting chainshotted, etc. Just make your best guess at the correct rotation, then correct it little by little when you see you're losing angle.
Much appreciated.
I tend to do alright solo slooping but it falls apart fast when I'm in a bigger crew.
Awesome guide man! I’m just a noob so pretty much everything was helpful. Last time I played there wasn’t all these 1 balls. Def adds to the fight. But watching y’all hit 200 yard cannons make me feel Inadequate.😂
Hey dude when are the rest of the videos coming out? I rewatch all of these all the time just as a reminder. Great job on this series! Awesome videos!
When I stop being lazy. Although killing streamers #10 will be out soon
@@kaijoi8938 ok for sure. I’m really looking forward to next part of the series. Keep it up bro bro.
I got SoT about a week after it’s PS release, and my friend who’s taught me the most figured the best way for me to learn helmsman was by dragging me into hourglass. If we sank, oh well we sank, and I could learn from it.
19:30 Top priorities.
Q&A
20:44 How to catch up to cowards.
22:22 How to open the fight. (get broadside first)
23:12 How to fight multiple ships (don't).
23:59 How to get close to another ship. (double and triple sail)
26:40 When to catch masts. (keep sails raised to catch faster, have helm catch back and midsail. If you're close to them, just let them fall and fire cannons).
28:10 How to keep angle when next to an island. (don't get too close to islands)
28:24 When and which sails to raise. (raise front and mid at the start of a fight)
29:06 How to setup a spiral.
30:14 How to get an angle on them, without them having one on us.
31:14 How to respond to blunderbomb spam. (chill below deck)
31:32 How to keep distance between you and a bigger boat.
31:53 How to escape when losing.
32:14 How to respond to the Kraken. (kill it)
32:47 How to react to rammers.
33:18 How to know if gunners have an angle.
33:44 How to push the enemy into a bad spot.
I tried to ask this question on a forum before but it was deleted. Is there any way a duo sloop can defeat a galleon with experienced players on board? Besides using cursed balls ?
I also understand as you said in the video that distance is required and borders should be sent to the galleon, but what if they always lock down my border and always try to close the distance while sending their own borders. I feel like a stalemate is presented where we could do this dance of distance/border/shooting cannons for well over hours. With the limited amount of time I have to sail in a day I find myself just giving up after about an hour of fighting and hop to a new server.
You can’t win as a sloop if you and the galleon are equally skilled as players. Not possible without cursed balls.
Your best chance to win is to do what I said in the video, stay FAR away until you can gain the upper hand. They can’t stop you from running away if you play at max range. However if you go too close too early, you will sink.
At the end of the day though, it’s a 2v4. It’s going to be incredibly difficult to win this if you’re equally skilled as players, no matter what the Pirate Legend with 40 hours on this game says.
@@kaijoi8938 So i should get more friends and gally up myself then. I just wanted to be sure I wasnt missing something.
This was very helpful considering I’m not great at cannons or boarding so I always end up as the helmsman! Thank you
very informative thank you for the video. one suggestion I might add is harpoon play on a sloop or brig. it can be incredibly OP to just get one opposing player out of the game with a harpoon-blunderbus play. of course this is also very specific, it only works when you're very close to the enemy ship, but it is such an effective play.
Thanks to this guide I've not one any more fights than normal but ive made it more fun to be on my ship pluss I whip my boat to the dock every time. Thanks gamer
This actually my favorite job ☺️. I love naval so much i love out turning and maneuvering people it makes me feel so fucking good
I'm discovering your channel with that video. Those are the best tutorials for naval on TH-cam. Great job !! I love what you do
Rule #1 Was so true and I tell people that all the time. People will throw away angle for a couple extra shot off the cannon. Then by the time they're back at the wheel they're eating shots.
I really liked the video, but there is one thing i kind of miss in the video and that is a dedicated part on how to properly disengage. I know you briefly talked about it at around 31:55 but i think there is more to be said about that topic. For example one mistake many helmsman do (i even see helmsman do that in LBH and LoT) is that they show the other side of their ship while disengaging. Let's say 2 Galleons are going parallel and one of them is losing the broadside. Now the lower deck of that galleon is fully open on one side, which gives you so much pressure that you need 2 players to bucket (bilge + flex). If you start disengaging now, while only showing that side and the back of the ship you are fine, since the other ship is unalbe to hit new lowers except for 2 at the back of the ship. But if you were to show the other side of your ship while disengaging the other ship is able to open up that side of your ship too, giving you basically double the amount of pressrue/holes forcing you to bucket with 3 or even 4 players which results in a loss. So i would recommend trying to only show the back of the ship while disengaging and if you are getting close to showing your other side it is better to turn back to the open side to avoid additional holes since that side can't take any new lowers. This is just one example but there are more things to cover about disengaging (like where not to stand/peek, which sails to keep repaired, being ready to repair sails, ...) I hope i could kind off explain why i think there should be a part of the video only dedicated to disengaging. I hope this comment is at least kind of helpful and not to confusing.
Yeah you're not wrong. Opening up both sides of your ship is equivalent to putting yourself into a pinch. I could've explained that a bit more indepth, but I just forgot about it. I only thought about just turning off and running away.
Also, for those LBH and LoT teams, most of them either player full raised or with only 1 sail down. So when me (a triple sailing fiend) peels off the fight, they can't catch up to me in order to put holes into both sides of my ship. But you're absolutely correct. Allowing the other team to put holes into both sides of your ship is a terrible decision, and should be avoided at all costs.
As for where not to stand or peek, it's situational. As long as you don't get knocked off or killed then you can stand wherever you want. But you're not wrong, you definitely don't want to stand at the edge of the boat if you don't need to. And like I said at 32:00 When you turn off of the fight, be ready to double catch sails and to watch for the boarders.
Top tier video! 👏 Glad to have something I can share with my crew, and I can't wait for the rest of the videos.
I was thinking literally half an hour ago that I would love for you to drop a vid like this
Good guide, super combat focused though. I like being a helmsman, I've been sunk by two many lousy drivers on rocks and islands. Calling out sail lengths, coming into port, asking for a look out, or someone to verify a heading are important.
You're correct, while I didn't specifically explain things like: **Verifying heading / coming into port** I did say that one of your main objectives as helm is to not pull your teams off of cannons to do something that YOU can do yourself.
In that regard, look at the map yourself, tell your team to raise sails and you park the boat at the dock. In all honesty it doesn't really matter who does what. Since you're not fighting anybody, it doesn't really matter that you have a specific role check the heading, since you're not in an intense situation where time is of the essence.
Most of the time I'll just look at the map myself as a helm, however if we're in a storm then you definitely want somebody to look for you.
I like being helm. For random crews I like being able to drive some order into the chaos of the situation & even with crew ya know you really feel like the captain of you ship from up there
God tier video. Excited for the rest of the series. Please take your time.
Best seas channel here soon with a few more tips videos and some battle break downs I say u got my vote
Can't wait to watch this once it finishes processing.
It has finished, be prepared for some 360p content
I cant say this often enough... I absolutly LOVE those videos... ur doing an absolutly AMAZING job explaining and breaking this stuff down... thank u :D
in my little community helm is not the last job left, we usually tie it to the captiains role, and whoever called in the session usually is captain and therefore helm, tho there are situations where people would either offer the position to someone else due to them being not confident in their abilities, or to switch things up when people are stuck in the same positions over multiple sessions. the reason we tie it to the captains role is that in our experience helm is usually the one that has the best overview over everything that is happening and therefore most fit to make calls, the captain is very important in our playstyle as we mostly try to built everything on teamwork and blind faith in our crewmembers instead of people just doing things on the fly, therefore having one person that gives the orders makes us work as a unit, or at least thats the idea, obviously there are mistakes happening.
Beautiful series, love the effort put in!
No shit best video to teach how to win a fight in sot. Lots of tips and tricks videos but no one actually traches u what u need to do: Keep it up
You guys are cracked man. Underrated af
Thank you so much, best Naval guides i've seen
Great Vid! Wish I had this video months ago and didn't have to figure most of what you covered out on my own haha.
One question I have is "surfing" (especially in storms). I've heard the waves are always running in a SE direction, which should mean if the momentum of a battle is heading NE or SW and I can time it correctly, I should be able to position in the trough of the waves and give my cannon line upward shots while being under the lowest angle on my opponent, but the opportunity to play with this tactic presents itself so few and far between, and doesn't ever pop into my head until I'm on the ship that's on the crest taking hits from below. Do you have any thoughts/experience with such tactics? I presume its too complicated to use on the regular but might be a nice tactic to keep in the back pocket should it give my crew an advantage vs an evenly matched crew.
The only thing you need to worry about is NW waves. Trying to position your boat into a spot where your cannoneers aren’t having to shoot cannons as the NW waves are tossing your boat all around is all that really matters.
As for trying to make it so the enemy is on a high wave so that they aren’t able to shoot you since by you’re lower in the water isn’t really something you can consistently recreate yet.
My crew played casually, but enough to be relatively decent (we dont get to play as often due to college and jobs n other life shit, but we still get to play occasionally).
I fell into the helm role on my crew early on. I don't mind it, and I've even been complimented for not being total ass at driving many times, but holy shit does it make it so easy to get SOT burnout. There's so much more shit going on than people think. youre basically forced to pay attention constantly both in and out of fights, you have to call all the shots on sails and cannons, when the bilge should be prioritizing repairs, when the boarder should go out, keep track of every single ship involved in any scenario- your driving is the difference between failing horribly and winning).
Im the only one who's built somewhat of a tolerance to all that, but i dont enjoy it enough to not get sick of it. Its stressful, especially if your group is a bunch of bloodthirsty assholes (i say that lovingly). I would be left alone on the galley so many times managing everything, lol. I send them your videos occasionally- i will definitely be sharing this one.
We definitely have a disconnect between me (helm) and our bilge (who we've known for a while but is newer to our crew, and is very good at deck management and repairing which has made my life _so_ much easier). I love our other two members and the guy our bilge replaced, but man, can they be reckless at the worst times. But we're working on it whenever we get the chance, and your vids are a big help (particularly by how concise they are). So thanks :D
I can relate to this a lot, as me and my crew have gotten more experienced the two trigger happy boarders have come to understand the importance of staying on the ship. It's actually gotten to the point where I'm the one encouraging them to be reckless and apply pressure.
"yeah mate go over the ship is fine, 2 masts are down and we have 5 holes but I'll manage"
They call me the solo galleon man for good reason
I suggest the nose, after this ideal comes the broadise and i think that is good. :)
Hi! Great video! I’ve watched multiple videos generally on pvp tactics and ship roles, and nobody seems to give much guidance on how to manage sail angles during pvp. Would it be enough to keep them centered unless you really need the extra speed?
Finally this is the type of video i have been looking for!
That is for the help just got into sea of thrives and am looking to get my pvp game up to scratch and I am a helm so thanks you again you deserve more subs
Harpoons: when should they be used? Which role should be on the harpoon, and which role should call for say, harpoon turns, ship grabs, etc?Is there any time when harpoon turns are more/less preferable to anchor turns?
I'd say a harpoon turn is always preferable to an anchor turn if you can perform one. If you're going too fast then your harpoon might detatch and in this situation an anchor might be the right choice, just make sure everyone on your crew knows you're doing an anchor turn so you can get it up as fast as possible.
I've found that it's best to have helm stay on the helm and order someone else on how to use the harpoon, since the harpoon user usually has severe tunnel vision from their viewpoint as for what role should use the harpoon, if the helmsman is experienced then they can operate the harpoon on their own, otherwise I'd call on flex or bilge if they aren't occupied. I'd agree with BSG that helm should be the one calling orders since they have the most situational awareness and are able to make judgements based on a lot more information than the other crewmates have.
Hope this helps, may wind always fill your sails mate.
A harpoon turn is ALWAYS better than an anchor turn. Because you're able to do everything an anchor turn can do, without the downside of being anchored and having to raise it.
As for WHO is on harpoon? Usually the flex is. But as long as you communicate to your team WHO's job it is to do it, then you can have whoever do it. Sometimes if I'm on the wheel and I see that my teammates are shooting cannons, rather than take them off the cannons, I'll just do the harpoon myself.
Also, if someone is harpooning it's helms job to call for when they should stop harpooning.
This is very helpful! Thank you!
This is my first day, and I have Galleon with 4 friends (all of us noobs), and we have a hard time "defining roles" but not for pvp, not there yet. I need roles move the ship effectively.
Its chaos, everybody wants to move the sails to a different direction, not communicating with helm, everybody talking all the time.
How many people should man the 3 sails? I tried moving them all by myself (to avoid comms hell) but the wind changes so fast is impossible to move the 3 slow things that often.
Im kinda lost on managing my crew. :(
Every tutorial I see, is focused on PVP roles.
I'm a "dedicated helmsman" but there are some still useful things in here
been waiting for this guide for a long time
BSG is the greatest of all time, y'all kick ass and share how to kick ass. I started this game at the start of last season and since then I went from a scared loser to a unsinkable God most of the time and your videos only feed my power!
Lets go! LBH is so good, can't wait to be able to play again
Most important guide in SoT history.
Idk i absolutely love being helmsman. Makes me feel like barbossa yelling out orders. Like "shut your trap and make way" lol
Good video, can’t wait for the bilge one.
3:00
"So waves don't exist near shipwrecks or islands. That's a pretty basic tip."
20 sailing days in and I had no idea.
I am the helms man in my crew since release and i love it
"If you ram strat somebody, you're GOING to lose." HOLD MY BEER!
Great guide. I need to practice this on skelly ships... I'm not good enough for PVP battles yet 😅
Awesome video, it's very informative! Well done, sir.
Good video, very informative. Commenting to boost engagement
Love your vids man, really appreciate that you go to such effort to educate and not just shitting on kids and streamers clips 😅 (tho they're fun too)
Thanks, glad you like all the content.
6:11
I think you could say if you are a smaller ship that is equally skilled at that crew size as the bigger ship is at using theirs, and you all perform to the best of your abilities and have equal circumstances, you'll never win. 😁
I have a question. you meantion keeping distance on a smaller ship but later meantion the importance of staying close, so which is more important ? Great vid ty
Like I said at 4:23 - You can get closer once you have some sort of advantage that allows you to win. Fighting a galleon when you're on a sloop is NOT a winnable situation, since the galleon has SO MANY advantages like I explain at 3:44.
Staying close is SUPER important when you're winning the broad and you have advantages, but when you're at a disadvantage (like being on a smaller ship) then it's better to keep distance so that you ALWAYS have the option of turning off and resetting the fight, and only getting closer once you start removing their advantages. (whether by curseballing, 1balling them, etc)
@@kaijoi8938 ok makes sense if the skill is the same the bigger ship will win. thx
Good Video, looking forward to the next parts!
Love this video, will we see parts 2-4 anytime soon?
Would love some tips to dive into season 8.
Because I am the captain, i helm. I also solo sloop so I helm then as well. However, I still suck.
Could you possibly, maybe make chapters in all these 4 part role guides so I can go back to things?
One thing ive noticed about keeping cannons to have angles is from the wheel, the cannons can shoot further towards the back of the ship than you would expect.
I am already helm god. But thank you for passing down my traditions.
OMG ITS ARTY DOUBLOON (the 2nd best aussie player, only topped by Theb Sot)
I LOVE YOU (slightly less than ThebSot)
@@kaijoi8938 I'm not even aussie :(
@@ArtyDoubloon But you play with the real Little Ned!
My life is a lie.
@@kaijoi8938 I am the best EU helm on OCE with 300 ping though 😎
@@kaijoi8938 real talk though this guide is excellent, and it really puts in to words how important helm can be. I find it hard to explain how to helm to people when they ask.
Being a good helmsman is a unique talent, it is impossible to be a good helmsman with a tutorial.
Nice video Kai, I hope you understand my comment.
You're not wrong, there definitely is an element of experience that you can't teach in a tutorial, you have to learn it yourself. However a tutorial that explains what your jobs are and different ways to accomplish those jobs definitely makes the path to become a great helm much eaiser.
@@kaijoi8938 Yes, is a good video Kai
Videos gonna go hard when it’s finished processing
Sooo where's the 4/4 guide mate? :D I loved those 3 videos they have opened my eyes to so many things I never knew even though I've been playing the game since almost the launch. I wish you made some updated guides
I'm an everyman since I'm a solo slooper, but on bigger ships I'm normally a helmsman or a boarder, but whatever my position im always either steering myself or giving directions to the man on the wheel.
Accidentally found out that I'm a goated helmsman because our guy died to sniper and a cannonball. Now i need to watch a guide so i can start being the flex in my group
This Is a damn good guide, nice and meaty!
Hey KaiJoi,
I am an experienced helm and often find myself queuing against high ELO and NAL crews. When dropping for cannon shots or calling for crew mates to nail a broad, do you have any recommendations for specific shots? We currently do MC firing cannonballs at lowers, Flex goes for cannon line with blunders and cannons, Bilge will go with fire and mid/top deck cannon shots, and I (Helm) will try to snap masts and spread shots and blunders into mid. Any recommendations for cannon distribution and specific ammo each position should use in these broads?
One thing to remember is that you will probably never beat an NAL crew without curseballs. They have played the game for much longer than you have, and are better. So even if you use the best strategies available, you’re probably still going to lose.
That being said, here’s what all the top teams do in terms of cannoning:
MC - Hits top decks and provides steady pressure topdeck.
Bilge, Flex, and Helm shoot lower decks
Lower decks win games. If you can hit enough lowers that it forces bilge and flex to be down below, then you’ve now gotten 2 people off of cannons for free. Lower decks are extremely important if you want to beat good galleon crews.
As for chainshots and firebombs, just shoot them when you have a chance. You normally shoot chainshots when you’ve won the broad and they’re not shooting back (or only have 1 guy shooting) or when they’re turning off and you need to break their masts to prevent them from running away. And you usually just have everyone shoot chainshots in order to bring their masts down quickly, it’s not helm’s job to do it.
And firebombs, just have someone do it. It’s probably best for helm to shoot firebombs since you’ll have to be on the wheel at times. So getting fire on the other boat forces them to either burn alive or force one of their players to be the dedicated fireman.
But like I said, while lower decks win games, you’re probably not going to beat NAL winner and top tier crews unless you have curseballs.
@@kaijoi8938 thank you! This makes so much more sense. We’re used to running sloops and brigs so usually we’re smacking cannon line and getting lowers while trying to get bag people on cannons. We’re just used to bagging people and keeping them off the rez, making them focus lowers on the gally is way more logical. I appreciate the detailed response, I’ll have my crew utilize these methods more often.
I think one thing you didn't fully mention that's pretty important is sometimes there just is no good decision. Sometimes you will just lose, or just die, or have to take a large risk, it's part of strategy and part of life. A massive part of strategy against a skilled opponent isn't necessarily "out playing them" but instead creating so many problems that you pull far enough ahead of them that they lose the fight. A good battle is a back and forth, almost like a swordplay. Some opponents you will stab 100 times, and some you will have to knock off balance and land a decisive blow.
Yeah you're not wrong, sometimes there will be no good decisions. But for the most part there's something you could've done differently in order to avoid that situation entirely.
@@kaijoi8938 absolutely. it's real dumb to use the excuse "unlucky" with this sort of reasoning but it is something to keep in mind, especially if you're trying to inform your decisions based on past experience, always good to look at a situation afterwards and try to take an objective stance on what happened.
Really helpful video, hope you do the flex one soon !!!!!
So idk about you, but I like to raise the galleon middle to front to back because it provides more visibility when I'm going for precise manoeuvres. Brig is main first because it has to be, visibility on that is vile.
Yeah I do that too. I didn't include it into the video since I didn't think that it mattered too much. As long as you raise the sails quickly then you'll be fine. But yeah raise the mid and front sail.
*Nasally* "I need pressure up here, guys!"
Lmao 😂
Some “pro” helms have said this unironically, so I thought I’d make fun of it
Are there any competitive sloop groups like Legacy Brawl Hub? I love competitive SOT but I sail a sloop, and arena is gone.
The "hi" goes hard lol
The galleon "button" for angle actually made me yell. I never knew.
Great vid, can't wait for more. Also, your streams are great
hey kai are you doing a tournament a bunch of people vs your gally how do i join of there is one
I feel like I can helm in combat pretty well against most players, but against the sweatier crews, I tend to get outmaneuvered and very easily distracted.
I take the helm because I am acc good at it. Plus 1 member of our crew is helpless on the wheel even out of combat and our other member just likes looking at everything while we sail