Tip  Solo Sailing Techniques

ElizaCreststeel

Wiki Staff
Solo Sailing Tactics

Even if you’re just wading in the Straits off Port Royal, sailing the Caribbean alone is a dangerous endeavor. But, if you choose to go it alone, here are a few important things to remember.

1. Knowing the capabilities and limitations of your ship are even more important, as you are limited to only your broadside guns.

Sloops have the speed to be able to get away from trouble or avoid it all together. Some pirates like being able to zip in behind an enemy, blast away, and dart out of range.

Galleon’s heavier hulls and more broadsides make them better if you have to slug your way to a destination. The limited firing angle can actually work to your advantage when firing broadsides.

A Frigate’s advantage of forward guns is lost when sailing alone and their broadsides tend to fan out at longer range, but they’re still a good middle of the road option.


2. Pick a fight you can win.

Why that may sound unsportsmanlike, we pirates are not good sports. We’re in this for the money, and as players, in it for the experience points and quests. This doesn’t mean only attack lighter ships; just fight smart and take every advantage you can.

Enemy ships only attack once fired upon or when a pirate vessel comes too close. Keep a safe distance and you can take time to line up the perfect first volley.

Hit an enemy in the rear whenever possible. Attacks to the aft get a damage bonus and the Open Fire skill adds even more. Also, it gives you time to reload and maneuver against counterattack.

Often, a fellow pirate overestimates his ship’s abilities and sinks before getting the job done. Sinking a wounded enemy ship won’t win you many sailing points, but it may finish a quest for you.


3. You are alone out there.

Everything at sea is either out to get you, or minding their own business. Some pirates may lend fire support, but that costs you sailing points and treasure – and newbies will fire on anything; even the flagship you just crippled. If you’re getting overwhelmed, go get a crew or call some friends and guild mates to help.

4. Focus for Solo Sailing should be finishing quests and sailing experience.

Sacking a flag ship, fighting an entire Navy, EITC or Ghost crew, and escaping with your life are pretty hard – even for an experienced pirate. And even then, the rewards are still lower without a crew.

Also, you are very vulnerable when you board any enemy ship and immediately after you return to your own. If you’re out there for the money, get a crew – you can haul in two to five times more treasure.


5. You can always bail out!

Something a captain of a crewed ship would never do is jump. But, if you’re being chased by half the Navy and down to a few timbers strapped by baling wire, you may have time to pull up your map and TP off. Anything in the hold is lost, but going down with the ship still loses your haul and recovery is a lot more expensive than ship repair.



Sailing Tricks


Here are a few solo moves I’ve used with some success.

Quick Drive-by

As players travel the long distance between islands, the game speeds their ship up. This feature can give a clever captain a rapid assault option while out performing a quest.

Head for your target island. After a few moments, your ship will be in high gear. Keep a sharp eye out for enemies as you whip along. Then, throw out a passing broadside. The AI will have no time to react.

Light vessels can often be sunk by a single broadside, even from non-warships. Follow up with a quick turn or a Come About to cut speed to finish any survivor.


Tactical Drive-by

While the Quick Drive-by is an opportunity strike, the strategy can work in regular combat.

Enemies shoot once your vessel is in their field of fire, but it takes a moment for the AI to recognize your position. Take advantage of this by heading directly at the opposition, making adjustments to keep them head-on. The AI will turn to avoid you.

At the last moment, turn away (It goes left, you turn right). The ships will cross each other for a just few seconds. Fire broadsides, and then turn toward the enemy. You will cross behind.

This will give a lighter ship a chance to escape by keeping the enemy’s aft facing yours. Heavier ships can take a breather to recharge broadside guns for the finishing blow.


Ring Around the Rosie

A simple, effect tactic is to make a wide circle around an opponent once it is coming at you. It will keep trying to turn and broadside, but if you maintain a wide turning arc, their main guns will never line up.

Serpentine

Being pursued by a larger enemy vessel is never a fun proposition. No captain likes to turn his unprotected aft to the opposition’s cannons. But, if you turn to fight, you face their broadsides as you come about.

Keeping the enemy chasing you gives you an edge, since they can’t bring the big guns to bear. Use your compass to monitor the distance between you.

Once you have pulled into a comfortable lead, turn hard left or right. Watching the compass, wait until you are perpendicular (90 degrees) to the enemy. As your broadsides come to bear, fire, then turn back the other direction or use Come About. Your opposite guns can now fire.

By this point, you may have to turn straight ahead to regain your lead. But, a couple of repeats of this side-to-side tactic will make even the largest opponents wish they hadn’t given chase.

Just be aware of other enemy ships on your radar. Dodging one enemy may lead you right into the path of another.


Freebooter Reverse (or Double Broadsides)

A real simple move that lets you get a double whammy before the enemy can react.

Keeping an enemy at long range, move quickly to position your vessel in the enemy’s path and stop dead. Use the right-click method to view your ship from the opposite side and sight up your enemy. Watch the radar. Once she’s about mid-range, unload!

As soon as the shots are fired, rotate in place. Do NOT move forward. It may seem slow, but it keeps your ship aligned to the target. As you complete your turn, the enemy should be in close range and right in line with your second, fully loaded broadside cannons.

"‘ello, poppet!"


Turkey Shooting

All experienced players have done this to get quick quests or cash without even leaving the harbor. Go out to your ship, and then don’t pull up the anchor. Just man a deck gun.

There are several ports where enemy vessels sail quite close (Padres del Fuego is probably THE most widely known for this). This is not to say you’re safe, but it gives you the chance to sight up a close range target and get some cannon practice in, too. After sinking a few, go to the helm and Weigh Anchor, then click Drop Anchor to cash out.

Another good reason to Turkey Shoot is when trying to leave a dangerous port. Just jumping aboard and weighing anchor, a captain may find themselves quickly surrounded by major opposition. Turkey Shooting can help make an escape route or monitor ship movements until you can find an opening and slip away; otherwise, teleport to a safer island to launch from.
 
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