BS2.0 Class Skills
We’ve had some great suggestions on the forums for the skills in BS2.0 (Thanks Lim Kai for contributing some very detailed skill descriptions and effects). We’re going to keep things simple so we can add more skills later on (for the crew combat). Skills are unlocked when you have the appropriate level and class.
Here are the skills for now (subject to change, I also didn’t display their activation probability):
Sailor
- Evasive Action – +5 armor for this battle, +10 speed
Soldier
- Take Aim – +10% cannon + subcannon damage, -10% speed
- Preemptive Strike – Fire first on defense
Pirate
- Ambush – Start combat 400 yards from the enemy only during attacking
- Broadside Barrage – +20% subcannon damage
Mechanic
- Battle Repair -
+15% chance to repair 5-10% of HP each roundChance to recover 2-5% HP during each round - Blinding Flare – Enemy miss chance of 50% for first round
Scout
Power Fuel – +50% SpeedSmoke machine – Opponent has 10% miss chanceTorpedo WarfareBlitz – +10% Missile / Torpedo damage + 5% Melee damage
Knight
- Iron Clad – +20 Armor, -50% Speed
- Line Battle – Chance to fire all cannons again, opponent fires all cannons as well
Mercenary
- Bounty Hunter – Get +25% gold if you sink your opponent
- Shredder Shot – Damage = level * 50, attack at start of combat + slow opponent by 250. Only works when attacking
Corsair
Cloud Cover – Opponent has 10% miss chanceArmour piercing: -15 armour on enemy for both attacking and defending.- Summon Kraken – The sky Kraken attacks your enemy! Kraken damage = lvl x 100; slow opponent by 25%
Engineer
- Magnetic Mines – Damage and slow opponent every round: damage= level*20 and slow = -5% speed. Only works when defending
- Siege Mode- +300% weapon range for cannons and subcannons,
+50% cannon damage, -90% Speed. Transforms into floating cannon platform. Only works when attacking.
Alchemist
- Defensive Matrix – +20 Armor, immune to slow
- Arc Lightning – Damage = level *
10035, attack lands in a random special round
Saboteur
- Sabotage – Enemy skills do not activate
- Bombvoyage – Ram enemy ship for damage equal to current HP and your HP reduced to 1
- Ramming Speed – +500 Speed, +10% Ram Damage
Categories: battle stations
hey , Lin…
i think there are some imbalance in scout’s ability… coz, in Smoke machine ability, 10% is very low.
is it possible to raise upto 15-20% ?????
and what about, POWER FUEL ????
Just to point something out,if you don’t know that already…pirates Broadside Barrage has a problem,if pirate is attacked by any 800+ range attacker and that skill kicks in at the start of the combat,any pirate with more than one sub-cannon will probably get sunk..because,if i got it right,skill when activated slows down the opponent to the same speed as the pirates and most of the sub-cannons have no more than 600 range,there for the skill is useless against any gunner or missalier that attacks…hope this can be fixed somehow!would suggest that you make it so that skill doesn’t activate on the start of the combat.Anyway it’s a good skill in overall!
@alex
How can it be called ambush if it doesn’t trigger in the first round?
@xxxAnonymousxxx
pls read my post from the start… it is not Ambush…it’s Broadside Barrage totally different skill…and btw Ambush activates when you are attacking not defending!
@alex
IMO.. its actually balance… ambush is for attacking and broadside barrage is for defending. Most builds of pirate, if not all, concentrates their stats on craft or gunnery. Meaning they dont have navigation, thus most pirates are slow. Therefore if you’re defending and you have broadside barrage and a slot load of subcannons, I suggest you totaly slow down your ship to compensate the range differece of missles/cannons to subcannons, and also pray that it kicks in during the 1st volley. Though its a 50/50 chance at least pirates now have a chance of sinking scouts (explorers) or any character with low HP in the 1st volley than in the previous version.
hope that they’ll change +20% subcannon damage to main cannon damage… or both
so are they on when they’re dark or bright?
Still think rammers are neglected big time with these new skills, since the saboteur is tier 2 only.
They’re on when they’re bright. Jan: the Scout skill Blitz adds ram damage.
we dont care about rammers…
You guys, from TYLER Projects, are GENIUS !!! I LOVE THIS GAME !!!
Thank you for making it.. =)
how’s the computation of +20% sub cannon damage? is it the 20% of damage with gunnery or just the base damage?
another question, all class has auto salvage.. do pirates still has more gold and exp on battle and explorer with more exp on exploration?
why is it there’s free class reset but no free stat reset..
@kit
i thing you didn’t understand what i was talking about..the skill when activated at the start of the combat slows down the attacker to the same speed as deffender,so the range between them stays at the starting 1000,if deffender has a speed of 100,the attacker will have the speed of 100 as well,so if a pirate has sub-cannons he wont be able to do any damage for the whole 1 volley no matter what the speed is! and if pirate has only cannons the +20% sub-cannon damage has no effect,this skill is aboslutely useless for any kind of deffense,even against rammers,because we both wont be able to land any hits in 1 volley of combat! and to shift between cannons for defense and sub-cannons for attacks is just out of the question because most of the lower lvls cant afford to have bout kind of weapons!
@Vimes
5% extra ram damage is less then what the canon dudes get
# Summon Kraken – The sky Kraken attacks your enemy! Kraken damage = lvl x 100; slow opponent by 25%,
# Magnetic Mines – Damage and slow opponent every round: damage= level*20 and slow = -5% speed. Only works when defending
# Shredder Shot – Damage = level * 50, attack at start of combat + slow opponent by 250. Only works when attacking
Summon Kraken
1. the only skill with lvl*100 compare to 20*3round and 50(only attackng)
2. at lvl 125, 25% speed on a Saboteur is far more than 250(only attacking) or -5%*3round (defending)
… any reason behind this? make it up to the unuseful Pirate skills?
@kit
i dont use sub cannon,
1. gunnery *0.4 insead of *0.5 (25% difference)
2. subcannon has higher damage/weight ratio but compare to main cannon, the damage is pathetic, it just waste ur weapon slot
3. the range is too low, u want to slow the ship down and get rammed just because there is a “chance” that ur subcannon can have +20% damage?
to dev,
i suggest at least 50% chance to activate skill or it just bring too much randomness into the game hence differcult to balance classes also when second class comes in.
(probably 90% for group 1 skill, 70% for group 2 skill, 50% for group 3 skill)
@alex
1st: what type of character are you defending. if youre defending against a nav type and youre defending super slow (no sails, no engine, plus breaks)im sure in the 1st volley the attacker will close-in on your ship giving you both 50 yards of range.
well if youre defending against a much slower enemy, which gives youre ships 1000 yrds of range, then that what makes it balance. achieving the ideal yrds of range to allow you to use the skill (+20% subcannon damage) i think is the tricky part if not even possible.
@anyone
im not saying you use subcannnons as means of defending or attacking.. we all have our own style of surviving attackers. what im saying is you could use the skill of pirates (20% subcannon damage) to your advantage, that is if the attacker gets close enough for you to use your subcannons. either way, given you both have the same parts on both your ships and you have no nav, nav types will still get close enough to use their rams. so what better way to defend than to meet the attacker head on with that “chance” rather than sticking to your cannons with only *0.5 and be sunk in the 2nd volley, if not the 1st. plus if the subcannon cannot fit then im assuming your still in the mid lvl’s. there are ways to make it fit. im suggesting download the build simulator if you havnt already.
how can a pirate win a battle???? it skills are to weak its even useless………..
subcannon for a pirate? what a pitty………..
Pirate = weak offence low hp junk skills
this is the decription of a pirate
BUT DONT WORRY THERS A SOLUTION FOR THAT…………………..
CHANGE CLASS AND RESET STATS ^_^
@kit
i just changed from trader rammer to engineer cannoner
what i suggest is although +20% seems quite alot but that implies u need to have at least 50% of ur weapon as subcannon,(compare to 5% melee,and 10% soldier) and also there is an activation % comes with it, and this skill is not useful until the activation % is ~70%(like i say on the top), and then the benefit is great enough for pirates to load that many subcannon onto their ship
and cannon already has a 10% to 17% increase in damage advantage because of the gunnery multiplier ie. the more gunnery the larger difference between sub and cannon
@anyone
i agree that changing to subcannons for the skill is risky.. but try to view it at a later game scenario.
re: the activation percentage, if the admin would give a 70% chance activation for all skills then chances are pirates will be the most viable character. making the “percentage skill activation” to a minimum gives the game randomness and balance.. it also lessens the dependence of characters to a single weapon (all cannons or all subcannons). it just gives the pirate class a good reason to use subcannons
re: cannon/subcannon damage difference. i agree with what you said about the more gunnery the more difference there is between subcannons and cannons. cannons are the most viable weapon for any gun type class because of the 0.1 difference versus that of subcannons which only have 0.4. however the average damage subcannons do are greater than that of cannons in mid levels, specifically around level 60, giving it a slight edge (almost negligible) against cannons. but because of the skill (+20% subcannon dmg) subcannons becomes more viable against cannons.
but then again, the question is “where does the +20% subcannon dmge add up”.. is it with the base dmg or the total dmg? unless this is answered we can never be sure.
by setting activation chance close to ~90%(i wish 100%), u can balance skill more easily,
eg, “Enemy miss chance of 50% for first round” can simply changed to 20%,
unlike “Opponent has 10% miss chance” multiple activation chance…which will be very low.
activation chance itself introduce a “big” randomness and combine it with another chance based skill , it will be huge.
so the solution is either skill activation is chance based or the skill effect is chance based.
and now the situation is activation is chance based(fixed for all class) and skill(100%) can only be dully +/- speed/damage%
but why not go the other way, activation(100%) and have skill effect chance based then u can make up a whole lot more skills
eg 20% chance to flee 600 yard, only receive damage from first 4 weapons, ram have chance to block weapon damage (1 ram blocks 1 but it becomes deactivated for whole battle)etc
it cant be base dmg… if all other skills are total damage
@anyone
so youre saying the skills will activate immediately in the 1st round but the type of skill that will activate is random. eg. mechanic: has battle repair and fortify, one of the two skills will activate immediately in the 1st round.
if thats the case then its the same thing. nothing changed but most probably if your proposition does happen, characters will become more skill dependent. the reason why they changed BS its because more players are favoring other characters because of a certain advantage. by making the activation of skills random including the type of skill that activates makes it balance. in short it will be based on your luck. moreover, if you still havent noticed it, characters now in the new BS is stat dependent.. meaning the strength of a character is based on its features ei. soldier, pirate, mechanic, scout or how the player stratigically develops his character throught the distribution of stats ei. craft, gun, nav. so to simply put things… the skill are not a definite win solution… but it does help provided you are lucky enough.
are you sure about it? coz the other skill didnt indicate also where the increase is placed.
then i dont understand why skills are implentmented, why not just tweak ships and weapons like the old days
4% to add 100% damage
20% to add 20% damage
50% to add 8% damage
100% to add 4% damage
is different, if a skill is critical enough (eg. caught by rammer at 1st volley or not, sink a ship in 2nd or not), activation % will introduce a big randomness
therefore activation % should be high and constant for every skill. and skill effect shall be predictable (close to a passive skill)
to avoid above situation, it is better to have “80% to add 4-6% damage”
then skill effect is negligible because each weapon already has this attribute
classes are skill and stat dependant, and mostly skill dependant for strategic games.
because stat is allocatable and skill is not.
as u said, it is now using “luck” to determine whether u win or lose, is that what u call balancing?
BS is not turely stat dependant, a bigger part is depended on weapons and ship.
ie, pirate cant go 100% gun, scout cant go 100% nav, mechanic cant go 100% craft
stats are adjusted according to what weapon,ship u choose(this is the play style or charateristic).
I agree with alex that the pirate have a suck skills X(
* Ambush : start combat @ 600y, when activated the distance with the offencer n defender become close but then again defender with a high nav will just fly away as usual so I only have a chance to shoot one time n this skill is not useful for defender that have the same or slower speed then the offencer.
* Broadside barrage : subcannon damage +20%, pirates allready have a low nav, unless u highly invest @ nav but then your craft n gun will make no different then other class, so what the use of having subcannon +20% damage??? the only thing that i could think of that its only useful when attacking a slower defender or defending againts higher nav attacker.
If their wanna make things right, I think the pirate skill should be like this :
* Ambush : the offencer is 500y ahead of the defender or maintain 500y distance between d defender n d offencer.
* Broadside barrage : cannon damage +20% n if possible the subcannon too
skills are not all good……………
they always change
so shat we shud do????????
the best thing to do is to remove all the skills
so all will be EVEN AM I RYT?
@anyone
yes that is balancing! coz a pirate will most likley sink if attacked by a nav type. but if he is lucky enough and his skill activates and he is using subcannons most likely the nav type will sink in the 1st volley, or in the 2nd provided the pirate last the 2nd volley attack. thats what i ment about being “lucky”. besides BS is already balance coz the skills dont readily activate either when attacking or defending. so basically BS now is a game of strategy and chance or rather a game of strategy, chance, and ocho points. XD
@marten
i agree that the pirate skills are kinda lame. though i dont agree about ambush and maintaining distance. i suggest make it at least 100yrds so a pirate gets a chance to shoot either subcannons or cannons and also gives chance to slow down your enemy a bit (though its not that big.XD). your suggestion for broadside barrage is good but i suggesst do it for cannons and only while defending since pirates are already good attackers and need a little advantage on defense.
a would also suggest for them to increase the damage and wieght of subcannons. nobody wants to use them coz they are low in range not to mention, after the lvl 60 bracket, cannons are much more powerfull than subcannons making them obsolete. it would give at least subcannons some advantage for defending purposes for low nav builds (engineers/pirates to be specific).
@marten
ambush means u at least get 1 chance of shooing, and thats good enough, u can get missle or nav, its ur build’s problem if u cant get these matters straight.
if maintain distance then it means rammers cant attack u =.=
plz think before u post
Suggestion for engineer.
+500% weapon range and -75% speed (or just to reach the required speed for WAR)
or
+300% weapon range, -90% speed, + 20% cannon damage.
or
+1000% weapon range, -90% and (range + cannon/subcannon damage) per hit
just my suggestion.
@Leonard Lin
# Line Battle – Chance to fire all cannons again, opponent fires all cannons as well
Is this for Cannons only, or Cannons and Subcannons?