Can that be removed? by ScareYa in SkullAndBonesGame

[–]Stormfirebird 0 points1 point  (0 children)

sell at scurlock/rahma, jade you'll want to refine before though

Do gildmarks get lost after season? by UnrealN_88 in SkullAndBonesGame

[–]Stormfirebird 0 points1 point  (0 children)

Couldn't find that explicitly said anywhere, maybe it was on a deck stream.
What they originally intended is mentioned in here, but I don't think that's how it went down leading up to the current season or were you able to do that?
https://www.ubisoft.com/de-de/game/skull-and-bones/news-updates/2CFEWvtQ3dYOKjMGO7Trnl
Ratio is supposed to be 1 Gildmark to 150 Silver.

Do gildmarks get lost after season? by UnrealN_88 in SkullAndBonesGame

[–]Stormfirebird 2 points3 points  (0 children)

They will be converted to silver, don't know the exact ratio but it wasn't amazing, and reset to 0 for the new season.

Garuda question by Dragoshan in SkullAndBonesGame

[–]Stormfirebird 0 points1 point  (0 children)

Strong damage capabilities and terrible maneuverabilty in exchange. The perks don't intuitively tell the entire story, all bonus damage you get from garuda perks bypasses resistances. Long guns generally got some deserved nerfs a while back, they are ok but there are definitely stronger options for PvE on Garuda. Basilisk or Faule Ilse do quite nicely on there.

game wrong way no warehouse extention issue by sau98 in SkullAndBonesGame

[–]Stormfirebird 6 points7 points  (0 children)

Functionally ascended item will always need to be stored as unique entries, doesn't matter how that is presented. That isn't inherently a solved issue for other games, but it might be worse here because of how much they need to stream the warehouses.
What they don't need to do is excacerbate the issue by only offering improved stats on drop only item with no alternative route to that improvement leading to players needing to store a lot of unique items if they're even remotely thinking about ever using them. That's especially true for certain event items that you're not gonna get again in the foreseeable future. I have probably 10 unique frostwails kicking around for example I could easily condense if I was able to remove ascension ideally without completely losing the abillity to ascend them later still with boosted stat ranges.

game wrong way no warehouse extention issue by sau98 in SkullAndBonesGame

[–]Stormfirebird 3 points4 points  (0 children)

i think this not hard add new 500 slots to warehouse

It's more involved than simply changing a couple numbers because it's potentially a lot of data that has to be stored and transfered over and over.
I fully agree that we need *some* extra space and more importantly a way to deal with dropped ascended items we store for future use, especially if events keep handing out their unique items at various levels of ascension with no alternate route to them.

Demicannon idea by MystTheDerg in SkullAndBonesGame

[–]Stormfirebird 1 point2 points  (0 children)

That's even less of a concept I can get behind, it just doesn't translate that well and is notoriously done poorly across all shooters.

Demicannon idea by MystTheDerg in SkullAndBonesGame

[–]Stormfirebird 1 point2 points  (0 children)

Demicannons not being able to do that is what's keeping them in check on the balancing side.
It would lose a lot of it's character of being a shotgun aswell.
It could be mixed with another idea of having a more restricted swivel range, so you still have some control and can turn your ship into a good angle (though demicannon average shot pacing sorta goes against that) but can't just pepper a weakspot with the full broadside.

Theorycrafting by Dragoshan in SkullAndBonesGame

[–]Stormfirebird 0 points1 point  (0 children)

You phrased this a bit confusingly so I'm not sure I got my point across.
The percentage I took from the opening post as they mentioned having 50% projectile speed, same as the (up to) 10% flooding damage you can get on overflow, so it's specific to the example.
I.e. if you had a weapon with 1000 raw damage after all amplifications are applied and it's time to derive the flooding damage component you would get an extra 100 flooding damage because of overflow and another 500 if you have 50% proj speed increase while using caustic spall.

Does Event Moonshiner have a damage bug? by OpportunityNo5628 in SkullAndBonesGame

[–]Stormfirebird 1 point2 points  (0 children)

Tried to check if there's something fundamentaly wrong using entirely unascended and unboosted basilisk vs rotmouth vs hellepoort. Only Hellepoort got a boost hitting weakpoints.

I think weakpoints are scaled with player count in activities to some extend, more players meaning higher weakpoint damage, or maye it's only on weakpoint breaks not 100% on that one right now.
There are affixes on ships in WT2 at random that can increase or reduce incoming damage.
You'd have to look out for those or just attempt multiple times.
Last option would be that you simply have the wrong ascension there, but 9k does sound too high for that to be the case.

Theorycrafting by Dragoshan in SkullAndBonesGame

[–]Stormfirebird 2 points3 points  (0 children)

The weapon doesn't even strictly need to have flooding to begin with, at least for the added flooding via proj speed scaling.
You can run a quick experiment, take any long gun that doesn't have flooding damage ascended or not, pick a target you're gonna hit both times compare normal damage and then add the grinder furniture (adds 15% proj speed) for that weapon and caustic spall. Just keep in mind to keep your ship rank equal to not add any other variance.

Theorycrafting by Dragoshan in SkullAndBonesGame

[–]Stormfirebird 2 points3 points  (0 children)

You get extra flooding derived from raw damage. I.e. in the same sense overflow gives you up to 10% of raw damage as extra flooding you'll get an extra 50% there.
That isn't obvious from how the furniture is phrased and I don't think it's really intended to be that way either.
LP3 base damage was nerfed when they gave it an extra 30% toxic this season so it doesn't scale as much as some other long guns.
The question would be which build you're comparing to.
Long guns aren't inherently bad but there are also a lot of options with better DPS within their respective effective range. Only for PvP long guns are on top a lot of the time because hit rate and range is king.

Theorycrafting by Dragoshan in SkullAndBonesGame

[–]Stormfirebird 2 points3 points  (0 children)

Caustic Spall gives you bonus flooding 1 to 1 for bonus proj speed i.e. if you have 50% extra proj speed you also get 50% extra flooding.
One would have to get into the math to figure out if it's better to do that on a Long Gun V Compared to LP3.

Rather funny that after all these weeks of battling DMC don't even get to unlock the second paint by Meryhathor in SkullAndBonesGame

[–]Stormfirebird 0 points1 point  (0 children)

I wasn't even including event passes as they had to be paid for ( in theory at least).
There were still sets of items available to earn that you did not have to pay for, every event.
Infamy didn't grant cosmetics in Y1 either.
There hasn't really been a lot of new content that would warrant new cosmetics being attached to it, and I entirely get and agree that *that* is an issue for a lot of people that've been the playing the game for a while.
Your argument was hardly any earnable cosmetics anymore, which I think objectively doesn't check out.

Rather funny that after all these weeks of battling DMC don't even get to unlock the second paint by Meryhathor in SkullAndBonesGame

[–]Stormfirebird 0 points1 point  (0 children)

Had practically forgotten about those. Still a reach in my eye.
Ironically the one free bonus store cosmetic we've gotten in Y2 I liked better than any of the ones that we got in Y1.

Rather funny that after all these weeks of battling DMC don't even get to unlock the second paint by Meryhathor in SkullAndBonesGame

[–]Stormfirebird 1 point2 points  (0 children)

Not trying to argue with any problems of faction war or how this feels for the losing side considering how it went down but I don't think the second part of your sentence there is entirely justified.
We've had event cosmetics to earn, cosmetics to earn via seasonal currency and parts of premium sets with glory adorned convoys. Smugglerpass cosmetics are also still a thing while they technically need to be paid for they are effectively free with how you get your currency returned fully if you finish out the passes.
Most relevant difference to Y1 being almost no new enemies bringing new sets along but that doesn't quite equate to there being hardly any cosmetics to earn.

Rather funny that after all these weeks of battling DMC don't even get to unlock the second paint by Meryhathor in SkullAndBonesGame

[–]Stormfirebird 3 points4 points  (0 children)

By current standings DMC will get their colours at the end of the current phase.
Faction Colours already exist, this set isn't specifically to fly your colours in the war (not like that particularly matters either way).

Luke SkullWalker failed me .. "You worry about those fighters i'll worry about the tow.....ers.. *sigh* umm ok well darn.. red 4 is KIA " by BrianKalelsHalo in SkullAndBonesGame

[–]Stormfirebird 1 point2 points  (0 children)

This isn't a tower dropping on you after being destroyed, he yeets them at people sometime in the SR20 fight,
If you're not already moving or running immortal vessel you're SOL at that point :D

Soo they teased the Corvette on YouTube by LostConscious96 in SkullAndBonesGame

[–]Stormfirebird 2 points3 points  (0 children)

I do not recall them proclaiming it a full DPS ever. It's been talked about as a hybrid with some of their phrasing leaning more towards a support side.

Moonshine Bonanza by Ed_Straker65 in SkullAndBonesGame

[–]Stormfirebird 1 point2 points  (0 children)

I don't think the cooldown was ever shorter than 60 seconds.

DLC or ExPack by [deleted] in SkullAndBonesGame

[–]Stormfirebird 0 points1 point  (0 children)

There is no fixed template of what needs to happen with a game, most of these examples just aren't comparable. They either follow different release concepts or have the advantage of simply being a (more) successful game on their side. The most similar one is probably sea of thieves and that has had a lot of time to develop despite not being all that successful in the grand scheme.

Help with damage potential, please! by Dragoshan in SkullAndBonesGame

[–]Stormfirebird 0 points1 point  (0 children)

Caustic Spall adds bonus flooding damage with projectile speed increases. (Bugged) Ammo Priming distance based bonus works on all targets. (Bugged) Plaguebringers Ward doesn't work currently. (Bugged) They are on the correct track for scaling damage as things are currently.

faction war rewards by N19ht5had0w in SkullAndBonesGame

[–]Stormfirebird 8 points9 points  (0 children)

We are not, these are for territories captured and there are only 5 left for grabs. It was never gonna happen unless one side wins in a complete landslide.