Depending on your duties, it depends on your choice of equipment.
Skull and Bones is played by naval forces. Make no mistake, insurgents and wild animals cannot take this path to the famous pirate who made 7 of the seas eat a lot of hay. Luckily, you have access to a wide variety of ships, weapons, and gadgets that will help you along the way. In this fight, it doesn’t matter how you fight others or loot settlements and forts. To do this, proper equipment and strategies should be essential to any effort.
Ships, weapons and gadgets can be crafted by the shipbuilder, blacksmith and carpenter – a common and safe way. All you need are the right plans and the right resources!
Choose the appropriate ship.
Every captain must have a ship! In Skull and Bones there is a wide range of different ships of different sizes, each with their own advantages and disadvantages. Each ship also has specific functions.
Some ships are better suited for carrying large amounts of cargo, but are ineffective in combat; Some ships have incredible firepower, poor navigation, making them great for combat, but they lack long distance travel; Others are designed to help a group but are vulnerable in their own way.
The main criteria for selecting ships are the category, its size and the advantages they have, which will be discussed below.
The class of the ship affects its nature and general appearance.
Freighters generally have poor speed, turn, and acceleration, but are durable. Their wings have a rough neck, a small sail, and a bulky appearance; sailing ships are the fastest. They have streamlined hulls, the most sails and the sharpest look. Warships have the most firepower, but are at a disadvantage in other areas. They have blocky hulls, medium sails and an appearance in flats.
The measurement affects the physical and visual characteristics of a vessel.
The hull type determines whether the ship can go inland, by river or from the sea. Many larger ships are much more attractive overall, but they cannot be used to mine and acquire resources more inside the ground. Additionally, larger ships can be outfitted with more powerful weapons like the intimidating giant ballista or Greek fire.
Perks are special ship-specific bonuses that should be taken into account before setting sail.
For example, Ghanja is a ship, but it has bonuses that increase front quadrant and ramming damage, and help break through quickly when sailing through hostile waters. And the Padewakang is an excellent choice for merchants who want to carry as many loads as possible in one trip.
By sneaking around and exploring the world, you can unlock a new ship/game with different stats and playstyles. It’s up to you who your fleet captain is!
Choose your weapon.
Naval warfare in swull and bnes has many variables that must be taken into account depending on the tastes or objectives of the user: weapon range, damage, reload time, ammo consumption, ballistic trajectory, duration of the projectile, impact area, etc.
You will need to select a weapon that will play a crucial role in your skirmishes. Depending on your fighting style, you may prefer certain weapons to these. In contrast, half-cannons are more likely to fire and are less dangerous when used at close range; they are not suitable for ranged combat. The giant ballista takes time to control and lead the action, but it is very dangerous over long distances.
Additionally, different weapon types deal different types of damage: blunt, explosive, piercing, flaming, flooding, blunt, or ripping. Some of them can also temporarily put an enemy status on certain ships, like the Burning. Depending on the enemy’s armor and weapons, you can choose a specific weapon to maximize damage. In our next DevBlog, we will explain this system a bit more. You will find the one that works for you and your team. I wonder if you can handle this.
The weapons are divided into families, with a different style of play and therefore a totally different style. In each family there are weapons that make the gameplay more versatile depending on your needs and expectations. We’ll look for a few.
This family of weapons reflects naval combat, the past and the past, as well as these works of art. They are reliable, if different, and have a wide range of variants that meet each of the captain’s needs. Also, this weapon is the only one that can be mounted on the inner deck of ships, while the other weapon on the list is for the upper deck.
Guns are mounted on small or medium scale ships, port, starboard or quarter stern.
Here are some examples you can find in the game:
The Demi Cannon is a melee cannon, which can be very powerful at close range, but loses accuracy at long range. Long-lasting precision weapon, which can fire slowly and also damage the planet. Beware of fire damage or blunt force damage.
Detector of a long-range weapon that detonates a projectile at very high speed and deals damage to a location. Useful for hitting multiple targets while working on multiple targets. However, the damage done increases as the target is moved through the center of the blast area. Now in the auxiliary slots, they are at the dock location.
We will give you some examples.
Explosive Mortar Has a large blast radius, but projectiles cannot hit targets. Of the wounded, you can take the bomb a mile. A big metal, a lot of metal, is used to fix it. Instead, it fires special projectiles to repair friendly ships.
This weapon is between the cannon and the mortar. It can be mounted on quads like cannons, but fires high-moving projectiles creating a kill zone, like a mortar. It can be installed on small and medium-sized vessels, such as fore, port, starboard or aft quadrants.
Here are some examples to show you what you will find in the game.
Siege Bombardment It bombards heavy and precise projectiles and causes huge damage in a small area. It is a very effective weapon against static targets. Incendiary bombs are designed to inflict huge damage in the affected area, for repairs or fire damage, but in less time.
Big calf ammo loaded with bolts. The longer the weapon charges, the greater the damage, the more space it takes to build the projectile. This can only be installed on medium ships, except for the forward quadrant.
Some examples are given:
The Multibolt Ballista can load a bunch of bolts and release them all at once. It’s very deceptive but it does enormous damage. Gets water damage. Twin Winch Ballista This ballista uses twin winches to load shots. They fly further than usual and cause greater damage. Deals piercing damage.
A pilot piloted by short ranges who makes a rocket from the same place is the one who can orbit the ship with your wings. It is placed on an auxiliary slot.
A Retractor This rack has fewer magazine hits, but more damage than traditional rockets. She fires once at a time and deals piercing damage; and the field mount has improved projectile range and velocity compared to other types of equipment. It is a deadly disaster.
Launch fast floating projects that do too much damage but require a long reload. They can storm or throw bombs.
This dangerous weapon breaks the flames while destroying the target. It is a high risk weapon that is very risky.
Attachments are items placed outside the ship’s hull, such as armor or cargo bags. When equipped, they do not use weapons and do not provide valuable hull protection.
When choosing attachments, it is important to ask for an answer to the question to know what situation you will end up in. If you plan to carry items with no surprises along the way, cargo bags will allow the ship to take on more. However, if you hope to win the fight, it must protect your ship more accurately than any other armor.
Sheet steel panels Resistance to piercing and crushing – but weak against naïve and burning attacks; – Metal Clad Steel: resistant to heavy and bludgeoning damage, but weak to piercing and fire damage; – forged metal Cast steel Honed steel – stronger and thicker metal steel can counteract heat damage. Yellewsha, eu yen ya, naby san laz a rai ira neo ira thy op eoli o sand ya, a parot w jim yen módis, kad ettos nazi, hu o non ievo niaw
You also have plenty of room for furnishings on your ship, which can provide great synergies for many playstyles. Each ship has the same number of furniture slots, which is another factor to consider when choosing your style of play.
You can increase the damage taken by a certain quadrant, the effectiveness of staples, the scale of the ship and much more.
If you want to survive, you can achieve a certain level of automation, such as processing, fishing, producing ammo, repair kits, cooking, or improving cargo capacity.
Investing in furniture will give you the right edge to survive when you’re fighting sand or harsh sand and bone conditions and you’re victorious, so it’s worth checking your eyes out! This is especially true considering that most furniture bonuses are for everyone in your party.