Pirates of the Burning Sea devlog: Final Battle mechanics

Pirates of the Burning Sea devlog: Final Batle mechanics - Image 1We’ve go another round of devlog discussions coming in for Pirates of the Burning Sea by Flying Labs Software, with this new segment focusing on the MMORPG’s Final Battle mechanics.

The  guide begins with an introduction of how you win a Final Battle match. The first means is to simply defeat all the port’s defending ships – when the defenders are gone, the port is lost. The second (and more straightforward) way is to attack the port itself by landing and entering in close-quarters combat.

Aside from the port, however, attackers will want to be wary of two other defensive structures: gun emplacements and fortresses. Gun emplacements will fire on any attacker that comes within range, and when active prevent the port from being entered by either side. Both attackers and defenders will have 30 minutes immediately after an emplacement’s destruction to enter the port and fight for control.

The other defensive structure you’ll want to watch out for are fortresses. They’re nearly difficult to destroy with ship cannon fire, and they’re devastating to anything that comes within range. The best way to destroy a fortress is to engage them hand-to-hand.

Moving on, Pirates of the Burning Sea‘s devs provided for details on the MMORPG’s four Final Battle areas. Here’s a short description for each of these maps:

  • Havana Harbor:
    • Havana Harbor is called that because long ago, before many revisions to make it more friendly to large-scale ship battles, it was based on a map of Havana. Nowadays it bears very little resemblance to the historical harbor, but I kept the name out of nostalgia. ItÂ’s 10km across east-to-west, but much of that space is taken up by the rocky islands that clutter the map.
  • Stingray Island:
    • At 24km across, Stingray Island is the largest final battle map, dwarfing even the massive Wild Keys. It features alternating large land masses and large areas of open water. The narrow channels in this map are not very narrow at all, allowing larger forces to move through them.
  • Wild Keys:
    • Just over 20km across, Wild Keys is second in size only to Stingray Island. The land looks small because the scale of the map is so enormous. Open sea battles are likely if the attackers approach from positions 1 or 3, and even if they approach from position 2, itÂ’s just as easy to circle the long sandbars as to go through them into the inner waters of the keys.
  • Arch Coastline:
    • Arch Coastline is not actually a lake; the southern part of the map is open water, but is not navigable. This is the smallest of the maps at about 7km across the long axis, with only a few thousand meters between the attackers and defenders at the start of the battle.

That’s the brief on this latest Pirates of the Burning Sea devlog. Guys interested on reading the full guide can access the MMORPG’s site via the read link below.

Pirates of the Burning Sea devlog: Final Batle mechanics - Image 1We’ve go another round of devlog discussions coming in for Pirates of the Burning Sea by Flying Labs Software, with this new segment focusing on the MMORPG’s Final Battle mechanics.

The  guide begins with an introduction of how you win a Final Battle match. The first means is to simply defeat all the port’s defending ships – when the defenders are gone, the port is lost. The second (and more straightforward) way is to attack the port itself by landing and entering in close-quarters combat.

Aside from the port, however, attackers will want to be wary of two other defensive structures: gun emplacements and fortresses. Gun emplacements will fire on any attacker that comes within range, and when active prevent the port from being entered by either side. Both attackers and defenders will have 30 minutes immediately after an emplacement’s destruction to enter the port and fight for control.

The other defensive structure you’ll want to watch out for are fortresses. They’re nearly difficult to destroy with ship cannon fire, and they’re devastating to anything that comes within range. The best way to destroy a fortress is to engage them hand-to-hand.

Moving on, Pirates of the Burning Sea‘s devs provided for details on the MMORPG’s four Final Battle areas. Here’s a short description for each of these maps:

  • Havana Harbor:
    • Havana Harbor is called that because long ago, before many revisions to make it more friendly to large-scale ship battles, it was based on a map of Havana. Nowadays it bears very little resemblance to the historical harbor, but I kept the name out of nostalgia. ItÂ’s 10km across east-to-west, but much of that space is taken up by the rocky islands that clutter the map.
  • Stingray Island:
    • At 24km across, Stingray Island is the largest final battle map, dwarfing even the massive Wild Keys. It features alternating large land masses and large areas of open water. The narrow channels in this map are not very narrow at all, allowing larger forces to move through them.
  • Wild Keys:
    • Just over 20km across, Wild Keys is second in size only to Stingray Island. The land looks small because the scale of the map is so enormous. Open sea battles are likely if the attackers approach from positions 1 or 3, and even if they approach from position 2, itÂ’s just as easy to circle the long sandbars as to go through them into the inner waters of the keys.
  • Arch Coastline:
    • Arch Coastline is not actually a lake; the southern part of the map is open water, but is not navigable. This is the smallest of the maps at about 7km across the long axis, with only a few thousand meters between the attackers and defenders at the start of the battle.

That’s the brief on this latest Pirates of the Burning Sea devlog. Guys interested on reading the full guide can access the MMORPG’s site via the read link below.

Add a Comment

Your email address will not be published. Required fields are marked *