Hello All, I am the advisor for a Tier 1 Nodewar guild. We mostly war in the balenos region and have run across one issue time and time again. Carracks. These things are MONSTERS in Tier 1 Nodewars. They nearly oneshot once the health pool starts to trickle down and you physically cannot kill them unless you have an equal number of Carracks fighting. If you jump on the ship and attempt to trina axe the boat they can just drive you out of nodewar zone into the ocean and escape escape leaving you stranded in the middle of the ocean while they end up at a warf, recover their ship and go back to spraying down your mainball while you attempt to not let your mainball explode instantly trying to kill a base thats on a random island in the node zone (why can you build on islands on Wale Farm by the way?!). This makes Nodewars unfun for anyone involved in trying to siege a base that's defended by 6 carracks and makes guilds that typically can't compete in the scene nigh unkillable unless you zerg them with multiple guilds. And even then by the time you take the base down that's defended by 98 carracks you don't even have time to fight the OTHER forts dropped on the node making the node just stalemate. All in all I don't think carracks belong in nodewar. MY proposed solution to this is to 1) Make it so that you can only bring guild galleys to nodewar which would erase the carrack issue all together, 2) Limit the amount of carracks that can be in a nodewar zone at a time per guild (1 MAYBE 2 for higher tier nodes), 3) Make it so you can dismount the person driving a carrack with a bsr skill like you can with cannons, horses etc, OR 4) Nerf the heck out of the damage that these things do in Tier 1 and maybe even ALL nodewars and sieges. My final note would be that this clip encapsulates why carracks and nodewars are a bad idea. https://streamable.com/wlnt9d
Thank you for coming to my Ted Talk.
Or simply make content for those ships :)
devs will tell you whats fun for you! how dare you!