How To Change Sails In Sea Of Thieves
When playing Ocean of Thieves, you volition spend most of your time sailing, an activity that requires teamwork and coordination. Sailing the ships of Sea of Thieves is a job unto itself, requiring an understanding of how the ships work, and can be dangerous if you mess it up. It's not especially complicated, but the game doesn't take any time to teach you, either.
Information technology's of import to know the workings of a ship within and out: Getting good at sailing will allow you to go the best pirate and plunderer you tin. Whether alone or equally part of a squad, sailing well can help you catch other players' ships, evade incoming attacks, and avoid dashing yourself upon the rocks and islands of the sea. We've got a few essential tips for sailing well in Sea of Thieves, alone or with a crew. When yous're washed here, y'all might too desire to check out our guide to sailing solo, also every bit our guide to winning yourBody of water of Thieves ship battles, to make sure yous know everything there is to know most sailing the high seas.
Unfurl the main sail!
The wind propels your ship, and you use the sails to harness that ability. Adjusting how much of each canvas is unfurled controls your ship'south speed and turning radius. You tin enhance and lower the sails using the pointed metal cleat to which each set of sails' rope is tied.
Lowering your sails all the manner down gives your ship the best speed, just the worst turning power. You tin residuum your speed/turning ratio by raising, or "cutting," your sails shorter — bringing them up to one-half- or quarter-mast volition give your ship the ability to brand tighter turns. If you completely heighten your sails with your anchor up, your ship will turn without moving forward at all, which is very handy when you demand to reposition yourself when leaving an isle.
It's worth knowing that, like many things on your ship, raising your sails is slow when you practise it alone, but two sailors tin can adjust the aforementioned sail, using the cleats on each side of the ship, to raise it more chop-chop.
Angles thing
The size of your sails controls your speed, just you won't get the most out of them without paying attention to their angle. You tin can adjust them by accessing the pulley for each set of sails. In a higher place each sheet is a flag that billows in the wind, showing you which direction the wind is blowing, and the point of line-fishing your sails is to take hold of equally much wind as you tin can by making sure the sails are turned and then the air current hits them full-on. Angling your sails tin be a full-time task, only it's a necessary one because, even when you're at full sail, yous're not getting all the speed you could be if your canvass angles aren't set correctly.
When you aren't doing anything, work the sails
If y'all're on a galleon with a larger crew, keeping track of the sails is the most important thing you tin can do. Information technology's everybody's job to work the sails, and in an platonic state of affairs, nobody should even really need to be told to keep track of them. Whenever your ship is turning, the beginning matter to do is accommodate the canvas bending. When y'all're approaching an island or somewhere else you mean to cease, the whole crew should be raising sails early in order to give the transport less speed and more maneuverability to avoid rocks.
Constantly adjusting your transport's speed to make certain yous don't striking anything or tack too far off grade is key to staying live in Ocean of Thieves, especially in a fight. If you lot want to take down some other send, navigate treacherous waters, or evade enemy cannons, working the sails as a team is the merely way to make information technology through. The galleon is likewise big and unwieldy to get by on steering alone — simply put, this is the game's most important aspect of teamwork.
Learn how to plow
The near of import procedure you'll demand to perform as a sailor is executing a turn. The galleon is unwieldy: It turns slowly, and in very wide arcs when its sails are fully deployed. That tin make battles or dodging rocks especially fraught, considering it takes the big send a long time to correct course. Cut your sails to half- or a quarter-mast profoundly improves your cornering, yet, allowing you lot to make turns more than rapidly to adapt your form. When out on voyages where you're not under threat of other ships, information technology's worth it to spend some time as a crew messing with your sails to see how fast your ship can plow at different speeds. That mode, when someone attacks you, you'll be ready.
The unwritten key to controlling about sea battles lies in keeping the other transport on your broadside so you tin hit information technology with cannons, or picking upward enough speed to ram the other guys, which tin do massive damage. To do that effectively, you'll need adept maneuverability. As a crew, knowing when to cut your speed and raise your sails for a turn tin relieve your send, your lives, and your cargo, and it's primal if you lot desire to be a good pirate in Ocean of Thieves.
Designate a captain — or have someone watching the big picture
Sailing a galleon can exist tough considering the send is so big — you tin can't see everything at one time. If y'all're a crew member on the deck, you lot might non have a sense of the wind, or where enemies are located on your sides or at your back. Having someone to coordinate the coiffure to work the sails can be very helpful in these circumstances, so when heading out on a voyage, it's unremarkably good to set one person as your helmsman or captain, who can dictate sail lengths.
With someone in accuse of how your ship is maneuvering, you'll have a person in charge to dictate your canvass lengths rapidly and efficiently, provided everyone listens. Let your helmsman make calls about avoiding rocks or making quick turns in order to stay with enemy ships in battle. This way, nobody on the crew is left guessing at what they should be doing, and nobody is working confronting the other sailors by making their own calls about how long or curt the sails should be. When you're non adjusting sail length in a battle state of affairs, keep working on adjusting sail angles to get the about current of air you can, until yous get your side by side gild.
Y'all likewise need someone to watch where you're going
When you're at total sheet on a galleon, the "captain" steering the ship has no clear line of sight to what'due south straight in forepart of it. The principal sail blocks a lot of the captain'south vision, so it's possible to sail right up on rocks and islands without noticing until it's too belatedly. Then, in addition to keeping an centre on the sails, someone on your crew has to keep an center on what's ahead and give ample warning so the helm can turn. This is also another good job to designate, merely really, the whole coiffure should be keeping an eye out at all times — both for dangers ahead and ships on the horizon.
Heighten your mainsail on normal voyages
One mode to mitigate the helmsman's vision issue is to raise the mainsail slightly when y'all aren't in imminent danger. It'll tedious you downwards a fleck, but when y'all don't demand to move extremely speedily, it's worth the trade-off. With the mainsail raised high enough — see in a higher place — your helmsman can run across what's alee much more easily and make turns without needing someone else to talk them through information technology. That takes some stress off, merely don't forget that when a battle or other emergency does crop up, your helmsman will lose visibility and the crew volition have to stride in to help.
Don't forget to practice your anchor turns
The anchor is basically your emergency brake: When you drop information technology, your ship sails for almost two seconds, and then yous come to a consummate end. Most players will likely use the anchor just to make hard stops at islands when they want to become off the gunkhole, but information technology has many more uses than simply keeping your boat in place when you lot park at an island. A good crew will besides employ the anchor on the high seas to increase the maneuverability of their ship.
Beginning off, learn to brand tight "due east-brake" turns as a crew using your anchor. The galleon can rapidly stop and change management if you crank the wheel hard one way or the other, then driblet ballast. The turned rudder will cause the transport to lurch in the management the wheel is facing, merely without the ship really moving frontward. This turn tin can exist very useful for quick grade corrections, provided you can get the anchor raised quickly. To do that, you'll need pretty much your whole crew standing by at the ballast to raise it, since 1, 2, or even iii crew members plough the ballast wheel pretty slowly. If you demand to rapidly change course to chase or evade some other ship, consider trying the anchor turn, but know that it requires fast action by your coiffure and a lot of coordination.
Also note that stopping your gunkhole suddenly can be a very useful motion in boxing. If you're being chased or another ship is trying to come up virtually on yous, you can mess with their navigational plans with a sudden terminate (and you can seriously screw someone up if you board their transport and drop their ballast in the middle of a fight). Once again, though, recall that your anchor being down can be a massive liability, so be set up with your total strength to raise it again and get yourself moving.
Raise your sails and raise your anchor when stopped
Yous never know when you'll exist caught off guard past another crew, so it pays to take steps to avoid and/or escape enemies at all times. Fully raise your sails every bit you approach an isle, using momentum to glide in rather than your anchor. If you do driblet anchor, wait for the ship to stop moving with the sails upwards, then heighten the anchor before you leave the ship. That'll leave your send gear up to go when yous want to go out the island — peculiarly when someone shows upward wanting to start firing their cannons at yous. Information technology's much faster to driblet sails than raise anchor, so you can quickly get moving when you demand to.
1 more than quick notation: When your anchor is down, make sure the wheel of your ship is straight. Otherwise, the ship will immediately turn as soon as you heighten the anchor, and if you're not ready for it, that tin lead to crashes. You tin as well become your ship ready for a big plough before you fifty-fifty start moving by taking advantage of being stopped by your anchor.
If you're going into the current of air, try adjusting your course
Sailing into the air current is 1 of the more than frustrating things near Sea of Thieves. It doesn't stop your transport like it would in reality, but information technology does slow you down significantly. To circumvent that issue, endeavour doing what real sailors practice: Zigzag through the wind instead of heading straight into it. Adjust your course and sails so that the wind is coming from one side of the ship to pick up some speed, so when you lot get a little off course, plough back the other mode and pick up the current of air from the other side of your ship. The maneuver requires you to adjust your sails continually, but information technology'll give you more than speed every bit you become — and that can leave you lot a lot less vulnerable if another ship shows up.
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Source: https://www.digitaltrends.com/gaming/sea-of-thieves-sailing-guide/
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