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 Maelstrom 2018 Cheats

 
   
 
 
Maelstrom 2018

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Submitted by: David K.

Beginners Guide:
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Written by Degnos

A quick rundown on the ships in the game and some basic mechanics.

-=Introduction=-
A very quick bit on strategy.
Strategy is an important part of the game: Playing smart will increase your odds of winning 
and overall loot gain. Hiding until only two ships remain is not a good way to play and 
neither is going blindly in to the fray. 

Pick your fights: Going in head first against a heavier ship with a light ship will most 
likely end badly. Take your time and pick your fights. Be smart, not stupid. 

Use fogwalls: Hiding inside a fogwall is good, as it hides you from enemy ships that are 
outside and not close to you. Especially usefull when two large ships are going at it within 
vision range. Winning is as much strategic backstabbing as it is skill. The "Winner" takes 
it all, as a dead ship will drop all of it's treasure and upgrades it has picked up when it 
sinks, and when it comes to lategame duels, the ship with the most upgrades will (most likely) 
win. 

Collect upgrades: These will win the game for you. These will drop when you kill AI Ships: 
Sloops, Goblin Raiders and Armor Galleons. Treasure Galleons will drop less upgrades but 
significantly more gold. Collecting upgrades gives you a marked advantage over other players. 
As stated above, a dead ship will drop all of the upgrades it has collected during that game 
session. 

Aiming: Keep looking for damaged or removed armor blocks. A ship with no "blocks" on a side 
means that damage inflicted there will go straight to the hull. Focus fire on them. At the 
same time, try to keep these away from enemy fire. 

Captain Abilities: Remember to use your captain abilities, they can significantly change the 
game and win skirmishes for you. 

-=Ammo Types=-
This should become obvious in the tutorial: There's three different ammo types, use them!

Cannonballs: Cannonballs are the default ammo. They do armor damage, and when armor is
reduced to zero, they deal hull damage. This is the only way you can sink your enemy at 
range, along with some captain abilities. 

Chainshot: This stuff works wonders against Human and Orc ships, and is meant to cut their 
biggest asset, mobility down to size. Especially recommended to be used by bigger ships, 
like the Fury's Hold, Thunderhead, StormAnchor and Gorger. As a big ship, smaller ships 
can easily outmaneuver you. You have more firepower, so cutting their mobility down is key 
in dealing with small and fast ships like Cinder and Cleaver. Also fabulous for shutting 
down boarding focused Orc ships, as they lose almost all chances of boarding you when their 
sails are down 

Grapeshot: The bread and butter of Orc ships, the grapeshot is deadly as hell to all enemy 
crew. This is what you are meant to kill the big dwarf ships with, as they will beat you in 
a battle of hull and armor in every single case. Also works well against Cinder and 
Tidebreaker, as they have very few crewmembers. A short range grapeshot critical will be 
worth several cannonball volleys, as losing crewmembers inflicts penalties on cannon reload 
speed and other things. Use this against Dwarf ships in combination with boarding, as 
killing them with cannonballs takes a lot of time.

-=Ships=-
First and foremost: There is no "best" ship!

Some ships are meant to be played at certain ranges, and with a certain playstyle in mind. 
Not every ship is going to excel in all roles, but some are better at different playstyles 
than others.

In addition, in few good games you can quickly start racking up Gold for more ships. Don't 
sweat it too much, you will find the ship that fits your personal playstyle in no time.

A forewarning as well. Due to the way the maps work at this moment, Dwarf ships have a clear 
advantage due to their armor and firepower. Their lack of mobility is not a problem, as they 
do not have to move at the late-game stage.

This will most likely change very soon. But as of the current version, they seem to be the 
"best" faction to play, simply because late-game the map size is significantly reduced and 
makes it easy for them to use their reverse and close-range firepower to their advantage. 
That doesn't mean you are unable to win with other races, just that the dwarves have a 
situational advantage, especially in lower tier games (pretty much anything under 5).

There is a few ways to beat this: 
Kiting: The Dwarf ships are slow, which means they are vulnerable to kiting. Keep outranging 
them, firing a broadside and running away from them. Especially recommended for Human ships, 
as their cannons usually have much longer range than the Dwarf ones. 

Powerups: When a ship gets several powerups, it becomes a force to be reckoned with. Killing 
AI ships: Windskifs, Armor Galleons, Treasure Galleons and Goblin Raiders will drop these. 
Once you have gathered a few of them, especially firepower upgrades, your ship can easily out-
firepower or even outlast them. 

Play dirty: Ganking is a valid option. You will notice that in a game where you play as the 
StormAnchor, you will get focused by the enemies. Why? Because you will most likely come out 
on top if you survive the fight. Hiding and ambushing an enemy after they have killed another 
ship is also a splendid idea when it comes to killing Dwarf ships.

Boarding: The way the Dwarf ships are meant to be countered: Using grapeshot and boarding 
action. Due to the way the game works as of now, this practically feasible for Orc ships. A 
few volleys of grapeshot, a few lucky crits and a Dwarf crew is basically dead. When you 
manage to reduce their crew, they begin to lose cannon reload speed, which makes it even 
easier to finish them off.

-=Human Ships=-
The human faction is characterized by having the best pound to pound firepower, and will 
most likely win in fights that they can best use this strength in. To put it simply, long 
and protracted fights at medium-long range, means the Humans will win. They have a huge 
broadside of very low damage but very accurate cannons, which means you have to change your 
firing direction when shooting. Human guns typically have a slightly longer range than other 
races, in addition of having a significantly more accuracy. All of the human ships are rather 
mediocre in early tiers, but they really begin to shine in higher tiers (especially tier 10).

-=Cinder=-
The quickest and also most fragile ship in the game, the Cinder packs a solid punch, with 
better than average accuracy and damage. The armor is pretty much paper, so you will most 
likely lose all fights you take part in. It can barely take one broadside from any ship, and 
has barely any crew to defend against boarding, so keep your distance and swoop in on easy 
kills when you can.

It is by far the quickest ship in the entire game, and get even faster when the unique ability 
kicks in. Use your speed to your advantage: gather loot from around the map while avoiding 
fights, flank and shoot from longer range than your enemies and hit their weak spots: in 
particular the Orc ships suffer form nearly nonexistent rear armor. You can literally spin 
in circles around enemy ships, due to the ludicrous speed the Cinder has. 

-=Ashborne=-
The default ship for Humans, the Ashborne is meant to be the jack of all trades ship: good 
at everything, master at nothing. In reality, it is a glass cannon at it's finest. It packs 
a mean punch at default, which gets increased even more when you factor in the innate ability, 
granting even more damage when all the cannons are reloaded. Keep in mind that this powerful 
broadside is made up of a large number of cannons, which means a lot of individual cannonballs 
gets shot towards the enemy. This means that a ship that is fast enough is able to dodge most 
of the broadside. Remember to turn your ship to account for this.

Mobility is alright across the board, but armor wise it leaves a LOT lacking. You can punch 
hard, but you will die very quickly, especially if boarded, owing to the pathetic number and 
quality of crewmen. One of the biggest weaknesses it has are its blind spots. In the front 
and at the back of the ship, there are no cannons. This makes you very vulnerable from those 
directions. All these weaknesses mean that the Ashborne plays similar to the Cinder: as a hit 
and runner.

The Ashborne will begin to shine even more when it reaches level 10, as the ability unlock 
allows you to oneshot most ships with your insane damage. Your cannonballs will hit through 
the enemy armor, also inflicting a damage over time effect. This means that all non-heavy 
ships are vulnerable to being instantly killed.

-=Fury's Hold=-
My own personal favorite ship, the Fury's Hold is answer when you need a lot more gun. It 
packs the most cannons and has the strongest broadside in the game with a huge range advantage 
over other ships. As with the Ashborne, the powerful broadside is made up of a huge number of 
cannons, which means a lot of individual but low damage cannonballs gets shot towards the enemy. 
This means that a ship that is fast enough is able to dodge most of the broadside. Remember to 
turn your ship to account for this. In addition to the powerful broadside, the Fury's Hold is 
unique when it comes to Human ships that it has front and back cannons: Omnidirectional firing. 
This makes it harder for small ships to be close to you without getting hit.

It's also surprisingly mobile for such a massive ship, and carries decent armor to help survive 
in fights. In addition, the innate ability means you deal even more damage at long range, which
 is a pretty big hint at how you should play this ship. The downside is, that Fury's Hold is 
slow, comparable to the StormAnchor. In addition, it's crew is bad and will most likely die in 
close range fights quickly. 

All in all, it is rather lackluster right now. The unique ability is nice, but most of the time 
you will not benefit from it. If you manage to hit a few solid broadsides BEFORE the enemy 
closes in on you, you are nearly certain to win. If not, you will most likely die, or barely 
survive. 

-=Orc Ships=-
Orc ships have the best boarding stats and crewmembers, both in numbers and quality, in addition 
to good speed, but are average or worse in all of the other categories. Orc ships should be used 
in close range fights, in combination with as much boarding action as possible. Grapeshot works 
best when used with Orc ships, as it can help soften up the enemy ships before boarding. In 
addition, orc ships gain a bit more damage when ramming enemy ships. The Orcs have a bit less 
cannons compared to the Human ships, but they function differently: Very high damage, very high 
critical damage but extremely inaccurate. Scoring a critical hit with Grapeshot is enough to deal 
a significant amount of damage to an enemy crew. This facilitates close-ranged play with all Orc 
ships.

This close-ranged playstyle is also their biggest weakness: Cutting an Orc ships sails away means 
they are dead in the water. If you can kill their sails before they board you, you have most 
likely won against them, as their cannons and crews are unable to reach you.

-=Cleaver=-
On paper, statwise the cleaver looks bad. Really, really bad. Speedwise it's good, but other 
stats are severely lacking. What people miss, is that the Cleaver has one of the strongest bonuses 
in the whole game: It's innate ability. It grants you a massive boost in critical hit chance the 
closer you are to your target. It can also board the enemy ship from its Fore (Front) side. In 
addition to this, the Cleaver has a low profile, which makes it easier to fight in enemy blind 
spots (front and back for some ships without front or back cannons). The in game tooltip gives 
you pretty good info on how to play with this ship: Go close, keep shooting grapeshot to soften 
them up and board when ready for the kill.

When the Cleaver reaches tier 10, it gains a nice little upgrade, allowing you to repair armor 
and ship hull when collecting loot chests. This is not a massive gamechanger, but still nice. 

-=Bloodfin=-
The Orc default ship, the Bloodfin has in the words of the game "Good firepower, Crew and Ramming". 
Do not be mistaken by the "Good Firepower": It has good firepower, but only at closer range. In 
addition to a nifty little innate ability, giving a burst of speed when taking damage. Mobility 
wise, the Bloodfin is better than average. It's fast, but not Cinder fast. 

It's weak in it's aft (back) so never turn your back on your enemy with this ship. This means you 
need to use your ramming and boarding to effectively kill the enemy ships. Grapeshot also helps. 
This is probably the easiest ship to begin with, as it gives you a fairly good ship with a nice 
innate ability. Keep close to the enemy, blast them with Grapeshot and board when ready for the 
kill.

The tier 10 upgrade gives you a better chance at sinking an enemy when nearing low health, as you 
gain significant bonuses to reload speed as your hull armor goes down. I've seen this ability 
change several desperate late-game duels into a win for the Orc ship.

-=Gorger=-
The Orc battleship, the Gorger is a monstrously big ship and a massive hitbox. It has a bit less 
firepower than the Bloodfin, but makes more than up for that with a MASSIVE increase in boarding 
range, owing to it's unique ability. The unique ability also means it can board from the front of 
the ship, which gives you even more options. The cannons are the same as with all Orc ships, so 
being at close range is still a must.

In addition to this, it possesses (base) side, front and hull armor almost equal to a dwarf ship, 
which is a lot. However, it still suffers from a very weak rear armor, so never turn your back 
with this one either. Overall, the Gorger is a very survivable ship with good attributes, but 
it's a not a battleship in the way the Fury's Hold or the Dwarf ships are: You will lose in a 
cannon fight against them. Keeping close to an enemy, showering them with Grapeshot and finishing 
them off with Boarding works wonders.

The Gorger gets a massive boost in boarding power when tier 10 is reached, as the Rowdy Crew can 
deal a massive amount of damage, even when you are in the process of boarding a ship.

-=Dwarf Ships=-
My personal favorites, the Dwarves, or Dorfs as I refer to them embody the "Slower and Steadier" 
mindset of ship design. Their unique ability is that their ships can go in reverse at nearly 
maximum speed, which makes them much more versatile than Orc or Human ships. In addition, they 
have Omnidirectional fire on all of their ships: Cannons at the front and the back. 

The Dwarf ships are very strong in armor and hull, but they are SEVERELY lacking in crew. The 
key to cracking these massively armored behemoths is using Grapeshot to kill the crew and Boarding 
to finally finish them off. No need to waste Chainshot on Dwarf Ships, as Chainshot is useless due 
to them not using sails. The Dwarf ships have a very low number of cannons, which compensate with 
having the highest base damage of all guns in the game: When they hit, you will feel it. The Dwarf 
cannons are luckily fairly inaccurate, somewhere in between the other two races. 

TLDR: Use grapeshot and boarding against dwarf ships (if orc ship) outrange and kite them 
(if human ship).

-=Tidebreaker=-
The Tidebreaker is the fastest ship of the Dwarf lineup. It has good armor and fairly good firepower, 
but is extremely weak to boarding and Grapeshot, like all dwarf ships. It's unique ability gives it
 more acceleration and deceleration than other ships, and allows it to transition from moving forward 
to backwards much faster than other ships. In addition, it has the smallest profile (which is to say 
Hitbox) of all the ships in the game, which means that you will rarely - if ever - take a full 
broadside during a firefight.

It has great upgrades to cannon spread and firing delay, which means that the Tidebreaker functions 
much like a better armored Cinder with the ability to go in reverse. In addition to this, it is 
surprisingly good for ramming for such a small ship, dealing more damage than most ships in the game.
 Combined with how quick the Tidebreaker is, you can really lay the hurt on weak ships from closer 
range. 

The tier 10 upgrade significantly reduces the cooldown of Captain abilities, which is how you should 
play the Tidebreaker: Using the Captain tricks as much as you can, be it mines or torpedos. 

-=Thunderhead=-
The default dwarf ship, the Thunderhead is cannonwise the strongest Dwarf ship and nearly on par 
with the Fury's Hold when it comes total cannon damage. Like all dwarf ships, it has great armor 
and hull with 600 on both sides. This means when it comes to a fight of broadsides, you can most 
of the time win, thanks to your lower number of cannons (more damage per cannonball) and better 
armor. It's unique ability gives all of its shots that hit a small knockback effect, which makes 
it very annoying for ships to close in. This makes the Thunderhead especially good against Orc 
ships, who rely on getting close. This knockback is applied when you hit the target, be it with 
Cannonballs, Chainshot or Grapeshot.

This helps migitate it's biggest weaknesses: Boarding and ships that are faster than it. Like all 
dwarf ships, the Thunderhead will die quickly if Grapeshot and boarding is used against it. In 
addition, even with max tier cannons, the Thunderhead lacks range. The cannons are extremely 
powerful at close range, but they lack any range. Almost any ship in the game can outrange it.

The Thunderhead gets a massive powerspike with it's unique upgrade at 10, as you will automatically 
return fire when shot at, increasing your already impressive damage output even further.

-=StormAnchor=-
My personal favourite ship in the game, the StormAnchor is a floating fortress, like stated in the 
ingame tooltip. It has unrivalled armor on both sides, the front and the back. It get even more 
armor when the tier 3 upgrade is unlocked. In addition to the superior armor, it has very good 
firepower, even at range (with the tier 5 upgrade). It still suffers from the weakness of boarding, 
but don't try to ram this ship. It will most likely hurt you more than you hurt it. In addition, it 
gains ramming damage resistance and damage when upgraded.

The only "real" option I would consider when fighting a StormAnchor is to run. Most ships will never 
win against one in a "fair" fight, so running away while kiting or out-ranging it are the only real 
options. It's VERY slow for a ship, but due to the ability to go in reverse and cannons at the front 
and the back, hitting the rear is not an option. This also leaves it extremely weak to more mobile 
ships, and especially ships like the Ashbringer, which brings even more firepower to the fight.

The Stormanchor gains even more surivivability at Tier 10 due to it's unique upgrade. When it takes 
damage, it gains a damage absorbing barrier for a few seconds.
 

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