SAILING Sailing These parameters determine how your ship sails.
Max Speed: Maximum Speed How fast your ship can move in battles. Improving battle speed does not improve Open Sea speed. Acceleration: Acceleration Determines how fast the ship gains speed. Deceleration: Deceleration Determines how fast the ship loses speed. Lower values are better if you want to maintain speed, higher values are better if you want to stop quickly. Turning (Fast): Fast Turn Rate The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at maximum speed. Turning (Slow): Slow Turn Rate The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at a speed of at least 4 knots. Turning Accel: Max Turning Acceleration This shows how fast a ship accelerates into a turn. The higher the value, the faster the ship reaches its maximum turn rate. Turning Decel: Min Turning Deceleration Ships gradually suffer less deceleration as they turn. This shows a minimum amount of deceleration a ship has when turning. Lower numbers (relative to other acceleration stats) are better. Best Point: Best Point The wind angle at which the ship can attain its maximum speed. The wind comes from angle 0o, and angle 180o is running with the wind at your back.
Capacity: Capacity How many units of cargo the ship can hold. O.S. Visibility: Open Sea Visibility How far away other ships will spot you on the open sea. O.S. Spotting: Open Sea Spotting Increases your spotting range, allowing you to detect ships beyond their O.S. Visibility. Crew: Crew The maximum number of crew on your ship. Shows the fighting strength of your crew. Target Tracking: Target Tracking Reduces the accuracy penalties you suffer due to your movement and your target's movement. Improves your chance to hit fast moving ships.
LEVEL (SIZE): Level and Size The level required to use this ship, and the size of the hull. DURABILITY: Durability The number of ships you have left. Decreases by 1 whenever the ship is defeated in combat (with the exception of skirmish). INSURANCE VALUE: Insurance Value Amount of doubloons you will receive for this ship if she is sunk or scuttled.
HEALTH Health The ship's Health stats show how much damage it can sustain.
Hull: Hull (Structure) The internal structure of your ship. When your structure runs out, your ship sinks. Port: Port (Left) The ship's port armor. Armor facings protect the ship's hull. Stbd: Starboard (Right) The ship's starboard armor. Armor facings protect the ship's hull. Bow: Bow (Front) The ship's bow armor. Armor facings protect the ship's hull. Stern: Stern (Rear) The ship's stern armor. Armor facings protect the ship's hull. Sails: Sails & Masts Shows how much damage the ship's sails and masts can sustain. Ships lose speed as they take sail damage.
Integ. Integrity The ship's Integrity stats show how much damage it can sustain.
2100 1490 1490 750 375 2400
DR Damage Reduction Shows how much the ship's armor reduces the damage it receives.
- 8 8 7 6 6
MODIFIERS Modifiers These change your chance to hit, chance to get hit and the damage you take.
Sails: Sails Offense, defense and resistance values for your ship's sails and masts. Crew: Crew Offense, defense and resistance values for your ship's crew. Bow: Bow (Front) Offense, defense and resistance values for your ship's bow armor. Stern: Stern (Rear) Offense, defense and resistance values for your ship's stern armor. Sides: Broadsides (Left & Right) Offense, defense and resistance values for your ship's broadsides. Grapple: Grappling Grappling offense makes it easier to board ships. Grappling defense protects you against hostile boarding attempts.
OFF Offense Offensive modifiers are a percentage increase to your chance to hit. The numbers here include any benefits from 'Accuracy, All' items.
1.0 1.0 1.0 1.0 1.0 0.0
DEF Defense Defensive modifiers are a percentage decrease to the chance enemies will hit you. The numbers here include any benefits from 'Defense, All' items.
21.0 20.0 20.0 20.0 20.0 0.0
RES Resistance Resistance is a percentage reduction in the damage you take.
0.0 0.0 0.0 0.0 0.0 -
BATTERIES Batteries The guns on your ship are divided into batteries. Guns within a single battery are identical and are controlled as a group.
Type Quantity & Weight This shows number and size of the guns in the battery. Heavier guns do more damage, have longer range and penetrate armor better. Lighter guns reload faster and are better at dealing sustained damage against unarmored targets.
Reload Reload The time it takes to reload the entire battery of guns, in seconds.
Damage Maximum Damage This shows how much damage each cannon can do at minimum range using heavy round shot. Damage gradually decreases as your target gets farther away.
Range Maximum Range This shows how far the cannons can fire heavy round shot. Other ammo types modify this range.
Acc Accuracy This shows the cannon's percentage chance to hit a standard target at 200 or 400 yards away. The chance to hit is increased based on target size, and decreases based on movement.
200 / 400 Accuracy This shows the cannon's percentage chance to hit a standard target at 200 or 400 yards away. The chance to hit is increased based on target size, and decreases based on movement.
Swivels: Swivel guns fire anti-personnel shot, spraying enemy decks with a lethal cloud of musket-balls.
-- / --
154 / 228
154 / 228
Aft guns: Guns in the back of the ship, also known as sternchasers.
154 / 228
Upwind & Luffing
27% - 37%
4.71 - 6.46 knots
Open Sea Speed: 55
Information based on version 02.14.21.00
Current game version is 184.108.40.206
The sturdy yet maneuverable Myrmidon class works as a dependable PvE and PvP frigate killer for level 50 Freetraders, Buccaneers and certain specs of Cutthroat. It is capable of relatively limited spiking but with defense, reload and accuracy buffs, it can become a real thorn in the back in a prolonged fight.
Generally speaking, the Myrmidon MC is a well-rounded frigate, forgiving on inexperienced captains yet an open challenge for veterans who would attempt playing on its delicate balance of all-around moderate performance.
It's a staple ship of NPC pirate packs and smugglers in the lower Antilles, making it very easy for all Pirate captains to farm captured deeds of this class.
The Myrmidon MC's stamina and damage reduction give it an endurance advantage over Capricieux scout-types, while it maneuvers better than heavier Defiant and Deliverance class ships. The peculiar distribution of its guns, favoring an expanded gundeck but balanced by its reload bonus, gives it the ability to dish out sustained, penetrating damage even slightly beyond medium range. A standard approach would be to fight scouts as a heavy frigate and heavier frigates as a heavy scout hybrid.
Experienced scout captains will attempt to use their superior maneuverability to close the distance and wear you down early by rotating sides and using damage spike abilities. In particular, they can cripple you/force you to waste repairs if they focus on your sails and crew, then press on their advantages to perform a forced boarding - a very good rule of thumb is to assume every scout captain ultimately aims to corner you into a boarding.
Gain the upper hand by forcing your enemy to fight you at medium range (250-400 yds), where your defense, armor bonus and gun distribution/reload bonus make a sustained volley exchange a viable tactic for wearing them down. Don't be afraid to mix in bar shot volleys to keep your foe's sail health less than optimal (70-85%). Also, don't underestimate the benefits of stone shot: even if your opponent can easily switch sides to even out hull damage, they can only counter sail damage and crew reload penalties by wasting valuable repairs. Remember to use accuracy buffs, but favor reload fittings (within the limits of diminishing returns) to enhance on your basic bonuses.
Against Heavy Frigates
Start fighting heavy frigates the same way you would scouts. Range considerations become somewhat optional because their heavier guns are still very effective even at 400 yards. Still, captains sailing these vessels are aware of the advantages they can gain by combining damage increase abilities with the high volley damage of their broadsides, and a combination of distance and speed can help mitigate the effects of their early-game nukes.
Ultimately, the Myrmidon MC 12-pounders will have a hard time penetrating the heavies' superior armor or matching the brute force of their batteries. Your best bet is to focus on their crew to hamper their broadside ability (or if you are fighting a NO, hit their sails to cripple them), then use your superior handling (mostly based on your ability to retain much more speed through turns) to close the distance and force them into a boarding battle/ get on their stern and start tailing them (keep in mind that although your opponent will lose momentum through turns faster, you can't stern camp them indefinitely either as your acceleration isn't exactly up to scout standards). Sitting in their arcs for too long, especially if you can't force some kind of reload debuff on them, will prove inevitably disastrous.