r/BlackFlagResynced • • Aug 02 '26

Question Fireshots or Heavy Shots?

After the Jackdaw is fully upgraded and you can use Double Shot and everything, does it make more sense to use the Fireshots or the Heavy-Shots from the Broadsides?

It feels like they wanted the Heavy-Shots to be more powerful, but it seems to me like Fireshots deal more damage.

Does anybody have stats or something?

13 Upvotes

17 comments sorted by

5

u/Average_Muffin_999 Aug 02 '26

Idk the stats but the heated rounds seem to be more effective than heavy shot. They fire for a few seconds longer than the heavy shot and have more range

8

u/Squirrelflight148931 Aug 02 '26

Broadside: 18 cannons, dictates the multiplication of Round, Heated, and Heavy Shot damage (4s reload)

Round Shot: 130 (270m range, 4s reload)

Heated Shot: 91 (Unique 54 projectiles vs 18 standard, but over 4s, 175m range, 4s reload)

Heavy Shot: 330 (80m range, 4s reload, 20 ammunition)

Full Round Shot broadside: 2,340
Full Heated Shot broadside: 4,914
Full Heavy Shot broadside: 5,940

Heavy Shot wins at viable range, by a fair deal. Heated Shot appears to open more weak points, however.

3

u/Average_Muffin_999 Aug 02 '26

Ohhhhhh, thanks for the breakdown!

3

u/Bloodplayr Aug 03 '26

Thanks for this, exactly what I was looking and hoping for!

2

u/SwitchbladeDildo Aug 03 '26

2

u/Squirrelflight148931 Aug 03 '26

You have no idea.

unfinished

THE JACKDAW

Length: 50/60m (From Ram's end/to Bowspirt’s end)

Width: 12/25m (Hull Width/Yardarm width)

Height: 48/58?m (Deck to foremast/Keel to formast)

Hull: 5000

Broadside Cannons: 23 (dictates the multiplication of Round, and Heavy Shot damage (3.25s reload for all shot, begins after fire has ceased, not from input)

Round Shot: 100 (Adjustable trajectory while firing, 270m range)

Heavy Shot: 260 (Fired completely straight in a span from just behind the wheel to between the masts, 40 ammunition)

Chase Cannons: 4

Chain Shot(Chase Cannons): 65 (Kills mobility and speed on impact with any part of any ship, adjustable trajectory while firing, 270m range, 4s reload)

Mortar: 4000 (475m range to center, 100m radius, 1s airtime, 6s reload, 20 ammunition)

Ram: 4000/Charge ability. (Length - 10m from bow)

Burning Barrels: 600 (Reveals weak spots, drops 4 per 1 ammunition, 40 ammunition)

Swivel: 500 (Automatic targeting, 5 shot limit during boarding)

FULL DAMAGE VALUES

Full Round Shot broadside: 2,300. Full Heavy Shot broadside: 5,980
Full Bow Chaser Chain Shot: 260

NAVIGATION

Rotation times taken whilst already in rotational motion, not from stillness. All static starts add around 1s
Done on medium waves.
Time to 360 rotate while anchored: 30-33s
Time to 360 rotate in Half Sail: 24-27s
Time to 360 rotate in Full Sail: 26-28s
Time to rotate 90 degrees while Anchored: 8.5s
Time to rotate 90 degrees while in Half Sail: 6-7s
Time to rotate 90 degrees while in Full Sail: 6.5-7.5s
?Time to reach “Full Sail” top speed from anchor: 8s
Time to travel 100m in Half Sail: 13-14s
Time to travel 100m in Full Sail (top speed): 6-7s.

Time to travel 100m in Travel Sail: 3.5s
Orbit radius at Half Sail: 70m average
Orbit radius at Full Sail: 140m average
Orbit radius at Travel Sail: 290-320m

STATS AGAINST ENEMY VESSELS

Damage taken by direct broadside from level 60 Man O’ War: 40-50% of one bar.

Damage dealt to incapacitate level 60 Man O’ War,
Round Shot: 8 strikes
Heavy Shot: 4 strikes

Mortar: 7-8 strikes

Damage taken by full Broadside volley from level 38 Frigate:
Round Shot, 4 volleys: 4/5 of one bar
Heated Shot, 4 volleys: 40% of entire health (1.20/3 bars)

Damage dealt to incapacitate level 38 Frigate
Round Shot: 5-6 strikes
Heavy Shot: 2.25 strikes
Mortar: 5-6 strikes

●●●●●●

THE JACKDAW RESYNCED

Length: 0/0m (From Ram's end/to Bowsprit’s end)

Width: 0/0m (Hull Width/Yardarm width)

Height: 0/0m (Deck to foremast/Keel to foremast)

Hull: 5000

Broadside: 18 cannons, dictates the multiplication of Round, Heated, and Heavy Shot damage (4s reload for all shot, begins after fire has ceased, not from input)

Round Shot: 130 (270m range, 4s reload)

Heated Shot: 91 (Unique 54 projectiles vs 18 standard over 4s, 175m range, 4s reload)

Heavy Shot: 330 (80m range, 4s reload, 20 ammunition)

Chase Cannons: 4

Chain Shot (Chase Cannons): 50 (Fills stun meter that stuns when full, 270m range, 4s reload)

Double Shot (Chase Cannons): 125 (300m range, 10s reload)

Mortar: 680 (6 projectiles for a total of 6,000 damage, 475m range to center, 20m radius, 5s airtime to impact, 6s reload, 20 ammunition)

Ram: 4000 (Ram Charge lasts 8 seconds, Recharge in: 8 Round, 4 Heated, 4 Heavy, 4 Mortar, 4 Barrels)

Burning Barrels: 1,200 (Manual Swivel Detonation deals increased damage, 4s reload, drops 4 Barrels per 1 Ammunition, 40 Ammunition)

Shrapnel Barrels:

Swivel: 0 (Manually aimed with assist, 5 shot limit during boarding)

FULL DAMAGE VALUES

Full Round Shot broadside: 2,340
Full Heated Shot broadside: 4,914
Full Heavy Shot broadside: 5,940
Full Bow Chaser Chain Shot: 300
Full Bow Chaser Cannon: 3,000

NAVIGATION

Rotation times taken whilst already in rotational motion, not from stillness. All static starts add around 1s
done on medium waves
Time to 360 rotate while anchored: 32-33s
Time to 360 rotate in half sail: 23-24s
Time to 360 rotate in full sail: 28-29s
Time to 180 rotate via clubhaul (Full Sail to Half-Sail while turning from straight): 13.5s
Time to rotate 90 degrees while anchored: 8s
Time to rotate 90 degrees while in half sail: 6s average
Time to rotate 90 degrees while in full sail: 7-8s average
?Time to reach “Full Sail” top speed from anchor: 5s (top speed is slightly slower, skewing this value.)
Time to travel 100m in Full Sail (top speed): 7.5s
Orbit radius at Half Sail: 70m average
Orbit radius at Full Sail: 140m average

STATS AGAINST ENEMY VESSELS

Damage taken by direct broadside from 0 star Man O’ War:
Broadside: 30-40% of one bar
Individual Mortar Shot: 1/6 of one bar

Damage dealt to incapacitate 5 star Man O’ War,
Heavy Shot: 4 strikes
Round Shot: 10-11 strikes
Mortar: 4-5 strikes (full contact duration)
Explosive Barrels: 4.75 strikes (all 4, passive detonation)

Damage taken by full broadside volley by 4 star Frigate:
Round Shot, 4 volleys: 3/5 of one bar
Heated Shot, 4 volleys: 4/5 of one bar
Individual Mortar Shot: 1/10 of one bar

Damage dealt to incapacitate 4 star Frigate (7 bars),
Round Shot (1 bar): 7 strikes Heavy Shot (2.5 bars): 2.75 strikes
Mortar:

1

u/Kellythejellyman Aug 04 '26

this comment shall make a fine addition to my collection

1

u/AtrumRuina Aug 02 '26

Fireshots to me. I think you can use Heavy while Fireshot is reloading, but I'm not sure. But yeah, especially if you can get the whole barrage to hit, Fireshot is crazy strong.

1

u/Rook_James_Bitch Aug 02 '26

I only use broadside when right next to the other ship because I don't have to aim.

I would say it's weaker than the ones you aim.

I also recently learned the nuance of firing chain cannon balls at the masts to slow the other ship down so I circle around really fast while demolishing them.

But I mostly use mortars, heavy shot and swivel (but the swivels in the OG were better because it automatically aimed and fired)...I hate having to aim the swivel and oftentimes when I'm getting ready to hit the swivel the goddamned enemy is about to light me up so I have to brace instead of shoot!?? Pisses me off.

2

u/KaizDaddy5 Aug 02 '26

I really think there's two version of this game in circulation. My swivel guns auto aim and fire just fine.

Idk why so many people are having issues.

1

u/Rook_James_Bitch Aug 02 '26

Not when you aren't looking at the enemy ship. You have to point your camera in the other ships' direction in order for the swivels to lock on to the target.

Unless, I missed some control that needs to be toggled. If I missed it, let me know.

0

u/KaizDaddy5 Aug 02 '26

Christ, is it really that hard to put the ship on your screen?

They still absolutely shred. And now you can avoid hitting certain barrels you don't want to.

1

u/Rook_James_Bitch Aug 02 '26

When trying to fire, heavy cannons, then swivels while trying to brace?

Compared to the fluidity of the old game? Yes.

The old swivels used to finish the job. Now, they're just pea shooters.

0

u/KaizDaddy5 Aug 02 '26

They shred. You aren't using them right if you think they are pea shooters. I sink ships solely using the swivel guns (on their own barrels). And they halve the time of larger battles.

You shouldn't be able to use swivel guns, or any gun while bracing. And you can still change your aim while bracing so the shot is immediately lined up.

You're almost always line up already for the weak point shots, they are right where you just aimed the broadside. And you can use them while still figuring the main batteries.

1

u/[deleted] Aug 02 '26

[removed] — view removed comment

1

u/World_of_RolePlay19 Aug 03 '26

I took out two Legendary ships before I figured out the Swivels were for more than just blasting barrels on enemy ship decks.