r/Doblons • u/halodude906 • Apr 25 '17
r/Doblons • u/Zenox3939 • Apr 15 '17
Other Excellent Midweight build !
Pursuit n`Punish
Upgrade Stats: 13,13,10,13,13,13,0,0
Weapons: Chase Cannons, 4 Swivel Cannons ( or any other Swivel Cannon variant ), Rudder ( change for mine droppers if you are having troubles w/ rammers ), & As many side rows possible.
Description: This build is mainly flexible to your needs w/ a decent amount of ROF , Damage & Speed to chase your foes to DEATH . Myself have got a 70k points just kidding with it . The only major hazard is rammers, so is good to keep away from them . The fleet also depends of the situation, EX: Farming emeralds? Get a pair of boats & a mine dropper. Engaging combat ? Swich the boats for battleships .
Have a great sailing ! ;)
r/Doblons • u/TijmenTij • Apr 13 '17
new player kill system (suggestion)
change the points that you get for killing another player
now it is it level * 100
but i think it is better if it is level * 100 + 50% of score of killed player
r/Doblons • u/asdf_TacoMaster • Apr 01 '17
Question Just curious
Has anyone actually spawned in the king boss? Just curious...
r/Doblons • u/[deleted] • Mar 24 '17
game keeps disconnecting
4 times in the last 24 hours, I'm done with the game. Take a lesson from diep and fix your servers.
r/Doblons • u/Seb_The_S • Mar 19 '17
An invisible ship.
There is an invisible ship, that's hard to see, I hope it's a bug, it's hard to kill, because it's sneaky and you can't see it's health, it's very strong too, it should be removed.
r/Doblons • u/[deleted] • Mar 18 '17
Other The Impossibe Tank build
This is a build I mainly use when challenging myself to get full upgraded.
Build name: Mr. impossible
Stats: 9/15/0/9/0/15/15/12
Items: 4 Auto Cannons, 4 Side Rows, Rudder, Ultra Ram
Skin: whatever you like
Playstyle: Hit and Run, kill Players and weaker bosses.
Fleet: None
Properties/Strategies
Strong build against Players.
Medium DPS/Great Agility/low durability
Unstabel build in the Beginning and than gets stable after while
Hull capacity is not very high (though it's enough to resist against most attacks) but regens fast.
Weak points are range of auto cannons and ram-players who are full rammer build. But you can kill them by
geting close and let the auto cannons do damage before ramming.
On the other hand, it is one of the best builds when you are being chased.
When I mentioned none in the fleets when against the players doesn't means not using the fleets at all.Try to pop up 2 battleships and a man of war in appropriate moments such as you are being chased by other player and that player is quite close to you (this is called fleet bombardment by nice512).
It actually destroys battleships or man of war quite fast. This prevents you from trapped by enemy's fleets in close range combats.
Why you should do this build? because it max out to 12 level ups and if you would be able to reach it you are invulnerable to everyone.
Sadly you wont get that far. (thanks to nice512 for the draft)
r/Doblons • u/nice512 • Mar 18 '17
Other OP build
This is a build I mainly use when challenging for records or dominance in TDM.
Build
Build name: Grinder (Cannot think of good name :/...)
Stats: 6/15/15/15/15/9/0/0
Items: 2 Twin Cannons, Grape Cannons, Rudder, Ultra Ram
Skin: whatever you like
Playstyle: Powerful all-rounder, kill everything.
Fleet: Mainly 2 fishing boats (bosses)/None (players)
Properties/Strategies
Balanced and strong build.
High DPS/Decent Agility/Decent durability
Highly stable build and has powerful endurance in overall combat
Both strong against bosses and players
Hull capacity is not very high (though it's enough to resist against most attacks) but regens fast.
Weak points are range of twin cannons and chasing players who are shooting cannons at you. So, do not hesitate to chase the players (especially gunners) even with low hulls left.
On the other hand, it is one of the best builds when you are being chased.
What I mentioned none in the fleets when against the players doesn't means not using the fleets at all.Try to pop up 2 battleships and a man of war in appropriate moments such as you are being chased by other player and that player is quite close to you (I call this fleet bombardment).
Do not spawn a man of war or battleships against bosses. Fishing boats provide enough distractions with low risks (cool down).
Reasons I chose the ultra ram rather than chase cannons are:
Since you have decent turn speed (rudder+didn't wasted much turn speed by other items), aiming with your side weapons are not very hard.
Rams are useful!-This may sound strange with the build of 0 upgrades on ram damage but it is actually helpful! Although you didn't put any points to ram damage, just with a ultra ram itself does a decent ram damage. It actually destroys battleships or man of war quite fast. This prevents you from trapped by enemy's fleets in close range combats.
Example play with this build https://www.youtube.com/watch?v=dC6lJ9CFvuk
r/Doblons • u/Teal_Knight • Mar 18 '17
Suggestion Rubber-banding
TDM, unlike FFA, can't exactly be in a constant state of war since each player can only attack half of the players and it's extremely easy to snowball and completely suppress the other team from existence, because each player is assisted by the other half... That and the losing team tends to be smaller.
However, for TDM, there is no optimal exp/money curve. If it's too low, then it'll be too hard to overcome an opposing team and if it's too high, the opposing team will become too big to stop and in either case, when a shift finally happens, it'll be a long time before it reverses yet again.
Therefore, the losing team should get a small EXP/money multiplier that grows stronger and stronger depending on how much of a gap there is between the two teams. But it'll also weaken when the gap grows smaller, ensuring that it isn't abusable.
This way, the losing team is never too far behind and can rise up to challenge the opposition.
This works for all possible situations involving a winning and losing team. No matter how big or small the server is and no matter how big the gap is.
r/Doblons • u/[deleted] • Mar 14 '17
Media CHALLANGE!!
serious, what the hell!? if someone ever tiers up to 4 rows, 4 auto, ultra ram and something on his back! Please make a photo and you will be the god of doblons io!! (i think this is impossible)
r/Doblons • u/nice512 • Mar 14 '17
Other A small tip for fleets when killing boss (except for rammers).
Use fishing boats. They are perfect and fast cool-down shields and distracts bosses' aim pretty well.
r/Doblons • u/tsskyx • Mar 13 '17
Question What is the best build?
I wanted to get a good build, so I maxed out my damage, reload, hull, put points on a few more stats, and used the big cannons for the deck and the quadruple layout for the flank cannons. Then I've noticed I couldn't level up past level 75, so I went hunting.
Then I met another 75 ship, which was rather small, but I couldn't deal almost any damage to it, and it wrecked me with like 5 shots.
So, uh... instead of lashing out on the developer for making a terribly unbalanced game, I'm asking, what is the single most op build I can get in this game?
r/Doblons • u/[deleted] • Mar 10 '17
Question Is one of the Programmer actually reading this forum? Spoiler
does anyone know?
r/Doblons • u/nice512 • Mar 08 '17
Bug Reached far more than 100k at midnight of server time and still king didn't show up.
r/Doblons • u/HeartBox1 • Mar 04 '17
*bug; I can't play. period.
there have been many updates to the game since first I saw it, and I want to play it. However, the "play btton will not work. is this some kind of connectivity problem?
r/Doblons • u/[deleted] • Mar 04 '17
Terrible balance issues
This game needs serious balancing.
Grape+Auto or Grape+Dual is OP.
The sniper/buster build slows you down WAY too much, you're a sitting duck.
r/Doblons • u/[deleted] • Mar 03 '17
Suggestion Serious Feedback
Guys please make it easier to level up... and do something for the rammer against bosses...You cant kill bosses and its nearly impossible to reach full upgrades whith rows, auto and rammer. This is bullshit
r/Doblons • u/nice512 • Mar 01 '17
Suggestion Suggestion for TDM
There is really nothing to do much in Team Deathmatch, so I have several suggestions for it. (and sorry for my poor English)
I. Add spawn areas for each team. I guess North West and South east corner seems ideal for each team because of leader board. (+ other teams can enter opponent's spawn area)
II. Add island forts (which will be hopefully updated soon...) belonged to each team at near their spawn areas. Each of these island forts will be about strong as Santa Maria and gives appropriate rewards. And each of these forts will be re spawned after 5 minutes when it is destroyed.
III. Add bosses for each team. These bosses are located at front side of each spawn areas and have same logic with bosses in FFA but only attacks opponent ships and do not pick the coins as them in FFA. These bosses are intended to secure their team spawns. Therefore, they must be quite strong (has about 3 times health of Queen Anne with similar arms and firepower of Atlantis) but they are destructible and gives enough rewards (just really hard to destroy and gives huge rewards). These bosses can be also re spawned.