The actual developer of the free program is Team Pokki. Commonly, this program's installer has the following filenames: HostAppService.exe, Pirate Storm.exe, piratestorm.exe, pokki.exe and ServiceHostApp.exe etc. The size of the latest downloadable installation package is 781 KB. This free PC program is compatible with Windows XP/Vista/7/8/10/11 environment, 32 and 64-bit versions.
Ahoy, I am Leon Dreadpratt, a level 50 pirate. I love cannon defense and have gotten pretty good at it. My current cannon defense record is wave 104 and I have gotten Revenant Ram 4 times, so I can guarantee that these strategies work. The biggest reason people play cannon defense is because it is by far the best way to get famed and very rare cannon rams. You get loot in cannon defense about every 6 or 7 waves, and everyone gets loot on the same wave. You get loot after waves 6, 13, 19, 26, 32, 39, 45, 52, 58 65, 71, 78, 84, 91, 97, 104 and so on. You also get loot after you lose. However, each time you get loot you are not guaranteed to get a famed cannon ram, or even a cannon ram at all. Past wave 26 you can hope to start getting famed, but you might have to wait as far as wave 32 or 45 if you are unlucky. It is quite common to get wool cannon ram on wave 26, but not guaranteed. And to even start hoping for rev ram you need to get to at leastwave 52. Think of it like this. From wave 1-13 loot is what you might expect in a loot pouch, almost always common or crude, if you are lucky a rare, and if you are insanely lucky a famed. From wave 19-26 loot is what you might expect in a loot chest, mostly rare with the occasional famed. Past wave 32 the loot is what you might expect in a skull chest, a pretty good chance of getting famed and rare. However, getting this far is obviously the hard part and the reason for this guide.
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These ships are considered some of the most annoying, possibly some of the most difficult, ships in the game. Tiny and fast they can be a problem for even the best cannoneers. However if you have the right strategies their equally tiny hp can make them a piece of cake. Some people love using a nice keg to take these little guys out easily. Although this works, it can be a waste of money. These ships really aren't that hard to just shoot. The most important thing you need to be able to take these guys out fast is 5 on the shoot skill (see below). If they are moving, use your mouse to follow them and shoot a quick round (note: when I say "round" I mean 6 round shots not one) at them, remember to aim in front of them so they will move into the shot, odds are one or two will hit. If they are sitting at the beach don't shoot all the shots at the same time, they all might miss. Take a few quick shots and constantly be adjusting your aim as you shoot at them. Still, as you go through the levels ships get more and more lives and get harder and harder. This makes light sloops especially harder as they go from being sinkable in 2 hits to needing more like 5 or 6 hits to sink them. Firestorm can be very effective at taking these guys out, if you can hit them. Two things you can do is aim at a larger ship (if one is out) like one of the light galleons that often accompany light sloops. The other thing you can do is wait for one to stop at the shore, try shooting it with round shot until you get your aim right, the quickly shoot a firestorm without moving your aim. If you really really have to you can use a keg, but only in the higher levels. The general rule is, only use expensive ammo if you don't think you could do it with only round shot.
These ships are very easy. Slower and larger than the light sloops they are no problem to hit. Use your mouse to follow them, shoot one or two rounds, and they are gone. No problem. If you encounter a large group in a high level, a firestorm or even a keg might help. But make sure you are really using it well. If you think you could sink them without better ammo there is no point wasting money.
These ships are fast but they are large and have relatively low hp. They really aren't that hard. For them it is best to aim for the sails. However make sure the rounds don't go through the cracks. Unloading a few rounds quickly can sink them easily. Again a large group in the high levels might call for a firestorm or keg.
Though they have good hp, being very large and very slow make them easy targets. Unloading several rounds into their hull can sink them before they even get to the beach. If there are a lot of them it might be good to hit them with a keg or firestorm. Often this won't sink them but will still make them easy to finish off with some round shots. In higher levels it might even take multiple big hits with firestorm of keg to take them out.
These guys are a little faster and have a little more hp than the galleons, making them harder. However they are still large and easy to hit. A few kegs and firestorm and plenty of round shot should do the trick.
These ships are massive and extremely hard to sink. Often times even 10 or more rounds will not sink them. If there is more then one or two out you should definitely consider a barraging them with keg and firestorm. And if you spy one of these emerging they are the only ship that might warrant a quick bait shot to keep them from wreaking havoc on the town. If you really have the money.
At level 10 you unlock your first good ammo, powder keg. Now this ammo is extremely expensive and only good if you know how to use it. Unlike some people think, it is NOT a large mine. Although it floats, if a ship runs over it it disappears without doing any damage. However, if you shoot it with round shot after it is placed, it explodes doing massive damage to a huge area. This makes it extremely efficient for taking out a large group of difficult ships in one shot. To insure detonation, once you shoot a keg instantly switch to round shot without adjusting your aim and shoot a few times. This will insure you will hit it. It is very imortant to remember that keg is only good if used in a large group. In theory it can do infinite damage to a big enough group! Using it to try and sink a single ship, even a heavy war ship, is a total waste. It does about 1,500 damage to each ship. So using it on one heavy war frigate does a total of 1,500 damage, or about one round of round shot. On the other hand using in on a group of 10 light galleons does a total o 15,000 damage, which is much more worth the money. One interesting note is that the explosion is rather boring compared to the dramatic fiery explosions of ammos like bomb, mines and, firestorm. In fact it looks more like a large puff of smoke than a massive damage explosion. It might take some learning to be able to use it well however. being able to place it right where you want it, being able to detonate it quickly. Do a lot of practicing until you have this down. The important thing with this ammo is not to waste it as it is very expensive. Only use it when you know it will be most needed.
The next good ammo you get cold shot at level 13. When it hits the water it freezes a small patch of it. It does not do anything if you hit a ship though. When a ship touches the ice it does a small amount of damage and halts the ship. This can help by preventing ships from moving as you pelt them with ammunition, like keg or firestorm. It can also buy you precious time to get more rounds into large ships. Keeping up a ice "blockade" can be one of the keys to getting really far. This is only really helpful past wave 40 or so when, if you are doing good, money is abundant.
Finally, firestorm, the last ammo you unlock. This can be used like a cheaper, but slightly less powerful powder keg that does not have to be detonated. When it hits a ship it explodes in a huge fiery burst igniting all ships in the area. It will do pretty good damage to a large area similar to powder keg, but without the need of a trigger. Also since this ammo is far less expensive you can use it a lot on any group of ships. It also reloads faster making it very useful. In the higher levels, if you have the money, you will find yourself using it as soon as it reloads again. It is most useful in very dense masses of ships where finding open water to place a keg on is difficult.
Light frigates and up will fire barrels at you when hit. These can be extreamly annoying if you do not know how to deal with them, if you do however they aren't a problem. The first thing you need to know is when ships fire barrels. They shoot when they are first hit at whoever hit them, and somethimes again when they reach the shore. Now if you see a barrel coming towards you, the most important thing is not to pannic. Keep playing as normal and wait for it to get close. When it is getting close simply fire a few shots at it. The closer it is to your ship the bigger target it is and the easier it is to hit. Often times a very good keg or firestorm can make you the target for a good number of barrels. Again do not panic. If there are too many to take out, just let them hit you. If you get hit by a barrel white you are knocked out nothing happens. So all you need to do is let them hit you, shake your mouse enough to get you almost revived, then when the last one hits, revive yourself, no problem.
The final helpful skill is rapid reload. As its name implies this skill helps you reload faster. Though not necessary or as helpful, it does help reduce the reload time of some shots that take longest to reload such as powder keg, bait shot, and fire storm. If you have extra skill points, putting a few on this can help.
Though it is certainly not necessary getting your group organized, it might help you get a little farther. You might have noticed that above I talked about 6 good ammos but you only get 4 ammo slots. To solve this and to help to decrease confusion you can take a second with your group to decide who is going to do what and who is going to use what ammo. Obviously (at least I really really hope this is obvious) everyone should have round shot. Out of the 5 other ammos I listed, powder keg and firestorm are the best, everyone should have those too. You then need to decide who should get what other ammos. You could assign one or two people to buy cold shot and keep up a small ice blockade. You could also assign someone as the sniper to buy bullet to take out escaping ships. Finally because it is insanely expensive only one person should buy bait shot, or you might decide no one should buy bait shot if you don't think it will be necessary. Again though this is not necessary it might just get you that few waves further to get your next famed cannon ram. 2ff7e9595c
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