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Everything posted by EsaTuunanen
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Can we get the statistics of torpedo hits before/after the patch?
EsaTuunanen replied to ghostbuster_'s topic in General Discussion
Shimakaze's torpedo wall is definitely now even stronger because of ability to do both quite wide and also dense (harder to slip through) spread. But with other DDs it would be hard to make hits to cruiser who preventively maneuvers and keeps ship's profile small. Myself haven't really noticed any notable difference in hit percentage. Better players are still very hard to hit with torps with often launching dozens and dozens of torps for one or two hits and again sometimes there are those games with everyone sailing in straight lines... And you should have just launched all at lead indicator instead of some spreading for hits in case of evasion attempt. -
Which forum members have you seen in random battles?
EsaTuunanen replied to Cobra6's topic in General Discussion
Fun except for the part of that AFK/bot New York who made the difference for enemy team. And when Karlsruin does better than Fuso and Nürnberg... WG should really consider some measures against AFKs/stationary bots sabotaging team efforts. Lately have seen them awfully often in either team. -
Just had total f**ktard CV donate point victory to enemy by suiciding "because he was out of planes".
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Extreme Teamkiller Divsion caught on Tape! ;)
EsaTuunanen replied to Trigger_Happy_Dad's topic in General Discussion
Unless it's point blank range torping in start of the match... (or no enemy detected and islands would block torps before they can reach anything where enemy might be) -
Teamwork + supporting Newbies + firing from the hip + increasing your winrate!
EsaTuunanen replied to Trigger_Happy_Dad's topic in Archive
Indeed. In two base domination (former standard battle) own base should never be left unprotected and also other flank should have some ships to monitor and stall enemy: Especially if enemy drivers group of battleships, cruisers and especially stealthy destroyers into base stopping capping can be hard. And basically needs force big enough to either fast kill or push back cruisers and battleships so that destroyers can be found before they stealth cap. -
OMG! They can't see me firing from Smoke but I can see them! Hacks!? ;)
EsaTuunanen replied to Trigger_Happy_Dad's topic in General Discussion
Killing cruisers in DD is really underrated. I wonder if support gets regularly complaints from cruiser players who lost gunfight to DD. Just yesterday killed one Murmansk in Gremlin with 8 citadel hits +"change" and actually "fairly" without smoke cover. He wasn't good at aiming either but I guess he might have been (correctly) worried about incoming fish... And then loosing 8k to one salvo before having hit me is probably distracting when 16k hp from start of duel was already 4k down. (he lost ~5k to BB he torped and I took out other 5k with two citadel hits from 9km distance before he went behind island) -
Königsberg/Nürnberg turrets actually have weakness. Each gun was provided with a chain hoist which ran directly between the magazine and guns... It is noted in "German Cruisers of World War Two" that the anti-flash arrangements were poor in these ships. http://www.navweaps.com/Weapons/WNGER_59-60_skc25.htm
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Actually blast wave damage is "volume based" and doubling the explosive charge doesn't make "twice the hole". (it would require 8x the explosive) Blast effect is a volume effect. The blast wave deposits energy in the material it passes through, including air. When the blast wave passes through solid material, the energy left behind causes damage. When it passes through air it simply grows weaker. The more matter the energy travels through, the smaller the effect. The amount of matter increases with the volume of the imaginary sphere centered on the explosion. Blast effects thus scale with the inverse cube law which relates radius to volume. http://nuclearweaponarchive.org/Nwfaq/Nfaq5.html So relative damage difference of various caliber HEs isn't that illogical. And bigger HE's explosive charge can blow hole to thicker armor while small caliber HE damage gets fast negated if it hits much any kind armor. Bigger discrepancy is between damage value of different nation HEs. That depends lot on to whom RNGesus smiles. It can literally take 50 DD HE hits to cause single fire. And about another 50 to get second fire. (to then see BB put out both of them and be immune for fires for time of next 50+ hits)
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OMG! They can't see me firing from Smoke but I can see them! Hacks!? ;)
EsaTuunanen replied to Trigger_Happy_Dad's topic in General Discussion
During replay playback it's possible to control camera/view angle freely. And aim indicators follow camera angle... Even during actual gameplay they can point to other direction than actual aim if turrets are locked. For as long as IJN DD doesn't shoot back with RNGesus blowing half of ship's modules. IJN DD HE has off the scale module knock out power. -
OMG! They can't see me firing from Smoke but I can see them! Hacks!? ;)
EsaTuunanen replied to Trigger_Happy_Dad's topic in General Discussion
And that Blyska having some aiming problems helped also. Though I guess against "inexperienced" players agressive attacking can distract them lot. For Soviet DDs one variation is to look if there's lone and unaware cruiser coming from behind island showing its side and in that case pop up smoke to hide loading AP and then kill that cruiser with citadel hits. And lately damage counter and clock have been coming automatically with mini-map mod -
Bad Cruiser Drivers are the Worst!(?)
EsaTuunanen replied to Sicknote1's topic in General Discussion
Same for DD unless wanting to end up as instant kill or some extra not doing much anything usefull. And doing maximal damage needs still further balancing/"kiting" between just properly crazy agressive and too agressive. -
Just had the opposite, some bot Königsberg moved around some before stopping near border... Team also had two of those seriously "underperforming" divisions.
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Just what rain dance you do to get MM give your teams no AFKs/bots? It's usually at the latest second or third match of the day in which I see first AFK or bot especially if counting also enemy team. And I would prefer to report those also in enemy team... including that occasional "-1" player who suddenly makes one enemy ship "disappear" in starting minutes of the match. Sure there are times without single problem with any player for half dozen matches but then there are also times when five reports wouldn't be enough for that many matches. Yeah... just like only five compliments per day (instead of per certain number of matches) makes it hard to decide when to give compliment. And time for complimenting/reporting after the match seems to be limited to short time so it's not like that you can wait to end of the session to decide who really did well or did most to disrupt the gameplay.
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You can't angle deck armor... regardless does it exist or not. Anyway HE doesn't care about angling and almost any HE shell can blow hole into DD's tinfoil deck. And if that HE happens to hit near gun/turret mount there's risk for also magazine being part of damage receiving area.
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Bad Cruiser Drivers are the Worst!(?)
EsaTuunanen replied to Sicknote1's topic in General Discussion
While lacking high alpha damage fire rate of cruisers makes them able to faster switch targets instead of needing longer wait for reload. BB which just fired salvo simply can't do much fast damage to DD popping up nearby. I would still prefer that tourist cruiser to at least survive longer than time it takes to suicide... err solo rush into enemy fleet's crossfire. -
Trajectory/shell flight time limits distance for effective engaging of certain type target. After five seconds hitting not straight sailing DD becomes hard, at 7-8 second trajectory maneuvering cruiser starts to give challenge for hitting. Turning BB becomes more challenging at 10 second.
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LET ME FINISH MY FREAKING SALVO!
EsaTuunanen replied to FizzlePopBerryTwist's topic in General Discussion
Just fire that whole broadside at once (instead of ripple fire) and double tap ammunition choise after that. Makes reloading new choise of ammunition take only second or two more while "outputting" already loaded stuff. If it waited for you to finish that ripple fire salvo and then asking new ammunition choise it would waste that same five seconds. -
Well, at least it took only to yesterday evening to get answer to support ticket made in Monday...
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Load times getting slower - it's actually preventing me playing. Is it just me?
EsaTuunanen replied to SonofaSailor's topic in General Discussion
It works. Until enough of other files are accessed to overwrite "old" content of cache files accessed by game stay cached in RAM. And while normal initialization/executing of client code still needs its time content of its files comes from that cache. That disk cache system is reason why amount of "free" RAM can look smallish if you go looking that value. Most of the RAM not needed by programs is constantly used as disk cache. And if some program (or new freshly started) needs more RAM than reserved as free Windows just discards oldest (longest time ago used) disk cache content. Obviously if RAM is clogged by bloated software there's isn't space for using it as disk cache and also starting any new programs and overall use slows down. For the first access of files, not constantly. (unless too little RAM) I routinely get match loaded with 40-50 seconds left in countdown without any SSD. (for game) -
You mean this? Weren't cruisers given fighter to help in AA so that would explain change from pre WW2 biplane to WW2 era monoplane design?
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Load times getting slower - it's actually preventing me playing. Is it just me?
EsaTuunanen replied to SonofaSailor's topic in General Discussion
That wasn't powerful even five years ago. And 6GB hints toward three DIMMs (unless it's some original 1+1GB with 2+2 GB added) which disables dual channel mode halving memory bandwidth. Outside synthetic benchmarks (same used for advertising how miraculously fast SSDs are compared to HDDs) its effect shouldn't be major but it sure never helps. In that old PC HDD content is is no doubt heavily fragmented so after clearing all various temporary file folders (can take lots of space) you should run defrag. Disk Cleanup does good amount of that cleaning automatically if you just add all bloat into its clean up list. Updates-folder contains compressed update data launcher downloaded. Launcher possibly then extracts their content to UpdatesData before adding/replacing correct files to client. (that folder gets emptied) If you ever have some problem in patching process not finishing cleaning Updates folder and running launcher again (downloading update data again) can help. -
Load times getting slower - it's actually preventing me playing. Is it just me?
EsaTuunanen replied to SonofaSailor's topic in General Discussion
Have had client kept open for whole day and never seen its memory requirements rise after initial starting of the client. Unlike with software having memory leaks. And that semi analog Triple Level Cell -Flash SSD has issues. Just google "samsung 840 evo slow" SSD has nothing to do with the fact that once game has initially accessed its files enough RAM allows Windows to cache all those files into RAM which is way faster than Flash-memory. -
Carriers are OP, Battleships are OP, Cruisers are OP, Destroyers are OP
EsaTuunanen replied to Ectar_'s topic in General Discussion
Have you ever tried USN DD line? -
You need to plan ahead always expecting to face possible danger. That second or two delay after spotting warning before enemy ship gets rendered is probably something how server-client mechanics works and I suspect it's same for the other player. Also in case of low end PCs some delays in rendering ship might be caused by need to load data into memory..
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And works for any ship class... Well, maybe except bow/stern hitting cruiser APs might get few non overpens on DD.
