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Everything posted by EsaTuunanen
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You have it all wrong, only collisions you want is enemies running aground when under bombardment. One Königsberg actually run aground after noticing I outgunned him. Though to be fair before that he saw me outduel other (half hp) Königsberg from 9km and then finish low hp Minekaze who foolishly thought it wise to try outgunning gunship. That match really had competition going for bad play. Couple my team ships plain suicided by doing stupid things. And my team Phoenix and enemy Yubari also competed well. The latter by showing his side in perfect angle from 3km range and Phoenix then for some unexplainable reason not blowing Yubari to kingdom come with citadel salvo. (so I had to citadel Yubari) BTW, shouldn't "surrender" be reserved only for French ships?
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Missons and there effect on gameplay
EsaTuunanen replied to Flukeyluke's topic in General Discussion
The way requirements are for killing certain ships in certain ship really only effect they can have to teamplay is negative. Kinda like requirements for latest addition to major achievements: Kraken Unleashed. At least Confederate needs doing some damage to six enemies instead of needing only finishing hits.- 28 replies
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- gameplay
- matchmaker
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http://forum.worldofwarships.eu/index.php?/topic/14258-basics-spotting-mechanics/ And if cruiser to BB length ship with huge structure high above water line is so stealthty as they're in game planes landing&taking off would be buzzing of fly compared to that.
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Silly you... How else does WG adjust something than making also other things stronger/weaker as byproduct? (needing again more adjusting/balancing again affecting something else... lather, rinse and repeat) And why torpedo buff wouldn't make avoiding them harder also for DDs? Just yesterday fired torps at cruiser and then sometime later: WTF? Destroyer sinked... And few day earlier made hasty max distance launch to obliquely incoming cruiser when getting spotted by obviously IJN DD which turned out to be Minekaze who even dared to use its guns. After some H(igh)E®-educating for reasons to not attack gunship he then ate not only one but three out of six torps. (worth for 43k max damage)
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And the spotting would be the easy part compared to actually figuring out where to aim for hitting the enemy.
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Not sure if there's been changes in later patches but fire does 0,3% (of full hitpoints) damage per second for its lifetime of minute. Meaning 18% damage at most. So one or two fires aren't that big factor in any similar cruiser duel compared to importance making centered salvoes... unless going for slower firing 203mm guns. Whose armor penetration is such that one plunging fire salvo from long range in start of duel could decide result. (deck armor can't be angled) In DD vs. DD fight effect of fire is even smaller. While engine/rudder/module knock outs sure have effect with its tinfoil armor and low hitpoints DDs are so susceptible to HE barrage that they rarely have time to burn. How about Omaha vs. Gremyashchy?
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With pronouncing of letters all over the place (and outside in parking lot) in English language it has lots of words not so easy to write for non-native speakers.
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[Mission Suggestion] Mission Focusing
EsaTuunanen replied to SeaMonsterUK's topic in General Discussion
Uhh, shouldn't players be concentrated on helping team to win? Team play is hard enough to get from every player without such clear distractions. -
Would you like it more if smoke wasn't layed with intervals but continuously with you not even having chances for those short glimpses when DD moves at over 1/4 speed?
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If you're counting on fire for chance of winning when going against similar capability ship you have bad aim. It should be taken into consideration only against ship which is strong against your ship. But even then keeping hitting is important.
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Only sure way is to simply not launch torps if there's chance of them hitting friendly. If you relax that discipline it doesn't take long to hit friendly. And if there's clear risk probability is for hitting only friendly instead of enemy. Of course with 10 km and more range it again becomes rather impossible to notice every risk.
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Unless enemy DDs were as much idiots (which I doubt because of "wolfpacking" and use of smoke) in need of removal from gene pool as his team's DDs driving BB into it would have achieved nothing. Well, except maybe removing from match possibly team's only player with brains. If there were that many enemy DDs alive team's DDs totally failed in their job of scouting and spotting and cruisers probably didn't do much better.
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Yeah, like it wouldn't already be hard enough to have team play and players doing what their ships should do.
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If you have replay file I would submit that to WG support.
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That's hamster in ball level CPU. And mid range in 2007 GPU isn't any better even if GPUs have been stuck in 28nm manufacturing node for half eternity. So wouldn't wonder problems no matter the settings. And Windows 10 with its Redmond spying you always on background processes surely doesn't help with that limited CPU resources.
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That's on same class as surviving match with 1 hp. Once had that happen. Match just ended in 15-20 seconds and I didn't have time to think to take screenshot. And then when not closing game instantly and opening replay forgot it. Not sure if that replay got cleaned or is it still in folder of backed up previous client.
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Why should Gremlin be limited to taking on just DDs?
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Looking For English Speaking Clan (eu servers)
EsaTuunanen replied to ADerangedWarrior's topic in Looking for a Clan
You can start learning by yourself. For example this playlist has good basic guides. -
Farts'nd guts and Mayhem sure have it hard with their crappy stealth but otherwise in opposing courses you'll fast get to detect IJN DD. Just stay closer to own team instead of looking enemy DDs from next to enemy fleet. Or if those enemy cruisers are pushing hard toward you just fire torps to targets couple km farther than their range. You might just bag careless DD or if there's no DD in front those cruisers have soon panic maneuvers to do.
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How about Farragut = Farts'nd guts
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Happy New Year Only couple hours to go for me.
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This was also rather drunk MM with enemy having 5 vs 3 Tier VIs and 6 vs 4 Tier Vs. (low tier divisions in my team, high tier divisions in enemy) But I was just more competent than enemy.
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If it makes you happier Gnevny could do the same with AFT and Concealment skill. (+ there's also -3% to detectability range camo option) No need to remember decimals, base detectability is even 7km. Standard gun range is 11,9km. With AFT it goes to 14,2km with agreeable 10 second shell flight time. Cruisers start getting challenging to hit from 13km, but broadsiding BB is rather easy target from max range. (+once Coup de Graced barely alive Minekaze from 12km) And Kuma in perfect angle takes citadel hits from 10km, Phoenix/Omaha from 9km. Nearing 5km angle requirement that precise and below 4km AP citadels most lightly armored cruisers unless considerably angled. Though I haven't yet gotten perfect four citadel hit/10k damage salvo because of usually killing cruisers from safer range. Real men kill cruisers in DD. 24 second gun traverse with captain skill (36s standard) just needs need properly disciplined strategy and ahead planning.
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For main gun fire detectability penalty lasts 20 seconds after last shot. For AA it continues only for duration of AA keeping firing. And for DDs with AA range shorter than detectability by planes there's no sense to disable AA. Unless trying to make enemy think there's no one inside the smoke.
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Experience, experience, experience, experience, experience... Helps also with enemies turning. It's especially juicy to get correct aim for that away running DD which then turns precisely under your predicted aim. Games' gun aiming system along with RNGesus sure seems to be little picky when shooting smaller stationary target. Aiming/hitting point is along that horizontal line. And it's easy to overshoot slightly closing target because from long range/smaller target it's hard to see smaller deviations from broadsiding angle. I would guesstimate that BB in first picture is actually coming slightly closer explaining putting aiming point&guideline little lower. Then those markings were just done on top of ships height.
