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Everything posted by EsaTuunanen
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Win one year prem account and one of chosen prem ships from prem shop
EsaTuunanen replied to HectorBarbossa's topic in General Discussion
Exactly reason why I don't see this realistically possible. -
At least there should be some extra challenge... Like say three non knife fight range torpedo hits to DD. Had Minekaze take three Gremy torps recently. I was aiming torps at cruiser fair 10km away just when getting spotted and fired them fast to get ready for clubbing of some DD. (at that point Minekaze must have been 6km away) Then that Minekaze even dared to fire his guns so I put couple good salvoes into him to teach some respect and he popped up smoke turning to direction where I launched torps. And sure after receiving some more 130mm HEs he took half of torpedo salvo straight into side... Talking about overkill with in full health 9600hp unarmored ship eating three 14400 max damage torps.
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Win one year prem account and one of chosen prem ships from prem shop
EsaTuunanen replied to HectorBarbossa's topic in General Discussion
I've HE'd and burned two Wyomings and one Myogi in Gremy but those happened only because no one else from my team was in area... (Wyomings made me pissed off by evading multiple torp salvoes) At higher tiers with higher HP pools of BBs and everyone in general having longer gun range I don't really see it realistically possible. -
What Were Your Greatest Gaming Achievements Today ?
EsaTuunanen replied to Hanszeehock's topic in General Discussion
Good day without usual fail/looser teams except for that one. Average damage in those 18 matches probably about 60k. That one Islands match was testing AP in Training Room to non-active bots. (from perfect angle Kuma takes citadel hits from 10,1km away) -
Here's good one.
- 10 replies
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- Gremeyaschy
- Destroyer
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(and 2 more)
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Captain skills whilst retraining - Reduced effectiveness, how?
EsaTuunanen replied to Aotearas's topic in Newcomers' Section
If you let Atlanta that close to DD no skill will help... Except skill of missing easy distance shots by Atlanta skipper which might just give you time to pop smoke before getting sinked. -
Cruisers armor should throw bigger bunch of fragments/spall from penetration. DD made of sheet metal is like cardboard target and BB AP would make quite clean punch through. Indeed some heavy torpedo going at max speed could have enough punch to go through bow of some small lightly build ship.
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How can you improve? Progression issues anyone?
EsaTuunanen replied to SeaWolf7's topic in General Discussion
Question isn't really about caliber but shell speed/flight time to aiming point. Once you learn what lead certain flight time needs for specific target that same lead works for any gun in same shell flight time situation. And naturally if say five second shell flight time needs x amount of lead ten seconds flight time needs 2x lead. Controls-tab in settings has Alternative Battle Information something... selection which shows constantly same information as normally available by pressing Alt-key. -
That target barge should stay in co-op and definitely out of divisions. It can't stand against anything higher than tier 2.
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Or they run out of of compliments because of fixed number per day instead of per certain amount of matches.
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Did you let enemy cap all bases and then yourself capped them only in last minutes? In that case enemy probably had big points advantage winning when time run out.
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How can you improve? Progression issues anyone?
EsaTuunanen replied to SeaWolf7's topic in General Discussion
Especially when ships can differ quite a lot even inside same line it's good to first learn doing well in one ship before moving to next. At higher tiers learning just gets harder. And some paint on top of that... -
Just got teamkilled by that second line cruiser launching torps from point blank range.
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Haven't you yet learned to take back up of game client when there's patch? For as long as launcher is downloading and not installing you still have fully functional client to back up if you stop patch process. And definitely nothing more juicier than citadelling cruisers in DD. They should learn to not show their weak sides to anyone. Mayhem just has rather miserable stealth to go along its slow speed. With notably better base stealth and then concealment upgrade module and three knots of more speed also allows lot easier evasion of cruisers Benson is lot more better. Don't worry, with halved friendly torpedo damage irresponsible torping is going to get more common. And then there are those border/corner f*cking teams surrendering 80+% of map to enemy.
- 28 replies
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- 3494 base xp
- 3718 base xp
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(and 1 more)
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How can you improve? Progression issues anyone?
EsaTuunanen replied to SeaWolf7's topic in General Discussion
Even in BB you want to keep side angled against enemy BBs to decrease amount of penetrations and especially citadel hits. In cruiser you again don't want to be close to BB gun's "business end" except basically either heading in or going away. At sub 10km ranges those APs penetrate 40+ cm so except for grazing hits they just go through typical midway between 5 and 10cm cruiser armor like oxy-acetylene flame through butter. Against APs of other cruisers angling helps lot even at closer range. At long ranges angling again doesn't help that much because shell trajectory becomes dropping hitting deck. Also HE does it's damage regardless of angle. So against those you just need to run away/evade more. Consistently better survival gives more time to do damage to enemy. And more damage to enemy means better chances to win.. and get +50% XP victory bonus. Also more damage helps to give more XP. Just remember that XP is based to percentage of damage done so 5k hp damage to DD is lot more valuable than to BB. HE should always be aimed at weaker armored parts. Anyway he doesn't play DDs... but you should learn more about DD guns. -
How can you improve? Progression issues anyone?
EsaTuunanen replied to SeaWolf7's topic in General Discussion
Overall you're not doing enough damage to have positive effect on winning changes at those tiers. In BBs you can help team by tanking hits enabling other players in weaker ships to survive longer and do more damage to enemies. So even without good damage you have decent win rate in them. But in cruiser you can't do that and just seem to end up sinked often without doing any notable harm to enemy team. Especially you have to avoid getting caught between fire from two directions at medium ranges. In that situation cruiser will simply get ripped apart fast especially by citacel hits... And even DDs can fast finish damaged cruiser if you're careless and DD skipper knows what he's doing. Same happens also if you keep side toward enemy. Especially massive APs of BB guns can citadel cruisers easily. -
I'd like to see "Station Keeping" made an option
EsaTuunanen replied to Hedgehog1963's topic in Archive
No navy put all of its ships in one blob leaving most of the area without protection. -
I guess fire damage XP gets lost with all the variations in how much "instant" shell damage percentage you do and to lower/same/higher tier ship and XP moved from damage to capping. Then again would have thought this almost 200k damage to same or higher tier ships would have given more XP considering some XP scores I've seen. Until you kill all the remaining enemies turning defeat to victory giving +50% XP.
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Instead of solving problem lowered "friendly" damage just clearly encourages irresponsibility. And first case was basically from point blank range.
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Team damaging is clearly going to become worse. Just had in two consecutive matches Minekazes launching torps totally irresponsibly getting hit by them.
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So why is that IJN DDs are so clearly ahead of USN DDs in survival? http://maplesyrup.sweet.coocan.jp/wows/ranking/20151205/eu_2month/average_ship.html That would make USN DDs obsolete because of IJN's shell damage and trajectory advantage making it basically even in guns and USN DDs having weak torpedo damage. It's like how on paper Des Moines should be extremely strong but in reality Zao is doing even better and fully challenging even Montana in damage done. And getting out of Dodge is exactly why DDs have smoke. Avoiding that collision course/straight in running into place of no return is required for consistent survival in any DD. Every DD skipper should always have that fast and easy retreat route available and constantly plan at least half minute ahead for that what if moment. And USN DDs clearly fare ever worse in survival rate already without equal gun capability in IJN DDs.
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Server keeps track who does damage to who, so should be very easy to check if that TK report has any justification. And if not then just auto give some punishment for false report/make a marking into some player account data to monitor if that player deliberately gives false reports.
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Bad compared to what? Mahan? And wouldn't call it exactly action packed when it takes ten minutes to get first damage done to enemy... By then list of achievements should already include both Confederate and High Caliber.
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That replay needs backed up 0.5.1.3 or 0.5.1.4 client. https://www.dropbox.com/s/t7qewb41qwalmp1/20151214_211615_PRSD001-Gremyashchy-1942_08_NE_passage%209%20KILLS%21%20200k%20dmg.wowsreplay?dl=0
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Does it have to be carrier? Isn't that the purpose of Confederate and High Caliber and now also Kraken Unleashed?
