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Everything posted by EsaTuunanen
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Python.log is in profile folder under game's main folder.
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What log files you need?
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Doesn't show in damage or win rate. In comparison USN DDs do miserably. http://maplesyrup.sweet.coocan.jp/wows/ranking/20151219/eu_week/average_ship.html
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That would make destroyers basically useless because of gunnery being so much more easier and accurate in this game with all the accelerated shell speed and autoranging/autoelevation. If you haven't realized "crossing the T" is the worst tactic in this game because of broadsiding ship being easiest to hit.
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While less quilty still torps shouldn't be launched when there's friendly lot closer to enemy than DD. You never know when that friendly might have to start evading enemy torps. Also detecting enemy DD might force him to turn. Who said I was going to give that cruiser fair chance? 130mm citadels Kuma up to 10km range, Omaha up to 9km, so easy to sneak into citadelling position with first warning being those hits... And lower hp cruisers just don't take 5k salvoes well. (full blessed dispersion salvo would do 10k damage) Maybe you would want to try to your Königsberg against my Gremlin when Training Room enabler returns?
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In practise point blank range torping straight in start of match sure isn't accident. And few gun shell hits can be accident, but more especially from multiple salvoes isn't. Why are everyone against hunting cruisers in DD? Is it forbidden to kill cruisers with citadel hits? Few days ago with torps on reload went brawling against Furry with its guns to wrong direction. Actually even got torps ready when getting near but he ended up getting nice evasion... Which unfortunately for him meant keeping juicy side of that Taco visible to take big bites.
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How many of you sold your RU DDs, post patch 0.5.2?
EsaTuunanen replied to MATREKUS's topic in Destroyers
Yeah, like it's said about playing tag, misses don't count. And while some ships have extremely high DPM on paper reality can be different. In July beat one Atlanta in Gremy... And no, I didn't stealth gun. For whole time I was visible to that player angd getting shot at. Because of maneuvering eating speed that Atlanta actually eventually got into 8km distance before running out of hitpoints. I wonder how many hundreds of shells I got shot at me... Obviously that player wasn't any "winner of the best shot" -material, but still getting away with that would have been impossible against other cruisers. -
Those are secondary weaponry. They fire automatically any target in range basing to their purpose: AA, surface targets or dual purpose. You can tell them to concentrate on one enemy giving IIRC 50% damage per second boost by using Ctrl-key to get cursor visible and clicking particular target, like nearby DD or dive/torpedo bomber squad. Fighter plane squad can't hurt you or nearby ships but those bombs/torps can do that, so getting those particular planes out of the sky is more important. Also if one squad has already dropped its load and other is still incoming it's better to concentrate on incoming squad.
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Nothing wrong with your eyes. Noticed same thing.
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130mm also sounds more like something working with compressed air... And to think of it I haven't exactly noticed gunshots of nearby ships making much noise... WG must have installed suppressors into all guns.
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So that problem is back... Had that appear suddenly few patches previously jsut after the patch. Don't remember did opening that menu with Esc and returning to match or what solve that fps drop... But with client and server being then out of sync meaning inability to hit anything. ("shells going through ship" and hitting nothing) Suspect might have been something related to communication of server with client because didn't notice any game patches when that problem eventually went away. (and neither any software/driver changes in PC) Not with today's turret "disability" rate. In ten matches lost more turrets than in previous two weeks in way over 100 matches. Only gunship DD which didn't make turrets break like window glasses in tornado was... Kiev! Against USN DDs feeling was like being shot by Cleveland.
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Guns sound like they work with compressed air.
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Wrong, after patch guns/turrets break like window glass if someone throws stone anywhere near. Or then RNGesus is sure having troll day. Basically can't attack DDs when after half dozen hits there are only two guns left.
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Looks like turrets have been just made weaker in patch with Gremy's turrets breaking like they were made of wet paper when someone throws stone at them.
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1: Match making with sanity check. So enemy had stronger BB department.. And five gunship DDs to make sure that torp boats of my team weren't doing neither capping or torping BBs. Besides those Gnevny's being basically more usefull than those Karlsruins and outranged by everyone Chesthair dragged in by that fail division... With of course also Nürnberg player being no good except as fish food. Also Cleveland was AFK/bot so in practise team had only couple cruisers worth of cruiser name instead of target barge. 2: Throw out and replace AFK/bot players. If non-CV hasn't moved from spawn in certain time limit then that player should be thrown out of match with defeat and zero credits/XP results and replaced by either bot from co-op or preferably player from battle queue. Had bot Nurnberg also in latest match sitting stationary in spawn with only action being few shots when enemy DD started closing for launching torps. (which sinked it with DD getting away) Don't even game rules forbid conduct disruptive to gameplay of others? 3: Separate players into those who actually try to play and are able to reach some minimum standard and to those just screwing around hampering team's effort. I know (now) 3206 match player with 6k average damage and that damage has stayed same since 2500 matches. Such clear and total lack of gameplay should already be covered by that disruptive conduct rule! I would consider that damage barely enough for being allowed to tier II. It shows total inability to understand least bit about the game and be in any way useful part of team.
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I've only couple times wondered what's going on with some ship which shoudl ahve stayed visible... Always remembering in few seconds that place was were enemy DD was spotted before disappearing.
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After 0.5.2 good DD players will rule the battles
EsaTuunanen replied to MATREKUS's topic in General Discussion
Lack of CVs sure makes DD's life easier compared to situation with CV in match. But if enemy plays as team along with use of spotter planes it still isn't easy. Except for Shimakaze's torp wall DDs have little chance to stealth torp good BB skipper. Either salvo is so narrow that preventive course changes easily make it completely avoidable or then spread is sparse enough to slip through from between torps/with minimal hits. -
Make it 20% and we would start to talk about advance in punishing team damage/killing.
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At a nice cozy speed of 35 knots... No torpedo has its max range at high speed. Not much skill needed against preventive maneuvering neglecting targets with wall of 15 high damage torps... If it had been 10 torps from Gearing that would have been skilled aiming. So where's the needed splitting of players into two separate pools: potatoes and those who can think?
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Nothing special. 130mm citadels easily quite many cruisers and of course if counting in close range brawling probably even higher tier ones. Just killed Nürnberg with APs after popping up smoke and stopping inside when Nürnberg was coming inside 7km range at parallel course with side so nicely visible. Wonder what that player was doing because his side would have been conveniently available also for couple BBs few km behind me.
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He forgot the part that most IJN ship designs of certain time were top heavy, meaning simply too much armament/stuff crammed on too light hull. Fubuki-class was one of the ships which got additional ballast to help with stability after one of those top heavy designs did one half of Eskimo roll. https://en.wikipedia.org/wiki/Japanese_torpedo_boat_Tomozuru#The_Tomozuru_Incident Then whole class got rebuilt after one IJN fleet met typhoon during practise war games with its every ship taking damage. That again added weight and drag.
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Montana struggles to match Zao in damage done... http://maplesyrup.sweet.coocan.jp/wows/ranking/20151219/eu_2month/average_ship.html
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Upset, bit ANGRY, Frustrated, disappointed ...
EsaTuunanen replied to Drigtol's topic in General Discussion
Question is about MM being totally [edited] up when it comes to actually enforcing balanced teams. Just had a match with enemy having better BBs and while less cruisers enemy also had superiority in that area because of having four good gunship DDs with three total crap cruiser in my team. With one of the players of better cruisers someone who shouldn't be let out of co-op. So only two cruisers good for something. And with half of enemy team consisting DDs three torp boat DDs were mostly useless. -
Montana was actually designed to be slower. USN BB's had basically traded speed for having heavy armor and firepower for their weight. But in Iowa's design adding armor was discarded for having high speed to be able to protect CVs from Kongos. Montana's design again was for lower speed in exchange for adding really lots of armor over Iowa's design. And Zao isn't? Only reason for Montanas not being built was that when plans where finalized shipyards were all busy churning out carriers, cruisers, destroyers, auxiliaries/transports etc. And before there was space on shipyards it had been realized that BBs were obsolete and it was better to keep building more of previously mentioned ships. (+submarines) Even IJN halted construction of third Yamato-class ship after British Prince of Wales and Repulse were sinked by air attack. And IJN had managed to keep Yamato's design well protected secret. You can bet USN would have had multiple Yamato displacement BBs in use in later stages of war if they had known Yamato's design when its construction was started in 1937. US simply had so much bigger industrial capability that they could have done it easily if they had discarded naval treaties earlier.
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That would probably be plunging fire to deck. 130mm's trajectory is rather too flat for that, but 127mm's trajectory would work better. That plunging fire is actually how Atlanta would have its best chance to citadel other cruisers. But for perspective 130mm citadels Kuma up to 10km range through belt armor...
