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EsaTuunanen

Beta Tester
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Everything posted by EsaTuunanen

  1. EsaTuunanen

    New meat for the grinder

    You can form three player divisions. Everyone just better have same tier ships because screw up called match maker puts them into match according to tier of division's highest tier ship. And forgot this showing power of properly used APs: 43, or actually only 38 penetrating APs did almost same damage as 171 HE hits.
  2. If you want something done you better be ready to do it yourself. Anyway with enough skill DD is the least team (in)competence dependant ship. Speed and stealth allows keeping more dangerous bigger punch ships farther unless you allow them closer and in fight those allow dictating/choosing terms. Or in case of Soviet DDs you can really hurt cruisers without need to count on unreliably hitting torps. Ten seconds before screenshot moment that Omaha misprioritizing Langley had ~18k hp: https://www.dropbox.com/s/mopr30opd7mcp32/Omaha%20Citadelled.jpg?dl=0 In this one as last survivor I went 1 vs 1 for 20k hp Furutaka using stealth to position myself 7km from its side and AP'd it. Actually started that match with two citadel hit/5k damage salvo to other Kuma putting three more citadel hits into it. (last from 10km) Soviet DD cruiser slow gun traverse just is merciless for lack of proper strategy. But once mastered their accuracy and penetration power makes USN 127mm feel like mortar.
  3. Problem of ranked is that its implementation is epic fail with all AFKs/bot/comatose potatoes/parasites being able to fail their way up. No doubt 90+ % of those bad play problems would be solved if getting stars would require contributing to victory instead of zero XP being enough for it: Some amount of damage or capping would be reasonable requirement. (if that "spotting damage" mechanism is materialized that would also work because few early salvoes from BBs can wreck or sink couple enemy cruisers giving notable advantage) And besides CV's planes best scout for enemy DDs is other DD. Simply only bad DD player would voluntarily show himself to cruisers. Again stealth of other DDs makes it about impossible to avoid them when trying to close for better torp launch. Besides DD being best for as fast capping as possible. Of course lot would depend on skill of player because of DD's fragility punishing seriously from any bigger mistake. So less skilled players should stay closer for protection. While highly skilled player in gunship DD easily exterminates lonely enemy DDs and depending on DD can seriously threaten even cruisers without need to count on torps. Especially with 130mm gunned Soviet DD you're just not prey of cruisers but can citadel quite many cruisers with APs. And their flat trajectory is excellent for long range bombardment.
  4. EsaTuunanen

    Teamkillers - to team kill or not to kill?(or maybe go afk)

    Because of playing DD since start of open for everyone WoWs I've been team killed less than ten times. But once twice in a same day. First by that second line torping cruiser and then one salvo shot from full health by cruiser (player named by game was on cruiser) aiming who knows what when closest enemy (BB) was fair 2km away... and I just had perfectly avoided one turret salvo of it whiel closing for sure kill.
  5. EsaTuunanen

    What is this?

    Neither I'm exactly sure how capping values are calculated. Suspect it might something to do with two base domination/former standard battle. At least earlier basic domination didn't give any XP for capping But month or two ago it was changed and now you get notable XP from capping those neutral bases. Not sure if capping in domination still counts for stats. But there's still that part of average damage not scaling enought to be able to have notable carrying effect. Meaning more support/work is needed from rest of the team exposing to matches being decided by smaller team competence deficiencies. And there sure can be huge variations in that. As for plain miserable teams you might want to avoid playing at hours when every Jane and Joe Average Vegetable and their pet monkey is playing. When you combine that to barely functional MM screwing team with worser ships with 50% probability there's only 25% probability for decent team. For example Sunday afternoon/evenings can give total fail boat skippers who wouldn't qualify for captaincy of child's bark boat. Once kept going for about ten matches with 2/3 defeats and my Gremy does 55k average damage. You know, you should really unleash that Gremlin if you want freedom from smaller team incompetence. It has varied enough toolbox to hurt any class ship with ability to do up to 100k damage just with guns and recently got my second nine kill match.
  6. EsaTuunanen

    New meat for the grinder

    Usefullness of ammunition depends lot about ship. Early tier ships are from era when AP's weren't very advanced. But against other cruisers showing their side it's always usefull for doing some damage. Also while main armor belt of BBs can't be effectively penetrated by them their more weakly armored parts can be. Though for example parts of superstructure might get overpenned. (and BB APs definitely overpen) So you have to also keep in mind damage what those shells can do in your particular ship. And lots of that is really down to experience. Which mostly comes from experimenting... and bad experiencies. Anyway in high rate of fire ship no matter the target first causing couple fires isn't bad thing and HE hits to deck and superstructure do consistent damage. Unless being in German cruiser, which have been given very weak HEs. Also nothing is more useless than shooting AP at belt armor of too heavily armored ship or to angled side. Even relatively thin armor can bounce APs when angle is oblique enough. And even same class ship APs can't penetrate angled armor belt. What to do at that situation again depends on own ship's AP performance, target and distance. But rule is if you show your side to same class enemy ship at shorter than medium range for those guns, that player can make your armor swiss cheese. At long range if shell trajectory is deep enough those shells can again hit lot weaker deck armor, which bypasses any anglnig of side armor. During closed beta while grinding USN cruiser in New Orleans I shot 203mm AP salvo to (tier lower) Pensacola from something like 13km and it took out 25k hitpoints And even lighter class ships can do that depending on ship and circumstances. At short ranges from straight angle DD guns can penetrate armor of most cruisers. Though of course it varies basing to gun, and cruiser armor. With high speed flat trajectory being best because of straighter hitting angle to longer ranges making armor "thinner" and kinetic energy rising to square of speed. 130mm Soviet DD APs can citadel more lightly armored cruisers up to 10km distance and at 5km range angle doesn't even have to be straight. Ten seconds before this screenshot moment that Omaha had ~18k hitpoints: https://www.dropbox.com/s/mopr30opd7mcp32/Omaha%20Citadelled.jpg?dl=0 Overall HE does at least some consistent damage (+ fire chance) unless you're shooting at too heavily armored spot. AP again needs knowing what it can do and skill to read situation and aim accurately. But when knowing what you're doing APs can do devastating damage really fast. But obviously the slower reloading guns you have the better your skills have to be to do maximum devastation. Though cruisers are mostly good in that aspect because of having quite fast reload so that wrongly used salvo doesn't leave you useless for half minute.
  7. EsaTuunanen

    New meat for the grinder

    Secondaries always fire automatically what ever they can shoot at, "surface"/air target or both in case of dual purpose weapons. Ctrl+clicking target concentrates their fire always giving boost to damage dealt per second to that particular target. Like you would want BB's secondaries to shoot nearby enemy DD instead of other BB. Or that squad of dive/torpedo bombers instead of fighters which isn't threat to ship. Different colour text must be some mod or manual edit of game config.
  8. EsaTuunanen

    What is this?

    Uhh, are we at the same page? http://worldofwarships.eu/en/community/accounts/528521931-TheJezna/#tab=pvp/account-tab-ships-pvp After Nicholas your average damage goes down from 32k to 24k, while hitpoint pool of enemy increases notably. That means lot smaller impact to enemy team which shows sooner or later in stats. With 22k avg damage Mahan you may have had good luck with teams, and also capping and defending some helps. With Benson capping and defense are "missing in action". And actually your clearly highest damage gunship DD match is in Nicholas with Benson missing also Gremy and narrowly Gnevny. (unless it was achieved just and hasn't gotten updated in there) That should also roughly scale with size of hitpoint pool. Though of course with slow torp reload it takes more skill and luck to have those high damage rampages.
  9. EsaTuunanen

    This was my finest hour.

    Besides own team incompetence those highest damage matches usually also require right amount of incompetence from enemy team.
  10. EsaTuunanen

    Players refusing to work as a team

    Thumbs up for that. Aiming part itself is just learning how much lead is needed fro various shell flight times against different speed ships and once learned it can be easily applied to any ship. Sure at low tier there must be awfully lots of players who can barely maneuver their ship without colliding to islands but as average players usually learn at least something about playing their ship after tier 4. I'm lot more concerned about divisions/platoons totally breaking barely functional match making leading to other team having superior ships. Like this 5 vs 3 tier VIs and 6 vs. 4 tier Vs: Those aren't battleship but battlesheep players. And they go for unsafety in stupidity to get eventually overwhelmed by superior enemy force after watching own team get butchered. (unless enemy plays equally badly)
  11. EsaTuunanen

    New meat for the grinder

    Don't bother shooting smallish caliber APs at BBs... Maybe except when having 90 degree side angle from close range (or can shoot through weak bow/stern "shell" to armored bulkheads protecting citadel/magazines) and even then you prefrerably want 203mm gun. Use HEs and aim at weakly armored parts like deck/superstructure for damage and fires. Also BBs usually have only light armor in bow and stern so HEs hitting them can give decent damage. (plus chance of causing fire) HE's also break equipmen/secondary guns. As for torps remember there's no such thing as friendly torpedo once it's launched. Also before going into battle check range of torps you have. In fact choosing torps as wepon shows range of torps as circle around your ship in minimap. That's handy for visualizing if enemy ship's course will take it into torpedo range when working with short range US torps. That works als ochecknig if there are own team ships in range. But really you want always to shoot torps away from own team ships unless there's island behind enemy stopping target missing torps.
  12. EsaTuunanen

    Players refusing to work as a team

    In cruisers try to get tier 4 Phoenix. While not as durable as St. Louis its gun range is notably better allowing contributing to action happening farther away from you position. And unlike bath tub fast St. Louis it's fast meaning you can move around map lot better depending on need. In St. Louis you often lag behind action and once finally getting there your team might already be at disadvantage. Just play in co-op until you've got XP to fully upgrade it before moving to Random. Upgrades give major increase to firepower with big increase in number of guns. But you just need to learn correct maneuvering for beign able to avoid some incoming long range fire and not show your side to half of enemy team because APs into citadel hurt lot. Also T4 DDs are more capable than T3s. Sure Clemson is bad in stealth but 5,5km torp range allows better torping from say through gaps between islands and upgrades bring "double" guns giving enough firepower to fast kill especially distracted low hp cruisers. And Isokaze is one of the strongest "torpedo boats". As general rule without previous experience it pays to play in co-op for getting enough XP to do most important upgrades to ships during these tiers. (where upgrades don't cost arm and leg) Actually during potato hours there's less than 50% chance for OK team. It's 50% chance that match maker screws team with all around worser ships when there are lots of divisions. Then even in case of MM not screwing team into rear in ships there's only 50% chance of more competent (or at least less bad) players than in enemy team.
  13. EsaTuunanen

    Teamkillers - to team kill or not to kill?(or maybe go afk)

    I've yet to directly see pink player attacking own team. Last such player in New Mexico actually came clearly second in score playing well. But I've seen half dozen players deliberately launching torps into friendlies (including me) from point blank range usually at start of the match or starting shoot others with guns and maybe only once remember them turning pink.
  14. EsaTuunanen

    This was my finest hour.

    You must not be paying that much attention to what team mates do way too often. But anyway I haven't had replays disabled by any patches. Guess I might have to start checking that after patches. Never know when this kind matches comes:
  15. EsaTuunanen

    New meat for the grinder

    Here's something to start looking into game There are plenty of class/ship specific guides. Hmm.. maybe having players consistently doing their jobs so that I don't have to be concerned about shooting and torping every enemy? Because right now usually if you want something done you better be ready to do it yourself. It's not my fault match maker gave enemy team 5 vs 3 tier VIs and 6 vs 4 tier Vs rest of the team couldn't handle. And after having secure grip from victory by points they came for my cap meaning they were in need of educating. As trivia that amount of shells fired is equal to over 12 minutes of non-stop gunning.
  16. EsaTuunanen

    A player does 4 team kills in one Battle

    And will fail to give a damn. I've myself once or twice suggested that they introduce system which would recognize most blatant team killers... Who basically start match by sailing next to own team ship launching torps from point blank range immediately after reload.
  17. EsaTuunanen

    Daring Destroyers

    Besides it can force you to playstyle which isn't best for the ship for helping team to win.
  18. EsaTuunanen

    New meat for the grinder

    Welcome aboard. Always room for people wanting to actually learn game and its mechanics like what ship controls do. If wanting ideas/help for driving some ship check for examples Mighty Jingles, DezGames and iChaseGaming in youtube. And preferably you should also check at least specs of ships you'll meet because knowing the enemy is half the victory. And when you get to tier IV ships you'll want to hope not meeting my Gremyashchy in enemy team...
  19. EsaTuunanen

    What Were Your Greatest Gaming Achievements Today ?

    Got revenge for that my previous damage record defeat in Strait... Few hundreds short of 200k damage. Notice fair matchmaking with enemy having 5 vs 3 tier VIs and 6 vs 4 tier Vs. And as statistics getting that amount of shots fired is equal to fair 12 minutes of non-stop gunning. No wonder after first few kills that number became blur and it wasn't until one enemy left I realized I had eight kills.
  20. EsaTuunanen

    Hardest Daily Mission

    Two or even four victories should be very easy to get if you just have ship in which you do half decently. Some of these missions are rather ridiculously easy... Wasn't there just "Heavy damage" mission requiring doing 10 000hp of damage? And had yesterday match in which I did few hundreds short of 200k damage. Isn't that just making victory as costly to enemy as possible? It just doesn't necessarily give that good XP if enemies are lower tier ships...
  21. EsaTuunanen

    New medals

    Reward flags from more achievements (like Solo Warrior) are coming in next major patch. http://thearmoredpatrol.com/2015/12/13/wows-supertest-patchnotes/ Not sure what WG is going to do but theoretically they might also give these new reward flags for currently unrewarded achievements retroactively basing to number of achievements in player stats. Which wouldn't be bad considering I just got about hundredth High Caliber... (not forgetting that Solo Warrior from 9 kills/~200k damage carnage)
  22. EsaTuunanen

    Best defeat ever

    I kinda got rematch for that Strait defeat... And revenge... Against materially higher tier enemy team than own. I was so hurried in gunning incoming enemies one by one that I forgot number of kills until checking it with one enemy left. Then proceeding to kill last Kongo with battle duration clock stopped at 18:58. Resulting ninth kill (second time) for almost 200k damage which is new record, like 291 shell hits. Making it definitely the best defeat I've caused to enemy team.
  23. EsaTuunanen

    Sunday Laugh

    Just had nice match in Strait which enemy could have easily won. Week or two ago had own damage record (185k) seven kill match in Strait with fail team which I couldn't turn to victory. But this time after being only survivor enemies didn't come in group so I think I killed something like five enemies basically one by one. Though details are blurry so I would have to check replay. I just didn't have time for anything else than gunning. It wasn't until near end I realized I had eight kills. Final result was nine kills and almost 200k damage... And obviously collection of achievements starting from First Blood and ending to Solo Warrior.
  24. EsaTuunanen

    SIMS Needs Buffing - WarshipStats/ShipAnalytics Proves It

    "Upgraded" torps are basically tier 3 torps.
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