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EsaTuunanen

Beta Tester
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Everything posted by EsaTuunanen

  1. EsaTuunanen

    Buff Russian DD turrets

    It's almost as if some server settings are fiddled occasionally. Sometimes it's almost as if guns/turrets get destriyed when somenoe justs shoots to same area of map. Recently had one Gremy match with basically first hit destroying one gun. And few minutes later further two guns then got stuck when gotten hit.
  2. EsaTuunanen

    best game ever

    I wonder what this team was playing. Just remember to divide scores by 1,5 and you'll see how "well" 10 players did: Well, actually at one point I noticed that Kuma and Omaha were engaged in team killing each others... Maybe players should sometimes do that...
  3. EsaTuunanen

    How is it possible

    I think there's setting for that in settings and controls tab.
  4. EsaTuunanen

    Faster "Team killer" bans

    Wouldn't "There has been a mutiny on board. Crew court martialed and shot" be better? Along with captain and ship being actually removed from player.
  5. EsaTuunanen

    Karlsruhe: is it just shockingley bad?

    And he said DDs citadel Karlsruhe easily which isn't true. Unless counting for remote possibility of USN 127 mm rainbow gun's long range plunging hits to deck Soviet 130mm is the highest penetration DD gun. And it definitely has major troubles in citadelling Karslruhe.
  6. EsaTuunanen

    Sunday Laugh

    How about Izyaslav trying to close for torping Cleveland? Unfortunately that player was in my team. Though team had also other other not so stellar players including AFK/bot Königsberg and suicidal Cleveland so was rather tight match... Uuntil Confederate and High Caliber worth of damage finally decided match. Did you give them queue numbers? Myself had week or two ago Fault Line match with two good health enemy BBs in mid area. After torping one through gap between islands other decided it would be good idea to try coming out from that same gap.
  7. EsaTuunanen

    Players refusing to work as a team

    Well, if they're at least heading to enemy cap instead of 90 degree away from it that's positive.
  8. EsaTuunanen

    Karlsruhe: is it just shockingley bad?

    Did you ask enemy player what ammunition they used or how do you know? And instead of hitting armor, it might have been shell falling little short and detonating underwater next to weak belly. And while definitely overal plain bad Karslruin is actually harder to citadel than most similar cruisers. Besides not so bad 60mm belt armor (Kuma has 65mm) citadel has internal sloped 40mm armor similar in design to Tirpitz. Whole idea of that armor layout is that the shorter the range and flatter the shell trajectory (easier penetration of belt) the more angled and harder to penetrate that internal armor is. http://gamemodels3d.com/worldofwarships/vehicles/pgsc104 With 130mm I've gotten citadel hit to Kuma from 10km and to Omaha from 9km, but don't bother with APs against Karslruhe. Because penetrating both belt armor and internal sloped armor would require such short distance and probably about perfect 90 degree angle. And this is what I usually do when cruisers offer their side.
  9. EsaTuunanen

    Is Murmansk too strong for its tier?

    Which also means not every Murmansk is driven by highly skilled skipper. In last match had one keep going in straight line and instead of turning into torps he tried turning away from them giving me devastating strike without need for finishing him slowly with guns. Which was friendly of him, First Blood, Confederate and High Caliber would have been little lonely without one Devastating Strike...
  10. EsaTuunanen

    How do I clemson

    Constant full rudder turning eats speed. Instead of "panicky" constant turns those turns should be calmer and more controlled, something like 15-20 degree to both sides of direction away from enemy. And after turn to one direction few second pause is good before turning back to other direction. That also avoids turning back to under incoming salvo. Against single enemy those turns can be also timed, so that you'll start turning just before enemy would fire. Then you can just watch if enemy aimed at your old course, or anticipated in which case you either release rudder or keep turning harder. Stealth torping incoming enemies is possible because during torpedo travel time target basically comes closer. Faster cruisers basically move 3km in time it takes 5,5km torp to reach end of its run. And BBs near 2km closer. Basically you need to position yourself roughly in front of enemy in course which keeps you undetcted. Ideally you want to launch torps so that they hit enemy little from either side of its bow to have bigger target to hit. Also shift one launcher aim tiny part of salvo spread ahead of lead indicator and other one bit behind lead indicator, so that torps salvoes are interleaved decreasing gaps between torps. If enemy doesn't notice/keeps in straight line you should get hit or two and in case of BB probably one hit even if he turns toward torps. If target turns away from torps at last seconds that just makes him bigger target likely giving more hits. This shows well how to torp enemies spotted by others and coming from behind island.
  11. EsaTuunanen

    Detonation

    I think you have priorities wrong if you're mostly concerned about cruiser's torps instead of guns... And so do most DDs have guns. If you're at that range where cruiser torps become real concern just switch to APs and send your regards to engine room crew of cruiser showing his torp launchers
  12. EsaTuunanen

    end of game compliments/complaints

    Just had a match in which Karlsruin player survived whole match coming second with 1065XP and three kills. (after my Conf.+High Cal Gremy with 4 kills 1724XP) That was definitely achievement worth of compliment considering performance of that ship. Or maybe enemy team just ignored him considering others more dangerous...
  13. EsaTuunanen

    Zao wont be good in the new patch when released

    Interesting statistics in here... http://maplesyrup.sweet.coocan.jp/wows/ranking/20151205/eu_week/average_ship.html Just compare Zao's damage to Montana. Who ever can hit the other from farther distance has the advantage.
  14. EsaTuunanen

    Feedback Friday Q&A

    So nothing wrong in Zao doing more damage than Montana? http://maplesyrup.sweet.coocan.jp/wows/ranking/20151205/eu_week/average_ship.html
  15. EsaTuunanen

    Gnevny

  16. EsaTuunanen

    RNG on Torpedo Dammage

    So when did torpedoes become kinetic energy penetrators?
  17. EsaTuunanen

    A joke of MM

    MM got clearly totally broken during 0.5.1.4. Over half of today's matches have had notably inferior team at least in one class and in most of them both battleships and cruisers have been inferior. In last match all four enemy BBs were tier higher in enemy team and to go along that enemy also had two cruisers more all good cruisers. If I'll ever meet those responsible for MM I'll let them hear my opinion so loudly that they'll have ears ringing for the next half year!
  18. EsaTuunanen

    Mikhail Kutuzov in-game and longer start timer

    No it won't. In fact in last two days match maker has been more [edited] up than usual and when ships aren't worser half the time team is full of potatoes who wouldn't qualify for captaincy of child's bark boat and those who play to loose.
  19. EsaTuunanen

    A joke of MM

    WG is doing good work in breaking MM also at those tiers. Had total fail MM in cruisers. No good in anything Karlscheisse, Kuma, 2x outranged by every enemy St. Louis and Chikuma. Vs: 3x Phoenix, Kuma and St. Louis. And of course no hope of having better BBs or DDs with enemy getting major stealth torping advantage in DDs with two Isokazes. Also yesterday one of the two matches had total screw up MM. Looks like increased pre-match wait is used to maximize unfair teams.
  20. EsaTuunanen

    invisible ships bug

    So what are the specs of that not so gaming laptop? Without enough memory (hogged lot by all background bloatware of brand PCs) game might simply be unable to fit all the data it needs into memory. And with OS constantly swapping data between RAM and page file things could disappear and pop visible all the time.
  21. EsaTuunanen

    Gnevny

    Sure showing broadside/going in straight line will get hits from better cruiser players. Best practise is to "move away"/keep distance while doing turns to oblique angles, say 15-20 degree to both sides of full away from enemy direction. You can combine firing guns to that: Fire guns, turn to other direction, after few seconds to that direction turn back for firing next salvo. Constant full rudder turns without pauses eat too much speed besides very small/tight zigzagging risking turning back to under incoming salvo. That way I once evaded Cleveland's salvoes from 8km while waiting for detectability penalty to pass.
  22. EsaTuunanen

    Why can Yamato guarantee damage of 5k-15k each salvo on stern/bow

    You mean never existed Zao with its apparently never existed guns with magic bullets. Which does same amount of damage as Montana... Great balancing indeed. http://maplesyrup.sweet.coocan.jp/wows/ranking/20151205/eu_week/average_ship.html And then some complain about Soviet DDs being too strong... How about you get some experience first before opening your mouth? You've never had any experience of above T5 USN cruisers.
  23. EsaTuunanen

    Why can Yamato guarantee damage of 5k-15k each salvo on stern/bow

    Unless hitting only in few degrees angle 16" AP Mk8 of Iowa and Montana would go through. 43mm penetration at 5,7 degree angle and 71mm at 10 degree angle. http://www.navweaps.com/Weapons/WNUS_16-50_mk7.htm
  24. EsaTuunanen

    I'm so tired of bad teams 10 rounds and great 1 win

    You can start demanding consistent rows of victories when you're consistently among top three scorers of the match... including victorious enemy team. Just what did most of team's top 5 do in these: Nothing!
  25. EsaTuunanen

    This game is fun, but I lose too often

    Your average damage is far from decent. Neither is at best 0,5 sinked ships per match decent. In DD you can start talking about decent damage when its two times your own hitpoints. For cruiser it would be about your hitpoints and in BB when it starts nearing your own hitpoints. BB can help to win by tanking hits allowing more fragile team mates to survive longer so in it relatively smaller damage can work. DDs can't take much any hitting and to actually increase victory chances you need to do lot more damage than your own hitpoints. Actually too passive DD play usually doesn't achieve much anything and doing really well needs those big balls of steel to act fast enough when time is correct for that. So it's all about proper balancing between being both close enough to strike but also safe combined to lots of planning and situational awareness.
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