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Everything posted by EsaTuunanen
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Can overpenetrating shots damage other ships?
EsaTuunanen replied to StringWitch's topic in Newcomers' Section
APs used base fuse so it would definitely survive overpenning of as many light targets as it would take to completely stop shell. It's entirely different question if behavior of overpenning/ricocheting shell is modeled in game. Though with lot bigger distances between ships than tanks in WoT I think we can discard possibility of shell bouncing from angled strong enough armor hitting another ship. Also overpenning scenario would require ships to be side by side very close for first ship activated fuze to detonate shell at second ship. -
Why didn't you switch to APs when you had that Furutaka coming to front of you at 5km? When cruiser (except Cleveland) is showing its side inside 8km AP is better choise. At 5km distance I would say you can pen citadel from 20-30 degree away from straight angle. This is what damage properly used APs do:
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How about you play USN DDs up to Benson and then return to topic after finding out how well you'll do with Mahan's 7,9km detectability? Though with your really bad results even in Isokaze and Minekaze I doubt you would get anywhere there soon as you aren't doing that hot even in anything with more and bigger guns and armor/hitpoints to actually survive some incoming fire. While best gunship DD players can do lots of damage so can skilled BB/cruiser skippers do. And of course besides skill those very high damage matches require also luck/favorable situation... Or that bad luck with team of total loosers who wouldn't qualify even for captaincy of child's bark boat.
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Just had basically T6 match and of course there was potato in Kiev who dragged Kolberg into it!
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Maneuverability difference really isn't that big in avoiding long range gunfire unless waiting for incoming shells before maneuvering. Again at shorter (7-10km) ranges it helps but smoke is best used in those situations. Gremy's 37 knots is barely enough to outdistance fastest cruisers in straight line and much any maneuvering means cruiser will actually decrease distance to you. So without smoke available you better hope to avoid engine/rudder disabling hits before gunfire detection penalty is over... Unless that enemy cruiser needs only few finishing hits or shows his side for citadel hits in which case 10k cruiser doesn't survive long. Basically killed 20k Furutaka that way in that 185k damage match by letting him come to near 7km distance with his side visible to me before opening fire. As minus that means you can't harass enemies to spend time at missing you instead of hitting your team mates. That ability to "tank" damage for your team could help team mates to survive longer. I think in this thread or other one player in Gnevny had gotten enemy team's flank to spend first minutes at missing him while his team mates had time to kill two enemies for free.
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Proposal: Simple and elegant solution for better fairness in "Ranked Battles"...
EsaTuunanen replied to Leo_Apollo11's topic in General Discussion
That wouldn't work because even in team of total loosers some would have highest score. While two lst scoring in winning team might have doen damage or capped. -
Anyone checked do 0.5.1.3 replays work correctly? (or do I have to make another backup of client...) Double Strike is definitely the most challenging achievement in which you have to yourself do something to enemy.
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Hardly plunging fire with only 12 degree falling angle at 15km. http://www.navweaps.com/Weapons/WNJAP_14-45_t41.htm With that 510 m/s speed stronger deck armor might be able to bounce them. Here are penetration figures for US 14" gun of New Mexico. http://www.navweaps.com/Weapons/WNUS_14-50_mk11.htm Bow and stern are mostly quite lightly armored so BB APs might easily overpen those.
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Damaging "internals" doesn't require penetration. First of all there's spalling meaning either kinetic energy of non-penetrating AP or shockwave of shell detonation throwing fragments from inner side of armor/plate. And then there's shock damage "rattling" equipment because metals conduct vibrations/shocks well. Actually water itself conducts shockware better than air so it's no wonder that lots of ships were damaged by near misses of shells and bombs. Any ordnance hit whose effect can reach magizine has chance to cause detonation. I've myself detonated cruisers with 130mm HE. Like one Atlanta which avoided dozens of shells because of maneuvering until one lucky shell falling near rearmost gun/turret detonating it. And actually even that shell missed making direct contact so it probably fell just short detonating underwater next to weak belly. Also I've detonated at least three königsbergs similarly with longish range plunging HE hits apparently to turret. But its turret roof armor is quite thin and apparently anti-flash arrangements are MIA allowing effects of turret penetrating hit to reach magazine: "Each gun was provided with a chain hoist which ran directly between the magazine and guns... It is noted in "German Cruisers of World War Two" that the anti-flash arrangements were poor in these ships." http://www.navweaps.com/Weapons/WNGER_59-60_skc25.htm
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Countering teamkilling and friendly fire
EsaTuunanen replied to Cmd_Jonzen's topic in General Discussion
Indeed today had match in which pink New Mexico was second in score (after my 4 kill/confederate ~2400XP) with 3 kills and ~1600XP. That player doesn't play DDs but it's possible he might have been careless with cruiser torps. Or then he might have had to put down some teamkilling DD. There shouldn't be any grace period before full penalties for those first minute team killers who torp own team ships from point blank range. There's simply no reason to consider those team kills nothing else than deliberate. -
That, but even more the fact that any AFK/bot/failboater/looser/parasite can get victory star because there's no actual requirements for getting it. Some minimum damage or XP (from capping) would be good requirement. I would consider it perfectly acceptable if I screwing up and getting myself sinked without doing anything for the team would result me not getting star from team's victory. Similarly if someone in team full of loosers does certain amount of damage (or XP from capping) he shouldn't be punished for screw up team mates.
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Can we have a damage control immunity period for DD steering please?
EsaTuunanen replied to Admiral_H_Nelson's topic in General Discussion
Worser stealth. Two dual gun turrets meaning one (un)lucky hit can take out 50% of artillery. Tougher opposition. So what does it sound like? Another trick in Gnevny/Gremy against lone cruiser charging into your lines is sneak inside 7km of its side and starts citadelling it. Those often keep in straight line to not show their sides for your team cruisers and BBs. Half dozen citadel hits makes wonders to its hitpoints. -
It's possible to get three further skill points after getting five point skill before hitting that 10M wall.
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You're not shooting enough if you do only small amount of damage with those 130mms. Clevelands are just so nice crunchy targets from 11-13km distance. Properly used APs kill side showing cruisers doing 2500 per every citadel hit. Especially when you get to surprise some distracted or target misprioritizing cruiser. Ten seconds before screenshot moment this Omaha had ~18k hitpoints: https://www.dropbox.com/s/mopr30opd7mcp32/Omaha%20Citadelled.jpg?dl=0 Started this match with two citadel hit salvo to one Kuma with total of five citadel hits (last from 10km) leaving finishing it to others but despite of nearly killing one enemy in first half minute of gunfight that !&?@#!#%&! pisspoor team of !&?@#!#%&! just wasn't able to do anything and I had to kill cruisers in DD while trying to make victory costly to enemy.
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That was a big mistake to waste free XP for that. Ognevoi is basically worser ship: -Worser stealth. (needed for hunting DDs and for getting out of bad situations to better position) -Two dual gun turrets meaning single lucky hit can take out 50% of your artillery firepower. -With obviously more tougher enemy ships. Besides loosing possibility to practise using 130mm guns and train captain for more skills in easier environment.
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Everyone including me makes (more or less stupid) mistakes once in a while, like forgetting some aspect/checking something and getting then surprised by torps or some cruiser. But when someone has mighty 88k total damage in 27 Minekaze matches that tells he wouldn't qualify even for captaincy of child's bark boat! (33% victories, 2 sinked ships, 1 survived match)
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Actually DD's stealth and speed makes it the least team (in)competence dependant ship. Without at least DDs scouting in front BB becomes torpedo attack magnet and without cruisers they loose to enemy formation of BBs and cruisers. And cruisers just can't take BB gun salvoes and need BBs to give enemy bigger targets to shoot at. Now that tells lot about skill of average DD players not doing their job in scouting/protecting their team from surprises. While best torpedo boats IJN DDs are much of a one trick ponies if enemy team plays properly with DDs scouting and others not sailing in straight line from one end of the map to another. In that situation you need to be able to hurt any type ship with guns.... Including cruisers either with long range bombardment from 10+ km range allowing dodging of lots of incoming fire, or in closer range doing damage fast with citadel hits. Like in this match of !&?@#!#%&! pisspoor team of !&?@#!#%&!. (how can anyone have 3k average damage in Minekaze?)
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Nerf Kiev in the next patch
EsaTuunanen replied to anonym_gCiyicUsNYGl's topic in General Discussion
Though Kiev is little too unstealthy for that hiding part. Gnevny/Gremy is better in that being easily able to sneak inside citadelling range of most cruiser. -
You mean teambaboons? And my apology to baboons for comparison which insults them. Like this 185k damage match in this !&?@#!#%&! pisspoor team of !&?@#!#%&! Couldn't even kill cruisers so had to go citadelling them in DD. Except for two falling short of average basically every single other team mate had between plain bad and miserable stats. That Minekaze player with 3k average damage in it... meaning under ten torp hits in nearly 30 matches! And one of New Jerks just sailed in straight line with side visible for about perfect 90 degree angle hits from enemy Wyoming... Along with Karlsruin starting by trying to suicide into crossfire.. obviously sinking before getting that far. Here's replay: https://www.dropbox.com/s/lr917mvl5dfriif/20151207_183046_PRSD001-Gremyashchy-1942_08_NE_passage%20Looser%20team%20185k%20dmg.wowsreplay?dl=0 Before watching it take some painkillers because if stupidities visible in minimap won't directly give you headache you might want to go bang head to wall anyway. And WG, next time don't exclude DDs unfairly from citadel hit contest!
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https://www.dropbox.com/s/lr917mvl5dfriif/20151207_183046_PRSD001-Gremyashchy-1942_08_NE_passage%20Looser%20team%20185k%20dmg.wowsreplay?dl=0 Just take painkiller before watching that because if stupidities of my team mates won't give you headache you'll be wanting to go bang head to wall anyway. 8 km at nice sluggish 55 knots... With longer reload than in Nicholas for just two launchers.
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Weekly Missions: Winter Engagement - Destroyers
EsaTuunanen replied to Shaka_D's topic in General Discussion
And especially notable is that it doesn't make people break team play/team compositions. So rare that I've got over 900 of those in stock... -
How about screenshot of actual base XP and damage done? Like this 185k damage match in this !&?@#!#%&! pisspoor team of !&?@#!#%&!
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Potatoes will fail their way upwards. Nine players of the team had real bad average damages. With that one player having absolutely pisspoor 3k average damage in Minekaze. And because of very simplified gunnery crossing the T is the worst thing to do in this game because of giving enemy big easy to hit and penetrate target for devastating citadel hits.
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BBs aren't only ships with guns. Actually Ocean is quite decent for Gremyashchy because of having free firing line without obstacles and no dangerous enemy being able to use islands for sneaking close. This is actually from one match in it: And that's far from best gun damage...
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What Were Your Greatest Gaming Achievements Today ?
EsaTuunanen replied to Hanszeehock's topic in General Discussion
Replay added. 50+k damage is easy to get just with guns if you have free firing line to good targets.
