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Everything posted by EsaTuunanen
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what's happened to this game? :(
EsaTuunanen replied to Philipp_ab_exterminatore's topic in General Discussion
Plain capping won't get you to top of the score board... unless rest of the team is fail boating. For that you need to club some seals. -
I have no problems with below average players who at least try to do the right thing and work with others. (and try to learn for doing better next time) While propably not very consistently they still do damage to enemies, occasionally maybe getting even good salvoes, harassing enemy with torps. Also they're one more target for enemy to divide attention helping better players to survive longer and do more damage. But that cruiser which rushes alone far ahead of others to get sinked in seconds by combined fire of half of enemy fleet (or short range torp ambush) isn't helping team at all even if he manages to do few hits. He is just giving enemy team points and taking them away from own team. Sniper BBs are equally bad. They can't hit well (or at all) and because of them cruisers, or that BB actually doing his job, take lot more enemy fire making it easier for enemy to achieve superiority.
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All bigger size cruisers are easy targets from 10km unless that player isn't concentrating on anything else than zig zagging. Smaller ones more harder to hit but not impossible if they're also trying to shoot at someone. Turret rotation is planning question. But I guess BBs must be the most useless class in game because of their slow turret traverse. Captain skill buffed 24s traverse is non issue compared to rainbow trajectory of USN 127mm.
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That might actually scare someone to turn and show their side to "unhealthy" direction...
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Aetam's YouTube Channel: Commentaries and Montages
EsaTuunanen replied to Aetam's topic in Videos & Streams
With slow turning guns trick is anticipating from which direction enemy might come. Just like with cruisers and especially BBs. And of course making sure to have maneuvering space in more risky spots of selected route is good already in case of incoming torps. But main need for that is space to use turning of the ship to get shot at enemy faster, which just doesn't work if you collide with island etc. Obviously that maneuvering room should also be to direction which doesn't take you from the frying pan into the fire... Or "from the ditch to the duck pond" as we say in Finland. (190k, give or take few thousand, "duck ponds" in Finland) It's simply usually lot better to be in gunsights of DD than cruisers. And really for any ship using guns you'll want to know distance/shell flight time to aiming point which makes it lot easier to guess correct lead. Controls-tab of settings has "Alternate battle information..." or something like that selection. That gives constantly same information as pressing Alt-key gives. -
Easy distance for penetrating turret or barbette. 5,000 yards (4,572 m) : 23.66" (601 mm) 10,000 yards (9,144 m) : 20.12" (511 mm) http://www.navweaps.com/Weapons/WNUS_14-50_mk11.htm
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Regarding Ranked Battles from "best" player perspective
EsaTuunanen replied to Nephilimer's topic in General Discussion
Let's change that session to include also match. And from next similar offense inside say week of the first penalty would also include some loss of ship progress. -
If you want to send message, Cleveland's post office is compartment 75 in midship. https://en.wikipedia.org/wiki/Cleveland-class_cruiser#/media/File:Cleveland-class_cruiser_technical_drawing.png Bakery is 67 and potato stowage 73.
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How do gain experience in a CA on escort duty?
EsaTuunanen replied to zeroingflying's topic in Newcomers' Section
Especially enemy BB getting to shoot one last broadside can be very bad news for team single shotting cruiser or heavily damaging BB. And besides just shooting as much possible use of correct ammunition for situation can make a big difference: How many DD salvoes ~19k HP Omaha can take? Not many if showing side from close range. Similarly if enemy cruiser is showing his side AP salvo can do lots of damage. AP shells just need to be aimed more better to hit center of ship and neither they do damage when hitting armor in shallow angle but just bounce. In comparison HE has lower damage potential per hit and usually does less than it. But hit to about anywhere in ship can be expected to do some damage, except when shooting simply too thick armor like BB's belt armor. Cleveland plays quite differently than lower tier USN cruisers. While fire rate stays high shell trajectory is lot higher arcing and slower making long distance leading harder. Even bigger difference is having guns center line turrets whose slow turning makes it harder to switch fast from shooting one target to another. So route has to be chosen so that you can preferably keep firing toward same side. Also Cleveland is lot bigger and more sluggish to maneuver so incoming fire is lot harder to avoid. -
why dose a DD's have more range than my alanta?
EsaTuunanen replied to jellopie's topic in General Discussion
It's not only about caliber but also about how powerful propellant charge there's behind shell. Which along with barrel length determines muzzle velocity which is very important factor for trajectory. Gremy's been capable to that since closed beta. -
There seems to be some transient interference spikes (some kind of signal clipping?) in sound/voice. Though that's more annoyance than anything, but still might want to look into it before next videos. Also would have been usefull to switch graphics card's output resolution to 1920x1080 for doing recording. Now text in harbor/port part is hard to distinguish small and having them more visible to watcher could be helpful... At least for those without experience of those parts of the game. Use of torpedo lead indicator is missing from that second clip. I think that would belong to DD basics. Otherwise very good basics. Also including that example of bad enemy out of range&friendly risking second line torp use courtesy of was it Sampson player. As for HE citadel hits lower part of CV tree has basically unarmored citadel easy to penetrate into with HEs. So if close enough for precise aiming try to hit below smokestacks. And especially in Soviet DD tree after getting that lovely 130mm gun DD isn't anymore just prey of cruisers. Would have some nice replay for making excellent few minute educational video why cruisers should be careful to who they show their side...
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a cruiser has been able to disappear within 3 to 4 kilometers of me
EsaTuunanen replied to AdmiralFirefox's topic in Newcomers' Section
When aiming for citadel hits you open fire/show yourself only when ready. In general as DD you should never show yourself to enemy unless it fits your purposes. At 6km range you don't need anymore completely straight angle. (look minimap) https://www.dropbox.com/s/mopr30opd7mcp32/Omaha%20Citadelled.jpg?dl=0 8km range works nicely for straight angle hits and longest distance citadel hit to Omaha is 9km but that was obviously perfect angel hit. Cruisers you can citadel are Tenryo, Kuma, Furutaka, Aoba, Phoenix, Omaha and Königsberg. Had Kuma, Königsberg and Furutaka showing their sides for me in this match: Guess they didn't know that torps aren't the only dangerous things which can come out of smoke. Close distance would give more citadellable targets. I've seen video of Kiev wrecking Mogami with citadel hits. -
That discussion about different ships definitely just doesn't fit under game guides. Current structure with separate areas for ship classes is very good for that. And General Discussion is sure MIA. Unless Gameplay is supposed to be that. Again that Community area looks good.
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Regarding Ranked Battles from an 'ok' players perspective
EsaTuunanen replied to OldGrandad's topic in General Discussion
I've decided to not play in ranked except during daytime to avoid overdose of vegetables. Same for any mode at Sundays during afternoon-evening. Might as well go doing something probably more pleasant, like grinding forehead with cheese grater. I guess I've played at good times. Seven battles, all victories. IIRC 16 kills, little under 2k average XP and 60-65k average damage. Though fourth match needed some overwork because of that AFK/bot BB for enjoyment of enemy DDs. Also that NM got High Caliber so rest of the team was definitely little lacking in damage dealing. Next three matches I played during daytime and didn't have any AFKs/bots, or stupidities or mistakes in own team and didn't notice them in enemy either... Unless you count enemy DDs not running behind their cruisers and those behind their BBs when I got closer. -
Just wait until you have properly skilled skipper behind 130mm guns. Actually there's fitting Finnish WW2 era battlecry/saying how ships with those should be driven:Tulta munille! Basically meaning: Fire at their balls. Cruisers should learn to prioritize their targets... or at least to protect their vulnerable side. https://www.dropbox.com/s/mopr30opd7mcp32/Omaha%20Citadelled.jpg?dl=0 Here's that 11 citadel hit match. (0.5.1.x replay)https://www.dropbox.com/pri/get/WoWs%200.5.1/20151123_105954_PRSD001-Gremyashchy-1942_08_NE_passage%2011%20Citadel%20hits.wowsreplay?_subject_uid=486183334&w=AAB-ZsUyblDec5tVf3fBQwdDVcEEFCfj4r9UdUsEAeA1Qw
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That's why I always look damage first. I've seen multiple above average winrate players with really low damage. Meaning they either have some rain dance for MM god to give them winning teams or are being carried by good players in division. It's only combination of stats which starts to give any reliable picture. Which often comes from bad experiences/mistakes. Kinda like how it's said in aviation: You start with a bag full of luck and an empty bag of experience. The trick is to fill the bag of experience before you empty the bag of luck. And if anyone is wondering in game torps have detonator also in screw/tail end. So try to avoid getting rudder disabled just when it would be time to center rudder to prevent ship's stern from tackling torped passing you. My post (except for that last line) was for SDGsteve.
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Who made you qualified to go ranting someone doing over twice of your damage and hence has good understanding of game. Anyway god of this game is WG and they meant ranked battles to be competitive play mode of skill. Unfortunately they were incredibly sloppy in a way how even AFKs/bots can fail they way upwards. I've myself been carrying one such. And actually game rules forbid excessive and repetitive passive play. Also there's this part: Any conduct that is considered by Wargaming staff as disruptive to the gaming experience of others... It's good bet that CV player didn't have exemplary score.
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Aetam's YouTube Channel: Commentaries and Montages
EsaTuunanen replied to Aetam's topic in Videos & Streams
Gremy actually has slower stock gun traverse (36s/24s with captain skill) than IJN DDs and I have no problems with it. That's lot better weakness than suborbital trajectory of USN 127mm catapult/mortar. It just needs that good old anticipating/planning ahead. Even without that gun use you shouldn't let ship take you to place your thoughts haven't already been at least half minute earlier, like it would be said in aviation style. While sure no good as primary weapon against anything not easily sinkable, those high tier IJN DD guns still pack nasty punch. Their trajectory makes leading lot easier than in USN DDs and HE damage is the highest of all DDs and also their module/gun knock out power seems to be the strongest. During CBT in USN DD grind few times had to actually back off because of getting so much damage/disabled/destroyed stuff faster than I could do similar damage. Of course ROF boost of USN DDs has made it again easier to counter high tier IJN DDs. My another fun challenge/hobby is putting torps into DDs. (two torped DDs out of 16 kills in seven ranked battles) Especially IJN ones are fun to see "eating fish". Though Coup de Grace to barely alive Minekaze from 12km away was also really enjoyable... Would barely hit straight running CA from that distance in USN DD. That 9 kill match (like that Omaha citadelling) replay needs back up of 0.4.9 game client so do you have done that? Also for 0.5.0.x I would have some literal DD kicking the butt of every class ship matches. (Detonating Königsberg with first salvo before shelling another to 0hp...) That 11 citadel hit match would be for current 0.5.1.x client, like another butt kicking match including torp hit to two DDs. -
For one thing it's better avoid playing during potato hours of day/week. Even random battles are then as pleasant as grinding forehead with cheese grater with only 25% chance for decent team. Though I would still take that sniper BB instead of AFK/bot. Had really hurried fourth ranked match because of that.
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Reducing randomness to make the game more enjoyable and meaningful
EsaTuunanen replied to Fifield's topic in General Discussion
It's fully possible to be highest scoring player to the match despite of defeat. Also reducing victory bonus would just make people go even more wild goose chasing after last enemies instead of capping.- 25 replies
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I like Ocean, cruisers can't use islands to sneak unknowingly close to my Gremy. But hard to argue about Furry being not so good for ranked. Still at least he did something unlike that AFK/bot New York who did no good except for enemy DDs.
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Month ago sure had really nice match in Gremy with clearly skilled team mate in Colorado. We held one flank against enemy Mutsuki, Aoba, Cleveland, Nurnberg and Nagato killing last of them (Nagato) just few seconds before rest of the team finally capped enemy base.
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Aetam's YouTube Channel: Commentaries and Montages
EsaTuunanen replied to Aetam's topic in Videos & Streams
Actually IJN line should be better for that than USN line because of flat high speed trajectory. (though high trajectory should be good for plunging hits if you just hit anything) Training Room would be good for testing AP penetration without messing actual matches. But I see you've greatly neglected the ship least dependant on team (in-/)competence. And I don't mean not so "Universal Sailor" Sims which is more universal flop, but that little monster Gremyashchy: First minutes of replay would make good educational clip of why most cruisers should avoid showing their side to Soviet DDs inside 8km range. https://www.dropbox.com/s/mopr30opd7mcp32/Omaha%20Citadelled.jpg?dl=0 And if cruiser is one you can't citadel it's time to turn on "remote HE barbeque": Once mastered and properly manned it's enjoyable "DD - prey ; CA/CL - prey ; BB - prey; CV - prey, unless good and/or supported." ship. My most perfect match is nine kill rampage in Big Race. -
That's because typical deck armor of cruisers just isn't up to the job of bouncing BB APs falling in much any kind angle.
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Aetam's YouTube Channel: Commentaries and Montages
EsaTuunanen replied to Aetam's topic in Videos & Streams
Have to disagree... It's most fun when you citadel cruisers in DD.
