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EsaTuunanen

Beta Tester
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Everything posted by EsaTuunanen

  1. EsaTuunanen

    IJN/USN/Kriegsmarine questions

    Only T4 and 5 USN cruisers have torps... and shortish range ones. So they're not exactly good for practising torpedo use. And after T6 USN cruisers become hard to play and are basically weak in current game environment... Because of no torps as ambush option/extra weapon choise, while heavy cruiser slow reloading guns have only mediocre HE and even AP damage per caliber... While lacking any super good trajectory to hit from max range. (also degrading AP performance) Heck, Scharnhorst makes better cruiser than Pensacola: While speed is little slower stealth is tiny bit better and it has BB's hp pool+heal and German troll armor. Lot punchier guns for not much slower reload. And even torpedoes to throw at face of enemy. While having German secondaries to chew and burn any enemies coming into their range. Even AA isn't weak.
  2. EsaTuunanen

    The Akizuki might have a problem

    The usual RNG trolling matches. Making you wonder if someone moved point one step left in fire chance.
  3. While Soviet factories had quotas to meet.Once in a while some unexploded bombs dropped to Finland were apparently found to contain things like old working gloves/Pravdas as filler. Though no doubt lots of unexploded stuff with actual explosive filler remains. Think Gremlin as Warspite without armor or hp... If in hurry you do all turning of guns by turning the ship. Hence needing BB like planning ahead to avoid: Ramming first island near you. Heading in front of guns of even more enemies. Running completely straight as target for incoming fish. After taking all that into account it's fine for capping and hunting destroyers.
  4. No doubt biggest factor is that Gremlin is definitely so much stronger than tech-tree Gnevny. (+ stealth firing from what ever game design plans of early beta were) It's actually curious when you stack T5 DDs to see Fujin/Kamikaze R beating Gremlin: https://eu.warships.today/vehicles Regardless that those can't touch Gremlin's total capabilities even with long stick. (like what's their answer to 14km range capping reset button?)
  5. König's damage output isn't exatly suffering from weaker guns compared to Kongo or New York. Better tanking ability can go long way for balancing lower punch of guns. Besides ability to keep bouncing more APs/avoid citadel hits there's also resistance against HEs and fires to consider. With some RNG trolling König can take lots of smaller caliber HEs without fire or much of direct damage while New York would be suffering already from direct damage. Those torps are "schizophrenic". On one side there's good range and punch. On other side sluggish speed with minute long travel time and slowest reload of tier for just two launchers. So when enemies sail in straight line coming slowly one at time it's all sunshine. If enemy is rushing in force and you don't have support to slow them you lack "fish output" to stop them. And if targets maneuver even little you'll be spending lots of time waiting for slow reload and watching torps traveling slowly to hit nothing. Against rushing enemies Nicholas would be better, because of ability to spam 12 torps in same time frame. Same for Minekaze even after its torpedo nerf. Probably good comparison for feel of torps would be pre-split Mutsuki at T6 after Minekaze.
  6. EsaTuunanen

    CoLOLrado.

    Against smaller guns Colorado can bow tank. While Colorado's gun overmatches bow of those smaller gunned lower tier BBs. Which is as much "placebo" as real feature: It's easier to turn in tighter space because below T8 USN BBs don't have much any speed and hence not much of inertia to resist turning. Those bigger turning circle BBs also start turning in more reasonable space if you slow their speed before turning. Also faster ship moves longer distance before rudder has fully turned affecting to feel of agility. That's why slowing speed helps in any ship in turning in smaller space.
  7. EsaTuunanen

    Ship Preview: Mouse in the Akizuki

    With 5% per shell fire chance and amount of accurate shell spam direct damage doesn't matter that much. In comparison USN DD shell spam is balanced by hitting problems from range. (with Atlanta balanced also by survivability issues) And that battle was as bottom tier. So against lower tiers number of fires should jump lot and especially direct damage. And tier 7 DD would have even less chances in duel than T5 against current T10s. So definitely would see adjustments coming.
  8. EsaTuunanen

    Loose, loose and loose!

    Must have missed using threadlocker...
  9. EsaTuunanen

    Apologies to other WOWS Players, its only a game?

    So what might be the circumstances justifying cruisers rushing to middle in Fault Line? After just being told that going there results getting shot at by whole enemy team! Or battlesheeps running to map edges far behind behind caps instead of supporting destroyers and cruisers trying to take that cap? Those aren't single mistakes: It's always train crash into river with broken bridge visible from 5km away, with warning signs and lights along the way! Bet you wouldn't go into any casual backyard football just to keep kicking ball into own goal or sit in corner of the field maknig faces to team mates. Or would you expect to get away from it without getting kicked out from field by rest of the team? While overall "screw the others" behaviour is basically almost cherished nowadays any kind team sports are where deliberate team sabotaging won't result in being patted on shoulder. If you show up on that football field then you're expected to try to play correctly!
  10. EsaTuunanen

    Ship Preview: Mouse in the Akizuki

    So in short faster Atlanta with stealth and ability to hit anything at range. With the exception that instead of hugging islands for cover stealth makes open areas safer.
  11. EsaTuunanen

    Ideas to motivate team play

    I think we already have enough of lemming trains to between those islands at 9/10 lines in Fault Line.Or to corners behind caps in New Dawn. Balless Boats going to behind islands at map edges in Shards without even firing line to any of the caps or to farthest corners behind caps in Neighbours. And what do you think performance wise average, but unsure in map tactics/strategies, players are more likely to do? Do the right or easy but stupid going with the masses decision?
  12. Just try to avoid being in receiving end of too much of any kind shell spam. Even destroyer caliber HEs can citadel Danae if hitting to correct spot. And while less damaging than citadel hit from same caliber AP those still do triple damage of normal HE penetration. RN cruisers have excellent maneuverability without much of speed loss so use that to be harder target for "slower" longer range fire.
  13. While relying on guns which don't have anything actually special. HE is mediocre per caliber, while having typical CA slow reload. Also AP damage is actually mediocre per caliber and is equally bad at penning angling enemy while trajectory also degrades performance at long range. The flatter the arc the more usefull AP is at range... In case of Pensacola besides worser than BB stealth and really bad citadel armor against APs it's also one of the more HE spam vulnerable cruisers. Hull plating thickness differences can make big difference to damage and fires from HEs. Or really counter cruisers as or more easily than BBs. WASD haxing player avoid most torps just as well in BB as cruiser while being able to survive lot more hits. And cruiser survives lot less shell spam and fires than BB...
  14. EsaTuunanen

    What Were Your Greatest Gaming Achievements Today ?

    Shooting down seven planes in destroyer without good AA capability. http://wowreplays.com/Replay/23140 Very high gain... to avoid giving it Tier 7 torps instead of T3. For comparison 151k damage to mostly higher tier enemies + one solo cap in Gremlin for 2850 XP... Anything short of sinking "half the enemy tonnage" won't be getting top level XP in it without lots of capping.
  15. After exceeding certain percentual damage threshold (no triggering from colliding/small damage) victim could get equal percentage of perps earning.
  16. EsaTuunanen

    Bots: Skill levels in Co-Op compared to Random?

    And how does that differ from potatoes sailing to known torpedo ambush on other side of island?
  17. Are you trying to get some "colours of the seasons" theme collection? You shouldn't give WG ideas how to make new premiums... I don't think WG wants to introduce new fashion of camping DDs...
  18. EsaTuunanen

    Bots: Skill levels in Co-Op compared to Random?

    They angle themselves very often automatically because they point bow toward enemy and attack. Unlike all those Balless failBo(a)t players sailing toward map edges behind caps while showing their big fat side to half the enemy team. Which happens easily because couple average players at least understanding game basics can carry those failboaters.
  19. EsaTuunanen

    Perfect hit no damage

    Except for superstructure whole mid ship of Furutaka is completely proof against direct damage from smaller HEs. (which also lose half of fire chance from failure to penetrate) And even if superstructure and mid section have completely run out of their hp pool from that range it wouldn't matter because citadel has "infinite" hp pool. Because that's where you should be firing APs to educate such tourist cruiser.
  20. EsaTuunanen

    sad standard of clan members

    And I see daily such "kicking ball to own goal/just sitting in corner of football field" gameplay which would get that particular player literally and physically fast used as ball in casual backyard football. Like today in standard battle in Fault Line. First some failboater wants to go for B+C... Next two Brainless Bo(a)ts suicide to center which would be basically suicide even if enemy team didn't have torpedo machinegun called Minekaze. Then half of the rest rush to suicide in that useless spot between islands in 9/10 lines from where they can't support rest of the map and others can't support them. And next match in Neighbours, this time actually domination. All but one Balless Boats waste five minutes in sailing to corner behind A, letting destroyer trying to cap it die because of no support. And despite of enemy lacking ability to prevent it it took almost another five minutes to get A capped. During that time two enemy BBs had already pushed through C to near spawn! And still those Balless Boats continued to hump map edge all the way around to enemy's spawn... Which enemy carriers (who had brains, unlike one suicide Ranger sitting fingers up in the butt) had naturally evacuated well before. Now tell me why that isn't conduct disruptive to gaming experience of others? (actually mentioned in game rules) Even in that casual backyard football everyone coming to field is expected to try to play. If you demand some players to not get annoyed by plain team sabotaging you should demand every player to actually play according to game goals.
  21. EsaTuunanen

    Invisible DD?

    What is super broken compared to real ships is accuracy of gunnery. Hitting maneuvering destroyer once from 10km would have needed something like firing 100 shells and good luck. Yet in this game anything but worst shell trajectory ships can consistently hit destroyer from that range if knowing how to aim well. And any preventive torpedo avoidance maneuvering would have completely spoiled firing solution calculations of most ships. Preventive maneuvering because battleships didn't have onboard magician to instantly stop and fix possible flooding of citadel spaces. Not to mention repairing speed/maneuverability degrading damage to torpedo bulges and their flooding which needed visit to drydock. Also in game BBs are super hyper cheap compared to their real costs. Resources used to built one battleships would have been enough to build something like handfull of cruisers... or couple dozen destroyers! Or maybe instead of more realistic cost you would prefer cruiser and destroyer players having that many more ships/"lifes" to use during match?
  22. EsaTuunanen

    Elimination thread number Two: Tier V

    Nicholas: 8 Zuiho (1/2/1): 23 Kongo: 31 Minekaze/Fujin/Kamikaze: 30 - 3 = 27 (Torps are still very situational, even in sinking DDs) Gremy: 26 + 1 = 27 (50k AP dmage to cruisers including 11 citadels in yesterday's last game + torps+HE+fires for 58k other damage) Murmansk: 13 Konig: 26 Königsberg: 25
  23. EsaTuunanen

    Elimination thread number Two: Tier V

    So which one of your cruisers you want my Gremlin to gun down in Training Room duel? Maybe citadelling Omaha for half of its hitpoints before you get guns to right direction or hoisting Cleveland in its own game of HE spam?
  24. EsaTuunanen

    Best Destroyer For Free XP

    Anshan has standard Soviet 130mm gun so it should work just fine. If I have New Mexico or Colorado showing off its broadside I use AP basically always in Gremlin. Did 44k AP damage to Colorado and Nagato in this: http://wowreplays.com/Replay/18256 During one other match gave one constantly side showing New Mexico fair 30k damage. About week ago in one match basically saved Fuso from attacking bow tanking Colorado with 20k AP damage.
  25. EsaTuunanen

    Best Destroyer For Free XP

    Don't you know close combat is dangerous for destroyer's life expectancy? Much safer to spam AP into big fat sides of all or nothing armor BBs from 12km...
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