Jump to content
Forum Shutdown 28/7/2023 Read more... ×

EsaTuunanen

Beta Tester
  • Content Сount

    3,552
  • Joined

  • Last visited

  • Battles

    8863

Everything posted by EsaTuunanen

  1. Blyska has easier time in getting to stealth firing range because of standard detection penalty from gunfire while 130mm gun has same penalty as cruisers. So Blyska can stealthfire from range similar to USN DD while having good shell trajectory. IIRC fully skilled Leningrad gets to stealthfire from ~12,5km. Leningrad's HE DPM is second lowest of T7 so doing damage relies more on accurate firing, using AP when approriate and also torps. While slower reloading Leningrad has 2x4 (vs 2x3) torps with little better damage and decent 60 knot speed. Flamu, Notser etc have good videos of Leningrad so you might want to check those. As for Tirpitz...
  2. Just don't get shocked that Leningrad needs BB like planning ahead because of turret traverse powered by half starved to dead gulag slave. As in there are plenty of cruisers with faster turning guns... It really needs captain skill set of T5 Gnevny (or pre-order era Gremyashchy) with Expert Marksman and unlike Kiev+ higher tech-tree DDs benefits from concealment for better stealthy sneaking and torping and some stealth firing. And instead of HE use AP when all or nothing armored BB like Colorado fails in armor angling showing broadside. That big fat side makes lot nicer target to hit than small superstructure "armored" with shells eating AA guns. Playing T5 Gnevny would be good practise for learning that gun handling. And when to start using AP...
  3. EsaTuunanen

    Captain points influence of DD success or failure

    Unless you're failing in planning ahead only enemy ship being faster and planes are problem for easier disengaging. That's why also "faster reload" and extra charge of premium smoke is must for full effectiveness of destroyer. I wouldn't go through Two Brother's "IQ Canyon" (as put in comment of one Youtube vid) in anything but late game with remaining enemies known to be on flanks. But I constantly go far ahead of others and also alone on the flank. Like for example to closest side cap in New Dawn. Gunboat destroyer's first job is distilled in next 20 seconds of this: Though team growing balls is never guaranteed... And if you want to wait for them to do that you'll probably often fail to achieve much anything in first five minutes.
  4. EsaTuunanen

    The Plague of players that AFK

    Correct. But it would be also easy for WG to monitor it: Is it only occasional possible real life situation, connection problem, client crash etc. Or is it constant loading minute(s) late into matches, going inactive etc. In later case player could be limited to Co-op for certain time period. If that time goes without problems restriction is removed. If problems continue during it or reappear after resctriction then new limited to Co-op period can be used with slightly shorter striggering. This is team based game with 12 players in team vs 12 in enemy team so why should one player have any special rights to constantly screw 11 others? I'm running game from 5400 RPM WD Red and I have no problems in getting into match well before timer reaching zero. Granted it's 5GB model with high data density platters and RAID1 possibly gives some parallel reading advantage but still. Even for first match there's plenty time and after that with more and more game asset files cached into RAM by Windows next matches load faster... or as fast as client works.
  5. EsaTuunanen

    Captain points influence of DD success or failure

    That's the wrong plan. Charging caps is correct, but purpose is to make enemies sink for their team and not give them fair fight. Though there are times when taking higher risks and sacrificing hitpoints is needed: Like if time is running out and team's only heavier ships are at low hp vs enemy having full hp BB. If your desroyer is in good shape and you have shot just banzai charge to point blank range. Though at later tiers some BBs, and most German BBs, get insane secondaries which can with captain skills smash and burn even cruisers making charges in open plain suicides. For USN destroyers like Clemson and Nicholas charging to close range from behind island can be devastating tactic because of ability to fire total of 12 torps which is enought to sink two BBs. (or cruisers) Though that's where Last Stand skill is especially useful. Any hit (or close miss) to mid/rear ships has good chance to damage engine or rudder, which would be very bad thing especially against two enemies at short range.
  6. EsaTuunanen

    Captain points influence of DD success or failure

    Biggest factor to damage done is if match is longer lasting one or one where enemy team just "rolls over and plays dead". Quick matches just don't give much time to do damage especially with guns. Unless there's tourist cruiser showing off citadel. Badly played cruisers are simply faster to sink than BBs targets for properly played destroyer. Though obviously being in the right places and not doing mistakes (rewarded often by premature return to port) is crucial. And in long term doing consistently lots of damage is only way to carry teams, because team mates are very unreliable for doing that. Unless also enemy team is afraid of paint getting scratched and tries to avoid cap zones.
  7. EsaTuunanen

    Is this game really that BB unbalanced?

    Actually also fires can hurt cruisers more because damage can't be healed: If you don't put fire out any damage from it is permanent... If you put it out but get ignited again you'll take even more damage. Also T7-9 USN cruisers probably get hurt by it vs other cruisers: Their HE is just mediocre for caliber and they lack firerate to spam HE while little better penetration angle of (also mediocre damage per caliber) AP won't help against angled cruisers. Even at T5 isn't not rare to see basically 50 BBs vs 5 cruiser in queue.
  8. EsaTuunanen

    Captain points influence of DD success or failure

    The good thing is that the most important destroyer skipper skill, knowing if you're spotted, is now free "automatic" skill for everyone. Because of "binary" nature having new/retraining skipper would have been clear disadvantage before that... As in first sign of detection being incoming fire, when it might be too late to start WASD haxing. It's simply best to assume that every enemy having good shot at you will want piece of you. Also it can be used offensively. If you're in gunboat destroyer getting spotted can be used to know there's stealthier and probably IJN DD little ahead. After that effect of various skills is most often just from "fine tuning" to improvement instead of game changing. Better stealth can definitely give more chances in sneaking around, capping and torpedoing. But it's still just 10% difference which isn't many seconds worth of sailing. In fact better stealth can give "false sense of security" allowing you to go deeper into bad place before excrement hitting the fan and leave you less chances to get out. So it won't ever replace player skills in knowing own ship, game mechanics, map/situational awareness, abilities/features of other ships etc. And "getting inside head of enemy"... You wouldn't show yourself to Atlanta or challenge Omaha into gunfight, would you? Because of no armor and little hitpoints destroyer is always unforgiving for mistakes. So just like in BB you need to plan ahead lot and consider also all the possible "what if" scenarios. Depending on situation and surroundings needed planning ahead time can go to many minutes. And in case of Soviet T5 you need that planning just to use your guns effectively. If you can make the credits using premium consumables can help also lot. Faster damage control cooldown is never bad thing. Having one more faster reloading smoke is also always good. Also speed boost can make the difference for sneaking out from bad spot. For nation specific things starting from Gnevny Soviet destroyers definitely need AFT for reaching anything near full potential. Also Gnevny needs EM for helping half starved to dead gulag slaves powering gun traverse. While Gnevny and Ognevoi are stealthy enough to work as standard gunboat destroyers being able to use CE, starting from Kiev their stealth is always bad, CE or no CE. And 130mm's detection penalty is same 6km as in cruisers. So those will be basically always spotted when dishing out damage. And hence instead of CE especially DE can boost their capability as "super fast machine gun cruiser" by improving amount of barbeque. Though against broadsides AP can be lot more effective than HE blocked by hull plating of T6/+ BBs. For USN DDs AFT doesn't help because of 127mm/38 AA mortar as gun. But DE again gives their HE 60% increase from base fire chance which is major increase. Though for close combat SE can give good hp boost at higher tier.
  9. EsaTuunanen

    Battleship Sailor

    And that's why I don't trust much to having all those "recommended" helpers and extra softwares running on background... Regardless what some claim those always increase chance of software related problems. Also it's good idea to wait something like half week before downloading latest driver update. Despite of "AMD makes bad drivers-Nvidia only perfect drivers" hype of nvidiots it's actually Nvidia which has in last years made more often seriously problematic drivers.
  10. EsaTuunanen

    Current Balance Issues with DD Torpedoes

    In real life BBs didn't carry onboard magician capable to stopping flooding, emptying flooded compartments and repairing hull damage caused by torps. Even if torpedo bulkheads held water out from citadel damage to outer hull and flooded external compartments caused extra drag... With counter ballasting used to correct listing just increasing drag. And if damage control managed to plug the leaks stresses from higher speed maneuvers could easily restart flooding. So unlimited torps should be fair trade for unlimited damage control and how much buffed ease of gunnery is.
  11. EsaTuunanen

    Dynamic Crosshair Reticule?

    But shell flight time doesn't scale linearly with horizontal distance. Sure until certain distance it increases quite linearly but after trajectory starts curving more flight time starts to increase more like exponentially. So it's still a mess for creating single "universal rule".
  12. EsaTuunanen

    Elimination thread number Two: Tier V

    Time for some "rain check" on parade Bogue (1/1/0): 1 Texas: 14 Nicholas: 14 Zuiho (1/2/1): 19 Kongo: 33 Furutaka: 19 Minekaze/Kamikaze/Fujin: 36 - 3 = 33 Gremy: 29 + 1 =30 Murmansk: 22 König: 27 Königsberg: 23 While spamming fish into enemies is always enjoyable, its effectiveness/viability is inversely proportional to enemy knowing gameplay... And help you can't count to have from team. Also catapult or any carrier planes can throw huge wrench into works. In Gremlin you're your own single ship division of "light, medium, tank destroyer and stealth firing arty". Enemy destroyers are there to be sinked/driven away as cripples. If it's sight seeing tourist cruiser torps would be the slower killing option: Can't torp circle running heavies/enemy destroyer keeps hiding close to his buddies? Time to start raining he(ll) on enemies inside 14km range. While occasionally spamming up to 3300 damage per salvo APs into side of BB 13km away failing armor angling.
  13. EsaTuunanen

    Dynamic Crosshair Reticule?

    To be precise arc measure based scale can't ever be related to some speed: Fixed speed target moving perpendicularly to line of sight moves at different angular velocity depending on distance. Meaning at longer distance it takes longer for ship to move "one tick". But what dynamic crosshair can definitely do is keep angular size of single tick same at various levels of zoom/field of view.
  14. EsaTuunanen

    Tier 7 onwards dilema, advice please.

    Tech-tree Soviet DDs after Ognevoi don't know the meaning of word stealth. Starting from 130mm gun at Gnevny they have same detection penalty as cruisers and starting from Kiev their base detectability is more like of British CLs than DDs.
  15. EsaTuunanen

    Make torpedoes easier to hit enemy ships

    You have too fast torps if they always get to target before your teammates have hit it heavily...
  16. EsaTuunanen

    Make torpedoes easier to hit enemy ships

    Actually going near detection radius with bow towards target is bad: If enemy has destroyer left, you might get spotted without ability to disappear fast even if you have smoke available. Also catapult plane might detect you before reaching surface detectability. So "final approach" to launch position should be always done in oblique angle at near parallel course and bow toward general direction of escape route. In that way if you get spotted only torpedo launch gets spoiled, instead of you likely losing lots of hp before having chance to escape. Especially if target is barely slower than you, like some fast cruiser you need to keep more safety margin. (+ also cruisers have planes)
  17. Actually that's 73 of 538 sinkings meaning about every seventh sinking. And as you seem to have head in where light doesn't shine why does that "random" detonation happen nearly always from full/high hp? That's not how random chance per hit would work! So that "random" mechanics is either rigged or totally broken, take your pick. Both are bad for gameplay. And real life destroyers didn't detonate from first/second hit. Only torpedo and mine had good chance to sink them with single hit. (magazine hit or not) Sure some went down from few hits but usually they sinked because of simply taking enough hits to exceed their damage resistance and redundancy, aka 0 hp in game terms. (+few capsized/sinked in storm...)
  18. And your post Mister tells you're like lying politicians going on their political jargon to avoid inconvenient truths. If every shell hit had that same actually random chance to cause detonation then detonations would happen randomly at various state of ship's hitpoints. Of course few detonations in row happening from full/high hp would be entirely possible. Even five wouldn't be impossible. But in longer term only 50% of detonations would happen before RNG's victim getting hit enough times to reach 50% of hp. Naturally with other half of detonations happening from hits when below 50% hp. Instead detonations just keep happening nearly always from full hp by dozens and dozens of times. And if it were down to how many hits you do to enemies I should be detonating some destroyer every few days considering how much I hunt them.Not just once in a while and nearly always from full hp in those rare occasions. But I'm sure if we ever meet and play game in which I give you dice giving number one nine out of ten throws no matter how many times you try it's just random.Or are you spineless like politicians who always deny their actions/words when it comes to taking responsibility for exposed favours to rich buddies? Btw, except for aerial torps in magazines of carriers and torps in launchers they were "magazined" in things called ammunition ships, not through out ship's compartments. And with safety features in design of shell and propellant handling chain good shape ships should actually have least chance of magazine detonation. Though torpedo hits would be ones with higher chance to cause detonation because of their power and hit happening to underwater parts of the ship.
  19. He must be one of those Balless Boats hiding in rear careful to not let enemy scratch shiny paint job and expecting team to take care of all enemies and all incoming fire. I've even seen destroyers go hide behind carrier.
  20. Now that's a big stinking pile of Trumpsh*t. My 70+ detonations in destroyer tell that number of hits you give enemy or take has nothing to do with detonation chance. And just had one more at this time from 90% hp. Of course from enemy torpedo boat who didn't achieve really anything else in match. (three hits to me, while I made 14 hits for 6k damage) One of the previous ones: I managed to put crippling torpedo hit into enemy torpedo boat myself avoiding torps and fired finishing gun salvo. While enemy fired back single shell... 80% or higher hp is where 90% of detonations basically happen. If surviving hits to below 50% hp probability for detonation is down to single digit percentage figure. (if probability to detonate during whole match is 100%) And detonation distribution of enemy destroyers I've detonated follows similar trend. Nearly always from full/high hp, only small fraction from low hp. If detonation is supposed to be random like claimed then mechanics is definitely and truly broken with insane buff to probabiltiy of getting detonated by first hits!
  21. From historical perspective destroyers wouldn't be any more prone to detonate than others. In fact related to number of them lost in World Wars probability might be lower. And just like in case of quite a few magazine detonations of bigger ships some of those happened when ship took massive damage and was already doomed. Not this "Single shell broke flagpole of your factory fresh ship. You detonate!" BS. And don't mix tanks and ships. Tanks are small vehicles with no room for real compartmenting meaning every hit penetrating armor near shells has good chance to set them off. In comparison even smallest destroyer is huge object with compartments and propellant stored multiple levels below weather deck, in ship's mid line as far as possible from "outer walls" and also below waterline. And there wasn't any movie style "trail of powder running from deck to that big powder storage" where you shoot at end of that powder trail and get ready for fireworks. Design of functional shell and propellant handling didn't allow heat blast of shell explosion on deck to reach magazine.
  22. In DDs huge majority of detonations happen from full or very high hp. After surviving hits for loosing ~25-30% of hp probability for getting detonated in rest of the match is only fraction. And something like single digit percentage of them happen at below 50% hp. 70 detonations is good enough sample size to tell that they aren't random except RNG basically deciding per match if you're screwed or not. And same detonation probability distribution applies to destroyers I've detonated. Nearly always from full/very high hp with only couple from low hp. Of course more than once in a while accompanied by hack accusations and reports...
  23. EsaTuunanen

    Surveillance Radar on tier 5-6 battle

    If you were close to some island (or smoke screen) at that moment cruiser on other side might have used hydro.
  24. EsaTuunanen

    Playing on slow broadband. Advice please.

    If it's proper wired connection even slower bandwidth is enough because data between client and server is just compact numerical data. If it's "wireless broadband" then variation in latency can cause problems.
  25. How about having chance of your tank blowing up from first hit to track? Because that's how detonations work in this game.
×