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Everything posted by EsaTuunanen
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We don't need bigger maps. WG should add bot submarines patrolling map edges and attacking high hp battlesheeps staying near border too long. (triggering distance depending on map size) Or just make their ship sink with special "Court-martialled for desertion" achievement causing -1000 XP and -500000 credits. If carrot doesn't work, hitting with big enough stick will work eventually!
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Yesterday had one team in which supposedly rank 1 player in Bayern cruised in rear with cruisers obviously fast focused to bottom by enemy. He was sixth in XP.... With rank 10 player in rear hiding Fuso as seventh. While only higher tier ships in enemy team were Colorado, Atlanta and bad aiming Yorck. At the same time rank 19 "wallet warrior" in Scharnhorst pushed to cap showing bow to enemy tanking hits and doing damage with "flesh wound" second kill getting almost double the XP and definitely deserving compliment. So much for rank 1 meaning something...
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Did the Dunkerque get nerfed in 0.5.13?
EsaTuunanen replied to Gulyabani's topic in General Discussion
Actually it feels like hitting stationary ships, especially if against island, is sometimes harder than hitting moving ship at same distance. Multiple salvos mostly missing, either "splitting", or falling short and when you move aim that one pixel higher they fly over to that island. So I guess it's just that "status quo" of RNG telling it's not your day. -
I guess the most common source for multiple First Bloods is ships torping each others from close range for "Mutually Assured Destruction". Time window for Devastating Strike is maybe 5 seconds. I guess it's there for giving time for different torpedo spread for differrent launchers and for firing say front/rear turrets first and then others still turning few seconds later. Fast firing destroyers can trigger it with two consecutive salvos. I've gotten something like dozen of those by nuking citadel showing cruisers:
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Just how it is acceptable objective for that battleship which should follow cruisers to take pressure from them and to put pressure on enemy to go humping map border? Or for destroyer who should primarily cap, spot and fight enemy DDs to start instantly firing at first enemy cruiser in range getting sinked in seconds? Or cruiser going alone to show side for half the enemy team? I don't expect everyone to be good, I expect everyone to try to play. But instead we have all these who just "go to stand in corner of football field" or "keep kicking ball to own goal". No matter how casual backyard football you were playing that kind team sabotaging would fast result in getting kicked out. And there's precisely zero punishment for players who fail to learn even basics. They can fail their way up to tier 10 by just keeping failing lot. (or by opening that wallet)
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Especially what BBs do is important for minutes following "first contact". If especially team's strongest/top tier BBs run to hump edges and enemies aren't as bad that's big drag even if rest of the team is competent. At that point losing couple one or two destroyers/cruisers more than enemy leads easily to total collapse.
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Maybe those premium consumables have short best before date...
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How to counter a DD HE spam in a battleship?
EsaTuunanen replied to RayPall's topic in General Discussion
Kaiser is fast battleship compared to Wyoming. Which would have also taken 20-30k direct damage from that amount of HE hits! (German T4&5 BBs are simply very small caliber shell spam proof compared to USN BBs with fires only reliable damage source) Which assuming generous hitrate took that Izya something like 4 minutes to do in optimal situation of being able to fire full salvos. So that wasn't standard situation. Non-penetrating HEs also lose lots of fire chance... So unless you got HE spammed also by bigger (especially blessed by emperor nuclear) HEs that Izya had very good luck with fire RNG. Total lack of support from team happens to all ships. Nothing like being in destroyer with enemy cruiser shooting you while four or five team mates in cruisers and BBs keep scratching paint of angled enemy BB at their max range. Cruisers have often even harder time with Balless Boats heading to uselessly hump border to avoid having enemies at good hitting range... Which very often leads to unsupported cruisers sinking fast leaving Balless&Brainless bo(a)ts then rushed by enemies complaining about bad team. If wanting to avoid this kind situations you simply have to plan ahead basing to assumption that team mates are vegetables not fit for handling any ship, including citizenship. If the game was realistic you could research and buy whole DD tree at the cost of one BB. Or destroyer player would be playing RTS with twenty destroyers to rush that BB. And of course getting single hit to maneuvering destroyer from 10km range would have needed firing 50+ shells.- 96 replies
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It's something quite broken currently. Compliments give karma, but I'm not exactly sure if all those others deduce it. (if above 0) Anyway these are likely to result decrease of karma: Nuke someone showing side with citadel hits. Torpedo someone sailing in straight line. Torpedo someone sitting in smoke. RNGesus detonating enemy. Just in general sinking someone playing badly. And if sinked enemy belongs to division there's good chance for losing multiple karma points.
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How about whole RN CL line?
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Bow and stern section of Nicholas has 10mm side plating which isn't enough to trigger fuze. Side of mid section of T5 destroyers is 13/14mm (except 10mm in Gremy) which should be enough. At T6 destroyers start having 16mm side plating which is enough to trigger fuze. But then again by angling they can auto-bounce 152mm APs.
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Game is boring below tier 5...at least for me...isn´t it a problem for WG?
EsaTuunanen replied to Kamikazesushi's topic in General Discussion
RN didn't exactly get love from WG with AP only to please BBs. Danae can be even citadelled by destroyer HE. I wonder what weird compartment they managed to include into its citadel hitbox. (cold storage in Warspite) But master race BBs aren't such weak ships at those tiers. Oh, and sorry for interrupting your smoke firing in Flint with torps something like week ago. T3 is limited to meeting T4s and T4 to at most T5 enemies. -
Moskva - 22% fire chance - 75 hits for 3 fires - seems low?
EsaTuunanen replied to IanH755's topic in Archive
Every kind hit counts. Though of course HEs don't do overpens/ricochets. And non-penetrating HEs get their fire chance apparently halved. -
Yeah, Murmansk should have quite high credits coefficient. Though like all cruisers it can suffer lot from current MM being capable to bottom tiering T5 ships lot. In comparison Minekaze suffers lot less in general from being thrown to T5-7 match. Though again carrier or good gunboat DDs in enemy team could cause "shut out"/instant sinked matches. If mastering ambush playstyle Clemson could be more consistent also because of limited to meeting at most T5 MM.
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Considering BB players won't let WG to undo all the nerfs to torps overal meta change would highly likely favour BBs.
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Actually repair/maintenance costs aren't in any way related to how costs varied in reality between different classes. And while capping gives good amount of XP, it doesn't give that much credits. Credits are more related to damage done, though with different coefficients for different classes/ships.
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Penetrating AP does always more instant (more improtant) damage than HE. So if target which has "enough meat" to prevent overpens shows side at range where you can aim accurately into side AP is better choise. Especially side showing New Mexico, Colorado or Nagato is good target for AP spam if it doesn't have depleted sectional HP pools. Also if you have only short opportunity to do damage BBs can heal only 50% of that damage. There are actually some penetration results for Cleveland in here: http://forum.worldofwarships.eu/index.php?/topic/59528-armor-penetration-curves/
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I say nerf straight line sailing noobs. They make too much noise when sinking.
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Report those as bots.
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Pure 12-0 is actually very hard to get, because of point limits from other team reaching 0 or other 1000. Had 12-3 match week ago ago... I think it tells lot about enemy team's performance that in T5-7 match fail division's Wyoming got highest XP of enemy team. (instead of Gneisenaus, Myokos or say Bayern)
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Let defeated team's players who all failed to carry their own weight keep last shreds of their dignity...
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Looks like standard fail team. Though winning team failed to keep everyone alive.
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Teamkills count towards Kraken Unleashed?!
EsaTuunanen replied to anonym_u5USg8CcK96I's topic in General Discussion
-1 player sinking enemy becomes zero/no kills player. Have seen that occasionally happen with those second line torping cruisers who spam torps into backs of anyone closer to enemy than them. -
The real problem of the RN cruisers and any future line in the pipe.
EsaTuunanen replied to Kazomir's topic in General Discussion
I sure expect WG now to stick with that uniqueness and give Soviet vapourware BB line only HE, with DD shell fire chance so that they have guaranteedly unique playstyle! That would be even more closer to historical to stick with that marketing line, because never existed ships fired no shells capable to doing serious damage. Bayern isn't only BB hard to damage with smaller caliber shells especially after damage saturation of superstructure. With most BBs becoming that at least when angled. But at least other ships can always hope for fire. If they had given RN CL APs small fire chance (only "kinetic kill" ammunition lacks fire chance) then it would have been unique line with unique ammunition. Just of course no fire chance for bounces/overpens... (though with low fuze activation threshold and short delay some bouncing shell could actually detonate to "spray" target's side) Also 13mm plating DDs start getting at T6 can bounce 152mm APs making AP only design choise weird considering that CLs should be the strongest ships against DDs. But I guess it's only natural to end up throwing also baby away with the bath water in haste to make line uniquely incapable to threatening BB paying attention. Actually first time ever citadelled cruiser (Danae) with DD HE yesterday... Sure Karlsruin got its engine/rudder disabled after some DD HE spam but didn't notice it ever taking citadel hits from DD HE. -
Spreading torps more instead of firing all to lead indicator is usefull if target evades first attack. Depending on range first narrow + wide spread few seconds later launch can increase chance for some hits. One other thing to try is to fire one launcher at time for halved firing interval. After evading one set target might not expect more torps so soon. Also firing launchers at different targets can work to give some damage. And waiting some seconds for target to have for example islands limiting movement is never bad thing. Or doesn't even have much anything to threaten them like RN CLs. In fair year destroyers have gotten hydro, radar and more ships with spotter planes to counter them along with ways to buff torpedo detection range. While BBs have just gotten stronger with more AA agaisnt CVs, even hydro and notable secondaries power creep. Should make players wonder how BBs got along in closed beta. (though that DD smoke was insane)
