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Everything posted by EsaTuunanen
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Which works as well as claimed randomness of detonations. Say hello to Atlanta first blessed by dozens of shells splashing water around it... until RNG blessing one shell to splash water in right spot: https://www.dropbox.com/sh/ugwi7meogof1f9u/AAB_ln75_8kZbJSYywWE75zua?dl=0 Zero direct hits: https://www.dropbox.com/s/10xejq2jn68ccl1/shot-15.10.11_12.33.18-0045.jpg?dl=0 I think that match had actually total of four ships detonating. I wonder if someone forgot hatch open in turret of Königsberg... https://www.dropbox.com/sh/08taybkmlczh6zc/AACUrTskuxIeCaSVFG85ii6ba?dl=0
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13% of my sinkings in destroyer have been because of detonation. And something like 8 times per 10 detonations it's happened straight from full or high HP usually completely spoiling that match. Also out of destroyers I've detonated same ratio of them detonated from full/high hp giving cheap kill without real working for it. While out of many hundreds of destroyers lost in World Wars very few suffered magazine detonation (because those make only small hard to hit part of ship's size) and even less often without already having suffered lots of damage. While magazine detonations are definitely realistic phenomenon reality just didn't have any huge detonation chance buff to first hits/lightly damaged ships!
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Jutland had such number of detonations because of massive safety f*ck up of Brits: British admirals wanted faster fire rate than ship designs could do. Hence many blast doors and safety hatches which should have separated gunhouse, various decks inside barbette and magazine from each other were left open. Also some (more volatile composition than used by others) propellant bags were kept outside protective containers to be faster available for loading into guns. Then those same admirals started fearing running out of shots too fast, because of faster than designed fire rate. So ships were even storing some extra propellant and shells outside magazine. They might have as well done as in some movies where soem hero or villain takes some powder vessel making trail of powder to big pile of powder/explosives. Without all those f*ck ups most of the detonated ships would have suffered just disabled turret, because none of them got hit to actual magazine. Which is always in center line of the ship as low as possible to make hitting it hard. Except for few lucky hits magazine detonations usually happened when ship had taken heavy damage and was already doomed. Like battleships detonating when capsizing because of shells and powder moving or when heat of internal fires finally reached them.
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How to play Fubuki when you are a [edited]
EsaTuunanen replied to G01ngToxicCommand0's topic in Archive
Clemson trying to catch Cleveland still wins... -
One way for making max range sniping less attractive would be making BBs take damage more easily from long range fire... By giving other BBs Montana's "deck armor".
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No matter how fast you make cruisers (some of them already faster than DDs they meet) they still can't survive being shot by five BBs.
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From Reddit: "New Orleans" armour scheme is wrong...
EsaTuunanen replied to Leo_Apollo11's topic in General Discussion
Yep, kinda remember reading couple times that AP normalization angles were made common basing to caliber. Damage wise IJN APs are actually little stronger. -
From Reddit: "New Orleans" armour scheme is wrong...
EsaTuunanen replied to Leo_Apollo11's topic in General Discussion
IJN cruisers are still more stealthy. Also when did BB APs start caring about cruiser's bow plating? And bows of other cruisers bounce 203mm gun shells equally. While New Orleans doesn't have nuclear HE shells or firerate to be good in HE spam contest (with hits hurting more because of least hp) and if other cruiser gets close their torps are extra danger. AA used to be the area what USN cruisers had better than others. But even that doesn't hold anymore with AA mechanics favoring big caliber AA vs rapid firing 20-40mm guns. And without planes in AA range AA doesn't help so any way that's questionable overal performance balancing method. -
Cruisers are becoming more and more pointless
EsaTuunanen replied to bloodynicknames's topic in General Discussion
Sure slow lower tier USN BBs have also poor secondaries compared to others but overall stronger BB secondaries would just make cruisers even more redundant. Besides making already weakest on T7-9 USN cruisers even weaker compared to other cruisers because of lacking torps if ending up close to BBs. (other cruisers can even try stealth torping BB if having island to prevent detection) -
No need to completely remove detonation above certain HP. Just removing that detonation chance buff from high HP would go long way. Because of dispersion RNG and then detonation RNG when first RNG guides shell to right spot detonation should basically happen randomly per taken hit, right? But if you keep throwing dice or flipping coin dozens and dozens of times with nearly always similar result isn't that obvious hint that dice/coin is rigged? And something like 8 out of 10 times detonation happens from full or high HP at least in destroyer. Both in receiving end and when detonating enemy.
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Epicenter in Trident is naval version of WW1 trench warfare. All it does is make ships hide behind islands and sit bow on even more. Breaking that would require destroyers having long range torps to reach those sitting ships and/or carriers with torpedo bombers. (with planes again making it hard for DDs to try attacking) Normal domination matches are lot more dynamic battles. And if amount of failbots and idiots isn't balanced between teams it results even more lopsided matches.
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Besides Tier III ships no more seeing Tier Vs without being part of fail division.
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If it's random then why destroyers often blow up from first hit or when above something like 75-80% hp but rarely when on lower hp than that?
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ALL IJN DD has to do is avoid boring straight in and turn away to keep the distance the moment enemy is spotted. USN DDs with super bad ballistics 127mm/38 anti-air mortar rely on enemies doing the mistake of boring in allowing them to get close. Up to 5-6km there's isn't much difference, but past 7 km range trajectory literally skyrockets. Average potato would probably miss over 90% of shots against DD sized target running away because actual needed flight distance would be 8km. Like this Atlanta taking the bait: And if USN DD turns enough to fire all guns IJN DD can just increase the distance.
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Make battleships more resistant against enemy HE shell spam.
EsaTuunanen replied to anonym_TymY49y5i0fs's topic in Battleships
While HEs below Mogami's 155m caliber don't make any direct damage to 25mm deck and hull plating areas of BBs. So when seeing side at reasonably flat trajectory range spamming AP works lot better. -
Have seen that quite often in New Dawn.
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Both yes and no. When moving existing captain/commander to new ship it gets amnesia and you need to retrain it to have skills fully active. (unless moved to premium ship) Amount of XP needed for finishing retraining varies between three levels: Full amount of XP needed for next skill point when not paying anything. Needing 50% of that when paying with credits. Or full instant retraining by using doubloons. When recruiting new commander you have different "cost" options giving commander different amount skill points to start with. And no matter the option/or skills you choose for points commander is automatically trained for that ship.
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New Japanese Destroyers - a Sneak Peek
EsaTuunanen replied to voulezvous's topic in General Discussion
Really not much difference if it's 100mm, 127mm or 130mm. 25mm plating covering most of the BBs after Tier 6 is proof against up to 152mm HEs. -
Don't worry, torpedo boating is going get nerf hammered soon. And other BBs don't burn? Or even take lot more direct damage from any caliber HEs like Wyoming/NY do.
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Two Brothers would be good map for that pushing if enemy left rear door open. But unless enemy carrier is moron chances for catching it would be around zero. While worrying if part of your team facing enemy lemming train totally collapsed/suicided affording enemy to both keep pushing and have some ships turn back.
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Like said in certain "How to Atlanta" Youtube video "You keep pressing left mouse button. And you keep pressing it." After enough playing and pressing that button your aim becomes good if there's will to learn. And then with help from target you'll occasionally get real juicy hits. https://www.dropbox.com/sh/uwqd03b3j2ofsr6/AACziIPOFnBbO2Ye6M7dlVrGa?dl=0
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Wargaming...skill based..matchmaking...now!
EsaTuunanen replied to G01ngToxicCommand0's topic in General Discussion
Indeed if there was any requirement for at least learning basics to get foward in game that would improve balance of matches. Now we have situations like these from about week long period of getting pooped on by MM: Texas sailing broadside to enemy team which obviously won't continue very long even if only one enemy is shooting vs. New York in enemy team doing the same for couple minutes and no one shooting! USN AS carrier getting both fighters and that only attack squad strafed and shooting barely handfull on planes in whole match and obviously really no damage vs. Enemy IJN carrier shooting down those dozens and dozens of planes with "weaker" fighters while doing heavy damage sinking even three or four ships. -
Wargaming...skill based..matchmaking...now!
EsaTuunanen replied to G01ngToxicCommand0's topic in General Discussion
Actually what says that player was skilled if he rushed into at least together playing enemies? Knowing when to push, when to hold position and when to start stalling retreat is big part of skill. Slow as glacier USN BB can definitely get caught in bad position if fail bots posing as team mates suicide or run at sight of first enemy. But most ships have enough speed to avoid getting fast swamped by fire coming from every direction. Damn... that low WR must need some active lack of working toward win. Because one now 5700 match fail bot with 8½ k average damage has 40½ % WR. -
He meant destroyers going humping border and spending lots of time in futile if enemy team is semi-competent attempt to chase enemy carrier instead of being usefull for the team from the start. Thread's topic could be better.
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Well, German BBs win that durability part by being able to flash side to enemy without basically taking heavy irrepairable damage: Citadel hit damage can't be repaired really at all. Kaiser and König are also more resistant to damage from small caliber HE spam than Wyoming and New York. And while New Mexico's 25mm deck and hull plating fixes HE vulnerability it's nicely vulnerable to small caliber AP spam if showing side. (destroyer can do easily 1½-3k salvos) Still doesn't make USN BBs tolerate showing side to enemy really any better. While lacking speed to disengage when finally having gotten close enough enemy to hit decently.
