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Everything posted by EsaTuunanen
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What Were Your Greatest Gaming Achievements Today ?
EsaTuunanen replied to Hanszeehock's topic in General Discussion
How About 2.6k XP defeat? Also had 1,92M Potential damage match... Now who says destroyer can't "tank"? -
Correction, problem is way too many players of having no freaking clue about how to play their toy either straight away suiciding or being hysterically afraid of someone scratching paint. So where's the problem? Take out Gremlin and first sink those little baby seals, then teenage seals and last those bigger slower adult seals... Or who ever happens to come first.
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The Manly Mans Manly BB Game Play Thread
EsaTuunanen replied to Spuggy's topic in General Discussion
Don't forget Potential damage -part for having drawn enemy fire to keep team mates in weaker ships alive. Few hours ago had 1,92M Potential damage in destroyer... Which must have been way more than two god damn Balless Boat coward Kongo wussies f*cking rear of the map (until smashed by half of enemy team) had together. Kongo's range should be limited to max 15km until player has proven in co-op to be capable to doing say 50k damage consistently for some "Ship Mastery" before getting full range.- 315 replies
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PROS and CONS of each line for each nation?
EsaTuunanen replied to puddlee's topic in General Discussion
German BBs are invulnerable to citadel hits from flat trajectory shells no matter if getting shot by the biggest guns they can meet. North Carolina doesn't have any special strong citadel armor. Its citadel is just low and completely below water line. -
PROS and CONS of each line for each nation?
EsaTuunanen replied to puddlee's topic in General Discussion
USN BBs are no longer the brawlers. German BBs have way superior armor scheme being able to show side at close range without getting instantly deleted by citadel hits... Besides having better secondaries. Actually even IJN BBs have stronger secondaries than USN BBs. -
So basically super bad Krupp value nerfs all extra penetration except that coming from flatter trajectory. And instead of 60% higher muzzle energy with only small increase in shell cross section giving superior penetration at shorter range USN AA mortar has better penetration in there. I don't think just "clipping" upper part of trajectory would shorten arc enough to get scaled shell flight times of the game. One thing I could think of is that maybe there's some kind vertical/altitude limit in game engine for rendering of objects.
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Whats your biggest "potential damage" score?
EsaTuunanen replied to cro_pwr's topic in General Discussion
Who says destroyer can't "tank"? Got 807k worth of ordnance dropped around my 13100 hp Gremlin. Lost 5k hp mostly in taking down enemy Kamikaze and then little while attracting enemy Blyskawica to expose himself to gunfire detection penalty. -
Antares rocket explosion is more explosion like instead of conflagration. For smoky explosion PEPCON would be good model.
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Poor Yamato... Why not just remove USN cruiser line while at it? With general AA power creep and state of carriers they aren't even really needed for that. You forgot that USN tech three line not doing worser than lines of other nations must be nerfed.
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Because of their way fastest at every tier gun traverse speed USN DDs are lot more forgiving, when getting close to enemy DDs. At higher tier you can basically keep wiggling ship all you want and keep guns pointed at enemy. Besides fast and usually clearly fastest fire rate makes you afford some more misses. While in Soviet DDs gulag slave... errr hamster powering turret traverse is half starved to death and as rule they never have really fast turning guns. In fact at Tier 5 without Expert Marksman guns turn equally fast as in Furutaka with its "famously fast" gun traverse. So you need to plan ahead like you were driving some BB. Though at Tier 7 gun traverse becomes reasonable. As positive side instead of being designed more for throwing up walls of AA flak than hammering ships that 130mm gun is real gun and not mortar. With its very heavy for caliber shell fired at high speed giving more cruiser gun like shell trajectory. Its AP is actually heavily nerfed compared to actual physics and with standard level penetration coefficient it would probably citadel almost any cruiser up to 10km range. Now you can do that to only some cruisers... With the floating citadel called Omaha being the easiest to squash. I wonder what I'm doing wrong in Gremyashchy...
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Besides playing very well that also required luck in having right conditions without premium. But with premium's +50% XP it must have been piece of cake for any good player.
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I wonder what I got right when couple days ago apparently managed to put 130mm AP into New York's citadel from ~7km. Was really WTF/Did I see wrong? moment to see that black ribbon, but it's there in replay. Only thing I can think of is that because New York was turning hard away, it heeled enough to avoid auto-bounce angle from decks. Or at least for that particular shell hitting to right spot penetrating 89mm armored deck and then 25mm roof of engine room. (outer 19mm "skin" is cardboard) Or then client bugged for some reason showing that ribbon there: I've gotten similar salvo damage with normal penetrations to New Mexico's upper decks/casemate.
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Fail Division still - T5 in a T8 game - Thought WG stopped it?
EsaTuunanen replied to IanH755's topic in General Discussion
Never said "multi tier" division with ships outside MM of the match is automatically acceptable. Heck, even if ships fit to MM it can become handicap for the team if division has say two bottom tier BBs, which then aren't balanced in enemy team. (because of division) If stars and planets align properly and players are decent then different tier ship divisions aren't handicap to team. But with quality of player base and MM disregard for division content (two ships outside MM) that's higher risk for handicap than no handicap gamble. Yesterday had fail division (of fail boaters) dragging two Tier 3s, including St. Louis to in average tier 4½ match So team was basically 1½ ship down from the start. Durability of St. Louis simply does no good when it's too slow and short ranged to be useful. Not to mention running game on some abacus barely fit for tic-tac-toe. Neither was Nassau that useful. While enemy team got division of Nikolai and Yubari. -
Actually if you show Cleveland's broadside to enemy and shells hit above waterline any higher penetration AP overpens easily... Even DD caliber APs at flat trajectory range. So in that aspect Cleveland is actually durable for cruiser. (while HEs wreck and burn it easily) Training Room is good for testing when AP works. But against NM it works like this: 32 HE hits: Mighty 1700 hp damage + 1 fire for (fully repairable) 5k46 AP hits: 14½k damage. http://wowreplays.com/Replays/images/3990d6bdfb5a46db9bab05924446921e.jpg Lot depends on how fire RNG feels about screwing you or the guy in receiving end of trajectory.
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So AP to upper decks when seeing broadside at flatter trajectory range... And Cleveland's shell trajectory is likely to avoid auto-bounce angle from deck somewhere after 10km. What poorly armored superstructure? There isn't much any of it. And even if managing to miss 25mm plated parts there are all those AA guns to swallow shells. Colorado basically feels to have below 25mm plated parts extra armored with AA guns.
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What battleships were you shooting? For example New Mexico and Colorado have so much 25mm plating (proof up to 152mm but not Mogami's 155mm) that at somewhat flat trajectory range destroyers are better at shooting AP when seeing broadside.
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Furutaka (or Aoba) is far from squishy. Furry is easily the best protected tier 5 cruiser with most of the deck and sides being proof against direct damage from destroyer caliber HEs and having reasonably small and protected citadel. In comparison Omaha is floating citadel for gunboat destroyer to nuke: (And everything outside citadel takes HE damage from even the smallest guns) It's just that cruisers don't really have much of armor against any kind bigger caliber shells with especially BB guns being basically able to penetrate some part always. Battleships aren't really snipers because of slow firerate with troubles in hitting making them bad for shelling targets from max range. While Kongo might have 20km range hitting anything maneuvering from that range is hard and you won't get many hits from even perfect salvo. Though of course you can occasionally "drop" that nice plunging fire citadel hit through deck. Something between 10-15km would be optimum for Kongo. And at least it has the speed to get in there and avoid getting surrounded by enemy unlike super slow USN BBs... Which aren't even anymore best brawlers because of German BBs having superior citadel protection allowing them to show side without getting instantly citadelled. (+ strong secondaries vs "What secondaries?" of USN BBs)
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HE doesn't do any direct damage to section with depleted hp pool... Unlike overpenning AP always doing that damage. And battleship using healing/repair doesn't return hitpoints to section pool, but to ship's hp pool So battleship with superstructure having run out of hitpoints can be basically immune to direct damage from smaller caliber HEs while actually having quite good amount of hitpoints. (25mm plating negates direct damage up to 152mm HE)
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And maybe being able to see armor layout of other ships might get few people look at them for why shells aren't doing damage/are overpenning for little damage instead of coming to complaint about broken game. Of course with info about some shell damage mechanics in there. Like the part of 25mm plating being proof against HEs up to 152mm making lots of zero damage hits for Cleveland shooting those later BBs.
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Of course hardly any ship can make whole salvo hit precisely certain spot of any ship from any distance beyond short range, but there's lot more than that: In general checking if ships have areas proof against HEs of player's ship. What areas would be possible to penetrate with AP when having broadside target. Is it possible to penetrate bow or stern if belt armor is too angled... BBs of course just shoot almost always AP and aim for the center of ship at waterline, but for other ships it isn't that easy. And that aiming for midship at the waterline is basically the worst aiming point for any HEs unless shooting at DD... So having armor view available for only ships "owned" by player defeats big part of armor viewer's usefullness.
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IJN BBs are the ones with longest range and mostly faster than others with less armor and quite a few battlecruisers in line. Mostly very slow USN BBs used to be better protected brawlers. But now German BBs are the most protected by big margin being able to show their side without getting citadelled. That makes German BBs the most forgiving and they also have strong secondaries. (unlike USN BBs) Anyway because of slow reload you shouldn't play battleships, before you've learned gunnery in other ships with faster firing guns. Also BB play benefits especially from knowing how destroyers work to avoid being easy torpedo target. (and as rule most of the non-USN cruiser have also torps making them threat to BB at shorter range) Out of cruisers they're mostly similar in being grab bag of variety at low tiers with national speciality starting to appear at Tier 5. All of them work equally for learning basic gunnery. You should learn to hit broadside sailing battleships easily up to 10 second shell flight time. From destroyers IJN DDs are purest torpedo boats, with very high damage torpedoes with longer range than ship's detectability from start. USN DDs get such long range torps only at later tiers, but they always have way fastest turning guns and highest firerate... Though at the expense of bad long range shell trajectory after Tier 5. Soviet destroyers are again the purest gunboats with good firerate flat trajectory guns with often sluggish traverse and at Tier 7 they turn into very light cruisers without good stealth.
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You need to plan ahead like you were driving some battleship or later tier cruiser. (just without armor and hitpoints but with stealth) Always think where enemy destroyer likely is and have guns preaimed at that side. And plan route so that enemy preferably comes from side instead of straight forward with you having room to turn away to keep distance while shooting. If you bore straight in even Minekaze has faster turning guns (firing IJN nuclear HEs) besides torps and USN DDs can spam big amount of torps while keeping guns at you. Only go closer if trying to turn away would expose you to torps (/no room for turning away) and try to keep nose pointed toward enemy to minimize size as target for torps. And when getting close remember that you have quite fast torps, whose launchers turn lot faster than guns. But the main idea is to keep other destroyers at arms length. Average player can't even hit you that easily with 5"/38 USN mortars from outside 7km range. Also the farther you are the less turret rotation speed is needed for tracking enemy. Besides Basic Firing Training (more dakka) Expert Marksman is primary captain skill. 24 seconds is fully workable when avoiding hugging range "wrestling". Besides that planning ahead helps lot with surviving even without Last Stand. Just skip torpedo part and this if how you use those guns:
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Even without being able to kill/seriously damage some cruiser taking long range shots (to avoid getting hit back) can be used to prevent enemy from capping or at least slow capping. Anything which denies enemy team some points helps toward winning. Capping resets also give decent XP. And with luck might get fire started.
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The reasons we should be able to see during the Battle >> AVERAGE EXPERIENCE PER BATTLE
EsaTuunanen replied to ASharpPencil's topic in General Discussion
Even if that 5+k match failboat has 8k average damage?
