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EsaTuunanen

Beta Tester
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Everything posted by EsaTuunanen

  1. EsaTuunanen

    Circles on the mini-map

  2. EsaTuunanen

    Real men plays BB

    Actually Balless&Brainless is what it stands for. Because often it combines also showing that big fat broadside for enemy to aim... And at the latest when enemy reaches those border f*cking Balless Bo(a)ts they keep showing their citadel.
  3. Different ships have different XP coefficients and it's good bet that Atlanta has high coefficient. Patch notes tended to have quite often those coefficient changes mentioned in them. (as "balancing" method for strong/weak ships)
  4. EsaTuunanen

    Help with the Ognevoi

    AP works better than HE just with normal penetrations without citadel hits. Though overpens can be problem thanks to smaller size and light construction of superstructure of cruisers. (+broadside Cleveland is one big overpen target at shorter ranges thanks to submerged citadel) And not exactly sure about hitting spot (wasn even full broadside anymore) but few days ago managed to put one 130mm AP into Yorck's citadel from around 10½km... Also battleship like New Mexico/Colorado showing side at 10km is better target for AP than HE because of 25mm plating being proof against small caliber HE. (up to Cleveland's 152mm) At shorter ranges it's possible to do over 3k damage per salvo if you get all shells into upper decks/thicker parts of superstructure. (offensive smoking is good for that when there aren't other threats) In game armor model viewer like that in Gamemodels3d would be really useful for looking what shell to aim where. It's easier to keep caps when attacking bigger ships after destroyers...
  5. EsaTuunanen

    Hello Minakaze and Kamikaze platoons

    If scissors don't work they're just of insufficient size...
  6. EsaTuunanen

    Maps stats suggestion

    I think reasons are obvious: In Fault Line it's because especially in slower ship you can get easily blocked by islands from taking part into battle for long time if most of the enemies go to other side of the map. And even in faster ships there's lots of struggle to keep firing line at some enemy without being obvious target for enemy team. Land of Fire again doesn't have islands on the way but is just big map with more time spent for getting enemy into gun range... or torpedo range. And if enemy presence in one place gets decimated it will be long time before you'll reach next.
  7. EsaTuunanen

    With such MM playing is a WASTE OF TIME

    But wouldn't that imply controlled lowering of anchor?
  8. EsaTuunanen

    What Were Your Greatest Gaming Achievements Today ?

    LOL... Just had match with two Gremyashchy division in enemy team and got both of them. First one from nearly full HP with first shell detonating it just when it had "cloaked". Other needed hammering to sub 5k before detonating. With two Kaisers that made 97k damage.
  9. EsaTuunanen

    Armor Penetration Curves

    Yesterday managed to put one 130mm AP into Yorck's citadel from around 10½km... Wasn't anymore even full broadside angle so must have found some nice spot to hit.
  10. EsaTuunanen

    The most important skills to be a good player.

    Had half the team basically plain stupid suicide for 15 minutes in Solomons to C cap held by enemy with two Minekazes in there... If they had spent as much effort to controlling rest of the map those Minekazes would have been fast alone without support.
  11. EsaTuunanen

    Friendly torpedo alerts

    If other ship has time for U-turn then torpedo launching ship is simply too far from enemy to demand player in first line to pay attention to torps. While good for more coordinated teamwork adding warning messages would end up being just used as excuse for firing torps even more irresponsibly.
  12. EsaTuunanen

    The most important skills to be a good player.

    Best shooter will become that spectator quite fast without situational awareness... Or is that from the beginning because of being in the wrong place to do anything useful.
  13. At that range I would be firing AP at Arizona in destroyer doing probably 2½-3k every 4,5 seconds...
  14. EsaTuunanen

    Angling

    Have you tried using not full speed ahead? Once enemy is at hitting range (which is long for Soviet cruisers) there's no reason to rush forward unless there are battleships in front of you to attract attention of enemy and tank hits. Alternatelly slowing down and speeding up can also throw off aim of some incoming fire.
  15. EsaTuunanen

    Wow, would have been an amazing victory :((

    With only one cap assist and no cap defense/resets there's likely some bonus flags/premium involved. Unless almost all damage was done to destroyers it's just low to get such XP. Team score screen should be always included for actually useful XP comparison.
  16. EsaTuunanen

    Flint

    Well, why did other ships then lose closed beta level smoke?
  17. EsaTuunanen

    The most important skills to be a good player.

    And how long is that firing at enemy possible if showing broadside to half the enemy team? Or rushing in straight line into first torpedo ambush?
  18. EsaTuunanen

    The most important skills to be a good player.

    Or you could say that anticipation comes from knowing what would be logical to do for enemy in that particular position/situation. Like torpedo boat going after carrier after capping C in Fault Line instead of trying to cap B with gunboat and Cleveland in it. What makes you think people are even capable to learning with increasing number matches? First of all learning needs ability to logical thinking. Something what average Homo Urbanus Consumericus isn't required to practise.
  19. EsaTuunanen

    I'm being lied to consistently

    That (completely imaginary) Zao probably has quite a bit different armor plates around it. Atlanta is US all or nothing armor design ship meaning basically everything but citadel has nothing which could be called as armor. Making broadside showing Atlanta (except for citadel) basically cardboard silhouette for Iowa's APs. Vertical armor penetration of its Mark 8 super heavy APs would be over 600mm at 11km. Maybe half dozen Atlantas side by side would make that much thickness... Overall huge majority of ship's volume is that empty air inside compartments. That's how such massive steel objects can float on water.
  20. EsaTuunanen

    Aerroon Playing WoWS Highlights

    No more than 13 citadel hits? Some time ago got 15 citadel hits in Gremlin when enemy cruisers seemed awfully obsessed with displaying their sides... though not that my team was lacking in brainless and fail bo(a)t behaviour. Victims being Königsberg and Kirov with their low harder to find citadel, Devastating Strike worth citadelled Kuma and Phoenix.
  21. EsaTuunanen

    Is it so hard or am I a noob:)

    Storm limiting view distance/what is rendered probably decreases load of game code rather lot. What about when that storm hits?
  22. EsaTuunanen

    New to teir V

    Showing only bow stops DD APs from penetrating. But 152mm and anything bigger overmatches 10mm plating of bow. So Omaha should avoid being the first target for anything with bigger guns. And with lots of BBs around currently keeping that distance is even more important. Because of lots of BBs and less cruisers it would be actually good time to play destroyers now and then in week or two with decreasing number of BBs again play more cruisers.
  23. EsaTuunanen

    I hit a Murmansk with a torp for zero damage.

    This is how it works
  24. EsaTuunanen

    I hit a Murmansk with a torp for zero damage.

    That's damage saturation. Midsection had probably mostly run out of hp its pool before you meeting that Murmansk and also bow run out of its HP pool.
  25. EsaTuunanen

    New to teir V

    Omaha, like most cruisers should easily be able to dodge at least automatic torpedo drops. Though with current MM making Tier 5 often bottom tier Omaha is now rather weak ship untill upgraded and being post WW1 design A-hull has bad AA. So upgrading it is very important. C-hull also gives more much needed range. Another thing in Omaha is its huge citadel so be carefull about showing side to gunboat destroyers: And naturally cruiser guns will just smash it. Tier VI Cleveland is very different ship with WW2 design. It has in practise completely submerged citadel with thick armor for cruiser making it durable against any smaller APs with citadel missing higher penetration APs overpenning rest of the ship. On the other hand that ship takes HE damage easily because of light construction. For guns it has 12 fast reloading 152mm guns in four turrets. I think their ballistics is slightly worser meaning you need to learn to lead to use them effectively. AA defense on it is again strong and with AA barrage it will swat down lots of planes if they make the mistake of attacking/flying over. (save barrage for attack squads) Tier VII Pensacola is again vey hard ship to play. While 203mm guns have good trajectory and punch their fire rate basically drops to half of upgraded Cleveland. And it has weak citadel armor along with battleship like detectability making it the focus point of enemy if trying to go first. It should basically keep with BBs or use islands as cover.
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