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EsaTuunanen

Beta Tester
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Everything posted by EsaTuunanen

  1. EsaTuunanen

    Shame on you Indianapolis

    USN cruisers get really screwed hard by that mechanics being very vulnerable to any kind HEs. While for example Furutaka, Aoba and Myoko are very tanky against DD caliber HEs. Soviet 130mm AP is actually heavily nerfed in penetration. With any decent Krupp value it would probably citadel most straight angle showing cruisers up to 10km range. Right now advantage over USN 127mm is probably down to better hitting angle coming from trajectory with USN 127mm AP possibly performing equally below 6-7km.
  2. EsaTuunanen

    Shame on you Indianapolis

    Mahan can't spam torps constantly like some Minekaze (could fire launcher every 15s) so there's no need to keep hiding 1/3 of firepower. And with good rudder speed compared to reload it would be possible to turn enough to fire rear guns, then turn back to bow on until reload is nearing end. Without risk of citadel hits or like firepower hitting target should be always maximized. Also USN 127mm mortar has bad longer range trajectory so by keeping more distance some more shells would have likely missed. While 203mm's trajectory and dispersion doesn't need getting close to hit destroyer. Besides more distance makes easier dodging of possible torps because of them spreading more. Would you mind taking look at forum rule 3.2?
  3. EsaTuunanen

    Why don't some people want to win? - Serious question!

    So how is going to sit in corner of the field and not even trying to play different from sabotaging the game? Calling that different from purposely screwing over team mates is pure semantics. There's difference between not good player and team saboteur: Bet you still don't turn to run into rear edge in your battleship, but follow your team mates toward enemy for chances to actually hit enemies. If you pass that requirement I have no problems with you playing in Randoms.
  4. EsaTuunanen

    Why don't some people want to win? - Serious question!

    You think those teams would have appreciated someone starting to kick ball into own goal? Bet after short while even the other team would get annoyed by it.
  5. EsaTuunanen

    New to teir V

    Up to Tier V IJN DD torpedo reload is fast enough that it's better to fire those torps unless there's clearly better target coming really fast or planes are flying away from you. Unlaunched torpedo has no damage chances all and you never know if enemies are paying attention. And instead of firing all at lead indicator it's possible to spread them to cover directions where enemy might turn. Three separate launchers of Isokaze/Minekaze are excellent for that. And torps in water can distract people from shooting you.
  6. EsaTuunanen

    I realy need help,no! YESS realy

    For all gun using ships knowing how to hit enemy becomes fast important with increasing range... And slow reloading battleships guns don't even give work for practising hitting. Here's something about torps. That going after carrier can just be often bad idea because of possibly taking lots of time chasing nothing leaving team into one ship disadvantage elsewhere. In all other ships than destroyers torps are at most secondary weapons And here's one of the most importnt things for surviving as long as possible. For how to play individual ships just search Youtube for vids made by Flamu, Notser, Aerroon for start.
  7. What do you expect -20% from insanely high to achieve? In destroyer you should expect every shell hitting somewhere near center ship to be able to knock out engine. (and plan accordingly) You should be really thanking RNGesus for just getting engine disabled instead of those hits detonating you.
  8. EsaTuunanen

    New to teir V

    Gnevny is stealthy enough to hunt destroyers. It just needs good planning ahead to handle Furutaka fast gun traverse. Also Soviet 130mm AP is good for citadelling side showing lighter armored cruisers at flat trajectory ranges. (actually its penetration is heavily nerfed from real ballistics) With good aim half shape Omaha (like Phoenix and Kuma) goes down literally in two salvos/5 second before it can fire back if looking other way. It's tier 7 Kiev where Soviet DDs really change to more like small cruisers... while finally getting better than cruisers gun traverse speed. And if close enough torpedoes have strong punch and are fast. In comparison USN destroyers have always the fastest turning guns with fastest fire rate. But bad news is that starting from T5 Nicholas those guns have lousy ballistics. Meaning it takes lot time for shells to fly to longer ranges causing need for lot bigger leading of target making hitting especially smaller and maneuvering targets harder. Though for close range brawling it's the ultimate DD of its tier like Clemson: With way fastest gun traverse and two triple torpedo launchers on both sides of the ship allowing to fire 12 torps in short time. That torpedo layout is also best for torpedoing ships coming past islands or for ambushing and rushing two battleships at same time. And its now Omaha which is that floating citadel of Tier 5 to almost any enemy seeing its side. Since overballasting buff couple months ago Kirov's citadel is hard to hit for smaller caliber APs unable to penetrate water easily. Also while Omaha with its 35 knot design speed got slowed down to 34 knots Kirov basically has no weaponry&load trial speed allowing it to more easily corner destroyers in later game. (destroyer has lot easier time running away with 3-4 knot speed advantage over cruiser than with half of that)
  9. EsaTuunanen

    every game lost, think of giving up already

    That's really weird. Because I've lately gotten more torpedo hits than usual with Gremyashchy's sluggish 55 knot torps. I think it would be best if you enabled replays and uploaded replay to some file sharing site so that we can check what you should improve. http://forum.worldofwarships.eu/index.php?/topic/19222-enabling-replays-in-world-of-warships/ Anyway never use smoke in Isokaze for being able to sit stationary near enemies! First of all any nearby enemy with half the brains would stop sailing in straight line throwing off aim of your torps. You have 7 km torpedo range and 5,9 km surface detectability meaning you can stealth fire torps without target having any idea there's also destroyer around. (unless you're only one in your team close enough to detect that enemy) And if you sit in smoke waiting enemies get close you'll never survive against skilled opponents. For them smoke is big flashing "Destroyer in here" neon sign... besides warning about torpedoes in the water. Any torpedo carrying enemy is even likely to fire torps into that smoke. And if you're alone without support enemy can simply surround you, besides more agile ships just pushing into smoke. With Isokaze's sluggish speed for destroyer it's also important to maintain situational awarenes and use that superior stealth to detect dangerous ships before they can detect you. While when sitting in smoke you can only see those enemies seen by your team mates/planes. So your primary use for smoke should be for having cover to run away from enemies who you can't outrun... Like faster cruisers or gunboat destroyers which have detected you. If you're properly planning ahead you can spot those gunboat destroyers to your team mates to shoot at making them less likely to continue looking for you and more likely to run away. But if you just banzai charge toward enemy you'll get yourself spotted before you can turn away.
  10. EsaTuunanen

    Armor Penetration Curves

    While ship making skills of Soviet Union were never good at the time frame of the game they sure didn't toy around when it came to making guns.In comparison USN 5"/38 was cotton puff gun and more fit for throwing around AA flak walls than actually hammering ships. Instead 130mm AP is nerfed as much as Omaha's AP is compared to Murmansk's AP. That 60% higher muzzle energy and lot better ballistics might easily make twice the kinetic energy at target. Shell trajectory really shows best how shell retains kinetic energy with slow light weight USN 127mm shell starting to turn into mortar fast after 7km. Besides remaining kinetic energy also impact angle is lot better except at short range. So penetration should be rather massive at something like 5km range and quite high even at 10km.
  11. EsaTuunanen

    Germans BBs cant catch a fire?

    HE shells penetrate about 1/6 of caliber. While not exactly clear officially HE shells which hit too thick armor to penetrate seem to have reduced fire chance. (besides of zero damage) Partly problem comes from game not having yet armor layout view where you could see where different thickness armor is. Like go to armor model of new Mexico: http://gamemodels3d.com/worldofwarships/vehicles/pasb034 Unlike New York with 19mm deck and side plating New Mexico's 25mm plating is too thick for all DD caliber HEs and Cleveland's 152mm shells. (but not Mogami's 155mm) So at flatter trajectory range it's better to spam AP at New Mexico showing its side even in destroyer. And German BBs probably have quite a lot of places with medium armor so there's good chance for similar effect to amount of HE damage and fires caused.
  12. EsaTuunanen

    New to teir V

    For cruisers Omaha is gunnery wise easy ship having guns on both sides, good fire rate and nice HE making it good for sinking destroyers and starting fires on bigger ships. But protection wise it's more demanding against skilled opponents. Omaha is vulnerable to any caliber HE shells with big unarmored area of bow, stern and deck. And it has huge easy to hit citadel. While on paper having armor matching Furutaka it's actually lot less protecting and even destroyer caliber AP shells can penetrate it easily from straight angle. In fact Soviet 130mm AP citadels Omaha from over 9km range. Meaning unangled Omaha is basically pinata for well played gunboat destroyers: So Omaha should angle armor against anything firing AP and overall try to keep wiggling around to throw of aim of long range fire and be harder target... Especially because 203mm and bigger APs always penetrate bow. Against higher tier enemies you also need to be able to use your full gun range and know how to lead targets: For battleships knowing gunnery is even more important because of slow fire rate making every shot/miss count. Good thing is if you learn to lead using shell flight time that same lead works always for that same target. Even if target distance can vary for 10s flight time necessary lead is always same no matter the ship you're playing. Knowing how torpedo boat destroyers work also helps to play battleships because you know how to be harder target and what kind situations to avoid.
  13. EsaTuunanen

    New to teir V

    Tier IV is quite safe but Tier V ships now meet often Tier VIIs making them more demanding. Like said stealth torpedo spamming IJN DDs do well even with harsher MM, but other ships can suffer more. Anyway before taking new ship into battle, you want to always check effect of various available ship upgrades. For example battleships usually get vastly improved AA defense from hull upgrades along more armor and there gun/range upgrades. So before doing PvP battles in Tier V, you might want to play that battleships/cruiser some matches in PvE/Co-op for getting enough XP to research some of the ship upgrades. And few matches in Co-op is always good idea when getting new style ship to learn its guns and handling: Actually making that turn instead of ship colliding to ground surely saves from lots of frustration in PvP. Other option is playing more at lower tiers or other ships to get enough free XP for some of those upgrades when getting new ships: Normal XP is bound to ship used for getting it and only available for researching upgrades of that ship or stock hull of next possible ship in line. (or line opening from that ship) Free XP again can be used for reasearching anything on any ship maknig it lot more useful. But you get it only at rate of 5% compared to standard XP making it also lot harder to get. So never waste free XP for researching next ship in line, but save it to those bigger improvement offering ship hull upgrades. And then there are those upgrade modules bought with credits: http://wiki.wargaming.net/en/Ship:Upgrades
  14. Graphics/game UI settings are stored in that configuration file. And I bet all those computers are identical. So it would be basic thing to set graphics to best running well on one computer and then simply copy that same config file to all other PCs. Should take less than minute per PC to copy that config file manually if those PCs aren't set up from drive image. Should be really basic marketing to show game with as good graphics as possible to run. Again ships and captains (account related things) are obviously stored in game's server. But like Ishiro said having some kind template to do decent basic set ups automatically for created event accounts shouldn't be that big thing. So feels like blundering probably dictated by "adminisphere" without actual concern for trying to show game in best light.
  15. EsaTuunanen

    Armor Penetration Curves

    In that aspect Soviet 130mm AP is actually notably nerfed compared to USN 127mm AP. Physically 130mm AP had "only" 60% more muzzle energy. With only little smaller diameter/cross section compared to third bigger weight telling shell is notably longer and hence losing that (already higher energy at start) at lower rate during flight to target. And with lot higher amount of kinetic energy per cross section penetration should be better by big margin.
  16. EsaTuunanen

    Armor Penetration Curves

    Sub-caliber penetrators and especially APFSDS are just extreme form of "abusing ballistics". In general if diameter (/cross section) decreases more than shell's length that improves ballistic coefficient decreasing drag. Just like some 0.44" Magnum bullet has really bad drag compared to any same weight rifle bullet. So besides caliber and weight shell's length is very important factor for how fast shell loses its kinetic energy during flight. And besides relation between diameter and length also other differences in shape affect to drag so there's plenty of things to fiddle for WG in deciding drag. Once reaching target amount of remaining kinetic energy per surface area affects lot to penetration. For 220mm shell cross section is ~380 square centimeters For 283mm shell that's ~630 leading to need for displacing ~65% bigger volume of armor for same penetration depth. Of course when it comes to size of explosive "payload" lighter and smaller shell is of course in disadvantage.
  17. EsaTuunanen

    every game lost, think of giving up already

    You already have separate new player match making pool (at least when there's enough players online) for up to Tier III to learn game basics. At Tier IV and after you're in common MM pool. Which really isn't any guarantee of having competent team always... Because of all fail bo(a)ts, "just for funners" and wallet warriors skipping learning the game, or just buying that Derpitz without slightest clue about game even if game guide was glued on their face. And every player who doesn't learn the game when moving up from bottom tiers is food for skilled players, regardless if meeting someone who used 5000 matches to become good (no guarantee for that) or learned game fast. There's no bought by cash premium giving some magic homing shells always doing max damage to enemy and Magneto as ship's first mate to repel incoming shells. You need to yourself learn how to maximize damage to enemy team and surviving to affect winrate. Though you clearly would seem to want shortcut.
  18. EsaTuunanen

    every game lost, think of giving up already

    Lot more hitpoints floating/sailing around to sink than in long time along with lot less than usual cruisers so you must be doing some notable mistakes. BBs seem to even bunch up more than usual giving some chances to hit next ship if target turns.
  19. EsaTuunanen

    Tier x Brit cruiser - Did nothing in the war and has no history.

    Even Montana would have been near ready before war's end if all big enough drydocks hadn't been in use for making higher prioritized Iowas and Essex class carriers. But before drydock was freed Montana got suspended and then cancelled after Battle of Midway showing that battleships were obsolete with carriers being better at striking. Which is still lot more than can be said from so many other ships. And if IJN hadn't been able to keep real size of Yamato as secret you can bet USN would have had Montana class BBs in use during war. Most of 14 Baltimore class cruisers were in use before WW2's end. All Iowas were in use. "Just" 175 Fletcher class destroyers had been made by that time.
  20. EsaTuunanen

    Return Premium Ships ?

    Bow and stern of Königsberg are 10mm thin. Meaning almost any cruiser AP overmatches those if you just hit. Of course if you try to hit angled belt armor that will bounce. Citadel's top armor is 20mm so that can probably auto-bounce and prevent citadel hits but doesn't prevent normal pens and shells penning bow/stern can hit citadel's front/rear bulkheads in quite straight angle. (top deck is 16mm or thinner) http://gamemodels3d.com/worldofwarships/vehicles/pgsc105 Except for turrets and citadel Cleveland doesn't have any armor. It's literally all or nothing armored with most of the ship made from tinfoil. Even 130mm AP overpens broadside showing Cleveland at flat trajectory ranges. http://gamemodels3d.com/worldofwarships/vehicles/pasc007 So angled Cleveland is actually better target for all bigger caliber APs because of less danged of overpens.
  21. Yep, and at least it doesn't really take any development resources from anything else.
  22. EsaTuunanen

    Omaha. Should I sacrifice Virgins to skip her?

    Nope. Omaha is way more vulnerable to DD guns than other Tier 5 cruisers. HEs are slower damage doers than normal AP penetrations and citadel hits simply reach BB/CA salvo hit like DPM if being able to consistently get multiple citadel hits per salvo. Omaha can literally lose half of its HP to DD gun shells inside 5 seconds from first hit. While for other Tier 5 cruisers showing side to destroyer isn't that serious. Before overballasting buff Kirov was similarly vulnerable, but now it's hard to get even single citadel hit per salvo consistently. Königsberg's design again has low citadel making it hard to hit. And Furutaka is about as durable as BB against DD caliber guns with most of the ship being even proof against DD caliber HEs making starting fires harder.
  23. EsaTuunanen

    So, this just happened

    Then you're lucky. For me 3/4 of detonations happen at full or high hp. And same's been the case for other destroyers detonated by me, almost always from full or high hp.
  24. EsaTuunanen

    Detonations

    So that makes detonation probability as ~6% and not 1%, because matches with anti-detonation flag don't count.
  25. EsaTuunanen

    Omaha. Should I sacrifice Virgins to skip her?

    You forgot guns sticking out to both sides of the ship meaning no long turret traverse time in surprise encounters. But that citadel is just so huge that side showing Omaha doesn't get many chances to fire if looking to wrong direction. I think best one I've done to Königsberg is two citadel hits in salvo. For post-buff Kirov one per salvo. And not sure if I've yet managed citadel hit to C hull Furutaka. Also in consistent hitting to citadel difference is even bigger with Omaha being citadel hit magnet. Might be better to not tell that to WG, they'll probably buff also that above Omaha.
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