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EsaTuunanen

Beta Tester
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Everything posted by EsaTuunanen

  1. EsaTuunanen

    Why not have DD parity for Domination mode?

    You forgot battlesheeps running to hump rear edge or edge behind one cap because some lowly enemy cruiser might scratch their paintwork. Because of that early cap advantage doesn't mean a crap if rest of the team is made of Balless Boaters not supporting cruisers enough. Or then also cruisers run to rear with some Brainless Bo(a)t suiciding into enemy team's crossfire. Last couple days have already been full of balless, brainless or both oxygen wasters.
  2. EsaTuunanen

    Detonations

    Had match in which team lost three ships to detonations: New York, Omaha and Marblehead... with last one detonating enemy Phoenix. Kinda like someone flipped switch in server to increase detonations of USN ships. That too, feels like in last couple days 90% of players are lobotomized.
  3. EsaTuunanen

    Please Fixed the Wrecked Matchmaking System

    Match maker is now the most consistent since May of last year. There are occasional matches with both teams having lots of cruisers and barely any BBs or the other way but those might be caused by player pool waiting match. And different type ships are divided evenly between teams instead of one team getting all the "rocks" while other got "scissors". How about now 5250 match fail bo(a)t with barely over 8k average damage... Anyone beating that? And even that one has still 40,4% winrate.
  4. EsaTuunanen

    Is Texas worth £17+

    Yeah, there are so much of those who fail their way up and keep sailing broadside. That should give lots of credits/xp to harvest from those BBs. In direct comparison Arizona has stronger protection and of course gun/turret layout gives more firing guns when fully angled. But compared to standard tech tree ship Texas is basically stronger New York while Arizona isn't up to New Mexico.
  5. EsaTuunanen

    Detonations

    Little update since last time. Seventh detonation actually happened below half hp. But next detonation was at ~98% hp (taken single scratch) and from single destroyer shell... So out of eight detonations six has been from practically full HP by single shell or salvo.
  6. EsaTuunanen

    Brand new and really bad

    Shell flight time is still the most important aspect. Simply because if trying to learn leading by target's distance different shell trajectories are going to mess it when changing ship while correct lead for particular target is always same when shell flight time is same. (distance just varies)
  7. EsaTuunanen

    Different playstyles can ruin the games' fun

    How about first around half map and then through middle?
  8. Well, bad players are usually the first to blame hacks for their total incompetence and taking lots of damage when they'll keep their Brainless Boat broadside toward multiple enemy battleships. Last time saw those accusations yesterday. Maybe your royal highness cares to explain how below average stats player (checked after the match) had magically gained ability to constantly keep splashing water on destroyer from 14km with Murmansk. Such near misses would have been believable after some bracketing shots if I had kept in straight line, but any turn should have thrown aim off for some time. Instead shells kept constantly splashing water nearby regardless of direction or amount of turn... While from that distance destroyer is such small ship that even seeing direction accurately is hard and already straight in oblique angle sailing destroyer would be harder to hit without bracketing. Had something like couple minutes of time doing that testing various amounts of turns and turn combinations. And basically not a thing threw aim off more than I maneuvered away during shell flight time. Though that's the only time I've noticed something clearly suspicious.
  9. Broadside sailing is of course quite easy target up to long ranges. But it's entirely different thing when fast ship maneuvers in oblique angles at something like 10s trajectory distance and after every turn next salvo goes to where you would be without making new turn fast. Once met such player.
  10. EsaTuunanen

    Yamato detonated by a DD HE shells?

    Here's Atlanta going kaboom after RNG first split some total of twenty shells around it until deciding it was time for Atlanta to run out of luck and shell missed ship's side below rearmost turret. https://www.dropbox.com/sh/ugwi7meogof1f9u/AAB_ln75_8kZbJSYywWE75zua?dl=0 In last fall Königsberg seemed to occasionally blow up. Detonated it three times. https://www.dropbox.com/sh/08taybkmlczh6zc/AACUrTskuxIeCaSVFG85ii6ba?dl=0 Guess there was some hatch open in turret...
  11. EsaTuunanen

    pc help

    So you're one of those loading into matches with two minutes already gone? 4GB would be enough for only word processing and light use and for Minesweeper Win10 and normally used background softwares basically grab half of that. Even heavier web surfing with lots of tabs open (especially with animations or some videos in them) easily start filling up that remaining 2GB. Without no other programs open on background WoWs would just fit into it but there would be absolutely zero RAM left for disk caching. So for gaming PC 4GB is inexcusably little. With consoles having 8GB memory you can be sure that 4GB would slow down even console ports.
  12. EsaTuunanen

    pc help

    So I'll take it that you live in UK? I would know one UK PC shop (known by hobbyers in Finland) but depending on how strictly forum rules are read might by better to continue on that with private messages. Also do you have peripherals like keyboard or mouse or should those be included? 4GB was little already five years ago. It was good in Windows XP time before Win7. Now 8GB is absolute minimum. 16GB is the sweet spot for heavy use allowing leaving web browsers etc open on background while having plenty of space to keep game's current dataset in memory and lots of space for Windows to cache game files. SSD doesn't give any single fps more to frame rate. What it does is improve especially randomly read small file loading times. Though except for synthetic "benchmarkets" it doesn't drop real world loading times to one tenth of HDD. This site has about the only real world speed difference measurements: http://techreport.com/review/25391/wd-red-4tb-hard-drive-reviewed/10 And if there isn't enough RAM there will be slow downs regardless of SSD. Anyway while Samsung is very hyped and popular brand 840/840 EVO SSD should be avoided. That Samsung's first gen TLC flash made with planar tech is flawed and as firmware "fix" drive rewrites data every two weeks to prevent it from degrading. (if mechanical HDD needed to rewrite data once in a 6 months that maker would be sued to bankruptcy) And actually AMD graphics cards are very competitivily priced.
  13. EsaTuunanen

    Specialists Global Warships Academy

    With Aslain vacationing this modpack has Training Room enabler: http://hakamod.blogspot.com/2016/07/wot-wows.html
  14. This seems to have it: http://hakamod.blogspot.com/2016/07/wot-wows.html
  15. EsaTuunanen

    pc help

    So it would apparently need to be complete readily assembled PC or do you have any friend/neighbour who could assemble it? As for CPU Intel LGA1151 based Skylake CPUs would be the ones to get unless getting previous model cheaply. All current AMDs are powerfull only in consuming lots of electricity for sluggish performance. (Pentium 4 like architecture failure) Advance in CPUs is slow so currently good CPU (like i7 6700) will stay quite well performing for something like 4-5 years. While AMD's Zen architecture should bring some competition back it's doubfull it can match Intels in per core performance. (which will always stay important performance factor for many games) Unlike graphics cards in which even the most expensive card gets badly outdated in same time. And graphics card is easy to change unlike CPU so one swap of it after couple years would keep PC quite well performing for that five years until it would be time to change CPU. Case and power supply are other components which will last. PSU made from quality components easily lasts more than five years and my case is something like 8 years old and I'm not planning to change it any time. In fact only parts newer than three years I have are two 5 TB WD Reds. (+ Eaton 5P 1550 UPS) Really biggest factor for price of individual components is screen resolution. If you have some 1080p low screen relatively cheap mainstream graphics card give good frame rates in almost every current game. And if in couple years games demand more you can get another by then quite well performing card for couple more years into same price you would pay now from high end card... Which would be very mediocre at best after 4-5 years.
  16. EsaTuunanen

    USS indianapolis VS lo yang

    Indianapolis is probably about as good per tier as USN tier 7-9 cruisers come. They all get citadelled by BBs and also by cruisers if showing side. But at least it has more reasonable detectability unlike Pepsicola and radar to spot DDs or anything hiding in smoke. Radar also works through islands so with it you can spot enemies you normally couldn't detect to team mates. But at those tiers you definitely need to understand game mechanics and how different class ships work (their weaknesses/strengths) and know how to aim because you don't have time to practise gunnery.
  17. Ah this one... One of the shortest matches I've had. Could say that enemy team didn't have things going on their way... except for incoming damage. Didn't "double check" but looking file creation times this should be the correct replay. https://www.dropbox.com/s/br4mjxsxd2ztnn4/20160803_225626_PRSD001-Gremyashchy-1942_17_NA_fault_line%20quickie.wowsreplay?dl=0 That enemy destroyer division definitely disappointed. I expected lot more torps from them, which is why I angled that way to be smaller target while in smoke.
  18. EsaTuunanen

    BB's on fire all the time

    Must be some chlorine trifluoride bottles being stored on deck... After certain range gunners seem to have troubles hitting stationary target showing broadside also in destroyer. They simply either over or undershoot often. And if there's island behind...
  19. EsaTuunanen

    Is it worth spotting as a DD?

    With situational awareness now being basics game mechanics enemies will know anyway when they're spotted. > Shouldn't be hard to make guess of spossible spotters. > And if enemies fail in acknowledging and keep sailnig straight you might as well feed them some fish. > Even if they wake up to those torps being spotted and evade them they're spending that time not shooting at your team mates. > Might even make them turn their broadside for receiving nice citadel hits from your team mate. Only time for not wanting to launch torps would be when being at low hp and having enemy left which could catch you (without you being able to maneuver away thanks to stealth advantage) if given guess to your location by direction of torpedo attack. (carrier would also have easier time in catching DD)
  20. EsaTuunanen

    Is Flint really that OP?

    And if Flint has any real support those will sink as fast as exposed Flint would. To anyone saying Flint can be countered effectively how about you give viable plan to counter this situation: Flint making its closed beta level smoke cloud to hide... With stealthy destroyer in front of smoke to spot any attackers... And some hidden team mates more behind that smoke to add firepower for fast killing of anything trying to close. Short of torpedo wall from couple Shimakazes I just don't see anything which would be actual strong counter against such roadblock. If attacking team puts more ships into attack than there are defenders that means weaker situation elsewhere... And while being able to angle against smoke attackers would be easily exposed to broadside hits from elsewhere while being burned by hidden ships. When supported by team (or at least some team mates) Flint is simply ultimate defense weapon.
  21. EsaTuunanen

    Player stupidity

    Hasn't it been studied that people actually good in something are actually more prone to underestimate their skills while worser ones are the more likely to overestimate their skills? Kinda like those cruisers rushing far ahead of slow USN BB and then blaming that player for running too far from support. Though that makes it harder for skilled players to watch some player do not only one bad decision but keep doing them in row. Or watch one player to sail straight into torpedo ambush only for next ship to do the same.
  22. Now with Situational Awareness being standard game mechanics: 1. BFT for more dakka, because you're primarily gunboat. 2. EM for steroids to hamster powering gun traverse. 3. SI for extra NOX charge to be faster ninja and extra smoke for more offensive smoking to citadel tourist cruisers. 4. AFT for better bug spray (when necessary) and to be longer range sniper. https://www.dropbox.com/sh/uwqd03b3j2ofsr6/AACziIPOFnBbO2Ye6M7dlVrGa?dl=0 5. CE for being all around better ninja and stealth cruiser. 6. TAE to help with tier's slowest reload for only two torpedo launchers. Without radar equipped ships around LS is for those who can't plan ahead. Gremlin outguns every equally stealthy ship and only time you let really dangerous ship to know your close presence is when't it's about to die. And when being "too" close to torpedo equipped ships you always expect them to fire torps and plan ahead accordingly: In fact you shouldn't let enemies that close because distance (and smoke available) is best help when having ship disabled. Without those and available repair LS only helps you to survive little longer after failure in planning ahead. With SA standard I'm not fully sure what to do with 18th skill point. When getting 19th skill point maybe in half year or so I might respec to release 2 skill points from TAE to add DE for probably nicely effective 12% fire chance. Maybe I should start using all those +50% XP (~2300 of them) and +50% captain XP flags (1000+ of them) for getting there faster... Of course always use premium consumable to fix malfunctions faster and for maximal efficiency all of them to enable causing more mayhem to enemy team.
  23. EsaTuunanen

    What to choose (Atlanta, Kutuzov, Tirpitz)?

    Unless you've played mid/high tier USN DDs with their rapid firing dual purpose mortar and learned to lead lot you'll find its trajectory shocking. Up to 5-6km there isn't much difference to other guns but past 7 km range trajectory becomes fast very high and slow. In fact unless player is skilled at leading Atlanta isn't that big threat to DDs beyond that compared to other cruisers. Wouldn't have baited any other cruiser like this: Besides executing destroyers from not so long range Atlanta is really good only when shooting over islands to targets spotted by others. In open it's basically weak against anything but planes: It doesn't have destroyers stealth and is slower than cruisers meaning gunboat destroyers can kite at range to be very hard target while having easier time in hitting back. Outside those situations it's weak ship needing support from team to spot enemies for firing over islands or for ambushing them. (or smoke cover from destroyers to hide in open)
  24. EsaTuunanen

    Is Flint really that OP?

    Atlanta's extreme DPM is strongly balanced by needing to get rather close to hit much anything else than BBs, while being unable to tank hits or even run away from much anything because of being slower than cruisers. So it needs islands to block line of sight to every enemy to be strong. Flint's literally closed beta level smoke (did you forget that time?) solves those problems with basically only radar equipped cruisers being able to find it. And if Flint has support from team those cruisers can be nuked fast. Rather ironical how only really stronger counter for such smoking would be stealthy destroyers spamming lots of torps into smoke. But if Flint has destroyer (or some planes spotting) ahead of its smoke that can expose attacking destroyer, who probably doesn't live long. So when there are team mates who know port from starboard Flint is very strong. And with that DPM and strong smoke I would say there's very high probability of enemy team being the one to fast start losing ships. Can see camping meta (instead of attacking) becoming even stronger than before...
  25. EsaTuunanen

    which nation destroyers shall i continue?

    Especially USN DDs have always fastest turning guns of the tier making them more forgiving for lack of planning ahead when meeting enemy DD. And on top tiers they're basically machine guns with reload time nearing three seconds... Capable to wiggling all around while keeping guns on target. Nothing can match them at close range... Except that oversize DD/slower than cruisers Atlanta. And that trajectory of post Tier V rapid firing dual purpose USN 127mm mortar/gun is the bad news. Up to 5-6km there isn't much of difference but past 7km range trajectory becomes fast very demanding on leading skills. With "substandard" players having major hitting problems to maneuvering hard angle targets like this Atlanta player here: To compensate for bad long range trajectory USN DDs have longest lasting smoke for shelling enemies from closer without getting nuked fast in return. (hydroacoustic search and radar cruisers can use sees through smoke) Though at Tier VII Mahan USN DDs become fully/"officially" stealth torpedoing capable with torpedo range exceeding ship's detectability. Up to that point they can launch torps without showing themselves only from "behind" corner of the island or in open against incoming enemies moving into range of torpedo during it's travel time. (minimap circle is good for seeing if enemy's course will take it into torpedo range) Up to Tier VI Ognevoi Soviet DDs don't have that much different stealth from other destroyers, but starting from Tier VII Kiev their detectability is between destroyers and cruisers. (with some fully stealth specced top tier IJN cruiser having almost as good stealth as Khabarovsk) So when mastered Gnevny and Ognevoi can be played more like standard destroyer... Including short range torpedo ambushes from behind island or banzai charging unsupported distracted BB for 100% torpedo hit ratio. The snag is that when first met (at Tier V) 130mm gun has turret traverse slower than in most USN cruisers. So you need to plan ahead like in BB and anticipate where enemies are. If you fail in that and go close good IJN DD player shouldn't have problems in taking you out... with guns! The good news is 10 second trajectory up to 14km making raining HE on broadsiding BBs easy from that range with cruisers following km or two closer. And when some tourist cruiser is showing side that heavy AP shell is good for sending kind regards to engine room crews: Kirov, Kuma and Königsberg can be citadelled up to 10km range, with Phoenix, Omaha and Nürnberg following at fair 9km range. At shorter ranges you don't care about smaller angling: You just need to hit armored enough parts, because if you miss citadel you're going to over penetrate lightly armored cruisers getting lots of miserable 250 damage per shell hits: By aiming at not heavily armored bow, stern and upper decks AP works also well against quite many battleships. For example against New Mexico it's easy to get 2-3k damage per salvo. While Soviet 130mm AP has 60% higher muzzle energy and better ballistics because of lot higher in game penetration value USN 127mm AP can perform quite similarly at its flat trajectory range. As downside gun relying ship needs lot more situational awareness because using guns tends to attract not so friendly attention from enemies... While steatlh torpedoing capable DD can "show" to enemy only from suddenly appearing devastating torpedo salvoes with no good idea where destroyer is.
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