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EsaTuunanen

Beta Tester
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Everything posted by EsaTuunanen

  1. EsaTuunanen

    Automatic land collision avoidance

    Just go to game's settings and Controls-tab. That "avoid one side of narrow channel by colliding to other side" setting is there.
  2. EsaTuunanen

    STOP f.....g Steal killing

    Two Brothers is one of those maps which sometimes seems to cause lack of teamplay... Like some players would actually want to loose by not helping team mates needing help and in general just going to anywhere else than sensible direction. Because of DD's speed I actually quite often change flank in it when having starting flank in good roll and other flank in weaker situation. One such time after having helped starting flank to achieve clear superiority I saw one BB against couple enemies in other flank and headed there. When getting to gun range that New York had sinked other enemies, but one ~10k Königsberg or Nürnberg was actually chasing NY trying to torp it. NY managed to eventually evade both side torpedo salvoes, but I don't think he minded at all me sinking that cruiser. You mean that you don't intend to shoot 100% hp ships? Gunship DD should always intend to shoot some enemy if there's isn't anything better to do. But yeah, besides not being fast enough to shoot that final hit I've also gotten those. Like few weeks ago in Fault Line. "Factory fresh" Omaha 8km away sailing slowly with broadside visible, so I started loading AP wondering what the heck he is doing... with New Mexico little behind me. When taking final aim that NM fired little before me. Result I got was two citadel hits, ~3,5k damage and kill. I wonder if that Omaha player learned anything...
  3. EsaTuunanen

    Why is RNG playing the game instead of me?

    RNG takes a dump even on DD guns when it wants. Sitting DD at 7km with side available for easy aiming? All shells fell short. Rise aim little, all shells went over. Or in average perfect aim... two shells just fell short and two went over. Or that big fat CV with its wide deck at 10km range trying to run away? "Forget it skipper, we ain't gonna do nothing but wash both sides of it."
  4. Their balance adjusting has this kind of accuracy:
  5. EsaTuunanen

    Actual speed of ships

    There's only two situations in which you should try close range torping: Ambush from cover (island or smoke) to not give target time to react. From front of incoming (preferably distracted) BB so that combined speed decreases distance fast. Even slowest BBs have good time to react and shoot at you if you try to catch them. From front attack it's possible to survive with very little damage if wiggling goes right and you evade main gun fire. But that's not something you should count on.
  6. EsaTuunanen

    Aircraft Carriers need an Overhaul

    Difference between "penetrating" and HE bomb is and never was about time delay of fuze. Penetrating armor or anything harder always needs very strong body for munition. In bombs difference can be even bigger than in gun shells because every gun shell has to survive rapid acceleration. And HE fuze is in nose of the munition, and hence could be easily broken by forces in trying to penetrate armor. One of the sources of problems of USN torps was actually such: Straight angle impact simply broke fuze mechanism before it could detonate warhead. (failure to test in real conditions caused by bureaucrats) Some AP bombs used against armored ships were actually made from AP gun shells. As in make enemy gunboat DDs easily harmless to team's torpedo boats. That'll surely help to high tier torpedo spam...
  7. EsaTuunanen

    Radar - Maybe a Future for Cruisers

    IJN DD HE salvo can surely nuke gunboat's ability to be threat too easily, but without putting CV into every match what else there would be to threaten stealth torping? Cruisers are simply sandwhiched between torpedo walls and BB AP salvoes. And if cruisers get effective enough radar to truly be major threat for Shimakazes that nerf bat smashes USN DDs before even getting close to Shimakaze.
  8. EsaTuunanen

    What are the f....... russiand DDs good for?

    That off the charts shell damage/module destruction power of higher tier IJN DD HE shells has been there at least from closed beta. That might explain partially why high tiers are crawling with IJN DDs: One salvo can nuke half of gunboats guns/modules so good player doesn't even have to be that afraid of supposed counter. Now why would change in shell damage value change strategy prioritities? Without ability to do major harm to enemy's flank in few minutes (like Minekaze can do with torps) aim should be in hard/damage over time. And that needs keeping guns functional and trying to avoid loosing hitpoints fast to be able to use them without sinking from first return fire hit. So learning to keep distance and hit enemies from range allowed by trajctory is priority number one. Shorter distance allows every ship to do more damage to you, besides making it harder to keep guns aimed at enemy. IJN DDs might lack raw fire rate but that's no consolation if you loose half of front firepower to first incoming salvo. And USN DDs have firerate to drown you into shells if you're easy target. And boring in too aggressively into enemy flank to get possibly targeted by also heavier enemies is even faster way to become useless for the team. (assuming being fast enough to turn away and pop smoke before sinking)
  9. EsaTuunanen

    Anshan - how to play?

    Yorck (or Myoko) and that Amagi aren't good targets for small caliber HE unless you hit soft spots. Normal penetration AP hits tend to do more damage than HE if you have side available from such cruiser which has some armor in most places. (instead of all or nothing armor) Because of that "medium" armor in many places Furutaka and Aoba are annoying targets when in Gremlin. Soviet DDs aren't close range brawlers! Unless including educating distracted cruisers to not show their side... without very heavy angling if close in lightly armored cruiser: https://www.dropbox.com/s/1parmmlfw53ql0k/Kuma%20Citadelled.jpg?dl=0 (previous salvo actually had two citadel missing overpens) Against DDs close range just causes problems with slow gun traverse and getting good amount of firepower available needing showing lots of side further increasing number of hits taken. (showing just bow risks loosing front guns) At least 6 km, preferably 7km is good distance to keep from USN DDs. Heck, straight line sailing broadside showing DD can be hit from 10km. And trajectory is good for easy hitting of straight sailing BBs from 14km and 12km for bigger cruisers.
  10. EsaTuunanen

    How do gain experience in a CA on escort duty?

    Spotted torpedo will be seen by whole team. In fact once spotted torpedo stays spotted even if nothing is anymore close enough to spot it. (like plane being momentarily close enough to see torps)
  11. There was already good amount of game videos and "reviews" of these particular ships in Youtube by then: Gremy: High punch very flat trajectory guns but with really slow traverse speed. Sims: Wiggle all you want and keep shooting fast traverse but not so good trajectory. (+that bad torp range)
  12. EsaTuunanen

    BAD and CHEATING PLAYERS

    How about: Nothing is certain but uncertainty. Good example is from my early closed beta games. I think I was in USN DD (possibly Clemson) and only enemy alive was BB. Don't remember if I had been capping or sinking enemy DD, but own team BB was closer to enemy. I got to something like 5km distance from enemy. From my viewpoint enemy BB was going to right and own team BB something like 2 km closer to enemy was going to left and past the firing line. Few seconds after I launched torps own team BB started doing full starboard U-turn despite of that taking his guns out of action for long time. You can guess which ship was the one gotten hit by any of those torps.
  13. Nicholas is sure lot more easier and versatile for closer range work. Mediocre even in cruiser scale gun traverse speed and inability to spam torps make Gremlin (same for Gnevny) hard for novice. Even I avoid going in to close range against IJN DD because that's risky against just one DD and if there's second it's futile unless they're really bad. So for not so skilled player Nicholas could be easier to play decently. But beyond that properly driven Gremlin is way ahead in capabilities. Then again with skill close range can work really well against distracted cruiser because of guns. Just check minimap for angle of that Kuma: https://www.dropbox.com/s/1parmmlfw53ql0k/Kuma%20Citadelled.jpg?dl=0 Next three citadel hit salvo killed it. (previously salvo had two citadel missing overpens) Sims' "upgraded" torps are still crap. Basically those are TIII Wakatake's torps without TIII reload speed. Except for AA (majorly nerfed by 0.5.3) skilled up Gremlin would be better TVII DD than Sims.
  14. EsaTuunanen

    Radar - Maybe a Future for Cruisers

    You forgot to end sentence correctly: ...useless for really hindering Shimakazes. With big amount of torps they can simply launch from 10 km and have chance for few hits (at least causing major disruption) or in case of couple km closer range launch Shimakaze's speed allows moving back to safer distance faster. (twice the speed advantage over cruisers compared to USN DDs) So biggest hit would be for ships which would be the best counters for Shimakazes. You should remember that when trying to touch that ball nerf bat's swing can cause lot more damage elsewhere.
  15. EsaTuunanen

    Karma System - Proposed Overhaul.

    Yep, player (and his division) shouldn't be able to report player who sinked him.
  16. Definitely don't see Gremlin becoming available though I'm sure WG wants to eventually sell some premium Soviet DD. Sims got hurt by change to faster firerate at the expense of trajectory because raw DPM matters only if shells hit. And at closer distance turrets become more prone to get hit.
  17. EsaTuunanen

    Maps Likes and Dislikes

    I don't have such especially cursed map. Though some maps can easily result either in enjoyable or then frustrating match. I guess it's those islands which cause that in Fault Line: If you happen to end to wrong place islands often block firing line and make it slow to get back into action. Probably do lots of that myself. Because the truth is that only small part of the matches are those extreme damage sink half of the enemies rampages. And if rest of the team runs to corner/insta suicides there's little one player can do to ensure victory unless every enemy plays badly. Here you go: https://www.dropbox.com/s/pq7mddpzpmme7ig/20160220_231945_PRSD001-Gremyashchy-1942_08_NE_passage%20Team%20Carrying.wowsreplay?dl=0 I don't see why Gnevny or Ognevoy couldn't have done same. With Omaha's execution added to Aoba's damage that made 30k AP damage, HEs caused 80k damage and fires 31k.... and that one 6k torpedo hit to already doomed Kongo.
  18. EsaTuunanen

    BAD and CHEATING PLAYERS

    Ship closest to enemy has always the best torpedo shot, because of the shortest travel time. Same really applies also to gunnery with AP penetration being highest at point blank range. Even DDs can citadel most not heavily armored cruisers easily from shorter range, not even needing straight broadside view from point blank range. So gunship DD doesn't necessarily have to instantly run away from some distracted enemy cruiser. And destroyer preparing for torpedo launch or screening for enemy DDs might at any moment meet enemy DD and have to act accordingly. (with islands around there might even be surprise cruiser) Until higher tiers Soviet DDs basically rely on maneuvering ship to get guns fast aimed at enemy. And if first line DD gets aimed by multiple enemies then it's going to be hurried in trying to dodge incoming shells. In case of first line ship being cruiser or battleship enemy DD or equal class enemy having broadside view might force it to maneuver radically. So you should launch torps from second line only when teammates in first line can't reach path of torps even if they turn 180 degrees. And lacking discipline to follow that rule will result friendly hits sooner or later. I learned to maintain that discipline after few times making miscalculations and mistakes myself. If you disregard that rule and hit team mate you can blame only yourself. But if we ever meet you better not complain when getting stepped on toes as by your own logic it's your own fault for not keeping them out of way. People shouldn't purposely block other people's way, right? Though would be tempted to make that step land on solar plexus for taking some air out of that overinflated ego.
  19. EsaTuunanen

    Maps Likes and Dislikes

    Then you need to hurt enemy heavily on your half of the map from the first contact to make sure you aren't fast alone against half of enemy team.
  20. EsaTuunanen

    Minipatch from 21.02.2016

    I noticed that weird high graphics card load (or really power consumption) with minimized client so nice to see they corrected that.
  21. EsaTuunanen

    Velocity Shells stats - Why not ingame?

    It's not that velocity loss per travel time becomes any faster, but it just takes longer and longer to travel every additional kilometer. Meaning gravity has bigger effect to trajectory per traveled additional horizontal distance. So for any additional range trajectory starts to become progressively higher curve. Penetration of citadel armor would be definitely hard to put into any kind reasonably reliable "yes or no" numbers. Unless ships always showed their side in perfect angle. In that angle that transition between horizontal and plunging trajectory is where citadel armor of BBs had that "immunity" zone against their own gun caliber shells. Though IIRC Iowa class didn't have that because of its super heavy AP improved penetration considerably from 16" shells of preceeding ships. While deck armor can't be angled belt armor angle again would add extra variable. Especially when outside point blank range with basically still full shell velocity and flat trajectory.
  22. EsaTuunanen

    Velocity Shells stats - Why not ingame?

    Yep, shell flight time to aiming point is the only thing needed for leading. Muzzle velocity simply doesn't tell what average speed and flight time shell would have.
  23. EsaTuunanen

    BAD and CHEATING PLAYERS

    Well, firing torps from second line is good way to help enemy team by at least distracting front line from job of dishing damage to enemy... With better propability for backstabbing team mate than hitting enemy.
  24. EsaTuunanen

    What are the f....... russiand DDs good for?

    Three dual launchers makes for some very hard and tight squeezes if interleaved. Especially if insisting getting to close range. As most of the time you're in roughly opposing courses with enemy DD when screening own "heavies". And once inside spotting range it's better to get also at least one rear gun available, because just two guns shooting isn't that great. Further if you close range becoming easier to hit target with every salvo IJN DD HEs can fast wreck guns/modules. So with enemy DD well in sight I prefer maximising own firepower for giving target least time to fight back. Last Stand won't help in running out of detectability. Smoke is lot more annoying because you might run to middle of two DDs if enemy has more than one DD. (always plan ahead)
  25. EsaTuunanen

    What are the f....... russiand DDs good for?

    Closing distance is exactly what increases danger of torps. And distance allows throwing of their aim and being less inviting gun target with smaller turns, which are needed because of slow turning guns. 5 km should be considered as minimum distance to DD unless it's barely alive needing only salvo or two. Whole strategy should be planned for always having guns on side of probable appearing direction of enemy DD and space to maneuver ship for aiming guns. (and keeping distance) And never going into cramped place with unspotted DD in it. If you have to maneuver to avoid torps even IJN DDs can give you heavy beating. Proper planning and premium consumables also make Last Stand waste of points needed for more offense capabilities. Though I guess with not so useful range torps Gnevny could use it as second round skill after AFT and Concealment. Tenryo/Kuma in perfect angle takes citadel hits up to 10km. Furutaka/Aoba 7-8km. Phoenix/Omaha up to 9km. Königsberg seems to be more precise on hitting point (that sloped second armor) but can be also citadelled up to similar range. At shorter ranges penetration angle increases considerably, minimap shows angle of that target misprioritizing Omaha who run out of 18k hitpoints in ten seconds from first hit: https://www.dropbox.com/s/mopr30opd7mcp32/Omaha%20Citadelled.jpg?dl=0 Notice angle on this one. (next three citadel hit salvo killed it) https://www.dropbox.com/s/1parmmlfw53ql0k/Kuma%20Citadelled.jpg?dl=0 Two citadel hits below smokestacks usually disables Kuma's engine so you can use that to limit its maneuvering. I think I've also citadelled angled Murmansk through bow and citadel's front bulkhead at similar range. That would be something to test more in Training Room.
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