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Everything posted by EsaTuunanen
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What does it take to sink a ship (semi-OT)
EsaTuunanen replied to DaWyrm's topic in General Discussion
AGM-114 Hellfire is small anti-tank missile, so besides making small hole or wrecking bridge it shouldn't be expected to do much more instant damage. As for bridge couple second burst of 20mm HEs would shred anything living in there. Anyway merchant vessels shouldn't tolerate as much punishment to get critically damaged. Warships were and are designed to stay afloat and functional with certain amount of punishment including multiple engine rooms. Laser guided bombs have the accuracy needed for hitting engine room and fuzes can be even set to count layers penetrated besides time delay. So wrecking merchant vessel's engine room (or blowing its bottom out) would be easy and definitely enough to make it not go far. (with time delay probably could be used as keel breaker) But also those light weight anti-sub torps would be definitely ineffective at stopping big vessel in reasonable time unless aimed to weak points. Taking out propellers would be good option. Just taking out blade or two would probably make rest of the propeller break fast or at least its inbalalance would fast destroy bearings probably leading also to flooding. I just don't see coast guard armed with heavy weight torps so besides light weight torps some kind mines dropped in path of rogue vessel would be probably other good option. Well, Soviets tried using magnesium alloy armor in APC... -
requesting moderators for the ingame chat function
EsaTuunanen replied to jellopie's topic in General Discussion
Even few minutes delay moderating would take awfully lots of manpower. I think best would be automatic detection based to word list, possibly with different severity lists. If detection flags player too many time in a match that should result automatic temporary chat ban. If that continues after first penalty ban length should start growing also with incurred credits/XP penalty. -
In both gunships and torpedo boats. After all nothing forbids torping other DDs. I've today torped two "Mi-Fumikazes" into their smoke. And third in 3km brawl when he didn't understand to head completely away from my position... After I had backwards driving dodged his torps into my smoke from which I citadel killed second Tenryo of the match (23k AP damage, 9 citadel hits) when two Königsbergs had troubles in killing those. Minute or two later there was of course that mandatory quota BBaby suiciding into New Dawn's B cap with couple enemy torpedo boats around it. Little common sense (now there's oxymoron) on their part would frustrate lots of torpedo boat players. If you drive in straight line and are spotted I might just stealth shoot you. Or if you turn that might just make salvo hit: https://www.dropbox.com/sh/uwqd03b3j2ofsr6/AACziIPOFnBbO2Ye6M7dlVrGa?dl=0 I wonder if that's the longest distance hit to DD by DD... But yeah, 7km is good distance for hammering spotted DDs.
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If you mean sitting in smoke in ambush I've already torped two "Mi-Fumikazes" in there today... (shorter to write than Minekaze-Fujin-Kamikaze) And one more in ~3km brawl when he didn't understand to head completely away from my position. After I backwards driving dodged torps he launched into my smoke from which I citadel killed second Tenryo of the match (23k AP damage, 9 citadel hits) when Königsbergs failed to kill them. But yeah, too many gunship DD skippers are bad when it comes to hunting torpedo boats. And there are still those BBaby drivers who just don't get it into their thick skulls to not drive BB into between islands in general and B cap in New Dawn. Punishing bad players is where these IJN torpedo boats excel. I have probably more cruiser kills than DDs because cruisers are easier to find and anyway are usually ahead of BBs in that flank. But I've sure educated torped boat skippers from couple km to 12 km distance... https://www.dropbox.com/sh/uwqd03b3j2ofsr6/AACziIPOFnBbO2Ye6M7dlVrGa?dl=0 He should have continued straight instead of turning... And would have saved time by just letting me sink him fully few minutes earlier. I wonder if that's the longest distance hit to DD by DD. Also enjoyed sinking IJN DDs in Nicholas during closed beta.
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You really think people with more ships wouldn't keep Minekaze with good skipper? I think most IJN DD players would keep one considering that just like in USN DD tree following DDs aren't that good and then you start to get into high repair bill/wonky MM area. And what you do (other than sinking) in Minekaze when running into gunship DD? While slightly stealthier "Fumikaze" lacks Minekaze's clear speed advantage over T5 gunships so outrunning them is harder if near detection limit. Gunship DDs are effective counter force for "Mi-Fumikazes"... if played correctly.
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Gunships DDs surely enjoy.
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Three spotted in enemy team... Sinked two of them, one with torpedo.
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Happy days for gunship DDs...
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Well, that's what follows when food grows in super market and surviving alive doesn't need slightest logical thinking ability. But you should consider it as positive sign if target is actually inside range of torps and there's no friendly ship in between...
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Actually regardless of turret traverse speed during that time basically hitting anything not at point blank range took really lots of shells because gun shells aren't homing missiles. But that would make for really long matches so ease of hitting with every single main gun is vastly buffed from what it was. And neither did secondaries shred anything detected to pieces in seconds unlike you want them to do. Heck, in Battle off Samar US destroyers and (even more flimsier) destroyer escorts caused major head ache to on paper absolutely crushing IJN surface force. If you want secondaries to get similar buff to main guns how about then unnerfing torpedo damage to what it was requiring dry dock visit to repair all drag increasing hull damage and empty all flooded compartments? Not that real Kongo made it that far... after taking just two torps: ...One minute after the first salvo was launched, two of the torpedoes were seen to hit Kongō on the port side, while a third sank the destroyer Urakaze with all hands. The torpedoes flooded two of Kongō's boiler rooms, but she was still able to make 16 kn (30 km/h; 18 mph). By 05:00, she had slowed to 11 kn (20 km/h; 13 mph) and was given permission to break off from the fleet and head to the port of Keelung in Formosa along with the destroyers Hamakaze and Isokaze as escort. Within fifteen minutes of detaching from the main force, Kongō was listing 45 degrees and flooding uncontrollably. At 5:18 the ship lost all power and the order was given to abandon ship. At 5:24, while the evacuation was underway, the forward 14-inch magazine exploded and the broken ship sank quickly... https://en.wikipedia.org/wiki/Japanese_battleship_Kongō
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Kamikaze is actually mentioned in this: https://en.wikipedia.org/wiki/Mutsuki-class_destroyer#/media/File:Mutsuki-1.jpg Looks like both Kamikaze and Mutsuki are further developments of Minekaze basic design.
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Because of lot higher density water should resist expansion of explosion gases heck a lot more than air. No doubt making force of explosion punch any surface/armor with lot bigger force than above water explosion. In Pearl Harbor torpedoes simply cracked and punched in USS Oklahoma's belt armor: http://i-16tou.com/okie/ok_torp_damage1.jpg http://i-16tou.com/okie/ok_torp_damage2.jpg http://i-16tou.com/okie/ok_torp_damage3.jpg Hence torpedo bulges and with internal bulkheads designed to weaken force of torpedo warhead along distance instead of futilely trying to stop it at once.
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Well, hope you get lucky and win nice present.
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I think my Gremlin is now ready to welcome Kamikazes into game... Now that I for a long time had match of sinking only DDs. (2x Minekaze + 2x Mutsuki)
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If you already have Gremlin Anshan doesn't really add that much. Though higher HP is never bad thing and maybe guns are little less prone to get wrecked. Or at least couple cruiser shells into stern won't destroy three guns...
- 25 replies
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I don't remember that having been ennounced yet. (though it's in plans/coming) Capping and resetting capping is currently easiest XP source.
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In Personal Score screen after the battle in same line as your player name and ship.
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So lots of food for gunship DDs.
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That's rather hurried schedule. Next transit of Venus is more probable.
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You want to know how this game will die? Like this:
EsaTuunanen replied to Earl_of_Northesk's topic in General Discussion
And no one covers cruisers from getting nuked by enemy BBs, which happens if they move enough forward to properly support scouting DDs... And if cruisers happen to manage to avoid that fate then that DD spotting enemy DD takes damage if enemy DD shoots back along with fast huge growing repair bill... Which might not get covered even if he doesn't loose that DD kill to cruisers. -
Yeah... people should post also Team Score XP instead of just Personal Score screens, because that isn't base XP without sometimes insane multipliers and extras and kinda distorts expectations of other players. Obviously someone into whose "job description" handling this competition belongs needs to be in work. Then I would expect them to write (and then test) script which takes list of winners and adds ship to player accounts. Though they might have working script ready and need only player list.
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Isn't that just a happy days for gunship DDs?
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What class has the least annoyance potential?
EsaTuunanen replied to Alezul's topic in General Discussion
Yep, when team is full of those whose only skill is being XP Pinata for enemy there's no way to avoid getting annoyed. -
Trying to rationalize: Played well but still lost 11 out of 13 games...
EsaTuunanen replied to Leo_Apollo11's topic in General Discussion
[edited] Expecting that I decided to "bypass" this day. -
What class has the least annoyance potential?
EsaTuunanen replied to Alezul's topic in General Discussion
That's something which really just can't be generalized to cover whole class, especially at all tiers. With their speed and stealth destroyers are less affected by incompetence of rest of the team. But at high tiers it can be hard to use that stealth with CVs having lots of planes. (and all cruisers having harder to dodge guns) Until mid tiers cruisers are nimble enough for good chances for dodging small torpedo salvoes and high caliber gun fire. Again at higher tiers BBs becomes lot stronger in comparison and number of incoming torps in salvoes grows. BBs again can smash cruisers at high tiers and slow reload torpedoes would lessen need for constant preventive maneuvering. But torpedo salvoes can become real walls of torps and if there are multiple Shimakazes... CV again could affect match from "safe distance", but if team just collapses like card house and enemy gets close... At mid tiers destroyer would be good choice. If you can master "mistake unforgiveness" of destroyers you might want to pick Anshan from the shop as it has decent torps and good guns. Gun firing detectability penalty is in cruiser class, but shell trajectory is 10 seconds to 14,2km allowing accurate long range harassment. I myself was fortunate in deciding to get also Gremyashchy in addition to Sims during closed beta pre-order period so have really no reason to get Anshan.
