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Everything posted by EsaTuunanen
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Having sun covered by those nasty clouds raining water and thinking its cold? That's warm. Actually cold air just can't contain really any water to rain down. Yep, that's warm(er)... compared to night.
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I give last night's temperature for positiveness of this change:
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It's for those guns in casemates aka secondaries. Fuso again has that "medium" armor protecting those better unlike in American all or nothing scheme which prioritizes protection of citadel and main guns over everything else.
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Especially when that nonsense troll won't be concerned by those posts and quality (or total lack of it) of starting post won't be immediately visible in any way. What rep? There won't be any rep system without way to identify obvious trolls. This will be get ouf of jail for free card for them. Someone in ivory tower of "adminisphere"/bureaucracy has had brain fart.
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Statistics Galore - State of WoWS (final episode)
EsaTuunanen replied to Crysantos's topic in General Discussion
Considering size of its player base more of its players are probably those who have mastered its use. Just like Sims being not so far behind Mahan despite of its worser torps. Or Fujin doing more damage than others near tier DDs... and more than even "omnivorous" Gremlin. Great forum software they have... It's not the only problem. I haven't found a way to have actual link text like in web pages instead of usually nondescript URL shown as link. And basically the most primitive forum softwares have that abilitity with it being very easy and fast to use by writing bbcode. -
If in fully open area without any cover majorly worser stealth ship should always get seen first, unless enemy came from smoke. Which actually isn't always easy to see, and can disappear completely in "sniper" view. That's actually behind some people claiming others using hacks when some unstealthy ship blinks in and out from visible when it moves behind smoke. Ironically CV's top view/high up free camera angle seems to render smoke clouds best visible. Though there seems to be also slight delay in how server-client system works in showing just spotted enemies. In situations when both ships appear at detection distances there's always that detection warning second or two before spotted enemy gets shown. (probably same for other) So with ships with not vastly different detection radius in opposing courses you could get detection warning before actually seeing enemy ship. If you have just "-3%" camo in Hatsu its detectability becomes ~6,5km while with both concealment captain skill and camo Mahan would be detected at 6,9km.
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Statistics Galore - State of WoWS (final episode)
EsaTuunanen replied to Crysantos's topic in General Discussion
Looks like it's as external link instead of embedded image in 2nd post. -
Statistics Galore - State of WoWS (final episode)
EsaTuunanen replied to Crysantos's topic in General Discussion
Just watch this WG's idea of "balanced" working as intended match making: There just wouldn't be any way for cruisers to do anything. Even gunship DD would have lots of work in just avoiding all torps... Actually there wouldn't even be that much problem in those weaker/stronger ships of lines if MM was competent instead of what it's now: Four Karlsruins in queue? Congratulations, your team won all of them. Four Königsbergs in queue? Enemy gets them all and you'll get two cruisers more, of course with Karlsruin, Kohlberg and Phoenix as three of them along with disadvantage in BBs. -
USN cruisers vary lot. From almost BB tanky (and slow) St. Louis to quite agile Phoenix and Omaha which benefit lot from hull upgrades in form of those extra guns are allowing more firepower in all situations. Just remember to keep your vulnerable side armor angled against even cruisers and especially 130mm gunned Soviet DDs can also citadel them easily. While DD attacking cruiser might sound crazy remember that tier V Gnevny/Gremlin has capability to do 10k damage per salvo if all four shells hit citadel. And those 130mm APs can score citadel hits up to 9km distance at perfect 90 degree angle. (127mm USN AP needs closer range and does less damage but shouldn't be kept as harmless) Cleveland again is safe from getting citadelled by DDs and not so easily citadelled by other cruisers. Again BB APs just rip throught its citadel armor if having decent smell of its side and same for long range plunging fire. Also while having turrets allows firing every gun to both sides you need to start planning/anticipating more to be able to use them when suddenly encountering enemy. "Pepsicola" is again big change with more punchy and lot better trajectory 203mm guns with lot slower reload. You seem to end up sinked lots in cruisers and not doing much of damage. So are you rushing in clearly ahead of others and collecting all the enemy attention? Yoy should try to limit number of enemies firing at you and of course do course changes to avoid some fire and especially devastating BB salvoes from second line. Avoiding showing that side toward enemy much is good way to decrease amount of hits and especially AP penetrations into citadel.
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For survival forgot to mention that sitting stationary in smoke might also end up to eating fish. If not having better targets available soon I often launch torps into smoke if it doesn't risk team mates. (and many competent players do same) During closed beta in Fletcher actually managed once Double Strike to IJN DDs with one torpedo broadside when they popped up smokes to hide in on other side of choke point. Mutsuki is where easy mode fast reload torpedo spam ends in IJN DDs and doing heavy damage requires lot more skill in choosing positioning and time to launch. While guns are still rather bad actually there's use for them. For example some very low HP cruiser can be finished with them especially if it has guns to wrong direction and there aren't other enemies to shoot at you. Gun use on DDs is really all about managing number and distance of enemies shooting at you. WIth gunship USN DDs you can challenge capping not defended by close enough enemy cruisers instead of just spotting. 10km is good rule where most cruiser players start to have problems in hitting maneveuring DD at least if you move in oblique angle. Also you can actually do some stealth torping against incoming enemies: During time it takes for example 5,5 km torps of Nicholas to travel enemy cruiser can come 3km and BB nearly 2km closer. Instead of direct head on you just want to launch them so that they come slightly from either side of enemy's bow. When you select torpedoes minimap shows their range as circle around your ship which is good for visualizing if enemy's course takes it into torpedo range. By aiming one launcher salvo tiny bit ahead of lead indicator and next slightly behind you can interleaves salvoes for more denser spread. That makes it lot harder for cruisers to slip from between torps and forces BB to take at least one hit. And like always try to approach from side and keep turning more away from enemy the closer you get to launching point and detection. And harder turning eats speed so don't count on last few hundred meters of stealth to keep you safe from cruisers. But if you do it properly you could launch first six torps, then turn enough to launch other side torps before continuing in straight line away to get more distance. Also USN DDs works well if you have team mates/planes spotting enemy coming from behind island/choke point. Ideally you would launch torps and avoid detection totally by keeping that obstacle between you and enemy's position or get outside of detection range. Though if you know there's lone unaware BB coming nothing beats charge to close range in accuracy of destruction if you have lots of hitpoints and match is nearing end. Of course at higher tiers that tactic isn't anymore good because of strong secondaries. (which are better in IJN BBs at all tiers) But now also USN DDs get stealth torping capability after mid tiers. With Soviet DDs being the ones with literally very short range torps fit only for ambushing and knife fighting DDs. (pre-order "Gremlin" being the exception)
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6,3 km with Concealment skill. Adding concealment camo would shave that to ~6,1 km At that range some Omaha doesn't need to show its side in perfect angle. From 5,5km off angle can be something like 25 degrees. Haven't tested in Training Room, that estimate is from one target misprioritizing Omaha who lost his ~18k hp in 10 seconds from first hit.
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Plus one for being willing to learn. First of all lot depends on DD tree because of different capabilities/strengths. IJN DDs are basically all about avoiding direct confrontation with anything, though those torps can devastate also DDs. USN DDs are again good for killing IJN DDs. (though few not so good on that) Anyway because of DD's fragility you should always try to anticipate and plan ahead. What are the options, if I detect dangerous enemy nearing detection range or get spotted by enemy? Can I rely on hiding in smoke with incoming support scaring enemy away? Is there easy and fast escape route I can turn into and (possibly) use smoke for covering retreat? When ever possible you should avoid boring straight in toward enemy, if you know there are stealthy enemies around. Doing full U-turn from full speed takes time during which you're mostly not protected by smoke. When approaching enemy in oblique angle it takes less time to turn away and get covered by smoke. And unless having spotting support to see "behind corner" (or island) DD has lot more options in open where you can see most enemies from far away. While close range torps attacks can be devastating to any enemy close range surprise encounters are also risky for DD. Against not so heavily armored cruisers showing their side at closer ranges using APs for citadel hits can kill them quite fast. For example I wouldn't try capping using sitting in smoke unless you're fully supported by heavier surface units and planes doing spotting. Sitting duck DD simply can't afford to get surprised by enemy and while in smoke you're blind until enemy gets inside 2km. And even if you manage to get moving you have long time to wait for new smoke. So instead of automatically wasting precious smoke keep spotting for approaching enemies, while trying to stay moving so that it's easy to turn away and pop up smoke if necessary. In USN DDs you should always be ready start gunfight as first option against DD unless enemy DD has backup at effective distance. Situational Awareness is good for hunting IJN DDs because if course are opposing you'll detect enemy in few seconds. Just remember to use fast turning turrets to your advantage: Instead of keeping in straight line do course changes to throw off aim of probably launched torps. (try to remember enemy torp ranges) Especially avoid moving in straight line parallel course, instead do turns between closing and distance taking course: Then smaller and faster to do turns allow you to slip through between torps. Against torpedo carrying enemy aware of you also boring straight in is risky because that makes you vulnerable to "short alert" torpedoes with very tight spreads. Though in opposing courses scenario one option would be passing enemy from so close that torps don't have time to arm allowing you to again act quite freely after pass. (if enemy turns launching torps after you their closing speed is smaller and you can do same before doing preventive course changes and starting gunning) And USN DDs have low average damage: http://maplesyrup.sweet.coocan.jp/wows/ranking/20160109/eu_week/average_ship.html
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Plenty of videos about BBs single shotting cruisers from long range in early match. And if CV parks planes above DD (possible because of not accumulating AA damage) that DD can't do anything. Single salvo from enemy cruiser can cripple or detonate it. Also highly skilled CV can often kill DD with two TB squads and dive bombers are also very accurate. More accurate BBs can also do lots of damage even with overpenning APs.
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Teamwork in Random Battles - Mission Impossible? ;)
EsaTuunanen replied to Trigger_Happy_Dad's topic in General Discussion
Ideally there wouldn't be much need for communication, because every player has actually working set of brains. Something like highlighting detected DD on minimap should automatically cause nearest/best equipped ships to take proper actions. Instead of those just tunnel visioning away and letting that DD butcher CVs freely... Same for flank facing superior numbers, it should automatically go into stalling the enemy/survival tactics instead of rushing in to get killed. With players possibly not pushing in other flank automatically heading there to help. Or in multi cap domination automatically heading for nearest cap instead of heading to farthest wasting valuable time. Team whose ships first reached base has always advantage for capping it. And if enemy team headed elsewhere then you have fast cap for getting points running instead of arriving late to contest other cap.- 16 replies
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- work together
- support each other
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Something like 16 skill points. Amount of XP required for next skill points increases quite fast at those skill point numbers. Remembered almost correctly. http://forum.worldofwarships.com/index.php?/topic/41065-captains-skill-points-table-xp-requirement-finished/
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Usual average damage gotten per fire basically varies roughly between 500 and 1000. With good luck you might get 1500 average per fire. Anything over 2k average per fire is very lucky match.
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Sims surely isn't easy DD with either T5 short torps or T3 weak ones and shell trajectory makes long range gunnery hard to use. Relative lack of Gremlins is probably down to same. While its skill roof is literally sky high it has really high doorsteps to get over without falling on your face. Torps are far from bad, but it lacks reload rate of Minekaze/Fujin and numbers of Nicholas to spam them so you can't count on that to succeed. And guns turn cruiser slowly needing constant anticipating and planning ahead to effectively handle closer range encounters. Besides constant gunning needing lot more positioning and situational awareness skills for surviving. (common with USN DDs) You call that as trolling cruisers? Missed meeting only one cruiser, besides Fuso and other Nicholas.
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And sometimes that happens even in obvious own mistake cases. Once had low hp Minekaze sail in straight line parallel course at 6km from my Gremy and with such easy target I of course sinked him with two salvoes. Like that situation could have ended in any other way...
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And then there are times blessed by RNGesus which make those what the heck shots worth it... During closed beta IIRC in one Baltimore match there was only one enemy destroyer alive spotted 16km away and I thought what the heck... I was waiting for also third turret to turn while that DD took hits possibly loosing engine and popped up smoke disappearing just second before I fired full broadside. Not expecting hits zoomed out to looks for recently deceased CV's planes getting shot down. Then about ten seconds later saw shells falling into smoke and suddenly got kill with four out of nine shells hitting. 25k damage AP salvo (in New Orleans) to enemy Pensacola turning to run away at distance of 13km was also one nice occasion. Also have done Coup de Grace to barely alive Minekaze (who escaped few minutes earlier) with first three gun salvo of Gremyashchy from 12 km away.
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Those team mates must have been tourist cruisers... Have to wonder how some can get less average damage in cruisers than I can do with Gremy's guns in bad match. 50% more of faster turning guns no doubt helps Fuso in comparison to Warspite. Even with bigger dispersion that would give better chance for hits. Still I know now almost 3500 match player with sub 8k average damage in Fuso...
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If aiming skills are enough for having some chance of hits and there aren't better targets coming it's always better to fire than just spend time without chance for any damage. That includes also cruisers. Of course if for example island is momentarily blocking firing line to closer target it might be better to wait for that and keep guns aimed to right direction. Reload speed and gun turning speed are the factors which should affect those decisions. Of course if there's some enemy looking other way and not yet in ideal angle it might be worth to wait few seconds for better hitting angle instead of alerting him. That works even with some 130mm gunned Soviet DDs like Gnevny which are stealthy enough to sneak into citadelling range of many cruisers it meets.
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Maybe server should just count those reports as compliments? After all server could check if reported player sank the maker of that report.
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Ranked battle needs to segregate players based on skill
EsaTuunanen replied to viceadmiral123's topic in General Discussion
There are now plenty of players with basically Tier II max Tier III skills who've failed their way up to mid tiers. Like one reaching in few days 3500 matches with mighty 6½k average damage doing sub 10k average damage in Fuso and New Mexico. -
Ranked battle needs to segregate players based on skill
EsaTuunanen replied to viceadmiral123's topic in General Discussion
I think asking skillbased MM from WG is simply "asking for the moon". And that would be the fun. Having to actually always work for victory and with good play having chance for it. Instead of team being half full of those who wouldn't qualify for captaincy of rowing boat and suicide in first five minutes or run to rear hugging border... Or incompetent MM giving enemy all around superior ships. -
Ranked battle needs to segregate players based on skill
EsaTuunanen replied to viceadmiral123's topic in General Discussion
Now if they would make that screw up MM balance at least ships... Four Karlsruins in queue? Congratulations, your team won all of them... Four Königsbergs in queu? Those all go to enemy, you'll get more cruisers with Crapruin, Kolberg and Phoenix among them... But of course enemy gets also one BB more.
