Jump to content


Premium Ship Review - IRN Aurora


  • Please log in to reply
18 replies to this topic

LittleWhiteMouse #1 Posted 25 November 2015 - 10:46 AM

    Captain

  • WoWS Community Contributors
  • Members
    Beta Testers

  • 5,809
  • Member since:
    01-04-2013

The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash.  The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun.  The idea here is to elabourate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase.  The usual disclaimers apply:  everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note.

 

Other articles in this series:

 

Without further ado: 

 

The Imperial Russian Navy Pallada-class Cruiser

Aurora

The Survivor

 

Quick Summary:   A slow, soft skinned protected cruiser with excellent firepower for her tier.

Cost:  May be purchased through the online store for approximately $13 USD or through the Soviet tech tree for 2250 doubloons.  Note that the Aurora is the ship most often gifted to players through online giveaways and bundle deals.  Keep your eyes peeled here for information on if you can get this ship for free.

 

PROs

  • Good broadside weight.
  • Best range of all the tier 3 cruisers at 11.2km
  • Nice, tight turning circle at 400m.
  • Sees a maximum of tier 4 opponents.

 

CONs

  • One of the slowest ships in the game at 19kts
  • Very weak armour, with 6mm covering most of the ship and only 80mm over the citadel.
  • Slow turret rotation at 36s for 180'.
  • Poor AP performance except at very close range
  • Different AP & HE shell flight times.
  • No secondary armament.
  • Horrible AA rating

 

Often mistaken for a clone of the St.Louis, the Aurora has a personality all of her own.

 

 

The Full Review

 

Would I recommend?  Yes, I would.  Though the Aurora doesn't offer any unique form of game play, it is a fun bit of game play.  That said, comparing her to the Murmansk, the other Soviet premium cruiser, the Murmansk is hands down the better vessel for training and grinding credits for your Russian Captains.  Still, if you have gold or cash to spend, the Aurora is a fun ship to play.

 

Recommended Modules:  The Aurora can mount two upgrades. 

  • Main Battery Armament 1 is the only reasonable choice for the first slot.
  • The Aurora takes internal critical hits often, so I would strongly recommend Propulsion Modification 1.

 

Recommended Captain Skills: 

For the Aurora, you want to emphasize her gunnery with Captain skills. 

 

  • For tier 1, Basic Fire Training will increase her rate of fire from 7.0rpm to 7.8rpm.
  • For tier 2, Expert Marksman to increase her gun rotation from 36.0s to 22.5s for 180' turn.
  • For tier 3, High Alert to reduce the cooldown on your Damage Control Party.
  • For tier 4, Demolition Expert is slightly preferable to Advanced Firing Training, giving roughly 1-2% increased chance overall to start a fire.
  • For tier 5, None really appeal, I would instead suggest getting Advanced Firing Training at tier 4.

 

Other useful skills include Situational Awareness, Basics of Survivability and Fire Prevention.


Edited by LittleWhiteMouse, 28 March 2016 - 04:26 AM.

Q♥  Most Recent Review: HMS Hood
  


StaticDreams #2 Posted 25 November 2015 - 10:50 AM

    Master Chief Petty Officer

  • Members

  • 242
  • Member since:
    03-09-2015

Every time i see your avatar... i cant help but be mesmerized :3

anyways thanks for the post



DelroyMonjo #3 Posted 25 November 2015 - 11:34 AM

    Ensign

  • Members

  • 1,167
  • Member since:
    08-09-2012

 

 

 

 

 

 

 

LittleWhiteMouse  sez:    For tier 4, Demolition Expert is slightly preferable to Advanced Firing Training, giving roughly 1-2% increased chance overall to start a fire.   <---- WHAT?


 

The only good use to put this ship is to load it with HE and fire away at whatever is close enough to hit.  It's only role is as a firestarter or to kill DD's who wander in too close.  Be sure to lead the target at about twice the normal tics on the rangefinder as the shells have to go to the moon and back before landing.                        


Spoiler
Windows 7 Professional 64-bit SP1
CPU Intel Core i5 4670K @ 3.40GHz @4.2GHz
CoolerMaster Hyper Evo 212 CPU heatsink/fan 
RAM 16.0GB Dual-Channel DDR3 @ 933MHz (10-11-10-30)
Motherboard ASRock Z87 Extreme6
ASUS PB277Q (2560x1440@75Hz) 27" monitor
EVGA GTX1070 FTW 8GB GPU 
 223GB Crucial_CT240M500SSD1 ATA Device (SSD)Games
 238GB Samsung SSD 850 PRO 256GB ATA Device (SSD)  Win 7 and drivers 
 931GB Seagate ST1000DM003-1CH162 ATA Device (SATAIII)Other programs for daily use 
  TSSTcorp CDDVDW SH-S223L ATA Device
Audio
 Realtek High Definition Audio ALC1150 Audio Codec
Speakers  Logitech Z623 2.1 speakers
 


 
 


ClockworkSpectre #4 Posted 25 November 2015 - 12:31 PM

    Warrant Officer

  • Beta Testers

  • 779
  • Member since:
    12-17-2012
Absolutely can't agree on the Tier 4 captains skill suggestion, but otherwise pretty good.  Among other benefits the extra range from AFT really helps you get into the fight faster considering the horrible top speed. 

Edited by ClockworkSpectre, 25 November 2015 - 12:32 PM.


LittleWhiteMouse #5 Posted 25 November 2015 - 12:33 PM

    Captain

  • WoWS Community Contributors
  • Members
    Beta Testers

  • 5,809
  • Member since:
    01-04-2013

View PostDelroyMonjo, on 25 November 2015 - 06:34 AM, said:

LittleWhiteMouse  sez:    For tier 4, Demolition Expert is slightly preferable to Advanced Firing Training, giving roughly 1-2% increased chance overall to start a fire.   <---- WHAT?


 

The only good use to put this ship is to load it with HE and fire away at whatever is close enough to hit.  It's only role is as a firestarter or to kill DD's who wander in too close.  Be sure to lead the target at about twice the normal tics on the rangefinder as the shells have to go to the moon and back before landing.                        

 

Because of the math in regards to starting a fire vs flat bonus in range increase:

 

("Ammo's fire rate" + Pyromania perk) * ("Ship's fire rate" * (1-(Modification from upgrade + Modification from perk))

 

For the Aurora against the squishiest of targets (ships without upgrades / captain skills):

 

("Ammo's fire rate" + Pyromania perk) * ("Ship's fire rate" * (1-(Modification from upgrade + Modification from perk))

(0.08 + 0) * (0.80 * (1-(0.00 + 0.00))

6.4%

 

With Pyromaniac, it will look like this:

 

("Ammo's fire rate" + Pyromania perk) * ("Ship's fire rate" * (1-(Modification from upgrade + Modification from perk))

(0.08 + 0.03)*(0.80 * (1-(0.00 + 0.00))

8.8%

 

This gives an average number of fires that could be caused per minute with 100% shooting accuracy:

 

  • @ 7.0 RPM without Pyromaniac:  3.58 fires per minute,
  • @ 7.8 RPM without Pyromaniac:  3.99 fires per minute.
  • @ 7.0 RPM with Pyromanic:  4.93 fires per minute.
  • @ 7.8 RPM with Pyromanic:  5.49 fires per minute.

 

Notice how a simple rate of fire increase bumps up the fires per minute -- an on par skill investment for aspiring fire bugs.

 

This is contingent, of course, on landing on sections of the ship that aren't already burning.  Mitigation due to the critical immunity period from an activated damage control cooldown (5 seconds for most ships, 20s on Wyoming, Arkansas and South Carolina, 10s on Kawachi, Ishizuchi and Myogi) will still register as fire criticals, though no fire will ignite.  Pyromania works out to about one extra fire every 120s, again assuming 100% accuracy.  The value of Pyromania decreases slightly against upgraded targets with experienced Captains, but these are a rarity at low tiers.

 

Fires will deal 0.3% of a ship's HP per second for one minute with a maximum of four fires running at one time.  Getting these fires to spread out over the target ship is difficult and one of the challenges of HE-spamming cruiser gameplay.

 

The pay off for Pyromaniac isn't as immediately tangible as Advanced Fire Training which increases her range from 11.2km to 13.44km.  This opens up the possibilities of a new meta when the Aurora is top tier, allowing her to kite some targets (notably enemy Battleships) while keeping continually out of range of return fire.  This is invaluable given the difficulties she can face while trying to trade shots with these larger ships which are often the last survivors in a given match.  The range bonus, like Pyromania, is situational. Pyromania, however, is more ubiquitous.  Most encounters throughout the match will be at ranges well inside of the bonus provided by Advanced Fire Training. 

 

Theory crafting aside, it's difficult to appreciate the benefits of a skill like Pyromaniac when looking at results in game.  We simply do not know if the trait's bonus was the deciding factor between a fire lighting or not.  That said, the math can't be argued that it is more likely.  But without the skill set -- namely the ability to aim and spray shells across the decks of a ship to maximize fires to back it up, Pyromaniac becomes 4 wasted skill points.


Edited by LittleWhiteMouse, 25 November 2015 - 12:35 PM.

Q♥  Most Recent Review: HMS Hood
  


ShermanMedium #6 Posted 25 November 2015 - 01:00 PM

    Rear Admiral

  • -Members-

  • 7,660
  • Member since:
    09-16-2014

Excellent review as usual...you win the upvote race. lol

 

And concerning getting Aurora for free, like I have, WG and its partners usually give this ship away every few weeks on average...and there's a lot of codes in those giveaways. It's a very good ship in my opinion.


I hope to become a blue in rating by the time summer rolls around. I am always open to suggestions on how I may improve. I primarily main USN DDs and secondarily main VMF DDs, KM DDs, and KM BBs. I am casually grinding USN BBs, IJN BBs, and VMF CLs/CAs. Presently, my max tier is IX.

 


DelroyMonjo #7 Posted 25 November 2015 - 01:11 PM

    Ensign

  • Members

  • 1,167
  • Member since:
    08-09-2012

Theory crafting on that Demo Expert is just pencil whipping.  I've run about 20 rounds of AP from an Aurora and about a gazillion rounds of HE.  Starting fires is NO PROBLEM!  The extra range would be much more welcome.  Mattter of fact,  I rarely use AP in any of my cruisers (LVL 5 and lower) as HE just gives every ship fits when stonked with 8 rounds of HE per volley.

 

 

 

LittleWhiteMouse     sez:                   

 

 

But without the skill set -- namely the ability to aim and spray shells across the decks of a ship to maximize fires to back it up, Pyromaniac becomes 4 wasted skill points.

---------

Did you not just contradict yourself?


Edited by DelroyMonjo, 25 November 2015 - 01:16 PM.

Spoiler
Windows 7 Professional 64-bit SP1
CPU Intel Core i5 4670K @ 3.40GHz @4.2GHz
CoolerMaster Hyper Evo 212 CPU heatsink/fan 
RAM 16.0GB Dual-Channel DDR3 @ 933MHz (10-11-10-30)
Motherboard ASRock Z87 Extreme6
ASUS PB277Q (2560x1440@75Hz) 27" monitor
EVGA GTX1070 FTW 8GB GPU 
 223GB Crucial_CT240M500SSD1 ATA Device (SSD)Games
 238GB Samsung SSD 850 PRO 256GB ATA Device (SSD)  Win 7 and drivers 
 931GB Seagate ST1000DM003-1CH162 ATA Device (SATAIII)Other programs for daily use 
  TSSTcorp CDDVDW SH-S223L ATA Device
Audio
 Realtek High Definition Audio ALC1150 Audio Codec
Speakers  Logitech Z623 2.1 speakers
 


 
 


ShermanMedium #8 Posted 25 November 2015 - 01:23 PM

    Rear Admiral

  • -Members-

  • 7,660
  • Member since:
    09-16-2014

View PostDelroyMonjo, on 25 November 2015 - 01:11 PM, said:

Theory crafting on that Demo Expert is just pencil whipping.  I've run about 20 rounds of AP from an Aurora and about a gazillion rounds of HE.  Starting fires is NO PROBLEM!  The extra range would be much more welcome.  Mattter of fact,  I rarely use AP in any of my cruisers (LVL 5 and lower) as HE just gives every ship fits when stonked with 8 rounds of HE per volley.

 

 

 

LittleWhiteMouse     sez:                   

 

 

But without the skill set -- namely the ability to aim and spray shells across the decks of a ship to maximize fires to back it up, Pyromaniac becomes 4 wasted skill points.

---------

Did you not just contradict yourself?

 

We're talking about the fire increasing skill? Or the fire decreasing skill? Whatever it is, I can't remember, I'd agree that it is wasted skill points most likely.

Edited by ShermanMedium, 25 November 2015 - 01:24 PM.

I hope to become a blue in rating by the time summer rolls around. I am always open to suggestions on how I may improve. I primarily main USN DDs and secondarily main VMF DDs, KM DDs, and KM BBs. I am casually grinding USN BBs, IJN BBs, and VMF CLs/CAs. Presently, my max tier is IX.

 


LittleWhiteMouse #9 Posted 25 November 2015 - 01:34 PM

    Captain

  • WoWS Community Contributors
  • Members
    Beta Testers

  • 5,809
  • Member since:
    01-04-2013

View PostDelroyMonjo, on 25 November 2015 - 08:11 AM, said:

Theory crafting on that Demo Expert is just pencil whipping.  I've run about 20 rounds of AP from an Aurora and about a gazillion rounds of HE.  Starting fires is NO PROBLEM!  The extra range would be much more welcome.  Mattter of fact,  I rarely use AP in any of my cruisers (LVL 5 and lower) as HE just gives every ship fits when stonked with 8 rounds of HE per volley.

 

 

 

LittleWhiteMouse     sez:                   

 

 

But without the skill set -- namely the ability to aim and spray shells across the decks of a ship to maximize fires to back it up, Pyromaniac becomes 4 wasted skill points.

---------

Did you not just contradict yourself?

 

Skill set in that sentence meant:  "The ability to aim and spray shells across the decks of a ship to maximize fires."

If you don't know how to, or reliably can't do this, then Pyromaniac isn't a worth while skill.


Q♥  Most Recent Review: HMS Hood
  


alexf24 #10 Posted 25 November 2015 - 02:41 PM

    Captain

  • Members

  • 4,806
  • Member since:
    07-05-2015

Excellent review Mouse.

 

On the Pyromaniac recommendation, it would not work for me. The reason is I keep all my premium ships without a Captain, just sharing, and using whichever needs help or best applies, at the time. As I trade captains with Murmansk/Aurora, and RU DDs, I am more inclined to have AFT for these DDs. It would be nice and I might agree if I had a permanent Aurora Captain, but not at the moment, and at my RU Tree level (Ognevoi is my highest, going soon for Kiev), I do not have captains high enough to have both Pyro and AFT/Last Stand (also important for RU DDs).

 


I shoot an arrow in the air, where it lands I do not care, I get my arrows wholesale -- Curly Howard (with a wink to Longfellow)

 

 

 


LittleWhiteMouse #11 Posted 25 November 2015 - 02:50 PM

    Captain

  • WoWS Community Contributors
  • Members
    Beta Testers

  • 5,809
  • Member since:
    01-04-2013

View Postalexf24, on 25 November 2015 - 09:41 AM, said:

Excellent review Mouse.

 

On the Pyromaniac recommendation, it would not work for me. The reason is I keep all my premium ships without a Captain, just sharing, and using whichever needs help or best applies, at the time. As I trade captains with Murmansk/Aurora, and RU DDs, I am more inclined to have AFT for these DDs. It would be nice and I might agree if I had a permanent Aurora Captain, but not at the moment, and at my RU Tree level (Ognevoi is my highest, going soon for Kiev), I do not have captains high enough to have both Pyro and AFT/Last Stand (also important for RU DDs).

 

 

This is one of the pitfalls of running premiums.  Alex24 hits the nail on the head on that if you're not running a dedicated premium crew you'll find you have a hodge podge of skills that may not mesh with the given premium you place them in.  Though Soviet DDs do benefit from Pyromania and Advanced Firing Training, the latter is easily more valuable, especially at mid tiers.  With the camouflage bonus provided by the tier 5 Captain Skill furthering the Soviet Destroyer meta, it can be difficult finding a way to squeeze out an extra 4pts worth of Captain Skills to justify gaining a 1% bonus to starting a fire.

 

For your favourite ships, I can see the justification of running a dedicated crew, or for pre-training one in anticipation for tech tree lines yet to come.  Otherwise, you'll have to make do with what your Captains bring over from their other vessels.


Q♥  Most Recent Review: HMS Hood
  


Nachoo31 #12 Posted 25 November 2015 - 06:04 PM

    Lieutenant Commander

  • Beta Testers

  • 2,317
  • Member since:
    08-09-2012
My all time kills of 7 says yes to getting this ship.

Looking for Clan?  TheKriegsmarines [KMS]  

Have you clicked on the picture in my profile?  Enjoy!

http://na.warshipsto...836912/dark.png


Crucis #13 Posted 25 November 2015 - 06:06 PM

    Rear Admiral

  • Members

  • 7,440
  • Member since:
    08-25-2013

Mouse, I suppose that it all depends on how one uses their premium ships.  I always use them as trainers and have no dedicated Captain for them.  And the result of this is that I feel that it's generally pointless to discuss skills for a premium ship CO, IF you're always using the premium ship as a trainer for non-premium ship CO's.  Thus, the skills the CO has when captaining the premium ship will simply be those best suited to his normal ship, the one he's really trained for, not the premium ship.

 

Regardless, I have to say that I really like having AFT on the CO I put in my Aurora (the CO of my tier 6 Russian DD).  That extra range comes in really handy.  And while the shell arc of the Aurora seems similar to that of the Atlanta, the ships the Aurora is shooting at (often enemy BBs) tend to be much slower and thus easier to hit, in spite of the sky high shell arc.  Hey, I'll admit that I'd love to have more fires.  But since AFT is important to my DD captain, that's what I'm stuck with, and it's hard to argue with extra range either.

 

And it's hard to argue with the results, seeing as I average 32k damage and a 2.0 Kill/Death ratio in my Aurora, which is substantially more than the NA average of 25k damage and a 0.69 K/D ratio.

 

 



ShermanMedium #14 Posted 25 November 2015 - 06:30 PM

    Rear Admiral

  • -Members-

  • 7,660
  • Member since:
    09-16-2014

View PostCrucis, on 25 November 2015 - 06:06 PM, said:

Mouse, I suppose that it all depends on how one uses their premium ships.  I always use them as trainers and have no dedicated Captain for them.  And the result of this is that I feel that it's generally pointless to discuss skills for a premium ship CO, IF you're always using the premium ship as a trainer for non-premium ship CO's.  Thus, the skills the CO has when captaining the premium ship will simply be those best suited to his normal ship, the one he's really trained for, not the premium ship.

 

Regardless, I have to say that I really like having AFT on the CO I put in my Aurora (the CO of my tier 6 Russian DD).  That extra range comes in really handy.  And while the shell arc of the Aurora seems similar to that of the Atlanta, the ships the Aurora is shooting at (often enemy BBs) tend to be much slower and thus easier to hit, in spite of the sky high shell arc.  Hey, I'll admit that I'd love to have more fires.  But since AFT is important to my DD captain, that's what I'm stuck with, and it's hard to argue with extra range either.

 

And it's hard to argue with the results, seeing as I average 32k damage and a 2.0 Kill/Death ratio in my Aurora, which is substantially more than the NA average of 25k damage and a 0.69 K/D ratio.

 

 

 

Aurora's shell arc is not as high as the Atlanta's, it's an allusion.

I hope to become a blue in rating by the time summer rolls around. I am always open to suggestions on how I may improve. I primarily main USN DDs and secondarily main VMF DDs, KM DDs, and KM BBs. I am casually grinding USN BBs, IJN BBs, and VMF CLs/CAs. Presently, my max tier is IX.

 


_Bohica_ #15 Posted 11 December 2015 - 08:35 PM

    Seaman

  • Members

  • 20
  • Member since:
    04-24-2015

View PostStaticDreams, on 25 November 2015 - 10:50 AM, said:

Every time i see your avatar... i cant help but be mesmerized :3

anyways thanks for the post

 

Yes, but by which?

 

Her hair?

Her eyes?

Her...um....huuuuuge tracks of land?



Brutalus_Maximus #16 Posted 13 December 2015 - 07:35 PM

    Master Chief Petty Officer

  • Members

  • 233
  • Member since:
    08-09-2012

I would agree with those who have talked about not having a dedicated Captain for this ship.  I have a Murmansk, Nickolai, and this Aurora.  All three run exclusively with my RU DD Captain.  All the skills are still good for each ship.  The few skill that are not the "perfect" set up are vastly outweighed by the fact that my Captain has so many points already and is gaining them far faster than otherwise.  Between the 4 ships that is 4 first victory bonuses a day even on the days I don't play much.

 

Also with the 2nd highest range in Tier the Aurora gets the most benefit from the % added by AFT.  At tier III it is never hard to find something that is fat and slow and as this ship is fragile out ranging things is great.  I would take AFT over DE even if I did not already have AFT because it is key for RU DD.

 

Last bit.  This is a fun little tier three relaxed play ship and I would not recommend buying it.  Why?  This ship has "Giveaway/Prize Premium" written all over it.  Codes, holidays, anniversaries, contests, you name it this little honey is gonna be available for free on a regular basis.  That is how I got mine.  It is also the only Premium my pure F2P kids have.  (Same giveaway.)  Keep your St. Louis for your slow tier three gun spam enjoyment until WG gives you an Aurora.  :honoring:



Coyote720 #17 Posted 25 December 2015 - 04:41 PM

    Master Chief Petty Officer

  • Members

  • 385
  • Member since:
    08-22-2015

Thank you for this review, LWM, and for your follow-up post about fire. I am debating getting the Aurora, and this is exactly the information I was looking for.

 

I think the power of demoliton expert is not fully appreciated; I put it on my Murmansk ahead of AFT. If you start one fire, the enemy can put it out. However, if you start two fires with the second coming after they used their repair party, their ship is going to burn! In other words, the damage from two fires can be worth much, much more than twice the damage of one fire.



aether_tech #18 Posted 04 January 2016 - 06:57 PM

    Commander

  • Beta Testers
  • Members

  • 3,135
  • Member since:
    06-10-2015

Diana > Aurora

 

The Aurora is just, soooo bad. She's way to fragile, and way to big of a target. Her arc is terrible, and even with a good turning radius, she's so slow that you can't dodge surprise torpedoes anyway.


I am insane. But I am not stupid. Maybe a little psychotic...

AMD K6-2+ 550MHZ, ABIT Apollo VP3 MB, 128MB SDRAM, Maddog ATI 9250, Maxtor 10GB 5400RPM Hard Disk Drive, Intel Pro/100 Network Card, sexy beige case!


Goolash #19 Posted 26 August 2016 - 08:05 PM

    Seaman Recruit

  • Beta Testers

  • 1
  • Member since:
    08-09-2012
Keep in mind that a mere 1% improvement in fire setting is not just a 1% improvement. Assuming 6 hits per salvo:
Stock chance= 1- (.92^6) = 39.4% / salvo
1% Improved chance= 1-(.91^6)=43.2%/salvo
2% Improved chance= 1-(.90^6)=46.9%/salvo

Assuming 7 hits per salvo:
Stock chance= 1- (.92^7) = 44.2% / salvo
1% Improved chance= 1-(.91^7)=48.3%/salvo
2% Improved chance= 1-(.90^7)=52.2%/salvo

These numbers are not quite accurate, since the target ships have various fire reduction values, but you get the idea. Will AFT raise your hits per salvo or total salvos fired enough to equate to one extra hit per salvo? If so, go with it. I suspect it depends on individual player style.




1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users