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Found 9 results

  1. MuricanClassBattleship

    Opinions on the Tashkent?

    I've been curious for a while now about the Tashkent. I just got the ship a couple weeks ago and it is my first tier IX boat. I'm really happy with it so far and think it's a pretty strong ship overall. The speed is great (speed flag + speed boost = gotta go fast). The guns hit hard and can be reduced to a 4 second reload which is pretty nuts considering the high Russian shell velocity. The rudder shift can be reduced to a solid number with the modules. I feel like the best thing about the Tashkent though is the gun range. They can be increased to over 14km with the captain skills. This makes Tashkent the DD with the longest ranged guns in the game as far as I know. I would also like to know if my choice in captain skills is solid (my captain is 15 points): PT, IFA, LS, BFT, DE, AFT I've looked at some videos and such, but a lot of them are either from when the Tashkent was at tier VIII or before the buffs. I haven't really seen a lot of talk about the Tashkent as it is right now. I'd like to hear what the community thinks about the current Tashkent. Do you think it's a good ship?
  2. The following is a review of Smolensk, the tier X premium Soviet light cruiser kindly provided to me by Wargaming. Please be aware that though this represents the release version of the ship, her statistics may change in the future. To the best of my knowledge, these stats are accurate as of patch 0.8.8. Someone thought it would be a good idea to release a tier X version of USS Flint but with Soviet flavour-crystals. Players in the know are disinclined to drink the red Kool-aid -- and with good reason. If you're hoping that I was going to feed the drama llama and tell you everything is fine with Smolensk, I'm sorry to disappoint. Smolensk is an unapologetically powerful premium and continues the 2019 Stalinium trend. I should call Smolensk by her proper appellation: a "Reward Ship". This distinction is hella-important. Reward ships can still be directly nerfed after-release. Barring extraordinary circumstances, a premium cannot. This is, of course, adding to the feelings of frustration within certain circles of the community -- knowing that Wargaming could apply corrections to Smolensk but hasn't. I'm personally not getting my hopes up. So let's take a look at this calamity and why Smolensk has so many people sipping Tang. PROS Troll armour scheme, with 30mm hull amidships, 50mm citadel roof and a thin armoured belt which prompts frequent AP ricochets and over-penetrations. Armed with sixteen (!) rapid-fire Soviet 130mm guns that upgrade well with commander skills. Has the ability to make players give up on life and/or rage quit simply by bringing them under fire. Speaking of fire, she's good at setting it. Good accuracy and shell ballistics for a light cruiser. Downright trollish protection scheme. Excellent concealment. It's so good that she can hide her over-performance from spreadsheets. Fast and agile. Good anti-aircraft firepower. Has access to a Smoke Generator. CONS Super squishy with a tiny hit point pool, pathetic armour and zero anti-torpedo protection. Speaking of squish, her citadel is exposed over the waterline and just begging to be groped by AP shells. When things go wrong, they go wrong quickly. Short ranged guns and torpedoes. But you can fix the former and you don't necessarily need the latter (nice as they are to have). Poor HE and AP penetration for a tier X cruiser (not that this matters, really, but someone would complain if I didn't put it here). It's Soviet, so it's not allowed to be good. Smolensk is an HE spamming, torpedo-armed light-cruiser with smoke. In theory, she's soft and fragile. In theory. In reality, she's hard to spot, she's hard to hit, and when you do hit her, you can't guarantee good damage numbers. The Details You Need to Know There are four main elements you need to know about Smolensk. Weapons Main Battery: Sixteen 130mm/57 guns in 4x4 turrets in an A-B-X-Y superfiring configuration. Torpedoes: Ten torpedo tubes in 2x5 launchers with one mounted on each side in wing mounts straddling the rear funnel. Smolensk has destroyer-caliber guns. This presents a few problems but, as we'll see, these are problems that are largely irrelevant. These imagined difficulties are: Smolensk is short ranged. She only has a modest fire-chance per shell compared to 152mm+ armed cruisers. She has low damage per shell compared to 152mm+ armed cruisers. Her AP penetration and HE penetration are poor. Smolensk starts with a mere 13.8km reach. This is near-suicidal range for a cruiser at tier X, but Smolensk has two ready fixes. Between the Gun Fire Control System Modification 2 upgrade and the Advanced Fire Training commander skill, Smolensk's range can be modified to 16km or 16.6km respectively. The choice between these two options lets players pick one of the two without taxing their ability to boost Smolensk's DPM or set fires. Combine the two (often at the expense of reload) and you have a reach of 19.2km. These options more than undermine any deficiencies in the reach of her guns. Furthermore, unlike some other destroyer-caliber armed cruisers, Smolensk's guns are comfortable to use up to ranges of 15km and have better ballistics than British or American 152mm. Shell flight times estimations (in seconds) of most of the tier X cruisers. These were taken from the in-game client with guns trained broadside. Smolensk's 130mm guns have shell flight times similar to Des Moines and Salem at very long ranges -- much improved over the more floaty ballistics of American and British 152mm guns. At ranges less than 10km, they're more akin to Henri IV's 240mm guns. Speaking of damage output and setting fires: It's true that Smolensk's AP and HE shells are found wanting in terms of raw damage output and fire chance compared to the 152mm, 203mm and 240mm guns of her competitors. However, the sheer volume of fire and her improved accuracy more than make up for any perceived deficit here. Furthermore, Smolensk can directly increase her rate of fire with Basic Fire Training -- something the other cruisers at tier X cannot, stacking this on top of Main Battery Modification 3. In addition, she takes less fire-chance penalty for using the Inertial Fuse for HE Shells skill than her contemporaries. This just leaves the issue of penetration, and this isn't one that can be corrected. Even with Inertial Fuse for HE Shells, Smolensk is incapable of damaging areas of armour thicker than 27mm with her high-explosive rounds. Her AP shells are similarly anemic with less than 100mm of penetration at ranges greater than 8km. However, her low penetration is largely a non-issue. Smolensk is more than capable of aiming for weak spots, and when you're tossing out that many shells, you're bound to hit something squishy sooner or later. Her AP shells are still able to chew through mouthfuls of an enemy ship's hit points if they present their broadside. She need merely aim at their softer hull sections like the bow, stern or upper hull. And for those tougher nuts out there, her fire setting will burn them to the waterline before long. Whatever perceived flaws Smolensk has with her guns are laughable, easily corrected if they were something that needed correcting in the first place. The sheer volume of fire her sixteen guns put out is nightmarish -- driving off and intimidating opponents. Softer hulled ships vanish in just a few seconds, allowing even this soft-skinned ship to out-trade select opponents. And if that weren't enough, she has decent torpedoes to stove the face in of anyone that comes sniffing near her smoke screens. These are just the stock DPM values. This is before the influence of captain skills, before upgrades, before consumables and before special upgrades. This also doesn't account for penetration or accuracy or what have you. I could have made this graph stupidly complicated with seventeen different combinations of applied bonuses and caveats to damage output but I think this already illustrates all it needs to: Smolensk spits out a lot of shells. Don't be in their way. There is no way I didn't screw something up here or leave something off. But, you know what? I'ma roll with it. You can increase Smolensk's fire chance even further by using the Adrenaline Rush commander skill and take some damage, but I think covering 34 different combinations is plenty, thank you very much. Keep in mind that these are base fire-per-minute values, not counting enemy fire resistance. In practice, the actual value will be about 40% to 50% of what's listed here. Oh no, Smolensk might "only" be able to start one fire every other salvo. What a joke. Smolensk doesn't miss -- only players do. (180 shells fired at 15km locked onto a stationary enemy Fuso without camo. Smolensk was equipped with Aiming System Modification 1). If you're paying attention, then with that optimal fire build I just illustrated above, you should be starting a fire almost every 5 to 6 seconds. Consumables Speaking of smoke screens, there are two consumables here worth noting. Smolensk, like all tier X cruisers, has access to a Repair Party consumable. There's nothing out of the ordinary with her having one, but given the frustrations of landing hits on this ship (and good quality hits at that), it's presence is noteworthy. The real ship-defining consumable here is Smolensk's Smoke Generator. There aren't many cruisers with HE shells with a Smoke Generator and with good reason. Iwaki Alpha, Belfast, Mikhail Kutuzov, and Flint aren't exactly biword for balance. If it weren't for Perth and Huanghe providing some (occasionally) good press, this combination would deserve it's automatic derision. Still, Smolensk is moving the needle towards the direction of "never again" in my opinion (she says, then HMS London gets previewed). What's funny to me is that there were steps made to try and reign in Smolensk's Smoke Generator. Mikhail Kutuzov, the retired tier VIII Soviet premium cruiser uses the same Smoke Generator as tier VIII Soviet Destroyers. It would stand to reason that Smolensk would use the tier X version but she doesn't. She uses the same tier VIII version as Kutuzov. The difference here is that Smolensk's smoke "only" lasts for 89 seconds as opposed to the 97 seconds it could have been. r/There was an attempt... Smolensk's Smoke Generator combines with her excellent surface detection, getting down as low as 10km. Stack this onto her flexible gun range and she's a hard cruiser to find when she doesn't want to be seen. Aircraft carriers won't do the spotting here -- her aerial detection range is the same reach as her long-range AA bubble. That just leaves blasting her with radar, waiting for her to open fire or getting suicidally close. For destroyers, closing the distance is high-risk. Getting counter-spotted inside of 10km of Smolensk is a great way to get yourself sent back to port in a hurry. For anyone else, there's those torpedoes to worry about and that ridiculous DPM. Short of radar, a well played Smolensk is only seen when she wants to be seen, and that's only when she's pulling the trigger. Protection Hit Points: 32,400 Minimum Bow & Deck Armour: 16mm Maximum Citadel Protection: 16mm bow/stern + 100mm transverse bulkhead (70mm belt broadside) Torpedo Damage Reduction: Nope.jpg Armour so bad, it's good. Her conning tower and the forward faces of her turrets are 100mm thick -- just enough to prompt the occasional ricochet or shatter smaller caliber AP shells. Smolensk has an exposed citadel, but she's surprisingly resistant to broadside citadel damage from battleships. Her citadel roof is 50mm thick and will auto-ricochet any battleship shells attempting to penetrate it from a range of 21km or less (even then, good luck). So only shots aimed directly at her waterline (or just beneath) count. At 70mm, Smolensk's belt isn't thick enough to fuse AP shells greater than 420mm in caliber. There was some great work done on Reddit by U/R_radical (link here, please give it some well deserved love) which I followed up on for my own tests. The grossly simplified version is this: République, Thunderer, Ohio, Georgia, Musashi, Yamato and Kremlin are physically incapable of landing citadel hits against the flat broadside of Smolensk if the shells don't strike water before entering the ship. They need to hit angled surfaces to increase the relative thickness of Smolensk's belt in order to fuse. It gets worse, though. Smolensk has a narrow beam -- there just isn't enough room when striking Smolensk's flat broadside for most battleship shells with their 0.033s fuse timer to explode inside the ship. The shells have to be slowed down first and air drag doesn't really begin to be enough of an effect until you get to ranges of around 15km or more. For some battleships with high velocity shells like Roma, you're looking at ranges closer to 20km. Inside that distance, short of shells dunking beneath the water first, their AP rounds will pass clean through resulting in over penetrations despite hitting the bullseye of her machine spaces. Thus, battleships have to wait until Smolensk is angled in order to have a chance at landing penetrating and citadel hits. The size of these angles varies with range, but even at a distance of 15km, Yamato is looking at needing Smolensk to be angled out at least 30º from a flat broadside before she gets that magical combination of thick enough armour to arm her fuse AND enough space along her shell path to land a citadel hit. My own tests with Lert necessitated a 37º angle before we got lucky with Musashi's 460mm AP shells. If that wasn't enough, Smolensk still has a few tricks to play. Her 30mm will also autobounce any AP shells smaller than 429mm that strike it at too acute of an angle. And finally, if you think smashing shells through her fragile snoot will finally yield those big damaging hits, be aware that her upper transverse bulkhead is 100mm thick -- there's no overmatching that if the shell comes in too steeply as Smolensk angles away. The net effect to all of this confusing math is that Smolensk's armour is downright troll when battleships shoot at her. Over penetrations abound. Citadel hits are rare. Auto-ricochets happen just often enough to make you want to pull your hair out. Thanks to her Smoke Generator, hits alone are uncommon for slow-firing ships. If this analysis seems battleship-biased, you're right. That's because cruisers have no problems at all ripping apart Smolensk if they catch her. Smolensk has a tiny hit point pool -- a mere 0.9 Viribus Unitis (VU) worth -- which also means poor returns on her Repair Party consumable. While outright trading with Smolensk is generally a bad idea because of her monstrous DPM, the occasional pot shot from cruisers will yield big numbers when they slap this little Soviet monster. Do your poor battleships and destroyers a favour if you get the chance. Venezia and Puerto Rico are works in progress and still subject to change. Smolensk's HP total is awful. If skill points weren't at such a bloody premium, it would be worth spending three of them on Survivability Expert. The bonus 3,500hp (almost 11%) would make her equal to 1 VU. This is a totally important standard unit of measure for a cruiser, or so the constant whining about the new Austro-Hungarian battleship would have me believe. Agility Top Speed: 35 knots Reverse Speed: -13.6 knots Rudder Shift Time: 8.2 seconds Turning Circle Radius: 750 meters Maximum Rate of Turn: 5.7º/s at 4/4 speed Compared to other mid-to-high tier Soviet cruisers, Smolensk is hella agile. Krasny Krym, Murmansk and Makarov are the only ships that handle better (and I would question giving Makarov that honour). Krasny Krym manages it because she's a tier IV design. Murmansk and Makarov are borrowed ships from other nations. It's the smallest slights which sting the most. I think I might have stomached Smolensk's inclusion better had she not trespassed here. She doesn't handle like a Soviet cruiser and this irks me to no end. Allow me to explain. I've spent forever twirling boats. I've got a pretty good base understanding of how ships move in this game and I'm forever expanding that knowledge. I've come to recognize patterns and trends, not only between the different ship types but also within a given nation. Japanese cruisers are fast, American cruisers have small turning radii, British cruisers break the laws of physics, and so on and so forth. I must stress that these are trends -- not hard fast rules. Still, patterns exist and I don't think they're coincidental. The Soviet cruiser line is one of contrasts. Their low tier cruisers are ridiculously agile -- some of the most agile cruisers in the game. However at tier V, they transition to very fast ships with enormous turning circles. Barring borrowed and up-tiered designs (and Mikhail Kutuzov), Soviet cruisers pay for their sleek hull forms with poor handling. Smolensk doesn't. For a Soviet cruiser, she is bloody nimble. She's fast. Her rudder shift time is good. Her turning circle radius isn't appalling. And it's this last part where I take issue. I expected her to have a turning radius at the 820m mark or greater -- something like Chapayev or Shchors. This would scale back her rate of turn down from 5.7º/s to 5.2º/s or less -- still decent but definitely more in line with the Soviet light cruisers as a whole. And let me be clear: I'm aware I'm unfairly gate-keeping which ships are allowed to be agile. There's no hard-fast rule that says Soviet cruisers must handle like a pregnant yak in a mud-wallow. The Sverdlov-class doesn't. None of their low tier ships do either. It kinda makes sense that a small, anti-aircraft cruiser like Smolensk would be a wiggly little thing. Colbert is. The Atlanta-class is. Their radii are much tighter than what Smolensk can boast. Compared to those two, Smolensk is pretty chunktacular. In fact when you put her alongside these other AA cruisers, her turning radius is downright Soviet. Still, even with this minor disparity, this is one more thing Smolensk is hella-good at. She's got the firepower. She's got the stealth. She's got the smoke. She's got the speed. She even has the durability despite being worth 0.9 VU. Her AA power is excellent (specifically when you also account for her aerial detection). And now, with this, she's super agile too. She's hard to hit in the hands of a good player. It's bad enough that she's a small target and one that's hard to dig out of smoke. With her great range improvements, she can play the open water game and Just Dodge™ her way to victory when islands and smoke aren't an option. I suppose with all of the time I've spent with twirling ships, it explains why this is the final straw for me. It's kinda absurd, when I think about it, but when have feels ever made sense? I hate you, Smolensk and your cute, twirly butt. Placed against her peers at tier X, Smolensk comes out looking very good. She's behind Colbert, Minotaur, Venezia and Des Moines, but only when the American uses her Legendary Upgrade. Venezia and Puerto Rico are works in progress and still subject to change. Everything Else Just so I can say that I didn't leave it out: Camouflage & Refrigerator Smolensk's camouflage is the standard Type 20 Camouflage. This provides: 3% reduction of detectability by sea 4% increase of dispersion of shells fired by the enemy attacking your ship. 50% reduction of cost of the ship's post-battle service. 20% increase to credits earned per battle. 100% increase experience earned per battle. Smolensk's economy doesn't appear out of the ordinary, being comparable to the other tier X reward ships Bourgogne, Thunderer, Stalingrad, etc. Base Surface Detection: 12.78km Aerial Detection: 7.41km Minimum Surface Detection Range: 10.04km Detection Range When Firing in Smoke: 5.91km Main Battery Firing Range: Between 13.8km (stock) up to 19.21km Nothing further to add here that hasn't already been discussed above. Smolensk is smol and a sneaky danger-noodle. Anti Aircraft Defense Flak Bursts (3.5km to 6km): 8 explosions for 1,890 damage per blast Long Ranged AA Guns (6km): 167.6 damage every 0.32s Medium Ranged AA Guns (3.5km): 186.2 damage every 0.32s Short Ranged AA Guns (3.1km): 58.6 damage every 0.34s Smol-bote with biggish AA. It's important to note that with Concealment Modification 1 and Concealment Expert, Smolensk's aerial detection range is a mere 21mm (yes, millimeters) longer than her long-range AA power. Don't ask your CV to try and spot this thing -- they'll get shredded. Smolensk can bloody stealth-snipe aircraft. Final Evaluation From KC Green's fantastic Gunshow comic. I bloody hate this ship. I've hated working on this review all month. I've rewritten this damn thing so many times, never happy with the tone, never happy with the message. Even now I'm not sure I've properly communicated how frustrating it is to face off against a well-played version of this thing. I don't want to water down this sentiment (which I have so many times before) by mathing out the odds of actually meeting a competent Smolensk player or how, yes, it's technically possible to counter it with X, Y and Z. I don't like facing this ship for the same reasons that I cringe when I see a Flint, Belfast or Kutuzov on the enemy roster. In the end, it doesn't matter if the enemy Smolensk is good or not. My sentiments about the match are already soured. I consider myself a patient person and the presence of a Smolensk taxes even me. I am someone who can stomach playing against carriers. I enjoy my troll-ships. However, even I have my limits. I don't like playing Smolensk. It feels grossly unfair. It feels the same way as playing Belfast, Kutuzov or Flint. She has all of the advantages and few match-ups are unfavourable (short of derping into a Shimakaze torpedo like I did one game). The deeper I looked into Smolensk, the more concerned I became. There's a lot going on here -- a perfect storm of potential and so many different combinations to analyze that it's easy to see why Smolensk not only can be a piece of garbage in one player's hands and an absolute beast in another. If you don't have Smolensk yet, I dunno what to tell you. On the one hand, I don't want to play against your new ship. On the other, I know that there's a risk you could miss out. She's a bona fide reward ship -- not sold for cash money so nerfs are possible. What you invest in now might not be the ship we have six months from now. If you're hoping to preserve this sense of superiority, then she might not be worth the investment. This changes if she's eventually sold for cash. As a tier X ship, I see that as unlikely. This might change come Black Friday through Christmas, though. Wargaming does like to bundle everything together and ring the dinner bell. This is also the first year where we've had a veritable glut of tier X reward ships available. Once cash changes hands, Smolensk's performance is locked in. The only recourse from then on is to hope she becomes rare. And if that happens, if you haven't got her already, you're unlikely to ever get her. To Hell with it: If you don't have her yet, get her ASAP. Play her often. Play her so often that it chokes the matchmaker. T-59 this momo and have popularity necessitates re-evaluating her performance and availability. I don't see Smolensk surviving either change-free or remaining freely available, though who knows what kind of timeline this is on. She's that good. She's that annoying. How to Balans the Spreadsheets Recommended Upgrades There's a lot to unpack with the upgrades of high-tier ships, but it's generally simple. You want to build Smolensk for agility and gunnery. Everything else is secondary to this. Start with Main Armaments Modification 1 in your first slot. In your second slot, take the corresponding Special Upgrade for either Defensive AA Fire or Hydracoustic Search -- whichever consumable you tend to favour using. Barring that, default to Steering Gears Modification 1. You're going to be doing a lot of gunnery at range so Aiming Systems Modification 1 is a good investment (if only because the other upgrades are crap). If you prefer to play Smolensk more static -- hiding in smoke and behind islands, take Propulsion Modification 2 in your fourth slot. Otherwise, take Steering Gears Modification 2 for better open water agility. Similarly, if you prefer open-water play and feel confident with your ability to dodge, Steering Gears Modification 3 will serve you well. Otherwise take Concealment Modification 1 to make hiding easier. Between the two best options here, Gun Fire Control System Modification 2 is the preferred choice, extending Smolensk's range. This puts less of a strain on her commander skill options (the effects here can be replicated with Advanced Fire Training). If you've 4 skill points free, then by all means, take the range-skill instead and default to Main Battery Modification 3 for the increased reload speed. Or, you could get all the range and combine the two -- but at least one range upgrade is needed. Recommended Skills There's a bit of a balancing act going on here. You need to have at least one range-upgrade for Smolensk (need is a strong word, but trust me, it makes all the difference). So if you haven't taken Gun Fire Control Modification 2 then you have to select Advanced Fire Training for example. So let's look at the worth of individual skills rather than the total package: At tier 1, there are three skills worth considering. Priority Target and Incoming Fire Alert are the first pair and tend to be mutually exclusive -- take one, not both. The former gives you more information. The latter gives you more critical and specific information. The last skill that's worthwhile here is Preventative Maintenance, but it's definitely sub-optimal compared to the other two for Smolensk. At tier 2, Last Stand is highly recommended. While not on Destroyer levels of fragility, Smolensk's rudder gets shot out often and near misses from large caliber HE shells can (and will) knock out her engines. Adrenaline Rush is also a great skill if you have the leftover points to spend on it. Jack of All Trades is handy for reducing consumable reset timers, particularly when the action is heated and in combination with the November Foxtrot signal and premium consumables to further drop their cool down. Similarly, Smoke Screen Expert is nice for the extra room to move around, especially if you plan to be sharing your smoke with a friend. At tier 3, there's a glut of choices here. Superintendent is arguably the best of the lot for the extra heal and extra charge of Smoke Generator. Basic Fire Training and Demolition Expert also play to Smolensk's best strengths. Beyond this, there are skills that are simply "nice to have" but hardly an efficient use of points including Vigilance and Torpedo Armament Expertise. The tier 4 skills are contentious and, frankly, are largely a matter of personal taste. Advanced Fire Training is all but mandatory in the absence of Gun Fire Control Modification 2 (how many times have I said that now?). Concealment Expert is amazing for its points cost, improving not only her survivability but opening up the door to ambushing aircraft with Concealment Modification 1, yet I wouldn't consider this skill required. Probably the best investment is Inertial Fuse for HE Shells, opening the door for Smolensk to directly damage the extremities of all heavy cruisers within her matchmaking. But even this isn't mandatory if you just want to make battleships burn. Finally, for the truly eclectic, there's Radio Location for those who fancy themselves as destroyer hunters in the late-game. Green = All but Mandatory. Yellow = Highly recommended. Red = Situational. Note this only applies to normal commanders. Special commanders, with their baked in bonuses, changes things. Last Bits And here I told myself this was going to be a short review. The amount of prep-work for this review was insane. I started mapping the dispersion of cruisers (ugh!), tested battleship AP fuses, did more work on torpedo damage, played with AA, did even more twirling, never mind all of that dirty, DIRTY play testing. You'll note a lack of an Angry YouTuber jpeg at the end of this article. That's deliberate. Some of my readers get too hung up on the soundbite at the end rather than the message as a whole. They might return at some point, but I'm retiring them for the time being. Thank you for reading.
  3. The only real change to the Gremyashchy since I first reviewed her was the inclusion of camouflage for premium ships. And she looks rather dashing her in her off-white scheme. Quick Summary: A Soviet Gnevny-class destroyer with improved agility, concealment , torpedoes and HE rounds. Patch & Date Written: 0.5.16.0 - December 25th, 2016 Cost: Originally only sold individually or as a part of a pre-order bundle in Spring of 2015. During Christmas of 2016, many players reported acquiring them through the "Santa's Secret Stash" promotion. Closest in-Game Contemporary Anshan, Tier 6 Premium Pan-Asian DestroyerDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique I got quite upset, once upon a time, when various players reported that the Anshan was effectively a tier 6 Gremyashchy. I made it a personal mission to dispel this illusion, perhaps a little too vehemently. The two ships do share a lot of similarities, but the Anshan is a far cry from the second coming of the Gremyashchy. While superficially similar, the Asian destroyer doesn't have the same agility, high explosive shells or stealth capabilities of the pre-order vessel. PROs Good muzzle velocity and flat shell trajectory with her 130mm rifles with an impressive 11.9km range. Excellent AP performance with a high alpha strike of 2,500 per shell. Quite capable of stacking citadels upon cruisers that leave their broadside exposed at medium to close ranges. Better HE performance than any contemporary Soviet Destroyers, with 1,900 alpha strike and a base 9% to start fires with each hit. This makes her one of the best fire starting Destroyers in the game. Very good torpedoes with an 8km range and 14,400 maximum damage. Tiny turning circle of 510m and short rudder shift time of 2.7s Excellent concealment values while firing, giving her a 1.0km stealth firing window even without premium camouflage or Captain Skills. CONs Very low armour values of 10mm along nearly the whole length of her hull. British 152mm AP shells will easily overmatch this preventing her from being able to angle against it. Horrible gun traverse, with a 5° per second turret rotation (36s for 180°). The ship easily out turns them. Poor fire angles on her #3 turret. Torpedoes are slow at 55 knots. Large surface detection range for a tier 5 destroyer at 7.0km base. The sun sets on 2016. I'm very curious to see how much the game will change in 2017 and what effect it will have on the various premium ships I've looked at over the last year. Nothing has really changed on the Gremyashchy since I first reviewed her. However, the game has changed around her over the last year. Soviet and British cruisers have joined the ranks. So too have German Battleships and another handful of Japanese Destroyers. The module system got tweaked and Captain Skills were overhauled. Finally, and perhaps most significantly, Matchmaker changes pit the Gremyashchy more and more against what could be considered more fair opposition for this relic of the past. To be certain, the Gremyashchy is a fossil. Like the Warspite, she's a snapshot of World of Warships from an earlier time, representing norms that no longer exist. She used to be a middle-road destroyer with worse gunnery and brawling ability to the USN Nicholas and significantly worse torpedoes to the IJN Minekaze. She couldn't hold a candle to these two rival destroyers in their chosen areas of excellence and this made her seem a bit of a poor choice overall -- so much so that many players passed up the chance to purchase her when she was available. I cannot stress this enough: The Gremyashchy was often overlooked in favour of the Yubari and Sims at the time. Those that saw her merits loved her, but she was so often dismissed. With the typical attrition of the player base over time, the Gremyashchy has become an increasingly rare sight until recently. While it remains possible to earn a Gremyashchy through a Super Container, the 2016 Christmas Promotion, "Santa's Secret Stash" has yielded a significant number of these ships to the player base. This is by no means guaranteed, of course. The more premium ships a player owned already, the more likely they were to draw this ship as the loot containers seemed loathe to duplicate vessels already owned. While some seemed to acquire her with ease, others have gone through a long frustration of receiving anything but. To this end, I thought it prudent to revisit the Gremyashchy and express what all the fuss is about. Options The Gremyashchy is very predictable when it comes to her options. All of her consumables and module slots are standard for her nationality. There's nothing out of the ordinary here. Consumables: Damage Control Party Smoke Generator Engine Boost Module Upgrades: Three slots, standard destroyer options.Premium Camouflage: Tier 2 to 5 Standard. This provides 30% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Firepower Primary Battery: Four 130mm rifles in four turrets in an A-B-X-Y superfiring configuration Torpedo Armament: Six 533mm torpedoes in 2x3 dorsal launchers. Let's start with Torpedoes. Like the Molotov, the Gremyashchy is armed with a weapon system of a comparable Soviet ship several tiers higher than it. While the Molotov gets the same guns as the tier 9 Dmitri Donskoi, the Gremyashchy gets a similar torpedo armament of the tier 8 Tashkent. If this raises a few alarm bells; it should. The Tashkent's torpedoes are terrible for a tier 8 ship. All joking aside, the Gremyashchy has torpedoes that now compete very closely to its tier 5 counterparts, but this wasn't always the case. To best understand the Gremyashchy's weapon systems and why they're considered so overpowered, you have to look at her competition when she was first introduced. Her only contemporaries at the time were the Minekaze and Nicholas, but these ships were very different at the time of their inception. Let's start by comparing their torpedo armaments from the Closed-Beta era. Values were pulled from World of Warships Closed Beta, around Patch 0.3.1.3 While it's perhaps common knowledge that the Minekaze was a better torpedo ship when compared to the Gremyashchy, it's important to appreciate just how much better the Minekaze was. While both ships had comparable hitting power with individual torpedoes, the Minekaze fired her torpedoes 50% faster than the Gremyashchy. Her fish moved at higher speeds regardless of which armament she elected to use. With her 1.1km surface detection range advantage over the Gremyashchy, she could get closer to her prey to help guarantee hits or sit way back and never risk detection with her 10km torpedoes. The Nicholas' torpedoes were designed for close quarters brawling. Let's look at how things have changed. Note the drop in reaction times. Tier 4 and 5 is always a kick in the teeth for novice Battleship Captains that don't appreciate that you need to dodge torpedoes long before they're spotted. The Minekaze has fallen a long way since Closed Beta. While she retains a blistering rate of fire, that's about all she can now claim. When we look at the Gremyashchy, she appeared to only be a modest torpedo boat in Closed Beta. However, it would be hard to argue that she's not one of the most attractive torpedo platforms at tier 5 currently, with only the Kamikaze, Mutsuki and T-22 being comparable or better. It should be noted that her torpedo armament does not stand head and shoulders over her competition, but that it merely remains competitive. She has the slowest torpedoes at tier 5 and one of the largest surface detection ranges. This requires her to launch torpedoes from further out, making it more likely for her to miss from minor course adjustments of her prey. The Gremyashchy doesn't have better torpedoes than any of her tier 5 counterparts. However, she is no longer outdone by them to any significant degree like she was when she was introduced. Now let's take a look at her Guns. Main BatteryThere are only a couple of downsides to the Gremyashchy's guns. The first is the most obvious: She has horrible gun traverse rates. Needing 36s to complete a 180° rotation, this can feel downright punitive until Captain Skills or modules are used to accelerate it. Still, even with all of the boosts available, the Gremyashchy can and will out turn her guns with even the smallest adjustments of her rudder. This will often get novice Gremyashchy players in trouble as they'll abstain from conducting any maneuvers at all while under fire, leading to predictable deaths from enemy gun and torpedo fire. The second setback is a minor one. Her #3 rifle has her fire angles impaired by a pair of 12.7mm machine gun mounts. This can only rotate forward to 53° while her #4 can reach as far forward as 30°. These drawbacks aside, it's hard to see the Gremyashchy's main battery as being anything but superior to her contemporaries at tier 5. In fact, it's not until you stack her against tier 7 ships that her performance begins to wane. Like her torpedoes, this again wasn't always the case. The Nicholas used to be a much better close-range gunnery platform to the Gremyashchy, back before the changes to AP and HE shells around 0.3.1 and through to 0.3.1.3. This saw AP and HE switch places in terms of primacy where destroyer shooting was concerned and the Nicholas never really recovered. After 0.3.1.3 in Closed Beta, the Gremyashchy began standing on par with the Nicholas or exceeding her and she's never really looked back since. Currently at tier 5, the Gremyashchy has the best AP shell, the second best HE shell behind only the premium Kamikaze-class Destroyers. Yet she's the best fire starter at her tier. On top of this, she has the excellent ballistic arcs found on the IJN ships yet without the range limitations. The Gremyashchy has a 1km reach advantage over the Nicholas and T-22 and only falls behind them in terms of rate of fire. It gets worse when you compare her to the lead of her class. She dodged the 0.5.2 nerf that shaved 300hp off of Soviet HE shells and dropped their fire chance from 9%,which the Gremyashchy retains, to 7% (this was later buffed back up to 8%). On top of this, she doesn't suffer the 2.0km additional surface detection range "tax" added to all Soviet 130mm Destroyer caliber guns. This allows her to stealth fire from the surface while stock at a range of 10.9km or greater. Once combined with Captain Skills and camouflage, this stealth-window gets absolutely insane. Summary Perhaps now you can start to see the issue with the Gremyashchy. She has not only an excellent main armament but she also has an excellent torpedo armament. No other destroyer at her tier mixes these two systems to the same effect. She doesn't meet any serious challengers to this kind of balanced mix of main battery & torpedo armament until the tier 7 Destroyers and she can almost keep up with those! Best overall gun performance at her tier. Highly competitive torpedo armament. Capable of using both weapon systems from concealment while stock. The only real downside is her sluggish turret traverse. Arguably the equivalent of a modest tier 7 destroyer in terms of firepower. The Gremyashchy's guns are horribly overpowered with ridiculous stealth characteristics. However, don't overlook her torpedoes. They are phenomenal in their own right. While leaning on only a single weapon system will still net you great games, using the right combinations of AP, HE and Torpedoes will allow you to utterly dominate in a given match. Maneuverability Top Speed: 37.0 knots Turning Radius: 510m Rudder Shift Time: 2.7s If you were hoping to see some form of moderation appear here, you're out of luck. Back in patch 0.3.1, the Gremyashchy had her turning circle kicked down from 630m to its current 510m. This was countered by a 6.0s rudder shift time, but clearly that didn't stick. So now she enjoys the best of both worlds and it's not like every other destroyer can say the same. She has the tightest turning circle at her tier and a very competitive rudder shift time. It should be noted that this agility comes with the price of being quite apt at out turning her turret traverse. While this may be frustrating, remember short of lining up a kill shot, it's always preferable to focus on evasion over doing damage in a destroyer. She's not the fastest destroyer (that honour goes to the Minekaze at 39.0 knots) but her own top speed is competitive enough to keep pace with everything she might face. Durability Hit Points: 13,100 Maximum Protection: 13mm Min Bow & Deck Armour: 10mm It probably comes as no surprise that the Gremyashchy is lightly armoured. What may surprise some of my readers is that she's more lightly armoured than most other destroyers at her tier -- and this can be a real problem thanks to the inclusion of the Royal Navy cruisers. It takes a minimum of 11mm of armour to be able to bounce the 152mm AP shells that the British cruisers fire. Though the Gremyashchy has these values along her deck and turret faces (as do all destroyers), she does not have them along her hull. This makes it impossible for her to angle against incoming AP fire from British warships and attempt some lucky ricochets -- something that all of the other destroyers can. This may seem like a small weakness, but it's worth keeping in mind. Concealment & Camouflage Surface Detection Range: 7.0km Air Detection Range: 3.6km Minimum Surface Detection Range: 6.1km Concealment Penalty while Firing: +3.9km (vs 11.9km gun range) This is the last piece of the puzzle which describes exactly why Wargaming will not sell the Gremyashchy anymore. She doesn't suffer from the same concealment penalties that have afflicted Soviet and German Destroyers. The original concealment penalty calculation when firing guns is 0.03 times the shell diameter. Soviet Destroyers add an additional 2.0km to this range and German Destroyers add 3.5km. Not so the Gremyashchy. The result is that while stock, she has a 1.0km stealth firing window (1.2km with her camouflage) when using her main battery. When Captain Skills are thrown into the mix, this can allow the Gremyashchy to sit just beyond 10km of an enemy and pour fire into her without risking detection. Keep in mind, at these ranges she can potentially citadel a light cruiser with her AP rounds or accurately place HE shells on each separate section of a Battleship to maximize fires. This is also close enough to continue pelting an enemy destroyer with a reasonable chance of landing shells on target even when they evade. Short of Wargaming overhauling the stealth-firing mechanics for the game as a whole (such as changing the stealth firing penalty to shell diameter * 0.04 or higher) , the Gremyashchy will always be overpowered in this regard. A mid-tier CV's worst nightmare: An alert Gremyashchy within gun range. Anti-Aircraft DefenseAA Battery Calibers: 76mm / 37mm / 12.7mmAA Umbrella Ranges: 3.0km / 3.2km / 1.2kmAA DPS per Aura: 4 / 23 / 17 For a mid-tier Destroyer, the Gremyashchy's anti-aircraft firepower is rather decent. It's not great by any means. I wouldn't trust it to shoot down anything before it made its attack run, but it may bruise any planes sent to linger around her in order to keep her spotted. Most of the time, though, you're best to just leave this turned off. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme The potential for this ship is enormous. Like many destroyers, she's not quite user-friendly enough that just anyone will be able to take her out and score big each and every time. Without an appreciation for stealth mechanics, without respecting ammunition choices and proper consumable management, the Gremyashchy will fail to deliver. The tools are all there, don't get me wrong, but a novice can still easily mishandle this little monster. But in terms of raw carry potential? The sky's the limit. If you see one of these ships on the enemy team, take any opportunity to delete it as of paramount importance. In the right hands, there are some ships on your team that do not stand a chance -- full stop. Slow "brick" Battleships are meat on the table. Light Cruisers without long-range detection consumables like Radar or Aircraft are horribly vulnerable. A Gremmy player that knows how to ride the knife edge of detection, that keeps map awareness up and juggles shell management like a boss will give any team a very, very bad day. Pray you can detonate the fiend. Mouse's Summary: What weaknesses? Seriously... Good guns, good torps, good stealth, good concealment, good agility... Need I go on? Let's hope that any changes to stealth firing in the future also affect the Gremyashchy, or she's only going to get worse. In her current state, she belongs at tier 7. Studying the Gremyashchy is fascinating. In writing this review, I spent a lot of time looking up her original stats from back in Closed Beta. This is no easy feat. Wargaming no longer appears to host the Patch Notes from those times on the North American or European Servers and a lot of changes were undocumented. It was only through reviews and replays that I could get a clear image of what she was compared to what she is now. A lot of the information was piecemeal. It was difficult enough to find what I wanted for the Gremyashchy and down right impossible to also find Minekaze and Nicholas data from the same patch. Changes were rampant back between patches 3.1 to 3.1.3 with a see-saw of gunnery statistics as the primacy of AP was diminished and HE became dominant. It has to be said that the Gremyashchy came out of Closed Beta in a very healthy state. This isn't something all Premiums can boast (I'm looking at you, Atlanta). But it wasn't just the changes to Closed Beta that put the Gremyashchy on top. It's been the continued refinement (some might describe it as an erosion) of the balance at tier 5. The 3.5km surface detection penalty while firing on German Destroyers looks downright punitive in the current meta. It makes the 2.0km surface detection penalty on the Soviet Destroyers look downright manageable. The Minekaze is a hollow shell of her former self. And if rumours are to be believed, the Kamikaze-class will no longer be made available for purchase in the future. It's clear the environment at tier 5 is becoming all the more forgiving for the Gremmy as serious competition is being shackled by more moderated stats. I seriously considered measuring the Gremmy not against the tier 5s but against the tier 7 destroyers. It was shocking to see just how close she came to the likes of the Leningrad. While she's lacking on DPM, as she is presently, I do think she could slot in at tier 7 provided stealth gunnery does not change in the future -- yes, I think she's that powerful. It would be a tough sell which is why I wussed out and decided to instead focus on her Closed Beta statistics. Cross drop? No problem. The Gremmy's agility makes dodging fish look easy. Would I Recommend? Like the Imperator Nikolai I, there's only two ways presently to acquire the Gremyashchy. The first is to find her in a Super Container earned through the daily experience grind. The more Premium ships you own, the more likely you are to finally get one, so that's pretty cool. I can only imagine how awesome it would feel to get her this way ... and how frustrating it must be if you've pinned your hopes on this. The other option is with the Christmas 2016 sale where players could buy different sized loot containers. I wish there was some actual data on the odds of earning a rare ship through this promotion. There are a lot of anecdotal experiences that can be found on Reddit or the official forums. It seems that similar to Super Containers above, the more Premium Ships a player owns, the more likely they are to acquire a Gremyashchy. But this is by no means certain. Anyone hoping to beat the odds should be careful with their coin. Getting the Gremyashchy, while it seems to be possible, may not be likely. For Random Battle Grinding The Gremyashchy is a PUB stomping monster. She's a perfect choice for someone looking to help train their Soviet Captains, to earn a few extra credits or simply to farm awards like Kraken Unleashed. I cannot recommend her enough for this. For Competitive Gaming If you have the option of using the Gremyashchy in some form of competitive arena, then she's an excellent choice. For Collectors Meh? For many of us in the West, the Gremyashchy has more value as a rare-ship in this game than for her historical achievements. She is one of the few Soviet Warships that saw surface action in WWII, engaging German Destroyers. For Fun Factor She's one of my most played ships for a reason. I just wish I didn't feel so dirty afterwards... How to Equip your Gremyashchy There should be no real surprises here. Recommended Modules As a tier 5 ship, there's only three module slots to contend with. For your first slot, take Magazine Modification 1 to reduce buzz-killing, horrendous kablooies. You have a choice for your second slot between Aiming Systems Modifaction 1 and Main Battery Modification 2. Which you take largely depends on the Concealment rating of your Gremmy. If you specialize her through your Captain Skills for range and stealth, the former will be more valuable as you will not need to maneuver your ship as often. Without them, then the latter is the better choice. This will keep your guns on target longer and offsets any loss to your DPM as a result. Guess what? The third slot modules are still terrible. Take whichever one you like. Recommended Consumables As a destroyer, I strongly recommend taking a premium version of your Smoke Generator. This will add an extra charge, but more importantly, it will also reduce the reset timer to 80s from 120s. It's up to you if you want to use premium versions of the other two consumables. I personally use a premium Damage Control Party, but most games it's largely superfluous. Those few times it has come in handy, it's more to bail out my own stupidity than any necessity predicated by ship performance. Recommended Captain Skills The big choice with the Gremyashchy is whether to push for Concealment bonuses right away or to linger in the lower tiered skills for more quality of life improvements. Here's how it breaks down. At the first tier, Basic Fire Training is your best choice. This bumps up her rate of fire to 13.2rpm. There's no surprise that as a destroyer, you'll want Last Stand first and foremost. However, you'll also (desperately) want Expert Marksman. And lastly, Torpedo Armament Expertise is also highly coveted to reduce that reload timer, but consider this a tertiary skill. At tier 3, Superintendent is still the best choice, if only for the extra charge on your Smoke Generator. At tier 4, there are two skills worth considering. Advanced Fire Training may seem like the obvious choice. This will increase your range up to 14.3km and boost your stealth firing window from 1.2km (with camouflage) to 3.6km. However, with discipline, you can just as easily manage without it and take Demolition Expert instead to increase your fire chance to 12% per shell. If you didn't double up on tier 4 skills, then Concealment Expert is the best choice at tier 5. Without Advanced Fire Training, this increases your stealth firing window with torpedoes AND guns to 1.9km. With Advanced Fire Training, your gun window opens up to 4.3km which is stupidly overpowered. For more articles in this series, please visit: LittleWhiteMouse's Mega Ship Review Guide
  4. Toxic_Potato

    Kremlin - Post Release Info

    -The NA release name is Kremlin - Credit making appears to be on the low side. - NO RADAR - The WIP Ship had a Radar that would pick up BB and CV. Last for 1 min. Range 15 KM. No Radar!!! - Turning Circle - Not as bad as I expected. - Flamu and other CC's will have to do new video's - Ship appears to me to have had Buffs after removal of Radar. Significantly different from Flamu's video. - Scary in the right hands... My First Game - Highest damage ever for me in any BB. I am an average or below average BB player - 196K - Only flew Economic flags. - Did not encounter Yamato or 18 inch Conquerer. - Do not show broadsides to this ship. Many of you have to change the way you begin the game. Not angled at the start is not going to work. - Only 3 sunk. - Sunk by getting multiple hits broadside at close range by angry losing team waving pitchforks and complaining about "Russian Bias"'
  5. Tier III – Knyaz Suvorov Named after Prince/Count Generalissimo Alexander Suvorov, the most renowned Russian prominent military leader throughout the Russian military history. As the last generalissimo of the Imperial Russian military, he was the man who have achieved numerous victories in over 60 battles & many of Soviet & Russian military doctrines were shaped by his legacy combat & logistics doctrines & even the importance of military personnel's morale. Possibly a fitting given namesake for captains & admirals to start getting familiar with Russian/Soviet BBs, honing combat skills as well as tactics & strategies management, and most of all, mustering the leadership to lead the division & fleet to be their examples to follow, not just by force alone.  Tier IV – Gangut Named after Battle of Gangut, which was representing the first important & decisive naval victory in the Russian Navy history. It was them against the Swedish Navy at the Hanko Peninsula of the Southern Finland. It was celebrated by the Imperial Russian Navy since then & tend to have a tradition to named at least one capital ship after that particular naval battle. Tier V – Pyotr Veliky Named after Peter The Great. The once successful Tsar who then became the founder of the Russian Empire, effectively crowned the first Emperor/Imperator of the newly-founded Russian Empire & the head ruler of House Romanov that has long reigned the empire until 1917. He was famous for Westernized most of the Russian cultures, traditions & government institutions reform, as well as laid a framework to modernized & shaped the Russian Navy as one of the most formidable European naval powers to be reckoned with. He has been quite well-known in the Russian VMF as well as at St. Petersburg for being one of Russia's iconic naval cities, Russia cultural center & the former capital city of Russia.  Tier VI – Izmail Named after Siege of Izmail. It was a military campaign led by none other than Generalissimo Prince Alexander Suvorov to besieged Izmail during the Russo-Turkish War 1787 - 1792 & dealt a killing blow to the Ottoman Empire at Kinburn, Ochakov & Foscani with the Black Sea fleet led by a certain Spanish admiral - Jose de Ribas. In that war, came with the slogan "Grom pobedy, razdavaysya!" (Let the thunder bring the sound of victory) to be commemorated as a Day of Military Honor. Tier VII – Sinop Named after the Battle of Sinop, of which was Russia's most earthshaking naval campaign against the Turkish forces of the Ottoman Empire at Sinope during the Crimean War, where the Imperial Russian Navy utilized high-explosive shells of Piaxhans guns for the first time in history, effectively evolved the naval warfare doctrines since then. Prior to Sinop the standard naval armament were smoothbores that fired cannonballs, shot, shrapnel or other projectiles. Piaxhans guns were slowly being integrated into navies but only the French, Russian and American navies had made a comprehensive effort. These batteries represented a clear evolution in naval technology that broke through the final ceiling of the Age of Sails. Tier VIII – Vladivostok Named after one of the Russian VMF's historic & strategically-important port cities - Vladivostok. Its naval fortress complex has hardly been attacked & remained unscathed throughout from WWI to WWII & beyond despite being heavily fortified & was already prepared to fend off a large wave of invading naval forces, particularly against the Imperial Japanese Navy. Tier IX – Sovetsky Soyuz Literally the Soviet Union itself. The lead ship was named as such & the rest of the ambitious number of 15 ships were all to be laid down to be named after all fifteen Soviet republics, with each ship representing a Soviet republic of the USSR - Russia, Ukraine, Belarus, Kazakhstan, Uzbekistan, Kyrgyzstan, Georgia, Armenia, Azerbaijan, Estonia, Latvia, Lithuania, Moldova, Turkmenistan & Tajikistan. Those were all once under the Russian Empire - except Finland, which broke away & declared independence from the Russian Empire since 1917 when the Bolshevik Revolution broke out. Tier X – Kreml Whilst the namesake given, Kreml, tends to associate with the Moscow Kremlin - the central administrative government complex of the USSR & modern Russia by many. If anyone understand Russian language, Kreml is, in fact, a fortress complex. Unironically, this Soviet Leviathan represents as a cruising/floating fortress with not only being the tankiest, most resilient BB of all with the highest HP, armor & torpedo protection parameter to tank torps better than anyone; but also stands out for having the most powerful naval armaments comparable to Yamato & has 2nd most powerful AA capability comparable to Montana. 
  6. Bfoster19955

    Skills for Chapayev and Dmitri Donskoi

    So i finally obtain the Moskva a few days ago(took me some time to get use to the new ship but manage to get a few matches breaking 100k dmg) so now i'm planning to have designated captains for Chapayev and D.Donskoi because i enjoy taking them to sea. However i am unsure what skills would be relevant for both ships. The image is the skills i have so far for my designated Donskoi captain. Not sure if other skills should be chosen in place of the ones that i have so far. And with the change to the AA, not sure if its possible to add a AA skill to the captain to help with air defence. For my upgrades i have MAM1, Survallence Radar Mod 1, Aiming Systems Mod 1, Steering Gears, Concealment and Gunfire Control Mod 1. Also plan to use the same captain skills for Chapayev captain. Needs some assistance. Would be greatly appreciated.
  7. As a someone who primarily plays BBs, I've always kept an eye on the development and eventual introduction of new BB lines to the game. As of right now, off the top of my head, there seem to be actual ships available to fill several yet to be introduced lines, including: a British 2nd BB or battlecruiser line, a German battlecruiser line that might have no actual ships to fill in at above tier 8, a Japanese 2nd BB line featuring ships cancelled by the treaties and/or those that couldn't be built (like the replacement for the Kongos), an Italian BB line, and maybe just maybe a Russian/Soviet BB line. Out of all of those lines, I find the Russian/Soviet line to be the most elusive and potentially tricky to implement obviously due to historical facts and circumstances. But considering WG's background, I doubt a Russian/Soviet BB line is something they would be willing to give up on easily. (Unless they wanna go down the free xp or pay to win route ) As player, I think having such tech tree line might add good and welcomed content to the game, as BBs are relatively rare in comparison to smaller ships in history. It seems that some of the previous discussions on the forums and online on this topic point to a tree that roughly works out like this: Tier 3 - some variant of a prototype dreadnought or semi-dreadnought (as the Nikolai and ships similar to it might be too strong for tier 3, while Andrei Pervozvanny class pre-dreadnoughts might be too weak?) Tier 4 & 5 - variants or versions of the Gangut and/or Imperatritsa Mariya classes of dreadnoughts in different stages of modernization both historical or speculative Tier 6 - Borodino class battlecruisers: 4x3 356mm main battery and capable of 26.5 knots before modernization Tier 7 - Kronshtadt class battlecruiser, or a version of it: a configuration of the ship that uses 3x2 380mm German guns was mentioned? (it kind of becomes a Russian Gneisenau in game?) Tier 8 - Stalingrad class battlecruiser, or a version of it: it seems that the plan is to make them stand out as fast and having higher DPM than typical BBs in exchange for their marginal armor and smaller gun caliber? Tier 9 - Sovetsky Soyuz class battleship: it'll be the highest HP (60K ston displacement) and tankiest BB at tier 9, although probably also the slowest (28 knots) and a big target for HE spam? Tier 10 - Project 24 battleship (super Sovetsky Soyuz): this could get tricky in regards to the game's meta depending on how the ship's implemented. I've read that the ship is to be the tier 9 ship upgunned with 9x457mm guns, others mention 430mm guns, while others spoke of a design influenced by the Italians? As far as premium ships are concerned: The Novorossiysk (ex Italian battleship Giulio Cesare rearmed with Soviet 305mm guns and AA guns) should be a suitable tier 5 and fairly similar to Italian version of it (maybe with less gun alpha but higher dpm and better aa?) Meanwhile the Arkhangelsk (ex HMS Royal Sovereign) could make a decent tier 6 premium BB as a slower but better armored QE class BB? At tier 8, the Italian (Ansaldo) designed U.P. 41 battleship could also make a decent premium ship. It should be a Littorio class style BB uparmed with 3x3 406mm guns and an inferior torpedo defense system? To me, this rough idea on the line seem to work and I would love to eventually grind this line should it ever become available. But then as you all know, recently the Kronshtadt and Stalingrad have both been introduced into the game as high tier cruisers with some BB traits. That fact alone might signal the scuttling of a full tech tree BB line for the Soviets/Russians in the future. So how do you feel about this? What you think should be WG's proper plan moving forward regarding this? Can a proper Russian/Soviet BB line still work without the Kronshtadt and the Stalingrad? What have you heard about this recently? I'd love to hear from you all but would regret to miss out on this line in game...
  8. Durante un largo tiempo me he dedicado a recolectar información sobre ciertos buques construidos durante, entre, y después de las guerras mundiales y que podrían destacar como candidatos al juego que actualmente nos presenta WG. Traté de meterme en la cabeza de los desarrolladores deduciendo las ecuaciones a partir de las cuales se determina los puntos de vida de cada buque basándose en el deslazamiento de este, aunque como se darán cuenta algunos no concuerdan con los presentados en el juego. Algunas ramas también presentan problemas relacionados con la ubicación de sus buques en el tier adecuado, como es el caso de los destructores franceses e italianos, otros como los cruceros japoneses presentan problemas por la información poco clara respecto a sus desplazamientos en tonelaje, y para el caso de algunos portaaviones, sus valores de HP están calculados basándose en su desplazamiento estándar y no su desplazamiento a plena carga, como en el caso de Kaga. Algunos buques no están situados en el mismo tier en el archivo que en el juego, eso se debe a una diferencia de opiniones personal contra WG. También hay buques que no están dentro de las ramas pero se indican en las tablas o debajo de las ramas mismas, esto se debe a que su ubicación es difícil de decidir. Las ramas están ordenadas por colores y estas incluyen; portaaviones, conversiones a portaaviones, acorazados, cruceros de batalla, grandes cruceros, cruceros, cruceros antiaéreos y destructores. Los asteriscos representan navíos que fueron inventados por el equipo de desarrollo de WG. Las fechas indicadas entre paréntesis indican que el buque es un diseño que nunca se construyó o terminó su construcción y el año indica su fecha de diseño. No se incluyen barcos que pertenezcan a clases ya mencionadas en naciones mas grandes, un ejemplo claro sería el crucero argentino General Belgrano que ya está representado por la clase Brooklyn. Los cuadros de distinto color dentro de las tablas de HP representan tonelajes modificados por WG o por mí haciendo referencia a un incremento del tonelaje original debido a una modernización ficticia del buque. Los nombres de los buques dentro de las tablas de HP que están centrados no obedecen la ecuación principal para la clase, como es el caso de los grandes cruceros que no siguen la ecuación general de los cruceros y por eso tienen una ecuación propia. Lo mismo ocurre con algunas de las naves convertidas a portaaviones, que por su excesivo desplazamiento, tienen una ecuación diferente a la del resto de los portaaviones. Espero sus comentarios y sus críticas. Compartan si lo consideran oportuno o interesante. https://drive.google.com/open?id=1wckrRPErjwJ46erYOaJ1Cx3ycs8AClPx
  9. Just came across a distant picture of this guy... Thought it was all in my imagination as I couldn't find him in any Internet searches for months. In the 1970s and 1980s, there was this well dressed, well mannered, Russian Spokesman who often appeared in the national news to give the Soviet side to a story. In the picture -- 2nd from the left... Thick rim glasses... Looks like a chess player. By chance I was scanning through an historical file and viola.... THERE HE IS. Got any ideas?? He seems to have vanished off the Earth without a trace.
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