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Found 8 results

  1. 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...
  2. As the subject says, is it fun to play with that boat? Usually I do not usually do these topics. But, now I will tell you about my experience and maybe some people agree with me and some do not. let's start The boat has an excellent maneuverability, its turrets rotate very well, can hold very well the impacts of light and some heavy cruisers. aesthetically the ship is beautiful. Very fast recharge time 18.5 s 16 s with the improvements But! Let's talk about the most important thing. It has a pessimism secondary weapons, bad AA, a shield that in theory should withstand large impacts oh at least 330 mm front and 275mm back. in theory it works against lighter cruisers, but against 406 it is excellent for you to make a penetration and make citadel very easily, Even the 380mm of the bismark, at least some cruisers do them on penetration. in this case the armor works against this ship, of course I do not say it's wrong. Something bad must always have the boat. And as we know it is a hunter of cruseros, but if I tell you that your dispersion is bad but very bad that you can even fail to 8km? And not just once, many times in different games. They will apologize but I do not fail 8km with a republic. which has a 322m dispersion compared to the Kronshtadt ... 252mm. If you have bad AA bad secondary weapons, at least I ask WG to leave a good dispersion, the same story is repeated with the rome, to roma personally tell him not to buy it It has everything wrong even their guns dispersion malisima the NC to otherwise it is an excellent boat with one, I will not enjoy playing with it, personally, I have it with 19 points I have spent doubloons investigating what would be my best way of playing with the two boats, and I say NO FUN. of course I do not say that they are bad boats, but you will use more a boat if you have fun with it. I only ask that Kront's dispersion ... has improved the rest, it does not matter if he has good cannons, I do not want the same story to be repeated with Rome. For the time being I will tell you to get off the boat if you want, but 750,000 Exp ... It's not worth it. You will not enjoy playing with the boat, it is better to play with tirpitz than your disperception in theory is bad but really you will hurt the other boat. Shot that you make there, you will hit .. If you want to do a lot of damage, you will have to go through bad times and try harder than you should do with Zao or Des Moinds. Here I leave some where I put more effort than normal.
  3. Avenge_December_7

    Advice For Kronshtadt Captain?

    Since I managed to net Kronshtadt before it went away, I'm wondering if I should use one of the specialized Soviet captains for her. Currently, I have Alexander Ovechkin (improved survivability expert and expert marksman) and Viktor Znamensky (improved preventative maintenance, high alert, and expert marksman). I doubt I should use Ovechkin, so that only leaves Znamensky. What is the recommended Kronshtadt build, and how does it change if you use Znamensky?
  4. Hi I started to play WoW this year and I don't have enough free XP to buy the kron and I thought on asking people with more time on the game if it is likely to be a 35 free XP/doubloons conversion on Christmas or before the kron is taken out of the game.
  5. ValkyrWarframe

    Valkyr's Ship Guides: Kronshtadt

    After another 200 or so battles in the Stronkshtadt Kronshtadt, I figured I might as well write a guide on her. Anyway, down to the guide. Listen to this while you're reading. Guide written as of: 0.7.7-0.7.8 Project 69 Heavy Cruiser Stronkshtadt Kronshtadt The Stalinium Cruiser Battleship Yes, you read that right, Kronshtadt is considered a heavy cruiser by Soviet standards. This might seem outrageous, but Soviet designs are very big for their armament. Time for a history lesson from a Russian perspective! Quick Summary Anyway, down to comparisons. Most Relatable Ships: Stalingrad Alaska Scharnhorst Resemblance: Clone / Sister-Ship / Related Class / Similar Role / Unique In terms of being unique, Kronshtadt is pretty high up. She’s only barely related to Stalingrad and otherwise just has a similar role to Stalingrad, Alaska and Scharnhorst as fast-firing cruiser killers. Think of playing Kronshtadt as a less aggressive Scharnhorst, more like a British battleship. You stay at range, shooting at people when the opportunities arise. Speaking of how to play, we should break down the skill requirements. For those of you who don’t know what these are, “skill floor” is the experience needed to play the ship. “Skill ceiling” is the max amount of effect you can have on a match. Skill Floor: Low / Low-Medium / Medium / Medium-High / High / Extreme Skill Ceiling: Low / Low-Medium / Medium / Medium-High / High / Extreme This ship is pretty easy to play. It doesn’t require much attention to detail, but taking advantage of opportunities in this ship can be extremely beneficial. With the amount of vision control one has with a spotter plane AND radar mounted simultaneously, you can bully cruisers around with your big guns, scare battleships off, and chase destroyers with radar. The only thing you can’t do anything against is carriers, trusting your comrades’ AA fire is how you’re gonna have to live. Equipping defensive fire is pretty meaningless, cause your AA mounts get knocked out fast, and your AA is still poor anyway. Strengths: Large HP pool beating Tier VIII battleships. Only cruiser that has more is comrade Stalingrad. Turrets are very well protected against cruisers 230mm belt and very low citadel makes her basically immune to cruiser AP citadels. 305mm guns have massive amount of penetration, equivalent to 406mm guns in some regards. Rate of fire is pretty good for such powerful guns. Turret arcs are insanely good, you can fire all your turrets while safely angled. Very high speed for a ship of such large size, extremely good engine response due to a very large engine output of 231,000 shp, only beaten by Hakuryu (240,000), and Stalingrad (280,000). Long range radar at 11.7 km, can drive away destroyers and British cruisers just with the fear factor, and is great for pushing caps. Very good turning radius and response for such a large ship. Concealment, when fully built, is 700 meters from your radar range, making it very possible to detect destroyers that wander into your spotting range. An easy tactic is to get spotted, wait a few seconds, then radar, and kite away. Has unrivaled vision control with the ability to mount Spotter Plane and Radar at the SAME time. Weaknesses Massive citadel rivaling the Soviet Union in length, has extended citadel hitboxes on the ends that can be overmatched. The entire ship outside of the 230mm main belt and turrets has no armor, making her susceptible to HE spam and AP overmatch. Do not bow-tank with her. Fires last 45 seconds instead of 30 seconds. Gun turrets eat a lot of penetrations from battleships, causing incapacitations. AP bounces if your target is angled even slightly. AP flies a bit too fast at times, it will overpenetrate most cruisers below 10 km if you aren’t going for underwater penetrations. You outturn your turrets with Main Battery Mod 3, even with Expert Marksman to help mitigate it. Dispersion ellipse is about as big as the Soviet Union, even with 2.05 sigma, the ship will sometimes completely miss battleships. The AA is about as effective as Stalin’s Five Year Plan on the Soviet Economy You will get citadeled by AP bombs and you will go to Gulag. Rudder shift time is sluggish, very slow compared to most cruisers. Radar lasts a measly 20 seconds, enough for you to, at most, get off 2 salvos at your target (this can be fixed to an extent with equipping Surveillance Radar Modification 1, making you guarantee 2 salvos usually). With how much AA is at T8-10, spotter planes will get destroyed pretty fast if you are using them too close. Long and Comprehensive Review Kitting Out Your Battlecruiser Long story short, I can tell you what to do, or you can ultimately decide what you want yourself based on what I’ve told you. I hope at this point you’ve come to realize several things. The ship’s AA is horrible, don’t even bother trying to improve it, sooner or later CVs would be a dead race. Getting close and then start kiting is how the ship should be played, building for concealment and survivability is a good thing, given that the ship has good survivability in the first place. The accuracy is bad, accuracy gets better when you are closer. I will recommend you the following upgrades (choices). Slot 1: Spotter Plane Modification 1, for extended spotter plane duration and extra spotting. If you cannot obtain it, take Main Armaments Modification 1 to make your turrets more survivable. Slot 2: Surveillance Radar Modification 1, for extending the 20 second radar duration. If you cannot obtain it, take Damage Control System Modification 1, to help reduce the chance of fire and floods. Slot 3: Aiming Systems Modification 1. It reduces the dispersion to help mitigate the bad accuracy, if only slightly. Slot 4: Either Damage Control System Modification 2 or Steering Gears Modification 2. The former will reduce your fire and flood duration, ultimately making the ship able to take more hits, while the latter allows you to evade a bit more comfortably. Slot 5: Concealment System Modification 1, no brainer here, concealment is king, especially when you want to get close to your radar range. Slot 6: Main Battery Modification 3, to help compensate for the long reload by putting more shots off per minute. Your traverse will take a hit, but it’s worth the reload reduction. And for the commander skills. First Skill (1 point): take Priority Target, as it will help you see who is shooting you at all times. Second Skill (3 points): take Adrenaline Rush, faster reload is always good. Third Skill (6 points): take Superintendent, for extra charges of spotter plane, radar, and heals. Fourth Skill (10 points): take Concealment Expert, as concealment is the key to playing this ship like a vision control machine. From there, you can choose a variety of skills. Expert Marksman is recommended because of the turrets sluggish traverse. Jack of All Trades is a good one too, for reduced consumable cooldown. Basics of Survivability is another good one, further reducing flood/fire durations. Fire Prevention can be taken too. All in all, this ship is very good for training a Soviet cruiser captain, at least for the core skills. From the 5th skill onwards you can specialize it to cruiser or battleship, but all you really need are the four skills specifically mentioned in bullets. Worth the Price? This is the biggest question people often ask about Free XP Premiums, are they worth it? If you want to start training a Soviet battleship captain, this ship is a very good basis. In terms of starting a Soviet cruiser captain, she’s quite good too. How are her economic gains? I personally would put her in between Missouri and Musashi. She’s a lot better at influencing a match than battleships are, so you’ll probably be earning more anyway. The biggest thing that I see with this ship in question is the fun factor. Is she fun to play? Well, if making lots of money and pretending to be a battleship as a cruiser is fun, I think you’ll thoroughly enjoy Kronshtadt. Kronshtadt dominates a cruiser-heavy meta, but suffers from a destroyer meta or when there’s a carrier in the match. I’d advise getting her now and enjoy her before the British Destroyer storm comes in. And that concludes my guide! I want to thank you for spending the time to read it, even if only part of it, or even if you didn’t, just clicking on the link. I want to especially thank everyone who helped me writing this guide, notably @Phoenix_jz for Alaska's info and @LittleWhiteMousefor teaching me how to calculate turn rate. Thank you all and have a great day! EDIT: Minor fixes and formatting errors, also added some pictures.
  6. For those of you struggling with the Kron, I have this replay and two more on my channel showing different situations you may find yourself in when playing this ship. I show how to make the most of the ships strengths while negating your weaknesses. For reference at the time of posting I am in the top 10 players who have played this ship out of the almost 300 that currently own it with 42 games played.
  7. It has been a little while due to production issues but I am back revamping my In-Depth Analysis videos into Replay Breakdowns. What better ship to rebrand the series than the one that started it all: the Kronshtadt. In this episode I go over asserting your dominance to control the game.
  8. Finally ground up enough of that precious free XP to unlock the Kronshtadt. First few games were tough, I tend to rush islands early so I can abuse radar coverage of caps. Add in the supreme range of Russian radar I found myself in islands and positions that the Kronshtadt did not enjoy, and the ship told me this quite well by refusing to maneuver and hitting an island or two. But once I listened to the ship and started doing what the ship excelled at.. Well this thing is an absolute monster. And once you add in that massive health pool? Well you can pretty much shrug everything off... For a little while at least
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