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Found 4 results

  1. 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"'
  2. DocWalker

    RU BB Captain Skills

    I just unlocked my first and only RU BB, Sinop, and was thinking of putting one of the Znamesky brothers on it (extra benefit to PM, HA & EM). Mejash has said HA doesn't provide much benefit due to the fast cool down on Damage Control Party. His recommended build (pic 1) is explained here: https://www.youtube.com/watch?v=jddNmJWHeLo Flamu on the other hand doesn't think EM is necessary on this BB and always prefers PT first (or in lieu of PM). His build (pic 2) is explained here: https://www.youtube.com/watch?v=uLsf8XXqhv4 Otherwise, the rest of the major skills are the same. I also like PT on almost all my ships for the info it provides (how many targeting and potential torp indication) ... but the main battery is the bread and butter of any BB and the RU ones fight up close from what I gather. Once again, I find myself wishing for 20 point commanders. What has been your experience? Do the main guns take that much damage if you're not running PM? Any other recommendation(s)? Thanks in advance for you input. btw, Znamesky is 10pt and I do have another 10pt Captain w/o special skills. I'm not planning on moving this captain up to another ship at this time. edit: p.s. going to take her out now without a skilled captain and see what info I can gather.
  3. So it seems that in accordance with WG tradition, the new Russian BBs have their own gimmick. This time, their gimmick of choice is that the new ships only have a limited number of uses on their Damage Control consumable. While it is certainly a unique concept, I don't think it's a good idea because it means that you can only set up the Russian BBs in very specific ways, and because it will promote playstyles that are going to make the overall gameplay experience worse. Here's what I mean: Most people know and accept that if you have one fire on your BB, you let it run out on its own. Instead, you use your Damage Control if you have two fires or more or if you take a torpedo hit that causes flooding. The problem with the Russian BBs is that since you only have a finite amount of Damage Control consumables, you can't afford to use them on fires or floods, even if you have multiples of them. As such, you're forced to build your ship and your captain around essentially being a damage sponge to try to minimize fire and flood damage, preventing you from trying out a creative build that could potentially make your main guns or your AA more effective. Worse still, because of the fact that you can run out of Damage Control consumables and because other people know that, Russian BB players will become even more likely to camp at the back of the map the whole game than your average Conqueror player since every single CV, DD, and HE-spamming cruiser will be eager to focus them down and farm lots of Arsonist, Liquidator, and Witherer medals off of them. Cowardly players are already enough of a problem as is, and one of the last things this game needs is for that problem to be magnified. In conclusion, I believe that if WG wants to give the Russian BB line a gimmick, it shouldn't be a limited number of uses on their Damage Control because it will prevent creative builds from being tested and promote passive playstyles that will hinder the team and the experience as a whole.
  4. 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