Jump to content

Search the Community

Showing results for tags 'russian'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - News and Information
    • News And Announcements
    • Updates and PTS
    • Developer's Corner
    • Community Volunteer Programs
  • Feedback and Support
    • Game Support and Bug Reporting
    • Player Feature and Gameplay Suggestions
    • Game Guides and Tutorials
  • General WoWs Discussion
    • General Game Discussion
    • Discussions about Warships
    • Player Modifications
  • Off Topic
    • Historical Discussions and Studies
    • Off-Topic
  • International Forums
    • Foro en Español
    • Fórum Brasileiro

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Twitter


Website URL


Instagram


YouTube


Twitch


Skype


Location


Interests

Found 30 results

  1. Throughout the course of maritime warfare history since the advent of steam-powered engines in marine engineering, the cruiser-class warship has retroactively proven itself to be a versatile naval war machine on numerous naval combats, capable of performing a wide spectrum of combat roles & tasks depending on the nature of a cruiser's design philosophy, of which neither a battleship nor a destroyer were capable of at those times before the early years of Cold War. Cruisers can be designed & built in various shapes & forms, such as armored cruiser, torpedo cruiser, battlecruiser, scout cruiser, light or heavy cruiser, cruiser killer & even aircraft cruiser. Both of those aforementioned varieties of cruiser-class warships were purpose-built on the framework of their respective design philosophies to determine their technical performances on both tactical & strategic values as an assets in naval warfare. One of the most peculiar cruiser-class warships even existed in concept & design before WWII, was the USSR's Large Cruiser Project "X". Whilst its design was initially intended to be a "cruiser killer" type of heavy cruiser, it was also given a few more combat roles to ensure the Project "X" large cruiser, at least theoretically, is capable of coordinating a small fleet or a flotilla, as well as able to operate independently from fleet command for at least within a few days or within a week period at most. Hence, Project "X" was dubbed, for the lack of better term, the "Superman of Soviet Lands". Soviet Large Cruiser Project "X" - Multipurpose Reconnaissance Heavy Cruiser Concept By 1935, as Dr. Anatoly I. Maslov unveiled Pr. 26 - Kirov to be the first contemporary "light cruiser" for the Soviet Navy in the intensive efforts to rebuild the maritime force of the Soviet Armed Force under the Big Fleet Program at the behest of Joseph Stalin, his colleague V. P. Rimsky-Korsakov conceived the Project "X" large cruiser as the first attempt to materialize the first "heavy cruiser" for the Soviet Navy. Rimsky-Korsakov's concept for his "large cruiser" was not only to be capable of destroying enemy cruisers being as large as the German Deutschland-class cruiser with its main guns being larger than 203mm in caliber, but also to be self-sufficient enough to conduct an autonomous operation outside of the fleet command's chain of command within a certain period of time while coordinating its task/strike force in the form of a small fleet division or a sizable flotilla consist of a few light cruisers, destroyer leaders such as Kiev-class & Tashkent-class, along with a handful of destroyers, submarines, support ships & other smaller sea combatants. Be it carrying out anti-submarine warfare, commerce raiding, intercept enemy raiders or operating a small-medium scale skirmishes, Project "X" was intended to fulfill those aforementioned roles in an unconventional means. Project "X" was designed on the standard displacement of at least 15,518 tonnes & about 17,350 tonnes on full load displacement. In terms of ship hull dimension, it would be 233.6 m in length, 22.3 m in width & 6.6 m in waterline draft. Armed with 4 x 3 - 240 mm/60 main guns; supplemented with 6 x 2 - 130 mm/50 B-2LM twin gun deck turrets, 2 x 3 - 533 mm triple torpedo tubes, 6 x 1 - 45 mm/46 21-K AA cannons & 4 x 1 - 12.7x108 mm DShK heavy machine guns. 240 mm/60 naval gun specs:- • projectile weight: 235 kg • muzzle velocity: 940 m / s • charge mass: 100 kg • ammunition per gun: 110 rds. • rate of fire at an elevation angle of 10 degrees: 5 rds / min • traverse angle: –5 degrees to +60 degrees As for propulsion, Project "X" was designed in the 3-shaft propellers configuration; powered by a total six steam turbine engines & six boilers to generate a total power output of 210,000 shp to produce a top speed of not more than 38.0 knots, in theoretical calculations. Each propeller shaft was to be powered by two steam turbine engines & two boilers to generate a local power output up to 70,000 shp. Such kind of propulsion system would then be applied on destroyer Pr. 45 - Opytny. Armor scheme: Belt - 115 mm Deck - 75 mm Barbette - 115 mm Conning tower - 100 - 150 mm Main turret - 75 - 115 mm B-2LM turret - 50 mm Bulkhead - 115 mm Project "X" was designed on an unusually large hull profile possibly based on Kirov-class in design, with an elongated aft & stern sections to include a large aircraft hangar to accommodate an unusual number of seaplanes of choice (i.e. KOR-1/Be-2 or KOR-2/Be-4) up to at least 9 seaplanes. As such, Project "X" would have effectively function as an aircraft cruiser. Interestingly, the design philosophy behind Project "X" was likely to be based on the Imperial Japanese Navy's Mogami-class & Tone-class heavy cruisers, which were then modified into an aircraft cruiser capable of accommodating between 6 - 11 seaplanes, with the former historically capable to carry up to 11 seaplanes at the very least. It was probably no accident that Rimsky-Korsakov came up with the idea of multipurpose large cruiser, based on the intel gathered from an espionage on the IJN's activities. Moreover, there also was the light cruiser Ooyodo which also initially built to function as an aircraft cruiser, but ultimately functioned more as a command cruiser. IJN Light Cruiser Ooyodo Ultimately, they would mean the Project "X" large cruiser would have been the combination of a firepower of German's Deutschland & Japanese's Tone, plus the multipurpose functionality of the Japanese's Ooyodo. In addition, Project "X" was to get at least two submersible torpedo boats/midget subs designed by TsKBS-1 design bureau, known as the "Flea" - «Блоха» . "Flea-400" submersible torpedo boat/midget sub - «Блохи-400»
  2. Ranked, Kraken, Devastating Strike, Dreadnought, First Blood, High Caliber. 2,812 Exp, 5 Kills, 1,179,076 Credits, 1,950,800 Potential Damage, 175,593 damage done, 113,492 Damage Recieved. https://replayswows.com/replay/127322#stats
  3. LittleWhiteMouse

    Premium Ship Review Okhotnik

    While steps have been taken to ensure accuracy, Okhotnik was a work in progress at the time of testing. Please be aware that all of the statistics and performance discussed here are subject to change before release. HMS TOG II* eat your heart out. Quick Summary: A Viking long-ship. A TOG II* in World of Warships form. A fish story. A destroyer that's happy to see you. A meme waiting to happen. Patch & Date Written: 0.6.1 - February 16th, 2017 Cost: Undisclosed at the time of publication. Closest in-Game Contemporary Izyaslav, Tier 4 Russian DestroyerDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Okhotnik feels like something that would be concocted if someone was trying to describe the Izyaslav in a fish story. She's an exaggeration of the tier 4 Russian destroyer in almost every dimension (particularly length) while still keeping close enough to the source material. She really should be a cruiser, but she's not. PROs Armed with seven (!) 130mm rifles, delivering a massive alpha strike potential per volley. All guns can rotate 360º, allowing for easier re-engagement of targets from one side to the other. Also armed with twelve (!) dorsally mounted (!!) torpedo tubes divided between four launchers. Fast reload time on her torpedoes of 47s per launcher. Her torpedoes provide some of the shortest reaction-time for her opponents with a mere 1.0km detection range. This gives targets about 6s to respond. Good concealment values for a ship of her length, with a 6.5km surface detection range while stock. She looks absolutely hilarious. CONs Short ranged main battery with a reach of 9.2km Horrible turret traverse of 5.5º per second. Receives the 2.0km Soviet-destroyer stealth-tax to her surface detection range when she fires her main battery for a total penalty of +5.9km. Her torpedoes are short ranged with restricted forward fire angles. Pathetic AA armament and a big target for enemy aircraft -- because she's long. Enormous turning circle of 730m and slow rotation speed of 6º per second. Because long ship is long. Heavy reliance on a significant number of Captain Skills to make the ship competitive and enjoyable. Okhotnik makes me think of what would happen if you asked a small group of six year old children to design a destroyer and they each tried to one-up each other. “My destroyer is going to have four guns and six torpedoes.”“Yes, but MY destroyer is going to have FIVE guns and EIGHT torpedoes!” By the time you get to the kid that designs Clemson, with her twelve torpedoes and six rifles, you know things are getting a bit out of hand. The Okhotnik is the next abomination to be conceived and you should probably stop the exercise there before someone reinvents the Kitakami.This thing looks ridiculous. As a weapon system, Okhotnik looks as subtle as stuffing a brick into a sweat sock and swinging it around your head. It's cumbersome, awkward and things get horribly stretched out. It's also absolutely devastating when it lands a blow. I normally reserve all accusatory judgments to the end of the article but I'll say this right from the start: Provided you've got a highly-experienced Captain at the helm with the right skills, you're going to love playing this thing. Okhotnik is hilarious looking and a riot to play. She can be an overpowered little monster in her current iteration and there's only a few checks in place to give her the illusion of balance.Lert's joining me to show you how she compares directly to her competitors while I go over the nitty-gritty to explain how she can be used and abused. The Lertbox Mmh? ... I'm up. I'm awake, promise. zzzz .... What? Oh. Right. Okhotnik. Okhotnik has a very distinct (and low) silhouette. This latter trait plays very much to her advantage, making her difficult to shoot. Options No surprises here. Okhotnik uses the same three-tone camouflage scheme found on Imperator Nikolai I and Aurora. 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. As with most ships, you'll want to splurge on premium versions of consumables on an “as you can afford” basis. I strongly recommend taking a premium version of Okhotnik's Smoke Generator and Damage Control Party. A premium Engine Boost consumable is also nice to have, but it's not necessary. For her module choices, it's the same picks you'll take for most destroyers. For your first slot, Magazine Modification 1 is your best choice. Your guns are fragile, though, so if being detonated doesn't bother you, then taking Main Armaments Modification 1 is a reasonable alternative. In your second slot, you have a choice. Aiming Systems Modification 1 is best. This reduces your maximum dispersion by 7m at 11km... which isn't a lot, but it is preferable to assist with your torpedo traverse. Alternatively, you can take Main Battery Modification 2 to increase your turret traverse but this comes at a minor loss to DPM. And for your third slot, take whatever because they're all terrible. Firepower Primary Battery: Seven 130mm rifles, two on the bow and five on the stern. None of these guns are superfiring. Torpedo Armament: Twelve tubes in 4x3 launchers Okhotnik naval rifles are the 130mm/55 B-7 and she gets a lot of them. This gun was first introduced to us last year with Krasny Krym, the modernized version of Svietlana. These are also found on Podvoisky, the new tier 5 Destroyer supplanting the Gnevny-class. They differ somewhat from the 130mm B-13s that are found on the higher tier Soviet destroyers. They have a slightly lower muzzle velocity and a worse penetrating shell. These do the same 2,500 AP and 1,900 HE damage with an 8% fire chance. Okhotnik is very short ranged for a tier 5 destroyer at 9.2km, which helps keep her power level in check.Okhotnik trades away DPM for alpha strike. A single broadside of all seven rifles lands for 4,389 HE damage when they penetrate an unsaturated target. This is one third of a tier 5 destroyer's health pool and amounts to a larger alpha strike per volley than the tier 7 Blyskawica. Landing hits like this made most of my opponents get all squirrely for some reason. They often elected to disengage rather than press any DPM advantage they had over me. Of course, missing with one volley is more tragic in Okhotnik than other destroyers and poor gunnery will punish you especially hard. Make those shots count or reap the consequences.Some of the negative traits of Okhotnik's guns will be very familiar to veterans of the Russian and Soviet Destroyer line. First of all, she has the same 2.0km “stealth tax” when firing her guns. Instead of receiving a nominal 3.9km surface detection penalty (gun calibre x 0.3km), Okhotnik gains 5.9km of surface detection range when shooting. This precludes her from ever being able to fire from stealth short of lobbing shells from smoke or behind an island. She also shares the horrible gun traverse rate of the Gnevny-class. It takes her almost 33s to traverse her guns 180º which is downright appalling. However, you might not notice it as much given Okhotnik's handling, but more on that later. The good news is that Okhotnik compensates for this by having a 360º rotation on all of her guns. Okhotnik has next to no deck clutter. What's more, her guns aren't mounted in partially or fully enclosed turrets. Heck, they don't even have gun shields. So while her guns may not be mounted in a superfiring configuration, it's surprising how many you can bring to bear. All seven rifles can be aimed at targets 30º off her bow to either side. More surprising is that gun #2 can fire through gun #1. Yeah. Weird. This gives you two rifles that can shoot directly forward but only one gun can shoot directly astern. As you'll often be tacking towards or away from your targets at an angle, you'll often only need to adjust your heading by a little to bring all of your guns to bear. TorpedoesOkhotnik's torpedoes are almost as hilarious as her gun mounts. She has four triple launchers, mounted dorsally. She can dump a broadside of 12 torpedoes at a target at once. This is a feat that isn't matched until the Shimakaze at tier 10. These “walls of skill” are an absolute nightmare for enemies to try to avoid and it's not uncommon to see players freeze in the face of the approaching doom. The only thing that keeps this balanced is the horrible performance of the torpedoes.Okhotnik's fish are unique currently. They have a 13,667 maximum damage listing which isn't bad for a tier 5 destroyer (especially not one that can spit out twelve of the little blighters). They're very quick too, traveling at 62 knots with a 1.0km surface detection range, giving opponents a mere 6.1s worth of reaction time when their death approaches. Worse, these things can be veritably spammed with their 47s reload per launcher. With their respectable damage output, Okhotnik can keep tubes in reserve, launching only what's needed and keeping others on hand for a follow up target. The only thing gives these things a modicum of balance (and only just) is their short range of 4.5km.Her torpedoes are one of the most unbalanced features about Okhotnik, and if she were any faster they would be horribly overpowered. With the ability to get the ship's surface detection range down to 5.7km with Concealment Expert, Okhotnik can sprint the last 1.2km she needs to dump her fish against a chosen target in as little as 13 seconds against a ship running a perpendicular course. This isn't a lot of time to react to the ambush. The only fly in the ointment here is that Okhotnik doesn't have very good forward torpedo arcs as her first three launchers are sandwiched in between the fore and after superstructure and funnels so it will require her to manoeuvre to swing out her weapons.Expect to see a lot of spectacular suicide torpedo runs and close-range island ambushes in this boat paying big dividends. Rivals: Gremyashchy Lert: Gremyashchy is faster and has more range. She has better torpedoes, turns better and can fire from stealth in open water. She'll be spotted before Okhotnik is though, and if you catch a Gremy with its pants down you can smash him in the face with superior alpha strike, giving you the edge in the DPM fight that follows. Be wary of Gremy's torpedoes, which have twice the range of yours. Always be wary of potential torps and maneuver accordingly, you don't have the agility to dodge torpedoes you didn't expect. If Gremyashchy comes within 4km, flood the ocean with metal fishes, though a smart Gremy driver will avoid this situation. Try to control the engagement, difficult as it seems versus a ship that is faster and turns better than you. Keep the pressure on him, and you might come out of this engagement still floating. It's very important to get that first strike in though, and your superior stealth helps in this regard. Even then, it's an uphill battle and a savvy Gremyashchy driver will use his speed and agility to try and dictate the fight. Okhotnik is good, but it doesn't challenge Gremy's crown of best Russian destroyer at tier 5. Wall of skill deployed. Manoeuvrability Top Speed: 34.5 knots Turning Radius: 730m Rudder Shift Time: 3.2s So here's where the bad news lies, and it's all in one trait, really. Okhotnik has a lower-than-average top speed and decent rudder shift. But where she really hurts is her turning radius, which is comparable to that of a Battleship. This is to be expected given her length. It takes Okhotnik just over 15 seconds to make a 90º turn and almost a minute to rotate 360º, slowing down to 28.9 knots with her rudder hard over. For comparison, a Farragut can make the same 90º turn in 11 seconds and the full rotation in 43. Okhotnik just doesn't answer her rudder quickly. This makes her rather vulnerable to enemy torpedoes as you can well imagine. Torpedo bombers are a particular weakness of Okhotnik's, as she has a rather large surface detection range for a destroyer while simultaneously having pathetic AA power (more on that later). The length of her hull only exacerbates the problem of avoiding these waterborne warheads. Still, even with this sluggish handling, she's still capable of out turning her even more sluggish turret traverse (6º ship turn, 5.5º turret traverse). Thankfully, her 360º turret rotation more than makes up for this. Okhotnik's lack of agility also makes dodging incoming fire a little more challenging. However, her low profile does maker her a difficult target to land reliable hits against, especially at range. Durability Hit Points: 12,700 Maximum Protection: 16mm Min Bow & Deck Armour: 10mm Okhotnik has a slightly-more-than-average hit points total for a tier 5 destroyer, but nothing to get too excited about. Her exposed main battery mounts have only 6mm of armour protection but they can absorb just as much damage as the weapons on other DDs. Still, expect HE splashes from large caliber guns to disable and destroy these vulnerable weapons regularly. With the length of her hull, it's important to keep incoming AP shell penetration mechanics in mind. Shots that strike her broadside are likely to over penetrate while those that travel the length of the ship are more likely to result in full penetration damage. Be careful on your approaches against Battleships. This makes the Captain Skill, Priority Target, worth it's weight in gold. Pay attention to what ships are shooting at you and with what ammunition types to best protect yourself. Rivals: Nicholas Lert: The American fighting lady has a hit point advantage, superior gun DPM, better range, better speed and is more agile. Her torpedo armament is arguably weaker than yours by volume and damage output, though not by range. This theoretical duel will depend greatly on who gets the initiative. Although she's faster, Nicholas has slightly worse detection than you, giving you a small advantage here. Make sure your first salvo hits, and hits hard. This will give you an advantage that you need to press. If Nicholas makes a mistake and comes close enough, perhaps to try and launch her torpedoes, make sure you close the gap and get your wall of skill in the water to crush her. Your volume of fish will mean no escape if the Nicholas makes the mistake of coming within 4km. Still, this is an uphill battle that depends greatly on who takes the initiative. Concealment & Camouflage Surface Detection Range: 6.5km Air Detection Range: 4.3km Minimum Surface Detection Range: 5.7km Concealment Penalty while Firing: +5.9km (vs 9.2km gun range) I dunno what they were thinking here.Okhotnik is an enormous destroyer, yet she has better concealment values than Gremyashchy, Gnevny, Podvoisky, Nicholas and T-22. Her enormity is in one dimension only, however, and that may explain why she gets such a generous surface detection range. Okhotnik sits very low in the water, with her raised forward bow section lower than that of the Kamikaze-class and her bridge being much lower still. Within her Matchmaking spread, from tiers 4 through 7, only the IJN Destroyers Isokaze, Minekaze, Kamikaze, Mutsuki and the tier 4 German V-170 have a better surface detection range. Short of being sniffed out by aircraft or tripping over one of these ships, Okhotnik is going to see her opponents before being detected in turn. This is good news for the Russian Destroyer given the short range of her weapon systems. She is utterly incapable of firing either her torpedoes or her guns without being detected by her enemies. Every time you pull the trigger, you're putting your ship in harm's way. One of the few balancing measures for Okhotnik shows up here with her very large detection range from the air. She's spotted 4.3km out, which is closer to the range you would expect for a destroyer-leader like the Tenryu or Yubari. Okhotnik moored alongside a reference-Minekaze. You can very clearly see the difference in length and height between the two images. Anti-Aircraft DefenseAA Battery Calibers: 76.2mm / 7.62mmAA Umbrella Ranges: 3.0km / 1.0kmAA DPS per Aura: 3 / 7 Ha-ha, who are you kidding? Okhotnik is dangerously vulnerable to aircraft and should be made a priority target by any CV that spots her on the team line up. Her long keel and horrible turning radius makes her a juicy target for torpedo planes though she is rather slender, making her a harder target for dive bombers. This is one of the few destroyers where you can safely keep her AA turned on at all times as their range is actually shorter than her aerial detection range. Rivals: Minekaze Lert: She's stealthier than you, faster than you, more agile than you and can fire torpedoes from outside her detection range. In Minekaze's ideal hypothetical scenario, you'll never see him coming and the first notice you have of him being near is the Sixth Sense warning icon appearing on the screen. Expect torpedoes in the water, and turn towards where you suspect he is. The concealment difference between the two is only 100 meters base, so if you guessed right, you'll be able to spot him once you make your turn. Smack him upside the head with a devastating volley and hope he doesn't just turn and run, in which case you'll never catch him. Any Minekaze driver worth his salt knows he'll never win a gunnery duel with a Russian gunboat, and will not engage in one if he has any say. Skills to Beat Sneaker wearing HedgehogsOkhotnik has a real dependence on Captain Skills to make her an enjoyable and effective destroyer. Arguably, most destroyers manage this level of competitiveness with 10 skill points -- when they unlock Concealment Expert. This makes Okhotnik very much a late bloomer. Whether a player considers her powerful will largely depend on the skills available to their Captain. While there's always some mutability in skill choice between players, the five skills below should be considered “must haves” for Okhotnik. As a trainer for your Soviet Captains, this dependence on certain skills can make Okhotnik ill suited to performing optimally with skills that run contrary to this recommended build.Priority Target (tier one)Okhotnik cannot engage enemies without being seen herself, short of abusing island and smoke cover. These forms of concealment will not always be readily available, so it's important to know when it's safe to pull the trigger and when you should go gun-silent to preserve your hit points. Due to Okhotnik's middling speed and manoeuvrability, dodging fire isn't as viable as dropping off the radar and disappearing. Knowing when you can continue pulling the trigger safely and when you should probably disengage will help keep this ship in the game. This can also allow you to know when it's safer to attempt a point blank torpedo drop.Expert Marksman (tier two)During play-testing, Okhotnik was shackled with the same awful turret traverse with which Gremyashchy was originally introduced. This 5.5º per second rotation didn't feel as limiting for this destroyer though. The reason was simple enough -- unlike Gremyashchy, Okhotnik could only turn the ship itself at 6º per second. So while she could out turn her turrets, it wasn't to such a dramatic degree as the original Soviet Premium Destroyer.So Okhotnik's turret traverse doesn't feel as punitive as Gremyashchy's did while the ship is under manoeuvres. However, Okhotnik struggles to use her rudder to help bring her guns to bear on a new target. To this end, Expert Marksman is a very important skill to help her re-engage targets quickly.Without this skill, Okhotnik is still playable though switching sides with her guns takes a very long time (as much as 33 seconds). This said, having a 360º rotation on her turrets will help some, at least with tracking a new target. Thus, this should be the last skill you pick up.Last Stand (tier two)You're a destroyer, and one that cannot stealth-fire at targets. It's safe to assume your steering and rudder will be knocked out regularly. Take this one on your first pass through the skill list.Concealment Expert (tier four) Take this as your first tier four skill. This may seem like a no-brainer. There are very few destroyers in the game where Concealment Expert doesn't provide a tremendous bonus to their effectiveness. Okhotnik isn't special this way by any means, but it's worth paying special attention why she gains from this skill. With camouflage, this drops her surface detection range from 6.3km to 5.7km. This does not allow Okhotnik to torpedo without being detected or to fire from stealth in open water, even with Advanced Fire Training . With this in mind, some players may be outright dismissive of the necessity of this skill, but it shouldn't be skipped over.With Concealment Expert, Okhotnik gains the ability to spot other gunships before she herself is detected. Provided her turrets are properly aligned, this all but guarantees her to get off the first volley of shells. As Okhotnik focuses on alpha strike and not DPM with her guns, this can mean the difference between clinching an engagement with that first strike or being on the back foot every time she meets another destroyer. Finally, when things do go south (and they will), it provides an additional 600m distance buffer to allow you to drop back into stealth when you silence your guns.Advanced Fire Training (tier four)One of Okhotnik's biggest flaws is the short range of her main battery. Her 9.2km stock range may seem like a nuisance at first, but it works considerably to the detriment of the ship when it comes to engaging capital ships. Advanced Fire Training opens Okhotnik's range up to 11km and the importance of this range increase cannot be understated. Her guns, with their good ballistic qualities, are still very accurate to this range.Okhotnik shares a low surface profile, similar to the German V-170. With almost no deck structures, hitting Okhotnik with main battery fire is a challenge. The more range you can open up between yourself and your targets, the safer Okhotnik becomes. While you can never remove the threat of return fire in Okhotnik, you can make it so annoying to shoot her that opponents elect to fire somewhere else.So if you intend to use Okhotnik to abuse larger ships, this skill is almost a must. This should be acquired as soon as you have Concealment Expert.Final Note on Captain SkillsIf you've done the math, you'll note that with taking only a single tier 3 skill, this adds up to 16pt Captain. The only real variety and choice for Okhotnik comes in with her tier 3 skills and there are a lot of good options there. I personally prefer taking Basic Fire Training as my primary skill at tier 3 and Demolition Expert as a follow up. Decent alternative skills include Survivability Expert and Superintendent. I firmly believe that a 14pt Captain is really needed to enjoy this ship, though 16pts is ideal. When combined with the inflexibility of skill choices, her uses as a Soviet training ship are much more limited. Recommended Build: http://shipcomrade.com/captcalc/1000000000100001000010100000100119 Skills should be taken in this order: Priority Target Last Stand Basic Fire Training (or tier 3 skill of choice) Concealment Expert Advanced Fire Training Demolition Expert (or tier 3 skill of choice) Expert Marksman Inertial Fuse for HE Shells Okhotnik doesn't need to take the tier 4 skill, Inertial Fuse for HE Shells. Her 130mm rifles are capable of penetration up to 21mm of armour without it. When she's top tier, short of the belt armour and turrets of larger warships, there are very few sections of any ships she cannot damage directly. If you can scrounge the points for it, this will give her the ability to extend this ability to penetrate all targets just about everywhere up through tier 6 and 7 battleships and some of the IJN and German Cruisers at tiers 6+. The only problem with taking this skill is finding the points necessary to afford it. The easiest place to acquire them would be to drop a tier 3 and a tier 2 skill to shoe horn this into your build. Alternatively, you could drop Concealment Expert, but this would prevent you from being able to effectively engage enemy destroyers.Alternative IFHE Bombardment: Build One: http://shipcomrade.com/captcalc/1100000000000001000000100010100119 Build Two: http://shipcomrade.com/captcalc/1000000000100001000010100010100019 Aircraft carriers should make taking this destroyer out a priority. However, they need to switch up the tools they use to do so. Torpedo bombers are very effective against this clumsy ship. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme As far as destroyers go, Okhotnik is pretty forgiving but only with the right Captain Skill choices. Properly set up, she can hide from anything she can't outfight and barring tripping over a Belfast or Atlanta, she can outfight anything from which she can't hide. She's always going to be detected when you engage enemy targets, so there's no fussy stealth-firing calculations to make. You can blindly rush unwary capital ships and make their lives miserable with a suicide torp-wall of doom and they're equally effective at deterring enemy destroyers from knife fighting. About the only bad trait about her for inexperienced or novice players is her horrible handling but don't let that stop you.But again, that's contingent on having the right skills to optimize this destroyer's strengths. Without the right setup, novice players may find this ship frustrating.For veterans and skilled players, Okhotnik is going to be a little monster. The damage this ship can put out demands a lot of respect and her base concealment rating allows players to control the engagement. Her ability to deliver sudden and massive alpha strikes with her torpedoes and guns will put many inexperienced opponents on their back foot right from the word go and allow Okhotnik to bully with ease. The Lertbox - Final Words Okhotnik struggles against same tier opponents in theoretical 1v1s. If you only read my three comparisons you might get the idea that she sucks. However, that's only if the opponent presses their advantage and pursues the engagement. Plus, Okhotnik is unrivaled in delivering apocalyptic devastating ambushes versus battleships - in a training room I was able to reliably one-shot (stationary and unarmed) Grosser Kurfuersts with her torpedo broadsides. Versus other destroyers, she relies on smashing alpha strike from a situation of stealth. She relies on dissuading gunship destroyers from engaging her by biting their face off, without warning. Once so hit, the enemy destroyer driver may panic and try to disengage or smoke up, at which point you've got them. Against cooler heads though, you're on the defensive. Against destroyer drivers who aren't intimidated by your first salvo you've got your work cut out. Without the ROF to pummel them down or speed to disengage, you're facing an uphill battle. I just don't think she's as OP as Mouse says. Time will tell though. Mouse's Summary: Longship is long. It should come with Vikings. She doesn't handle very well, but that didn't bother me. Her torpeedus are amazing. She's the perfect ship to dig out an enemy destroyers and cruisers hiding in smoke. Why is she so stealthy!? As far as Soviet-bias goes, Okhotnik isn't too bad -- she's only a little overpowered (like that's a good thing). Her performance is gated behind a combination of skills so not every Okhotnik is going to be awesome. She isn't unbalanced in the same manner as the Belfast. Her strengths are more well-rounded, with good guns, good torpedoes and good concealment without any gimmicks. This makes her strong without being dominating in a single arena. A lot of focus will be put on her torpedoes as THE defining feature of what makes her so advantageous, but this would be a mistake. If her torpedoes had more range, then certainly, I could agree with that sentiment, but it's the combination of traits rather than any one single element that makes her overpowered. She has great stealth but she can't stealth fire. She has a great torpedo armament, but good luck getting those off against tier 7 ships. Her guns are hard hitting, but they're not going to let you knife fight an American destroyer that wants to fight back. You're not fast enough to get away from an Atlanta or Belfast that's running you down with radar. Okhotnik dances the fine line between risk and reward. Aggressive players will love her. Cautious players might not.Okhotnik up-tiers rather well, having little trouble facing off against tier 6 opponents as well as she might against tier 5. It's only when the tier 7s appear, with higher velocity guns and ships like Belfast, Fiji and Atlanta, that she begins to feel a bit long in the tooth. Battleships also get faster and the maps are less claustrophobic making for fewer ambush-opportunities at close range. It's a testament that Okhotnik is at least a little more balanced than Gremyashchy which scarcely notices when she's up-tiered.Okhotnik's strengths really lie with her concealment / alpha strike ability. With this, I could engage even tier 7 Kiev-class destroyers and remain confident of winning. It's not hard to land 6 or 7 shots when the engagement range begins at 6km and this initial 3,000 to 4,000 hammer blow into their hit points sets the tone for a winning battle. A second volley could often be delivered before the Kiev could bring all of her guns on target. It's no wonder most of them would try to smoke up and reset the engagement at this stage. It was often wise to blow my own smoke at the same time and back off if the Kiev had spotters in the area keeping me lit. If not, there was no harm in dropping a wall of skill into their smoke screen. Easy money.I had a lot of fun playing Okhotnik; she surprised me. I admit, I took one look at this derpy boat and thought I'd hate it but she won me over. Once I dropped my Gremyashchy Captain into her, she took me for a ride and I was grinning the whole time. Changes from Play Test Okhotnik changed somewhat from the play test sessions I enjoyed to her release on live. Two were minor and one was rather significant. All of these changes have been considered and folded into the review already, so you don't need to back track and re-evaluate what was written. Okhotnik's turret rotation was buffed from 5º per second to 5.5º per second. Okhotnik's guns used to traverse with the same sluggish handling as Gremyashchy. A large number of the Soviet Destroyers got a gun traverse buff with 0.6.2 and Okhotnik was no exception. Originally only Okhotnik's two forward turrets could rotate 360º. This is a minor change, really. Now all five rear turrets can also rotate in a full circle. Combined with the minor turret traverse buff, this is a nice quality of life change but again not too significant. Fire angles of the aft guns (except for the last one) is limited to +/- 30º off the ship axis. Now this one is a kicker and represents a more significant (but not terribly damaging) nerf. Okhotnik's five rear guns used to be able to engage targets 20º off the forward or rear arcs of the ship. Okhotnik already has a small profile and being able to aggressively angle her towards or away from a foe while firing five (rearward) or seven (forward) guns was pretty huge. She doesn't have enough armour to auto-ricochet anything but a select few destroyer-caliber AP shells, but it did make her a much smaller target to bulls-eye. The individual fire angles for the rear guns began as little as 16º off the bow (#7). Okhotnik belongs up front in an aggressive stance. Use her excellent concealment values to spot for your team and screen them from attack. Would I Recommend?Players are spoiled for choice where Russian premiums are concerned. Okhotnik competes directly with Leningrad (and for old, crusty veterans, Gremyashchy) for primacy among the Soviet Destroyers. She's not as powerful as Gremyashchy, that's for sure, but she will be less expensive than Leningrad which may immediately appeal to some consumers. Overall, I think Leningrad is the better boat for most of the reasons you'd buy a premium, but Okhotnik is definitely more fun (and stupid looking). For Random Battle GrindingThis includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Mouse: Well, maybe. She can do very well in random battles, earning you credits and medals galore. I found it an easy feat to get three or four kills per match, which made unleashing the Kraken not too much of a stretch. The problem is that she's reliant upon having a Captain with the right skill combination to truly play efficiently. This precludes her use as a comfortable trainer for all but the last few skill points (and you're completely out of luck if your skill choices don't gel with Okhotnik's needs) which sort of undermines the purpose of a premium ship. So your mileage will definitely vary. For me? I'd take her to farm achievements and Kraken medals. Lert: Maybe. She doesn't really need premium consumables to shine, but tier 5 is in a bad MM spot right now, and tier 5 premiums are not really the greatest captain trainers or credit earners. Tier 6 is where you really want to be for that, minimum. Plus, she relies on a set of advanced captain skills to really shine, which makes her less ideal as a captain trainer. For Competitive GamingCompetitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Mouse: Her concealment value alone will make her a good choice for competitive environments, especially combined with her ability to deliver high alpha, opportunistic strikes with her guns. The only major downside is her lack of agility which makes her torpedo bait. She cannot compete with Gremyashchy (what can?) but for people looking to pad their win rates, Okhotnik is a good ship.Lert: No. Too slow, too vulnerable to torpedo strikes, not agile enough. The only things she really has going for her is her stealth and initial alpha, which isn't enough in a competitive environment. For CollectorsIf you enjoy ship history or possessing rare ships, this section is for you. Mouse: Ha! No. Okhotnik was never built in steel.Lert: This is a paper ship with no actual history behind her. She looks amazing though. If you're looking for historically significant ships, look elsewhere. For Fun FactorBottom line: Is the ship fun to play? Mouse: Very yes. She's a party boat.Lert: Yes. Alpha strike is fun. Driving odd ducks is fun. Ships with interesting playstyles are fun. Crushing battleships as they round the headland is fun. Okhotnik is fun.
  4. 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. 
  5. Lose_dudes

    The story of Ark Royal

    This is for all of you who only know the superficial details. The life story of an old aircraft carrier. I was gonna do more about snoopy but changed my mind.
  6. Michael_Gary_Scott

    Russian Navy Project 20386 Corvette

    Interesting proposed corvette. The first article in 2019 makes it sound amazing. The second article from November 2020 says it has not been started yet and might not be constructed like many of the concept models of Russian ships we have seen lately (i.e. Lider, Shtorm) https://www.rbth.com/science-and-tech/331004-inside-russias-new-merkuriy-corvette "There is no news about continued construction of project 20386 which is to be the backbone of Russian brown-water fleet. The Navy is likely waiting for the construction and trials of the Mercury only corvette to decide its fate." https://www.navyrecognition.com/index.php/news/defence-news/2020/november/9248-russia-resumes-construction-of-project-20380-20385-corvettes.html
  7. So I woke up from my hard labour last night not expecting a good day. Luckily for me, wargaming has provided us, the people, with a video to be proud of. Today, we saw a totally accurate and historical comparison of the best guns in the world, culminating with the mighty Kremlin taking top spot (take that tier 7 Roma and fake Bismark!). Now some from less than average capitalist propaganda countries are crying and complaining that so called ships named Montana and alsace were not placed in this list. First off, I can neither confirm nor deny that I have ever heard of any so called Montana or Alsace. Second, if I theoritcally have heard of these ships, it doesn't mean that they should make it on this list. The problem with them is that this is a historically accurate game and so the list is historically accurate too. These "ships" which I cannot confirm nor deny exist, are not actually historical and did not exist when compared to other ships like Kremlin. Thus, these (and I cannot confirm or deny they exist) ships must be exempted from their list. Besides, when has wargaming lied to us or twisted historical accuracy? Anyways, it's time for my daily work shift in the mines. See you all at 7pm! The best video uploaded to YouTube, doing it's best to accurately and fairly compare historical ships.
  8. The following is a review of Oktyabrskaya Revolutsiya, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of July 27th, 2017. You don't wanna know how many times I misspelled that. Quick Summary: An ugly-as-sin Soviet battleship with twelve 305mm guns, surprisingly good anti-aircraft firepower and a unique Damage Control Party consumable. Cost: Undisclosed at the time of publishing. Patch and Date Written: 0.6.8. July 24th, 2017 until July 27th, 2017. Closest in-Game Contemporary Imperator Nikolai I, Tier IV Russian Battleship Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique The Gangut-class of Battleships, to which Oktyabrskaya Revolutsiya belongs, precedes the Imperator Nikolai I through the Imperatrista Mariya-class of battleships, making the two ships two generations removed from one another. The two ships look very similar, though Oktyabrskaya Revolutsiya is quite obviously a more modernized (and ooglay) looking ship that shares the same design philosophy. Overall, Imperator Nikolai I is slower, tougher, with easier to use artillery. Oktyabrskaya Revolutsiya is faster (but not much faster), with a quicker reload and comes with much better anti-aircraft firepower. Tier for tier, Nikolai is the better boat, hands down. I don't think anyone's surprised. PROs Unique Damage Control Party consumable, with an accelerated recovery time (30s/20s) between uses. Excellent waterline protection for bow tanking. Powerful broadside with twelve 305mm rifles, creating large alpha strikes & good DPM. Except for tiny sections of the bow and stern, her main hull and deck are all but immune to cruiser-caliber HE shells. Good anti-aircraft firepower for her tier. Small surface detection range for a battleship of 13.68km. Gangut butt is best butt. CONs Damage Control Party has a finite number of charges per match. Small hit point pool of 42,500. Poor overall protection with 225mm belt armour, 203mm turret faces and 10% torpedo damage reduction. Awkward gun placement combined with a slow turret traverse makes gun handling feel frustrating. Her 305mm lack penetration power, especially when facing tier VII ships. Pathetic secondary gun battery. Short ranged AA firepower and unable to benefit from Manual Fire Control for AA Armament. Feels rather blind without a spotter aircraft or float-plane fighter. This is one of those warships that I've been eagerly awaiting to join the game. Oktyabrskaya Revolutsiya is the lead ship of the Gangut-class Battleships. She's actually the Gangut-herself, renamed by the Soviets after the Revolution. She appears in this game in her full modernization received by 1944/1945. This means she's a contemporary to the British Dreadnought-class battleship gussied up and shoe horned in a tier V. Colour me amused. Let's take a look under the hood. Options Like all battleships that aren't American or Japanese (or Warspite), Oktyabrskaya Revolutsiya's Damage Control Party has a 15s active period where it will not only remove any critical hits from damaged modules (as well as putting out fires and stopping floods), it will also prevent such damage from being reapplied so long as the consumable is active. Where this ship differs is with this consumable's reset timer. Normally, battleships suffer up to a two-minute cooldown between uses. This can be reduced to a minute and twenty seconds with the premium version. Oktyabrskaya Revolutsiya has a thirty second reset timer, standard. The premium version drops this down to a mere twenty (!) seconds. And you're going to want the premium version of the consumable -- stock, Oktyabrskaya Revolutsiya can only use this consumable three times. Taking the premium version will not only accelerate her reset timer, it will also provide an additional charge. This can be further boosted with the Superintendent commander's skill to bring the total up to five. Her Repair Party is standard for most Battleships, healing back 14% of her maximum HP over 28s. Oktryabrskaya Revolutsiya has the option of an alternative premium camouflage. Consumables: Damage Control Party Repair Party Module Upgrades: Three slots, standard Battleship options. The Oktyabrskaya Revolutsiya does not get access to the American Artillery Plotting Room 1 upgrade. Premium Camouflage: Oktyabrskaya has the option of two different camouflages. Her default camouflage is Type 9, tier II to V standard. This provides 30% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Alternatively, you can purchase (for 1,000 doubloons) Krasny Oktyabr - Oktyabrskaya Revolutsiya. This is a cosmetic camouflage in the same vein as the USS Texas' Stars and Stripes camouflage. This provides the same bonuses as the stock camouflage. The optional Krasny Oktyabr camouflage does not provide any additional bonuses over the default camo and can be purchased for 1,000 doubloons. For upgrades, select the following: In your first slot, take Main Armaments Modification 1. This will help keep your guns active and will better allow you to face-tank incoming rounds. Your turrets will be disabled frequently and this will help mitigate this. In your second slot, take Aiming Systems Modification 1. Oktyabrskaya is a Soviet Battleship and she needs all of the dispersion help she can get. Alternatively, if you want to play with something sub-optimal, you can play up to her AA strengths and use AA Guns Modification 2 to help boost their range. This really helps if your Captain also has Advanced Fire Training. This can make tier IV and V carriers cry though be aware she'll never hold a candle to USS Texas. Do keep in mind this is highly situational in its use, it will not protect you against tier VI+ CVs and you do suffer a small performance hit for taking this upgrade instead of the aiming modification. In your final slot, take Damage Control System Modification 1. This will bump your torpedo damage reduction up from 10% to 13%. Firepower Primary Battery: Twelve 305mm rifles in an A-P-Q-X configuration. Secondary Battery: Ten 120mm rifles in casemates with six forward facing and four rear facing emplacements. Oktyabrskaya Revolutsiya has marginally worse shell penetration compared to Scharnhorst which weighs in at 455mm / 363mm / 289mm respectively. This sits much further behind the 356mm guns found on New York and Texas with their values of 575mm / 467mm / 381mm and even the poor penetration values of HMS Hood at 491mm / 406mm / 337mm. This explains some of the difficulty this ship experiences when uptiered, especially against German and American Battleships. When this happens, choose soft targets or be flexible with your ammunition types. Let's start with her secondaries: They're terrible. By late WW2, the Soviet Army had already cannibalized six of her sixteen original secondary gun mounts for use in the defense of the Siege of Leningrad. This leaves Oktyabrskaya Revolutsiya with a mere ten gun mounts for self defense and these guns are not up to the task. They are mounted in casemates down the sides of the ship, with three facing forward and two aft per side. In theory you could get five guns to engage an enemy ship, but that's seldom the case. Usually it's only three. They have many problems. We can forgive their lack of range. 4.0km is pretty typical for low to mid tier battleships. What's less forgivable is their horrid rate of fire at a mere 7.0rpm. We'd expect this of larger caliber guns as the alpha damage (and increased penetration) from individual hits would make up for the disparity in DPM. However, Oktyabrskaya Revolutisya's secondaries are a mere 120mm in size, dealing a pathetic 1,700 alpha damage and being capable of penetrating 19mm of armour or less. The only redeemable quality is their high chance to set fires per hit at a respectable 8% which, some will rightly argue, is a very sizable perk. Still, with the low volume of fire coming off the ship, any blazes will be a surprise. Oktyabrskaya Revolutsiya uses the same guns found Imperator Nikolai I but with improved characteristics in range (16.8km versus 14.1km), rate of fire (1.88rpm versus 1.67rpm) but worse overall shell groupings (1.8 sigma versus 2.0 sigma). Their weapon performance is otherwise identical . While these are formidable weapons in the limited matchmaker enjoyed by Nikolai at tier IV, the maps upon which Nikolai plays are small, the engagements ranges short, the action close and her opponents soft skinned. They really start to feel long in the tooth when regularly facing the demands found at tiers VI and VII that Oktyabrskaya Revolutsiya faces. These are not bad weapons. For 305mm rifles, they have very high damage potential. Her AP shells are the hardest hitting of any of the twelve-inch guns with 8,600 alpha strike. The improved rate of fire over Nikolai combined with the twelve rifles enables Oktyabrskaya Revolutsiya to compete well with the damage output of her peers. She is quite capable of deleting any cruiser withing her matchmaking spread from nearly any angle and at anywhere within her range, or biting big 9,000 to 12,000 chunks out of a battleship, even without any citadel penetrations. These guns aren't without their issues, however. First, they are not as well situated as Nikolai's guns. One of the notable strengths of Imperator Nikolai I is her ability to quickly reacquire targets on either side of the ship grace of having her A, P and Q batteries all forward facing. This made it very easy for her to brawl and face tank. Oktyabrskaya Revolutsiya's P turret is rear facing, reducing her ability to shift her fire from port to starboard and back with anything resembling alacrity. It's not uncommon for P turret to be horribly out of position and unable to fire, or the ship needing the use of rudder to bring all of her guns on target. With a glacial rate of rotation of 56.3s for a 180º turn, this problem is exacerbated. This is, singly, the most frustrating aspect about this ship. Combined with this, her X turret has limited fields of fire and can only engage targets 39º off her bow. Opening fire with her X-turret opens this ship up to reprisals, so make sure you time your fire correctly. That ticks off problems two, three and four. Problem number five is one of penetration. As mentioned previously, these guns perform brilliantly on Imperator Nikolai I with the close-range encounters she typically faces. With Oktyabrskaya Revolutisya's ability to extend the weapon reach another 2.7km, the deficiencies in shell penetration become much more pronounced. These are not high-penetration guns and their performance drops below 400mm worth of penetration at about 7km, precluding her from reliably landing citadel hits on enemy battleships beyond this range. She loses the ability to reliably challenge battleship belt armour at 11km. Like other low-penetration battleships such as HMS Hood and Scharnhorst, it's important to shift fire from attempting citadel hits to instead aim for the upper hull of enemy dreadnoughts at these ranges. Otherwise, you'll find a lot of shells shatter, scatter and bounce off armoured belts. Her high explosive shells are passable but unremarkable. They do enjoy a high chance to start fires per shell at 33% and this can be a reasonable alternative when facing hard targets. This shouldn't be the default ammunition selected when facing an angled ship, however. Oktyabrskaya Revolutsiya can overmatch up to 20mm of bow armour which includes all cruisers within her matchmaking spread as well as all tier IV and V battleships. Here's the final fly in the ointment: Oktyabrskaya Revolutsiya's main battery has only 203mm worth of armour and a maximum of 150mm of barbette protection. Her guns take penetrating hits often. Even with Main Armaments Modification 1 and Preventative Maintenance, critical hits are common place and catastrophic turret destruction isn't a rare occurrence. The closer Oktyabrskaya Revolutsiya gets to the enemy, the more often her turrets end up taking a lot of the abuse thrown at her. Oktyabrskaya Revolutsiya has guns that are meant for brawling, but they're not quite ideally suited for such. Her guns are vulnerable for a battleship. The combination of poor turret placement, traverse times and fire angles increases the challenge too, and you can forget about her secondaries helping out. Still, it's hard to argue with twelve rifles that put out more potential damage than ten 356mm guns. Summary: Gun handling is very poor and cannot be significantly improved. Range is decent, firepower is good, penetration is fine at close to medium ranges. Challenging battleships outside of 10km requires careful aim or switching to HE. Her secondaries suck moose balls. Oktyabrskaya Revolutsiya allows us to now plot the progression of Soviet Battleship dispersion over distance. It appears to be similar to American Battleship dispersion but with very slightly improved accuracy over distance and slightly worse accuracy at closer ranges. This places the Russians behind the Japanese and British for battleship accuracy and ahead of American and German Battleships and probably the French. We'll need another French battleship in game before that can be made conclusive. Manoeuvrability Top Speed: 23.0knotsTurning Radius: 630mRudder Shift: 12.6s Maximum Turn Rate: 4.3º per second. Oktyabrskaya Revolutsiya is faster than a brick. Hooray! At a maximum speed of 23 knots (23.2 knots on a good day) she's not much faster, though. In practice, if you're taking the appropriate WASD anti-torpedo hax counter measures in mind (or just helping her sluggish turrets track targets), she's usually sailing at less than 20 knots. Like most battleships, Oktyabrskaya Revolutsiya loses about a little more than a quarter of her maximum speed while under manoeuvres. With her rudder hard over, she'll bleed down to 17.2 knots and she will not recover this speed quickly. This isn't a very flexible ship and on larger maps, she struggles as much as Warspite does to get from A to B. For a rate of turn, Oktyabrskaya Revolutsiya measures up rather well. She's not as agile as HMS Warspite -- arguably one of the fastest turning mid to late tier Battleships, but she does alright. At 4.3º per second, she's halfway between Warspite's 4.5º and the 4.0º per second rotation of New Mexico. Her 630m turning circle is comfortable, as is her 12.6s rudder shift time. Both allow her to slip between islands and slide between torpedo runs with ease. Be advised that as a tier V ship she cannot improve her rudder shift in any way. The only downside is that her turrets cannot keep up. They rotate at a mere 3.2º per second, and even Expert Marksman will not correct this, capping them out at 3.9º per second. Players will be tempted to use their rudder to accelerate the rotation of their guns -- a problem compounded by the need for P & X turret to rotate a minimum of 180º to engage targets on the other side of the ship. Given the problems Oktyabrskaya Revolutsiya has with her armour scheme, the inevitable over angling this causes can lead to the ship's destruction in short order. As you'll see in the next section, Oktyabrskaya Revolutsiya excels at tanking but from one direction (and one direction only). This places a burden on her movement expectations. You need to very carefully consider your lines of engagement. Her guns will not allow her to quickly acquire a secondary target coming from an unseen quarter and her armour will not stand up to abuse. Over extend, and you're dead. Allow someone to get your flank and you're dead. Careful positioning is the only way to counter this and she's not fast enough to allow you to recover from these mistakes. DurabilityHit Points: 42,500Citadel Protection: 225mm belt + 38mm turtleback + 19mm citadel wall Min Bow & Deck Armour: 19mm (50mm to 125mm waterline protection) Torpedo Damage Reduction: 10% The major external armour values of Oktyabrskaya Revolutsiya's protection scheme (rear architecture visible in insert). Note that while her armour isn't thick overall, having a little bit of armour almost everywhere provides some interesting quirks where HE and AP penetration are concerned. Her major weak spot is the 19mm 'beak' of her bow. Oktyabrskaya Revolutsiya will deliver a lot of mixed messages when you begin to analyze her survivability. She's a story of contrasts. It's best summarized by a quick lists of pros & cons The Good - Oktyabrskaya Revolutsiya has an armour design of a first generation dreadnought where the armour is spread out across the whole vessel. The armour isn't as thick around her vitals as it will become with more modern designs, but this does provide the following benefits: Short of her superstructure and tiny weak spots on her bow and stern, she is largely immune to direct damage from destroyer and cruiser-caliber HE shells. Only the Yorck can damage her reliably with HE. Even Inertial Fuse for HE Shells does not provide 152mm armed cruisers with enough penetration to regularly land damaging hits. The entirety of her waterline, from bow to stern is covered by a minimum of 50mm worth of armour with most of it being at least 125mm. She will bounce almost everything thrown at her when she angles properly. She can absolutely shut down attempts to stack damage over time effects on her with her short cooldown Damage Control Party. The Bad - The big flaw about having armour spread out everywhere is that it's not especially thick where you need it most. Oktyabrskaya Revolutsiya's citadel protection is the worst at her tier with a maximum of 282mm worth of protection between the three layers of armour over her machine spaces. She is extremely vulnerable to taking citadel hits when she does not angle properly. Her turret faces are extremely thin for a battleship at a mere 203mm thick. Even sloped back as they are (40º) this provides no more than 265mm worth of protection against shots at point blank range. Her barbettes are worse at only 150mm thick. Oktyabrskaya Revolutsiya takes frequent critical hits to her guns, even from cruiser-caliber shells. She has almost no torpedo protection. Her Damage Control Party can run out. She has the lowest hit point total among battleships at her tier. So, she's a tough battleship that seems to shrug off AP and HE shells without issue one minute and, with one mistake, she's a sinking wreck the next. She can seem very forgiving but she punishes players dearly for their misplays. The end is usually quite abrupt. One of the culprits for this feast and famine durability is her low hit point total. Oktyabrskaya Revolutsiya is not a very large vessel. Not only can she survive less damage overall, this also reduces the amount of returns she sees from her Repair Party. Her healing consumable can only recovery 5,950hp per charge. The two most likely culprits of Oktyabrskaya Revolutsiya's demise are torpedoes and AP shells. 'Well DUH,' you might say, but Oktyabrskaya Revolutsiya takes battleship AP and torpedo vulnerability a step further than most battleships. Over angling is deadly to this battleship, with her belt armour at 31º only increasing to a relative thickness of ~435mm. This is well inside the penetration values of the American and Japanese 356mm guns at 10km or less and can result in the Oktryabrskaya Revolutsiya taking heavy damage from volleys. This is an affliction similar to the one affecting Kongo -- veterans of this ships should be well familiar with this frustration. Texas and König are more forgiving of angling mistakes, grace of the raw thickness of their belt armour which can present a formidable obstacle. Proper management of Oktyabrskya Revolutsiya's angles of approach is key. Never, ever give up her sides. Fortunately, Oktyabrskaya Revolutsiya's armour scheme is proof against most heavy cruiser fire. Even the high penetration, high Krupp values of the USN 203mm from Pensacola and Indianapolis cannot citadel her outside of 5.0km ranges, even against her flush broadside. This ship has very little in the way of torpedo protection, taking near full health strikes from any fish that strike her hull. She starts with only a 10% damage reduction while König, Kaiser, New York and Texas boast a minimum of 22% and as much as 31%. Citadel protection of the tier V Battleships, including the WiP Iron Duke. * Hits penetrating torpedo bulges but not into the ship itself do not strip hit points from a vessel. To this end, the thickness of the belt armour is paramount for preventing ships from taking penetration damage. This explains why ships like Kongo still feel "soft skinned" even though she has similar levels of citadel protection to other battleships. Note that the angle turtleback armour is measured from the vertical, so 90º would be a horizontal piece of steel. Turtleback armour isn't the be-all, end-all for citadel protection. Burying the citadel deep beneath the waterline seems to do more for keeping these vulnerable areas safe. Where Otkyabrskaya Revolutsiya really stands apart from all other Battleships is her Damage Control Party. As previously mentioned in the options section, this has an accelerated reset timer of 30s/20s depending on the stock or premium version. With the skills High Alert, Jack of All Trades and the signal flag November Foxtrot, you could theoretically get this reset timer down to 16 seconds (that's a hell of an investment for a mere four second gain). On paper it would appear to give this Russian battleship near immunity to damage over time effects. However, the limited number of charges on the consumable precludes that. In my experience, it's better to keep to the same habits you would use with other battleships. Do not activate Oktyabrskaya Revolutsiya's Damage Control Party until there are two fires or a flood present. This will prevent you from running out of charges too early on in a match. You have the option of accelerating the use of the consumable when it will save you, but be cautious of over use. When I played this ship, I always began with five charges available and I only ran out during one match. Concealment & Camouflage Base Surface Detection Range: 13.68km Air Detection Range: 9.8km Minimum Surface Detection Range: 11.41km Main Battery Firing Range: 16.83km Surface Detection Rank within Tier: 1st Surface Detection Rank within Matchmaking: 3rd Oktyabrskaya Revolutsiya is one damn stealthy battleship. Only Imperator Nikolai I has less stock surface detection range. Arkansas Beta can out match her grace of its ship-defining access to extra upgrade slots that lets her potentially use Concealment Modification 1. But other than that, Oktyabrskaya Revolutsiya is always going to see enemy battleships before they see her. This is a good thing for this vessel as this not only shores up her survivability, but it also lets her undermine one of the weaknesses of her main battery. She can close the distance and get close to her optimal firing range and not have to suffer the issues of her penetration. I do question how exactly Oktyabrskaya Revolutsiya is justified as being so stealthy. I mean, she's got a large enough superstructure to make Fuso say: "Whoa, that's a bit excessive, don'tcha think!?" Maybe the lookouts get blinded by the hideousness of this ship that they fail to relay her position? Well, that's certainly one way of staying undetected. Anti-Aircraft Defense AA Battery Calibers: 76mm / 37mm / 12.7mmAA Umbrella Ranges: 3.5km / 3.5km / 1.2kmAA DPS per Aura: 21 / 103 / 47 For a tier V battleship, Oktyabrskaya Revolutsiya has good AA defense. It's not exceptional, however. She stands above all of her contemporaries with the notable exception of the American premium, USS Texas. She actually shares the Lone Star State's AA flaw with her anti-aircraft guns being limited to self defense ranges. Her DPS weighs in at just shy of half the overall firepower of the American vessel and is comparable to HMS Warspite's totals while being a full tier lower. This is a very respectable sum and can form the basis of an efficient self defense umbrella should a player elect to increase this further. Basic Fire Training and Advanced Fire Training along with the upgrade AA Guns Modification 2 will round out Oktyabrskaya Revolutsiya's AA total at approximately 207dps with the majority of that firepower reaching up to 5.1km. She does not possess anti-aircraft mounts big enough to benefit from Manual Fire Control for AA Armament, so this skill should be avoided. Short of taking the November Echo Setteseven signal, this is the limit of the pre-game improvements that can be made. Left on it's own, Oktyabrskaya Revolutsiya's anti-aircraft firepower is okay -- enough to bruise carrier squadrons up to tier V and make it far too expensive for tier IV carriers to make continued attack runs against you. The heavy specialization will make her a similarly prickly target for tier V carriers, draining their flight hangars of strike aircraft. However, she cannot make her anti-aircraft firepower strong enough to dissuade tier VI+ carriers, never mind provide her with the illusion of being safe from their predation. As word gets out about her Damage Control Party, it's possible that focus from enemy carriers will drop off. Carriers cannot stack damage over time effects on Oktyabrskaya Revolutsiya. Dive Bombers start fires? Put them out. Within twenty seconds after it's active period ends it will be available again to stop any follow-up floods. It often takes carriers that long to line up their second attack run so the risks of receiving stacked damage effects is very low. Short of dealing massive alpha strikes, picking on Oktyabrskaya Revolutsiya with combined air strikes just isn't worth the time and effort. A Tale of Two Builds Let's not mince words. Here's the optimal build for Oktyabrskaya Revolutsiya. Here's what you take for your first 10pts: From the first tier, Preventative Maintenance is the best choice. However, if you find yourself struggling not only with situational and map awareness, but risk assessment, then Priority Target becomes more valuable. From tier two, take Expert Marksman. This will increase your turret rotation up to 3.9º per second. This is still terrible, but it's a damned sight better than it was. At tier three, take Superintendent. This doubles up to give you an extra charge of both Damage Control Party and Repair Party. You should still be taking the premium version of both of these consumables, by the way. This skill doesn't substitute the premium consumable, it only supplements it. And finally, take Concealment Expert at tier four. This plays to Oktyabrskaya Revolutsiya's strengths and lets you get into and out of trouble so much easier. From here, pick up Adrenaline Rush to boost your rate of fire as you take damage. This should be followed up with Basic Fire Training and Advanced Fire Training to boost your good AA power. Carriers are much more commonplace at low tiers, so you will get good use out of these skills, though they have diminishing returns when facing tier VI and VII aircraft carriers. The standard battleship survivability skills have much less value due to Oktyabrskaya Revolutsiya's Damage Control Party. However, a reasonable alternative to the AA build is to keep Adrenaline Rush but take Basics of Survivability and Vigilance instead. The former will reduce the damage taken from single-fires (which you should normally let run their full course) and Vigilance will give you a bit more warning on torpedoes. This is handy given her preference to be up front. With the one point leftover, double back and grab Priority Target or Preventative Maintenance -- whichever one you skipped out on at tier one. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult I still have concerns that the management of the charges on Oktyabrskaya Revolutsiya's Damage Control Party will present a skill-barrier for casual players who pick up this ship. Having five charges through the use of Superintendent and the premium version of the consumable is very comfortable. Three would not be. There's the added problems of her bad traverse and her squishy-as-an-Omaha (I exaggerate) citadel. Yeah, I can see a lot of inexperienced players being frustrated with this ship. Skill Ceiling: Low / Moderate / High / Extreme This ship is rather inflexible. While she has the firepower to really carry a match, she's missing that element of speed to take her carries to the penultimate level. Most of the usual battleship tricks apply to this ship. The gimmick of her Damage Control Party is another parlor trick she can play against her opponents. Mouse's Summary: You're probably going to hear a lot of negative press about this ship facing higher tiered ships. Look, if you're normally intimidated by facing ships two tiers higher, then yeah, keep clear. However, Oktyabrskaya Revolutsiya can easily punch over her weight class. Seriously. Her guns are good. Her stealth is good. Her durability is good. You can make that work. Speaking of her guns -- treat them like Scharnhorst's AP shells and you'll do just fine. It's twelve Scharnhorst guns every 32 seconds as opposed to nine every 20s. The biggest hurdle in this ship is overcoming the awful traverse and placement of P-turret. Seriously, you're going to want to use your rudder to accelerate it's turn. Just don't do it. I dunno how many times this caused me to over angle and get me sunk. I loved playing this ugly ship. It's amazing how many problems you can solve with 5.65 tons of Stalinium. Every thirty-two seconds, there's another problem solved. Despite the teething issues I had with her gun traverse, this is a fun ship to play. She's as unsubtle as she looks. She hits like a truck, she tanks like a truck, and she looks like something a truck ran over. There was only one problem I really had with her: She doesn't brawl well. Imperator Nikolai I brawls with the best of them, so I thought it natural to give it a go in Oktyabrskaya Revolutsiya. Imagine to my surprise to find out she had issues here. Don't get me wrong -- she's an absolute rockstar from the moment you set your sights on your prey and during the opening stages. She bow tanks with the best of 'em and her 305mm guns really put down the hurt. She just can't seem to finish the fights she starts. Everything on the approach will be just fine, but it's that key moment when your ship's paths cross alongside one another that everything goes to Hell. Oktyabrskaya Revolutsiya eats citadel hits like an Omaha in these engagements. It's like one moment she's a big ol' battleship and the next she's some wussy German light cruiser with an allergic reaction to loud noises. If you can survive that crossover, you should be okay. Her best-butt is pretty tanky. Just don't over angle. But it's surviving that crossover that's really going to be the clincher. I've only managed it once in all of my test games. It made me have a sad. Overall, this ship is a great addition to the meta. She's strong without being unfair. She's got flaws that can be exploited and I appreciate that not only from the challenge playing her well but also in anticipation of playing against her in the future. This battleship will make cruisers and gunship destroyers cry for the ease at which she shrugs off their fire damage. She'll frustrate CVs by negating their damage over time effects. Yet, torpedo boats will laugh at the ease at which they dispatch her small hit point pool and lack of torpedo protection. Enemy battleships that learn her weaknesses can bully her for days. I am very much looking forward to this ship being made widely available. Would I Recommend? Oktyabrskaya Revolutsiya is tier V and that's going to be a huge strike against her for many players. This tier is the first one out of the kiddy-pool, so to speak, and she shoulders an undue amount of Matchmaking burden to populate tier VI and VII matches. Tier V faces higher tiered opponents often in Random Battles -- maybe too often in the views of some players. Oktyabrskaya Revolutsiya isn't ideal for such fights, but she can certainly hold her own and she can certainly perform. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? She does splendidly in PVE Battles, so I would recommend her for Co-Op and Scenario Players. Most battleships tend to do well here and Oktyabrskaya Revolutsiya is no exception. In Scenarios, she might be a bit slow, both on straight-line speed and gun traverse to respond to threats quickly, so make sure you evaluate the needs of the mission before blindly taking this ship out. She's good for applying direct firepower and tanking from one direction (and one direction only). Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. It's harder to recommend her here, so I'm going to give her a pass. Lemme explain why: First, she's not a big credit earner. Anything below tier VI really struggles in that department, so that's out. Two, the experience gains for a truly excellent game will struggling to exceed 1750 base experience. This in turn means lower captain training. Three, she has some pretty specific needs for a Captain that do not gel well with the current Soviet tech tree, so she's a bad trainer. The one thing she is good at is achievements. She farms High Caliber, Confederate and Dreadnought achievements like a champ. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. She'll pad your win rate in Random Battles if you're confident with facing higher tiered opponents. She clubs seals like no one's business on top of that. If Wargaming opens up Ranked Battles for tier V, she'd be a good choice. The mix of firepower, durability, agility and AA power are all welcome. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. I still have very fond memories of sinking the Marat in IL-2 Sturmovik. This one is a no brainer for me, but I have a history with this class of ships. Some of you might not. For Fun Factor: Bottom line: Is the ship fun to play? If you can get past her awful turret traverse, then heck yeah, she's a lot of fun. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  9. I know they didnt get any news, neither people sees them, but today Lazo came back as also Molotov:
  10. After a day of playing, what are your impressions of the Russian light cruiser Alexander Nevsky?
  11. The Yuriy Dolgorukiy, a Russian Borei Class SSBN, launches 4 nuclear-able Bulava missiles. The Borei Class is Russia's newest class of ballistic missile submarines. With each Bulava missile carrying up to 10 independent nuclear warheads, that is a lot of potential death being displayed in this one exercise. (You can watch the video here)
  12. Xero_Snake

    What is Poltava?

    Whilst Poltava is, in fact, the Type "B" light battleship project in design, Poltava is actually based on one of a few designs representing the Type "B" project. More specifically, Poltava is, in actuality, the Project 64 light battleship. Before Pr. 64, there was the Pr. 25 - predecessor of Pr. 64. For the light battleship project itself, Type “B” was meant to be a support for the heavier Type “A” battleship, sometimes it was considered in the same league as the battlecruiser concept – their “heavy cruiser”, for the lack of better term. From my Soviet Premium Ships wish-list thread: https://forum.worldofwarships.com/topic/108636-soviet-vmf-premium-collection-precolle-part-2/ Draft technical data specs & parameters (TTZ) of Project Type "B": Original TTZ of Pr. 64: From my perspective, Pr. 64 - Poltava is supposed to play like a "cruiser killer"-type battlecruiser like the French Dunkerque & the German Scharnhorst. Overall performances should be, more or less, comparable to those two aforementioned "oddball" BBs. Otherwise, play like how you played battecruiser Izmail, as your closest comparison you can come across with. Don't expect Poltava to be like of Sinop on the same tier, but at least she represents a more modern & improved version of Izmail on contemporary superfiring A-B-X BB design, while being on the same league as Scharnhorst.
  13. This is a review of Mikoyan, the tier V Soviet light cruiser. She was provided to me by Wargaming for review purposes at no cost to me. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.9.4. Please be aware that her performance may change in the future. Hullo, everyone! This review is going to be a little bit different than my other reviews -- mostly because I've assigned myself an artificial time limit. I'm not allowed working past 24 hours total on this article (And I almost made it too. - Future Mouse). This doesn't include play test games but those were similarly cut short from my usual 30 or so to a mere dozen Random Battles and about the same in Co-Op. My reasons for doing this? I'm trying to get another review out before the end of May and to not go nucking futs working on what is ostensibly a free ship. That Mikoyan can be purchased directly to short-cut the event necessitates that she gets a review but I'm not killing myself over this one. Thanks for your understanding! And nuts to you if you don't get it! Quick Summary: A soft and squishy fast-cruiser with a small battery of Soviet 180mm rail-guns. PROS Belt is so thin that it doesn't fuse battleship caliber AP shells that strike her broadside-on. Excellent range and the ballistics to take advantage of it. Great rearward firing angles -- perfect for kiting. High AP penetration. Good HE penetration for a tier V cruiser. Good top speed of 35.5 knots. CONS Tiny 21,000 hit point pool. Wonky dispersion for a cruiser. Very little citadel protection which is vulnerable to larger caliber HE shells. Slow rate of fire. & poor fire setting characteristics. Very sluggish gun handling with poor forward-fire angles. Torpedoes are painfully short ranged. Large turning circle radius and horrible handling. Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / MODERATE / High / Extreme Mikoyan is pretty basic. I'd have given her a "simple" skill floor evaluation if she was a little more forgiving when it came to "accidentally pushing". As it is, her gun handling and agility holds that back so I can't quite give her that rating. As it is, though, a novice player can do reasonably well in this ship by parking in the back line and just launching shells down range. For experts, Mikoyan is pretty surprising with her potential. Her thin belt armour is a double edged sword that can allow you to pull off some pretty troll shot baiting. If she was more agile, this could almost be clever but she doesn't have the wiggle needed to pull it off, sadly. Kiting works well, though the claustrophobic maps upon which she plays makes this difficult. You've got your work cut out for you -- carrying with Mikoyan is really difficult. Options Not much to go over here. Tier V cruisers aren't especially outlandish. Consumables Her Damage Control Party is standard for a tier V cruiser, with unlimited charges, an active period of 5s and a 60s reset timer. Her Hydroacoustic Search also conforms to tier V cruiser norms. She starts with three charges and a 100s active period. It detects torpedoes at 3km and ships at 4km. Finally, her Spotter Aircraft has four charges and provides the usual 20% range increase (bringing her up to 19.44km) for 100s. It has a 240s reset timer. Upgrades Start with Main Armaments Modification 1. In slot two, Engine Room Protection is optimal. This may surprise you given that she can take Hydroacoustic Search Modification 1 for for 17,000 from the Armory, but she doesn't do well up close so you're better off protecting her machine spaces and steering gears. If you intend to use the commander skill Last Stand then you can grab the Hydroacoustic Search upgrade instead. And to no one's surprise, Aiming Systems Modification 1 is still optimal in slot three. Captain Skills Don't take Inertial Fuse for HE Shells on this ship. Never ever ever. A Soviet destroyer build is pretty close to ideal here, again so long as you avoid IFHE. Start with Priority Target. Depending upon your personal level of situational awareness, you can swap this out for Incoming Fire Alert, Preventative Maintenance or Expert Loader. More on this last skill in a bit. Take Last Stand at tier two. Loud noises a whole grid square over tend to break Mikoyan's engine and rudder. You have your pick of skills at tier three. None of them are particularly good for Mikoyan. I went with Demolition Expert as a default measure, but you could simply go with Survivability Expert for the extra 1,750hp. Finally take Concealment Expert as your last skill. There aren't a whole lot of high-tier skills that otherwise benefit this ship overmuch. If you didn't take it for your first skill, then Expert Loader is definitely worth picking up. Grab Adrenaline Rush and Expert Marksman too. You may as well grab Radio Location as your last skill, but hunting destroyers isn't a comfortable role for this ship. Instead you may want to pick skills that at least make her decent as an alternative captain for some other ship. Camouflage Mikoyan has Type 9 Camouflage. It provides the following benefits: -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% experience earned. Mikoyan's default camo scheme. I much prefer the alternative palette which you can unlock via collections. Firepower Main Battery: 3x2 180mm guns in an A-B-X superfiring configuration. Torpedoes: 2x3 launchers with one launcher per side mounted between the two funnels. Mikoyan's Fish Let's start with her torpedoes. They're largely forgettable due to their short, 4km range. This limits them to weapons of ambush and desperation -- and these tend to be linked. This ship dies a horrible death in close-quarters brawls. Her protection scheme is entirely ill-suited to fighting up close and the only time you're ever going to use her torpedoes are when you or your opponent has screwed up horribly. Those two are not mutually exclusive either. Outside of co-op, it's best to forget these even exist. Mikoyan's Guns I could go on forever and a day here, but I'll let the graphics do the talking for the most part. Here's what you need to know: Mikoyan is armed with six of the new Soviet 180mm guns. These have excellent ballistics, god-tier AP penetration across all distances, improved auto-ricochet mechanics and are stupidly-long ranged. That's the good news. The bad news is that they have horrible gun handling, poor HE performance and trollish dispersion. These are weapons designed for camping the second line, using AP shells whenever possible (which is more often than not) and praying to RNGeebus for dispersion to be kind. These are NOT weapons for spamming HE. They are very poor fire starters and their sustained damage output with HE shells is just pathetic. Also, don't bring these things into a brawl -- their gun handling is atrocious, to say nothing about their sustained damage output or burst potential with only six rifles. Mikoyan's HE damage output is pretty terrible but her AP performance is good despite her only having six guns and a slow reload. Keep in mind that her AP shells are further strengthened by truly excellent penetration values that easily exceed the 203mm performance of most other ships. Seriously, Mikoyan can citadel battleships at point blank range. Don't try it, though. You'll die. Mikoyan also has improved auto-ricochet angles meaning her shells will bite in more frequently into ships that are trying to deflect your shots. Please be aware that at the time of publishing, Kotovsky has not yet been released and her performance may change in the future. This deficit of HE performance carries over into Mikoyan's fire-setting potential. It's pretty bad. Thankfully, she doesn't need to touch IFHE. Mikoyan has 30mm of HE penetration -- more than enough to directly damage the extremities of any ship within her matchmaking spread. So there's your booby prize. Please be aware that at the time of publishing, Kotovsky has not yet been released and her performance may change in the future. The strangest dichotomy of the new Soviet cruisers (Mikoyan included) is that the ship is designed to perform best at long range due to the combination of poor gun-handling, poor agility and the excellent ballistics and penetration. Simply put, staying further back plays up to the strengths of these Soviet railguns while simultaneously hamstringing the return fire of the enemy and downplaying her own weaknesses. Yet there's a monkey-wrench in the works: As good as Mikoyan's 180mm guns should be, their dispersion keeps them from echoing the performance of ships like Molotov and Pyotr Bagration. Mikoyan's dispersion is trollish. It's not Roma-levels, mind you, but having shots land short or long is very VERY commonplace at ranges of 15km or more. I can't count the number of times I thought I had an enemy cruiser dead to rights -- a perfect broadside where I knew my AP penetration was more than sufficient to end them only to have no hits land. I wouldn't go so far as to say that this sort of thing happens constantly -- but it does happen often enough to be a marked flaw of this ship. It injects a big dose of unreliability into weapons that would otherwise be the best at their tier. 180 AP shells locked on and fired at a stationary Fuso-bot that had no camouflage. Mikoyan was using Aiming Systems Modification 1. Shots are coming in from the right -- Fuso is effectively bow-tanking the incoming fire. Imagine firing this at the broadside of a cruiser -- a lot of shells are going to fall short or fly long. I suppose the best thing that could be said about Mikoyan's gun performance is that they up-tier very well. Her ridiculously long range (pushing almost 20km with her Spotting Aircraft deployed) and effectiveness at this range means that she always has a role no matter what her opponents are. This is good news given how often tier V ships get pooped on in the Matchmaking. Seriously, in my dozen Random Battle playtesting, not once was I top tier. That could have been just a bad run of RNGeebus given how few games that is, but still. Overall, these are effective weapons so long as you can keep your ship in the game. That's what we like to call foreshadowing, boys and girls. Mikoyan's rearward fire angles on her guns are phenomenal. Firing forward, they leave her open to taking citadel hits in return. Her gun rotation is also on the poor side, with only an 8º/s rotation rate. VERDICT: Gun handling and dispersion nerf what are otherwise god-tier guns. Having only six of them holds her back too. Outside of PVE modes, you have to largely forget she has torpedoes. Durability Hit Points: 21,000 Maximum Citadel Protection: 13mm bow + 35mm transverse bulkhead or just a 35mm belt. Structural Armour: 13mm bow & stern, 16mm upper hull, 16mm deck amidships, 10mm superstructure. Torpedo Damage Reduction: None There's a lot to unpack here but I'll try and be brief. First, Mikoyan doesn't have a lot of health. And that's a bit of an understatement. Hawkins has more than 50% more health than Mikoyan and that's even before you account for the British cruiser's Repair Party consumable. Line up all of the tier V cruisers and you'll see a very marked gap in health pools from the top ships and those at the bottom. And Mikoyan sits even lower than that. So yeah, that's not good. So many cute little low-tier cruisers. Look at all of the tiny hit point pools. It would be a shame if someone were to carpet-bomb their 13mm and 16mm decks. Please be aware that at the time of publishing, Kotovsky has not yet been released and her performance may change in the future. This is made worse by her armour. It's standard tier V light-cruiser fare -- which is to say it provides almost no immunity or overmatch protection. Her 13mm bows can be overmatched by AP shells as small in caliber as 186mm -- so from Hawkins' 190mm guns to the 203mm guns on Genova, Furutaka and Exeter, she has to be careful. Similarly, she has almost no mitigation against HE shells being thrown about -- not even her belt is entirely proof there. Much ado is made about Mikoyan's citadel protection. Her 35mm belt is downright meme-worthy. Mikoyan can take HE citadel hits from whole slew of medium and large caliber HE shells. German 150mm guns (Konigsberg, Nurnberg, Makarov and the secondaries off of ships like Scharnhorst) are particularly frightening due to their high rate of fire, but HE shells from any battleship will similarly make her life hilariously short. You also have to worry about the 1/4 HE pen off of German and British heavy cruisers similarly making her life miserable. Coupled with this, her thin belt provides scarcely better than destroyer-levels of protection for her magazines and machine spaces. Near misses from HE explosions will frequently knock out her engines, to say nothing of direct hits. Last Stand is a solid investment to keep her from being caught dead in the water and then made dead in fact. Still, it's not all doom and gloom. Mikoyan's 35mm belt is too thin to arm any battleship caliber AP shells. It's only by striking the belt at an angle -- typically entering auto-ricochet territory -- that battleships have any chance of fusing their shells. There are three catches of course. Shells hitting the water. If the shells hit the water before the ship, they'll fuse beforehand and cause all sorts of unpleasantness. Overmatching down the length of the ship. If the shell penetrates the ship from the bow or stern, they'll have passed through more than enough steel to arm. EVERY battleship can overmatch Mikoyan's bow and stern. HE Shells. Just when you think you've got your auto-ricochet angles all figured out, they'll load the HE and blow you up anyway. Honestly, it's not battleships Mikoyan really has to worry about. It's other cruisers and destroyers -- which brings up an important topic: Do not brawl with this ship. I say again: DO NOT ATTEMPT TO BRAWL USING THIS SHIP. Nothing will end your matches faster than thinking "Hey, this looks like a pretty good time to push in!" Don't do it. Resist the urge. Bad things will happen. That destroyer hasn't over-extended. You can't push that smoke screen. Don't attempt to ambush that battleship with torpedoes using that island. You're not going to end that beached cruiser quickly. "But Mouse, when I did it, everything went fine!" Shut up. You got lucky. Maybe the word hasn't been spread far and wide yet, but it will -- mark me, it will. Mikoyan is a victim waiting to happen and her executioners are anyone with a sub-10 second reload. For crying out loud, British 120mm/45 guns -- you know, those ones with the floaty, pissing-in-the-wind ballistics? THOSE can citadel Mikoyan 10km. They don't even have the ballistics to hit the ground at that range (look-out, moon!) and they're capable of punching into her machine spaces. Coupled with her poor DPM, agility (spoilers) and gun handling, bringing her carcass into close range is just serving herself up for the butcher. Your only defense is to keep the range up where their guns suck and yours aren't compromised. Mikoyan's durability is garbage. The only good thing about it is trolling battleships like a Chad-unicum by offering them up broadsides and watching them overpen. Of course if you think that will actually work, I'll remind you that you have even odds that the battleships you'll be facing haven't figured out that they're not supposed to spam HE. Ignoring her belt armour (I know, it's hard), Mikoyan's structural armour is super average (squishy). The geometry of her citadel's butt is more interesting than the flat surface at the front. There too, it's 35mm thick for the upper portion (kinda like a wrap-around belt) with a 6mm lower portion. But her butt (heh) has a weird little step with a 50mm shelf. This 50mm shelf can't be overmatched, so there's some largely irrelevant good news. VERDICT: Yer gunna die. Lul. Agility Top Speed: 35.5 knots Turning Radius: 830m Rudder Shift Time: 5.9s 4/4 Speed Rate of Turn: 5.3º/s She's fast but she turns like butts. Combined with her sluggish turret traverse, this is bad. The disparity between good and bad manoevrability at higher tiers is far more pronounced than down here at tier V, however the maps are a lot more claustrophobic at lower tiers so you'll feel Mikoyan's rancid-mayo handling more. There's not much more to say than that. You're an idiot if you bring her into a brawl and hope for good things to happen. I was an idiot often during play testing. Mikoyan always made sure I felt like one for thinking she had any kind of wiggle that might save me. Mikoyan's agility is "the best of the worst" among the tier V cruisers. Furutaka looks agile by comparison. For those unaware, a lot of the in-port turning radius values are a lie. Ship agility is complicated. Please be aware that at the time of publishing, Kotovsky has not yet been released and her performance may change in the future. VERDICT: Anti-Aircraft Defense Flak Bursts: 1 explosions for 910 damage per blast at 3.5km to 4km. Long Ranged (up to 4.0km): 21dps at 90% accuracy Medium Ranged (up to 3.2km): 91dps at 90% accuracy Short Ranged (up to 1.5km): 46dps at 85% accuracy If you were hoping for a colourful, confusing graphic here, I'm sorry to disappoint. It would take too long to say: "all tier V cruisers have crappy AA defense". It's saying something when the best protected cruisers from air-power at this tier are all of those who can call on smoke (Emerald, Exeter and Montecuccoli). Sustained DPS never gets high enough to truly threaten carriers. Range is generally lacking too. Short of having smoke, a Catapult Fighter is the best deterrent you could hope for at this tier. So, lacking smoke and a fighter, you can pretty much tell that Mikoyan is screwed. And not in the fun way. Even if tier V cruisers had AA levels that could be sufficient to seeing to their own defense (or at least frustrating carriers), Mikoyan is in the bottom half (and almost the bottom third) for AA performance at this tier anyway. Mikoyan is boned. Again, not in the fun way. VERDICT: Irrelevant. Refrigerator Base/Minimum Surface Detection: 11.98km / 10.46km Base/Minimum Air Detection Range: 6.38km/5.74km Detection Range When Firing in Smoke: 6.25km Main Battery Firing Range: 16.2km / 19.44km with Spotting Aircraft active Mikoyan's surface detection is pretty average for a tier V cruiser -- being neither bad nor good. I'd argue that she benefits from this "average" concealment more than many other ships, if only grace of her predilection for firing from the second line. It doesn't hurt that she's painfully allergic to pushing. This is a ship where you want to keep your opponents at a minimum of 12km range -- preferably more if they're trying to shoot back. That way she can silence her guns and easily drop back into concealment to avoid the worst of their return fire. To this end, her Hydroacoustic Search kind of goes to waste. Short of being actively hunted by a Japanese lolibote or in an end-game scenario where you can charge an isolated destroyer hiding in smoke, there's really little need to make use of it. It's a shame really, but this just compounds upon the difficulties this ship has with performing up close. Oh well. VERDICT: Good enough, I guess. Final Evaluation Well, at least she's free. Lemme preface this: I like lower tiered ships. I really do. However, the Matchmaking tier V ships end up facing has definitely curbed that enthusiasm. Tier V ships get the worst luck when it comes to Matchmaking. They either face a glut of carriers when top tier or they end up being the little fish against higher tiered boats. This makes evaluating them difficult -- they're forever in a disadvantageous situation where it's rare to see them at their best. I think it's points in Mikoyan's favour that at least she deals with being up-tiered about as well as you could hope. Still, I feel her design is a poor one for the tier she's placed in. This is a ship with long legs and long range that really wants some room. She is a high-tier ship design -- built for kiting. That's not something that works especially well in lower tiers. The maps down here feel island congested and claustrophobic. Mikoyan can't flex the way she needs to in order to be at her best. Even still, when she finds herself on maps with tier VII ships, her guns are a bit of a let down. Her dispersion really surprised me -- especially after having recently spent so much time with Ochakov and Pyotr Bagration. Her gunnery simply felt "off". This is entirely by design, though it's not a design i find particularly rewarding. I can stomach it more with my battleships for the promise of massive alpha strikes. For a ship that struggles to compete in the DPM races like Mikoyan, it just feels like I'm being cheated when my perfectly lined up shots stray because of RNGeebus (love you, big guy -- mad respect, but can you just chill?). When Mikoyan's guns work, they work beautifully. There's just a dash of inconsistency that makes me wary every time I pull the trigger. Most times they behave. Most times. I'll be damned if my brain doesn't remind me of the occasional failure like it was a constant oppression though. On the whole, I give Mikoyan failing marks. I don't like her. I won't be playing her. If I want this kind of game play, I'll dust off Molotov. I'm glad you can earn Mikoyan for free -- to me, she's not worth the coin needed to buy her. Conclusion I really tried to limit myself with how much time I was going to spend on this review. May has been hella-busy. This is my fifth review published this month behind Cheshire, Orkan, Ochakov and Pyotr Bagration. I wish I could say playing these ships was fun. I really only enjoyed Ochakov and even then, she's not likely to be a ship that I dust off for her own sake. Ugh. This month has felt like a whole lot of work. I cut corners here where I could to expedite getting this one out. I can't say I'm happy with the results, though I am glad to get this out in a timely manner. I won't have the luxury of half-assing the next three reviews coming up, one of which is my 150th. The big one-five-oh should line up with Odin's release if I understand the timing correctly. I think that's reasonably auspicious right there. I've been floating the idea of doing an "open book" review -- showing my process as I go, making rough drafts and notes available as I piece it together in my usual methodology. It's one thing to say that a lot of work goes into these reviews. I think it would be eye opening for some to see everything that doesn't end up in the final review. Lemme know if you think this is something you'd enjoy seeing. It will involve some extra work, but I think it's worthwhile if there's enough interest. For now, I need a break. There's a lot of work still to be done with the submarines on the live server, so I'm going to have to try those out. And that's not discounting the next ships to evaluate which are coming up shortly. I need to fast recharge my batteries.
  14. michael_zahnle

    A little bummed out.

    So, I've been chugging along with the Russian event and am a little bummed at the less than stellar return on my efforts. 32 crates, 240 tokens with zero likelihood of getting past the remaining missions at levels 1 and 2. And, I've been grinding away at the Ranked battles. Win one, lose three. Win one, lose two... and I'm tired of staring at the rank 15 notice after each battle. Yes, I know Colorado is a turtle with guns, but the last battle was lost because the OTHER Colorado on our team didn't engage until everyone was pretty much toast. And now Bismarck. I can count the number of times I've attained the level of success for the first objective on one hand, and never in a ranked or random battle. I guess the only solution is to carry on and see where the chips fall. See you on the high seas.
  15. I would like to commend Yuzorah for posted the article of the new Soviet VMF light & heavy cruisers recently: https://thedailybounce.net/world-of-warships/world-of-warships-the-russian-cruisers-line-split/ I thank him for sparing me the trouble from making a long article, which I'll save it for my other articles in the future. Still, I would like to help making an introspective to complete the circle. Tier V - Kotovsky appears to be, from my knowledge, is possibly an overhauled light cruiser Admiral Butakov of the Svetlana-class (which was incomplete prior to the Russian Civil War). Largely based on Project 78 training cruiser modernization & refit plan, in addition to the Project MK-4 prior to Project 94 Budyonny development & postwar Project MLK-series design studies, particularly the 4 x 2 -152mm MK-4 twin guns. Данные Проект МК-3 МК-4 МК-5 МК-6 Проект 94 по ОТЗ июня 1940 Проект 94 по ОТЗ декабря 1940 Дата — 2 апреля 1940 — 20 марта 1941 Июнь 1940 Декабрь 1940 Водоизмещение 7760 8000 8130 7800 7500 8200 Главный калибр 3х2 152 мм 3х2 152 мм 3х2 152 мм 5х2 130 мм 3х2 152 мм 3х3 152 мм So instead of the 130mm B-2LM turrets, the 152mm MK-4 turrets are selected in place of them. Alexander Nevsky is indeed the Project 84 air defence cruiser. The namesake is befitting for Tier X, given Alexander Nevsky was made a saint in Russian history & is considered as one of the most respectable men among the Russian people with high esteem. Besides, I like how WG devs opted for two SM-48 twin DP gun turrets on the aft of Borodino in place of the nonexistent single quad DP gun turret as shown in the draft blueprint (sensible choice). Just in case if anyone has yet to know what is Borodino & which project she came from, Borodino is, in actuality, the Project TsNII-45 small battleship - Variant III+III-3 Tallinn is indeed an ex-German Hipper-class heavy cruiser Lutzow, and she was formerly Petropavlovsk before renamed to Tallinn after raised from sinking. This Tallinn was, in actuality, to be officially retrofitted under Project 83-K. But it seems like Tallinn is given Kirov's MK-3-180 main gun turrets instead of the supposedly Chapayev's 152mm MK-5 triple gun turrets as originally planned for Pr. 83-K. 4 x 3 – 152mm/57 MK-5 triple gun turrets 6 x 2 – 100mm/70 SM-5-1 twin DP gun turrets 3 x 4 – 45mm/78 SM-20-ZIF quad heavy AA gun mounts 6 x 4 – 25mm/79 4M-120 quad light AA gun mounts I'm not entirely clear about both Riga & Petropavlovsk. But the one thing is certain to me, is that both Riga & Petropavlovsk are supposedly representing a direct parallel to Project 69 - Kronshtadt & Project 82 - Stalingrad. Whilst Petropavlovsk is possibly the Variant III of the Pr. 82 development before it officially laid down as Stalingrad with more modern 305mm main guns, Riga could likely be Project 22 heavy cruiser/battlecruiser that was later cancelled & carried forward to the development of Pr. 69 - Kronshtadt. Other source suggested that Pr. 22 was later picked up for studies to develop Pr. 66 - Moskva. (I sense a slight discrepancy in regards to the fate of Pr. 22) In addition, with Nevsky announced to be the top tier AACL, I got the feeling that Dimitri Donskoy could as well receive a 152mm BL-118 triple DP gun turrets upgrade to keep in the line with the general trend of Tier IX & X being an AACLs like USN's Seattle & Worcester, as well as RN's Neptune & Minotaur.
  16. Before anyone says... The Smolensk is this or that... I am on a tier 10 SC event... I will tell you how tier 10 is a dumpster fire for all the different reasons.... Here is the PIC... Comparing tier 10 last year or even 2 years ago to this event... I can conclude its the worst tier in the game... I had someone in chat accuse someone of a "adult" crime.... Tier 10 is not like any other tiers FOR SURE! Mogador 18748 DMG Hak 8000 DMG Alasce 1190 DMG Hak 8000 DMG
  17. 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
  18. I accidentally switched the wows mod station language to Russian and now it won't go back to English. Any idea how to get it back, or will I just have to reinstall?
  19. PaulaDeen

    Russian vs. US Battleships

    Hello, post is as titled, I'm looking for some first hand comparison between Russian and US battleships. I've heard that the Russian battleships dominate in close quarters combat, but fairs quite poorly in long range. Is their long range really that poor? I have a North Carolina and I should be able to finish getting my Vladivostok today. I love both BB lines but I'm not sure which I want to bring to t10 first. I guess I'm just looking for some insight from people with both Monty and Kremlin. Pros and cons of both? Is Kremlin really that bad for long range engagements? Is Monty in a good spot now a days? Welcoming all insights and opinions! Thanks:) Paula Deen Butter Captain Butter Queen
  20. As a BB main, I was pretty happy to see a new line of BBs in the game. However, I've been grinding away (I'm only at T5 at the moment) and I'm thoroughly disappointed. The armor is bad. The handling is bad. The gun accuracy is bad. It's all bad. I can't tell if it's a bad line or if it's just because it's a low tier, so I'm debating whether or not I want to waste anymore time grinding the Russian line since I'm already working on the British and Japanese lines. Do the Russian BBs actually start to play good at the higher tiers?
  21. 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"'
  22. Khabarovsk Guide by Rannith About Me: I usually play Russian destroyer with the occasional Russian cruiser game from time to time. I have over 350 pvp battles, I average 1160 XP per game, with a destruction ratio of 1.6, and average about 53k damage in my X Khab. I have built this ship and her commander in many different ways and I would like to share with you guys what is working for me and what is not. Intro: Let us first understand that every pvp match is different. It is impossible to build a ship for every scenario you face in game. At some point in a game, you may need to do something that is outside the strength of the ship. Like capturing nodes in a battleship. It doesn't happen often but does happen. With that said, this guide is help the Khabarovsk in many scenarios do what she is designed to do as a destroyer, as well as having the offensive capabilities that is needed. Role: Generally the role of this ship is no different than any other destroyer. Your job is to spot the enemy force, capture nodes, and provide support by lighting fires, and using torps. Obviously she cannot stealth torp with 6km range. So they will need to be used in ambush situations. Her guns on the other hand, are very good. The size of this destroyer is very large and does not have the agility of other destroyers. The speed is there but the agility is not. She is one of the fastest destroyers in the game boasting superior armor for her class. For these reasons, many people ignore that she is a destroyer and build her up like a cruiser. They ignore concealment and go straight for damage and tanking the enemy rain with rudder shift upgrades, survivability perks, repair modules, and so on. From now on, I will refer this in the future as "Speed Tanking". You want to be able to at least compete at capturing nodes. Not neglecting your main role as a destroyer. She is a triangle. Why NOT to use Speed Tank: There are many reason why not to use this role and I will list them here. 1.) It hurts the team as a whole : When you are speed tanking and constantly firing your guns, you are typically not doing this while capturing nodes. If you are doing this while capturing, you will be very close to the enemy team and be an easy target. Most Khabs that speed tank stay outside the nodes neglecting them all together until they feel like they want to move in. This puts the trailing cruisers and battleships in a state of limbo about what to do next. This is when you can expect someone to start complaining. I have had people tear me up in chat without me saying a word all because I did not cap a node. Most people don't care you have bad concealment, they will see you as a destroyer that is not doing their job. On a side note... because of all this, my Karma rating drastically goes up and down. 2.) RNG as a weapon: Yes, your main method of dealing damage "lighting fires" is a random chance(RNG). I have had games where I hit 300 times with HE and only set 4 fires. Combine this with the fact that people use damage control mods, captain skills, repair modules and even signals to counter fire. It can often become frustrating just dealing damage to cruisers and battleships and leaves you wanting more. Yes, you can have games with 120-150k damage as a speed tank, but you can also have these kind of games without sacrificing your role. 3.) Not tanky enough: Many people believe that this is the hardest ship to hit in the game. While this is true to a certain extent, this is not %100 accurate. Do not forget that this is a very large destroyer and the closer you get to the enemy, becomes vastly easier for them to hit you. I would say the golden range for tanking gunfire is 12.5-13.5Km. At this range, many people will not even target you, giving you time to do your thing. If you find a ship other than a destroyer inside this range, you will be taking massive damage. Speed tanking gives you no room for error. You are constantly lit up on the map. Your position is constantly uploaded to the enemy. Because, you should be firing your guns most of the time. Even within the golden range, this is a Tier X match and many people are very good at the game and aim very well. Don't be surprised if one salvo takes half of your HP from 13km. 4.) Needs Signals: Typically, speed tank gunboats have a constant need for signals like Sierra Mike, Juliet Charlie, India Delta, India X-Ray, Victor Lima and so on. Below I will show you how to build the Khab and not have a dire need for any of these. Onward: Building the Khab: Now that I have told you what I don't recommend, let me share my secrets =] Commander Skills: 18 total (points) - (1) Priority Target: Protecting your HP should be a huge priority. This skill lets you see how many ships are targeting you, giving you a leg up on what to do next. This can mean life and death. - (1) Preventative Maintenance: We talked about roles and jobs a little bit. Think of this skill as a -%30 chance of your job becoming incapacitated. So this is huge. - (2) Last Stand: Humans are not perfect. Crap happens. You need this skill. - (3) Demolition Expert: More fire % means more damage = more stars = more creds etc. Use this skill to enhance what the Khab is good at. - (3) Vigilance: In tier X fights, torps are everywhere. Don't let one lucky torp ruin your match. As a large destroyer, this is a no brainer. - (4) Advanced Firing Training: As a Khab you don't have great torps. But the guns are very good. Help your Demolition Expert and superior guns by getting this skill. - (4) Concealment Expert: The Khab has very bad concealment and any help in this category is greatly needed. Consumables and Upgrades: - Smoke Generator: Use to hide yourself and rain down shells on the enemy team while undetected. Used to capture nodes and provide cover for allies. Used to hide yourself in bad situations like getting out-numbered or bombed from aircraft. - Main Armament Modification 1: You do not want to waste repair unless you are flooding or on fire. This upgrade helps make that happen. - Propulsion Modification 1: Protect your amazing speed by having an ace in your pocket. - Aiming System Modification 1: Take this upgrade for the -7% dispersion to help your shells and torp ambush accuracy. - Steering Gear Modification 2: Helps agility and evade gunfire since we cannot take Steering Mod 3 - Concealment System Modification 1: Absolutely must have upgrade. There is no getting around this. We need more concealment and it is right here. The +5% dispersion is nice and welcome on all destroyers. - Main Battery Modification 3: This is a no brainer. She is a gunboat. Usage: As you can see, what we have here is a very sneaky Khab, that is still able to dish out the pain. Having good concealment is huge. Not only will it protect you from the enemy but it will allow you to "go dark" more efficiently when you decide to stop shooting. This can also mean life and death. She is now much more capable of capturing nodes but still should be used in a support style role, following other destroyers when the opportunity allows. The kind of enjoyment you will get when you melt other destroyers will be awesome. It will almost be paralleled by the excitement you get when you rain down fire on your enemy from 10km away in smoke. She is a very dangerous destroyer now and with better concealment goes pretty much wherever she wants, allowing for a more successful torp ambush. And best of all...your teammates will not flame you. I hope you have enjoyed my guide on this awesome little ship! Take care, thanks for reading!
  23. So I got the IZMAIL. And I can't stop wondering.... Why gi through so much meticulous detail on a turret catapult, AND NOT GIVE THE SHIP A DAM PLANE? @RadarX could you please explain why he doesn't have a catapult fighter? It is a sore sight to se such a beautiful launcher sit empty.
  24. 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. 
  25. Looking for mod/sound files to replace Anime and national non-English speaking captains. I've got a few 6- 10-point captains from events and such (e.g., Isoroku, the grunting Japanese cat, and Admiral Hipper, the annoyingly breathy anime Japanese girl). I'm looking for a way to replace their sound files with the standard USN sound prompts in the game (or even the UK files, chaps). I admit that I do key into the audio for game prompts so I don't have to take my eyes of the screen and minimap. I don't play the non-English captains (even my Dasha or Overchkin) enough to learn the language phrases. Any thoughts? Thanks
×