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Found 26 results

  1. Yeah, I know they're rare, but I can confirm they still happen. Case in point: last night. What happened was I was working on the German CV missions and, during the early minutes of a match in my Montana, I saw a Smolensk pop up on my flank at around 17 km out. Now keep in mind: I'd never killed a Smolensk before (just goes to show both how little I play this game anymore and how disgusting the Smolensk can be), and I fully expected the guy to either dodge my shots and go undetected or just get overpenned for a couple thousand damage at most. What actually happened? Well, let's just say that my first-ever Smolensk kill was a Dev Strike and a First Blood. I wasn't even watching my shots go in when it happened, but when I saw the citadels, kill ribbon, and medals pop up this was basically me: The best part? Chat even started congratulating me on it (again, just goes to show how disgusting the Smolensk can be). The rest of the game went decent: The OP Russian premiums got their revenge when I got killed by a Stalingrad after doing 125k damage and sinking a Des Moines and a Shikishima, but I swear that obliterating the Smolensk was one of my finest hours in this game and it made me remember that this game, even for all its flaws, is still kinda fun. Also I forgot to get a post-battle results screenshot. Sorry. I now turn the mic over to the rest of you: What moments have you had recently that just made you happy? I look forward to reading what you all have to say. Sincerely, 1Sherman.
  2. TheGreatBlasto

    Smolensk is Ruining the Game

    Just faced the Schmo in my Bertie Wooster and was horrified by the former's gun range. It seemed to be hitting me from 20+klicks. Each salvo would start 3 fires. I had nothing to shoot at because I couldn't see it. I was blowed up good in the first 7 minutes. It was a rout against my team. Just before it killed me it killed a Thunderer. Then the game ended. This kind of insanity ruins the game for many of us. WG needs to fix MM and deal with the game's Schmo crisis.
  3. The IFHE change basically made Flint, Atlanta, Colbert, and Smolensk useless. In the 0.9.5 release the Moskva camo people paid for with real dollars will be given out free. I will not be spending money on this game anymore. If I cannot rely on something maintaining it's value to me I am not going to buy it.
  4. Where's my Smolensk, I have been saving coal for 3 months now and it's gone? wth wargamming?
  5. 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.
  6. So, I'm pretty hyped right now! Only 351 steel away from Stalingrad "using my coupon." I'm also only about 7500 coal shy of being able to get Smolensk for full price. However, due to incoming IFHE changes and armor nerf, I'm not sure if she will be worthwhile after that? The other option I'm considering is waiting for Nuestrashimy to be offered for coal and picking her up. DDs are my second favorite class to play, behind BBs. I don't really enjoy CLs because they are too squishy for my taste, but since Smolensk can smoke and shoot 19km, that takes away a lot of risk. I know many think Nuestrashimy is boring, but I kind of like her zombie heals and decent torps. Frankly, if I could go back, I think I would've gotten her instead of Black because I just can't stand Black's slow torps. I've discussed it with clanmates, but still haven't made a final decision yet. What do you guys think?
  7. In this post, I am going to lay out my honest opinion on what I would do if I were in WG's position right now, as of February 2020, given my understand of the game, how much I have played it, and what I have discussed with other players. I understand that not everyone of you are going to agree with me, and much of what I am going to suggest is going to be controversial....but I am more than happy to hear out your opinions and thoughts in the comments below! A without further ado, here goes..... 1.) Place HMS Belfast at Tier VIII. This is so that she is on par with her sister ship, HMS Edinburgh, as I think that it is unusual that Belfast, which is better than Edinburgh in many ways (access to HE shells, radar AND smoke combo, and is a premium ship with premium economic bonuses) would be a tier lower than her. Plus, having Belfast at Tier VIII would mitigate her over-powered-ness, and would save Tier V ships from being bullied by her (Belfast as a Tier VII can be put into Tier V-VII matches) 2.) Do a USN battleship split. I would keep the original USN battleship as is (USS South Carolina, Tier III ---> USS Montana, Tier X), but starting at Tier V New York I would make a split. The split would be something like this: USS Nevada (Tier V) USS Pennsylvania (Tier VI) OR a pre-WW2 modified USS Tennessee (Tier VI) this would go in tandem with how Tenessee's sister USS California is being made a Tier VII premium, with WW2-era modifications) USS Maryland or USS Washington (Tier VII, Colorado-class ships) USS South Dakota (Tier VIII) or USS Washington (Tier VIII) ??? (Tier IX)? [Maybe USS New Jersey or USS Wisconsin (but how to differentiate them from USS Iowa and USS Missouri without making Iowa and Missouri more obsolete?)] Tillman battleship (Tier X) ----> Just to clarify that I myself am debating on the best setup for the USN battleship split, but I am settled on the idea that the Tier V ship ought to be USS Nevada, as she was of a class similar to the New York-class, and is a brand new ship class not yet introduced into WoWS. 3.) Nerf Kremlin. I find that her armor and her high hit-points pool is ridiculous. I would certainly reduce her hit-points to be BELOW that of Großer Kurfürst so as to preserve the uniqueness of German BBs of higher the highest hit points of all other nation's battleships, and as a nod to efficient German engineering. As a historian, I find it infuriating that the RU BBs in the game somehow are BETTER in their engineering design to that of the American, British, and German battleships. I would also make Kremlin slower in her acceleration, as she is a bit too fast, and I would reduce her armor so that she is more vulnerable to being targeted. Of course, I do not wish to nerf Kremlin to the ground and make her plain useless.....but I would like to see her be a bit less OP so that other battleships are made a bit more viable again, such as Yamato and Montana. Speaking of which..... 4.) Buff IJN Yamato and USS Montana slightly. Yamato I would make her have a better hit-point pool, so that she is a bit better on survivability. Montana already got a buff to her Repair Party which is nice, but I think that she too, should have a slight hit-point increase. I would also increase the range of Montana's and Yamato's secondary guns so that their secondaries are a bit more useful. 5.) Increase the secondary range of ALL battleships across the board, except German BBs, French BBs, and other BBs that already have great secondaries (i.e. Georgia, Massachusetts) I find it ridiculous that more battleships have base secondary ranges of 5 km or less. I understand that this is made so that DDs and crusiers have a chance to rush in and sink a battleship with guns or torpedoes, but like really? 4km or 5km? You might as well not have ANY secondaries at that point because they will barely fire off a few rounds before that rushing DD/cruiser is on you and torpedo-ing you to Davy Jones's Locker. What I would so would be to increase the base secondary ranges by 2-3 km (making ranges range from 6-8 km instead of 4-5 km). That way, at least you can feel good that your secondaries are firing at the enemy, and with flags, and captain skills you can try out secondary builds on battleships that are not really the best at it. Like, why not try out a secondary built on your IJN Nagato? Or on your HMS Iron Duke? Maybe it can be fun! But with base 4-5 km range, it sucks. It is not worth while to utilize a secondary built unless you have 6-8 km which is more useable. I would love to make Tier VII and below battleships (excepting the Germans and French of course) have longer range secondaries. 6.) Nerf Smolensk. Make her citadel larger, increase her gun reload, lower the time of her smoke dispersion.....these are changes that I would definitely make so as to mitigate her overpowered-ness. 7.) Nerf Russian radar. I would either (1) lower the range of Russian radar to 11 km or (2) I would lower the time duration of the radar. 8.) Add more Tier II battleships into the game. IJN Mikasa is special in that she is the only pre-dreadnought battleship in the game (so far). If I were in WG, I would definitely add more pre-dreadnought ships because (1) many of them existed….so.....no paper ships, but REAL ships would be added into the game! (2) Why not add more diversity to Tier II gameplay? So many players complain that high tiers (Tier VIII-X) are stressful, so why not make the second-to-lowest tier a bit more attractive to play? Furthermore, additional battleships can be added to each of the battleship tech tree lines. So instead of having battleships start at Tier III, have them start at Tier II. In other words, add a Tier II battleship to the German, American, Royal Navy, Russian, and French battleship lines. After all, the cruiser lines start off with Tier I cruisers then move on to Tier IIs before then splitting into destroyers (beginning Tier II) and battleships (beginning Tier III). 9.) Make there be more Clan Battles and Ranked Battles at Tiers II, III, IV, and V. We have seen there be one Tier VI ranked sprint, a couple of Tier VII ranked sprints and ONE Tier VIII Clan Battle. The Tier VIII Clan Battle in particular was well appreciated by thousands of players because it was a break from the usual Tier X Clan Battles that occur in 99% of Clan Battles. But what about the other Tiers Tier VI and below? Why not make THEM also into Clan Battles or Ranked Battles? After all, there are plenty of Tier V premiums that players have in their ports that they would certainly like to use in competitive game modes besides just Random Battles. Tier III and Tier IV premiums also exist...so why not have also be given more purpose by creating a Tier II, III, IV, or Tier VI Clan battle/Rank Battle? In addition, by creating a Clan Battle/Rank Battle that is Tier V or below, it might compel experienced players who have been stuck in Tier X-land to actually go back to playing the lower tiers and...who knows? Maybe rediscover a appreciation of the lower tiers (unless they already have a appreciation for the lower tier ships) since we all were once rookies at playing WoWS...we all had to sail our way up from Tier I all the way to Tier X. Now....the only issue that is to be had with a Tier II, III, IV, or Tier V Clan Battle/Rank Battle is that a lot of rookie/newbie players are usually at those tiers, and they might ruin the gameplay and fun that the experience players are trying to have with participating in those events. My solution to that is to add a in-game system that checks to see how many Random Battles you have played in WoWS. If you have played 1000 less games, then you are not eligible to play in the lower-tier Clan Battle/Rank Battle let's say. Or the condition could be that you have to play in 200 game or more in Tier VIII or higher ships before you can be granted access to lower tier Clan Battles/Rank Battles. That way, there is a separation from the rookie players from the experienced players, and the rookie players will not ruin the games of the experienced players. If the rookie players want to participate in the competitive events, they need to play higher tier ships AND play enough games in them---therefore becoming "experienced" players in the process. 10.) Add Italian battleships in the game. This is the final point I am going to make, and that is Italian battleships. SAP shells with battleship guns might prove interesting and make said Italian BBs VERY unique in their play style compared to other BBs. Honestly, I am not that all familiar with the history of Italian battleships, but it would be something like this: ??? Tier II ??? Tier III ??? Tier IV Conte di Cavour (Tier V, sister ship to Guilio Ceasar) ??? Tier VI ??? Tier VII Littorio (Tier VIII, sister to Roma) ??? Tier IX ??? Tier X Let me know your comments below!
  8. Do_Doch_Nicht

    I got my Smolensk!!!

    Picked it up for Coal and a Coupon 2/15/2020, (A date which will live in infamy). Heard it was disappearing after Update 9.3 and figured I could get the Thunderer later. (A Ship I far preferred, one which puts a premium on handling and shooting.) But...having had innumerable Smolensk's Hail Fire me, I figured I wanted to find out for myself if it was an unbalanced in play as I perceived it on the receiving end. Ladies and Gentlemen....IT IS. Make no mistake the Smolensk is an abomination. I'm not highest scorer on my team each game, but I'm always in the top quarter. I haven't lost a game yet, despite a couple close calls. I hope Wargaming does the right thing and removes the ship with a fitting substitute for those that acquired this ship for its ridiculous edge.

    Should I choose Jean Bart or Smolensk

    I am deciding one of these ships I only have enough for one so can you guys help me decide Thanks
  10. Oldschool_Gaming_YT

    Closest game ever recorded!!

    Im not 100% if this game IS the closest game ever recorded on all servers, but it has to be atleast Top 3. Still not entire sure of the outcome.....
  11. I'm am trying to pick between the Georgia and the Smolensk. If you vote please tell me why you pick that ship.
  12. To celebrate: Billy Joel: And Eurotm:
  13. a) Yeah I know, British Grenadiers instead of Heart of Oak but I thought that Grenadiers fit the bill better. b) I know this isn't very high quality but it's a start, I don't have any decent video capturing or editing software to make it better. Never the less I did enjoy making this and I hope you all get a decent laugh out of it too. Edit: To actually give my opinion on the matter and answer the question Thunderer is a better bang for your buck, simply put Smolensk is very annoying and easily capable of dealing 230k a game. But she only has 130mm guns and I feel that she'll be power crept far sooner than the Thunderer. Thunderer is much more accurate and is always able to adapt to her situation, great AP and classic British HE, she is definitely capable of handling a Smolensk with the 1/4 HE pen. So yeah there's my take on the matter, I hope it helps in some way.

    Smolensk Build

    I heard so much hype about the Smolensk that I just had to splurge and use some of my coal to get her. FYI I'm not a cruiser player and I'm pretty bad at high tiers. I guess I should have thought about that before buying this ship. Regardless, I'm finding this ship quite fun. As I try to learn to play Smolensk I'm wondering if Cruiser main players on the forum have opinions regarding the best build. The only cruisers I was any good at were the Budy, Chapy and The Roon. All have long range so for that reason I went for the 19.2 range build on Smolensk. Below is my setup. I'd like to get some advise about the remaining 6 captain skills. With a range build is it best to get Concealment or IFHS? 2 points left go to Last Stand?
  15. angel507_invader

    Smolensk vs stalingrad

    I need some feedback , what are the pros and cons from stalingrad and smolensk . Whos better? What should i pick? Pd: I dont the enough resource to buy both
  16. 1) Good/excellent captain will make almost any ship OP, nothing special about Smolensk except that it is a great package that good/excellent captain can work with very very well 2) Dumb enemy team will always make Smolensk look OP So I loaded in Black, capped and came around look to spot as much as possible. Sure enough there is Smolensk on enemy team. So I make it my priority to shadow him and keep him spotted. As soon as he dropped his smoke I poped my radar. He was spotted almost entire match! So what do my team mates do once they come around the corner and see Smolensk in front of them? They stop of course. They allow Smolensk captain to use WASD hax and sail away at easy pace, spamming HE doing Smolensk things. My team kept shooting at him and missing, but simply stopped and didn't chase. Look when Smolensk is spotted entire game and even in smoke please don't say it is OP, it is not fun to play against, etc. It is our own fault for letting it be OP. We got crushed and I did compliment enemy Smolensk. He played very well even without concealment, didn't get a single torp hit (well it is Black after all, can't blame me)
  17. Balon_Greyjoy

    LWM Smolensk Review is up.

    Miss Mouse has her review of Smolensk up on Shipcomrade. It's funny as hell. Here's the link. As a proud Smolensk owner, can confirm.
  18. 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
  19. Thought some of you might be entertained by this replay (see further below). It's just a CO-OP battle, but was pretty amazed at how the "player in question" (a member of a different clan) decided to farm damage by shooting me! not a "stellar" showing -- pressed the wrong key to activate hydro and wasted my smoke near the end. I blame WG for making the Smolensk a DPM monster! and here's the replay (judge for yourself). 20190922_145908_PRSC610-Smolensk_19_OC_prey.wowsreplay
  20. So after rooting around in my pile of free anniversary containers, bonus codes, and coupons, for extra coal, lookie what I got! I dressed ship in the Meritorious Service camo because it's a cleaner, squared-away look.
  21. Balon_Greyjoy

    Eurobeat How To Smolensk

    This mutant Smolensk thing is a monster in unicum hands.
  22. As I suggested here, we need more Soviet paper ships now that Smolensk has introduced the possibility of 4x4 gun arrangement to Tier X. There are many candidate designs which I am sure exist somewhere in the designs drafted and amalgamated into the Dmitri Donskoi and the Sovetsky Soyuz designs as depicted in-game. I therefore propose some designs based on what we know about Smolensk, which is listed below: Smolensk: 4x4 130mm/57 BL-132 guns, 13.3 RPM (Reloads Per Minute), and 2x5 torpedoes of 8km range. Now, logically, if we have Smol Ensk in a game, we must also have Ensk, taken from World of Tanks and brought to Warships, which is apparently a (place) name in the Soviet Union somewhere, as there is a WoT map named Ensk. I got a question though, Khab uses 130mm/55, while Groz uses 130mm/58, and the Smolensk has 130mm/57... Did the USSR really bother with such close increments of gun lengths??? . I therefore recommend the following designs, which are named for places or names that sound plausible for the Warsaw Pact or at least Soviet-occupied turf as of 1946, and surely are found in the myriad paper designs. Litensky: (CL) 4x4 152mm/57 MK-5 guns, 8-9 RPM (Reloads Per Minute), maybe 2x5 torpedoes. The triple 180mm turrets of the Dmitri Donskoi as seen in-game can most likely handle 4x152mm guns in terms of recoil and barbette size. But if not, I'm sure there's a design among those amalgamated into the Donskoi that used quad turrets, or barbettes large enough for such. The design has guns from the Chapayev (or we can use the Sverdlov/Kutuzov guns), with much higher shell velocity than War Sister or Mino, which have 155mm/47 and 152mm/50 guns respectively, so is far better versus destroyers. It has 1/3 more shells per salvo than War Sister (which has 13 reloads per minute for 156 shells per minute) and higher shell velocity. Commensurately, it has at least 12 shells fewer per minute, and perhaps only 128 shells per minute if the torpedoes are thought appropriate to include. Notes: The name's "Lite Ensk", but since Litensk doesn't exist, the closest is the name "Litensky". Ensk: (CA) 4x4 180mm/57 MK-3-180M guns, 13 sec reload, maybe 2x5 torpedoes Dmitri Donskoi has 12.5 second reload (4.8 RPM) on these same guns according to the wiki. It seems to me that a fatter heavy cruiser with quad turrets should be quite adequate a tier up with 1/3 more alpha in exchange for lower speed, higher agility (lower length to beam ratio), and slightly lower ROF (if the mix of trait changes going up a tier sound like Baltimore to Buffalo...). Notes: Just because the WoT map is a train yard (and she doesn't have good armour) doesn't mean this shipgirl has trains run through her every day, damned pervs! Gdansk: (CA) 4x4 220mm/65 SM-6, 18-20 second reload, no torpedoes. Moskva has 9 of these guns at 10.5 second reload. If this ship gets non-autobounce bow armour, then 18 second reload is likely balanced enough. If it gets autobounce bow then 20 seconds would be the minimum, 21 if it gets torpedoes. I'm sure there's some Moskva design proposal somewhere with 4 turrets. Or a Stalingrad/Kronstadt proposal with 4 turrets that can be refitted from triple 305mm to quad 220mm... Notes: It's read by English-speaker close enough to "Good Ensk" and is Soviet-occupied as of late 1945. Good enough. Milansk: (BC) 4x4 305mm/54 MK-15, 30-32 second reload, no torpedoes The shell velocity might not be as good as a Stalingrad, but these guns went on the Kronstadt and offer considerably weight savings in gun and in mounting compared to the Stalingrad's /61 guns. Unlike Stalingrad, these don't get bonus autobounce. The sheer gun count is more than good enough for most tasks. Since this is almost 1.8 times the alpha but only 1.5-1.6 times the reload of a Stalingrad, the dispersion must be significantly worse due to blast interference between shells. I'm sure there's some Stalingrad proposal somewhere with 4 quad turrets, or a battleship design with 4 triple 14+inch guns that can swapped for lower-caliber quads. Playstyle is to HE spam at range while dodging, while still able to deliver powerful AP salvos at relatively close ranges if need be. If this sounds like a Stalingrad except with worse reload and Lyon tier shotgun ragebait... Notes: The closest I could sensibly stretch to MILFensk. This should be one sexy ship. However, please for once DO NOT have the stern anchor firmly lodged up a round hole in the exact center of the stern, as is common on Soviet designs from Shchors to Donskoi (Donskoi's is actually lodged up such a hole in the middle of a deep valley indented into the stern) as those are TOO LEWD!!11!! Mengsk: (BB) 4x4 406mm/50 MK-1-406, 42 second reload, no torpedoes (duh) I can't see them using the 406mm/45 Model 1915 guns from Vladivostok in quad mounts. However, I can see the Sovetsky Soyuz guns being used instead of the Slava guns for weight reasons. If we nerf this to a shorter L/45 gun, we may be able to make the reload 38 seconds instead. As is however the proposed reload is just over 1/3 longer than a Montana's, for roughly 1/3 more alpha. Looks reasonable to me. The rule of thumb is "1 gun lost buys you 2 inches of gun calibre" according to Drachinifel, so a triple 457mm turret's barbette should be able to fit a quad 406mm. Unfortunately, this entirely fictional quadruple mounting suffers significant reliability problems, the ammunition elevators proved rather temperamental, and the turrets are quite crowded, restricting rate of fire greatly. The blast effect of relatively closely packed barrels also means the accuracy is significantly worse than the usual Russian magical laser precision. The playstyle is to catch people showing broadside as best you can, though an astute enemy will easily notice you fired and turn during your reload. If you can't catch anyone showing broadside, well, you're going to be playing like a bigger Lyon in cruiser-smashing or firing HE at battleships. Good luck! Notes: The closest I could get to Mega Ensk. . Other potential names include the Uralic region of Tur'yinsk (could be shortened from "Terrible Ensk") among other names . So what do you think of these ideas? Possibly balance-able? Overpowered? Underpowered? Ban-worthy bad puns that make your brain hurt?
  23. I was on the fence for playing on in ranked after I was stuck at rank 9. But since I would miss the Flint by 200 steel I gave it a try. The last battle not only got me to rank 8, I also got the missing 150 coal, from the daily mission, for the Smolensk. One battle, winning the two egg twins. And now some songs for the rest of the day And ofc for reaching finally the Flint