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Destroyer_Zeka

How to Kiev?

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So I recently got my hands on the Kiev. Been ok with her so far. Nothing fantastic or to write home about, however. Compared to her predecessor, Ognevoi, at tier VI, Kiev seems to be a bit of a downgrade. She has a larger detection range, because she is a larger ship, and has less HP. However, she does mount another twin turret, making her main armaments 3x2s compared to the Ognevoi's 2x2s. She also reaches default top speeds of 42.5 kts, which is something Ognevoi CAN'T do, not even with the help of Sierra Mike and Engine Boost. But it seems that traditional VFM DD tactics(staying at range and burning things) don't seem to work the way they do on ships like Gnveny and Ognevoi. Am I doing something wrong here? What am I missing here that making the Kiev seem worse then it actually is. Keep in mind, my Kiev is still stock, so do I just need to max it out before she becomes good? Help me out here 

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Make sure you are running aft and constanly change course while shooting.  She has a relatively low health pool so you must dodge incoming fire.  Her turret treverse and maneuverability make her leagues better than the ognevoi.

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Run at full speed (engine boost and speed flags) and spam guns, be a super-annoying target.  When all of the cruisers and destroyers are dead, you charge the non-German battleships and torpedo them.  You burn down anyone you should not be around.

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Also you should put burning things that aren't DDs on the back burner. You will get better damage out of broadsiding battleships and cruisers by firing AP. When you get to the Udaloi the DPM is phenomenal doing that. 

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Pretty much a case of just get her fully upgraded. Generally, same idea as previous russian dds, just that you need to be willing to take higher risks due to her detection range and terrible hp pool. Don't sit in your smokes for long, bob and weave while firing at range, rely on fires, the usual crap. She prepares you for the end tier dds, so get used to it. Also, you should generally avoid entering cap circles immediately at the start of matches, especially if theres a radar cruiser or a usn dd.

 

Oh, and if youre going to fight usn DDs, pick a ranged fight, and do it while running away.

Edited by MoshiMoshiRoyMustangDesu

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Yeah, you are going to spend most of the game spotted. Always keep the wiggle going and try not to be shot at by more than a couple ships at once. Don't underestimation the torpedoes either, there are a lot of them and they hit very hard. 

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Well, almost all stock ships are painful to play with, gunboats especially. Just play her like a cruiser with smoke instead of a destroyer. And personally, I suggest dodge shells by de-acceleration instead of turning (rather big turning radius for most of the soviet DDs.)

 

 

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AFT is a must if you don't have it already... also, 3x4 is nasty (aft, de, and se - in that order).  Otherwise...

 

- full speed ahead

- learn to shift key spam i.e. to see incoming fire and potential incoming fire (who is looking at you)

- use AP more often than not, you'll be surprised...

- find a USN or IJN DD buddy and stay close but between 'em and your CA/CLs

 

Good luck and happy hunting :izmena:

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I don't play her as I don't have any VMF DD at the moment, but my friend is near constantly top of the team in his Kiev, so I'll just state what I've observed.

 

Kiev is incredibly good at kiting the enemy, and AFT is an absolute must for her. I highly suggest using the acceleration module over the rudder module, as part of throwing off an enemy's aim is constantly changing the speed you're cruising at. If you can keep the enemy cruisers firing at you at 11-13km out and other destroyers at 8-10, you can pretty much survive against all but the luckiest shots indefinitely as you use your superior speed and small form to harass enemies. Twelve kilometers is pretty much the "sweet spot" for fighting cruisers and battleships.

 

Under no circumstances should you think your speed makes you a good scout or control point warrior, however; your speed will often get you into trouble faster than you can get out of it if you're caught too close to the enemy. You're still large for a destroyer, you turn poorly, and USN Destroyers will usually win against you in the close range battles. Utilize the high velocity rifles your destroyer has, and pepper the enemy with HE from afar.

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So I recently got my hands on the Kiev. Been ok with her so far. Nothing fantastic or to write home about, however. Compared to her predecessor, Ognevoi, at tier VI, Kiev seems to be a bit of a downgrade. She has a larger detection range, because she is a larger ship, and has less HP. However, she does mount another twin turret, making her main armaments 3x2s compared to the Ognevoi's 2x2s. She also reaches default top speeds of 42.5 kts, which is something Ognevoi CAN'T do, not even with the help of Sierra Mike and Engine Boost. But it seems that traditional VFM DD tactics(staying at range and burning things) don't seem to work the way they do on ships like Gnveny and Ognevoi. Am I doing something wrong here? What am I missing here that making the Kiev seem worse then it actually is. Keep in mind, my Kiev is still stock, so do I just need to max it out before she becomes good? Help me out here 

 

How to Kiev:

1: Free XP her upgrades.

 

2: Equip the following modules: Main Armaments 1, Aiming Systems Mod. 1, Damage Control 1, and Rudder Shift.

 

3: Train the following captain skills.

Tier 1 = BFT for faster reload.

Tier 2 = Expert Marksman for faster turrets and Last Stand because you're a DD.

Tier 3 = Superintendent because extra smoke and speed are always useful and/or Vigilance if enemy torps are a problem for you.

Tier 4 = AFT for better range on the guns and/or DE if you want to burn literally everything.

Tier 5 = Concealment Expert because your detection range sucks.

 

4: Equip camouflage and the following flags: Juliet Charlie, Sierra Mike, Victor Lima, India X-Ray, November Foxtrot, Dragon Flag, Zulu, India Bravo Terrathree.

 

5: Equip premium consumables. Having extra smoke and speed boosts at your disposal is invaluable.

 

6: Play her as a second-line support ship. Burn everything you can find at long ranges. Don't try to get in close or contest cap points because you can be easily out-DPMed. Familiarize yourself with the usage of offensive smoke because it'll allow you to rack up tons of fire damage. Don't bother with your torpedoes because they suck.

 

7: ?????

 

8: Profit. 

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I don't play her as I don't have any VMF DD at the moment, but my friend is near constantly top of the team in his Kiev, so I'll just state what I've observed.

 

Kiev is incredibly good at kiting the enemy, and AFT is an absolute must for her. I highly suggest using the acceleration module over the rudder module, as part of throwing off an enemy's aim is constantly changing the speed you're cruising at. If you can keep the enemy cruisers firing at you at 11-13km out and other destroyers at 8-10, you can pretty much survive against all but the luckiest shots indefinitely as you use your superior speed and small form to harass enemies. Twelve kilometers is pretty much the "sweet spot" for fighting cruisers and battleships.

 

Under no circumstances should you think your speed makes you a good scout or control point warrior, however; your speed will often get you into trouble faster than you can get out of it if you're caught too close to the enemy. You're still large for a destroyer, you turn poorly, and USN Destroyers will usually win against you in the close range battles. Utilize the high velocity rifles your destroyer has, and pepper the enemy with HE from afar.

 

AFT is a must if you don't have it already... also, 3x4 is nasty (aft, de, and se - in that order).  Otherwise...

 

- full speed ahead

- learn to shift key spam i.e. to see incoming fire and potential incoming fire (who is looking at you)

- use AP more often than not, you'll be surprised...

- find a USN or IJN DD buddy and stay close but between 'em and your CA/CLs

 

Good luck and happy hunting :izmena:

 

As I said, my Kiev is still stock. Its a brand new ship, and in the process of retraining the commander, who is a 14-point. I have already realized the potential of VFM DD AP shells. Citadels broadside CAs and does good damage to BBs. My problem here is that it just seems a tad...bit...different then the playstyle of Ognevoi. Im not sure if thats supposed to be the way the Kiev is or if i"m doing something wrong. Tradition VFM tactics work ok, but just not quite the same as Ognevoi or Gnevny 

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Staying at range is exactly how you have to play the Kiev.  And the Tashkent and Udaloi and Khab.  In fact, the Kiev is the ultimate tier 8-10 trainer for Russian DD's.  Use your range, 10km+, speed, butt wiggle and laser guns to wreck the bad guys.  

 

Get rid of concealment expert for Kiev and all the other Russian DD's above her.  With a 14 point captain, you should be running: BFT, EM, Super, AFT and SE.  Some people, and I was one of them, retrained their captains once you get the Tashkent to take DE and get rid of SE.  Tashkent, Udaloi and Khab each have a good solid HP base and if you're at the range you should be at, you can drop SE and pick up Last Stand.  Stealth captains are useless for Russian DD's.  

 

Also, unless you are capping long abandoned points in the mid/late game after the numbers have thinned, DO NOT CAP.  You don't have the stealth or the agility to cap in a Kiev or Tashkent.  Stay back 3-4km from your front line DD's.  Support them with your laser guns of doom.  Make the red DD's who engage your cappers pay.  Then fall back and burn the world.

Edited by Pope_Shizzle

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Tradition VFM tactics work ok, but just not quite the same as Ognevoi or Gnevny 

 

This is mostly because starting from tier seven, things start becoming significantly more dangerous and less forgiving for any errors. Your base detection range is 9km as opposed to Ognevoi's 7.5, your ship itself is quite a deal larger and easier to hit. Things simply punish you harder and smoke is no longer a complete safe zone due to an increasing prevalence of radar equipped vessels. Traditional VMF tactics will work fine for you, but you just need to really stay on your toes. Kiev's stock isn't actually that bad as long as you keep playing that keep away game and make sure to ignore anyone who whines at you for not trying to knife fight in her.

Edited by Cruiser_Louisville

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You can literally make 2 BB's and 2 CA's turn away from trying to take A cap on certain maps single handedly in Kiev. The 2 most important skills AFT and Demo expert with flags u can easily start between 15-25 fires a game. Kill them kill them with fire. Never under any circumstances rush a cap early in a match. Cap denial by massive fire output.

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People with stock hull should never ever never post..... it's never the same......

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Smoke and burn things down. That's what I do, and it works perfectly.

 

They tried that a few years ago too, worked out just fine.

Oo5Vsyr.jpg

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Treat her like a fast cruiser.

Stay at arms length with guns singing.

BFT, AFT, DE & SE best friends.

Setting fires, APING broadside ships.

Your torps are devastating, but seldom used.

I cherish my CLOSE QUARTERS EXPERT with her.

Oh, kite and stay at long range...

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I imagine Kiev is very similar to Ognevoi in playstyle, with 1/3 higher DPM.. Run and gun.. WASD all the time. 

 

I hope she can hold a candle to Ognevoi. A ship which I hated at first, then learned how to play it. I don't get a lot of kills with her but my damage over the last few matches has been 40-75k with guns only. I have taken out a few cruisers with AP alone.  Retraining commander and grinding XP for upgrades while stock was a chore. 

 

 

 

 

Edited by Lord_Adm_Nelson

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