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ObiphanKenobi

Kirov — Soviet Tier V cruiser.

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Kirov — Soviet Tier V cruiser.

One of the first large warships designed and built in the U.S.S.R. (Project 26). Despite her small displacement, she was equipped with very powerful long-range main guns and had a good speed. In contrast to the majority of her contemporaries, Kirov had weak armor. WGWiki
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Quick Summary: High level of skills play required, if not, you are instant deleted. Rewarding if you are patient and ninja’s mind trained. Buy at least 1 extra monitor and 2 extra keyboard Or punching bag to control your breathing when it comes to it. Or you can practice in the training room first. Learn how to shoot from the spotting plane view (new feature for new player). Play other nations first then come to the Soviet cruiser.

Cost:  1 650 000 credits, 18500 ship experiences to research

 

PROs

  • She had long range fire, even better if spotting plane equipped
  • Good at harassing with HE
  • Nasty flat firing arc with AP (only veteran players will appreciate)
  • AA is alright, not the best, but enough to panic the drop just so you can dodge.
  • Shells group together nicely
  • She had good speed

 

CONs

  • Only 4km torpedoes range
  • No armor (do not believed the Wiki’s statement about armor, her armor is nothing)
  • Steering gears get knocked out consistently
  • Detection radius are HUGE
  • Turning radius and shift time is massive, making Kirov turning like a tank

 

REVIEW

Kirov literally had no armor, meaning she can get instant deleted or down to 100 HP if you get hit/s. Moreover, she does not have tight turning radius thus making WASD very hard to play and punishing if you exposed your broadside. You can still get 2/3 of HP wipe off even when you try to angel or bow in. You will get focus fires because everyone know you had no armor. To play her, it is required that you have very high level skills (need to know the game mechanic by heart), be very patient not to get too close to the front line (do not ever get close, your detection make you seen from the moon, and everyone will focus fires). Since she is t5, you will get into battle with t7 as MM +/- 2, meaning same tier and higher tier BB/Cruiser can citadel you. As a captain, you will stalk and fire HE from range, first you get fire damage stock up, second you will have enough time to dodge shells coming your way. You always support role, and even near end of game, do not let your guard down and go do “clean-up” if there are still 2 bb alive and they see you, be patient and hang back. BUT, what I found so good about been a bottom tier in a game is the reward in XP and credit if you are able to play well.    

 

Kirov get some bad taste from what I read from the forum, I check all post up to page 12 of this sub forum. But if you play her right, it very rewarding

 

Primary Armament

The Kirov is armed with 3x3 180 mm in a turret gun layout (AB-X) with 13% fire chance, 1% higher than the Emile Bertin. Her AP shells gave me the feeling that they are more punishing. They did some damage to deter a novice player when shooting at upper belt armor and into broadside. Checking Wiki, her AP shells weight 97kg while the EB’s AP shell weight at 56kg.

Kirov enjoyed the long range (16.3km with upgrade) at t5. Should take advantage and stay at near max range and just HE all the way. What interest is how the player going to upgrade her and their own playing style.

If you like to stay safe, you need to upgrade the GFCS mod 2, you need to WASD like crazy and have variety and some room to dance around, you need to watch the map and know where the enemy concentrated or which ship type shooting at you, you need to learn how to shoot in the spotting plane view. If you see a dd, you can hunt but be warned, DO NOT VENTURE OUT TOO CLOSE. What make this easy is the accuracy of the guns, they are very good.

2nd option is to upgrade to B hull to gain the extra HP (2800 HP) first; this will give you a fail feeling that you are able to survive longer thus you can be a little more aggressive (but you are not, that HP is = 2 shells damage from a bb).

Kirov playing style is to be very conservative (stay at range), HE to get fire on BB (HE chance of fire is at 13%, with Demolition Expert capt skill 15%, with flags 17%), then AP aiming at the superstructure and/or slight above the main belt. AP any other cruiser at close range (<10km) to get maximum damage (citadel hits), on some cruisers you will get “over pen”, so therefore you need to at least know ship type armor and switch ammo accordingly, HE/AP situational on dd. Make sure you also equipped the -100% detonation flag to mitigation the negative effects of the fire flags.

When I play Kirov, I set it to focus on fire build, so most of the time I am hanging back with the BB and HE spamming. Mini map skill up most important skill – you are now in T5, be a pro and start learning the mini map and ships positioning. I then do some cruisers hunting and bb defending. I always aware of how fragile the Kirov is, but I willing to push when the situation required.

I remembered in 1 game, we nearly win the game, with 3 bb left on the enemy team, I am so hungry for the kills, I charged 1 bb and nearly got his HP down; unfortunately the enemy bb NewYork about 15km away did not think so and 1 shot me. So, positioning and mini map is a must. Be patient, be very patient.

WASD hack, always moving, get uses to it. This skill here, is transferrable skill, once you master it, it applicable to 75% of ships type, except CV.   

 

Secondary Armament

The Kirov has the 2 x 3 torpedo mounted (4km range) – 1 on each side to the 1/2 of the ship length. Use the torp as situational. Please, learn your torp range as in some case very useful to fight very close range

The Kirov is not a good ship for rush in and capture point or yolo with the dd at early game stage. Her big detection radius and her “no armor” will make her the easiest target. 

The Kirov’s AA, to me, just OK. I used them to disrupt the dive bomb squadron and use the WASD hack to avoid the torp squadron. I also hang around the BB, so to combine their AA for more superior AA fire power. Her AA starting from 3.51km and go down to within 1.2km, while comparing to the Emile Bertin, started at 3.99km. Kirov is like turning in advance if you want to dodge incoming torp from CV

 

Maneuverability

The Kirov top speed is at 35.5 knots, she can do dd hunting and her HE is devastating on dd. Her flaw is the turning, I cant stress enough, if you intended to turn, turn before you even intended to turn. Make sure you have enough space to dance around, you don’t want to get stuck to an island and sunk. That or uses the island as some time torp hitting the shallow part of the island or block out some shells. I will leave this to the situation at hand and how well you are at the environment around and take advantage of them   

 

Durability and Defense

The Kirov’s  HP is 26200 with fully upgraded, if a driver is not WASD enough, this HP can be wipe off in 1 salvo with paper thin armor protecting it or in a situation of under focus fires from multiples ships. She have some durability staying at range and 1 moment you let your guard down, you gone. Even the Wyoming laughing at the Kirov.

Cheat list for your defense, you can citadel any cruisers from any nation up to t6, you can really hurt BB if they show their broadside with AP, don’t forget that.

 

Overall Impressions

She can fend off dd, frustrated lots of bb if played right, Kirov can hurt bb when they show their broadside with her AP. But you will need high level of concentration while playing her

She can citadels other cruisers and chunking off large amount of HP with barrage of HE shells and constant fire and if you not uses your repair consumable right, you will burn. Even t7 bb is hurting

She can keep distant and HE spam with the help of capt skills and flags to deal high fire damage over time, she is a bb escort but somewhat does not really needed.

She can earn citadel hits, she can do a lot if you are high level player (know what you doing).

 

 

Recommended Upgrade Modules:

  • Your first slot: Main Armaments Modification 1 is the only one that makes sense (it help the steering and engine incapacitated too).

  • For your second slot: I go with Damage Control System Modification 1.

  • For your third slot: Aiming Systems Modification 1
    This will improve your ship's accuracy and at least assist at range

  • Recommended Consumables:

  • I cant stress enough on how important it is to equip a premium Damage Control Party.

     

    Recommended Captain Skills:

  • For tier 1: Preventative Maintenance should be one of the first skills you grab

  • For tier 2: I strongly recommend investing in Adrenaline Rush. You're going to get hit and your HP depleted quickly, AR help you shoot faster in return; and make more fire from HE

  • For tier 3: Demolition Expert is your best choice taking full advantage of the cruiser line

  • For tier 4: there aren't very many good choices. Concealment Expert is probably the best option. IFHE is not really benefit from 180mm main gun

  • Any extra skill from here; allocated to your liking

     

  • Recommended Flags:
    • Indian  X-Ray and Victor Lima to increase your fire chances
    • Juliet Charlie to mitigate the Indian X-Ray detonation
    • Any other XP flags to your liking
    • I am also think of the flood signal so your torp had 15% extra to flooding, but it depend on your play style, as the range of the torp only 4km, you rarely going to use your torp

  

  • Recommended Camouflage/Signals: 

Just like any other cruiser, it is best if you are not detected and able to rain shells at the enemy so any camouflage that at least have -3% to detection, +4% to enemy dispersion when shooting at you + any other extra bonus.

 

If you really not like the Kirov, use the camo that give % to XP and + to XP singals to power through Kirov to get Budyonny.

I personally like to play each tier well before advance to next and play from stock ship and upgrade them to see and suit to my own playing style, I don't use free XP to rush.

  • Cool 1

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Kirov is second favorite tier five cruiser behind emreald. Konigsberg clise behind it

Edited by RiverTheIdiot

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I had a 10 point cappy in mine from an operation and went with IFHE instead of concealment expert. Partially because I knew I would need IFHE on Budyonny, but the lack of concealment was a rough trade off. The nearly 14km spotting range was tough you had to watch that priority target counter like a hawk and if anyone started to target me id start the WASD dance and no she doesn't turn well. I didn't love the ship but I didn't dislike it. The guns were good, torps worthless, concealment awful, no armor and maneuverability is not that great either. I sold it when I moved on to Budyonny and like her a lot better. The guns fire faster, the concealment is marginally better and she moves a lot better, the Bud is on track to be my new go to tier 6 cruiser for operations and what not...sorry Cleveland.  

I would definitely agree that the Soviet line is not the best one to start out with if you have never played cruisers before. The Kirov is really where the line starts to take its shape as the Bogatry is a lot like the St. Louis and Svetlana is a bit like Phoenix/Omaha. The Kirov really doesn't play like either of those ships.

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VERY first game in a Kirov.  Please feel free to critique.

Edit: I'm especially curious about wat you thought of the torp run at the end.  Should I have started it earlier?

20180218_224439_PRSC105-Kirov_04_Archipelago.wowsreplay

Kirov1.JPG

Edited by AMajor
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7 hours ago, AMajor said:

Should I have started it earlier?

@AdmiralThunder, i think he asking your opinion here, since it co-op

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1 minute ago, AdmiralThunder said:

Huh?

check his replay and give some opinions ..... on his play style i think

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I am not one to really give advice on Kirov. I sucked in it. Not sure why I should specifically be giving advice here because it was a Co-op game either? 

FWIW after watching the replay...

  1. stayed in zoom/binoc view WAY too much and didn't look around enough or pay attention to the situation (more on that below)
  2. the bow on reverse thing is not playing to the strengths of a ship like Kirov. Kirov needs to get up to speed and spam HE from range and duck in and out of islands. Kirov has such a poor maneuverability that you have to be up to speed to WASD at all.  Kirov takes a long time to accelerate too so sitting still and going F>R<F>R is a bad idea as you can't quickly speed up and turn in/out to miss torps or shield your broadside. There was a CV in that game and the player sat bow on to the enemy for most of the game in open water. Kirov does not have the armor to bow tank. A human CV player would have torped it to the bottom early on sitting in the open like that or a human BB player would have blapped him early on as an easy target. Actually, a higher tier bot CV or BB would have too. It was a T4 match basically so that helped. Quite a few salvos from the BB's that landed all around the ship that would have been hits if coming from higher tier BB's.
  3. some questionable ammo choices at times like AP into DD's and bow on BB's (Kirov's AP can do good damage to a broadside BB but bow on like that not so much). Not saying don't shoot what you have loaded if the target you loaded for changes but the player kept shooting it vs swapping to HE which would have been a better option.
  4. RE: 1 and 2. The player did not pay attention to the mini map or look around enough which ended up getting them into a pickle where 2 BB's closed in and it was too late to reposition so the player just threw it in R ad left it there. As they reversed themselves all the way to the edge of the map and got stuck there (super easy target) they were in full view in open water AND they brought the 2 chasing BB's right on top of his CV (close enough the Kaiser's secondary guns opened up). Paying more attention to the surroundings would have let them see the BB's were coming and that the CV was vulnerable early on in that game so a change in position was needed. Once he lingered too long though rather than throw it in R and run I would have actually accelerated towards the BB's at full speed and once they shot used the reload time to angle to the right to get in behind the islands in front of the player so they couldn't shoot me. I would have slowed up and stayed there angled towards the right for an escape and would have launched torps to catch the lead BB as it rounded the island as I was speeding away at 35 knots spraying HE spam behind me. I would have also chatted to the CV to run the same way that 2 BB were coming as they clearly weren't focused on the approaching danger either. I would have stayed close enough to defend the CV but not so close that I was an easy target for the BB's.
  5. Kirov and many of the Russian Cruisers are not suited to torp runs like that on BB's. They don't have the armor or maneuverability to survive the secondary hits and the couple main gun hits they probably will take and with just 4km torps you have to get close where even a Kaiser wont miss. They just can't twist and wiggle the way other Cruisers can which helps them survive those runs. Kirov's 4km torps are best used as an ambush weapon (how they could have and should have been used in this game) not as a last ditch desperation measure (like they were here). About the only thing the player might have done different in his torp run to make it would have been to turn INTO the BB after launching the torps and try to use his speed to slide past their stern before the guns could turn and get away. By turning out the way he did it left him exposed to the guns and an easier target to track. Angling in might possibly have prevented being taken out? Turning out assured it.

No offense meant by any of this and not trying to sound like a know it all or jerk. The player in question actually did ask for feedback so here is some FWIW.

 

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Thank you for the critique. 

1) You're right...I do tend to stay zoomed in too much

2) The bow on reverse maneuver was in a couple of the "how to play" videos that I watched

3) agreed

4) I was looking to protect the CV and no one else was stepping up, so I got caught.  It was somewhat planned (see #2 above)

5) I was a dead man walking at that point so I figured, what the heck.  Good advice to turn into the ship after firing

Soooo...bottom line is throw out the "keep your bow into red team and reverse a lot" training.  OK.

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3 hours ago, AMajor said:

Thank you for the critique

just wondering, had you practiced shooting in scout plane view?

if you have not, I suggest you should start now in co op too ....... 1 of the most important Russian cruiser advantage - extend fire range and able to keep the shells dispersion tight enough to get some fire if you know how to snipe

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20 hours ago, ObiwankzKenobi said:

just wondering, had you practiced shooting in scout plane view?

if you have not, I suggest you should start now in co op too ....... 1 of the most important Russian cruiser advantage - extend fire range and able to keep the shells dispersion tight enough to get some fire if you know how to snipe

I have no idea how to do that.  I didn't even know it was a thing (I've been focused on dd play).  Is there a URL that you could point me to?

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24 minutes ago, AMajor said:

Is there a URL that you could point me to?

jump in game, set up a training room

use your Kirov, equip with scout plane, start training room, lunch plane "T", your binocular view changed to scout plane view, and practices shooting in that view. You also need to make you are WASD as well while in the scout plane view

Once you feel getting use to it, go to co op game and practice again. Bot will move, angling and reverse and all sort but in co op now you have a better chances of aiming

Once getting best of the practice, play random.

This little advantage is very nice, it extended your range further and yet your Kirov still shoot like lazer, with HE and if you have CE and IFHE that will be a beast. This practices is transferrable to Buddy and I suspected to the Chappy. You can also shoot behind the island, again practice make perfect.

I burn down Alabama from 3/4 HP to death even he island hugging (forgot, practice shooting ships that hide behind the island, the drop off from time in flight from shells from Russian is very predictable) while play  the shchor using the above method

Edited by ObiwankzKenobi

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On 2/22/2018 at 9:11 PM, ObiwankzKenobi said:

equip with scout plane, start training

Two problems:

1) How do I equipment the ship with a scout plane?  When I go into ammunition and consumables, it doesn't give me the option.  The "T" slot has hydro.  Was she Nerfed?

2) Used to be that I could fight Bots in Training room.  Now, it seems that I have to have another player.  Is that true or is there a way to bring the bots back in Training?

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1 hour ago, AMajor said:

Two problems:

1) How do I equipment the ship with a scout plane?  When I go into ammunition and consumables, it doesn't give me the option.  The "T" slot has hydro.  Was she Nerfed?

2) Used to be that I could fight Bots in Training room.  Now, it seems that I have to have another player.  Is that true or is there a way to bring the bots back in Training?

Kirov has the Spotter available. It might not be the default consumable in the slot it is in though. In Port under Modules look at the available consumables (under Ammunition & Consumables tab NOT Upgrades). I don't have Kirov anymore and am not buying it to look (sorry) but if it isn't showing you have to click on the different consumables to see if there are options to mount instead of the default.

Usually the Spotter is under something like Def AA or Catapult Fighter but it might be under Hyrdro on Kirov if you only have 1 option besides Damage Control. So click on the ones other than DC and look for the Spotter in the list of options. Click on the Spotter if you want to use it.

Just make sure you click the FREE/basic one or you will have to pay doubloons or silver for the Premium versions (each game it is used). Once selected a consumable will become the default and always there unless you change it again.

For ship info this is a really good site. Just enter the ship name in the search window to the upper right and it will give you all the info on the ship. Good resource.

http://wiki.wargaming.net/en/Main_Page

This is the Kirov page...

http://wiki.wargaming.net/en/Ship:Kirov

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10 hours ago, AMajor said:

Two problems:

sorry my bad, Kirov do not have spotter plane yet.

That mean you have to start practicing shooting from max range in Kirov and learn to use island for cover, this will transfer over to Budyonny and up. You need to be aggressive when needed to but also always WASD as her armor is nothing to protect you and patient

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51 minutes ago, ObiwankzKenobi said:

sorry my bad, Kirov do not have spotter plane yet.

That mean you have to start practicing shooting from max range in Kirov and learn to use island for cover, this will transfer over to Budyonny and up. You need to be aggressive when needed to but also always WASD as her armor is nothing to protect you and patient

The wiki page says it has the option to mount a spotter but it is confusing and might only be on the stock (A) hull?

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Stock hull got spotter, but B hull is hydro. I had to buy back the Kirov to check it out

22 minutes ago, AdmiralThunder said:

only be on the stock (A) hull?

 

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I just got the Kirov today and after a couple false start where I tried to play it like a US Cruiser and got deleted by the bots in co-op, I must say I'm starting to like this cruiser.  Its guns are fantastic and relies on player skill at getting the lead/angle right instead of RNG like many other ship's guns.  Few cruisers can one-shot a similar tier cruiser using AP shells on a regular basis, the Kirov is one of those.  Whenever I can catch a cruiser showing its broadside with AP shells, I usually one-shot it.  Did this a couple of times, sinking a couple of Omaha cruisers with a single salvo.  Very satisfying.  :cap_haloween:

The trick, I've found, is that you need to sail close to the map edges and further away from the front line; not so far that your guns cannot reach your targets even with the spotter plane but far enough that you still have a chance of dodging incoming shells.  Like the US Pensacola, bots have a tendency to target you before anything else, even ships closer to them so you'll want to be always turning even though you turn slowly.  It limits the no. of shells that can land on you.  This applies when you're zoomed in too, don't stop turning when you zoom in to take a shot, keep the ship turning and twisting at all times or you'll be sunk very quickly.  Remember bots have some of kind programming in them to mimic human players, who tend to focus fire on glass cannon type ships like Pensacola and Kirov.

Also, I think the Russian word for torpedoes is "Why Bother".  At 4km range with such a fragile ship, you'll be better off just ramming the enemy ship if they got that close instead of turning to fire your torpedoes.

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