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Muninn77

Opinions on the Vladivostok?

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So, I just unlocked the Russian tier 8 battleship, the Vladivostok, earlier today, and I have to say...

Very unimpressed.

Granted, at this point I have very few games in her, with a couple more test runs in a training room, but I can't shake the feeling that her niche, close range assault, is not only hard to do in the current meta, but also done much better by the Bismarck and Tirpitz. And while those two are not snipers in any sense of the word, they still preform miles better at long range than the Russian ship.

The German ships are faster (30.5 vs 29 knots), turn tighter (850 vs 950 meter radius), have better range (21.45 vs 17.97 KM), much better secondaries (7.5 KM vs 5 KM range, just for a start), much better armor (turtleback citadel protection vs a large exposed citadel), more heals (3 vs 2 charges base) and a faster reload (26 vs 33 seconds.) Heck, for how fast the Russian turrets turn, the German turrets turn even faster! (36 vs 45 seconds for 180 degrees.) I'd even argue that the unique damage control party is worse, because it can run out, and in most cases, if I need DC forty seconds after the last time I used it, I'm gonna die anyways.  

The only real things the Vladivostok has going for it are a better rudder shift (13.7 vs 16 seconds, but kinda useless on a ship that only wants to bow-tank), more guns with higher alpha (but not nearly enough to keep up with the added DPM from the German secondaries), more health (4.4K more, not a huge amount considering the citadel) and arguably better AA than the Bismark (still getting the feel for how AA stats work right now, so correct me if I'm wrong). And while the guns might be "more accurate" at short range, at that range the accuracy of the ship dosn't matter all that much compared to the aim of the player. And to get that increased short range accuracy, it's completely useless at anything more than about 12 KM. The Germans can still get some hits at that range, due to the better (by contrast) accuracy, and the quicker reload.

In short, I can't really think of any situation that would realistically happen where I want the Vladivostok over one of the Bismarck sisters.

What do you guys think? Am I off base entirely and need to change up my play-style, or is the ship really that mediocre?   

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Vlad the Often Impaled is decidedly not a ship that is going to play like the German line, so if that's what you're looking for you'll be disappointed. This line seems to be made up of ships with the very niche job of "mid/short-range tank". I'll give them this, they do that job VERY well. But of course the price for that is that they tend to suck at everything else. Now if their AA and TDS numbers are anything to go by this is less of a problem for Sovetsky Soyuz and the tier 10 twins, they seem to get a bit more generalist, but the rest of the line is very pigeon-holed and specialized.

They're not brawlers like the Germans, not snipers like the Japanese, not AA barges like the US, not zombie flamethrowers like the RN, and not lightning bruisers like the French. To me this is a line that does well guarding choke-points, making up the main meat of a force sent to guard or push through the flanks. Because if you can guard your sides these ships are BEASTLY one-on-one or even one-on-two.

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7 minutes ago, Landsraad said:

Vlad the Often Impaled is decidedly not a ship that is going to play like the German line, so if that's what you're looking for you'll be disappointed. This line seems to be made up of ships with the very niche job of "mid/short-range tank". I'll give them this, they do that job VERY well. But of course the price for that is that they tend to suck at everything else. Now if their AA and TDS numbers are anything to go by this is less of a problem for Sovetsky Soyuz and the tier 10 twins, they seem to get a bit more generalist, but the rest of the line is very pigeon-holed and specialized.

They're not brawlers like the Germans, not snipers like the Japanese, not AA barges like the US, not zombie flamethrowers like the RN, and not lightning bruisers like the French. To me this is a line that does well guarding choke-points, making up the main meat of a force sent to guard or push through the flanks. Because if you can guard your sides these ships are BEASTLY one-on-one or even one-on-two.

Thanks for the reply, and do you have any advice on how to make an impact on a tier 10 game with her?

I don't find her fast enough to get into position where the guns are usable without being lit up and absolutely slaughtered, either by a cruiser that burning me down from a range that my guns simply can't hope to hit them or a BB that dunks AP into my citadel.

I really want to like her, considering I'm much more comfortable in the thick of things than taking shots from the back, but I just can't make her work.

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Question: How do you make the limited number of Damage Control consumables work? Is this a situation where if you have two fires or you're flooding, you just have to let them burn in order to conserve your Damage Controls?

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39 minutes ago, 1Sherman said:

Question: How do you make the limited number of Damage Control consumables work? Is this a situation where if you have two fires or you're flooding, you just have to let them burn in order to conserve your Damage Controls?

I'll let you know when I figure it out for myself. These ships do NOT like fire or floods and it shows. Your DamCon by default seems to be best used to keep your ship going during short, quick engagements with support, not so much long knock-down drag-out brawls. Come to think of it, maybe that's the problem I've been having. Maybe these are battleships meant less for dueling their peers than for hanging back until they see a weak point and then bullying their way through it. Huh. I'll have to try that tomorrow, see how it works.

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The Vlad is designed as a CQB specialist. 32mm bow means only a Yamato/Musashi  can overmatch the bow/stern at 10-15 km range. The dispersion model for the Vlad makes the sigma (1.7) increase to 1.8-1.9 under 12 km. The rapid cool down is also a bonus.

Now for the minus. You only have 5 DCP's at most. There is no short range AA aura, so planes can press home an attack.

So a couple of guidelines:

 

1. Do not use the DCP unless you have 2 or more fires. 

2. To use the ship effectively, you have to get close. When to get close is going to be the fun part. May recommendation: Better too early than too late.

 

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