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luckyhoho

what mod to use on the stalingrad

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My captain (Znamensky, shared with Moskva) - PT EL HA (improved) EM (improved) AR SI FP CE. If you don’t have a captain with improved skills, I’d say to take JoaT instead of HA. The captain’s set up for competitive, but I use it in randoms and it still works fine for both ships. If you don’t want to use a dedicated captain, then a normal BB survival build (PT EM AR BoS SI CE FP) would be your best option. 

Modules - MAM1, coal radar mod, ASM1, damacon2, concealment, reload. If you don’t have a radar mod, take damacon 1 since your engine and rudder are protected enough they don’t really get knocked out, and you want all the fire chance reduction you can get in a ship that people love to shoot HE at. Some people would recommend taking range in slot 6 over reload (which in CV/Stalin/Venezia heavy CB comps could be valuable), but I still prefer reload in most situations. 

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7 minutes ago, MidnightPhoenix07 said:

My captain (Znamensky, shared with Moskva) - PT EL HA (improved) EM (improved) AR SI FP CE. If you don’t have a captain with improved skills, I’d say to take JoaT instead of HA. The captain’s set up for competitive, but I use it in randoms and it still works fine for both ships. If you don’t want to use a dedicated captain, then a normal BB survival build (PT EM AR BoS SI CE FP) would be your best option. 

Modules - MAM1, coal radar mod, ASM1, damacon2, concealment, reload. If you don’t have a radar mod, take damacon 1 since your engine and rudder are protected enough they don’t really get knocked out, and you want all the fire chance reduction you can get in a ship that people love to shoot HE at. Some people would recommend taking range in slot 6 over reload (which in CV/Stalin/Venezia heavy CB comps could be valuable), but I still prefer reload in most situations. 

is Reload more useful than Range? improvements on the 20s reload seems not very much anyway lol

I took PM instead of EL, when a Stalingrad shoots HE the situation is quite dire I guess, also is the 15% fire reduction really worth it since you already have FP and 45s damage control party with flags, Propulsion mod 1 gives more chance to dodge shells moving back and forth :cap_popcorn:

Edited by luckyhoho

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9 minutes ago, luckyhoho said:

is Reload more useful than Range? improvements on the 20s reload seems not very much anyway lol

It’s 2.4 seconds off before any AR boost. Sure there were one or two times in the last CB season where a Venezia was just outside of my range with reload, but the vast majority of the time the extra range wasn’t needed and the faster dpm lets you kill broadside ships better. With Stalingrad’s improved angles, that could mean the difference between getting another salvo off for more citadels or pens and the kill and bouncing off a target that’s been able to angle to you while you still reload.

And if a Venezia is going for range in CB, it’s going to have almost 25km to shoot from, and even range mod Stalingrad won’t reach that far. In randoms, the extra range is almost completely useless - if you don’t have any targets in range, you’re probably too far away from the battle. Or your team killed everything on that flank really quickly and you need to move to the other flank, in which case you probably still need a better position. 

Edited by MidnightPhoenix07
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4 minutes ago, MidnightPhoenix07 said:

It’s 2.4 seconds off before any AR boost. Sure there were one or two times in the last CB season where a Venezia was just outside of my range with reload, but the vast majority of the time the extra range wasn’t needed and the faster dpm lets you kill broadside ships better. With Stalingrad’s improved angles, that could mean the difference between getting another salvo off for more citadels or pens and the kill and bouncing off a target that’s been able to angle to you while you still reload.

And if a Venezia is going for range in CB, it’s going to have almost 25km to shoot from, and even range mod Stalingrad won’t reach that far. In randoms, the extra range is almost completely useless - if you don’t have any targets in range, you’re probably too far away from the battle. Or your team killed everything on that flank really quickly and you need to move to the other flank, in which case you probably still need a better position. 

Range is more for long range crossfire support, sometimes you will catch a few parking cruisers on the other side of the map andBOOM :cap_tea:

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3 minutes ago, luckyhoho said:

Range is more for long range crossfire support, sometimes you will catch a few parking cruisers on the other side of the map andBOOM :cap_tea:

If you’re properly positioned, I’ve never had a problem with being able to get crossfires across the map. I prefer reload, most of the build recommendations I’ve seen (including from really good players) prefer reload. If you want to take range, take it, but most recommendations don’t agree with that choice. Build yours however you want, and I’ll build mine the way I want, and the way most players tend to prefer building it.

 

And because the reload mod is percentage based, you actually get more benefit from that mod on Stalingrad than you would on a faster firing cruiser like DM or Moskva. 

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2 minutes ago, Vader_Sama said:

I put double rudder shift on mine lol 6 sec rudder shift is wicked

 

aBgnBpN_460s.jpg

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2 minutes ago, Bortt said:

 

aBgnBpN_460s.jpg

Eh I play co op so rudder shift has more use in that environment

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4 minutes ago, Vader_Sama said:

Eh I play co op so rudder shift has more use in that environment

Stalingrad for co op ? :cap_wander:

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2 minutes ago, luckyhoho said:

Stalingrad for co op ? :cap_wander:

Just like every tier 10 special ship, it is very economical to use in co op and efficient to do for directives

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1 hour ago, luckyhoho said:

Just got this thing and any suggestions lol:cap_book:

Whatever your BB build. Do that.

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6 minutes ago, Bortt said:

Whatever your BB build. Do that.

I have secondary build on my BBs lol :cap_rambo:

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