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Ericson38

Moskva Detection Range needs to be reduced

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Looking through all the WG ship's detection ranges (base values) and their size [mass] (or hit points in this regime) I see that Moskva has as high a base detection as the game sets for any ship (17.46 km) except Stalingrad (17.58).

Battle ships are all less than these two, based on what I can find.

When you factor in the hit points, Moskva at 65.4K has 8K less than Stalingrad at 72.45K. Plus Stalin has 303s, and Moskva has less offensive (read bounce off) 220m main guns, while the Stalin AP doesn't bounce as much at angle.

When you factor in hit points (not including main gun caliber differences), the Moskva is like a dirigible with light weight weaponry, and I think is at the bottom of this metric, at least for cruisers.

What I note is that I'm detected by BBs before I detect them, since they are typically 1 km less visible than I am, so immediately, unless island hoping, on the defensive. Guns do not clear mountains, so you have to be a magic show on you team to stay alive, use your radar, and do some damage.

I'm pretty sure that all T10 BBs are more stealthy.

Maple Syrup even reflects the lower win rate and damage done.

SN CA 10   Alexander Nevsky 1905 5769 3.03 50.32 0.07 49.61 1779 76877 0.73 3.97 4.30 9.69 40.82 1.23 1127699 22323 34.86
SN CA 10 P Moskva 2759 8662 3.14 48.63 0.02 51.35 1509 66437 0.60 3.77 4.25 7.44 32.49 0.89 1295495 21798 38.29
SN CA 10   Petropavlovsk 2263 11054 4.88 53.05 0.01 46.94 1836 73881 0.81 5.46 6.88 8.18 38.68 1.32 1390305 26233 40.75
SN CA 10 P STALINGRAD #2 0 0 0 0.00 0.00 0.00 0 0 0 0 0 0 0.00 0.00 0 0 0.00
SN CA 10 P Smolensk 4240 14176 3.34 48.98 0.03 50.99 1630 79276 0.78 3.69 7.82 7.97 36.56 1.23 777073 15090 31.20
SN CA 10 P Stalingrad 1615 6784 4.20 56.46 0.03 43.51 1925 89307 0.92 5.18 4.73 6.15 37.88 1.48 1402469 25051 40.17

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Well, here's the problem with your logic.

The Moskva is literally as big as the Yamato. No. Quacking. Joke.

As for the BBs outspotting you, it's Teaboo Bias, nothing else. 

-Shrayes

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IIRC, the basis for a ship’s concealment as well as the distance at which spotted ships are rendered is height, not displacement (mass) or size. The higher a spotter, the farther away the visible horizon. Similary, from a point of fixed altitude a ship with a taller superstructure would be visible from farther away. This is why in-game Fuso can be seen from space. Also keep in mind that distances in game are compressed and ships are not rendered to scale.

Of course, this only forms the general basis of these values and ships will have their parameters adjusted for the sake of game balance. The noteworthy example that comes to mind is Odin’s low health pool. The health pools of most ships are generally correlated with their displacement (or theoretical displacement if the ship was never built), but Odin’s HP was needed significantly during testing.

Edited by Nevermore135

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SuperTest Coordinator, Beta Testers
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image.thumb.png.2448c96f53c92e6ebeeef53108055c4e.png

 

Size comparison between Yamato and Moskva. Note the Yamato is 862 feet long. Moskva is also longer than the Iowa.

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1 hour ago, Compassghost said:

image.thumb.png.2448c96f53c92e6ebeeef53108055c4e.png

 

Size comparison between Yamato and Moskva. Note the Yamato is 862 feet long. Moskva is also longer than the Iowa.

As I stated above, thank you Compass.

Makes you wonder though, if that was a cruiser, and Kremlin is the battleship, then what would a Soviet Monster BB look like?

( Wait, I said that out loud, didn't I )

-Shrayes

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In Moskva, its usually a bad idea at the beginning of the game to sail out with a BB, since I will start taking BB fire before they do, even though I haven't seen them yet. Now with a CV in the match, this all changes with spotting. In that case I'm just a huge easily damaged ship, as you can't be bow on to the whole red team at once.

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1 hour ago, Hull Speed said:

In Moskva, its usually a bad idea at the beginning of the game to sail out with a BB, since I will start taking BB fire before they do, even though I haven't seen them yet. Now with a CV in the match, this all changes with spotting. In that case I'm just a huge easily damaged ship, as you can't be bow on to the whole red team at once.

You have a valid point, but here's a couple of things you can do to negate that.

If you're in a non-CV game, try and position yourself next to an island and SLOWLY start reversing around the island, staying aware of enemy destroyers and using your radar when you suspect one is nearby. If you do have recurring DD problems, Priority Target is a good skill to have, as it can alert you to when a destroyer is aiming his torpedoes at you. DO NOT, and I repeat, DO NOT, start reversing in open water by any means whatsoever, and maintain situational awareness. There may be a battleship or a cruiser with extremely accurate and hard hitting guns that will have flanked you and caught your broadside.

If you're in a CV game, go open water and stay angled. you have fairly good speed and a quick rudder shift that allows you to juke shells at ranges in excess of 16-17 kilometers. You also have a 50mm center deck and upper belt that allows you to bounce pretty much all BB shells within your matchmaking. If the carrier is German, i.e Parseval, Richtofen, then stay near your allies for air defense. The AP Rockets and Bombs will wreck you in a hurry. 

Oh, and dodging air-dropped torpedoes is no easy feat in this ship. I suggest taking DFAA if you have that panic, but take hydro if you don't have that panic

If you were wondering about my build

MAM1, DCSM1, ASM1, SGM2, CSM1, MBM3 ( Legendary is also a good alternate )

PT, AR, SI, CE, HA, EM, JoAT, DE

-Shrayes

Edited by Shrayes_Bhagavatula

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3 hours ago, Shrayes_Bhagavatula said:

You have a valid point, but here's a couple of things you can do to negate that.

If you're in a non-CV game, try and position yourself next to an island and SLOWLY start reversing around the island, staying aware of enemy destroyers and using your radar when you suspect one is nearby. If you do have recurring DD problems, Priority Target is a good skill to have, as it can alert you to when a destroyer is aiming his torpedoes at you. DO NOT, and I repeat, DO NOT, start reversing in open water by any means whatsoever, and maintain situational awareness. There may be a battleship or a cruiser with extremely accurate and hard hitting guns that will have flanked you and caught your broadside.

If you're in a CV game, go open water and stay angled. you have fairly good speed and a quick rudder shift that allows you to juke shells at ranges in excess of 16-17 kilometers. You also have a 50mm center deck and upper belt that allows you to bounce pretty much all BB shells within your matchmaking. If the carrier is German, i.e Parseval, Richtofen, then stay near your allies for air defense. The AP Rockets and Bombs will wreck you in a hurry. 

Oh, and dodging air-dropped torpedoes is no easy feat in this ship. I suggest taking DFAA if you have that panic, but take hydro if you don't have that panic

If you were wondering about my build

MAM1, DCSM1, ASM1, SGM2, CSM1, MBM3 ( Legendary is also a good alternate )

PT, AR, SI, CE, HA, EM, JoAT, DE

-Shrayes

My module build is

MAM1, DCSM1, ASM1, SGM1, CSM1, MBM3

Captain (19) is

PM, AR,  EM,  BFT, DE, CE, and IFHE (from Chappy). JoAT and HA are interesting. At the commander respec I'm going to drop IFHE (of course) and free up 4 points for something along those lines.

With IFHE, I set not fires (maybe 1 in 50 HE shells). So its actually HE x -1. But I notice that HE shells do more damage than AP about 50% of the time. A lot of my AP bounces off (most of it). I have broadsided AP at 10-12 km into SMOLENSK (luck shots) for 1023 damage, even when they are broadside to me as they back around an island.

 

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1 minute ago, Hull Speed said:

My module build is

MAM1, DCSM1, ASM1, SGM1, CSM1, MBM3

Captain (19) is

PM, AR,  EM,  BFT, DE, CE, and IFHE (from Chappy). JoAT and HA are interesting. At the commander respec I'm going to drop IFHE (of course) and free up 4 points for something along those lines.

With IFHE, I set not fires (maybe 1 in 50 HE shells). So its actually HE x -1. But I notice that HE shells do more damage than AP about 50% of the time. A lot of my AP bounces off (most of it). I have broadsided AP at 10-12 km into SMOLENSK (luck shots) for 1023 damage, even when they are broadside to me as they back around an island.

 

Smolensk is trolly. Otherwise, everything else is fine. Just remember to drop IFHE as fast as possible, because the HE shells of the Moskva are actually fairly effective.

Quick tip, if dealing with a Smolensk, shoot AP at him when he's at a 15-20* angle. You're more likely to dunk shots into his citadel for those juicy hits. If he's fully broadside, use AP and aim underneath the turrets.

-Shrayes

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