Jump to content
Sign in to follow this  
You need to play a total of 10 battles to post in this section.
Papa_Brundle

Ognevoi advice

12 comments in this topic

Recommended Posts

Beta Testers
18 posts
4,094 battles

Almost have enough XP to get the Ogenvoi, and have heard a lot of bad things about her. I've loved the Gnevny and have heard going from the 4 separate guns to the 2 turrets can be a lot different and that her [edited]detection range hurts her a lot as well. Can she be a fun ship though? Any tips and tricks for her?

Share this post


Link to post
Share on other sites
4,043
[SALTY]
Members
8,932 posts
18,327 battles

Check out the video from Business6 on her.  He has some very good tips.

 

Share this post


Link to post
Share on other sites
1,849
[AXANR]
Members
3,650 posts
23,502 battles

She is solid. You lose a turret often; the slot 1 upgrade to improve turret survival is a must. You can't quite run-n-gun like high-tier Russian DDs yet; I managed a 56% win rate with her playing her as an ambush hunter; similar to my Clemson tactics. It's the Ognevoi to Kiev jump that's a pradigm shift to speed-tanking HE-spamming craziness. 

Share this post


Link to post
Share on other sites
Members
5 posts
3,073 battles

I was super frustrated after I got the Og, getting merc'd mercilessly as I tried to torp things and play like a "normal" DD. After I got into my head that I was now a gunboat, I changed my play style and now I stay at about 10 K from the fight (which leads to chirping from your own team) and rain fire on cruisers and BBs, because your detection range is so large and you torp range is so short this is the only way to play that DDs. 

 

Its like Business6 and ichasegaming (who does a overview off all the Russian DDs https://www.youtube.com/watch?v=kAS2f_0R6D0 ) say, the Og is a gunboat, stay behind or abreast the cruisers and rain harassing fire all the time, light fires and burn out repair kits for your team. 

 

Cheers 

 

 

Edited by hate187

Share this post


Link to post
Share on other sites
873
[MPIRE]
Beta Testers
3,804 posts
6,762 battles

If you plan on keeping the ognevoi, AFT and DE is a must (AFT the most of all.) Otherwise, it's like playing a small cruiser with no citadel (and a lot less HP and guns.)

 

Stay at range, don't get into knife fights with US DD's or higher tier VMF or Blys. In fact, avoid Blys, Kiev, and Tashkent at all costs. Bensons and Lo Yangs are doable at range because of USN having bad arcs...

 

Use your big guns to smash targets sailing broadside with AP.

 

That's about it.

Share this post


Link to post
Share on other sites
221
[NNC]
Members
1,186 posts
22,147 battles

Og has the most hit points for her tier. She is equal in HP to the buffest t7 DD Blyksawicca . Do not underestimate this DD. She rewards planning ahead though as her turrets are slow rotaters.

Share this post


Link to post
Share on other sites
344
Members
1,797 posts
7,977 battles

My first game in the Og, with no modules, retraining in progress, was more fun than any game I played in Gnevny...or any in Farragut so far.  Call me a weirdo.  Yes, I am sure losing a turret will suck.  However, actually being able to keep them on target?  Priceless.  It's awesome knowing that making a u-turn doesn't take me completely out of the fight.  I am curious to see how she plays out over time.  Very favorable first impression; just wanted to take advantage of the discount on her atm.  If you have the silver, get her...ever if she floats in port for a while.

Share this post


Link to post
Share on other sites
17,904
[WOLF5]
Members
39,217 posts
31,549 battles

Ognevoi plays by the same general gameplay of RU DDs, just like your time with Gnevny.  You need to leverage:

===

Speed & Maneuver

Range - Your greatest defense

Accurate Gunfire Spam

===

AFT is a *MUST* with RU DDs as it allows you to leverage those 3 points together to the fullest.  USN DDs have faster ROF but they get worse and worse with more range;  Naturally, keep USN DDs at a distance but for me, I was confident enough to knife fight with them in Gnevny and Ognevoi.  If you catch an IJN DD, run them down and maintain contact, don't let it slink away to re-conceal.

 

The ships to watch out for are the ones that have high velocity, low shell arc gunfire:  Ships like Budyonny, Molotov, Schors, K/N-Berg, Scharnhorst, Dunkerque, etc.  These are the ones that have a decent chance on nailing you at range.  When you see such ships, give them a very wide berth, unless they are distracted.

 

Constantly be on the move and make use of your WASD keys to throw off people's aim at you at range.  In addition, Ognevoi's firepower is consolidated into few turrets.  Make sure to get the upgrade to increase their survivability.  It won't guarantee the turrets' survival but any bit helps.  I recall when I had Ognevoi, they had a nasty tendency to get blown away.

 

Other than the flimsy turrets and the 4km torps that you're stuck with until Tier VIII, Ognevoi fights and sails rather nicely.  Just be aware that you're going into tiers where BB and Cruiser gunfire start getting longer and more powerful, so speed, range, and WASD Hax will become more and more important.  This isn't like Tier V where CLs like Omaha have short range and Furutaka barely gets over 10km.  The ships get a bit tougher, even the Cruisers.  This isn't like Tier V where you see stuff like Phoenix, Kuma, Kirov, Omaha, where you can easily citadel the ever-living-s**t out of them.  The Tier VI-VIII ships you can expect to see with Ognevoi are of far sturdier stuff and can be dangerous.

Edited by HazeGrayUnderway

Share this post


Link to post
Share on other sites
2,889
[HINON]
Members
7,797 posts
2,144 battles

I don't know if I can really add anything that hasn't already been said. I'm really not a model VMF DD captain. I'm waaaayyy to reckless. Like today... i rushed in to a smokescreen to deliver a KO-punch of torps at less than a kilometer, threading the needle between two torps as I did it.

You shouldn't try to do that lol.

 

As far as I can figure(still stock in mine), it's that you gotta play at range, spamming HE. Abuse cruisers with weak citadels via AP, which is pretty much everything but the tier 8s, Cleveland, and anything Japanese if it's not tier 7 or higher(102mm armor, if angled is too bouncy)  or above, if they're angled. If you see a Japanese DD, use your speed to chase them down and execute them. If you see and American, you have two situations:

If you're within 7km of them, ruuunnnn. They can still reliably hit you, and their ROF + Turret traverse speed will prevail here. This is not to say you can't win, but unless you have a big health advantage, or they're not paying attention... you'll struggle, and will likely pay for it. Even against surprised players, you'll find yourself hemorrhaging hitpoints.

Outside 7km, you just keep the range and hammer them. Past 7km, it's hard for them to hit you. If they're good, and still are reliably hitting you, increase the range. Don't forget to maneuver, and activate the speed boost if you have it.

 

Of course, this is assuming you don't have enemy cruisers attacking you as well, or  even BBs. I've popped numerous DDs with my Dunkerque at range, who thought they were safe and clever. Nope. Use your speed to redeploy as needed for your team, capping... if you can, try. Just watch your detection. With camo, it's still 7.5km... and you're a big target. 

That's all I can say atm... I've only 8 games in mine, and 7 are losses. I'd love to blame the teams, and some were honestly crap, but as one of the team's DDs, it was certainly my fault too... there was one in particular where I had out myself so out of position, where even though I personally had a great game, we could've probably won, or had a better chance of winning, had I been closer to the center of the map. But that's a rule for any DD. You've gotta watch the map, and not put yourself out of position.

 

As for modules and skills, this is what I've taken:

1.Main Armaments Modification 1 

2.Aiming Systems Modification 1 

3.Propulsion Modification 1

4.Steering Gears Modification 2

1. With your firepower in two weak turrets, you've gotta make them more durable. Plus, this makes your torpedo tubes more durable, and overall it's just the obvious choice. Even if you don't take mods, you should make this.

2. Your turrets turn fast enough, no need to sacrifice RoF for turning speed. AA is a waste, so really the Aiming systems is just obvious. better dispersion, and your torpedo mounts even turn faster.

3. This or steering gears. I find speed more important, just moving, for a soviet DD, so I like to keep that up, over steering. Damage control is more a BB/CV thing, no reason for a DD to worry about that kind of stuff.

4. I like being able to throw my rudder from side to side, I do this for pretty much any DD I'm going to run, especially in ranked. The ability to throw off aim, or even turn faster to avoid islands, is just so incredibly worth it. 

 

As for captain skills, BFT is obvious. After that, I go for both LS and EM. Yes, two in one tier. EM just helps grease the turret speed, plus It's left over from my time in Gnevny, and LS is just a must have for any gunboat-DD. At 3, superintendent for more smoke, and speed boosts, because lol 40kts(ok, 39.9, but still, you get over 40 with the speed flag). AFT is an obvious, and has been explained above plenty enough so i don't have to repeat it. After that, I don't know. CE for better stealth? I think that takes you down to 6.7km? Or maybe DE, plus some lower tier stuff? I need to play more before deciding.

Share this post


Link to post
Share on other sites
Members
1 post
4,036 battles

I have had some good games with this guy...AP on cruisers(note the attached pic) cannot be overstated. Pouncing on distracted BB

with your torps is important too.

 

 

Ognevoi.png

Edited by Krythis

Share this post


Link to post
Share on other sites
8
[BGBND]
Members
86 posts
2,294 battles

I just got into the Kiev, so I can say with some experience that your best bet in the Oggy is to be an opportunist. Shoot at enemies that are already targeting someone else. Ambush ships from behind islands; your torpedoes don't go very far but they get there in a hell of a hurry. You can also drive her like a DD lead, staying just in front of your fleet and screening torpedoes for the big guys while adding your fire to their targets.

 

As others have mentioned she's got really good hp for tier six destroyers so you can take a​ few licks without going down, so another option is to make yourself the bait! Kite kill hungry cruisers and let your battleships plug them while you dance around like a lunatic and frustrate anyone that tries to hit you outside of ten kilometers.

Edited by Delicious_Bait

Share this post


Link to post
Share on other sites
Members
19 posts
4,528 battles

I've yet to figure this dd out as well.  Running a 46% WR in it.  I'll try to take all of your advices to heart and see if I can improve in it.  Thanks gents!

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×