yoyoya2

mikhail kutuzov review by a shitter for shitters

11 posts in this topic

If you guys are too dumb to read the title this is a motherfucking review

The ship I want to review is this OP piece of russian bias called the Mikhail Kutuzov

History: This is a Sverdlov-class cruiser..... Who gives a shit about the history. This is a post WWII ship in a WWII game because fuck you, we are russian, we do what we want.

Why should you trust me with this POS review

First i'm not @How_Terrible

Secondly:

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Loadout:

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Pretty straight forward CA build, With the latest patch and the way the ship plays there is no reason to have concealment. The steering mod will be more worth it.

Skills:

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Again go for the default 6inch cruiser build, these are the recommended skills but with the last 4 points you can pick whatever you want

Make sure that you get priority target as your first skill and then IFHE as quickly as possible with superintendent. These are the skills that will help the most. DE should be the first secondary skill 

How to play: 

So you just bought this OP ship yet you fucking suck in it. Don't worry @How_Terrible is worst than you but unlike him you will actually get better :kappa:

Quick survival tips:

- Don't give your broadside ( Duh)

- Wait until you see the BB firing before turning,if you are too close for that well just pray to RNG

- Never close in unless you know you can take them out, you have torpedoes but they do not do much damage and the firing arcs are not the best (Not as bad as IJN CAs but still not great) You do have 5 of them on each side though.

- Using priority target choose when to bring all guns to bear or to use smoke. IF you just have 1 or sometimes 2 ships shooting at you, you can bait and save your smoke for a important time. IF you have 4+ ships targeting start thinking about using smoke.

 

DMG tips

- Prioritize DDs, they will launch torps into your smoke and will fuck you up

- Watch out for Radar cruisers, you usually want to stay at long range but if you do get close you better be on the look out

- Bait and shoot at max range, yes it is cancerous but yes it works

- When you set a BB on fire try shooting another BB, if a BB uses a repair switch to another BB for 10-20s before switching back. You always want to try to make fires stick

- IF RNG fucks you, IFHE will help you damage ships without needing fires

-You have over 18km range USE IT  there is no sense in being over aggressive in this ship, always save your HP for when you can carry. This is coming from a extremely aggressive player.

 

Other than that I don't know what to say, ask any questions and i'll probably be able to answer. If its anything about specific game mechanics i'll have no clue, I just play this fucking game.

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Are you skipping Adrenalin Rush because you play it primarily as a support ship and don't expect to catch much damage?

Also - while I agree it does not benefit as much from concealment compared to the British CL's, don't you think it allows one to get 2-4km closer before setting up shop?

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44 minutes ago, RollerCoaster47 said:

Adrenaline Rush or GTFO with this ship.

As a secondary skill sure but as a primary one not over the other skills, I would probably get it for my 16th skill point.

 

52 minutes ago, BiggieD61 said:

Are you skipping Adrenalin Rush because you play it primarily as a support ship and don't expect to catch much damage?

Also - while I agree it does not benefit as much from concealment compared to the British CL's, don't you think it allows one to get 2-4km closer before setting up shop?

Honestly because of the range of its guns the concealment is no longer really helping, if it had a much shorter range around 15km, of course. The better rudder helps a lot with the baiting as you will always be firing (and spotted) unless you are in smoke.

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Bah, I only use a new commander with this ship for a challenge. Then I delete the commander after the game. :)

Skill points OP.

 

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Hmmm...here I am getting close to 14th pt (on alt-account, now that I think of it), probably putting it in CE.

Then again, I'm hoping next ranked season will be tier 8, where concealment will be a bit more important than randoms...

edit: and average 63/64k with it, feeling pretty good, and then see your average and I head off to uninstall  :P

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You say that there is no reason to use the concealment module. I thought the concealment module added 5% dispersion to incoming fire. Surely that is a must have on a ship that operates at long range?

 

Edit; I checked the wiki and the ship can mount the concealment module and it does reduce the accuracy of incoming fire by 5%.

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Concealment is critical in organised play btw. I wouldn't drop concealment for randoms either but YMMV. Mine lives in tournament build 4 Eva so I've not built it for pubstomping in a while.

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