4
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Ochakov low concealment

Ochakov is a good farmer, but for that I'm sure you already own Chapy or Kutuzov with her smoke curtain. Ochakov is better suited for hunting enemy DDs, and farming the occasional BB. Since this ship shares the same hull of Smolensk, it has 70mm of citadel plating, plus her hull is very thin, the beam is around 16m, for example some tier IV cruisers are larger than you, so this causes a lot of BB's shells to overpen the citadel, or not even arming in it. But be aware that if you're not completely broadside, this trick will not work, let even a small angle to the enemy, and they will probably blap you.

March 22, 2021
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VII

VII

Ochakov

Ochakov

Modifications

Slot
Burn It Down XXL
Chance of a fire being caused by HE shells
+2%
Slot
Intuitive
Sonar duration
+5%
Surveillance Radar duration
+5%
Slot
Punch Through
Cruiser's main gun AP shells damage
+10%
Cruiser's AP shells penetration multiplier
+6%
Slot
Fixated
Shell grouping of cruiser's main guns
+5%
Dispersion of main battery
-5%
Slot
Fully Packed
Passive – Consumable charges
+1
Passive – Reload time of consumables
-5%
Active – Reload time of all consumables
-30% (3.5 km)
Slot
1
Aiming Systems Mod. 1
Dispersion of main battery
-7%
Torpedo tubes traverse speed
+20%
Secondary Battery firing range
+5%
Dispersion of secondary battery
-5%
Slot
2
Steering Gears Mod. 2
Rudder shift time
-20%
Slot
3
Concealment Systems Mod. 1
Detectability range
-10%
Incoming fire dispersion
+5%
Slot
4
Main Battery Mod. 3
Main battery reload time
-12%
Main battery traverse speed
+13%
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Nikolai Kuznetsov

Base Trait

Follow the Sun
Range of cruiser's main guns
+6%

Skills

Burn It Down XXL
Chance of a fire being caused by HE shells
+2%
Intuitive
Sonar duration
+5%
Surveillance Radar duration
+5%
Punch Through
Cruiser's main gun AP shells damage
+10%
Cruiser's AP shells penetration multiplier
+6%
Fixated
Shell grouping of cruiser's main guns
+5%
Dispersion of main battery
-5%
Fully Packed
Passive – Consumable charges
+1
Passive – Reload time of consumables
-5%
Active – Reload time of all consumables
-30% (3.5 km)
Aiming Systems Mod. 1
Dispersion of main battery
-7%
Torpedo tubes traverse speed
+20%
Secondary Battery firing range
+5%
Dispersion of secondary battery
-5%
Steering Gears Mod. 2
Rudder shift time
-20%
Concealment Systems Mod. 1
Detectability range
-10%
Incoming fire dispersion
+5%
Main Battery Mod. 3
Main battery reload time
-12%
Main battery traverse speed
+13%

Inspirations

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Results

Excuse our mess
Build stats will be back shortly.
Max Salvo
-
RPM
Alpha Strike
DPM
Fire/Salvo Chance
Torp Reaction Time

Survivability

Hit Points
-
-
-
Armor
-
-
-
Torpedo Reduction
-
-
-

Armament

Main Battery
Firing Range
-
-
-
Reload Time
-
-
180º Turn Time
-
-
HE Max Damage
-
-
Fire Chance
-
-
AP Max Damage
-
-
Torpedoes
Reload Time
-
-
Max Damage
-
-
Detectability Range
-
-
Range
-
-
Speed
-
-
Secondary Battery 1
Firing Range
-
-
Reload Time
-
-
Max Damage
-
-
Fire Chance
-
-
Secondary Battery 2
Firing Range
-
-
Reload Time
-
-
Max Damage
-
-
Fire Chance
-
-

Maneuverability

Max Speed
-
-
Rudder Shift Time
-
-

Concealment

Sea
-
-
Air
-
-

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