Petropavlovsk
220 mm/65 on an SM-6 mount3 х 3 pcs. |
Rate of Fire4.29 shots/min. |
Reload Time14 sec. |
Rotation Speed4.7 deg./sec. |
180 Degree Turn Time38.3 sec. |
Firing Range18.45 km. |
Maximum Dispersion190 m. |
HE Shell220 mm HE Model 1944 |
Maximum HE Shell Damage3,050 |
Chance of Fire on Target Caused by HE Shell14 % |
Initial HE Shell Velocity995 m./s. |
HE Shell Weight207 kg. |
AP Shell220 mm AP Model 1944 |
Maximum AP Shell Damage6,350 |
Initial AP Shell Velocity995 m./s. |
AP Shell Weight207 kg. |
130 mm/60 on a BL-109A mount6 х 2 pcs. |
Firing Range7.3 km. |
Rate of Fire15 shots/min. |
Reload Time4 sec. |
HE ShellHE-42 |
Maximum HE Shell Damage1,800 |
Initial HE Shell Velocity950 m./s. |
Chance of Fire on Target Caused by HE Shell8 % |
130 mm/60 on a BL-109A mount6 х 2 pcs. |
. . . Average Damage per Second167.4 |
. . . Firing Range5.7 km. |
57 mm ZIF-75 mount6 х 4 pcs. |
. . . Average Damage per Second150 |
. . . Firing Range3.99 km. |
Maximum Speed32.5 knot |
Turning Circle Radius990 m. |
Rudder Shift Time12.1 sec. |
Surface Detectability Range16.3 km. |
Air Detectability Range9.7 km. |
Petropavlovsk — Soviet Tier X cruiser.
After Nikolay Kuznetsov was removed from the post of the People's Commissar of the Navy in January 1947, the terms of reference for the construction of a Project 82 cruiser were edited numerous times. Two draft designs were presented in August 1947, and later, they were combined. The joint project had 220 mm main battery guns, higher speed, and lower displacement. This project was a tactically advantageous solution: One of the ship's main tasks was to oppose the U.S. Des Moines-class heavy cruisers.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
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Slot 5 |
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Slot 6 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
Topping off the Russian Heavy Cruiser line, Petropavlovsk replaces Moskva as the Tier X Cruiser representative of her nation alongside her light cruiser counterpart Alexander Nevsky.
Armor and Survivability Petropavlovsk is one of the most durable cruisers in the game thanks to her resilient armor scheme. Her lower bow and stern sections are protected by 40mm armor, deflecting any AP shot when angled correctly. Her deck and upper side armor are similarly armored, carrying 40mm armor that will shrug off most HE shells. Her citadel is surprisingly hard to hit even though it sits above water, potentially allowing Petropavlovsk to get away with maneuvers that would instantly kill other cruisers. Combined with a large 55,800 base HP pool, a well-played Petro will prove very difficult to kill.
Main Armament
Petropavlovsk guns boast a number of interesting quirks that make them very unique. To start off, all her turrets can rotate the full 360° degrees, allowing her to consistently keep all turrets oriented on target even when maneuvering side to side. She fires one of the most powerful cruiser AP rounds with penetration capabilities closer to a BB than a cruiser. She can land citadels on broadside BBs, even out to 15km. Extremely fast shells and slightly improved bounce angles further enhance her AP. Combined with her enhanced accuracy below 14km, skilled players can aim for weakpoints on an enemy to land citadel hits. Her fast shells even allow her to reliably hit DDs that most other cruisers will struggle with
However, Petropavlovsk 's guns have two major drawbacks, namely poor HE firepower and worse dispersion past 14km. Petropavlovsk 's HE firepower is the worst of the Tier 10 cruisers, being closer to Tier 8 cruiser in terms of damage output. She will struggle to damage heavily angled targets. Due to her unique dispersion curve, Petro suffers from poor accuracy past 14km. Often times it's better to avoid long range combat and instead use concealment to get as close to the enemy as possible before opening fire.
Essentially, Petropavlovsk 's guns are designed for decisive sub-14km engagements. Her AP is amazing at punishing broadsides. Should the enemy be unwilling, she can still use HE though with notably less efficiency.
Secondary Armament
Though generally unremarkable, the secondaries may occasionally light fires on close targets. Don't count on their damage output however as they will rarely hit anything because of their poor base accuracy.
AA Defense
Petropavlovsk boasts formidable AA defenses due to her excellent long-range AA and her high flak output. She will put out at least 8 flak puffs per instance, making it difficult for most CVs to fly through them unharmed. When boosted by DFAA, a lucky flak wall will annihilate entire squads of planes. Her continuous AA is generally above average mostly because of her 6.6km range AA and relatively powerful long-range AA DPS.
Due to Petropavlovsk 's poor maneuverability, she is somewhat vulnerable to attacks that do penetrate her AA screen. Large turning radius and poor rudder shift time makes it easier for enemy CVs to line up their attacks, especially if Petro is positioned near islands. Her armor will only protect against RN Rockets, RN level bombers, and IJN Rockets; everything else will punch through her armor.
Maneuverability
As mentioned above, Petropavlovsk 's overall maneuverability more akin to a battleship than a cruiser. A large turning radius combined with slow rudder shift time makes it difficult to perform hard maneuverers, like when dodging torpedoes. Her base top speed is also lacking, only outrunning Hindenberg, Plymouth, and Goliath for Tier 10 cruisers. Even some BBs can beat or match her top speed.
Due to her poor maneuverability, Petropavlovsk relies more on her armor and HP pool to survive engagements.
Concealment
With a full concealment build, Petropavlovsk can lower her surface detection to 12.4km and her aerial detection to 7.4km. It is recommended to maximize her concealment as it will nearly match her Surveillance Radar range. If detected, she can immediately pop radar and catch DDs in her range, popping off 2 salvoes if the player has his turrets pointing in the right location. Good concealment can help in many other ways, such as getting to a position without being shot at, or sneaking up to an unsuspecting ship before opening fire.
Playstyle
Petropavlovsk offers a fairly unique playstyle as a tanky aggressive cruiser. Her tankiness and respectable concealment allow her to take up more forward positions. She performs at her best in aggressive pushes, using her radar to chase DDs away and durability to take advantageous powerful positions. This synergizes with her gun characteristics, being more accurate the closer the target is. The keys to her success are both timing and situational awareness. If the enemy is sufficiently weakened (like if you outnumber them), it is usually a good time to push into them. Pushing along the flanks will give her a positional advantage, being able to catch enemy broadsides or forcing them to retreat. Once she gets behind cover, she can dig in and defend the cap or push the advantage and pincer the enemy. A common tactic is to sit bow in next to an island, the thick bow and deck armor protects her from the front while the island protects her broadside. If you can safely position near a cap, you can effectively deny it to enemy DDs due to her radar.
If the enemy is too strong to push, then Petropavlovsk performs decently in the kiting role. Her excellent AP shells can citadel broadside ships while her radar can zone out DDs from chasing her. However, she falls behind other cruisers due to her anemic HE output. She struggles to damage heavily angled ships, especially at longer ranges where her accuracy becomes significantly worse than other cruisers. If placed into this dilemma, it is recommended to kite away from your team to create crossfires. If the enemy pushes towards the rest of your team, you can punish their vulnerable broadsides. If they come for you, then you can draw them away from the objectives and buy valuable time for your team.
When possible avoid prolonged engagements past 14km. Petro's guns become significantly less accurate the further out the target is. It is not uncommon to straddle targets near her max range, even with perfect aim due to the massive penalty to her vertical dispersion. Sometimes it is better to stay concealed so you can sneak up and fight at more favorable combat ranges.
Overall, Petropavlovsk is meant to be played as an aggressive close-range pushing cruiser. Though decent as a kiting ship, she performs best on the flanks when shooting at enemy broadsides. She can prove tough to kill, forcing enemies to waste valuable resources to fight her. Players wanting something different from the multiple kiting cruisers should consider looking at Petro.
Competitive Modes
In competitive formats such as Clan Battles, Petropavlovsk is a very common sight on the battlefield. She is usually placed in an anchor position, using her amazing durability and useful utility to hold key positions. As part of a pushing composition, Petropavlovsk can survive prolonged focus fire, helping to take heat off her less durable teammates. With proper coordination, she can prove nigh unkillable that can translate to a capture point advantage, and eventually a decisive point advantage. If the player wants a straightforward and powerful ship for competitive modes, look no further than Petropavlovsk.
Note: Petropavlovsk is often limited or banned in Clan Battles and King of the Seas. Players wanting to participate in these formats should make sure they have other viable ships for competitive.Pros:
- Large HP pool for a cruiser
- Icebreaker bow and thickly armored midsection, very durable when properly angled
- The hull sits very low in the water, making it hard to hit at range
- All main turrets can rotate a full 360° degrees
- Excellent AP penetration, second only to Stalingrad
- Slightly improved ricochet angles and AP short fuses
- Unique dispersion curve improves accuracy under 14km
- Outstanding AP/HE shell velocity, currently the best in its class
- Strong AA suite, aided by the Defensive AA Fire consumable
- Access to a 12km Surveillance Radar consumable
- Respectable 12.4km surface detection, often catches DDs with her radar when spotted
Cons:
- Horrible HE damage output, on par with Tier VIII cruisers
- Poor kiting angles, practically needs to show broadside to fire her front guns
- Very slow main battery traverse speed
- Massive turn radius and slow rudder shift
- Worse dispersion than other cruisers past 14km
- The Surveillance Radar consumable has a very short duration
Research
Optimal Configuration
Upgrades
The recommended upgrades for Petropavlovsk are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Damage Control System Modification 1 or Surveillance Radar Modification 1
- Slot 3: Aiming Systems Modification 1
- Slot 4: Propulsion Modification 1
- Slot 5: Concealment System Modification 1
- Slot 6: Main Battery Modification 3
Propulsion mod is recommended as Petropavlovsk will spend most of her time stationary or at slow speed. For slot 2, take either Surveillance Radar Modification 1 or Hydroacoustic Search Modification 1 . If neither of those are available, then Damage Control System Modification 1 is the next best option. Petropavlovsk 's performance is poor at her max range, so faster reload will provide more benefits.
Commander Skills
Recommended Commander Skills | ||||||
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Cost (points) |
Attack | Defense | ||||
1 |
★★★ |
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★★★ |
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2 |
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★★ |
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★★ |
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3 |
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★★★ |
★★ |
★★★ |
★★★ |
4 |
★★★ |
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★★★ |
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Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
It is recommended to take the following skills in order
- Grease the Gears - Slightly speeds up Petro's slow turret traverse
- Priority Target - Allows the player to better assess the threats
- Adrenaline Rush - Universally good skill on almost every surface ship
- Concealment Expert - Lets your Petro safely get closer
- Superintendent - 1 extra charge of consumables helps Petro remain useful in the late game
- Top Grade Gunner - Petro performs at her best within 12km, Top Grade Gunner helps her excel even more
- Survivability Expert OR Heavy AP - Player choice whether to slightly boost Petro's durability or her firepower
- Gun Feeder - Allows Petro to quickly switch to AP to punish broadside ships
Consumables
Petropavlovsk can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire or Hydroacoustic Search
- Slot 3: Surveillance Radar
- Slot 4: Repair Party
Signals
Recommended Signal Flags | |||||
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Combat | |||||
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Gallery
References
Ship Change Log
See here for links to Update notes.
- Available for testing by supertesters in the game starting from Update 0.9.2.
Testing Changes
- Feb 10, 2020:
- Preliminary characteristics.
- Mar 6, 2020:
- Surveillance Radar consumable action time decreased from 20 to 10 s.
- Main battery turrets can now rotate 360 degrees.
- Main battery turret traverse speed decreased from 5.5 to 4.7 degrees per second (180 degree turn time increased from 32.7 to 38.3 s).
- Mar 20, 2020:
- Surveillance Radar consumable action time increased from 10 to 15 s.
- AP shell ricochet check angle decreased from 55 to 50 degrees.
- Detectability range by ships increased from 14.4 to 14.9 km. Other detectability ranges increased accordingly.
- Fixed an issue which caused the citadel torpedo bulkhead plating (40 mm) to count as twice the intended thickness.
- Apr 3, 2020:
- Size of the main battery dispersion ellipse was increased. (Main battery accuracy decreased).
- Introduced into the game as a researchable ship in Update 0.9.6.
- Update 0.9.9:
- Detectability range by ships increased from 14.9 to 15.4 km. Other detectability ranges increased accordingly.
- Fixed the project year in the description.
- Update 0.9.10:
- Detectability range by ships increased from 15.4 to 15.8 km. Other detectability ranges increased accordingly.
- Update 0.10.0:
- The firing range of the secondary battery was increased to 7.3 km.
- Update 0.10.4:
- Main battery reload time increased from 13 to 13.5 s.
- Update 0.10.10:
- Main battery reload time increased from 13.5 to 14 s.
- Update 0.11.3:
- Draft decreased by approximately 0.5 m, she now sits higher out of the water.
- Update 0.11.4:
- Deck armor decreased from 50 to 40 mm.
- Casemate armor decreased from 50 to 40 mm.
- Update 12.4:
- Fixed a visual error that occurred on the ship when she caught fire.
- Update 12.7:
- Added the "Ballistic Capped Armor-Piercing Shells" unique upgrade in Slot 6, available in the Research Bureau for 19,200 Research Points, with the following parameters:
- AP shell damage: +10%.
- Maximum dispersion of main battery guns: –10%.
- Number of consumable charges: –1.
- Added the "Ballistic Capped Armor-Piercing Shells" unique upgrade in Slot 6, available in the Research Bureau for 19,200 Research Points, with the following parameters:
- Update 13.1:
- Base detectability range increased from 15.3 km to 16.3 km.
- All other detectability ranges adjusted accordingly.
- Changed the recommended Commander skills for the ship to reflect the gameplay more accurately.
- Base detectability range increased from 15.3 km to 16.3 km.
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