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Found 303 results

  1. Random English destroyers

    A new event is always welcome and it is a thing that will spice up the game.The way it is implemented though ,i find it,faulty. Giving random tier dd is a minus to anyone who will get it (if he will get it).You give an advantage to random players by luck!So what happens if someone does not get the tier 8 dd?Why should he stay behind in research? I think there should be a timeline where EVERYONE gets just one tier the lowest so the advancement will be equal for all.
  2. What is the "flavor" of the new RN DDs?

    Hi all, What is the "flavor" of the new RN DDs? I only have "Campbelltown" and "Gallant" (no luck with RN Containers )... Leo "Apollo11"
  3. Hallo liebe Gemeinde, in diesem Thread soll es sich um die Taktiken drehen, die RPM-schwache Schiffe wie Schlachtschiffe oder schwere Kreuzer gegen schnelle Schiffe mit hoher Feuerrate anwenden können. Angesichts der rasanten Feuergeschwindigkeit etwa der russischen (etwa Grozovoi, Khabarovsk) oder japanischen Kanonenboote (etwa Kitakaze, Harugumo), aber auch bestimmter leichter Kreuzer, fragen sich bestimmt einige Kapitäne, welches die beste Kontertaktik in langsam feuernden Kampfschiffen ist. Dieser Thread soll als Brainstorming und Erfahrungsaustausch dienen. Ziel ist es, weniger erfahrenen Spielern Ideen an die Hand zu geben, um ihnen die Furcht vor RPM-starken Schiffen zu nehmen und das Teamplay zu stärken. Ausgangssituation: Kampfschiffe mit niedriger Feuerrate sehen sich schnell bewegenden, eingenebelten oder verdeckt stehenden leichten Einheiten mit hoher Feuerrate entgegen. Der Spieler will sein Schiff möglichst optimal zu Wirkung bringen und teamdienlich spielen. Eine Flucht an den Kartenrand oder den Verzicht auf Unterstützung seines Teams kommt für ihn nicht in Frage. Er stellt sich die Frage, wie er am besten vorgeht. Fragestellungen könnten sein: - Wie gleiche ich die niedrige Feuerrate meiner Geschütze / meine unterlegene Geschwindigkeit aus? - Welche Skills sollte ich verbauen, um im Jagdrevier RPM-starker Schiffe gut gerüstet zu sein? - Welche Taktiken fahre ich einzeln / zu zweit / in der Gruppe um solchen Gegnern das Leben schwer zu machen? - Laufe ich besser ab oder fahre ich auf die Bedrohung zu? Wie richte ich mein Schiff aus? Ich freue mich auf Eure Erfahrungen und Ideen. Besonders freue ich mich auch auf die Einlassungen der erfahrenen Gunboat-Spieler: Was macht Euch das Leben schwer und lässt Euch einen Angriff eher abbrechen als ihn durchzufechten?
  4. How to Udaloi?

    So.. not a particularly proud moment for me, but I just free xp'd most of the Udaloi grind to Grozovoi. Did I act out of rage/impulse? Oh yes Could I have saved the free xp? Definitely Am I really sorry? Not sure.. The thing is, it just feels© like an awkward boat to me. Compared to ships from its own line: Ognevoi had at least passable torpedoes. Sure, they were slow, but 10km at tier 8 is actually good. Guns were a bit meh, but I found that most DDs avoid picking a fight with you (unless they know what they're doing) and they were sufficient for starting fires on BBs Grozovoi also gets 10km torps. And a heal. And speedboost. And more HP. And dakka. Compared to other T9 DDs I played Fletcher feels© more versatile with good smoke, great torps and totally adequate DPM Z46 has hydro going for it Chung Mu has the ultra stealthy torps You're left with a DD that isn't really a cap contester (lol 7.2km detection), can get outgunned by the dedicated gunboats and is not a particularly good torpedo boat either (8km) Just feel the need to mention - this is just my personal opinion, based on a low number of battles. I am not crying for buffs/nerfs. In fact, I kept the Udaloi in the hopes of getting gud. Any advice, suggestions, tips and tricks are more than welcome Cheers!
  5. Destroyers dmg dealing

    Hello guys. Yesterday I had a couple round with my new, raw kagero.Of course in that couple of games most it was in TX battles, donno why was I suprised:D So i tried kagero with TRB setup and tried diferent torpedo launch angles, but realised worthles cuz everyone dodge the fishes-.-i sticked to the roll whats given to all destroyers, spot.....its good to spot for the team, happy to see hundreds and hundred dmg uppon my spoting, win the game, and end score Im the last......This is so dissapointing, u doing ur best to dodhe radar cruisers, keep them on spot, and at the end the game awards you with 90k silver and 1,5k exp....lol....next idea, dont give a flying fck for spoting, go for dmg...ends up in lostXDThis is a joke:D... So.... Got an idea, and Im curios what people think about this. What if the dmg uppon your spotting added to the real dmg score, only for DDs. Leave a comment here, I want to know what people think about this.
  6. 2 new japanese DDs

    Wargaming, what have you done. The 2 new Japanese DD's are way overpowered. How come they can destroy an Atago with just guns when the Atago is bow on in less than 1 minute? What a joke. People will just get them now as they are to OP. Even your early testers said they was OP. Sort it out and stop making ships OP.
  7. I know this will be controversial. But i would like to see the minority like me who wants to sail with Khaba in rank 10. I play Khaba in last season. I only played dd in rank, mostly the aggressive / flanking gun boats. Khaba fits my style, but I would say he is the worst amount the ranked ship i drove: Kiev (VII), Anshan, Leningrad, Kagero, Ognevoi My play style is simple, hunting DDs, avoid firing on BB: cap directly when both team got only one dd, otherwise cap when the dds left. force enemy dds out of cap when the cap is in open water. Or force enemy dd out of effective torp ranges to our fleet. when i should flank, fire on enemy Des Moines etc, avoid Zao. My winrate of khaba in rank was 61%, not bad but not a fantastic experience as well. Like when i used Ognevoi and Kiev in previous seasons, team discouraged even before i pressed 4 x 'W'. blablabla.. I dont really care cuz i got used to it. sigh.. The interesting thing is, i got these comments only when i played in R10 to R6. Rarely got discouragement comments from R5 to R2. The only one i got was a player in one of the top clan, complained that he's at the last stars to R1 but the only dd is my Khaba. He got that R1 in the game. Khaba is not that bad when facing lower rank but become faint in higher ranks. I think a Khaba in Season 10 is still odd, despite he got a top 3 server winrate in season 9 (excluding CVs) He is now facing even more devastating enemy, Stalingrad, Harugumo, Worcester, Salem ..... But i will probably stick with Khaba. I have prepared many karma for being reported
  8. Harugumo

    Und hier dann bitte alles zur Harugumo hinein.
  9. Kitakaze

    Hier dann bitte alles zur Kitakaze hinein.
  10. When I was searching for some warships-related information, I found a topic on the NA server by user Lert. I was immediately enthousiast about that idea. Since that link likely won't work unless you have an NA account as well (like I do), Lert gave me permission to place his message here for us on the EU server. All credits go to him, and I copied this straight from his message on NA (except for a typo in the title that I corrected): While I've talked about the Admiralen class before, that was always in general terms. I believe that to enhance the chance of someone at WG taking notice of a premium ship request, I should make it as specific as possible and narrow it down to a specific ship, give a synopsis about its service history, include as much information as possible and even give my view on how to implement her, with what features, at what tier and describe what play style she would offer. No small task. So without further ado, let's get down to the nitty gritty of it, and present HNLMS Witte de With: HNLMS Witte de With as commissioned. Witte de With was an Admiralen class destroyer which was laid down on 28 May 1927 at the shipyard of Fijenoord in Rotterdam and launched on 11 September 1928. The ship was commissioned on 20 February 1930. She is named after Witte Corneliszoon de With, a famous Dutch naval officer of the 17th century. Witte Corneliszoon de With, by Abraham van Westerveld She was typical Admiralen class of the second group, measuring just under 100m long and displacing 1666 metric tons at full load. She had three Yarrow type boilers and two Parson geared turbines driving two shafts. Her drive train produced 31000 HP which pushed her along at a modest 36 knots. There is little written down about Witte de With's service career, but what's there paints a picture as tragic as that of her seven sister ships of the Admiralenclass. There is especially little written down in public, easy-to-find internet archives about her first ten years of service, before WWII broke out. It's written that she visited Saigon along with her sistership van Galen and the Java class cruiser Sumatra, in 1935. It's said that Witte de With was present at the fleet days in Sumatra in 1936, along with sisterships van Galen and Piet Hein, and the Java class cruisers Java and Sumatra. Later that year both Java class cruisers and the Admiralen class destoyers Witte de With, Evertsen and Piet Hein made a fleet visit to Singapore, stopping along the way in the South China Sea for an exercise. So for the first ten years of her service Witte de With performed PR duties and exercises, projecting force and showing the Dutch navy's investment in various Pacific sea locations. But then war broke out. Some time during 1940 or 1941, Witte de With along with her sister van Ghent were equipped with ASDIC systems. But it was during the ill-fated battle of Java Sea that Witte de With took her modest place in history. It was during this engagement that HMS Exeter was crippled by Japanese fire, when a shell from Haguro exploded in her boiler room, knocking six of her boilers off-line. Witte de With was ordered to escort the stricken Exeter back to safety in Surabaya port. Several days later, while at sea, Witte de With's aging and outdated AA suite became her doom when she was attacked and bombed by Japanese aircraft, on may 1st, 1942. The most significant hit was a bomb to the forecastle, which crippled the ship. Afloat but crippled, and unable to affect open water repairs, the captain ordered her scuttled the next day. Close-up of the bridge and mid-section, drawing quite a crowd. So what would she look like in game? For the purposes of this thread, I'm going hog-wild with stats and consumables, though all within historical reason and precedence. I will explain why further down in this post. Tonnage: At 1666 metric tons full load, we get 10900 hitpoints. This puts her at around tier 4 or 5. However, I want to place her at tier 6, which means she'll have the lowest hitpoints in tier, even behind lightweights like Hatsuharu which boasts 11700 hitpoints fully upgraded. Armor: The 'armor' on this destroyer served purely to keep the crew inside while under maneuvers. Moving on ... Main armament: 4x single Siderius No. 4 120mm guns. These were license built copies of a Bofors design and fired a 24 kg HE shell at 900 mps. This is an excellent muzzle velocity and would give it very good ballistics over range and short time-to-target, for a 120mm gun. I believe these guns to be near as indistinguishable from the guns on the in-game Błyskawica, as they are both similar vintage Bofors designed 120mm guns with a 50 caliber barrel length, 900 mps muzzle velocity and a ~10 RPM ROF. Taking Błyskawica's numbers, we get to a HE shell with 1700 dmg and an 8.5% fire chance, and an AP shell with 2200 damage. If they really are as similar to Błyskawica's guns as I imagine them to be, they would likely inherit the Polish ship's sluggish 18s turn rate. Although she would outgun Japanese destroyers at tier, do not mistake Witte de With for a gunboat destroyer. With only four barrels and a 6 second reload, her gun battery is a back-up weapon system at best, suitable for harassing battleships at long range or finishing off wounded destroyers, at most. Their muzzle velocity would give them the ballistics to accurately place warheads on foreheads at range, but she'll never have sufficient shells in the air to seriously worry anyone who isn't a Japanese destroyer of equal tier or lower. Secondary / Auxilliary armament: 1x Siderius No. 7 75mm 4x 40mm Pom Pom 4x .50 Browning M2 When commissioned this was sufficient. However, at the mid stages of WWII, it no longer was. It's even questionable whether WG would make the 75mm a secondary or not, but even if they did, it wouldn't really be any DPS worth mentioning from a single gun with 8 RPM and a 6.5kg shell. The pom-poms would give about 22 dps at 2 km and the .50s about 15 dps at 1.2km. Celebratory fireworks to hail the arrival of angry airplanes. Torpedo armament: 2x triple 533mm tube setup. With six centerline tubes divided in two launchers of three barrels apiece, Witte de With is not a very powerful torpedo boat. To give her some teeth I say she would carry Błyskawica's British Mk 10*, which gives us a torpedo with 8km range, 57 knots speed and 14400 damage. This is a very modest torpedo for a very modest broadside alpha strike. Having the same number of tubes it's very likely these will reload in about the same 70s as on Błyskawica's torpedo setup. Although her torpedo battery is relatively more potent than her gun battery suite, I'd hesitate to call Witte de With a torpedo boat. Speed: As mentioned, 36 knots. This is on the low end for tier 6, beating only some of the Japanese destroyers like Fubuki and Shinonome. Concealment: This is, for tier 6, a tiny ship. She is roughly the same dimensions and displacement as a Minekaze class destroyer, and would likely carry very similar dispersion. Minekaze boasts a 6.2km surface detection range and 3.1km by-air detection range. With Witte de With being suggested a premium and thus coming with a premium camouflage standard, her concealment would likely be in the 6.0km range by surface, before captain skills are applied. "So, wait, no hitpoints, weak gun battery, very mediocre torpedo battery, why is this thing tier 6? Sounds like the perfect tier 5, to me!" Patience, patience. Yes, the ship based purely on its own merits is a shoe-in for tier 5. That's why in my tech tree proposal, that's where I would put her. However, remember where I mentioned that Witte de With and van Ghentreceived ASDIC some time during the early years of the war? This gives us historical precedence for a Hydroacoustic Search consumable. Plus, there's another neat trick the Admiralen could do .... That's right. A destroyer with a spotter plane, carried aft on a structure above the rearward torpedo mount. Consumables: We'll start by giving her the standard destroyer suite of consumables, being DCP, Smoke and Speed Boost, all standard versions. Since we're talking about Witte de With, we'll also give her a Spotter Plane with a single charge base, and Hydroacoustic Search with one or two charges base. This would give Witte de With the flexibility and vision control to challenge cap circles and provide forward scouting in a way no other destroyer in this game can. "Wait, back up a bit. Admiralen had a catapult?" Well, no. No catapult. The sea plane was carried on a structure above the rearward torpedo mount, and lowered in the water by a crane so it could take off. However, WG already has planes that historically landed in the water and were recovered by crane just flying into the ship and appearing back on the catapult, so it'd be a very small step in terms of mechanics and programming to have the plane take off from the mount as well. "So, why Witte de With in particular? There are other Admiralen that have as historical and tragic a story." Yes, there are. However, those are better suited for the tech tree. Since consumables like a spotter plane and hydro change the play style, I wanted to take her out of the tech tree and make her a premium. Witte de With and van Ghent were the only ones who received ASDIC, so they're the only two candidates for this up-tiered Admiralen premium, and I like the story of Witte de With more than that of van Ghent. Plus, she has ties with HMS Exeter, and I think it very likely that we'll see the latter in game at some point as well. "Alright. So what play style would Witte de With offer?" She'd be very stealthy with ok-ish mobility, so she'd be a decent cap contester. This is only strengthened by the presence of a spotter plane and hydro, allowing her to see for her team and light up targets from smoke, as well as dodge torpedoes heading towards her smoke screen. She'd be a high skill floor and high skill ceiling ship with decent torpedoes and usable gun battery backup to help fight her out of tight spots, but her primary role would be scouting and cap contesting. Her small size likely makes her very agile, too. She'd require a decent captain skill point investment to get the most out of her, with Super Intendent a must, as well as Expert Marksman, Concealment Expert and Advanced and Basic Firing Training to taste. She'd also benefit from Torpedo Armament Expertise to drop her already swift torpedo reload even further. Finally, Vigilance might be a worthwhile investment as with her concealment, Witte de With should always be up front. So, in short: Pros: - Historical ship, fought in in WWII - Ties with the RN, escorted HMS Exeter - Unique playstyle with spotter plane and / or hydro Cons: - Limited appeal (NL nation not in game) - Mid tier - Requires entirely new model researched and build "Hmmm. Limited appeal, NL nation not in game. That sounds like a problem." Although she has limited appeal on the NA server as a Dutch ship, a first Dutch premium would herald and generate interest for a full tech tree. There aren't many nations left not yet in the game that WG would implement as full nations with their own tree, and the Dutch have the potential for the potential for a DD tree line supplemented with only a few design proposals and a cruiser tech tree with a reasonable mix of historical vessels and design proposals. Having that first premium offer some new and unique gameplay will further help sell the ship and generate interest. "Wait, potential for a full Dutch DD and cruiser tech tree? What?" Yes. Even if WG would not consider adding a full Dutch tree (though I don't see why not, they're running out of other nations not-yet-in-the-game that could conceivably offer a full tree) there is still space for Witte de With in this game as precursor to a pan-european tree, which I hope would have a significant Dutch presence. She could occupy the Tier 6 destroyer premium spot, while Błyskawica sits at tier 7. "Wait, I thought you didn't like balancing ships by gimmick?" You're right, I don't. Normally. However, if a Dutch DD tree is going to be implemented, Admiralen is a shoe-in for tier 4 / 5 already and likely not get the spotter plane. I think it would be a complete waste of potential if no version of her was implemented with spotter plane, and the only way to realistically solve that is to implement a variant with. However, since this puts her above T5 category in terms of potential / performance, T6 premium is the only realistic place she could go. "Ok, but what would she cost, if implemented at T6?" Likely a very similar price to any of the existing premium T6 destroyers. Right now Monaghan is in the store for $25-ish. I'd wager Witte de With would cost somewhere around that too. Maybe a bit less, maybe a bit more, but no more than $30 for the base ship and a slot, without bundle. "What style of camouflage might she wear?" There are two options, really. First is flat gray with large, white 'WW' on the sides: Second is a blocky, light-and-dark-gray pattern: This picture though is likely not Witte de With. It's probably Evertsen, a sistership. however, it shows precedence for an Admiralen in camouflage, and thus I would consider it an option for Witte de With in this game. Personally I'm partial to the clean, light gray scheme with the large 'WW' on the sides, but that's just me. "How do you pronounce the name, Witte de With?" 'Wittuh duh Wit'. The 'h' is not considered, so the 'With' part is pronounced like 'wit' with a hard T. There is a slight emphasis on the first syllable of the name, and all syllables are spoken at reasonably quick pace, none linger. Thank you for taking the time to read this proposal, and please support a dutch inclusion into WoWS. We have Haida, there is a pan-American nation upcoming with Nueve de Julio, so it's about time the Dutch were considered as well. Thanks to @LittleWhiteMouse for helping me put this proposal together, and for coming up with a possible national flavor for Dutch destroyers: Personally, I really like this idea. It's new, it's fun to play, it's a national flavor and it actually has a small basis in history. Admiral Michiel de Ruyter had a whole fleet of shallow-draft ships built which gave them exceptional maneuverability and the ability to go where his adversaries couldn't, allowing him to outmaneuver his opponents and win decisive battles that way. Sources used: @Pigeon_of_War ------------------------------------------------- End quote. Again, not my idea, but an idea by NA user Lert, who gave me permission to post it here. I'm already enthousiast for this idea, and I'm curious what you think about it.
  11. Radar mechanics

    Hi all, Since we got the new US line, we got too much radar in the game. I am sure most would agree it's making dd captains either too passive in taking objectives or it makes them dead. Here is an idea. I suggest change to radar mechanics, even if you just test it, I would be thrilled. Make radar LOS (as it was in real life) and cross section dependent. Practical consequence: LOS would mean radar would be unable to spot anything behind hard cover (like an island) or even behind other ships, making ambushed and even piggy backing a viable option. Cross section would work in a way that if, for example, a dd turns it's bow towards the radar source (maybe introduce a rdf like pointer for radar), it would either fade in - fade out, or significantly reduce the effective radar range. Any thoughts?
  12. Expert Marksman on Soviet DDs

    Hi! With the 7.7 Podvoisky, Gnevny and Minsk received a buff to turret rotation and now they need 18,6’’ to turn 180 degrees (used to be 30s), should I respec the commander and remove expert marksman? Or should I maintain that skill to rotate in 14,8’’?
  13. A quick poll to see what people think of the current MM allowing games in Ops with 3 DDs (possibly more, not seen that though). Clearly this does not affect Hermes or Cherry Blossom. I accept that DDs can be very viable in Ops, played well - I've carried many myself in one. But that doesn't change the fact that I facepalm when loading in and see 2 or even 3 on the team list. The team is already down a vast number of HP when that many get added, especially if they replace BBs and especially if we ALSO get a CV. Opinions?
  14. Hallo mal wieder, meine Arbeit an den KuK Schlachtschiffen hat mir erstaunlich viel Spaß gemacht, also versuche ich mich hier mal an etwas ganz anderem: einem japanischen Kanonenboot-Zerstörer. Die Idee kam mir, während ich mir erste Videos zur Harugumo angesehen habe. Der Gedanke dahinter war, anstatt einem Riesenteil mit 10 kleinkalibrigen DakkaDakka-Kanonen die Akizuki zu nehmen und davon ausgehend eine "große Schwester" zu entwickeln. Das Ergebnis ist die Yukigumo. Anstatt der 100mm-Rohre greifen wir auf 127mm-Rohre mit (für japanische Verhältnisse) hohe Feuerrate zurück, die sich dank größeren und schwereren Granaten (27kg) auch ohne IFHE zumindest nützlich machen kann. Wird Yukigumo Harugumo eines Tages womöglich ablösen oder ergänzen? Ich glaube nicht. Was ich hier ausgearbeitet habe, ist eher ein Zeitvertreib, während ich die letzten beiden KuK Schlachter fertigstelle. Nichtsdestotrotz bin ich mit dem Resultat meiner Mühen sehr zufrieden. Es ist ein Fantasieschiff, aber Roon und Hindenburg sind das auch, und ein stimmiger, kompletter Zweig ist mir lieber als einer, der im Endspurt die Fahnen streicht. Jetzt sollte ich aber aufhören, zu schwatzen. Viel Spaß beim lesen! _____________________________________________________ Stufe X: Yukigumo Yukigumo-Klasse Eckdaten Abmessungen: 138 x 12,5 x 4,2m Verdrängung: 3.500t Panzerung: 19mm Gürtel Antrieb: 79.000 WPS Geschwindigkeit: 37,5 Knoten Bewaffnung Bewaffnung: 4x2 12,7cm/50 Typ 1 Flugabwehr: 6x2 40mm Bofors "Chi" 18x1 25mm Typ 96 Torpedos: 1x6 61cm Typ 93 Flak-DPS Rumpf: 158 Mein persönlicher Gegenvorschlag zur jetzigen Harugumo wäre eine konsequente Weiterentwicklung der Akizuki. Das Kaliber der Bewaffnung wächst auf 127mm an und kann mit der Konkurrenz gleichziehen. Dadurch habt ihr außerdem den Vorteil besserer HE-Pen, was der Akizuki nun doch etwas zu schaffen macht. Bei der Hauptartillerie handelt es sich um den Entwurf eines Zwillings-Mehrzweckgeschützes für Schiffe. Die (geplante) Feuerrate wäre zwischen 13 und 18 RpM. Da ihr insgesamt acht Rohre habt, würde ich die RoF eher im unteren Bereich ansetzen, so ungefähr bei 14-15 RpM. Die geplanten Granaten wären außerdem stärker geworden, das Gewicht sollte 27kg betragen (+4 kg ggü. Shimakaze) und die Mündungeschwindigkeit wäre zwischen 880 und 910 m/s gelegen. Das Geschütz wurde zum Kriegsende hin zu einer landgestützen Flak umgewandelt, die eine Drehgeschwindigkeit von 18°/m gehabt hätte, eine Kehre um 180° hätte also 10 Sekunden gedauert. Diese Werte sind zugegebenermaßen für das Landgeschütz, aber die könnte man 1:1 übernehmen, da Yukigumo ohnehin als Kanonenboot ausgelegt ist. Bei den Flaks haben wir die japanischen Bofors, 25mm-Einzelkanonen und die Hauptartillerie hilft auch gut mit. Den DPS der 127er würde ich auf 15 ansetzen, was auf dem Niveau der Gearing läge. Alles in allem hätten wir so ein kampfstarkes Kanonenboot, das "Zerstörern" wie der Chabarovsk auf Augenhöhe begegnen kann. Die Torpedos sind bedingt durch nur einen Werfer von begrenztem Nutzen, der Nachladebooster kann hier aber etwas Abhilfe schaffen. _____________________________________________________ Danke für's Lesen und bis später, LegioDamnatus
  15. Destroyer UK T10 Daring

    ST, British destroyer Daring, tier X Hit points – 20800. Plating - 19 mm. Main battery - 3x2 114 mm. Firing range – 13.8 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. Maximum AP shell damage - 2100. Reload time - 2.5 s. 180 degree turn time - 7.2 s. Maximum dispersion - 114 m. HE initial velocity - 746 m/s. AP initial velocity - 746 m/s. Sigma value – 2.0. Torpedo tubes - 2x5 533 mm. Maximum damage - 16767. Range - 10.0 km. Speed - 62 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. AA defense - 2х2 40 mm, range - 3,5 km, damage per second - 63. 3х2 114 mm, range - 5.0 km, damage per second - 53. Maximum speed - 35 kt. Turning circle radius - 630 m. Rudder shift time – 4.6 s. Surface detectability – 7,0 km. Air detectability – 4.3 km. Detectability after firing main guns in smoke – 2,5 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator Emission time 15 s; Duration time 113 s; Cooldown 240 s and 160 s for Smoke Generator II; Charges 2 and 3 for Smoke Generator II; Radius - 600 m. Slot 3 - Hydroacoustic Search Torpedo detection range 2,61 km Ship detection range 3,9 km Duration 180 s Cooldown 180 s and 120 s for Hydroacoustic Search II Charges 2 and 3 for Hydroacoustic Search II All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  16. Destroyer UK T7 Jervis

    ST, British destroyer Jervis, tier VII Hit points – 14300. Plating - 16 mm. Main battery - 3x2 120 mm. Firing range – 12.1 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. Maximum AP shell damage - 2100. Reload time - 5 s. 180 degree turn time - 18 s. Maximum dispersion - 106 m. HE initial velocity - 808 m/s. AP initial velocity - 808 m/s. Sigma value – 2.0. Torpedo tubes - 2x5 533 mm. Maximum damage - 15733. Range - 6.0 km. Speed - 59 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. Maximum speed - 36 kt. Turning circle radius - 590 m. Rudder shift time – 3.5 s. Surface detectability – 7,2 km. Air detectability – 3.7 km. Detectability after firing main guns in smoke – 2,6 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator Emission time 15 s; Duration time 103 s; Cooldown 240 s and 160 s for Smoke Generator II; Charges 2 and 3 for Smoke Generator II; Radius - 600 m. Slot 3 - Hydroacoustic Search Torpedo detection range 1,89 km Ship detection range 2,73 km Duration 180 s Cooldown 180 s and 120 s for Hydroacoustic Search II Charges 2 and 3 for Hydroacoustic Search II All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  17. Destroyer UK T8 Lightning

    ST, British destroyer Lightning, tier VIII Hit points – 15900. Plating - 19 mm. Main battery - 3x2 120 mm. Firing range – 12.2 km. Maximum HE shell damage – 1700. Chance to cause fire – 9%. Maximum AP shell damage - 2200. Reload time - 6 s. 180 degree turn time - 18 s. Maximum dispersion - 107 m. HE initial velocity - 774 m/s. AP initial velocity - 774 m/s. Sigma value – 2.0. Torpedo tubes - 2x4 533 mm. Maximum damage - 15867. Range - 8.0 km. Speed - 61 kt. Reload time - 96 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. Maximum speed - 36 kt. Turning circle radius - 590 m. Rudder shift time – 3.8 s. Surface detectability – 7,0 km. Air detectability – 3.8 km. Detectability after firing main guns in smoke – 2,5 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator Emission time 15 s; Duration time 106 s; Cooldown 240 s and 160 s for Smoke Generator II; Charges 2 and 3 for Smoke Generator II; Radius - 600 m. Slot 3 - Hydroacoustic Search Torpedo detection range 2,13 km Ship detection range 3,12 km Duration 180 s Cooldown 180 s and 120 s for Hydroacoustic Search II Charges 2 and 3 for Hydroacoustic Search II All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  18. Destroyer UK T9 Jutland

    ST, British destroyer Jutland, tier IX Hit points – 18400. Plating - 19 mm. Hull (A) main battery - 2х2 and 1х1 114mm Hull (B) main battery - 3x2 114 mm. Firing range – 13.2 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. Maximum AP shell damage - 2100. Reload time - 3.5 s. 180 degree turn time - 9 s. Maximum dispersion - 114 m. HE initial velocity - 746 m/s. AP initial velocity - 746 m/s. Sigma value – 2.0. Torpedo tubes - 2x5 533 mm. Maximum damage - 15533. Range - 10.0 km. Speed - 62 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. AA defense - 3х1 40 mm, range - 3.5 km, damage per second - 26. 2х2 40 mm, range - 3,5 km, damage per second - 38. 3х2 114 mm, range - 5.0 km, damage per second - 45. Maximum speed - 34 kt. Turning circle radius - 610 m. Rudder shift time – 4.2 s. Surface detectability – 7,0 km. Air detectability – 4.1 km. Detectability after firing main guns in smoke – 2,4 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator Emission time 15 s; Duration time 110 s; Cooldown 240 s and 160 s for Smoke Generator II; Charges 2 and 3 for Smoke Generator II; Radius - 600 m. Slot 3 - Hydroacoustic Search Torpedo detection range 2,37 km Ship detection range 3,51 km Duration 180 s Cooldown 180 s and 120 s for Hydroacoustic Search II Charges 2 and 3 for Hydroacoustic Search II All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  19. Destroyer UK T6 Icarus

    World of Warships Development Blog 25 min · ST, British destroyer Icarus, tier VI Hit points – 11200. Plating - 10 mm. Main battery - 4x1 120 mm. Firing range – 11.6 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. Maximum AP shell damage - 2100. Reload time - 5 s. 180 degree turn time - 18 s. Maximum dispersion - 102 m. HE initial velocity - 808 m/s. AP initial velocity - 808 m/s. Sigma value – 2.0. Torpedo tubes - 2x5 533 mm. Maximum damage - 15733. Range - 6.0 km. Speed - 59 kt. Reload time - 133 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. Maximum speed - 35.5 kt. Turning circle radius - 540 m. Rudder shift time – 3.0 s. Surface detectability – 6,8 km. Air detectability – 3.3 km. Detectability after firing main guns in smoke – 2,4 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator Emission time 15 s; Duration time 96 s; Cooldown 240 s and 160 s for Smoke Generator II; Charges 2 and 3 for Smoke Generator II; Radius - 600 m. Slot 3 - Hydroacoustic Search Torpedo detection range 1,89 km Ship detection range 2,73 Duration 180 s Cooldown 180 s and 120 s for Hydroacoustic Search II Charges 2 and 3 for Hydroacoustic Search II All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  20. Destroyer UK T5 Acasta

    ST, British destroyer Acasta, tier V Hit points – 11200. Plating - 10 mm. Main battery - 4x1 120 mm. Firing range – 11.1 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. Maximum AP shell damage - 2100. Reload time - 5 s. 180 degree turn time - 18 s. Maximum dispersion - 98 m. HE initial velocity - 808 m/s. AP initial velocity - 808 m/s. Sigma value – 2.0. Torpedo tubes - 2x4 533 mm. Maximum damage - 11967. Range - 6.0 km. Speed - 59 kt. Reload time - 95 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. Maximum speed - 35 kt. Turning circle radius - 540 m. Rudder shift time – 2,9 s. Surface detectability – 6,8 km. Air detectability – 3.2 km. Detectability after firing main guns in smoke – 2,4 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator Emission time 15 s; Duration time 96 s; Cooldown 240 s and 160 s for Smoke Generator II; Charges 2 and 3 for Smoke Generator II; Radius - 600 m. All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  21. Destroyer UK T4 Wakeful

    ST, British destroyer Wakeful, tier IV Hit points – 10000. Plating - 10 mm. Main battery - 4x1 120 mm. Firing range – 10.8 km. Maximum HE shell damage – 1700. Chance to cause fire – 9%. Maximum AP shell damage - 2200. Reload time - 8 s. 180 degree turn time - 18 s. Maximum dispersion - 96 m. HE initial velocity - 774 m/s. AP initial velocity - 774 m/s. Sigma value – 2.0. Torpedo tubes - 2x3 533 mm. Maximum damage - 10000. Range - 6.0 km. Speed - 53 kt. Reload time - 62 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. Maximum speed - 35 kt. Turning circle radius - 500 m. Rudder shift time – 2,5 s. Surface detectability – 6,3 km. Air detectability – 2,9 km. Detectability after firing main guns in smoke – 2,0 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator Emission time 15 s; Duration time 92 s; Cooldown 240 s and 160 s for Smoke Generator II; Charges 2 and 3 for Smoke Generator II; Radius - 600 m. All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  22. Destroyer UK T3 Valkyrie

    ST, British destroyer Valkyrie, tier III Hit points – 9500. Plating - 6 mm. Main battery - 4x1 102 mm. Firing range – 10.7 km. Maximum HE shell damage – 1500. Chance to cause fire – 6%. Maximum AP shell damage - 1800. Reload time - 5s. 180 degree turn time - 18 s. Maximum dispersion - 96 m. HE initial velocity - 811 m/s. AP initial velocity - 811 m/s. Sigma value – 2.0. Torpedo tubes - 2x2 533 mm. Maximum damage - 10000. Range - 6.0 km. Speed - 53 kt. Reload time - 41 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. Maximum speed - 34 kt. Turning circle radius - 500 m. Rudder shift time – 2,5 s. Surface detectability – 6,3 km. Air detectability – 2,9 km. Detectability after firing main guns in smoke – 2,0 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator Emission time 15 s; Duration time 89 s; Cooldown 240 s and 160 s for Smoke Generator II; Charges 2 and 3 for Smoke Generator II; Radius - 600 m. All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  23. Destroyer UK T2 Medea

    World of Warships Development Blog 6 h · ST, British destroyer Medea, tier II Hit points – 8700. Plating - 6 mm. Main battery - 3x1 102 mm. Firing range – 8.8 km. Maximum HE shell damage – 1500. Chance to cause fire – 6%. Maximum AP shell damage - 1800. Reload time - 5s. 180 degree turn time - 18 s. Maximum dispersion - 81 m. HE initial velocity - 811 m/s. AP initial velocity - 811 m/s. Sigma value – 2.0. Torpedo tubes - 2x2 533 mm. Maximum damage - 10000. Range - 6.0 km. Speed - 53 kt. Reload time - 53 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km. Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once. Maximum speed - 32 kt. Turning circle radius - 460 m. Rudder shift time – 2,3 s. Surface detectability – 5,4 km. Air detectability – 2,4 km. Detectability after firing main guns in smoke – 1,7 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator Emission time 15 s; Duration time 85 s; Cooldown 240 s and 160 s for Smoke Generator II; Charges 2 and 3 for Smoke Generator II; Radius - 600 m. All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
  24. WG, stop releasing broken ships

    lets get it straight out of the gate at the start of this post do I consider the Worcester Op? (what I can see from flamu’s videos, the latest one is https://youtu.be/OSTZ4XHJE34 ) NO terrible gun arcs+low hp/low armor/big citadel/normal heal will not make this ship a destroyer of worlds, especially if a bbs look at you in a bad way. However, I consider this ship broken and a ship that, in this state, should not be released in the live server. let me elaborate that: 1) AA power/AA range ( insert meme about “year of the carrier”) you are putting another aa monster that just wipes out enemy planes even without defaa, when you activate it the enemy squadrons just vanish. But is not the aa power creep or their range per se ( even though you create a huge bubble of no-fly zone, even worse than it is now with DM and minotaurs) but is their range correlate to his aa spotting range. It means that, as Flamu said, you can lure the enemy planes near to you, activate the aa and the carrier can’t do anything but look at his planes just vanishing, and that is even more retarded than it is now, that there are ships (batimore, DM) that can shoot enemy planes as soon as spotted. This is just frustrating for the carriers because it means losing planes without even knowing who shoot them ( better not get me started about the shooting-with- your-aa-in-smoke-stuff) 2) surface spotting/radar. It is already bad the fact that there are ships that have a concealment on par with their radar range (dm, old balty, Cleveland and so on). Because it means that a poor dd that has the misfortune of spotting one of this ship will get radared and probably nuked without having time to run away. Now you are turning that to eleven by getting a ship that has 400 meters MORE range on his radar than his concealment….are you going full [edited]? Especially considering that with the module we are looking at a 56 ( or 48 post nerf) radar against a ships that lobs 240 rounds/min. Again, is frustrating as a dd player especially on those absurd situations ( rare I know, but still) where the enemy dd will get spotted WITHOUT EVEN seeing who is radaring them. I hoped, looking at the buffalo, that you were headed in the right direction: 7.8 aa spotting range vs 7.2aa range and 10.5 concealments against 9.5 radar, so you give the dd a 1 km “oh crap zone” to retreat or at least turn to get away…. ….then you decided to go full retard and release a ship that will be very frustrating to play against in 2 out of 4 classes ( and even bbs with all this he spam might not be happy, but imho that is a minor thing, and a bit they deserve to burn down). How would I correct this stuff? 1)nerf the aa range or the air concealment to be at least on par, but imho even here there should be a 0.5 kms difference, like in the buffalo 2) nerf the radar to 9.5 kms range ( like a tier 9) or even at 9 kms, to give some brown pants range to a dd ( and trust me, a dd spotting this ship will need them). I wouldn’t nerf the base concealment because it will make it too weak agains CA and bbs any thought?
  25. DDs stuff and advices

    Hi, guys. So, I'm a Cruiser main, and I don't like BBs. Very recently, I achieve one of my main goals...Bismark. The only thing worth of that line it's Gneise and Bismark, the others suck. So I'm not planning to go any further or to have any more BBs (maybe Amagi, but I'm not prepared to do that again. (More than an year to reach Bismark). So , BBs wise, it's closed. A time ago I started the US line, and I reached t5? I don't remember, well I didn't like it. They are gun boats but the guns just suck balls. when I play dd I tend to not shoot (that I learn with US dds), I try to get by unnoticed. Sometimes when rushed In my smoke I tend to brawl even what I shouldn't. I know, iknow. Ijn Line what are the Highlights? what are the turds? German Line? same thing RU Line? same thing
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