Jump to content

Search the Community

Showing results for tags 'destroyer'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Forum
    • English Speaking Forum
    • Deutschsprachige Community
    • Polska Społeczność
    • Česká a slovenská komunita
    • Communauté francophone
    • Comunità Italiana
    • Comunidad de habla española
    • Türkçe Topluluk
  • Mod Section
    • Rules, Announcements and General Discussion (English)
    • Modding Tutorials, Guides and Tools (English)
    • Interface Mods
    • Visual Mods
    • Sound Mods
    • Modpacks
    • Other Mods and Programs
    • Archive
  • Historical Section

Calendars

  • Community Calendar
  • This Day in History

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Location


Interests

Found 12 results

  1. Hayashio

    The Smith in preview

    The Smith Hey everyone. Welcome to the second last instalment on the Grand Naval Battles ship previews. Today we are looking at probably my favourite gameplay-wise. You can go and check out the other ones I did, currently we have: "What is the Smith?" you may ask. Well, to put it simply, it’s a Sampson with one more gun and a lot less torpedo tubes. At least that was the first impression I had of it. Here I have listed a table with all key differences. Basically, on paper, the Sampson does everything better or on par with the Smith. Later, we will be having another look at these two again in detail. First of all however, I want to focus on the Smith itself. Like in my previous previews, we're gonna have a shakedown of the ship itself, then move on to a short conclusion of the given stats, finally follow up with a verdict and some gameplay. Pros: -Very good concealment. The concealment comes close to that of a Japanese destroyer. 5.6 Kilometres aren’t enough to drop your torpedoes concealed, but allow you to get quite close to your enemies before they can shoot at you. -Great Rudder shift time 2 seconds is a good rudder shift time, beating the Sampson’s by 0.7 seconds. -Large number of guns The Smith is able to fire 4 of her guns in each direction at a time. That’s 1 more than the Sampson and a lot better than the Umikaze. -Great torpedo reload At 11 seconds the Smith has arguably the fastest reload of all torpedo bearing ships -Good Turn circle The Smith comes very close to the Tachibana in terms of turn circle, putting it in second place out of the tier II destroyers. Cons: -Slow for a destroyer It’s 28 knots wouldn’t probably only look good on a cruiser. It’s however manageable with engine boost. -Low count of torpedo tubes The Initial payload the Smith can launch is a lot smaller than most of it’s DD counterparts, Therefore a player has to be quite precise with his torpedoes, as he can’t fan them like with other destroyers. More on that later. -Low amount of hitpoints Even the Storozhevoy beats the Smith in terms of hitpoints. You can’t be shot at for too long since you will die very quickly. -Short range on her armament This is probably in combination with the small calibre. 6.5 kilometres doesn’t leave a lot of engagement space. -Tiny calibre on it’s main armament (76.2mm Main guns) The guns which otherwise would be secondaries (like the Umikaze’s) are considered primary on the smith, the Sampson’s guns are 30mm larger than the Smith’s. With this, penetration and damage output drop as well. AP penetration and fire chance are very low as well. Conclusion: This ship can’t fire concealed, not even with AFT, which can push the gun range up to 7.9 kilometres by the way. The guns are nothing I’d go gunboating with, but can be quite useful when dealing with enemy destroyers and finishing enemies. Overall the first impression feels like the Smith is very much a Kamikaze boat. But so are most Destroyers in low tiers. The Smith and the Sampson Like before stated, the Smith seems to be like a slightly worse Sampson. However, I can tell you gameplay-wise, both ships are very different from one another. The Smith doesn't play like any destroyer I've had. The Models: The Smith's waterline profile sits a lot higher than the Sampsons. This means you are a bigger target for incoming fire. This handicap is only really significant for the bow of the ship, since unlike the Sampson, the Smith doesn't have a lot of mid-ship objects on it. Therefore, it is in fact harder to hit the Smith from the side over the Sampson. The smokestacks are more spread out, with only the 2 and 3 one being close to each other, meanwhile the Sampson carries 4 lifeboats and has cram tightly packed smokestacks, which make it susceptible for HE hits. The weaponry placement: The two ships only share the position of 3 of their guns, these being the front placed, and the front-mid-ship guns which can only fire into one direction. Therefore, the Smith can fire 4 guns each broadside, while the Sampson can only fire 3. The torpedo tubes on the smith have a similar layout to it's mid-ship guns. It has one single tube launcher that can fire in both directions towards the aft, while it has 2 single tube launchers which can fire in each direction respectively. The Sampson has 2 twin tubes for each side at mid-ship. Torpedo Armament of the Smith and Sampson The Sampson can fire 4 Torpedoes in one salvo in each direction at a time, while the smith can only fire 2, the Smith can, however fire her torpedoes twice as fast: Torpedo launches over time Final Conclusion: Is it better than the Sampson? No, it's not. There are clear problems with this ship, it's hitpoints, it's speed, it's armament. The Sampson beats the Smith in every respect. The Smith however, has the unique torpedoes. While firing a whole bunch of torpedoes with a single salvo has a huge damage output, once you fired, you have to reload. While other ships would have to wait a significant amount of time before you can launch torpedoes again. And what if your target dodges your spread completely? You see these kinds of problems don't affect the Smith, at 11 seconds reload time, you're basically firing your torpedoes as some ships would with their main guns. This allows for some very unique gameplay, here is a screenshot of my very first match in my Smith. For the Smith, it doesn't matter whether you miss with some torpedoes, because you can just fire again and again, at some point you will hit your target. You force enemy players to spend their whole time dodging your torps, or get hit. It's not unlike a gunboat at higher tiers, you're the annoying mosquito, that constantly harrasses other ships. Everyone wants you dead. Which is why the bad concealment-torp range is a big problem. You need to make islands work, get your positioning right, use your engine boost to position yourself close to an island and close to the enemy, pop your smoke if it gets dangerous, don't manfight. Surprise battleships that don't expect you coming around the corner. You can bait people with your guns to come into the little trap that you prepare with this nasty little strike package. Use. Your. Torps. I know this might sound like a nobrainer, but your guns are not worth the effort once your enemy is torp range, you can pop some shots at them, but you should really be focusing on your torpedo launching. This is how I feel the Smith plays like. Rapid torpedo launching is it's game, and islands and smoke screens are it's best friend.This is why, for me, this is the best out of the lot. Katori gets all the collector points, but gameplay-wise, the Smith takes the crown. So If you are wondering what you should do with your diamonds, prioritize the Katori if you're a collector, take the Smith if you want some unique and fun gameplay. Or take both, since why wouldn't you if you can! I have read very often people saying that previews and reviews don't really reflect the gameplay of a ship since the reviewers only show the ship at it's best. Therefore I have picked an average gameplay video to present what a match in the Smith might look like. How did you guys feel about the Smith?
  2. https://wiki.wargaming.net/en/Ship:Akatsuki
  3. Ygtozkn1903

    German T10 premium DD Z-57

    Type 1945 destroyer The Type 1945 destroyers were a planned class of destroyers, for the Kriegsmarine, whose design was based upon that of the Type 1936D and E destroyers. Their plan involved a return to steam boilers, which had been replaced by diesel engines in all ships designs after the Type 1942 destroyers. No ships were ever built, as the end of the war was rapidly approaching The ships of the Type 1945 destroyer class were to be 120 metres (390 ft) long at the waterline and 125.5 metres (412 ft) long o/a, have a beam of 12 metres (39 ft), a draught of 3.88 metres (12.7 ft), and displace 2,700 tonnes (2,700 long tons; 3,000 short tons) at standard load, 3,100 tonnes (3,100 long tons; 3,400 short tons) at full load, and 3,700 tonnes (3,600 long tons; 4,100 short tons) at deep load. They were to have a complement of 350, and carry two motor pinnaces, one torpedo cutter and a motor dinghy. They were to be armed with eight 12.7 cm (5.0 in) SK C/41 guns, placed in four twin turrets, with 1,440 rounds of ammunition, four 5.5 cm (2.2 in) L/76.5 guns, with 5,000 rounds of ammunition, twelve 3 cm (1.2 in) L/66.6 M-44 guns, with 24,000 rounds of ammunition, eight total 53.3 cm (21.0 in) torpedo tubes, placed in quadruple tubes on her deck, with 16 torpedoes, and 100 mines. They were to have high-angle (anti-aircraft) director ship gun fire-control systems, placed on their fore and aft, which were to be fitted with radio direction finders. They were to be propelled by two three-bladed propellers, two sets of Wagner turbines, four Wagner-Deschimag boilers feeding high-pressure superheated steam (at 70 atm (1,029 psi; 7,093 kPa) and 400 °C (752 °F)), intended to give her 80,000 shaft horsepower (60,000 kW), and a speed of 42.5 knots (78.7 km/h; 48.9 mph), 39.5 knots (73.2 km/h; 45.5 mph), or 37 knots (69 km/h; 43 mph), depending on if they were at standard load, full load, or deep load, respectively. They were to carry 800 tonnes (790 long tons; 880 short tons) of oil, to give her a range of 3,600 nautical miles (6,700 km; 4,100 mi) at 19 knots (35 km/h; 22 mph). The machinery was calculated to have a weight-power ratio of 26.5 lb/shp (16.1 kg/kW). Hit Points: 22,400 Armour: 6~20 mm Hull Plating: 19 mm Deck Plating: 19 mm Turret Plating: 6 mm Superstructure: 13 mm Propulsion: 80,000 hp Weight in Tons: 3,424 t 4 x 2 128 mm L/45 Drh LC/41 : Firing Range: 12.05 km Reload Time: 4 s 180 Degree Turn Time: 10 s Maximum Dispersion: 110 m Sigma Value: 2.00σ SHELL TYPES: 128 mm Spr Gr.: Alpha Damage: 1,500 Alpha Piercing HE: 21 mm COF: 7% Speed: 830 m/s 128 mm P.Spr.Gr : Maximum AP shell Damage: 3,000 Detonator Threshold: 21 mm Initial Velocity: 830 m/s 2 x 4 533 mm Quadruple Vierling: Maximum Damage: 23,767 Range: 10.5 km Speed: 69 kt Reload Time: 90 s Launcher 180 Degree Turn Time: 7.2 s Torpedo Detectability: 1.4 km Action Zone 0.1 - 5.1 km Hit Probability 100% Continuous Action Zone Area DPS 63 Shell Explosion Radius DPS 1610 Explosions Per Salvo 4 4 x 1 : 55 mm L/77 Gerät 58 Action Zone 0.1 - 4.0 km Hit Probability 100% Continuous Action Zone Area DPS 112 Action Zone 0.1 - 2.5 km Hit Probability 95% Continuous Action Zone Area DPS 35 Reinforcing the priority AA sector occurs in four phases: (1) Upon activating the priority AA sector, the AA defences will cause instantaneous damage to enemy squadrons, expressed as a percentage of their current HP, and try to shoot down as many aircraft as possible. (2) A phase in which the ship's continuous AA damage within the selected sector gradually increases, during which the efficiency of the opposite sector's AA fire reduces. (3) Having reached maximum efficiency, the reinforced AA sector deals damage to its full extent for a limited period of time. (4) AA sector reinforcement is deactivated. To use AA sector reinforcement once again, you have to wait until the end of the cooldown period, during which the efficiency of the ship’s AA defences returns to standard values. Maximum speed: 39 kts Turning circle radius: 770 m Rudder shift time: 4.6 s Surface detectability: 8.1 km Air Detectability: 4.0 km Detectability After Firing in Smoke: 2.9 km Slot 1:Damage Control Party Work Time 5s Reload Time 60s (40s) Slot 2:Smoke Generator: Charges 2 (3) Action time 20 s Smoke screen life time 77 s Reload time 240 (160) s Smoke Radius 450.0 m Slot 2:Hydroacoustic Search:Charges 2 (3)Action time 120 sTorpedo detection range 4.0 kmShip detection range 6.0 kmReload time 180 (120) s Slot 3:Engine Boost Charges 2 (3) Action time 120 s Reload time 180 (120) s Maximum Boost speed +8% () Brackets denotes upgrade consumables. for tamplate:https://www.wows-gamer-blog.com/2019/08/puerto-rico-tier-ix-american-cruiser.html for 1945 type destroyer idea:https://en.wikipedia.org/wiki/Type_1945_destroyer
  4. urbanstep11

    panasian or RN dds line?

    Hi!!!. I want to start a new dd line and i dont know which of these choose. Im not new playing hybrid dds so what do you recomend to me and why
  5. Kravez

    La fin des destroyers

    Salut à tous, Dite moi en passant, je suis le seul à penser vendre tous mes destroyers, quand depuis un certain temps on enchaîne ce genre de matchmaking ? Les maître du jeux ne devraient-ils pas s'alarmer ? Maintenant à mes amis, masochistes qui pensent encore aujourd'hui jouer destroyer, bonne chance.
  6. https://wiki.wargaming.net/en/Ship:Shiratsuyu
  7. Moin, Moin Kann mir jemand erklären wie ein franz. Zerstörer eine Gneisenau mit einem Volley zerstört? Zerstörer war Vauqelin, der hat mit Ap max.2600 Schaden, ich hatte 40.000 Health!!!! Selbst wenn alle 5 getroffen haben und penetriert haben, ergibt das max 13.000 Schaden. MfG
  8. http://wiki.wargaming.net/en/Ship:Black
  9. Kro1777

    USS Somers Needs a Soft Buff

    The USS Somers has recently been added to the game, so as a DD main I decided to check it out. I still can't figure out what makes it a "fun and unique" ship to play because of the following: -It is a torpedo boat with horrible gun DPM, but torpedoes don't do much damage -It has 12 torps, which is 2 more than the gearing has in game, with almost identical torpedo reload -It has horrible DPM, even with a gun-focused build you can only get the reload down to 4.8s before AR hits in (about 60k HE dpm) -Its concealment is nothing impressive at 5.8 it's around the average mark, getting outspotted by shimakaze and legendary module gearing -It has a small HP pool so getting close with that concealment is risky if you want to invest commander points in something other than survivability expert, but then you risk losing out on damage potential by missing out on things like torpedo armament expertise or BFT Don't get me wrong, it's not a terrible ship, but I believe it deserves a soft buff. Closest ship to compare it to is the shimakaze, which has the option to slot 1 of 3 types of torpedo and they all do damage that exceed 20k per hit. I think Somers could benefit from a soft buff, maybe take the concelament down to 5.7 or buff the hp pool or torpedo reload slightly. In its current state, I don't think it's worth its steel.
  10. Henning_15

    Norway WW2 Destroyer Gyller

    HNoMS Gyller was a Sleipner-class destroyer commissioned into the Royal Norwegian Navy in 1938. Along with the other Sleipner-class vessels in commission at that time, she took part in protecting Norwegian neutrality during the Second World War. After initially serving in the far north during the Finno-Soviet Winter War, she was redeployed to Southern Norway, escorting ships through Norwegian territorial waters. When the Germans invaded Norway on 9 April 1940, she was docked at Kristiansand. After taking part in the defence of the port city, she was captured intact by the invading Germans. Renamed Löwe, she sailed with Nazi Germany's Kriegsmarine for the duration of the war. Gyller was built at Karljohansvern naval shipyard and had yard number 125. She was launched on 7 July 1938 Gyller had four torpedo tubes, instead of the two which were standard in the rest of her class. Tier III Premium Destroyer Gyller __________________________________________ SURVIVABILITY Hit Points: 8 500 __________________________________________ ARTILLERY 3 × 1 102 mm main guns Reload TIme: 5.3 180 Turn Time: 18.0 s Maximum Dispersion: 88 m Maximum HE Shell Damage: 1600 Chance Of HE Shells Causing A Fire On Target: 6.0 % HE Shell Armor Penetration Capacity: 16 mm Maximum AP Shell Damage: 1800 Main Battery Firing Range: 9.5 km __________________________________________ TORPEDOES 2 × 2 533 mm torpedo tubes Reload Time: 43.0 s Maximum Damage: 12000 Torpedo Range: 6.1 km Torpedo Speed: 56 knots ___________________________________________ AA DEFENCE 1 × 1 40 mm Bofors L/60 2 × 1 12.7 mm Colt Mid-range AA guns AA Reinforcement: 50 % Sector Reinforcement time: 5 s Sector Reinforcement shift time: 5 s ____________________________________________ MANEUVERABILITY Maximum Speed: 32.0 knots Turning Circle Radius: 500 m Rudder Shift Time: 3.6 s ____________________________________________ CONCEALMENT Detectability Range By Sea: 6.0 km Detectability Range By Air: 2.2 km Assured Detectability Range: 2.0 km Detectability After Firing Main Guns in Smoke: 2.0 km ____________________________________________ ARMOR LAYOUT Deck: 6 mm Armor Belt: 6 mm Superstruture : 6 mm ____________________________________________ CONSUMABLES Damage Control Party Action Time 5s Reload Time For I 60 s Reload Time For II 40 s Smoke Action Time 20 s Smoke Screen Dispersion Time 65 s Action Radius 0.50 km Relaod Time For I 240 s Relaod Time For II 160 s Engine Boost Maximum Speed +8 % Action Time 120 s Reload Time For I 180 s Reload Time For II 120 s __________________________________________ PICTURES FROM OTHER SLEIPNER CLASS DESTROYERS
  11. Salut ! Des leaks tout chaud de cet après-midi indiquent l'arrivée d'un nouveau destroyer premium français de Tier V, le Cyclone, de classe Bourrasque ! Les stats ne font pas rêver: HP: 11700 vitesse: 30 kts rayon de la courbe de giration: 560m gouvernail: 3.04s dissimulation: 7.2/3.36 km Consommables: DCP, smoke de tier 4 (oui oui), spood beest normal (pas le french) les canons font pleurer: 4x1 130mm/40 Mle1919 reload: 10s rotation à 180°: 18s portée: 11.72 km obus HE: 1900 dmg, 9% chances d'incendies, 725m/s obus Ap: 2300 dmg, pénétration 5/10km = 91/49, à 725m/s les torps: 2x3 550mm Mle1928T reload: 84s (le pire du tier il me semble) 12233 dmg portée de 6km à 57 kts, détectée à 1.2km la dca est inexistante, je préféré la passer. En bref ça m'a l'air très mauvais, à part la portée qui est la meilleure du tier si je ne m'abuse, le reste des stats est risible... Vous en pensez quoi ? la source: https://sea-group.org/?p=3092&lang=en
  12. until
    Commanders! The update 0.7.9 is here and brings a lot of new things. As with all updates, though, this also means a downtime: From: Thu. Sep. 20 07:00 CEST (UTC+2) To: Thu. Sep. 20 10:00 CEST (UTC+2) Update size ~1.7 GB What does the update bring? Well, let Dasha tell you! Or just check for details in our portal article: Port of London ● The Royal Navy Event ● Royal Navy in the Arsenal ● New Content ● Combat Missions for British Destroyers ● New Arms Race Type of Battle ● Return of Operation Dynamo ● Maps and Locations ● Clan Base 2.0 ● Interface ● Ship-Spotting Technology ● The Arsenal—New Goodies ● Content Additions and Changes ● Game Balance Changes ● Other Changes and Improvements Action Stations!
×