Jump to content
Forum Shutdown 28/7/2023 Read more... ×
Sign in to follow this  
TheKaramelka

Third tech tree of UK battleship

27 comments in this topic

Recommended Posts

Players
241 posts
3,747 battles

Please excuse me for making a second proposal for an alternative branch of Britain, but I just really like them very much, very beautiful ships and quite cool, so I am drawn to them and I made a second proposal for a branch of British battleships.

Tech tree features:

Pros:

  • Excellent concealment for a battleship
  • Incredibly quick rudder shift for a battleship
  • Has access to Specialized Repair Teams, can restore large amounts of hitpoints per charge
  • Decent mid-range AA suite, along with short-range AA
  • Powerful guns with outstanding accuracy.
  • Damage Control Party takes 90 seconds to cool down — like cruisers — much faster than 120 seconds on most other battleships.
  • Secondaries have much higher accuracy and shorter reload time in comparison to her counterparts.
  • Ability to use Hydroacoustic Search and Main Battery Reload Booster.
  • Uses British battleship HE shells and standart AP shells

 

Cons:

  • Large and exposed citadel block which rises well above the waterline
  • Weak armor scheme, especially against HE spam.
  • Weak torpedo protection.
  • Low shell velocity.
  • Short maximum firing range
  • Despite having a fast cooldown, Damage Control Party is only active for 5 seconds (like on cruisers and destroyers).
  • Reloading of the main caliber is longer than other ships with the same caliber

Representatives:

Spoiler

British battleship Hercules, Tier III:

HMS_Colossus_1910_-_profile.thumb.jpg.762d67edda63edaa6afd131ece863bca.jpg

Colossus-class battleship. Initially, the ships were supposed to be of the same type as the Neptune battleship, but they received more powerful armor and were separated into a separate type. The last dreadnoughts of the Royal Navy, armed with 12-inch (305 mm) guns.

Spoiler

Displacement: 22700 t

Plating: 16 mm

Deck: 16 mm

Armor belt: 280 mm

Length: 166 m

Hit points: 30 200

Torpedo protection: 20%

Main armament

5х2 305 mm/50 Mk.XI

Reload time: 32 sec

Firing range: 10,4 km

180 degree turn time: 60,0 sec

Sigma: 1,9

HE – 305 mm HE Mark IIa

     Projectile weight: 386 kg

     Max damage: 5200

     Fire Chance: 32%

     Armor penetration: 76 mm

     HE initial velocity: 869 m/s

AP – 305 mm APC Mark VIa

     Projectile weight: 386 kg

     Max damage: 8 100

     AP initial velocity: 869 m/s

Secondary Armament

16x1 102 mm/50 BL Mk.VII

      Reload time: 7,5 sec

      Max Damage: 1 500

      Fire Chance: 6%

      Armor penetration: 17 mm

      Firing range: 3,2 km

      HE initial velocity: 873 m/s

Maximum speed: 21 kts

Turning circle radius: 500 m

Rudder shift time: 8,7 sec

Surface detectability: 9,2 km

Air detectability: 5,4 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Repair Party

British battleship Erin, Tier IV:

HMS_Erin.jpg.73e71632222d6fac2e09136a8728292a.jpg

It was originally laid down as "Reshad V" and was intended for the Ottoman fleet, however, in connection with the outbreak of the First World War, it was requisitioned by the British Admiralty

Spoiler

Displacement: 25250 t

Plating: 16 mm

Deck: 16 mm

Armor belt: 305 mm

Length: 170,5 m

Hit points: 34 700

Torpedo protection: 16%

Main armament

5х2 343 mm/45 Mk.VI

Reload time: 32 sec

Firing range: 14,3 km

180 degree turn time: 60,0 sec

Sigma: 1,9

HE – 343 mm HE Mk III 

     Projectile weight: 635 kg

     Max damage: 5 900

     Fire Chance: 40%

     Armor penetration: 86 mm

     HE initial velocity: 745 m/s

AP – 343 mm APC Mark Ia

     Projectile weight: 635 kg

     Max damage: 9 900

     AP initial velocity: 745 m/s

Secondary Armament

16x1 152 mm/50 BL Mk.VII/XII

      Reload time: 8,6 sec

      Max Damage: 2 200

      Fire Chance: 12%

      Armor penetration: 25 mm

      Firing range: 4 km

      HE initial velocity: 914 m/s

AA defense:

2x1 76,2 mm/45 QF HA Mk.I

6x1 57 mm/50 Mark IX

5x1 7,69 mm Maxim Machine Gun Mark I

Maximum speed: 21 kts

Turning circle radius: 530 m

Rudder shift time: 9,4 sec

Surface detectability: 9,7 km

Air detectability: 7,3 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Repair Party

British battleship Canada, Tier V:

1280px-Chilean_battleship_Almirante_Latorre.thumb.jpg.2b6adbc636e7aa580334880307f2811c.jpg

Sometimes referred to as a "modified" Iron Duke. Initially, he and Almirante Cochrane (Spanish: Almirante Cochrane) were intended for Chile, in response to plans to expand the Brazilian and Argentine fleets. When ordered, it was called "Valparaiso" (Spanish: Valparaíso), but even before the laying it was renamed "Almirante Latorre". From 1914 to 1920 he was part of the British Navy.

Spoiler

Displacement: 32514 t

Plating: 25 mm

Deck: 25 mm

Armor belt: 230 mm

Length: 201,5 m

Hit points: 39 100

Torpedo protection: 19%

Main armament

5х2 356 mm/45 Mk. I

Reload time: 33 sec

Firing range: 15,1 km

180 degree turn time: 60,0 sec

Sigma: 1,9

HE – 356 mm HE 

     Projectile weight: 719 kg

     Max damage: 6 100

     Fire Chance: 41%

     Armor penetration: 89 mm

     HE initial velocity: 762 m/s

AP – 356 mm APC Mark Ia

     Projectile weight: 719 kg

     Max damage: 10 450

     AP initial velocity: 762 m/s

Secondary Armament

16x1 152 mm/50 BL Mk.VII/XII

      Reload time: 8,6 sec

      Max Damage: 2 200

      Fire Chance: 12%

      Armor penetration: 25 mm

      Firing range: 4,8 km

      HE initial velocity: 914 m/s

AA defense:

2x1 76,2 mm/45 QF HA Mk.I

Maximum speed: 22,75 kts

Turning circle radius: 590 m

Rudder shift time: 9,2 sec

Surface detectability: 10,2 km

Air detectability: 7,7 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Repair Party

British battleship Royal Sovereign, Tier VI:

HMS_Royal_Sovereign_FL18403.thumb.jpg.87d74edd7f7c35049cadda5aa3014cec.jpg

Superdreadnought, the lead in a series of five Revenge-class ships. Built at a state-owned shipyard in Portsmouth, UK. Launched May 29, 1915. Included in the lists of the fleet in May 1916. From 1944 to 1949 he served in the Soviet Navy, in which he bore the name Arkhangelsk.

Spoiler

Displacement: 31000 t

Plating: 27 mm

Deck: 27 mm

Armor belt: 330 mm

Length: 189 m

Hit points: 41 200

Torpedo protection: 22%

Main armament

4х2 381 mm/42 Mk.I

Reload time: 33 sec

Firing range: 16,4 km

180 degree turn time: 54,55 sec

Sigma: 2,05

HE – 381 mm HE Mk VIIIb

     Projectile weight: 879 kg

     Max damage: 6 300

     Fire Chance: 35%

     Armor penetration: 95 mm

     HE initial velocity: 731,5 m/s

AP – 381 mm AP Mk XXIIb

     Projectile weight: 879 kg

     Max damage: 11 400

     AP initial velocity: 731,5 m/s

Secondary Armament

12x1 152 mm/50 BL Mk.VII/XII

      Reload time: 8,6 sec

      Max Damage: 2 200

      Fire Chance: 12%

      Armor penetration: 25 mm

      Firing range: 5 km

      HE initial velocity: 914 m/s

4x2 102 mm/45 QF Mk.XVI

      Reload time: 3 sec

      Max Damage: 1 500

      Fire Chance: 6%

      Armor penetration: 17 mm

      Firing range: 5 km

      HE initial velocity: 811 m/s

AA defense:

4x2 102 mm/45 QF Mk.XVI

4x1 47-мм QF 3 pdr

2x4 12,7 Mk III

Maximum speed: 21 kts

Turning circle radius: 550 m

Rudder shift time: 9,7 sec

Surface detectability: 12,4 km

Air detectability: 7,9 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Repair Party

British battleship Beatty, Tier VII:

baqz3g5k95151.thumb.png.358953bc6f817a99c5c596ebf7acaf49.png

One of the variants of the King George V-class battleships that could be built. It stood out with 406-mm artillery, and smaller sizes.

Spoiler

Displacement: 35000 t

Plating: 27 mm

Deck: 27 mm

Armor belt: 330 mm

Length: 210 m

Hit points: 48 400

Torpedo protection: 20%

Main armament

4х2 406 mm/45 Mk I

Reload time: 33 sec

Firing range: 16,9 km

180 degree turn time: 54,55 sec

Sigma: 2,0

HE – 406 mm HE Mk II 

     Projectile weight: 929 kg

     Max damage: 6 900

     Fire Chance: 46%

     Armor penetration: 102 mm

     HE initial velocity: 788 m/s

AP – 406 mm AP Mk III

     Projectile weight: 1080 kg

     Max damage: 12 600

     AP initial velocity: 731,5 m/s

Secondary Armament

6x2 152 mm/50 BL Mk.XXII

      Reload time: 12 sec

      Max Damage: 2 150

      Fire Chance: 9%

      Armor penetration: 25 mm

      Firing range: 5,6 km

      HE initial velocity: 884 m/s

4x2 113 mm/45 QF Mk.I/III

      Reload time: 5 sec

      Max Damage: 1 700

      Fire Chance: 6%

      Armor penetration: 19 mm

      Firing range: 5,6 km

      HE initial velocity: 746 m/s

AA defense:

4x2 113 mm/45 QF Mk.I/III

8х8 40 mm/39 Vickers QF Mk.VIII

12х1 20 mm Oerlikon Mk.I

Maximum speed: 23 kts

Turning circle radius: 600 m

Rudder shift time: 9,9 sec

Surface detectability: 12,5 km

Air detectability: 8,2 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Repair Party

Slot 3 - Hydroacoustic Search

British battleship Rodney, Tier VIII:

HMS_Rodney_after_refitting_at_Liverpool.jpg.ed0df7a25ac4a370a4782d7494fd865e.jpg

British Nelson-class battleship. Named after Admiral George Rodney, nicknamed "Rodnall". Its motto was the Latin phrase "Non Generant Aquilae Columbas" (from Latin - "Doves will not be born from eagles"). He wore tail number 29. He served in the Mediterranean and the Atlantic during the Second World War, participated in the sinking of the battleship Bismarck. Dismantled for metal in 1948.

Spoiler

Displacement: 37430 t

Plating: 27 mm

Deck: 27 mm

Armor belt: 381 mm

Length: 210 m

Hit points: 52 100

Torpedo protection: 22%

Main armament

3х3 406 mm/45 Mk I

Reload time: 33 sec

Firing range: 17,5 km

180 degree turn time: 45 sec

Sigma: 2,0

HE – 406 mm HE Mk II 

     Projectile weight: 929 kg

     Max damage: 6 900

     Fire Chance: 46%

     Armor penetration: 102 mm

     HE initial velocity: 788 m/s

AP – 406 mm AP Mk III

     Projectile weight: 1080 kg

     Max damage: 12 600

     AP initial velocity: 731,5 m/s

Secondary Armament

6x2 152 mm/50 BL Mk.XXII

      Reload time: 12 sec

      Max Damage: 2 150

      Fire Chance: 9%

      Armor penetration: 25 mm

      Firing range: 6,3 km

      HE initial velocity: 884 m/s

4x2 102 mm/45 QF Mk.XVI

      Reload time: 3 sec

      Max Damage: 1 500

      Fire Chance: 6%

      Armor penetration: 17 mm

      Firing range: 6,3 km

      HE initial velocity: 811 m/s

AA defense:

4x2 102 mm/45 QF Mk.XVI

4x4 40 mm/39 Vickers QF Mk.VIII

4x8 40 mm/39 Vickers QF Mk.VIII

18х2 20 mm Oerlikon Mk.II

23х1 20 mm Oerlikon Mk.I

Maximum speed: 24 kts

Turning circle radius: 600 m

Rudder shift time: 11,4 sec

Surface detectability: 12,5 km

Air detectability: 8,9 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Repair Party

Slot 3 - Hydroacoustic Search

Slot 4 - Main Battery Reload Booster

British battleship Carrington, Tier IX:

dd0p2jk-cc40b72c-79fa-431b-8d07-e5c6fd2b5118.thumb.png.621ff8b6c56c6e7779ee8fedd95b9cdf.png

While the designs 14A-37 and 16A-38 was born in late 1937 and late 1937 early 1938 respectively, Design 16B-38 was an early 1938 design, a slight modification of the A version having stated KGV style turbines (with sources differ about increased speed by a knot or not) and 100tons heavier implying a larger engine output.

Spoiler

Displacement: 41500 t

Plating: 32 mm

Deck: 32 mm

Armor belt: 381 mm

Length: 213,4 m

Hit points: 56 700

Torpedo protection: 20%

Main armament

3х3 419 mm/50 Mk. I

Reload time: 33 sec

Firing range: 18,2 km

180 degree turn time: 45 sec

Sigma: 2,0

HE – 419 mm HE Mk I

     Projectile weight: 995 kg

     Max damage: 7 200

     Fire Chance: 48%

     Armor penetration: 105 mm

     HE initial velocity: 808 m/s

AP – 419 mm AP Mk II

     Projectile weight: 1157 kg

     Max damage: 13 000

     AP initial velocity: 792 m/s

Secondary Armament

6x2 133 mm/50 QF Mk.I

      Reload time: 6,7 sec

      Max Damage: 1 900

      Fire Chance: 8%

      Armor penetration: 22 mm

      Firing range: 7,6 km

      HE initial velocity: 792 m/s

AA defense:

6x2 133 mm/50 QF Mk.I

4x8 40 mm/39 Vickers QF Mk.VIII

20х2 20 mm Oerlikon Mk.II

12х1 20 mm Oerlikon Mk.I

Maximum speed: 27,5 kts

Turning circle radius: 750 m

Rudder shift time: 12,2 sec

Surface detectability: 12,7 km

Air detectability: 10,4 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Specialized Repair Teams

Slot 3 - Hydroacoustic Search

Slot 4 - Main Battery Reload Booster

British battleship Temeraire, Tier X:

l3_english.thumb.png.2358d86721125dda56c632a2250cf732.png

Like Tunderer and Conqueror, Temeraire is a hybrid. And if Tunderer and Conqueror are a crossing of the Lion type and the L2 project, then Temeraire is a crossing of the Lion type and the L3 project.

Spoiler

Displacement: 55700 t

Plating: 32 mm

Deck: 32 mm

Armor belt: 381 mm

Length: 262 m

Hit points: 67 900

Torpedo protection: 19%

Main armament

3х3 457 mm/45 Mk.II

Reload time: 33 sec

Firing range: 18,7 km

180 degree turn time: 36 sec

Sigma: 2,05

HE – 457 mm HE Mk II

     Projectile weight: 1814 kg

     Max damage: 8 200

     Fire Chance: 63%

     Armor penetration: 114 mm

     HE initial velocity: 757 m/s

AP – 457 mm AP Mk II

     Projectile weight: 1506 kg

     Max damage: 14 900

     AP initial velocity: 762 m/s

Secondary Armament

8x2 133 mm/50 QF Mk.I

      Reload time: 6,7 sec

      Max Damage: 1 900

      Fire Chance: 8%

      Armor penetration: 22 mm

      Firing range: 8 km

      HE initial velocity: 792 m/s

AA defense:

8x2 133 mm/50 QF Mk.I

10х6 40 mm/56 OQF Mk.IX

8х2 40 mm/56 OQF Mk.X

10х1 40 mm/56 OQF Mk.III

Maximum speed: 29,5 kts

Turning circle radius: 750 m

Rudder shift time: 10,4 sec

Surface detectability: 13 km

Air detectability: 10,7 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Specialized Repair Teams

Slot 3 - Hydroacoustic Search

Slot 4 - Main Battery Reload Booster

 

Premium:

Spoiler

British battleship Boston, Tier VII:

file.thumb.png.7d12df21cf32730876f821f436178e86.png

Another version of the battleships of the King George type. It was distinguished by the placement of 3 towers with 4 guns of 356 mm caliber.

Spoiler

Displacement: 45700 t

Plating: 27 mm

Deck: 27 mm

Armor belt: 381 mm

Length: 227 m

Hit points: 60 500

Torpedo protection: 23%

Main armament

3х4 356 mm/45 Mk.VII

Reload time: 25 sec

Firing range: 18,8 km

180 degree turn time: 45 sec

Sigma: 1,65

HE – 356 mm HE Mk VIb

     Projectile weight: 721 kg

     Max damage: 6 100

     Fire Chance: 41%

     Armor penetration: 89 mm

     HE initial velocity: 757 m/s

AP – 356 mm AP Mk VIIb

     Projectile weight: 721 kg

     Max damage: 10 500

     AP initial velocity: 757 m/s

Secondary Armament

10x2 113 mm/45 QF Mk.I/III

      Reload time: 5 sec

      Max Damage: 1 700

      Fire Chance: 6%

      Armor penetration: 19 mm

      Firing range: 5,6 km

      HE initial velocity: 746 m/s

AA defense:

10x2 113 mm/45 QF Mk.I/III

4x8 40 mm/39 Vickers QF Mk.VIII

3х20 UP AA Rocket Mk.I

Maximum speed: 27 kts

Turning circle radius: 750 m

Rudder shift time: 10,4 sec

Surface detectability: 10,7 km

Air detectability: 10,7 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Repair Party

Slot 3 - Hydroacoustic Search

 

If you don't like my posts, PLEASE don't comment them, don't bring yourself and me into conflict.

This is my personal proposal and not the fact that ships will ever appear in the game or my concept will be taken into attention!

 Thank you for your attention!

  • Cool 2
  • Boring 1
  • Bad 1

Share this post


Link to post
Share on other sites
[I-J-N]
Players
13,025 posts

Are you sure we need this many BB's? The game already has a disproportionate number of BB's, both in terms of ship models and MM. It's the DD's and cruisers which need more options, IMO.

  • Cool 6

Share this post


Link to post
Share on other sites
[CZWSM]
Players
483 posts
26,013 battles

Dear Karamelka, I know you don't want to hear criticism :), but do you really think that battleships as a class suffer from a lack of ships???? Otherwise, the suggestions are nice, all the best...

(PS: myslím, že bitevek je ve hře něúrekom vela čili jak nasr*no :) )

  • Cool 2

Share this post


Link to post
Share on other sites
[I-J-N]
Players
13,025 posts

OP's suggestions are interesting and welcome, of course. There are many real ships (and project designs) that have not made it into the game. We don't know if WG is planning on some limit (unlikely) or if they plan to release more and more ships over time. I'm just wishing they'd think more of the overall game development than just think that more ships equals more content.

  • Cool 2

Share this post


Link to post
Share on other sites
[RONIN]
Beta Tester
6,377 posts
36,662 battles

Why stop here?!

 

I also propose a 4th line of UK BBs, hybrids BB-CV, and a 5th line of UK BBs, hybrids BB-subs.

  • Cool 1
  • Funny 3

Share this post


Link to post
Share on other sites
Players
241 posts
3,747 battles
1 hour ago, Max_Kammerer said:

Dear Karamelka, I know you don't want to hear criticism :), but do you really think that battleships as a class suffer from a lack of ships???? Otherwise, the suggestions are nice, all the best...

 (PS: myslím, že bitevek je ve hře něúrekom vela čili jak nasr*no :) )

I just perceive criticism, but when it is on the case (and that is, regarding the branch and not my activity). I just like the British, both externally and by design, so I decided to look for what else is possible, because the ships really look quite interesting

  • Cool 2

Share this post


Link to post
Share on other sites
[DMAS]
Beta Tester
490 posts
21,959 battles
2 hours ago, Karasu_Browarszky said:

I'm just wishing they'd think more of the overall game development than just think that more ships equals more content.

This is so well in alignement with my opinion.

  • Cool 4

Share this post


Link to post
Share on other sites
[DMAS]
Beta Tester
490 posts
21,959 battles
1 hour ago, TheKaramelka said:

I decided to look for what else is possible

It is WG, so anything is possible. Next up could be hybrids of Subs and BBs?

Share this post


Link to post
Share on other sites
[SURFA]
Players
434 posts
18,350 battles

Short Range Guns with Long Reload, so have to get in close and then one shot

Weak Armour so not condusive to brawling but have to get in close due to short range guns and cannot tank as weak armour

Good Secondaries but how do you survive in close with weak armour to use these.

 

Sorry but just don't see why anyone would play this line.

 

 

Share this post


Link to post
Share on other sites
Players
241 posts
3,747 battles
4 minutes ago, mdjmcnally said:

Short Range Guns with Long Reload, so have to get in close and then one shot

Weak Armour so not condusive to brawling but have to get in close due to short range guns and cannot tank as weak armour

Good Secondaries but how do you survive in close with weak armour to use these.

 

Sorry but just don't see why anyone would play this line.

So you didnt see that they got Damage Control Party 90 seconds to cool down,  Specialized Repair Teams, British battleship HE shells, normal AP shells (That mean AP doesnt have short fuse timers), Hydroacoustic Search and Main Battery Reload Booster, Excellent concealment for a battleship, Incredibly quick rudder shift for a battleship, and all this has excellent accuracy. You would read everything and not just the cons

Share this post


Link to post
Share on other sites
[SURFA]
Players
434 posts
18,350 battles
25 minutes ago, TheKaramelka said:

So you didnt see that they got Damage Control Party 90 seconds to cool down,  Specialized Repair Teams, British battleship HE shells, normal AP shells (That mean AP doesnt have short fuse timers), Hydroacoustic Search and Main Battery Reload Booster, Excellent concealment for a battleship, Incredibly quick rudder shift for a battleship, and all this has excellent accuracy. You would read everything and not just the cons

Sorry but even with that then just don't see how going to survive in close to deal damage.

 

Good Concealment helps you get in close without spotted however once firing then concealment upto gun range so that gone and now spotted out to range of main guns.

 

So get MBRB, how long that last and how short going to bring reload down to from that longer reload.  In the meantime spotted and HE spam coming in left right and centre.

In 90sec going to eat a LOT of damage even with quick rudder shift. unless take down your opponent very quickly.

Yes can repair but can you repair quicker then damage incoming.

If turning quick to avoid/dodge then what is the turret traverse rate as need to keep guns focused and if turning quicker then guns can traverse then not going to get shots out.

 

Accuracy with Powerful guns is good however unless can reload quickly and sustained for a while then unless almost gaurantee to oneshot your target then now going to be spotted and spammed.

Going to have to pick targets to close into very carefully, ie no torps on them.

 

To make use of the secondaries then going to have to be in close so reaction time even with quick rudder shift going to have to be quick as low torpedo protection and again can your main battery turn quickly enough.

 

So basically ambush low health single ships so can get in close, shoot them up with your basically 1 shot whilst dodge and turn like crazy as afterwards need to dodge HE spam and torps whilst relying on secondaries unless main guns reload reduced so can shoot multiple rounds off providing can keep them trained on ship which if in close going to have to be quick.

 

 

Share this post


Link to post
Share on other sites
[-TPF-]
Players
6,382 posts
26,855 battles
3 hours ago, 22cm said:

I also propose a 4th line of UK BBs, hybrids BB-CV, and a 5th line of UK BBs, hybrids BB-subs.

It's perfectly possible to construct four RN BB lines.  The Conqueror line bears no resemblance to what the RN was thinking of building in 1945 (there are lots of options, from Super-Lion types to Richelieu type "all forward" light, nimble BBs, largely with 406mm guns) and there are the "super heavy" BBs of the U and N3 designs, which would have unusually large calibre guns at lower Tiers. 

  • Cool 1

Share this post


Link to post
Share on other sites
Players
241 posts
3,747 battles
32 minutes ago, mdjmcnally said:

Sorry but even with that then just don't see how going to survive in close to deal damage.

 

Good Concealment helps you get in close without spotted however once firing then concealment upto gun range so that gone and now spotted out to range of main guns.

 

So get MBRB, how long that last and how short going to bring reload down to from that longer reload.  In the meantime spotted and HE spam coming in left right and centre.

In 90sec going to eat a LOT of damage even with quick rudder shift. unless take down your opponent very quickly.

Yes can repair but can you repair quicker then damage incoming.

If turning quick to avoid/dodge then what is the turret traverse rate as need to keep guns focused and if turning quicker then guns can traverse then not going to get shots out.

 

Accuracy with Powerful guns is good however unless can reload quickly and sustained for a while then unless almost gaurantee to oneshot your target then now going to be spotted and spammed.

Going to have to pick targets to close into very carefully, ie no torps on them.

 

To make use of the secondaries then going to have to be in close so reaction time even with quick rudder shift going to have to be quick as low torpedo protection and again can your main battery turn quickly enough.

 

So basically ambush low health single ships so can get in close, shoot them up with your basically 1 shot whilst dodge and turn like crazy as afterwards need to dodge HE spam and torps whilst relying on secondaries unless main guns reload reduced so can shoot multiple rounds off providing can keep them trained on ship which if in close going to have to be quick.

 

 

To be honest, what you wrote is already too much. You want a mega weapon without cons that can dismember everything without having bad sides. As if all performance characteristics are painted for each ship, visibility of 13 km at level 10 is not so bad in my opinion. Sigma 2.05, on T10. With all this, the reload time is like that of the Kremlin (and the Kremlin also positions itself as a melee ship). And in my opinion Conqeror heals half of the face, if not completely. The firing range of the Secondary can be pumped up to 11.6 km, and the camouflage - 11.7. Are these bad numbers in your opinion? In this case, you need a ship with a Preussen hull, HE shells from Thunderer, AP shells like Vermont, with penetration like Slava, secondary like Schlieffen and maneuverability like Republique

 

  • Funny 1

Share this post


Link to post
Share on other sites
[SURFA]
Players
434 posts
18,350 battles

Not asking for a mega weapon, am trying to understand how this line works as not seeing how works from your description.

 

isn’t a stand-off as short range guns.

isn’t really brawling as weak armour and exposed citadel so going to die quickly if brawl, exposing that citadel.

long reload for calibre then also not going to pump out shells to damage the other ships whilst taking the damage in return.

once fired the gun then your good concealment that lets you get in close is gone.


so how would you envision this line working/play style.

 

is it a sneak in and ambush, fire  off a salvo and then try to disengage quickly style, whilst dodging to try and avoid the return fire till your gun bloom diminishes and good concealment allows disengagement.

Seems fairly high risk and situational or am I misunderstanding the idea of the line?

 

 

 

 

 

 

  • Cool 1

Share this post


Link to post
Share on other sites
Players
241 posts
3,747 battles
6 hours ago, mdjmcnally said:

Not asking for a mega weapon, am trying to understand how this line works as not seeing how works from your description.

 

isn’t a stand-off as short range guns.

isn’t really brawling as weak armour and exposed citadel so going to die quickly if brawl, exposing that citadel.

long reload for calibre then also not going to pump out shells to damage the other ships whilst taking the damage in return.

once fired the gun then your good concealment that lets you get in close is gone.


so how would you envision this line working/play style.

 

is it a sneak in and ambush, fire  off a salvo and then try to disengage quickly style, whilst dodging to try and avoid the return fire till your gun bloom diminishes and good concealment allows disengagement.

Seems fairly high risk and situational or am I misunderstanding the idea of the line?

 

 

 

 

 

 

well, look, there is an MBRB that speeds up reloading by 50%, with a duration of 25 seconds (like Collingwood). Secondly, the Specalized repair party restores up to 75% of health, while the amount here is standard - 4 pieces and not 3, if you want, it will also restore citadel damage by 25% (However, as mentioned above, even the Converter can restore half of the face with such the same citadel and the same Repair party.Damage control party cooldown is also faster by 30 seconds, which in my opinion contributes to survival.AP here is ordinary, similar to the Kremlin and Vermont, with high one-time damage and penetration, landmines here like Thunderer, with better accuracy, and in a salvo there are 9 shells and not 8. And at the same time, the rudder shift time is 10.4 seconds, the circulation radius is 750 m and the visibility is 11.7 pumped - is this bad for you? Then I tell you, you need a super -mega ship, because inflicting high damage without any consequences for yourself - excuse me, this is too much

  • Cool 1

Share this post


Link to post
Share on other sites
[RONIN]
Beta Tester
6,377 posts
36,662 battles
4 minutes ago, TheKaramelka said:

 Then I tell you, you need a super -mega ship, because inflicting high damage without any consequences for yourself

I told you, BB-sub hybrid.

  • Funny 1

Share this post


Link to post
Share on other sites
[_I_]
Players
3,266 posts
27,734 battles

Where is my ballistic missile platform ( you know the anchored slab of floating concrete thingy)?

 

It will be fun and engaging! Probably will be classified as a ship since it floats.

  • Funny 1

Share this post


Link to post
Share on other sites
[SURFA]
Players
434 posts
18,350 battles
2 hours ago, TheKaramelka said:

well, look, there is an MBRB that speeds up reloading by 50%, with a duration of 25 seconds (like Collingwood). Secondly, the Specalized repair party restores up to 75% of health, while the amount here is standard - 4 pieces and not 3, if you want, it will also restore citadel damage by 25% (However, as mentioned above, even the Converter can restore half of the face with such the same citadel and the same Repair party.Damage control party cooldown is also faster by 30 seconds, which in my opinion contributes to survival.AP here is ordinary, similar to the Kremlin and Vermont, with high one-time damage and penetration, landmines here like Thunderer, with better accuracy, and in a salvo there are 9 shells and not 8. And at the same time, the rudder shift time is 10.4 seconds, the circulation radius is 750 m and the visibility is 11.7 pumped - is this bad for you? Then I tell you, you need a super -mega ship, because inflicting high damage without any consequences for yourself - excuse me, this is too much

And I will ask you again.

 

what is the playstyle that you envision for this line.?

 

not sure why this is such a difficult question, as surely when putting together a line you have an idea of how will play them so give the ship’s characteristics for that style.

 

none of those ships that you mention are ships that build into secondaries and close in for short range engagements.

 

kremlins have poor side protection so keep nose in, medium range.

vermonts certainly do not close in with there concealment and reload time but do have decent armour unless make a mistake,

thunderers again you don’t see sailing in close for scondaries, again has decemt armour unless player makes mistake.

 

kremlins and thunderer tend to see more medium range, one nose in the other more movement based.

vermonts tend to be long to medium range.


so 3 different style of play which with 3 nations would expect.

 

this ship line to me with out you answering my question regarding envisioned playstyle seems confused.

 

on the one hand 

 

good concealment and secondary’s and manoeuvrability and hydro  indicating close in style.   Mbrb allows you to get off some shots for a short amount of time not consistently, damage repair etc helps but isn’t going to keep alive to brawl close in with your secondaries.

 

on the other hand

 

Shorter range main guns, weak armour and slower reload indicating more of a more medium distance and kiting which with the manoeuvrability will help from taking hits which needed with the poor armour, however the hydro and secondaries become less to build  into with here.   Hits you do take can repair dame too, hiwever won’t be using the secondaries here.


I even provided what I thought maybe the idea of sneak in with concealment, ambush unload guns and then dodge to disengage, however you seem to have ignored that for some reason.


I am NOT asking for a mega ship that can press W, roll my face on keyboard, destroy everything and then sail off towards the CV and then take that down as well, any more than you want an echo chamber, where everyone tells you, well done, you are fantastic, you should be WG ship design team lead.
 

what i am asking is how you see the ships being used as I am seeing contradictions in the characteristics been given, initial thought was close in brawl but then going to take high damage, hence why gave my original short answer  and then afterward when expand you say I type to much.


These ships at the moment seem confused, you seem to have a vision of where going but I am just not seeing it from the original post or subsequent ones.

 

so

 

how do you envision this ship line been played?

 

  • Cool 2

Share this post


Link to post
Share on other sites
[V-I-P]
Players
816 posts
11,045 battles
16 hours ago, TheKaramelka said:

Please excuse me for making a second proposal for an alternative branch of Britain, but I just really like them very much, very beautiful ships and quite cool, so I am drawn to them and I made a second proposal for a branch of British battleships.

Tech tree features:

Pros:

  • Excellent concealment for a battleship
  • Incredibly quick rudder shift for a battleship
  • Has access to Specialized Repair Teams, can restore large amounts of hitpoints per charge
  • Decent mid-range AA suite, along with short-range AA
  • Powerful guns with outstanding accuracy.
  • Damage Control Party takes 90 seconds to cool down — like cruisers — much faster than 120 seconds on most other battleships.
  • Secondaries have much higher accuracy and shorter reload time in comparison to her counterparts.
  • Ability to use Hydroacoustic Search and Main Battery Reload Booster.
  • Uses British battleship HE shells and standart AP shells

 

Cons:

  • Large and exposed citadel block which rises well above the waterline
  • Weak armor scheme, especially against HE spam.
  • Weak torpedo protection.
  • Low shell velocity.
  • Short maximum firing range
  • Despite having a fast cooldown, Damage Control Party is only active for 5 seconds (like on cruisers and destroyers).
  • Reloading of the main caliber is longer than other ships with the same caliber

Representatives:

  Reveal hidden contents

British battleship Hercules, Tier III:

HMS_Colossus_1910_-_profile.thumb.jpg.762d67edda63edaa6afd131ece863bca.jpg

Colossus-class battleship. Initially, the ships were supposed to be of the same type as the Neptune battleship, but they received more powerful armor and were separated into a separate type. The last dreadnoughts of the Royal Navy, armed with 12-inch (305 mm) guns.

  Reveal hidden contents

Displacement: 22700 t

Plating: 16 mm

Deck: 16 mm

Armor belt: 280 mm

Length: 166 m

Hit points: 30 200

Torpedo protection: 20%

Main armament

5х2 305 mm/50 Mk.XI

Reload time: 32 sec

Firing range: 10,4 km

180 degree turn time: 60,0 sec

Sigma: 1,9

HE – 305 mm HE Mark IIa

     Projectile weight: 386 kg

     Max damage: 5200

     Fire Chance: 32%

     Armor penetration: 76 mm

     HE initial velocity: 869 m/s

AP – 305 mm APC Mark VIa

     Projectile weight: 386 kg

     Max damage: 8 100

     AP initial velocity: 869 m/s

Secondary Armament

16x1 102 mm/50 BL Mk.VII

      Reload time: 7,5 sec

      Max Damage: 1 500

      Fire Chance: 6%

      Armor penetration: 17 mm

      Firing range: 3,2 km

      HE initial velocity: 873 m/s

Maximum speed: 21 kts

Turning circle radius: 500 m

Rudder shift time: 8,7 sec

Surface detectability: 9,2 km

Air detectability: 5,4 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Repair Party

British battleship Erin, Tier IV:

HMS_Erin.jpg.73e71632222d6fac2e09136a8728292a.jpg

It was originally laid down as "Reshad V" and was intended for the Ottoman fleet, however, in connection with the outbreak of the First World War, it was requisitioned by the British Admiralty

  Reveal hidden contents

Displacement: 25250 t

Plating: 16 mm

Deck: 16 mm

Armor belt: 305 mm

Length: 170,5 m

Hit points: 34 700

Torpedo protection: 16%

Main armament

5х2 343 mm/45 Mk.VI

Reload time: 32 sec

Firing range: 14,3 km

180 degree turn time: 60,0 sec

Sigma: 1,9

HE – 343 mm HE Mk III 

     Projectile weight: 635 kg

     Max damage: 5 900

     Fire Chance: 40%

     Armor penetration: 86 mm

     HE initial velocity: 745 m/s

AP – 343 mm APC Mark Ia

     Projectile weight: 635 kg

     Max damage: 9 900

     AP initial velocity: 745 m/s

Secondary Armament

16x1 152 mm/50 BL Mk.VII/XII

      Reload time: 8,6 sec

      Max Damage: 2 200

      Fire Chance: 12%

      Armor penetration: 25 mm

      Firing range: 4 km

      HE initial velocity: 914 m/s

AA defense:

2x1 76,2 mm/45 QF HA Mk.I

6x1 57 mm/50 Mark IX

5x1 7,69 mm Maxim Machine Gun Mark I

Maximum speed: 21 kts

Turning circle radius: 530 m

Rudder shift time: 9,4 sec

Surface detectability: 9,7 km

Air detectability: 7,3 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Repair Party

British battleship Canada, Tier V:

1280px-Chilean_battleship_Almirante_Latorre.thumb.jpg.2b6adbc636e7aa580334880307f2811c.jpg

Sometimes referred to as a "modified" Iron Duke. Initially, he and Almirante Cochrane (Spanish: Almirante Cochrane) were intended for Chile, in response to plans to expand the Brazilian and Argentine fleets. When ordered, it was called "Valparaiso" (Spanish: Valparaíso), but even before the laying it was renamed "Almirante Latorre". From 1914 to 1920 he was part of the British Navy.

  Reveal hidden contents

Displacement: 32514 t

Plating: 25 mm

Deck: 25 mm

Armor belt: 230 mm

Length: 201,5 m

Hit points: 39 100

Torpedo protection: 19%

Main armament

5х2 356 mm/45 Mk. I

Reload time: 33 sec

Firing range: 15,1 km

180 degree turn time: 60,0 sec

Sigma: 1,9

HE – 356 mm HE 

     Projectile weight: 719 kg

     Max damage: 6 100

     Fire Chance: 41%

     Armor penetration: 89 mm

     HE initial velocity: 762 m/s

AP – 356 mm APC Mark Ia

     Projectile weight: 719 kg

     Max damage: 10 450

     AP initial velocity: 762 m/s

Secondary Armament

16x1 152 mm/50 BL Mk.VII/XII

      Reload time: 8,6 sec

      Max Damage: 2 200

      Fire Chance: 12%

      Armor penetration: 25 mm

      Firing range: 4,8 km

      HE initial velocity: 914 m/s

AA defense:

2x1 76,2 mm/45 QF HA Mk.I

Maximum speed: 22,75 kts

Turning circle radius: 590 m

Rudder shift time: 9,2 sec

Surface detectability: 10,2 km

Air detectability: 7,7 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Repair Party

British battleship Royal Sovereign, Tier VI:

HMS_Royal_Sovereign_FL18403.thumb.jpg.87d74edd7f7c35049cadda5aa3014cec.jpg

Superdreadnought, the lead in a series of five Revenge-class ships. Built at a state-owned shipyard in Portsmouth, UK. Launched May 29, 1915. Included in the lists of the fleet in May 1916. From 1944 to 1949 he served in the Soviet Navy, in which he bore the name Arkhangelsk.

  Reveal hidden contents

Displacement: 31000 t

Plating: 27 mm

Deck: 27 mm

Armor belt: 330 mm

Length: 189 m

Hit points: 41 200

Torpedo protection: 22%

Main armament

4х2 381 mm/42 Mk.I

Reload time: 33 sec

Firing range: 16,4 km

180 degree turn time: 54,55 sec

Sigma: 2,05

HE – 381 mm HE Mk VIIIb

     Projectile weight: 879 kg

     Max damage: 6 300

     Fire Chance: 35%

     Armor penetration: 95 mm

     HE initial velocity: 731,5 m/s

AP – 381 mm AP Mk XXIIb

     Projectile weight: 879 kg

     Max damage: 11 400

     AP initial velocity: 731,5 m/s

Secondary Armament

12x1 152 mm/50 BL Mk.VII/XII

      Reload time: 8,6 sec

      Max Damage: 2 200

      Fire Chance: 12%

      Armor penetration: 25 mm

      Firing range: 5 km

      HE initial velocity: 914 m/s

4x2 102 mm/45 QF Mk.XVI

      Reload time: 3 sec

      Max Damage: 1 500

      Fire Chance: 6%

      Armor penetration: 17 mm

      Firing range: 5 km

      HE initial velocity: 811 m/s

AA defense:

4x2 102 mm/45 QF Mk.XVI

4x1 47-мм QF 3 pdr

2x4 12,7 Mk III

Maximum speed: 21 kts

Turning circle radius: 550 m

Rudder shift time: 9,7 sec

Surface detectability: 12,4 km

Air detectability: 7,9 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Repair Party

British battleship Beatty, Tier VII:

baqz3g5k95151.thumb.png.358953bc6f817a99c5c596ebf7acaf49.png

One of the variants of the King George V-class battleships that could be built. It stood out with 406-mm artillery, and smaller sizes.

  Reveal hidden contents

Displacement: 35000 t

Plating: 27 mm

Deck: 27 mm

Armor belt: 330 mm

Length: 210 m

Hit points: 48 400

Torpedo protection: 20%

Main armament

4х2 406 mm/45 Mk I

Reload time: 33 sec

Firing range: 16,9 km

180 degree turn time: 54,55 sec

Sigma: 2,0

HE – 406 mm HE Mk II 

     Projectile weight: 929 kg

     Max damage: 6 900

     Fire Chance: 46%

     Armor penetration: 102 mm

     HE initial velocity: 788 m/s

AP – 406 mm AP Mk III

     Projectile weight: 1080 kg

     Max damage: 12 600

     AP initial velocity: 731,5 m/s

Secondary Armament

6x2 152 mm/50 BL Mk.XXII

      Reload time: 12 sec

      Max Damage: 2 150

      Fire Chance: 9%

      Armor penetration: 25 mm

      Firing range: 5,6 km

      HE initial velocity: 884 m/s

4x2 113 mm/45 QF Mk.I/III

      Reload time: 5 sec

      Max Damage: 1 700

      Fire Chance: 6%

      Armor penetration: 19 mm

      Firing range: 5,6 km

      HE initial velocity: 746 m/s

AA defense:

4x2 113 mm/45 QF Mk.I/III

8х8 40 mm/39 Vickers QF Mk.VIII

12х1 20 mm Oerlikon Mk.I

Maximum speed: 23 kts

Turning circle radius: 600 m

Rudder shift time: 9,9 sec

Surface detectability: 12,5 km

Air detectability: 8,2 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Repair Party

Slot 3 - Hydroacoustic Search

British battleship Rodney, Tier VIII:

HMS_Rodney_after_refitting_at_Liverpool.jpg.ed0df7a25ac4a370a4782d7494fd865e.jpg

British Nelson-class battleship. Named after Admiral George Rodney, nicknamed "Rodnall". Its motto was the Latin phrase "Non Generant Aquilae Columbas" (from Latin - "Doves will not be born from eagles"). He wore tail number 29. He served in the Mediterranean and the Atlantic during the Second World War, participated in the sinking of the battleship Bismarck. Dismantled for metal in 1948.

  Reveal hidden contents

Displacement: 37430 t

Plating: 27 mm

Deck: 27 mm

Armor belt: 381 mm

Length: 210 m

Hit points: 52 100

Torpedo protection: 22%

Main armament

3х3 406 mm/45 Mk I

Reload time: 33 sec

Firing range: 17,5 km

180 degree turn time: 45 sec

Sigma: 2,0

HE – 406 mm HE Mk II 

     Projectile weight: 929 kg

     Max damage: 6 900

     Fire Chance: 46%

     Armor penetration: 102 mm

     HE initial velocity: 788 m/s

AP – 406 mm AP Mk III

     Projectile weight: 1080 kg

     Max damage: 12 600

     AP initial velocity: 731,5 m/s

Secondary Armament

6x2 152 mm/50 BL Mk.XXII

      Reload time: 12 sec

      Max Damage: 2 150

      Fire Chance: 9%

      Armor penetration: 25 mm

      Firing range: 6,3 km

      HE initial velocity: 884 m/s

4x2 102 mm/45 QF Mk.XVI

      Reload time: 3 sec

      Max Damage: 1 500

      Fire Chance: 6%

      Armor penetration: 17 mm

      Firing range: 6,3 km

      HE initial velocity: 811 m/s

AA defense:

4x2 102 mm/45 QF Mk.XVI

4x4 40 mm/39 Vickers QF Mk.VIII

4x8 40 mm/39 Vickers QF Mk.VIII

18х2 20 mm Oerlikon Mk.II

23х1 20 mm Oerlikon Mk.I

Maximum speed: 24 kts

Turning circle radius: 600 m

Rudder shift time: 11,4 sec

Surface detectability: 12,5 km

Air detectability: 8,9 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Repair Party

Slot 3 - Hydroacoustic Search

Slot 4 - Main Battery Reload Booster

British battleship Carrington, Tier IX:

dd0p2jk-cc40b72c-79fa-431b-8d07-e5c6fd2b5118.thumb.png.621ff8b6c56c6e7779ee8fedd95b9cdf.png

While the designs 14A-37 and 16A-38 was born in late 1937 and late 1937 early 1938 respectively, Design 16B-38 was an early 1938 design, a slight modification of the A version having stated KGV style turbines (with sources differ about increased speed by a knot or not) and 100tons heavier implying a larger engine output.

  Reveal hidden contents

Displacement: 41500 t

Plating: 32 mm

Deck: 32 mm

Armor belt: 381 mm

Length: 213,4 m

Hit points: 56 700

Torpedo protection: 20%

Main armament

3х3 419 mm/50 Mk. I

Reload time: 33 sec

Firing range: 18,2 km

180 degree turn time: 45 sec

Sigma: 2,0

HE – 419 mm HE Mk I

     Projectile weight: 995 kg

     Max damage: 7 200

     Fire Chance: 48%

     Armor penetration: 105 mm

     HE initial velocity: 808 m/s

AP – 419 mm AP Mk II

     Projectile weight: 1157 kg

     Max damage: 13 000

     AP initial velocity: 792 m/s

Secondary Armament

6x2 133 mm/50 QF Mk.I

      Reload time: 6,7 sec

      Max Damage: 1 900

      Fire Chance: 8%

      Armor penetration: 22 mm

      Firing range: 7,6 km

      HE initial velocity: 792 m/s

AA defense:

6x2 133 mm/50 QF Mk.I

4x8 40 mm/39 Vickers QF Mk.VIII

20х2 20 mm Oerlikon Mk.II

12х1 20 mm Oerlikon Mk.I

Maximum speed: 27,5 kts

Turning circle radius: 750 m

Rudder shift time: 12,2 sec

Surface detectability: 12,7 km

Air detectability: 10,4 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Specialized Repair Teams

Slot 3 - Hydroacoustic Search

Slot 4 - Main Battery Reload Booster

British battleship Temeraire, Tier X:

l3_english.thumb.png.2358d86721125dda56c632a2250cf732.png

Like Tunderer and Conqueror, Temeraire is a hybrid. And if Tunderer and Conqueror are a crossing of the Lion type and the L2 project, then Temeraire is a crossing of the Lion type and the L3 project.

  Reveal hidden contents

Displacement: 55700 t

Plating: 32 mm

Deck: 32 mm

Armor belt: 381 mm

Length: 262 m

Hit points: 67 900

Torpedo protection: 19%

Main armament

3х3 457 mm/45 Mk.II

Reload time: 33 sec

Firing range: 18,7 km

180 degree turn time: 36 sec

Sigma: 2,05

HE – 457 mm HE Mk II

     Projectile weight: 1814 kg

     Max damage: 8 200

     Fire Chance: 63%

     Armor penetration: 114 mm

     HE initial velocity: 757 m/s

AP – 457 mm AP Mk II

     Projectile weight: 1506 kg

     Max damage: 14 900

     AP initial velocity: 762 m/s

Secondary Armament

8x2 133 mm/50 QF Mk.I

      Reload time: 6,7 sec

      Max Damage: 1 900

      Fire Chance: 8%

      Armor penetration: 22 mm

      Firing range: 8 km

      HE initial velocity: 792 m/s

AA defense:

8x2 133 mm/50 QF Mk.I

10х6 40 mm/56 OQF Mk.IX

8х2 40 mm/56 OQF Mk.X

10х1 40 mm/56 OQF Mk.III

Maximum speed: 29,5 kts

Turning circle radius: 750 m

Rudder shift time: 10,4 sec

Surface detectability: 13 km

Air detectability: 10,7 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Specialized Repair Teams

Slot 3 - Hydroacoustic Search

Slot 4 - Main Battery Reload Booster

 

Premium:

  Reveal hidden contents

British battleship Boston, Tier VII:

file.thumb.png.7d12df21cf32730876f821f436178e86.png

Another version of the battleships of the King George type. It was distinguished by the placement of 3 towers with 4 guns of 356 mm caliber.

  Reveal hidden contents

Displacement: 45700 t

Plating: 27 mm

Deck: 27 mm

Armor belt: 381 mm

Length: 227 m

Hit points: 60 500

Torpedo protection: 23%

Main armament

3х4 356 mm/45 Mk.VII

Reload time: 25 sec

Firing range: 18,8 km

180 degree turn time: 45 sec

Sigma: 1,65

HE – 356 mm HE Mk VIb

     Projectile weight: 721 kg

     Max damage: 6 100

     Fire Chance: 41%

     Armor penetration: 89 mm

     HE initial velocity: 757 m/s

AP – 356 mm AP Mk VIIb

     Projectile weight: 721 kg

     Max damage: 10 500

     AP initial velocity: 757 m/s

Secondary Armament

10x2 113 mm/45 QF Mk.I/III

      Reload time: 5 sec

      Max Damage: 1 700

      Fire Chance: 6%

      Armor penetration: 19 mm

      Firing range: 5,6 km

      HE initial velocity: 746 m/s

AA defense:

10x2 113 mm/45 QF Mk.I/III

4x8 40 mm/39 Vickers QF Mk.VIII

3х20 UP AA Rocket Mk.I

Maximum speed: 27 kts

Turning circle radius: 750 m

Rudder shift time: 10,4 sec

Surface detectability: 10,7 km

Air detectability: 10,7 km

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Repair Party

Slot 3 - Hydroacoustic Search

 

If you don't like my posts, PLEASE don't comment them, don't bring yourself and me into conflict.

This is my personal proposal and not the fact that ships will ever appear in the game or my concept will be taken into attention!

 Thank you for your attention!

 

The idea sounds nice , except for the Uses British battleship HE shells part ... we dont need more HE spammer BBs. If we really want to add them some Unique shell combination, go with Short Fuse RN AP with improved pen angles (like Mino, but with much larger caliber) but reduced alpha like 9800-10500 ish range on high tiers and Standard AP with standard alhpa in the 12000 ish range but improved not so slow shell speed.. The proposed armor layout , and the range and shell speed suggest that the proposed ships would be a high skill BB line anyways, so might aswell go with a high skill AP loadout with flexibility between the 2 AP shell type. This would also add some dedicated playstyle to the ship, the short fuse AP, good camo, and MBRB would make it a dedicated Cruiser hunter, while the standard AP let you play like a typical RN BB with AP.

 

If you add Incredibly quick rudder shift for a battleship , there is no need to add Hydro on top ... torp DDs suposed to counter BBs, so let them do with this one too. Pick 1 out of the 2, personally i would prefer the swift rudder, and maybe add a short duration speed boost starting from T8 instead of the hydro, that would synergize very well with the Reload Boost.

 

Damage Control Party takes 90 seconds to cool down — like cruisers — much faster than 120 seconds on most other battleships. This  sounds again a bit of a overkill with the Super Heal in place already, those should cover for a hell of a lot fire dmg.

 

Secondaries have much higher accuracy and shorter reload time in comparison to her counterparts. What would be the caliber and the range for those ?

 

 

Share this post


Link to post
Share on other sites
Players
2,983 posts
27 minutes ago, Nibenay78 said:

you know the anchored slab of floating concrete thingy

This one? https://en.wikipedia.org/wiki/Project_Habakkuk

That was a carrier and not anchored.

 

Other concrete ships existed, but the hulls were quite thin, for example 8cm were sufficient for rivergoing barges if properly shaped - nothing that gives immunity to torps or anything.

  • Funny 1

Share this post


Link to post
Share on other sites
Sign in to follow this  

×