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  1. As far as I can see, at this point in time, there only need to be 5 lines that need to be added to WOWS before we can stick a fork in it and call it done, only 5 lines to cover the main ships that actually fired their guns in anger in the first and second world wars. However, I have not seen any movement on these lines being implemented, so I decided that I need to do the heavy work for Wargaming, so they don’t have an excuse to pass this softball that I’m meandering over the plate. Below, I will list the line, the characteristics of the line, the historical reason that it should exist, the gameplay reason that it should exist, each tech tree ship in the line, each premium ship associated with the line, and god help me, when I get done with them, proposed stats for each stinking ship that I mention. A lot of thought and work will have gone into this, so if you hear me out, you have my thanks. Probably the line that needs to be added the least while still needing to be added to the game would be a line for British AA cruisers, so that is where I will start just due to the novelty of it. In terms of the historical reasoning for this line, during the 2nd world war, Britain was one of two countries to go all in with the idea of creating surface ships with a main role of screening against air attacks, and the first one to come up with the idea. In all, a total of 25 ships were built or refit as AA cruisers for the Royal Navy, more than any other navy in the world. These ships would serve from the beginning of the war, taking part in numerous surfaces actions, sometimes heavily outgunned, but punching far above their weight. At the end of the European theater, the Kriegsmarine would formally surrender on one of these vessels. Gameplay wise, there is a slight call for these ships to be added, with the feeling of CV’s being broken, perhaps a measure to help correct that. Really this is like a band-aid on a bullet wound, but a series of ships with noticeable AA advantages over their peers would be nice. Apart from that, the gameplay need is simple, new content to keep people engaged. So before we get into the individual ships of the line, we need to get into the characteristics of the line. The Feel of the Line. There are a lot of characteristics to this line that will be dictated by the characteristics of the historical ships in the line, and from here the remaining characteristics are added to flow with that established flavor. A lot of this has already been posted in my Bellona proposal, but as a refresher here are these restraining factors listed below. 1. These ships are small in comparison to other ships of their class and tier, this comes with the advantages of having best or near best in tier concealment, as well as best in tier or near best in tier agility, but at the detriment of having worst in tier or near worst in tier HP pools. 2. These ships have uninspiring armor, worse even than the British light cruisers. 3. The ships main battery are dual purpose mounts, and there is no secondary battery. They will have shorter range and are smaller in caliber than nearly every other cruiser gun in game. 4. The ships long range AA is going to be best in tier or pretty darn close. This is where most of the AA firepower comes from. 5. These ships are not particularly fast, in fact in many cases they are quite slow for a cruiser. So those are the historical constraints, and they already take care of the guts of the lines character. Now what needs to be filled in are any specific traits from the box of gimmicks to flesh things out. As far as this line specific traits, I have in mind a few. These traits being. 1. The ships have the RN CL energy retention in a turn. RN CL’s keep something like 98% of their top speed during turns while most other ships drop to like 80% or something. These cruisers would have that. They would not have the RN CL’s crazy acceleration. 2. The AA flak bursts would have lower accuracy than average. Currently, flak spawns in zones ahead of an aircraft carriers planes. The A zone is directly in front, and something like 80% of your shells spawn here. The B zones are off to the side, and shells have only a 20% chance of spawning here. I would have the flak bursts for these ships spawn either 50-50 between the A and B zones, or even 33-66 favoring B. the though behind this is that while it is easy to just turn and dodge the A zones and avoid most of the flak bursts, this would make it far more likely that you take from them. Finally, there is the question of what consumables would be used. As discussed with Bellona, I think that these ships should get AA defensive fire (they are AA ships after all) smoke, and a special radar. Pitchforks down please, hear my pitch. This smoke is going to be contentious but hear me out. I do not want these ships to have a repair party so any damage that they take should be permanent. Smoke is one of the few consumables that helps against aircraft (you pop smoke to frustrate their drops and can still shoot out of it) and would aid in this being an AA cruiser. Also, with one of the slots being AA defensive fire, there will be a fair few matches where that consumable is worthless, and you need a strong consumable to be able to rely upon. Also, to date I think that every cruiser that has smoke in game also has hydro-acoustic search, making it much harder to torpedo them in smoke. These won’t, which should make it much easier for countering HE spamming ships in smoke clouds. Finally, there is a little bit of democratization here, finally giving regular players who don’t buy premiums or farm silver in clan battles the ability to get their very on HE throwing cruisers in smoke. So the radar, good news, will be totally unable to detect ships. it’ll be a whole new type of radar, called “Air Search Radar” and its going to do 2 things. First is that it’ll detect planes. Through islands, sure, regular radar can. More importantly, through smoke, allowing the ships to totally on their own be able to smoke up and shoot out at aircraft with impunity and a degree of safety. The second thing that it will do is act as a combo of Radio location and incoming fire alert. When a enemy shoots at you from a far enough range (to be determined) the radar picks up the incoming fire and displays roughly where it is coming from, allowing you to make a educated choice on how to react to ships firing into your smoke from range. So, it is mainly a consumable against aircraft, but with a ship-to-ship combat benefit. So, there we go, in general, this is how the line would feel. Now to the individual ships. Stats will get added in as individual writeups are made. Ships of the Line Tier 4: The C class AA Cruiser. This is the AA ship that started it all. With the ships on hand and obsolete, the Royal Navy decided to do a refit after the Italian invasion of Abyssinia (Ethiopia) in 1935. The Italians had a large air force at this point, and the Royal Navy in the Mediterranean would have to deal with them. Thus, there were 3 series of refits to the C class cruisers to make them AA ships. The first two converted, Coventry and Curlew, had 10 single 4 inch cannons and 2 octuple pompoms. However, the standard outfit was 8 of the dual 4-inch mounts that are ubiquitous on British cruisers, as well as a single quad pom-pom and a pair of quad Vickers 50 cals. This would be the A hull for this ship. The B-hull would be the refit applied to HMS Colombo, being 3 of the dual 4-inch mounts, 2 twin 40mm bofors, and 14 20mm cannons arranged in 6 dual mounts and a pair of singles. Armor: 6 mm turret armor 10mm superstructure plating 13mm end plating, plating, and barbette armor 25mm auxiliary spaces roof armor, citadel and auxiliary room bulkhead 38mm extremities belt armor 57mm mid belt armor 76mm citadel belt armor Survivability: ? Artillery: 4x2 4."/45 QF MkXIX (Standard AP+HE) (3x2 for B hull) MV: 811 m/s Reload: ? 180 degree turn time: 18s Max dispersion: ? Max AP Shell Damage: 1800 Max HE Shell Damage:1500 Fire Chance: 4% Range:? AA Defense: 4 x quad .50 : 35 DPS @ 1.5 Km w/ 85% accuracy 1 x quad 40mm Pom Pom:35 DPS @2.5 Km w/ 90% accuracy 4 x 2 102mm/45 Mk XIX : 96 DPS @ 5.8 Km w/ 90% accuracy Shell explosions: 4 x 1396 damage @ 2.5 – 5.8 km 2 x 20mm Mk IV: 16 DPS @ 2 Km w/ 85% accuracy 6 x dual 20mm Mk V: 81 DPS @ 2 Km w/ 85% accuracy 2 x 40mm bofors Hazemeyer : 126 DPS @ 3.5 Km w/ 90% accuracy 3 x 2 102mm/45 Mk XIX : 72 DPS @ 5.8 Km w/ 90% accuracy Shell explosions: 3 x 1396 damage @ 2.5 – 5.8 km Maneuverability: Max Speed: 29 Kts Turning Circle Radius: 580 m Rudder shift: 5.6s Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 2.0 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Tier 5: The Proposed D class Cruiser AA refit. As a part of the AA cruiser refits, it was decided that the similarly obsolete but larger D class cruisers would get a slightly larger and better laid out version of the C class AA refit. These would be armed with 4 twin 4.5 in turrets (similar to the secondary battery of Ark Royal), a quadruple pom pom, and the 2 quad 50 cal Vickers guns. as below, but lose the aft pom pom and replace the 20mm cannons at the stern, behind x turret, and on the wing deck with a smaller amount of quad vickers guns, i'm thinking 4. B hull is as below, exactly as is. This means 3 quad pom poms, and 9 single 20mm mounts. This can be adjusted, but shows the general look and changes between hulls. Armor: 6 mm turret armor 10mm superstructure plating 13mm end plating, plating, and barbette armor auxiliary spaces roof armor, citadel and auxiliary room bulkhead 38mm extremities belt armor 57mm mid belt armor 76mm citadel belt armor Survivability: ? Artillery: 4x2 4.5"/45 QF Mk3 UD (Standard AP+HE) MV: 746 m/s Reload: ? 180 degree turn time: 18s Max dispersion: ? Max AP Shell Damage: 2200 Max HE Shell Damage:1700 Fire Chance: 6% Range:? AA Defense: 7 x single 20mm Mk IV: 56 DPS @ 2 Km w/ 85% accuracy 3 x quad 40mm Pom Pom: 105 DPS @2.5 Km w/ 90% accuracy 4 x 2 113mm/45 Mk III UD: 100 DPS @ 6 Km w/ 90% accuracy Shell explosions: 4 x 1470 damage @ 2.5 – 5.8 km Maneuverability: Max Speed: 30 Kts Turning Circle Radius: 590 m Rudder shift: 6.1s Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 2.5 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Tier 6: Scylla HMS Scylla was a Dido class cruiser but modified to meet the urgent requirements of war. She and Charybdis were modified from the standard dido design to use 4.5-inch turrets originally made for the proposed D class AA cruisers, just because they were on hand and the ships could be completed much faster than waiting for the proper 5.25-inch mounts. She would also be modified for flagship duties, getting a action information organization room (same as a US navy C&C) and this would let her be the flagship at the D-day landings. Scylla would have the 4 twin 4.5 inch cannons, as well as 2 triple torpedo tubes, 2 quad pom-poms, and 8 20mm. b hull would replace the 8 20mm with six dual 20mm cannons. Armor: 6mm turret armor 10mm superstructure plating and machinery citadel roof 13mm end plating, plating, and barbette armor 25mm, auxiliary spaces roof armor, citadel and auxiliary room bulkhead 51mm Magazine citadel roof armor 89mm auxiliary room and citadel belt armor Survivability: 25500 HP Artillery: 4x2 4.5"/45 QF Mk3 UD (Standard AP+HE) MV: 746 m/s Reload: 4.5 seconds (13.33RPM) 180 degree turn time: 18s Max dispersion: 116m Max AP Shell Damage: 2200 Max HE Shell Damage:1700 Fire Chance: 6% Range:12.5 km Torpedoes: 2x3 533mm Mk IX Damage:15867 Range: 8 km Reload: 72s Speed: 61 Kts Detectability: 1.3 km AA Defense: 6 x dual 20mm Mk V: 81 DPS @ 2 Km w/ 85% accuracy 2 x quad 40mm Pom Pom: 70 DPS @2.5 Km w/ 90% accuracy 4 x 2 113mm/45 Mk III UD: 100 DPS @ 6 Km w/ 90% accuracy Shell explosions: 4 x 1470 damage @ 2.5 – 5.8 km Maneuverability: Max Speed: 32.25 Kts Turning Circle Radius: 610 m Rudder shift: 6.7s Concealment: Detectability by Sea: 9.65 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 2.5 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Tier 7: Dido Dido was lead ship of the most numerous class of Royal Navy cruisers in WWII and had an absolutely stacked combat record that is far to lengthy to cover here, and is basically the main reason I'm doing this. Reference my profile, i'm a simp for this ship. Her A hull would have 4 twin 5.25 inch cannons, two triple torpedoes, 2 quad pom poms, and 2 quad .50 cal Vickers. B hull would have 5 5.25-inch cannons, the triple torpedo tubes, 2 quad pom poms, 2 single 20mm and 4 dual 20mm. Armor: 10mm superstructure plating and machinery citadel roof 13mm end plating, plating, and barbette armor 25mm all turret armor, auxiliary spaces roof armor, citadel and auxiliary room bulkhead 51mm Magazine citadel roof armor 89mm auxiliary room and citadel belt armor Survivability: 26000 HP Artillery: 5x2 5.25”/50 QF Mk1 (Standard AP+HE) MV: 814 m/s Reload:6 seconds (10RPM) 180 degree turn time: 18s Max dispersion: 116m Max AP Shell Damage: 2700 Max HE Shell Damage:1900 Range:13.5 km Torpedoes: 2x3 533mm Mk IX Damage:15867 Range: 8 km Reload: 72s Speed: 61 Kts Detectability: 1.3 km Or 2x3 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 2 x 20mm Mk IV: 16 DPS @ 2 Km w/ 85% accuracy 4 x dual 20mm Mk V: 54 DPS @ 2 Km w/ 85% accuracy 2 x quad 40mm Pom Pom: 70 DPS @2.5 Km w/ 90% accuracy 5 x 2 133mm/50 Mk 1: 150 DPS @ 6 Km w/ 90% accuracy Shell explosions: 5 x 1617 damage @ 2.5 – 6 km Maneuverability: Max Speed: 32.25 Kts Turning Circle Radius: 610 m Rudder shift: 6.7s Concealment: Detectability by Sea: 9.75 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Tier 8: His Majesty’s Chongus Destroyer M1 One of the proposed 1943 light cruisers. Armed with 3 twin 5.25in turrets with improved gun and mounting, 6 dual 40mm mounts, 8 dual 20mm, and 2 quad torpedo launchers. There are literally no pictures of this thing. But have some characteristics to tide you over Armor: 13mm superstructure plating 16mm end plating and plating 25mm turret top, side, and barbette armor, and citadel and auxiliary room bulkhead 51mm auxiliary room roof, turret face, and citadel roof armor 76mm auxiliary room and citadel belt armor Displacement:7,150 tons length at waterline: 520 ft Artillery: 3x2 5.25”/50 QF Mk3* (Standard AP+HE) MV: 814 m/s Reload:3 seconds (20RPM) 180 degree turn time: 9s Max dispersion: ? Max AP Shell Damage: 2700 Max HE shell Damage: 1900 Fire Chance: 8% Range:? Torpedoes: 2x4 533mm Mk IX Damage:15533 Range: 10 km Reload: 96 Speed: 62 kts Detectability: 1.3 km AA Defense: 8 x dual 20mm Mk V: 108 DPS @ 2 Km w/ 85% accuracy 6x STAAG Dual Bofors mounts: ? @ 3.5 Km w/ 90% accuracy 3 x 2 133mm/50 Mk III*: 180 DPS @ 6 Km w/ 90% accuracy Shell explosions: 6 x 1617 damage @ 2.5 – 6 km Manuverability Max Speed:29 Kts (HP upgrade gives 30 kts) Turning Circle Radius: ? Rudder shift: ? Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Air Search Radar: 4 charges, 60 second duration, 90 second cooldown. Tier 9: Cruiser proposal N2 The other proposed 1943 light cruiser. Armed with 4 dual 5.25 in turret like m1, with 8 dual 40mm mounts and 12 dual 20mm mounts, as well as 2 quad torpedo launchers. B hull would have 2 quad launchers per side, be capable of 30 knots. Armor: 13mm superstructure plating 16mm end plating and plating 25mm turret top, side, and barbette armor, and citadel and auxiliary room bulkhead 51mm auxiliary room roof, turret face, and citadel roof armor 76mm auxiliary room and citadel belt armor Displacement:8,650 tons length at waterline: 550 ft Artillery: 4x2 5.25”/50 QF Mk3* (Standard AP+HE) MV: 814 m/s Reload:3 seconds (20RPM) 180 degree turn time: 9s Max dispersion: ? Max AP Shell Damage: 2700 Max HE shell Damage: 1900 Fire Chance: 8% Range:? Torpedoes: 2x4 533mm Mk IX (B hull gives 4x4) Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 12 x dual 20mm Mk V: 162 DPS @ 2 Km w/ 85% accuracy 8 x STAAG Dual Bofors mounts: ? @ 3.5 Km w/ 90% accuracy 4 x 2 133mm/50 Mk III*: 240 DPS @ 6 Km w/ 90% accuracy Shell explosions: 8 x 1617 damage @ 2.5 – 6 km Manuverability Max Speed:29 Kts ( HP upgrade gives 30 kts) Turning Circle Radius: ? Rudder shift: ? Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Air Search Radar: 4 charges, 60 second duration, 90 second cooldown. Tier 10: So, this has gone through a few a few iterations. Initially, this was going to be moving the current Minotaur to this branch, rebalancing it, and replacing it with a modernized Plymouth in the Main tree. A bad idea, to say the least. Luckily, a much better idea was proposed by @AYYYYYYMD , but then another better idea was recommended by @Lord_Magus, and then I had another better idea. so here we have 3 ideas for tier 10, and not really knowing which one to pick, going to just throw them all down. Option 1: His Majesty's Australian Ship Mini Neptune: This was recommended to me by @AYYYYYYMD as a tier 10, and its a much better idea than what I originally had, which was moving Minotaur to this line and replacing it with another ship and re-balancing it as well. The main issues with this ship are that it has very little supporting material for it, the specification is pretty vague as well, and in a perfect world this would go into a no kidding commonwealth tree. However, this ship is the one of the 3 proposals for tier 10 that best fits in with the rest of the line, having 12 5.25 inch cannons on a small ship with no secondary armament and a heavy AA focus. Armor: 13mm superstructure plating 16mm end plating and plating 25mm turret top, side, and barbette armor, and citadel and auxiliary room bulkhead 51mm auxiliary room roof, turret roof, and citadel roof armor ? auxiliary room and citadel belt armor Displacement: 9000 tons length at waterline: 550 ft Artillery: 4x3 5.25”/50 QF Mk3* (Standard AP+HE) MV: 814 m/s Reload:3 seconds (20RPM) 180 degree turn time: 13.5s Max dispersion: ? Max AP Shell Damage: 2700 Max HE shell Damage: 1900 Fire Chance: 8% Range:? Torpedoes: 4x4 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 18 x dual 20mm Mk V: 243 DPS @ 2 Km w/ 85% accuracy 12 x STAAG Dual Bofors mounts: ? @ 3.5 Km w/ 90% accuracy 4 x 3 133mm/50 Mk III*: 360 DPS @ 6 Km w/ 90% accuracy Shell explosions: 12 x 1617 damage @ 2.5 – 6 km Manuverability Max Speed:30 Kts Turning Circle Radius: ? Rudder shift: ? Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Air Search Radar: 4 charges, 60 second duration, 90 second cooldown. Option 2: His Majesty's Ship Chongus Dido: This is my option for Tier 10, it does have some pluses, but also a lot of downsides, I don't know if I'm over the moon about this one, but am putting it in here for completions sake. This is the Z4C or Sketch D of the Minotaur Class Crusiers, and the one that was being the most actively developed. So, the good news is that this is basically a Dido, but upscaled. Nothing weird happens with gun caliber or characteristics, and there is a design precident for this ship. the main bad thing is that this breaks the feel of the line, being larger than the regular line ship by 30 ft and also being taller courtesy of the 3 deck high turrets. Being longer and taller it would no longer be as nimble or as sneaky as its in tree counterpart. Still, it is a option. Armor: 13mm superstructure plating 16mm end plating and plating 25mm Conning Tower 38mm Turret Roof, Machinery Space Citadel Roof 51mm Barbette, Turret Side, and Turret Rear 57mm Magazine Citadel Roof 102mm Citadel belt, Turret Front 127mm Citadel Bulkhead Displacement: 15280 (for reference, Minotaur has 13870 tons displacement) length at waterline: 645 ft Artillery: 5x2 6”/50 Mk XXVI (Standard AP+HE) MV: 768 m/s Reload:3.2 seconds (20RPM) 180 degree turn time: 4.7s Max dispersion: ? Max AP Shell Damage: 3200 Max HE shell Damage: 2200 Fire Chance: 9% Range:? Torpedoes: 4x4 533mm Mk IX Damage:16767 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 10 x dual 20mm Mk V: 135 DPS @ 2 Km w/ 85% accuracy 8 x 2 76.2mm/70 Mk VI: 508 DPS @ 4.0 Km w/ 90% accuracy 5 x 2 152mm/50 Mk XXVI: 360 DPS @ 6 Km w/ 90% accuracy Shell explosions: 10 x 1890 damage @ 2.5 – 6 km Manuverability Max Speed:33.5 Kts Turning Circle Radius: ? Rudder shift: ? Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 5.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Air Search Radar: 4 charges, 60 second duration, 90 second cooldown. Option 3: His Majesty's Ship The Future: This is the ship proposed by @Lord_Magus and its pretty crazy. This is Sketch A of the 1960 cruiser, named so because the admiralty was convinced that in 1948 when they drew it that it would not be possible to make until 1960. It uses 4 of the very experimental N1 5"/70 cannons, with a proposed shell weight of 70 pounds, muzzle velocity of 1036 m/s, and maximum fire rate of 66 rounds per minute! This design has some pros, its a all gun ship, that would be new, would be a AA cruiser, and with a crazy low profile would fit in with the line to a good degree. the cons are the guns. at 127mm they would not benefit the same way that the 5.25 inch guns would from IFHE and thus the commander skills for this ship would be different from the rest of the line. More importantly, its crazy guns would be weird to balance. The High muzzle velocity would change the playstyle, not to mention the firing rate would need to be nerfed and the shell characteristics are wacky (the AP shell is basically SAP as specified, penetrating 1 inch of armor at "minimum striking velocity's and angles of 50 degrees" and having a bursting charge of 5 lbs, compared to the 6 inch cannons 3.75) this ship would be interesting to implement. Premium at Tier 6: Bellona A nice lower tier trainer for the AA cruisers. Have a write up here Armor: 10mm superstructure plating and machinery citadel roof 13mm barbette armor 16mm end plating and plating 25mm all turret armor, auxiliary spaces roof armor, citadel and auxiliary room bulkhead 51mm Magazine citadel roof armor 89mm auxiliary room and citadel belt armor Survivability: 27000 HP Artillery: 4x2 5.25”/50 QF Mk1 (Standard AP+HE) MV: 814 m/s Reload:6 seconds (10RPM) 180 degree turn time: 9s Max dispersion: 116m Max AP Shell Damage: 2700 Max HE Shell Damage: 1900 Range:12.7 km Torpedoes: 2x3 533mm Mk IX Damage:15867 Range: 8 km Reload: 72s Speed: 61 Kts Detectability: 1.3 km Or 2x3 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 2 x 20mm Mk IV: 16 DPS @ 2 Km w/ 85% accuracy 4 x dual 20mm Mk V: 54 DPS @ 2 Km w/ 85% accuracy 2 x quad 40mm Pom Pom: 70 DPS @2.5 Km w/ 90% accuracy 4 x 2 133mm/50 Mk 1: 150 DPS @ 6 Km w/ 90% accuracy Shell explosions: 5 x 1617 damage @ 2.5 – 6 km Maneuverability: Max Speed: 32 Kts Turning Circle Radius: 610 m Rudder shift: 6.7s Concealment: Detectability by Sea: 9.55 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Premium at Tier 7: Sirius A premium for the RN Cl line. It being a Dido class I put it here, but gameplay wise it would be 100% RN CL. Have a writeup here, Here are the stats if you don’t much care for the whole thing. Armor: 10mm superstructure plating and machinery citadel roof 13mm end plating, plating, and barbette armor 25mm all turret armor, auxiliary spaces roof armor, citadel and auxiliary room bulkhead 51mm Magazine citadel roof armor 89mm auxiliary room and citadel belt armor Survivability: 26000 HP Artillery: 5x2 5.25”/50 QF Mk1 (Standard AP+HE) MV: 814 m/s Reload:6 seconds (10RPM) 180 degree turn time: 18s Max dispersion: 116m Max AP Shell Damage 2700 Range:13.5 km Torpedoes: 2x3 533mm Mk IX Damage:15867 Range: 8 km Reload: 72s Speed: 61 Kts Detectability: 1.3 km Or 2x3 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 7 x 20mm Mk IV: 57 DPS @ 2 Km w/ 85% accuracy 2 x quad 40mm Pom Pom: 70 DPS @2.5 Km w/ 90% accuracy 5 x 2 133mm/50 Mk 1: 150 DPS @ 6 Km w/ 90% accuracy Shell explosions: 5 x 1617 damage @ 2.5 – 6 km Maneuverability: Max Speed: 32.25 Kts Turning Circle Radius: 610 m Rudder shift: 6.7s Concealment: Detectability by Sea: 9.75 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Repair Party: 3 charges, 130 HP/sec, 28 seconds action time, 76 second reload time Hydroacoustic Search: 3 charges, 3 km torpedo detection, 4 km ship detection, 100 second action time, 114 second reload. Smoke: 3 charges, 15 second action time, 100 second dispersion time. 150 second reload. Premium at tier 8: K25F A paper design during the process of designing Fiji, has 8 of the twin 5.25in cannons. Would be a higher tier captain trainer. Armor: 10mm superstructure plating 13mm end plating 19mm deck and hull plating 25mm turret side and roof and barbette armor, citadel and auxiliary room bulkhead, and hull plating and roof over shell rooms (?) 32mm citadel deck over machinery 51mm auxiliary room roof and citadel roof armor over magazines 76mm auxiliary room and citadel belt armor at machinery, and turret fronts 89mm citadel belt armor at magazines Survivability: 31000 HP Artillery: 8x2 5.25”/50 QF Mk1 (Standard AP+HE) MV: 814 m/s Reload:6 seconds (10RPM) 180 degree turn time: 18s Max dispersion:? Max AP Shell Damage: 2700 Max HE Shell Damage:1900 Range:? Torpedoes: 2x3 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: some mixture of light and medium AA 8x 2 133mm/50 Mk 1: 180 DPS @ 6 Km w/ 90% accuracy Shell explosions: 6 x 1617 damage @ 2.5 – 6 km Maneuverability: Max Speed: 31.7 Kts Turning Circle Radius: 670 m Rudder shift: ? Concealment: Detectability by Sea: 11.5 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage And those are the ships. Let me know what you think.
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