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Found 56 results

  1. I was checked out the Salem sister ship of the Des Moines and does not have any Special Upgrade. reviewing the special upgrade of des moines: Enhanced Propulsion 2,500,000 –50% to time taken to reach full power when accelerating (improved acceleration[1]). –20% to rudder shift time. –10% to duration of Surveillance Radar (). Available only via in-game missions. Des Moines only. When combined with Propulsion Modification 2 (), the ship will accelerate from 0-27 knots in approximately 8 seconds. we can create a new different one for the salem not necessarily they must be identical, but if one upgrade special for salem he is T10.
  2. ACV26 Sangamon

    I was think since CV rework \is still going on let's talk some new cv could come to the game so let's start with this one. Let's stat with history, aircraft, Modernization, then Naval service. Ship project history: These carriers were laid down as oil tankers of Т-3 type named Esso Trenton, Markay, Esso New Orleans and Seakay. Later they were purchased by Navy and commissioned as naval tankers AO28, 29, 31 and 33. Early 1942 the decision to rebuild them to convoy aircraft carriers was accepted, and on February, 14th they were re-classified to AVG (subsequently an index was replaced by CVE). Works were conducted from February till August, 1942. Sangamons were significantly larger than the ships converted from С-3 type vessels. Cargo tanks were extant: ship could carry 12876t of fuel, but in practice this possibility did not been used. By the end of war a part of cargo tanks began be used to store ship fuel oil: that has raised the general fuel stowage to 4780t; the endurance has accordingly increased to 23900(15)nm. In comparison with escort carriers rebuilt from dry cargo ships, Sangamon possessed better damage tolerance (for the account of better compartments arrangement), a huge endurance and, thanks to the bigger sizes of flight deck, could carry heavier aircrafts. However planed in 1942 conversion of the same type tankers to aircraft carriers had refused because of crisis of the tanker tonnage, preference was given to cheaper ships of Casablanca class in hulls cases of dry cargo carriers. Aircraft: 11/1943: 12 F6F-3 fighters, 9 SBD-5, & 9 TBF-1 Modernization: To 1945, Sangamon, Suwanee, Chenango: + 2 x 4 - 40/56 Mk 1/2, 6 x 2 - 40/56 Mk 1/2, 9 x 1 - 20/70 Mk 4 Naval service: Esso Trenton (Sangamon) and Seakay (Santee) were bought by USN 22/10/1940, Esso New Orleans (Chenango) 31/5/1941 and Markay (Suwanee) 26/6/1941. They were commissioned as fleet tankers in summer 1941. Sangamon 4/5/1945 was badly damaged by hit of kamikaze and never repaired. Suwannee 25/10/1944 was damaged by hit of kamikaze, next day again received bomb hit, repaired till February, 1945; 24/5/1945 she was damaged by internal explosion and repaired about one month. link: http://navypedia.org/ships/usa/us_cv_sangamon.htm
  4. Name: Worcester Ship type: light cruiser Class: Worcester Nation: United States of America Tier: X Greetings fellow captains, supreme overlords, and dispersion divinities. Today, in the third installment of Naval Intelligence, I bring you the last "all-gun" light cruiser built for any navy in the world; the pinnacle of the United States Navy light cruiser line: Worcester. My objective is to inform players about a different, and factual piece of information that hopefully will aid you in deciding whether to obtain this ship or not. This review will go over its history briefly, her in-game characteristics, and other factors such as aesthetics, modules, and what you can expect if you so decide to give her a place in your port. History “History doesn't repeat itself, but it does rhyme.” - Mark Twain Worcester belonged to a class of ten ships; however, the number was considered surplus to the war effort as the year of 1945 passed and so, only two vessels: Worcester (CL-144) and Roanoke (CL-145) were constructed. This new class of cruisers was conceived as a successor of the Cleveland-class, but their new 152 mm gun mounts and further modification (that were based on experience from World War II) turned them into a much heavier design. The development of the Worcester-class dates back to May 1942, as the General Board requested designs for a new light cruiser class; this new class would fulfill several roles and specifications: destroyer-like speed and maneuverability, dual-purpose artillery, destroyer flotilla leaders, cruiser dimensions, scouting operations, and seakeeping capabilities in almost any weather. USS Worcester was laid down on 26 January 1945 by the New York Shipbuilding Corporation in Camden, New Jersey. She was launched in February 1947 and entered service on 26 June 1948. Though she didn't participate in World War II or any particularly remarkable engagement afterward; Worcester played a secondary role at the beginning of the Korean War (1950-1953). The ship and her crew were complimented by their comrades and superiors several times during their short time in Asia; Worcester received some awards, citations and campaign ribbons during her service career (such as the Republic of Korea Presidential Unit Citation, and the United Nations Korean Service Medal). Being the embodiment of a design philosophy pertaining to a bygone era, Worcester was deemed obsolete shortly after her commissioning, and unlike the contemporary Des Moines-class of heavy cruisers, she did not find a new life in the era of the Cold War and newer technologies. USS Worcester was decommissioned on 19 December 1958 and was stricken from the Naval Registry on 1 December 1970. She was sold for scrap to Zidell Explorations, Inc. in July 1972. Two-hundred tons of Worcester's armor plating has been used by the Fermi National Accelerator Laboratory, in Illinois. Specifications “It's supposed to be automatic, but actually you have to push this button.” - John Brunner Worcester was powered by four Westinghouse 620psi boilers; each fed steam to a General Electric geared steam turbine that turned one shaft respectively. Her power plant was rated at 120,000 shaft horsepower and produced a speed of 33 knots. She had a maximum cruising range of 8,000 nautical miles at a speed of 15 knots. The cruiser was also considered as one of the largest ships of this type in the world; with a length of 207.3 m (680 ft), and a displacement of 14,700 tons when commissioned, she is truly one of the heaviest and biggest light cruisers to ever be commissioned (though the Courageous-class of battlecruisers built for the Royal Navy during World War I are considered by sources as "large light cruisers", which dwarf Worcester in comparison). In-game, her dimensions grant her a rated turning circle of 740 m with a stock rudder shift time of 8.1 seconds; the latter can be considerably decreased by utilizing (separately or simultaneously) Steering Gears Modification 2 in Slot 4 (-20% rudder shift time), and Steering Gears Modification 3 in Slot 5 (-40% to rudder shift time, and -80% to repair time). Her armament consisted of twelve 152 mm (6")/47 Mark 16DP dual-purpose guns encased in six twin turrets, with turrets 3 and 4 being the only ones in a superfiring position (this means that they're mounted at a higher level than the rest of the main battery mounts). These 152 mm guns have a stock rate of fire of 4.6 seconds and can be brought further down with the relevant Slot 6 Upgrade and the Adrenaline Rush skill. These guns are complimented by a 180° turret traverse speed of 7.2 seconds. The High Explosive (HE) (2,200 maximum damage, 12% base fire chance) and Armor Piercing shells (3,200 maximum damage, standard cruiser AP) used by the Worcester are fitting to the magnificent rate of fire that it possesses. They also have a base firing range of 16.7 km, which is sufficient for these guns due to their shell arcs; but more about them on the following section. The anti-aircraft suite on the Worcester is unrivaled in terms of damage and range. The 152 mm dual-purpose mounts have a stock average damage per second of 121.2, and a base firing range of 6 km. Worcester is also equipped with twenty-four 76.2 mm (3")/50 Mark 33/34 mounts which can also be found on Des Moines-class cruisers. Twenty-two of these barrels are mounted in Mark 33 dual mounts; ten of them are mounted on the sides of the cruiser while a single dual mount is located near the bow, they have an average damage per second of 306.9. The other two 3" barrels are located on the stern in single mounts with an average damage of 39.4. Both dual and single mounts share the same firing range of 5 km. The ship also has six dual 20 mm Oerlikon Mark 20 mounts that have an average damage of 73.2 and a stock firing range of 2.01 km. Worcester's armor is typical of an American light cruiser: thin armor plating covering the citadel with a relatively small portion of it above the waterline, while the rest of the citadel is submerged. The entirety of the cruiser's hull is covered by 25 mm of armor, which is sufficient against high tier cruisers, but is defective against any warship that sports a gun caliber equal or above 380 mm. The gun turrets have 38 mm covering their sides and rear, while their faces are covered by 127 mm of armor; though not heavily armored, these values allow the turrets to bounce incoming shells sporadically. The barbettes also possess a thin skin, which can make the main battery mounts prone to being knocked out (it is advised to equip the relevant upgrades and commander skills to enhance the turrets' survivability). Playstyle “Adapt what is useful, reject what is useless, and add what is specifically your own.” - Bruce Lee At first, she may not be that appealing to those that treasure short shell flight times and flat travel arcs; but she makes up for the lack of fast shell velocities with an impressive array of consumables and impressive rate of fire that allow Worcester to adapt to most situations that arise on the battlefield. It is noteworthy that Worcester's 152 mm guns benefit from utilizing Inertia Fuse for High Explosive Shells (IFHE); this commander skill increases shell penetration by 30% while reducing the probability of causing a fire upon hitting a target by 3%, though the sheer volume of fire is sufficient to compensate the fire chance reduction. The usage of this skill grants Worcester an HE penetration number of 33 mm, which is enough to cause penetration damage to any battleship with a conventional armor scheme (i.e. Conqueror/Montana). Those players that own the Tier VII USS Atlanta will find Worcester as a much-improved version of her. Worcester's core features are (similar to Atlanta's): the ability to hurl shells over islands towards incoming enemy vessels; searching and eliminating hostile destroyers; support the fleet with a no-fly-zone of anti-aircraft artillery; and, since she can handle open water engagements more appropriately than Atlanta (though perilous in nature), Worcester is capable of kiting and evading incoming shells while providing suppressive fire that can soften or sink hostile vessels outright. Worcester can prove to be a difficult enemy to bring down if handled correctly, though her fragility compensates the potential havoc she can bring down upon the enemy team. She is not to be taken lightly, as her varied consumable lineup mixed with a high rate of fire and proper positioning can turn Worcester into the fulcrum of her team in terms of damage and support; alas, like most warships in the game, Worcester requires a team that can synergize well to bring victory, and this cannot go unnoticed or unspoken. Consumables “You will need to be mature and pragmatic. You must use your heart to decide the destination, but use your head to plot the journey.” - Amish Tripathi Worcester has the most amount of consumables at Tier X; starting with a standard cruiser Damage Control Party, standard-issue Defensive Fire AA, Tier X USN Surveillance Radar (range: 9.9 km, duration: 40 seconds), cruiser Repair Party, and a standard Tier X Hydroacoustic Search with a 4.9 km range. Using these consumables at the right moment is key to performing well in Worcester; though running an all-premium consumable lineup is quite expensive without Premium Account, and necessary precautions must be taken if one is low on credits (such as prioritizing some premium consumables over others, signal flags, and camouflages). As a Tier X ship, Worcester gets access to a unique Legendary Module named "Enhanced Countermeasures". This consumable increases by 20% the duration of Hydroacoustic Search and Defensive Fire; additionally, it increases by 10% the duration of Surveillance Radar. Aesthetics “Design can be art. Design can be aesthetics. Design is so simple, that's why it is so complicated.” - Paul Rand This class of light cruisers, like those before it, were based on the hull of the Brooklyn class cruisers, which gives them an interesting appearance when looking at their bow from an oblique angle. The superstructure is not cramped, and the funnels don't have that "crooked" aspect that Cleveland-class cruisers have. The gun turrets, unlike Seattle's, are not overly wide nor tall, they give an interesting flair to the design which certainly makes it stand out from its predecessors. Conclusion “Any fool can know. The point is to understand.” - Albert Einstein This light cruiser is a challenging ship to master at the beginning, but once one gets used to the shell arcs, the odd engine acceleration, and the idea of being a support ship that has damage-dealing potential; it is one of the most enjoyable ships to play in my book. In my opinion, the grind to Worcester is worthwhile, and a triple division of Worcester's is a frightening sight to behold. "Ad Astra Per Aspera" Phantom out. References and resources Baterman, T. & Yarnall, P. (May, 2018). USS Worcester (CL 144). NavSource Online: Cruiser Photo Archive. Recovered from: https://www.navsource.org/archives/04/144/04144.htm GlobalSecurity.org. (July, 2011). CL-144 Worcester. Military. Retrieved from: https://www.globalsecurity.org/military/systems/ship/cl-144.htm Wargaming.net. (2018). Upgrades. Retrieved from: http://wiki.wargaming.net/en/Ship:Upgrades#Enhanced_Countermeasures Wargaming.net. (2018). Worcester. Retrieved from: http://wiki.wargaming.net/en/Ship:Worcester Wikipedia. (2018). Courageous-class battlecruiser. Retrieved from: https://en.wikipedia.org/wiki/Courageous-class_battlecruiser Wikipedia. (2018). 6"/47 caliber gun. Retrieved from: https://en.wikipedia.org/wiki/6"/47_caliber_gun Quotes recovered from Goodreads, website: https://www.goodreads.com/quotes Armor scheme GIF created with GIF Maker, website: http://gifmaker.org/ In-game images and icons recovered from the Wargaming Wiki, all credit goes to their respective authors. Other images recovered from Google Images.
  5. Seattle B Hull

    I've played the Seattle for a few matches now and really enjoy it. However I just researched the B Hull, and I;m left confused as to why you lose .9 km gun range when upgrading the HULL. Your guns gain a slight buff to maximum dispersion in exchange for the nearly kilometer range difference. By slight I mean 7 meters, that's it. Still enjoying the ship, just wondering if there is a reason to a range decrease. Good luck and fair seas! -TheUrticantUrge o7
  6. Indianapolis Need Buff

    I have the Indianapolis , the cruiser need some buff becuase he is very fragile/weak is a omaha in T7, maybe Add Heath consumable.
  7. USS Minnesota (BB-22) for T2

    I want to the Uss minnesota for T2 is very similar to MIKASA , and too it has lots secundaries guns General characteristics [1] Class and type: Connecticut-class battleship Displacement: 16,000 long tons (16,000 t) Length: 456 ft 4 in (139.09 m) Beam: 76 ft 10 in (23.42 m) Draft: 24 ft 6 in (7.47 m) Propulsion: 12 Babcock & Wilcox boilers 16,500 ihp (12,300 kW) Speed: 18 kn (21 mph; 33 km/h) Complement: 827 officers and men Armament: 4 × 12 in (305 mm)/45 caliber Mark 5 guns 8 × 8 in (203 mm)/45 caliber guns 12 × 7 in (178 mm)/45 caliber guns 20 × 3 in (76 mm)/50 caliber guns 12 × 3-pounder guns 4 × 1-pounder guns 4 × 21 inch (533 mm) torpedo tubes Armor: Belt: 6–11 in (152–279 mm) Barbettes: 6–10 in (152–254 mm) Turret Main: 8–12 in (203–305 mm) Turret secondary: 7 in (178 mm) Conning tower: 9 in (229 mm) DONT FORGET PART OF HISTORY UNITED STATE NAVY PLEASE WG USS MINNESOTA BB-22
  8. Premium Ship Review #102: Monaghan

    The following is a review of Monaghan, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of June 8th, 2018. Cue crowd singing: "Monaghan! Monaghaaaan! Monaghaaaaaan! MONAGHAN!" (Mono...! Doh!) Quick Summary: An AA-specialized Farragut that has the option for being outfitted as a gunship or torpedo-specialist. Cost: Undisclosed at the time of publishing. Can be won through the American Cruiser Collection crates. Patch & Date Written: 0.7.5. May 30th to June 8th, 2018. PROS Option of two different armament load-outs -- a gunship or a torpedo-destroyer. Gunship destroyer has solid DPM on her main battery. Long fuse timers on her AP shells make them excellent at citadelling cruisers at point-blank ranges. Torpedo destroyer has access to quintuple torpedo launchers with tier VIII fish and has a Torpedo Reload Booster too. Good AA power for a tier VI destroyer with access to Defensive Fire. Fast and agile. CONS Horrible ballistic arcs on her 127mm/38 main battery. Very long range on her main battery which increases her surface detection while firing her guns. Gunship destroyer has short ranged torpedo armament. Torpedo destroyer only has two guns mounted on the bow, making her largely unable to defend herself. Her tier VIII torpedoes are slow at 55 knots. Large surface detection range. Does not have access to the American Smoke Generator. (!) Defensive Fire and Torpedo Reload Booster are mutually exclusive. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Monaghan appears deceptively simple on the surface. She's a Farragut-class destroyer -- a destroyer even relatively new players can get access to even with only a week's worth of casual play. This will suffice to familiarize most inexperienced players with the first hull option. The second, however, is more reminiscent of the tier V Japanese Mutsuki. I would not recommend Monaghan for novice players that haven't already got a handle on these two types of game play lest they frustrate themselves. Monaghan's play style is immediately familiar to Veterans. However, her torpedo-specialist build will feel awkward given the size of her surface detection range. Here's the break down of her components: - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship. Whichever hull option you choose, Monaghan will have either guns or torpedoes. This hurts her overall Firepower performance with her overspecialization leaving her with a rating. Her Vision Control (Refrigerator) and Defense are unremarkable while her Agility is . Her Anti-Air is weird, having the potential to be the at her tier, but only if you specialize deeply into it. Monaghan only really excels in one place, and that's the potential (not the initial value) of her anti-aircraft guns. Most of the time, you're not going to want to bother with touching them anyway. On the whole, the ship rates only a rating in the categories where it matters. Ye be fairly warned, says I. Options Monaghan is two premium ships in one. She has two armament choices between her A-Hull (four guns, eight torpedoes, or "four-eight") and her B-Hull (two guns, ten torpedoes, or "two-ten"). The former is a gunship, with short-ranged torpedoes that best performs as an anti-destroyer role with spotting and harassing of larger ships as secondary role. The latter is a torpedo destroyer, woefully under-armed to perform any kind of interdiction against enemy lolibotes. She can scout as a secondary role, but she must give way to any enemy opposition in between her torpedo reloads. Consumables: Monaghan's consumables are odd. Her Damage Control Party and Engine Boost are standard for an American destroyer, but her Smoke Generator is not. You also have a choice in your 4th slot on which consumable to take between Defensive AA Fire and a Torpedo Reload Booster. Be warned, running this ship can get hella expensive. Normal American Destroyer Smoke Generators have a longer emission time. In addition, their smoke clouds last longer than either Russian, British, French or Japanese destroyers. For whatever reason, Monaghan doesn't get access to the American consumable and has to make use of the ghetto one instead. This has a 20 second emission time and each cloud lasts 81 seconds. By contrast, Farragut's smoke has a 26 second emission time and each cloud lasts for 118 seconds. Boo-urns. Monaghan defaults to a Defensive AA Fire consumable in her fourth slot. This has a 30 second action time and it increases the damage done by her 127mm/38 and 40mm Bofors by a 4x multiplier. You can swap this for a Torpedo Reload Booster. This will reload all of her torpedo tubes in 30 seconds. Camouflage Monaghan comes with Type 10 Camouflage. This provides: 50% bonus experience gains 10% reduction to repair costs 3% reduced surface detection range 4% increased dispersion of incoming fire Upgrades For Monaghan's upgrades, they're mostly standard for a destroyer. Start with Magazine Modification 1 to reduce your detonation chance. If you like to live dangerously or you intend to be using a Juliet Charlie signal most of the time, then Main Armaments Modification 1 is superior. Take Propulsion Modification 1 in your second slot. Speed is life for a destroyer. In your third slot, you have a choice. Take AA Guns Modification 2 if you intend to specialize her as an anti-aircraft ship. Otherwise, stick with Aiming Systems Modification 1. Finally, take Propulsion Modification 2 to increase Monaghan's acceleration. Firepower A-Hull Main Battery: Four 127mm/38 in four turrets in an A-B-X-Y superfiring configuration. A-Hull Torpedoes: Eight tubes in 2x4 launchers mounted amidships B-Hull Main Battery: Two 127mm/38 in two bow-mounted turrets in an A-B superfiring configuration. B-Hull Torpedo Options: As A-Hull above or ten tubes in 2x5 launchers mounted amidships Both versions of Monaghan use the infamous American 127mm/38. It's renown comes from it's excellent rate of fire, gun handling and good shell damage with both AP and HE. Its infamy comes from horrible ballistics and terrible fire setting properties on a per-shell basis. Mongahan's range with these guns borders on ridiculous, rivaling even USS Sims for maximum reach which is a mixed blessing (though primarily a liability). With sufficient numbers of these weapons, Monaghan becomes a fierce prospect in a knife fight. Without, she's a victim. USN 127mm/38 guns are some of the most interesting destroyer weapons in the game. They are plagued by horrible shell flight times which makes them lob shells in "rainbow arcs" at even modest ranges. Yet somehow they are among the best AP shell throwers -- rivaling even Soviet 130mm -- with their ability to devastate cruisers at point blank ranges with citadel hits. These are weapons you need to be in close to make operate efficiently, particularly in an anti-destroyer role. There, with her fast reload, a four-gun Monaghan can shred opponents in short order. Four-Eight Monaghan Monaghan's four-eight configuration is a near-identical load-out to that found upon a C-Hull Farragut. This is the knife fighting variant of Monaghan, designed to excel in close quarters combat. Her short range torpedo launchers necessitate using ambush tactics to put them to use outside of suicidal brawls with larger ships. On paper, four-eight Monaghan is only outgunned by contemporary destroyers Aigle and B-Hull Farragut. In practice, she's an excellent contender for one of the better cap-point bullies at her tier, but this performance falls away quickly when facing higher tiered opponents. Outside of knife fights, this version of Monaghan begins to struggle. The horrible ballistic arc on her 127mm/38s, while facilitating catapulting shells over obstacles like islands, makes gunnery against anything but slow and predictable targets almost impossible at range. Monaghan can seldom take advantage of her phenomenal reach. However, she still must suffer the additional spotting range every time she opens fire. Without Inertial Fuse for HE Shells, her ability to directly damage tier VI and VII battleships is limited to superstructure hits. Even with the skill, she cannot hurt the extremities of tier VIII battleships wiht her HE shells. Her short-range torpedoes are limited to ambush uses which are most easily deployed around islands. Four-Eight Monaghan's torpedoes are limited to the short-ranged, Mark 12 torpedo. With a full concealment build, it is possible (if only just) for Monaghan to launch these weapons from concealment. You have only a 210m window of opportunity to do this and it's best done by sailing just in front of an enemy ship and dropping her fish into their path with the hopes that they sail into them. This tactic is easily foiled by any form of detection consumable, however. This version of Monaghan's armament does not up-tier well. Not only must she contend with other gunships with better DPM and larger hit point pools, some are stealthier besides. In higher-tiered matches, engagement ranges increase and the amount of island cover decreases -- two banes for a close quarters specialist like four-eight Monaghan. Opportunities to use her torpedoes outside of knife fights melt away when she's bottom tier. The prevalence of Surveillance Radar and longer-ranged Hydroacoustic Search further compounds the difficulty of making her short-ranged weapons work. Four-Eight Monaghan peaks early, often having its most dramatic moments when top-tier and early on in matches. Two-Ten Monaghan The Two-Ten Monaghan gives up any pretense of being a gunship destroyer (or even being able to adequately defend itself) to turn into a torpedo specialist. I must stress this is an option -- you may still equip the two quadruple launchers with the short-ranged torpedoes if you wish, but that would be a mistake. Her access to the quintuple launchers firing tier VIII fish is probably the reason most players have any interest in this destroyer in the first place. First, the bad news: if your Two-Ten Monaghan gets tracked down by another destroyer, you're dead. In theory, you may be capable of outfighting a Mutsuki, but that would be a closer battle than anyone would want to reasonably admit. Monaghan sacrifices of any pretense of competency with artillery to get access to the following: Those are Benson's upgraded torpedoes and ten of them between two launchers. While they're pretty meh at tier VIII, they're hella powerful at tier VI. Even one of those slammed down the throat of an enemy lolibote at tier VI and VII will kill them good. Only a scarce few German destroyers (and Aigle) are able to suppress their gag reflex and manage to hold on after getting one of those shoved in their faces. These fish are not without their flaws, however. They are slow -- their 55 knot speed means that it takes almost 62 seconds for the torpedoes to reach the end of their run at 9.2km. If they're spotted anywhere along their course, even at close to their 1.1km detection range, they're quite easy to dodge. In addition, their flood chance is only on the better-side of average for a tier VI destroyer. It's comparable to that found on the IJN torpedo boats. Finally, being quintuple launchers, they have an appalling two-minute reload timer. I strongly recommend looking at Torpedo Armament Expertise for any commander dedicated to sailing Monaghan. All of these flaws can largely be forgiven when you account for Monaghan's Torpedo Reload Booster consumable. Before you get too excited (because you skipped the Options section and didn't read it there first), this isn't the lightning-quick, 8 second torpedo reload consumable found on Japanese destroyers. Monaghan isn't capable of deploying a twenty-torpedo wall of skill. Her consumable accelerates the reload to 30 seconds. Those of you with a touch of evil in them will have realized that this is just long enough for an enemy that got hit by your first wave of torpedoes to go "Oh, shoot, I'm flooding!", activate their Damage Control Party and have it go back on cooldown before your second wave hits. Hilarity and Liquidator medals ensue. That's Monaghan in a nutshell really and why people will want her. You can turn a Farragut-class destroyer into what amounts to a Mutsuki with a consumable that allows her to double-dip fish into unsuspecting enemies sailing in straight lines. As good as this sounds, it barely keeps pace with ships like Fubuki or Shinonome. If you map out the maximum number of torpedoes that can be fired over ten minutes, Monaghan puts out 70 torpedoes compared to 72 of Fubuki and 81 of Shinonome (Fubuki needs another 8 seconds to get out her next 9). Monaghan just doesn't quite keep up with these torpedo specialists, especially given the versatility of three triple launchers and the massive Japanese warheads on their torpedoes. Evaluation: What it would have needed to be : Of her two builds, the Two-Ten Monaghan is closer to boasting a rating but even that's a long ways off. She's not as good of a torpedo destroyer as Shinonome or T-61 for example. In Monaghan's gunship build, she doesn't stand up to Farragut (B-Hull) and Aigle. Defense Hit Points: 13,900hp Minimum Extremities & Deck Armour: 16mm Remember when destroyer durability was relegated to just hit point totals? It's nice being back at a tier where it's just about hit points again and not wonky armour schemes or Repair Party consumables. Compared to Farragut, Monaghan has a fine ol' slug of hit points. Skills like Suvivability Expert will help, adding another 2,100hp putting her just shy of Gaede. This is especially handy in her Four-Eight build where she's expected to trade hit points in gun duels with enemy destroyers. In the grand scheme of things, though, she's decidedly average for a tier VI destroyer -- neither fragile nor tough. Evaluation: What it would have needed to be : Monaghan would need another 2,000 hit points to be any kind of contender here. Agility Top Speed: 36.5kts Turning Radius: 560m Rudder Shift Time: 3.4s Maximum Rate of Turn: 8.4º/s Monaghan is almost identical to Farragut in terms of her agility, with only a minor disparity in her rudder shift time to differentiate the two. What defines Monaghan (and Farragut's) agility the most is their small turning radius of 560m. American destroyers have always been incredibly agile with tight turning circles and Monaghan are no different. She's only outdone by HMS Gallant in this regard at her tier. Monaghan also boasts a decent top speed which helps her progress through her turns faster while also giving her the option of dictating engagement distances against slower ships, like Japanese destroyers. Overall, Monaghan handles beautifully. This is arguably one of her best traits and it makes her super-comfortable in knife fights. Evaluation: What it would have needed to be : Rejoin the British Empire, you rebel. Gallant has a tighter turning circle and nearly as much speed which makes her more nimble by far. Anti-Aircraft Defense A-Hull AA Battery Calibers: 127mm / 20mm A-Hull AA Umbrella Ranges: 5.0km / 2.0km A-Hull AA DPS per Aura: 22 / 28.8 B-Hull AA Battery Calibers: 127mm/ 40mm / 20mm B-Hull AA Umbrella Ranges: 5.0km / 3.5km / 2.0km B-Hull AA DPS per Aura: 6 / 49.8 / 21.6 It's time to celebrate mediocrity! Monaghan, regardless of her configuration, has the potential to have the best anti-aircraft firepower at her tier. Lemme preface this by saying that stock, she doesn't have the best anti-aircraft firepower among the tier VI destroyers. That honour belongs to Hatsuharu (of all things) which really puts everything into perspective. Monaghan does take upgrades well -- specifically, she takes Defensive Fire well and, on paper, she looks like she may be a competent anti-aircraft picket ship. With her consumable blazing and every upgrade stuffed down her throat, Monaghan puts out some decent killing power. But at what cost? Let's be real: If you're using the Two-Ten Monaghan, you're going to want Torpedo Reload Booster instead of Defensive Fire in your final consumable slot. Upgrading her for anti-aircraft firepower is a waste of points and upgrades that could be better spent on emphasizing her torpedo performance. It's only the Four-Eight Monaghan where taking Defensive Fire makes any kind of sense and even then, I'm not entirely convinced you wouldn't be better served sticking with the Torpedo Reload Booster anyway. If you do go this route -- if you go full hog and bathe Monaghan in all of her anti-aircraft potential, then you get comparative killing power to a mid-tier British cruiser while Monaghan's Defensive Fire is active. Unlike a British cruiser, you will have the added bonus of a disruption effect. This can be hella-annoying for enemy CVs; especially for inexperienced aircraft carrier commanders not expecting this from a mid-tier destroyer. They may even make the mistake of trying it twice, not recognizing that you're the one scattering her drops. Throughout this, you shouldn't expect to swat down entire waves of aircraft. You're likely only to bruise them unless the squadrons linger. Still, this can be a nice supplementary source of credits and experience if you want to go this way. Just keep in mind what you're giving up. So Monaghan has great AA power -- AA power you're unlikely to ever exercise to its full potential because there are better choices out there. Evaluation: What would have to happen to DOWNGRADE to : Don't take Defensive Fire. If you don't, then Hatsuharu is better. Refrigerator Base Surface Detection Range: 7.2km Air Detection Range: 3.48km Minimum Surface Detection Range: 6.29km A-Hull Detection Range when Firing from Smoke: 2.68km B-Hull Detection Range when Firing from Smoke: 2.43km Main Battery Firing Range: 12.51km Much ado has been made that Monaghan has better surface detection range than the lead of her class, Farragut. This is accurate. It's entirely irrelevant, mind you, but it is accurate. Monaghan is a total cow when it comes to being stealthy which is really not what you want to be when you're a gunship that specializes in close-range knife fights. It's even less desirable in a torpedo-destroyer that can scarcely defend itself from a Japanese destroyer, never mind a competently played hunter. While Monaghan is able to stealth fire her fish in both configurations, her large detection range is a nuisance. Her guns make it worse. Her main battery range is an alarming 12.51km but most of this range is already useless given the horrible shell flight times. So not only do you have useless range, it also allows Monaghan to be spotted from a long ways away when she has to pull the trigger. Where this gets just downright idiotic is that this range weakness compounds if you have the audacity to try and specialize Monaghan towards her AA power -- y'know, one of the selling features of the ship? Yeah, tacking-on Advanced Fire Training to boost the range of your AA power also boosts her 127mm/38 guns to have a reach of 15km. So she's a stupid, fat cow with a bullhorn screaming at the Reds to shoot at her. And for whatever reason, Monaghan doesn't even get access to the improved American Smoke Generator consumable. Instead she has to make do with the same one found on Soviet, British, French and Japanese destroyers. This means less smoke made and your smoke clouds don't last nearly as long as other American destroyers -- because reasons. Ugh. Monaghan's only saving grace is that she's not German. Or tier VII. Evaluation: What it would have needed to be : She needs to get her surface detection below 6km with upgrades. Genuine Bona Fide Electrified Six-Tier Monoghan There are two builds to consider with Monaghan. First off, though, a caution: A full anti-aircraft build just generally isn't worth it for this destroyer. Her Two-Ten hull doesn't have enough AA DPS situated in her 127mm/38s to be worth upgrading with Manual Fire Control for AA Guns and Advanced Fire Training is a loser-skill option that will only make it easier for enemy ships to spot you when you're engaged in gunnery battles which is bad news for both hull types. For both builds, start with Priority Target and then pick up Last Stand at tier 2. Tier 3 is where all of the choice begins and where the two ships diverge. For the Two-Ten Monaghan, take Torpedo Armament Expertise to accelerate your reload. The Four-Eight Monaghan should look at Survivability Expert or Basic Fire Training for their first tier 3 skill. Grab Concealment Expert at tier 4 next for both builds. For your next nine skill points, you're spoiled for choice. The Four-Eight Monaghan should look towards skills that help with gunnery. Inertial Fuse for HE Shells will help damage battleships. So too will Demolition Expert. However, Superintendent is very useful for the extra smoke charge which, in long games, will allow you to sit still and bombard enemies with less worry about being damaged. With any points leftover, take Adrenaline Rush or wherever you wish. The Two-Ten Monaghan should look to skills like Survivability Expert, and Superintendent as a matter of course. Any leftover points can go where the player wishes, though I would highly recommend trying to squeeze in Radio Location so you can be where other destroyers aren't. Final Evaluation Harekaze 2.0 this is not. You're getting the choice of playing a Mutsuki or 4/5ths of a Farragut How many people use the C-Hull on their American DDs anyway? Am I the only one that avoids it? Two different armament options!? Sign me up! That was my initial thought when I heard that Monaghan could swap between two very different builds. This got me all kinds of excited. I loved the change in game play styles offered when you can equip different weapon types. This is part of what makes Harekaze and Mogami so much fun, in my opinion. Yet for whatever reason, Monaghan just hit a sour note with me. I never found my earlier excitement stoked further with compelling game play. I find this incredibly strange given the enjoyment that can be found in torpedo destroyers and gunships respectively. It took me a while, but I think the issue that makes me feel 'meh' (foreshadowing!) about Monaghan is her surface detection range. I guess the Japanese destroyers have spoiled me. If I'm running with so few guns, I want to get close to ensure torpedo hits. But Monaghan's too fat to get that close and unlike the higher tiered American destroyers, she doesn't have the self defense armament to protect herself if she gets spotted by a picket ship. Once you factor in the slow running speed of her torpedoes, this extra launch distance really makes landing those hits difficult. Benson, with Concealment Modification 1 can get a whole 500m closer to fire off her fish and she's generally not worried if she's lit by another destroyer beforehand. As for her Four-Eight hull, well -- I have never found the C-Hull variants of the American destroyers particularly compelling. Give me the choice between more dakka versus surface ships or more dakka versus planes, I am going to choose the former every time. So Four-Eight Monaghan feels just under-gunned for me. Her extra concealment over Farragut helps a bit here -- I mean, you can choose to turn away, rather than engage some of the bigger, scarier boats but I'm still left wanting more. Oh well. Monaghan isn't terrible, she's just not for me. The variety offered by this ship is a good thing. Would I Recommend? This isn't a ship I would get for myself. If I won it in a crate, hooray! It would still most likely sit in my port unused barring use in some occasional Daily Mission. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Monaghan can spit out a lot of damage very quickly with her massive torpedo walls. So long as you can survive closing with bots, you should be able to derp fish at point blank range up their nose and score some big damage in Co-Op. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. Monaghan makes a great trainer for either your gunship destroyer captains or if you've specialized some of your high tier American destroyers commanders to emphasize throwing torpedoes instead. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Monaghan doesn't have a competitive edge over ships like Shinonome, T-61 or Aigle. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes. Monaghan earned 12 battle stars in her service during WW2, including fighting at Pearl Harbour. For Fun Factor: Bottom line: Is the ship fun to play? No. This one surprised me, but I just couldn't get into this ship. You would think with two hull options, the variety would appeal, but we just never clicked, Monaghan and I. Your mileage may vary, though. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. In Closing This took longer than I had planned. I caught the summer flu that's been going around locally and that cost me a few days. My next review will be USS Salem, the tier X American cruiser. Expect it around the week of June 18th. Thank you all for reading. If you enjoy my work and find it useful, please consider sponsoring me on Patreon. Appendix A list of sites, programs and people I rely upon to create my reviews.
  9. I'm wondering what people think the best build for a USN T8 Baltimore is these days for Random Battles. I'm no expert at this sort of thing nor do I pretend to be. So what do you guys recommend I go with exactly? Goal: To make a build for the T8 Baltimore with its captain that optimizes its abilities for Random Battles. What I'm Considering: Ship Modules: Module Icon: Module Name: Main Armaments Modification 1 Because this ship only has turrets. Losing one or more of them could mean the different between this ship being capable of helping the team and being a kill in the making. Damage Control System Modification 1 Because if you take Last Stand as a captain skill then it makes the other two basically pointless. or AA Guns Modification 2 or Aiming Systems Modification 1 Anti-Aircraft is one of the things that USN ships seem to do very well in general. Since it adds 11 points to the score and broadens the AA range so much it seems like taking this really capitalizes on one of the major strengths of the USN line. Since this ship relies solely on its guns, I also feel like this might be a good choice too. Since most games don't seem to have many aircraft these days. That said, if you want good guns I feel like you shouldn't be in the American Cruiser tech tree. I feel like, at best, this upgrade helps the ship catch up to its peers but that it won't put it ahead of them. Still not sure though or Damage Control System Modification 2 or Steering Gears Modification 2 The first one mitigates damage. The second one helps me avoid damage. Which do you think? I'm really not sure. or Target Acquisition System Modification 1 or Concealment System Modification 1 This one I honestly have no idea which to go with. On the one hand the Baltimore has a lot more armor in some places (6 - 203mm) than an Admiral Hipper (13 - 160mm), Mogami (6 - 140mm), Edinburgh (6 - 114mm), or a Charles Martel (6 - 140mm). Which would imply that it would be better at surviving being detected more than usual and might imply that a good choice would be the Target Acquisition System Modification 1. However, thicker armor or no the fact remains that you don't want to be a target for battleships no matter what. Especially since T8 seems to be bottom tier most of the time. So with that in mind I'm thinking of going with Concealment System Modification 1 because the less visible my ship the less people will fire at it. But I'm still not sure. Captain Skills : I really have no idea what to go with for this. What do you guys suggest?
  10. I really wanted to wait and see if Pigeon was going to bring back rewards for visiting museum ships, but my groupon was running out. So I went to visit the USS Hornet yesterday and had a pretty interesting trip, including a behind the scenes tour from a surprisingly generous and knowledgeable docent. I took some pictures in glorious 4k resolution if anyone is interested in seeing them (Except of the restricted areas. I didn't want to push my luck). The album can be viewed here. I also went to the USS Iowa back in December. If anyone is interested in those they can be found here.
  11. I want to have the arkansas beta, but it is impossible as they were given during the beta of wows.
  12. So I hear carriers are moving away from the RTS format? Part of the problem is there are skills that you need as a CV captain that you don't need in other ships, so they want some of the skill sets to be relateable. How do you all imagine this happening? Will we be flying our fighters around in a blob, use torpedo indicators, bomb indicators and straffe over targets with gunfire? Once out of ammo, if it is still a thing go back to the CV to re-arm? I'm trying to picture it. I'm not sure. How do you all think it will work?
  13. Preface: From tier 7 onward, non-premium American carriers are terrible. At least on the NA server, after filtering out T1-3 (tiers where carriers are not present at all), the tier 7-10 American carriers have the lowest win rates of any ships in the game (https://na.wows-numbers.com/ships/). While balancing USN carriers with Japanese carriers would certainly help, in my opinion, carrier design as a whole is responsible for the dramatic disparity. There are plenty of other ships that are weak in the meta, but weak carriers seem to have the largest impacts on loss rates. I think it's important to understand why when discussing carrier balance, so here are my theories: 1. Carrier Sniping. One of the best defenses against enemy carriers is the fighters of a friendly carrier. Even if they ultimately don't shoot down a lot of planes, the threat of fighters forces a carrier to use their aircraft with caution. A lone torpedo bomber squadron is easy prey for fighters, and as a result, carrier players have to mass their planes or carefully strike only when they're reasonably sure fighter won't show up. This obviously isn't the case if the enemy carrier dies within the first 5 minutes of the game. Carriers are uniquely unsuited to survive a dedicated Japanese torpedo attack. They have cruiser-like HP, pathetic torpedo protection and poor turn characteristics all wrapped in a battleship-sized hull. As a result, carrier sniping is extremely frequent. Historically-speaking, poor defense against carrier attacks is probably accurate, which is the reason carriers were constantly escorted by ships with strong AA. Also, historically speaking, battles started at hundreds of miles, not 25, so let's dispense with reality for a moment to address the balance issue. Simply improving turn characteristics or improving torpedo defense would go a long way toward helping American carriers survive long enough to have an impact on the battle, which should make picking them less of a terrible option for your team. 2. Constant Air Superiority. Another issue that American carriers face is that they are generally completely outclassed in the air. With unlimited endurance and very fast recharge times, Japanese fighters can constantly dominate entire maps, leaving American carriers with little opportunity to do anything at all. Giving planes limited endurance would make it impossible to protect everything at once. Fighter resources would have to be doled out more carefully, and an enemy carrier could see some success even with a fighter disadvantage. Naturally, this would impact how frequently aircraft could strike, since they couldn't loiter close to the enemy forever looking for an opening, and other things would have to be balanced to compensate, like perhaps adding scout aircraft, and/or increasing aircraft speed (and then increasing AA DPS to compensate for that). Conclusion: I think that addressing these two issues, which have nothing to do with nerfing Japanese carriers or buffing American carriers, could make American carriers a lot more viable, and make carrier superiority less of an absolute, game deciding factor.
  14. independence to ranger

    I have the independence at this point and am close to being able to research the ranger, but don't know what I should do and what changes I should make for the transition from the indy to the larger ranger. I am moving through no matter what, cause I want the Lexington and Essex, but I would like to know what I need to do to prepare for ranger and similar ships and how to play them well.
  15. This Is Not Your Regular Tide Ad

    not your regular Tide ad because it's not a tide ad :D
  16. Keep the New Orleans or not

    I know every ship has it proponents. And every ship is a good ship in the right hands. But with limited funds and limited Port slots. Should I keep the New Orleans. Or not. Right now I think NOT.
  17. Yes, im still on my Hornfischer binge, and im trying to figure out a way to suggest a way to buff American cruisers. High tier cruisers are in a windy corner right now. There are a bunch of cruiser killing battleships coming online, and not enough carriers to fight. Every nation has its flavor, and the American all gun anti AA one may not be as spicy as it once was. Also, in pre-alpha there was a auto lead feature for guns, but it proved to be too problematic since it made guns far too accurate. What are the problems with suggesting adding this back as a US cruiser timed feature? It would reflect the advanced radar the US brought to the pacific, reduce the inaccuracy of the high trajectory shells, and give the cruiser some scary bite for the few seconds its active. Thoughts?
  18. With the new update they made US carriers the top of the food chain again, starting at ranger I believe, you gain access to a 1/1/2 rather than a 1/1/1 that was standard for everything. But you can’t swap in for a 2/0/1 anymore, as the drawback of this new update. But it will get better. At Lexington(Tier 8) you may upgrade your DIVE bombers to equip AP bombs that can deal massive damage. These bombs were on the enterprise(Tier 8 premium carrier). At tier 9 (Essex), you have a 2/1/2, which is powerfull. Drawback, and it’s a big one, the fighters for the Essex only are stock tier 8’s and you cannot get tier 9 fighters. One thing is that the torpedo bombers past Lexington STAY at tier 8, with no upgrades to 9 or 10. But of course at Essex you can still get those AP bombs with tier 9 DB. Midway is probably the most beneficial from this update as it has a 2/2/2. With stock T9 fighters that can be upgraded to T10. Course you only have tier 8 torpedo bombers, but torpedo damage does not increase with tier. And you still get those awesome tier 10 AP dive bombers. In my opinion. Go USN as the AP bombs wreck havoc against most battleships and some cruisers, and the bombs have a INSANLY SMALL targeting reticule, that can be smaller than the superstructures on most battle ships. But you only get them at tier 8 and up. Moving on. IJN, where to start. Easy way to say how the play is swarm the skies. These carriers have a really good amount of squadrons. But that comes at a cost. When IJN fighters take a squadron of USN fighters, the USN’s are going to win, as the squadron capacity for all USN carriers is 6, beating the IJN’s 4. Plus the USN planes ( all types ) do more damage and more health. But since IJN has a 2 fighter load out that puts it a 6v8. I can’t say much more because I only really made it up to Lexington and never played a IJN carrier before. But the grind to the tier 8 Lexington is worth it because when you go into the first battle with your AP bombers bought ( point, you get stock HE so then you can upgrade them to the tier above with HE OR AP ) you can deal a CRAZY amount of damage on a battleship draining almost 7/8 of its health for certain types and if you get a good hit.
  19. USS Pensacola: To Buy or not to Buy?

    I recently researched the Pensacola, and I'm wondering if I should bother buying now or not, considering the upcoming US cruiser line split. (Any rumored dates?) I've heard people say it would be good for me to have her for the line split, and I've also heard people say it makes no difference and I shouldn't waste the money. I suppose it would be helpful to hear from a broader audience on whether or not I should spend the credits to have her in my port. Thank you for the help!
  20. So my Independence was Elite (fully researched, including the Ranger), and now after the patch it isn't. I see they added the "Douglas SBD-5" Dive Bomber upgrade - that's fine, but remember they also removed the two Flight Control modules which I also spent considerably more XP (compared the the new DB upgrade) to research. On the balance of XP, I think I should have an Elite Independence after the 0.6.14 patch. Fine, take it from the Free XP you gave me (which I could also do I suppose), but I don't think I should have to purchase the module because I had already purchased the top Flight Control module which is now replaced with a stock module! (Again, which I suppose they gave us credits for.) Bah, it just makes me upset to have to do it myself. In World of Tanks when they rebalance a tank and you have it Elited, you get a new Elite tank in return - I'm only kinda expecting the same here.
  21. BB35 Texas aircraft catapult

    for when it will be possible to add aircraft catapult for the BB35 Texas. Historically if he had 1, in the game if possible because he has the graphic technology to add to his plane. that the texas has its plane would be of great help to discover the hidden detonators in the islands, remember that the texas has practically no secondary defenses. I was reviewing the forum and I saw some images where they adapted the catapult to HMS NELSON, technology if there is one, but I do not understand why NOT for the TEXAS! in the case of HMS nelson, it is not necessary because by 1943 his catapult was removed, to add AA, if nelson was better to take it to version 1944/45 with full AA similar to our beloved texas, but that is another issue.
  22. Japanese Carrier American Carrier Tier 4 Hosho AA-16 M-37 HP-31800 Hangar-24 F/T/D – 1/2/- F – T5, 154kts, 990hp, 78 LO, 35dps T – T4, 115kts, 840hp, 8567/35kts/3.4km Tier 4 Langley AA-14, M-12, HP-33700, Hangar-30 F/T/D – 1/1/1 F – T4, 142kts, 820hp, 157 LO, 29dps T – T4, 97kts, 800hp, 8500/35kts/3.2km D – T4, 122kts, 640hp, 5400/97-243m disp. Tier 5 Zuiho AA-39 M-41 HP-36500 Hangar-30 F/T/D – 1/1/2, 1/2/1 F - T6, 162kts, 1210hp, 60 LO, 44dps T- T6, 129kts, 1210hp, 8567/35kts/3.4km D – T5, 120kts, 1040hp, 4600/134-335m disp. Tier 5 Bogue AA-41, M-13, HP-36500, Hangar-28 F/T/D – 1/1/-, -/1/2, 2/-/1 F – T5, 156kts, 1090hp, 111 LO, 43dps T – T6, 121kts, 1210hp, 9867/34kts/3.7km D – T5, 133kts, 1070hp, 7500/142-355m disp. Tier 6 Ryujo AA-44 M-44 HP-39600 Hangar-48 F/T/D – 1/1/2, 1/2/2, 3/1/1 F – T6, 162kts, 1210hp, 60 LO, 44dps T – T6, 129kts, 1210hp, 8567/35kts/3.4km D – T6, 129kts, 1210hp, 4600/134-335m disp. Tier 6 Independence AA-40, M-53, HP-36700, Hangar-37 F/T/D – 1/1/1, -/1/2, 2/-/1 F – T6, 164kts, 1380hp, 87 LO, 50dps T – T6, 121kts, 1210hp, 9867/34kts/3.7km D – T6, 134kts, 1240hp, 7500/142-355m disp. Tier 7 Hiryu AA-47 M-59 HP-45600 Hangar-72 F/T/D – 1/2/2, 2/2/2, 3/1/2 F – T7, 162kts, 1410hp, 46 LO, 58dps T – T6, 129kts, 1210hp, 8567/35kts/3.4km D – T7, 139kts, 1400hp, 4600/134-335m disp. Tier 7 Ranger AA-48, M-44, HP-44900, Hangar-73 F/T/D – 1/1/1, -/1/3, 2/-/2 F – T7, 166kts, 1560hp, 72 LO, 56dps T – T7, 133kts, 1510hp, 9867/34kts/3.7km D – T7, 137kts, 1430hp, 7500/142-355m disp. Tier 7 Saipan AA-48, M-51, HP-44600, Hangar-48 F/T/D - 3/-/1, 2/2/- F - T9, 178kts, 1910hp, 54 LO, 70dps T - T9, 150kts, 1940hp, 9867/34kts/3.7km D - T9, 151kts, 1910hp, 10800/142-335m disp. Tier 8 Shokaku AA-57, M-57, HP-51400 Hangar-72 F/T/D – 1/2/2, 2/2/2, 3/1/2 F – T8, 171kts, 1660hp, 38 LO, 70dps T – T8, 148kts, 1720hp, 8567/35kts/3.4km D – T8, 161kts, 1610hp, 4600/134-335m disp. Tier 8 Lexington AA-81, M-51, HP-57300, Hangar-72 F/T/D – 1/1/1, -/1/3, 2/-/2 F – T8, 169kts, 1700hp, 61 LO, 63dps T – T8, 136kts, 1710hp, 9867/34kts/3.7km D – T8, 140kts, 1680hp, 10800/142-335m Tier 9 Taiho AA-73, M-53, HP-57100, Hangar-83 F/T/D – 2/2/2, 2/3/2, 3/2/2 F – T9, 176kts, 1830hp, 35 LO, 73dps T – T9, 156kts, 1950hp, 8567/35kts/3.4km D – T9, 156kts, 1860hp, 4600/134-335m disp. Tier 9 Essex AA-73, M-52, HP-56300, Hangar-90 F/T/D – 2/1/1, 1/1/3, 3/-/2 F – T9, 178kts, 1910hp, 54 LO, 70dps T – T9, 150kts, 1940hp, 9867/34kts/3.7km D – T9, 151kts, 1910hp, 10800/142-335m Tier 10 Hakuryu AA-85, M-56, HP-63100, Hangar-100 F/T/D – 2/3/2, 2/3/3, 4/2/2 F – T10, 180kts, 2030hp, 30 LO, 87dps T – T10, 164kts, 2110hp, 8567/35kts/3.4km D – T10, 161kts, 2030hp, 4600/134-335m disp. Tier 10 Midway AA-86, M-51, HP-67600, Hangar-136 F/T/D – 2/1/2, 1/1/3, 3/-/2 F – T10, 181kts, 2060hp, 48 LO, 80dps T – T10, 151kts, 2120hp, 9867/34kts/3.7km D – T10, 156kts, 2070hp, 10800/142-335m
  23. Independence MM

    What should I do since I have been landing in more and more tier 8 matches in my independence if I don't div up with a tier 5. It feels like I am completely useless since I can do minimal damage and my planes rain down even from dd's. I have no idea what to do since I can also not go for enemy cv since he has tier 6 cv AA . I end up spotting and maybe getting in a few torp and bomb hits in the match but then I end up bottom of the team with low xp.
  24. "The Japanese ran toward their deck gun. The Americans ran to their storage bins. No guns or grenades. Only potatoes. Desperate, they reached in and threw as many as they could at the Japanese below, hoping to keep them away from their deck gun, knowing it was a useless gesture. They were wrong. The Japanese panicked. The brave among them picked the potatoes up and threw them overboard. Others threw them back at the Americans who threw them back at the Japanese." https://www.warhistoryonline.com/featured/destroyer-sub-sank-potatoes.html
  25. Premium Ship PREVIEW: USS Black

    USS Black is still a work in progress. Please be aware that all of the statistics and performance discussed here are subject to change before release. Hell and fire was spawned to be released. Quick Summary: A reward-version of the Fletcher-class Destroyer with Radar. Cost: Black is not for sale and can only be earned by achieving Rank One in five seasons of Ranked Battles. Patch & Date Written: 0.6.1, February 11th, 2017. Closest in-Game Contemporary: Fletcher, Tier 9 American DestroyerDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique USS Black is a Fletcher-class destroyer but, like most premium ships, she has a few changes to make her stand apart from her sister ships. The changes summarize to the following: Black has access to the USN Radar consumable as an option in her third consumable slot. Her deck armour is 19mm instead of 13mm. The torpedoes she launches are slower, longer ranged and harder hitting than Fletcher's with a faster reload. Black swaps out the two twin-gun 40mm Bofors mounts behind her #2 turret for a pair of twin-gun 20mm Oerlikons instead. She's slower than Fletcher by 1.5 knots. She turns slightly better than Fletcher. PROs Armed with five, rapid fire 127mm rifles. She can fire up to ten 13.7km range torpedoes, doing 21,600 damage each and a with reasonable 96s reload per launcher. Decent anti-aircraft armament for a destroyer, including the option to take Defensive Fire. Excellent handling, including a small 560m turning circle, a 3.0s rudder shift time and 34º per second turret traverse. Good concealment values, dropping down to 5.8km with proper specialization and providing a huge stealth-firing window. USS Black can combine smoke and radar, making her the ultimate spotting & support ship. CONs Her 17,100 hit points are on the low side for a tier 9 destroyer. Horrible gun ballistics which makes gunnery of any target outside of 10km punitive. Her torpedoes are the slowest ship-launched fish in the game at 43 knots, taking a full two minutes to reach maximum range. On the slow side for a higher tier destroyer with a maximum speed of 35 knots. Her consumable "options" aren't really optional. If you take anything other than Radar in her 3rd slot, you're a fool. Doesn't appear to have Missouri's massive credit-earning potential. Here it is. This is the second reward ship for Ranked Battles, requiring primacy in five seasons to unlock her. Even in her preview state, Black has caused a lot of fuss. This seems to be a trend with these reward vessels. This is not likely to ever be a common ship. While it can be argued that over time, more players will have reached rank one in five seasons, the natural attrition of the player base will also see some of these veterans hang up their cap and stop playing. Flint isn't commonplace. Black promises to be even more rare. That doesn't undermine the dangers to the meta that an unbalanced ship can present. Still, the alarm that has met Black's preview statistics has been considerable. While not quite an Alabama Drama Llama in scale, the sky is once again (or is it still?) falling in certain community groups. I stress that what we're seeing presently is nothing more than a preview of the ship and not her final form. Things can change. Hopefully this thorough look into USS Black's current build will provide enough insight to see where changes may or may not be needed. Black shares the same camouflage scheme as USS Flint, the first premium reward ship for Ranked Battles. #GetBoat OptionsBlack has the same options as the Fletcher-class but with the added bonus of getting access to Radar in her third consumable slot. You have to swap out Engine Boost for this. Her Radar is identical to that found on Baltimore and Missouri, with a 9.45km acquisition range for 35 seconds. I firmly believe that Wargaming made a misstep with Black's consumables. Swapping her Engine Boost for Radar is a non-decision with radar being optimal in the majority of situations. A more balanced option would have been to make players of USS Black choose between a Smoke Generator and Radar. Thinking this would balance her is, of course, contingent on believing that a destroyer having radar is acceptable at all. We'll see if this consumable combination survives testing. Consumables: Damage Control Party Smoke Generator Engine Boost or Defensive Fire or Radar Module Upgrades: Six slots, standard USN Destroyer options.Premium Camouflage: Can I call this tier 9+ standard? It provides the same bonus as the Missouri: A 3% concealment bonus, a 4% increase to enemy gunnery dispersion and a 100% bonus to experience gains. Firepower Primary Battery: Five 127mm rifles in single turrets in a superfiring A-B-P-X-Y arrangement. P turret is forward facing behind the torpedo launchers. Torpedo Armament: Ten 533mm tubes in 2x5 launchers mounted before and behind the rear funnel. Black is armed with five 127mm/38 Mark 30 naval rifles. These are the same guns first seen on the Benson-class destroyers at tier 8 without any significant improvement in performance. This staple of the USN Destroyer line is known for its tremendous rate of fire and excellent gun handling but also its famously poor ballistic qualities that lead to a very high shell arc over range. So while Black can potentially dish out monstrous levels of damage, landing those hits is considerably more of a challenge than the 130mm of Soviet Destroyers, for example. These weapons are very much par for the course for American destroyers and offer nothing in the way of surprises for veterans of the American destroyer line. By tier 8, destroyer caliber guns begin to lose the arms race versus the armour values found on capital ships. Even upgraded with Inertial Fuse for HE Shells, her rounds cannot penetrate tier 8+ Battleships anywhere except their superstructure. Her 127mm guns can only penetrate 21mm of armour without the skill while being able to best up to 27mm of armour with it. This value is important -- it's sufficient to damage the bows and sterns of all cruisers and select deck areas on most of these ships. But it's as a destroyer hunter where these guns excel, provided you can close the range. Their very fast turret traverse rate of nearly 34º per second allows the ship to be thrown into evasive maneuvers while maintaining her gun lock on target. This makes her a very real threat to any rival torpedo or gunship. Like USS Sims before it, Black has what the community has often referred to as "naval mine" torpedoes. Their speed is downright laughable at 43 knots (115.1 meters per second under the game's compressed distances). It takes these torpedoes almost a full two minutes to reach the end of their impressive 13.7km range. With a 96s reload, this allows you to put a second salvo in the water before the first is little more than 3/4s done their first run. The good news is that they have a very short surface detection range of 0.9km. However, given their slow speed, her targets have approximately 7.8s worth of reaction time which is fairly standard. Their real weakness is if they're picked up early. They're so slow that some ships can turn away and even outrun the darned things.Black's torpedoes are, at best, area denial weapons. While possible to ambush someone at point blank range and make their life miserable (and short), more often they're used as a fire and forget series of water-mines, helping push the Reds away from a given area. During testing, there was a bug present where Black's torpedoes weren't doing anywhere close to the right amount of damage. Though listed as capping out at 21,600, their damage was all over the map and never where it should have been. Several of the testers and I took USS Black out into training rooms and slammed fish into various bots, ensuring we got midship strikes with single torpedoes. Strikes against ships without anti-torpedo defenses never got higher than 12,804 damage. Hits to the Yamato's torpedo bulges did 8,368. Yet hits to a Mogami (A-Hull) did 13,093 while hits against the upgraded (C-Hull) did 12,397 damage. This is despite the torpedo bulges for these three respective ships reducing damage by 55%, 13% and 18% respectively. The math doesn't add up. Bug reports were filled out. Did I mention this ship was still very much a work in progress? Black's torpedoes will be a heck of a lot more fun to use when they work properly. Maneuverability Top Speed: 35.0 knots Turning Radius: 560m Rudder Shift Time: 3.0s The Fletcher-class, and by extension USS Black, has great agility. With a tiny turning circle and excellent rudder shift time, Black appears equally well set up to dodge fire as Fletcher. However, it should be noted that she's 1.5 knots slower than her sister ship. But there's more to this ship than that. Black bleeds speed faster than Fletcher does in a turn while maintaining a comparable maximum speed with her rudder hard over. It takes Fletcher approximately 20.4s to drop down to 30.6 knots in a turn while Black will drop to 30.3 knots in roughly 12.9s. This makes the Fletcher "skid" more through the first leg of the turn while Black's hull bites in. Thus, Black has a quarter of a second's advantage in progressing through a 90º turn at top speed and almost two-thirds of a second for full a 360º turn. Though Black has the same rudder shift time and turning radius of Fletcher, Black is slightly more agile in a turn despite their similar stat profile. Who'd have thought? Durability Hit Points: 17,100 Min Bow & Deck Armour: 19mm One of the strange differences between Black and Fletcher is Black's deck armour. It's 19mm on Black versus the 13mm found on Fletcher. This isn't a significant change but it has two highly situational benefits. First, it provides some protection against high explosive shells smaller than 120mm in diameter. HE Shells of this size, without a buff from the tier 4 Captain Skill, Inertial Fuse for HE Shells will simply shatter on impact for no damage. However, this caliber of gun isn't too commonplace within Black's matchmaking spread, being limited to the main battery of the Akizuki and the secondaries off of Russian and German Cruisers (yeah, like those are worth fussing over) and some of secondaries off of German Battleships (okay, THOSE are worth fussing about). Second, 19mm armour provides some defense against AP shells. Anything smaller than the 283mm off the Schanrhorst is unable to overmatch Black's armour. If (for whatever reason) a heavy cruiser decided to shoot AP shells, this creates a chance for the shells to ricochet off her deck if they come in at too shallow an angle. Yes, I know. Neither benefit is going to come into play very often. Overall, Black's hit points are on the low side for a Destroyer -- well behind the German Z-46 and the Soviet Destroyers (including the new ones which are also works in progress). It's only against the Yugumo that she has any advantage. Thus, engaging enemy destroyers isn't without risk -- Black simply doesn't have the big hit point totals to trade fire effectively, especially if she begins to struggle to land hits. This Akizuki didn't have the Inertial Fuse for HE Shells skill on her Captain. Short of hitting Black's superstructure, she couldn't hurt her with her HE. Had she been shooting a Fletcher, it's possible some of the splashes against her upper hull might have struck the deck and penetrated, but that's very unlikely given their flat trajectory at this close range. Concealment and Camouflage Surface Detection Range: 7.4kmAir Detection Range: 4.0kmMinimum Surface Detection Range: 5.8kmConcealment Penalty while Main Battery Fire: +3.81km (vs 12.9km gun range) Black has excellent concealment values for a tier 9 destroyer, bested only by the Yugumo. When fully kitted out for stealth, she weighs in with a 5.8km surface detection range and just over 9.6km when firing her guns in open water. Without boosting her range with Advanced Fire Training, this gives the ship a 3.3km stealth-firing window with her main battery. It's not unreasonable to see why there's very little need to extend the range of Black's guns, especially given the punitive ballistics at targets more than 10km away. More importantly is how this rather small surface detection range allows Black to shadow enemy ships and keep them spotted. There is no ship currently in the game that is as adept at spotting as Black. By keeping her guns silent, she can creep along, trailing enemy vessels from a safe distance. Should they try and blow smoke, she can make use of her Radar consumable which has a 9.45km range to continue to provide eyes on a beleaguered target. The only answer to such sneaky spotting tactics is to hope that a friendly ship can spot Black and put an end to her shenanigans, usually in the form of aircraft or an enemy vessel also equipped with radar, like a Soviet Cruiser. Black's worth is often measured by how well she can support her team. Black gives you some very powerful tools for controlling vision, with an American Smoke Generator, which provides 127s worth of cover to team mates while at the same time lighting up the enemy. In this way, under ideal circumstances your team can see the enemy and the enemy won't see yours. Black can continue to contribute by dropping her fish without losing her concealment values. Where her torpedoes are concerned, Black has an enormous stealth firing window when specialized for concealment. This is an obscene 7.9km. However, it should be noted that it will take Black's torpedoes 52 seconds to reach a target that's a mere 6km out. That's a long time for a ship not to make any course adjustments, so it's best not to use the lead indicator on the torpedoes and instead go for more of an area-denial approach to hedge your bets. Anti-Aircraft Defense AA Gun Battery Calibers: 127mm / 40mm / 20mm AA Umbrella Ranges: 5.0km / 3.5km / 2.0km AA DPS per Aura: 54 / 34 / 37 It's possible (though admittedly a bit of a waste with Black) to turn this ship into a passable AA escort. It's unlikely that this ship will ever be without some form of buff to its AA firepower, as Captain Skills aimed at improving her firepower will also affect her AA suite. This provides Black with an approximate DPS value per Aura of 64 / 41 / 45 which is rather respectable, especially for a destroyer. However, this isn't going to dissuade tier 9 and 10 air-groups from loitering in your vicinity. It's only with a heavy investment in skills and (for some reason) taking Defensive Fire that Black can make her anti-aircraft armament into a very real threat to enemy attack planes. As this would require you to drop Surveillance Radar, it's really not worth it. Black's AA firepower is enough to dent attack plane squadrons. But like most destroyers, you'll want to keep your AA turned off most of the time. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Playing destroyers in general isn't easy. However, Black is a little more forgiving than most. The Fletcher-class is already one of the better destroyers at tier 9 (and arguably, in the game as a whole). Black provides a set of training wheels in the form of her radar consumable to make life just that little bit easier for an inexperienced player. In the hands of a veteran, the combination of Black's consumables, concealment rating, agility and torpedo armament make her an enormous threat to the enemy team. For players who enjoy the support role, I can think of few ships as exciting as the (arguably overpowered) potential that Black provides. With the monopoly on radar for a ship with such a small surface detection range, Black will inspire many rage-threads in the future, I have little doubt. This ship lives to use and abuse spotting mechanics and strip any pretense of vision control from the enemy in local engagements. Mouse's Summary: Black is a Fletcher-class destroyer with Radar. If you didn't know it already, the Fletcher-class is hella-good in World of Warships. And now it has radar. The most rewarding use of this ship is through the control of vision in an engagement. Spot the enemy and protect your own team with smoke. The torpedo bug annoyed me to no end. Black is still very much a work in progress. Be aware this is a preview, people, not a review. So, this is a rather late preview. It's not a lack of effort, but moreover from a change in preview policies from Wargaming itself. Community Contributors should be getting earlier access to ships. What's more, we should also be providing our content much earlier within development cycle. But this in turn presents a problem: Ships early in their development cycle aren't necessarily well balanced and are likely to undergo a change or two before release. This should explain why I'm saying, over and over, this is a preview. This is why you'll see "Work in Progress" (WiP) watermarks on videos produced by my fellow contributors. It's also why there was a bit of concern about articles like these going into extensive depth about the current statistics of a ship rather than simply a broad overview. My own release was delayed until I got the specific okay to go into the minutia of this upcoming release. Playing USS Black was a real treat for me. First, it's a Fletcher-class and I have a real soft spot for the Fletcher. When I was little, my father had an old DOS-box he liked to keep running long past obsolescence which had a game "Wolfpack" on it. This pit Type VII, IX and XXI U-Boats against American Fletcher-class destroyers. It had a hot-seat PVP mode. My father would always play the Germans and I would get to take my turn as the Fletchers trying to defend my poor freighters and tankers from his predation. This mostly involved me chasing after his pillenwerfer and blowing the snot out of them with copious amounts of depth charges and hedgehog mortars. My father loved lording his gaming superiority over his then eight-year old daughter... USS Black brings back the warm fuzzies of those memories. Instead of chasing down U-Boats, I instead get to chase down enemy ships trying to hide in smoke while screening my own forces. It's a very rewarding style of play and it's such a shame that it's limited currently only to the Black. With that said, it's not without its dangers to the meta of game play. If Wargaming were to make such a combination more commonplace (either through many USS Blacks becoming available within the community or through the addition of Radar to a destroyer-line), combat in and around capture points would certainly chance towards the more passive. The only thing worse about being the first ship spotted is being the only ship spotted and focused by the entire enemy team. I personally think that combining radar AND smoke one a low surface-detection ship is the wrong way to go. I hope to see USS Black have to choose between the two. But who knows? We'll see how her development continues. In Closing As a final reminder, take what you've read in this preview with a pinch of salt. There's plenty to discuss, maybe even a few elements to be concerned about but I would hold off on brandishing torches and pitchforks if you object too strongly about something you see in USS Black. Similarly, don't get too excited or married to the idea of a particular combination of stats if you think this ship is a must-have. Things will change.