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Found 65 results

  1. If you see me in your match, on your team, know that I see my carrier's role playing out like this... I play my match. Which is, I initially locate the majority of the red team. My main targets are cruisers then battleships then carrier. I put destroyers LAST on my target list. There is far too much time involved by carrier aircraft to locate, target and attack destroyers. At least for me. Oh, if an opportunity pops up smack in front of me, I might take it - but... Destroyers are not my job. Destroyers are the job of cruisers, failing then battleships. I prefer to spend time attacking destroyers only when there are no other available targets or they are too close to myself or supporting ships. If the ship type designed to hunt and kill destroyers cannot do it then there is a balance issue. If they choose not to do it, that is there (your) choice but it does not make them MY job, my responsibility, my targets. So, when you see Herr Reitz playing a carrier, you now know my target priorities. tia and have fun out there. How do fellow CV drivers see it?
  2. Felipe_1982

    ST 0.9.7, KITAKAMI

    Looks like there is a new DD coming: ST 0.9.7, KITAKAMI Please note that all information in the development blog is preliminary and subject to change during testing. Any showcased features may or may not end up on the main server. The final information will be published on our game's website. In Update 0.9.7, Japanese Tier X cruiser Kitakami will enter the test. Kitakami is an unusual cruiser, with her main armament consisting of 5 quadruple torpedo launchers on each side. These torpedoes can travel up to 15 km at a speed of 57 knots and deal up to 15,633 damage. Because of her relatively fragile armor, weak AA defense, and low HP pool, Kitakami has to rely on her low basic detectability - 10.6 km - and her special Smoke Generator, which has a low smoke duration time but a large number of charges. The main gameplay of the cruiser revolves around stealthy attacks using a large number of torpedoes from a safe distance. To balance Kitakami's efficiency in the control of straights and flanks, she will only have access to narrow and "super narrow" torpedo spreads. We will carefully watch how this unusual cruiser will prove herself in battle, and will implement the necessary changes to make playing her and against her interesting. Additionally, we understand there might be concerns about the ship dealing damage to allies, and we plan to take them into account when the ship will be released. Ship's characteristics Japanese cruiser Kitakami, Tier X Hit points – 28,500. Plating - 16 mm. Main battery - 4x1 140 mm. Firing range - 13.1 km. Maximum HE shell damage – 2,400. Chance to cause fire – 10%. HE initial velocity - 850 m/s. Maximum AP shell damage - 2,700. AP initial velocity - 850 m/s. Reload time - 6.0 s. 180 degree turn time - 21.2 s. Maximum dispersion - 123 m. Sigma – 2.00. Torpedo tubes - 10x4 610 mm. Maximum damage - 15,633. Range - 15.0 km. Speed - 57 kt. Reload time - 141 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.9 km. AA defense: 10x3 25.0 mm, 1x2 127.0 mm. AA defense short-range: continuous damage per second - 105, hit probability - 85 %, action zone 0.1-2.5 km; AA defense long-range: continuous damage per second - 18, hit probability - 90 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 1, damage within an explosion - 1,610; action zone 3.5-5.8 km. Maximum speed - 32.0 kt. Turning circle radius - 640 m. Rudder shift time – 7.0 s. Surface detectability – 10.6 km. Air detectability – 7.2 km. Detectability after firing main guns in smoke – 4.6 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Smoke Generator (Action time 15 s; Duration time 40 s; Reload time 80 s; Charges 6; Radius 450.0 m) Slot 3 - Engine Boost Slot 4 - Repair Party All stats are listed without crew and upgrade modifiers but with the best available modules.
  3. Soviet_Bias_Is_Just_Myth

    Ognevoi is... good?

    Before this newest patch Ognevoi was pretty bland. Slow torps and a lack of guns kept it from being fun for me. Now though I played a few games and find that it’s really good. Def AA saved my tail in a few encounters with CVs and the torps go 60KTS with the module so I’m now over leading my targets. Plus the rudder feels more maneuverable than before. I was dodging Bagration shells at 6km while kiting away. It’s a real gem now in my own opinion. And Udaloi is looking like a real fun ship to get next. Has anyone else played Ognevoi after the buffs? If so what did you think?
  4. Roamer0101

    ASW thoughts

    Played a few games today in DD's as I have been the one of the unlucky ones not to get a sub yet. I think ASW could be a great deal of fun and redefine how to do DD. I concentrated on staying alive and harassing from distance until the Subs started to go into the caps. Then I chased them down. One question I have is what is the distance that a Depth Charge will do damage? How far away can you start dropping? Is there an "Optimal" distance? I would like to hear from the Sub drivers so far on how effective the DC's are? It seemed like they did a lot of incidental hits and saw some fires and flooding. Is it something you fear?
  5. DeletedUser

    Småland is a fun boat!

    Here are the results of two battles that I had in the Småland. I am really enjoying her. I am beginning to think that the 2 million Free XP that I spent was actually worth it.....
  6. Which Tier X destroyer rules the high seas: the Royal Navy's Daring or the US Navy's Gearing? The Daring is fearsome fighting machine with rapid fire guns, lethal torpedoes, and a damage repair consumable as well as hydro-acoustic equipment. The Gearing is the US Navy's hard hitting gun-fighter with fearsome 127mm main batteries, deadly torpedoes, improved bow armor protection, and formidable anti-aircraft protection. Let's get ready to rumble in the cap circle, will HMS Daring or USS Gearing win the fight? "This ship is built to fight. You had better know how." - Arleigh Burke, US Navy #matchupmonday #anchorsaweigh
  7. Got frustrated playing my Gearing in Ranked, so I decided to revisit an old friend. She only has a 10 point captain these days, but she plays as tough as I remember. The game wasn't easy; I had to work hard and keep my head on a swivel, but the results speak for themselves. The Clemson is still a powerful ship at her tier. It was nice to get a little affirmation that I'm not a complete potato player So, if you're feeling a bit frustrated this weekend, try going back to your roots. The Clemson, the Nicholas, the Farragut are all great ships, even with the CVs lurking about. Try getting reacquainted with an old friend.
  8. I find it amusing, even ironic, playing the required number of missions of the curiously named Directive 4 "Hero of Europe" without using any "European" ship. I have that PITA named Viribus, but, Hero? Of Europe? That ship makes one a hero in masochistic patience. Like in previous directives, habits and patterns default to the usual mainstays, making Coop battles in Tiers VIII and above a ridiculous dash to who can achieve the most in less than 3 minutes. It is always atrocious, like some insane joke foisted by WG on PvE players, because PvE probably does not provide a sufficient and sustainable cash flow. Once again, I went to lower tier ships just to have a fair lopsided chance of completing missions, like the usual number of incapacitations, number of citadels hit, or a number of torpedo hits. Did some YOLO just for the heck of it too. I then tried to go back to Tier X before calling it a day, and scored this with a Kremlin. Coop is really fun when the pieces fall into place. One thing I really like about Directive No. 4 is the length of its missions. 25,000 BXP. 100,000 XP. Reasonably long directives and the rewards are to me, useful. Plus, Scenarios! Yes! Killer Whale is in rotation now, and thank God, I still have not been matched with captains that prefer farming those enemy reinforcements only to drop the ball later. Tried to have some bit of fun before this remote work starts the day, but the server is being updated now for April Fool's. I'm wondering also if I'll get enough tokens to get another early access. If not, that's perfectly okay. I still won't gamble anything for something that can be played in a few days. So far this is my tally, as of yesterday. How about you, fellow players? Are you done with this? Stay safe, and as always, wash your hands!
  9. In the newsfeed today, WOWs is featuring the Kidd. I love this little ship, but she's not an easy ship to be good in and with the current meta, you can't just sail into caps thinking that you're going to bully any other dd out. RED DDs BRING FRIENDS, usually of the cruiser variety and often with radar or hydro. From the newsfeed, " VIII Kidd is a U.S. destroyer that can pose a real threat to Key Areas and is ideal for short-range knife fights with enemy counterparts". So, how often this weekend are we going to watch new KIdd drivers sail into caps to pick a fight with dds only to get crossfired by the cruisers that they didn't see? Heal and smoke aren't enough to make up for stupid. The worst part of this is that these players will have payed $40 for a premium USN dd that has a steep learning curve and when they don't do well, they will trash her name......and they will break my heart. She is a REAL museum ship (usskidd.com) if anyone wants to visit her. Watching multiple Kidds die in the first 5 minutes of battle over the weekend is not going to be fun. I think that I need a virtual hug.
  10. iamtheintrepidmouse

    Don't Know Where to Put This

    Is there a destroyer with +140 mm guns in the game? And how many exist?
  11. rafael_azuaje

    BLACK 666 HISTORICAL HULL

    Petition to WG. Rework the USS Black (DD-666) and add the historical hull (Same as chung-mu, not the rounded one) has better radars antenas too! captain's bridge looks diferent real.
  12. I haven't played the IJN DD line much, focusing on other things instead, but have decided to give it a go. I know that the detection range for torpedoes is horrific and it has a lot of problems, but it's just what I've been in the mood to play lately. I am at the Isokaze and am not sure what line I should go up. I was just curious on opinions about the main line as opposed to the alternative line. Thoughts?
  13. Hi dear reader: I'm volutionseba, a cat lover and a normal player of the NA server :D. I got a question for u guys, and THERE'S NOT RIGHT OR WRONG ANSWERS, just arguments and different points of views: It's gonna be a week since the last big update of european destroyers and I gotta admit I really like gunship destroyers, they fit almost every roll and fit my playstile too. This it's where things get hard (or not) ... Småland ! cause we're talking about 2 MILLION FREE EXP! that's the first problem. I'm about 200k of buying that ship, but I haven't played against the ship already. I dunno the opinions of his reload rate, modules, playstile, AA, etc. I've seen some videos on the internet but the problem is there's only 1 point of view of the video maker, and in the website there's very poor information about the ship. My question is ... what do u think about the ship in general? does smaland worth the 2m? Thanks for the time of reading me and those who'll write below, hope you guys have a good day and a wonderful sailing, GL out there! o7
  14. Nightlock_

    Best Torp Botes

    Hey Guys, I'm a relatively new DD player and i like being a torpedo boat, so naturally i tried IJN, im up to the Isokaze, and its great, I love it. I really like the line but i hear from every single person that the IJN dds are shiz after the nerfs to torp stealth and the guns, and tell me that ijn dds in general are crap, They say that shima is worst T10 dd in the game, and now i dont know if i really want to play through the IJN line anymore. I honestly dont care about guns, (i don't know how to use them without being nuked ;) because i dont use them that often, so what would you guys say?. Also how effective is the akizuki line at knife fighting and how is the manuevrability and concealment on them??
  15. With the introduction of the Royal Navy destroyer line came what is possibly the most fun and competitive T8 DD the game has to offer. The Lightning. The core of the ship was low detection range, fierce guns with a fairly high fire chance for DDs, and an aggressive consumable setup with a long duration defensive hydro and short duration quick reloading smoke screens. The maneuverability let the Lightning travel around the map fairly easily and the engine spool up time made dodging incoming threats quite easy. The Lightning was definitely a high point in the line and set a fair bar for the following Jutland and Daring. Day 1 of the release I was able to go straight to the Daring from the saved up XP and FXP that Lightning earned. And oh boy did it earn. (I know I throw this around a lot but Lightning is absolutely the best part of the ship line) Lightning is competitive even in t10 and, given the way XP is rewarded for killing higher tier ships, you can club t10 MM with a t8 DD and top the scoreboard endlessly by a massive margin (over 1k of your second player). The ship, kit, and captain have a very powerful synergy in their own niche, without being oppressive to other ship play styles. Like the Fletcher, the Lighting was a joy to play, so much to the point that I was able to take the #1 spot on NA for the ship scoreboard and currently rest at #4. "Well that's all great and dandy, but what does that have to do with anything?" With the introduction of the Cossack (which ended up being also very good) the Royal Navy has a strange spot at T7 where there is an unavailable cruiser, 3 battleships, and no DD. This leaves a big gap in the playing potential for DD players of the Royal Navy flavor. Either play Gallant at t6, a torpedo focused hybrid, or play Cossack at t8, a gun focused destroyer, both of which suffer from fairly poor matchmaking. Let's begin. Following the introduction of the L class of Destroyers and their approval in 1937 (Lightning is part of this group), the Royal Navy introduced the M class in 1939, which were essentially an exact copy of the L class. As with the L class, the M class had a slightly different fitting than the Lightning we see in game. They had only 1 torpedo launcher (replaced for a single 102mm AA gun) and a few more 12.7mm guns (those awful quad mounts you see on low tier RN cruisers). For me, the most important part of a premium ship is that it is competitive with its peers and it is fun. L and M class destroyers like Lightning could very well fill this role as a down-tiered, original fit ship, matching the characteristics of a stock Lightning (with a few changes for QoL). Let's take a look at an M class destroyer, Myrmidon. There are plenty of L / M class destroyers that could service this role, but Myrmidon is quite special for one reason that might make a few captains happy. Myrmidon was built for the Royal Navy, laid down in Dec 1939 and launched in Dec 1941. In Nov 1942 she was transferred to the Polish Navy as ORP Orkan. Should Myrmidon be implemented as a premium destroyer, she could be placed at T7 as a Royal Navy destroyer, or at T8 as a Polish destroyer (featuring a 5th module slot, speed boost, polish smokes, or a heal [do this one thanks]). The other possible option is making Myrmidon a dual nation ship, permitting both British and Polish commanders to board and crew her. This would grant Royal Navy players a T7 DD and grant Blyskawica players a ship that's actually competitive in the current meta. Myrmidon would lack the torpedo armament of Jervis (and the alpha damage to take on a charging ship) but would have marginally better gun performance and rotation to snap quickly to approaching or newly detected threats. I do not believe it would overshadow the hybrid Jervis and would fit well in this tier, fulfilling a gunboat role. For additional ship selections: HMS Matchless - Operation Harpoon, Arctic Convoys, Sinking of the Scharnhorst, Mediterranean service until decommissioned. Marksman / Mahratta - Operation FH / FJ / Camera / Governor / SF / Lorry / FR, Escorted HMS Valiant, Convoy RA 54A / JW 54A / RA 54B / JW 56B / RA 56 / JW 57, sunk by U-990 (part of the largest convoy sent to Russia ) *All values listed without captain or ship upgrades unless otherwise noted* General: Hit points - 13000 Main Battery: 120mm/50 QF Mk XI 3x2 RoF - 13.33 Reload - 4.5s Rotation - 20d/s 180 turn time - 9s Firing range - 12.2km Max dispersion - 106m HE shell - 102mm HE 62lb Max damage - 1700 Fire chance - 9% Velocity - 774m/s Weight - 28.12kg AP shell - 102mm SAP 62lb Max damage - 2200 Velocity - 774m/s Weight - 28.12kg Torpedo Tubes: 533mm QR Mk IV 1x4 RoF - 0.63 Reload - 96s Rotation - 25 d/s 180 turn time - 7.2s Torpedo - 533mm Mk IX* Max damage - 15,867 Torpedo speed - 61kn Range - 8km AA Defense(Live values, not rework): 120mm/50 QF MK XI 3x2 Avg DPS - 14.7 Range - 4.5km 102mm/45 Mk V 1x1 Avg DPS - 3 Range - 3.5km 40mm/39 QF Mark VIII (I can't find a quad Mk VIII in the game, using Mk VII stats) 1x4 Avg DPS - 12.9 Range - 2.5km 20mm Oerlikon Mk IV 2x1 Avg DPS - 7.5 Range - 2km 12.7mm Mk III Avg DPS - 4.2 Range - 1.2km Maneuverability: Maximum speed - 36kn Turning circle -590m Rudder shift - 5.3s Concealment: Surface detection - 7.02km (6.3km with CE)* Air detection - 3.81km *See slot discussion Slots 1 - 4 available for upgrades. Optional slot 5 (concealment). As usual for T7, Myrmidon would likely be equipped with Main Armaments mod 1. Propulsion mod 1. Aiming systems mod 1. Rudder shift mod 2. However, like Z39, Myrmidon could be given the option of a 5th module slot, giving her the ability to reach the extremely powerful detection range of 5.5km. Lightning is already a powerful DD at T8 and I forsee problems with giving it this module at T7 and power creeping ships like Jervis, so it would obviously be open to discussion. Captain skills would be the standard Royal Navy destroyer lineup. This would be a good mid tier captain trainer, credit earner, and if able to field Polish captains, a good use for Blyskawica commanders. Please review the information presented and give me your thoughts. Do you think Myrmidon would make a good addition to the Royal Navy roster at T7? Do you think Orkan would be better as a T8 Polish premium? Do you like the idea of a British ship being able to take Polish commanders? If you purchase one should there be a campaign to unlock the other (ex Boise / Nueve)? Here's a rough render of what it might look like. I couldn't find any twin British 12.7mm so just imagine the rear quads are twins instead.
  16. Ships that lay smoke screens should be given credit (XP) for every second a teammate spends in their smoke screen. I've got shot to pieces covering a teammate. Does not saving a high value teammate, or giving the cruisers and BBs a place to shoot from count? It is a DD's job, but no credit?
  17. A researchable European Tier I cruiser, Tier II-X destroyers, as well as a European special Tier X destroyer 'Småland' will be added to the game in the upcoming super test session. Polish, Austro-Hungarian and Swedish ships are among them. Currently, the concept of European destroyers brings the following features: Very fast torpedoes with relatively low damage and long range; Artillery is similar to that of American destroyers: quite effective in close combat but weaker than that of artillery-focused destroyers; The speed of the new destroyers is relatively low: 35 knots at Tiers VII - X. It can be increased by an Engine Boost consumable found in a dedicated slot, giving a standard bonus of 8%; Starting from Tier VII, the AA defense of European destroyers has a large area of effect and deals good damage; Presence of Repair Party: at Tiers V - VIII it is the same as on British destroyers, and at Tiers IX and X this consumable will be active for 4 seconds longer; Starting from Tier VIII, ships are equipped with Surveillance Radar in a dedicated slot. It has an action time of 15 seconds and a range of up to 7.5 km; Lack of Smoke Generator and relatively high detection range: when fighting with other destroyers for key areas it's better to rely on Surveillance Radar and torpedoes. European cruiser Gryf, Tier I Hit points – 7550. Plating - 6 mm. Main battery - 4x1 120 mm. Firing range - 10.7 km. Maximum HE shell damage – 850. Chance to cause fire – 8%. HE initial velocity - 900 m/s. Reload time - 4.5 s. 180 degree turn time - 18.0 s. Maximum dispersion - 96 m. Sigma – 2.00. Maximum speed - 20.0 kt. Turning circle radius - 360 m. Rudder shift time – 3.8 s. Surface detectability – 7.4 km. Air detectability – 5.4 km. Detectability after firing main guns in smoke – 2.6 km. Available consumables: 1 slot - Damage Control Party European destroyer Tátra, Tier II Hit points – 8100. Plating - 6 mm. Main battery - 2x1 100 mm. Firing range - 9.1 km. Maximum HE shell damage – 1450. Chance to cause fire – 6%. HE initial velocity - 880 m/s. Maximum AP shell damage - 1650. AP initial velocity - 880 m/s. Reload time - 5.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 83 m. Sigma – 2.00. Torpedo tubes - 2x3 450 mm. Maximum damage - 5100. Range - 8.0 km. Speed - 55 kt. Reload time - 40 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km. Maximum speed - 32.5 kt. Turning circle radius - 460 m. Rudder shift time – 2.1 s. Surface detectability – 6.2 km. Air detectability – 2.4 km. Detectability after firing main guns in smoke – 2.0 km. Available consumables: 1 slot - Damage Control Party 2 slot - Engine Boost European destroyer Romulus, tier III Hit points – 7700. Plating - 6 mm. Main battery - 3x1 120 mm. Firing range - 9.5 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. HE initial velocity - 800 m/s. Maximum AP shell damage - 2000. AP initial velocity - 800 m/s. Reload time - 6.5 s. 180 degree turn time - 18.0 s. Maximum dispersion - 86 m. Sigma – 2.00. Torpedo tubes - 1x2, 1x4 450 mm. Maximum damage - 5100. Range - 8.0 km. Speed - 55 kt. Reload time - 40 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km. Maximum speed - 34.0 kt. Turning circle radius - 440 m. Rudder shift time – 2.1 s. Surface detectability – 6.9 km. Air detectability – 2.3 km. Detectability after firing main guns in smoke – 2.5 km. Available consumables: 1 slot - Damage Control Party 2 slot - Engine Boost European destroyer Klas Horn, tier IV Hit points – 8000. Plating - 10 mm. Main battery - 1x2, 2x1 120 mm. Firing range - 9.5 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. HE initial velocity - 800 m/s. Maximum AP shell damage - 2000. AP initial velocity - 800 m/s. Reload time - 6.5 s. 180 degree turn time - 18.0 s. Maximum dispersion - 86 m. Sigma – 2.00. Torpedo tubes - 2x3 533 mm. Maximum damage - 7533. Range - 9.0 km. Speed - 65 kt. Reload time - 55 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.4 km. Maximum speed - 37.8 kt. Turning circle radius - 500 m. Rudder shift time – 2.1 s. Surface detectability – 7.1 km. Air detectability – 2.8 km. Detectability after firing main guns in smoke – 2.5 km. Available consumables: 1 slot - Damage Control Party 2 slot - Engine Boost European destroyer Visby, tier V Hit points – 9600. Plating - 10 mm. Main battery - 1x1, 2x2 120 mm. Firing range - 9.5 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. HE initial velocity - 900 m/s. Maximum AP shell damage - 2200. AP initial velocity - 900 m/s. Reload time - 6.5 s. 180 degree turn time - 18.0 s. Maximum dispersion - 86 m. Sigma – 2.00. Torpedo tubes - 2x3 533 mm. Maximum damage - 7533. Range - 9.0 km. Speed - 65 kt. Reload time - 55 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.4 km. AA defense: 2x1 40.0 mm, 8x1 20.0 mm, 1x2 40.0 mm. AA defense short-range: continuous damage per second - 91, hit probability - 95 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 67, hit probability - 100 %, action zone 0.1-3.5 km; Maximum speed - 39.0 kt. Turning circle radius - 540 m. Rudder shift time – 2.5 s. Surface detectability – 7.1 km. Air detectability – 2.8 km. Detectability after firing main guns in smoke – 2.5 km. Available consumables: 1 slot - Damage Control Party 2 slot - Engine Boost 3 slot - Repair Party [Duration time 10 s; HP per second 1%; Reload time 120 (80) s; Charges 1 (2)]; European destroyer Västerås, tier VI Hit points – 12100. Plating - 16 mm. Main battery - 3x2 120 mm. Firing range - 9.9 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. HE initial velocity - 900 m/s. Maximum AP shell damage - 2200. AP initial velocity - 900 m/s. Reload time - 6.5 s. 180 degree turn time - 18.0 s. Maximum dispersion - 89 m. Sigma – 2.00. Torpedo tubes - 2x3 533 mm. Maximum damage - 7533. Range - 10.0 km. Speed - 65 kt. Reload time - 55 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.4 km. AA defense: 2x1 25.0 mm, 3x2 40.0 mm. AA defense short-range: continuous damage per second - 18, hit probability - 95 %, action zone 0.1-2.5 km; AA defense mid-range: continuous damage per second - 88, hit probability - 100 %, action zone 0.1-3.5 km; Maximum speed - 38.0 kt. Turning circle radius - 590 m. Rudder shift time – 3.0 s. Surface detectability – 7.7 km. Air detectability – 3.2 km. Detectability after firing main guns in smoke – 2.8 km. Available consumables: 1 slot - Damage Control Party 2 slot - Engine Boost 3 slot - Repair Party [Duration time 10 s; HP per second 1%; Reload time 120 (80) s; Charges 1 (2)]; European destroyer Skåne, tier VII Hit points – 13000. Plating - 16 mm. Main battery - 2x2 120 mm. Firing range - 10.1 km. Maximum HE shell damage – 1700. Chance to cause fire – 7%. HE initial velocity - 850 m/s. Maximum AP shell damage - 2150. AP initial velocity - 850 m/s. Reload time - 3.5 s. 180 degree turn time - 18.0 s. Maximum dispersion - 91 m. Sigma – 2.00. Torpedo tubes - 2x3 533 mm. Maximum damage - 7533. Range - 12.0 km. Speed - 76 kt. Reload time - 55 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.6 km. AA defense: 3x2 40.0 mm, 4x2 25.0 mm, 2x2 120.0 mm. AA defense short-range: continuous damage per second - 39, hit probability - 95 %, action zone 0.1-2.5 km; AA defense mid-range: continuous damage per second - 67, hit probability - 100 %, action zone 0.1-3.5 km; AA defense long-range: continuous damage per second - 70, hit probability - 100 %, action zone 0.1-6.0 km; Number of explosions in a salvo - 2, damage within an explosion - 1470, action zone 3.5 - 6.0 km. Maximum speed - 35.0 kt. Turning circle radius - 610 m. Rudder shift time – 3.2 s. Surface detectability – 7.7 km. Air detectability – 3.5 km. Detectability after firing main guns in smoke – 2.8 km. Available consumables: 1 slot - Damage Control Party 2 slot - Engine Boost 3 slot - Repair Party [Duration time 10 s; HP per second 1%; Reload time 120 (80) s; Charges 1 (2)]; European destroyer Öland, tier VIII Hit points – 14100. Plating - 19 mm. Main battery - 2x2 120 mm. Firing range - 10.1 km. Maximum HE shell damage – 1700. Chance to cause fire – 7%. HE initial velocity - 850 m/s. Maximum AP shell damage - 2150. AP initial velocity - 850 m/s. Reload time - 3.5 s. 180 degree turn time - 18.0 s. Maximum dispersion - 91 m. Sigma – 2.00. Torpedo tubes - 2x3 533 mm. Maximum damage - 10700. Range - 12.0 km. Speed - 76 kt. Reload time - 70 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.6 km. AA defense: 2x1 40.0 mm, 7x1 25.0 mm, 3x2 40.0 mm, 2x2 120.0 mm. AA defense short-range: continuous damage per second - 46, hit probability - 95 %, action zone 0.1-2.5 km; AA defense mid-range: continuous damage per second - 161, hit probability - 100 %, action zone 0.1-3.5 km; AA defense long-range: continuous damage per second - 63, hit probability - 100 %, action zone 0.1-6.0 km; Number of explosions in a salvo - 4, damage within an explosion - 1540, action zone 3.5 - 6.0 km. Maximum speed - 35.0 kt. Turning circle radius - 610 m. Rudder shift time – 3.4 s. Surface detectability – 8.0 km. Air detectability – 3.5 km. Detectability after firing main guns in smoke – 2.9 km. Available consumables: 1 slot - Damage Control Party 2 slot - Engine Boost 3 slot - Repair Party [Duration time 10 s; HP per second 1%; Reload time 120 (80) s; Charges 1 (2)]; 4 slot - Surveillance Radar [Duration time 15 s; Detection of ships 7.5 km; Reload time 180 (120) s; Charges 2 (3)] European destroyer Östergötland, tier IX Hit points – 15800. Plating - 19 mm. Main battery - 2x2 120 mm. Firing range - 10.2 km. Maximum HE shell damage – 1700. Chance to cause fire – 7%. HE initial velocity - 850 m/s. Maximum AP shell damage - 2150. AP initial velocity - 850 m/s. Reload time - 3.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 91 m. Sigma – 2.00. Torpedo tubes - 1x3, 1x5 533 mm. Maximum damage - 10700. Range - 15.0 km. Speed - 86 kt. Reload time - 90 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.8 km. AA defense: 7x1 40.0 mm, 2x2 120.0 mm. AA defense mid-range: continuous damage per second - 326, hit probability - 100 %, action zone 0.1-3.5 km; AA defense long-range: continuous damage per second - 70, hit probability - 100 %, action zone 0.1-6.0 km; Number of explosions in a salvo - 4, damage within an explosion - 1610, action zone 3.5 - 6.0 km. Maximum speed - 35.0 kt. Turning circle radius - 610 m. Rudder shift time – 3.7 s. Surface detectability – 8.0 km. Air detectability – 3.5 km. Detectability after firing main guns in smoke – 2.9 km. Available consumables: 1 slot - Damage Control Party 2 slot - Engine Boost 3 slot - Repair Party [Duration time 14 s; HP per second 1%; Reload time 120 (80) s; Charges 1 (2)]; 4 slot - Surveillance Radar [Duration time 15 s; Detection of ships 7.5 km; Reload time 180 (120) s; Charges 2 (3)] European destroyer Halland, tier X Hit points – 19200. Plating - 19 mm. Main battery - 2x2 120 mm. Firing range - 10.4 km. Maximum HE shell damage – 1750. Chance to cause fire – 8%. HE initial velocity - 825 m/s. Maximum AP shell damage - 2100. AP initial velocity - 825 m/s. Reload time - 2.5 s. 180 degree turn time - 7.2 s. Maximum dispersion - 93 m. Sigma – 2.00. Torpedo tubes - 2x5 533 mm. Maximum damage - 10700. Range - 15.0 km. Speed - 86 kt. Reload time - 110 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.8 km. AA defense: 6x1 40.0 mm, 1x2 57.0 mm, 2x2 120.0 mm. AA defense mid-range: continuous damage per second - 337, hit probability - 100 %, action zone 0.1-5.0 km; AA defense long-range: continuous damage per second - 140, hit probability - 100 %, action zone 0.1-6.0 km; Number of explosions in a salvo - 6, damage within an explosion - 1890, action zone 3.5 - 6.0 km. Maximum speed - 35.0 kt. Turning circle radius - 660 m. Rudder shift time – 4.3 s. Surface detectability – 8.9 km. Air detectability – 4.0 km. Detectability after firing main guns in smoke – 3.3 km. Available consumables: 1 slot - Damage Control Party 2 slot - Engine Boost 3 slot - Repair Party [Duration time 14 s; HP per second 1%; Reload time 120 (80) s; Charges 1 (2)]; 4 slot - Surveillance Radar [Duration time 15 s; Detection of ships 7.5 km; Reload time 180 (120) s; Charges 2 (3)] European destroyer Småland, tier X Unlike Halland, Smalland has no Surveillance Radar and has fewer torpedoes, but her detectability is 1 km lower. This is more classical "torpedo-focused" destroyer, involving the game of stealth. Hit points – 19200. Plating - 19 mm. Main battery - 2x2 120 mm. Firing range - 10.4 km. Maximum HE shell damage – 1750. Chance to cause fire – 8%. HE initial velocity - 825 m/s. Maximum AP shell damage - 2100. AP initial velocity - 825 m/s. Reload time - 2.5 s. 180 degree turn time - 7.2 s. Maximum dispersion - 93 m. Sigma – 2.00. Torpedo tubes - 1x3, 1x5 533 mm. Maximum damage - 10700. Range - 15.0 km. Speed - 86 kt. Reload time - 110 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.8 km. AA defense: 6x1 40.0 mm, 1x2 57.0 mm, 2x2 120.0 mm. AA defense mid-range: continuous damage per second - 337, hit probability - 100 %, action zone 0.1-5.0 km; AA defense long-range: continuous damage per second - 140, hit probability - 100 %, action zone 0.1-6.0 km; Number of explosions in a salvo - 6, damage within an explosion - 1890, action zone 3.5 - 6.0 km. Maximum speed - 35.0 kt. Turning circle radius - 660 m. Rudder shift time – 4.3 s. Surface detectability – 7.9 km. Air detectability – 3.5 km. Detectability after firing main guns in smoke – 2.9 km. Available consumables: 1 slot - Damage Control Party 2 slot - Engine Boost 3 slot - Repair Party [Duration time 14 s; HP per second 1%; Reload time 120 (80) s; Charges 1 (2)]; All stats are listed without crew and upgrade modifiers, but with the best available modules. Please note that the information in the Development Blog is preliminary and subject to change.
  18. Charlie2Pen

    CV vs DD balance

    so I've been playing for four years and took an eight month break to come back and find that CV's have made destroyers completely obsolete. I did my homework and have seen that this has been an issue since the rework just after i stopped playing and has been hot fixed over and over and yet I'm still getting 1 shot by rockets within two minutes of the game starting. if i even look at a flag the wrong way i get 2 fires, broken engine and rudder along with the 3/4ths of my health it hit me for. how is this considered balanced? I know people must get tired of hearing dd players complain but I'm not even a dedicated destroyer player i only have 2 T10 dd's working on my 3rd. i just think there needs to be some compromise, obviously you cant have dds be immune or they go carrier hunting and then that's unbalanced but the game isn't in a healthy spot as it is. this is my first time ever posting a topic, never even commented on one i usually believe in sucking it up and just dealing with it but i really want to know if its just me not being good with dd's and it really isn't that bad, or is this still an issue?
  19. Inspired by the work of @StrixKitty with his excellent Guichen (Ex Scipione Africano), I have begun to try and develop a true 2nd line of Destroyers for France, based on the standard torpilleurs d'escadre type vessels that were supposed to work alongside the larger contre-torpilleurs or Destroyer Leaders (DLs) that we already have ingame. Now, in case you were wondering "France? Why now? What else could they have to offer? Why more DD lines in the game?" All valid questions! Truth be told, I'm not sure what role they would play other than being smaller versions of the DLs France already has, albeit with 130mm main guns and better overall maneuverability and concealment (naturally.) The top tier ships however, would be noteworthy for being quick gunboats with excellent relative AA capability, thanks to their DP main guns. In fact, I would have said that a 2nd French DD line would have probably just been an offshoot branch starting at tier 9, but based on my new research I think I have enough to fill at least to tier V, possibly even down to tier II! So with that said, lets start by taking a look at the low tier options: Tier II: La Melpomène-class Torpedo Boat - Tier III: Le Fier-class Torpedo Boat - Tier IV: L'Alsacien (Ex Elbing-class) Torpedo Boat - Basically what we have here are ocean going torpedo boats, a subtype of destroyers that we haven't honestly seen much of in the game. These would be small, torpedo boat ships with weak-ish ~4" guns and a pedestrian top speed. In the specific case of the tier IV ship, this is an ex German torpedo boat that was given to France as reparations. I imagine the playstyle of these ships would be something similar to the upcoming Pan-Euro line, albeit with French torpedoes and better concealment. The real question of these ships however comes down to role: does France need a series of low tier torpedo ships that will not only have similar playstyles to other nations ships but also have a different playstyle to their own successors? Especially when you consider that the main line tier II-IV ships are the very torpilleurs d'escadre that we are trying to flesh out in the first place! Overall these ships would be intriguing additions but perhaps, ultimately, unnecessary. So, with that out of the way. Let's take a look at how the rest of the line would shape up: Tier V: L'Adroit-class - Basically an improved repeat of the Bourrasque-class that this will branch off of. If you've played Sirocco, you get an idea of what this ship will be like. Bit heavier with slightly better AA though, so It's got that going for it, I guess. Tier VI: Preliminary Le Hardi-class design (1931) - The initial design proposals for the fast torpilleur that would eventually become the Le Hardi was a 1400 ton vessel, equipped with 2x2 130mm guns and.. some torpedoes. The ship was designed to go 38 knots but once it was realized that this was unacheivable, they revised the design to what we know as the Le Hardi. Honestly, I've had a hard time finding any information about this design but believe that with a little WeeGee massaging could be (and in all likelyhood is) the best option for tier VI. Tier VII: Desaix (Ex Z5-class) - These ships are basically a French Leberecht Maass, mainly because they are the Leberecht Maass! Or, rather they're the Type 1934A class variant of the same ship. Again, given to France as part of reparations, these ships were used for about 10 years after the war and even given some upgrades to keep them relevant. Mainly by replacing the radars and AA guns with US made ones, and switching the torpedoes from German 21" ones to French 21.6" ones (though reducing the amount to tubes from 8 to 6). They kept the German 128mm guns though. Overall, this should make them a derivative but unique sidegrade to the existing ship and with a proper French flavor. Tier VIII: Hoche (Ex Z23-class) - Oh look, another German war prize! And just like the Z23 in the game already, this one also gets 150mm guns as well. Interestingly, the French ditched the twin turret up front for another single during her refit, which was similar to the Z5 boats, with American radar and AA, and French torpedoes. So this should make for a decent linear upgrade from the tier VII. Tier IX: Le Hardi-class (L'Intrépide subtype) - This particular version of Le Hardi is what I like to call; Le Hardi unleashed. Part of the unfinshed 2nd batch of ships whose construction had started just as WWII began, they were described as basically being mini Mogadors with their 3x2 DP 130mm turrets and other AA improvements. These last ships, none of which were completed by the way, were to be fleet air defense screens with improved surface warfare capability, though at the expense of ASW systems. By contrast, the earlier Le Hardi -class ships were fitted with the non DP versions of the twin turrets and a more balanced armament layout. They were also lighter and were capable of 37kts versus the heavier 35kt AA ships. With this in mind, it is possible the the batch 1 ships could be an alternative to tier VIII, replacing Hoche. Though it would help to maintain continuity for the main weapons, this option to me is debatable. Tier X: Surcouf-class - Finally we get to a rare postwar ship. In fact, the Surcouf-class or, T47-class were the first new destroyers built by France after WWII. The hulls were ostensibly based on the older Le Hardi-class but the ships were basically turned into tiny Colberts with almost Benham levels of torpedo capability! Ok, it isn't really as ridiculous as it sounds, but you do get 3x2 127mm DP guns, same as those on Colbert and you get 3x2 57mm AA gun mounts like those seen on Colbert and Jean Bart as well, plus 4x3 21.6" torpedo launchers. The main downsides of these ships though, is that since they were designed as AAW screening ships for CV groups, speed and ASW capability took a bit of a back seat. The ships only have a 34kt top speed. Additionally, these ships were CHONKY, so don't expect particularly great concealment. Overall, this should be a genuinely interesting and unique (though not completely so) line of ships. Capable, well rounded destroyers whose top end ships become AA monsters could add a flavor we really have yet to see, though I fear that we will see it before these ships ever become a reality in World of Warships. As always, I welcome your comments and suggestions!
  20. Pan European Destroyer Line Tier II Wolf Tier III Aetos Tier IV Churucca Tier V Regele Ferdinand Tier VI Class Vasilefs Giorgios Tier VII Grom Tier VIII Orkan Tier IX Öland Tier X Halland Please leave suggestions in the comments. It is really hard to find high tier European destroyers and I did my best to assemble a destroyer line. Thank you! Links: https://en.wikipedia.org/wiki/Wolf-class_destroyer https://en.wikipedia.org/wiki/Aetos-class_destroyer https://en.wikipedia.org/wiki/Churruca-class_destroyer https://en.wikipedia.org/wiki/Regele_Ferdinand-class_destroyer https://en.wikipedia.org/wiki/Greek_destroyer_Vasilefs_Georgios https://en.wikipedia.org/wiki/ORP_Grom_(1936) https://en.wikipedia.org/wiki/ORP_Orkan_(G90) https://en.wikipedia.org/wiki/Öland-class_destroyer https://en.wikipedia.org/wiki/Halland-class_destroyer
  21. In searching for the 1939 Gibbs & Cox destroyer design for the Soviet Union, I searched through some congressional testimony and documents and found a letter that was not printed. So, I send out numerous requests to NARA and Gibbs & Cox to see if this letter with more information could be found. And it was. But not only was the letter found, there was another bonus in the email: So, I am humbly asking for anyone in DC to help me out here: I was given "File 711.00111 Armament Control Military Secrets/1996 in the series: Central Decimal File, 1930-1939; General Records of the Department of State, Record Group 59. " NARA notes that there are "two oversized design and specification plans that are too large to reproduce." If anyone could go to the archives and find these drawings and photograph them in as much detail as possible, it would be amazing. This would be something completely new for the online naval history community, as there is barely any information compiled about this design online. Thank you for anyone who is willing to help me and everyone else on this matter.
  22. Megatron1984

    Tier 10 DD Poll

    I’ve been playing some of the T10 DDs on on the PT server, and i have 4 destroyers in mind that I really enjoy. However, I’m stuck on which one to grind first. harugumo: pros- highest damage potential amongst T10 DDs, shell arcs make island camping viable, strongest health pool, powerful torps, great AA, torp reload booster. cons- poor speed, poor maneuverability, 2nd worst camo, only one 6-torp launcher, large. unique upgrade: N/A i really enjoy the Harugumo, and it’s one of my favorite ships to play on PT. My only real gripe is having to play the tier 5, 6, and 7 that precede it, or blow a crap ton of free XP to skip them. khabarovsk: pros- fastest DD, has excellent guns and shell ballistics, has high HP pool for a DD, great AA, has repair, low torp detection range. cons- poor maneuverability, worst camo, poor torp range and speed, large. unique upgrade: Heavyweight artillery (Slot 5, +6% faster reload, +8% max range, -13% turret traverse speed) The Khaba is more well known as a mini-cruiser than a DD. It solidifies the epitome of the run-and-gun style of combat the Soviet DDs are known for. I’ve had a lot of fun playing this ship in PT, and I enjoy the unique play style it (and the other mid-high tier Soviet DDs) bring. Grozovoi: pros- fast, excellent guns and ballistics, good torps, has repair and def. AA, best AA for a DD, decent camo. cons- poor maneuverability, poor torp reload, low number of charges on consumables unique upgrade: Recoilless main battery guns (Slot 6, +18% main battery reload speed, -7% turret traverse speed, -10% torp reload speed) Grozovoi is a hybrid between a soviet DD and the DDs of other nations. The Groz provides the best of both worlds in a very good overall package. While I don’t find it as much fun as the Khabarovsk, I do feel the Groz is a more well-rounded ship, and I like it for that. Z-52 pros- fast torps with long range, fast torp reload, good guns with longest range, hydro, good AA, good hp pool, decent camo. cons- poor maneuverability, low torp damage, short smoke duration, fairly large. unique upgrade: low profile torp tubes (Slot 5, +5% concealment, +15% torp tube reload speed) The Z-52 is a very capable ship that can pretty much do anything. It is the perfect definition of a “jack of all trades”. In the right hands, the Z-52 is a very capable ship, and I enjoy its utility, versatility, and the ability to pressure other DDs with that sweet German hydro. let my know your answer in the thread. just a note: I don’t plan on getting the Shimakaze, I ground up to the Akatsuki at T7 before I got frustrated with my torps constantly being avoided, and having no good guns to fall back on.
  23. I've been playing wows for a while now, (I admit to taking a long break last summer) and have focused mostly on light cruisers. I've noticed that I'm having issues combating Gun focused destroyers, they'll kite to maximum range, dodge my fire and hail down return fire and while I do still land hits they can out dps me meaning they often win the engagement. After one too many deaths it got me thinking, What can a CL do that a DD cant? AA for one, but if a CV wants you dead you're dead regardless of ship, CLs also heave more health but DDs lack citadels, are faster more mobile and smaller targets, CLs tend to have more guns with a slightly larger caliber (although now that some DDs are getting 130+mm that debatable) but DDs have much better rate of fire meaning the shots/sec tend to be in the destroyer's favor. CLs might have longer range but DDs are stealthier and hold a distinct advantage at long range. The CL may win close range gun duals but all DDs have torpedoes and more importantly the speed and stealth to dictate the engagement. so ultimately am I missing some critical flaw in DDs or are CLs relegated to being consumable batteries for BBs, not daring to shoot lest they be spotted and citideled, or burned alive in open water by DDs doing the CL's job better than the CL ever could?
  24. AMajor

    Aiming your guns in a dd

    For all of you (myself included) who watched the original Captain's Academy and were frustrated because you could never get the crosshairs to jive with the shell time, we were NOT crazy. The dynamic crosshairs have a bias for distance.
  25. I've been testing the hill, and it has very poor hull armor, if you're attacked by rockets, you're fried .. projectiles from other DD do you a lot of damage, and it's been checked and the hull of the hill is basically the hull B of the FARRAGUT, they are exact with the difference that the farragut has better armor than the HILL, also if we compare it the NICHOLAS has better armor and HP than the HILL, it would be good to rejust the armor and Hp of the HILL. from rest the boat is good. compare armoreds DD: vampire T3 10mm as armor hill T5 o farragut T6 brothers hill 16mm nicholas T5 15mm hill t5 with amor T3 10mm clemson T4 13mm NICHOLAS GUNS & CONCEALMENT IS TOTAL BETTER NINJA HILL BOTTOM IS ALMOST EVERYTHING all DD lower Tier has Better armored thah HILL. please Wg UP armored hill... the torps are useless very slower & short range
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