Jump to content

Search the Community

Showing results for tags 'european destroyers'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - News and Information
    • News And Announcements
    • Updates and PTS
    • Developer's Corner
    • Player Gatherings and Events
    • Community Programs Corner
  • Feedback and Support
    • Support
  • General WoWs Discussion
    • General Game Discussion
    • Contests and Competitions
    • Clan and Divisions Hub
    • Game Guides and Tutorials
    • Discussions about Warships
    • Player Modifications
  • Off Topic
    • Historical Discussions and Studies
    • Off-Topic
  • International Forums
    • Foro en Español
    • Fórum Brasileiro

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 3 results

  1. Hello, fellow players. How are you? It has been a few days since I finished the 3rd Directive of Update 0.9.2. I started Monday, and closed 4 missions, but had to stop playing to attend to important concerns (COVID preparations and all), giving me time to finish the minimum number of missions just last Wednesday. I got the Tier VI European DD, but I have not yet explored it. I don't want to waste my time on bland ships. One of the missions was to score 1,200 main battery hits. I anticipated this would be really fun, dakka dakka brrrt brrrt pew pew and all that as I thought it would be a quick run—but with each Coop battle having 4 Smolensks, 2 Harugumos, and 2 Des Moines, I decided to go back to lower tiers and settled to playing Chapayev. I'm grinding the Russian cruiser line now, in anticipation of the announced changes, and Chapayev has been really fun to play. I recently unlocked Donskoi, and played random battles with it to reach Hull B, but I think Chapayev is more enjoyable despite the lower tier guns and the absence of a Repair Party. I also get to score incapacitations and fires more often with Chapayev than with Dmitri. For three consecutive coop battles I saw Friesland players lamenting the absence of enemy aircraft carriers. I thought they were kidding until I learned there was that mission to destroy a number of enemy aircraft using European ships at Tier VIII and above. The next coop battle I entered (I clicked Battle On!), there was a Kaga (surprise!), but no more Friesland or any European DD player. A mission in the previous directive required scoring 2,250,000 potential damage in a single battle, so I took Yamato out for another Ranked Battle. I initially thought of taking out Kremlin, but since I was grinding for the unique upgrade, the choice was easy. I scored 3,170,410 potential damage trading blows with Tier X ships—including a citadel hit on an unsuspectng CV!—but it felt like being a masochist. Just let my wife spank me for potential damage in bed. Play time for the rest of the week was mainly to get that unique upgrade for Yamato and also grinding the Donkey. That 12 km radar range is sweet and I've used it often to hit DDs sitting still either in smoke or beside the beach. However, like a real donkey, it is difficult to maneuver. Moreover, I am wondering if mid or long range kiting is the only viable way to play it in PvP. In PvE, I can brawl with some bot BBs and even torpedo them to the bottom. The main battery guns are somewhat not that comfortable compared to Chapayev, but that could be due to me not offering the required sacrifice of a virgin to Almighty RNG. I guess I'll learn more in the coming days. Moskva is still 179,000 XP away. The next directive is just around the corner. Looks like it will be another milk run. Stay safe and stay home. And for Christ's sake, wash your hands like you've just handled chili and are off for a wank!
  2. Hello. I hope everyone is safe. Have you completed Directive 2 of Update 0.9.2? It took me longer than I initially thought. When the update arrived, I marveled at how beautiful the Fjord port is. The sheer amount of work that went to making the fine and amazing details is simply outstanding. However, for the first time in a long time, I felt numb from the ceaseless and monotonous grinding that I could not even bring myself to click that orange button. The usual cycle—early access, themed tokens, directives—got me thinking on taking a break, so I decided that taking some time off would be nice. That time away from World of Warships was cut short when the office allowed us to work remotely due to the COVID19 pandemic. With blocks of time on my hands, I decided to play again when I remembered we can reconfigure our commanders' skill points due to the changes in IFHE. I maximized the chance and used some FXP to bring some captains to a comfortable number of points. Wargaming, in a typical move to (borderline) compel real money spending, enticed me to buy something that could bring me nearer to getting immediate early access to tech tree European destroyers—ships that can be enjoyed at absolutely no cost, less than a month from now. Just like with the British heavy cruisers, it was a quick and easy no. I feel some of the missions in Directive 2 are not that exciting compared to those in the previous update. I find them bland and to be candid about it, as boring as watching paint dry. Now that is just my opinion, and I am sure there are plenty of players who find it enjoyable. Perhaps the only mission that will take some time to finish is Gaining Independence which requires 30,000 FXP. I first tackled it in Coop, but knowing how little the returns are, I decided to return to Ranked Battles. Even then, the standard 300% FXP signal can only do so much, and I did not want to part with my limited Leviathan signals. There are two remaining missions I cannot do, simply because I don't have the required—'free' but very expensive—European ships. But that's alright. I can wait. I got some containers and received coal plus a few European tokens which I used to get the Tier V DD. Visby is fast, but her torpedoes, well in my very limited experience with it, they don't pack that much of a punch. I could be wrong. The next Directive will arrive in four (4) days. I hope we will all enjoy and have fun doing the missions. Stay safe everyone.
  3. 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.
×