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Red_Hammer_Fleet

RN DDs announced by Dev Blog

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The Royal Navy DD line is officially in development. Here are the stats as pulled from the Dev Blog Facebook posts:

T2, Medea

Quote

ST, British destroyer Medea, tier II

Hit points – 8700. Plating - 6 mm.

Main battery - 3x1 102 mm. Firing range – 8.8 km. Maximum HE shell damage – 1500. Chance to cause fire – 6%. Maximum AP shell damage - 1800. Reload time - 5s. 180 degree turn time - 18 s. Maximum dispersion - 81 m. HE initial velocity - 811 m/s. AP initial velocity - 811 m/s. Sigma value – 2.0.

Torpedo tubes - 2x2 533 mm. Maximum damage - 10000. Range - 6.0 km. Speed - 53 kt. Reload time - 53 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km.

Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once.

Maximum speed - 32 kt. Turning circle radius - 460 m. Rudder shift time – 2,3 s. Surface detectability – 5,4 km. Air detectability – 2,4 km. Detectability after firing main guns in smoke – 1,7 km.

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Smoke Generator

Emission time 15 s;
Duration time 85 s;
Cooldown 240 s and 160 s for Smoke Generator II;
Charges 2 and 3 for Smoke Generator II;
Radius - 600 m.
Slot 3 - Engine Boost

All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.

T3, Valkyrie

Quote

ST, British destroyer Valkyrie, tier III

Hit points – 9500. Plating - 6 mm.

Main battery - 4x1 102 mm. Firing range – 10.7 km. Maximum HE shell damage – 1500. Chance to cause fire – 6%. Maximum AP shell damage - 1800. Reload time - 5s. 180 degree turn time - 18 s. Maximum dispersion - 96 m. HE initial velocity - 811 m/s. AP initial velocity - 811 m/s. Sigma value – 2.0.

Torpedo tubes - 2x2 533 mm. Maximum damage - 10000. Range - 6.0 km. Speed - 53 kt. Reload time - 41 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km.

Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once.

Maximum speed - 34 kt. Turning circle radius - 500 m. Rudder shift time – 2,5 s. Surface detectability – 6,3 km. Air detectability – 2,9 km. Detectability after firing main guns in smoke – 2,0 km.

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Smoke Generator

Emission time 15 s;
Duration time 89 s;
Cooldown 240 s and 160 s for Smoke Generator II;
Charges 2 and 3 for Smoke Generator II;
Radius - 600 m.
Slot 3 - Engine Boost

All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.

T4, Wakeful

Quote

ST, British destroyer Wakeful, tier IV

Hit points – 10000. Plating - 10 mm.

Main battery - 4x1 120 mm. Firing range – 10.8 km. Maximum HE shell damage – 1700. Chance to cause fire – 9%. Maximum AP shell damage - 2200. Reload time - 8 s. 180 degree turn time - 18 s. Maximum dispersion - 96 m. HE initial velocity - 774 m/s. AP initial velocity - 774 m/s. Sigma value – 2.0.

Torpedo tubes - 2x3 533 mm. Maximum damage - 10000. Range - 6.0 km. Speed - 53 kt. Reload time - 62 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.1 km.

Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once.

Maximum speed - 35 kt. Turning circle radius - 500 m. Rudder shift time – 2,5 s. Surface detectability – 6,3 km. Air detectability – 2,9 km. Detectability after firing main guns in smoke – 2,0 km.

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Smoke Generator

Emission time 15 s;
Duration time 92 s;
Cooldown 240 s and 160 s for Smoke Generator II;
Charges 2 and 3 for Smoke Generator II;
Radius - 600 m.
Slot 3 - Engine Boost

All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.

T5, Acasta

Quote

ST, British destroyer Acasta, tier V

Hit points – 11200. Plating - 10 mm.

Main battery - 4x1 120 mm. Firing range – 11.1 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. Maximum AP shell damage - 2100. Reload time - 5 s. 180 degree turn time - 18 s. Maximum dispersion - 98 m. HE initial velocity - 808 m/s. AP initial velocity - 808 m/s. Sigma value – 2.0.

Torpedo tubes - 2x4 533 mm. Maximum damage - 11967. Range - 6.0 km. Speed - 59 kt. Reload time - 95 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km.

Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once.

Maximum speed - 35 kt. Turning circle radius - 540 m. Rudder shift time – 2,9 s. Surface detectability – 6,8 km. Air detectability – 3.2 km. Detectability after firing main guns in smoke – 2,4 km.

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Smoke Generator

Emission time 15 s;
Duration time 96 s;
Cooldown 240 s and 160 s for Smoke Generator II;
Charges 2 and 3 for Smoke Generator II;
Radius - 600 m.
Slot 3 - Engine Boost

All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.

T6, Icarus

Quote

ST, British destroyer Icarus, tier VI

Hit points – 11200. Plating - 10 mm.

Main battery - 4x1 120 mm. Firing range – 11.6 km. Maximum HE shell damage – 1700. Chance to cause fire – 8%. Maximum AP shell damage - 2100. Reload time - 5 s. 180 degree turn time - 18 s. Maximum dispersion - 102 m. HE initial velocity - 808 m/s. AP initial velocity - 808 m/s. Sigma value – 2.0.

Torpedo tubes - 2x5 533 mm. Maximum damage - 15733. Range - 6.0 km. Speed - 59 kt. Reload time - 133 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km.

Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once.

Maximum speed - 35.5 kt. Turning circle radius - 540 m. Rudder shift time – 3.0 s. Surface detectability – 6,8 km. Air detectability – 3.3 km. Detectability after firing main guns in smoke – 2,4 km.

Available consumables:

Slot 1 - Damage Control Party

Slot 2 - Smoke Generator

Emission time 15 s;
Duration time 96 s;
Cooldown 240 s and 160 s for Smoke Generator II;
Charges 2 and 3 for Smoke Generator II;
Radius - 600 m.
Slot 3 - Engine Boost / Hydroacoustic Search

Torpedo detection range 1,89 km
Ship detection range 2,73
Duration 180 s
Cooldown 180 s and 120 s for Hydroacoustic Search II
Charges 2 and 3 for Hydroacoustic Search II
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.

Yep, I am very much excited for these!

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Apparently great news the way every one is making a thread about it. Thanks for posting it though.

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1 minute ago, Sovereigndawg said:

Apparently great news the way every one is making a thread about it. Thanks for posting it though.

I didn't see any other threads on these news ... I must have not noticed them.

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2 minutes ago, Red_Hammer_Fleet said:

I didn't see any other threads on these news ... I must have not noticed them.

I know they should show the last 100 threads on the recent topics column instead of just 10. No Offense intended by the way.

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3 minutes ago, Sovereigndawg said:

I know they should show the last 100 threads on the recent topics column instead of just 10. No Offense intended by the way.

None taken. Nobody else had posted the actual stats as put out by WG. Even if they are ST stats, they needed to be put out.

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This would have been so much easier to read if the type had been black and not white.

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12 hours ago, Umikami said:

This would have been so much easier to read if the type had been black and not white.

Sorry. I use the dark theme. Black doesn't show up well, so I used white.

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I don't see anything outrageous for the tiers one way or the other.  Except maybe the tier V an Vi having 8 and 10 torpedoes that can be launched one-at-a-time.  It's pretty awesome on the cruisers.  When I moved from Emerald to Leander it made having only 4 torpedoes per side actually usable.  Being able to launch 10 to either side will allow you to create a grid, not too far removed from torpedo bombers doing cross drops.  Or are the launchers 5 per side instead of centerline?  Even so, the rudder shift looks decent, so it might not make much difference.  Launch one side, then turn and launch the other.

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1 hour ago, WolfofWarship said:

Choo choooooo! All board the #hypetrain

hypetrain.png

I love this!

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