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NEW SHIPS - CLOSED TEST 13.4


New_Jersey_prpr

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https://blog.worldofwarships.com/blog/527

Captains, a fresh batch of new ships is preparing to enter testing in Update 13.4, including a brand new tech tree line! We're now ready to present you with a first look at their history and gameplay features.

 

French Destroyers

The new French destroyer line will feature six new ships in total, beginning from Tier V. Featuring respectable main battery and torpedo armaments, these destroyers will act as all-rounders, distinct from their artillery-focused brethren.

 

In general, these ships will feature strong torpedoes, with very high base damage, speed, and range. While not exceptional, their main batteries boast reasonable damage per minute and solid shell damage. Their survivability is improved by special saturation mechanics which are already present on existing tech tree French destroyers: while typically destroyers always receive full damage to their midsection, French destroyers begin to receive half damage after a certain threshold of damage taken. In addition, they will have access to a short-duration, high-speed Emergency Engine Power, similar to that found on Ragnar.

 

Good torpedoes with long range, solid guns, special saturation, Emergency Engine Power - sounds too good to be true? It might be! The new French destroyers come with a special mechanic for their torpedoes which can be firstly found on researchable torpedoes of Le Hardi, while starting from Tier VIII, ships of this branch will be equipped only with these torpedoes. These torpedoes will lose damage based on distance traveled—they deal very high damage for the first 6 kilometers, but after that, the damage starts to fall off. Additionally, their main battery is hindered by poor ballistics on their shells, making long-ranged gunnery quite difficult; you'll want to get up close and personal with these ships! A low base speed and lack of access to the Smoke Generator consumable will also be significant drawbacks for these ships.

 

As far as gameplay, due to their special torpedo mechanics and poor main battery ballistics, captains should focus on making close-range, surprise attacks. In short-duration skirmishes with enemy vessels, these new ships can come out on top due to their special saturation and Emergency Engine Power; however, be wary of extended engagements, as getting caught without your consumables ready can spell a death sentence.

Read on for details about the individual ships in the new line:

French destroyer L'Adroit, Tier V

The L'Adroit-class destroyers represented an evolution of the Bourrasque class. The lead destroyer was constructed in Dunkirk and named in honor of one of the ships under the command of Jean Bart, a renowned Dunkirk privateer and naval officer. Having participated in the early operations of World War II, L'Adroit met her fate on May 21, 1940, near her hometown during the evacuation of Allied forces from the French coast.

Since the model for L'Adroit is still in development, we will use French destroyer Vent instead for testing, as the ship will have the planned parameters of L'Adroit.

ship's parameters↓

Spoiler

French destroyers L'Adroit and Vent, tier V

Hit points – 12300. Plating - 10 mm.
Main battery - 4x1 130 mm. Firing range - 11.2 km.
Maximum HE shell damage – 1900. HE shell armor penetration - 22 mm. Chance to cause fire – 9%. HE initial velocity - 725 m/s.
Maximum AP shell damage - 2300. AP initial velocity - 725 m/s.
Reload time - 6.4 s. 180 degree turn time - 18.0 s. Maximum dispersion - 99 m. Sigma – 2.00.
Depth charges:
Maximum damage - 3000.0. Number of charges - 2. Bombs in a charge - 2. Reload time - 40.0 s.
Torpedo tubes - 2x3 550 mm.
Maximum damage - 8533. Range - 8.0 km. Speed - 65 kt. Reload time - 95 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.4 km.
AA defense: 2x1 37.0 mm., 2x2 13.2 mm.
AA defense short-range: continuous damage per second - 14, hit probability - 95 %, action zone - 1.5 km;
AA defense mid-range: continuous damage per second - 4, hit probability - 100 %, action zone - 3.0 km;
Maximum speed - 33.0 kt. Turning circle radius - 560 m. Rudder shift time – 3.0 s. Surface detectability – 6.6 km. Air detectability – 2.7 km. Detectability after firing main guns in smoke  – 2.6 km.
Available consumables:

1 slot - Damage Control Party (Duration time 5 s; Reload time 40 s; Equipment is unlimited)

2 slot - Emergency Engine Power (Duration time 40 s; Maximum speed +20%; Reload time 120 s; Charges 3)

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

French Destroyer Duchaffault, Tier VI 

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A Soldati-class destroyer built in Italy for the Regia Marina (Royal Italian Navy). Throughout World War II, the destroyer played a role in military campaigns in the Mediterranean. In 1948, the ship was transferred to France as part of war reparations and renamed Duchaffault in tribute to the esteemed 18th-century French naval commander. The destroyer served with the French Navy, known as the Marine Nationale, until 1956.

ship's parameters↓

Spoiler

French destroyer Duchaffault, tier VI

Hit points – 14300. Plating - 16 mm.
Main battery - 1x1 120 mm. Firing range - 11.4 km.
Main battery - 2x2 120 mm. Firing range - 11.4 km.
Maximum HE shell damage – 1700. HE shell armor penetration - 20 mm. Chance to cause fire – 7%. HE initial velocity - 950 m/s.
Maximum AP shell damage - 2300. AP initial velocity - 950 m/s.
Reload time - 5.9 s. 180 degree turn time - 12.9 s. Maximum dispersion - 100 m. Sigma – 2.00.
Depth charges:
Maximum damage - 3000.0. Number of charges - 2. Bombs in a charge - 6. Reload time - 40.0 s.
Torpedo tubes - 2x3 533 mm.
Maximum damage - 9433. Range - 9.0 km. Speed - 67 kt. Reload time - 87 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.4 km.
AA defense: 4x1 20.0 mm., 4x2 20.0 mm.
AA defense short-range: continuous damage per second - 88, hit probability - 95 %, action zone - 2.0 km;
Maximum speed - 38.0 kt. Turning circle radius - 570 m. Rudder shift time – 3.6 s. Surface detectability – 6.8 km. Air detectability – 2.8 km. Detectability after firing main guns in smoke  – 2.5 km.

Available consumables:

1 slot - Damage Control Party (Duration time 5 s; Reload time 40 s; Equipment is unlimited)

2 slot - Emergency Engine Power (Duration time 40 s; Maximum speed +20%; Reload time 120 s; Charges 3)

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

French Destroyer Le Hardi, Tier VII

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The twelve Le Hardi-class destroyers laid down in the late 1930s were to become the pinnacle of technological advancement for their type in the French Navy. The lead vessel, Le Hardi, was commissioned in June 1940, shortly before France's surrender, and she didn't play any significant role in wartime operations. On November 27, 1942, the ship's crew scuttled her in Toulon to prevent capture by the Germans.

ship's parameters↓

Spoiler

French destroyer Le Hardi, Tier VII

Hit points – 15100. Plating - 16 mm.
Main battery - 3x2 130 mm. Firing range - 12.0 km.
Maximum HE shell damage – 1950. HE shell armor penetration - 22 mm. Chance to cause fire – 9%. HE initial velocity - 840 m/s.
Maximum AP shell damage - 2400. AP initial velocity - 800 m/s.
Reload time - 5.5 s. 180 degree turn time - 18.0 s. Maximum dispersion - 105 m. Sigma – 2.00.
Depth charges:
Maximum damage - 3000.0. Number of charges - 2. Bombs in a charge - 1. Reload time - 40.0 s.
Torpedo tubes - 2x2 550 mm.
Maximum damage - 19200. Range - 9.0 km. Speed - 69 kt. Reload time - 110 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.5 km.
Torpedo tubes - 1x3 550 mm.
Maximum damage - 19200. Range - 9.0 km. Speed - 69 kt. Reload time - 110 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.5 km.
Maximum damage dealt until 6km.
AA defense: 7x1 20.0 mm., 1x2 37.0 mm.
AA defense short-range: continuous damage per second - 88, hit probability - 95 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 35, hit probability - 100 %, action zone - 3.5 km;
Maximum speed - 37.0 kt. Turning circle radius - 610 m. Rudder shift time – 3.6 s. Surface detectability – 7.0 km. Air detectability – 3.3 km. Detectability after firing main guns in smoke  – 2.7 km.

Available consumables:

1 slot - Damage Control Party (Duration time 5 s; Reload time 40 s; Equipment is unlimited)

2 slot - Emergency Engine Power (Duration time 50 s; Maximum speed +25%; Reload time 120 s; Charges 3)

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

Be advised that French destroyer L'Aventurier Tier VIII will be added for testing in one of the upcoming updates.

French Destroyer Orage, Tier IX

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A theoretical design serving as a precursor to the "T 47"-class series of destroyers. Naming ships Orage, which translates to "Storm" in French, has been a long-standing tradition in France since the late 17th century. One of the ships bearing this name was a Bourrasque-class destroyer, tragically lost during the operation at Dunkirk in May 1940.

ship's parameters↓

Spoiler

French destroyer Orage, Tier IX

Hit points – 18100. Plating - 19 mm.
Main battery - 3x2 127 mm. Firing range - 12.1 km.
Maximum HE shell damage – 1900. HE shell armor penetration - 21 mm. Chance to cause fire – 7%. HE initial velocity - 808 m/s.
Maximum AP shell damage - 2450. AP initial velocity - 808 m/s.
Reload time - 4.3 s. 180 degree turn time - 10.0 s. Maximum dispersion - 106 m. Sigma – 2.00.
Depth charges:
Maximum damage - 3000.0. Number of charges - 2. Bombs in a charge - 8. Reload time - 40.0 s.
Torpedo tubes - 3x3 550 mm.
Maximum damage - 23400. Range - 12.0 km. Speed - 70 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.5 km.
Maximum damage dealt until 6km.
AA defense: 3x2 127.0 mm., 4x1 20.0 mm., 2x2 57.0 mm.
AA defense short-range: continuous damage per second - 35, hit probability - 95 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 105, hit probability - 100 %, action zone - 3.8 km;
AA defense long-range: continuous damage per second - 70, hit probability - 100 %, action zone - 6.0 km;
Number of explosions in a salvo - 3, damage within an explosion - 1610, action zone 3.5 - 6.0 km.
Maximum speed - 34.0 kt. Turning circle radius - 680 m. Rudder shift time – 4.2 s. Surface detectability – 8.0 km. Air detectability – 4.0 km. Detectability after firing main guns in smoke  – 3.1 km.

Available consumables:

1 slot - Damage Control Party (Duration time 5 s; Reload time 40 s; Equipment is unlimited)

2 slot - Emergency Engine Power (Duration time 60 s; Maximum speed +30%; Reload time 120 s; Charges 3)

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

French Destroyer Cassard, Tier X

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A "T 47"-class destroyer, representing the first series of destroyers built for the French Navy after World War II. Cassard, named after the 18th century French naval officer and privateer Jacques Cassard, commenced active duty in 1956. The warship played a role in international operations linked to the Suez Crisis and consistently served as the flagship of various fleet formations throughout her two-decade history of duty in the French Navy.

 

Spoiler

French destroyer Cassard, tier X

Hit points – 20500. Plating - 19 mm.
Main battery - 3x2 127 mm. Firing range - 13.9 km.
Maximum HE shell damage – 1900. HE shell armor penetration - 21 mm. Chance to cause fire – 7%. HE initial velocity - 808 m/s.
Maximum AP shell damage - 2450. AP initial velocity - 808 m/s.
Reload time - 3.5 s. 180 degree turn time - 10.0 s. Maximum dispersion - 119 m. Sigma – 2.00.
Depth charges:
Maximum damage - 3000.0. Number of charges - 2. Bombs in a charge - 6. Reload time - 40.0 s.
Torpedo tubes - 4x3 550 mm.
Maximum damage - 24267. Range - 13.5 km. Speed - 72 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.5 km.
Maximum damage dealt until 6km.
AA defense: 3x2 127.0 mm., 4x1 20.0 mm., 3x2 57.0 mm.
AA defense short-range: continuous damage per second - 35, hit probability - 95 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 151, hit probability - 100 %, action zone - 3.8 km;
AA defense long-range: continuous damage per second - 63, hit probability - 100 %, action zone - 6.0 km;
Number of explosions in a salvo - 3, damage within an explosion - 1680, action zone 3.5 - 6.0 km.
Maximum speed - 34.0 kt. Turning circle radius - 670 m. Rudder shift time – 4.5 s. Surface detectability – 8.0 km. Air detectability – 4.1 km. Detectability after firing main guns in smoke  – 3.1 km.

Available consumables:

1 slot - Damage Control Party (Duration time 5 s; Reload time 40 s; Equipment is unlimited)

2 slot - Emergency Engine Power (Duration time 60 s; Maximum speed +30%; Reload time 120 s; Charges 3)

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

Soviet cruiser Kozma Minin, Tier IX 

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A hypothetical design based on naval relations between the USSR and Germany in 1939–1940, which explains the main battery consisting of German 20.3 cm/60 SK C/34 guns, and post-war Soviet cruisers design especially the Project 65 (in-game Dm. Donskoi), from whom the ship inherited its basic architecture.

The ship is named after the Russian historical figure of the 17th century—a name which had been historically earmarked for one of the unfinished Project 68 cruisers.

Kozma Minin will feature a unique blend of characteristics, combining traits from both German and Soviet cruisers. With a main battery of eight 203mm guns similar to those found on Admiral Hipper, she possesses good HE penetration, high AP damage, and comfortable long-range ballistics. Access to Soviet radar and standard Engine Boost consumables will give her some additional flexibility in battles; however, her vulnerable citadel, bad maneuverability, and poor concealment can lead to trouble when caught in close combat. Additionally, the ship has access to Repair Party on separate slot, while Hydroacoustic Search and Defensive AA Fire will share the same slot.

In battle, Kozma Minin will be best utilized at range, putting her speed and shell ballistics to work. Her 12km radar may be used to support friendly destroyers, while her high-damage AP can punish the broadsides of enemy vessels. 

Spoiler

Soviet cruiser Kozma Minin, Tier IX

Hit points – 43400. Plating - 25 mm. Fires duration: 30 s.
Torpedo protection - 16 %.
Main battery - 4x2 203 mm. Firing range - 18.5 km.
Maximum HE shell damage – 2500. HE shell armor penetration - 51 mm. Chance to cause fire – 13%. HE initial velocity - 925 m/s.
Maximum AP shell damage - 5900. AP initial velocity - 925 m/s.
Reload time - 9.5 s. 180 degree turn time - 22.5 s. Maximum dispersion - 161 m. Sigma – 2.05.
Airstrike (DC):
Reload time - 30.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 7.0 km. Number of Bombs in Payload - 2. Maximum bomb damage - 4200.0.
Torpedo tubes - 2x5 533 mm.
Maximum damage - 17933. Range - 6.0 km. Speed - 65 kt. Reload time - 74 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km.
Secondary Armament:
6x2 100.0 mm, range  - 7.0 km.
Maximum HE shell damage – 1400. Chance to cause fire – 6%. HE initial velocity - 1000 m/s
AA defense: 10x4 25.0 mm., 6x4 45.0 mm., 6x2 100.0 mm.
AA defense short-range: continuous damage per second - 172, hit probability - 85 %, action zone - 3.1 km;
AA defense mid-range: continuous damage per second - 210, hit probability - 90 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 140, hit probability - 90 %, action zone - 5.8 km;
Number of explosions in a salvo - 6, damage within an explosion - 1470, action zone 3.5 - 5.8 km.
Maximum speed - 36.0 kt. Turning circle radius - 970 m. Rudder shift time – 10.6 s. Surface detectability – 15.5 km. Air detectability – 7.6 km. Detectability after firing main guns in smoke  – 10.2 km.

Available consumables:

1 slot - Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)

2 slot - Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 120 s; Charges 3)

2 slot - Defensive AA Fire (Duration time 40 s; Average AA damage +50%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 300%; Reload time 80 s; Charges 3)

3 slot - Surveillance Radar (Duration time 25 s; Detection of ships 12.0 km; Reload time 120 s; Charges 3)

4 slot - Repair Party (Duration time 28 s; HP per second 217.0; Reload time 80 s; Charges 3)

5 slot - Engine Boost (Duration time 120 s; Maximum speed +8%; Reload time 120 s; Charges 3)

All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

French cruiser Brennus, Tier X

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An alteration of cruiser Henri IV with seven 305 mm main battery guns; a post-war incarnation of the ‘Croiseur de Bataille’ concept.

The ship carries the name of the famous Celtic chieftain Brennus (4th century BC). The name was adopted from the name pool of Saint-Louis class cruisers (1940).

Oldtimers may recognize the name Brennus; once used to test the addition of Main Battery Reload Booster to Henri IV in years prior, she now makes a return to the game in her own right, featuring a powerful main battery of seven 305mm guns. High AP penetration and excellent ballistics, combined with her good reload time and high speed, will make Brennus a fearsome opponent at long range. Ship has access to improved Engine Boost and Repair Party consumables on separate slots. In a pinch, six torpedoes per side may also present a deterrent to enemy ships at close range. However, Brennus has slow turret rotation, a low number of barrels that impair her salvo weight, and poor armor.

In battle, Brennus will truly shine with a savvy captain at the helm, utilizing her high speed to take unexpected positions and punish the broadsides of enemy ships with her excellent AP shells. Skillful dodging may also be required; enemy battleships will present a significant threat due to her poor armor.

Spoiler

French cruiser Brennus, tier X

Hit points – 53300. Plating - 25 mm. Fires duration: 60 s.
Torpedo protection - 19 %.
Main battery - 1x3 305 mm. Firing range - 20.3 km.
Main battery - 2x2 305 mm. Firing range - 20.3 km.
Maximum HE shell damage – 4250. HE shell armor penetration - 51 mm. Chance to cause fire – 25%. HE initial velocity - 905 m/s.
Maximum AP shell damage - 8700. AP initial velocity - 870 m/s.
Reload time - 13.5 s. 180 degree turn time - 30.0 s. Maximum dispersion - 173 m. Sigma – 2.05.
Airstrike (DC):
Reload time - 30.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 8.0 km. Number of Bombs in Payload - 2. Maximum bomb damage - 4900.0.
Torpedo tubes - 4x3 550 mm.
Maximum damage - 14833. Range - 9.0 km. Speed - 60 kt. Reload time - 90 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km.
Secondary Armament:
6x2 127.0 mm, range  - 8.3 km.
Maximum HE shell damage – 1800. Chance to cause fire – 9%. HE initial velocity - 808 m/s
AA defense: 8x4 40.0 mm., 5x1 20.0 mm., 6x2 127.0 mm.
AA defense short-range: continuous damage per second - 39, hit probability - 85 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 228, hit probability - 90 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 119, hit probability - 90 %, action zone - 6.0 km;
Number of explosions in a salvo - 5, damage within an explosion - 1680, action zone 3.5 - 6.0 km.
Maximum speed - 35.0 kt. Turning circle radius - 840 m. Rudder shift time – 11.2 s. Surface detectability – 16.0 km. Air detectability – 8.3 km. Detectability after firing main guns in smoke  – 13.1 km.

Available consumables:

1 slot - Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)

2 slot - Engine Boost (Duration time 180 s; Maximum speed +20%; Reload time 90 s; Charges 3)

3 slot - Repair Party (Duration time 28 s; HP per second 266.5; Reload time 80 s; Charges 3)

All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

American super cruiser Jacksonville

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A further development of the Worcester-class cruiser with fifteen 6-inch dual-purpose guns, based on proposals in the early 1940s that future dual-purpose cruisers be armed with three-gun turrets.

The cruiser is named after the city of Jacksonville, Florida—not only a remarkable location in the Sunshine State with a long and rich history, but also one of the largest naval bases in USA since World War II.

Crowning the American light cruiser line, Jacksonville represents the best qualities of the ships before her: a fast-reloading main battery of fifteen 152mm guns capable of putting out incredible amounts of damage, fast turret rotation, strong AA characteristics, good concealment, and a versatile set of consumables. She also comes with a trick up her sleeve: Combat Instructions which will temporarily boost her HE penetration, offsetting the typical weakness of light cruisers. Poor ballistics and weak armor, similar to Worcester, represent the most serious drawbacks for this ship.

Captains already familiar with light cruiser gameplay will feel at home with Jacksonville. Effective use of cover, such as islands or smoke, will be crucial to make best use of her main battery. Her strong AA suite and access to Surveillance Radar also make Jacksonville an excellent support vessel - effective teamwork with friendly ships will make Jacksonville a fearsome presence on the seas. Additionally, the ship has access to Defensive AA Fire, Repair Party and Hydroacoustic Search consumables on separate slots.

Spoiler

American super cruiser Jacksonville

Hit points – 52000. Plating - 25 mm. Fires duration: 30 s.
Torpedo protection - 19 %.
Main battery - 5x3 152 mm. Firing range - 17.2 km.
Maximum HE shell damage – 2200. HE shell armor penetration - 30 mm. Chance to cause fire – 12%. HE initial velocity - 812 m/s.
Maximum AP shell damage - 3200. AP initial velocity - 762 m/s.
Reload time - 5.0 s. 180 degree turn time - 7.2 s. Maximum dispersion - 152 m. Sigma – 2.05.

Combat Instructions:

Direct hits with main battery guns required to reach 100% progress - 100. 

Time of inactivity before progress loss - 30.0 s. 

Progress loss per second of inactivity - 5.0 %.

Activation effect: HE shell penetration +25.0%; Duration 40.0 s
Airstrike (DC):
Reload time - 30.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 8.0 km. Number of Bombs in Payload - 2. Maximum bomb damage - 4900.0.
AA defense: 16x2 76.2 mm., 5x3 152.0 mm.
AA defense mid-range: continuous damage per second - 882, hit probability - 90 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 133, hit probability - 90 %, action zone - 6.9 km;
Number of explosions in a salvo - 6, damage within an explosion - 1890, action zone 3.5 - 6.9 km.
Maximum speed - 34.0 kt. Turning circle radius - 790 m. Rudder shift time – 11.5 s. Surface detectability – 12.3 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke  – 6.2 km.
Available consumables:

1 slot - Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)

2 slot - Defensive AA Fire (Duration time 40 s; Average AA damage +50%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 300%; Reload time 80 s; Charges 4)

3 slot - Surveillance Radar (Duration time 40 s; Detection of ships 9.0 km; Reload time 120 s; Charges 3)

4 slot - Repair Party (Duration time 28 s; HP per second 260.0; Reload time 80 s; Charges 3)

5 slot - Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 120 s; Charges 3)

All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

 

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Posted (edited)

Brennus seems like a Henri IV but better. Henri IV's biggest problem is her poor ballistics, Brennus' 305 mm guns seems to be the same one that used on Carnot, which means the ballistics problem is gone on Brennus. Plus she has an excellent reload time for her caliber and longer range while still retains cruiser dispersion.

And Ironically even turret traverse is better on Brennus.

 

HE DPM comparison:

Henri IV: 3400*9*60/13 = 141k

Brennus: 4250*7*60/13.5 = 132k

 

Fire setting at Tier 10:

Henri IV: 9*60/13*22%*50% = 4.57 fires per min

Brennus: 7*60/13.5*25%*50% = 3.89 fires per min

 

However the better ballistics can mltigate the damage output problem, I have 38% accuracy on Carnot while my average accuracy is 33% (all ships included)

 

 

Edited by New_Jersey_prpr
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Brennus is interesting. I wonder if WG will release her for Steel. 

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Unsure at this point about the new french DDs, they seem to be created to just bring another gimmick to the game, that's it and i don't think it's a necessary or fun one. Not exited to see another russian cruiser, we seem to have quite a lot of these already, another nation would be nice for a change. The only slighlty interesting addition is the Brennus, unless she gets nerfed before release, not that i want them to release OP ships, but in their struggle to prevent that, they seem to have developed a bad habit of overdoing it and the nerfs kill any interest in the ship, at least for me.

Edited by UnrepentantSinner
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Interest in the French DDs depends on how that torpedo damage mechanism works and what the minimum damage will be. Will it affect things like flooding as well?

Jacksonville sounds  interesting, I know it's not fashionable to be fond of Combat Instructions but I've enjoyed playing ships with them, especially those cruisers with low pen and no torpedo armament; CI gives them a better finishing capability.

 

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French torpedo focused destroyers and Jacksonville are both widely considered as almost born to be reworked.

https://nga.178.com/read.php?tid=39787593

The article discusses primarily on Cassard. Maximum concealment at 6.5km means the "full damage" feature can only work in very desperate/extreme situations in contrast to the alternative torpedo mechanism aboard Minegumo (that can still attack with fast but short ranged torpedoes from stealth), as well as being seriously handicapped as a destroyer that is in effect destined to be a hybrid torpedo boat and in this known iteration has neither Halland-esque AA nor smokescreen. "Historical" speed for Cassard also works against her: it would always be more difficult to get to advantageous positions or outrun enemies with a slow ship, and opting to Swift in Silence in turn compromises her "hybrid" potential.

 

Much discussion has been made on Jacksonville even here (with some unpleasant bickering)

Quote

The prevailing opinion is that currently she isn't super at all, due to the current design solving none of the problems that drove Worcester to irrelevance while creating some new ones, from a bigger and more clumsy hull to the essential problem of all new superships that she will always be matched against previous supership counterparts: Conde, Annapolis, Clausewitz, Piemonte, Edgar and even Novosibirsk.

Even if the reworked IFHE is a "global" problem of "picking your poison" for all higher tier CLs, for Jacksonville she would probably suffer from mobility problem; ballistics (and in turn makes the Combat Instruction difficult to actually be activated in combat and much of the extended range unusable); and a significant gap between maximum concealment and (also limited) radar range.

3 hours ago, invicta2012 said:

I know it's not fashionable to be fond of Combat Instructions

That's just some prejudice. Aren't Combat Instruction-equipped ships much more interesting than regular ones whose performance can be estimated with calculator and ballistic chart tool?

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Posted (edited)
8 hours ago, invicta2012 said:

I know it's not fashionable to be fond of Combat Instructions but I've enjoyed playing ships with them

My attitude depends on how it's designed.

First of all I don't like WG's decision of adding combat instruction on some T11 ships while the rest of tech tree ships don't get the same love, imo it's delibrately creating more unfairness (especially when it's an offensive skill) when there're already tons of balancing problems waiting to be solved.

Secondly I think combat instruction (or the funny botton design in general) should be the cherry on top of the cake, the ship should offer normal playing experience for her tier when condition of activating combat instruction is hard to meet.

I like the idea of swapping different shells on the WIP Spanish BB Victoria, however I don't like the design of alternate firing mode, but for Spanish cruisers it's available on T7~10 plus the ships on this line don't rely heavily on it so I'm ok with it.

Alte. Grau could fit into the category of "relying heavily on gimmick", the price of combat instruction on this ship is that she has worse DPM than some heavy cruisers. (Austin: this sounds spiciously familiar)

 

Edited by New_Jersey_prpr
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21 hours ago, Project45_Opytny said:

That's just some prejudice. Aren't Combat Instruction-equipped ships much more interesting than regular ones whose performance can be estimated with calculator and ballistic chart tool?

Definitely - I find them more exacting to play than many other ships, the player has to be on the money to use the instructions properly, but they can be devastating when well used. 

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WG keeps mentioning these FR DDs are more torp focused, but Le Hardi has top 5 HE DPM among T7s and Orage and Cassard are breaching the top end of T9 and 10s, while having the most range of any DD in the game. We don't know what the ballistics look like though, whether they're 5in/38 bad or a whole level of bad we haven't seen before. At least the sutpido high damage torps will be amazing in co-op.

Mimi looks like the Utlimate Hipper... with all of Hipper's downsides combined with all of Donkey's downsides. Also, considering the ballistics and pen of Donkey's 180s, you really aren't losing much (arguably you're getting less) trading for German 203s.

Brennus looks interesting. Basically Henri with better yolo power, better ballistics, and about 30-50mm more pen depending on the range. On the other hand, is all this worth 60sec fires?

Jacksonville kind of exists, somewhat of an upgrade to Worcester, but hard to call it a supership compared to Conde, Annapolis, but not T10 sidegrade like Clausewitz or Kumning.

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Brennus even gets better shell than Carnot.

Air drag: 0.27→0.26

Shell price: 175→50

image.thumb.png.0e6129978bfab6b6490742de0bf755fb.pngimage.thumb.png.944c07948e1e55fe58258b4a3795cf45.png

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Brennus gets the "new & improved" Mle 1932 guns, eh?  🙂 

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