Wolfswetpaws Posted July 8 Share Posted July 8 "Update 13.6 offers Early Access to new line of French destroyers: welcome V L'ADROIT, VI DUCHAFFAULT, VII LE HARDI, VIII L'AVENTURIER, IX ORAGE, and X CASSARD. The new French destroyers operate best in close-range combat, and starting from VII LE HARDI, they are armed with very powerful torpedoes that can travel fast and far. Starting with VII LE HARDI's researchable torpedoes and continuing with both the stock and researchable types at Tier VIII and higher, the new destroyers' torpedoes inflict variable damage based on the distance they travel. They are most effective at close range and lose destructive power the longer they travel. On the other hand, you can also rely on these long-range torpedoes if you prefer a safer approach in battle. The destroyers' main battery guns deal moderate damage per minute and don't have the best ballistics, but the Emergency Engine Power consumable with its short duration but high speed output will help you close the distance to your opponents quickly. Special saturation mechanics, shared with their sister Tech Tree French destroyers may also help you survive close encounters: they cause these new ships to take only half damage in their middle section after a certain damage threshold is met. We're also adding some sweet new content for the Early Access event to celebrate the new warships arriving in our virtual seas: The L'égaliseur permanent camouflage for VII LE HARDI The Esprit de France permanent camouflage for IX ORAGE The Uniforme Français permanent camouflage for X CASSARD French historical Commander André Lemonnier The Fleur-de-Lys flag " https://worldofwarships.com/en/news/game-updates/update-136-new-french-destroyers/ Link to comment Share on other sites More sharing options...
SunkCostFallacy Posted July 8 Share Posted July 8 54 minutes ago, Wolfswetpaws said: They are most effective at close range and lose destructive power the longer they travel. I'm trying to figure out if this is just an arcade mechanic, or if there's some rationale from RL that could be framed to explain that. Any of you hard-core Navy types got any ideas? Link to comment Share on other sites More sharing options...
Wolfswetpaws Posted July 9 Author Share Posted July 9 13 minutes ago, SunkCostFallacy said: I'm trying to figure out if this is just an arcade mechanic, or if there's some rationale from RL that could be framed to explain that. Any of you hard-core Navy types got any ideas? I'm going with "arcade mechanic". Link to comment Share on other sites More sharing options...
DDG44_Vet Posted July 9 Share Posted July 9 57 minutes ago, Wolfswetpaws said: I'm going with "arcade mechanic". Agreed, no basis in RL that I know of. Explosives don’t lose potency because of distance traveled. 1 Link to comment Share on other sites More sharing options...
SunkCostFallacy Posted July 9 Share Posted July 9 Well ... I did a bunch of research off and on during the day, and as @Wolfswetpaws and @DDG44_Vet said ... there's nothing RL that I could find that ties into this mechanism. It's a bit silly, really. 1 1 Link to comment Share on other sites More sharing options...
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