Jump to content
Sign in to follow this  
GOMBEE8626

ST, California & Marceau

2 comments in this topic

Recommended Posts

Member
373 posts

 

WG_SPB_WoWs_california.jpg

 

American battleship California, tier VII

California takes the role of an American battleship with a large number of low-caliber guns. Due to the citadel under the waterline and large torpedo bulges, the ships boasts good survivability. The ship is similar to New Mexico and inherits the drawback of American low-tier battleships - low speed. 

Hit points – 58300. Plating - 25 mm.

Main battery - 4x3 356 mm. Firing range - 17.0 km. Maximum HE shell damage – 5000. Chance to cause fire – 30%. HE initial velocity - 861 m/s. Maximum AP shell damage - 10500. AP initial velocity - 823 m/s. Reload time - 30.0 s. 180 degree turn time - 60.0 s. Maximum dispersion - 230 м. Sigma – 1.70.

Secondary Armament: 8x2 127.0 mm, range - 5.0 km. Maximum HE shell damage – 1800. Chance to cause fire – 5%. HE initial velocity - 792 m/s
AA defense: 41x2 20.0 mm, 8x2 127.0 mm, 14x4 40.0 mm.

Maximum speed - 20.5 kt. Turning circle radius - 640 m. Rudder shift time – 14.7 s. Surface detectability – 13.5 km. Air detectability – 9.7 km. Detectability after firing main guns in smoke – 11.7 km.

Available consumables:
1 slot - Damage Control Party.
2 slot - Repair Party.
3 slot - Spotting Aircraft.

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

 

WG_SPB_WoWs_marceau.jpg

 

French destroyer Marceau, tier X

Unlike the researchable French destroyers, Marceau is armed with 127mm dual purpose guns. The destroyer has good AA and the Defensive AA Fire as a consumable instead of the Main Battery Reload Booster. Marceau's guns are the same as those of cruiser Colbert, and inherit all of their positive and negative traits: armor piercing shells may be less effective than Kleber's due to bad ballistics, but due to the faster reload, the total damage of high explosive shells may be greater. 

Hit points – 21900. Plating - 19 mm.

Main battery - 4x2 127 mm. Firing range - 11.5 km. Maximum HE shell damage – 2100. Chance to cause fire – 7%. HE initial velocity - 808 m/s. Maximum AP shell damage - 2600. AP initial velocity - 808 m/s. Reload time - 3.5 s. 180 degree turn time - 6.0 s. Maximum dispersion - 117 м. Sigma – 2.00.

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.

AA defense: 3x4 40.0 mm, 4x2 20.0 mm, 4x2 127.0 mm, 2x2 40.0 mm.

Maximum speed - 44.0 kt. Turning circle radius - 740 m. Rudder shift time – 4.8 s. Surface detectability – 8.9 km. Air detectability – 4.8 km. Detectability after firing main guns in smoke – 3.4 km.

Available consumables:

1 slot - Damage Control Party.
2 slot - Defensive AA fire
3 slot - Engine Boost

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

Please note that the information in the Development Blog is preliminary.

  • Cool 3

Share this post


Link to post
Share on other sites
Member
93 posts

Can we drop excessive turret rotation times as a balancing tool? Its never fun, and in many cases gets brought back down to more reasonable levels for "quality of life" reasons. IE Warspite, Shima. 60 second turns should never be considered.

Edited by Watboy

Share this post


Link to post
Share on other sites
Sign in to follow this  

×