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S0und_Theif

ST 0.9.11 - 0.9.12, new ships (Italian, PA, and CWoN)

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Italian battleships Dante Alighieri, Conte di Cavour, Lepanto, and Marco Polo, as well as Pan-Asian destroyer Fen Yang and Commonwealth destroyer Vampire II will be added to the game for testing.

 

Researchable Italian battleships will be added to the game in the upcoming supertest session: Dante Alighieri, Tier IV: Conte di Cavour, Tier V; Lepanto, Tier IX.

phpeLmcEE

phpMoHmah

phpFDjDCn

The ships of the new branch are most effective in combat at medium range. The main features of the Italian battleships:

  • Like the Italian cruisers, instead of HE shells, the new ships are armed with SAP shells. They inflict high damage on weakly and moderately protected targets and ship parts, but do not cause fires.
  • A large number of guns with quickly turning turrets, a relatively short firing range and not very good accuracy.
  • Starting from Tier VIII, the "Exhaust smoke generator" is among the consumables of the Italian battleships, which will allow you to hide from the enemy without sacrificing speed.
  • Secondary battery with a good rate of fire, but short range.
  • Decent concealment and average maneuverability and rather good armor.
 
 

The following ships will also be added to the game for testing:

Italian battleship Marco Polo, Tier IX:

phpeebHKO

A battleship project designed in Italy in the mid-1930s. It was a development of the Vittorio Veneto class and is equipped with nine 406 mm guns in three turrets with standard accuracy settings. Marco Polo is armed with SAP and AP shells and the ship has excellent concealment, but unlike the researchable Italian battleships, it is not equipped with the "Exhaust smoke generator". The battleship will stand out most in medium-range engagements.

 

Pan-Asian destroyer Fen Yang, Tier VIII:

phpINDPah

An Akizuki class destroyer built for the Imperial Japanese Navy. In 1947 she was handed over to the Republic of China's Navy. Equipped with 100 mm dual-purpose rapid-firing artillery as her main weapon in battle. The destroyer is also equipped with one quadruple-tube torpedo launcher with deep-water torpedoes. These torpedoes have low detectability, high damage, range of 12 km and hit only battleships and aircraft carriers. In addition, Fen Yang is equipped with the consumables "Torpedo Reload Booster", "Smoke Generator" with a large number of charges, fast dissipation time, and reload, as well as "Defensive AA Fire".

 

Commonwealth destroyer Vampire II, Tier X:

phpCBgNLh

A Daring class destroyer, wich was one of the largest and most powerful ships built in Australia. The ship is most dangerous for the enemy in artillery duels due to the effective main caliber guns, as well as the "Crawling Smoke Generator" and "Hydroacoustic Search" consumables.

 

 

Please note that all information in the development blog is preliminary and subject to change during testing. Any showcased features may or may not end up on the main server. The final information will be published on our game's website.


Link:

https://blog.worldofwarships.com/blog/90

Edited by S0und_Theif
Adding forum link for feedback
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phpeLmcEE

Dante Alighieri
Tier IV
Italian Battleship

Survivability:
Hit Points - 36,000 HP.
Plating - 19 mm.
Fire Duration - 60 s.

 

Main Armament:
Main Battery - 12 --- 305 mm (4 × 3).
Firing Range - 14.6 km.

Maximum SAP Damage - 9,600. SAP Initial Velocity - 850 m/s. SAP Armor Penetration - 79 mm.
Maximum AP Damage - 8,650.   AP Initial Velocity - 840 m/s.

Reload Time - 33 s.
Gun 180° Turn Time - 60 s.
Maximum Dispersion - 209 m.
Sigma - 1.60.

 

Secondary Armament:
Secondary Battery - 20 --- 120 mm (4 × 2, 12 × 1).
Firing Range - 3.5 km.

Maximum HE Damage - 1,700. HE Initial Velocity - 840 m/s. HE Armor Penetration - 20 mm. Chance to Cause a Fire - 6%.

 

AA Defense:
AA Battery - 8 --- 40 mm (8 × 1).
AA Battery - 4 --- 76.2 mm (4 × 1).

Medium-Range AA:
Continuous Damage per Second - 158.
Hit Probability - 75%.
Firing Range - 0.1 to 3 km.

 

Manuverbility:
Maximum Speed - 23 kt.
Turning Circle Radius - 580 m.
Rudder Shift Time - 11.5 s.

 

Detectability:
Detectability by Sea - 11.1 km.
Detectability by Air - 7.8 km.
Detectability After Firing Main Guns Inside Smoke - 8.6 km.

 

Consumables:
Slot 1 - Damage Control Party
(Action Time - 15 s; Reload Time - 80 s.)

Slot 2 - Repair Party
(Action Time - 28 s; Restore Ship HP per Second - +180 HP/s; Reload Time - 80 s; Number of Charges - 4.)

 

phpMoHmah

Conte di Cavour
Tier V
Italian Battleship

Survivability:
Hit Points - 38,700 HP.
Plating - 19 mm.
Fire Duration - 60 s.

 

Main Armament:
Main Battery - 15 --- 305 mm (3 × 3, 2 × 2).
Firing Range - 16.1 km.

Maximum SAP Damage - 9,600. SAP Initial Velocity - 850 m/s. SAP Armor Penetration - 79 mm.
Maximum AP Damage - 8,650.   AP Initial Velocity - 840 m/s.

Reload Time - 33 s.
Gun 180° Turn Time - 60 s.
Maximum Dispersion - 224 m.
Sigma - 1.60.

 

Secondary Armament:
Secondary Battery - 18 --- 120 mm (18 × 1).
Firing Range - 4.5 km.

Maximum HE Damage - 1,700. HE Initial Velocity - 840 m/s. HE Armor Penetration - 20 mm. Chance to Cause a Fire - 6%.

 

AA Defense:
AA Battery - 8 --- 37 mm (8 × 1).
AA Battery - 6 --- 76.2 mm (6 × 1).

Medium-Range AA:
Continuous Damage per Second - 186.
Hit Probability - 75%.
Firing Range - 0.1 to 3.5 km.

 

Manuverbility:
Maximum Speed - 22 kt.
Turning Circle Radius - 620 m.
Rudder Shift Time - 12.0 s.

 

Detectability:
Detectability by Sea- 12.2 km.
Detectability by Air- 7.7 km.
Detectability After Firing Main Guns Inside Smoke - 9.3 km.

 

Consumables:
Slot 1 - Damage Control Party
(Action Time - 15 s; Reload Time - 80 s.)

Slot 2 - Repair Party
(Action Time - 28 s; Restore Ship HP per Second - +193.5 HP/s; Reload Time - 80 s; Number of Charges - 4.)

 

phpFDjDCn

Lepanto
Tier IX
Italian Battleship

Survivability:
Hit Points - 75,900 HP.
Plating - 32 mm.
Fire Duration - 60 s.

 

Main Armament:
Main Battery - 12 --- 381 mm (3 × 4).
Firing Range - 18.1 km.

Maximum SAP Damage - 14,050. SAP Initial Velocity - 880 m/s. SAP Armor Penetration - 97 mm.
Maximum AP Damage - 12,000.   AP Initial Velocity - 850 m/s.

Reload Time - 33 s.
Gun 180° Turn Time - 30 s.
Maximum Dispersion - 244 m.
Sigma - 1.60.

 

Secondary Armament:
Secondary Battery - 18 --- 152 mm (6 × 3).
Firing Range - 5 km.

Maximum HE Damage - 2,100. HE Initial Velocity - 950 m/s. Chance to Cause a Fire - 7%. HE Armor Penetration - 25 mm.


Secondary Battery - 24 --- 90 mm (12 × 2).
Firing Range - 5 km.

Maximum HE Damage - 1,300. HE Initial Velocity - 860 m/s. Chance to Cause a Fire - 5%. HE Armor Penetration - 15 mm.

 

AA Defense:
AA Battery - 24 --- 90 mm (12 × 2).
AA Battery - 32 --- 37 mm (8 × 4).
AA Battery - 16 --- 37 mm (8 × 2).
AA Battery - 96 --- 20 mm (16 × 6).

Short-Range AA:
Continuous Damage per Second - 196.
Hit Probability - 70%.
Firing Range - 0.1 to 2 km.

Medium-Range AA:
Continuous Damage per Second - 406.
Hit Probability - 75%.
Firing Range - 0.1 to 3.5 km.

Long-Range AA:
Continuous Damage per Second - 189.
Hit Probability - 75%.
Firing Range - 0.1 to 4.6 km.

Flak AA:
Number of Explosions in a Salvo - 8.
Damage within an Explosion - 1,330.
Firing Range - 3.5 to 4.6 km.

 

Manuverbility:
Maximum Speed - 29.5 kt.
Turning Circle Radius - 910 m.
Rudder Shift Time - 16.7 s.

 

Detectability:
Detectability by Sea- 17.1 km.
Detectability by Air - 12.8 km.
Detectability After Firing Main Guns Inside Smoke - 15.8 km.

 

Consumables:
Slot 1 - Damage Control Party
(Action Time - 15 s; Reload Time - 80 s.)

Slot 2 - Repair Party 
(Action Time - 28 s; Restore Ship HP per Second - +379.5 HP/s; Reload Time - 80 s; Number of Charges - 4.)

Slot 3 - Smoke Generator
(Action Time - 45 s; Smoke Screen Dispersion Time - 10 s; Radius - 510 m; Reload Time - 180 s; Number of Charges - 3.)

Slot 4 - Fighter Aircraft / Spotting Aircraft
(Action Time - 60 s; Number of Fighters - 4; Action Radius - 3 km; Reload Time - 90 s; Number of Charges - 3.)
(Action Time - 100 s; Main Battery Firing Range - +20%; Reload Time - 240 s; Number of Charges - 4.)

 

 

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

 


phpeebHKO

Marco Polo
Tier IX
Italian Battleship

Survivability:
Hit Points - 69,100 HP.
Plating - 32 mm.
Fire Duration - 60 s.

 

Main Armament:
Main Battery - 9 --- 406 mm (3 × 3).
Firing Range - 19 km.

Maximum SAP Damage - 15,750. SAP Initial Velocity - 836 m/s. SAP Armor Penetration - 102 mm.
Maximum AP Damage - 13,050.   AP Initial Velocity - 836 m/s.

Reload Time - 33.0 s.
Gun 180° Turn time - 30.0 s.
Maximum Dispersion - 252 m.
Sigma - 1.80.

 

Secondary Armament:
Secondary Battery - 12 --- 152 mm (4 × 3).
Firing Range - 5 km.

Maximum HE Damage - 2,100. HE Initial Velocity - 950 m/s. HE Armor Penetration - 25 mm. Chance to Cause a Fire - 7%.


Secondary Battery - 24 --- 90 mm (12 × 2).
Firing Range - 5 km.

Maximum HE Damage - 1,300. HE Initial Velocity - 860 m/s. HE Armor Penetration - 15 mm. Chance to Cause a Fire - 5%.

 

AA Defense:
AA Battery - 24 --- 90 mm (12 × 2).
AA Battery - 20 --- 37 mm (10 × 2).
AA Battery - 96 --- 20 mm (16 × 6).

Short-Range AA:
Continuous Damage per Second - 207.
Hit probability - 70%.
Firing Range - 0.1 to 2 km.

Medium-Range AA:
Continuous Damage per Second - 200.
Hit probability - 75%.
Firing Range - 0.1 to 3.5 km.

Long-Range AA:
Continuous Damage per Second - 196.
Hit Probability - 75%.
Firing Range - 0.1 to 4.6 km.

Flak AA:
Number of Explosions in a Salvo - 8.
Damage within an Explosion - 1,330.
Firing Range - 3.5 to 4.6 km.

 

Manuverability:
Maximum Speed - 32 kt.
Turning Circle Radius - 860 m.
Rudder Shift Time - 16.7 s.

 

Detectability:
Detectability by Sea - 15.3 km.
Detectability by Air - 11.8 km.
Detectability After Firing Main Guns Inside Smoke - 14.8 km.

 

Consumables:
Slot 1 - Damage Control Party
(Duration time - 15 s; Reload time - 80 s.)

Slot 2 - Repair Party
(Action Time - 28 s; Restore Ship HP per Second - +345.5 HP/s; Reload Time - 80 s; Number of Charges - 4.)

Slot 3 - Fighter Aircraft / Spotting Aircraft
(Action Time - 60 s; Number of Fighters - 3; Action Radius - 3 km; Reload Time - 90 s; Number of Charges - 3.)
(Action Time - 100 s; Main Battery Firing Range - +20%; Reload Time - 240 s; Number of Charges - 4.)

 

phpINDPah

Fen Yang
Tier VIII
Pan-Asian Destroyer

Survivability:
Hit Points - 19,700 HP.
Plating - 19 mm.
Fire Duration - 30 s.

 

Main Armament:
Main Battery - 8 --- 100 mm (4 × 2).
Firing Range - 12.5 km.

Maximum HE Damage - 1,200. HE Initial Velocity - 1,000 m/s. HE Armor Penetration - ?? mm. Chance to Cause a Fire - 5%.
Maximum AP Damage - 1,700. AP Initial Velocity - 1,000 m/s.

Reload Time - 3.0 s.
Gun 180° Turn Time - 11.2 s.
Maximum Dispersion - 108 m.
Sigma - 2.00.

 

Torpedo Armament:
Torpedo Tubes - 4 --- 610 mm (1 × 4).
Firing Range - 12 km

Maximum Torpedo Damage - 20,967. Torpedo Speed - 67 kt.

Reload Time - 122 s.
Launcher 180° Turn Time - 7.2 s.
Torpedo Detectability - 0.8 km.

Note: Equipped with Deep Water Torpedoes that can not hit Destroyers, Cruisers, and Submarines.

 

AA Defense:
AA Battery - 8 --- 100 mm (4 × 2).
AA Battery - 10 --- 40 mm (5 × 2).
AA Battery - 2 --- 40 mm (2 × 1).

Medium-Range AA:
Continuous Damage per Second - 133.
Hit Probability - 100%.
Firing Range - 0.1 to 3.5 km.

Long-Range AA:
Continuous Damage per Second - 112.
Hit Probability - 100%.
Firing Range - 0.1 to 5.8 km.

Flak AA:
Number of Explosions in a Salvo - 5.
Damage within an Explosion - 1,400.
Firing Range - 3.5 to 5.8 km.

 

Manuverbility:
Maximum Speed - 33 kt.
Turning Circle Radius - 730 m.
Rudder Shift Time - 4.5 s.

 

Detectability:
Detectability by Sea - 7.8 km.
Detectability by Air - 3.5 km.
Detectability After Firing Main Guns Inside Smoke - 2.5 km.

 

Consumables:
Slot 1 - Damage Control Party
(Action Time - 5 s; Reload Time - 40 s.)

Slot 2 - Smoke Generator
(Action Time - 30 s; Smoke Screen Dispersion Time - 70 s; Radius - 450 m; Reload Time - 100 s; Number of Charges - 5.)

Slot 3 - Engine Boost / Defensive AA Fire
(Action Time - 120 s; Maximum Speed - +8%; Reload Time - 120 s; Number of Charges - 3.)
(Action Time - 40 s; Continuous Damage - +50%; Explosion Damage - +300%; Reload Time - 80 s; Number of Charges - 4.)

Slot 4 - Torpedo Reload Booster
(Action Time - 1 s; Torpedo Reload Time - 5 s; Reload Time - 160 s; Number of Charges - 3.)

 

phpCBgNLh

Vampire II
Tier X
Commonwealth Destroyer

Survivability:
Hit Points - 19,800 HP.
Plating - 19 mm.
Fire Duration - 30 s.

 

Main Armament:
Main Battery - 6 --- 113 mm (3 × 2).
Firing Range - 13.8 km.

Maximum HE Damage - 1,700. HE Initial Velocity - 746 m/s. HE Armor Penetration - 19 mm. Chance to Cause a Fire - 8%.
Maximum AP Damage - 2,100. AP Initial Velocity - 746 m/s.

Reload Time - 3.5 s.
Gun 180° Turn Time - 7.2 s.
Maximum Dispersion - 118 m.
Sigma - 2.00.

 

Torpedo Armament:
Torpedo Tubes - 5 --- 533 mm (1 × 5).
Firing Range - 10 km.

Maximum Torpedo Damage - 16,767. Torpedo Speed - 62 kt.

Reload Time - 125 s.
Launcher 180° Turn Time - 7.2 s.
Torpedo Detectability - 1.3 km.

Note: Captains can choose to fire off individual torpedoes or expend the entire launcher at once.

 

AA Defense:
AA Battery - 6 --- 113 mm (3 × 2).
AA Battery - 4 --- 40 mm (2 × 2).
AA Battery - 2 --- 40 mm (2 × 1).

Medium-Range AA:
Continuous Damage per Second - 88.
Hit Probability - 100%.
Firing Range - 0.1 to 3.5 km.

Long-Range AA:
Continuous Damage per Second - 77.
Hit Probability - 100%.
Firing Range - 0.1 to 5.8 km.

Flak AA:
Number of Explosions in a Salvo - 4.
Damage within an Explosion - 1,610.
Firing Range - 3.5 to 5.8 km.

 

Manuverbility:
Maximum Speed - 35 kt.
Turning Circle Radius - 630 m.
Rudder Shift Time - 4.4 s.

 

Detectability:
Detectability by Sea - 7.6 km.
Detectability by Air - 3.5 km.
Detectability After Firing Main Guns Inside Smoke - 2.6 km.

 

Consumables:
Slot 1 - Damage Control Party
(Action Time - 5 s; Reload Time - 40 s.)

Slot 2 - Crawling Smoke Generator
(Action Time - 90 s; Smoke Screen Dispersion Time - 10 s; Radius - 450 m; Reload Time - 160 s; Number of Charges - 3.)

Slot 3 - Hydroacoustic Search
(Action Time - 120 s; Torpedo Detection Range - 3.5 km; Ship Detection Range - 5 km; Reload Time - 120 s; Number of Charges - 3.)

Slot 4 - Engine Boost
(Action Time - 120 s; Maximum Speed - +8%; Reload Time - 120 s; Number of Charges - 3.)

 

 

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

Edited by S0und_Theif
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I have seriously been waiting so long for this announcement. Please tell me all your thoughts and feelings about it! I am so excited. 
:cap_horn:

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8 hours ago, mademoisail said:

I have seriously been waiting so long for this announcement. Please tell me all your thoughts and feelings about it! I am so excited. 
:cap_horn:

I do hope the dev team would include the T3 Italian BB before release.

c9Q5-3xk8XeZ3wT3cS2cw-183.thumb.jpg.3b95b541168764a418068b71a804d861.jpg

As always, your help is greatly appreciated.

 

Thank you @mademoisail.

Edited by S0und_Theif
Adding picture and appreciation for help.

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42 minutes ago, mademoisail said:

ASSEMBLE THE SQUAD :fish_viking:

50 minutes ago, S0und_Theif said:
Spoiler

Commonwealth destroyer Vampire II, tier X
Hit points – 19,800. Plating - 19 mm.

Main battery - 3x2 113 mm. Firing range - 13.8 km. Maximum HE shell damage – 1,700. Chance to cause fire – 8%. HE initial velocity - 746 m/s. Maximum AP shell damage - 2,100. AP initial velocity - 746 m/s. Reload time - 3.5 s. 180 degree turn time - 7.2 s. Maximum dispersion - 118 m. Sigma – 2.00.

Torpedo tubes - 1x5 533 mm. Maximum damage - 16,767. Range - 10.0 km. Speed - 62 kt. Reload time - 125 s.  Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km.
Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once

AA defense: 2x2 40.0 mm, 2x1 40.0 mm, 3x2 113.0 mm.
AA defense mid-range: continuous damage per second - 88, hit probability - 100 %, action zone 0.1-3.5 km;
AA defense long-range: continuous damage per second - 77, hit probability - 100 %, action zone 0.1-5.8 km;
Number of explosions in a salvo - 4, damage within an explosion - 1610, action zone 3.5 - 5.8 km.

Maximum speed - 35.0 kt. Turning circle radius - 630 m. Rudder shift time – 4.4 s. Surface detectability – 7.6 km. Air detectability – 3.5 km. Detectability after firing main guns in smoke  – 2.6 km.

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Crawling Smoke Generator (Duration time 90 s; Smoke screen dispersion time 10 s; Reload time 160 s; Charges 3; Radius 450.0 m;
Slot 3 - Hydroacoustic Search (Duration time 120 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 120 s; Charges 3.)
Slot 4 - Engine Boost

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

You summoned me?

[decrepit creaks and cracks as shuffling movement is heard]

Ok, ok, ok, I'm here! Sheesh, it's a WFH day so I sleep a few extra hours cause I don't have to commute... 

Firstly, Vampire II is WiP, so keep that in mind.

Ok so straight off the bat, Vampire II has 19,800 compared to Darings 20,800

She has 1km more range, but what looks like the same shells.

Vampire II only has 1 pentad set of torpedoes, as opposed to Daring's 2.

AA looks identical.

Speed and turning are all the same, although looks like Vampire II has 0.2s better rudder.

The biggest difference is the change to Smoke, Hydro and the addition Engine Boost. Creeping Smoke, Cruiser Hydro and Speed boost. She should be fairly balanced straight out of the gates, any further changes will be subject to WG.

TBH I'm surprised that they didn't change her shell characteristics initially as an additional point of difference.

I think she'll probably be buffed in some way as at the moment the trade is:

Loses

  • 1K HP
  • 1 x 5 Torpedoes
  • Heal
  • Lots of very useful Smoke.

Gains

  • 1km range
  • 0.2s rudder
  • Creeping Smoke
  • Cruiser Hydro
  • Speed Boost

The HP is the big deal, meaning she'll lose straight up gunfights, keeping in mind the Heal means that that is effectively more, a lot more in the course of a match and a bit more in the course of a fight. (You can use a heal during a fight, giving you an additional 1 x heal in HP).

Torps are a big deal because she can't 1-shot BBs in ambushes.

0.2s is nothing, not even worth mentioning, the hidden mechanics in the turn like drift, etc are more important than 0.2s.

Creeping Smoke is awesome but Daring already has the 'perfect' smoke generator for the current conditions so this isn't really a fair trade anyways.

Cruiser Hydro is good, but given you won't want to get quite that close v Daring, Daring is still stronger.

Speed Boost favours run-and-gun which Vampire II should excel at, except she has Daring's shells and that means floaty.

At the moment she's trading a bit much and Daring is straight up better in every aspect, which is sad.

Bottom-Line

Overall I would say they haven't worked out how they want Daring to play and so haven't tweaked certain characteristics to favour a certain style yet. I would expect that there will be more changes to come as at the moment the specs don't synergise into a certain play style.

If I were to suggest the quickest and easiest way to fix her as she currently stands, change up the shell ballistics and alpha a bit, make the more ranged style more playable (so improve the ballistics to be less floaty, and then maybe reduce reload a tad but boost alpha). While Vampire II currently can bully some DDs at tier, she's in the realms of 'probs not' in situations where Daring would be like 'time to keep the Ocean British!'

I'll still get her either way.

NB: She's not 'underpowered' folks, I'd say she's balanced, Daring is just the top-pick DD and so the contrast is high.

Edited by S4pp3R
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1 minute ago, LawrenceXVIII said:

time to invest silvers and fxp.

Also, 406 mm SAP confirmed.

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7 minutes ago, S0und_Theif said:

Also, 406 mm SAP confirmed.

too oversaturated.

i hope its coalable

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Vampire II. :crab:

My best mates older brother served in x-ray turret as a gunnery mechanic. 

Not to mention 2 guys I work with server on her. 

I use to see her everyday at work, just across the water from me. 

Bit excited to have her in the game :cap_like:

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1 hour ago, mademoisail said:

ASSEMBLE THE SQUAD :fish_viking:

%D0%92%D0%BE%D0%B5%D0%BD%D0%BD%D0%BE-%D0     Icon_achievement_INSTANT_KILL.png     Icon_achievement_DETONATED.png

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54 minutes ago, S0und_Theif said:

phpeLmcEE

 

Something something   I M P E R A T O R   N I K O L A I  2: ACTUALY BUILT BOOGALOO

Can't wait to show puny little Tenryus what a 'Dev strike' is

56 minutes ago, S0und_Theif said:

 

phpeebHKO

Sovetsky Soyuz  2  0.1: ...Holy (edited) this thing has horrid HP.

59 minutes ago, S0und_Theif said:

Italian battleship Marco Polo, tier IX

Hit points – 69,100.

Oh No! Anyway | Know Your Meme

1 hour ago, S0und_Theif said:

:

phpINDPah

Interesting. VERY interesting.

A Akizuki with Asashio torps. I personally will be watching this one with great interest...

1 hour ago, S0und_Theif said:

:phpCBgNLh

Hmm? What's that? Oh, it's just me trying TO KEEP THE AUSSIES FROM FLOODING IN HERE!        And just to sow little seeds of hope, remember that both Belfast and Kutuzov are museum ships and both are overpowered.  WHY SHOULDN'T VAMPIRE BE OP?

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I've been asking for Vampire II on the forums for ages (like half of this forum, let's face it), so happy to see it's coming!  :Smile_great:

Having said that, I've always thought it should be tier 9. It is waaaaay worse than Daring on the initial stats, having significantly worse reload (the same as Jutland on release, 3.5s, compared to Daring's current 2.8s), while losing a torp launcher, having less health, and not getting a heal. The smokes are similar in effectiveness between creep and RN DD smoke, and for some reason she gets standard hydro instead of Commonwealth hydro.  These of course are initial stats, buffs will be incoming. I'm still surprised they went with T10 and not T9 though, they're going to have to make her a much better gunboat than Daring to balance her.

As for the Fen Yang, that thing looks amazing. A Pan-Asian Akizuki with DW torps (BB/CV only), much better AA plus Def AA consumable, and PA smoke!!! Someone sign me up for that thing. Nerfs inc before release.

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Let's get salty.

WHY THE HECK UP41 ISN'T IN THE TECH TREE?????????????????????

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4 hours ago, S0und_Theif said:

Torpedo Armament:
Equipped with deep water torpedoes that can not hit destroyers, cruisers, or submarines.

I suppose for the Fen Yang , those torps must go deeper than a Submarine still at 6M below the water  - so whats that , 8M draft for the Sub plus 6M of water = 14 M or  45 feet !

Thats pretty amazing and deep running and stupid ?

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5 hours ago, S4pp3R said:
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Commonwealth destroyer Vampire II, tier X
Hit points – 19,800. Plating - 19 mm.

Main battery - 3x2 113 mm. Firing range - 13.8 km. Maximum HE shell damage – 1,700. Chance to cause fire – 8%. HE initial velocity - 746 m/s. Maximum AP shell damage - 2,100. AP initial velocity - 746 m/s. Reload time - 3.5 s. 180 degree turn time - 7.2 s. Maximum dispersion - 118 m. Sigma – 2.00.

Torpedo tubes - 1x5 533 mm. Maximum damage - 16,767. Range - 10.0 km. Speed - 62 kt. Reload time - 125 s.  Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.3 km.
Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once

AA defense: 2x2 40.0 mm, 2x1 40.0 mm, 3x2 113.0 mm.
AA defense mid-range: continuous damage per second - 88, hit probability - 100 %, action zone 0.1-3.5 km;
AA defense long-range: continuous damage per second - 77, hit probability - 100 %, action zone 0.1-5.8 km;
Number of explosions in a salvo - 4, damage within an explosion - 1610, action zone 3.5 - 5.8 km.

Maximum speed - 35.0 kt. Turning circle radius - 630 m. Rudder shift time – 4.4 s. Surface detectability – 7.6 km. Air detectability – 3.5 km. Detectability after firing main guns in smoke  – 2.6 km.

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Crawling Smoke Generator (Duration time 90 s; Smoke screen dispersion time 10 s; Reload time 160 s; Charges 3; Radius 450.0 m;
Slot 3 - Hydroacoustic Search (Duration time 120 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 120 s; Charges 3.)
Slot 4 - Engine Boost

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

You summoned me?

[decrepit creaks and cracks as shuffling movement is heard]

Ok, ok, ok, I'm here! Sheesh, it's a WFH day so I sleep a few extra hours cause I don't have to commute... 

Firstly, Vampire II is WiP, so keep that in mind.

Ok so straight off the bat, Vampire II has 19,800 compared to Darings 20,800

She has 1km more range, but what looks like the same shells.

Vampire II only has 1 pentad set of torpedoes, as opposed to Daring's 2.

AA looks identical.

Speed and turning are all the same, although looks like Vampire II has 0.2s better rudder.

The biggest difference is the change to Smoke, Hydro and the addition Engine Boost. Creeping Smoke, Cruiser Hydro and Speed boost. She should be fairly balanced straight out of the gates, any further changes will be subject to WG.

TBH I'm surprised that they didn't change her shell characteristics initially as an additional point of difference.

I think she'll probably be buffed in some way as at the moment the trade is:

Loses

  • 1K HP
  • 1 x 5 Torpedoes
  • Heal
  • Lots of very useful Smoke.

Gains

  • 1km range
  • 0.2s rudder
  • Creeping Smoke
  • Cruiser Hydro
  • Speed Boost

The HP is the big deal, meaning she'll lose straight up gunfights, keeping in mind the Heal means that that is effectively more, a lot more in the course of a match and a bit more in the course of a fight. (You can use a heal during a fight, giving you an additional 1 x heal in HP).

Torps are a big deal because she can't 1-shot BBs in ambushes.

0.2s is nothing, not even worth mentioning, the hidden mechanics in the turn like drift, etc are more important than 0.2s.

Creeping Smoke is awesome but Daring already has the 'perfect' smoke generator for the current conditions so this isn't really a fair trade anyways.

Cruiser Hydro is good, but given you won't want to get quite that close v Daring, Daring is still stronger.

Speed Boost favours run-and-gun which Vampire II should excel at, except she has Daring's shells and that means floaty.

At the moment she's trading a bit much and Daring is straight up better in every aspect, which is sad.

Bottom-Line

Overall I would say they haven't worked out how they want Daring to play and so haven't tweaked certain characteristics to favour a certain style yet. I would expect that there will be more changes to come as at the moment the specs don't synergise into a certain play style.

If I were to suggest the quickest and easiest way to fix her as she currently stands, change up the shell ballistics and alpha a bit, make the more ranged style more playable (so improve the ballistics to be less floaty, and then maybe reduce reload a tad but boost alpha). While Vampire II currently can bully some DDs at tier, she's in the realms of 'probs not' in situations where Daring would be like 'time to keep the Ocean British!'

I'll still get her either way.

NB: She's not 'underpowered' folks, I'd say she's balanced, Daring is just the top-pick DD and so the contrast is high.

Good analysis mate.

Overall.... I want this ship. She better not be locked up in a casket which can only be opened by research points or steel...

I hope they change her a bit to maker her more competitive with Daring, but otherwise, good start.

You make some good suggestions though. In my eyes, creeping smoke does work best for 'mid range HE spam' style gameplay.

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2 minutes ago, Grygus_Triss said:

Good analysis mate.

Overall.... I want this ship. She better not be locked up in a casket which can only be opened by research points or steel...

I hope they change her a bit to maker her more competitive with Daring, but otherwise, good start.

You make some good suggestions though. In my eyes, creeping smoke does work best for 'mid range HE spam' style gameplay.

Thanks mate! And to save myself two replies, I've always been jealous of the extra Victorian Public Holidays!

And Agreed, although I have stockpiled steel for just this sort of event (in case WG put a ship I must have in the steel section).

I have a couple of friends that think she will be better than Daring due to Hydro range.

If that were true then Z-52 should be a god at T10 (it isn't for those wondering).

All the improved Hydro range means is that Vampire II will have instances where it can abuse that and get the jump on a vulnerable Daring, but those circumstances will be rare I think.

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Ok, I didn't know Alighieri has 3 turrets facing forward. I guess I will name them (foremost first): Paradiso, Inferno and Purgatory. Hell is those who try to use that badly angled turret.

Cavour has her OG 13 gun layout. Great!

I was making the wrong assumption all along: Lepanto has 3x4 and not 4x3.

Oh no 406 mm SAP.

Hizen is going to be a Dockyard ship. Great. I came here to tell that I have not completed a single Dockyard ship and have no intention of doing so. 38s reload? B*sh please.

Vampire II could be an RB ship. Just saying. But she has much of a chance being a FXP like Hayate (remember that ship?) and Smaland.

Edited by Paladinum
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Marco Polo's gimmick should be Exhaust Smoke, not SAP. Just saying.

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3 minutes ago, S4pp3R said:

I have a couple of friends that think she will be better than Daring due to Hydro range.

If that were true then Z-52 should be a god at T10 (it isn't for those wondering).

All the improved Hydro range means is that Vampire II will have instances where it can abuse that and get the jump on a vulnerable Daring, but those circumstances will be rare I think.

I'd much rather have Commonwealth hydro (3.5/2.5km range, 3 min duration) like Haida, than standard hydro.  This would fit much better with creep smoke, in that it is defensive but slightly more attacking than RN DD hydro.  The 5km hydro is a downgrade for the ship overall in comparison.

5 hours ago, S4pp3R said:

NB: She's not 'underpowered' folks, I'd say she's balanced, Daring is just the top-pick DD and so the contrast is high.

She's definitely underpowered at T10, compared to any related T10 ship, not just Daring.  She would be a balanced T9 with these exact stats.  Compared to Daring, she has no heal and less health, 25% longer reload while having half the torpedo capability.  The only thing she genuinely has better than Daring is the range, but this is on a ship with fairly floaty shells at 13km range, giving diminishing returns for range increases.  You can get all the range you could ever functionally use on Daring simply by taking AFT, and Daring's range is very generous for her shell arcs as well.

Not that I'm complaining, these are initial stats, she will be buffed if they want to leave her at T10.  I've always said she is a better fit at tier 9 though, and that is confirmed in my mind by them giving us what is statistically a tier 9 ship.

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Marco Polo actually fits better than Colombus.

Lepanto is literally Pizza Alsace.

Fen Yang.... my Da Rong might fit well on it.

Vampire II? Why not Vampire '59?

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3 hours ago, Paladinum said:

Let's get salty.

WHY THE HECK UP41 ISN'T IN THE TECH TREE?????????????????????

Remembers Sub_O's QnA.

Sub_O: We got really good at balancing.

Community:

JJ.gif.bfde95a178f012f7143145d0df47d249.gif

Then why isn't UP.41 a tech tree.

 

After seeing Lepanto and M. Polo, this also opens up a 12 - 406 mm Colombus and a T9 12 - 381 mm ABXY ship.:fish_book:

 

1 hour ago, Paladinum said:

Ok, I didn't know Alighieri has 3 turrets facing forward. I guess I will name them (foremost first): Paradiso, Inferno and Purgatory. Hell is those who try to use that badly angled turret.

Not sure, but looking at the picture and schematic, turret Q and turret R can turn 360°. :fish_book:

Italian_battleship_Dante_Alighieri.thumb.jpg.6fe766d9798d0abdd2824bb589fa9c9b.jpg

DanteAligheriDrawing.jpg.9973d34dd15f39ca3f108c604e421c76.jpg

 

54 minutes ago, Reinhard_of_Avercland said:

Vampire II? Why not Vampire '59?

Probably don't want to confuse players that Vampire 1 (Vampire '33) was modernzed to '59.

Not all gamers are sea lubbers.

 

That said, I am kind of so-so on the naming. :fish_book:

 

1 hour ago, Grygus_Triss said:

You make some good suggestions

Same feeling here.

@S4pp3R :Smile_honoring:

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