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Not_Ch0m1n

New Ships — 0.11.3 Closed Testing

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Italian aircraft carrier Aquila and American cruiser San Diego will enter the game for closed testing in the upcoming session.

Italian aircraft carrier Aquila, Tier VIII

An aircraft carrier laid down for the Italian Navy during World War II, converted from the hull of an ocean liner. Work on the ship was cancelled with the nation’s surrender in 1943.

Aquila has access to 2 types of squadrons: attack aircraft and torpedo bombers. The planes have low HP and relatively high speed.

Each squadron of attack aircraft has a large number of planes divided into 2 attacking flights and is equipped with accurate armor-piercing rockets. While the rockets deal low damage individually, a well-executed strike can deal good damage to a target. Aquila’s aerial torpedoes enjoy a high base damage.
Italian carrier Aquila, tier VIII

Hit points — 51,100. Plating - 19 mm.

Secondary Armament:

8x1 135.0 mm, range — 6.6 km.
Maximum HE shell damage — 1,950. Chance to cause fire — 9%. HE initial velocity — 875 m/s

AA defense: 12x1 65.0 mm., 22x6 20.0 mm.

AA defense short-range: continuous damage per second — 308, hit probability — 95 %, action zone — 2.0 km;
AA defense mid-range: continuous damage per second — 196, hit probability — 100 %, action zone — 3.7 km;
Maximum speed — 30.0 kt. Turning circle radius — 950 m. Rudder shift time — 12.9 s. Surface detectability — 13.9 km. Air detectability — 11.0 km.

Available consumables:

Slot 1 — Damage 
Slot 2 — Fighter
Aircraft:

- Attack aircraft. Hit points — 1,030, cruising speed — 192.0 knots, size of attacking flight — 5, aircraft per squadron — 10, aircraft restoration time —58 s, detectability range — 10.0 km, number of  aircraft on deck — 24. Rockets in playload — 12, maximum rocket damage — 1,150.

- Torpedo bombers. Hit points — 1,150, cruising speed - 169.0 knots, size of attacking flight — 2, aircraft per squadron — 8, aircraft restoration time — 68 s, detectability range — 10.0 km, number of aircraft on deck — 26. Torpedoes in payload — 1, maximum torpedo damage — 8,367, aerial speed — 30.0 knots, torpedo range — 3.5 km, torpedo arming distance 403 m.

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

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Hmm....:fish_book:

 

Rocket and Torpedo combo.

Though, they did not mention what rocket type.:fish_book:

Edited by S0und_Theif

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3 minutes ago, S0und_Theif said:

Hmm....:fish_book:

 

Rocket and Torpedo combo.

Though, they did not mention what rocket type.:fish_book:

AP 🙂

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3 minutes ago, S0und_Theif said:

Hmm....:fish_book:

 

Rocket and Torpedo combo.

Though, they did not mention what rocket type.:fish_book:

Probably same as Parsevals, they can hit Battleship Citadels as far as i knew

 

 

as for torpedoes, same Kaga, fast torps and damage.

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American cruiser San Diego, Tier VIII

An Atlanta-class light cruiser with a main battery made up of dual purpose guns. During the ship’s 1943-1944 refit, its AA armament was reinforced with 40 mm Bofors autocannons.

San Diego is similar in some ways to the light cruiser Austin — it has unlimited charges of the Main Battery Reload Booster consumable, and it equips the Hydroacoustic Search and Defensive AA Fire consumables in two separate slots. Furthermore, the ship has effective AA and access to SAP shells instead of AP. San Diego has low HP, good concealment, and two quadruple torpedo launchers.


Hit points — 27,900. Plating — 16 mm. Fires duration: 30 s.

Main battery — 8x2 127 mm. Firing range — 16.0 km.

Maximum HE shell damage — 1800. HE shell armor penetration - 21 mm. Chance to cause fire — 5%. HE initial velocity — 792 m/s.

Maximum SAP shell damage — 2,700. SAP shell armor penetration - 36 mm. SAP initial velocity — 792 m/s.

Reload time — 8.5 s. 180 degree turn time - 7.2 s. Maximum dispersion — 144 m. Sigma — 2.05.

Torpedo tubes — 2x4 533 mm. Maximum damage — 16633. Range — 4.5 km. Speed — 65 kt. Reload time — 87 s.  Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km.

AA defense: 15x1 20.0 mm., 8x2 127.0 mm., 1x4 40.0 mm., 3x2 40.0 mm.

AA defense short-range: continuous damage per second — 116, hit probability — 85 %, action zone — 2.0 km;
AA defense mid-range: continuous damage per second — 91, hit probability — 90 %, action zone — 3.5 km;
AA defense long-range: continuous damage per second - 168, hit probability — 90 %, action zone — 5.8 km;
Number of explosions in a salvo — 7, damage within an explosion — 1,540, action zone 3.5 — 5.8 km.
Maximum speed - 32.5 kt. Turning circle radius - 610 m. Rudder shift time – 7.3 s. Surface detectability – 11.8 km. Air detectability – 7.2 km. Detectability after firing main guns in smoke  – 5.1 km.

Available consumables:

Slot 1 - Damage Control Party 
Slot 2 - Defensive AA Fire 
Slot 3 - Main Battery Reload Booster 
Slot 4 - Hydroacoustic Search 
All stats are listed without crew and upgrade modifiers. The stats are subject to change during testing.

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10 minutes ago, IJN_Katori said:

@S0und_Theif

So Aquila will be a Parseval/Kaga Playstyle.

Not really.

Looking at current information:

Attack aircraft is a combination of FDR, AVP, and Russian CV.

50% of the squadron will attack.

 

The torpedo bombers looks like standard IJN torpedo CV gameplay.

25% of the squadron will attack.

 

I'm guessing this will be a Attack aircraft focused gimmick.

Since the attack aircraft restoration time is quite fast.

Edited by S0und_Theif

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2 minutes ago, Not_Ch0m1n said:

American cruiser San Diego, Tier VIII

An Atlanta-class light cruiser with a main battery made up of dual purpose guns. During the ship’s 1943-1944 refit, its AA armament was reinforced with 40 mm Bofors autocannons.

San Diego is similar in some ways to the light cruiser Austin — it has unlimited charges of the Main Battery Reload Booster consumable, and it equips the Hydroacoustic Search and Defensive AA Fire consumables in two separate slots. Furthermore, the ship has effective AA and access to SAP shells instead of AP. San Diego has low HP, good concealment, and two quadruple torpedo launchers.


Hit points — 27,900. Plating — 16 mm. Fires duration: 30 s.

Main battery — 8x2 127 mm. Firing range — 16.0 km.

Maximum HE shell damage — 1800. HE shell armor penetration - 21 mm. Chance to cause fire — 5%. HE initial velocity — 792 m/s.

Maximum SAP shell damage — 2,700. SAP shell armor penetration - 36 mm. SAP initial velocity — 792 m/s.

Reload time — 8.5 s. 180 degree turn time - 7.2 s. Maximum dispersion — 144 m. Sigma — 2.05.

Torpedo tubes — 2x4 533 mm. Maximum damage — 16633. Range — 4.5 km. Speed — 65 kt. Reload time — 87 s.  Launcher 180 degree turn time — 7.2 s. Torpedo detectability — 1.3 km.

AA defense: 15x1 20.0 mm., 8x2 127.0 mm., 1x4 40.0 mm., 3x2 40.0 mm.

AA defense short-range: continuous damage per second — 116, hit probability — 85 %, action zone — 2.0 km;
AA defense mid-range: continuous damage per second — 91, hit probability — 90 %, action zone — 3.5 km;
AA defense long-range: continuous damage per second - 168, hit probability — 90 %, action zone — 5.8 km;
Number of explosions in a salvo — 7, damage within an explosion — 1,540, action zone 3.5 — 5.8 km.
Maximum speed - 32.5 kt. Turning circle radius - 610 m. Rudder shift time – 7.3 s. Surface detectability – 11.8 km. Air detectability – 7.2 km. Detectability after firing main guns in smoke  – 5.1 km.

Available consumables:

Slot 1 - Damage Control Party 
Slot 2 - Defensive AA Fire 
Slot 3 - Main Battery Reload Booster 
Slot 4 - Hydroacoustic Search 
All stats are listed without crew and upgrade modifiers. The stats are subject to change during testing.

What is it with WG and SAP?

WG is going SAP crazy.

380158849_treesap.jpg.28a7bbf339e7368d45dcd9edd982f422.jpg

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1 minute ago, S0und_Theif said:

What is it with WG and SAP?

WG is going SAP crazy.

380158849_treesap.jpg.28a7bbf339e7368d45dcd9edd982f422.jpg

Basically Mini Austin in T8

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7 minutes ago, S0und_Theif said:

What is it with WG and SAP?

WG is going SAP crazy.

380158849_treesap.jpg.28a7bbf339e7368d45dcd9edd982f422.jpg

TF2 Electro-Sapper by Sephorangelus on DeviantArt

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5 minutes ago, Not_Ch0m1n said:

AP 🙂

Oh good. Atleast it's not SAP.

But San Diego however.....:Smile_sad:

 

6 minutes ago, IJN_Katori said:

Probably same as Parsevals, they can hit Battleship Citadels as far as i knew

I don't know that this is possible.

Can anyone confirm?

 

8 minutes ago, IJN_Katori said:

as for torpedoes, same Kaga, fast torps and damage.

Kaga has 50 kt torps.

Aquila only has 30 kt.

 

Damage however is opposite.

Kaga can do 5,400

Aquila can do 8,367

 

Most DD, Cr, and a few BB can outrun these torps.

But they will hurt if you are in the wrong place and wrong time.

>_<

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28 minutes ago, Not_Ch0m1n said:

Basically Mini Austin in T8

As well as an accessible Austin. Through $$.

Since Austin is a steel ship, she is not easily accessible.

 

I also suspect that WG wants more Austin data.

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Incoming nerf for San Diego.

That thing has basically the same base dpm as Austin in T8. In a tier where its SAP would be much more versatile since things are much less armoured. Not to mention it'll straight up run over T7s assuming it doesn't accidentally explode.

Something is gonna give,  maybe the reload booster.

Also historical value just means it can be mediocre.

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46 minutes ago, Verytis said:

Incoming nerf for San Diego.

That thing has basically the same base dpm as Austin in T8. In a tier where its SAP would be much more versatile since things are much less armoured. Not to mention it'll straight up run over T7s assuming it doesn't accidentally explode.

Something is gonna give,  maybe the reload booster.

Also historical value just means it can be mediocre.

I don't think so

Austin has an improved heal and 32 mm side plating to lower the possibility of being deleted in one shot, San Diego has no heal and no smoke to compensate her weakness, she also has the 2nd lowest HP pool for T8 cruisers

Also we don't know how is the ballistics of her guns, it must be better than Atlanta's (or 16 km range is pointless), but we still don't know how big is the improvement

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30 knots torps with 16k alpha per strike. That's a lame ripoff of Shokaku torps.

Lexington has higher alpha & more durable planes while maintaining reasonable speed to justify the slow torp speed.

Anti-Axis much, WeeGee?

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11 hours ago, S0und_Theif said:

I don't know that this is possible.

Can anyone confirm?

Yes but only against the ones with exposed citadel under the turrets, at perfect broadside. As he says in the video, the machine gun renders this exploit impossible to pull off against real players.

I do remember it is possible to citadel Missouri in Narai with Myoko. So I suppose it is entirely possible for AP rockets to do the same.

Edited by Raika_Hoshikawa

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Some people in NA forum are doubting that if San Diego really fits T8, and I'm surprised that no one mentioned the difference of ballistics between Austin and Jinan.

https://forum.worldofwarships.com/topic/252384-san-diegos-initial-stats-are-a-flaming-turd/

The ballistics of 127/38 guns is really bad, but since WG gives San Diego 16 km range, we can almost be certain that the ballistics of San Diego is buffed.

Air drag is a very important factor in this game when it comes to determining the ballistics. The air drag of Atlanta's shells is 0.347, interestingly, it's the same as Jinan's. Austin and Sherman, known for relatively good ballistics for 127 mm guns (the ballistics of their 127 mm guns is better than USN CAs), their shells' air drag sits at 0.21, which gave them much better ballistics than Jinan, who uses the same air drag as Atlanta.

So, if we switch Atlanta's shells' drag to 0.21, we get a new ballistics graph, and it's very similar to Cleveland's (Seattle/Worcester share the same ballistics).

Grey: Cleveland (6.33s at 10km)

Dark Green: Atlanta (0.347 air drag, 8.89s at 10km)

Light Green: Modified Atlanta (0.21 air drag, 6.3s at 10km)

image.thumb.png.7ea86715d5ec648aaabe5c12f6b02dc8.png

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42 minutes ago, New_Jersey_prpr said:

Some people in NA forum are doubting that if San Diego really fits T8, and I'm surprised that no one mentioned the difference of ballistics between Austin and Jinan.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

Atlanta is Rare, a T7..... SANDY IS SUPER RARE, Its should be T9!!!! of course NA people have concern. putting San Diego in T8 would be smash T6 and T7...

_______________________________________________________________________________________

Meme aside, if San Diego have Forest Sherman shell, it could be monster.... i have no problem hitting enemy from 17km with forest sherman compared to 16km gearing. the biggest issue is if San Diego mount SAP (each 2700 damage) with penetration of 36mm and 16 shell each volley. that is mean it can pull ++10K damage for each salvo! every 4 sec using reload boosta.

though in my opinion, based on history. San Diego is called the number one luck for obvious reason. despite the lucky E win WW2, she took massive damage and barely float in the end. the San Diego in comparison never got any hit. WG should add either "emergency speed boost like smalland", or new "radar jammer" (block enemy radar+increase dispersion when targeted)

 

YEAAH!! sandiego gimmick should atleast have "dodge"!

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9 hours ago, New_Jersey_prpr said:

I don't think so

Austin has an improved heal and 32 mm side plating to lower the possibility of being deleted in one shot, San Diego has no heal and no smoke to compensate her weakness, she also has the 2nd lowest HP pool for T8 cruisers

Also we don't know how is the ballistics of her guns, it must be better than Atlanta's (or 16 km range is pointless), but we still don't know how big is the improvement

Neither does Atlanta, who is even worse off because T7 so overmatched by every CA. I don't think that'll particularly stop a nerf to the guns in some form.

While we're on that line, I think it'd be hilarious if we gave her superheal so that we can have the second coming of ultimate gimmicky ships since the RN CL line.

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Information about Aquila Rocket

Penetrations - 122mm 

Machine gun Phase - 2.45s

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