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ST 0.9.8, new ships

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.

 

British cruiser Belfast '43, Tier VIII

Belfast 1943 represents the Town-class light cruiser as she would have appeared in the year 1943. Her model differs from the one of cruiser "Belfast" in having a higher number of dual purpose guns and AA mounts, a slightly different superstructure geometry, and a Fighter catapult. The ship is equipped with twelve 152 mm guns with powerful HE shells, a torpedo armament with the ability to launch individual torpedoes, decent concealment, a "Short-Burst Smoke Generator" consumable, and a "Surveillance Radar" consumable with the 9 km ship detection range.

Thanks to her good concealment and "Surveillance Radar" consumable, Belfast '43 can help allies in fighting for caps and hunting for destroyers. Her special Smoke Generator - with its shorter reload and smoke screen dispersion times - will be useful when there is a need to retreat, but it doesn't allow to effectively fire at targets from inside the smoke.

American battleship Oklahoma, Tier V

Oklahoma is a Nevada-class battleship, one of the main features of which are 10 long-range 356mm guns, placed in 2 double and 2 triple turrets. 

The ship has classic features of American Battleships - an enhanced "Repair Party" consumable, high damage per salvo, and low speed. Due to her decent firing range, which can be increased to 19.9 km by the "The Artillery Plotting Room Modification 1" upgrade, Oklahoma can effectively fight at long distances. And if she has to engage in close-range combat, secondary guns with a good accuracy for the tier will be of use. 

 
Ships' characteristics

British cruiser Belfast '43, Tier VIII

Hit points – 38,400. Plating - 16 mm.

Main battery - 4x3 152 mm. Firing range - 15.4 km.
Maximum HE shell damage – 2,450. Chance to cause fire – 9%. HE initial velocity - 841 m/s.
Maximum AP shell damage - 3,100. AP initial velocity - 841 m/s.
Reload time - 9.0 s. 180 degree turn time - 25.7 s. Maximum dispersion - 139 m. Sigma – 2.00.

Torpedo tubes - 2x3 533 mm. Maximum damage - 15,867. Range - 8.0 km. Speed - 61 kt. Reload time - 72 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

Secondary Armament:
6x2 102.0 mm, range - 5.0 km.
Maximum HE shell damage – 1,500. Chance to cause fire – 6%. HE initial velocity - 811 m/s

AA defense: 5x2 20.0 mm, 8x1 20.0 mm, 6x2 102.0 mm, 2x8 40.0 mm.
AA defense short-range: continuous damage per second - 144, hit probability - 85%, action zone 0.1-2.0 km;
AA defense mid-range: continuous damage per second - 81, hit probability - 90%, action zone 0.1-2.5 km;
AA defense long-range: continuous damage per second - 81, hit probability - 90%, action zone 0.1-5.8 km;

Number of explosions in a salvo - 4, damage within an explosion - 1,260, action zone 3,5 - 5,8 km.

Maximum speed - 32.5 kt. Turning circle radius - 680 m. Rudder shift time – 9.9 s. Surface detectability – 11.3 km. Air detectability – 7.2 km. Detectability after firing main guns in smoke – 5.3 km.

Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Hydroacoustic Search
Slot 3 - Short-Burst Smoke Generator (Duration time 15 s; Smoke Screen dispersion time 40 s; Reload time 70 s; Charges 2; Action radius 600.0 m;
Slot 4 - Fighter (Duration time 60 s; Number of fighters 3; Action radius 3 km; Reload time 90 s; Charges 3)
Slot 4 - Surveillance Radar (Duration time 25 s; Detection of ships 9.0 km; Reload time 120 s; Charges 2)

 

American battleship Oklahoma, Tier V

Hit points – 48,200. Plating - 19 mm.

Main battery - 2x3 356 mm. Firing range - 17.1 km.
Maximum HE shell damage – 4,900. Chance to cause fire – 27%. HE initial velocity - 792 m/s.
Maximum AP shell damage - 10,000. AP initial velocity - 792 m/s.
Reload time - 34.0 s. 180 degree turn time - 60.0 s. Maximum dispersion - 231 m. Sigma – 1.80.

Main battery - 2x2 356 mm. Firing range - 17.1 km.
Maximum HE shell damage – 4,900. Chance to cause fire – 27%. HE initial velocity - 792 m/s.
Maximum AP shell damage - 10,000. AP initial velocity - 792 m/s.
Reload time - 34.0 s. 180 degree turn time - 60.0 s. Maximum dispersion - 231 m. Sigma – 1.80.

Secondary Armament:
18x1 127.0 mm, range - 4.5 km.
Maximum HE shell damage – 1,800. Chance to cause fire – 6%. HE initial velocity - 960 m/s

AA defense: 8x1 127.0 mm, 8x1 12.7 mm.
AA defense short-range: continuous damage per second - 84, hit probability - 70 %, action zone 0.1-1.5 km;
AA defense long-range:  continuous damage per second - 95, hit probability - 75 %, action zone 0.1-4.8 km;

Number of explosions in a salvo - 3, damage within an explosion - 1,190, action zone 3.5 - 4.8 km.

Maximum speed - 19.7 kt. Turning circle radius - 610 m. Rudder shift time – 13.4 s. Surface detectability – 13.5 km. Air detectability – 10.2 km. Detectability after firing main guns in smoke – 11.7 km.


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

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.