Sims
Revision as of 13:17, 15 February 2017 Added Consumables, Signals, and Design specs sections. | Revision as of 16:27, 3 June 2017 removed stealth fire capability from pro list. | |||
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* Good acceleration and agility. | * Good acceleration and agility. | |||
* Fastest American destroyer in the game with a top speed of 38.5 knots. | * Fastest American destroyer in the game with a top speed of 38.5 knots. | |||
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* Can mount the [[Ship:Consumables#Defensive_AA_Fire|Defensive AA Fire]] consumable. | * Can mount the [[Ship:Consumables#Defensive_AA_Fire|Defensive AA Fire]] consumable. | |||
* Can fire up to a range of 15.5km with a captain with [[Ship:Commander#List of Support Skills|Advanced Firing Training]]. | * Can fire up to a range of 15.5km with a captain with [[Ship:Commander#List of Support Skills|Advanced Firing Training]]. |
Revision as of 16:27, 3 June 2017
IDS_PAGM135_5IN38_MK30_MOD14 х 1 pcs. |
Rate of Fire17.96 shots/min. |
Reload Time3.34 sec. |
Rotation Speed34 deg./sec. |
180 Degree Turn Time5.29 sec. |
Firing Range12.88 km. |
Maximum Dispersion111 m. |
HE Shell127 mm HE Mk32 |
Maximum HE Shell Damage1,800 |
Chance of Fire on Target Caused by HE Shell5 % |
Initial HE Shell Velocity792 m./s. |
HE Shell Weight24.5 kg. |
AP Shell127 mm AP/SC Mk38 |
Maximum AP Shell Damage2,100 |
Initial AP Shell Velocity792 m./s. |
AP Shell Weight25 kg. |
533 mm Quad2 х 4 pcs. |
Rate of Fire0.69 shots/min. |
Reload Time87 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoMk15 mod. 0 |
Maximum Damage11,600 |
Torpedo Speed65 knot |
Torpedo Range6.99 km. |
127 mm/38 Mk.12 on a Mk.30 mod.0 mount2 х 1 pcs. |
. . . Average Damage per Second21.4 |
. . . Firing Range5.01 km. |
IDS_PAGM137_5IN38_MK30_MOD11 х 1 pcs. |
. . . Average Damage per Second10.7 |
. . . Firing Range5.01 km. |
IDS_PAGM135_5IN38_MK30_MOD11 х 1 pcs. |
. . . Average Damage per Second10.7 |
. . . Firing Range5.01 km. |
20 mm Oerlikon on a Mk.4 mount4 х 1 pcs. |
. . . Average Damage per Second22.4 |
. . . Firing Range2.01 km. |
Maximum Speed38.5 knot |
Turning Circle Radius500 m. |
Rudder Shift Time2.7 sec. |
Surface Detectability Range7.33 km. |
Air Detectability Range2.93 km. |
Sims — American special premium Tier VII destroyer.
The new destroyer design was similar to the Mahan class, but she was larger than her predecessor, and her main guns were mounted on a ring-shaped base instead of the central pin. When construction was complete, overloading was detected, which led to removing one torpedo launcher and transferring the second one to the center. With the entry of the United States into World War II, USS Sims joined the same strike group as aircraft carrier Yorktown. On May 7, 1942, during the Battle of the Coral Sea, the destroyer sank as a result of an attack by Japanese dive bombers.
Modules
Hit Points (HP) | Armor (mm) | Armor (mm) | Main Turrets (pcs.) | Secondary Gun Turrets (pcs.) | AA Mounts (pcs.) | Torpedo Tubes (pcs.) | Hangar Capacity (pcs.) |
Research price (exp) |
Purchase price () | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Sims | 13,800 | 10 | 20 | 4 | 4/4 | 2 | 0 | 0 |
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
Player Opinion
Performance
Fans of the American destroyer line will be very comfortable in Sims. She's fast, highly maneuverable, her guns spit out shells at a amazing 18 rounds per minute, and they turn fast... very fast. Her surface detectability is somewhat high as is typical of mid-tier American destroyers, but is lower than that of her tech tree cousin Mahan at just 7.3 km. Her turning radius is a mere 500 meters.
One tactic available to Sims is to fit the 5.5km torpedoes and fight in close quarters and around islands. She inherits this style of play from her predecessors like Nicholas and Farragut. Conversely, she can equip the 9.2km range torpedoes and fire them from stealth; however, the longer-legged torpedoes only do a little more than 8,000 damage. This is good practice for Benson and later American destroyers, and a capability that her lower-tier cousins do not have.
While her guns have low chance per shell of setting ships on fire, they put out so many shells that a target being focused will probably catch fire eventually. A reasonable marksman can — with some practice — hit sluggish capital ships like battleships and carriers over and over and over at medium range. She's also very capable of engaging other destroyers at ranges under 7km and quickly dispatching them with her high rate of fire.
LittleWhiteMouse's Premium Ship Review: Sims from the NA forumsPros:
- Two centerline-mounted quadruple torpedo launchers, each one able to fire to both sides.
- Guns have very fast turret traverse; they are always on target.
- High rate of fire from her main battery.
- Good acceleration and agility.
- Fastest American destroyer in the game with a top speed of 38.5 knots.
- Can mount the Defensive AA Fire consumable.
- Can fire up to a range of 15.5km with a captain with Advanced Firing Training.
- Outstanding turning circle radius of only 500m.
Cons:
- Very fragile armor and modules.
- The Bliss-Leavitt torpedoes are very slow at 49 knots and only deal 8,500 maximum damage.
- The Mk 15 mod. 0 torpedoes are fast and deal decent damage, but have a fairly short range.
- Like all American destroyers equipped with 127mm guns, she suffers from the notorious 'rainbow' shell arc; it's hard to hit ships at long range.
- Has one less main battery gun than Mahan.
- AA suite is nothing to write home about; even with Defensive AA Fire active, she will struggle to shoot down enemy aircraft.
- Above-average detectability for a destroyer.
Research
Optimal Configuration
Commander Skills
The following information is provided for players who wish to create a permanent captain for the ship. Those players who are retraining captains or using the ship to gain extra experience for a captain should consult the page relevant to the ship to which the captain will be assigned.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★ |
★★★ |
|
|
|
|
★★ |
|
2 |
★ |
★★ |
|
★ |
★ |
|
★★★ |
★★★ |
3 |
★ |
★★ |
★★ |
|
★★ |
★★★ |
★★ |
★★ |
4 |
|
★ |
★★ |
|
★ |
|
★★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
A gunboat destroyer such as Sims is inevitably going to come under heavy fire; the abbreviated cooldown on Damage Control Party II will eventually pay for itself. Shelling out the doubloons or credits here is highly recommended. Paying for Smoke Generator II is captain's choice, but there are times that the shortened cooldown on smoke is the difference between sneaking away and going to the bottom.
Camouflage
As a premium ship, Sims comes included with Type 10 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns.
Signals
Recommended Signal Flags | |||||
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Combat | |||||
★★★ |
|
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★ |
★★ |
★★ |
★★ |
|
★ |
★★★ |
★★ |
|
|
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery