Zao
Revision as of 03:22, 29 March 2018 Dodge is a city. Capitalize. | Revision as of 07:33, 2 April 2018 | |||
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| Dogfighting Expert = | | Dogfighting Expert = | |||
| Incoming Fire Alert = 1 | | Incoming Fire Alert = 1 | |||
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| High Alert = 1 | | High Alert = 1 |
Revision as of 07:33, 2 April 2018
IDS_PJGM092_203MM554 х 3 pcs. |
Rate of Fire4.38 shots/min. |
Reload Time13.7 sec. |
Rotation Speed6 deg./sec. |
180 Degree Turn Time30 sec. |
Firing Range16.23 km. |
Maximum Dispersion136 m. |
HE Shell203 mm HE Type1 |
Maximum HE Shell Damage3,400 |
Chance of Fire on Target Caused by HE Shell19 % |
Initial HE Shell Velocity920 m./s. |
HE Shell Weight155 kg. |
AP Shell203 mm AP Type92 |
Maximum AP Shell Damage5,400 |
Initial AP Shell Velocity920 m./s. |
AP Shell Weight155 kg. |
100 mm/65 Type 98 on a Model A mount6 х 2 pcs. |
Firing Range7.3 km. |
Rate of Fire20 shots/min. |
Reload Time3 sec. |
HE Shell100 mm HE Type98 |
Maximum HE Shell Damage1,700 |
Initial HE Shell Velocity1000 m./s. |
Chance of Fire on Target Caused by HE Shell6 % |
610 mm Quintuple4 х 5 pcs. |
Rate of Fire0.58 shots/min. |
Reload Time104 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoType F3 |
Maximum Damage21,367 |
Torpedo Speed76 knot |
Torpedo Range8.01 km. |
100 mm/65 Type 98 on a Model A mount6 х 2 pcs. |
. . . Average Damage per Second124.8 |
. . . Firing Range5.01 km. |
40 mm/60 Type 5 on a twin mount9 х 2 pcs. |
. . . Average Damage per Second99 |
. . . Firing Range3.51 km. |
25 mm/60 Type 96 on a single mount20 х 1 pcs. |
. . . Average Damage per Second36 |
. . . Firing Range2.49 km. |
25 mm/60 Type 96 on a triple mount11 х 3 pcs. |
. . . Average Damage per Second36.3 |
. . . Firing Range2.49 km. |
Maximum Speed34.5 knot |
Turning Circle Radius840 m. |
Rudder Shift Time7.7 sec. |
Surface Detectability Range12.22 km. |
Air Detectability Range7.46 km. |
Zaō — Japanese Tier X cruiser.
A very powerful cruiser in all respects. Compared with the preceding classes of heavy cruisers, Zao had a greater number of main battery and AA guns, thick armor, and a reinforced torpedo armament.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
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Slot 5 |
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Slot 6 |
Player Opinion
Performance
The Zao, by all means of appearance and handling, can be considered the very pinnacle of what the Japanese might have expected with their heavy cruisers as she has potent guns in the form of twelve 203's in four triple mount turrets, a reasonable array of secondary batteries, an impressive AA suite for a Japanese heavy cruiser and ergonomics. Called by veteran Alpha Testers and Closed Beta Testers by her old name "Senjo", she is essentially the other side of the cruiser pinnacle: hard hitting shells with flatter and faster speeds at the cost of slow rate of fire. What she cannot overwhelm with unloading lots of ordnance at, she demolishes with damage if the shells ever punch through and there are rare cases that only this heavy cruiser was able to deal glancing damage to the mighty Yamato.
However, as stealthy as she is, the Zao cannot take an enduring beating as she can NOT trade shell for shell with her peers as she has the longest reload of 13 seconds which will be a detriment to brawls and adding the fact her turrets turn fairly slower as a consequence to her glaring ergonomic advantages. The torpedoes are insanely fast and packs a considerable punch where in they have the potential to destroy the toughest battleships with a single salvo should all torpedoes connect. However, it has two disadvantages to the player: its very VERY limited launch arc due to the tube location close to the stern and the fact that this blazing fast speed comes at an 8km range which means you literally need to swoop in like an eagle, dump your torpedoes while turning away then get out of Dodge which can cost you more HP than you bargain for. Though Zao may not be able to stand out with a very high profile that long compared to her colleagues Moskva, Hindenburg and Des Moines, she uses her ability to gain the initiative in firing first and with the fast shell velocity means most rounds are guaranteed to connect. Another edge is her rather potent HE which has a fairly high chance to set ships on fire which means if her already impressive AP does not cut it anymore, her HE shells will do the job quite nicely, especially when dealing with tough targets like battleships or easily snipe fast running destroyers such as the notorious Khabarovsk. While her HE can do quite the damage through shell hits and fires, her AP can pack a devastating hit to any ship that shows its broadside too close to the Zao.
A summary of one of the Zao's playstyle can be said into a quote: "hide until an opportunity presents itself, strike like you intend to cripple them, vanish like you never existed"Pros:
- Four triple mount turrets that give her good broadside.
- Very tight grouping of shells, even at range.
- The AA suite is reasonable.
- Fast shell velocity.
- Low detection range for a Tier X cruiser.
- Fast cruiser of 34.5 knots
- Good concealment values; a fully kitted captain will have the initiative in shooting first
- Good shooting angles for both X and Y turrets
- Fastest torpedoes at her tier.
- Very potent torpedo damage.
- HE shells have high fire chance.
Cons:
- Longest load time out of all tier 10 cruisers at 13.7 seconds.
- Questionable turning circle.
- Tubes are located very near the stern which may limit torpedo runs.
- Torpedoes have an 8 km range.
- Lowest HP among her peers.
- Slow turret traverse which will limit reactive aiming.
- Tubes are fairly easy to incapacitate or destroy.
- Consumables are rather bland compared to other cruisers in her tier.
Research
Optimal Configuration
Upgrades
The recommended upgrades for Zaō are as follows:
- Slot 1: Main Armaments Modification 1 keeps the guns and torpedo tubes active and firing.
- Slot 2: Damage Control System Modification 1 makes the ship more resistant to fires and flooding.
- Slot 3: Aiming Systems Modification 1 gives her guns more accuracy.
- Slot 4: Steering Gears Modification 2 allows for a faster rudder shift to dodge incoming fire.
- Slot 5: Concealment System Modification 1 decreases the detection range allowing greater stealth.
- Slot 6: Gun Fire Control System Modification 2 increases the range allowing more flexibility in target selection.
Commander Skills
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★★ |
★★ |
★ |
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|
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★ |
|
2 |
★ |
★ |
★★★ |
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|
|
★★ |
★ |
3 |
★ |
★ |
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|
★ |
★★ |
★★★ |
★★ |
4 |
|
★ |
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|
★★ |
|
★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Zaō can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire or Hydroacoustic Search
- Slot 3: Spotting Aircraft or Catapult Fighter
- Slot 4: Repair Party
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.
Players who wish to spend doubloons can equip Zaō with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, 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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★ |
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★ |
★★★ |
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery