Cerberus
Cerberus
Cruiser | Commonwealth | Tier X
Tech Tree Position
Main Battery
203 mm/50 BL Mk.VIII on a Mk.III mount4 х 3 pcs. |
Rate of Fire5.71 shots/min. |
Reload Time10.5 sec. |
Rotation Speed6 deg./sec. |
180 Degree Turn Time30 sec. |
Firing Range18 km. |
Maximum Dispersion157 m. |
HE Shell203 mm HE 256 lb |
Maximum HE Shell Damage2,950 |
Chance of Fire on Target Caused by HE Shell18 % |
Initial HE Shell Velocity841 m./s. |
HE Shell Weight107.36 kg. |
AP Shell203 mm AP 256 lb |
Maximum AP Shell Damage4,350 |
Initial AP Shell Velocity841 m./s. |
AP Shell Weight107.36 kg. |
Secondary Armament #1
102 mm/45 QF Mk.XVI on a Mk.XIX mount6 х 2 pcs. |
Firing Range7.3 km. |
Rate of Fire20 shots/min. |
Reload Time3 sec. |
HE Shell102 mm HE 35 lb |
Maximum HE Shell Damage1,500 |
Initial HE Shell Velocity811 m./s. |
Chance of Fire on Target Caused by HE Shell6 % |
Torpedo Tubes
533 mm QR Mk IV2 х 4 pcs. |
Rate of Fire0.63 shots/min. |
Reload Time96 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
Torpedo533 mm Mk VII |
Maximum Damage16,767 |
Torpedo Speed65 knot |
Torpedo Range13.5 km. |
AA Defense
102 mm/45 QF Mk.XVI on a Mk.XIX mount6 х 2 pcs. |
. . . Average Damage per Second56.4 |
. . . Firing Range5.01 km. |
20 mm Oerlikon Mk.II on a Mk.V mount16 х 2 pcs. |
. . . Average Damage per Second97.6 |
. . . Firing Range2.01 km. |
40 mm/56 OQF Mk.IX on a Mk.VI mount8 х 6 pcs. |
. . . Average Damage per Second161.6 |
. . . Firing Range3.51 km. |
Maneuverability
Maximum Speed34 knot |
Turning Circle Radius790 m. |
Rudder Shift Time11 sec. |
Concealment
Surface Detectability Range12.34 km. |
Air Detectability Range8.22 km. |
Battle Levels
12345678910
Cerberus — Commonwealth Tier X cruiser.
A sizable and seaworthy cruiser and an advancement of an Australian design from the early 1920s, this warship featured increased displacement and a more extensive main battery of twelve 203 mm guns. In layout and silhouette, she has much in common with British County-class cruisers.
Article coming soon.
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
Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.
Refer to the in-game Port screens for more useful data.
Pros:
Cons:
Research
As a top-tier ship, Cerberus has no module upgrades to research.
Optimal Configuration
Upgrades
The recommended upgrades are:
- Slot 1: Main Armaments Modification 1
- Slot 2: Engine Room Protection
- Slot 3: Aiming Systems Modification 1
- Slot 4: Propulsion Modification 1
- Slot 5: Concealment System Modification 1
- Slot 6: Main Battery Modification 3
Commander Skills
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Cost (points) |
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Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Cerberus equips the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire – 3 charges or Hydroacoustic Search – 3 charges
- Slot 3: Crawling Smoke Generator – 3 charges
- Slot 4: Submarine Surveillance – 3 charges
- Slot 5: Repair Party – 3 charges
Signals
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery
References
Ship Change Log
See here for links to Update notes.
Testing Changes
- DevBlog 449:
- Preliminary characteristics.
- DevBlog 508:
- Reduced the splash area of the Depth Charges - the radius in which flooding and fires may occur - to be equal to the damage area.
- DevBlog 512:
- Main battery firing range reduced from 18.5 to 18 km.
- Update 13.2:
- Available in early access as the final of 8 bundles in the Commonwealth Cruisers event. The final stage of these bundles cost 19,999 doubloons, and to unlock Cerberus on the first day cost up to 76,249 doubloons.
- The Australian Ornament permanent camouflauge was added.
- Introduced into the game as a researchable ship in Update 13.4.
Ships of Commonwealth
Cruisers
Categories: