Drake
234 mm/50 Mk.XII in a turret3 х 3 pcs. |
Rate of Fire3.33 shots/min. |
Reload Time18 sec. |
Rotation Speed10 deg./sec. |
180 Degree Turn Time18 sec. |
Firing Range14.45 km. |
Maximum Dispersion142 m. |
HE Shell234 mm HE 6 CRH |
Maximum HE Shell Damage3,850 |
Chance of Fire on Target Caused by HE Shell24 % |
Initial HE Shell Velocity841 m./s. |
HE Shell Weight185.3 kg. |
AP Shell234 mm AP 6 CRH |
Maximum AP Shell Damage5,750 |
Initial AP Shell Velocity841 m./s. |
AP Shell Weight185.3 kg. |
113 mm/45 QF Mk.IV on an RP10 Mk.IV mount6 х 2 pcs. |
Firing Range6.95 km. |
Rate of Fire12 shots/min. |
Reload Time5 sec. |
HE Shell113 mm HE Mk XVI |
Maximum HE Shell Damage1,600 |
Initial HE Shell Velocity746 m./s. |
Chance of Fire on Target Caused by HE Shell7 % |
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 IXM |
Maximum Damage16,767 |
Torpedo Speed62 knot |
Torpedo Range9.99 km. |
113 mm/45 QF Mk.IV on an RP10 Mk.IV mount6 х 2 pcs. |
. . . Average Damage per Second89.4 |
. . . Firing Range5.01 km. |
40 mm/39 Vickers QF Mk.VIII on a Mk.VII mount4 х 4 pcs. |
. . . Average Damage per Second51.6 |
. . . Firing Range2.49 km. |
20 mm Oerlikon Mk.I on a Mk.IIA mount12 х 1 pcs. |
. . . Average Damage per Second43.2 |
. . . Firing Range2.01 km. |
40 mm/39 Vickers QF Mk.VIII on a Mk.VI mount4 х 8 pcs. |
. . . Average Damage per Second79.2 |
. . . Firing Range2.49 km. |
Maximum Speed33.3 knot |
Turning Circle Radius760 m. |
Rudder Shift Time15.5 sec. |
Surface Detectability Range12.8 km. |
Air Detectability Range8.74 km. |
Drake — British Tier IX cruiser.
After the start of World War II, W. Churchill ordered the development of a new heavy cruiser armed with 234 mm guns. A design for a 21,500-ton cruiser featuring three triple-gun turrets was proposed. As Britain was in need of many ships, albeit inferior ones in terms of their combat qualities, the project's implementation was postponed.
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
Refer to the in-game Port screens for more useful data.
Drake is the Tier IX British heavy cruiser for the Tech Tree, being the link between the Tier VIII Albemarle and the end of the line, TX Goliath.
Over her predecessor Drake offers an improved main battery, with an increase in caliber and hitting power while at the same time trading reload speed. With 18.5s stock reload time, Drake is on par with the same tier super cruiser Kronshtadt in terms of loading speed. However, while the fire rate may seem like a burden, the shells themselves are among the best at the tier. High Alpha damage and high fire chance on her HE shells, coupled with improved penetration capabilities that let her penetrate up to 58mm of armor, give Drake a nasty tooth that no other surface ship type wants to be hit with. Furthermore, her AP penetration is among the highest of tech tree cruisers at that tier, making those shells a valid choice against any target at a lot of ranges, should they choose to show Drake their side.
With an improved repair ability and not taking over the odd citadel shape of her predecessor, Drake can withstand incoming AP shells better than Albemarle. However, this requires her to be at an angle when being shot at by battleship caliber guns.It should be noted that despite the more advantageous shape, the citadel still raises well above the waterline while extending over a significant length of the ship, so showing broadside can turn into an instant trip back to port.
With Drake's excellent concealment figures and her impressive healing skills, Drake should be played in the open water, keeping an eye on her surroundings to not receive flanking shots while mercilessly wittling down opponents with her hard hitting shells. If there is the need to, the player can disengage quickly to regenerate hit points and relocate. Aircraft carriers, while loosing parts of their strike wave in the process, can and will pose a threat to Drake. Investing into AA skills can mitigate this, but that will cost points that could be invested elsewhere. Priority targets should always be destroyers, as the hard hitting HE shells will cause tremendous damage to both their hit points and their modules.Pros:
- Good concealment with 10.4km when applying Captain Skills, Modules and Camouflage
- Hard hitting HE shells with high penetration and fire chance
- AP shells have high penetration values
- Decent AA protection
Cons:
- Main battery range of 15.9km leaves something to be desired
- Citadel extends noticeably above the waterline and runs from the A turret back to the C turret
- Poor firing angles, especially with her C turret
- Very long reload
Research
Availability of researchable upgrades for Drake is as follows:
- Hull: Upgrade to Hull (B) for 6,700 hit points, improved AA defenses and a reduction of rudder shift time of nearly six seconds. Research of this module unlocks progression to Goliath.
- Gun Fire Control System: Upgrade to Mk.IX Mod.2 for an extra 10% range on the main battery.
Optimal Configuration
Upgrades
The recommended upgrades for Drake are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Engine Room Protection *
- Slot 3: Aiming Systems Modification 1
- Slot 4: Steering Gears Modification 1
- Slot 5: Concealment System Modification 1
- Slot 6: Gun Fire Control System Modification 2 *
Alternatively, Slot 6 can be filled with Main Battery Modification 3 , if a player wishes to improve Drake's slow reload. However, this will leave her rather short ranged.
Commander Skills
Consumables
Drake can equip the following consumables:
- Damage Control Party
- Specialized Repair Teams
- Defensive AA Fire or Hydroacoustic Search
- Spotting Aircraft
Signals
Recommended Signal Flags | |||||
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Combat | |||||
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★★ |
★★ |
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★ |
★★★ |
★★★ |
★★ |
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★★ |
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Gallery
References
Ship Change Log
See here for links to Update notes.
- Available for testing by supertesters in the game starting from Update 0.8.10.
Testing Changes
- Oct 10, 2019:
- Preliminary characteristics.
- Nov 7, 2019:
- Main battery reload time increased from 14 to 15 s.
- Nov 29, 2019:
- Main battery reload time increased from 15 to 16.5 s.
- HE shell parameters changed:
- Maximum damage increased from 3,350 to 3,850.
- Fire chance increased from 21% to 24%.
- Armor penetration increased from 38 (1/6 of caliber) to 58 mm (1/4 of caliber).
- Ballistics were changed. Now the shell needs more time to travel the same distance. For example, instead of 5.2 s at a 10 km range, it will take 5.39 s. At a range of 15 km instead of 8.63 s it will take 9.2 s.
- AP shell parameters changed:
- Armor penetration improved, especially at close and medium ranges. Increased by 33% at 7 km and by 5% at 14 km.
- Ballistics were changed. Now the shell needs more time to travel the same distance. For example, instead of 5.2 s at a 10 km range, it will take 5.39 s. At a range of 15 km instead of 8.63 s it will take 9.2 s.
- Repair Party consumable changed:
- Restoration of citadel damage increased from 33% to 50%.
- Restoration of casemate (non-citadel) damage increased from 50% to 60%.
- Dec 10, 2019:
- Ballistics were changed. Now the shell needs more time to travel the same distance. For example, instead of 5.39 s at a 10 km range, it will take 5.69 s. At a range of 15 km instead of 9.2 s it will take 9.71 s. Armor penetration will remain almost the same as before these changes.
- Maximum damage of AP shells increased from 5,550 to 5,750.
- Hydroacoustic Search consumable changed:
- Action time decreased from 180 to 100 s.
- Ship detection range increased from 3 to 5 km.
- Torpedo detection range increased from 3 to 3.5 km.
- Defensive AA consumable added in the same slot as Hydroacoustic Search.
- Dec 27, 2019:
- Surface detectability increased from 12.24 to 13.2 km.
- Detectability after firing main battery guns in smoke increased from 7.6 to 8.33 km.
- Detectability by air increased from 8.11 to 8.74 km.
- Jan 10, 2020:
- Main battery reload time increased from 16.5 to 18.5 s.
- Jan 31, 2020:
- Guaranteed ricochet angle for armor-piercing shells decreased from 65 to 60 degrees.
- Main battery reload time decreased from 18.5 to 18 s.
- Introduced into the game as a researchable ship in Update 0.9.1.
- Update 0.9.2:
- Armor thickness changed: the side armor was reinforced from 25 to 27 mm.
- Update 0.9.5:
- Small changes to geometry and textures.
- Update 0.9.6:
- Fixed geometry and textures.
- Update 0.10.0:
- The firing range of the secondary battery was increased to 6.95 km.