Cerberus
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. |
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 % |
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. |
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. |
Maximum Speed34 knot |
Turning Circle Radius790 m. |
Rudder Shift Time11 sec. |
Surface Detectability Range12.34 km. |
Air Detectability Range8.22 km. |
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.
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.
Cerberus is a powerful heavy cruiser. She differs from her predecessors because she has the perfect combination of firepower, maneuverability, armor, and flexibility to be capable of operating independently. While she is significantly larger than her predecessors, she has even better main battery performance, great concealment, long-range torpedoes, and a good selection of consumables.
Main Battery
Like Encounter, Cerberus boasts a potent main battery. She mounts a respectable twelve 203 mm guns in four triple turrets, with two superfiring on the bow and two superfiring astern. Her turrets take a worst-in-class 30 seconds to rotate 180 degrees, which complicates changing targets in a hurry.
Similar to the other tech tree Commonwealth cruisers, most of her damage output will come from her high-explosive (HE) shells. They are identical to Encounter’s HE shells, although she sacrifices a bit of reload in exchange for the three extra guns. She also has a slightly longer range, allowing her to be more effective in larger maps and high-tier gameplay. Cerberus’ HE shells have an excellent 18% fire chance and 2950 hitpoints of damage. These factors make her exceptionally well-suited to accumulating raw damage numbers in addition to starting fires. A base 34 mm of HE penetration means that her captain won’t require the Inertia Fuse for High Explosive skill. Cerberus’ ability to start fires while also racking up large amounts of damage will carry her to victory, especially when it comes to defeating heavily-armored opponents.
Cerberus’ armor-piercing (AP) performance is poor, but should not be underestimated. While they may not be the most lethal AP shells, they are more than capable of crippling or sinking targets (especially enemy cruisers) that show too much broadside. A combination of low damage per shell and a slower reload result in poor overall AP damage per minute. However, her AP shells still pack a punch. Both her HE and AP shells have fairly flat ballistics and short flight times which makes leading targets at range surprisingly comfortable.
Torpedoes
Cerberus has two quadruple torpedo launchers identical to the ones found aboard Encounter. They have an impressive 13.5 km range, allowing Cerberus to launch them from stealth. Unfortunately, four torpedoes per side mostly limits their usefulness to being area denial weapons. They reload in 96 seconds, have an average speed of 65 knots, and can deal up to 16,767 hitpoints worth of damage. While they may prove occasionally useful, they are not her primary weapon. Although the torpedo launchers are somewhat shrouded, they are still susceptible to being temporarily or permanently disabled.
Survivability
In common with Encounter and the rest of the tech tree Commonwealth cruisers, Cerberus has a large, exposed citadel that extends above the waterline. She is also a larger target than Encounter with significantly more freeboard. Her bow and stern are covered in 25 mm of plating that can be overmatched by 380 mm and larger guns, but her midships is clad in an unusually thick 32 mm of plating. This allows her to ricochet any AP shell smaller than 460 mm when angled properly, greatly enhancing her survivability over many of her peers. Her deck only has 30 mm of plating, overmatchable by 430 mm and larger battleship guns. Cerberus has a below-average 47,300 hitpoint pool and a mediocre 19% torpedo damage reduction, so she must rely on her maneuverability and smokescreen to avoid taking damage when possible. Fortunately, she is equipped with three charges of the Repair Party consumable that allow her to recover lost hitpoints. Ideally, she should conceal herself behind islands and use her Crawling Smoke Generator to stay concealed while moving at 1/4 speed (see Consumables section below). Despite having more freeboard than Encounter, Cerberus has an even better base surface detection radius of 12.3 km and lower smoke firing penalty of 7.3 km.
Maneuverability
A 34 knot speed is in line with many other Tier X cruisers, but she is painfully slow to accelerate. An 11 second rudder shift and 790 m turning radius are both average. She is quite flexible and can reposition as necessary to maximize her battle impact. Additionally, she can utilize standard cruiser tactics of using island cover and her crawling smokescreen to avoid detection.
Consumables
Cerberus is equipped with a standard Damage Control Party consumable and three charges of a Repair Party . To conserve her health for as long as possible, captains should make every effort to dodge incoming shells, torpedoes, and aircraft as they are able. She can choose either the Hydroacoustic Search or Defensive AA Fire consumable; the former is useful for spotting torpedoes and enemy vessels, while the latter can temporarily boost her AAA fire by 50% and quadruples her flak damage for 40 seconds.
The signature Commonwealth Crawling Smoke Generator is Cerberus’ most powerful consumable, enabling her to maintain concealment while moving at 1/4 speed. When this consumable is activated, it provides her with 102 seconds of concealment, giving her ample time to reposition or deal damage without being detected. The addition of the Hydroacoustic Search consumable offers an extra layer of defense while in smoke, reducing the chances of torpedoes or aggressive enemies approaching unnoticed.
Cerberus is equipped with the Submarine Surveillance consumable, which can be used to detect enemy submarines at or below periscope depth within a 8 km radius for herself and her allies. The scarcity of this consumable among surface vessels provides added utility that will prove exceptionally useful for supporting allied vessels.
Anti-Aircraft Defenses
Cerberus’s AA armament is very poor. Her medium- and long-range auras deal poor damage and her short-range aura is mediocre. Even worse, she only generates 2 flak bursts with low damage. Equipping the Defensive AA Fire consumable is highly inadvisable, as giving up the ability to spot torpedoes and enemy vessels for a slight improvement to terrible AA provides no valuable return for the accepted risk.
ASW
Cerberus is one of the few Tier X cruisers equipped with the Submarine Surveillance consumable. When a submarine strays within 8 km of her, she can activate this consumable to expose the submarine’s location to her teammates. Unlike her counterparts, she can store up to three depth charge airstrikes, with each charge reloading in only 30 seconds. The ability to drop three airstrikes instead of the typical two allows Cerberus to have a better chance of causing damage to enemy submarines. She also benefits from an extended range of 11 km, allowing her to provide excellent coverage. In exchange for all of these strengths, she has slightly lower depth charge damage, blast radius, and fire chance. Each airstrike drops two depth charges, dealing a maximum 3900 hitpoints of damage per charge over a blast radius of 300 m with a 28% chance of fire.
Battle Performance
Pros:
- Excellent fire starting potential
- Good HE damage output
- Long-range torpedoes
- Decently maneuverable
- Access to Submarine Surveillance consumable
- Three charges of ASW airstrike with extended range
Cons:
- Below-average HP pool
- Poor armor scheme and exposed citadel
- Slow turret traverse
- Poor AP damage per minute
- Abysmal AAA
- Poor acceleration and average agility
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
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
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
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.
- Update 13.4:
- Fixed textures on the Australian Ornament permanent camouflage for the ship.