Goliath
234 mm/50 Mk.XII in a turret4 х 3 pcs. |
Rate of Fire3.24 shots/min. |
Reload Time18.5 sec. |
Rotation Speed10 deg./sec. |
180 Degree Turn Time18 sec. |
Firing Range16.8 km. |
Maximum Dispersion148 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.V on an RP41 Mk.VI mount6 х 2 pcs. |
Firing Range7.3 km. |
Rate of Fire20 shots/min. |
Reload Time3 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.V on an RP41 Mk.VI mount6 х 2 pcs. |
. . . Average Damage per Second106.8 |
. . . Firing Range5.01 km. |
40 mm/56 OQF Mk.X on a STAAG Mk.2 mount6 х 2 pcs. |
. . . Average Damage per Second80.4 |
. . . Firing Range3.51 km. |
40 mm/56 OQF Mk.IX on a Mk.VI mount7 х 6 pcs. |
. . . Average Damage per Second141.4 |
. . . Firing Range3.51 km. |
20 mm Oerlikon Mk.II on a Mk.V mount19 х 2 pcs. |
. . . Average Damage per Second115.9 |
. . . Firing Range2.01 km. |
Maximum Speed33 knot |
Turning Circle Radius800 m. |
Rudder Shift Time12.5 sec. |
Surface Detectability Range13.62 km. |
Air Detectability Range8.73 km. |
Goliath — British Tier X cruiser.
After the failure of the second London Naval Treaty, the British Admiralty again engaged in designing heavy cruisers in the face of the fact that the Germans and Japanese were building ships of this class that went beyond the agreements of the Washington Treaty. In 1938, a project of a ship with a displacement of 20,000 tons and armed with nine or twelve 203–234 mm guns was presented. The ship was deemed too expensive, and the project was shelved.
Modules
Compatible Upgrades
Slot 1 |
|||||
---|---|---|---|---|---|
Slot 2 |
|||||
Slot 3 |
|||||
Slot 4 |
|||||
Slot 5 |
|||||
Slot 6 |
Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
Tier X British heavy cruiser Goliath is the culmination of the game play developed over the line. She gains increased offensive and defensive capabilities with improvements to artillery, better health, armor thickness, and increased healing potential. She has the same potent HE shells, concealment, and tanking potential as her predecessor.
Armament:
Goliath carries twelve 234 mm guns in four triple turrets. These guns have an average range of 16.8 km and a long 18.5-second base reload. The turrets have a 180-degree turn time of 18 seconds.
Like the other British heavy cruisers, Goliath has great HE shells with high alpha damage, high fire chance of 24%, and increased penetration of 59 mm that allows her to penetrate most Tier X battleship deck plating. The downside of these shells are a long reload time that limits her damage per minute and slow shell velocity, making it harder to consistently hit targets at longer ranges.
Due to their large caliber, these guns can overmatch the 16 mm plating commonly found on superlight cruisers like Minotaur and Jinan. However, the AP shells have poor ballistics and average damage and penetration. Thus, these shells should only be used when opportunities present themselves in the form of broadside cruisers.
Goliath’s torpedoes are the same ones found on Drake. Her launchers are positioned amidships with 4 torpedoes per launcher. These torpedoes have average speed and 10 km range. With 16,767 alpha strike, these torpedoes can outright oneshot most cruisers but will fail to kill battleships from full health. They are best used when kiting away from enemy ships and should not be relied on for close range engagements as Goliath must show a lot of broadside to launch them.
Hull:
Goliath has a large health pool of 58,600 and an average base speed of 33 knots. Her maneuverability is average, with a 12.5-second rudder shift and 800 meter turning radius. Her concealment is good, with a minimum concealment of 11 km.
Her armor is improved over her predecessor Drake, with a thicker 40 mm deck and 30 mm side armor. This means battleships with 406 mm guns and lower will not be able to overmatch her side when sufficiently angled. However, she still has the same 25 mm bow and stern plating, which is easily overmatched by many high tier battleships.
The citadel protection is very weak, with a very high citadel only protected by a 203 mm torpedo protection belt. As the armor features a step between the barbettes and citadel itself, Goliath is prone to being citadeled from shells that overmatch the bow and stern of the ship. This makes Goliath a very poor brawler and as a result, she relies on dodging and using her thicker armor plating to negate damage at range.
Consumables:
Goliath has the option to choose between the Hydroacoustic Search and Defensive AA Fire consumables in the same slot. Both consumable choices are standard for Tier X cruisers. Hydroacoustic Search is recommended in almost every scenario, as her anti-aircraft capabilities are poor and a large hull leaves her susceptible to torpedoes.
Like her predecessor, she also gets access to Specialized Repair Teams , which has 2 charges that heal for 40% of her maximum HP. This consumable restores 60% of regular damage taken and 50% of citadel damage taken.
Unlike Drake, Goliath does not get access to Spotting Aircraft consumable to increase main battery gun range.
Anti-Aircraft:
As a heavy cruiser, Goliath’s anti-aircraft capabilities are mediocre. Her long-range AA DPS is low at 126 and has a low flak count of 6. Her mid-range DPS of 371 can shoot down some planes but cannot stop strikes entirely. Grouping with allied ships to overlap anti-aircraft auras is recommended in games with carriers.
Battle Performance:
Like the previous ships of the British heavy cruiser line, Goliath is best played at medium to long ranges. Her good concealment, excellent healing potential, and potent HE shells make her a great kiting ship, designed to hold back enemy pushes and burn down capital ships. Her playstyle is very selfish and is not designed to play for her team, as her limited armor, bad shell velocity, and lack of utility does not help her push enemies or support for capture zones.
As with all kiting cruisers, it is important to distinguish when to make ground for enemies to push into and when not to in order to keep map control. Playing on flanks is advised and taking fire is important to maximum game impact. While Goliath has a high potential HP pool with her Specialized Repair Teams, it is still important to avoid too much focus fire or overextend as her slow speed and big size make her vulnerable whenever heals are on cooldown.
Competitive Modes:
In past clan battle seasons, Goliath was a common pick as an off-flank kiting cruiser due to her durability, staying power, and strong HE. However, her role has been taken by newer cruisers that are more flexible, more durable, or have more utility, like San Martín and Napoli. She is no longer considered a strong pick and players should not grind her if the main goal is to play clan battles at higher leagues.Pros:
- Good health pool
- 40 mm deck armor
- HE shells with great penetration, high alpha, and high fire chance
- AP shells overmatch 16 mm
- 10 km Torpedoes
- Low concealment
- Access to Specialized Repair Teams
Cons:
- 25 mm nose and 30 mm sides are easily overmatched
- Large citadel
- Long main battery reload with poor ballistics
- Poor anti-aircraft defenses
- Vulnerable when Specialized Repair Teams are on cooldown
- Does not have Spotting Aircraft
Research
Optimal Configuration
Upgrades
The recommended upgrades for Goliath are as follows:
- 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 or Gun Fire Control System Modification 2
Commander Skills
Recommended Commander Skills | ||||||
---|---|---|---|---|---|---|
Cost (points) |
Attack | Defense | ||||
1 |
★★ |
|
|
★★★ |
★ |
|
2 |
★ |
|
|
|
★★★ |
|
3 |
|
|
★★★ |
|
★★★ |
★★ |
4 |
★★ |
★★ |
★ |
|
★★★ |
|
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
Goliath can equip the following consumables:
Signals
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
|
|
|
|
★★ |
★★ |
|
|
★ |
★★★ |
★★★ |
★★ |
|
★★ |
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 15 to 17 s.
- Nov 29, 2019:
- Main battery reload time increased from 17 to 19.5 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.
- Jan 10, 2020:
- Main battery reload time decreased from 19.5 to 19 s.
- Jan 31, 2020:
- Guaranteed ricochet angle for armor-piercing shells decreased from 65 to 60 degrees.
- Main battery reload time decreased from 19 to 18.5 s.
- Introduced in Update 0.9.1.
- Update 0.9.2:
- Updated model and textures.
- Updated hull geometry.
- Update 0.9.6:
- Fixed geometry and textures.
- Update 0.9.7:
- Minor fixes to geometry and textures.
- Update 0.10.0:
- The firing range of the secondary battery was increased to 7.3 km.