Neptune
152 mm/50 BL Mk.XXIII on a Mk.XXV mount4 х 3 pcs. |
Rate of Fire12.5 shots/min. |
Reload Time4.8 sec. |
Rotation Speed10 deg./sec. |
180 Degree Turn Time18 sec. |
Firing Range15.04 km. |
Maximum Dispersion147 m. |
Chance of Fire on Target Caused by HE Shell0 % |
AP Shell152 mm AP Mk V |
Maximum AP Shell Damage3,200 |
Initial AP Shell Velocity768 m./s. |
AP Shell Weight58.85 kg. |
113 mm/45 QF Mk.V on an RP41 Mk.VI mount6 х 2 pcs. |
Firing Range6.95 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 II4 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 IX** |
Maximum Damage15,533 |
Torpedo Speed62 knot |
Torpedo Range9.99 km. |
152 mm/50 BL Mk.XXIII on a Mk.XXV mount4 х 3 pcs. |
. . . Average Damage per Second86.4 |
. . . Firing Range6 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. |
20 mm Oerlikon Mk.I on a Mk.IIA mount14 х 1 pcs. |
. . . Average Damage per Second50.4 |
. . . Firing Range2.01 km. |
40 mm/56 OQF Mk.XI on a Mk.V mount10 х 2 pcs. |
. . . Average Damage per Second123 |
. . . Firing Range3.51 km. |
Maximum Speed33.5 knot |
Turning Circle Radius790 m. |
Rudder Shift Time15.1 sec. |
Surface Detectability Range12.76 km. |
Air Detectability Range8.52 km. |
Neptune — British Tier IX cruiser.
A light cruiser design created on the basis of experience obtained during World War II. In comparison to previous classes of Royal Navy ships, she had greater dimensions, dual-purpose main guns, and reinforced anti-aircraft and torpedo armament.
Modules
Compatible Upgrades
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Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
Neptune represents the pinnacle of evolution for the Royal Navy's twelve-gun cruisers and is the last ship in the British cruiser line to sport the triple-barreled, quadruple turret configuration that captains of Fiji and Edinburgh are well-acquainted with by this point.
The main improvement from Edinburgh to Neptune is a vast increase in firepower. She upgrades from the Mk XXIII 152mm rifle of her immediate predecessors to the Mk XXV, which — with a base reload time of just 5.0 seconds — represents full 50% boost in her rate-of-fire (70% with the appropriate upgrade). The traverse rate sees a noticeable improvement. The range is improved as well, though the shells still lose velocity quickly, making it a challenge to hit anything smaller than a battleship at long range.
Other aspects of Neptune’s firepower are greatly improved as well. She carries two quadruple-tube torpedo launchers per side, allowing her to devastate unwary ships that attempt to pursue her, sit in smoke, or come around islands. Finally, Neptune’s anti-aircraft suite is one of the most punishing in the game — especially with a commander who has the Level 4 skill Manual Fire Control for AA Armament — as her new Mk XXV main battery guns also function as dual-purpose guns and provide a significant contribution to her AA.
She retains both Edinburgh’s Specialized Repair Teams and access to Surveillance Radar , but her detection range is notably higher; indeed, Neptune has the highest detection radius of all British cruisers. While this impairs her ability to close with and actively hunt enemy destroyers, it isn't a serious handicap as long as her commander has the Concealment Expert skill.
On the downside, she has slightly less armor protection than Edinburgh, but — more worryingly — a much higher citadel. A Neptune exposed with her broadside to enemy cruisers with armor-piercing rounds loaded — or battleships at any angle — can expect to take heavy damage if not wiped off the map in short order. To make matters worse, she is larger and responds more sluggishly than Edinburgh, making it more difficult to dodge enemy fire. Combined, these make it much harder to give up Smoke Generator for Surveillance Radar.
Neptune is capable of performing well as long as her captain keeps her guns pumping rounds at enemy cruisers and destroyers and keeps her highly vulnerable citadel hidden away from enemy battleships and heavy cruisers.Pros:
- Outstanding main battery armament: her twelve 152mm rifles have an excellent rate of fire and turret traverse time, as well as contributing to her anti-aircraft defenses.
- Lots of long range torpedoes (10.0 km) with better reload times than most other torpedo-armed cruisers at her tier.
- First-rate anti-aircraft suite; wrecks planes if her commander has the Expert AA Marksman and AA Gunner skills.
- Has access to Specialized Repair Teams that allow her to regenerate large amounts health.
- Can equip either Smoke Generator or Surveillance Radar.
Cons:
- Large detection radius. Even though Concealment Expert and Concealment System Modification 1 are virtually required to play Neptune to her fullest, she still has large concealment.
- Very weak armor; she can bounce 228mm rounds at certain angles, but will be easily penetrated by shells of a larger caliber.
- Huge citadel that rides quite high above the waterline; can be a shock to new players.
- Very high shell arcs, making it difficult to hit targets at long ranges.
- Somewhat sluggish due to her large size and 710m turning circle.
Research
Optimal Configuration
Unlike Edinburgh, Neptune can't get her detection radius low enough to match her Surveillance Radar range. She's still best when fully rigged for stealth; the question becomes how many points her captain is willing to sink into her anti-aircraft suite.
Upgrades
The recommended upgrades for Neptune are as follows:
- Slot 1: Main Armaments Modification 1 *
- Slot 2: Damage Control System Modification 1
- Slot 3: Aiming Systems Modification 1 *
- Slot 4: Steering Gears Modification 1
- Slot 5: Concealment System Modification 1
- Slot 6: Main Battery Modification 3 *
Upgrade Slot 1 allows players to mount one of two viable options. Main Armaments Modification 1 is a generally viable choice, but players wishing to specialize for anti-aircraft duties should mount Auxiliary Armaments Modification 1 .
Upgrade Slot 3 offers choices for specialization in different roles. Aiming Systems Modification 1 should be equipped for ship-to-ship combat. AA Guns Modification 1 should be mounted when specializing for AA duties.
Upgrade Slot 6 provides choices for increased effectiveness of desired specializations. Main Battery Modification 3 reduces main battery reload time, which benefits Neptune in engagements with enemy ships. With the appropriate commander skills and upgrades, Auxiliary Armaments Modification 2 is an easy choice for additional specialization in AA duties, making carrier players rethink their decision to send their planes into the airspace above Neptune.
Commander Skills
The same skills that benefited Edinburgh will continue to be of great use to Neptune. At Level 1, commanders are encouraged to take Last Stand to ensure Neptune retains at least some maneuverability even when her engines or rudder are knocked out. At Level 2, Priority Target is a key skill as it allows players to know when it is (theoretically) safe to expose their broadside in a turn without severe punishment. Other skills of interest for Neptune at Level 2 are Consumables Enhancements (to lengthen the duration of either her smoke screen or radar consumables) and Expert AA Marksman (a good team-play option that bolsters her AA suite). At Level 3, the key skills are Adrenaline Rush and Superindendent, both of which are highly recommended. Captains who find themselves relying heavily on her torpedo armament may also be interested in taking Enhanced Torpedo Explosive Charge. At Level 4, the key skill that captains should prioritize is Concealment Expert in order to further enhance Neptune’s already great concealment. Captains may also be interested in taking AA Gunner (another good team-play option that gives an additional boost to an already solid AA suite) or Radio Location (to improve situational awareness, particularly against outflanking destroyers).
Suggested initial skill order for first time Neptune captains: Last Stand -> Priority Target -> Adrenaline Rush -> Concealment Expert -> Superintendent
Consumables
Neptune can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Specialized Repair Teams – 3 charges
- Slot 3: Hydroacoustic Search – 3 charges
- Slot 4: Smoke Generator – 3 charges or Surveillance Radar – 3 charges
Signals
Captains who opted for the Anti-Aircraft Build recommended above are encouraged to equip a November Echo Setteseven () signal in order to maximize Neptune’s AA output. Regardless of configuration, India Delta () and November Foxtrot () signals are also recommended for use. X-Ray Papa Unaone will increase the action time of her smoke allowing a smokescreen-equipped Neptune to produce longer curtains of smoke, giving her more space to move around as well as technically increasing the total time she could potentially spend hidden within her own smoke so long as she finds herself within the final puff of smoke as the first puffs start to dissipate.
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Gallery
Neptune takes several hits from an enemy North Carolina.
Historical Info
Historical Gallery
References
- Neptune-class cruiser - Wikipedia
- British Cruisers, Two world wars and after by Norman Friedman
- Information on the 6-inch guns that were to be mounted on the Minotaur, and were later mounted on the post-war Tiger-class cruisers
- Discussion on the origin of the designs of the Minotaur
Ship Change Log
See here for links to Update notes.
- Available to supertesters in the game starting from Update 0.5.11.
- Introduced into the game as a researchable ship in Update 0.5.13.
- Update 0.5.16:
- Added cable channels to pipe antennas.
- Update 0.6.3:
- Sigma increased from 2 to 2.05.
- Update 0.6.5:
- Improved the appearance of Tier IX ships with the use of a special technology for drawing thin elements (mainly rigging).
- Update 0.6.12:
- Detectability when firing main guns in smoke changed to 6.58 km.
- Update 0.6.13:
- Fire extinguishing time now 30 s instead of 60 s.
- The Smoke Generator active time was increased from 7 to 15 s.
- Update 0.7.10:
- The range of the Hydroacoustic Search consumable was unified - 5 km for detecting ships, 3.5 km for detecting torpedoes.
- Update 0.9.1:
- Main battery reload time decreased from 5 to 4.8 s.
- Update 0.9.6:
- The value of the in-game turning circle radius was changed to 790 m to correct prior discrepancy.
- Update 0.10.0:
- The firing range of the secondary battery was increased to 6.95 km.
- Update 0.11.1:
- Minor corrections to geometry and textures of the ship.