Can't save the XP
It says "or save the XP to unlock the next ship faster". I don't know if that used to be a thing but you can't do that these days at least. It is not possible to unlock a follow-up ship before researching all the upgrades. If you try, the game will just add the XP for the upgrades to the XP needed for the next ship. I didn't try it with Friant specifically but with Omaha, and that's how it went down.--Nautical_Metaphor:eu (talk) 09:06, 1 April 2018 (UTC)
- This is not correct. Players are free to skip any upgraded modules they wish, except those that immediately precede the ship they are attempting to unlock. The most expedient way to skip a ship is to simply click on the module representing unlocking the next ship; when you do this, the game will automatically add the XP for any modules required to unlock that ship (usually these are hull modules, but not always). Other modules that are NOT required to unlock the next ship - such as the fire control system module - players are not charged for. This is the key difference between "elite" ships in the tech tree (those that have had ALL their module upgrades unlocked) and "non-elite" ones (those that have module upgrades remaining to be unlocked). SeaRaptor00:na (talk) 19:39, 4 April 2018 (UTC)
Friant while being classified as a Cruiser, performes just like an oversized Destroyer, that is because the ship has super thin armor, 12 torpedos, in a four launchers with 3 torpedo each, that can reload very fast and packs quite a punch against everyrhing, 4 out of 6 are more than sufficient to kill a full healt Battleship; with just one or two that can kill Cruisers and Destroyers. The 30 Knots speed, that can become 31+ with Sierra Mike, and the four 139mm Twin batteries, are the same dimension of French Destroyers, with the only handicap of 12 seconds reload. So the best way to describe Friant is a fast Cruiser that fills the gap between Cruisers and Destroyers.