Des Moines
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Revision as of 11:33, 24 May 2016
203 mm/55 RF Mk.16 in a turret3 х 3 pcs. |
Rate of Fire10.91 shots/min. |
Reload Time5.5 sec. |
Rotation Speed6 deg./sec. |
180 Degree Turn Time30 sec. |
Firing Range15.83 km. |
Maximum Dispersion142 m. |
HE Shell203 mm HE/HC Mk25 |
Maximum HE Shell Damage2,800 |
Chance of Fire on Target Caused by HE Shell14 % |
Initial HE Shell Velocity823 m./s. |
HE Shell Weight118 kg. |
AP Shell203 mm AP Mk21 |
Maximum AP Shell Damage5,000 |
Initial AP Shell Velocity762 m./s. |
AP Shell Weight152 kg. |
127 mm/38 Mk.12 on a Mk.32 mount6 х 2 pcs. |
Firing Range7.3 km. |
Rate of Fire10 shots/min. |
Reload Time6 sec. |
HE Shell127 mm HE Mk32 |
Maximum HE Shell Damage1,800 |
Initial HE Shell Velocity792 m./s. |
Chance of Fire on Target Caused by HE Shell5 % |
127 mm/38 Mk.12 on a Mk.32 mount6 х 2 pcs. |
. . . Average Damage per Second90.6 |
. . . Firing Range5.01 km. |
76.2 mm/50 Mk.22 on a Mk.33 mount10 х 2 pcs. |
. . . Average Damage per Second208 |
. . . Firing Range3.99 km. |
20 mm Oerlikon on a Mk.4 mount12 х 1 pcs. |
. . . Average Damage per Second43.2 |
. . . Firing Range2.01 km. |
76.2 mm/50 Mk.22 on a Mk.33 mount2 х 2 pcs. |
. . . Average Damage per Second41.6 |
. . . Firing Range3.99 km. |
Maximum Speed33 knot |
Turning Circle Radius770 m. |
Rudder Shift Time8.6 sec. |
Surface Detectability Range13.44 km. |
Air Detectability Range7.9 km. |
Des Moines — American Tier X cruiser.
The heavy cruisers designed during World War II became the epitome of their class, making them the most formidable and powerful U.S. heavy cruisers in history. After the development of a 152 mm automatic gun, the U.S. Navy High Command placed an order for a similar gun but with a caliber of 203 mm. New cruisers were to be equipped with triple-gun turrets featuring the aforementioned 203 mm guns and fitted with a thick armored deck for protection against aerial bomb attacks. USS Des Moines conducted various diplomatic and representative missions. She was also used for training cadets and in naval exercises.
Modules
Compatible Upgrades
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Player Opinion
Performance
Only a handful of high tier cruisers are known to have absurd firing rates: the light cruisers Koenigsberg, Nurnberg, Cleveland and Atlanta, and this heavy cruiser. It is no surprise that due to her being the last all-gun cruiser made, she has all the lessons learned in the Second World War incorporated in her. A very noticeable trait on the Des Moines is her absurd rate of fire for a heavy cruiser with each turret loading rounds at about 6 seconds which can quickly deal with destroyers, other cruisers, force battleships to be wary of her as well as nervously check their hit points when they are under attack by her and frustrate carriers to no end due to her impressive AA suite which, with proper upgrades and skills, have them reach further. Even with her ergonomics and good handling, one can say this heavy cruiser does it all; serving as both an AA and anti-ship screen, joining a cruiser squadron for rapid action as she can keep up thanks to her good speed and provide additional firepower, and functioning as a reasonable cruiser leader for a small destroyer group.
The cruiser's high shell arc and gun layout gives her a unique advantage that other tier 10 cruisers lack and as such she is capable of parking behind an island for safety and using her high shell arc to lob shells over the island at distant targets with relative safety. One can also park the ship around the corner of an island while bow on to act as a deterrent to advancing enemy ships, while presenting a relatively small target profile. Exploiting this technique allows one to turn a disadvantage into an advantage.
Unlike every other tier 10 cruiser, the Des Moines cannot effectively fight as an anti-surface combatant on open water and her shell speed prevents her from faring well in ranged firefights. Instead, one should look to play defensively during the initial stages of the game such as performing escort duties to allied carriers (although the thought of babysitting the defenseless carriers may not cross the minds of some) or putting yourself in an effective position to respond such as hiding behind islands to protect yourself while you lob shells over them to harass enemies, and choose areas of the map that allow you to fight enemies at your terms in close to medium range as the closer the Des Moines gets, the more dangerous she becomes. It should not come as a surprise that if played right, the cruiser can practically dictate the flow of battle and at the mid-game to late game stages where the strongest ships have likely killed each other off, the opportunity to become hyper aggressive and quickly mop up the enemy team with the withering rate of fire is now open to the player. This isn't the only way to play the Des Moines as she can serve the player well with whatever tactics they bring to the field. Shift your play style depending on the situation to give your team the best chance of winning. Knowing when to go defensive or aggressive is key to doing well in this ship.Pros:
- Rapid reload speed allows one to quickly switch ammo types to adapt to any situation.
- Unrivaled rate of fire at her tier.
- Very effective against destroyers and cruisers at close to medium range, can give battleships something to be wary of, and be a terror for CV's
- AA suite with all range upgrades can reach out to 7.2km.
- The best cruiser AA escort in the game with 426 AA DPS at 5.0km.
- Reasonably protected when bow on towards your enemies, however battleships can still injure you greatly if their shells hit you with good RNG dispersion.
- Gun layout and high shell arc allows one to sit behind an island and lob shells over it to harass far away enemies, while being partially covered by the island.
- Jack of all trades
Cons:
- Outclassed and outgunned by every other tier 10 cruiser at long range
- Main guns are very vulnerable and easy to destroy, especially when you're bow on towards your enemies.
- Slower shell velocity means arc is rather high which makes shells take a bit long to reach the target point but can reach over islands
- Rather sluggish acceleration.
- Large citadel for a US cruiser.
- Despite the AP having the strongest penetration value in the game, getting up close is the most effective way to deal guaranteed damage
Research
Gallery
Historical Gallery