Dmitri Donskoi
Revision as of 15:10, 12 April 2020 | Revision as of 07:26, 29 May 2020 Hull C removed since 0.9.2 | |||
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|Research=<!-- write text about priority sequence of research below --> | |Research=<!-- write text about priority sequence of research below --> | |||
? | + | Availability of researchable upgrades for ''{{#var:ship_name}}'' is as follows: | ||
? | + | * '''Hull:''' Upgrade to Hull (B) for more hit points, better AA and faster rudder shift time. Research of this module unlocks progression to [[Moskva]]. | ||
+ | * '''Gun Fire Control System:''' Upgrade to GFCS IX mod. 2 for an extra 10% range on the main battery. | |||
|OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |||
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| rating38 = 1 <!-- Vigilance --> | | rating38 = 1 <!-- Vigilance --> | |||
? | | rating41 = | + | | rating41 = 0 <!-- Manual Fire Control for Secondary Armament --> | |
| rating42 = <!-- Fire Prevention --> | | rating42 = <!-- Fire Prevention --> | |||
| rating43 = 3 <!-- Inertia Fuse for HE Shells --> | | rating43 = 3 <!-- Inertia Fuse for HE Shells --> |
Revision as of 07:26, 29 May 2020
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[[Ship:|]] — N/A special premium Tier N/A.
The ship was developed from the Chapayev class. She received stronger armament and a more powerful propulsion (Project 65). Dmitri Donskoi surpassed her prototype in all major characteristics: dimensions, speed, artillery power, AA capabilities, and torpedo armament.
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
A reliable cruiser in skilled hands, Dmitri Donskoi — named after hero Dmitri Donskoi (translation: Dmitri of the Don) — can be said as the analogous counterpart for the US cruiser of the same tier, the Buffalo, albeit having different values than her US counterpart. If anything, the cruiser has a surprising AA suite aboard, as well as trading gun caliber from the standard 8 inch guns normally seen on heavy cruisers, to the 7.1 inch guns first seen on Kirov.
As an "escort cruiser", she is ideal for screening the carriers and battleships from aerial assaults as well as providing a second line of fire within the battle line as her range can permit her to do so. However despite her potency and effectiveness, be constantly vigilant and mobile as the ship absolutely can NOT survive a beating nor can she hide if concentrated upon. Work as a support cruiser and escort cruiser and you will see surprising results.
Alternatively, the ship's high speed, good citadel protection, and a full suite of consumables allow her to charge down a weakly defended flank without needing much help. Her great AP shells make her especially dangerous if allowed to get access to enemies' broadsides. However as noted, this ship cannot endure focused fire, so always plan a route to disengage with speed in case the enemy decides to focus you.Pros:
- Twelve 7.1-inch (180 mm) guns with excellent shell speed, penetration, and range.
- Good firing angles when kiting with great turret traverse speed.
- Very fast despite her appearance, which often tricks enemies to take insufficient lead, causing their shells to miss.
- Powerful AA suite.
- Good turning circle with decent rudder shift.
- Best citadel protection among all Russian cruisers with 3 layers of armor, adding up to 190mm, but still vulnerable to citadel hits when angled.
- Heavy-punching torpedoes for use in close quarters with good firing angles.
- Long range Russian radar that nearly matches its concealment range.
Cons:
- High detection range for a cruiser; it is equivalent to a battleship.
- Relatively low fire chance for the gun caliber, especially after taking the Inertia Fuse for High Explosive skill.
- Poor firing angles when pushing towards a target.
- Ship is quite large for its tier and class, which means she is likely to take more shell hits and more likely to eat torpedoes.
- The citadel rises above water, so this ship will take citadel hits, even when angled.
- The ship, despite having great sustainability, cannot take concentrated fire.
Research
Availability of researchable upgrades for ' is as follows:
- Hull: Upgrade to Hull (B) for more hit points, better AA and faster rudder shift time. Research of this module unlocks progression to Moskva.
- Gun Fire Control System: Upgrade to GFCS IX mod. 2 for an extra 10% range on the main battery.
Optimal Configuration
Upgrades
The recommended upgrades for ' 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 2 *
- Slot 5: Concealment System Modification 1
- Slot 6: Gun Fire Control System Modification 2 *
Captains with access to Surveillance Radar Modification 1 are strongly encouraged to equip it in Slot 2. This will increase the radar duration from 20 seconds to 28 seconds, which will allow the player to squeeze in an extra salvo during the duration of the radar.
Given the ship's great speed, using acceleration and deceleration to dodge incoming shells is a viable option. Therefore some captains may prefer to equip Propulsion Modification 1 () in Slot 4 to facilitate this style. Even with the Steering modification, the turning circle of Donskoi is not very good, but slowing down at all can lead to an abrupt death, so maintaining speed and distance and maneuvering is typically prefered.
It is the individual players preference whether to use GFCS2 for the increased range or Main Battery Modification 3 for increased DPM. While MAM3 does increase potential damage output against a target, GFCS2 increases damage potential by increasing the range to available targets and increases survivability by increasing distance, which in turn increases reaction time to avoid enemy shells and reduces enemy dispersion, while imposing no penalty on turret traverse speed.
Commander Skills
Key skills for ' commanders include Priority Target, Adrenaline Rush, Superintendent, Demolition Expert, Concealment Expert, and Inertia Fuse for HE Shells.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★★ |
★ |
★★ |
Χ |
Χ |
Χ |
★★ |
Χ |
2 |
|
★★ |
★★ |
|
Χ |
Χ |
★★★ |
★ |
3 |
★ |
|
|
Χ |
★★ |
★★★ |
★★★ |
★ |
4 |
Χ |
|
★★★ |
Χ |
★★ |
|
★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
' can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire or Hydroacoustic Search
- Slot 3: Surveillance Radar
- Slot 4: Repair Party
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectability range.
Players who wish to spend doubloons can equip ' with Type 19 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.
Signals
Recommended Signal Flags | |||||
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Combat | |||||
★ |
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★ |
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★★★ |
★★★ |
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★★ |
★★★ |
★★★ |
★★★ |
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery
References
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Aircraft Carriers |
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U.S.A. | |
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Pan-Asia | |
Spain | |
Europe | |
Netherlands | |
Italy | |
Commonwealth | |
Pan-America |