Farragut
Revision as of 03:57, 24 January 2017 Updated Commander Skills for 0.6.0. Added info about permanent camo. | Revision as of 14:35, 15 October 2020 | |||
27 intermediate revisions by 10 users not shown | ||||
Line 3: | Line 3: | |||
|Anno=<!-- you can write below short description for the ship. it will replace default once. --> | |Anno=<!-- you can write below short description for the ship. it will replace default once. --> | |||
+ | The first U.S. destroyer of the new generation. She was armed with dual-purpose artillery, which significantly enhanced her AA defenses. The torpedo tubes were placed along the ship’s centerline, and thus they could be used more efficiently. The destroyers of this class were modernized to receive automatic AA guns.<!-- <br><br>{{Model3DViewer|5b284bf4bd4144cfbc9beb433620842b}}--> | |||
|Performance=<!-- write text about performance in battles below --> | |Performance=<!-- write text about performance in battles below --> | |||
Line 9: | Line 10: | |||
Players who enjoyed ''Nicholas'' will find more of the same with ''Farragut''. Her speed and handling characteristics are nearly identical, and she starts off with the exact same 5.5 km range torpedoes (the Mark 11) of her predecessor. The eventual torpedo upgrade module is worthwhile, giving her almost a full kilometer more of torpedo range and, more critically, faster fish. The move to centerline mounts for her torpedo launchers takes some getting used to; she can put eight torpedoes into the water on either side, but captains are likely to miss the flexibility offered by preceding ships of having launchers on both sides of the ship. | Players who enjoyed ''Nicholas'' will find more of the same with ''Farragut''. Her speed and handling characteristics are nearly identical, and she starts off with the exact same 5.5 km range torpedoes (the Mark 11) of her predecessor. The eventual torpedo upgrade module is worthwhile, giving her almost a full kilometer more of torpedo range and, more critically, faster fish. The move to centerline mounts for her torpedo launchers takes some getting used to; she can put eight torpedoes into the water on either side, but captains are likely to miss the flexibility offered by preceding ships of having launchers on both sides of the ship. | |||
? | Irritatingly, ''Farragut'' has a smaller health pool than ''Nicholas''; | + | Irritatingly, ''Farragut'' has a smaller health pool than ''Nicholas''; Level 3 commander skill Survivability Expert is almost necessary in order to get the most out of her. Like her immediate predecessor, she can exchange {{Engine Boost}} for {{Defensive AA Fire}}. | |
Overall, ''Farragut'' is a solid destroyer that loves maps with lots of islands she can hide in. American destroyer captains wishing for the capability to fire torpedoes from beyond their detection range must remain patient and wait for ''[[Mahan]]''. | Overall, ''Farragut'' is a solid destroyer that loves maps with lots of islands she can hide in. American destroyer captains wishing for the capability to fire torpedoes from beyond their detection range must remain patient and wait for ''[[Mahan]]''. | |||
|Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> | |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> | |||
? | ||||
* Main battery rate of fire is excellent. | * Main battery rate of fire is excellent. | |||
? | * Solid top speed of 36. | + | * Very fast turret rotation. | |
+ | * Solid top speed of 36.5 knots; she can break 41 knots with the {{Engine Boost}} consumable and the Sierra Mike ({{Sierra Mike|Size=18px}}) signal. | |||
* Upgraded torpedoes have a 0.9 km higher range than stock version, and travel noticeably faster. | * Upgraded torpedoes have a 0.9 km higher range than stock version, and travel noticeably faster. | |||
+ | * Good AA defense. | |||
|Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> | |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> | |||
* Very weak armor; takes damage just as quickly as ''[[Nicholas]]''. | * Very weak armor; takes damage just as quickly as ''[[Nicholas]]''. | |||
? | ||||
* Hull (B) only adds 600 more hit points, and she has fewer hit points than ''Nicholas''. | * Hull (B) only adds 600 more hit points, and she has fewer hit points than ''Nicholas''. | |||
* Shell arcs make long-range targeting difficult. | * Shell arcs make long-range targeting difficult. | |||
|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 health and improved rudder shift time. Research of Hull (B) also unlocks progression to ''[[Mahan]]''. | |||
+ | * '''Torpedoes:''' The Mk12 torpedoes travel faster and farther than the stock Mk11's for no change in reload speed; Hull (B) must be equipped before they can be installed. | |||
+ | * '''Gun Fire Control System:''' Upgrade to Mk6 mod. 2 for an extra 10% range on the main battery. | |||
? | Hull ( | + | As a gunboat destroyer, ''Farragut'' is best served by maximizing her health pool; this makes Hull (B) the best place to spend early experience gains. Her stock gun range is quite good, so snag the Torpedo module upgrade next, followed by the Fire Control System module to buff her main battery range. | |
|OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> | |||
|Upgrades=<!-- write text about best upgrades below --> | |Upgrades=<!-- write text about best upgrades below --> | |||
? | There aren't a lot of "out of the box" options in terms of upgrades for ''Farragut'' captains. Main Armament Modification 1 is the top pick in | + | The recommended upgrades for ''{{#var:ship_name}}'' 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}} | |||
+ | ||||
+ | There aren't a lot of "out of the box" options in terms of upgrades for ''Farragut'' captains. '''Main Armament Modification 1''' is the top pick in '''Slot 1''', while Aiming Systems Modification 1 is recommended for '''Slot 3'''. '''Engine Room Protection''' in '''Slot 2''' and '''Propulsion Modification 1''' in '''Slot 4''' are both highly recommended in the interests of sustaining ''Farragut''’s mobility while under fire from enemy ships. | |||
|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
Preventative Maintenance at Level 1, Last Stand at Level 2, and Concealment Expert at Level 4 are easy recommendations for ''Farragut'' commanders. | Preventative Maintenance at Level 1, Last Stand at Level 2, and Concealment Expert at Level 4 are easy recommendations for ''Farragut'' commanders. | |||
? | Level 3 offers a number of good options. Survivability Expert is a safe pick, buffing ''Farragut''’s health pool by 20%. Demolition Expert | + | Level 3 offers a number of good options. Survivability Expert is a safe pick, buffing ''Farragut''’s health pool by 20%. Demolition Expert or Basic Firing Training are recommended for captains looking to get more damage out of their main battery. Superintendent is a strong choice if premium consumables are not equipped. | |
? | Alternate Level 4 skill recommendations include: | + | Alternate Level 4 skill recommendations include: Advanced Firing Training to buff the range of ''Farragut''’s main battery (as well as the damage of her flak bursts); Radio Location, to aid in hunting down enemy destroyers; and Inertia Fuse for HE Shells, which will improve ''Farragut''’s main battery damage against enemy capital ships. | |
? | {{Commander Skills | + | {{Commander Skills 2 | |
? | | | + | <!-- This version enables a '0' rating. Use it for skills that have no effect (e.g. Improved Engines on a non-CV) or are detrimental to the ship. They should mirror what appears in the game client. --> | |
? | | | + | | rating11 = 1 <!-- Priority Target --> | |
? | | Expert Loader | + | | rating12 = 3 <!-- Preventive Maint --> | |
? | | | + | | rating13 = 1 <!-- Expert Loader --> | |
? | | Direction Center for | + | | rating14 = 0 <!-- Air Supremacy --> | |
? | | | + | | rating15 = 0 <!-- Direction Center for Fighters --> | |
? | | Incoming Fire Alert | + | | rating16 = 0 <!-- Improved Engine Boost --> | |
? | | | + | | rating17 = <!-- Incoming Fire Alert --> | |
+ | | rating18 = 0 <!-- Last Gasp --> | |||
? | | High Alert | + | | rating21 = <!-- High Alert --> | |
? | | Jack of All Trades | + | | rating22 = 1 <!-- Jack of All Trades --> | |
? | | Expert Marksman | + | | rating23 = 1 <!-- Expert Marksman --> | |
? | | Torpedo Acceleration | + | | rating24 = <!-- Torpedo Acceleration --> | |
? | | Smoke Screen Expert | + | | rating25 = 1 <!-- Smoke Screen Expert --> | |
? | | | + | | rating26 = 0 <!-- Improved Engines --> | |
? | | Adrenaline Rush | + | | rating27 = 2 <!-- Adrenaline Rush --> | |
? | | | + | | rating28 = 3 <!-- Last Stand --> | |
? | | | + | | rating31 = <!-- Basics of Survivability --> | |
? | + | | rating32 = 3 <!-- Survivability Expert--> | ||
? | | Torpedo Armament Expertise | + | | rating33 = 1 <!-- Torpedo Armament Expertise--> | |
? | | | + | | rating34 = 0 <!-- Aircraft Armor --> | |
? | | Basic Firing Training | + | | rating35 = 3 <!-- Basic Firing Training --> | |
? | | | + | | rating36 = 2 <!-- Superintendent --> | |
? | | | + | | rating37 = 2 <!-- Demolition Expert --> | |
? | | | + | | rating38 = 1 <!-- Vigilance --> | |
? | | Manual Fire Control for Secondary Armament | + | | rating41 = <!-- Manual Fire Control for Secondary Armament --> | |
? | | Fire Prevention | + | | rating42 = <!-- Fire Prevention --> | |
? | | Inertia Fuse for HE Shells | + | | rating43 = 2 <!-- Inertia Fuse for HE Shells --> | |
? | | | + | | rating44 = 0 <!-- Sight Stabilization --> | |
? | | Advanced Firing Training | + | | rating45 = 1 <!-- Advanced Firing Training --> | |
? | | | + | | rating46 = <!-- Massive AA Fire --> | |
? | | Radio | + | | rating47 = <!-- Radio Location --> | |
? | | | + | | rating48 = 3 <!-- Concealment Expert --> | |
}} | }} | |||
? | ||||
|Consumables=<!-- write text about selection of Consumables below --> | |Consumables=<!-- write text about selection of Consumables below --> | |||
? | + | ''{{#var:ship_name}}'' can equip the following consumables: | ||
+ | * '''Slot 1:''' {{Damage Control Party}} | |||
+ | * '''Slot 2:''' {{Smoke Generator}} | |||
+ | * '''Slot 3:''' {{Engine Boost}} '''or''' {{Defensive AA Fire}} | |||
|Camouflage=<!-- write text about useful camouflage below --> | |Camouflage=<!-- write text about useful camouflage below --> | |||
[[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range. | [[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range. | |||
? | Players who wish to spend doubloons can equip ''Farragut'' with [[Ship:Camouflage#Permanent_Camouflage|Type 16 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns. | + | Players who wish to spend doubloons can equip ''Farragut'' with [[Ship:Camouflage#Permanent_Camouflage|Type 16 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=<!-- write text about best set of signals below --> | |Signals=<!-- write text about best set of signals below --> | |||
? | Equipping | + | Equipping Juliet Whiskey Unaone ({{Juliet Whiskey Unaone|Size=18px}}) is recommended; ''Farragut'' captains who work into torpedo range of enemy ships need to get maximum results. Juliet Charlie ({{Juliet Charlie|Size=18px}}) is also a well-advised choice for any destroyer. Victor Lima ({{Victor Lima|Size=18px}}) and India X-Ray ({{India X-Ray|Size=18px}}) signals are similarly worthy of consideration to increase the fire chance of her main battery shells. | |
+ | ||||
+ | {{Signal Flags | |||
+ | | November Echo Setteseven = 1 | |||
+ | | Mike Yankee Soxisix = | |||
+ | | India X-Ray = 3 | |||
+ | | Juliet Whiskey Unaone = 2 | |||
+ | | Victor Lima = 3 | |||
+ | | Hotel Yankee = 1 | |||
+ | ||||
+ | | November Foxtrot = 1 | |||
+ | | Sierra Mike = 3 | |||
+ | | India Delta = | |||
+ | | Juliet Yankee Bissotwo = | |||
+ | | India Yankee = | |||
+ | | Juliet Charlie = 3 | |||
+ | ||||
+ | | Zulu = 1 | |||
+ | | India Bravo Terrathree = | |||
+ | | Equal Speed Charlie London = 3 | |||
+ | | Zulu Hotel = 2 | |||
+ | | Papa Papa = | |||
+ | ||||
+ | | Wyvern = | |||
+ | | Red Dragon = 2 | |||
+ | | Dragon Flag = 2 | |||
+ | | Ouroboros = | |||
+ | | Hydra = | |||
+ | }} | |||
|Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery> | |Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with | --><gallery> | |||
Line 139: | Line 180: | |||
|Ref= <!-- write below --> | |Ref= <!-- write below --> | |||
+ | #[https://en.wikipedia.org/wiki/USS_Farragut_(DD-348) USS ''Farragut'' (DD-348) - Wikipedia] | |||
+ | #[https://en.wikipedia.org/wiki/Farragut-class_destroyer_(1934) ''Farragut''-class destroyer (1934) - Wikipedia] | |||
}}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> | }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> |
Revision as of 14:35, 15 October 2020
127 mm/38 Mk.12 on a Mk.21 mod.1 mount5 х 1 pcs. |
Rate of Fire15 shots/min. |
Reload Time4 sec. |
Rotation Speed15 deg./sec. |
180 Degree Turn Time12 sec. |
Firing Range11.45 km. |
Maximum Dispersion100 m. |
HE Shell127 mm HE Mk32 |
Maximum HE Shell Damage1,800 |
Chance of Fire on Target Caused by HE Shell5 % |
Initial HE Shell Velocity792 m./s. |
HE Shell Weight24.5 kg. |
AP Shell127 mm AP/SC Mk38 |
Maximum AP Shell Damage2,100 |
Initial AP Shell Velocity792 m./s. |
AP Shell Weight25 kg. |
533 mm Mk142 х 4 pcs. |
Rate of Fire0.68 shots/min. |
Reload Time88 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoMk11 |
Maximum Damage11,733 |
Torpedo Speed56 knot |
Torpedo Range5.49 km. |
127 mm/38 Mk.12 on a Mk.21 mod.1 mount2 х 1 pcs. |
. . . Average Damage per Second6.4 |
. . . Firing Range5.01 km. |
127 mm/38 Mk.12 on a Mk.24 mod.11 mount3 х 1 pcs. |
. . . Average Damage per Second24 |
. . . Firing Range5.01 km. |
12.7 mm Browning on a single mount4 х 1 pcs. |
. . . Average Damage per Second15.2 |
. . . Firing Range1.2 km. |
Maximum Speed36.5 knot |
Turning Circle Radius560 m. |
Rudder Shift Time4 sec. |
Surface Detectability Range7.33 km. |
Air Detectability Range2.74 km. |
Farragut — American Tier VI destroyer.
The first U.S. destroyer of the new generation. She was armed with dual-purpose artillery, which significantly enhanced her AA defenses. The torpedo tubes were placed along the ship’s centerline, and thus they could be used more efficiently. The destroyers of this class were modernized to receive automatic AA guns.
Modules
Compatible Upgrades
Slot 1 |
|||||
---|---|---|---|---|---|
Slot 2 |
|||||
Slot 3 |
|||||
Slot 4 |
Player Opinion
Performance
Farragut continues the evolution of American destroyer design where Nicholas left off, retaining the same main battery guns — adding one more — while moving to a centerline-mounted torpedo configuration.
Players who enjoyed Nicholas will find more of the same with Farragut. Her speed and handling characteristics are nearly identical, and she starts off with the exact same 5.5 km range torpedoes (the Mark 11) of her predecessor. The eventual torpedo upgrade module is worthwhile, giving her almost a full kilometer more of torpedo range and, more critically, faster fish. The move to centerline mounts for her torpedo launchers takes some getting used to; she can put eight torpedoes into the water on either side, but captains are likely to miss the flexibility offered by preceding ships of having launchers on both sides of the ship.
Irritatingly, Farragut has a smaller health pool than Nicholas; Level 3 commander skill Survivability Expert is almost necessary in order to get the most out of her. Like her immediate predecessor, she can exchange Engine Boost for Defensive AA Fire .
Overall, Farragut is a solid destroyer that loves maps with lots of islands she can hide in. American destroyer captains wishing for the capability to fire torpedoes from beyond their detection range must remain patient and wait for Mahan.Pros:
- Main battery rate of fire is excellent.
- Very fast turret rotation.
- Solid top speed of 36.5 knots; she can break 41 knots with the Engine Boost consumable and the Sierra Mike () signal.
- Upgraded torpedoes have a 0.9 km higher range than stock version, and travel noticeably faster.
- Good AA defense.
Cons:
- Very weak armor; takes damage just as quickly as Nicholas.
- Hull (B) only adds 600 more hit points, and she has fewer hit points than Nicholas.
- Shell arcs make long-range targeting difficult.
Research
Availability of researchable upgrades for Farragut is as follows:
- Hull: Upgrade to Hull (B) for more health and improved rudder shift time. Research of Hull (B) also unlocks progression to Mahan.
- Torpedoes: The Mk12 torpedoes travel faster and farther than the stock Mk11's for no change in reload speed; Hull (B) must be equipped before they can be installed.
- Gun Fire Control System: Upgrade to Mk6 mod. 2 for an extra 10% range on the main battery.
Optimal Configuration
Upgrades
The recommended upgrades for Farragut 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
There aren't a lot of "out of the box" options in terms of upgrades for Farragut captains. Main Armament Modification 1 is the top pick in Slot 1, while Aiming Systems Modification 1 is recommended for Slot 3. Engine Room Protection in Slot 2 and Propulsion Modification 1 in Slot 4 are both highly recommended in the interests of sustaining Farragut’s mobility while under fire from enemy ships.
Commander Skills
Preventative Maintenance at Level 1, Last Stand at Level 2, and Concealment Expert at Level 4 are easy recommendations for Farragut commanders.
Level 3 offers a number of good options. Survivability Expert is a safe pick, buffing Farragut’s health pool by 20%. Demolition Expert or Basic Firing Training are recommended for captains looking to get more damage out of their main battery. Superintendent is a strong choice if premium consumables are not equipped.
Alternate Level 4 skill recommendations include: Advanced Firing Training to buff the range of Farragut’s main battery (as well as the damage of her flak bursts); Radio Location, to aid in hunting down enemy destroyers; and Inertia Fuse for HE Shells, which will improve Farragut’s main battery damage against enemy capital ships.
Recommended Commander Skills | ||||||||
---|---|---|---|---|---|---|---|---|
Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★ |
★★★ |
★ |
Χ |
Χ |
Χ |
|
Χ |
2 |
|
★ |
★ |
|
★ |
Χ |
★★ |
★★★ |
3 |
|
★★★ |
★ |
Χ |
★★★ |
★★ |
★★ |
★ |
4 |
|
|
★★ |
Χ |
★ |
|
|
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Farragut can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Smoke Generator
- Slot 3: Engine Boost or Defensive AA Fire
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.
Players who wish to spend doubloons can equip Farragut with Type 16 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
Equipping Juliet Whiskey Unaone () is recommended; Farragut captains who work into torpedo range of enemy ships need to get maximum results. Juliet Charlie () is also a well-advised choice for any destroyer. Victor Lima () and India X-Ray () signals are similarly worthy of consideration to increase the fire chance of her main battery shells.
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★★★ |
|
|
★ |
★★★ |
★★★ |
★★ |
|
★ |
★★★ |
★ |
|
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.