Mahan
Revision as of 18:55, 20 December 2016 | Revision as of 04:50, 24 January 2017 Updated Commander Skills for 0.6.0. | |||
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|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
? | + | Level 1's clear choice is Preventative Maintenance, as it reduces the chance of ''Mahan'' having her engine or rudder knocked out while under heavy fire. Last Stand is the best of the lot at Level 2; ''Mahan'' captains will find themselves under enemy fire frequently, and losing her engine is the worst possible module knockout she can suffer. Torpedo Armament Expertise at the same level might be a good place to put points down the road. Concealment Expert is the clear choice at Tier 4. | ||
? | + | Level 3 offers a ton of great skill choices: Basic Firing Training improves ''Mahan''’s abysmal anti-aircraft DPS as well as improving the rate of fire of her main battery guns; Survivability Expert adds more than 17% extra health; Vigilance allows her to better screen her allies from enemy torpeodes; Superintendent provides extra charges of valuable consumables; Demolition Expert increases the damage potency of her main battery. None of these are bad choices, but Survivability Expert is should be the first one chosen. A dead ''Mahan'' does no damage, after all. | ||
{{Commander Skills | {{Commander Skills | |||
? | | Expert Loader= | + | | Priority Target = 1 | |
? | | | + | | Preventative Maintenance = 3 | |
? | | | + | | Expert Loader = 1 | |
? | | Expert | + | | Aircraft Servicing Expert = | |
+ | | Direction Center for Catapult Aircraft = | |||
+ | | Dogfighting Expert = | |||
+ | | Incoming Fire Alert = | |||
+ | | Evasive Maneuver = | |||
? | | Expert Marksman= | + | | High Alert = 2 | |
? | | Torpedo | + | | Jack of All Trades = 1 | |
? | | | + | | Expert Marksman = | |
? | | | + | | Torpedo Acceleration = | |
? | | Last Stand= | + | | Smoke Screen Expert = 1 | |
+ | | Expert Rear Gunner = | |||
+ | | Adrenaline Rush = 2 | |||
+ | | Last Stand = 3 | |||
? | | | + | | Survivability Expert = 3 | |
? | | | + | | Basics of Survivability = | |
? | | | + | | Torpedo Armament Expertise = 2 | |
? | | | + | | Emergency Takeoff = | |
? | | | + | | Basic Firing Training = 3 | |
+ | | Superintendent = 2 | |||
+ | | Demolition Expert = 2 | |||
+ | | Vigilance = 1 | |||
? | | | + | | Manual Fire Control for Secondary Armament = | |
? | | | + | | Fire Prevention = | |
? | | | + | | Inertia Fuse for HE Shells = 1 | |
? | | | + | | Air Supremacy = | |
? | | | + | | Advanced Firing Training = 1 | |
? | + | | Manual Fire Control for AA Armament = 1 | ||
? | + | | Radio Position Finding = | ||
? | | Manual Fire Control for | + | | Concealment Expert = 3 | |
? | | | + | ||
? | | Concealment Expert=3 | + | ||
? | + | |||
? | + | |||
}} | }} | |||
Revision as of 04:50, 24 January 2017
IDS_PAGM022_5IN38_MK245 х 1 pcs. |
Rate of Fire18.18 shots/min. |
Reload Time3.3 sec. |
Rotation Speed15 deg./sec. |
180 Degree Turn Time12 sec. |
Firing Range10.61 km. |
Maximum Dispersion102 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 Quad3 х 4 pcs. |
Rate of Fire0.68 shots/min. |
Reload Time88 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoMk12 |
Maximum Damage11,733 |
Torpedo Speed64 knot |
Torpedo Range6.39 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. |
IDS_PAGM022_5IN38_MK243 х 1 pcs. |
. . . Average Damage per Second9.6 |
. . . Firing Range5.01 km. |
12.7 mm Browning on a single mount6 х 1 pcs. |
. . . Average Damage per Second22.8 |
. . . Firing Range1.2 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. |
IDS_PAGM022_5IN38_MK243 х 1 pcs. |
. . . Average Damage per Second9.6 |
. . . Firing Range5.01 km. |
Maximum Speed35 knot |
Turning Circle Radius560 m. |
Rudder Shift Time4 sec. |
Surface Detectability Range7.41 km. |
Air Detectability Range2.86 km. |
Mahan — American Tier VII destroyer.
Developed from the Farragut class, Mahan carried a more powerful torpedo armament. At the beginning of World War II, these destroyers were modernized with several automatic AA guns to fight enemy aircraft more efficiently.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
Player Opinion
Performance
Mahan is a fairly well-rounded destroyer by the standards of the class. She is the first American destroyer to have the capability to fire torpedoes from beyond her detection range — via the upgraded torpedoes she has access to upon equipping Hull (B) — as well as sporting a solid pool of hit points and fast firing guns that turn quickly.
Overall, Mahan is good at almost anything her enemies can throw at her (with the possible exception of aircraft). She is able to defend herself from Russian and Japanese destroyers adequately, even more once she gains additional hit points from upgrading to Hull (B). Her upgraded torpedoes are somewhat slow, but hit decently hard and can be fired from stealth. One thing of note about her torpedo launchers: she has one port, one starboard, and one centerline. This allows her to put a very respectable 8 fish into the water on either side; however, many opponents forget about the odd launcher on the opposite side of the ship. It can make for a nasty surprise at close range if they believe that she's launched all of the torpedoes she had loaded.
Mahan’s primary weaknesses are her large detection range and enemy aircraft; Hull (C) can assist with the latter by allowing captains to trade Engine Boost for Defensive AA Fire. Lacking access to Upgrade Slot 6, there is little that Mahan can do for her large detection radius other than spend commander skill points on Concealment Expert; even then, her detection radius is still over 7 km.
Overall, Mahan is a definite upgrade from Farragut and a solid Tier VII destroyer.Pros:
- Fast turret rotation speed.
- Outstanding main battery rate of fire.
- Three torpedo tube launchers provide additional flexibility and will frequently catch opponents off-guard.
- Large health pool for a destroyer.
- Long range torpedoes reach out to 9.2 km, making her the first American destroyer capable of firing torpedoes from beyond her detection range.
- Has access to the Defensive AA Fire consumable with Hull (C) equipped.
Cons:
- Very weak armor.
- Anti-aircraft guns are mainly for show and will rarely shoot anything down, even with the later hull upgrades.
- Large silhouette and a fairly large detection range.
- Shorter main battery range compared to Farragut.
- Slowest Tier VII destroyer at 35.4 knots.
Research
Optimal Configuration
Upgrades
Upgrade options are pretty thin on the ground for Mahan. Main Armaments Modification 1 is the best choice for Upgrade Slot 1. Upgrade Slot 2 is fairly well restricted to Aiming Systems Modification 1; AA Guns Modification 2 is a waste of time given how anemic Mahan’s suite of anti-aircraft guns is. Upgrade Slot 4 and Upgrade Slot 5 are best given over to Propulsion Modifications 1 and 2, respectively, in order to preserve Mahan’s mobility when under fire.
Commander Skills
Level 1's clear choice is Preventative Maintenance, as it reduces the chance of Mahan having her engine or rudder knocked out while under heavy fire. Last Stand is the best of the lot at Level 2; Mahan captains will find themselves under enemy fire frequently, and losing her engine is the worst possible module knockout she can suffer. Torpedo Armament Expertise at the same level might be a good place to put points down the road. Concealment Expert is the clear choice at Tier 4.
Level 3 offers a ton of great skill choices: Basic Firing Training improves Mahan’s abysmal anti-aircraft DPS as well as improving the rate of fire of her main battery guns; Survivability Expert adds more than 17% extra health; Vigilance allows her to better screen her allies from enemy torpeodes; Superintendent provides extra charges of valuable consumables; Demolition Expert increases the damage potency of her main battery. None of these are bad choices, but Survivability Expert is should be the first one chosen. A dead Mahan does no damage, after all.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★ |
★★★ |
★ |
|
|
|
|
|
2 |
★★ |
★ |
|
|
★ |
|
★★ |
★★★ |
3 |
|
★★★ |
★★ |
|
★★★ |
★★ |
★★ |
★ |
4 |
|
|
★ |
|
★ |
|
|
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Damage Control Party II is worth the credits (or doubloons) for the shortened cooldown on repairing broken modules. Engine Boost II or Defensive AA Fire II aren't really worth the investment; stick with the free version of whichever one is chosen.
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 Mahan with Type 17 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 a Sierra Mike signal is an excellent way to help make up for Mahan’s deficiency in maximum speed. Captains should also consider Victor Lima and India X-Ray signals to increase the fire chance of her main battery shells, though they should be paired with a Juliet Charlie to ensure that Mahan doesn't detonate under enemy fire.Gallery
Historical Info
Historical Gallery