Minotaur
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''Minotaur''’s main battery is comprised of five quick-turning turrets, each with a pair of Mk XXVI 152mm rifles. The Mk XXVI is a further upgrade over the Mk XXV deployed aboard ''Neptune'', and the reload time drops to 3.2 seconds (or 2.8 seconds with Main Battery Modification 3 installed in [[Ship:Upgrades#Tier_IX.2B_Equipment_.28Slot_6.29|Upgrade Slot 6]]). ''Minotaur'' spits out 152mm shells at a rate that has to be seen to be believed; as insane her rate of fire is, however, its impact is somewhat mitigated by the British light cruiser line lacking high-explosive shells. Like her immediate predecessor, her main battery guns are dual purpose and contribute to her anti-aircraft suite, but while ''Minotaur''’s overall AA impact on the battlefield will be significant, it will be less than that of a ''Neptune'' whose commander has the Manual Fire Control for AA Armament skill. Most of ''Minotaur''’s AA punch comes from her middle ring of 76.2mm guns, leaving her with only her dual-purpose main battery guns to function as long-range AA. | ''Minotaur''’s main battery is comprised of five quick-turning turrets, each with a pair of Mk XXVI 152mm rifles. The Mk XXVI is a further upgrade over the Mk XXV deployed aboard ''Neptune'', and the reload time drops to 3.2 seconds (or 2.8 seconds with Main Battery Modification 3 installed in [[Ship:Upgrades#Tier_IX.2B_Equipment_.28Slot_6.29|Upgrade Slot 6]]). ''Minotaur'' spits out 152mm shells at a rate that has to be seen to be believed; as insane her rate of fire is, however, its impact is somewhat mitigated by the British light cruiser line lacking high-explosive shells. Like her immediate predecessor, her main battery guns are dual purpose and contribute to her anti-aircraft suite, but while ''Minotaur''’s overall AA impact on the battlefield will be significant, it will be less than that of a ''Neptune'' whose commander has the Manual Fire Control for AA Armament skill. Most of ''Minotaur''’s AA punch comes from her middle ring of 76.2mm guns, leaving her with only her dual-purpose main battery guns to function as long-range AA. | |||
? | Her torpedoes and torpedo launcher configuration remains identical to what was found on ''Neptune'': two four-tube launchers per side equipped with 10.0 km range torpedo that reload relatively quickly (96 seconds). She is the stealthiest of all the Tier X cruisers, able to drop her detection radius down to 9.04 km when fully rigged for stealth. ''Minotaur''’s armor remains roughly equivalent to that of ''Neptune'' — which is to say that there isn't very much of it — and she is further hampered by how high her citadel space rides amidships. ''Minotaur'' will be punished severely for exposing her broadside to enemy battleships and heavy cruisers. | + | Her torpedoes and torpedo launcher configuration remains identical to what was found on ''Neptune'': two four-tube launchers per side equipped with 10.0 km range torpedo that reload relatively quickly (96 seconds). She is the stealthiest of all the Tier X cruisers, able to drop her detection radius down to 9.04 km when fully rigged for stealth. ''Minotaur''’s armor remains roughly equivalent to that of ''Neptune'' — which is to say that there isn't very much of it — and she is further hampered by how high her citadel space rides amidships. ''Minotaur'' will be punished severely for exposing her broadside to enemy battleships and heavy cruisers and can be citadeled from virtually any angle. It takes some practice to be able to deduce when it is safe to bring all guns to bear. Fortunately, she handles slightly better ''Neptune'' in exchange for giving up a bit of maximum range on her main battery. However ,the overwhelming machine-gun AP of Minotaur and her good torpedo armement coupled with the British torpedo launchers will make easy kills on any type of ship, even destroyers. | |
? | Just like all of her predecessors, playing ''Minotaur'' well comes down to efficient and timely use of her various consumables. She can equip {{Surveillance Radar}} or {{Smoke Generator}}; neither is a bad choice, depending on how individual captains wish to play the ship. She also has the {{Specialized Repair Teams}} that ''[[Edinburgh]]'' and ''Neptune'' do, as well as carrying {{Hydroacoustic Search}} by default. | + | Just like all of her predecessors, playing ''Minotaur'' well comes down to efficient and timely use of her various consumables. She can equip {{Surveillance Radar}} or {{Smoke Generator}}; neither is a bad choice, depending on how individual captains wish to play the ship. She also has the potent {{Specialized Repair Teams}} that ''[[Edinburgh]]'' and ''Neptune'' do, as well as carrying {{Hydroacoustic Search}} by default. | |
She's fragile and requires careful positioning and play, but ''Minotaur'' is deadly to enemy destroyers and a threat to enemy cruisers when helmed by a captain with their head in the game who doesn't expose their citadel unnecessarily. | She's fragile and requires careful positioning and play, but ''Minotaur'' is deadly to enemy destroyers and a threat to enemy cruisers when helmed by a captain with their head in the game who doesn't expose their citadel unnecessarily. | |||
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* '''Slot 2''': {{Engine Room Protection}} | * '''Slot 2''': {{Engine Room Protection}} | |||
* '''Slot 3''': {{Aiming Systems Modification 1}} | * '''Slot 3''': {{Aiming Systems Modification 1}} | |||
? | * '''Slot 4''': {{Steering Gears Modification | + | * '''Slot 4''': {{Steering Gears Modification 1}} | |
? | * '''Slot 5''': {{Concealment System Modification 1}} '''or''' {{UU Minotaur}}<nowiki>*</nowiki> | + | * '''Slot 5''': {{Concealment System Modification 1}} '''or''' {{UU Minotaur}} <nowiki>*</nowiki> | |
? | * '''Slot 6''': {{Main Battery Modification 3}} '''or''' {{Auxiliary Armaments Modification 2}}<nowiki>*</nowiki> | + | * '''Slot 6''': {{Main Battery Modification 3}} '''or''' {{Auxiliary Armaments Modification 2}} <nowiki>*</nowiki> | |
The choice of what to plug into '''Upgrade Slot 6''' will heavily influence the subsequent mix of commander skills captains will choose and how their ''Minotaur'' will play. | The choice of what to plug into '''Upgrade Slot 6''' will heavily influence the subsequent mix of commander skills captains will choose and how their ''Minotaur'' will play. |
Revision as of 10:51, 17 October 2020
152 mm/50 QF Mk.V on a Mk.XXVI mount5 х 2 pcs. |
Rate of Fire18.75 shots/min. |
Reload Time3.2 sec. |
Rotation Speed38 deg./sec. |
180 Degree Turn Time4.74 sec. |
Firing Range15.76 km. |
Maximum Dispersion141 m. |
Chance of Fire on Target Caused by HE Shell0 % |
AP Shell152 mm AP Mk V |
Maximum AP Shell Damage3,200 |
Initial AP Shell Velocity768 m./s. |
AP Shell Weight58.85 kg. |
533 mm QR Mk II4 х 4 pcs. |
Rate of Fire0.63 shots/min. |
Reload Time96 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
Torpedo533 mm Mk IXM |
Maximum Damage16,767 |
Torpedo Speed62 knot |
Torpedo Range9.99 km. |
152 mm/50 QF Mk.V on a Mk.XXVI mount5 х 2 pcs. |
. . . Average Damage per Second118 |
. . . Firing Range6 km. |
20 mm Oerlikon Mk.II on a Mk.V mount10 х 2 pcs. |
. . . Average Damage per Second61 |
. . . Firing Range2.01 km. |
76.2 mm/70 QF Mk.N1 on a Mk.6 mount8 х 2 pcs. |
. . . Average Damage per Second315.2 |
. . . Firing Range3.99 km. |
Maximum Speed33.5 knot |
Turning Circle Radius750 m. |
Rudder Shift Time10.4 sec. |
Surface Detectability Range11.17 km. |
Air Detectability Range8.52 km. |
Minotaur — British Tier X cruiser.
A light cruiser design with a more powerful and sophisticated AA system. Developed after the end of World War II from the Neptune-class cruisers. She carried dual-purpose main guns placed in new turrets, allowing for a higher rate of fire.
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
Atop the British cruiser line stands Tier X's Minotaur. She has a very different — and very unique — turret configuration compared to that of Neptune, and her main battery guns have a reload speed that gives Gearing a run for her money.
Minotaur’s main battery is comprised of five quick-turning turrets, each with a pair of Mk XXVI 152mm rifles. The Mk XXVI is a further upgrade over the Mk XXV deployed aboard Neptune, and the reload time drops to 3.2 seconds (or 2.8 seconds with Main Battery Modification 3 installed in Upgrade Slot 6). Minotaur spits out 152mm shells at a rate that has to be seen to be believed; as insane her rate of fire is, however, its impact is somewhat mitigated by the British light cruiser line lacking high-explosive shells. Like her immediate predecessor, her main battery guns are dual purpose and contribute to her anti-aircraft suite, but while Minotaur’s overall AA impact on the battlefield will be significant, it will be less than that of a Neptune whose commander has the Manual Fire Control for AA Armament skill. Most of Minotaur’s AA punch comes from her middle ring of 76.2mm guns, leaving her with only her dual-purpose main battery guns to function as long-range AA.
Her torpedoes and torpedo launcher configuration remains identical to what was found on Neptune: two four-tube launchers per side equipped with 10.0 km range torpedo that reload relatively quickly (96 seconds). She is the stealthiest of all the Tier X cruisers, able to drop her detection radius down to 9.04 km when fully rigged for stealth. Minotaur’s armor remains roughly equivalent to that of Neptune — which is to say that there isn't very much of it — and she is further hampered by how high her citadel space rides amidships. Minotaur will be punished severely for exposing her broadside to enemy battleships and heavy cruisers and can be citadeled from virtually any angle. It takes some practice to be able to deduce when it is safe to bring all guns to bear. Fortunately, she handles slightly better Neptune in exchange for giving up a bit of maximum range on her main battery. However ,the overwhelming machine-gun AP of Minotaur and her good torpedo armement coupled with the British torpedo launchers will make easy kills on any type of ship, even destroyers.
Just like all of her predecessors, playing Minotaur well comes down to efficient and timely use of her various consumables. She can equip Surveillance Radar or Smoke Generator ; neither is a bad choice, depending on how individual captains wish to play the ship. She also has the potent Specialized Repair Teams that Edinburgh and Neptune do, as well as carrying Hydroacoustic Search by default.
She's fragile and requires careful positioning and play, but Minotaur is deadly to enemy destroyers and a threat to enemy cruisers when helmed by a captain with their head in the game who doesn't expose their citadel unnecessarily.Pros:
- Unrivaled rate of fire among Tier X cruisers.
- Exceptionally low detection radius.
- Fast turret traverse.
- Very powerful anti-aircraft suite; if kitted out for anti-aircraft duties, she has one of the most potent AA bubbles of any cruiser in the game.
- A jack of all trades: she can shred destroyers, deal with her cruiser peers, give battleships something to fret about, and be another detriment to carriers.
- Great torpedo range combined with the best torpedo reload of all Tier X cruisers.
- Has access to Specialized Repair Teams that allow her to regenerate large amounts health.
- Radar-equipped Minotaur can do stealth radar; she has 900-meter radar buffer from range to her surface detection.
- Can equip Surveillance Radar with a 10 km range and a long duration; combined with a high rate of fire, she is a nightmare to destroyers.
Cons:
- Large citadel size.
- Initial shell velocity is the same as Neptune; however, at maximum range, her shells fall back to earth slowly.
- Lightly-armored turrets that are disabled easily (if not outright destroyed).
- Cannot equip the Defensive AA Fire consumable to increase the anti-aircraft suite's potency even further.
- As with the rest of the British cruiser line, her reliance on armor piercing shells is at times frustrating, as they will either bounce or deal consistently low damage.
- Torpedo tubes are somewhat exposed and are disabled frequently when under fire.
- Very weak armor; she can bounce 152mm, 203mm and 220mm rounds at certain angles, but will be easily penetrated by shells larger than that. A lack of internal vertical protection also means that overmatch hits through the bow are very likely to citadel her.
- Cannot equip Smoke Generator and Surveillance Radar simultaneously; captains must choose their role before going into battle.
Research
Optimal Configuration
Upgrades
The recommended upgrades for Minotaur are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Engine Room Protection
- Slot 3: Aiming Systems Modification 1
- Slot 4: Steering Gears Modification 1
- Slot 5: Concealment System Modification 1 or Aerosol Smoke Curtain System () *
- Slot 6: Main Battery Modification 3 or Auxiliary Armaments Modification 2 *
The choice of what to plug into Upgrade Slot 6 will heavily influence the subsequent mix of commander skills captains will choose and how their Minotaur will play.
Generalist Build: Captains wishing to maintain their Minotaur in a very flexible build will likely opt to slot Main Battery Modification 3 into Slot 6. This shortens her reload to just 2.8 seconds (possibly even lower with the Adrenaline Rush commander skill). Minotaur’s AA is still fairly substantial even without Auxiliary Armaments Modification 2 , and she gains more offensive power with the faster gun reload.
Anti-Aircraft Build: As the cruiser with the highest combined AA DPS in the game, though under-performing flak, as well as being very stealth and providing her own smoke, an AA build is popular on Minotaur. Captains wishing to focus their Minotaur to have better AA will opt for Auxiliary Armaments Modification 2 for Slot 6 to add more AA DPS. Although her AA is completely scary, her usefulness depends whether there is a carrier in the game. This build is great on divisioning with a Tier X carrier to make sure that the carrier division has AA as a cover.
Many captains will opt for Concealment System Modification 1 in Upgrade Slot 5; however, the Unique upgrade Aerosol Smoke Curtain System () offers another way to play Minotaur by changing her Smoke Generator style to a rolling smoke such as that found on Perth, Haida, and Huanghe. A rolling smoke differs from normal smokes in that the smoke screen generation time is very long compared to other nations but the smoke duration is very short. Using this, a Minotaur moving at 1/4 speed is able to remain in smoke for the duration of the Smoke Generator.
Keep in mind that Minotaur can also be equipped with Surveillance Radar Modification 1 to extend her Surveillance Radar activation time up to 48 seconds. Similarly, she can also be equipped with Hydroacoustic Search Modification 1 to extend her Hydroacoustic Search activation time up to 120 seconds, allowing captains to do a cycle between the two consumables if they choose to equip the radar consumable. Both of these are available options in Upgrade Slot 2.
Commander Skills
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★★ |
★ |
|
Χ |
Χ |
Χ |
★ |
Χ |
2 |
★ |
★★★ |
|
|
★★ |
Χ |
★★★ |
|
3 |
|
★★ |
|
Χ |
★★ |
★★★ |
|
★ |
4 |
Χ |
|
Χ |
Χ |
★★ |
Χ |
★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Minotaur can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Specialized Repair Teams
- Slot 3: Hydroacoustic Search
- Slot 4: Smoke Generator or Surveillance Radar
Most Minotaur captains will automatically equip Smoke Generator for Slot 4, just like Royal Navy cruisers at lower tiers. This is good for solo play or when divisioning with a carrier to utilize her AA from within the cover of smoke.
Surveillance Radar provides a different challenge and more utility as the radar has 9.9 km range and 9.04 km detection. Divisioning with a destroyer for smoke is the easiest way to play a radar Minotaur setup. Playing radar Minotaur outside of a division is more challenging, and is only recommended for captains with excellent situational awareness.
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detection range.
Players who wish to spend doubloons can equip Minotaur with Type 20 camouflage that lowers her detection range, reduces the accuracy of incoming shells, reduces her repair costs, increases her credit earnings, and increases the amount of experience she earns.
Signals
Similar to Edinburgh and Neptune, India Delta () and November Foxtrot () are highly recommended regardless of how her commander skills and upgrades are configured. Captains invested in the Anti-Aircraft Build will want to equip a November Echo Setteseven ().
Recommended Signal Flags | |||||
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Combat | |||||
★★ |
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|
|
|
|
|
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★★★ |
★★★ |
★★★ |
★★★ |
|
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
After being spotted, Minotaur desperately charges an enemy Yamato and fires her torpedoes.
Historical Info
Historical Gallery
References
- Minotaur-class cruiser (1947) - Wikipedia
- Paper Ships: Cruiser Minotaur - News - World of Warships
- British Cruisers, Two world wars and after by Norman Friedman
- Information on the 6-inch guns that were to be mounted on the Minotaur, and were later mounted on the post-war Tiger-class cruisers
- Rebuilding the Royal Navy: Warship design since 1945, by D.K.Brown and George Moore
- Discussion on the origin of the designs of the Minotaur