San Martín
Revision as of 15:23, 23 March 2023 by
Tech Tree Position
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General
Maneuverability
Maximum SpeedExpression error: Unexpected * operator. knot |
Concealment
Battle Levels
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<span class="b-description-img_type b-description-img_type__<mark_unset_error>-premium"></span>
Special
[[Ship:|]] — N/A special premium Tier N/A.
IDS__descr
' was first released for sale on DD MMM YYYY.
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 |
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Player Opinion
Performance
Warning. The data presented in the AA Defense sidebar section may be incorrect.
For a graphic summary of ships Tiers VIII thru XI see LittleWhiteMouse's "Actual AA DPS".
Supership Combat Capability - Consumable Operational Readiness

Requirements:
Can only be used after hitting enemy ships with any main battery hits.Required hits per salvo: 1
Progress per action: 3%
Effects:
- Consumable preparation and reload time: -85%
- Action time: 30 seconds
Pros:
Cons:
Research
As a top-tier ship, ' has no module upgrades to research.
Optimal Configuration
Upgrades
The recommended upgrades are:
- Slot 1:
- Slot 2:
- Slot 3:
- Slot 4:
- Slot 5:
- Slot 6:
Commander Skills
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Cost (points) |
Attack | Defense | ||||
1 |
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2 |
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3 |
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4 |
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Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
' equips the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Specialized Repair Teams
– 4 charges
- Slot 3: Short-Range Hydro-Acoustic Search
– 4 charges or Defensive AA Fire
– 4 charges
- Slot 4: Surveillance Radar
– 4 charges
- Slot 5: Spotting Aircraft
– 4 charges or Catapult Fighter
– 4 charges
Signals
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery
References
Ship Change Log
See here for links to Update notes.
- Available for testing by supertesters in the game starting from Update 12.0.
Testing Changes
- DevBlog 398:
- Preliminary characteristics.
- Note: The Combat Instructions on San Martin also provide a -25% time taken to reach full engine power while accelerating bonus, as well as a -50% rudder shift bonus.
- Preliminary characteristics.
- DevBlog 405:
- Removed HE shells.
- Changes to the AP shell characteristics:
- Initial shell velocity reduced from 915 to 812 m/s.
- AP ricochet angles improved from 60 - 67.5 to 60 - 75 °.
- Ballistics were slightly changed: reduced armor penetration at close range and increased shell flight time at long range (Contrary to what is stated in the DevBlog).
- Main battery firing range reduced from 17.01 to 15.51 km (Unlisted change).
- Changes to Combat Instructions:
- Replaced the bonuses to HE shell penetration, ship speed, reaching full engine power, and rudder shift with a -85% bonus to consumable reload time.
- Removed the required shots and number of hits per salvo requirements. Now, the progress bar is filled with any main battery hits.
- Action time reduced from 60 to 30 s.
- Amount of time spent without firing on target until adjustment firing progress begins to decay reduced from 30 to 6 s.
- Interval between decay reduced from 5 to 1 s.
- Rate of decay of adjustment firing progress increased from 8.3 to 25%.
- Changes to the Specialized Repair Teams consumable:
- Restoration of citadel damage increased from 50% to 80%.
- Restoration of hull damage increased from 50% to 80%.
- Number of charges increased from 3 to 4.
- Reload time increased from 80 to 180 s.
- Replaced the Hydroacoustic Search consumable with the Short-Range Hydroacoustic Search consumable, with the following characteristics:
- Ship detection range: 3 km.
- Torpedo detection range: 3 km.
- Action time: 100 s.
- Reload time: 180 s.
- Number of charges: 4.
- Changes to the Defensive AA Fire consumable:
- Reload time increased from 80 to 180 s.
- Number of charges increased from 3 to 4.
- Added the Surveillance Radar consumable in a separate slot, with the following characteristics:
- Ship detection range: 9 km.
- Action time: 25 s.
- Reload time: 180 s.
- Number of charges: 4.
- Changes to the Fighter consumable:
- Reload time increased from 90 to 180 s.
- Number of charges increased from 3 to 4.
- DevBlog 409:
- Idle time before the Combat Instructions meter begins to deplete has been increased from 6 to 10 s.
- Rate at which the Combat Instructions meter depletes after a period of inactivity has been decreased from one tick per second to one tick every two seconds.
- DevBlog 418:
- The amount of idle time needed to pass before the Combat Instructions meter begins to decay increased from 10 to 15 s.
- The rate at which the Combat Instructions meter fills changed from 2% to 3% per “Main battery hit” ribbon.
- The rate at which HP is restored by the Specialized Repair Teams consumable changed from 2% to 1.5% of the ship’s maximum HP per second.
- DevBlog 429:
- When idle, Combat Instructions progress will decay at a faster rate, from every 2 s to every 1 s.
- Amount of progress lost with each downtick reduced from 25% to 15%.
- Removed the Fighter consumable.
- The Spotting Aircraft consumable has been moved to the same slot as Surveillance Radar.
- Update 12.2:
- Available in a sequential bundle for Pan-American Tokens.
- Introduced into the game as a researchable ship in Update 12.4.
<span class="b-tech-nav_icon b-tech-nav_icon__<mark_unset_error>"></span>Ships of N/A
Destroyers | |
Cruisers | |
Battleships | |
Aircraft Carriers |
<span class="b-tech-nav_icon b-tech-nav_icon__<mark_unset_error>"></span>N/A
Japan | |
U.K. | |
U.S.A. | |
Pan-Asia | |
Germany | |
Europe | |
U.S.S.R. | |
Italy | |
Netherlands | |
France | |
Commonwealth | |
Spain | |
Pan-America |
Categories: