Sims
Revision as of 01:54, 7 February 2018 With the x4 def aa buff sims aa is now good if you specialize on it | Revision as of 14:12, 7 February 2018 Minor polish to Performance and Pros/Cons. | |||
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|Performance=<!-- write text about performance in battles below --> | |Performance=<!-- write text about performance in battles below --> | |||
+ | Fans of the American destroyer line will be very comfortable in Tier VII premium ''Sims''. She's fast, highly maneuverable, her guns spit out shells at a amazing 18 rounds per minute, and they turn fast... very fast. Her surface detectability is somewhat high as is typical of mid-tier American destroyers, but is lower than that of her tech tree cousin ''[[Mahan]]'' at just 7.3 km. Her turning radius is a mere 500 meters, allowing her to quickly and decisively dodge incoming shells and torpedoes. | |||
? | + | ''Sims'' captains have a choice of torpedo modules, one that will portend how they intend to play her. Aggressive captains can equip the Mk15 mod. 0 torpedoes and fight in close quarters and around islands. She inherits this style of play from her predecessors like ''[[Nicholas]]'' and ''[[Farragut]]''. Conversely, cagier captains can equip the Bliss Leavitt Mk7 mod. 2B torpedoes and fire them from stealth; however, the longer-legged torpedoes only do a little more than 8,000 damage a pop and travel at a snail-like 49 knots. While the ability to fire torpedoes from beyond her detection range is good practice for ''[[Benson]]'' and later American destroyers - and a capability that her lower-tier cousins do not have - in this configuration, ''Sims''’ torpedo armament is best described as "anemic". | ||
? | + | While her guns have low chance per shell of setting ships on fire, they put out so many shells that a target being focused will probably catch fire eventually. A reasonable marksman can — with some practice — hit sluggish capital ships like battleships and carriers over and over and over at medium range. She's also very capable of engaging other destroyers at ranges under 7.0 km and quickly dispatching them with her high rate of fire. | ||
? | + | |||
? | While her guns have low chance per shell of setting ships on fire, they put out so many shells that a target being focused will probably catch fire eventually. A reasonable marksman can — with some practice — hit sluggish capital ships like battleships and carriers over and over and over at medium range. She's also very capable of engaging other destroyers at ranges under | + | ||
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* Good acceleration and agility. | * Good acceleration and agility. | |||
* Fastest American destroyer in the game with a top speed of 38.5 knots. | * Fastest American destroyer in the game with a top speed of 38.5 knots. | |||
? | * Can mount the {{Defensive AA Fire}} consumable | + | * Can mount the {{Defensive AA Fire}} consumable; ''Sims''’ AA can be made fairly respectable with the right mix of commander skills, upgrades, and signal flags. | |
? | + | |||
* Can fire up to a range of 15.5km with a captain with [[Ship:Commander#Advanced Firing Training|Advanced Firing Training]]. | * Can fire up to a range of 15.5km with a captain with [[Ship:Commander#Advanced Firing Training|Advanced Firing Training]]. | |||
* Outstanding turning circle radius of only 500m. | * Outstanding turning circle radius of only 500m. | |||
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* The Mk 15 mod. 0 torpedoes are fast and deal decent damage, but have a fairly short range. | * The Mk 15 mod. 0 torpedoes are fast and deal decent damage, but have a fairly short range. | |||
* Like all American destroyers equipped with 127mm guns, she suffers from the notorious 'rainbow' shell arc; it's hard to hit ships at long range. | * Like all American destroyers equipped with 127mm guns, she suffers from the notorious 'rainbow' shell arc; it's hard to hit ships at long range. | |||
+ | * Stock (unbuffed) AA is weak. | |||
* Has one less main battery gun than ''[[Mahan]]''. | * Has one less main battery gun than ''[[Mahan]]''. | |||
? | * Above-average detectability for a destroyer. | + | * Above-average detectability for a Tier VII destroyer. | |
|Research=<!-- write text about priority sequence of research below --> | |Research=<!-- write text about priority sequence of research below --> | |||
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'''NOTE:''' Armament is listed in as-built configuration;<br> in-game configuration represents later modifications. | '''NOTE:''' Armament is listed in as-built configuration;<br> in-game configuration represents later modifications. | |||
}}</div> | }}</div> | |||
? | [[File:Uss sims.jpeg|none|frame|x400px|link=|USS ''Sims'' (DD-409), lead ship of the class, on trials in 1939. The Mk 37 director has not yet been installed.]] | + | [[File:Uss sims.jpeg|none|frame|x400px|link=|USS ''Sims'' (DD-409), lead ship of the class, on trials in 1939. The Mk 37 gun director has not yet been installed.]] | |
===History=== | ===History=== |
Revision as of 14:12, 7 February 2018
IDS_PAGM135_5IN38_MK30_MOD14 х 1 pcs. |
Rate of Fire17.96 shots/min. |
Reload Time3.34 sec. |
Rotation Speed34 deg./sec. |
180 Degree Turn Time5.29 sec. |
Firing Range12.88 km. |
Maximum Dispersion111 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 Quad2 х 4 pcs. |
Rate of Fire0.69 shots/min. |
Reload Time87 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoMk15 mod. 0 |
Maximum Damage11,600 |
Torpedo Speed65 knot |
Torpedo Range6.99 km. |
127 mm/38 Mk.12 on a Mk.30 mod.0 mount2 х 1 pcs. |
. . . Average Damage per Second21.4 |
. . . Firing Range5.01 km. |
IDS_PAGM137_5IN38_MK30_MOD11 х 1 pcs. |
. . . Average Damage per Second10.7 |
. . . Firing Range5.01 km. |
IDS_PAGM135_5IN38_MK30_MOD11 х 1 pcs. |
. . . Average Damage per Second10.7 |
. . . Firing Range5.01 km. |
20 mm Oerlikon on a Mk.4 mount4 х 1 pcs. |
. . . Average Damage per Second22.4 |
. . . Firing Range2.01 km. |
Maximum Speed38.5 knot |
Turning Circle Radius500 m. |
Rudder Shift Time2.7 sec. |
Surface Detectability Range7.33 km. |
Air Detectability Range2.93 km. |
Sims — American special premium Tier VII destroyer.
The new destroyer design was similar to the Mahan class, but she was larger than her predecessor, and her main guns were mounted on a ring-shaped base instead of the central pin. When construction was complete, overloading was detected, which led to removing one torpedo launcher and transferring the second one to the center. With the entry of the United States into World War II, USS Sims joined the same strike group as aircraft carrier Yorktown. On May 7, 1942, during the Battle of the Coral Sea, the destroyer sank as a result of an attack by Japanese dive bombers.
Modules
Hit Points (HP) | Armor (mm) | Armor (mm) | Main Turrets (pcs.) | Secondary Gun Turrets (pcs.) | AA Mounts (pcs.) | Torpedo Tubes (pcs.) | Hangar Capacity (pcs.) |
Research price (exp) |
Purchase price () | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Sims | 13,800 | 10 | 20 | 4 | 4/4 | 2 | 0 | 0 |
Compatible Upgrades
Slot 1 |
|||||
---|---|---|---|---|---|
Slot 2 |
|||||
Slot 3 |
|||||
Slot 4 |
Player Opinion
Performance
Fans of the American destroyer line will be very comfortable in Tier VII premium Sims. She's fast, highly maneuverable, her guns spit out shells at a amazing 18 rounds per minute, and they turn fast... very fast. Her surface detectability is somewhat high as is typical of mid-tier American destroyers, but is lower than that of her tech tree cousin Mahan at just 7.3 km. Her turning radius is a mere 500 meters, allowing her to quickly and decisively dodge incoming shells and torpedoes.
Sims captains have a choice of torpedo modules, one that will portend how they intend to play her. Aggressive captains can equip the Mk15 mod. 0 torpedoes and fight in close quarters and around islands. She inherits this style of play from her predecessors like Nicholas and Farragut. Conversely, cagier captains can equip the Bliss Leavitt Mk7 mod. 2B torpedoes and fire them from stealth; however, the longer-legged torpedoes only do a little more than 8,000 damage a pop and travel at a snail-like 49 knots. While the ability to fire torpedoes from beyond her detection range is good practice for Benson and later American destroyers - and a capability that her lower-tier cousins do not have - in this configuration, Sims’ torpedo armament is best described as "anemic".
While her guns have low chance per shell of setting ships on fire, they put out so many shells that a target being focused will probably catch fire eventually. A reasonable marksman can — with some practice — hit sluggish capital ships like battleships and carriers over and over and over at medium range. She's also very capable of engaging other destroyers at ranges under 7.0 km and quickly dispatching them with her high rate of fire.
Pros:
- Two centerline-mounted quadruple torpedo launchers, each one able to fire to both sides.
- Guns have very fast turret traverse; they are always on target.
- High rate of fire from her main battery.
- Good acceleration and agility.
- Fastest American destroyer in the game with a top speed of 38.5 knots.
- Can mount the Defensive AA Fire consumable; Sims’ AA can be made fairly respectable with the right mix of commander skills, upgrades, and signal flags.
- Can fire up to a range of 15.5km with a captain with Advanced Firing Training.
- Outstanding turning circle radius of only 500m.
Cons:
- Very fragile armor and modules.
- The Bliss-Leavitt torpedoes are very slow at 49 knots and only deal 8,500 maximum damage.
- The Mk 15 mod. 0 torpedoes are fast and deal decent damage, but have a fairly short range.
- Like all American destroyers equipped with 127mm guns, she suffers from the notorious 'rainbow' shell arc; it's hard to hit ships at long range.
- Stock (unbuffed) AA is weak.
- Has one less main battery gun than Mahan.
- Above-average detectability for a Tier VII destroyer.
Research
Optimal Configuration
Upgrades
The recommended upgrades for Sims are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Propulsion Modification 1
- Slot 3: Aiming Systems Modification 1
- Slot 4: Propulsion Modification 1 ()
Commander Skills
The following information is provided for players who wish to create a permanent captain for the ship. Those players who are retraining captains or using the ship to gain extra experience for a captain should consult the page relevant to the ship to which the captain will be assigned.
Recommended Commander Skills | ||||||||
---|---|---|---|---|---|---|---|---|
Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★ |
★★★ |
|
|
|
|
★★ |
|
2 |
★ |
★★ |
|
★ |
★ |
|
★★★ |
★★★ |
3 |
★ |
★★ |
★★ |
|
★★ |
★★★ |
★★ |
★★ |
4 |
|
★ |
★★ |
|
★ |
|
★★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Sims can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Smoke Generator
- Slot 3: Engine Boost or Defensive AA Fire
A gunboat destroyer such as Sims is inevitably going to come under heavy fire; the abbreviated cooldown on Damage Control Party II () will eventually pay for itself. Shelling out the doubloons or credits here is highly recommended. Paying for Smoke Generator II () is captain's choice, but there are times that the shortened cooldown on smoke is the difference between sneaking away and going to the bottom.
Camouflage
As a premium ship, Sims comes included with Type 10 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 | |||||
---|---|---|---|---|---|
Combat | |||||
★ |
|
|
|
★★★ |
★★★ |
★★ |
|
★ |
★★★ |
★ |
|
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery
Video