Sims
Revision as of 14:13, 9 May 2018 Added 3D model and date of sale information. | Revision as of 10:19, 18 July 2019 Fixed commander skill names | |||
2 intermediate revisions by 2 users not shown | ||||
Line 53: | Line 53: | |||
| Preventative Maintenance = 3 | | Preventative Maintenance = 3 | |||
| Expert Loader = | | Expert Loader = | |||
? | | | + | | Air Supremacy = | |
? | | Direction Center for | + | | Direction Center for Fighters = | |
? | | | + | | Improved Engine Boost = | |
| Incoming Fire Alert = 2 | | Incoming Fire Alert = 2 | |||
? | | | + | | Last Gasp = | |
| High Alert = 1 | | High Alert = 1 | |||
Line 64: | Line 64: | |||
| Torpedo Acceleration = 1 | | Torpedo Acceleration = 1 | |||
| Smoke Screen Expert = 1 | | Smoke Screen Expert = 1 | |||
? | | | + | | Improved Engines = | |
| Adrenaline Rush = 3 | | Adrenaline Rush = 3 | |||
| Last Stand = 3 | | Last Stand = 3 | |||
? | ||||
| Basics of Survivability = 1 | | Basics of Survivability = 1 | |||
+ | | Survivability Expert = 2 | |||
| Torpedo Armament Expertise = 2 | | Torpedo Armament Expertise = 2 | |||
? | | | + | | Aircraft Armor = | |
| Basic Firing Training = 2 | | Basic Firing Training = 2 | |||
| Superintendent = 3 | | Superintendent = 3 | |||
Line 80: | Line 80: | |||
| Fire Prevention = 1 | | Fire Prevention = 1 | |||
| Inertia Fuse for HE Shells = 2 | | Inertia Fuse for HE Shells = 2 | |||
? | | | + | | Sight Stabilization = | |
| Advanced Firing Training = 1 | | Advanced Firing Training = 1 | |||
| Manual Fire Control for AA Armament = 2 | | Manual Fire Control for AA Armament = 2 | |||
Line 180: | Line 180: | |||
File:Usssims2.jpeg|''Sims'' at anchor, date and location unknown. | File:Usssims2.jpeg|''Sims'' at anchor, date and location unknown. | |||
File:USS Russell (DD-414) line drawing 1943.jpg|USS ''Russell'' (DD-414), possibly as in 1941 with Mount 53 still equipped and K-guns added. | File:USS Russell (DD-414) line drawing 1943.jpg|USS ''Russell'' (DD-414), possibly as in 1941 with Mount 53 still equipped and K-guns added. | |||
+ | File:USS Russell (left) and USS Sims (right) in Dec 1941.jpg|''Russell'' (left) and ''Sims'' (right) in December 1941. As clearly shown in this photo, the gun tubs behind 'B' turret has two single 20mm Oerlikons; the in-game model has two single M2 Brownings. | |||
File:Mk37 Director circa1944.jpeg|Mk 37 Director ca. 1944 with Mk 12 (rectangular antenna) and Mk 22 "orange peel" radar antennas. | File:Mk37 Director circa1944.jpeg|Mk 37 Director ca. 1944 with Mk 12 (rectangular antenna) and Mk 22 "orange peel" radar antennas. | |||
</gallery> | </gallery> |
Revision as of 10:19, 18 July 2019
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.
A well-armed high-speed destroyer with excellent maneuverability. High rate of fire and excellent aiming speeds for her dual-purpose artillery mounts ensured good firepower and efficient AA defenses for her time.
Sims was first sold in pre-order bundles from 8 April through 25 June 2015.
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 |
|||||
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Slot 2 |
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Slot 3 |
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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