WoWS: 0.6.1 Tier 5 Soviet Destroyer Podvoisky Stats

Thanks to Urakaze for translating.

*Please note that the following stats are subject to changes before it is released*

Tier 5 Soviet destroyer

Ship HP: 12700
Armour: 10-13 mm
Max Speed: 42 knots
Rudder Shift Time: 3.3 seconds
Turning Circle Radius: 700 m
Surface Detectability: 7.7 km
Air Detectability: 4.2 km

Main Battery
130mm/55 B-7 (5 x 1)
Range: 9.6km
Reload Time: 9.2 seconds
Turret Rotation Speed: 22.5 sec/180°

HE Ammo: OF-54
Damage: 1900
Initial velocity: 861m/s
Chance of fire: 8%

AP Ammo: PB-46
Damage: 2500
Initial velocity: 861m/s
Penetration(5/10km): 117mm/72mm

533mm 53-36 (2 x 3)
Damage: 14400
Speed: 64 knots
Range: 4 km
Reload: 70 seconds
Detectability: 1.3 km

533mm 53-38 (2 x 3)
Damage: 14400
Speed: 65 knots
Range: 4 km
Reload: 70 seconds
Detectability: 1.3km

37mm 70-K (5 x 1)
3.2km range , 29 damage

Damage control party on first slot, smoke screen on second slot and engine boost on third slot


7 thoughts on “WoWS: 0.6.1 Tier 5 Soviet Destroyer Podvoisky Stats

  1. 700m turn radius at tier5?!
    That’s higher than most tier5 cruisers. Hell, it’s higher than 2 out of the 3 tier5 BBs.

    Add to that a 42knot top speed, 4 more than the Gveny and 3 more than the fastest tier5 DD currently, and you have a game moving in a very odd direction, which I don’t like one bit.


      1. /facepalm

        You misunderstand, a radius is a length.
        A higher amount of length to turn is NOT a good thing.

        To put into simpler terms, because apparently that’s required now, this ship needs more distance to turn than most cruisers and battleships.


        1. yeah, it was still early and had just woken up, I thought you meant higher has in better because normally you would use “larger” to say that a distance/lenght of 500 meters is larger than 300 meters


  2. Range: 9.6km
    Surface Detectability: 7.7 km
    anyone knows how much the detectability increases after firing? what’s the percentage? is it linked to caliber? I never looked into it and don’t know but would it increase past the range? if it does not reach the range then they would be OP since it’s possible you can fire the second salvo before the first hits, but that’s depending on the firing arc which in all cases and for every single gun in game should be 45º at max range (that’s how trigonometry works)
    in fact anyone who still remembers about the laws of motion as well as trigonometry should know that the firing arcs in WoWs are a bit strange, physics dictate that any object will reach the maximum travelling distance at 45º, this means that independent of caliber every gun in the game would need fire at the same angle to reach their respective maximum range
    this is important because it would cause changes to the game since from maximum range to point-blanc range you could choose between higher or lower firing arcs depending on you guns characteristics
    what this means is that the game would need a new mechanic that dictates which range each gun uses at each distance
    british cruisers, for example, have good penetration even with lower caliber guns but at range you need plunging fire, this means:
    from 0 to xkm (distance to which the guns can still pen most of the same tier rivals) it should use a lower firing arc (below 45º)
    from xkm+ to maximun range they should use higher firing arcs dicreasing the closer you get to maximun range on which the angle will be 45º

    of course I understand this would mean some ships would definitly become much, much weaker since they would need to fire at medium range to actually be able to use plunging fire, on the other hand it’s too unrealistic if a ship fires a shot with it’s guns at higher than 45º angle elevation and reach maximum range, and why is that? because that means your range should be higher than that since that’s what physics dictate


    1. Detection increases after firing used to be linked to caliber, and most of the time your detection will exceed your range when firing, save for certain ships like Gremyashchy and Blyskawica. WG decided this wasn’t good damge design and decided to make detection penalties arbitrary for the German DDs, which have a detection increase on par with heavy cruisers when firing, without much to compensate.

      Maximum range in WoWs is more accurately refered to as ‘maximum EFFECTIVE range’, which most of the time is roughly half that of the maximum firing ranges. If you were to compare the historical maximum ranges of the ships and their representations in the game, you’ll find this to be somewhat true, i.e. Yamato’s 40km+ firing range translates to 20km+ in-game. Additionally, not all turrets are able to elevate their guns to 45 degrees or higher – very early designs allowed for as little as only 10 degrees, due to turret and designs. It’s simply impossible for some ships. Very few if any large guns could have an elevation past 45 degrees (Yamato could indeed elevate to 45 degrees, however). As far as I am aware, there is no ship in WoWs that is capable of firing at elevations above 45 degrees.

      If you were to look at the German destroyer T22, you will see that the 105mm guns can actually elevate up to 90 degrees when rotating to clear the superstructure obstacles, however, you are unable to fire at high angles.

      On that note, using higher elevations to make use of plunging fire doesn’t really work, because it drastically increases the shell flight time, which means you’re very likely not going to be hitting anything at all, and only small-caliber guns with relatively light shells are even capable of doing this in the first place, which worsens the already mediocre shell arcs when firing at low elevations.


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