Pan-Asian cruiser Tianjin, Tier IX
Tianjin has nine 220mm main battery guns with:
- good ballistics, accuracy, and shell penetration
- deal low damage per minute.
The ship has:
- good armor
- large HP pool
- low maneuverability.
Consumables are represented by:
- Fast Damage Control Team,
- Repair Party
- choice between Fighter or Spotting Aircraft in the same slot.
Good positioning is essential for Tianjin. Since the maneuverability of the ship is lacking, it might not be so easy to escape unfavorable situations. Landing your salvos from a medium distance would be considered optimal gameplay for Tianjin. Good survivability helps this ship to take more damage than an average cruiser, which can help Tianjin prevail in certain close combat situations.
Pan-Asian cruiser Tianjin, Tier IX – ship stats
Hit points – 50500. Plating – 25 mm. Fires duration: 30 s.
Torpedo protection – 19 %.
Main battery – 3×3 220 mm. Firing range – 19.3 km.
Maximum HE shell damage – 3050. HE shell armor penetration – 37 mm. Chance to cause fire – 14%. HE initial velocity – 965 m/s.
Maximum AP shell damage – 5550. AP initial velocity – 965 m/s.
Reload time – 17.5 s. 180 degree turn time – 27.7 s. Maximum dispersion – 166 m. Sigma – 2.05.
Airstrike (DC):
Reload time – 30.0 s. Available flights – 2. Number of Aircraft in Attacking Flight – 1. Maximum range – 7.0 km. Number of Bombs in Payload – 2. Maximum bomb damage – 4200.0.
Secondary Armament:
6×2 130.0 mm, range – 7.0 km.
Maximum HE shell damage – 1900. Chance to cause fire – 8%. HE initial velocity – 900 m/s
AA defense: 6×2 130.0 mm., 4×4 57.0 mm., 10×2 37.0 mm.
AA defense mid-range: continuous damage per second – 330, hit probability – 90 %, action zone – 4.0 km;
AA defense long-range: continuous damage per second – 109, hit probability – 90 %, action zone – 6.0 km;
Number of explosions in a salvo – 5, damage within an explosion – 1610, action zone 3.5 – 6.0 km.
Maximum speed – 33.5 kt. Turning circle radius – 920 m. Rudder shift time – 13.4 s. Surface detectability – 14.9 km. Air detectability – 8.6 km. Detectability after firing main guns in smoke – 9.9 km.
Available consumables:
1 slot – Fast Damage Control Team (Duration time 10 s; Reload time 40 s; Charges 4)
2 slot – Repair Party (Duration time 28 s; HP per second 252.5; Reload time 80 s; Charges 3)
3 slot – Fighter (Duration time 60 s; Fighters 4; Action radius 3 km; Reload time 90 s; Charges 3)
3 slot – Spotting Aircraft (Duration time 100 s; Main battery firing range +20.0%; Reload time 240 s; Charges 4)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
source – wows devs blog