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Metz: Tier VIII French Heavy Cruiser 1926
After the signing of the Washington Naval Treaty, France had the right to build new battleships to replace their old ones. In the 1920s, the design of a new ship class began. These ships could have been classified as battlecruisers or "large" cruisers in terms of their characteristics. The first project for a ship of this type was a cruiser with a displacement of 17,500 tons, armed with eight 305 mm guns in two quadruple-gun turrets.
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Metz Info:
Ship Name: VIII Metz
Level: 8
Added for testing: 14.0
Nation: France
Current development status: Work in Progress
Metz is an event ship and will be removed after the event
Ship Armor:
Health Points: Start of battle 17,000 hp > Threshold 42 500 hp
Armour: 13~305 mm
Turret plating: 150~305 mm
Superstructure: 13 mm
Armor Belt: 25~170 mm
Fore Athwartships: 25~160 mm
Aft Athwartships: 25~160 mm
Citadel Fore Athwartships: 50~160 mm
Citadel Aft Athwartships: 50~80 mm
Citadel Torpedo Bulkhead: 60 mm
Citadel Deck: 30 mm
Citadel Bottom: 30 mm
Torpedo Protection: 25%
Addressing Concerns of Limited Shells Mechanic
After the initial announcement of the new Limited Shells mechanic, some of you expressed concerns about its purpose and future. WG want to address these concerns:
- Limited Shells is a standalone mechanic and not a testbed for Premium Ammo.
- Limited Shells are tied to specific ships and function similarly to existing gameplay mechanics, such as the Burst Fire mode available on ships like Condé, Edgar, and Zorkiy, which also feature improved shell characteristics.
- Limited Shells will automatically restock after each battle, similar to consumable charges, and cannot be purchased with any currency, except as part of the standard ship servicing costs after each battle.
- The three ships mentioned above are planned to be available only for the duration of the event, after which they will be removed from the game. WG also want to highlight that these ships, like all ships entering the game - including Tech Tree ships, Premiums, and others - will undergo WG's regular live testing process to ensure they fit within the overall game balance.
Fight or Flight
The "Fight or Flight" mechanic enhances main battery reload and accuracy as Hit Points decrease, up to a Minimum effective Hit Points threshold. Going below this threshold does not provide additional bonuses.
Minimum Effective Hit Point Threshold:
- 10,625
Bonuses at the Threshold:
- Main battery reload time: -15%
- Main battery shell dispersion: -23%
Main Battery Armament:
2x4 305 mm/45 Mle 1910 in a turret:
Max Range: 18.8 km
Main Battery Reload: 27.0 s
180° Turn Time: 25.7 s
Dispersion at Max Range: 245 m
Sigma: 1.80σ
Shell Types:
HE Shells: 8 x 305 mm HE OEA Mle 1910:
Alpha Damage: 4,050
Ammo Type: High Explosive
Alpha Piercing HE: 51.0 mm
Shell Air Drag: 0.54
Shell Always Ricochet At: 60.0°
Normalization: 68.0°
Shell Detonator: 0.001
Shell Detonator Threshold: 2.0
Shell Diameter: 305 mm
Shell Krupp: 1.0
Shell Mass: 308.0 kg
Shell Ricochet At: 91°
Velocity: 905.0 m/s
Burn Probability: 17%
AP Shells: 8 x 305 mm AP OPf Mle 1910:
Alpha Damage: 8,000
Ammo Type: Armor Piercing
Shell Air Drag: 0.35
Shell Always Ricochet At: 60.0°
Normalization: 6.0°
Shell Detonator: 0.033
Shell Detonator Threshold: 51.0 mm
Shell Diameter: 305 mm
Shell Krupp: 2500.0
Shell Mass: 395.0 kg
Shell Ricochet At: 45.0°
Velocity: 798.0 m/s
Upgrades Improving Main Battery Accuracy or Firing Range Are Unavailable
Limited AP Shells:
- AP shells with improved ballistics, penetration, reduced possibility of ricochet, shortened shell fuse time.
- Number of shells: 80 (Burst series expends 8 shells per turret)
- Maximum AP shell damage: 8,000
- The angle at which the check for ricochets is made for AP shells: 55 degrees
- The guaranteed ricochet angle: 65 degrees
- Initial Velocity: 940 m/s
Burst Series:
Reload time: 36.0 seconds
Burst interval: 1.7 seconds
Shots in the series: 2
Firing range: -33.3%
Depth Charge Airstrike:
Maximum bomb damage: 4,200
Available flights: 2
Attack aircraft per flight: 1
Aircraft HP: 2000
Range: 7.0 km
Bombs per payload: 2x 100 lb Bomb Mk VIII
Reload time: 30 s
Chance of Fire: 19%
Secondaries:
2x3 155 mm/50 Mle 1920 on an Mle 1927 mount:
Range: 7.6 km
Reload: 9 s
Alpha Damage: 2200
Ammo Type: HE
Velocity: 870 m/s
Chance of causing a fire: 11%
6x2 100 mm/45 Mle 1930 on an Mle 1931 mount:
Range: 7.6 km
Reload: 4 s
Alpha Damage: 1400
Ammo Type: HE
Velocity: 780 m/s
Chance of causing a fire: 6%
AA Defence:
Long Range:
6x2 100 mm/45 Mle 1930 on an Mle 1931 mount
Firing range: 5.8 km
Hit Probability: 90 %
Damage by Zone Area AA: 56
Damage Caused by Shell Explosions: 1190
Number of Explosions Per Salvo: 3
Continuous damage: soon
Action zone: 3.5-5.8 km
Mid Range:
8x2 37 mm/50 CAIL Mle 1933 on a CAD Mle 1933 mount
Firing range: 3.0 km
Hit Probability: 90 %
Damage by Zone Area AA: 35
Short Range:
18x2 25 mm Hotchkiss Mle 1939 on a CAD Mle 1939
Firing range: 2.5 km
Hit Probability: 85 %
Damage by Zone Area AA: 238
Mobility:
Maximum Speed: 30.0 kts
Turning Circle Radius: 710 m
Rudder Shift Time: 11.5 s
Propulsion: 147 000 hp
Visibility:
Surface Detectability: 13.7 km
Detectability by depths: 0~9.6 km
Air Detectability: 9.6 km
Detectability after Firing Main Guns in Smoke: 10.9 km
Available Consumables:
Slot 1: Damage Control Party:
Work Time: 5 s
Reload Time: 60 s
Slot 2: Specialized Repair Teams:
Charges: 5
Action Time: 20 s
Reload Time: 60 s
Regeneration: +637.5 hp/s
Preparation time at the beginning of the battle 200 s
Slot 3: Engine Boost:
Charges: 3
Action Time: 120 s
Reload Time: 90 s
Boost: +15%
Slot 4: Hydroacoustic Search:
Charges: 3
Action Time: 100 s
Reload Time: 120 s
Torpedo Detection Range: 3.5 km
Ship Detection Range: 5.0 km
Slot 4: Defensive AA Fire:
Charges: 3
Action time: 40 s
Reload time: 80 s
Average AA Damage: +50%
Damage within the explosion radius of shells fired from medium and long- range AA defenses: 300%
Slot 5: Fighter:
Charges: 3
Action time: 60 s
Reload time: 90 s
Radius: 3 km
Fighters: x3