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[JUN14] Menehune, The Little People

Greetings, I am resubmitting this contest entry due to poor grammar, errors, and the fact that nobody has commented on my concept after I made some significant changes.
The Menehune the mischief-making little people of Hawaiian mythology. They are comparable to Dwarves, Leprechauns or the cobbling Elves of European mythology. They are mischievous little creatures who are known for their craftsmanship. In keeping with the theme they are Tricksters however they are less malevolent than some. They are rather fae, prone to sudden changes of mood and daily changes of disposition. As such, I wanted to design them as a disruptive support. Not really nukey but more about using utility to outplay the opponents.
If you're interested, here is a link to my list of concepts. :)
Smite God Concept
  • Name: Menehune
  • Title: The Little People
  • Pantheon: Hawaiian
  • Type: Melee, Magical
  • Role: Guardian
  • Pros: Very High Crowd Control, High Utility
  • Cons: Limited Damage Options, Long Cooldowns
Lore:
WIP
Appearance:
The Menehune are 3 little men a bit smaller than Vamana. All 3 are dark skinned with black hair. Each wears a beige loincloth, but each 3 are wearing different articles of clothing. One carries a sharpened wooden o'o (a digging stick).The second wears opihi shells as a sash and wields a hammer. The third wields a stone adze and wears coconut fiber rope over his shoulder.
Hit Progression:
1.1 1.0 1.1 1.5
The Menehune attack in rounds. The left, Hammer-wielding, one strikes first. Next the right one holding the adze. Last the stick bearing one jabs forward. Next the three spin in a circle dealing damage 3 times, each hit is considered 0.5.
[Passive] Benevolence: The Menehune are very protective of those that they care about and would prepare great feasts for special occasions. If the Menehune are within 30 feet of an ally during the initial consumption of a potion or initial pick up of a jungle buff, the duration of the buff is increased by 15%. This applies to Heath/Mana Potions, Potions of Might, Elixirs, and the 3 main jungle buffs. The effect of Benevolence does not apply to the Fire Giant Buff.
  • Ability: Buff
  • Affects: Allies
  • Buff Lifetime Increase: 15%
  • Radius: 30
[1] Petty Theft: The Menehune are known to steal objects away. The Menehune leap to a ground location damage and temporarily inflicting the "Disabled" effect, preventing the use of Active and Consumable items.
  • Ability: Ground Target
  • Affects: Enemies
  • Damage: Magical
  • Damage: 80 / 120 / 160 / 200 / 240 (+70% Magical Power)
  • Disable Duration: 1.0 / 1.5 / 2.0 / 2.5 / 3.0s
  • Cost: 70 / 75 / 80 / 85 / 90
  • Cooldown: 16s
  • Range: 55
  • Radius: 10
[2] Swift Construction: The Menehune are known for constructing structures like temples, walls, and canoes overnight. The Menehune create one of two structures in front of them that have specific effects. Aiming away from the Menehune (25-45 feet away) will cause the targeter to select the Wall. Aiming closer to the Menhue (0-25 feet away) will select the Canoe. Wall - The Menehune create a fish pond wall in the shape of a half-circle. (Close-Up of Wall Texture) This wall blocks movement. This wall has a very limited range and must be placed at the set distance. The radius of the semi-circle is 20 feet and is formed with the vertex at the ground location 45 feet in front of you. The open end faces the Menehune. Canoe - The Menehune create an outrigger canoe and send it forward in a line. Dealing damage and knocking enemies back. The Canoe will drag enemies to the end of its range and slow them by 15%. The width of the canoe is 15 feet wide.
  • Ability: Area / Line
  • Affects: Enemies
  • Wall Duration: 1.0 / 1.5 / 2.0 / 2.5 / 3.5s
  • Wall Range: 45
  • Wall Radius: 20
  • Canoe Damage: 90 / 140 / 190 / 240 / 290 (+40% of your Magical Power)
  • Slow Percentage: 15%
  • Slow Duration: 1.5 / 1.75 / 2.0 / 2.25 / 2.5s
  • Canoe Range: 35
  • Canoe Width: 15
  • Cost: 80
  • Cooldown: 14s
[3] Lead Astray: The Menehune are known to mislead people off of paths. The Menehune "Charm" enemies, drawing enemy gods and neutral minions towards them. Charmed enemies are prevented from using basic attacks and abilities. This ability will also grant the Menehune a speed buff based on the number of enemies affected.
  • Ability: Area
  • Affects: Enemy
  • Charm Duration: 0.8 / 1.2 / 1.6 / 2.0 / 2.4
  • Speed Buff: 3 / 5 / 6 / 7% per enemy Charmed [Maximum 5 enemies] (Maximum Speed Buff 15 / 20 / 25 / 30 / 35%)
  • Speed Buff Duration: 4s
  • Cost: 75 / 85 / 95 / 105 / 115
  • Cooldown: 18s
  • Radius: 20
[4] Masters of Mischief: Menehune are extremely difficult to catch, appearing to be in a location one moment and disappearing when you look again. The Menehune separate forming a ring, becoming stealthed in the process. When this ability times out or when the button is pressed again, they exit stealth and grab any enemies standing inside of the ring, dealing damage and stunning them. While they are stealthed the Menehune ignore unit collision. (While they are stealthed the Menehune laugh and giggle, excited about the mischief they are about to cause. Enemies nearby will hear this laughter, alerting them to the Menehune presence. Additionally 0.6s before the damage and stun go off, the ground they have encircled will flash, indicating where they will strike.)
  • Ability: Area
  • Affects: Enemy
  • Damage: Magical
  • Damage: 250 / 325 / 400 / 475 / 550 (+70% Magical Power)
  • Stealth Duration: 3 / 3.5 / 4 / 4.5 / 5s
  • Stun Duration: 0.5 / 0.75 / 1.0 / 1.25 / 1.75s
  • Cost: 80 / 90 / 100 / 110 / 120
  • Cooldown: 90s
  • Radius: 10
Edits:
  • Changed the Menehune's passive from granting a shield and boosting conumable duration to boosting the duration of consumable and jungle buffs.
  • Reduced "Petty Theft" gold steal from 5 / 10 / 15 / 20 / 25 to 3 / 6 / 9 / 12 / 15
  • Limited the duration and range of the Wall.
  • Menehune now ignore unit collision while stealthed from their ultimate.
  • Changed "Petty Theft" from stealing gold to "Disabling" active and consumable items.
  • General edits to the size of abilities and grammar.
  • Changed the shape of "Lead Astray" from Line to Area. In addition this ability no longer increases damage done to the affected target, but will now provide the Menehune a speed buff per enemy affected.
  • Added audio and visual queues to "Masters of Mischief" to let enemies know where the Menehune are and where they will strike.
  • More general changes to values.
  • Added damage to the Canoe From of "Swift Construction".
  • Buffed wording.
Comments:
Menehune are sometimes referred to as "the small gods" so I decided they count. The Menehune are chock-full of crowd control, even Geb has less cc. In order to counter this they only have 2 damaging abilities; their 1 and their Ultimate. Despite being tricksters the Menehune are not malevolent, they are just impish. To convey this, their skills are inconvenient but more or less are not very dangerous when used alone. In addition, unlike most tricksters the Menehune aren't focused on deception. They are more about being distracting and unpredictable.
  • Benevolence: The Menehune are generous provided you catch them in a good mood. This passive is meant to reflect this good nature. Extra time on buffs is very valuable, more health and mana, more power, etc. If you run the Menehune as support they can give their Carry and even Jungler more staying power with the various jungle buffs.
  • Petty Theft: After some thought I realized gold steal did not fit their lore very well. Menehune are notorious for making objects disappear. As so I have changed this ability to be a "Disable", a new form of soft-cc that prevents use of active and consumable items. This should make for some interesting plays involving objectives or even simply locking down pesky targets that use things like Sprint or Aegis to do dumb dives and live.
  • Swift Construction: the Menehune are well known for constructing structures overnight. This ability has 2 types of utility; one for catching enemies and another for peeling them away from allies. The wall is at a fixed range so its less flexible when compared to Ymir's Wall. To counter this the Menehune have an alternate casting that will knockback enemies and slow them. When combo-ed with "Petty Theft" it can be used to drive a target into your allies.
  • Lead Astray: This ability is very similar to Athena's Confound. However instead of being a Taunt this is a Charm. While both pull enemies, a Charm prevents both basic attacks and abilities from being used. The Menehune also receive a speed buff that is more powerful the more enemies are hit by the initial effect. This plays on the legends of their incredible speed. It can serve as an initiate, peel, and/or an escape. The close casting range means you have to get in close to make it work which should balance the decent duration crowd control and pull.
  • Masters of Mischief: The Menehune are virtually impossible to catch. They are able to vanish in the blink of an eye. This ability stealths the Menehune allowing them to maneuver and sneak attack an enemy. They ignore unit collision otherwise they would get stuck with their enlarged hit-box. This ability also stuns as they are popping out of nowhere and lashing you. The crowd control is to allow for follow up attacks, since the Menehune don't have much damaging abilities themselves. Visually enemies will appear to be bound by coconut fiber rope.
Flavor:
Spawn: The Menehune pop out of the ground on after the other, then shuffle themselves into position.
Death: All three Menehune collapse one after another, dropping their weapons as they fall.
Recall: The Menehune run in a circle then cluster in the center of the recall circle, raising their weapons together. They then dash in 3 different directions, vanishing after they run out of the circle.
submitted by DefiantMars to SMITEGODCONCEPTS

Premium Proposals - Assorted Destroyers

I figured it was about time I tried to do something constructive again now that I'm done with finals.
With all the railing about BB overpopulation and WG's apparent determination to cure the problem, I also figured it was high time I step back from the huge battlecruiser series I started back in April. So here's a few destroyers.

T5: Kocatepe (Italy/Turkey)

A modified version of the Italian Folgore-class destroyer purchased by the Turkish government in their miniature arms race with Greece, Kocatepe and her sister Adatepe differed from their Italian counterparts mostly in having their main battery arranged in 4 single rather than two twin turrets. The hull had been enlarged to accomodate this, and as a result of this they were slower. The ships were launched about a month apart in early 1931, however both were delivered simultaneously to their new owner across the Mediterranean, being commissioned on October 18 of the same year. Not much is known about the class' operational history, however since Turkey stayed out of WWII until the end, it is likely that not much happened. Both ships were decommissioned in 1954 and scrapped.
Quick aside: while I think the ship should be an Italian premium, it should be able to mount the ensign of Turkey if players choose, akin to how WG has Pan-Asian DD flags laid out. Turkey is never going to have a tech tree in this game anyways.

Survivability

Displacing just 1702 metric tons at combat load, this plucky little ship comes in at *11100 HP, on the heavy side for T5. Otherwise, it's a typical T5 DD - beware that any AP of cruiser caliber or larger can overmatch you for severe damage if you're angled.

Firepower

Main Battery: 4x1 120mm/50 M1926
  • Reload time: 8.57s
  • 180 traverse time: 18.0s
  • Sigma value: 2.0
  • Dispersion/range ratio: 8.61m spread/km range
  • HE shell: 120mm proiettili HE
  • Maximum HE shell damage: 1600
  • Base fire chance: 6%
  • HE penetration: standard (20mm)
  • AP shell: 120mm proiettili AP
  • Maximum AP shell damage: 2000
  • AP shell weight: 57.3lbs
  • Initial AP velocity: 950m/s
  • Initial HE velocity: 950m/s
Thanks to u/phoenix_jz for providing me with the shell data.
The more I look into Italian designs, the more puzzled I am about the Regia Marina's goals. Yes, this ship was built for Turkey, but the weapons were identical to those in the RM fleet. Kocatepe has the same reload as same-tier CLs while having alpha strike that's only mediocre among T5 DDs. However, the excellent muzzle velocity should at least allow you to engage at gun duels from a comfortable range even if the drag isn't great (like it tends to be with most Italian shells).
Torpedo Battery: 2x3 533mm Si 270 Mod. 1
  • Reload time: 71s
  • 180 traverse time: 7.2s
  • Maximum damage: 13366
  • Flood chance: 220%
  • Torpedo speed: 58 knots
  • Spotting distance: 1.1km
  • Range: 8.0km
  • Fire mode: Standard (wide spread/narrow spread)
These are what make the ship. Faster than their cousins found on Duca d'Aosta and Duca deligi Abruzzi at the expense of range, these torpedoes retain their quick reload and most of their excellent stealth, making Kocatepe a pretty good torpedo boat. Still, a reality check is needed here: Mutsuki's torpedoes hit harder, have the same range, and reload only 2s slower. The 0.5km lower detection range on the Italian fish is also offset at least in part by the Type 8 Mod. 3's faster running speed of 63 knots, and for once the Mutsuki actually holds her own when it comes to artillery.
Anti-Aircraft Battery:
  • Weapons: 3x1 40mm/39 Vickers-Terni M1917, 4x1 12.7mm Browning M2 mod. 2
  • Average DPS: 17.1/15.2
  • Base range: 2.49km/1.2km
This is so laughably-bad that I could've omitted the AA weapons entirely and it wouldn't change a thing. Only Kamikaze R and the related premium clones have worse AA. I should also note that the Brownings are just my guess as to how Turkey would augment the AA of these ships as they tended to use American-issued weapons.

Maneuverability

Developing 40000SHP normally, Kocatepe can reach 36 knots. Being of slightly-smaller size and displacement to Mutsuki, she also has a smaller turning circle of 520m and 2.0s rudder shift time.
Being of Italian design and falling under the flag of Italy in this game, I however would like to fundamentally-alter Kocatepe's engine boost consumable. As Italian ships were able to force their powerplants for extended periods of time, and the practice to be (at least nominally) safe under combat conditions, I want to alter her engine boost substantially.
Standard engine boost increases the response rate and top speed by equal proportions; however, when Kocatepe's engine boost is active, the ship's engine output increases to 48000SHP, a 20% boost, and her speed jumps by the same amount to 43.2 knots. I know that speed and SHP are not a linear relationship, but this is how WoWS treats the consumable. However, the ship's engine boost has unlimited charges and consumable itself is significantly altered. It has a maximum duration of only 60s, but the cooldown is reduced to 60s, or 40s with the premium version. Moreover, it can be switched off at any time; doing so decreases the cooldown by the same percentage of the full active duration that was not utilized. So, for instance, if you were to cancel the boost after 40s (or with 1/3rd of the time left), the cooldown would drop from 60s/40s to 40s/26.7s.
If this sounds excessive, keep in mind the atrociously-weak guns of this ship. You will need to be able to keep the enemy at arm's length to survive.

Concealment

That last point is especially-important when looking at the ship's concealment. Kocatepe is not appreciably-shorter than the USN's destroyer leader concept (what WG modernized to make Nicholas), so I will assign an identical surface detection range of 6.66km. However, being of smaller size, her air detection is closer to that of the IJN T5 DDs at 3.08km.
The ship will have standard T5 DD smoke, with a 20s emission time and cloud duration of 77s each. With this and her poor gunpower in mind, it becomes very apparent why the engine boost's performance is necessary.

T7: Maury (United States)

The first of a series of destroyers meant to compensate for American treaty cruisers' lack of torpedo armament, the Gridley class sacrificed a main gun and made do with a bizzare combination of new boilers and old turbines to accommodate the massive battery of 16 torpedo tubes. Despite this, Maury managed to set a speed record that still (at least officially) stands among production American destroyers: a blistering 42.8 knots.
All four members of the ship were assigned to the same force: Destroyer Division 11 of Destroyer Squadron 6. This force formed the screen for Enterprise at the start of the war, and thus all four ships missed Pearl Harbor. The members dispersed afterwards, as the Pacific Fleet scrounged for every available ship to recover from the losses at Pearl in those dark, early days. Throughout much of these early battles, Maury alone among her sisters remained with the Big E, guarding her steadfastly through Midway, Eastern Solomons, and Santa Cruz. For her diligence, Maury was awarded a Presidential Unit Citation, one of the first ships to ever receive the honor. With Enterprise's bloodying at Santa Cruz, however, and the USN still stretched thin, Maury was finally detached and assigned to operations in the Solomons.
Here, she would prove the worth of her torpedoes when she launched a surprise torpedo attack at the Battle of Vella Gulf, her 16 tubes contributing greatly to a spread that would sink three Japanese destroyers on the night of August 6, 1943. 1944 saw Maury join the massive TF 58 as part of the carrier screen, where she would remain during the battles of the Philippine Sea and Leyte Gulf. As Japanese air attacks became more fierce and the kamikaze debuted, it became apparent that she was not up to the task of screening larger surface combatants, especially not with a glut of Fletchers, Sumners, and AA-refitted DDs of various other classes available; and she was thus detached for antisubmarine patrol duties instead. Her last frontline assignment was to escort the kamikaze-damaged Mississippi stateside for repairs. For the rest of the war, she would be used for training before finally transiting the Panama Canal and Atlantic for the first time.
It would ultimately be her only time. Worked the hardest of all the Gridleys during the war despite being the last of them commissioned, Maury's brief but illustrious career came to an end on October 19, 1945, when she was decommissioned. The decorated destroyer met an inglorious and uncelebrated end in 1946 at the hands of the scrapper's torch, having earned a PUC and 16 battle stars - locked in a four-way tie with Nicholas, Buchanan, and Portland for the seventh-most decorated USN warship of WWII, and the second-most decorated destroyer of the conflict after O'Bannon.

Survivability

Displacing around 2219 metric tons at combat load, Maury has 13400HP, inferior to both Sims and Mahan and on the lower end of T7 DDs as a whole. As a T7 DD, however, she at least is not vulnerable to CA AP overmatch like T6 DDs are.

Firepower

Main Battery: 4x1 127mm/38 MK21 Mod. 1
  • Reload time: 4.0s
  • 180 traverse time: 12.0s
  • Sigma value: 2.0
  • Dispersion/range ratio: 8.74m spread/km range
  • HE shell: 127mm HE MK32
  • Maximum HE shell damage: 1800
  • Base fire chance: 5%
  • HE penetration: standard (21mm)
  • AP shell: 127mm AP/SC MK38
  • Maximum AP shell damage: 2100
  • AP shell weight: 55.18lbs
  • Initial AP velocity: 792m/s
  • Initial HE velocity: 792m/s
Not much to say here, just the same old 5"/38s we know and love. Note that the Gridleys, like the Farraguts and Mahans, used pedestal mounts for the back turrets but base ring mounts for the front guns - as WG has done with those two DDs, I have used the slower rate of fire for balancing purposes. Still, a Mahan C's worth of firepower is pretty good among T7 DDs, and Maury is definitely not to be underestimated in a gun duel.
Torpedo Battery: 4x4 Mark 14 Mod. 0
  • Reload time: 76.0s
  • 180 traverse time: 7.2s
  • Maximum damage: 11600
  • Flood chance: 195%
  • Torpedo speed: 50 knots
  • Spotting distance: 1.1km
  • Range: 8.2km
  • Fire mode: Standard (wide spread/narrow spread)
These torpedoes trade range and running speed for faster reload than Mahan, with Maury's larger torpedo battery leveling the playing field the rest of the way.
Yes, the MK14 was a submarine-launched torpedo. So what? Fletcher uses the submarine-exclusive MK16 as her upgraded torpedoes, and the size of the weapon matches the torpedo tubes.
Anti-Aircraft Battery:
  • Weapons: 4x1 127mm/38 MK21 Mod. 1, 7x1 20mm Oerlikon MK4
  • Average DPS: 12.8/25.2
  • Base range: 5.01km/2.01km
Here is where things really fall short. The Gridleys were built with the lightest AA armament of any American destroyer class (save the flush-deckers), and although they received some Oerlikons after Pearl Harbor, they were repeatedly denied Bofors or heavier AA guns due to fears that the weight of the weapons and associated directors would prove too much. For some odd reason, the USN also never saw fit to remove some of their torpedo tubes in exchange despite this swap being prevalent on a large number of other DD classes.
I will give Maury the ability to swap engine boost for DF, but honestly even the 4x multiplier (which doesn't apply to her Oerlikons, by the way) doesn't help a ton. It's basically equivalent to trying to fend off a gun-wielding attacker with your fists as opposed to a sewing needle.

Maneuverability

Maury's trial record puts me in a bit of dilemma.
While I would like to give her that trial speed, we don't need another stealth-torpedo capable ship zipping around at high-tier DD speeds. Especially not when Leningrad and Blyskawica's unsuitability for brawls is not shared in the slightest by Maury. Thus, I will compromise by giving Maury a top speed of 37.2 knots but increasing her engine boost multiplier from 1.08x to 1.15x, allowing her to hit that 42.8-knot figure while engine boost is active. However, while the power multiplier is buffed, the duration is not.
Being of basically identical dimensions to Mahan, Maury has the same 560m turning circle. However, as a bit of a compensatory nerf for her great top speed (and the higher turning rate that results), her rudder shift is increased to 3.1s. This is still very good among T7 DDs, but compared to other USN DDs, it's slow.

Concealment

With a similar but slightly-shorter superstructure to Mahan, Maury has similar concealment of 7.74km surface detection. The similar hull dimensions also gives the same air detection range of 3.57km.

T8: Orkan (Poland)

The success of the first two Grom-class destroyers led the Polish Navy to pursue an improved version of the design. These larger versions of the class would have been built with most indigenous equipment in Poland, the largest warships the country had ever attempted to build. Laid down in July 1939, Huragan (hurricane) and her sister Orkan (windstorm) were never completed due to the Nazi invasion of Poland later that year, with most of the material meant for them being diverted to the Smok Kaszubski armored train instead before the shipyards were seized by the Germans. Both hulls were scrapped within months to feed the Third Reich's war machine.

Survivability

Displacing nearly 2600 tons at combat load, Orkan has about 400 more health than her half-sister at T7. However, 15900HP is not as distinct of a survivability advantage at T8 as 15500 is at T7.

Firepower

To keep things interesting, and different from Blyskawica, let's presume Orkan was refitted in the UK like her half-sister. Had she been completed and followed the rest of the Polish Navy with the Peking Plan, this probably would've been her fate anyways.
Main Battery: 4x2 BL 102mm/45 QF MKXIX
  • Reload time: 3.0s
  • 180 traverse time: 12.0s
  • Sigma value: 2.0
  • Dispersion/range ratio: 8.74m spread/km range
  • HE shell: 102mm HE 35 lb
  • Maximum HE shell damage: 1500
  • Base fire chance: 6%
  • HE penetration: standard (17mm)
  • AP shell: 102mm AP 38 lb
  • Maximum AP shell damage: 1800
  • AP shell weight: 38.25lbs
  • Initial AP velocity: 811m/s
  • Initial HE velocity: 811m/s
The duck has some serious competition at this tier now. While Orkan's guns lack the muzzle velocity of their Japanese kin, the shells they fire are significantly heavier and thus their potency is greater. The fire chance in particular is great for the RoF - consider that, even if you have IFHE without using DE + flags to compensate, you have a higher fires/minute count than Gearing.
Torpedo Battery: 2x3 550mm 23DT
  • Reload time: 90s
  • 180 traverse time: 7.2s
  • Maximum damage: 14833
  • Flood chance: 246%
  • Torpedo speed: 60 knots
  • Spotting distance: 1.3km
  • Range: 9km
  • Fire mode: Standard (wide spread/narrow spread)
I have no idea why the Polish decided to do this, but the original Groms were unique among their navy in using British 533mm rather than French 550mm torpedoes. All other Polish DDs used the latter, and the improved Groms were to as well. The biggest distinction this gives is allowing Orkan a larger stealth-torping window even before you consider that she can use CSM1 while her half-sister cannot. 9km torpedo range is on the shorter side for T8, and with only 6 torpedo tubes she lacks in broadside weight, but her torpedo reload speed is only matched by Z-23.
Anti-Aircraft Battery:
  • Weapons: 4x2 BL 102mm/45 QF MKXIX, 2x2 40mm Bofors MKI, 4x1 20mm Oerlikon MK4
  • Average DPS: 60/22.6/14.4
  • Base range: 5.01km/3.51km/2.01km
Pretty good AA for a T8 DD, being slightly-ahead of Lo Yang and Benson C thanks to better long-ranged DPS. However, Orkan does not have the ability to mount DF like those ships can, so her AA's actual utility isn't as great.

Maneuverability

Producing 56500SHP, Orkan is capable of the same speed as her half-sister, 39 knots. She is also of the same size, so she has the same 610m turning circle. However, due to being of a higher tier and more suited to knife-fighting because of her lower-velocity guns, I reduced Orkan's rudder shift time to 4.5s from her half-sister's 5.8. However, her engine boost remains standard. While I expect she will not handle as well as Benson or Lo Yang, the faster rudder, combined with her faster-turning and more powerful guns, does a lot to increase her potency while fighting in the phone booth.

Concealment

Being of identical size to Blyskawica, Orkan has the same 7.74km surface detection and 3.84km air detection range. As a T8 DD however, she gets access to CSM1, making her de facto concealment superior at 6.08km spotting range. Although not quite as stealthy as Benson, Lo Yang, or the IJN DDs, Orkan has firepower to match or exceed them all, and even that of some destroyers that she out-spots like Z-23.
The smoke generator on the ship remains standard, with a 20s active duration and 89s cloud duration.
And that concludes another round of ship writeups. As always, feedback and suggestions are welcome.
I've got a third round of light cruisers lined up, but beyond that I want to take a stab at doing another full ship line or a similarly-sized project now that it's summer. I'll put it up to a vote again.
  • A full IJN battleship split (T3-10)
  • USN/VMF missile ship sub-branches (mix of cruisers and destroyers from both countries)
  • A separate UK CA line (T2-10)
  • A dual USN DD split (two separate sub-branches)
Changelog:
  • 5/13/2018: Fixed Orkan's header image and a few spelling mistakes. Thank you to u/NAmofton and u/HereticalShinigami. Added a fourth voting option and revised the options list to make it easier to read.
  • 5/22/2018: Nerfed Maury's torpedo reload from 69.0s to 76.0s, and changed torpedo from MK14 Mod. 3 to MK14 Mod. 0 after feedback from several players about the strength of her torps. Correspondingly, these torpedoes now have lower damage and flood chance, but running characteristics remain the same.
submitted by TenguBlade to WorldOfWarships

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