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Found 28 results

  1. rafael_azuaje

    Indianapolis Need Buff

    I have the Indianapolis , the cruiser need some buff becuase he is very fragile/weak is a omaha in T7, maybe Add Heath consumable.
  2. I have been hearing constant bemoaning on how "Carriers can't be ignored now" and "Carriers are broken", I thought I would finally toss my thoughts into the shark tank. Since the beginning of the game ,you NEEDED to deal with Battleships. Since the beginning of the game, you NEEDED to deal with Destroyers. Since the beginning of the game, you NEEDED to deal with Cruisers. Just so, Carriers NEED to be dealt with and not ignored. Every ship-class should be a persistent threat until it's eliminated. The only way you dealt with Battleships, Destroyers, and Cruisers is to remain hidden or remove the threat. To this affect, the solution to Carrier issues lie in their power projection and ability to reveal the enemy. My solution to the issues plaguing the CV community,lovers and haters alike, are as follows: Reduce the speed of aircraft (realism-killer) -OR- Limit the range of the aircraft by means of fuel; Adding some sort of leash to aircraft, or reducing their mobility, would help reign in their power projection. I personally lean towards the latter. Re-balance AA with Fleet Cooperation in mind. Players who stick together, as in the past, were always protected from, if not immune to, carriers. Meanwhile, Players who went out on their own got sunk. This is a RULE of the game, and should be a constant that is balanced around(with exceptions for destroyers, discussed later). In my opinion, they could incorporate a slightly unrealistic (gasp) mechanic into the game: Force multipliers. Reduce the base effectiveness of all AA, but scale it based on nearby ships; For every allied ship within 8km, increase their AA effectiveness by some sort of constant (eg. 10% DPS) and increase that bonus every 1km closer the allies are, up to 3km (eg. +50% DPS). Add a HARRIED mechanic to aircraft; For every ship within range / firing on a squadron, there should be a harried effect (eg. 20%/2%/5% reduced rate of aiming and 20%/2%/10% increased movement-induced aim disruption, per ship for Torpedo Bombers/Dive Bombers/Attack Craft). Dive Bombers being affected less, Torp Bombers being affected more, and Attack Aircraft being somewhere in the middle, because [insert rantings about speed/altitude/angle of attack/directions of freedom to evade/shock-value of flying into-vs-over a wall of bullets]. This value could vary based on the ship type. This value could possibly scale with time (10%/1%/.5% at start, increasing per second under attack to some max value). Increase torpedo range to 8-10km. If torpedo bombers are going to be completely shut down by teamwork, we could at least let them hold onto their fleet disruption capabilities. That wave of 4 torpedoes might be slow, spread out, and dropped at almost 10km out with instant visibility, but you can't completely ignore it. Make aerial-torpedoes always visible. I'm sorry, but if you see the torpedo plane, you are going to be watching for the torpedo. It's no secret when they drop it, nor what angle they are coming from... unlike destroyers. This will also help offset that added range. And again, if you are out on your own, you should make a Carriers day. RIP. ... Unless you are a Destroyer. In consideration of their Lone-wolf roles, I offer the below changes: Reduce the spotting range of aircraft; Maybe considering earlier example on force multipliers: Larger Ships/groups of ships should negatively impact your detection range, while smaller ships / lone wolves should be damn near impossible to spot. Finally, consider adding a delay to when targets, detected by aircraft, are relayed to allies. Planes didn't have the best radio communication back then, if any. You could even go as far as to only update the mini-map, but not show visually, the detected ships position. Just my two cents from someone who has loved this game since Alpha, yet is constantly watching heavy handed changes chase away the friends I play with.
  3. So I've been sailing in a Fiji with 12 Six Inch gun, and still love it, after 200+ games. Accumulated a lot of credits, etc. during the Free Premium weekend and from before. Now I want to try a heavy cruiser (203mm, 8 inch) guns so I don't have to get quite as close and can do more damage. I'm seeing (in the Tech Tree) a few cruisers, Like the Myoko, that sound good on paper - most of the reload times are 11-14 seconds. And it would be nice to have torpedoes also, but that is not an absolute requirement. Mostly I do Random and co-op now... I would work up from a cruiser of a lower tier if it was a nationality that I didn't have experience with. ...so what do you think? Thanks in advance for the input!
  4. @ Min 55 of today's WOWS live stream. Its still live, the min will change until the stream is over I am at a disagreement with Mr Conway's opinion/bias narration on how the tier 10 match "should be" because "500k DMG that's excessive". I was disappointed with his POV. I think he was trying to say was, If it was a CV/Cruiser/DD who do 500k DMG then is "excessive". If a BB does it "perfectly normal", "working as intended". The reason a CV got 500k DMG was because BB have 95k to 105k HP AND heal. WIth 5 BBs to each side (Ref. the now infamous bias commentary CC youtube video "flying Shimakazies) Its still can happen again. Now for my point about the hot fix. Cruisers, can reach to 500k DMG. It has fire/HE pens AND some have good AP. However, thanks to BBs having the "alpha strike" capabilities (the only ship in the tier). One ship will not reach it DD, Torp DDs will never reach to 500k DMG, 3 years of torp/torp ships nerfs along with other DD counter measures. Gun DDs, They have a shoot but IMO they have to low HP pool to withstand, cruiser HE spam, radar, or other factors. It takes time with low caliber pew pew guns, to sink even one BB. BBs, Thank to all the help of upper MGT of WOWS over the years (Lowered Citadel, ETC.). Now that torps are no longer an issue (as in you dont have to change your BB cpt skills to adapt to the arial torps). BBs have a better chance of breaking 500k (and as of right now, the only capable class to do so). BBs have limited threats/workload then say a DD/cruiser. My argument, tier 10 is stale (I dont represent the majority, I represent people who want diversity game play in the tier). Nerfing the Haku is the reason why tier 10 BBs drivers dont play as a fleet. There is no reason to adapt OR play with your cruiser teammate when you just nerfed the CV/DD/cruiser torps DMG potential to the ground AGAIN. BBs, should not be autonomous/stand alone ship in a team game. The hot fix- I am just floored that a hot fix had "unattended consequences" (Quoted by Mr. Conway) To lower tier CVs. To appease the tier 10 BB population, its wiling to alienate/sabotage the otherwise great work the new CV and new CV cpts. To keep BBs happy ? Seriously ? Based on my experience with WOWS. If its torp related, the nerf bat goes way to far. Any other exploit, it take longer. This hot fix is one of many examples of it. Its unfortunate, the above circumstances are prevailing. I am not surprised, its disheartening to watch WOWS repeating their mistakes on a very hard worked CV rework...
  5. Let me start with, you can't truly rank ships. These are all stats and you can have your own opinions about it. https://www.gamersdecide.com/articles/world-of-warships-best-ships https://www.gamersdecide.com/articles/world-of-warships-best-destroyer-lines https://www.gamersdecide.com/articles/world-of-warships-best-battleships https://www.gamersdecide.com/articles/world-of-warships-best-cruiser-lines These are articles I wrote, ranking ships for whatever use it may bring you! Maybe assist you in searching for a ship to play, though I sound like a broken record, it's all stats. So the French in "Best Cruiser lines" don't have such a good spot, due to little information on them, not many people playing them since they're so new. Do enjoy!
  6. As the subject says, is it fun to play with that boat? Usually I do not usually do these topics. But, now I will tell you about my experience and maybe some people agree with me and some do not. let's start The boat has an excellent maneuverability, its turrets rotate very well, can hold very well the impacts of light and some heavy cruisers. aesthetically the ship is beautiful. Very fast recharge time 18.5 s 16 s with the improvements But! Let's talk about the most important thing. It has a pessimism secondary weapons, bad AA, a shield that in theory should withstand large impacts oh at least 330 mm front and 275mm back. in theory it works against lighter cruisers, but against 406 it is excellent for you to make a penetration and make citadel very easily, Even the 380mm of the bismark, at least some cruisers do them on penetration. in this case the armor works against this ship, of course I do not say it's wrong. Something bad must always have the boat. And as we know it is a hunter of cruseros, but if I tell you that your dispersion is bad but very bad that you can even fail to 8km? And not just once, many times in different games. They will apologize but I do not fail 8km with a republic. which has a 322m dispersion compared to the Kronshtadt ... 252mm. If you have bad AA bad secondary weapons, at least I ask WG to leave a good dispersion, the same story is repeated with the rome, to roma personally tell him not to buy it It has everything wrong even their guns dispersion malisima the NC to otherwise it is an excellent boat with one, I will not enjoy playing with it, personally, I have it with 19 points I have spent doubloons investigating what would be my best way of playing with the two boats, and I say NO FUN. of course I do not say that they are bad boats, but you will use more a boat if you have fun with it. I only ask that Kront's dispersion ... has improved the rest, it does not matter if he has good cannons, I do not want the same story to be repeated with Rome. For the time being I will tell you to get off the boat if you want, but 750,000 Exp ... It's not worth it. You will not enjoy playing with the boat, it is better to play with tirpitz than your disperception in theory is bad but really you will hurt the other boat. Shot that you make there, you will hit .. If you want to do a lot of damage, you will have to go through bad times and try harder than you should do with Zao or Des Moinds. Here I leave some where I put more effort than normal.
  7. The following is a review of Duca degli Abruzzi, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of April 27th, 2018. The markings on her bow are caution stripes: "Danger, contents under pressure and may explode if penetrated". Quick Summary: A fast but fragile light cruiser that lacks in hitting power. Cost: Undisclosed at the time of publishing. Patch & Date Written: 0.7.2 to 0.7.4. March 1st through April 27th, 2018. PROS: Extended waterline belt armour of 30mm allows her to pull off some surprising close-range bounces. Decent anti-torpedo protection for a cruiser. Her torpedoes have excellent range of 12km. Very fast with a top speed of 35 knots. Good rate of turn of over 6.3º/s. Decent stock 11.2km surface detection range. Abruzzi has access to both Hydroacoustic Search and Defensive AA Fire at the same time. Access to the Repair Party consumable (!). CONS Enormous, vulnerable citadel sitting high over the water's surface. She eats citadels from battleships for days. I actually have some live footage of Abruzzi gobbling up a bowl full of citadel hits. Seriously, just when you think she couldn't possibly pack in another citadel hit, she goes and surprises you. Small main battery for a tier VII cruiser with only ten 152mm rifles with mediocre DPM. Low AP shell penetration values. Poor fire chance on her HE shells making her incredibly dependent on a commander with at least 10 to 14 skill points to inflict reasonable amounts of damage. Her torpedoes are very slow at 51 knots and she doesn't have enough of them. Short of having access to Defensive Fire, her AA firepower and range are both terrible. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Welcome to Hell. Duca degli Abruzzi is not a ship for inexperienced commanders. Owing to her fragility and poor attack power, she's going to punish novices. Veterans who know how to use and abuse concealment, cover and WASD hax can generate some decent numbers, but these tricks will only save you until a battleship casually swats you for all of your health. While Abruzzi can perform, it's a lot of (unnecessary) work. Her components break down as follows: - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship Her guns under perform and so do her torpedoes. She's vulnerable as all get out to sudden deletion if a battleship even looks at her. Abruzzi's AA firepower is terrible, even with Defensive Fire. Her only good points are her agility and her Repair Party consumable, but the latter is shackled to a citadel that explodes if you look at it funny. She's fast and she has decent handling -- not the best at her tier, but one of the best overall. Her concealment and vision control (Refrigerator) is okay but she's nowhere near the best at it within her tier. Candy-cane striping won't save this ship. Options One of the defining characteristics of the Italian cruisers is their consumables. Other cruisers are forced to choose between Hydroacoustic Search and Defensive Fire, if they're given a choice at all. Abruzzi and d'Aosta have access to both at the same time, giving them more flexibility, but at the cost of lacking any form of specialization, such as extra range on German Hydroacoustic Search or an extra charge of American Defensive Fire. However, Abruzzi must choose between Defensive AA Fire and her Spotter Aircraft which is an uncomfortable choice. Unlike most tier VII cruisers, she has access to Repair Party. Overall, Abruzzi's options are "safe". They're convenient rather than competitive, differing from the game-winning combinations of Smoke Generator and Radar of Belfast, for example. Consumables: Abruzzi has access to four consumable slots. Abruzzi's Damage Control Party is standard. Hydroacoustic Search is also standard in her second slot. or In her third slot, you must choose between Defensive Fire and a Spotter Aircraft. Abruzzi rounds out her consumables with Repair Party. This is a tier IX cruiser version of the consumable, healing back up to 14% of her maximum health over 28 seconds. She can queue up 33% of damage to her citadel, 50% of any penetrating hits and 100% of flooding, fire, ram and over penetration damage. Camouflage: Abruzzi uses Type 10 Camouflage. This provides 50% bonus experience gains, a 10% reduction to repair costs, 3% reduced surface detection range and increases dispersion of incoming fire by 4% Upgrades: Abruzzi has four upgrade slots with standard cruiser options. There are no Special Upgrades worth considering for this ship. Take Main Armaments Modification 1 for your first slot. or or Damage Control Modification 1 for your second slot. Alternatively, Steering Gears Modification 1 is a good choice given how frequently her rudder breaks. It's almost chronic with this ship. If you have access to Hydroacoustic Search Modification 1 and no better ship to put it on, it's not out of place here. Aiming Systems Modification 1 is optimal for your third slot. Don't bother with AA Guns Modification 2 -- you can't salvage her AA power. or Steering Gears Modification 2 is arguably the best of the fourth-slot options. Alternatively, if you want to improve her mitigation of fire damage for the sake of maximizing your Repair Party consumable, you may take Damage Control Modification 2. Offense Primary Battery: Ten 152mm naval rifles in a 3-2-2-3, A-B-X-Y arrangement. Secondary Battery: Eight 100mm guns in 4x2 turrets with one facing forward and the other backward on each side. Torpedo Launchers: Six tubes in 2x3 launchers with one to each side between the funnels. Abruzzi's guns are terrible. Her AP shells have bad penetration performance. Her HE shells are anemic with low damage and low fire chance. She only has 10 guns compared to the 12 guns found on all other tier VII light cruisers. She does not have an accelerated reload / normalization / autobounce angles to facilitate doing damage despite these disparities. Her fire arcs are bad. Generally speaking for mid-tier cruisers, 152mm guns are the best gun caliber in the game currently. They sit in this wonderful spot where taking Inertial Fuse for HE Shells gives them tremendous damage output. While this skill is considered mandatory, their high explosive (HE) shells benefit so much from it that the four point cost seems a bargain. With the boosted penetration provided by this skill, they can spam HE against any targets they encounter and gradually tear them apart. Though they pay for this bonus with a slight dip in fire-setting efficiency, the trade off is largely considered worthwhile to emphasize their enormous damage-per-minute (DPM) potential. Would that Abruzzi also benefited. Abruzzi's fire angles are almost amazing, but her X-Turret ruins everything. She effectively turns Abruzzi into an 8-gun cruiser most of the time. Inertial Fuse for HE Shells (IFHE) should still be considered mandatory for Abruzzi. And yes, she does enjoy the same spike in penetration power which lets her hammer tier VIII and IX cruisers and capital ships for damage with this skill. However, she does not have the DPM of her contemporaries. Abruzzi's damage per shell is comparable and so is her rate of fire but she has less guns. Abruzzi's base fire chance per shell is also terrible and IFHE just makes it appalling. She sets less fires on average than the other tier VII cruisers which will light half again as many as Abruzzi will over time. The damage-stack from these damage-over-time effects are critical for burning down larger enemies and Abruzzi is left wanting in this regard. This might not be terrible if her AP shells were more reliable, but they're not. They suck, frankly. Unlike German cruisers which also suffer from anemic HE shells, Abruzzi does not have improved AP damage to compensate. Abruzzi's AP rounds are run of the mill, comparable in damage to Belfast's shells but with even worse penetration. Seriously. Abruzzi has the worst AP penetration of any of the 152mm light cruisers at tier VII+. They're even worse than the penetration values on Duca d'Aosta's guns at tier VI. For whatever reason, Abruzzi's AP shells have horrible shell drag and lower Krupp value than the other Italian premium cruiser. You're going to have to rely on HE shells to do the heavy lifting. Abruzzi is largely incapable of landing citadel damage against enemy cruisers at ranges at 9km and beyond. Source: proships.ru/stat/ships/ Which brings us back to how awful her HE shells are. There's nothing redeemable about these weapons at all. Bad damage. Bad rotation speed. Bad fire setting. You're going to need a 14pt commander (with Concealment Expert and IFHE) just to make her gunnery not be a painful sack of [edited]. The cardinal sin of Abruzzi's main battery armament, however, is their poor fire angles -- especially on X turret. You're already in the hole when it comes to DPM races and the wonky arc of fire on X-turret is just the king pisser. However, anytime you open fire with X-turret (or even with Y-turret), you open yourself up to taking massive amounts of damage in reprisals and this will quickly spell the end of your ship. And don't think your torpedoes can save you... While Abruzzi's guns are objectively worse than Duca d'Aosta, at least they both share the same torpedo armament. These are super long ranged (for a cruiser) and super slow (for anyone). With only a pair of triple launchers, they don't hit especially hard and short of point blank launches, it's difficult to land more than a single hit on anything. In short, her torpedoes aren't going to save her damage output. They reload reasonably fast, so drop them whenever you can safely. You never know -- you might actually hit something at long range. Summary: ThoughAbruzzi is a 10-gun cruiser, she's effectively an 8-gun cruiser because of her poor fire arc on X-turret. Given the poor performance of AP shells and bad arcs, she's functionally worse than Duca d'Aosta at tier VI most of the the time. Her torpedoes are water mines. Drop them regularly in the vague direction of the enemy and cross your fingers. You may get lucky. Evaluation: What it would have needed to be : My vote would be to give her 1/4 HE penetration. This would free her up from being shackled to IFHE which would also give her an artificial boost to her fire chance. Defense Hit Points: 32,500 Maximum Citadel Protection: 30mm + 130mm Minimum Bow, Deck & Stern Armour: 16mm Torpedo Damage Reduction: 16% Allow me to illustrate Abruzzi's single biggest issue in regards to her survivability: At least she can't be citadelled by HE shells. The entire thing is internal. That's her citadel. It runs half the length of the ship. It sits high over the water line. There's not enough armour to keep enemy AP shells out but more than enough to make sure that when they penetrate, they stay in. Abruzzi's armour scheme is designed to foil AP shells from other cruisers and, to it's credit, it doesn't do a terrible job at this. At close range, provided you can keep the ship angled, your machine spaces and magazines are proof against AP fire from just about any cruiser you may encounter. This is largely due to her extended waterline belt, which is 30mm thick and cannot be overmatched by anything a cruiser will throw at you. In order to take advantage of this, though, Abruzzi needs to close the distance so that shell trajectories remain flat and attempts to citadel her must pass through this belt protection. Of course, this all falls apart when there's a battleship somewhere on the map. And those Battleships will murder- Abruzzi so hard you'd think they were trying to manifest Slaanesh. Now let's talk about her Repair Party. Abruzzi has one! Urra! Normally this would be enough to propel a ship up the durability ranks. However, it really doesn't do that much good here. Abruzzi does not have any issues when facing destroyers and cruisers, which is largely where her Repair Party will prove functional. In this regard, she feels very tanky, able to recover from small-caliber AP and HE penetrations and shrugging of fires like they were nothing. This is what elevated her from to , btw. Abruzzi can be an annoying ship to take out if you can't citadel her. In fact, she can be downright trollish in this regard, particularly against enemy cruisers and destroyers. Fires are of little concern which eases the taxation of your Damage Control Party. This is good given Abruzzi's unfortunate habit of losing her rudder. To this end, Last Stand isn't a bad investment to keep it functional during its frequent breaks -- this will let your Damage Control Party be on hand to address blazes and floods where your Repair Party can top off any lost health. The flip side of this is that her Repair Party all but guarantees Abruzzi will be at full health when a battleship does deign to bless you with the presence of their 283mm+ AP shells. Then her consumable avails you not as your innards get sprayed over the surface of the ocean in a thunderclap of 'sucks to be you'. Abruzzi hands this medal out a lot. Evaluation: What it would have needed to be : Where to start? Without her Repair Party consumable, I rate Abruzzi as being less durable than Atlanta and Flint -- two light cruisers with almost 5,000 less hit points. Her biggest flaw is the height of her citadel. Lowering that would help tremendously. It needn't be submerged entirely, but Abruzzi is little more than an experience pinata for battleships at the moment and there's very little she can do about it. Image courtesy of gamemodels3d.com, showing the extended, 30mm waterline belt of Abruzzi. This belt can frustrate battleship and cruiser attempts to citadel you at point blank range if you angle aggressively. Good luck with that, though. Agility Top Speed: 35.0 knotsTurning Radius: 680mRudder Shift: 8.9s Maximum Turn Rate: 6.3º/s at 4/4 speed Abruzzi's best characteristic is her speed and handling. Still, she does not stand out in any one aspect of her agility. She is not the fastest ship at tier VII -- Shchors is faster and Myoko is just as quick. She does not have the smallest turning radius. That distinction lies firmly with Atlanta and Flint. Her Rudder Shift is on the slow side, but Indianapolis, Algérie and Belfast are worse. She's right in the middle of the pack when it comes to bringing her bow about, with a rate of turn that sits comfortably in the middle. Yet as an overall whole, she stands apart. She combines straight line speed of the Soviet and Japanese cruisers with the American rates of turn. This flexibility is welcome for such a fragile vessel. Opponents will tend to underestimate the lead time necessary to catch Abruzzi when she's going flat out at range. In addition, she can dodge with the best of them. I have nothing but praise for Abruzzi's handling and only wish the rest of the ship was so comfortable. Test run at 4/4 speed. Nothing unexpected here. Abruzzi's turning circle isn't abnormally large and she loses the usual 20% speed in a turn like most cruisers. Evaluation: What it would have needed to be : Be British. Fiji is remarkably agile, quick to accelerate and handles beautifully. Fiji's speed in a turn is greater than Algérie's in a straight line. Anti-Aircraft Defense AA Battery Calibers: 100mm / 37mm / 20mmAA Umbrella Ranges: 4.0km / 3.5km / 2.0km AA DPS per Aura: 26.4 / 46.4 / 18.2 Abruzzi's raw anti-aircraft firepower is terrible -- it's the worst of the cruisers at her tier by a large margin. If Defensive Fire wasn't so good, I would pan her AA guns as all but useless and label this ship as fodder for CVs as much as she is battleships. As it is, her anti-aircraft defense is for personal defense only and it cannot be relied upon the do anything other than bruise incoming aircraft squadrons. They will drop ordnance. Your consumable will merely scatter it. There's nothing here really worth improving. Save your skill points and upgrade slots. Evaluation: What it would have needed to be : A whole lot of buffs to range and firepower, or some stupid gimmick. Refrigerator Base Surface Detection Range: 11.16km Air Detection Range: 7.65km Minimum Surface Detection Range: 9.53km Detection Range when Firing from Smoke: 5.16km Main Battery Firing Range: 15.06km Abruzzi has decent concealment when fully specialized with a stealth build. However, she does not have the tools or ability to dominate stealth. Even at her own tier, she's bested by the British cruisers, Fiji and Belfast. She also sits behind Atlanta and Flint. This list grows longer when you look within her matchmaking spread, including more British cruisers and even some of the Japanese heavies like Atago. Combined with her speed, stealth and Hydroacoustic Search consumable, on paper she makes a decent potential destroyer and light cruiser hunter. She should also be able to dictate engagement ranges against most opponents. However, Abruzzi cannot safely engage enemies while in the line of fire of enemy battleships. She has two means of defense against fire from these large capital ships -- be behind hard cover, or be far enough away that she can avoid their shot. Engaging battleships at the extent of her normal range does not give her enough time to realistically dodge. While her torpedoes may be safely launched from stealth, they travel too slowly to have a realistic chance of delivering many hits without luck and experience. This just leaves island humping, lobbing shells over hard cover as the only appreciable way for Abruzzi to engage battleships. This is a good skill to learn as it will serve you well with higher tiered American cruisers. However, Abruzzi's fragility will make the pains of learning this lesson far more acute than it needs to be. Evaluation: What it would have needed to be : Abruzzi loses out big to three other premium ships that all have much better vision control -- Belfast, Flint and Atlanta. Belfast reigns best overall with good concealment and her broken combination of consumables that allows her to utterly dominate stealth and detection at tier VII. Behind her, Flint and Atlanta are also stealthier than Abruzzi and bring either smoke or radar respectively to the table. I would even rate Fiji better than Abruzzi, even though the British tech tree cruiser has a larger surface detection range. Smoke is invaluable and negates any range issues this ship may have had. Duca, Duca, Goose Performance in Duca degli Abruzzi is heavily dependent on having a commander with enough skill points. The two big hurdles are acquiring first 10 skill points and then your 14th skill point. One could argue your 17th is equally important too. Follow along and try out your own builds with ShipComrade's Captain Skill Calculator. Start with Priority Target. Don't skimp out on this one -- it's almost a must with this ship. If it ever ticks over to "2" and there's a battleship in the vicinity, it's time to stop firing and hide. You have a choice at tier 2. Last Stand is helpful -- Abruzzi's steering gear in particular is prone to breaking. If you feel brave enough to manage your Damage Control Party without it, then Adrenaline Rush should be your port of call as the optimal skill to pick at this tier. Next up, Superintendent is the best skill at tier 3 to get you an extra charge of Repair Party (and everything else). The order in which you spend your next eight points is irrelevant. In either case, you'll spend four and then immediately wish you could spend four more. Concealment Expert and Inertial Fuse for HE Shells are both defining skills for Abruzzi, with the former making play easier (but never forgiving) and the latter facilitating damage dealing (while never making her good at it). Drop back down to tier 3 and pick up Demolition Expert for your 17th skill point. And finally round out your selection with whichever skill you skipped at tier 2 the first time through or Expert Marksman to improve your gun traverse. Final Evaluation Mouse's Summary: It's an uphill battle to tally a decent damage total. It can be done, but man, you're going to have to work at it. Abruzzi will make you think that she's a lot tougher than she is. You might have a nice streak of games where your Repair Party lets you tank effectively. But just as likely, you may have a not-so nice streak of games where you get deleted. This ship really encourages passive play as a result. You're doing small amounts of chip damage over time, skulking at the periphery and trying to be the least appetizing target you can be. I don't like this ship. Ship Jesus help me, I really tried to enjoy my time in her. I would like to imagine that I'm a patient player. Abruzzi tested my limits. I can stomach glass cannons -- Atlanta is one of my favourite ships in the game, for example. Abruzzi has the 'glass' part down, but she's really lacking the cannon element. I have already gone on at length about her firepower deficiencies. With her X-turret being so badly positioned, Abruzzi is no better armed than Duca d'Aosta much of the time. So she's stuck with tier VI firepower (and admittedly weak tier VI firepower) through much of her engagements. This should indicate that she's meant to be a bit of a tank, but she's just a victim when facing anything other than cruisers or destroyers which makes me have a sad. Abruzzi isn't the first cruiser (or even the first premium cruiser) that gargles on battleship AP shells so expertly that dreadnoughts can't help but whip their guns out her way. Testing Abruzzi has taught me that if I see her on the enemy roster while I'm in one of my battleships that I should make her a priority target -- not because she's a threat, but that because like Pensacola and the Omaha-sisters before her, I'm likely to be rewarded with a super-easy kill. As knowledge of Abruzzi's citadel weakness become more widespread, this problem will prove chronic and I feel bad for those players who find this instant deletion frustrating. I will admit, in those situations where Abruzzi can engage cruisers and destroyers without battleship interference, she's a lot of fun to play. However, those engagements aren't commonplace. The first you'll often note about battleship attentions is losing most (if not all) of your health. Suffice to say, Abruzzi and I were not a good fit for one another. I am sure some people will enjoy her and even rack up some impressive games with her. Performance wise, I was able to do the same, but the amount of work needed wasn't to my liking. Abruzzi only really punishes you against battleships -- in most other respects, she's alright and certainly not broken. It's just the passive game play needed to make her perform isn't competitive and I don't find it very fun. A string of three good games in Abruzzi. I was alarmed. Thankfully the fourth game sets things straight as I got casually deleted by a battleship from 16km away before I could manage 14,000 damage. Good games are possible, but terrible games will happen too no matter how skilled you are. Would I Recommend? At the time of writing, Duca d'Aosta is available across all servers both in the stores and within the tech tree for 4,700 doubloons. Controversial as Duca d'Aosta is, she's a much better purchase than Abruzzi for someone looking for an Italian light cruiser. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Meh. I want to say 'no', but she will probably be alright in scenarios. Co-op will be hit or miss. She will struggle to hit the top of the team lists -- she just doesn't output damage fast enough. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. No, no, no, no, no. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No, there are much better premiums you could bring for competitive game modes like Ranked Battles. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes. She is gorgeous -- there's no denying that. She was also built in steel and survived the war, so there's that going for her too. For Fun Factor: Bottom line: Is the ship fun to play? Blech. No. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. Conclusion Two months I have been working on this review, on and off. Most of it was written by mid-March but then word came down that the test-build for Abruzzi was going to be upgraded with a Repair Party consumable. I held my breath hoping it would salvage this ship from a looming Garbage evaluation. It did -- which says a lot about the power level of a Repair Party when it's not commonly available to most other ships. It just didn't save this ship for me. This is one of those ships I'm not likely going to want to come back to. This is why it was so satisfying to animate blowing it up. Thank you all for reading. As this is being written, I am just shy of halfway through my updated Prinz Eugen review, crunching through Defense and AA graphics. I suspect she may be pushed to the back-burner to get an evaluation of Z-39 done, but we'll see. Maybe I can push through a miracle or two this weekend. I do want to push out Prinz Eugen sooner rather than later in thanks to my supporters on Patreon. Their patronage helps keep me fed and the lights on and I'm grateful to anyone that can help this way. Until next time! Someone suggested I market LWM Bobble Heads. I dunno, they kinda freak me out. Appendix
  8. The following is a review of Huanghe, a ship kindly provided to me by Wargaming. To the best of my knowledge, this is the release version of the ship and the stats are current as of November 30th, 2017. Red River, Yellow River, Red River, Yellow River, Red River, Yel -- ow, I just bit my tongue. Quick Summary: A British light cruiser with Soviet guns, a Japanese destroyer torpedo reload consumable and a Commonwealth cruiser's smoke generator. She's fragile, agile and tiny. Cost: $26.49 USD with a port slot. Patch and Date Written: 0.6.13.1 to 0.6.14.0 November 16th, 2017 to November 30th, 2017. Closest in-Game Contemporary Perth, Tier 6 British Commonwealth Cruiser Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Huanghe is an Arethusa-class light cruiser -- a design that came immediately after the Leander-class. There are a lot of obvious similarities between the two, with the Arethusa being a less expensive alternative, allowing the Royal Navy to get more ships for the equivalent cost. In game, the ships appear similar but their performance values are vastly different. They don't share the same guns, torpedoes, armour, consumables or handling characteristics, with Perth being arguably better built in almost every case. PROs Excellent gunnery performance with great ballistics, high fire chance and good AP penetration. Accelerated rate of fire of 8.57 rounds per minute. Extremely agile with a faster rate of turn than some IJN Destroyers (!) Small surface detection, capable of being reduced to 8.14km. Powerful anti-aircraft firepower for her tier. Equipped with the equivalent of Propulsion Modification 2 for free. Has the option of taking a Torpedo Reload Booster. Comes with HMAS Perth's Smoke Generator, with a 90s emission time, allowing her to stay mobile while remaining concealed. CONs Exposed citadel over the waterline, capable of being penetrated by all German and British battleship HE. FUN AND ENGAGING! Her magazines are not housed in her citadel with as little as 32mm of armour protecting them. She has an absolutely tiny hit point pool for a cruiser at 24,100hp. Small main battery armament of only 6 guns. Terrible main battery range of 13.2km which cannot be extended. Torpedoes may only fire in a thin spread with no option for wide or single fire. No Defensive Fire consumable. No aircraft consumable to assist her in detecting enemies while hiding in her own smoke. This review is being published a little later than I would like. It's been a difficult testing period, frustrated by more limited access to this ship than I would like. The wait to publish hinged on confirming final release details -- looking for issues that were noted during the testing period and seeing whether or not they were corrected when she went live. These were tidbits that wouldn't be covered in patch notes or described on third party datamine sites, such as her handling, torpedo spreads or which modules she was compatible with. I didn't get access to the ship until after she had been put up for sale, which is why this is being published now instead of prior to release as I would prefer. Anyway, here we are a day late. Let's hope this review isn't a dollar short. Options Huanghe is weird when it comes to her options. This is, I think, symptomatic of her troubled development cycle as different gimmicks were tried and tested and a hodge-podge of abilities emerged in an effort to balance her. Let's go through them. First, Huanghe counts as a British cruiser for the purposes of her upgrades. As such, she cannot take Propulsion Modification 2 as it's already installed for free. Second, she may take a Torpedo Reload Booster. She's the first cruiser to have access to this traditionally Japanese destroyer consumable. This reduces the reload time of her torpedo tubes to 8 seconds. This has a six minute reset timer for the standard consumable and a four minute reset timer for the premium version. Third, her Smoke Generator is odd, mirroring that found on the tier VI British Commonwealth cruiser, HMAS Perth. This comes with three charges by default and has a 90 second emission time, with each cloud only lasting for 10 seconds. This allows Huanghe to continue to creep forward at 1/4 speed and remain concealed while she moves. The reset timer on her consumable is 240s / 160s depending on if you take the free or premium version. Consumables: Damage Control Party Hyroacoustic Search or Torpedo Reload Booster Smoke Generator Module Upgrades: Four slots. British cruiser upgrades. Premium Camouflage: Standard Type 10. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Huanghe's upgrade choices will deviate somewhat from standard Light Cruiser equipment. Take Magazine Modification 1 in your first slot. Huanghe's magazines are not located in her armoured citadel and they have as little as 32mm worth of armour protecting them. She's as vulnerable to detonations as Perth and Leander are to HE shells of 152mm caliber or larger. If you prefer to live dangerously, you can take Main Armaments Modification 1, but don't come crying to me when you get your ship blown out from under you by a stray 152mm HE shell. In your second slot, you have a choice. You should probably take Propulsion System Modification 1 to protect your engine. However, it's your rudder that will get knocked out most frequently. For that, take Steering Gears Modification 1. For your third slot, take AA Guns Modification 2 for the increased range. Huanghe is a very short ranged cruiser, so it's difficult to justify Aiming Systems Modification 1 as it only reduces her maximum dispersion by a mere 8.7m (from 124m to 115m). And in your fourth slot, take Steering Gears Modification 2. Special Upgrades Huanghe is compatible with the following Special Upgrades. Hydroacoustic Search Modification 1 replaces Propulsion System Modification 1 in your second slot. This increases the action time of your consumable to 110 seconds. Smoke Generator Modification 1 replaces AA Guns Modification 2. This increases the active time of your Smoke Generator from 90 seconds to 117 seconds, but shortens their duration from 10 seconds to 9.5 seconds. Both of these consumables are excellent choices for Huanghe. If you have access to them (and no better ships to place them upon), I would highly recommend installing each. Firepower Primary Battery: Six 152mm/57 in three turrets in an A-B-X superfiring configuration. Secondary Battery: Eight 100mm/70s in four turrets mounted behind the funnels Torpedo Armament: Six tubes in 2x3 launchers straddling the rear funnel. A lot of justified disdain will be aimed squarely at Huanghe's main battery. Let's get them out of the way. Huanghe has only six 152mm rifles at tier VI. This is appalling and regardless of what other merits I list here, there's no getting around just how terrible this is. Huanghe's lack of sufficient main battery firepower really holds her back. Are we all clear on this? I'm saying Huanghe's guns are bad. This "badness" is tempered by a few positive traits, that while welcome, they are insufficient to redeem the overall lack of firepower. These traits are: Huanghe uses Soviet 152mm/57 rifles instead of Royal Navy 152mm guns. These are the same guns found on Budyonny, Shchors, Mikhail Kutuzov & Chapayev. These guns have excellent ballistic arcs, great AP penetration and a high fire chance per shell hit which exceeds those found on the equivalent (premium) Royal Navy armament. Huanghe has an increased rate of fire with her guns to help offset her low DPM and overall fire-setting abilities. She reloads in 7.0 seconds flat as opposed to 7.5s of her Soviet counterparts. Yep, that's it. She's using Soviet guns instead of British and they have an increased rate of fire. In practical terms, this means Huanghe does more damage on a per-gun basis than Perth, Belfast or Leander which is definitely a plus. You'll set more fires, land more citadel hits, and generally be more accurate. However, this does not offset the disparity of losing out two rifles. Perth and Leander both struggle to kill even soft targets quickly and Huanghe amplifies this weakness. I wish I could say that was the end of the bad news, but it gets worse. Huanghe does not have access to the Spotter Aircraft consumable enjoyed by her British and British Commonwealth contemporaries. This means she's capped with an awful 13.2km main battery range with no way to fire beyond that. She also doesn't have very good fire arcs, with her C-turret only capable of engaging enemies 37º off her bow. Her rearward arcs are better, but still not great, with all three turrets capable of putting shells on targets 33º off her stern. If there's one area where Huanghe's guns are at least not-terrible, it's fire starting. She can be a respectable firebug -- almost on the same level as a nine-gun Galissonniere if she specializes for it (and I do stress "almost"). This will come at the expense of direct damage, though. Huanghe would need to sacrifice taking Inertial Fuse for HE Shells to do it which is almost a must have for all 152mm HE throwing cruisers. I'm repeating myself, but let me be absolutely clear: Huanghe's main battery firepower sucks moose-balls. Not just moose-balls, but hairy and sweaty moose balls. It all comes down to her not having enough guns. Good as they are individually, they can't make up for the fact they're overtaxed for damage output. You're welcome for that moose-visual. Huanghe, on paper, has better overall DPM and fire starting abilities than ships like Aoba and Molotov. What these graphs do not describe is the ease at which this firepower is put to use. Molotov can engage enemies at long distances. Aoba's 203mm guns aren't reliant upon commander skills to ensure her HE shells penetrate. Huanghe is best compared with HMAS Perth and Leander in regards to her damage output -- all three are painfully short ranged. However, all three are capable of maximizing their DPM for short periods of time when they can setup their smoke. Her torpedo armament doesn't make up for the faults of her guns. Huanghe has a pair of triple launchers off each side of her ship. If you're hoping she'll get some world-ending fish to compensate for the problems with her guns, Huanghe will let you down. The good news is that these aren't Deepwater torpedoes -- they can engage any target she faces. The bad news is that these aren't Deepwater torpedoes -- they don't hit especially hard, move particularly fast, have great range or good concealment. Huanghe can't even launch these torpedoes from stealth. What's more, Haunghe's torpedoes appear to have been implemented haphazardly. It's as if they copy and pasted the British torpedo launchers, removed the British single-fire option and then forgot to replace it with the wide spread after the fact. This means Huanghe is limited to a narrow spread and a narrow spread only. It becomes almost laughable that Wargaming baits players to take a Torpedo Reload Booster to prop up Huanghe's firepower. This is the first time this consumable has been made available outside of the Japanese destroyer line. In order to take it, a player must surrender access to her Hydroacousic Search consumable. This gimmick might have more weight and appeal if Huanghe had an impressive torpedo armament -- something with more launchers or more teeth. The ability to double dip with another helping from her triple launchers doesn't strike me as terribly appealing. I can imagine some scenarios where it might change the outcome of a given match, but on the whole it's highly situational for an armament that's already lacking in versatility. In my play testing, I never came across an opportunity where I could have made good use of it. In short, redemption isn't found in Huanghe's torpedo armament. Summary: Garbage-tier firepower. Yeah, there are some redeeming qualities. No one could argue otherwise. But on the whole? Garbage. With all of this poo-pooing of Huanghe's firepower, do not make the mistake of thinking she's utterly incapable of dealing damage. That's not the message I'm trying to deliver. She's not going to put out as much damage as comparable ships, or do so as reliably. More fool you if you underestimate her. Are you regretting purchasing her yet? DurabilityHit Points: 24,100Maximum Citadel Protection: 70mm Min Bow & Deck Armour: 16mmTorpedo Damage Reduction: None Everything here is also terrible. Huanghe puts on a whole new level of 'suck' when it comes to defining mid-tier cruiser durability. She makes Omaha look tough. Within her matchmaking spread, there is no cruiser with less hit points. The closest is Königsberg with 24,300hp -- a ship that's already known for capsizing and exploding violently when a loud noise occurs in the next grid-square over. Every other ship has a more significant advantage in health. It's well within the math for some tier VII and VIII battleships to delete Huanghe outright with no more than a pair of citadel hits. It's not like things get any better when you look at her armour scheme. Huanghe shares a similar protection scheme to the preceding Leander-class upon which the Arethusa-class was based, albeit having a weaker scheme overall. This comes with a few quirks: She has a small citadel, composed of only her engine spaces which sits slightly over the waterline. Her citadel wall extends to the exterior of the ship, making them potentially vulnerable to HE citadel hits. Her magazines lie outside of the armoured citadel directly beneath her guns and well submerged. So the only ray of sunshine is that people may miss your citadel when they think it extends further forward and back than it actually does. If you're lucky, you'll take some overpenetrating hits there which will keep you in the game just a little longer. As damning as this assessment is, let's be real: few light cruisers could ever make the claim of being reasonably protected. What's likely to kill an Arethusa-class would be just as traumatic and world-ending to a Nurnberg or Leander. Heavy cruisers will bully you. Battleships will savage you. And, even destroyer-caliber guns can be painful if you have to suffer their attentions for long. But this is worth looking into more closely. Yes, a Leander or Nurnberg may appear on the surface to be as fragile but Leander can heal. Nurnberg or Budyonny can sit back at 14km+ and use that extra range to give them more time to dodge. Huanghe can't. She has to tough it out and 'tough' is something she does not do well. Really, though -- don't expect to live long under fire. Death comes quickly and suddenly to Huanghe -- and it's your own damn fault for buying her. Shame on you. Though Huanghe's durability would have you wanting to hiding around friendly battleships in the second line, her range dictates that she must go forward into harm's way to score any damage. This is a common problem associated with all British cruisers. They get around this vulnerability by making use of a Smoke Generator and good concealment values -- traits Huanghe boasts as well. Manoeuvrability Top Speed: 33.0knotsTurning Radius: 570mRudder Shift: 6.7s Maximum Turn Rate: 7.1º per second. Alright, I can almost forgive you for forking out the cash for Huanghe for her agility. If she had a little more speed, she'd put many destroyers to shame. As it is, she out performs all other cruisers with her ability to dodge and twirl. She can even out turn several IJN destroyers. It's strange, but she does this without the funny turning-acceleration quirks found in the Royal Navy cruiser line. Huanghe doesn't preserve speed in a turn the way Leander, Belfast or Minotaur does. She does have the equivalent of Propulsion Modification 2 installed -- her initial acceleration from a dead stop is very comfortable. She just doesn't get all the Royal Navy manouevrability quirks. The only thing she really lacks is a little more grunt in her engine and I could ignore all of the miserable, eye-bleeding terrible aspects of her durability. She's just not fast enough to dictate engagement ranges against anything other than a standard-type battleship and that's a big fly in the ointment. At 33 knots, she's not terrible in this regard, but I would have been much more excited to see her exceed 34.5 knots. At least at this speed she could conceivably run down a destroyer she caught flat footed and out pace any battleships she might face without much issue. I dunno, maybe I'm just being greedy. But after the disappointment of her guns and torpedoes, can you really blame me? Manoeuvrability ratings of the tier 6 cruisers. Note that De Grasse and La Galissonniere have access to the Engine Boost consumable which increases their top speed by 15% for 3 minute intervals. Huanghe's ability to turn and throw herself about is on par with many destroyers she faces. She's only lacking in a good top speed to really allow her to enjoy the same level of flexibility. Concealment & Camouflage Base Surface Detection Range: 9.54km Air Detection Range: 5.97 km Minimum Surface Detection Range: 8.14km Main Battery Firing Range: 13.18km Detection Range when Firing from Smoke: 4.2km Surface Detection Rank within Tier: 1st among 14 cruisers. Surface Detection Rank within Matchmaking: 1st among 43 cruisers Huanghe's concealment also redeems her somewhat, but again it's not without its flaws. This is the sneakiest cruiser within her matchmaking spread and not by a small margin either. When fully specialized, she enjoys as 450m advantage over Perth and a 600m advantage over Leander and Belfast. The closest non-British cruiser comes in with New Orleans with nearly a 1km gap and everything else is considerably worse from there. As good as this looks, let's be realistic -- it's not enemy cruisers that you need to worry about spotting you; it's destroyers and aircraft carriers. We'll speak about the latter in the next section, but let's discuss destroyers for a moment. Huanghe is looking at needing to sprint across as much as a 2.7km gap in order to illuminate what's detecting her, all the while being under fire from the lolibote's big friends in the back. Given her 33 knot speed, it's just not feasible for her to cover this distance unless the destroyer makes a stupid mistake. As good as her concealment is, she can't perform the role of a forward scout even though her main battery range precludes her from skulking in the second line and firing from a distance. You're going to need to use cover to stay undetected to move into engagement ranges -- at least until the herd thins out. Thankfully, she brings her own concealment with her. Smoke Generator Huanghe has the same consumable found on HMAS Perth. While each smoke cloud lasts a mere 10 seconds, it continues to dispense smoke for a minute and a half. While Huanghe's Smoke Generator is in use, she may remain mobile and keep concealed while she does so, though she is normally limited to between 1/4 and 1/2 speed (12.5 knots). This allows her to foil the usual traps of air dropped and ship launched torpedoes aimed at smoke clouds as she slowly crawls away. Allied ships may also make use of this smoke, though doing so is much more difficult and it requires a conscious effort to match speed and heading. Huanghe has less tools to provide her vision beyond her smoke than HMAS Perth, though. While both use the same Hydroacoustic Search consumable, HMAS Perth has the extra advantage of a Spotter Aircraft to assist with detecting enemies. This lack would be damning were it not for the changes in smoke detection while firing. Any enemy battleships that opens fire within 10.5km of Huanghe is visible for twenty seconds and she can use that to give herself something to shoot at. This is a bit of a double edged sword, however, with Huanghe herself being visible within 4.2km within her own smoke when she shoots beyond it. This makes it risky to charge cap circles early on (a challenge she shares with Perth), especially if there are larger craft looming behind the lolibotes that have also rushed the control point. Even with these challenges, Huanghe's smoke is meant to redeem all of the other weaknesses so far described. She may have low DPM, but her smoke allows her to cycle her guns aggressively to take better advantage of their reload time for short periods. Her fragility may be masked behind concealment. Her difficulties in disengaging with her modest top speed can be corrected by hiding in smoke until she can put an island between her and her enemies. This is a huge burden for one consumable to bear, and I'm not certain it entirely corrects the deficiencies found so far within Huanghe. Still, it's not hard to see how powerful Huanghe can be in the right circumstances through clever use of her concealment and smoke. Opening moves on an Epicenter match. Though Huanghe shares a lot of traits in common with destroyers, it would be a mistake to play her as one. You're a support ship, not a front line scout or knife-fighter. Anti-Aircraft Defense AA Battery Calibers: 100mm / 37mm / 20mmAA Umbrella Ranges: 5.0km / 3.5km / 2.0kmAA DPS per Aura: 78 / 73.6 / 28.8 Huanghe doesn't approve of your planes. One of this ship's most surprising characteristics is her anti-aircraft firepower. She uses a modern Soviet anti-aircraft suite -- a combination of dual purpose 100mm guns and 37mm automatic cannon to make the life of any planes within her sphere of influence miserable. It can be a rude shock for carriers that loiter around Huanghe's moving smoke cloud, hoping to spot her when the consumable wears off, only to have their air groups shredded. This is something HMAS Perth could never do. In terms of raw damage, Huanghe sits behind only Cleveland at tier VI in terms of her anti-aircraft firepower, which is no mean feat. Unfortunately, she does not get access to Defensive Fire. This was one of the casualties of Huanghe's long development cycle -- she used to have Defensive Fire and in this role, she could play an excellent support vessel. However, she had to surrender this for her Smoke Generator in one of the updates, so it was a fair trade off. Huanghe's anti-aircraft firepower will never truly be a dominating threat to enemy carriers and remains merely a nuisance that will cause them a few casualties, but it cannot stop attacks from being made. From HuangMeh to HuangGud Like all 152mm HE throwing cruisers at mid tiers, Huanghe's performance is really locked behind getting access to 14pt commander. While she can perform reasonably well before this, it's the ability to direct damage to all targets that makes her come into her own. Give the skills which optimizes her performance, she becomes a poor choice for training Pan Asian destroyer commanders, unfortunately. Here's what your first 10pts should look like: Take Priority Target. Follow this up with Adrenaline Rush. Your DPM needs all the help it can get. Next, take Demolition Expert. Setting fires is the only thing you're good at. And finally take Concealment Expert. The big skill you're racing towards is Inertial Fuse for HE Shells which should be your 14th skill point. This gives her the ability to directly damage large areas of any battleship she might face, along with some of the heavy cruisers when she's bottom tier. Your final 5pts should be placed between Vigilance (which stacks with Hydroacoustic Search to better spot torpedo threats while you're creeping along in smoke) and either Expert Marksman to buff your horrible turret traverse or Last Stand if you're sick of having your rudder shot out. An inefficient, entirely situational build for hilarity's sake is an anti-aircraft build. Drop Demolition Expert and take Basic Fire Training instead. Load up on Advanced Fire Training and Manual Fire Control for AA Guns and complete the set with Preventative Maintenance. This is hardly a good build, but at least you'll shoot down a lot of planes. Oh, it's going to be like that, is it? Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Huanghe isn't going to do novice players any favours. She's a British light cruiser without a Repair Party that has to sneak in even closer to do damage. That's a recipe for disaster. Skill Ceiling: Low / Moderate / High / Extreme Properly managed, Huanghe can pull her own weight -- you just need to really flex those carrying muscles to do it. This makes for an interesting challenge for those inclined. Getting those Soviet 152mm up close opens up the opportunity for all kinds of hilarity, especially against enemy cruisers that are probably not used to getting their citadels shot out from smoke 12km away. However, her overall lack of firepower holds her back. Mouse's Summary: Perth-lite. Same Perth flavour with half the effectiveness! I kid, Huanghe isn't that bad. She's just not as good as Perth. I can already tell there's going to be a counter-culture movement that absolutely loves this ship... Can destroyer-levels of agility, the smoke generator of HMAS Perth along with good values for her AA firepower and concealment make up for garbage levels of firepower and durability? I was full ready to slap a 'Garbage' label on Huanghe and wash my hands of her. I don't care if she has good AA firepower -- that's a window dressing; it doesn't define a ship as being good or bad. Destroyer levels of twirling are nice but without speed to dictate engagement distances, it's a half measure. Her stealth is good, but not good enough especially in light of her weapon ranges. These arguments all strongly point towards a wholesale condemnation of this ship, but there's one thing and only one thing giving me pause. It's her damned Smoke Generator. Without it, this would be cut and dry: slap a trashbote label and move on. But, I cannot ignore how powerful this is when played well. It allowed me in play testing to rip the throat out of several ships that, on paper, had me dead to rights based on firepower, speed and durability. Yet, I must remind myself that a bad ship is still fully capable of doing damage and even sinking another. This isn't a game like World of Tanks where a disparity in power levels can mean outright immunity to a lesser-vehicle's attacks. I cannot outright dismiss the successes I did enjoy with this ship, but I must weigh them in context. Perhaps it's simply best to separate the two. Huanghe is a trashbote with a good Smoke Generator. So ask yourself: What you want to play with? Is it the trashbote, or is it the Smoke Generator? Because if it's the latter, HMAS Perth will be back around in the shops sometime soon... Would I Recommend? I'm forced to ask myself: "Why would you buy this?" If you're looking for comparable game play, HMAS Perth is superior in almost every regard. For trainer for the Pan Asian destroyer line, there are better choices. Loyang is one of the most competitive destroyers at her tier and Anshan comes in at a similar price tag with added economic bonuses baked in to boot. Huanghe is a premium without a purpose... PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Also no. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Very no. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Very no on toast. For Fun Factor: Bottom line: Is the ship fun to play? Actually, yes. Be advised: Mouse has a soft spot for lame-[edited]ships, like the pre-buff Atlanta, Albany and Prinz Eugen. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion. Her Smoke Generator gets a Gudbote, though.
  9. Korn_Bread

    Deplorable Potatoes

    Hello possible member! Thank you for showing interest in Deplorable Potatoes. We are a still relatively new clan that is about more than Warships. We are about family, an online family. We play all sorts of games together not just Warships, this is just the primary one. We don't look at stats, we don't require a tier 10...There are almost no requirements to join! What we do require is: Have a Microphone Be Social Be Respectful Be Active Having a microphone and being social is what makes clan play fun and enjoyable. What's the point of playing with people if you can't talk to each other? Being respectful is just a part of being a human being. To be in any clan you have to be active, however, life happens. Just let people know if you have to take a break. We currently have 25 members. If you're interested join our discord and talk to us!
  10. rafael_azuaje

    USS charleston the ghost cruiser

    hello everyone I have the charleston cruise, and checking right is exactly the ST.luis, has nothing new, is a st.luis with a blue camouflage. does not have any review on the page that speaks more about it. they should add something special that makes the difference to their sister ship, for example increase the range of secondary batteries. HE NEED 3 THINGS 1-comemorative flag 2-camo white fleet 3- up 500meters range secondaries white fleet camo CAMO BLUE PLEASE I KNOW THAT WG CAN UP SECONDARIES TO 3K BASE MAKE FUN, THIS SHIP DONT HAVE ANY REVIEW WOWS, AND IS PART USN HISTORY!
  11. kukailimoku

    Pensacola or Dallas line

    Pensacola or Dallas line? Why?
  12. Poopin' rainbows. Quick Summary: A fragile anti-aircraft cruiser with radar and armed with sixteen 127mm rifles and short-ranged torpedoes. Patch and Date Written: 0.6.1. February 3rd, 2017 Cost: 9,000 doubloons. Closest in-Game Contemporary Flint, Tier 7 USN Cruiser Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Flint is an Oakland-subclass of the Atlanta-class cruiser, so it stands to reason that the two ships would be very similar. Flint has an upgraded medium-range anti-aircraft suite. She loses out on the two wing turrets found on Atlanta giving her a maximum of a twelve-gun broadside. Flint's superiority is very firmly set by her torpedoes which have a reach out to 9.2km. Lastly, the two ships trade out their third consumable, with Flint having a USN Smoke Generator instead of Atlanta's Radar. PROs Armed with sixteen, rapid fire 127mm rifles in eight turrets dispensing up to168 rounds per minute from a fourteen gun broadside. Turret traverse is blinding-quick at 25º per second. Able to fire over intervening terrain quite easily. Her main battery customizes incredibly with the 0.6.0 Captain Skills. Her torpedoes are very fast and very hard hitting for a cruiser of her tier. Powerful anti-aircraft armament, with unlimited charges of her Defensive Fire consumable. With a full AA-upgrade build, she has some of the best AA-power in the game, tier for tier. She has access to the USN Radar consumable. CONs Tiny hit point pool of 27,500hp. Her machine-spaces citadel sits over the waterline and has a maximum of 89mm of protection. Her bows are overmatched by 203mm guns or larger. Her turrets get temporarily disabled easily. Painfully short ranged at 11.1km stock. Very poor ballistics, with shells being launched into low orbit even at modest ranges. Poor penetration values on her AP and HE shells. She struggles to do damage to tier 8+ Battleships. Torpedoes are pathetically short ranged at 4.5km. Large surface detection range of 11.0km. My last review of Atlanta was over a year ago and there have been some rather significant changes to the game in that time. Atlanta has been graced by some better fortunes, including one direct buff and many smaller, indirect buffs caused by differences in new mechanics and systems. This time last year, she was an overspecialized oddity, unable to perform in the manner players wanted and expected her to perform. She remained a favourite to eccentrics and experts and downright punitive to novice players. Atlanta's fame (or infamy) has waned considerably over the year. She is no longer commonly available, having been removed as a permanent fixture from the online store. She is also gone from the in-game tech-tree where she could be bought with doubloons. Though far from rare, it is likely that as the game matures she may become a more uncommon sight. This said, her game play style has been diluted somewhat by the inclusion of USS Flint, an Oakland-subclass of the Atlanta-class cruiser. Flint shares many characteristics with Atlanta but with the benefits of better torpedoes and a smoke generator -- two fixes for the Atlanta-class many fans of her were clamouring for. We received different fixes for Atlanta instead of questionable effectiveness. This does raise the question if Atlanta is now worth purchasing for those who do not have her, especially given her limited availability. Hopefully this review will address said concerns. Atlanta subscribes to the original Wargaming design for premium vessels in World of Warships, where candidates were to be selected from ships that didn't fit in the tech tree. These "weird" vessels included ships like Kitakami and Tone. Options Atlanta's Defensive Fire is special. Unlike other ships, she has unlimited charges of this consumable. Its other characteristics, including reset timer, duration and intensity remain the same. Atlanta is also one of the few tier 7 ships with Radar. This has an 8.49km range, 25s duration and two or three minute reset timer depending if you took the premium version or not. Consumables: Damage Control Party Defensive Fire or Hydroacoustic Search Radar Module Upgrades: Four slots, standard USN Cruiser options.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy Firepower Main Battery: Sixteen 127mm rifles in 8x2 turrets with an A-B-C-P-Q-X-Y-Z arrangement. A-B-C and X-Y-Z are superfiring, with all three turrets capable of shooting unobstructed directly forward or aft respectively. P and Q are wing turrets mounted just ahead of X-turret and behind the torpedo launchers. This gives the ship a fourteen gun broadside. Torpedo Armament: Eight tubes between 2x4 launchers. One is mounted to each side of the ship behind the rear funnel. Let's start with Atlanta's torpedoes; they are terrible. While individually hard hitting at 16,663 damage per and fast at 65 knots they are pathetically short ranged at 4.5km. This limits their utility to ambush scenarios and acts of desperation. In order to properly make use of Atlanta's torpedoes, your opponent has to have made a serious mistake. In such scenarios, a broadside of all four fish will be catastrophic and your opponent deserves the punishment these can dish out for being so horribly out of position. In close range brawls with enemy cruisers, a broadside of her AP shells is often more reliably devastating than her torpedoes. That's really all that needs to be said about these weapons. Main Battery Atlanta has arguably the most entertaining main battery armament in the game. There are few guns as interesting as the USN 127mm/38 rifles in World of Warships. They are not without their controversies either. With 0.6.0 they received a significant buff in regards to how they interact with select Captain Skills and the variety of builds centered around improving these weapons is diverse. But let's start with looking at their raw performance before we worry about how we can modify them. Common Captain Skills taken by Atlanta players to buff their Main Battery. Few ships benefit so greatly from Captain Skills as the Atlanta. From left to right: Basic Fire Training, Advanced Fire Training, Demolition Expert, Inertia Fuse for HE Shells, Adrenaline Rush and Expert Marksman. Not all of these skills should be considered optimal or even necessary. The 127mm/38 rifles found on Atlanta are similar to, but not an exact match to the weapons found on the USN Destroyers. They fire the same shells, with the same relative range, ballistic qualities, alpha strike, penetration values and fire chance to her line's destroyers. However, Atlanta doesn't enjoy the same rate of fire found on vessels like Mahan, Farragut or Sims. Farragut, at tier 6, fires 15 rounds per minute -- a value matched by Mahan at tier 7. Sims gets this volume of fire as high as 18.2 rounds per minute while Atlanta has to make do with 12. For those wondering, this isn't historical and has been reduced for balance reasons. Atlanta may appear to have the equivalent broadside to three USN Destroyers combined, once you factor in her reload time, this works out closer to two. And this brings us to our first two Captain Skills. Rate of Fire Atlanta reloads every 5s giving her fourteen gun broadside a potential rate of fire of 168 rounds per minute. There are two ways to increase this. As a destroyer-caliber weapon, Atlanta enjoys full benefits of Basic Fire Training which drops her reload down to 4.5s and increases her rate of fire up to just over 186rpm. As if that weren't enough, you can also take Adrenaline Rush which increases her rate of fire as your ship takes damage. At half health, this drops Atlanta's reload by another half second, increasing it to 210rpm. Let's look at some real-world examples. Assuming penetrating hits from her HE shells (594 damage per), a full 14 gun volley (8,316 damage per) yields the following. Against saturated areas, the damage will be half this. At 168rpm: 99,792 damage. At 186rpm: 110,494 damage. At 210rpm: 124,740 damage. This is contingent on being able to land hits with that level of accuracy and penetrate vulnerable areas. Like all guns, Atlanta's rifles are exceedingly dangerous up close. Landing with ten or more shells per volley is easy enough inside of 7km ranges. However, even veteran Atlanta players only land between 29% and 35% of their hits overall which much of the accuracy disparity coming from her poor ballistic qualities at range. Range and Ballistics One of Atlanta's biggest weaknesses is her lack of reach relative to her surface detection. Stock, Atlanta's guns can theoretically hit targets up to 11.1km away while she's detected from the surface from 11.0km. This 100m buffer for such a fragile ship forces her to be placed in harms way anytime she pulls the trigger. Taking the skill, Advanced Fire Training extends her reach up to 13.3km. Between camouflage and skills, it's possible to get her surface detection down to 9.4km. In theory, this opens the tiniest of stealth fire windows (less than 100m) but in all practical sense, Atlanta cannot engage targets and stay hidden without the use of cover. This is further compounded by the appalling ballistic qualities of her shells. At her maximum range, her shells are taking a full second per kilometer of distance traveled. This leads to horrible lead times. Depending on game resolution, some players may be prevented from using the maximum zoom when ranging their shells as their targets will be well off screen. This can make targeting specific sections of ships very difficult This is a necessary skill when facing off against heavily armored targets which her HE shells can struggle to damage.Penetration and Fire Atlanta has one of the lowest average damage per game values of any tier 7 cruiser. Stock, Atlanta's high explosive shells can penetrate a maximum of 20mm of armour. Aside from destroyers and some light cruisers, her shells just don't have the penetration power to directly affect vessels short of their superstructures. So while her guns may murder a destroyer with some alacrity, when facing against cruisers and battleships, Atlanta was often on her back foot. Atlanta's AP shells can be truly monstrous when properly applied. However, their penetration values due to their low muzzle velocity and poor ballistics arcs prevents them from being used efficiently outside of 7km ranges. Inside this distance, Atlanta is more than capable of blowing out the citadel of heavy cruisers or hammering the upper hull or extremities of a Battleship with her AP shells and wracking up enormous damage totals quickly. It's not uncommon for Atlanta to deliver seven to ten citadel hits against a broadside cruiser inside of knife fighting range. This can deal a whopping 29,400 AP damage if you can land 14 out of 14 shells as citadel hits. For this reason, Atlanta's torpedoes are often forgotten in the heat of a brawl as her AP can be more than sufficient to put down an enemy cruiser. Outside of this range or against even slightly angled targets, her AP performance becomes quite anemic. For this reason, the ship has often lived and died by her high explosive shells. In the past, this forced Atlanta Captains to rely on the fire potential of her weapons to inflict damage against larger capital ships. As a flamethrower, she was quite good at this in theory but in practice, this was never sufficient. Her individual shells have a poor base fire chance at 5% per hit. Demolition Expert can nudge this number up to 7%. However, this plugs into a larger formula: [Fire Resistance Coefficient x ( 1 - [Damage Control Modification 1 - [Fire Prevention ) x ( [Projectile Base Fire Chance + [Demolition Expert + [signals - [inertial Fuse for HE Shells) = Fire Chance Fire Resistance Coefficients vary, from 0.8668 for a stock tier 5 to 0.5671 for a fully upgraded tier 9 vessel. This makes the chances of stacking fires much easier against lower tiered targets than higher tiered, which is ironic given that Atlanta can often deal more damage directly to lower tiered targets than needing fires to prop up her damage totals. Here are some real world examples: Atlanta with Demolition Expert facing an upgraded Kongo with Damage Control Modification 1 (0.8335) x [1-(0.05) - (0) x [(0.05) + (0.02) + (0) - (0) = 5.54% per shell Atlanta with Demolition Expert facing an upgraded Iowa with Damage Control Modification 1 and Fire Prevention (0.5671) x [1-(0.05) - (0.1) x [(0.05) + (0.02) + (0) - (0) = 3.37% per shell Combine this with Basic Fire Training on the Atlanta (186rpm) and a 30% accuracy and you're looking at 3.1 fires per minute against the Kongo and 1.9 fires per minute against the Iowa. Based on these numbers, an Atlanta should be able to easily stack a fire or two past Kongo's Damage Control Party and disengage. Against an Iowa or similar tier 9 Battleship, it's questionable whether any fires will stick at all if the target Captain manages their consumable properly. Dueling with either Battleship for longer than a minute greatly increases the changes of reprisals from the now-annoyed battleship from which Atlanta is unlikely to survive, so it's important to stack fires in a limited time frame and disappear. Without the ability to do damage quickly to larger targets and her own poor survivability when such ships elect to shoot back, it's perhaps no wonder that Atlanta's average damage has been so low. There is a ray of sunshine, however. Inertial Fuse for HE Shells All light cruisers have benefited massively from this skill and it has been a real game changer. For Atlanta, this increases her HE penetration from 20mm to 27mm allowing her to now damage the extremities of tier 6 and 7 battleships and all cruisers within her matchmaking spread. With this skill, now Atlanta can drop those theoretical 8,314 damage, 14 penetrating hit HE volleys against most of her opponents. Only tier 8+ Battleships retain an immunity to her shells with the exception of their superstructures. This skill isn't without its trade-offs, however. It's an expensive investment for one, requiring the sacrifice of one or more beneficial Captain Skills. In addition, it damages her already poor base fire chance by a whole 3%. It's this latter trade off which can really hurt as her (in)effectiveness against tier 8+ Battleships plummets even further. Let's look at our Iowa example again. Atlanta with Demolition Expert and Inertial Fuse for HE Shells facing an upgraded Iowa with Damage Control Modification 1 and Fire Prevention (0.5671) x [1-(0.05) - (0.1) x [(0.05) + (0.02) + (0) - (0.03) = 1.92% per shell And if you can no longer afford Demolition Expert: Atlanta with Inertial Fuse for HE Shells facing an upgraded Iowa with Damage Control Modification 1 and Fire Prevention (0.5671) x [1-(0.05) - (0.1) x [(0.05) + (0) + (0) - (0.03) = 0.96% per shell Once again, assuming Atlanta is using Basic Fire Training and attaining 30% accuracy, this works out to 1.1 fires per minute with Demolition Expert and 0.5 fires per minute without. So it becomes a question of a trade off. Inertial Fuse for HE Shells greatly increases Atlanta's lethality against same tier or lower tiered battleships but worsens her performance against those found at tiers 8 and 9. Conclusions: Few ships have their performance defined so significantly by Captain Skills as Atlanta. With her torpedoes being a mere afterthought, how a player customizes and elects to use Atlanta's main batteries will largely define their level of success with this ship. There is no build that is optimal against all targets and some that are superfluous or even damaging to Atlanta's damage output depending on the ship type engaged. A player must decide well in advance what kinds of ships she wishes to specialize against and build her Atlanta accordingly. One of Atlanta's more infamous traits is the awful shell flight times. At maximum range (13.3km) it's possible to begin firing a fourth volley volley before the first has hit the target. This makes lead times downright punitive and adjusting fire difficult. Maneuverability Top Speed: 32.5 knots Turning Radius: 610m Rudder Shift Time: 8.4s Atlanta's top speed of 32.5 knots isn't particularly exciting. It's sufficient for her task as an escort cruiser, but she doesn't have the speed necessary to challenge evasive destroyers. Perhaps more pressingly, she is also lacking in sufficient speed to outrun fast Battleships that may seek to engage her, such as Bismarck, Tirpitz, Scharnhorst, Gneisenau or Iowa and she has no chance of outpacing Soviet and Japanese cruisers. So while not slow or inflexible, some care needs to be taken when planning Atlanta's course lest she find herself out of position or over extended. This is a problem common to all USN Cruisers. Ship rotation times from starting at maximum speed and rudder hard over. Each ship was run through the course five times (except Flint and Atlanta which were run for ten to confirm their similarities) and the average taken. Deceleration is the time taken for a ship to reach it's lowest speed in a turn. The two most important factors for determining ship rotation speed is the radius of her turn combined with the average speed while turning. Smaller turning circles and higher average speed will result in faster rotation rates. The tier 7 and tier 8 American cruisers are all very similar to one another in their performance, but Atlanta and her sister, Flint, are hands down the most agile of all of the mid tier USN Cruisers with between a 0.5s and 1.0s advantage in turning 90º. Atlanta's handling is almost identical to other vessels found in the American cruiser line. This similarity between mid-tier USN Cruisers makes for easy skill transference from one ship to the next. If you can torpedo beat in a New Orleans, you'll find Atlanta answer similarly to her rudder. Atlanta's turrets have no difficulties tracking targets, even with her rudder hard over. They traverse at a rate of 25º per second compared to the 6.3º per second she turns at full speed, allowing Atlanta to quickly acquire targets and engage new threats from one side of the ship to the other even while under heavy maneuvers. This makes the Captain Skill, Expert Marksman, much less valuable for Atlanta than on other USN Cruisers. Atlanta is rather agile and can be a real bothersome target for destroyers. Durability Hit Points: 27,500 Citadel Protection: 89mm of belt armour Min Bow & Deck Armour: 13mm Torpedo Damage Reduction: None. Over the last year, Atlanta has enjoyed a considerable buff to her turret durability. Patch 5.5 from April 26th, 2016, all small caliber weapons had their hit points increased as much as 2.6 times what they had been. Prior to this, Atlanta's turrets had 1,500 hit points each while she now enjoys 4,000 hit points per. Previously, it was a rare occurrence for Atlanta to survive a battle without losing some of her main battery. Now it's rather uncommon for Atlanta to permanently lose any of her weapons. However, much of what was previously said about Atlanta's durability still holds true.Atlanta is one of the worst protected cruisers in the game, making her truly a glass cannon. She has a pittance when it comes to her hit point total. Her armour layout is laughable with 89mm of belt armour. Her large citadel has a section that sits above the surface running beneath the twin superstructures, from the bridge to the wing turrets. Her bow has only 13mm worth of protection, making it possible to overmatch it with 180mm guns found on the Kirov, Molotov and Dmitri Donskoi, never mind the larger caliber guns found on heavy cruisers and battleships. There are few HE shells not capable of landing penetrating damage on Atlanta, no matter where they strike her. In short, an exposed Atlanta is very likely to become a dead Atlanta. It's imperative to make use of her concealment and agility to stay alive. Hug islands and use them to block incoming fire. Concealment & Camouflage Surface Detection Range: 11.0 km Air Detection Range: 6.4 km Minimum Surface Detection Range: 9.4km Concealment Penalty while Firing: +3.8km (vs 11.1km gun range) For such a fragile and short ranged vessel, Atlanta is shackled with an enormous surface detection range. She is utterly incapable of engaging enemy targets with her torpedoes without giving her position away. It's only when either her main battery range or her concealment is upgraded that she can ambush surface targets with her guns. Even with a full investment into concealment and range modifiers, Atlanta cannot stealth-fire from open water and remains dependent upon friendly smoke or island cover to stay concealed. At best, Atlanta can get her surface detection range down to 9.4km which is still punitive for a ship of her size and range. She's unable to sneak up on destroyers and, unlike HMS Belfast, her surface detection range exceeds that of her radar, giving destroyers time enough to begin evading before Atlanta can light them up with her consumable. It is worth mentioning that Atlanta, with her radar consumable, can make better use of borrowed smoke clouds than some other ships. When divisioned with smoke-laying vessels, Atlanta can help provide eyes for herself and allies while remaining obscured within the smoke clouds. Though her radar has a very short duration, this can tip the balance in some engagements to let this fragile vessel exploit concealment mechanics within the game to her advantage and decide the local fight. Anti-Aircraft DefenseAA Battery Calibers: 127mm / 28mm / 20mmAA Umbrella Ranges: 5.0km / 3.1km / 2.0kmAA DPS per Aura: 121 / 27 / 29 Atlanta used to have the best anti-aircraft armament at tier 7 without contest She has been partially eclipsed by her sister ship, Flint, which has a modernized suite of weapons which replaces Atlanta's 28mm 'Chicago Piano' mounts with the famous (and more reliable and powerful) 40mm Bofors. This gives Flint a better punch at medium to close range while Atlanta dominates at a distance. When combined with Captain Skills and module upgrades, Atlanta competes very well with her sister. The image below breaks down how Atlanta's anti-aircraft power can be modified. * Bonuses are multiplicative, not additive. Note that all DPS values are approximate with some weird rounding occurring (which is why the tool-tip in port is weird when you begin stacking bonuses). This table can be used to calculate partial bonus stacks. For example, a 127mm mount (121dps) with Basic Fire Training (x1.2) Priority Target (x1.1) and Defensive Fire (x3) bonuses would generate an average of 479dps. The maximum output of Atlanta in an optimal situation would be a combined total of 1,215dps. Fully specialized and in an optimal situation, Atlanta puts out 1054 / 118 / 42 dps (a combined total of 1,215 dps) at ranges of 7.2km / 5.0km / 2.9km. Flint manages a combined total of 793 / 392 / 62 dps (a total of 1,247dps) at the same range intervals. No other ships at her tier come close to Atlanta as her sister-ship. With Atlanta's anti-aircraft firepower focused on her 127mm rifles and their 7.2km range, she makes a much better anti-aircraft escort over Flint and bests just about any other cruiser in the game, tier for tier. Atlanta's anti-aircraft advantages do not stop with just raw damage. Her aerial detection range is only 6.4km. If she keeps gun silent and switches off her AA guns, she can ambush incoming aircraft squadrons by sailing into their path to intercept them. By keeping her AA guns silent up until they're all in range, she gives the CV player no warning of her presence and can devastate a concentrated attack wave before the CV player can react. In addition, her and her sister Flint are the only ships in the game with unlimited charges of their Defensive Fire consumable. Specialized in this role, Atlanta becomes a 7.2km no-fly zone which any CV player is fool to test, no matter what their tier. But don't kid yourself. Without this specialization, without Defensive Fire specifically, you're only going to damage attack craft waves, not rout them. Any carrier wishing to delete you will be more than capable of doing so. In her element and unconcerned. Overall ImpressionsSkill Floor: Simple / Casual / Challenging / DifficultSkill Ceiling: Low / Moderate / High / Extreme Atlanta is not a friendly ship for beginners. Her weapons are too short ranged with a very temperamental damage output. Her surface detection range is too large and she has no easy-escape tools. She is far too fragile to account for any mistakes. While it's terribly fun to hold down your left mouse button and poop out rainbows of 127mm high explosive rounds, the efficacy of doing so is highly suspect at best. You can't deal damage quickly with Atlanta unless you get in close and without proper forethought, that will simply get you killed before accomplishing anything of note. The influence a well played Atlanta can have on a game is telling, but it depends entirely upon her Captain / Consumable / Module build. She's a good support ship, however the decision on how to support your team will largely dictate the spheres of influence you can perform. When Atlanta is caught out of position (which, let's admit, occurs almost continually in this ship), her ability to affect the outcome of the match falls away to nothing. Mouse's Summary: One of the oldest premiums in the game. She's also one of the most unforgiving ships in the game. The recent buffs were nice... sort of. I wanted Atlanta to get what Flint has. Despite all of her troubles, Atlanta is a riot to play. What a difference a year makes. Here's the long list of changes that occurred directly or indirectly to Atlanta between February 2016 and 2017. Her main battery durability was buffed, increasing her hit points 2.6 times. She no longer loses her turrets constantly (HOORAY!). The Situational Awareness skill was given out for free. Her AP shell normalization was changed from 8º to 10º. This means that if her shells strike at a 10º angle to the flat broadside of a ship, her shells will treat it as 0º and calculate as if they had struck flush. She received Radar. The new Matchmaker system places her at top tier very frequently. The Captain Skill changes have benefited Atlanta greatly, with easier access to quality of life improving skills like Concealment Expert and the introduction of Inertial Fuse for HE Shells. In addition, many players can't easily afford fire-mitigation skills like they used to. Atlanta has seen both feast and famine. During Closed Beta, when AP shells were dominant, she was as powerful as she has ever been. The changes to AP and HE shells nerfed her considerably, but she still had a lot of functionality with asymmetrical carrier Matchmaking and how common carriers were during Open Beta. There was almost always need for an AA escort and Atlanta filled that role nicely. Once deployment symmetry became a thing when the game was released in September of 2015, Atlanta's popularity began to severely wane. Now in 2017, it's the increase in smoke generators, specifically those of the British Cruisers, that have breathed new life into USS Atlanta. She has a purpose now -- an ability that's always welcome when there's an enemy that needs digging out. It's sad to say, but she gets more use out of that than she does her Defensive Fire consumable. Inertia Fuse for HE Shells has restored some of the bite Atlanta once enjoyed back in Closed Beta. While her upgraded HE shells don't have quite the same ubiquity as AP did back in the day, the average damage that Atlanta is dealing out has been on the rise in the last six months. Looking at a two-week snapshot of her performance ranks her 6th overall for damage output among tier 7 cruisers. It's still not a good performance, but it's definitely better than has been for the last year. Atlanta isn't back to her glory days from Closed Beta. Would I Recommend?Atlanta is a weird ship. She's not something you invest in because you think she's good. You do it because you want something unique. While it is possible to earn an equivalent through Ranked Battles in the form of USS Flint, Atlanta's analogue is likely to be out of reach for much of the player base. For Random Battle Grinding Atlanta isn't going to make it easy on you to earn rewards like High Caliber, Confederate or Kraken Unleashed. While she or any premium will earn a fair amount of experience and credits, Atlanta is difficult to make perform to make such numbers consistent. There are definitely better investments. So no. For Competitive Gaming No. There are much better ships to bring in a competitive environment than Atlanta. She's too fragile and if caught out of position, she has no get-out-of-jail cards to play. For Collectors Yes. They saw lots of action early in WWII and enjoyed success and tragedy (Google the Sullivan brothers and have tissues handy). For Fun Factor Very yes on toast. Her guns are hilarious. Staying near islands is imperative for the longevity of your Atlanta. Use it to set up attacks and cover your escape. Atlanta is not an easy ship to play. She's not like the British Cruisers or premiums like Mikhail Kutuzov or Flint where you can pop an easy smoke consumable and trump any attempts to engage you. Outfitting AtlantaAtlanta can be one of the most complicated premium ships to equip in the game presently. It's important to decide on a role for your Atlanta first. From there you may select Captain Skills and equip consumables which best support the role that you've decided upon. Modules: All of my builds for Atlanta include the same module choices. Main Armaments Modification 1, AA Guns Modification 2, Damage Control Modification 1, Steering Gears Modification 2. There's some pretty simple reasons for this. In slot 1, you can take Magazine Modification 1 if you're really paranoid about detonations. If you're intending to take Atlanta into a competitive environment, this choice should be moot as you should be using Juliet Charlie signals instead to mitigate detonations. Personally, detonations don't bother me. Atlanta does pop a little bit more than other cruisers, so keep that in mind. In slot 2, you may be wondering about the viability of Aiming Systems Modification 1. Skip it. At maximum range, and by that I mean 13.3km from Advanced Fire Training, ASM1 provides an eight meter dispersion reduction. Yep. That's it. Eight whole meters. It's 6.9m at 11.1km. Whoo. Exciting! Take the AA mod. You'll get more use out of it. All of the choices in slot 3 are terrible for the Atlanta. Take what you want. In slot 4, Propulsion Modification 2 is also a fair choice. However, Steering Gears Modification 2 will shave almost half a second off of a 90º turn going at full speed. Core Skills: Despite the 0.6.0 Captain Skill overhaul making several builds viable, there remain some skills that are optimal for Atlanta. They re included in all of the builds below. Your tier 1 skill for Atlanta should be Priority Target. Knowing when you're targeted and when you're not will save your ship and allow you to pull off some rather audacious feats. None of the other tier 1 skills is as useful. At tier 3, Basic Fire Training is the second essential. This increases your main battery rate of fire by 10% and your AA dps by 20%. Few ships gain so much as Atlanta from this skill. Bombardment Build This build focuses upon doing damage to larger ships -- specifically cruisers and tier 6 and 7 battleships. The idea is to keep her guns singing as often as possible and to use intervening terrain to keep safe. Because you're expected to be shooting almost non-stop, stealth abilities are less of priority. This build, grace of taking skills which improve her gunnery, also makes a passable anti-aircraft cruiser but this isn't our focus. Consumables: Damage Control Party II, Defensive Fire II, Surveillance Radar II Captain Skills: http://shipcomrade.com/captcalc/1000000000000011000010100010100019 This build is all about maximizing the performance of your guns against these targets. Basic Fire Training and Adrenaline Rush increase your rate of fire. Inertia Fuse for HE Shells allows you to land damaging hits against the plethora of 25mm armoured sections found on ships of your chosen targets. Demolition Expert helps mitigate some of the lost fire-potential. Variant: Swap Inertia Fuse for HE Shells for Concealment Expert. This changes the build from doing direct damage to relying on fire damage to affect your targets. This will generally result in increased survivability but you'll pay for it with lower damage totals. Destroyer Hunter The idea here is to sneak up as close as possible to destroyers and annihilate them at close range. She's built for stealth. This ship is rather vanilla when it comes to the performance of her weapons against larger targets, but such is the price you pay for being a specialized hunter. Keep your anti-aircraft guns disabled until you absolutely need them. Consumables: Damage Control Party II, Hydroacoustic Search II, Surveillance Radar II Captain Skills: http://shipcomrade.com/captcalc/1000000000000011000011000000001119 The first thing that should stand out is that this will keep your Atlanta shorter ranged than other builds. This will also impair her anti-aircraft power somewhat. Radio Location is used to assist with finding the little blighters. Concealment Expert is used to reduce the range at which you're spotted to give destroyers less time to react. In addition, you will have to go gun silent to evade return fire from larger capital ships. Superintendent provides an additional charge of your Radar and Hydroacoustic Search consumables. You'll use Radio Location to home in on the destroyers until you're spotted. If haven't uncovered the destroyer within 20 seconds of being lit, activate your Radar to light the destroyer and be ready to evade any return fire. Last Stand is there to help keep you alive when your rudder gets shot out as you try to evade. The destroyers will shoot back and they always seem to hit your rudder and set you repeatedly on fire. The last thing you want to be doing is spinning in circles. Anti-Aircraft Escort As the name suggests, this build focuses on protecting friendly ships from air attack. This is hardly an optimal build in the current Random Battle meta -- carriers are not as commonplace as they once were. However, few can argue against Atlanta's efficiency as an AA-platform with this build. Consumables: Damage Control Party II, Defensive Fire II, Surveillance Radar II Captain Skills: http://shipcomrade.com/captcalc/1100000001000000000010000000110119 Everything pushes towards increasing Atlanta's AA range and DPS. Basic Fire Training and Manual Fire Control for AA Armament boost your DPS directly while Advanced Fire Training provides the range. Concealment Expert provides some survivability while also helping prevent you from being spotted early by surface ships. This can allow you to better intercept an inbound bomber stream and ambush them. Jack of All Trades is used to reduce the reset timer of your Defensive Fire consumable so that it will always be ready when the next attack wave comes in.
  13. A_Horde_of_Sharks

    What was your favorite cruiser line to grind?

    Shortly after my year-long hiatus due to computer problems, I finally managed to acquire my first tier 10 warship: Moskva. Despite playing numerous games in her and extensively using it in ranked, I find her surprisingly ineffective and a chore to play. After my disappointment, I realized, "how many russian cruisers did I actually keep?" It was then I realized I only kept Budyonny and Shchors, the only two ships out of the entire line I seemed to enjoy. The reasons I did not enjoy Moskva was her lack of flexibility. The turning rate and concealment were so bad, it essentially forced me into combat as a spamming bow tanker, unable to leave or formulate a new strategy once the engagement reaches a certain distance. Since I lacked the brain to quit a line while I was ahead, I will ask the community two questions instead. 1) What was your favorite cruiser line to grind? (Yes, even the Russians count...) 2) What line do you think I should grind in its entirety? (No not the Russians this time. Anything but them... Please have mercy... I would rather eat a pine-cone.....) Any advice is welcome!
  14. Hey Captains! I have a Discord Server dedicated to gaming. Our main game is World Of Warships, but we do play multiple other games, along with trying new games. We are looking for others to join our Discord, and if there is enough interest, we will be creating a clan. Our main goal is to enjoy the game, and not take life too seriously. We are a very small group of gamers who enjoy playing together. I will provide a link to the Discord server. ( https://discord.gg/GseFfQ You may also contact me through the Discord, or reply this thread with any questions. Thank you all!
  15. ThePwnageMachine

    Is the Boise good?

    Hello all, it's me again. I've went and bought the Boise, to have an American cruiser to train my Cleveland captain in. I feel like the $40ish dollars I spent was kinda hefty, but I didn't really grumble, because I was told the Boise was a good ship. So, I bought it, and played a few games, and oh boy, was I disappointed. I thought I'd give the ship the benefit of the doubt, because I probably didn't know how to play it correctly. So I played more games, this time trying different play-styles, including the big DD play-style, the "HE spammer behind the island" style, the DD hunter style, the BB support style, and more, and I was still finding that the ship felt weak, and that I was losing quite a few more games in it than any other ship I had in my port. Everyone always says "it's not the ship, it's the driver/captain", but I don't believe that is the case here. Granted, I am by no means a good player, but I don't feel like I suck either. I could be best described as an average player. When I was playing the Boise in these games I noticed so many different things about the ship that just felt like they were causing me to lose fights that a cruiser shouldn't be losing. I'll list below what I feel like the ship struggles with. - The amount of damage that the guns do. The HE feels underwhelming, especially when I am firing at other cruisers and battleships. It does fine against DD's. The AP on american 152's is naturally not that great, and I accept that; however, in my experience, they just feel worse than the standard 152's. I would get into close range knife-fights with other cruisers at about 5km and less, and even with a full-broadside, I get shatters, overpens, and the occasional pen, usually causing about 1-2k damage with a salvo. Against another cruiser, broadside on, at less than 5km. And yes, I do know where to aim on cruisers to score max damage. I don't know if RNG is screwing me over, or if I'm doing it wrong, or what, but at 5km or less, I'd think that 15 guns would be doing more than that. - The gun range. Granted, it does have 15 guns, but 13.6km for a max range, it just isn't good, and it causes you to have to play a bit too aggressively. I'll touch on this in a second with the ships' overall survivability. - The maneuverability of the ship. Granted, it isn't a destroyer and it isn't meant to have a destroyer's maneuverability, but it feels a bit sluggish to turn, and it feels like it takes a huge distance for the ship to turn 360 degrees. This isn't as much of a gripe as the others, as this one may just be me not turning and changing speed like I should be doing regularly. - The survivability. Oh lord, this is the part of the ship that feels ridiculous to me. Because of the limited range on the ship, you have to get dangerous;y close to the enemy ships in order to do damage, and when you do that, you have to expose some part of your ship, unless you're behind an island. This ship, simply cannot take any hits, whatsoever. HE? it hurts, and this thing burns like dried driftwood. AP? it hurts even worse, no matter the angle it strikes at. Even DD's can shoot this ship with HE, and this thing simply melts when it eats those incoming shells. With 33k health, this thing vaporizes quicker than other cruisers at tier 7, and last time I checked, cruisers aren't meant to sit behind islands and spam HE the entire game. They're supposed to get involved, at some point. This ship, when it gets involved, in my experience, it just melts, bow-on or broadside to the enemy. Now that all that is out of the way, I need some help from the rest of y'all in the community. I need y'all to tell me if I'm just being stupid, not playing it right, and I need to git gud n00b, or if my gripes about the ship are at least, somewhat understandable? Because I don't want to say this ship is a waste of money, but I just can't seem to have a single fun game in it, much less have a good game in it, and every time I see that losing screen or my ship sinking, I can't help but to think about the $40ish dollars I spent on it. PLEASE HELP! Tell me if I am crazy, or if I'm not crazy and I have good points!! -ThePwnageMachine
  16. Darkmouse24

    Worcester

    This ships pretty good
  17. Admiral_Bingo

    RN CL Dido Premium Proposal

    Hello everyone, This is my first post. :) I would like to suggest this ship as a new premium and like to discuss what would it be like if it was actually added to the game. HMS Dido The reason why I chose this ship is because I would like to entertain the thought of having a RN Atlanta. Having similar armament, it would have a reload time around 5 seconds and just like the Atlanta, have unlimited charges of the DFAA consumable because of its AA build. Some difference would be the shell type. Being a RN cruiser, it can only fire AP shells with the special RN ballistics while Atlanta could fire both types. While the Atlanta has HE and Radar, Dido trades these off for heal and smoke, making it different in terms of handling from Atlanta and Flint. However, because of its armament, it would have similar range like the Atlanta requiring the player to adapt to a similar game play of Atlanta. So what specs, consumables, or other stuff should the ship have while keeping it relatively balanced?
  18. Hello! I thought this would be the appropriate place to show off my personal collection of relics and knick-knacks related to WW2 warships. I actually started this collection after getting into World of Warships, though I always loved naval combat from shows like Battle 360 or Dogfights. As we are all naval fans, I hope you guys enjoy some of these treasured mementos for ships long gone. If others have other naval treasures they would like to share, they can post it here as well. I'll update this thread with my own collection for the time being. If this topic is not appropriate, please contact me privately and I can work on shutting down this thread. Thanks!
  19. rafael_azuaje

    Kronshtadt Fix

    Hello everyone, I have this Soviet cruiser, it's not that bad, but if you need some improvements. 1- HYDRO: all cruiser URSS has Hydro is very essential to hunt destroyers, or detect torpedoes in time.... 2- the AA are Garbagein T9 vs the CV T8,9,10 the Kron is easy prey! the kron has a useless frames of 12MM that are adornment, and if it can be replaced by other more decent .. actually AA 12,7mm 6x2 useless improvements for 37mm singles. OR ITS is maybe help a little to kron vs planes 6x1 of 37mm ( REMBEMBER IS CHANGE MOUNTS 6X2 12.7MM FOR THE 6X1 37MM OR 6X2 37MM. SECUNDARIES VERY WEAK: has module 100% suviver AA&secondaries BUT.... practically all my defenses destroyed, talk secondaies guns 100mm & 150mm should have better shielding.
  20. I was checked out the Salem sister ship of the Des Moines and does not have any Special Upgrade. reviewing the special upgrade of des moines: Enhanced Propulsion 2,500,000 –50% to time taken to reach full power when accelerating (improved acceleration[1]). –20% to rudder shift time. –10% to duration of Surveillance Radar (). Available only via in-game missions. Des Moines only. When combined with Propulsion Modification 2 (), the ship will accelerate from 0-27 knots in approximately 8 seconds. we can create a new different one for the salem not necessarily they must be identical, but if one upgrade special for salem he is T10.
  21. TheDgamesD

    Dido-Class Cruiser

    Wikipedia: https://en.wikipedia.org/wiki/Dido-class_cruiser "The Dido class was a class of sixteen (including five within the Bellona sub-class) light cruisers built for the British Royal Navy. The design was influenced by the inter-war Arethusa-class light cruisers. The first group of three ships were commissioned in 1940, the second group (six ships) and third group (two ships) were commissioned between 1941–1942. The Bellona subclass ships were commissioned between 1943 and 1944. Most members of the class were given names drawn from classical history and legend. Post war in the expanded 1951 programme of the Korean War Emergency a broad beam Bellona class armed with 4 twin Mk 6 4.5 guns was considered as a cruiser option along with the 1951 Minotaur class and the Tiger class completed with two Mk 24 6 inch turrets and 4 twin Mk 6 4.5. From the initial trials of the lead ship of the class, Bonaventure the new light cruisers were considered a significant advance, with the 5.25 turrets, far more modern in design than previous light cruiser turrets, and offering efficient loading up to 90 degrees to give some DP capability. While some damage was experienced initially in extreme North Atlantic conditions, modified handling avoided the problem. The fitting of the three turrets forward in A,B and Q position depended on some use of Aluminium in structure and the non availability of aluminium after Dunkirk was one of the reasons for only 4 turrets being fitted to the later ships. The Dido class were designed as small trade protection cruisers and for action in the Mediterranean Sea, where they were surprisingly effective in protecting crucial convoys to Malta and managed to see off far larger ships of the Italian Royal Navy. The 5.25-inch (133 mm) gun was primarily a surface weapon, but it was intended to fire the heaviest shell suitable for anti-aircraft defence and accounted for around 23 aircraft and saw off far more. Four original Dido-class ships were lost during the war: HMS Bonaventure, HMS Charybdis, HMS Hermione, and HMS Naiad. The original ship of the class, HMS Dido, was mothballed in 1947 and decommissioned ten years later. HMS Euryalus was the last remaining in-service ship of the original class, being decommissioned in 1954 and scrapped in 1959. The Bellona class (as well as four rebuilt Dido ships) were mainly intended as picket ships for amphibious warfare operations, in support of aircraft carriers of the Royal Navy and United States Navy in the Pacific. HMS Spartan was the only ship of the sub-class to be sunk, struck by a German Fritz X while supporting the Anzio landings. Post war modernisation proposals were limited by the tight war emergency design which offered inadequate space and weight for the fire control and magazines for four or five 3-inch twin 70 turrets combined with the fact the heavy to handle 5.25-inch shells fitted when the cruisers were built had a large burst shock which made them a more effective high level AA weapon than post war RN 4.5-inch guns. HMS Royalist was somewhat different from the rest of the class, as it was modified to be a command ship of aircraft carrier and cruiser groups intended for action against German battlecruisers. It was later ordered to be rebuilt, by Winston Churchill, for potential action alongside HMS Vanguard against the post-war Soviet Sverdlov-class cruisers and Stalingrad-class battlecruisers. In 1956, Royalist was loaned to the Royal New Zealand Navy (RNZN), with whom it served until 1966. Despite being part of the RNZN, Royal Navy officers made up the majority of the senior command. During the Indonesia–Malaysia confrontation, it was regarded not only as the last Dido-class ship but also the last cruiser of the Royal Navy. The ship was decommissioned in 1967. The class were intended to be armed with ten 5.25-inch (133 mm) guns in five twin turrets, which were of the same circular design as the secondary armament in the King George V-class battleships. A shortage of the guns, due to difficulties in manufacturing them, led to the first group being armed with only eight 5.25-inch guns in four twin turrets. The fifth twin turret was added later to Dido only. The first group was also armed with a 4-inch (102 mm) gun for firing star shell and two quadruple QF 2-pounder (40 mm) "pom-poms". The second group had the five twin 5.25-inch guns but did not have the 4 in (102 mm) gun. The third group's armament was changed due to the shortage of 5.25 in guns, being armed with eight 4.5-inch (113 mm) guns in four twin turrets instead. The 4.5-inch gun was better suited to the primary anti-aircraft role of the Dido class. The forward A & B 4.5 turrets were mounted on the top of conjoint deckhouses, extending the superstructure to allow the 2 cruisers to play a flagship role with more accommodation and radar rooms. The high mounting of the 4.5 turrets forshadows the high freeboard and superstructure of the twin 4.5 A & B mounting on the County GMDs, 20 years later. The high rate of fire of the 4.5 turrets and the unique arrangement for a British cruiser of the shell and charge being loaded in a combined case,and simpler DP twin DCT, Red DCT for A 7 B and Blue for X & Y m meant in many senses the Scylla and Charbydis were the only Dido class that were, true AA cruisers The 4.0-inch (102 mm) gun was also fitted and the 2-pounder armament was increased from eight to ten. The Bellona subclass differed in appearance somewhat from their predecessors. They had eight 5.25-inch (133 mm) RP10MkII guns in four twin turrets and had greatly improved anti-aircraft armament, with twelve 2-pounder guns and twelve Oerlikon 20 mm cannons. The bridge of the Bellona class was lowered by one deck compared to the previous three groups, which allowed full radar control to be fitted to the 5.25-inch (133 mm) turrets and 2-pounder guns, due to the decreased topweight. These ships used the HACS high angle fire control system. The two funnels were more upright than the raked ones of the original Dido class. In World War II, the Dido class saw much action, including the Battle of Cape Matapan, the Second Battle of Sirte, Operation Torch, Operation Overlord and the Battle of Okinawa, as well as many other duties in the Mediterranean and Pacific. The class lost five ships during the war (Bonaventure, Charybdis, Hermione, Naiad, and Spartan); in addition Scylla was badly damaged by a naval mine and declared a constructive total loss. The post-war survivors continued in service; all were decommissioned by the 1960s. Bellona, Black Prince and Royalist were lent to the Royal New Zealand Navy post-World War II. In 1956, Diadem was sold to Pakistan and renamed Babur. The Dido's Bonaventure completed with only four twin 5.25 in turrets because of shortages and received a 4-inch starshell gun in "X" position. She had received a radar set before October 1940 but was otherwise unaltered. Naiad completed with five turrets. She received five single 20 mm in September 1941 and had radar Type 279 by this time. Phoebe completed with four turrets and was fitted with a 4-inch gun in "Q" position forward of the bridge. The latter was landed during her refit between November 1941 and April 1942 at New York City, along with the .5-inch machine guns and Type 279 radar, while a quadruple 2 pdr supplanted the 4-inch gun and eleven single 20 mm guns were fitted. Radars were now Type 281, 284 and 285. The "A" turret was temporarily removed at the end of 1942 after torpedo damage. During repairs in the first six months of 1943, all three quadruple 2 pdr mounts were landed, as were seven single 20 mm, to be replaced by three quadruple 40 mm Bofors guns and six twin 20 mm. Radar Type 272 was also fitted. A turret was replaced in July 1943. Her light anti-aircraft weaponry in April 1944 was twelve 40 mm (3 × 4) and sixteen 20 mm (6 × 2, 4 × l). Dido had four turrets and a 4-inch gun similar to Phoebe. The 4 in and the machine guns were removed in the latter half of 1941 at Brooklyn Navy Yard, when Q 5.25 in turret was shipped and five single 20 mm were fitted. In the early summer of 1943 three single 20 mm were exchanged for four twin 20 mm and the radar outfit was altered by the addition of Types 272, 282, 284 and 285. April 1944 lists show only eight 20 mm. Euryalus completed with her designed armament. In September 1941 the .5 in MGs were landed and five single 20 mm fitted. Two more were added by September 1942. By mid-1943 two single 20mm had been removed and four twin 20 mm shipped. The type 279 radar was replaced by types 272, 281, 282 and 285. In a long refit from October 1943 to July 1944, Q turret was replaced by a quadruple 2 pdr and two twin 20 mm were fitted. Radar 271 and 272 were removed and types 279b, 277 and 293 fitted. Hermione was also completed as a five-turret ship. She had the .5 in MGs removed in October/November 1941 and received five single 20 mm. Sirius was completed with five turrets and five 20 mm. She had received two more 20 mm by mid-1943. One of these was landed at Massawa at the end of 1943 and two 40 mm Bofors Mk III were fitted. She is listed as having only seven 20 mm as light AA in April 1944. By April 1945 she had two Mk III 40 mm fitted and had landed two single 20 mm. Cleopatra was completed with two 2-pounders in 1942 in lieu of the .5 in MGs but these were removed in the middle of the year and replaced by five 20 mm. A sixth 20 mm was added in mid-1943. During repairs between November 1943 and November 1944, Q turret was removed, as were two quadruple 2 pdr and five 20 mm. Three quadruple 40 mm Bofors and six twin 20 mm were fitted and the singles numbered four. In 1951 the US sourced quad bofors and Oerilikon's were replaced by 3 twin MK 5 Bofors and 8 single Mk 7. Argonaut was completed with four single 20 mm in lieu of the .5 in MGs. She had Q turret removed during repairs in 1943/44, and lost the four single 20 mm. She received a quadruple 2 pdr in lieu of the 5.25 in, and had five twin 20 mm fitted. By April 1944 her light AA comprised three quadruple 2 pdr, six twin power-operated 20 mm and five single. By the end of the war with Japan she had received five 40 mm Bofors and three single 40 mm Bofors Mk III. Scylla was completed with four twin 4.5 in Mk III in UD MK III mountings because of a shortage of 5.25 in mountings. The forward superstructure was considerably modified to accommodate these and also to increase crew spaces. Her light AA on completion was eight single 20 mm. Six twin power-operated 20 mm were added at the end of 1943. Charybdis was also completed with four twin 4.5 inch, and had in addition a single 4 in Mk V forward of X mounting. Her light AA at completion was four single 20 mm and two single 2 pdr. The 4 inch starshell gun and two single 2 pdr were removed and replaced by two twin and two single 20 mm, probably in 1943. Bellonas Spartan received no alterations as far as is known. Royalist was converted to an escort carrier squadron flagship immediately on completion, when an extra two twin 20 mm were fitted as well as four single 20 mm. She was the only ship to receive an extensive postwar modernisation ordered for the RN but was later sold to New Zealand. Plans were drawn up to fully modernise the four improved Didos with either four twin 3 inch L70 guns or Mk 6 4.5 inch guns. However, that would have required building new broad beamed Didos (as was seriously considered in 1950-54). This was because the magazines of the Royalist type could hold only enough 3 inch ammunition for 3 minutes and 20 seconds of continuous firing. The refit of Royalist was shortened and that of Diadem abandoned because new steam turbines were regarded as both necessary and unaffordable. Royalist′s reconstruction, like that of Newfoundland, incorporated much of the RN's late 1940s and early 1950s view of a desirable cruiser. Royalist′s 5.25 inch armament was given some of the improvements of the final 5.25 inch mounts built for Vanguard, but not the extra space or power ramming. Also added was a secondary armament of 3 STAAG auto twin 40mm, new 293, 960M radar and Type 275(2 sets) DP fire control for the 5.25 guns, and a lattice mast. (Royalist was loaned to the RNZN in 1956, in exchange for Bellona). Bellona had four single 20 mm added by April 1944, and received an extra eight single 20 mm by April 1945. (She was loaned to the RNZN after the war and operational 1946-52, the twin Oerlikons had been replaced by 6 single MK3P 40mm in the RNZN unique kiwi electric powered mount, but Bellona was never actually fitted with 6 standard tacymetric directors, requested by the RNZN for controlling the Bofors. The RNZN mothballed the quad pom pom mounts for manning reasons, but maintained the single oerlikons on HMNZS Bellona.). Black Prince and Diadem also received eight single 20 mm, and had a further two twin 20 mm by early 1945. (Black Prince was loaned to the RNZN after the war and was operational briefly in 1947 before part of her crew mutinied and were discharged, and after a 1952 refit with 8 single Mk3P 40mm which were electric powered, like the RN Mk 9 and 6 single Oerlikon and operated till 1955, which included a visit to the 1953 Fleet Review at Spithead. Diadem was sold to Pakistan in 1956, after a modest refit with 293 and 281 radar and standardised 40mm twin and single light AA guns. Her 5.25" guns were fired in Pakistan's brief war with India in 1961. Diadem became a cadet training ship in 1962 and was renamed Babur)." They were basically RN versions of the USN Atlanta, and in-game could possibly work the same; instead of radar getting a British heal? I honestly don't know for this one, tell me what you think they could do for this series of ships.
  22. What do you do when you make a huge mistake early in the game? You dont give up, you fight and do everything in your power to make an impact on the game. In this Indianapolis replay I show how to recover from a major mistake and how to use your ship's strengths to still contribute to your teams chances of winning.
  23. gustavo123337

    What do you advise me?

    Hello! I'm not very experienced about this... but I have a question for all of you! With all the radar meta going on, playing a gunboat DD is kinda hard! but with cruisers, I might have a chance :) What T10 cruiser do you think has the most aggressive playstyle?? Could you please justify or give me a reason for that?? Thanks a lot WoWs players...
  24. The need to hump islands always irks me as a requirement to play USN light cruisers. So while I was grinding down the cruiser lines an experiment was conducted on a different play style. The result shows that the alternative play style is viable. The alternative play style suggest is simply, not hump islands. Using the great concealment of USN cruisers to its fullest advantage. Using Seattle as an example, at full concealment the detection range of the ship is a mere 9.37 km. Not only the detection range is lower than any ship that can pose serious threats to Seattle. The range is also lower than the radar rage (9.45 km). This means that Seattle can always spot any ship that can kill her with artillery first and also can react to unspotted underage botes with proper radar usage. This is a powerful combination open to exploitation, especially open to exploitation in OPEN WATER (scary I know). In comparison, cruisers such as Zao or Hindenburg have at least 1 km more in detection range and thus can be easily avoided by the stealthy USN Cruisers if required. The low detection range allows the ships to closely support friendly DDs fighting for objective at the start the match. It also allows the ships not to be restricted to map features and be very unpredictable during the match and can surprise opponents. This alternative play style requires constant vigilance in regard to all the enemies's LoS and track any potential spotter at all time. It is not as easy as just sit behind a rock bow on and holding down the mouse button, but it sure is hella more fun. The Build for Seattle is here (ship and cpt): http://bit.ly/2K1r1y4 The flow of the battle is generally the following: 1. match starts, move with your friendly DD into key areas (obj or choke), stay close with the forward DD but not so close that you are the one being spotted first by red DDs. To achieve this, it is important to know the camo values of your own DD as well as any potential red DDs coming your way. You also should keep in mind enemy fast ship's camo ratings, such as cruisers, so you can deduce if the enemy DDs are being supported or is alone. 2. Once friendly DD spots enemy DDs, turn, mid turn, open fire on enemy DDs, do as much damage as you can while the turn is on going, then once the 180's complete, stop firing and go back to stealth. If you are a good marks man, you should have completely surprise against red DDs, 2 or 3 salvos is enough to cripple any DDs within 9.5 km of you and your friendly DDs and other ships can do the rest. - if the enemy DD is unsupported or supported by light ships, press on with your friendly DD even closer, use your radar and hydro to kill the enemy DDs outright. - you will take damage doing this, but your HP really doesn't matter in fact lower HP helps to boost your DPM with AR, find out why below. 3. if enemy capital ships are spotted, re-stealth, and move back to a position that's at least 15km away, with plotting room module the ship can achieve 18.22km firing range. A very comfortable range to harrass all BBs and camping cruisers with very little risk to yourself. At more than 15 km range, incoming shell travel time will be > than your rudder turn and with engine module equipped > your acceleration time. It means that you can comfortably dodge incoming AP shells, even if you are broadside on. The chance to get hit in the citadel, one shotted or even hitting you at all is EXTREMELY low, if you are vigilant enough to keep track of incoming shells and potential capital ships with LoS. Tried using both engine module and rudder shift, the better acceleration provided by engine module is far better than decrease in rudder shift time in this context. 4. Set everything on fire. This is where the fun begins. You should have longer range than almost all other island humpers, and at long range your shells will drop straight down, and enemy campers will have no where to hide, no rock can protect them from your sky shells. Even the ones that can match your range (like Worcester), since they are humping islands and thus stationary, you will land more hits on them than they do to you. That is if they can see you in the first place, because you've routed or killed their DD in step 1 & 2. If there are enemy BBs in key positions, such as a Yamato bow on holding down a flank, harass them and force them to move. If there are cruisers holding down a position behind an island, force them to move with your sky shells. The beauty with 18.22 km range is that you can support other key areas on the map more easily. - keep an eye out on random smokes around the map, you can put them between you and potential enemy spotters and you can remain stealthed while still firing in open water. This is easier said than done, and really requires eyes to be fixated on the minimap. But once if you master it, WoWS in its entirety is your oyster. My DD experience helps greatly in this regard. - also calculate where you can sail and put potential map features to their fullest LoS blocking potential. It doesn't mean hump an island, but simply put it between you and any potential spotters. - keep scanning all enemy ships, especially capital ships. The reason is to find opportunities to fire without getting any retaliation. For example, a Yamato needs almost a min to turn their turrets, so if you surprise one from opposite direction of their guns, you can just sit there for a min and do whatever without any risk of retaliation. 18 in guns can't do nothing if they are not aiming at you. - the general idea in this phase is to force enemies out of favorable positions. If they choose to stay, with IFHE and great rate of fire and fire chance. You can easily help to destroy even a Yamato or Kurfurst. - you are NOT kiting. Kiting is firing while running away, if you do that in light cruisers you will have a bad time, because you'll still be constantly detected and even from your stern BBs can punch clean through into your citadel. It is "hit and run", once you scanned enemies with LoS to you and determined the chance of being focused is low, let it rip. Once enemies start to target you, re-stealth and relocate. While relocation move to a direction opposite of where the enemies are pointing their guns. Then fire again. If no one bothers you, just keep firing. If you are firing from 15-18 km range, chances are you will be ignored because no one likes to miss their salvos on a dodging cruisers that far away. So you weave in and out of enemy LoS as well as weaving between several positions. 5. Mop up, all remaining enemies near the end of a match should all have vastly inferior camo values. You can pick your targets at will, hit and run, or sneak up and open with a broadside of AP at 9 km against other cruisers. The few, if at all, surviving DDs can only spot you if they enter your radar range. So if you are stealthed, but they suddenly spotted and can't see anything, that means a DD is within your radar range. Your hydro will also make torpedo attacks pointless and is a great alternative to detect enemies doing going around the rosy near islands. This means by yourself alone you can zone out and pick apart any surviving enemy ships. People should try some alternative ways to play light cruisers, especially the more experienced among you. Since this strategy really requires the player to have good knowledge of potential enemies as well as maps. As the pictures above suggest, this play style is tried on Baltimore, Seattle, and the new Cleveland.
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