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  1. I am a huge fan of the super cruiser playstyle. I have been since the Admiral Graf Spee came into the game, and I have enjoyed the playstyle that the other super-cruisers have had to offer. Some, I'll admit, are harder to love than others (looking at you, Azuma), but I do like them all, none-the-less. Therefore, I have taken it upon my self to do research and see if it was possible to bring a tech tree line of super-cruisers into the game. Here, I present the USN Larger Cruisers. My next project will be the KM Panzerschiffes, which I am currently sources for. Tier VIII Heavy Cruiser Scheme 4-A “Convertible” (Alaska Preliminary Design) USS Montgomery Perhaps my favorite design in this line, the Montgomery is based off of Scheme 4 in a series of designs that lead to the creation of the Alaska-Class large cruisers. At this time, the USN is trying to decide if a 12” gun cruiser was viable or even needed. One of the ideas was to build 8” gun cruisers that could later be converted into 12” gun cruisers if/when it was needed. This is one of the designs used to investigate the feasibility of this. Turrets A, B, and Y sit on barbettes designed for twin 12” turrets, while turret X sits on a much smaller inverted conical barbette, which is common for triple 8” turrets. When installing the 12” turrets in-game, the X barbette will be deleted, allowing for the Y turret to freely rotate 360 degrees. While the Montgomery has the 12" guns, for health and fire duration it is a cruiser. Tier IX 12” Gun Cruiser Study CA2-A USS Samoa One of the CA2 series of designs that would yield the Alaska-Class. Samoa is named for one of the canceled Alaska-Class, and is an attempt to make an actual Tier 9 Alaska, instead of the Tier 9.5 that that ship currently is. Samoa has super-cruiser health and fire duration. Tier X USS Guam Instead of trying to pare down the Alaska to a Tier 9, it seemed easier to push her up to Tier 10. Increased reload, better range, better turret rotation, and increased health are some of the things that have been improved. The idea is to make a balanced tier 10 Alaska, without being too strong or too weak. Premium Tier VI-VII Heavy Cruiser Scheme 3 USS Sacramento Similar to Scheme 4, but with the 12" guns mounted, when using the super-cruiser formula, the Sacramento's health drops considerably. Because of this, I think she would make a good Tier 6 or 7, depending on balance of consumables. She'd be roughly analogous so Graf Spee in terms of both health and dpm, but with slightly larger guns. With the Mk.7 12" guns, she'd have the same AP DPM that Graf Spee, but better HE. She'd also be more accurate, but lack the torpedoes of the Spee. Since Radar is rare at Tier 7, I figured I'd force the play into a tough choice of either Radar or Repair party. As Sacramento uses the super-cruiser health formula, she also burns like one. Tier VIII “Improved Wichita” armed with 12” guns USS Madison [Picture Not Available] The “Improved Wichita” would eventually become the Baltimore-Class. There was discussion on what it would take to equip this ship with 12” guns. Mostly this entailed increasing the length by some 6 feet in order to make room for the ammunition. She should handle much like the standard Wichita, for the most part, just with bigger guns. Madison uses cruiser health and fire duration. Tier IX CA2H USS Phillipines Where the Samoa is a faster, more lightly armored Alaska, the Philippines is a slower, more heavily armored one. CA2-H featured deep torpedo defenses, fashioned in the same style as USN Battleships, as well as thick armor. While I do not have deck plans of her, I believe she would look similar to the other CA2 designs, and a cross-section can be seen above. Possible Tier VI or VII Premium In 1929, when the details of the Deutschland-Class became available, there was a proposal to rearm USN CA with twin 10”/50 in place of their triple 8”/55 turrets. To reflect this in game, a Northampton, Portland, or (more probably) New Orleans could get a turret swap. The new turret should fit on the old barbettes, meaning little new modeling would need to be done. The biggest mystery at the moment, and the reason I haven’t drawn up stats for such a ship yet is that I cannot find any additional information about these guns. While they were not made, there was preliminary design work that was done, as these theoretical guns were used as stand-ins for the Deutschland’s guns while preparing the CA2’s Immunity Zone calculations. I have tried approximating these guns by up-scaling 8” ammo (Mark 8 and Mark 9) and down-scaling 12” ammo (Mark 12 and Mark 13). All designations are made up by me, as I have just about zero information on this weapon. 254”/50 Mark 4 Ammo: 254mm HC Mk.9 Max Damage: 3,050 Fire Chance: 16% Shell Pen: 42mm Muzzle Velocity: 808m/s 254mm HC Mk.13 Max Damage: 4,250 Fire Chance: 24% Shell Pen: 42mm Muzzle Velocity: 808m/s 254mm AP Mk.8 Max Damage: 5,500 Muzzle Velocity: 762m/s 254mm AP Mk.12 Max Damage: 8,150 Muzzle Velocity: 762m/s There is also mention of a study for a 15,000t cruiser with either six 11”/50 or 12”/50 guns, though I have not been able to find any more information on these, and I down even less work was done on the 11” guns than on the 10”. Thank you taking the time to read this and feel free to ask question or critique my choices. I enjoy the discussion about as much as doing the research for these ships (which I do, or else I wouldn't do it).
  2. While the Atlanta is not generally my cut of tea, I know that a lot of people enjoy playing her and Flint. As I am currently working on USN Large Cruisers (spoiler alert), I felt it would would be nice to make their polar opposites, the Anti-Air Cruisers. The line will start at tier 6, branching off of the engine of the Omaha-Class. I was not entirely satisfied with my previous USN CLAA line, and I am using this as a chance to make up for that. With additional information now at my disposal, I am able to make this line more like how I originally envisioned it, with a split into 5”/54 and 6”/47 DP armed guns, while still trying to keep that authentic Atlanta feel. These ships, despite being CLAA, have fairly poor inner AA auras. What they excel at is flak, and at higher tiers, boosting the AA of their allies. This makes them better for protecting other ships with their larger numbers of flak bursts at a further distance from themselves than most ships are able to do. This is particularly evident in the 6” line, that can cast it’s long range aura out to 6.9km. A note about the naming: I used a random US city generator to pick which cities to name these cruisers after, and then checked them against a list of USN Cruisers, so there shouldn’t be any naming conflicts. Pros: +Lots of Flak for their tier +Rapid Fire guns +Air-Search Radar +USN DD Smoke +Decent Torpedoes +Below Water Magazine Cons: -Poor Concealment -Floaty Shells -Next to No Armor -Poor Concealment -No Surveillance Radar -Relatively Poor Medium and Short AA Auras Tier VI Scheme IA, 1936 Arlington-Class One of the designs from the Light Cruiser Studies of the mid-1930, this design came about because the Navy wanted a light cruiser to work with the destroyer force. The requirements were rather vague, with the first round trying to mount a usable mix of 6” and 5” guns, preferable all dual-purpose, on as small a ship as possible. Later designs, of which this is a part, decided to go with uniform dual-purpose guns of either 5” or 6”. Tier VII Oakland-Class The namesake of the Oakland sub-class. While I had originally designed to go with the Juneau II-Class, I settled on the Oakland sub-class after finding the design that I based the Arlington-Class on, despite the Oaklands being already represented by the Flint. This is because I felt that it would tie the line together better, as she was armed with torpedoes and had a different (and weaker) AA armament, which, again, helped tie in with the rest of the line. 5”/54 DP Cruiser Line The 5”/54 Mk.16, mated to the excellent Mk.41 DP turret defines this line of ships just as the 5”/38 Mk.12 guns in the Mk.29 DP turret defined the Atlanta and her half-sisters. While the later gun produced floaty shells that took their time reaching their targets, the new projectiles out of this newer gun, with it’s higher muzzle speed, produces a much more level flight, cutting out much of the hang time. Also, these shells hit harder, round-for-round, and advancements in design allow for higher rates of fire. To assist in their survival, these ships are given a Specialized Repair Team consumable to stretch their limited life farther. Specialized Repair Teams Heal Rate: 2.0%/s HP Restored: 50% Citadel Restored: 33% Duration: 20s Cooldown: 80s Charges: 3 American Cruiser Smoke Radius: 0.45km Emission Time: 30s Dispersion: 104s Cooldown: 160 Charges: 3 American Tech-Tree Destroyer Defensive Fire – Anti-Air Duration: 40s Effect: +100% Continuous Damage, all ranges. Damage from flak bursts is Quadrupled. Cooldown: 80s Charges: 4 Air Search Radar Duration: 30s Effect: All allies within 6km have their AA continuous damage hit chance set to 100%. All enemy planes within (Tier 8: 15km; Tier 9: 20km; Tier 10: 25km) are spotted. Cool Down: 90s Charges: 3 Tier VIII 5”/54 Cal. D.P. Cruiser – Design Study “A” Jersey City-Class Essentially, this was an Atlanta hull, fitted with the new 5”/54 guns in the twin turrets that had been developed and ordered for the Montana-Class battleships. Ultimately, this design, as well as the others in it’s series, weren’t ordered, and instead a new run of Atlantas were. Tier IX 7500 Ton Cruiser Orlando-Class A smaller version of the 8100t CLD that sits as the crowning jewel of this line, the Orlando was designed without torpedoes or depth charges as weight saving measures. A fantasy Hull B can reintroduce those into this design to help unify the line. Tier X CLD, 8100 Ton 5” Cruiser (Double Purpose) Colorado Springs-Class Basically, an enlarged Atlanta, the Colorado Springs is a high DPM fire breather. This is the finished CLD design. 6”/47 DP Cruiser Line A split from the 5” gun-armed Atlanta style ships, these try to replicate that play style while using the larger 6” DP developed by the USN. Compared to the 5”/54 ships, these are larger, but with fewer turrets and no torpedoes. In return, these ships don’t suffer from as severe of a health handicap and the 5”/54s, and so receive less in the way of consumables to keep them alive, like having a normal Repair Party, for one, and lacking smoke, for another. American Tech-Tree Destroyer Defensive Fire – Anti-Air Duration: 40s Effect: +100% Continuous Damage, all ranges. Damage from flak bursts is Quadrupled. Cooldown: 80s Charges: 4 Air Search Radar Duration: 30s Effect: All allies within 6km have their AA continuous damage hit chance set to 100%. All enemy planes within (Tier 8: 15km; Tier 9: 20km; Tier 10: 25km) are spotted. Cool Down: 90s Charges: 3 Tier VIII 6” A.A. Cruiser Scheme “C” - 4 Twin Turrets Tampa-Class A preliminary design for the Worcester-Class armed with 4 twin 6” turrets. While, the ship only has 8 guns, it still has a tremendous DPM. With Armor Piercing, the Tampa ranks 3rd out of all Tier 8 Light Cruisers, behind the Cleveland and Mainz. With High Explosive, the Tampa takes the top spot. Note: Jersey City beats the Tampa out in both category. Tier IX 6” A.A. Cruiser Scheme “D” – 5 Twin Turrets Scottsdale-Class Another preliminary design for Worcester, this one mounts 5 turrets and mounts it’s aviation facilities amidships. Scottsdale, again, ranks high with both AP and HE, losing out only to Seattle and Neptune (in AP DPM, obviously), so long as you don’t count Orlando. Tier X 6” A.A. Cruiser Scheme F – 6 Twin Turrets (Revised of 30 Dec `42) Anaheim-Class Yet another Worcester preliminary design, and part of the same design series as the others, Anaheim ties with Worcester in terms of DPM, which is not surprising as they use the same guns. While she is armed similarly, the Anaheim can be told apart at a glance. Her turrets are placed such that they are super-firing over each other, meaning that all the forward or rear turrets can be brought to bare while nose in, though this really only works with 8” guns or smaller, as her 16mm plating has an overmatch threshold of 229mm. While Anaheim can (barely) deflect Russian 220mm, anything 9.1-inches or larger, the British 234mm or French and Dutch 240mm guns can punch through. In terms of DPM numbers, Anaheim falls behind other top tier Light Cruisers, losing to the Minotaur, Smolensk, and Colbert.
  3. The following is a proposal for USS Louisville in her 1934 form. She is a Northampton class cruiser, with powerful guns firing improved AP shells. She also has torpedoes, unusual for an American cruiser. However, her AA defenses are weaker than contemporaries. She will be placed at T6. At the same time, Indy will have extremities bumped up to 25mm. Consumables Damage control party - 5 second action time, 60 second cool down. Unlimited charges. Hydroacoustic search - 100 second duration, 120 second cool down. 3 charges base. 3km torpedo detection, 4km ship detection. Fighter - 60 second duration, 90 second cool down, 3 charges. 2 fighters each. Firepower 3x3 203/55mm gun, 4600 AP damage, 2800 HE damage, 14% chance of fire. 60 degree chance of bounce, 67.5 degree auto bounce, 15 second reload. 4x1 127/25mm dual purpose gun, 1800 HE damage, 9% chance of fire, 4.5 second reload. 2x3 533mm torpedo tubes, 6.4km range, 88 second reload, 64 knot speed, 17733 damage. Defense Extremities: 25mm Deck: 25mm Belt: 95mm Turrets: 64mm HP: 30000 AA Long range: 4x1 127mm/25, 29 DPS Mid range: 4x4 28mm, 9 DPS Maneuverability Speed: 32.5 knots Turning circle: 600m Rudder shift: 7 seconds Refrigerator Concealment: 14km
  4. Pretty straight forward: Had to yank my NC Captain to move to USN CL line. I don't drive NC enough to want to grind another Captain for her. I have 19 point DM and Monty Captains ready, which T8 USN premium BB should I get to replace NC? What sucks is that NC is the better ship, right?
  5. 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.
  6. Because I hate the current USN BB split that much, I'm designing a second one! These ships will be meant to be able to adapt to fit what is required to win the match. They will have improved secondary dispersion (no buffed range), decent range, strong AA, and have high speeds in order to be able to quickly position. The biggest downside will be weaker armor, poor long range dispersion, and poor agility. So first we have: T8 South Dakota I searched for a suitable T8 that wasn't already in game before giving up. I considered a fantasy Alaska with twin 16 inch guns at one point. Stats will be similar to Massachusetts in soft stats. Key differences will be USN improved heal instead of fast heal No buffed range (but yes dispersion)+one less secondary on each side Worse dispersion Has access to 8% speed boost Range increased to 20.5km Worse rudder shift and turning circle She has 20% worse long range AA and flak due to one less 5/38" twin mount on each side of the ship T9 Iowa Yeah, y'all already know Iowa Key differences: Speed boost Slightly nerfed rudder shift and turning circle Dispersion gets nerfed Secondary dispersion gets buffed Reload buffed to 28.5 seconds Secondary mount parameters made similar to South Dakota T9 New Hampshire *Note the secondaries are irregular. The port one represents the original design, and starboard is the new version. This ship will use the starboard variation. New Hampshire is a preliminary design to the Montana class. She will replace Iowa in the current line Firepower: 4x3 406mm Mk7, 32 second reload, 45 second turret traverse, has Iowa/Montana shell velocity but uses North Carolina's shells, 23km range 10x2 127mm Mk12, 6 second reload, 1800 damage, 7km range Survivability: 85000 HP AA: Similar to North Carolina Maneuverability: 22.2 second rudder shift, 920m turning circle 28 knots speed Refrigerator: 17.5km Consumables: Damage control (USN) Heal (improved USN) Spotting aircraft/fighter T10 Illinois I actually proposed the King/Nimitz Iowa class retrofit here However, I'll present an alternative set of stats so that it fits line progression better and is less like an American Bourgogne. Firepower: 3x3 406mm Mk7, 28 second reload, 30 second turret traverse, 23.3km range 10x2 127mm Mk12, 4 second reload, 1800 HE damage Survivability: 85000 HP AA: Identical to AA in proposal Maneuverability: Identical to in proposal Refrigerator: Identical to in proposal Consumables: Damage con (USN) Speed boost (8%) Heal (USN) Spotter Aircraft/Fighter
  7. I hope they can make the rest of the Freedom (and Independence Class) Littoral Combat Ships more reliable. I know they are going to decommission the first four (LCS 1, LCS 2, LCS 3, and LCS 4 ) this year due to issues, but the intended possibilities for the rest of these ships seem kind of cool (HELIOS Laser, Fleet Class USV, Naval Strike Missile, Anti-Submarine Warfare Module, Mine Counter Measures Module, etc...). Though it does not excel in combat with things like SPY-6 Radar, Harpoon Missiles, Tomahawk Missiles, Standard Missile 3, etc... it provides a cost-effective presence in areas like the South China Sea for example. The sexiest thing about them, to me, is that they can travel at a very fast 47 knots! Hopefully they can get the propulsion reliability issues figured out for that. Looks-wise it is a very nice looking ship too.
  8. Continuing with my set of USN bote proposals, I bring Illinois. In 1945, Admiral Nimitz and Admiral King proposed a modification to the incomplete Iowa class BBs, Illinois and Kentucky. This involved an Alaska-esque style arrangement of secondaries. It also revised the AA armament, added a thicker torpedo belt, and consolidated the funnels into 1. My idea for this ship is to have it be an improved Iowa at T10, which can effectively support allies at all ranges and be able to protect itself from hostile aircraft. Consumables Her Damage Control Party is standard for USN battleships. It has unlimited uses, lasts for 20 seconds, and has an 80 second cool down. Her Repair Party is also standard for USN battleships, with 4 charges base. It heals .66% of health per second, with a 28 second action time and 80 second cool down. Illinois cannot equip spotting aircraft. Instead, she has a special fighter with an improved action time of 120 seconds and a 40 second cool down. It has the "Enhanced Reactions" and "Interceptor" skills built in, which allow it to be far more effective against enemy aircraft, but removes the ability to spot over islands. There are 5 charges. Illinois has emergency engine power. This consumable gives a 20% increase in speed for 30 seconds. It has 4 charges and 180 second cool down. Lastly, she has a buffed Defensive AA fire. This has 6! charges with +300% flak damage and +50% continuous. Action time is 30 seconds, cool down is 60 seconds. Firepower Main armament: 3x3 406mm/50 caliber Mark 7 Illinois' guns are identical to the ones on Iowa and Montana. They have 30 second reload, 13500 max AP damage, 5700 max HE damage, and 36% chance of fire. The only differences are the WD-40 on her turrets lowering 180 degrees traverse time from 45 seconds to 36 seconds and her range being increased to 25km. Secondary armament: 10x2 127mm/38 caliber Mark 12 Illinois' secondary mounts are identical to the ones on Massachusetts and Georgia. 4 second reload, 1800 max HE damage, 5% chance of fire, and 7.5km range base. They have the same improved dispersion formula and sigma. This gives her decent brawling potential with 11.3km max range with full build. Defence HP: 79000 Belt/Extremities/Superstructure: 307mm/32mm/19mm Torpedo Belt: 40% Illinois is one of the least tankiest T10 BBs. She has a weak belt and the 2nd worst HP pool. Her only saving graces are the improved American heal and her good TDS. Anti-Aircraft Long range: 5.8km range, 151 DPS, 8 flak Mid range: 3.5km range, 318 DPS Short range: 2km range, 214 DPS With DFAA, mega-fighter, and large AA values, Illinois is an AA monster. Agility Speed: 33 knots Turning circle: 920m Rudder shift: 17.2 seconds Illinois retains Iowa's poor handling. However, she also gets the Iowa class speed, which can synergize well with Emergency Engine power. Refrigerator Concealment: 16.2km With 12.7km with full build, Illinois is on the stealthier side of battleships. So, what do you guys think?
  9. FairWindsFollowingSeas

    Vermont Kicks A**

    Just as I predicted while playing the Minnesota last patch, having 12 457s is totally worth the slow speed & reload, in my opinion. I run the Artillery Plotting Room for slot 6, the dispersion is TASTY!!! I set a new record for myself on my 5th match, 8 destroyed ships in one match. What do you guys think about the Vermont?? Enjoying it, or not? I like it so far. The sluggishness can be an issue at times.
  10. The polar opposite of my Large Cruiser Branch, these are small, fragile cruisers with many fast firing twin turrets of low caliber. This is the penance for the Larger Cruisers and their bane. To make up for the small health pool, these cruisers will have a suite of tools at their disposal, which will hopefully allow them to survive on the battlefield. The range listed is the maximum, full upgraded range. Pros: +Great AA. Best in Tier, or close to it. +Good mix of tools. +High rate of fire Cons: -Low health pools -Short Range -Poor Concealment Tier VII Juneau (II)-Class Displacement: 6,500 (standard) Health Points: 22,000 (Hull A), 25,600 (Hull B) Length: 541 ft Beam: 52 ft 10 in Speed: 32.7 kts Belt: 3.75-in (95mm) Main Armament 6x2 5"/38 (127mm) Mk 2 on Mk 29 mount Reload: 4.9 seconds AP: 2100 HE: 1800, 5% Fire Chance Range: 12.0km Anti-Air Armament 6x2 5"/38 Mk 12 on Mk 29 mount 6x4 40mm/56 Bofors 4x2 40mm/56 Bofors 8x2 20mm/70 Short Range Damage: 286 Hit Probability: 85% Firing Range: 2.0km Medium Range Damage: 239 Hit Probability: 90% Firing Range: 3.5km Long Range Damage: 126 Hit Probability: 90% Firing Range: 5.8km Flak Bursts: 5 Damage: 1470 Consumables Damage Control Party DFAA (Unlimited) Hydroacoustic Search Radar (8.5km, 25 sec action) -or- USN Destroyer Smoke While she may look largely like a Copy-Paste of the Flint, she has a few notable differences, mainly in the form of her consumables, though her AA is slightly more effective. Tier VIII 7500 Ton Cruiser Colorado Springs-Class Displacement: 7,500 (standard) Health Points: 23,800 (Hull A), [TBD] (Hull B) Length: 560 ft Beam: 58 ft Speed: 33 kts Belt: 3.75-in (95mm) Main Armament 6x2 5"/54(127mm) Mk 16 on Mk 41 mount Reload: 5.2 seconds AP: 2400 HE: 1800, 9% Fire Chance Range: 14.0km Anti-Air Armament Hull A 6x2 5"/38 Mk 16 on Mk 41 mount 4x4 40mm/56 Bofors ?x2 20mm/70 Hull B 6x2 5"/38 Mk 16 on Mk 41 mount 8x4 40mm/56 Bofors 4x2 40mm/56 Bofors 8x2 20mm/70 Short Range Damage: 302 Hit Probability: 85% Firing Range: 2.0km Medium Range Damage: 239 Hit Probability: 90% Firing Range: 3.5km Long Range Damage: 126 Hit Probability: 90% Firing Range: 6.5km Flak Bursts: 5 Damage: 1680 Consumables Damage Control Party Enhanced Repair Party DFAA (Unlimited) Hydroacoustic Search Radar (9km, 30 sec action) -or- USN Destroyer Smoke Catapult Fighter -or- Spotter Aircraft As of writing this, I do not know what the maximum HP of this ship will be, but I am thinking somewhere in the neighborhood of 28000. With the same 16mm plating found on the preceding ship, this ship cannot bow tank. While it can shred aircraft and destroyers with ease, it must be played with care, as it can be shredded in turn. The Enhanced Repair Party will hopefully make up for the lack of overall health, with a decent amount of charges and a relatively quick cool down (something akin to the Massachusetts). The idea is to disengage when the fire starts to pick up or after an engagement, and then she can lick her wounds. Tier IX 6" A.A. Cruiser - 5 Twin Turrets Scheme D Scottsdale-Class Displacement: 11,500 (standard) Health Points: 31,300 (Hull A), 36,000 (Hull B) Length: 600 ft Beam: 68 ft Speed: 32.5 kts Belt: 3.75-in (95mm) Main Armament 6x2 6"/47(152mm) Mk 16 on Mk 41 mount Reload: 4.9 seconds AP: 3200 HE: 2200, 12% Fire Chance Range: 15.0km Anti-Air Armament Hull A 5x2 6"/47 Mk 16 on DP mount 5x4 40mm/56 Bofors 20x2 20mm/70 Hull B 5x2 6"/47 Mk 16 on DP mount 5x2 3"/50 Mk 22 on Mk 33 mount 4x1 3"/50 Mk 22 on Mk 32 mount 8x2 20mm/70 Short Range Damage: 302 Hit Probability: 85% Firing Range: 2.0km Medium Range Damage: 434 Hit Probability: 90% Firing Range: 4km Long Range Damage: 137 Hit Probability: 90% Firing Range: 6.9km Flak Bursts: 5 Damage: 1890 Consumables Damage Control Party Enhanced Repair Party DFAA (Unlimited) Hydroacoustic Search Radar (9.5km, 30 sec action) -or- USN Destroyer Smoke Catapult Fighter -or- Spotter Aircraft More of the same, only better. The Tier IX losses a turret, but extends her AA aura out even further and benefits from an increase in penetration ability with her HE. At this point, she is a mini-Worchester. She should be able eat most Destroyers with her rapid fire guns and set countless blazes with her HE. With her very good smoke, she can be played much like a British Light Cruiser, only with the option to fire HE, though she lacks the torpedoes that the British have, meaning she will need to flee should someone charge her smoke. Tier X Single Cal. 6" Cruiser - Scheme J Anaheim-Class Displacement: 13,890(standard) Health Points: 40,300 Length: 664ft Beam: 68 ft 6.75 in Speed: 33 kts Belt: 3.75-in (95mm) Main Armament 6x2 6"/47(152mm) Mk 16 on Mk 41 mount Reload: 4.0 seconds AP: 3200 HE: 2200, 12% Fire Chance Range: 15.0km Anti-Air Armament 6x2 6"/47 Mk 16 on DP mount 12x2 3"/50 Mk 22 on Mk 33 mount 10x2 20mm/70 Short Range Damage: 302 Hit Probability: 85% Firing Range: 2.0km Medium Range Damage: 503 Hit Probability: 90% Firing Range: 4km Long Range Damage: 137 Hit Probability: 90% Firing Range: 6.9km Flak Bursts: 6 Damage: 1890 Consumables Damage Control Party Enhanced Repair Party DFAA (Unlimited) Hydroacoustic Search Radar (9.5km, 30 sec action) -or- USN Destroyer Smoke Catapult Fighter -or- Spotter Aircraft At last, we come to the end. The Anaheim can out-DPM the mighty Worchester, but she is unable to take that sort of punishment in return. She would have the lowest HP of any tech tree ship, beating out even the Zao. The only Tier X Cruiser with less HP to my knowledge is the USS Austin, who's armor scheme she greatly resembles. Remember, all these ships have 16mm of bow/stern armor, which means that guns of 229mm (slightly over 9-inch) can overmatch it. This means that all super-cruisers, Henri IV, Goliath, and Drake all overmatch through the nose, as well as all battleships (even Mikasa) can citadel it through the nose. As much as I dislike the meta this line plays to, I know others enjoy it. Thoughts?
  11. EDIT: 3/28/21 - Played 10 game since 10.2 and wanted to share my reworked Captain build. The Kidd is still incredibly playable, even when uptiered and when top tier, is still one of my favorite destroyers in the game. Having T9 speed and guns at T8 will always make you at least somewhat competitive if you play smart, and out rightly OP in many scenarios when you're the top tier. EDIT: 7/6/20 - Been a minute! Up to 227 games. The Kidd is still competitive, but like all DDs, suffers heavily based on MM, and like most T8s, also suffers heavily when put with T10s. EDIT: 1/20/19 - Up to 172 games now. Current stats: (Also, Happy New Year!) EDIT: 9/18/18 - Up to 144 games now. Current stats: EDIT: 7/5/18 - Up to 123 games now. Current stats: So, pretty much everything to follow still stands, but I've switched up my build pretty significantly, so I wanted to outline that here. I took advantage of the discounted respec a couple weeks ago to change things up. Modules, consumables and flags remain the same. I think it's probably the best of both worlds where you maintain a 6km AA range, you still have defensive AA, but you have far more survivability with SE and Vigilance, and maintain DPS with BFT. I've been very much enjoying this build, though the current radar meta has made getting good consistent damage numbers a bit more difficult. But the Kidd is still extremely fun and a very dangerous adversary when played correctly. Thanks for reading and post any questions you have and I'm happy to answer! Good hunting, Pirates. Just wanted to share my thoughts on this ship in case anyone was on the fence about buying her while she's still available. I currently have 371 games in the Fletcher and 245 games in the Gearing with both over 1400 in WTR. Just to give you some perspective on where I'm coming from in how I view the Kidd. Tl;DR - If you love T8 and up USN DDs, then get this ship. Just do it. She's awesome. All of these 25 games were played Solo, in Random Battles, and at all different times of day on the NA server. I picked 25 games because within these games were a fair mix of outcomes. I had insane super-unicum games, and I had that game where I ate a unlucky Fletcher torp 2 minutes in and and got one-shotted having done zero damage, and all types inbetween. So there's a balance there. I'm no great player, just good, so I think my results are achievable for the above average USN DD player. Here are my stats according to Warships Today Moving on: Here's how I've had my Captain and ship set up for all 25 games, with one exception; I ran AFT instead of Manual AA for the first several games, but other than that no changes were made. This is essentially the build that Flamu runs, but with Manual AA in place of Advanced Fire Training. Ship modules. Probably no surprises here. You could swap rudder shift for acceleration. I go back and forth on it. The Kidd seems to accelerate pretty slowly and I've wished for it on more than one occasion. EDIT (11-22-17): I've since swapped rudder for acceleration and there is a massive difference. I highly recommend making the switch if you currently have rudder shift currently. Flags. Unless you're trying to grind credits or XP/Captain XP, you really don't need much help on the economic side of things. Even in so-so games you clear 100k credits. Many, many more in good games. I don't want to rehash what LWM, Flamu, Notser and everyone else has done. If you want pros and cons, just head over to the wiki for the ship and its all right there. These are just my thoughts. - First off, this ship is just fun. If you enjoy the Fletcher, you'll feel instantly comfortable and right at home. - The big knock against the Kidd is the torps, and yeah they're not great and I'm still learning how to use them. The best advice I can give someone just picking up the Kidd is treat them defensively. You're gonna spend a lot of time in smoke and everyone knows you only have 5 fish for defense. Save them for when you really need them, and can guarantee successful strikes. There has been at least 5 times where my torps were on cooldown, because I had fired them on a traditional type of target, only to need them a minute later because a BB was YOLOing into my smoke. On each and every one of these occasions, the torps would have 100% made the difference between me living and dying, as well as getting a kill and helping my team win. I -It's a tough habit to break. But save the damn torps. You'll be glad you did. -Now, for the Heal. The heal on this ship is a game-changer. It will absolutely ruin you on other DDs because of the staying power that it gives you. We all know that DDs become more dangerous the longer you get into games and the Kidd is no exception. It allows you to survive late into games and make a huge difference. Out of 25 games, I've survived 15 of them. And at least 5 of those where I died were 100% my fault for misplaying the ship and being far too aggressive. In each and every game the heal absolutely changes the landscape of your performance. It allows you to swap damage with DDs, heal, and come right back into the fight to finish them off. It's such an advantage that playing without it on other DDs just sucks. Like I said, the Kidd is ruining me. -Now obviously the heal can't save you from everything. If you take a torp, or the ridiculous BB AP salvos that plague DDs right now, yeah you're screwed. You can heal back some, but massive alpha strikes still ruin your day, just not quite as bad. You should still have a robust fear of RN Cruiser AP, and any ship with a radar. -The AA is awesome when you get to use it. Most games its useful for just blapping scout planes, which it does pretty much instantly as soon as you pop Def AA. Very nice. As for CVs, it works as advertised. I've yet to face a Midway, but I've gone up against I think every other CV from T7 up and it works extremely well. MAA + BFT + Def AA is just disgusting. You can wipe multiple squadrons before they can drop on you. I've seen several CV players just avoid me completely, which in a DD is saying something. But hey, if you watch three of your strike groups evaporate while flying over a smoke cloud, I'd probably avoid it too. Alright now for the stuff that kinda sucks. -You have very little ability to hard carry games, unless it becomes a race to cap, or if the remaining enemies are DDs not named Khab, Gearing, Udaloi and Grozovoi. That's really been the tough part of the ship for me. You rely on your guns to do damage, and if you don't have anyone to spot for you, it becomes very frustrating trying to stop those stubborn BB pushes, and god help you if they have radar Cruisers in support. When you have support, this ship shines. You can harass with your guns, drop awesome US smoke, and you have your torps in case someone feels froggy. -The guns are still what they are. They have rainbow arcs and very little fire chance. If you're not good at USN DD gunnery, you will struggle mightily to do high amounts of damage in this ship. Even I have games where it seems like my shells are allergic to steel and go everywhere except where I want them to. -This ship almost requires a dedicated Captain. I mean, sure I can use this build in my Fletcher, but it's not ideal. Ideally you'd want things like Survivability Expert and Torpedo Reload instead. It's not a bad thing really, but to bring out the best of what this ship has to offer, you may need to divert slightly from the optimum build in your other USN DDs. But if you do run those Captains in the Kidd, she's still very, very good and a great trainer. In Summary: No regrets buying this ship at all. She's a ton of fun and if you die in her, its probably all your fault for playing the way I do and being way too aggressive and being overwhelmed by torps, radar, and YOLO rushing BBs. It's T8 so the Matchmaker you get is not great. I didn't keep track, but I'm willing to bet at least half my games were multiple T10 ships. I can remember clearly 3 games where I was top tier. And on that note, it bears mentioning. If you get top tier? Good grief this ship is ridiculous. Seeing a spread on the other side of Farraguts, Mahans, Fubukis makes my hands tingle. Go hunting and enjoy your rewards. It's a solid moneymaker. Not Missouri good, obviously, but I'd say on average I clear 200k per game running all premium consumables, and no credit flags. Thanks for reading! If you have any specific questions, just post them and I'll answer!
  12. While there are only a handful of Battlecruisers in the game, and most of them are premiums, I enjoy their playstyle. The British and Germans are known for their battlecruisers, the USN spent a long time tinkering and toying with the idea of Battlecruisers, and they took a variety of approaches. The line I have presented here follows the latter developments of the quest for a Lexington-Class Battlecruiser up to tier 8. The tier V and VI are interesting designs, but are more optional and there to help fill the line. Their weak armor might lend them better to being super-cruisers are high tiers. Thoughts? Pros +High Speed +Responsive Rudder +Quick Acceleration +High Health Pool Cons -Weak Armor -Wide Turning Circle -Easily Knocked Out Engine -Long & High Citadel -Poor AA Unique Line Consumable Acceleration Boost- Short Duration, Short Cooldown, High Charge Count. While active, the Acceleration Boost drastically reduces time required for the ship to reach either it's top speed to or come to a halt. This is useful in long range dueling to avoid incoming fire, while brawling to avoid torpedoes, or even to initiate or avoid a ram. Engine performance can be improved between 33%-50%, depending on tier, balancing, ect, and would last between 10-20 seconds at the most. Charges would be about 5-7, after skills. It does not improve top speed, only the time to reach it. The Line is entered through researching the USS New York's Upgraded Engines. Tier V Battle Cruiser 8/25/15 Displacement: 35,500t Health Points: 52,800 Length: 745 ft @ water line Beam: 100 ft Speed: 30 kts Belt: 5-inch (127mm) Main Armament 4x2 14"/45 Mk 8 (356mm) Secondary Armament 12x1 6"/53 Mk 15 in Casemate (152mm) 4x1 3"/? AA guns (76.2mm) x .50 cal machine guns (12.7mm) Consumables Damage Control Party Repair Party Acceleration Boost With a High citadel, a high speed, and weak belt, she will begin training players in how to play the agile-but-fragile USN Battle Cruisers. Those who were expecting a brawlly battleship will be quickly cured of these notions, as these ships have less armor than even their British counterparts. Tier VI Battle Cruiser 6/16/16 USS Constitution Displacement: 33,500t Health Points: 50,400 Length: 850ft at water line Beam: 90ft Speed: 35 kts Belt: 5-inch (127mm) Main Armament 2x2 14"/45 Mk 8 (356mm) 2x3 14"/45 Mk 8 (356mm) Secondary Armament 18x 5"/51 Mk 7 (127mm) 4x1 3"/50 Mk 22 AA guns (76.2mm) x .50 cal machine guns (12.7mm) Consumables Damage Control Party Repair Party Acceleration Boost Probably the most interesting looking ships in the line, with her forest of smoke stacks, she can reach a blistering speed of 35 kts, meaning she can run down even destroyers. For sake of the players taking her out of port, the raised boiler rooms won't count as citadel, but will still count towards disabling her engines. She'll make a fine flanker, but her long size will mean that she has a wide turning circle, even with the inclusion of a responsive rudder. Tier VII USS Constellation Displacement: 44,200t Health Points: 63,000 Length: 874ft overall Beam: 105ft 4in Speed: 33kts Belt: 7-inch (max) 178mm Main Armament 4x2 16"/50 Mk 2 Secondary Armament 14x1 6"/53 Mk 15 in Casemate (152mm) 8x1 3"/50 Mk 22 AA guns x AA Machine Guns Consumables Damage Control Party Repair Party Acceleration Boost A little slower than the preceding class, this is the Lexington-Class as she was laid down. She'll still be fast, and would mount guns slightly better than those found on the current tech tree USN BB, the Colorado. Tier VIII Battle Cruiser 1919 Scheme B Displacement: 45,000t Health Points: 64,000 Length: 850ft at waterline Beam: 99ft Speed: 33 kts Belt: 8-inch (203mm) Main Armament 4x2 16"/50 Mk 2 Secondary Armament 14x1 6"/53 Mk 15 in Casemate (152mm) 4x1 3"/50 Mk 22 AA guns x AA Machine Guns Consumables Damage Control Party Repair Party Acceleration Boost An improved version of the Lexington-Class. As the ship stands, she'd probably be a Tier 7.5, and would require more than a little work to get her up to a suitable tier 8. The issue lies in the gap present in the Battlecruisers and the Battleship Cruisers (Fast Battleships) designed around the same time, and the lack of connection between the two. Tier IX Battleship Cruiser Scheme "D" Displacement: 49,500t Health Points: 69,300 Length: 900ft at waterline, 924ft overall Beam: 106ft Speed: 30kts (can be improved via modernization) Belt: 12-inch (304.8mm) Main Armament 4x3 16"/50 Mk 3 Secondary Armament 16x1 6"/53 Mk 15 in Casemate (152mm) 4x1 4"/? AA guns x AA Machine Guns Consumables Damage Control Party Repair Party Acceleration Boost Catapult Fighter I dislike the jump from the Battlecruisers to the Battleship Cruisers, but I am lacking in material, as the Volume 2 of the Bureau of Ships' Spring Styles is missing, presumed destroyed. If anyone has a better idea of what to put here, I am all ears. Originally, USS New Jersey (with her 1968 engine refit) was to fill this spot, but for better continuity of design, this ship was chosen instead. Ideally, a 3x3 16" Battleship Cruiser would sit here, instead, but I was unable to find any appropriate. Obviously, as a Tier 9, this ship would need to undergo extensive modernization. Tier X BB-Y3 (Montana Prelim) USS Maine [Picture Unavailable] Displacement: 73,700t Health Points: 97,900 Length: 1000ft Beam: 115ft Speed: 34knts + Belt: 14.2-inch (360.68mm) Main Armament 4x3 16"/50 Mk 7 Secondary Armament 10x2 5"/54 Mk 16 on Mk 41 Mount DP x AA Machine Guns Consumables Damage Control Party Repair Party Acceleration Boost Catapult Fighter Quite a large jump from the Tier 9, I again run into the problem of having a smooth transition from one tier to the next. This ship will differentiate herself from the Montana by being larger and faster, but having slightly less armor on the belt, having the citadel above water, and having an engine more prone to being knocked out. These are two other ships considered for the Tier 10 slot, but was ultimately passed over for BB-Y3. I need some external input for this line, as it is one of the more challenging ones I've put together. Feedback is greatly appreciated.
  13. I am a great fan of the Super-Cruisers in game, especially the American cruisers Alaska and Puerto Rico. Before you, I humbly submit a proposal for a branch split from the American Heavy Cruiser line, starting from Tier VII. Names of the tier VII & VIII ships are randomly generated and checked with a list of USN Cruisers from WWII to avoid repeats. Pros: +Big Guns +Large Health Pools Cons: -Large Size -Poor Concealment The line is initially entered by researching the FCS for the New Orleans, and is a same-tier side-hop, similar to how the Battleship and Destroyer lines branch off. Tier VII Heavy Cruiser Study, Scheme 2 (Alaska Preliminary Design) USS Arlington Displacement: 15,750t Health Points: ~34,250-39,200 Length: 700ft at waterline Beam: 72ft Speed: ~32-34 kts Belt: ~6-inches (152mm) Main Armament 4x3 8"/55 Mk 15 (w/o super-heavy shells) AP: 4,600 dmg HE: 2,800 dmg, 14% Fire Chance -Longer Reload and Turret traverse than New Orleans, worse dispersion Secondary Armament 6x2 5"/38 (127mm) Additional AA Guns Consumables Damage Control Party Defensive AA Fire -or- Hydroacoustic Search Scheme 2 was the smallest of the Alaska-Class premils. She's about 20% larger than the New Orleans-Class and represents the player's first forays into the Large Cruisers of the USN. While similar to the CA-B, which is the Baltimore-Class in-game, she still a different ship. Without the Super-Heavy AP and certain balancing choices, she should be able to feel like her own ship. Her inclusion is by no means mandatory, though she is meant as a transitional ship. She represents the difference between the traditional USN CA line and the Large Cruiser, in that they get bigger, quicker. Tier VIII Heavy Cruiser Scheme 4-A "Convertible" (Alaska Preliminary Design) USS Montgomery Displacement: 17,500 Health Points: ~37,500-42,500 Length: 710 ft at Waterline Beam: 74.5 ft Speed: 33.1 kts Belt: ~7.5-inches (190.5 mm) Main Armament 4x3 8"/55 (w/ super-heavy shells, 203mm) AP: 5,000 dmg HE: 2,800 dmg, 14% Fire Chance Upgradeable: 3x2 12"/50 Mk 8 (305mm) AP: 8,900 dmg HE: 4,300 dmg, 27% Fire Chance Secondary Armament 6x2 5"/38 Additional AA Consumables Damage Control Party Repair Party Defensive AA Fire -or- Hydroacoustic Search Radar This is probably the most interesting ships in the line for me, as there are two ways to play her, depending on which gun you choose. If you stick with the stock 8", she'll play like a traditional USN CA, just bigger. She should have similar DPM to Baltimore, but she should still edge her traditional cousin out just slightly. Something around a 15 second reload, more or less, though I am always willing to change this. To avoid completely overshadowing the Baltimore, this ship will be more sluggish on the helm, slightly slower start/stop and a wider turning circle, coupled with a slower turret traverse and some other factors, which will hopefully make the Baltimore feel better closer in, though the exact details would need to be done in play-testing. The neat trick with this this ship is that there are 2 ways to play her. The second way is unlocked with her upgraded guns, switching from four turrets, each armed with three 8-inch guns to three turrets, armed with dual 12". These guns are the same found on Alaska, just with less of them. The arrangement is still AB-X, like on the Alaska, just with one barrel less per turret. The cost of mounting these guns will be a loss of DPM. Potential damage per salvo drops from 60,000 to 53,400, which might be enough justification to keep the reload the same, but if the ship performs too well, the reload can be increased to 20 seconds. These guns should allow for this ship to hit harder, but there should still be merit to taking the 8-inch guns, leading to a diversity of gameplay within the same ship. -Premium- Tier VIII Heavy Cruiser Scheme 3 (Alaska Preliminary Design) USS Akron Displacement: 17,500 Health Points: ~37,500-42,500 Length: 710 ft at Waterline Beam: 74 ft Speed: 32 kts Belt: ~7-inches (177.8mm) Main Armament 3x2 12"/50 Mk 8 (305mm) AP: 8,900 dmg HE: 4,300 dmg, 27% Fire Chance Secondary Armament 6x2 5"/38 Additional AA Consumables Damage Control Party Repair Party Defensive AA Fire -or- Hydroacoustic Search Radar This is much like her tech tree counterpart, but without the convertible feature, she is just a straight 12-inch gun cruiser. A possibility is to give her a gimmick, like removing Radar for smoke or something, but she is largely there as a trainer for this line of ships and as for something to buy to support the game. She should be slightly worse than a fully upgraded Montgomery. Tier IX 12" Gun Cruiser Study CA2-A USS Samoa Displacement: 25,600 Health Points: ~49,300-57,500 Length: 800 ft Beam: 85.1 ft Speed: 33.5 kts Belt: ~7-inches (177.8mm) Main Armament 3x3 12"/50 Mk 8 (305mm) AP: 8,900 dmg HE: 4,300 dmg, 27% Fire Chance Secondary Armament 6x2 5"/38 4x4 1.1"/70 Mk 1 AA Numerous 20mm Consumables Damage Control Party Repair Party Defensive AA Fire -or- Hydroacoustic Search Radar -or- Catapult Fighter -or- Spotter Aircraft Bad news first: This ship is inferior to Alaska. This, however, is not only by design, but desired, as Alaska is more of a Tier 9.5, while this ship can be properly balanced for Tier 9. She has less HP and armor, but she still has the same hard-hitting 12" guns (reloads adjustable for balance), and her AA has taken quite a bit of a hit to her med-range AA, having only 4 quad 1.1" instead of the 14 quad 40mm Bofors of Alaska, but that can be fixed with a Hull B, if need be. All-in-all, she should be a nice ship for the tier, without the hang-ups that nerfing a premium like Alaska could bring. Tier X USS Guam [Insert Alaska Here] Displacement: 34,803 Health Points: 60,800 Length: 808.5 ft Beam: 91 ft Speed: 33 kts Belt: 9-inches (228.6mm) Main Armament 3x3 12"/50 Mk 8 (305mm) AP: 8,900 dmg HE: 4,300 dmg, 27% Fire Chance Secondary Armament 6x2 5"/38 (127mm) 14x4 40mm Bofors 34x1 20mm Oerlikans Consumables Damage Control Party Defensive AA Fire -or- Hydroacoustic Search Radar -or- Catapult Fighter -or- Spotter Aircraft Alaska, but better. That is how this ship should be described. Slightly faster guns that are slightly more accurate, among other things to make up the .5 tier difference between Guam and Alaska. A possibility is to give her a 'what-if' weapons overhaul, replacing her 40mm bofors with the twin 3" mounts seen on Worcester and Des Moines. She won't have the raw tankiness of Puerto Rico, but she shouldn't, she is a different ship. Where Puerto Rico, with her 12 guns and BB dispersion, relies on weight of fire to hit targets, Guam can more comfortably rely on her Cruiser dispersion to achieve hits. Below are now defunct stats, preserved for reference sake. Next on my list are: USN Battleship Cruisers USN Secondary-Focused Battleships USN Anti-Aircraft Cruisers USN Battle Scouts RN Battlecruisers KM Battlecruisers KM Panzerskiffe Redux (Again) Prelim Investigations: (Don't expect anything to come of these, they are more to see if I can get enough information to build these) USN Torpedo Destroyers USN Hybrids IJN Battlecruisers IJN Secondary Battleships IJN Light Cruisers RN Alt. Destroyers KM Light Cruisers
  14. LittleWhiteMouse

    Premium Ship Review - Oklahoma

    Massachusetts she is not. The following is a review of the tier V American premium battleship Oklahoma. This ship was kindly provided to me by Wargaming for review purposes; I did not have to pay for her. To the best of my knowledge, the statistics discussed in this article are accurate as of patch 0.9.10. Please be aware that her performance may change in the future. Unfortunately for Oklahoma, Texas exists. In nearly every respect, Texas is the better state ship. Oklahoma doesn't clone Texas' performance but gives you the choice of a "more different" alternative that dittos Texas' game-play with some style changes. Specifically, Oklahoma is an attempt to provide Massachusetts-style game-play at tier V, with improved secondaries though this comes at the expense of her reload times and horrible (HORRIBLE) AP shell performance. Quick Summary: A slow-firing American standard-type battleship with crappy AP shells but improved range, heals and secondaries. PROS Good main battery range of 17.13km (19.87km with APRM1) Secondaries are long ranged (5.5km) with improved dispersion. Small surface detection range of 13.52km. Improved Repair Party which heals back 18.48% of her health per charge instead of 14%. CONS Soft-skinned externally, with most of the ship covered by only 19mm worth of steel. Painfully long reload time of 40 seconds on her main battery,. Horrible AP penetration. Like seriously. Lacklustre AA defence. Sluggish and slow. Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / MODERATE / High / Difficult Battleships at tier V and below don't have it easy. They play on claustrophobic maps. CVs abound as do seal-clubbing torpedo destroyers. Furthermore, every single battleship can overmatch the bows of every other battleship (barring Gangut & Pyotr Belikiy), so you can't simply nose in and face-tank. The good news is that it's relatively easy to score some big numbers as everyone can reliably damage everyone else. Their primary prey, the plethora of light and scout cruisers, are made of citadels so Devastating Strike medals are commonplace and help offset the constant barrage of tier IV planes and constant waterboarding from torpedo-soup. And that's the joys when they're top tier! When bottom tier, they are outclassed so hilariously that the map size alone is enough to ruin their experience. So... yeah. Tier V battleships aren't in a good place. Inexperienced players can manage, but there's a lot of unpleasantness to watch out for. For veterans, Oklahoma offers nothing that Texas doesn't already, and Texas scales better with player skill with her dispersed armour values. Options Oklahoma doesn't have anything out of the ordinary beyond her Repair Party. Consumables Her Damage Control Party is typical for American battleships. It has a 20 second rather than a 15 second active period common to battleships from most other nations. It has unlimited charges and an 80 second reset timer. Her Repair Party is also an American battleship version, though this version doesn't tend to appear on premium battleships. It has four charges base and an 80 second reset timer. It queues up 10% of citadel damage, 50% of penetration damage and 100% of everything else. It heals back up to 0.66% of her health every second for 28 seconds instead of the usual 0.5% found on most battleships. Finally, Oklahoma has a Spotting Aircraft. It provides a 20% bonus to her range for 100 seconds. It starts with four charges and a 240 second reset timer. Upgrades There are pretty much two builds to consider with Oklahoma: Choose between either increasing her main battery gun range with Artillery Plotting Room Modification 1 or emphasizing the strength of her secondaries Secondary Battery Modification 1. Captain Skills You're again making a choice between two different builds. The first is the boring ol' battleship build where you focus on mitigating fire damage. Or you can build for her secondaries. With Manual Fire Control for Secondary Armament having the efficacy wall at tier VII+, it's not worth taking. Veterans will recognize this build as being analogous for a classic Warspite build. This is a lot more interesting, in my opinion, even if it's less effective overall. The graphic on the left is the default battleship build. The one on the right is chock-full of pluck and awesome. Pick your favourite tier 1 skill (in green) and then hoover up all of the yellow circles. Camouflage Oklahoma has two camouflage options. The first is her standard Type 9 camouflage. They're simply cosmetic swaps of one another. They both provide: 3% reduction to surface detection. 4% increase to enemy dispersion. 10% reduction to service costs. 50% increase to experience gains. The alternative dark-blue on her Type 9 camo is nice and striking, but it's the military camouflage I like the most. Gotta love that checkered funnel!d Firepower Main Battery: Ten 356mm/45 rifles in an A-B-X-Y superfiring configuration with three-gun turrets for A & Y mounts and two-gun turrets in B & X. Secondary Battery: Ten 127mm/51 single guns in casemate mounts and eight 127mm/25 singles in open mounts mounted a deck higher. Main Battery In the spirit of not spending forever writing this, I'm going to cut right to the chase. There are two stupidly-huge flaws with Oklahoma's main battery guns. The first is pretty obvious -- they say it right on the tin: Oklahoma has a 40 second reload. That's terrible. It seriously hurts her damage output and it's just plain not-fun to have to wait so long in between trigger pulls. Admittedly, this isn't that much longer than the already painful 34.3s reload on USS Texas, but I hate that reload too and this is worse. If this were Oklahoma's only main gunnery flaw, maybe I could overlook it if this paid for a bunch of other fun stuff, but the ride doesn't end there. She has horrible HORRIBLE AP penetration values for a battleship. Oklahoma makes use of the old-timey, not-in-the-game-anymore stock New York AP shells. These are so terrible she cannot best battleship belt armour outside of 10km engagement distances -- and even then, there will be some battleships she can't best until she gets even closer. You must aim for weak points which, with battleship dispersion, is tricky. So not only are you dealing with a very long wait between shots, but when you're finally reloaded, there may not be anything worth shooting at because of how poorly her AP rounds perform. It's tempting just to spam HE, but USN battleship HE shells are pretty terrible. In short: Her main battery gunnery sucks moose-balls. It's a disaster to use against other battleships. Stick to picking on cruisers unless you have no other choice. Oklahoma's AP penetration of her released version (patch 9.10) is buttacular. This runs contrary to how it performed during the last leg of testing (patch 9.9). See my rant below with the In Closing section about this. Have a quick DPM graphic. Oklahoma wins no prizes here. American battleships aren't particularly good fire setters. Oklahoma's fire arcs are decent. Her gun rotation rate of 3º/s is pretty terrible, though. Secondary Battery Ostensibly the woes of her main battery armament are counteracted by her secondaries. Ostensibly. Sure enough, if you can get Oklahoma in close enough to activate her secondaries, her opponents are going to have a bad time. Oklahoma has the same improved secondary dispersion as found Massachusetts and Georgia. What's not as well known is that this is the same secondary dispersion as found on all large calibre secondary gun batteries, such as the 152mm on Kongo and Warspite. I don't say this to nay-say Oklahoma's secondary performance, but rather to illustrate that one element isn't so rare at this tier, as a lot of the casemate weapons of tier V battleships are larger calibre. This said, what is out of the ordinary is Oklahoma's range. With a base reach of 5.5km, between upgrades, skills and signals, it can be extended out to 8.32km which is very impressive for her tier. It's a shame Oklahoma isn't faster because you're only bringing those into range if the enemy comes to you. I found the volume of fire coming from her secondary batteries to be a bit wanting. Her longer-barrelled 127mm/51 guns in the lower casemates have a 7 second reload compared to the 4.5 seconds of the upper-deck 127mm/25s. On top of this longer reload, they also have a worse fire-chance per shell, so it's the shorter-barrelled weapons which are really carrying the weight when it comes to shell volume. At least her forward fire angles are generous with six guns being able to open up at targets as little as 10º off her bow, with a maximum broadside of 9 guns from 40º off her bow to 108º. These are not good weapons for kiting, as towards her rear-quarter she is typically stuck with only three weapons firing. Overall, I rate Oklahoma's secondary weapons as "nice to have" but not game-changers. They're definitely more powerful against lower-tiered targets where their 21mm of penetration can hurt everything they come across. I again lament that Manual Fire Control for Secondary Armament's efficacy is tied to tiering, because super-accurate secondaries could have been a game changer for Oklahoma. While a 30% buff is alright, it's a big point sink -- points that could be much better spent on fire mitigation and concealment. Oh well. VERDICT: Her secondaries are nice. Her main battery guns are anything but. That reload sucks. That AP penetration sucks more. Defence Hit Points: 48,200 Min Bow & Deck Armour: 19mm extremities, 25mm upper hull & 19mm deck Maximum Citadel Protection: 25mm anti-torpedo bulge + 343mm belt + 51mm citadel wall. Torpedo Damage Reduction: 18% I was going to make an armour profile graphic, but it's pretty uninformative. She's a standard-type battleship (one of the first) so she doesn't have a dispersed armour scheme with interesting bits like extended waterline belts or what have you. Oklahoma's extremities and deck are all 19mm thick. Her belt is completely covered by her 25mm anti-torpedo bulges and this armour value extends up to that aforementioned 19mm deck amidships. Thus, barring her 13mm superstructure, everything you can shoot at on Oklahoma is either 19mm or 25mm, which is all kinds of squish. The downsides to this layout is having that 19mm armour almost everywhere. It can be overmatched by any battleship caliber AP shell you come across, to say nothing of allowing HE penetrations from even destroyer-calibre rounds. In this regard, she's hardly unique. New York and Texas suffer from similar problems, even with their dispersed armour scheme, but it's only found on the American battleships at this tier. All of the other battleships have at least some amidships deck armour values that are higher, allowing them to ricochet and shatter AP and HE shells respectively. Thus, Oklahoma takes a lot more incidental damage than her contemporaries. To compensate she has access to the improved Repair Party of American tech-tree battleships. This heals up to 18.48% of her hit point pool per charge instead of the usual 14% of most Repair Parties. In theory, this gives her a larger effective health pool if properly managed. The catch, of course, is that she has to survive long enough to make use of all of those healing charges for this to off-set her fragility. Her citadel is at least reasonably protected. It sits at the waterline with turtleback sloped sides. The 51mm of the turtleback and citadel walls stacks nicely with her 343mm belt giving her some healthy protection. Her citadel roof is 38mm thick so it can't be overmatched. Oklahoma will take citadel hits if you expose her sides but overall the protection isn't bad. Overall, Oklahoma'a durability is alright. It's not fun to take damage from everything being thrown at you but at least she's given something to compensate for it. Viribus Unitis is a standard unit of measurement for battleship health. VERDICT: You're a piñata with a soft outer-skin but decent citadel protection. Manage your heals carefully and be careful of exposing your sides. Agility Top Speed: 19.7 knots Turning Radius: 610m Rudder Shift Time: 13.4 seconds 4/4 Engine Speed Rate of Turn: 3.7º/s at 14.7 knots It's rare to see such an obvious and clear loser like this. This is downright embarrassing. Oklahoma manages to simultaneously be the slowest and the least agile of any of the tier V battleships. That's a pretty damning rap sheet right there but it gets worse. She lacks any kind of energy preservation. While New York was also stripped of her own improved energy retention in patch 0.9.6, Texas still maintains hers. This means that under any kind of manoeuvres, Texas is the fastest of the three, holding onto a minimum of 18.7 knots while New York flounders at 15.9 knots and Oklahoma wallows with 14.7. And you'll be putting her through manoeuvres often, if not to throw off the aim of your opponents then to try and counteract her horrible turret traverse. The 3º/s rotation speed of her guns often needs help and you'll be sore tempted to accelerate acquiring a target by swinging the ship's butt about. This has the net effect of further slowing down Oklahoma's average speed. The 19.7 knots you see on the tin is more like a constant 18.5 knots in practice as you're seldom going in a straight line long enough to take advantage of it, even when redeploying. Just to add insult to injury, even a slug-lord like Oklahoma can still out-turn her turrets unless you stack on Expert Marksman at a minimum -- Main Battery Modification 2 does not provide enough of a bonus to mitigate this disparity. For a ship reliant on making her secondaries count, it's not just her lack of speed that's disappointing, but her lack of energy retention too. She's not just slow, she's consistently slow -- unable to catch a break. The only way to make her secondaries work for her is to either corner someone when the opportunity presents itself on one of those smaller, low-tier maps or hope someone brings their ship into range for you. VERDICT: I cry everytime. Anti-Aircraft Defence Flak Bursts: 3 explosions for 1190 damage per blast at 3.5km to 4.8km. Long Ranged (up to 4.8km): 95dps at 75% accuracy Medium Ranged (up to 3.0km): 21dps at 75% accuracy Short Ranged (up to 1.5km): 84dps at 70% accuracy Aircraft carriers are omnipresent within Oklahoma's matchmaking. It is not uncommon to face two carriers -- and sometimes two tier VI carriers at that, so anti-aircraft defence is more important for ships at this tier than any other. I'm sorry to say that Oklahoma doesn't have good AA firepower by any measure. She has neither the damage-per-minute, range or consumables to truly be a threat to aircraft. She has about as much sustained DPS as König but with worse range brackets and one fewer flak bursts. This means you're going to get dunked on. A lot. In my test games, even a Langley to perform two drops with the same squadron of torpedo bombers -- and that's with my ship being pristine AND having my AA boosted with Basic Fire Training and focus-fire. Yes, I ended up shooting down a few planes. Yes, this will probably unsustainable for the carrier in the long run. No, that's not going to save you. VERDICT: Not good enough to matter. Sigh. With Oklahoma's uniform 19mm thick deck armour, she's exceedingly vulnerable to rockets and the bomblets dropped by Hermes and Ark Royal. Refrigerator Base/Minimum Surface Detection: 13.52km / 11.8km Base/Minimum Air Detection Range: 10.25km/9.23km Detection Range When Firing in Smoke: 7.12km Maximum Firing Range: Between 17.13km and 23.84km Oklahoma has better-than-average concealment for a tier V battleship. It's not god-tier by any means. It's not like Viribus Unitis where she can manage a 10km and change detection range. Still, make sure you use and abuse this concealment whenever you need to, especially in the later stages of the game when destroyers are thinned out. This can help you set up ambushing shots on cruisers or simply give you more time to come about or let a key consumable come off cool-down in order to save your ship when you're on low health. If Oklahoma had more speed, this trait would have more value, allowing her to flex unseen and pop up in places people do not expect. VERDICT: Nice to have but not game changing. Final Evaluation I'm glad you can earn this one for free. I don't like Oklahoma. Her gunnery is frustrating. Her agility is frustrating. She wasn't a fun experience for me. I hate waiting on her stupidly long reload. I hate having to wait even longer for a proper target to appear because my stupid AP shells can't reliably penetrate other battleships. I hate how stupidly sluggish her gun traverse is. I hate how slow she is. Hate. Hate. Hate. Sure, you can have some alright games in her, especially when she's top-tier. And in Co-Op, you don't have to worry about her AP penetration or struggling to bring her secondaries into range as the bots will oblige you by driving in close. In those two aspects, she's perfectly reasonable. But taken as a whole? Blech. Skip this one. Do not pay cash-moneys for her. That's my hot take, anyway. But lemme step away from quotable crap and elaborate further. I love American standard-type battleships. I love how they look. I love their history. And for the first few years of World of Warships' life, I loved how they played. New Mexico was my bae for a time. Lert and I had a great time playing our Arizona bricks side by side. I didn't mind Colorado, though she was my least favourite of the early three. I was disappointed when West Virginia appeared not in her late-war rebuild but in her 1941 state, adding my own voice to those dissenting Wargaming's choice to use her as a stock-Colorado instead of a phoenix that rose from the flames of Pearl Harbour and kicked so much butt at the Battle of Leyte Gulf. While West Virginia 1941 was at least a reasonably powerful ship, the offerings since then have not been. California was a disaster. She's been relegated to being one of the least memorable ships of 2020. Oklahoma is destined for similar ignominy. Her secondaries are meant to be fun, but there are so few opportunities to use them decisively. Had Oklahoma the old-style American battleship energy retention of yesteryear, it might be a different story. Like with West Virginia and California, Wargaming missed the opportunity to make a truly interesting vessel. Oh well. In Closing Before I conclude this review, I feel I need to speak to some of the challenges faced preparing these articles. My aim is to be as accurate as possible. While I don't feel that any of my fellow content creators would go out of their way to present false information, sometimes Wargaming makes it difficult for us to be accurate. The Community Contributors were told on October 22nd that Oklahoma had been finalized and that we were free to begin creating content which could be published on October 27th. I began work on the written portion of this review over the weekend of the 24th and 25th. Part of my process is to cross-reference the statistics of the current test-ship to the development blog's list of changes. Sometimes stuff gets changed at the last minute. Sometimes announced changes don't go through at all. Without clarification from Wargaming, it's impossible to know what the final product will look like. I've been burned by making assumptions here and I've learned to get specifics from Wargaming directly. In Oklahoma's case, the test-ship I had access to and was being asked to make content for was not what was going to be released. We were being asked to make content based on a ship whose performance was changing significantly post-launch. In Oklahoma's case, it was her Krupp rating -- a statistic which directly affects AP penetration values, which was being dropped by a whopping 40%. The 0.9.9 version of Oklahoma had better AP performance than any other tier V 356mm armed battleship. She could blow out the citadel of a Colorado at 16km. The launched version has the worst by far -- so bad she can't pull the same trick until she's within 5km of Colorado. This is a big deal! It completely changes how the ship feels to play. I didn't like Oklahoma's test version -- she was slow with a slow reload, but at least her main battery guns had some punch to them. Now I spoke to Wargaming about this and they were very open in acknowledging that the disparity between test-ship performance and release-ship performance is very much a serious issue when it comes to Community Contributors producing content about a ship. Steps are being taken to help mitigate any misinformation coming out in the future (how well this pans out will have to be seen). HOWEVER, the point I am making is that it's very important that when you're making buying (or time investment) decisions in regards to a premium vessel, check out multiple sources before pulling the trigger. This discrepancy was found in time for my review, but what about the other Community Contributors? More importantly, what did I miss? I'm not perfect. I don't have a team of fact-checkers dedicated to helping me spot things. I coordinate and collaborate with the other Community Contributors to try and find stuff like this but stuff will inevitably fall through the cracks. Please, please, PLEASE make sure you check out multiple reviews before you make a decision. You can always message me here or via Discord (AprilWhiteMouse#0536) if you have any questions about ship performance. If I don't know something, I will admit to as much and we can go find the missing information together. Thank you for reading, and thank you to my patrons on Patreon for supporting the production of these reviews.
  15. Hi all, I wish you all a happy new year! Are you a fan of HE spam? Are you afraid of them? Do you know how to encounter them? If you don't, then join them! Tier 9 Premium US Cruiser USS Fargo CL-106 Ship Length - 610 feet Beam - 66 feet Draft - 25 feet speed - 32.5 knots Hit points - between 39,000 - 49,000 Main Battery Four 150mm triple-barrelled guns Rate of Fire - 10 rounds per minute Reload Time - 6 seconds Firing Range - 18.29km Maximum HE shell Damage - 3,400 Maximum AP shell Damage - 8,200 Secondary Armament Six 130mm double-barrelled guns Firing Range - 5km Rate of Fire - 15 rounds per minute Reload Time - 4 seconds Maximum HE Shell Damage - 2,100 AA Defence Four 150mm triple-barrelled guns Average Damage per second - between 90 - 95 Firing Range - 6km Four quad 40mm Bofors Average damage per second - 270 Firing Range - 3.51km Six double 40mm Bofors Average Damage per Second - 135 Firing Range - 3.51km ten 20mm Oerlikon Average Damage per Second - 83 Firing Range - 2.01km Maneuverability Rudder Shift Time - between 7 to 9 seconds Speed - 32.5 knots Concealment Detectability by Sea - between 9 to 11km Detectability by Air - between 7 - 8km Aircraft Complement 4 Floatplanes Possible Consumables Damage Control Party Enhanced AA Fire Hydroacoustic Search/ Fighter Surveillance Radar/ Spotting Aircraft Repair Party
  16. Hello all, If WG wants to add a Tier 6 Premium Normal Aircraft Carrier for US Navy, USS Wasp would be a good idea. Ship Length - 225.9 meters ~ 226 meters Beam - 33.2 meters Draft - 6.1 meters Speed - 29.5 knots Cost - same as Ark Royal and Erich Loewenhardt (6,300 doubloons) Secondary Armament Eight 127mm guns Firing Range - 4.5km Rate of Fire - 13.33 shots/minute Reload Time - 4.5s HE shell - 127mm HE/HC Mk36 (Same as Ranger) Maximum HE shell Damage - 1,800 AA Defence 1 sixteen 28mm AA guns Average damage per second - between 24 - 34 Firing range - 3 - 4km AA Defence 2 twenty-four 12.7mm Browning Average damage per second - between 90 - 120 Firing Range - 1.2km Maneuverability Top Speed - 29.5 knots Turning radius... Rudder Shift time... Concealment Detectability by Sea Ranger - 14.22km Wasp - 14 - 15km Detectability by Air Ranger - 10.66km Wasp - 11 - 12km Aircraft Compliment Rocket Aircraft - F4U Corsair Rockets in payload - 8 Damage - 2,000 Fire chance - 7% Cruise speed - 130 - 150 Hit Point - 1460 Squadron size - 6, 3 per attack run/ 2 per attack run (Tell me what you rather) Number of Aircraft on deck - 9 Aircraft restoration time - 45 - 60 seconds Torpedo Bombers - TBF Avenger Torpedos in payload - 1 Range - 2.5km Damage - 6,467 Flooding chance - 52% Cruising speed - 110 - 130 Hit points - 1,800 Squadron size - 8, 2 per attack run Number of Aircraft on deck - 12 Aircraft restoration time - 50 - 65 seconds Dive Bombers - SBD Dauntless Bombs in payload - 1 Bomb type - AP(according to Enterprise, If a light cv is added, bomb type would be HE) Maximum damage - 8,000 - 10,000 Cruising speed - 90 - 110 Hit points - 1,890 Squadron Size - 6, 3 per attack run Number of Aircraft on deck - 9 Restoration time - 40 - 55 seconds
  17. LittleWhiteMouse

    Premium Ship Review: California

    The following is a review of California, the tier VII American battleship. This ship has been provided to me by Wargaming for evaluation purposes -- I did not have to pay for this thing, which is a good thing because I would have felt offended had I shelled out money for this horribly mistreated piece of history. To the best of my knowledge, the statistics discussed in this article are current as of patch Please be aware that her performance may change in the future. I'm not going to waste too much time on this review (she says, and then spends four whole days on it). USS California's inclusion in World of Warships bothers me on so many levels. I should preface this by saying that I love the American standard-type battleships. I think they are some of the most interesting warships of the Second World War. They are phoenixes that rose from the ashes of Pearl Harbor. Despite their outdated designs, they went on to not only find a role in the fast-modernizing US Navy but they went on to engage triumphantly in one of the final battleship surface actions in history. They could have just as easily remained a footnote in the war, left behind by fate. So, you can keep your Iowas, the romance (to me) lies in names like West Virginia, Tennessee and California. This is why I took issue with West Virginia appearing in her Pearl Harbor mien and not that of Surigao Strait. So imagine my disappointment when, against all advice, Wargaming stuck to their guns and pulled a copy-paste job of USS Arizona's performance and tacked it onto California. Now, let me be clear: Arizona, the tier VI American premium, is awesome. Lert really helped me appreciate the game play of the "American Bricks" way back in 2016. However, I do not love Arizona so much that I think cloning her game play and asking people to pay a premium price tag for a tier VII version is right. While California does have some minor improvements over Arizona, they are (in my opinion) inconsequential. I fear that these buffs will blindside people to what is nothing more than an already existing tier VI premium with a tier VII price tag. With that in mind, this review is going to myopically focus on the differences between Arizona and California and why one ship is worth the money and the other is a slap in the face. As much as I need a break right now, USS California is a big enough name to elicit sales simply merely by reputation. I know it. You know it. Wargaming knows it too. I want to head off any impulse purchases and warn players that they're not getting a ship worthy of California's name. Quick Summary: A slow American standard-type battleship with horrible gun firing arcs but improved long-range gunnery with her twelve 356mm guns. She has excellent AA firepower. PROS Fully submerged citadel. Heavy broadside of twelve 356mm/50 guns. Long ranged with a starting reach of 19.9km which can be extended to as much as 27.7km between upgrades and consumables. Decent gunnery dispersion with 1.9 sigma. Small turning circle radius of 640m. Excellent AA firepower, equivalent to a tier VIII American battleship. Good concealment with a surface detection as low as 11.8km. CONS Painfully long, 34.2s reload. 356mm guns lack overmatching ability against targets with 25mm+ extremities. Horrible gun handling and appalling gun firing angles. Very slow top speed of 20.5 knots and poor handling as a result despite her smaller turning circle radius. Overview Skill Floor: Simple / CASUAL / Challenging/ Difficult Skill Ceiling: Low / MODERATE / High / Extreme California isn't difficult to play. Picking her up and farming some damage is pretty easy. Were it not for her horribly slow speed, I'd have given her a 'simple' rating. All you really need to know are the battleship basics: use the correct ammo, beware of flashing your sides, try not to get left behind. California's speed is a severe handicap, but you knew that coming in. California gets no tools to seriously mitigate this. Long range is nice, so flex those aiming skills you've acquired, but her gun caliber and long reload will largely limit the impact this has. You can largely forget applying those brawling skills or getting to cap or even angling to mitigate damage -- it's just not applicable. There's a pretty hard cap on how far skill will take you with this ship. Options There's nothing too surprising about California's options. She conforms to the norms for American battleships. She doesn't get access to Aiming Systems Modification 1 to reduce her main battery gun dispersion. Instead, she has Gun Fire Control Modification 1 which increases her main battery gun range. Consumables California's Damage Control Party is standard for an American battleship. It comes with unlimited charges and an 80s reset timer. For US battleships, this is active for 20 seconds rather than the 15 seconds for other nations, so bonus there. Her Repair Party is also standard. It queues up 50% of penetration damage, 10% of citadel damage and 100% of all other damage types. Each charge heals a base of up to 14% of the ship's health over 28 seconds. She starts with four charges. In her third slot, you have the choice between a Spotting Aircraft and a Catapult Fighter. The former increases range by 20% for 100 seconds. It comes with four charges and a four minute reset timer. Her fighter is active for a mere 60 seconds (like all Battleship fighters) and resets in 90 seconds. It has three charges base and sends up a squadron of 3 planes. Upgrades There should be no surprises for anyone here. Build for survivability and fire resistance. Start with Main Armaments Modification 1. In the second slot, begin your fire resistance build with Damage Control Systems Modification 1. Most people are going to want to spring for more range for California and thus Artillery Plotting Room Modification 1 will seem optimal. However, once you get behind the helm of California and play with her (as I have), you'll come to hate her sluggish gun traverse as much as I do and Main Battery Modification 2 will look hella appealing. Damage Control Systems Modification 2 is your best choice for slot four, however, given California's ridiculously-poor fire angles, you will not be blamed for reaching for Steering Gears Modification 1 in order to help with rudder shift time to swing her butt out and back in between salvos. Commander Skills Time to re-use a graphic because battleship skill optimization has stagnated! Same old, same old. Build for fire-resistance first, then double back for your other skills. You probably want Expert Marksman over Adrenaline Rush on your first pass. Camouflage California has access to two camouflage patterns: Type 10 Camouflage – California and Freedom -- California. The two are merely cosmetic swaps of each other, providing the same benefits. You'll probably have to shell out some extra cash for the Freedom camo, whether that will be through a bundle or with doubloons after the fact. 3% bonus concealment from surface targets 4% increase to enemy gunnery dispersion 10% reduction to post-battle service costs 50% bonus to experience gains. Summary so far: Well, so far so good, I suppose. There's nothing out of the ordinary here. I dunno what's going on with California's turrets with her Freedom camouflage. Firepower Main Battery: Twelve 356mm/50 guns in 4x3 turrets in an A-B-X-Y superfiring configuration. Secondary Battery: Sixteen 127mm/38 guns in 8x2 turrets in superfiring pairs on either side of the ship facing fore and aft. Arizona & California's Main Battery Differences California has more range (19.9km vs 16km) California's AP shells do more damage (10,500 vs 10,300) California has a faster reload (34.2s vs 35s) California's AP shells have higher penetration. California's shells have higher muzzle velocity. California has higher sigma (1.9 vs 1.8). California has much reduced firing arcs (102º broadside vs 113º) California uses New Mexico's 356mm/50 caliber guns rather than Arizona's 356mm/45s. A lot of what's listed above owe to the differences of the gun calibers. Compared to New Mexico, California has increased range (19.9km vs 16.1km) and better sigma (1.9 vs 1.5) but again that horrible deficit in fire arcs (102º broadside vs 109º). So while California is an obvious gunnery upgrade over New Mexico, California is only a soft upgrade on Arizona. The biggest advantage here is her increased range with the rest largely being window-dressings. Calfornia does have a higher muzzle velocity and thus better AP penetration over distance. However this gap isn't quite as pronounced as the difference in speed would suggest as Arizona has higher Krupp, a coefficient WG uses to directly modify penetration values. California's increased rate of fire, higher shell damage and sigma are all nice but the difference is so minor as to be largely unnoticeable. California is a slow reloading, reasonably accurate 356mm armed battleship. The 0.8 second faster reload still does not make her feel like she has anything but a painfully slow rate of fire. The 0.1 sigma difference is imperceptible in game play -- you couldn't tell the difference if you tried. And finally, as nice as the extra damage is, these are still 356mm guns. Compared to the 380mm, 406mm and 410mm shells being thrown about by some of her tier mates, their individual shell performance is middling at best. Thus cutting through all of the crap, California's only significant change is her range increase over Arizona and she pays for this with truly appalling gun fire arcs. Observe: California has absolutely horrid main battery traverse rates, coming about at a glacial 60s for 180º. California has tier VI firepower with tier VII range. As much as I would like to be excited about her range, she needs it or the ship simply doesn't work. Wargaming will try and sell you this ship bragging that this reach is to California's advantage. Simply put, it's the only thing which makes this ship viable as a tier VII vessel and even then it barely passes muster. This ship is slow. Unlike Arizona which finds herself occasionally enjoying the 36km x 36km claustrophobic maps of lower tiers, California more often than not sees the 42m x 42km and 48km x 48km maps of higher tiers. That extra reach is an outright necessity to bring her guns into play before the battle moves on without her. Even then, it's often not enough. You can get a taste for this already by playing Arizona in bottom tiered matches and struggling to keep up with the pace of battle. California's reach partially mitigates this, but only partially. Her horrible gun fire angles necessitate that she swing out and show a lot more broadside in order to bring the weight of fire to bear on targets. This exaggerated manoeuvre bleeds speed (to say nothing of changing her heading and possibly navigating away from battle), further slowing her already ponderous pace. Thus her range becomes even more important. Are California's main battery guns better than Arizona's? Absolutely. Are they good enough to be tier VII guns? Sure -- they have better range and much better sigma than New Mexico's. The issue, though, is that they're not improved enough over the tier VI premium's to be worthwhile. Arizona's weapons are amazing at tier VI. California's weapons are only okay at tier VII. This means, gunnery wise, you're paying more money for a worse experience. This means for California to be worth her price tag, she's gotta make it up elsewhere. Once again, here are some dispersion tests. These are 180 shells fired at 15km locked onto the stationary Fuso bot. The bot was without camouflage. Unlike my normal dispersion tests, as Arizona and California can't equip the dispersion reducing ASM1 upgrade, their fields look comparatively larger than ships of the same tier. Shots are coming in from right to left with Fuso bow-tanking. One of these is California, the other Arizona. I'm not telling you which ship is which. If you're struggling to see a difference in as clinical and sterile a trial as this, you have no hope of feeling the difference through normal game play. In battle, targets are moving at different angles and speeds which makes any reasonable evaluation exceedingly difficult unless there is a tremendous change in performance. This is why I frown on a difference of 0.1 sigma being used as a selling feature -- it's a "spreadsheet" value that will affect a ship over the course of several games but isn't likely to be significant within a single match. A Missed Opportunity California doesn't make up for her main battery gunnery with her secondaries. California's secondaries are crap and they didn't have to be. Despite constant suggestions to give her improved accuracy and/or range on her secondaries, Wargaming wouldn't budge on keeping them standardized. These weapons are not worth upgrading any more than you would find it worthwhile to upgrade North Carolina's or Alabama's secondaries. California's AP penetration is okay. It's not high-velocity Soviet-good like Poltava's, though, nor does it have Duke of York's improved auto-ricochet angles (which shares the same penetration as KGV). Landing citadel hits against enemy battleships tends to fall off at ranges over 14km or so, but you should still be able to land penetrating hits through most belts you'll encounter. In theory, California has some pretty good AP damage output. She doesn't have boosted HE shell damage the way Japanese and British battleships do, so she's kind of lackluster there. That hurts given her inability to overmatch 25mm armour that's so commonplace within her matchmaking spread. Arizona sits just behind California in AP and HE DPM, but not so much that you'll notice in most cases. Summary so far: You're buying a longer-ranged Arizona. The 0.8s improved reload time and harder hitting AP shells are okay, but you can't feel the 0.1 sigma difference. However you're paying for the improvements with very crappy gun fire angles. Options: Nothing unusual, for good or ill. Firepower: Arizona with longer range, slightly improved damage output but much worse fire arcs. Durability Hit Points: 58,300 Min Bow & Deck Armour: 26mm extremities, upper hull and deck with some 31mm rear deck sections behind the superstructure. Maximum Citadel Protection: 35mm anti-torpedo bulge, 343mm belt and 44mm citadel wall. Torpedo Damage Reduction: 36% California's protection scheme is perfectly adequate for a tier VII battleship. It's comparable to Arizona's and they each have their strengths. California versus Arizona's Durability California has more health (58,300hp vs 57,200hp) Arizona has better anti-torpedo protection. No, really. (37% damage reduction for Arizona vs 36% for California) Arizona has better upper-hull armour. (Arizona has a strip of 37mm armour above her belt while California's upper hull is only 26mm). California has better deck protection (California's deck behind her superstructure and around her X & Y turrets is 31mm thick. All of Arizona's decks are 26mm). Overall, the ships are very comparable in terms of their protection and durability. While California has the slight edge in health, it pays to keep in mind that Arizona has a large hit point pool for a tier VI battleship while California is on the low side of average for tier VII. Tier for tier, Arizona is the better protected ship with her armour and hit points meaning more at tier VI than California's at tier VII. That 35mm anti-torpedo bulge covers a huge section of California's side. All things told, it's not bad for helping keep shells out (especially when angling). Her 31mm rear deck will help shatter small-caliber HE shells too, as will her 50mm armoured secondaries. Look at this chungus. This is a top-down view of California with her 343mm belt highlighted in red. You can see just how massive her 35mm anti-torpedo bulges are. Shells which fuse inside this bulge but outside of the hull spaces underneath result in zero damage penetrations. Here's a better view of how deep California's belt extends. The dark red is 343mm thick while the orange strip at the bottom is where it tapers to 273mm. In order to land citadel hits, shells must contend with her 35mm anti-torpedo bulge then her 343mm belt and finally her 44mm citadel wall. California's citadel (in yellow) is fully submerged well below the waterline. Short of adding a turtleback, it's as well protected as you could hope it to be. The most dangerous shots come from medium to long range where shells have a bit of drop going for them to strike beneath the waterline and angle towards the citadel. As good as California's lateral protection is, her big weak spot is her bow. Her stern is made up of composite layers of armour beneath the 26mm outer shell in a similar vein to Giulio Cesare's bow. It isn't anywhere near as vulnerable. But her bow? It's just the 26mm outer portion until you smack the transverse bulkheads protecting her citadel. They're not thick enough to keep battleship caliber shells out. Furthermore, that big 26mm area is just begging to receive hits from HE spam. California faces a lot more opponents that can easily best her extremity and deck armour -- not only with battleship caliber AP but also HE spam from cruisers with enough base penetration to out-muscle her structural protection. Once engaged at medium-range, there's really not much this ship can do about it short of trying to fight her way out. As we've already covered, she doesn't really have that much better of a chance of doing so than Arizona. California's protection scheme is decent for a tier VII battleship but it's nothing special either short of her anti-torpedo protection (which is good but not as amazing as the size of her bulges would suggest). She doesn't have improved heals like the British battleships. She doesn't have a nigh-impervious citadel like Scharnhorst and Gneisenau. She's missing an ice-breaker bow like the aforementioned German ships. The Soviets infamously have it too. Were it me at the helm of California's project, if improving her offense was off the table I would have done something here. There's lots of ways they could have gone about it, though I think the most elegant solution would have been to give her 32mm structural plate on her bow, stern, deck and upper hull, akin to a tier VIII battleship. She would have felt immediately tankier but still vulnerable to higher tiered ships. Oh well, missed opportunities. California's on the low end of average for her potential health. This isn't exactly welcome for such a slow brick with a big squishy snoot to boop. California has a boring ol' 14% healed over 28s, not the 16.8% of the KGVs and Hood, the 40% Nelson or even Colorado's 18.48%. It could be worse, I suppose. She could have ended up like Poltava with a max of 4 charges of heals. Summary so far: Worse protection than Arizona, tier for tier, but that's largely owing to a deficit of hit points as a tier VII battleship. Her protection scheme is otherwise fine though her snoot is a huge weak spot. Options: Nothing unusual, for good or ill. Firepower: Arizona with longer range, slightly improved damage output but much worse fire arcs. Durability: Comparable durability to Arizona even though she sits a tier higher. Agility Top Speed: 20.5 knots Turning Radius: 640m Rudder Shift Time: 14.7 seconds 4/4 Engine Speed Rate of Turn: 3.7º/s So, there are slow battleships in World of Warships and then there are the American premium standard-types. You see, the normal American tech-tree battleships have an artificial boost added to their engines -- they don't bleed speed like normal battleships do. It's akin to (but not a copy of) the UFO-style acceleration found on British cruisers and destroyers. However, the premium standards Arizona, West Virginia 1941 and now California, all lack this boost. They decelerate like normal battleships. This means the moment you touch their rudder, they dump their speed faster than a tweaked-out college student having their dorm inspected. The net effect is that though California has a 20.5 knot top speed, she's usually flirting with much less -- as little as 15.3 knots at 4/4 engine settings. Colorado at least manages 19.2 knots under heavy manoeuvres. The horrible fire arcs on California's guns will necessitate more manoeuvring to swing out her guns and then duck back which will only ensure she's stuck on the lower end of this speed. I have no idea why Wargaming didn't provide her with the tech-tree style energy preservation. This would have made her functionally as fast as Nagato under manoeuvres. So you can largely forget about getting anywhere fast. You can forget keeping up with the pace of battle. You can also forget about successfully kiting or disengaging when things turn sour. I think the real unfortunate detriment here is that it makes California more vulnerable to torpedoes. If you're trying to get from A to B as fast as possible, you're not going to want to touch your rudder. That just makes her easy meat for enterprising lolibotes. Ostensibly, California's range is supposed to help her here. She might not be physically present in the heat of combat, but her reach should allow her to at least offer some contribution while she lags way in the back. Summary so far: California's agility is absolutely appalling and worse than it had to be. Still, she's not far removed from Arizona -- like, the differences are barely perceptible. However, the larger map sizes makes this a lot more problematic. Options: Nothing unusual, for good or ill. Firepower: Arizona with longer range, slightly improved damage output but much worse fire arcs. Durability: Comparable durability to Arizona even though she sits a tier higher. Agility: An ever-so-slightly worse Arizona but now deployed on larger maps. Anti-Aircraft Defense Flak Bursts: 5 explosions for 1,400 damage per blast at 3.5km to 5.8km. Long Ranged (up to 5.8km): 137 dps at 75% accuracy Medium Ranged (up to 3.5km): 364 dps at 75% accuracy Short Ranged (up to 2.0km): 490dps at 70% accuracy So here's California's main selling feature. You get tier VIII American battleship AA firepower at tier VII. This is in contrast to Arizona which has like ... no practical AA to speak of. As far as gimmicks go, it's downright laughable in the current meta. This might have meant something back before the CV rework, but it's a joke currently. Before patch 0.8.0, the levels of AA firepower California puts out would have been formidable and worth celebrating. She would have been a meme the way USS Texas used to be down at tier V. Now such AA firepower is merely an inconvenience to CVs. While tier VI carriers have to respect your AA firepower they can still strike you. Furthermore, it's not going to put off a determined tier VIII carrier even for a moment. The best that can be said is that California won't be high on the enemy aircraft's priority list. However, she has enough problems already without considering CV strikes. I've sorted these ships by the formula I like to use (DPS x [range-1km]) to give a better, but not entirely accurate, impression of AA effectiveness -- the logic being that longer range AA is better than shorter range AA. Hood is listed without DFAA active, just know that the numbers shown here jump by 50% when she pulls the trigger. Nothing can touch California, though, which sits smack in the middle of the tier VIII American BB range, rubbing elbows with Alabama, North Carolina and everyone's favourite: Massachusetts. Summary so far: California has absolutely amazing AA levels. She's boasting not only tier VIII AA firepower at tier VII but good tier VIII firepower at tier VII. Unfortunately the state of the CV rework makes AA unrewarding and frankly useless at times no matter how much of it you have. This is a booby prize in the current meta. Options: Nothing unusual, for good or ill. Firepower: Arizona with longer range, slightly improved damage output but much worse fire arcs. Durability: Comparable durability to Arizona even though she sits a tier higher. Agility: An ever-so-slightly worse Arizona but now deployed on larger maps. AA Defense: Excellent and sadly irrelevant. Refrigerator Base/Minimum Surface Detection: 13.5km / 11.79km Base/Minimum Air Detection Range: 9.69km/ 8.72km Detection Range When Firing in Smoke: 11.71km California is very sneaky for a tier VII battleship. I wish this could have meant more than it does. This ship isn't likely to sneak up on anyone, mostly because it's patently unable to catch up to anything that doesn't want to be caught. At best, you might be able to setup an ambush and catch someone unawares but that's not likely to happen -- again because of that lack of speed. Ostensibly, this should allow her to disengage more easily by holding fire but let's not kid ourselves into imagining that she can escape pursuit. Without allies to road-block, California will be run down, sneaky or not. The final thing to keep in mind is that because of her long range, every time she pulls the trigger, she rings the dinner bell. This can be especially problematic if you've boosted her range and there are silly things like a bored Musashi or Champagne itching for targets. So California has good concealment! Unfortunately she can't really take advantage as well as another battleship might because of her slowness. Summary so far: California's concealment is meant to be her saving grace. With a base 900m advantage over Arizona, this is supposed to facilitate not only engaging the enemy but escaping from difficult situations. However, without it being paired with improved agility or durability, this bonus is merely nice to have, rather than ship-defining. Options: Nothing unusual, for good or ill. Firepower: Arizona with longer range, slightly improved damage output but much worse fire arcs. Durability: Comparable durability to Arizona even though she sits a tier higher. Agility: An ever-so-slightly worse Arizona but now deployed on larger maps. AA Defense: Excellent and sadly irrelevant. Vision Control: Better than Arizona by a lot, but she isn't able to take ready advantage of it. Summary: California vs Arizona California is a longer ranged Arizona with slightly improved damage output between better AP shells and a faster reload. Her improved dispersion via sigma will only be apparent over the course of multiple games rather than individual matches. She has greatly improved anti-aircraft firepower and she's more stealthy. However, she has very poor gun fire angles, horrible agility and no appreciable gains in defense all while being up-tiered to tier VII. The final difference is cost. Arizona will set you back the equivalent of 6,900 doubloons. California will cost you around 10,000 for a worse experience, tier for tier. It's worth being said: Arizona over-performs at her tier. She is a powerful tier VI battleship, so you might think my comparison unfair. California isn't broken, she's just not over-tuned the way Arizona is. And that's fair to say. However, for a consumer looking for the best bang for their buck, why buy California when Arizona is available? If you had to choose one, Arizona is the better purchase, hands down. What's more, California does not offer anything novel in the way of game play short of having better AA firepower. Are you really inclined to pay to play Arizona with worse matchmaking for the simple sake of being slightly less victimized by aircraft? Arizona is "long ranged" for a tier VI battleship once you install Gun Fire Control System Modification 1, so you largely duplicate California's schtick there too. California plays like Arizona but she plays less comfortably owing to her worse fire arcs and even more sluggish handling. I'm left to wonder what the point of California's design implementation as is. Rather than look for something new or novel, Wargaming played it safe. This might have worked had Arizona not been on offer -- California would have been more rightly compared to New Mexico and her strengths would seem obvious. "Ooh, 1.9 sigma with twelve guns? That's MUCH better than 1.5 sigma on New Mexico!" But again, Arizona is a thing. We already got that game play and at a better price and matchmaking. Hell, if you're a fan of PVE you get an even better deal with most scenarios now being limited to tier VI these days. With Arizona existing, Wargaming should have either retired the Pearl Harbor monument or dredged up something from their box o' gimmicks for California to compensate. California is a ship without game play identity. She is to Arizona what Alabama is to Massachusetts & North Carolina-- entirely forgettable and an unfortunate waste of money for worse game play. California is a beautiful port queen that doesn't live up to her fantastic history. It's such a bloody shame. This screenshot makes me sad. Once upon a time, seeing a ship with this much AA would have made me very excited. Now it's just a reminder of how much potential is wasted in the current meta. Final Evaluation Let's pretend Arizona doesn't exist. Is California worth it? No. No, she isn't. I love my standards -- I love them to death. But playing a standard-type battleship at tier VII or above needs to come with some pretty juicy perks or I'm not biting. The issue is their inflexibility. Once you start stacking on any other flaws and they just become unpalatable -- and California's gun handling and reload are some pretty wonky flaws, especially when paired with her slow speed. And she gains naught for these handicaps. The perks they gave her to compensate, namely good AA, nice range, good concealment and more accurate guns, don't cut the mustard for me. This is largely owing to what should be her main selling feature being laughable. Phenomenal AA power is watered down more heavily than American Lite Beer. Like American Lite Beer, the CV rework has a lot to answer for. It should be hella tasty and refreshing. Instead, it's so much thinned out swill with a rancid aftertaste, leaving you to wonder what could have been. California isn't fun to play and that's her greatest crime. If she can't be powerful, she needs to be interesting and she fails at that utterly. I'll play a shoddy ship back to back for hundreds of games provided she's fun (I've done it too -- I loved Atlanta before Surveillance Radar was a thing). I don't want to touch California. I'm constantly fighting with her rudder or her guns and she has nothing I value to compensate for it. Hard pass, ladies and gentlemen. California is a hard pass. Conclusion I was going to take a break after Siegfried and Agir's review was published. However, California's an important release and, more pressingly, I don't feel she's a good ship. Had she been strong, I think I could have just sat aside and let people discover that for themselves. But seeing how she was being released reminded me of why I write these reviews in the first place: To protect other players from making bad purchases. Wargaming burned me once too often in World of Tanks. If I can help others avoid that, I will. Now that said, with this high-profile release covered and my feels (hopefully) clearly broadcast, I'm taking some much needed time off.
  18. So, I unlocked the ship, looked the stats over, played it a little, and ended up doing a bunch of research. Because it seems like Oklahoma is what some of us, including myself, asked for - a USN BB with a focus on secondary guns. Unfortunately - it seems like for those of us that did suggest a full line - with Oklahoma's sister Nevada as the tech tree tier 5, they stopped reading at 'USN battleship with secondary focus'. And well... Oklahoma as she is is what we get, though I will give credit where it is due - they did infact update her to have the 3"/50 AA guns she was supposed to have post refit and had on December 7th. Now, is she the worst ship I've ever played - no. But to just be a good ship ( and 'good' in this case means 'acceptably average'), she needs some work. And freebie or not - I think it's worth to do it (especially because after the fact people may end up buying it). Now bare in mind - my suggestions lean more in to keeping it more with a secondary focus then, well, just another USN standard - so I expect those who want more significant changes to the main battery will disagree with me quite heavily. Survivability - So, I can't tell you how many hours I spent trying to find out how much steel is below the 3 1/2" teak decking because yes, I am mister 'as historically accurate as we can make it', and for whatever reason, can't find the damn answer - so purely game balance it is. If the ship is going to be a shorter range brawler - the thing needs armour protection, and not just side to side vs BB's - it can't have literally everything with 5 inch guns auto-penning it on rapid fire with HE without even need of IFHE. Now, if I had my way, I'd increase all of the 19 mm armour that covers the ship, but I see that getting a lot of push back so, given it is the first 'all or nothing' BB and that generally speaking the bow/stern didn't really get protection - lets roll with that. Either increase all the central side/deck plating to 25 mm (immune to standard 127 mm HE, better resistance vs same caliber guns) or 26 mm (Immunity to non-IFHE 127 mm and 152 mm round, better resistance to 381 mm rounds). The Bow and stern would still have the overly squishy 19 mm armour protection - but it would at least add a bot more to the central part of the ship that was actually protected. Even if it only reduces a handful of 127 mm rounds not penning, it's something. Firepower Main Battery - The jump from 34 to 40 I think was overkill, going down to 37 seconds and splitting the difference should be fine - especially given the various other nerfs she has over the other 2 USN tier 5 BB's in shell performance. Secondary Battery - Is fine other than one suggestion that if it can apply just to these guns, great, if not, well it won't make the main battery that much better - give them 1/4 pen. This would at least put it on par with the German secondary ships, a middle ground between their 10.5 and 15 cm mix. Though slightly more uniform in caliber, even though not RoF. AA Defense Once again, thanks for adding the 3 inch guns back. Also once again, 3 inch guns should be part of the long range battery - not mid. In fact - these 3 inch guns had better range than the 5/25 you have as the long range guns, even if only slightly. Adding the 3 inch guns into the long range band will allow them on average to add another 4 seconds of DPS to panes, currently 84 more damage, though I would add 5 damage to the 5 inch guns (100 total) and 3 to the 3 inch (24 total) which would add a base total over the entire time in an attack run (AA start at 4.8 km to 0 km) of 205 damage, compared to it's current baseline average of 1444 DPS a 14% increase. I would also alter the flak bursts - reducing the damage from an explosion to 900-1000 damage, but increasing the number of burst per salvo to 5 (matching the number of guns firing flak rounds per side). Still less than the Russian bias BB and Texas (albeit more effective than Texas because of range, which would be fixed if it and New York also had their 3 inch mounts shifted back to long range AA though Texas would need some changes to DPS numbers to not make it insanely OP AA) by a fair amount, though more than New York which I'm 90% sure it already actually beats anyway. Mobility The speed and turning while not great, can be easy enough to ignore. But it seriously needs better energy retention given that even NY/TX/AZ/Etc are all actually faster than it. The speed loss, while on occasion useful in torpedo dodging, is just incredibly bad for the ship overall. Consumable Reduce the Cooldown on DCP and Repair to at least 60 seconds, if not 40. Let's be real here - at under 20 knots, the only way it isn't out run by a ship is you either add Bogue back in, or it horror movie chases the opponent in to a corner where simply geometry allows it to close range if the ship won't engage and opts to flee. And it can pelt the thing indefinitely while it does and it waits forever for the main battery to reload. Battleships still take 18% fire damage baseline, and being tier 5 at most you get that down to 12.2% per fire IF you use the flag and have a captain built a bit more to survivability. Otherwise if you only have one or the other, it deals 14.4% or 15.3% damage per fire - and each repair party heals only 14% of HP, 16.8% if you have the flag - and depending on the ships armour - as is every 127 mm round will pen, and my proposals only cover the center section so hitting the bow is still pen damage for anything and if only 25 mm in the center still auto-pen by 152 mm shells, that A: only 50% of the damage can be healed back and B: adds up when you have the fires and takes away how much you can heal off the fire damage (which is why IFHE is still an issue - it's the pen/fire combo - even with the 50% nerf that still keeps the fire chance of 152 mm cruisers too high, mainly tier 8 and higher). But this will help cancel out the fact that it's slow and can be easily pelted from long range by these targets that unless they are unlucky or fools, aren't getting deleted by the big guns cause they dodge or make it the citadel is harder to hit if not impossible. Also better allows the ship to be more an outright heavy tank to say break through in to a cap and contest it if more than one ship focuses on it, especially if it's more than one high rate of fire ship spamming HE only. Overall this should keep it more of a secondary using BB, the increased armour and changes to DCP and Repair will help it actually last in a match, and free up some ability to actually opt for a secondary build a bit more than survivability seeing as they'll eat less HE pens, and be able to put out fires/repair them a bit faster. The change to 1/4 pen on at least secondary guns means they are useful against most ships it sees, and make up for the lack luster performance of the gun. The 3 seconds off the MB reload, the reduced speed loss in turns, and AA changes are really a bit more player comfort and geared toward more mid-range players and well, the fact that low tier AA around this tier is kinda screwed anyway - even with that extra 205 DPS in a pure state 1649 DPS unless you get some flak hits won't even take out 1 TB or DB in most cases against tier 6 CV's - and that's before your pelted by HE everything. But honestly - I'd be fine if only the armour, secondary pen, and consumable adjustments are made, or absolute minimum armour and consumable ones made. The French ships rely on speed, the German's, speed and armour combined, USN BB as a simple slab of metal that has HE poured on it as it slowly roles in to secondary range towards a cap, it'd be different than those two lines, the only thing close really is Warspite, and even then that trades a bit of armour for a tad more speed. If you make these changes, I think Oklahoma would be it's own ship that people might enjoy as much as something like Warspite.
  19. CaptainZade_NA

    New Orleans

    Finished playing and grinding the Pensacola, was fun, and now I've got the New Orleans and I think I'm doing very poorly with it, I always find myself in T9 matches where I'm very vulnerable with my 25mm armor so I get discouraged to even play it. I've watched videos on how to play the New Orleans and I'm still trying to comprehend them, so while I'm finding help on how to get out of probably my most hated ship right now, how do I play it?
  20. Thanks in large part to @Shrayes_Bhagavatula and his recent (And frankly well done) German BB split proposal, I have been thinking about Battlecruisers once again and how such lines or line splits would shape up in the game. In particular, Sharayes' 'Raider Line' of German Battleships, at least IMO, would potentially pair well with earlier, true BC's to create not just a split but a true 2nd line of battleships to unlock for Germany. His top tier conclusions meant that one would only need to backfill down to tier III in order to complete a line, and since there are more than enough ship classes from the era to do so, a BC-->fast/ commerce raiding BB line suddenly becomes very attainable... at least in theory of course. But today, I'd like to start my suggestion with a different nation to backfill BCs with; the US. As we know, there will be an imminent split at tier 8 for the USN Battleship tree, and like many of you I was shocked and a bit disappointed when the ships were announced and shown off a few months ago. "This isn't at all what I wanted!" I exclaimed! "Where's the Nevada, the Tennessee, the real SoDak? Where's our awesome secondary focused, brawling BBs!?!?" Instead what we got was the original South Dakota, a rebuilt, pretend-to-be-a-Montana South Dakota, and one of the freakin' Tillman proposals! Not to say that such ships didn't have their fans prior to the announcement, they most certainly did! Even I'll freely admit I was hoping to see the OG SoDak come into the game at some point as a premium or, something. However, as I calmed down and started to think about it more, it's actually kind of brilliant on WG's part. We have always had a very nice, well put together tech line for the US BBs from a chronological standpoint. Starting from the first Dreadnought, to the standards, to the post 1930 era Fast BBs all the way up to the aborted Montana, it's a very well defined line! And now, we're going to be given a choice: what was versus what might have been. The simple fact is that the 1920 South Dakota-class was the next in line to be built after the Colorado-class and very nearly were, if not for that contemptable piece of paper known as the Washington Naval Treaty. Now, say what you will about the new ships, and they very well could end up being crap as many of the doomsayers are proclaiming, but there's no denial that these new "Super Standards" as I call them, will not only create a more interesting chronological line but also a more significant gameplay choice: continue with the slow, methodical playstyle of the standards or go with fast, maneuverable BBs? And therein lies the brilliance... So if you made it this far, congratulations! If you're looking for the TL:DR well here's your question: 'What the hell does all that have to do with American Battlecrusiers TW?' So glad you asked! Despite the fact that the USN fast BBs make chronological sense in the techline, it got me thinking; can it be extended and make sense gameplay wise? This is where the BC's come in. Since we already have existing tier VIII-X ships, we simply need to backfill the rest of the line as far as it can go. And how far does the BC line for the US go? Lets theorycraft! Starting off at tier VII, we have the most obvious ship to place in our hypothetical American BC line: The Lexington-class: As we all know, the Lexington and Saratoga were rebuilt as CV's so I would go with the name Constellation for this class in the techline. The main feature of these ships are that they are basically the ultimate glass cannons. Roughly the same size and maneuverability as HMS Hood (though slightly faster), Connie would also feature similar armament to Colorado, with 8x2 16" guns though these are the 50cal versions that were also to be used on the original SoDaks (nee: Kansas) Her main drawback is that this thing, other than being huge has only 7"(!) of main belt armor. That's only slightly better than a Baltimore and compared to Hood is equivalent to only her upper belt, whereas her main belt is 12". So yeah, you want to talk about easy broadside citadels, Russian BBs eat your hearts out! And it's this frankly jarring achilles heel that have some saying is the reason the Connie will never show up in the game, she's simply to fragile to to balance properly. But I argue she could be balanced, especially given a hypothetical refit that WG would certainly give her anyway, could make her perfectly competitive at tier VII, playing more like... a long range heavy cruiser rather than a true BB. Now at this point, many people would say "yeah, that'll work. Branch her off from the New Mexico and call it a day!" But Wait! we can still go further down the line! Just like a archeological expedition, we just need to dig a little deeper and get to tier VI where we find: Welcome to the original Lexington-class designs. The drawings you see above are the ships as they had been designed by 1916, only for the design parameters to change the following year into the ships that actually got laid down in 1920. Instead of 8x2 16" guns she was to be fitted with 10 14"/50 guns in a superfiring arrangement of 3 over 2, like the Pensacola-class CA. And just like her contemporary at tier VI, her armor is devastatingly thin at only 5" at the belt. Let me repeat that: FIVE. INCHES. It's the same armor thickness as the New Orleans at tier VII, in a ship four times it's size. Now, this does mean that she has an insane top speed of 35(!) knots, but even so. This is a ship of yuuuuge extremes. And just like her big sister a tier higher would likely mean the ship wouldn't play like a BB at all, more like a giant CA with 20% less firepower than the New Mexico. Oh gods I hear you say, make it stop! Surely there can't be more! Oh but there is... digging a little deeper still, we find: This ship was the culmination of a design study that had begun around 1911-12 in response to the IJN Kongo and in many ways was exactly that, an American rebuttal design meant to offer similar capabilities. And as you can see, this ship is rather... reasonable in design when compared to the insanity that becomes the Lexington-class project. Main armament was only 8x2 14" guns, these likely would have been the 45cal ones since they were just coming online at the time, so again about 20% less firepower than it's contemporary BB at tier V, the New York-class. They also feature... reasonable-ish armor protection as well, with a 10" armor belt as seen above. Overall, this ship is entirely sensible compared to what comes next. But is there anything that comes before? Can we go even deeper? Yes, yes we can. This drawing is based on a series of general requirements that had been drawn up by the Naval Design Bureau from about 1909 to design a battlecruiser, using the Wyoming-class as a base. 6 different design sketches were submitted and the end result was what you see above. Congress was never interested in authorizing any money to the Navy to build such ships, only changing their tune when the Kongo-class was revealed to the world. The main armament would be the same 12"/50 guns as on the Wyomings for those wondering. At this point we've pretty much hit rock bottom. I could continue this even further with Armored Cruisers, which were the true precursors to the battlecruiser but as there are no AC's in WoWs yet, that's a story that'll have to wait for another time. Hopefully soon... ;) Congratulations! You made it through the entire rant! I hope you found this interesting and as always, I welcome your feedback and suggestions!
  21. Ah the lowly Destroyer Escort (DE), a true unsung hero of WWII and at least in our little corner of the internet, a rather confusing and controversial subject. It's also been one that I can't stop thinking about lately. Namely; could they possibly, maybe.. just maybe be viable for inclusion into World of Warships? Well, despite my repeated attempts and research the best way to answer that can be summed up as so: So a little context first. What I'm talking about are not technically DDs in the sense that we the playerbase think of them in the game. Those are what can be generally referred to as 'Fleet Destroyers' and, as the name implies are designed to operate with a battle fleet in support of a surface warfare group attacking other ships. Ok, that makes sense that is what we do for the most part in WoWs right now. Well, these ships OTOH would be what we call "Ocean Escorts", or just Escort ships and would actually be considered a type of auxiliary. They have one very specific job to do; protect convoys and hunt submarines (ok that's two jobs). So, in the most basic sense, these ships don't fit WoWs because we don't have submarines to fight... yet. But for the purposes of this article, lets assume that they are here or at least imminent. Now they have a reason to exist. So the next question is, can they work? Again, conventional wisdom says no for a multitude of reasons. First and foremost is speed. These were NOT meant for fleet duty so they didn't need to be fast they needed range. So on average we're talking about speeds between 20-25 knots. Everything can run them down and kill them. So what about firepower? Wellll... generally pretty light and specialized. Using a John C Butler-class as one example, they were equipped with 2x 5"/38 guns, some AA which was actually pretty meaty for ships that size, 3x 21" torpedo tubes and a LOT of depth charges, either rolled off the back of the ship or launched by k-gun throwers (DCT). Wow... that's not much. And it's a broadly similar story with both the British and Japanese as well. Usually you see a trade off in some increased firepower for decreases in other areas, like speed or AA. This leads us into the 3rd problem which isn't so much about the technical aspects of the ships themselves but more about their appeal and utility compared to Fleet DDs. Destroyer line splits have become something of an interesting topic as of late, with many different ideas, theories and proposals put out in the past year or so. I myself have theorycrafted a 2nd French DD line which you're welcome to read if you're interested. Now in fairness, not actually knowing how submarines will fully shake out in the live client makes it seem like the DDs we have now are more or less adequate to fight them. They all have DCRs or DCTs of some kind, so they have a weapon to fight them. But as many have pointed out, it's not an ideal situation for the current DD meta to take on ASW whilst having to do, everything else a DD is expected to do in a given match. So splitting lines might be beneficial as it could allow for more dedicated lines to focus on certain capabilities more than others. Now that's fine if you're simply referring to DDs vs. DEs or FFs etc. but a look around the rest of the nations present in WoWs makes for some grim outlooks there. France, for instance as mentioned previously would still only really have DCTs and DCRs as it's primary ASW capability even for it's standard torpilleurs d'escadre. Germany is in the same position (although they might have had homing torpedoes but that's a story for another time), Italy, not much difference and not much in capabilities. Russians, same thing. Meanwhile, the US gets access to Hedgehog mortars, the British had that and Squid mortars and even the Japanese can call upon a type of ASW shell fired from their main guns! To be fair though, Pan Asia and Pan Europe (so far) have some of these capabilities on their ships and more (Swedish Halland/ Smaland and Freisland have ASW rocket launchers for instance.) So this paints an unpleasant picture of only 4 nations (kind of 5) really having the capability to act as a hard counter to subs and yet only one nation can actually say that it can do it with existing assets! (kind of 2). Soooo... TL:DR; can a DE make a difference in the game as the meta is currently established? Absolutely not. They are too slow, too weak and no amount of gimmicks will alleviate that anytime soon before Submarines make it into the game.. and possibly afterwards too. BUT WAIT! That's not fun! That's not what this diatribe is about! It's about the ships man! So for the sake of pure fantasy and ASSUMING that there's enough of a meta shift once submarines are established that such a class of ship is needed what could such a line look like? Well, let's have some fun with that! I will only be looking at the US for now since this is purely theoretical and I can include a ship that I've actually wanted to see in the game for a long time, and can finally justify it's existence! So without further ado: A US, DE Line Split. Tier V (Yes, really) - Buckley-class I'm starting at mid-tier for two reasons. One; I believe that one of the main gimmicks of these ships will be Hydro across the board and two; these are interwar ships so they don't belong down with the WWI stuff, no matter how slow they are. With that said, the Buckley's were really the template for the rest of the ships that came after. Top speed of 24 knots, triple torpedoes and all the usual ASW gear including ahead-throwing Hedgehog (which may or may not be added depending on balance). Main gun armament is.. well, 3" DP guns. If anything I'd consider this a type of secondary, which means this thing would play with only torpedoes and it's ASW weapons but the guns do have a 30 rpm rate of fire so even though your only throwing 3" shells all over the place that is A LOT of them! Tier VI - Edsall-class We're skipping the otherwise very similar Cannon-class for this ship, which represents somewhat of a transitional design. Armed initially with the same 3" DP guns, it can be upgraded to the good ol' 5"/38s we all know and love. This was an actual conversion planned for these ships late in the war but never carried out due to the ships pretty much being "excess to requirement". They also get pretty much the same suite of other weapons as previous but some slightly upgraded AA to boot. Tier VII - Rudderow-class These ships were based on the general hull design of the earlier Buckley-class which is why they're included here. Main armament hasn't changed all that much except for heavier still AA (read: modern). Although very similar to the next class of ships, it should be noted that for balance sake, the tiers 8 and above are going to be fitted with another gimmick- Radar. Tier VIII - John C. Butler-class Yup, the class of the USS Samuel B. Roberts fame. Again, same basic armament as above but with EVEN MORE AA (in typical American fashion). The main gimmick of this ship now is that it can use Radar in addition to Hydro, allowing for grater situational awareness especially when given the fact that even with a speed boost fitted, these ships can at best make, 29 knots? Interestingly enough though, a lot of JCBs were upgraded post war with new 3"/50 DP guns replacing the 40mm Bofors and even the newer Mk.15 trainable Hedgehog launcher. The older ones are fixed position so they can only fire ahead of the ship. So, conventional wisdom would dictate I follow this with the Dealey-class but there's no way to make that work at tier 9, so instead I had to get creative and as it turns out there is a way for the top tier line to get more, competitive shall we say? Enter: Tier XI - Fletcher-class DDK/ DDE conversion Oh great, yet another Fletcher in the game. How original! I hear you moan. But in reality, this would make the most sense. These ships were chosen for conversion to dedicated Escort/ Hunter Killer DDs to provide a little more capability to fleet operations given how slow the DEs were. Modification included removing 3 of the 5 5" guns, the 40mm guns and one of the TT launchers. In it's place would be some 3"/50 DP guns in twin mounts, and either a Mk. 15 Hedgehog or the RUR-4 Weapon A (Alfa) ASW Rocket launcher. Which essentially would work like any other mounted gun in the game. Only it throws big anti-submarine mortars towards subs at 12 rounds per minute! Also, these ships after conversion were slower than the original fleet ships, maintaining a speed of around 35 knots. So which much faster than anything that came before it in the line, it's still slower than the existing Fletcher. Tier X - Mitscher-class This ship at first glance doesn't seem to make any sense in the context of the rest of the line. It's longer and 1000 tons heavier than even the Fletcher and is designated as Destroyer Leader! (DL) How the heck does that fit?!?! Well, because the Mitschers were kind of considered to be the first modern Frigates in the US Navy after WWII and in 1975 would in fact be reclassified as such. The reason? These ships, despite their CHONKINESS were in fact dedicated ASW platforms with all the sensors and weapons the Navy could stuff in them, hence the size. And what an armament! Main guns are the 5"/54 mk.42 which would be new to the game. The ship again only has 2 guns but they are capable of up to 40 rounds per minute! So, imagine a Halland's guns but half the barrels and 5" instead of 4.7" and you get a pretty good idea of what this thing can do. Add to that 4x 21" TTs, some 3"/50 AA guns and 20mm guns to boot and 2 RUR-4's, one on each end. And to top it all off, it still has DCs to throw around. Consider this ship the payoff for suffering through all those mid-tier DEs. So there you have it. I hope that this was informative and interesting and as always comments are always welcome!
  22. The title gets across the gist of it. As I'd imagine a lot of you know, the two most widely used and effective AA guns mounted on American ships during WWII were the 40mm Bofors and the 20mm Oerlikon. I'd also imagine that a lot of you know that those were Swedish and Swiss guns, respectively, purchased by and built for the U.S. military. The question I have is this: Why go to foreign designs? I'd imagine that it wasn't cheap for the States to get their hands on these designs, and that money possibly could have been used to improve the U.S.' existing AA designs or to come up with new ones entirely. Likewise, selling weapons to the Allies must have presented a terrible risk to neutral Sweden and Switzerland. By 1941 both countries were completely surrounded by Axis territory (since Finland joined the Axis when Operation Barbarossa began), and the pretense of stopping the selling of weapons to their enemies would have presented a golden opportunity for Germany and Italy to invade. However, since I know I'm not even close to the most well-versed history buff here, I now turn over the mic to those among you who are: Why did the United States purchase Swiss and Swedish AA guns and their designs as opposed to trying to improve on/create their own? Thanks in advance to anyone who answers my question. Sincerely, 1Sherman.
  23. captain_fearless

    Where are the other carriers?

    When are we gonna get the rest of the carriers after half of the Japanese and American cv tech tree were snapped away? I wanna see an alternate cv line, maybe one that ditches rocket planes and instead has improved bombs or have better plane regeneration. I don’t wanna see them come back as premium ships does any body heard any news on this?
  24. Got frustrated playing my Gearing in Ranked, so I decided to revisit an old friend. She only has a 10 point captain these days, but she plays as tough as I remember. The game wasn't easy; I had to work hard and keep my head on a swivel, but the results speak for themselves. The Clemson is still a powerful ship at her tier. It was nice to get a little affirmation that I'm not a complete potato player So, if you're feeling a bit frustrated this weekend, try going back to your roots. The Clemson, the Nicholas, the Farragut are all great ships, even with the CVs lurking about. Try getting reacquainted with an old friend.