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  1. 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.
  2. 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 Atlanta Atlanta 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: 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: 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: 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.
  3. Heyo, a month or two ago @MutsuKaiNi asked me if there were any designs for a German Atlanta. To my knowledge, no. But I promised to create one from scratch (so basically what WG did with a good number of Russian BBs, according to their Developer Diary), and it would be a waste if I just left it to rot on my hard drive. The entire background of this is a huge what-if. What if Germany had the time and resources to pull through their Z-plan? What if the war had not begun in 1939? What if Germany realized the need for dedicated anti-aircraft vessels? Now while one can argue the likelihood of all these events ever happening, they do in combination result in this thread. And here it is, what would be if Germany decided to convert one of their K-class cruisers into an AA cruiser? How would this take shape? What would be the most likely changes? If it is not obvious yet, I shall make it clear now: All the changes while based on actual events or ideas or concepts, have been merged in what is a product of my creativity. There was to my knowledge no plan to make something even remotely similar to this. To avoid confusion, I will imagine a fourth K-class ship and apply everything to her. I will give her the name Kassel. The K-class ships were named after German cities starting with K, and Kassel meets that criteria. Step 1: We un-suck the K-class The first few changes are rather obvious. We shall apply the refit that Karlsruhe received, that was also planned for all the other light cruisers not called Emden. Since we have moved the beginning of the war at some other point, this is a plausible step. What it does is adding bulges to the side of the ship, rearranging the searchlights, strengthening the hull and thus making her more seaworthy. Additionally Kassel would receive a 14mm upper belt and a 16mm upper deck, which would give splinter protection (and probably be useful against strafing aircraft, heh). Probably the most important change however is that Karlsruhe after her refit was capable of carrying the 105mm dp gun, which she did for the final months of her career. Since this gun will be the main armament later, enabling the ability to carry them is essential. A downside is that the speed drops to 30-31kn, and the cruising range is also going down. All of the things in this paragraph have been applied to a K-class vessel in reality, and are thus not fictional. For visualization, this is a plan of Karlsruhe after her refit. Step 2: We un-suck the K-class, round 2 We know that Köln (the only surviving member of the class after the occupation of Norway) would trade in her rear pair of torpedo launchers and her catapult. This will also be applied to Kassel, which will open up space for smaller arms and remove a fire hazard from the midship section. Since my drawing skills suck, I simplified the drawing by removing things such as lifeboats, cranes, etc. We do however keep in mind that they take up space. Step 3: We initiate the refit And now we are somewhere around 1942, the first units of the M-class are entering service, we still got those old K-class grannies around but thanks to their refit they can no longer keep up with the more modern vessels. What to do…? Smart idea, we turn them into an AA cruiser! The US has those fancy Atlanta class ships, and what they can do, Germany can do as well (not really, but anyway). And now we are entering the section where I start making things up, but will back the changes directly or indirectly. Our weapon of choice? The 105mm gun. Solid. This was the standard heavy AA weapon of the Kriegsmarine, being mounted on all heavy Cruisers at this stage, all Battleships and was also planned for future capital ships. The first step in our refit is now that the main turrets will have to go. As sad as it may be, there is no use for them on a ship which shall dedicate itself to AA duties. So begone! This would also include the rangefinders for the main armament, of which the one on the conning tower and the one on the rear superstructure would be removed to open up space for other equipment. Additionally there are also the two 3m rangefinders on the side of the foremast, which will be removed. These were initially serving the purpose of directing the torpedo armament and night fighting. However, as Kassel will be serving as an AA vessel her torpedo armament will be a weapon system which won’t be used regularly, so the room that we’d get would be well used on other equipment. Now there’s plenty of room to use. But an artillery gun can’t just be placed anywhere, a link to the magazines is needed to feed it with ammunition. That is thankfully covered, we still got Kassel’s main battery hoists. So three hoists per barbette, each delivering around 65kg of cargo every 7.5s (to reflect the RoF of the previous main guns). A complete round weights around 27kg, so we can be sure to transport two rounds with every hoist every 7.5s, so total supply per barbette is 48 shells every minute assuming that no hoist modifications take place. With that in mind we can say that each barbette can feed up to two twin mounts for a sustained output of 12 shells per gun and minute. Ready ammunition like it was usual would allow for the output to be initially higher. As for the placement, I went with this: Step 4: Fine-tuning Now that is all nice and well, but there are a few more things to do. Next up is fire control equipment. We made room for a few fire directors. Using the AA fire director we got already, we can take two more and add them. One around the conning tower, a second one around the rear superstructure. The reason for having two at the rear is that there are six mounts, so to allow for split fire directing like the Germans loved to do two would be provided. An important thing to note here is that the AA fire directors will also be directing the torpedo armament. German warships allowed for the fire directors to feed different systems if needed, so if the torpedo armament is needed, an AA fire director will feed the data to the torpedo computing room and thus a torpedo firing solution will be generated. Also note that these rangefinders work just as well against surface units, however I decided to let one 5m rangefinder remain on the ship for ASu warfare. Kassel is shaping up already, though we are not done yet. There is obviously a lack of medium and small caliber AA armament. For that we have to look at what was given to Köln, Emden and Nürnberg starting 1944. Aside from the usual array of 20mm guns, there is also the 37mm M42 and the 40mm Bofors being adopted. The Bofors however was acquired through the occupation of several European nations, so given the scenario we are in right now the Bofors falls out. The 37mm M42 however remains as an option, and from what I can gather six twin mounts can be equipped, assuming that the German standards of gun mount placement do not change. As for the 20mm gun, following the German arrangement patterns we saw on other K-class vessels and some cruisers, there would be room for in total ten twin mounted 20mm FlaK38s. As a note for the picture, I only later on realized that the structure itself on which the catapult rested before remained on Köln, so I added it afterwards. I also made some smaller corrections and additions which include the crest, of the city of Kassel, a smaller platform around the two superfiring 105mm guns for the gun crew and corrected some smaller errors here and there as well as adding at least some sort of watermark. Dimensions: - 174m long, 16.8m wide, up to 6m draft Displacement: - 6,300 tons standard load - 8,000 tons full load Machinery: - 68,200shp or 1,800shp, depending on type of propulsion - 31kn speed under steam, 10kn speed under Diesel - 3,500nm under steam, 6,500nm under Diesel Armament: - Sixteen (8x2) 105mm/65 dual purpose guns - Twelve (6x2) 37mm M42 - Twenty (10x2) 20mm FlaK38 - Six (2x3) 533mm Torpedo launchers Conclusion: How likely would these steps be in reality? I'd say quite low. With the war breaking out in 1939 no extensive refits could be afforded by the Kriegsmarine, hence why only Karlsruhe was the only one to receive the refit. As there weren't that many The refit however does have a few changes whose impacts can't be estimated by me. If someone knows what would happen, feel free to let me know. For example there is a very noticable loss of weight above the waterline. The three 15cm turrets had a weight of around 410 tons. Their replacement with five 105mm twins means that a total weight loss of roughly 270 tons took place. Adding this to the removal of the catapult and two torpedo banks means that the lost tonnage is around 400 tons, if not more. This might result in an increase in speed and improved stability, as well as a longer cruising range. Also I am not sure how the hoists would be affected by this. Could their delivery rate be increased given the lighter individual load? In its role as an AA ship Kassel would outperform anything that was German. Plenty of long range triple A as well as a modern medium and short range suite would ensure close range defenses, although the medium and short range is by no means special. Fire control wise by refraining from using the tri-axial stabilized 3m rangefinders that Prinz Eugen for example carried there is a good deal of potential lost, maybe it would get replaced with more modern equipment, maybe not, I don't know. Against anything larger than a Destroyer Kassel would stand no chance. The armor being very thin for a ship in the 40s, and only standing up against Destroyer caliber fire and against strafing aircraft, and sort of surface engagement would be risky at best, suicidal at worst.
  4. SrJCH

    Misión de Atlanta B

    Hola todos, tendré que enviar un ticket? Tengo la misión de ganar 5 Batallas, ya he ganado 3 pero no me las cuenta. pero no me las cuenta.
  5. As many players of American Cruisers know, and those who like to shoot at them, Atlanta sucks now. Many players who are in the game now never even saw the days where Atlanta was at the very least decent. Now because of the added lines in the tech tree as well as what is now considered sub-par statistics, the Atlanta is nearly unplayable on its own. I used to love this ship. It was fun and unique to play. It eventually moved to a spot where smart players could dominate, and bad players would be punished. Now everyone who takes this ship into battle is punished. We now have many ships that play (and are inspired by) Atlanta, but due to how the power creep works, are much better even at their respective tiers. Belfast Smolensk Colbert Worcester The Tier VIII and above Japanese gun DD's Even Boise All of this ships have some added quality to them that make them better than Atlanta. Whether it's range, smoke, heal or something else.
  6. The_TrashPanda

    USS Atlanta tier 7

    How is the tier 7 Atlanta in this meta. I know it's still a paper ship and everything. But like how does it hold it owns against carriers. Also can i still hide just a few inches behind a island and shoot over any island in the game or did that get a nerf?
  7. Results may vary, I openly invite anyone to try it out and share there results of the changes... For both ships... I ditched the AA spec... Its not worth it for none of them for 0.9.2 Now, if you hate to be annoyed/harassed by planes, you can keep it but for this test I ditched it completely . The ATL has IFHE... The Flint Has Halsey and DE build... Both test results have at least 300 shell hit at a target that is tier 8 or above Depending on your play style (that is why I invite your results as well), Fleet make up, and map... Both offer a different experience... First off the Flint, DE non IFHE Next up, The Atlanta with IFHE... SUMMERY As much as I dont like the changes, it is what it is... In the FLINT game it felt like a real grind to achieve those 2 kills against the tier 9 BBs. If you manage to reach 400 hits, expect a %50 pen rate with IFHE, without IFHE %50 less. *again depends on your aiming skills, mine are questionable* Test it out yourself, see if you can duplicate what I tested... Remember it was only one match.. The consistency, is questionable... GL boys and girls
  8. So Zerra recently posted a video going on about the effect the IFHE and armor rework was going to have on tier 7 light cruisers, especially Belfast and Atlanta, and how they are going to be useless. I could not follow him. I already knew Atlanta was going to be in the minority of ships still needing to run IFHE after the rework via @Notser, but there were so many numbers being thrown around I couldn't follow it. I know something in my gut told me the math was off, but I couldn't put my finger on why. Does anyone have any answers on this?
  9. After the recent crapshoot atempt to balance aa WG should be refunding our premiums that had good aa and now are pretty much worthless.
  10. I am trying to decide what signals to give the Atlanta. I went to https://wiki.wargaming.net/en/Ship:Atlanta but for some reason it does not list suggested signals like the other ships. I do not know how to notify the admin of the website to fix. So I am turning to the community. What are the 8 signals that you think work best with the Atlanta and why? Thank you for your answers!
  11. Given that I basically wasted 750k free exp on the Missouri, I can't ever get her to work like everyone else seems to be able to do as far as printing credits. This is despite loading her up with credit flags and credit paint which ends up becoming utterly wasted in randoms. I find it ironic no one ever posts about Narai. Seriously, if you know what targets to shoot at, you can farm hellacious credits at tier 7 where ship repair/resupply costs are negligible. 1.5mil is my new current personal record for credits earned in a single Narai match. And heck, that's not even my highest damage MATCH of Narai either. Just my best target selection one in a Lolanta! To with the Crapssouri. If I'm needing credits, I just go to Narai for a week. Anyone else farmed credits in tier 7 ops, especially Narai? If so, what's the most you've ever earned and does it compare at all to the amount of work you have to put in to get the same with a Missouri? Narai is repeatable easy-mode with almost guaranteed wins. Randoms? Pfffft! Not likely.
  12. Tirpitz or the Atlanta for credit farmer/captain building. I'm looking for a really good boat that can make some decent credits but also build up some captains in the process. My play style is mainly playing with destroyers and Battleships. I recently got the Massachusetts and love it's secondary but I'm also looking for another great credit farmer and captain builder. So i can swap by and forth between the two. Would like to spend 60$ or below on a new ship. Any opinions?
  13. Rusty_Bucket__

    Atlanta IFHE or DE

    Should I use IFHE or DE on my Atlanta. I noticed that IFHE has a 3% reduction in the chance of fire. Recently I obtained the Kidd. I moved my Atlanta captain over to it. I moved a 17 commander skill captain over to the Atlanta. I can put the DE on, but need an additional commander skill to add IFHE. I'd appreciate advice. Is the IFHE the best choice for an Atlanta? Thanks in advance.
  14. Flashback to the way it was... or the way we were..... nyuk nyuk
  15. I use to remember shooting down more than 19 planes in previous updates. The ship plays weird now. Is this the new normal for standards? Are you guys getting a better response from the Atlanta?
  16. Aeries1

    Atlanta Captain Skills

    With the Atlanta being back up for sale I couldn't resist adding her to my port. With my love of US DDs and complete comfort with their rainbow arcs it was a perfect fit. What do you find the most optimal spec? Currently I run PT, AR, BFT, AFT, and CE and working on my 16th pt. My main question is do you find IFHE worth it? It would give her the ability to pen 27 mm of armor so effective against plating of T7 and below BBs, but also give you the ability to pen up to T9 cruisers that have 25 - 27 mm of bow/stern armor. I am almost tempted to drop CE as she is an island fighter so unless driven into open water isn't really useful other than getting your detection from planes down to roughly equal to her AA bubble. Your thoughts?
  17. Admiral_Bingo

    RN CL Dido Premium Proposal

    Hello everyone, This is my first post. :) I would like to suggest this ship as a new premium and like to discuss what would it be like if it was actually added to the game. HMS Dido The reason why I chose this ship is because I would like to entertain the thought of having a RN Atlanta. Having similar armament, it would have a reload time around 5 seconds and just like the Atlanta, have unlimited charges of the DFAA consumable because of its AA build. Some difference would be the shell type. Being a RN cruiser, it can only fire AP shells with the special RN ballistics while Atlanta could fire both types. While the Atlanta has HE and Radar, Dido trades these off for heal and smoke, making it different in terms of handling from Atlanta and Flint. However, because of its armament, it would have similar range like the Atlanta requiring the player to adapt to a similar game play of Atlanta. So what specs, consumables, or other stuff should the ship have while keeping it relatively balanced?
  18. for the collabe of Azur Lane can you just re-skin Atlanta name it San Diego + Azur Lane camo and have the San Diego (Sandy) captain. Cause she is #1
  19. TheGreatBlasto

    How is this possible?

    Just got out of a game where something I have never seen before happened. A North Carolina with about 25-30 % of her HP left was detonated by a single (1) broadside from an Atlanta. I was in the NC waiting for my guns to reload, I was going to blow the Atlanta to kingdom come. It was in open water about 10 Km away showing me her full side. However, my reload was too slow. Seconds before I was ready to fire *KABOOM!" I have an Atlanta and am used to burning enemy ships to the waterline not detonating them like they were the Hood. How could this have happened?
  20. SatansOilcan

    Think about an Atlanta

    I hear the Atlanta is going away... I implore everyone who doesn't have one, think about getting her. It's extremely unique and when you hit the groove, she melts faces. She plucks CV's feathers, BBQs BBs, Out DPS's many CAs and absolutely murders DDs. This ship has utility!