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Found 13 results

  1. When I heard about this, I had thought it had happened further out, not near its dock.
  2. Hello everyone! Shield here, with my first written review of a ship in World of Warships. I am better at writing than I am at video editing, so I am gonna leave the video reviews to the people who actually know what they are doing. This is meant to be more casual, statistics used to explain the ship and not just thrown at you. This is meant to be a review you can read while at an airport, sitting in traffic, or just generally bored. I will try and keep it entertaining and yet still helpful/informational. It will be split up into 7 sections: History, Ships in Class, In-Game Statistics, Results, Personal Overview, and Overall Thoughts. I will add in tactical opinion as well as how the ship feels to play, so I hope you enjoy! So sit back, make sure your boss isn’t looking, your coffee is warm (or your beverage is cold), and enjoy this written review on the Cleveland class Cruiser! History: The Cleveland class of cruiser was a group of light cruisers built for the U.S. Navy during World War II. At the end of the war, they were the most numerous class of light cruisers to be ever built. The ships were designed with the goal of increased cruising range in terms of nautical miles per tank of fuel, increased anti-aircraft armament, and better torpedo protection as compared with earlier U.S. cruisers. Fifty-two ships of this class were originally planned, however, nine of them were completed as the light aircraft carriers of the Independence class (I have no idea how they thought of this but hey, if it works it works), and two of them were completed to a somewhat different design, with more compact superstructures and just a single stack (funnel for exhaust for non-boat people). These two were called Fargo class cruisers. Of the 27 Cleveland-class cruisers that were commissioned, one by the name of the USS Galveston (CL-93), was completed as a guided missile cruiser. Five were later modified as Galveston and Providence class guided missile cruisers. These ships were all named, as per usual at the time, after US cities and towns. The Cleveland-class cruisers served mainly in the Pacific Fleet during World War II (seeing as they were not built for anti-submarine or convoy-protection as the Atlantic Fleet would have been), especially in the Fast Carrier Task Force, but some of them served off the coasts of Europe and Africa in the U.S. Atlantic Fleet. All of these warships, no matter how heavily worked and damaged they might have been, survived the war. All of this class were initially decommissioned by 1950, except for Manchester, which remained in service until 1956. Six were later finished or converted to guided missile cruisers, and these served into the 1970s. The Clevelands suffered from increasing stability problems as anti-aircraft armament and additional radar was added during the war. They kept piling on more AA mounts and radar modifications and the ship was notoriously top-heavy. None were recommissioned for the Korean War, as they required a crew almost as large as the Baltimore class ships, and those ships were reactivated instead as they were the superior vessel at the time. All non-converted ships were sold off from the reserve fleet for scrapping beginning in 1959. The six that were completed as guided missile cruisers, or converted to be so, were reactivated during the 1950s and then served into the 1970s. All, particularly the Talos-armed ships (Talos being a long range surface-to-air missile), suffered from greater stability problems than the original design due to the extra radar equipment and top weight. This problem was particularly severe in Galveston, leading to its premature decommissioning in 1970. Multiple ships had to have large amounts of ballast and internal rearrangement to allow for their continued service into the 1970s. The last of these missile ships in service, Oklahoma City, was decommissioned in December 1979. Only one Cleveland-class ship remains in the world. She is the guided missile cruiser Little Rock, now a museum ship along the Niagara River in Buffalo, New York. USS Cleveland (CL-55) Talos Missile USS Galveston (CL-93) All Ships of the Cleveland Class: USS Cleveland CL-55 USS Newhaven CL-76USS Columbia CL-56 USS HuntingtonCL-77USS Montpelier CL-57 USS Dayton CL-78USS Denver CL-58 USS Wilmington CL-79USS Amsterdam CL-59 USS BiloxiCL-80USS Santa Fe CL-60 USS Houston CL-81USS Tallahassee CL-61 USS Providence CL-82 (later CLG-6)USS Birmingham CL-62 USS Manchester CL-83USS Mobile CL-63 USS Buffalo CL-84USS Vincennes CL-64 USS Fargo CL-85USS Pasadena CL-65 USS Vicksburg CL-86USS Springfield CL-66 (later CLG-7) USS Duluth CL-87USS Topeka CL-67 (later CLG-8) USS Newark CL-88 USS Miami CL-89 USS Newark CL-100USS Astoria CL-90 USS Amsterdam CL-101USS Oklahoma City CL-91 (later CLG-5) USS Portsmouth CL-102USS Little Rock CL-92 (later CLG-4) USS Wilkes-Barre CL-103USS Galveston CL-93 (later CLG-3) USS Atlanta CL-104USS Youngstown CL-94 USS Dayton CL-105USS Buffalo CL-99 (no, this is not a mistake, there were two USS Buffalos) Okay, now that all of the history portion is done, I will now move on to the stats of the Cleveland in the game. Cleveland Statistics (from Wargaming Wiki): Stock: Top: I decided to hop in and play three random battles just right off the bat, to give you a realistic idea of what can be expected from this ship. These are older battles, as you can tell by the halloween missions (lol), but this goes to show that the Cleveland is still a good ship even in the older versions of the game. Battle 1: Battle 2: Battle 3: So as you can see, the Cleveland is quite the ship to have fun in. Survivability kinda sucks but it helps you to learn how to save your HP more effectively. A plus to these photos is also kinda proof that I don’t suck, well, at least not too badly. Personal Overview So my thoughts on this boat. First off, she is a looker. Well, that is my opinion but that does not matter. Some screenshots to make you happy: Whenever you are playing the Cleveland, you have to make sure you are extremely aware of your surroundings. The armor is non-existent, so you have to make the initial approach up to the enemy team under the cover of smoke, behind an island, or behind a meaty wall of friendly BBs and other, more heavily armored, CLs. Her guns don't pack the 203mm punch of the Pepsicola (Pensacola for those less informed), but they can make the life of any enemy ship living hell if played correctly. I would recommend firing your turrets as two "teams". The front two and rear two always shoot together, but never all four at once. This will allow you to designate multiple targets and be able to lay down more constant fire upon your enemies. The Cleveland has 4 turrets of 3x152mm guns, and the HE is very fun to play with. The American Gun Arc that this ship so proudly boasts is both a blessing and a curse. You can lob shells over islands you are using for cover, as well as those that the enemy (mistakenly) thinks can provide them cover. The HE fire chance is 12%, but can be further upgraded if you like with flags or commander skills. The penetration of the HE is decent (formula being Gun Caliber / 6 = Penetration) so the Cleveland gets roughly 25mm of HE penetration. "Well Shield, that is abysmal! You can't pen anything with that kind of value!" Don't get your knickers in a twist, I hadn't finished yet. HE shells do not lose their penetration values over distance like AP does, so these shells have 25mm of pen at ALL ranges. This meaning they can penetrate the bow armor of most Tier 4-7 BBs (with exceptions, I know) and do damage unless your shell is shattered by sheer armor value (angling) in what I call "anti-overmatch", where your shells just won't penetrate at any value at all due to the sheer effective armor of that ship. Anyways, I digress. So, the HE is brilliant but what about the AP? Well, honestly, it isn't too shabby. Sure it isn't great but you can deal some serious damage as shown in Battle 3 above this section. I got 8 citadels against the enemy team, and that was all fine and dandy in my book. I would recommend a range of 5-8km when firing AP so your shells have a better chance of penetrating, but any closer and you will basically be in suicide range because most ships Tier 5-Up can citadel you for days within 1-4km. The Cleveland has some grunt getting off the line, but it still isn't quite as much as the British CLs with their Bugatti-Veyron off the line speed. She is nimble and quick and can usually hide from St. Nick, but you have to make sure you are alternating both speed and course when trying to evade shells. You have two "Hello!" turrets and two "F*** This S*** I'm Out" turrets. Their names should be self-explanatory, but if you do not quite get what I mean let me spell it out for you. The front of your ship should be pointed towards the enemy 90% of the time, using your two forward turrets to send gloriously dispersed HE at your opponents. The other two turrets are great for either A) pissing off attacking BBs who see you running away or B) broadsiding the occasional DD. Your broadside is a delicious target for all of the enemy team and should not be shown to them, so please, be modest. Furthermore, you are a DD assassin of glorious proportions. Your 152mm HE can shred enemy DDs within 3 full salvos and the splash damage is great for absolutely wrecking the occasional cocky DD who wants to "sneak up" on you. Hey DD drivers, here is a video of How Not To Be Seen: Hope that helps. Imagine the Cleveland as the narrator and the poor chaps being exploded as you, the DDs. I personally love to play the Cleveland, and it is a fun ship all around to play. You just have to stay cautious of your surroundings, work with your team, and sacrifice the occasional mature goat to the MM Overlords. Overall Thoughts: The Cleveland is a solid ship in general. I hate to quote QuickyBaby and say it is "generic" because it really isn't, but on the surface there is nothing special about it. I love to play her often, and divisioning up with a buddy in these you can have a blast. I was solo fr the above-mentioned games but if I was partnered up with someone we could have both easily done the same amount (or more) of damage by calling our targets and focusing our fire. She is quick and nimble but needs to be cared for. Stay away from the direct fire of enemy ships and be the assassin of the team, never fully up front but always ready to dart in, do 10k dmg to a poor and unsuspecting peasent, and dart back into the cover of an island or friendly smoke. I truly hope you guys enjoyed this and I would love to hear back from you about how this was! This is not meant to be an inch-by-inch review of the ship, check out some of the Youtubers for that style of content, but instead a casual overview of the ship and her history to read while waiting for an airplane, a red light, or trying to procrastinate at work (not recommended). Feel free to leave your constructive critism below as well as your thoughts and how you liked it! Remember to vote above for what ship you would like to see next! Thanks, - Shield
  3. I have an 11 point Cleveland captain and currently have selected Tier 1: Priority Target + Direction Center for Catapult Aircraft (launches 2 fighters instead of 1) Tier 2: Expert Marksman Tier 3: Demolition Expert Tier 4: Concealment Expert Consumables I usually run with are Defensive AA Fire II and Catapult Fighter II (just for the extra use and decreased reload timer speed). Question mostly relates to tiers 3 and 4, I'm curious to know what most people have decided on with their Cleveland and/or Pensacola captains. I know Cleveland has better AA than Pensa; so is it worthwhile to emphasize the Cleveland's AA with selection of BFT and AFT over DE and CE? Or do most feel that the extra chance of setting fires and lower detection profile may be worthwhile? I should have played around with the configurations a bit more when the new skills were released and you could reassign fairly cheaply. Thoughts? Thanks!
  4. My Cleveland's main guns haven't worked since the first CV rework patch. Every other ship and sound in the game works perfectly. It has the American Eagle skin
  5. Now to show what I had started advertising with my previous thread on Monday. On Saturday night, we had 3 out of 4 straight games in Cherry Blossom where we encountered this version of the scenario. The first time we were still figuring out what the heck was going on, and didn't win that time. The second time, we ended up down to two ships at the end, finishing with four stars. The third game, we managed to pull off a five star win with no ships lost, and that is what I am here to show you. There will be one upload each day, starting with this one I uploaded yesterday evening of myself in the Charles Martel. There will one this evening as well if you want to go watch it before I add it here. Now on with the show. Now a couple screenshots to show my damage to the Zaos. Will this get Cherry Blossom nerfed? I don't really think so because this is not a normal game, and WoWs staff may be wanting to see these replays. We have run 5 ship divisions before and I had no desire to add them to my channel, as that is simply showing off and grounds for getting nerfed but this is a special case. @Radar_X @KamiSamurai @turbo07 @Gneisenau013 or someone else in the staff, let me know if I should be sending the original replay files to support or somewhere else to be looked at.
  6. Freddie_Creamer

    IFHE on Cleveland

    I was wondering if IFHE is a good idea or a waste of 4 points. It's been doing pretty good for me so far, but I'm looking for other opinions from people with more experience on the matter.
  7. Let's compare Seattle and Cleveland (I'm assuming the upgrade modules match my Buffalo), assuming full modification loadouts. FIREPOWER: PURE DOWNGRADE "Same ROF, MUCH WORSE Turret Rotation (18 seconds to 22.5)" This is a clear invitation to take "-15% turret turn time for +5% reload time" in slot 2 to try and fail to compensate, and/or fill slot 6 with "ROF all the way, to hell with turret rotation" in slot which kills your ability to brawl, to easily switch targets, or perhaps to achieve such basic tasks as keeping guns on target during a hard turn (for comparison, Fiji with 25 second turret time cannot keep guns on target in a hard turn, Seattle has 22.5 base and the higher ROF makes that traverse time go up 13%, which is about enough to start losing track of targets in a hard turn at mid or close ranges (Fiji turns faster which results in losing track of targets at ANY range in a hard turn) and given the huge thin citadel... Oh, and Seattle has the same range a tier higher (and the B hull magically decreases the range FOR WHATEVER REASON). If you're telling us to use Slot 6 on gun range to compensate for longer battle ranges... the DPS doesn't change at all from the Tier 8! (Which reminds me, Ibuki is power-creeped well beyond oblivion, 4.5 ROF would be quite reasonable for Ibuki with its fewer guns than Zao and paper armor, among other buffs!) EDIT: Was just informed the turret arcs are grossly inferior to Cleveland, making this a clear DOWNGRADE instead of NEUTRAL even with stacked equipment. EDIT 2: I assumed the top hull range drop is a bug, not a feature. If it's a feature, well... DURABILITY: GROSS DOWNGRADE 36900 to 43600 HP, not the worst... Seattle is a huge target compared to Cleveland, and the plating is the same 25mm. ENORMOUS CITADEL IN ARMOR VIEWER LOLWUT? EDIT 2: I have just been informed the Seattle belt is thinner than Cleveland's. I have confirmed with in-game armour viewer that Seattle has 102mm belt over about twice the length and height of Cleveland's 127mm belt's above-water portion. So it is not only a larger target but will always be penned by 8-inch or larger fire unless at autobounce (45+ degrees for non-USN 8" and 60+ for USN 8") up to something like 14km where the shell plunging angle is what makes the armour usable at high but not quite autobounce angles. AGILITY/CAMO: PURE DOWNGRADE 660m -> 750m turn radius, MUCH slower. 7.2 -> 8.7 seconds rudder shift. 10.7 -> 12.2 base detection by sea (I have no camo on my Cleveland and picked IFHE for 10th point, so can compare base number with Seattle) 32.5 knots -> 33 knots. Much improvement, such wow! CONCLUSION: In almost any scenario, replacing a Seattle with a Cleveland is likely no significant loss (Edit 2: a great gain) for the team. This is contrary to, say, replacing any Tier 9 battleship with a Tier 8 of the same line. WG, it's ONE extra mod slot you get from going from Tier 8 to 9, and that's spent on trying (and failing) to make firepower fully equal to the Cleveland, and takes up mod slot 2 as well... And would someone explain to me why the devs seem to think that building a dual-purpose turret is useful when it's TOO SLOW TO TRACK AIRCRAFT? 22.5 second turn time for 180 degrees is NOT "dual-purpose", not even CLOSE! And the USN designers would have known this! Do we have to chalk it up to another "Russian experts" issue? What Seattle needs to go from GARBAGE to MEHBOTE: Reload from 6.5 to 5.5 seconds, turret traverse from 22.5 to 18 seconds, Armour belt from 102mm to 127mm or more, and absolutely not less than Cleveland max range (EDIT: and gun arcs) before modifications. It would serve as a sensible stepping stone to Worcester's 4.6 second reload with that, despite the terribad quality of life in other regards compared to Cleveland. To make Seattle a GUDBOTE? Any two of the following (starting from 5.5 second reload, 18 second turret traverse and 127mm belt as described above): 5 second reload (Worcester has same gun count and 4.6 second reload, in comically faster turrets) OR 7.5-second rudder shift AND <730m turn radius OR 11.5 km base detection Another way to make Seattle GUDBOTE? Replace it with a Fargo i.e. slightly modified Cleveland that's more agile (built to be more stable, particularly when heeling in turns), has slightly more historical max displacement (a bit more HP, magnified by the "built to be more resilient" fact) with the reload buttered down to 6 seconds from 6.5. THAT would be a worthy Tier 9, and the current Seattle can become a premium instead, as a never-built design study should be when a suitable Real Ship is available. Then put Seattle at Tier 7 with current stats as a premium. That would be a Gudbote despite being a huge pinata even at Tier 7.
  8. I talk Seattle today, and to a lesser extent Cleveland. These two ships in my opinion represent the worst grind in both the CA and CL lines. They aren’t bad ships, but they are prone to boring gameplay. I’m not an island camping fan. But with short range and weak armor, you really have no choice.
  9. Vagitron

    Seattle B Hull

    Does anyone know offhand if it is intentional or an oversight that the B Hull on Seattle drops gun range one kilometer lower than A hull?
  10. CommandantObvious

    Inertia Fuse on T8 Cleveland

    I have been playing the new T8 Cleveland for a while now but have been wondering if anyone has advise on using inertia fuse shells or not. 152mm guns are recommended to take it so I been playing with it since I got it (my Atlanta captain has found his non-premium ship lol). If not IFHE then what other 4pt trait? Thinking Advanced Firing training, but wanted to hear other thoughts.
  11. anonym_MbpaxbbAUblh

    Commander skills for Cleveland

    I have a 10 pt captain assigned to Cleveland I recently purchased. So please suggest the 4 skills.
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