Jump to content

Search the Community

Showing results for tags 'usn'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - News and Information
    • News And Announcements
    • Update Notes
    • Public Test
    • Contests and Competitions
    • Events
  • General WoWs Discussion
    • General Game Discussion
    • Developer's Corner
    • Community Programs Corner
    • Support
  • Off Topic
    • Off-Topic
  • Historical Discussion
    • Discussions about Warships
    • Historical Discussions and Studies
  • Player's Section
    • Team Play
    • Player Modifications
  • International Forums
    • Foro en Español
    • Fórum Brasileiro
  • Contest Entries
  • Contest Entries
  • New Captains
  • Guías y Estrategias
  • Árboles Tecnológicos
  • Fan Art and Community Creations
  • Community Created Events and Contests

Calendars

  • World of Warships Event Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 31 results

  1. MakersMike

    USN BB's - How Bad?

    I'm a new player, 324 battles in. I hadn't read up too much on the different battleships and have just researched and purchased the New Mexico. Then I searched for some information and am seeing many negative things about New Mexico and the USN line in general. Should I just stop now? One question I have is regarding some stat sites like wow-numbers.com. The USN BB's rank near the bottom for every tier for win % and damage. But they're also the number 1 most played BB in most every tier. So, are they as bad as the stats show, or are the stats somewhat misleading because every noob like me researches the USN line first so they have a lot of inexperienced players hurting the stat numbers? Should I just stop the line now, and save some dignity or is there some silver lining that I'm missing? I know it varies by play style, but I'd like to know what you think are the best BB lines in general. The Izmail looks pretty awesome so I'm starting the Russian line, and as slow as it is, I'm doing good in the British Iron Duke and enjoying it. *I'm trying to use AP when I'm seeing a lot of broadsides, so I don't become too lazy and learn bad habits relying on that HE, but it's pretty nice to set all those fires. Thanks
  2. I'm wondering what the best US ship is for the American version of Alexander Ovechkin? He has bonuses on Expert Marksman, and Survivability Expert, Currently, I'm running him on my Georgia, but I don't think that's the best fit. I would like to switch him over to a new ship on an upcoming captain respec, and I'm curious as to what people think would be the best fit for him. Thanks!
  3. Battlecruiser_Yavuz

    Midway (2019) Teaser Trailer

    In my opinion, it looks passable so far. Is it going to be the most accurate thing possible? I highly doubt it, especially since it is by Roland Emmerich. Would it hopefully be somewhat entertaining and not a colossal mess? I hope so, though I'm personally waiting for reviews to be published before making any firm judgements about seeing it. I hope the best for this film because WW2 naval films are pretty rare anyways. Maybe Wargaming can partner up with these guys, especially since the game already hosts a few of the participants in this battle (most notably Enterprise and Kaga). More advertising can always help bring more players into this fun game. To those who want some more historical context on the Battle of Midway, these videos below are pretty good for that. They're also pretty exciting to boot:
  4. I'm a newbie and I've read forums and Wiki for information, but I have a strategy question I haven't found information on. Currently I have the Wyoming and my Commander has PM and EM. I have two points right now and am about 10k experience from 3rd point. And I've just started to use the signals and camouflage I've received, so the Commander exp is going up very fast now. Would you recommend that I use those 2 points now for something like AR, or is it better to save them and get a 3 point skill like SI, BFT etc. first? Or even save them until I get 4 points and do that one first? Just wondering what a typical strategy is. Also, I know the most useful skills likely change as the tiers increase. If I don't want to spend money redistributing skills every other tank, is there a standard build that you recommend that will work at the higher tiers? I'd rather sacrifice one or two skills at the lower tiers if they'll be good in the future. Then when my daughter is out of college and my wife relaxes, I can redistribute like crazy, lol. Thanks
  5. With the release of OHIO (Montana with 4x2 457mm guns, faster repair, and Massachusetts (Mass) secondaries in the works, I would like to propose an alternate Tech Tree Branch for USN Battleships. Branching from New Mexico, you choose between Colorado or: T7: Nevada; with 10 15in guns and and secondaries like Mass except the base range is at least 6km. I don't think it will be WV44 since WG already promised her months ago, and no other USN BB in game has 15in rifles. Plus it's Nevada, the same BB that when used as a target took constant punishment from several ships for almost 3 days, without a DMC party or fighting back! T8: Washington; Main Battery should be at least 1.8 and at most 1.9 to put her accuracy in the middle of Mass and NC as well as and at least 20km range, Mass Repair Party and DMC cooldown, & secondaries identical to Mass except 5 sec reload instead of 4. This will give Washington the Profile of a BB with emphasis on her secondaries, but won't fully outclass NC or Mass with the former's higher sigma and range and the later's faster firing secondaries. T9: New Jersey or Wisconsin; Identical to current premium Georgia except with 3x3 406mm guns at 1.8 sigma (to not outclass Iowa and MO as ships that fire accurately at range), no EB, and some extra armor protection (Georgia is a bit frail for a BB). This way, NJ/WI will be the slower but tougher ship, while Georgia is the faster and more nimble of the two thanks to her EB, as well as her unique main battery. T10; OHIO!!!!!!! Please WG, make this happen. You did this for USN cruisers, Russian and Japanese DD's, and those changes worked fine. It's time for a new alternate branch!!! *EDIT* - Nevada never had 15in gun, only the 10 14in guns. Maybe branch off from New York and instead we have Nevada at T6 w/1944 config with the 8 dual 127mm, and then T7 Maryland or California.
  6. Battlecruiser_Yavuz

    Battle of the Treaty Carriers: Wasp vs Ryujo

    Hello! I thought this would be an interesting discussion. As you guys know, there were interwar treaties that influenced the formation of naval units prior to World War II. From looking online, I see that there were two big carriers whose designs were heavily influenced by treaty standards and tonnage: Ryūjō (Japanese: 龍驤 "Prancing Dragon") was a light aircraft carrier built for the Imperial Japanese Navy (IJN) during the early 1930s. Small and lightly built in an attempt to exploit a loophole in the Washington Naval Treaty of 1922, she proved to be top-heavy and only marginally stable and was back in the shipyard for modifications to address those issues within a year of completion. USS Wasp (CV-7) was a United States Navy aircraft carrier commissioned in 1940 and lost in action in 1942. She was the eighth ship named USS Wasp, and the sole ship of a class built to use up the remaining tonnage allowed to the U.S. for aircraft carriers under the treaties of the time. XX If you guys can find any more carriers that were heavily influenced by the treaties, feel free to put it in the discussion below. XX These are some starting questions. Feel free to debate and add more meat to the answers: -Who do you guys think made the better "budget" carrier: The United States or Japan? -If the two were to meet on the field of battle (in the ocean, among islands, etc), who do you think would win? -If you had to decide to construct carriers within treaty limits (or exploiting loopholes), would you have constructed either of these two carriers? If so, why? If not, what would you have done instead? Thanks!
  7. The following is a review of Monaghan, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of June 8th, 2018. Cue crowd singing: "Monaghan! Monaghaaaan! Monaghaaaaaan! MONAGHAN!" (Mono...! Doh!) Quick Summary: An AA-specialized Farragut that has the option for being outfitted as a gunship or torpedo-specialist. Cost: Undisclosed at the time of publishing. Can be won through the American Cruiser Collection crates. Patch & Date Written: 0.7.5. May 30th to June 8th, 2018. PROS Option of two different armament load-outs -- a gunship or a torpedo-destroyer. Gunship destroyer has solid DPM on her main battery. Long fuse timers on her AP shells make them excellent at citadelling cruisers at point-blank ranges. Torpedo destroyer has access to quintuple torpedo launchers with tier VIII fish and has a Torpedo Reload Booster too. Good AA power for a tier VI destroyer with access to Defensive Fire. Fast and agile. CONS Horrible ballistic arcs on her 127mm/38 main battery. Very long range on her main battery which increases her surface detection while firing her guns. Gunship destroyer has short ranged torpedo armament. Torpedo destroyer only has two guns mounted on the bow, making her largely unable to defend herself. Her tier VIII torpedoes are slow at 55 knots. Large surface detection range. Does not have access to the American Smoke Generator. (!) Defensive Fire and Torpedo Reload Booster are mutually exclusive. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Monaghan appears deceptively simple on the surface. She's a Farragut-class destroyer -- a destroyer even relatively new players can get access to even with only a week's worth of casual play. This will suffice to familiarize most inexperienced players with the first hull option. The second, however, is more reminiscent of the tier V Japanese Mutsuki. I would not recommend Monaghan for novice players that haven't already got a handle on these two types of game play lest they frustrate themselves. Monaghan's play style is immediately familiar to Veterans. However, her torpedo-specialist build will feel awkward given the size of her surface detection range. Here's the break down of her components: - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship. Whichever hull option you choose, Monaghan will have either guns or torpedoes. This hurts her overall Firepower performance with her overspecialization leaving her with a rating. Her Vision Control (Refrigerator) and Defense are unremarkable while her Agility is . Her Anti-Air is weird, having the potential to be the at her tier, but only if you specialize deeply into it. Monaghan only really excels in one place, and that's the potential (not the initial value) of her anti-aircraft guns. Most of the time, you're not going to want to bother with touching them anyway. On the whole, the ship rates only a rating in the categories where it matters. Ye be fairly warned, says I. Options Monaghan is two premium ships in one. She has two armament choices between her A-Hull (four guns, eight torpedoes, or "four-eight") and her B-Hull (two guns, ten torpedoes, or "two-ten"). The former is a gunship, with short-ranged torpedoes that best performs as an anti-destroyer role with spotting and harassing of larger ships as secondary role. The latter is a torpedo destroyer, woefully under-armed to perform any kind of interdiction against enemy lolibotes. She can scout as a secondary role, but she must give way to any enemy opposition in between her torpedo reloads. Consumables: Monaghan's consumables are odd. Her Damage Control Party and Engine Boost are standard for an American destroyer, but her Smoke Generator is not. You also have a choice in your 4th slot on which consumable to take between Defensive AA Fire and a Torpedo Reload Booster. Be warned, running this ship can get hella expensive. Normal American Destroyer Smoke Generators have a longer emission time. In addition, their smoke clouds last longer than either Russian, British, French or Japanese destroyers. For whatever reason, Monaghan doesn't get access to the American consumable and has to make use of the ghetto one instead. This has a 20 second emission time and each cloud lasts 81 seconds. By contrast, Farragut's smoke has a 26 second emission time and each cloud lasts for 118 seconds. Boo-urns. Monaghan defaults to a Defensive AA Fire consumable in her fourth slot. This has a 30 second action time and it increases the damage done by her 127mm/38 and 40mm Bofors by a 4x multiplier. You can swap this for a Torpedo Reload Booster. This will reload all of her torpedo tubes in 30 seconds. Camouflage Monaghan comes with Type 10 Camouflage. This provides: 50% bonus experience gains 10% reduction to repair costs 3% reduced surface detection range 4% increased dispersion of incoming fire Upgrades For Monaghan's upgrades, they're mostly standard for a destroyer. Start with Magazine Modification 1 to reduce your detonation chance. If you like to live dangerously or you intend to be using a Juliet Charlie signal most of the time, then Main Armaments Modification 1 is superior. Take Propulsion Modification 1 in your second slot. Speed is life for a destroyer. In your third slot, you have a choice. Take AA Guns Modification 2 if you intend to specialize her as an anti-aircraft ship. Otherwise, stick with Aiming Systems Modification 1. Finally, take Propulsion Modification 2 to increase Monaghan's acceleration. Firepower A-Hull Main Battery: Four 127mm/38 in four turrets in an A-B-X-Y superfiring configuration. A-Hull Torpedoes: Eight tubes in 2x4 launchers mounted amidships B-Hull Main Battery: Two 127mm/38 in two bow-mounted turrets in an A-B superfiring configuration. B-Hull Torpedo Options: As A-Hull above or ten tubes in 2x5 launchers mounted amidships Both versions of Monaghan use the infamous American 127mm/38. It's renown comes from it's excellent rate of fire, gun handling and good shell damage with both AP and HE. Its infamy comes from horrible ballistics and terrible fire setting properties on a per-shell basis. Mongahan's range with these guns borders on ridiculous, rivaling even USS Sims for maximum reach which is a mixed blessing (though primarily a liability). With sufficient numbers of these weapons, Monaghan becomes a fierce prospect in a knife fight. Without, she's a victim. USN 127mm/38 guns are some of the most interesting destroyer weapons in the game. They are plagued by horrible shell flight times which makes them lob shells in "rainbow arcs" at even modest ranges. Yet somehow they are among the best AP shell throwers -- rivaling even Soviet 130mm -- with their ability to devastate cruisers at point blank ranges with citadel hits. These are weapons you need to be in close to make operate efficiently, particularly in an anti-destroyer role. There, with her fast reload, a four-gun Monaghan can shred opponents in short order. Four-Eight Monaghan Monaghan's four-eight configuration is a near-identical load-out to that found upon a C-Hull Farragut. This is the knife fighting variant of Monaghan, designed to excel in close quarters combat. Her short range torpedo launchers necessitate using ambush tactics to put them to use outside of suicidal brawls with larger ships. On paper, four-eight Monaghan is only outgunned by contemporary destroyers Aigle and B-Hull Farragut. In practice, she's an excellent contender for one of the better cap-point bullies at her tier, but this performance falls away quickly when facing higher tiered opponents. Outside of knife fights, this version of Monaghan begins to struggle. The horrible ballistic arc on her 127mm/38s, while facilitating catapulting shells over obstacles like islands, makes gunnery against anything but slow and predictable targets almost impossible at range. Monaghan can seldom take advantage of her phenomenal reach. However, she still must suffer the additional spotting range every time she opens fire. Without Inertial Fuse for HE Shells, her ability to directly damage tier VI and VII battleships is limited to superstructure hits. Even with the skill, she cannot hurt the extremities of tier VIII battleships wiht her HE shells. Her short-range torpedoes are limited to ambush uses which are most easily deployed around islands. Four-Eight Monaghan's torpedoes are limited to the short-ranged, Mark 12 torpedo. With a full concealment build, it is possible (if only just) for Monaghan to launch these weapons from concealment. You have only a 210m window of opportunity to do this and it's best done by sailing just in front of an enemy ship and dropping her fish into their path with the hopes that they sail into them. This tactic is easily foiled by any form of detection consumable, however. This version of Monaghan's armament does not up-tier well. Not only must she contend with other gunships with better DPM and larger hit point pools, some are stealthier besides. In higher-tiered matches, engagement ranges increase and the amount of island cover decreases -- two banes for a close quarters specialist like four-eight Monaghan. Opportunities to use her torpedoes outside of knife fights melt away when she's bottom tier. The prevalence of Surveillance Radar and longer-ranged Hydroacoustic Search further compounds the difficulty of making her short-ranged weapons work. Four-Eight Monaghan peaks early, often having its most dramatic moments when top-tier and early on in matches. Two-Ten Monaghan The Two-Ten Monaghan gives up any pretense of being a gunship destroyer (or even being able to adequately defend itself) to turn into a torpedo specialist. I must stress this is an option -- you may still equip the two quadruple launchers with the short-ranged torpedoes if you wish, but that would be a mistake. Her access to the quintuple launchers firing tier VIII fish is probably the reason most players have any interest in this destroyer in the first place. First, the bad news: if your Two-Ten Monaghan gets tracked down by another destroyer, you're dead. In theory, you may be capable of outfighting a Mutsuki, but that would be a closer battle than anyone would want to reasonably admit. Monaghan sacrifices of any pretense of competency with artillery to get access to the following: Those are Benson's upgraded torpedoes and ten of them between two launchers. While they're pretty meh at tier VIII, they're hella powerful at tier VI. Even one of those slammed down the throat of an enemy lolibote at tier VI and VII will kill them good. Only a scarce few German destroyers (and Aigle) are able to suppress their gag reflex and manage to hold on after getting one of those shoved in their faces. These fish are not without their flaws, however. They are slow -- their 55 knot speed means that it takes almost 62 seconds for the torpedoes to reach the end of their run at 9.2km. If they're spotted anywhere along their course, even at close to their 1.1km detection range, they're quite easy to dodge. In addition, their flood chance is only on the better-side of average for a tier VI destroyer. It's comparable to that found on the IJN torpedo boats. Finally, being quintuple launchers, they have an appalling two-minute reload timer. I strongly recommend looking at Torpedo Armament Expertise for any commander dedicated to sailing Monaghan. All of these flaws can largely be forgiven when you account for Monaghan's Torpedo Reload Booster consumable. Before you get too excited (because you skipped the Options section and didn't read it there first), this isn't the lightning-quick, 8 second torpedo reload consumable found on Japanese destroyers. Monaghan isn't capable of deploying a twenty-torpedo wall of skill. Her consumable accelerates the reload to 30 seconds. Those of you with a touch of evil in them will have realized that this is just long enough for an enemy that got hit by your first wave of torpedoes to go "Oh, shoot, I'm flooding!", activate their Damage Control Party and have it go back on cooldown before your second wave hits. Hilarity and Liquidator medals ensue. That's Monaghan in a nutshell really and why people will want her. You can turn a Farragut-class destroyer into what amounts to a Mutsuki with a consumable that allows her to double-dip fish into unsuspecting enemies sailing in straight lines. As good as this sounds, it barely keeps pace with ships like Fubuki or Shinonome. If you map out the maximum number of torpedoes that can be fired over ten minutes, Monaghan puts out 70 torpedoes compared to 72 of Fubuki and 81 of Shinonome (Fubuki needs another 8 seconds to get out her next 9). Monaghan just doesn't quite keep up with these torpedo specialists, especially given the versatility of three triple launchers and the massive Japanese warheads on their torpedoes. Evaluation: What it would have needed to be : Of her two builds, the Two-Ten Monaghan is closer to boasting a rating but even that's a long ways off. She's not as good of a torpedo destroyer as Shinonome or T-61 for example. In Monaghan's gunship build, she doesn't stand up to Farragut (B-Hull) and Aigle. Defense Hit Points: 13,900hp Minimum Extremities & Deck Armour: 16mm Remember when destroyer durability was relegated to just hit point totals? It's nice being back at a tier where it's just about hit points again and not wonky armour schemes or Repair Party consumables. Compared to Farragut, Monaghan has a fine ol' slug of hit points. Skills like Suvivability Expert will help, adding another 2,100hp putting her just shy of Gaede. This is especially handy in her Four-Eight build where she's expected to trade hit points in gun duels with enemy destroyers. In the grand scheme of things, though, she's decidedly average for a tier VI destroyer -- neither fragile nor tough. Evaluation: What it would have needed to be : Monaghan would need another 2,000 hit points to be any kind of contender here. Agility Top Speed: 36.5kts Turning Radius: 560m Rudder Shift Time: 3.4s Maximum Rate of Turn: 8.4º/s Monaghan is almost identical to Farragut in terms of her agility, with only a minor disparity in her rudder shift time to differentiate the two. What defines Monaghan (and Farragut's) agility the most is their small turning radius of 560m. American destroyers have always been incredibly agile with tight turning circles and Monaghan are no different. She's only outdone by HMS Gallant in this regard at her tier. Monaghan also boasts a decent top speed which helps her progress through her turns faster while also giving her the option of dictating engagement distances against slower ships, like Japanese destroyers. Overall, Monaghan handles beautifully. This is arguably one of her best traits and it makes her super-comfortable in knife fights. Evaluation: What it would have needed to be : Rejoin the British Empire, you rebel. Gallant has a tighter turning circle and nearly as much speed which makes her more nimble by far. Anti-Aircraft Defense A-Hull AA Battery Calibers: 127mm / 20mm A-Hull AA Umbrella Ranges: 5.0km / 2.0km A-Hull AA DPS per Aura: 22 / 28.8 B-Hull AA Battery Calibers: 127mm/ 40mm / 20mm B-Hull AA Umbrella Ranges: 5.0km / 3.5km / 2.0km B-Hull AA DPS per Aura: 6 / 49.8 / 21.6 It's time to celebrate mediocrity! Monaghan, regardless of her configuration, has the potential to have the best anti-aircraft firepower at her tier. Lemme preface this by saying that stock, she doesn't have the best anti-aircraft firepower among the tier VI destroyers. That honour belongs to Hatsuharu (of all things) which really puts everything into perspective. Monaghan does take upgrades well -- specifically, she takes Defensive Fire well and, on paper, she looks like she may be a competent anti-aircraft picket ship. With her consumable blazing and every upgrade stuffed down her throat, Monaghan puts out some decent killing power. But at what cost? Let's be real: If you're using the Two-Ten Monaghan, you're going to want Torpedo Reload Booster instead of Defensive Fire in your final consumable slot. Upgrading her for anti-aircraft firepower is a waste of points and upgrades that could be better spent on emphasizing her torpedo performance. It's only the Four-Eight Monaghan where taking Defensive Fire makes any kind of sense and even then, I'm not entirely convinced you wouldn't be better served sticking with the Torpedo Reload Booster anyway. If you do go this route -- if you go full hog and bathe Monaghan in all of her anti-aircraft potential, then you get comparative killing power to a mid-tier British cruiser while Monaghan's Defensive Fire is active. Unlike a British cruiser, you will have the added bonus of a disruption effect. This can be hella-annoying for enemy CVs; especially for inexperienced aircraft carrier commanders not expecting this from a mid-tier destroyer. They may even make the mistake of trying it twice, not recognizing that you're the one scattering her drops. Throughout this, you shouldn't expect to swat down entire waves of aircraft. You're likely only to bruise them unless the squadrons linger. Still, this can be a nice supplementary source of credits and experience if you want to go this way. Just keep in mind what you're giving up. So Monaghan has great AA power -- AA power you're unlikely to ever exercise to its full potential because there are better choices out there. Evaluation: What would have to happen to DOWNGRADE to : Don't take Defensive Fire. If you don't, then Hatsuharu is better. Refrigerator Base Surface Detection Range: 7.2km Air Detection Range: 3.48km Minimum Surface Detection Range: 6.29km A-Hull Detection Range when Firing from Smoke: 2.68km B-Hull Detection Range when Firing from Smoke: 2.43km Main Battery Firing Range: 12.51km Much ado has been made that Monaghan has better surface detection range than the lead of her class, Farragut. This is accurate. It's entirely irrelevant, mind you, but it is accurate. Monaghan is a total cow when it comes to being stealthy which is really not what you want to be when you're a gunship that specializes in close-range knife fights. It's even less desirable in a torpedo-destroyer that can scarcely defend itself from a Japanese destroyer, never mind a competently played hunter. While Monaghan is able to stealth fire her fish in both configurations, her large detection range is a nuisance. Her guns make it worse. Her main battery range is an alarming 12.51km but most of this range is already useless given the horrible shell flight times. So not only do you have useless range, it also allows Monaghan to be spotted from a long ways away when she has to pull the trigger. Where this gets just downright idiotic is that this range weakness compounds if you have the audacity to try and specialize Monaghan towards her AA power -- y'know, one of the selling features of the ship? Yeah, tacking-on Advanced Fire Training to boost the range of your AA power also boosts her 127mm/38 guns to have a reach of 15km. So she's a stupid, fat cow with a bullhorn screaming at the Reds to shoot at her. And for whatever reason, Monaghan doesn't even get access to the improved American Smoke Generator consumable. Instead she has to make do with the same one found on Soviet, British, French and Japanese destroyers. This means less smoke made and your smoke clouds don't last nearly as long as other American destroyers -- because reasons. Ugh. Monaghan's only saving grace is that she's not German. Or tier VII. Evaluation: What it would have needed to be : She needs to get her surface detection below 6km with upgrades. Genuine Bona Fide Electrified Six-Tier Monoghan There are two builds to consider with Monaghan. First off, though, a caution: A full anti-aircraft build just generally isn't worth it for this destroyer. Her Two-Ten hull doesn't have enough AA DPS situated in her 127mm/38s to be worth upgrading with Manual Fire Control for AA Guns and Advanced Fire Training is a loser-skill option that will only make it easier for enemy ships to spot you when you're engaged in gunnery battles which is bad news for both hull types. For both builds, start with Priority Target and then pick up Last Stand at tier 2. Tier 3 is where all of the choice begins and where the two ships diverge. For the Two-Ten Monaghan, take Torpedo Armament Expertise to accelerate your reload. The Four-Eight Monaghan should look at Survivability Expert or Basic Fire Training for their first tier 3 skill. Grab Concealment Expert at tier 4 next for both builds. For your next nine skill points, you're spoiled for choice. The Four-Eight Monaghan should look towards skills that help with gunnery. Inertial Fuse for HE Shells will help damage battleships. So too will Demolition Expert. However, Superintendent is very useful for the extra smoke charge which, in long games, will allow you to sit still and bombard enemies with less worry about being damaged. With any points leftover, take Adrenaline Rush or wherever you wish. The Two-Ten Monaghan should look to skills like Survivability Expert, and Superintendent as a matter of course. Any leftover points can go where the player wishes, though I would highly recommend trying to squeeze in Radio Location so you can be where other destroyers aren't. Final Evaluation Harekaze 2.0 this is not. You're getting the choice of playing a Mutsuki or 4/5ths of a Farragut How many people use the C-Hull on their American DDs anyway? Am I the only one that avoids it? Two different armament options!? Sign me up! That was my initial thought when I heard that Monaghan could swap between two very different builds. This got me all kinds of excited. I loved the change in game play styles offered when you can equip different weapon types. This is part of what makes Harekaze and Mogami so much fun, in my opinion. Yet for whatever reason, Monaghan just hit a sour note with me. I never found my earlier excitement stoked further with compelling game play. I find this incredibly strange given the enjoyment that can be found in torpedo destroyers and gunships respectively. It took me a while, but I think the issue that makes me feel 'meh' (foreshadowing!) about Monaghan is her surface detection range. I guess the Japanese destroyers have spoiled me. If I'm running with so few guns, I want to get close to ensure torpedo hits. But Monaghan's too fat to get that close and unlike the higher tiered American destroyers, she doesn't have the self defense armament to protect herself if she gets spotted by a picket ship. Once you factor in the slow running speed of her torpedoes, this extra launch distance really makes landing those hits difficult. Benson, with Concealment Modification 1 can get a whole 500m closer to fire off her fish and she's generally not worried if she's lit by another destroyer beforehand. As for her Four-Eight hull, well -- I have never found the C-Hull variants of the American destroyers particularly compelling. Give me the choice between more dakka versus surface ships or more dakka versus planes, I am going to choose the former every time. So Four-Eight Monaghan feels just under-gunned for me. Her extra concealment over Farragut helps a bit here -- I mean, you can choose to turn away, rather than engage some of the bigger, scarier boats but I'm still left wanting more. Oh well. Monaghan isn't terrible, she's just not for me. The variety offered by this ship is a good thing. Would I Recommend? This isn't a ship I would get for myself. If I won it in a crate, hooray! It would still most likely sit in my port unused barring use in some occasional Daily Mission. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Monaghan can spit out a lot of damage very quickly with her massive torpedo walls. So long as you can survive closing with bots, you should be able to derp fish at point blank range up their nose and score some big damage in Co-Op. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. Monaghan makes a great trainer for either your gunship destroyer captains or if you've specialized some of your high tier American destroyers commanders to emphasize throwing torpedoes instead. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Monaghan doesn't have a competitive edge over ships like Shinonome, T-61 or Aigle. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes. Monaghan earned 12 battle stars in her service during WW2, including fighting at Pearl Harbour. For Fun Factor: Bottom line: Is the ship fun to play? No. This one surprised me, but I just couldn't get into this ship. You would think with two hull options, the variety would appeal, but we just never clicked, Monaghan and I. Your mileage may vary, though. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. In Closing This took longer than I had planned. I caught the summer flu that's been going around locally and that cost me a few days. My next review will be USS Salem, the tier X American cruiser. Expect it around the week of June 18th. Thank you all for reading. If you enjoy my work and find it useful, please consider sponsoring me on Patreon. Appendix A list of sites, programs and people I rely upon to create my reviews.
  8. Hey everyone! First post on the forum here. I thought I'd give back a bit and contribute some tactics and general tips for playing low tier cruisers (approximately the I to IV range) to give those starting out a bit of helpful info. The forums have been a huge help to me and this is all stuff I picked up from playing my first 300 battles or so, most of those in cruisers and a significant number of them in the IJN Kuma. Cruiser Lines IJN: my personal favourite thus far. Typically fewer guns but a faster rate of fire and better HE damage/chance of starting a fire. Relatively lightly armoured but more maneuverable than their counterparts. USN: More heavily armoured with an emphasis on AP over HE shells and generally more guns, at the cost of being less maneuverable and slower. There are many other cruiser lines in the game, but these are the ones I started with. I'm sure someone else can speak on the others better than I can. Tactics If you're playing a cruiser (CA) you're usually in a support role. You don't have the speed of a destroyer (DD) to rush ahead and capture areas, but you also don't have the armour of a battleship (BB) to survive an onslaught of enemy fire. Try to stay in the middle of the pack where your consumables can help your team, bigger ships will protect you, and you can take out softer targets like enemy DD's before they reach your fleet. Hang out with BB's when possible. Even better, put them between you and the enemy. When you do this you can angle your ship more aggressively and bring more guns to bear on the enemy because most of their fire will be concentrated on the battleship. Focus on your HE shells. Your high rate of fire compared to other ships means that you can rain hell down on BB's or other CA's from a distance. Your guns are small and won't do the same type of damage that the bigger guns of BB's will, so aim to start multiple fires on enemy ships and be a general nuisance instead, forcing them to use up consumables and throw a wrench in their plans. Don't be afraid to use your Hydroacoustic Search and Fighter consumables if you have them. The tide of battles can turn earlier than you think, so try to resist the urge to save them until the end of the game. Hydroacoustic Search is especially valuable when capturing areas early in the game to see if enemy DD's have gotten there first. Lower tier CA's typically don't have great AA defences, so when possible stick together so that enemy planes have AA fire from multiple ships to contend with as opposed to yours alone. When you're detected, take evasive action early and don't rely on your AA guns to save you. Don't be afraid of a tactical retreat. Sometimes you're simply outnumbered and outgunned when trying to capture an area and it's better to live to fight another day than rush headlong into oncoming fire only to get lit up moments later. When you do this, vary your course and speed to make yourself harder to hit, and return fire as a second priority in the hopes of disabling modules and being one more thing the enemy has to worry about. Make sure to tell your team too. Issue a "get back" command (F9) or tell them in the chat so you don't hang them out to dry and make them an easy target in the process. Choose your commander skills carefully. Some good starting points depending on your play style are Incoming Fire Alert, Priority Target, Last Stand, Expert Marksman, Adrenaline Rush, Demolition Expert, Superintendent, and Concealment Expert. Generally avoid skills like Survivability Expert (doesn't make a meaningful difference to HP at low tiers) and Torpedo Armament Expertise (your torpedo tubes should be a last resort when surprised at close range). Hope this helps some people new to the game get their sea legs!
  9. Asking for help from other players who can consistently get 1500+ base XP in T8-10 IJN and USN dds. I reread the Economy section of the WIki (http://wiki.wargaming.net/en/Ship:Economy#Ship_Experience_.28XP.29), specifically the "Earning Credits and Experience" section. I also Reviewed LittleWhiteMouse's post of December, 2017 In the WOWs world that we now live in, radar cruisers and CVs have significantly changed the way that we play destroyers.Trying to apply these rules is confusing the heck out of me. For example: 1) "Thus, 10,000 damage done to a destroyer is worth more than 10,000 damage done to a battleship". Does that mean that I should target the red dds first? Where does that leave the torp IJN boats like the Shima and Yugumo? 2) "You earn more for damaging a higher tiered ship than you would a lower tiered ship". Does that mean that I should be playing the Benson, Kagero, and Akizuki in T10 battles? I have to play defensive when that happens and I don't tend to do as well. 3) "Sinking enemy ships is important and awarded accordingly". I get that, but it seems that once I hurt a cruiser or BB with torps, the rest of the team comes up and pours on the fire. 4) "The more Base Capture and Base Defense points you earn, the better". With both CVs and radar cruisers in a game, trying to capture a base (at least in the first 5 minutes of a game) is suicide most of the time. As soon as you cross that circle and the red team notices, planes and radar come out. 5) "Spotting a ship which gets damaged by your allies gives the following:DD receives approximately 40% of the reward for full HP damage to a spotted ship" I can point it, out, put markers in the mini-map, practically stand on my head, but I get ignored a lot of the time. When push comes to shove, and we need the star because it's close, I tend to roll out my highest captains and biggest hitters (Gearing and Shimakaze). Maybe that's not the right strategy for Naval Battles? Looking for any and all advice from the WOWs Community.
  10. I was surprised to learn I have both. Played them 5 times between them. A year ago. So, I really know nothing about them. Coming back now. Comments, insights, please. (Any mods?)
  11. LittleWhiteMouse

    Premium Ship PREVIEW: USS Black

    USS Black is still a work in progress. Please be aware that all of the statistics and performance discussed here are subject to change before release. Hell and fire was spawned to be released. Quick Summary: A reward-version of the Fletcher-class Destroyer with Radar. Cost: Black is not for sale and can only be earned by achieving Rank One in five seasons of Ranked Battles. Patch & Date Written: 0.6.1, February 11th, 2017. Closest in-Game Contemporary: Fletcher, Tier 9 American DestroyerDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique USS Black is a Fletcher-class destroyer but, like most premium ships, she has a few changes to make her stand apart from her sister ships. The changes summarize to the following: Black has access to the USN Radar consumable as an option in her third consumable slot. Her deck armour is 19mm instead of 13mm. The torpedoes she launches are slower, longer ranged and harder hitting than Fletcher's with a faster reload. Black swaps out the two twin-gun 40mm Bofors mounts behind her #2 turret for a pair of twin-gun 20mm Oerlikons instead. She's slower than Fletcher by 1.5 knots. She turns slightly better than Fletcher. PROs Armed with five, rapid fire 127mm rifles. She can fire up to ten 13.7km range torpedoes, doing 21,600 damage each and a with reasonable 96s reload per launcher. Decent anti-aircraft armament for a destroyer, including the option to take Defensive Fire. Excellent handling, including a small 560m turning circle, a 3.0s rudder shift time and 34º per second turret traverse. Good concealment values, dropping down to 5.8km with proper specialization and providing a huge stealth-firing window. USS Black can combine smoke and radar, making her the ultimate spotting & support ship. CONs Her 17,100 hit points are on the low side for a tier 9 destroyer. Horrible gun ballistics which makes gunnery of any target outside of 10km punitive. Her torpedoes are the slowest ship-launched fish in the game at 43 knots, taking a full two minutes to reach maximum range. On the slow side for a higher tier destroyer with a maximum speed of 35 knots. Her consumable "options" aren't really optional. If you take anything other than Radar in her 3rd slot, you're a fool. Doesn't appear to have Missouri's massive credit-earning potential. Here it is. This is the second reward ship for Ranked Battles, requiring primacy in five seasons to unlock her. Even in her preview state, Black has caused a lot of fuss. This seems to be a trend with these reward vessels. This is not likely to ever be a common ship. While it can be argued that over time, more players will have reached rank one in five seasons, the natural attrition of the player base will also see some of these veterans hang up their cap and stop playing. Flint isn't commonplace. Black promises to be even more rare. That doesn't undermine the dangers to the meta that an unbalanced ship can present. Still, the alarm that has met Black's preview statistics has been considerable. While not quite an Alabama Drama Llama in scale, the sky is once again (or is it still?) falling in certain community groups. I stress that what we're seeing presently is nothing more than a preview of the ship and not her final form. Things can change. Hopefully this thorough look into USS Black's current build will provide enough insight to see where changes may or may not be needed. Black shares the same camouflage scheme as USS Flint, the first premium reward ship for Ranked Battles. #GetBoat OptionsBlack has the same options as the Fletcher-class but with the added bonus of getting access to Radar in her third consumable slot. You have to swap out Engine Boost for this. Her Radar is identical to that found on Baltimore and Missouri, with a 9.45km acquisition range for 35 seconds. I firmly believe that Wargaming made a misstep with Black's consumables. Swapping her Engine Boost for Radar is a non-decision with radar being optimal in the majority of situations. A more balanced option would have been to make players of USS Black choose between a Smoke Generator and Radar. Thinking this would balance her is, of course, contingent on believing that a destroyer having radar is acceptable at all. We'll see if this consumable combination survives testing. Consumables: Damage Control Party Smoke Generator Engine Boost or Defensive Fire or Radar Module Upgrades: Six slots, standard USN Destroyer options.Premium Camouflage: Can I call this tier 9+ standard? It provides the same bonus as the Missouri: A 3% concealment bonus, a 4% increase to enemy gunnery dispersion and a 100% bonus to experience gains. Firepower Primary Battery: Five 127mm rifles in single turrets in a superfiring A-B-P-X-Y arrangement. P turret is forward facing behind the torpedo launchers. Torpedo Armament: Ten 533mm tubes in 2x5 launchers mounted before and behind the rear funnel. Black is armed with five 127mm/38 Mark 30 naval rifles. These are the same guns first seen on the Benson-class destroyers at tier 8 without any significant improvement in performance. This staple of the USN Destroyer line is known for its tremendous rate of fire and excellent gun handling but also its famously poor ballistic qualities that lead to a very high shell arc over range. So while Black can potentially dish out monstrous levels of damage, landing those hits is considerably more of a challenge than the 130mm of Soviet Destroyers, for example. These weapons are very much par for the course for American destroyers and offer nothing in the way of surprises for veterans of the American destroyer line. By tier 8, destroyer caliber guns begin to lose the arms race versus the armour values found on capital ships. Even upgraded with Inertial Fuse for HE Shells, her rounds cannot penetrate tier 8+ Battleships anywhere except their superstructure. Her 127mm guns can only penetrate 21mm of armour without the skill while being able to best up to 27mm of armour with it. This value is important -- it's sufficient to damage the bows and sterns of all cruisers and select deck areas on most of these ships. But it's as a destroyer hunter where these guns excel, provided you can close the range. Their very fast turret traverse rate of nearly 34º per second allows the ship to be thrown into evasive maneuvers while maintaining her gun lock on target. This makes her a very real threat to any rival torpedo or gunship. Like USS Sims before it, Black has what the community has often referred to as "naval mine" torpedoes. Their speed is downright laughable at 43 knots (115.1 meters per second under the game's compressed distances). It takes these torpedoes almost a full two minutes to reach the end of their impressive 13.7km range. With a 96s reload, this allows you to put a second salvo in the water before the first is little more than 3/4s done their first run. The good news is that they have a very short surface detection range of 0.9km. However, given their slow speed, her targets have approximately 7.8s worth of reaction time which is fairly standard. Their real weakness is if they're picked up early. They're so slow that some ships can turn away and even outrun the darned things.Black's torpedoes are, at best, area denial weapons. While possible to ambush someone at point blank range and make their life miserable (and short), more often they're used as a fire and forget series of water-mines, helping push the Reds away from a given area. During testing, there was a bug present where Black's torpedoes weren't doing anywhere close to the right amount of damage. Though listed as capping out at 21,600, their damage was all over the map and never where it should have been. Several of the testers and I took USS Black out into training rooms and slammed fish into various bots, ensuring we got midship strikes with single torpedoes. Strikes against ships without anti-torpedo defenses never got higher than 12,804 damage. Hits to the Yamato's torpedo bulges did 8,368. Yet hits to a Mogami (A-Hull) did 13,093 while hits against the upgraded (C-Hull) did 12,397 damage. This is despite the torpedo bulges for these three respective ships reducing damage by 55%, 13% and 18% respectively. The math doesn't add up. Bug reports were filled out. Did I mention this ship was still very much a work in progress? Black's torpedoes will be a heck of a lot more fun to use when they work properly. Maneuverability Top Speed: 35.0 knots Turning Radius: 560m Rudder Shift Time: 3.0s The Fletcher-class, and by extension USS Black, has great agility. With a tiny turning circle and excellent rudder shift time, Black appears equally well set up to dodge fire as Fletcher. However, it should be noted that she's 1.5 knots slower than her sister ship. But there's more to this ship than that. Black bleeds speed faster than Fletcher does in a turn while maintaining a comparable maximum speed with her rudder hard over. It takes Fletcher approximately 20.4s to drop down to 30.6 knots in a turn while Black will drop to 30.3 knots in roughly 12.9s. This makes the Fletcher "skid" more through the first leg of the turn while Black's hull bites in. Thus, Black has a quarter of a second's advantage in progressing through a 90º turn at top speed and almost two-thirds of a second for full a 360º turn. Though Black has the same rudder shift time and turning radius of Fletcher, Black is slightly more agile in a turn despite their similar stat profile. Who'd have thought? Durability Hit Points: 17,100 Min Bow & Deck Armour: 19mm One of the strange differences between Black and Fletcher is Black's deck armour. It's 19mm on Black versus the 13mm found on Fletcher. This isn't a significant change but it has two highly situational benefits. First, it provides some protection against high explosive shells smaller than 120mm in diameter. HE Shells of this size, without a buff from the tier 4 Captain Skill, Inertial Fuse for HE Shells will simply shatter on impact for no damage. However, this caliber of gun isn't too commonplace within Black's matchmaking spread, being limited to the main battery of the Akizuki and the secondaries off of Russian and German Cruisers (yeah, like those are worth fussing over) and some of secondaries off of German Battleships (okay, THOSE are worth fussing about). Second, 19mm armour provides some defense against AP shells. Anything smaller than the 283mm off the Schanrhorst is unable to overmatch Black's armour. If (for whatever reason) a heavy cruiser decided to shoot AP shells, this creates a chance for the shells to ricochet off her deck if they come in at too shallow an angle. Yes, I know. Neither benefit is going to come into play very often. Overall, Black's hit points are on the low side for a Destroyer -- well behind the German Z-46 and the Soviet Destroyers (including the new ones which are also works in progress). It's only against the Yugumo that she has any advantage. Thus, engaging enemy destroyers isn't without risk -- Black simply doesn't have the big hit point totals to trade fire effectively, especially if she begins to struggle to land hits. This Akizuki didn't have the Inertial Fuse for HE Shells skill on her Captain. Short of hitting Black's superstructure, she couldn't hurt her with her HE. Had she been shooting a Fletcher, it's possible some of the splashes against her upper hull might have struck the deck and penetrated, but that's very unlikely given their flat trajectory at this close range. Concealment and Camouflage Surface Detection Range: 7.4kmAir Detection Range: 4.0kmMinimum Surface Detection Range: 5.8kmConcealment Penalty while Main Battery Fire: +3.81km (vs 12.9km gun range) Black has excellent concealment values for a tier 9 destroyer, bested only by the Yugumo. When fully kitted out for stealth, she weighs in with a 5.8km surface detection range and just over 9.6km when firing her guns in open water. Without boosting her range with Advanced Fire Training, this gives the ship a 3.3km stealth-firing window with her main battery. It's not unreasonable to see why there's very little need to extend the range of Black's guns, especially given the punitive ballistics at targets more than 10km away. More importantly is how this rather small surface detection range allows Black to shadow enemy ships and keep them spotted. There is no ship currently in the game that is as adept at spotting as Black. By keeping her guns silent, she can creep along, trailing enemy vessels from a safe distance. Should they try and blow smoke, she can make use of her Radar consumable which has a 9.45km range to continue to provide eyes on a beleaguered target. The only answer to such sneaky spotting tactics is to hope that a friendly ship can spot Black and put an end to her shenanigans, usually in the form of aircraft or an enemy vessel also equipped with radar, like a Soviet Cruiser. Black's worth is often measured by how well she can support her team. Black gives you some very powerful tools for controlling vision, with an American Smoke Generator, which provides 127s worth of cover to team mates while at the same time lighting up the enemy. In this way, under ideal circumstances your team can see the enemy and the enemy won't see yours. Black can continue to contribute by dropping her fish without losing her concealment values. Where her torpedoes are concerned, Black has an enormous stealth firing window when specialized for concealment. This is an obscene 7.9km. However, it should be noted that it will take Black's torpedoes 52 seconds to reach a target that's a mere 6km out. That's a long time for a ship not to make any course adjustments, so it's best not to use the lead indicator on the torpedoes and instead go for more of an area-denial approach to hedge your bets. Anti-Aircraft Defense AA Gun Battery Calibers: 127mm / 40mm / 20mm AA Umbrella Ranges: 5.0km / 3.5km / 2.0km AA DPS per Aura: 54 / 34 / 37 It's possible (though admittedly a bit of a waste with Black) to turn this ship into a passable AA escort. It's unlikely that this ship will ever be without some form of buff to its AA firepower, as Captain Skills aimed at improving her firepower will also affect her AA suite. This provides Black with an approximate DPS value per Aura of 64 / 41 / 45 which is rather respectable, especially for a destroyer. However, this isn't going to dissuade tier 9 and 10 air-groups from loitering in your vicinity. It's only with a heavy investment in skills and (for some reason) taking Defensive Fire that Black can make her anti-aircraft armament into a very real threat to enemy attack planes. As this would require you to drop Surveillance Radar, it's really not worth it. Black's AA firepower is enough to dent attack plane squadrons. But like most destroyers, you'll want to keep your AA turned off most of the time. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Playing destroyers in general isn't easy. However, Black is a little more forgiving than most. The Fletcher-class is already one of the better destroyers at tier 9 (and arguably, in the game as a whole). Black provides a set of training wheels in the form of her radar consumable to make life just that little bit easier for an inexperienced player. In the hands of a veteran, the combination of Black's consumables, concealment rating, agility and torpedo armament make her an enormous threat to the enemy team. For players who enjoy the support role, I can think of few ships as exciting as the (arguably overpowered) potential that Black provides. With the monopoly on radar for a ship with such a small surface detection range, Black will inspire many rage-threads in the future, I have little doubt. This ship lives to use and abuse spotting mechanics and strip any pretense of vision control from the enemy in local engagements. Mouse's Summary: Black is a Fletcher-class destroyer with Radar. If you didn't know it already, the Fletcher-class is hella-good in World of Warships. And now it has radar. The most rewarding use of this ship is through the control of vision in an engagement. Spot the enemy and protect your own team with smoke. The torpedo bug annoyed me to no end. Black is still very much a work in progress. Be aware this is a preview, people, not a review. So, this is a rather late preview. It's not a lack of effort, but moreover from a change in preview policies from Wargaming itself. Community Contributors should be getting earlier access to ships. What's more, we should also be providing our content much earlier within development cycle. But this in turn presents a problem: Ships early in their development cycle aren't necessarily well balanced and are likely to undergo a change or two before release. This should explain why I'm saying, over and over, this is a preview. This is why you'll see "Work in Progress" (WiP) watermarks on videos produced by my fellow contributors. It's also why there was a bit of concern about articles like these going into extensive depth about the current statistics of a ship rather than simply a broad overview. My own release was delayed until I got the specific okay to go into the minutia of this upcoming release. Playing USS Black was a real treat for me. First, it's a Fletcher-class and I have a real soft spot for the Fletcher. When I was little, my father had an old DOS-box he liked to keep running long past obsolescence which had a game "Wolfpack" on it. This pit Type VII, IX and XXI U-Boats against American Fletcher-class destroyers. It had a hot-seat PVP mode. My father would always play the Germans and I would get to take my turn as the Fletchers trying to defend my poor freighters and tankers from his predation. This mostly involved me chasing after his pillenwerfer and blowing the snot out of them with copious amounts of depth charges and hedgehog mortars. My father loved lording his gaming superiority over his then eight-year old daughter... USS Black brings back the warm fuzzies of those memories. Instead of chasing down U-Boats, I instead get to chase down enemy ships trying to hide in smoke while screening my own forces. It's a very rewarding style of play and it's such a shame that it's limited currently only to the Black. With that said, it's not without its dangers to the meta of game play. If Wargaming were to make such a combination more commonplace (either through many USS Blacks becoming available within the community or through the addition of Radar to a destroyer-line), combat in and around capture points would certainly chance towards the more passive. The only thing worse about being the first ship spotted is being the only ship spotted and focused by the entire enemy team. I personally think that combining radar AND smoke one a low surface-detection ship is the wrong way to go. I hope to see USS Black have to choose between the two. But who knows? We'll see how her development continues. In Closing As a final reminder, take what you've read in this preview with a pinch of salt. There's plenty to discuss, maybe even a few elements to be concerned about but I would hold off on brandishing torches and pitchforks if you object too strongly about something you see in USS Black. Similarly, don't get too excited or married to the idea of a particular combination of stats if you think this ship is a must-have. Things will change.
  12. Dear fellow players, This is a discussion on https://en.m.wikipedia.org/wiki/South_Dakota-class_battleship_(1920) This is an earlier class of Battleships and is different from the class of the same name that participated in World War 2 Thanks. After seeing Wargaming choose the concept of engine boost finally on a USN BB. I have to the conclusion that the same could be done for this class of Battleships. Which were designed between the Colorado Class battleship and the North Carolina Class battleship. The ships were actually stopped in mid construction due to the famous Washington Naval Treaty of 1921. My idea is for this class to be modernized in a similar manner to Kii while retaining the low speed, but possessing engine boost to make up for that low speed. That solves one problem. The second problem the 3x4 406mm gun layout would have to make this a tier 9 with poorer accuracy than Montana or a tier 10 powerhouse with speed boost to help make up the difference. It could also have extended secondary ranges like the French Battleships with good accuracy. The armor is on the weak side so it would have to have a lowered citadel to make things work well. Tier 9 or 10 USS Indiana representing this earlier battleship class or another name. 3x4 406mm main battery. Secondaries all with enhanced range like the French and with enhanced armor penetration. Torpedo tubes mounted. Consumables damage control party normal, repair party 4 charges base, and speed boost 3 charges base. I am curious if anyone else has any ideas or interest in this proposal. Seeing USS Georgia coming through the pipeline I think this ship has a good chance as well.
  13. It's everybody's favorite pest, DOG-(approaching but never reaching WOWS)- GET. Admiral Yogi admonished us wisely but obscurely, to take the damn thing. But was he also channeling Jesus Jones and mean Right Here Right Now? My intended quest to get the Fiji, was tempered by yawls advice and so I turned to the Leander. Events led my to look at the German cruiser line, to sea what it would take to get to. say, Tier V. Looking at the Cahonnes Burg, I, of course snooped at the Yorck, then up to the Adm. Hipper. So, being the type of American Churchill had in mind (will ALWAYS do the right thing after trying EVERY other option), I decided to actually look and see what I might have in that line; from which to calculate the cost to get to a gnu Yorck. But lo and behave, I already have (had?) a freakin Nurnberg! Sooooo... My road has a 3-tined fork: Leander, starting from a previous Black Swan; Yorck, and/or on hippity hop to Hipper (leaning to avoid T8, though); Des Moines, my self-perceived raison d'etre and wildest dream (with all that having a <first> T10 would involve). Off-course, they are not mutually reclusive, so they are all within my ken, but still... Good advice is worth its weight in Dubloons. Thanks.
  14. Hello friends, I recently got the iowa after a long grind, and the first thing I did was install the artillery plotting room 2 modules for that -11% bonus. However playing it in the past few games has been anything but accurate. I constantly struggle to get past 40k damage on average for a game with this ship. First I thought I was just bad, but I do very well with cruisers and even when I took out the New Mexico again for a spin. I've seen videos from Noster, etc. on youtube playing with the Iowa and their shot groupings are very tight, however when I shoot most of the time my shots end up all over the place. I try to limit my engagement range between 13 to 16km so I should not be having these problems. Did something change in recent updates, why is the Iowa so bad?
  15. 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?
  16. According to the wiki http://wiki.wargaming.net/en/Ship:Wichita USS Wichita is now a promo ship. Kinda sad as I was really looking forward to buying her. Is this actually the case ? She really going to be strictly a promo ?
  17. A friend of mine compiled most of the United States Navy Technical Mission to Japan from the now defunct Fischer-Tropsch Archive so that people can navigate it again in one location. https://pacificwararchive.wordpress.com/2018/04/21/reports-of-the-u-s-naval-technical-mission-to-japan-1945-1946/ He is also working on the European one now. https://pacificwararchive.wordpress.com/2018/04/21/records-of-the-u-s-naval-technical-mission-in-europe-1944-1947/ Edit: He has added a fair amount of the Pacific portions of the USSBS to the blog now. They were mostly pulled together from the Japan Air Raids website, but he made them far easier to pick through here. https://pacificwararchive.wordpress.com/2018/11/15/us-strategic-bombing-survey-pacific-war/ Edit 2: He is now working on the Japan Monographs. At first he will be filling in the Monographs that HyperWar doesn't already have up. https://pacificwararchive.wordpress.com/2019/01/27/japanese-monographs/
  18. As the title says above what are the most used/effective USN CL/CA captain builds, and/or which ones are the most recommended? I recently got to T6 Dallas with a 6-point captain with PT, EM, and AR. Then put a 10pt captain i earned from an operation into my T6 Pepsi with PT, EM, BFT, AFT currently looking to redistribute points since i have the doubloons on me. So would i keep building off of what i have? or should i redistribute and get the correct build?
  19. As the title says this is a suggestion, this is not final and stats are not being taken into account. Split at Wyoming T5- Nevada T6- Pennsylvania (Arizona is already here so why not) T7- Tennessee (Basically a CO with 14" guns and more barrels) T8- South Dakota (Cause we don't need more SD clones/premiums) [tankier alternative to bow-tanker NC] T9/10- Will either go back to Iowa and Montana or we will get more paper ships (unless we do something like IJN DD line that used to end at Akizuki) With this I would like the 1944 hulls for the USN standards to bring this into full circle (5"/38 dual mounts and absurd AA) I will accept ideas if anyone wants to give this line a gimmick of some sort (i.e better staying power or something...)
  20. 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.
  21. With the new update they made US carriers the top of the food chain again, starting at ranger I believe, you gain access to a 1/1/2 rather than a 1/1/1 that was standard for everything. But you can’t swap in for a 2/0/1 anymore, as the drawback of this new update. But it will get better. At Lexington(Tier 8) you may upgrade your DIVE bombers to equip AP bombs that can deal massive damage. These bombs were on the enterprise(Tier 8 premium carrier). At tier 9 (Essex), you have a 2/1/2, which is powerfull. Drawback, and it’s a big one, the fighters for the Essex only are stock tier 8’s and you cannot get tier 9 fighters. One thing is that the torpedo bombers past Lexington STAY at tier 8, with no upgrades to 9 or 10. But of course at Essex you can still get those AP bombs with tier 9 DB. Midway is probably the most beneficial from this update as it has a 2/2/2. With stock T9 fighters that can be upgraded to T10. Course you only have tier 8 torpedo bombers, but torpedo damage does not increase with tier. And you still get those awesome tier 10 AP dive bombers. In my opinion. Go USN as the AP bombs wreck havoc against most battleships and some cruisers, and the bombs have a INSANLY SMALL targeting reticule, that can be smaller than the superstructures on most battle ships. But you only get them at tier 8 and up. Moving on. IJN, where to start. Easy way to say how the play is swarm the skies. These carriers have a really good amount of squadrons. But that comes at a cost. When IJN fighters take a squadron of USN fighters, the USN’s are going to win, as the squadron capacity for all USN carriers is 6, beating the IJN’s 4. Plus the USN planes ( all types ) do more damage and more health. But since IJN has a 2 fighter load out that puts it a 6v8. I can’t say much more because I only really made it up to Lexington and never played a IJN carrier before. But the grind to the tier 8 Lexington is worth it because when you go into the first battle with your AP bombers bought ( point, you get stock HE so then you can upgrade them to the tier above with HE OR AP ) you can deal a CRAZY amount of damage on a battleship draining almost 7/8 of its health for certain types and if you get a good hit.
  22. Well, it seems that the upcoming armor changes are going to impact all ships with a torpedo belt. Pens on the belt are now guaranteed to do 10% damage regardless of it penning the belt armor. The impacted ships include and are not limited to: https://m.facebook.com/wowsdevblog/posts/2204959589830376 USS Alabama and USS Massachusetts USS Iowa and USS Missouri USS Arizona IJN Yamato and IJN Musashi (Less than others since the belt is below the waterline) Dunkerque Almost all Pre T6 Tech Tree BBs (Exclusions are South Carolina, Turrenne, Courbet, Nassau, Konig, Kawachi, and Myogi) Most ships with a Turtleback armor design (French High Tier BBs) T6+ Japanese Cruisers T8+ German Cruisers T10 Cruiser Henri IV For more info, go see Little White Mouse's post on the topic
  23. Falls_USMC

    USS Alaska is coming!

    Facebook Dev Blog post Text from post for those on mobile. ST, American cruiser Alaska, Tier IX Hit points – 60 800. Plating - 27 mm. Armor belt – 229 mm. Torpedo damage reduction – 13%. Main battery - 3x3 305 mm. Firing range – 20 km. Maximum HE shell damage – 4300. Chance to cause fire – 27%. Maximum AP shell damage - 8900. Reload time - 20 s. 180 degree turn time - 36 s. Maximum dispersion - 216 m. HE initial velocity - 762 m/s. AP initial velocity - 808 m/s. Sigma value – 2.05. The parameters of the dispersion ellipse are equal to the values of the Graf Spee cruiser (better than battleships, but worse than common cruisers). The parameters of the ricochet angles of AP shells are equal to the values of the American cruiser Des Moines. Secondaries - 6х2 127 mm, range - 5,0 km, Maximum HE Shell Damage - 1800, Reload Time - 6.0 seсonds. AA defense - 34х1 20 mm, range - 2,0 km, damage per second - 122. 14х4 40 mm, range - 3,5 km, damage per second - 223. 6х2 127 mm, range - 5.0 km, damage per second - 91. Maximum speed - 33 kt. Turning circle radius - 850 m. Rudder shift time – 13,8 s. Surface detectability – 16,2 km. Air detectability – 12,1 km. Detectability after firing main guns in smoke – 12,8 km. Available consumables: Slot 1 - Damage Control Party Slot 2 - Defensive AA Fire / Hydroacoustic Search Slot 3 - Spotting Aircraft / Catapult Fighter / Surveillance Radar Slot 4 - Repair party All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. Please note that the information in the Development Blog is preliminary. USS Alaska Wiki page This thing is going to be a monster. 305mm AP with Des Moines autobounce and penetration angles is going to be disgusting. Free XP or we riot!! I'm stoked for this ship. It doesn't have as colorful a history as some ships, given how late in the war it was commissioned, but I couldn't be more excited for it.
  24. HI Ho WOWS fans Well i go off line to get some shut eye and wake up to brand world with 5 new ships, hooray I think till i have quick look through the Stats. So I would like to put my take, my view and thoughts on these new ships, bear in mind they are in WIP status. A disclaimer first as i am a average Joe in the game some may even say a potato even my views may not even count however since its us Joe's and potatoes buying these ships I may just have a few good points like anyone else here. So Friends, Romans, Countrymen and women lend me your ears, OK sorry wrong era. Alright first up USS West Virginia Pre Pearl Harbour for the collectors it will make a lovely addition to the Port Queen collection In battle this thing is slow it will be lucky to get out of the spawn area before the end of the game like most tier 6 BBs or it will sunk by high speed fast firing accurate tier 7/8 BBs or bombed into oblivion by Kaga , Enterprise, Graf Zeppelin and the rest of the tech tree CV's in game, and lets not forget the up and coming CV rework to add to its woes or stealth torpedoed to death by pack of DDs. Yeah at 21 knots in its current configuration the only place this ship is going is on a down wood spiral to bottom of the pixel ocean with great regularity. Strike 1 HMS Vanguard Modern British BB with antiquated guns see this coming a mile off,this ship will probable be fitted with Defensive Fire , Main Battery Booster and Massive HE boost so it becomes another of those fire breathing British BB's that cant do anything else . Player requirements REMOVE BRAIN load HE push fire button. Strike 2 USS Wichita Great another Radar cruiser enough said Strike 3 HMS dreadnought Well we might just have winner had a look at the ship and if my eyes deceive me a I cant see any secondaries on her if that's true that's a downer lets hope not. At least WG didn't butcher her like they did to Konig and kaiser and give her a fictional 1930/40 refit. Pass USS Charleston When I first read the name I thought WG was creating a operation scenario for the battle of Charleston and we were getting Ironclads YAY not to be its the ship and i like the blue camo it has that Derek zoolander blue steel look about it. I like the St Lo class too Pass So lets tally up the score from WG 3 strikes 2 passes not good Come on WG you have the entire world to choose ships from and you pick half the new ships that are CUT and PASTE clones. Meanwhile the entire Italian navy sits tied to wharf's and Buoys waiting to be scanned, rendered and produced and still you produce clones WG goes to great lengths to produce OP broken Russian ships at one end of the spectrum to annoy the community then goes the complete opposite end to produce ships wanted by the community but that MAY be less than game worthy and game playable and I quote MAY not be as they are WIP. Hey WG how about a happy medium for once. regards
×