Jump to content
You need to play a total of 5 battles to post in this section.
ValkyrWarframe

Valkyr's Ship Guides: Atlanta

47 comments in this topic

Recommended Posts

1,575
[TASH]
Members
4,991 posts
7,885 battles

Note: Although LittleWhiteMouse has written two three (sorry) guides for this ship, a lot has changed since her last guides.  With 300+ battles in this ship, and holding a top player position in the ship, I would like to give an update to how to play the ship in the current meta. 

 

Guide Written from Patch 0.6.5-0.6.10

 

I am not fast at writing these.  Then again, I suck at writing stuff in general.

 

Tier VII Large Destroyer

U.S.S. Atlanta

HE Rainbows FTW

 

I tried making that look like an American flag, which didn’t turn out as well as I hoped.  Yes I know I used the wrong hue of red, but that’s to comply with forum rules.  I got warnings from people about that in my previous guides.

 

The Quick Review

 

Quick Summary: Giant U.S. destroyer with a citadel and severely outclassed in comparison to cruisers of the present.  Needs team support and islands/smoke to be able to play effectively, and requires a decent amount of skill compared to other premium cruisers.  Its unique distinction is the ferocious, long-range AA defense with unlimited uses of Defensive Fire, high damage per minute with sheer volume of shells rather than individual damage, and having Radar at Tier VII.

 

Most Relatable Ships:  Flint, Belfast

Resemblance: Clone / Sister-Ship / Related Class / Similar Role / Unique

                                                     Flint                           Belfast

 

Flint is not a direct sister of Atlanta, she is part of the Oakland subclass.  The Oaklands removed the wing turrets and added more small-caliber AA guns, improving stability and making the deck less crowded.  In-game, there is a lot that is different between the two, but in reality that’s pretty much it.  I would consider the two as sister ships, but not completely, so sort of in between.  Here is the comparison, only noting differences.

 

Category

Atlanta

Flint

Survivability

HP: 27,500

Bow/Stern Armor: 13mm

HP: 26,600

Bow/Stern Armor: 16mm

Artillery

8 x 2 127mm/38 Mk32 Mod. 12

Two turrets are wing mounted, making at least one unable to fire at any time.

6 x 2 127mm/38 Mk32 Mod. 12

All turrets are centerline-mounted, allowing all of them to fire at most angles.

Torpedoes

Range: 4.5 km

Speed: 65 knots

Spotting Range: 1.3 km

Range: 9.2 km

Speed: 55 knots

Spotting Range: 1.1 km

AA Defense

8 x 1 20mm Oerlikon Mk4

4 x 4 28mm/75 Mk2 Mod. 2

8 x 2 127mm/38 Mk32 Mod. 12

12 x 1 20mm Oerlikon Mk4

8 x 2 40mm Bofors Mk1

6 x 2 127mm/38 Mk32 Mod. 12

Maneuverability

No Difference

Concealment

No Difference

Consumables*

Surveillance Radar with an 8.5 km range, lasts for 25 seconds, and has a cooldown of 180 seconds (120 seconds)

Smoke Generator that deploys for 27 seconds, lasts for 121 seconds and has a cooldown of 240 seconds (160 seconds)

*Parentheses indicates with premium consumables.

 

The other ship that is relatable, and sort of replaced Atlanta as a Tier VII premium destroyer hunter on the tech tree is Belfast, also known as “Balancedfast” or “Payfast”.  To put it in a mathematical way, she is Atlanta + Flint + Fiji and does everything better than Atlanta.  There is a reason why tech tree British cruisers don’t have HE, and also cannot equip radar and smoke.  At least smoke is getting a nerf by detection range, but still.

 

It is funny how people complain that Atlanta was pay-to-win, which she is pretty much the opposite of that.  If only they would look at today’s tech tree premium ships…

 

Anyway, down to the skill requirements and limits.

 

For those of you who don’t know what these are, “skill floor” is the experience needed to play the ship at an average performance.  “Skill ceiling” the amount you can do if everything goes well.

 

Skill Floor: Low / Low-Medium / Medium / Medium-High / High / Extreme

Skill Ceiling: Low / Low-Medium / Medium / Medium-High / High / Extreme

 

Um, yeah, Atlanta is far from your casual ship.  A lot of people are under the impression that she doesn’t need skill, which is nearly the opposite of the reality of this ship.  Atlanta might be one of the most difficult premium ships to play, being rather unique for a while until the introduction of Flint.  The so-called “No-skill HE rainbows” that Atlanta is infamous for is what players have to utilize to survive.  Without islands, Atlanta is screwed, hard.  Without support, Atlanta is even more screwed.  Without a competent team, well you get the idea.  There is no guarantee you can do well, a lot of factors have to come together for that to happen.  Sure you may do the server average if those factors don’t come together, but that ain’t why I’m writing this.  Odds are however, server average is not good enough if you are reading this guide. 

 

Peak performance in this ship can go a long way.  If the enemy team is aggressive, your team doesn’t do much to stop them, and you got sufficient cover, you will perform excellent.  Damage over time is what cruisers do well in, not sheer damage per salvo.  Once you are in a nice, cozy spot behind an island, it is pretty hard to dislodge you.  Carriers can’t touch you without losing a ton of planes, battleships will burn fiercely just to try and take a shot at you, cruisers will be risking a lot to get you (and probably nuked with citadels too), and destroyers cannot effectively torpedo you without also getting a plethora of shells sent their way.  These spots are hard to get to, but think of it as a bunker: you’re safe once you’re in, at least relatively.  You’re not completely safe, but at least you got cover.

 

It’s not like it’s impossible to do well, just really hard and a lot of factors have to play right.  Divisioning can significantly increase that chance, especially with a destroyer or a smoke cruiser.

Anyway, down to the breakdown.

 

Cost: 9000 doubloons Removed from Premium Shop, back for events occasionally.

 

Strengths:

  • Eight twin 127mm guns that put out massive damage per minute.
  • Guns are affected by Basic Firing Training, the better half of Expert Marksman (although it’s pointless to use it), and Advanced Firing Training.
  • Turrets turn at the same speed as the torpedo tubes, which is fast.
  • Rate of fire is the highest for cruisers at this tier, tied with Flint with a 5 second reload.
  • IFHE on this thing turns it into a DPM monster.
  • Light cruisers get the upper hand in terms of setting fires, having a higher rate of fire.
  • “You use AP against broadside cruisers under 7 km and nuke them with citadels.” – Yuro’s famous advice.  Brawling against an Atlanta is almost a death sentence for most ships, whether it is by torpedoes, citadels, or just sheer volume of fire.
  • AP is great for dealing damage to superstructures, due to the low penetration and low armor on superstructures.
  • The arc of the shells allows for the shells to fly over islands, making island camping ideal.
  • Despite her unarmored hull, the citadel is quite low besides the engine space.  Turret magazines are nearly impossible to hit with shells.
  • Turrets are 32mm, enough to bounce any AP you see.
  • Armor is actually not enough for most battleship shells to citadel you usually, usually.
  • Torpedoes do good damage, travel fast, and will almost guarantee hits at the range you use them.
  • Powerful, primarily long-range, AA defense.  Carriers won’t touch you with a 99 and ½ foot pole if they are reasonable.
  • Excellent turning abilities, she and Flint are among the most maneuverable cruisers at the tier, if not the most maneuverable.
  • Throttle response is better than normal due to light displacement, good for running when your position is overrun.
  • Unlimited uses of the Defensive Fire consumable.
  • Has the Radar consumable, which only two other cruisers have it at the tier.
  • Base concealment is the best at the tier, tied with Flint at 11.0 km

Weaknesses

  • Second-lowest HP of all cruisers at the tier.
  • Armor?  Nope.  Pretty much everything will damage you.
  • Extremity armor is inferior to most cruisers, allowing overmatch from heavy cruisers.
  • Battleship HE/bomb blasts will break your engine, even if they don’t hit you directly.
  • Rudder is more fragile than Myoko’s, which says something.
  • Apparently everyone loves shooting this ship, so you will be focused as soon as you are detected, don’t know why, but it happens.
  • Stupid camping BBabies will shoot you at every opportunity, because they want to kill the supposedly broken pay-to-win cancer, or they just want to shoot you since you are a cruiser.
  • Cruiser and even destroyer AP is enough to citadel you as long as you are broadside, and sometimes even when you are completely angled.
  • Shortest base range at the tier, tied with Flint at 11.1 km.
  • HE shells cannot pierce deck armor of most battleships you see, and higher tier cruisers, leading to many shatters, unless you have IFHE.
  • Fire chance is quite low, and with fire coefficients you probably won’t set fires very often.
  • AP will shatter on pretty much everything above 7 km, except the superstructures of ships.  Even at 7 km you won’t citadel every cruiser.
  • Can never stealth-fire, which other light cruisers at the tier can do, with the right skills. R.I.P. stealth-firing.
  • Your base firing range is extremely close to your base detection range, which means it is nearly impossible to close your range without being shot at.
  • Low velocity and light shell means it takes forever for shells to hit their targets at long range.  You can fire several salvos before seeing whether you are on target or not, and it gives the target plenty of time to dodge.
  • Turrets survivability is nonexistent if they get penetrated.
  • Torpedoes have abysmal range; they might as well be Russian torpedoes.
  • Slower than destroyers at this tier, it may be hard to keep up with friendly destroyers sometimes.
  • Rudder shift seems a bit slow for her size.
  • Hydroacoustic Search does not have unlimited uses if equipped.
  • Concealment is not enough to hide easily, and you got a pretty big gap between radar range and detection range.

 

If that ain’t enough to give you a new perspective, then here’s…

The More Serious Review

 

 

Survivability

 

HP: 27,500

Armor:

·         Forward and After Ends: 13 mm

·         Armored Deck: 13 mm

·         Bulkheads:  None

·         Citadel Belt: 89 mm

·         Citadel Deck: 13 mm

·         Turrets and Barbette: 32 mm

·         Superstructure: 10 mm-65 mm

Torpedo Protection: None

 

Trying to tank in this ship is a folly; you got about as much HP as a Tier V cruiser.  Pretty much everything will damage you too; angling is extremely difficult against large-caliber AP.  With a 13 mm minimum armor, heavy cruisers such as Pensacola or Myoko will be able to overmatch your bow or stern or pretty much anywhere.  The only part of the belt that is armored is the citadel armor belt, which is 89 mm.  Yeah, Atlanta really is a big destroyer with a citadel.  Heck, Khabarovsk has more amounts of armor than Atlanta, being a 50 mm belt all around most of the destroyer instead of just concentrated around the engine area.

 

Anyway, my point is Atlanta is not nearly as tanky as most cruisers, even for Tier V cruisers.  Hopefully, this is a strong message to you that you should not be the first person seen by the enemy, nor should you stay out in open water. 

 

By the way, Flint defies the light cruiser trend of weaker bow/stern armor since she has 16 mm of bow armor even though other light cruisers such as Fiji or Belfast have 13 mm.  I guess wasting your life in ranked has to have some extra benefits.  Although I don’t know how Shchors defies that rule too, despite the fact she has next to no armor, maybe it’s due to tonnage or something, or Russian bias I guess.  Doesn’t really matter, there’s like zero armor on the Shchors, and for how big her citadel is, that’s a problem.

 

Oh, and one more thing.  If you see a British battleship, just pray they don't citadel you.

 

Here’s the survivability comparison with her contemporaries.

Cruiser

HP

Min.-Max. Armor of Hull

Min.-Max. Armor of All Sections

Torpedo Protection

Pensacola

34,300

16-102 mm

13-102 mm

4%

Indianapolis

32,500

16-146 mm

13-146 mm

None

Atlanta

27,500

13-89 mm

10-89 mm

None

Flint

26,600

16-89 mm

13-89 mm

None

Myoko and Friends

39,200

16-102 mm

13-102 mm

16%

Yorck

32,600

16-80 mm

13-80 mm

10%

lol Armor

32,200

16-75 mm

13-75 mm

None

Fiji*

31,400

13-114 mm

10-114 mm

None

Belfast

35,700

13-114 mm

10-114 mm

4%

This new Algérie**

35,600

16-110 mm

13-110 mm

18%

*Has a repair party

**Segmented belt, making the armor surprisingly tanky.

 

Most cruisers can take a few hits for some time, not Atlanta.  Not only do you have paper for armor, but everyone naturally wants to shoot an Atlanta because they don’t want HE cancer raining down on them.  Plus, your concealment is pretty bad in comparison to your firing range.

 

Atlanta used to be in a decent spot in the meta because she was a good destroyer hunter.  Now she’s just really a rapid-fire Belfast that’s basically inferior in almost every aspect.

 

So what does make her unique?  Onto the artillery section!

 

Artillery

 

Main Battery: 8 x 2 127mm/38 Mk32 Mod. 12

Rate of Fire: 12 rounds per minute (13.3)**

Reload Time: 5 seconds (4.5)**

180o Turn Time: 7.2 seconds

Traverse Speed: 25 degrees per second

Range: 11.1 km (13.3)**

Dispersion: 98 m (117)**

HE Damage: 1,800

Fire Chance: 5%

AP Damage: 2,100

Velocity: 792 m/s

Shell Weight: 25 kg*

*Source: NavWeaps.com

**Parentheses indicate with Advanced Firing Training or Basic Firing Training

 

With the equivalent of three Sims in each salvo, you can black out the sun with the volleys you put out.  People apparently can’t fight in the shade, and most start panicking when they see the Persian army-sized volleys raining down on them.  However, your shells are usually about as effective as arrows against Spartans.

 

Anyway, 300 references aside, Atlanta relies on the quantity of her salvos and aiming at the less-armored part of the target.  Most of the time, hitting the bow or stern of a battleship will cause shatters, maybe the occasional fire.  The only time you can do damage no matter where you hit a battleship is either if you have IFHE or it’s a Tier V or British battleship (surprisingly, Tier V and British battleship is the hardest to kill, since Iron Duke has a 44mm armored deck).  When you see a U.S. battleship haplessly wandering into your range, it is just plain fun to wither down their HP from full to death within a minute or two.  That never gets old.

 

Here’s the (not so great) comparison with other cruisers at the tier. 

Cruiser

Max Broadside Firepower

RPM

HE Alpha

Fire Chance

AP Alpha

HE DPM

AP DPM

Pensacola

2 x 2 + 2 x 3 203mm/55 Mk14 Mod. 2

4

2,800

14%

4,600

112,000

184,000

Indianapolis

3 x 3 203/55 Mk14 Mod. 1

4.2

105,840

173,880

Atlanta

7/8 x 2 127mm/38 Mk32 Mod. 12

12

(13.3)*

1,800

5%

2,100

335,160

391,020

Flint

6 x 2 127mm/38 Mk32 Mod. 12

288,000

336,000

All Them Myokos

5 x 2 203mm/50 3rd Year Type 2 GO mod. C

4.3

3,300

17%

4,700

141,900

202,100

Waiting for the Turrets to Turn

4 x 2 210mm L/45 SK L/45

5

2,900

12%

5,500

116,000

220,000

Shchors

4 x 3 152mm/57 MK-5

7.5

2,200

12%

3,300

198,000

297,000

Fiji

4 x 3 152mm/50 Mk XXIII

8

N/A

N/A

3,100

N/A

297,600

Belfast

2,100

9%

201,600

Algérie

4 x 2 203mm/50 Modèle 1931

5

2,800

15%

4,800

112,000

192,000

*With BFT, and I used this figure for the damage per minute calculation, since most people take that as a skill.

 

Holy Jesus, you do so much damage per minute.  If only Atlanta had Gearing’s three second reload…

 

Well, that’s beside the point.  But Atlanta’s guns are pitiful by themselves, being destroyer main guns.  Precise aiming is needed against battleships usually, as hitting anywhere but the superstructure will result in no damage.

 

Here’s the individual shell information, which is weak to say the least.

Cruiser

HE Penetration* (mm)

AP Penetration at 10 km

AP Overmatch (mm)

Fat American Shells

33.83 (43.98)

231.67

14.196

Atlanta/Flint

21.17 (27.52)

55.5**

8.881

Myoko Clones

33.83 (43.98)

205.34

14.196

What even is this AP

52.5 (68.25)

112.35

14.685

Stalinium

25.33 (32.93)

139.99

10.629

Fiji/Belfast

25.33 (32.93)

125.15**&

10.629****

Algérie

33.83 (43.98)

217.98

14.196

 

*Parentheses indicates with the Inertial Fuses for HE shells skill

**All USN 127mm/38 guns have a longer fuse of 0.03 seconds as opposed to the standard 0.01 seconds for destroyers, leading to greater penetration.

***Fiji’s short fuses mean it is often less likely to penetrate that amount before exploding.  Belfast doesn’t, so the shells are more likely to penetrate more.

****Fiji’s shells are less likely to autobounce.  Belfast doesn’t, contrary to what most Belfast players believe.

 

Wow, before writing this guide I never realized how bad Yorck’s AP is.  It’s actually awful, like, seriously.

 

Anyway, if you don’t aim carefully, you can throw all the rounds you want but your target will just throw their heads back and laugh when the shells shatter.  The bow and stern sections of battleships are invulnerable to your fire unless you have IFHE (and Tier VIII+ battleships are completely immune there), so it is better to aim for the superstructure for good damage.  For tier VIII+ cruisers, the same applies unless you have IFHE.

 

Now a common question probably is “When to use AP?”  Contrary to popular belief, using AP at 7 km against most equivalent tier cruisers is a bad idea, unless you aim at the superstructure. I would say below 5 km for guaranteed citadels on your contemporaries.  Well, two exceptions at this tier are Pensacola and Yorck.  Pensacola has a big citadel, and relatively weak citadel armor.  Yorck has a turtleback which does prevent easy citadels, but the outer armor is to your advantage, as you will almost always get normal penetrations.  Occasionally you will get a citadel on Yorck since your shells arc at an ideal angle to penetrate sometimes.  I can’t really explain it; I’m not that great in terms of explaining this.  German turtlebacks prevent citadels, but they are really weird and let dumb citadels in.  Looking at you Nurnberg.

 

Now, on something like an Omaha or an Emerald, yeah go ahead and rip them apart at like 8 km with AP.

 

Secondary Battery: Secondary armament doesn’t exist on this ship; the whole ship might as well be a secondary battery for a U.S. battleship.

 

 

Torpedoes

 

Torpedo Armament: 2 x 4 533mm Mk14

                                    Torpedo: Mk15 Mod. 3

                                    Reload Time: 98 seconds

                                    Damage: 16,633

                                    Speed: 65 knots

                                    Range: 4.5 km

                                    Spotting Range: 1.3 km

                                   

Basically, Atlanta’s torpedoes are Mahan’s torpedoes toned down.  They operate at a higher speed, burn their fuel quicker, and therefore have a shorter range.  Needless to say, American torpedoes are pretty crap in general.  They either have a very low speed, poor damage, and medium-long range (lol Marblehead); or medium speed, high damage, and short range.  This doesn’t change until Fletcher, which gets good torpedoes.  Sure Mahan and Benson have decent torpedoes, but they do mediocre damage and travel slow for the ability to reach 9.2 km.  OK, I gotta stop going off-topic, it’s a bad habit of mine.

 

Anyway, Atlanta’s torpedoes can only be used at the ranges where it is difficult for the target to dodge.  While this does guarantee more hits, this means your torpedoes are effectively a last resort. 

 

Also, for whatever reason, Flint has the best of American torpedoes, getting Atlanta’s damage but Mahan’s range and spotting range (Mahan’s torpedoes normally do 11,600).

 

Here’s a comparison with other cruisers.  Note that all cruisers can only bring half of their torpedo armament on a broadside.  Also I used the upgraded torpedoes for every ship, if they have them.

Cruiser

Torpedo Armament

Damage

Reload Time

Range

Speed

Spotting Range

Pensacola and Indianapolis

Nope

Atlanta

2 x 4 533 mm

16,633

98 seconds

4.5 km

65 knots

1.3 km

Flint

9.2 km

55 knots

1.1 km

Copy-Pasted Myokos

4 x 3 610 mm

17,233

82 seconds

10 km

62 knots

1.6 km

Yorck

4 x 3 533 mm

13,700

68 seconds

6 km

64 knots

1.3 km

Shchors

2 x 4 533 mm

15,100

101 seconds

4 km

70 knots

1.4 km

Fiji*

2 x 3 533 mm

15,866

72 seconds

8 km

61 knots

1.4 km

Belfast

Nope (Thankfully)

Algérie

2 x 3 550 mm

14,833

90 seconds

9 km

60 knots

1.3 km

*Fiji can single-fire torpedoes, a tactic no other cruiser at the tier can do.

 

Yeah, these torpedoes are pretty awful.  Leave them as a last resort weapon.

 

Now, onto the best part of this ship.

Anti-Aircraft Defense

 

A Hull:

 

Short-Range AA Guns: 8 x 1 20mm Oerlikon Mk4

                        Range: 2 km

                        Damage Per Second: 28.8

 

Medium-Range AA Guns: 4 x 4 28mm/75 Mk2 Mod. 2

                        Range: 3 km

                        Damage Per Second: 27.2

 

Long-Range AA Guns: 8 x 2 127mm/38 Mk32 Mod. 12

                        Range: 5 km

                        Damage Per Second: 120.8

 

Total Damage Per Second Below 2 km: 176.8

With Defensive Fire Activated: 472.8

 

Indeed the focal point of Atlanta, planes will have to be incredibly brave to fly into an Atlanta’s AA, as it is nearly impossible to escape without loss.  Poor Tier VI and VII carriers practically have zero chance of harming you if have defensive fire active, and even Tier IX carriers will have a hard time getting you.

 

You also do get unlimited uses of Defensive Fire, so I recommend sticking with that consumable instead of switching to Hydroacoustic Search, which does not have unlimited uses.

 

Here’s a comparison with other cruisers in their top configuration, in no particular order.  Keep in mind I rounded the decimals of AA DPS.

Cruiser

Short-Range DPS

Medium-Range DPS

Long-Range DPS

Max DPS

With Defensive Fire*

Pensacola

61 at 2 km

95 at 3.5 km

58 at 4.2 km

214 at 2 km

557 at 2 km

Indianapolis

49 at 2 km

95 at 3.5 km

58 at 4.2 km

202 at 2 km

510 at 2 km

Atlanta

29 at 2 km

27 at 3 km

121 at 5 km

177 at 2 km

473 at 2 km

Flint

43 at 2 km

90 at 3.5 km

91 at 5 km

224 at 2 km

586 at 2 km

So Many Myokos

None

111 at 3.1 km

40 at 5 km

152 at 3.1 km

455 at 3.1 km

Yorck

70 at 2 km

45 at 3.5 km

67 at 4.5 km

181 at 2 km

405 at 2 km

Shchors

20 at 1.2 km

73 at 3.5 km

40 at 5 km

133 at 1.2 km

359 at 1.2 km

Fiji

72 at 2 km

56 at 3.5 km

60 at 5 km

188 at 2 km

Nope

Belfast

None

140 at 3.5 km

72 at 5 km

212 at 3.5 km

Algérie

34 at 3.1 km

48 at 3.5 km

41 at 5 km

123 at 3.1 km

368 at 3.1 km

*Defensive Fire boosts the damage of AA guns of 25mm and above.  Weapons such as the 20mm Oerlikon are not affected therefore.

 

Contrary to popular belief, Atlanta actually has the worst AA potential of all the U.S. cruisers at the tier.  However, the damage is mainly at long range, with very little being added as planes get closer.  Unlike other U.S. cruisers which have the majority of their damage at medium-range, you can be an effective AA screen with a big radius.  Basically, the AA is powerful, but it doesn’t get much stronger the closer you get, similar to German battleships.

 

Without Defensive Fire active, you’re not going to stop a determined carrier alone, especially a higher-tier carrier.  Be prepared to take evasive action against air attacks.  Most people know how to dodge torpedoes once they are dropped, but you should take action before they strike.  As soon as you see a torpedo squad coming close to you, try to minimize the width of your ship by turning bow-first or stern-first to their attack.  Dive bombers can be thwarted, partially at least. The drop-zone of dive bombers works best against ships that are bow or stern-first.  To counter this, you turn broadside to them, and minimize the length of your ship.  It doesn’t work all the time, especially not against Japanese manual-drops, but it does throw the carrier player off.  This way, you can minimize the amount of damage that you’ll take, if you take any at all.

 

On that note of maneuvering, let’s talk about how this ship handles.

 

Maneuverability

 

Propulsion: 75,000 hp

Max Speed: 32.5 knots

Rudder Shift Time: 8.4 seconds

Turning Circle Radius: 610 m

 

This is one of the weaker parts of Atlanta.  Contrary to popular belief, Atlanta may turn well, but she doesn’t start a turn very fast.  In addition, Atlanta is pretty slow compared to some of the other cruisers at the tier.  Destroyers will leave you in the dust, which is a problem since you have to stick with them if they are on your team, and chase them down or run away if they are on the enemy team.

 

It doesn’t take a genius to figure out that you have to preemptively dodge instead of rely on reactions.  The meta apparently hates this ship with a burning passion, so the moment you are spotted, you are probably going to be shot at, even behind islands where you can’t be hit (don’t ask me why, but I’ve witnessed it countless times firsthand).  Messing with the A and D keys (or Q and E) isn’t enough, use W and S to throw their aim off even more.

 

Obligatory comparison with her contemporaries, in top configuration of course:

Cruiser

Top Speed

Turning Circle

Rudder Shift Time

Pensacola

32.5 knots

620 meters

7 seconds

Indianapolis

9.1 seconds

Atlanta/Flint

32.5 knots

610 meters

8.4 seconds

Copy-Pasted Myokos

35 knots

780 meters

7.1 seconds

Yorck

32 knots

650 meters

8.1 seconds

How do I Turn

35.5 knots

900 meters

8.8 seconds

Fiji

32.5 knots

590 meters

8.6 seconds

Belfast*

32.5 knots

680 meters

9.6 seconds

Algérie**

31 knots

660 meters

9.5 seconds

*Belfast can equip Steering Gears Modification 3, although most people will use Concealment System Modification 1, but still something worth noting.

**Algérie has engine boost which will give a 15% increase in max speed.  Note that her speed while turning is unchanged.

 

So, that just leaves the final area, concealment.

 

Concealment

 

Surface Detection Range: 11 km

Air Detection Range: 6.4 km

 

To be honest, if one thing could be buffed about Atlanta/Flint, it would be their concealment, in some way.  However, you can’t buff Atlanta without buffing Flint too, and Flint definitely does not deserve a buff. 

 

Anyway, Atlanta/Flint’s concealment looks good, but take a look at the firing range.  You barely can get into the base firing range without being detected.  Originally Atlanta’s concealment was limited because of the fear of being able to stealth-fire.  Well, doesn’t really matter now that stealth-firing is a thing of the past, so why not give a bit of a buff?  Maybe I just hate the power-creep these days with all these new premium ships that are better in almost every way compared to Atlanta.

 

Once again, I’m putting her up with her rivals in comparison.

Cruiser

Surface Detection

Air Detection

Minimum Surface Detection*

lol Conce-oh wait

15.7 12.8 km

7.8 km

10.9 km

Indianapolis

12.7 km

8.1 km

10.8 km

Atlanta/Flint

11 km

6.4 km

9.4 km

I Ran Out of Names for Them

13.1 km

8.2 km

11.2 km

Yorck

13.9 km

7.4 km

11.8 km

Shchors

13.3 km

8.1 km

11.4 km

Fiji

11.5 km

7.3 km

9.8 km

Payfast

11.3 km

8.1 km

8.7 km**

Algèrie

13.9 km

8.0 km

12.2 km

*Using camouflage and concealment expert.

**Belfast can use Concealment System Modification 1, because that’s totally fair at Tier VII.

 

Sorry, couldn’t resist throwing Pensacola’s former detection range in.

 

Well, you do have the best base concealment at the tier, but like I said earlier, your firing range is about the same range as your detection range.  Good luck trying to shoot anyone without being focused fired, even with Concealment Expert and Advanced Firing Training.

 

Meanwhile, Belfa- oh whatever you already know what I’m going to say.

 

 

 

 

Customization

 

Upgrades:

Slot 1:

Main Armaments Modification 1 is definitely a good choice.  Your turrets have destroyer armor, and even though the durability of them has been buffed since her initial release you still want this upgrade.  You also got two torpedo launchers you definitely don’t want to lose at the wrong time.  Even if you repair the incapacitation, if they were reloading, the reload duration resets, and that sucks with a 98 second reload.

Damage Control Party Modification 1 is basically useless since your damage control lasts 5 seconds by default, and 7 seconds with this upgrade.  Put it on your USN battleships for 28 seconds of middle finger to the enemy DoTs.

Slot 2:

Here you definitely want AA Guns Modification 2.  Well, Atlanta is an AA monster, and the other upgrades for this slot are pretty trash in comparison to this.  Let me explain why the new upgrades are still not better than this.  Having a bigger AA circle means you can support your team more effectively, and thwart the enemy carrier.  Considering the recent surge of carrier players at mid-to-high tiers, especially Saipans and Kagas, you want this upgrade over all else.

Slot 4:

I would recommend having Damage Control Modification 1 for this slot, but Steering Gears Modification 1 can work too since your rudder breaks more often than the United States sticks their nose into regional conflicts.

Hydroacoustic Search Modification One may look tempting, but it is pretty situational to be honest.  If you had German HydroTM or something, I would definitely recommend it, but you really don’t need it since you have radar, and also Defensive Fire is what you are supposed to equip usually, you got infinite charges for a reason.  You don’t have infinite charges with Hydroacoustic Search.

Defensive AA Fire Modification One is potentially worth equipping, since you get more time for defeating sky cancer.  It could be a viable option, but I don’t know since I have never obtained this upgrade.  Put it on if you do though, probably will work great.

Now, the Surveillance Radar Modification 1 is probably the best one for this slot.  Your radar duration goes up to 35 seconds, which gives you much more time to kill targets.  Instead of squeezing off 5 or 6 salvoes, you can get nearly 9 salvoes before your radar expires.  This doesn’t just help you, but it allows your teammates to put more shells on them.  This is definitely the best upgrade for this slot.

 

Oops, didn't read descriptions carefully.  You can't use those mods on Atlanta.  Darn.

 

Slot 5:

You might say Steering Gears Modification 2 is the obvious choice, but there’s a cool thing with this ship that warrants another upgrade potentially.

Steering Gears Modification 2 does boost your turning significantly, and I won’t deny that it is useful.  However, everyone, and I mean everyone, expects a cruiser to use Steering Gears Modification 2, and they usually lead based on the assumption of the target having this upgrade.  Well, what if you don’t have it?  The result is rather surprising, as you initiate the turn slower compared to people who have the upgrade.  So many people think I do some kind of dodge hack because I don’t use this upgrade.

I, instead, use Propulsion Modification 2.  You might be saying, “Valkyr, you crazy Tenno, you almost wrote a good guide for Atlanta and now you throw that away?”  Hear me out, let me explain my reasoning.  There are plenty of times in battle where you will be staying still, whether in smoke, or behind an island.  Once that cover is blown, you probably are in a very dire situation, and battleships will get an easy shot, likely dealing massive damage because you are a sitting duck.  If you have Propulsion Modification 2, well, people don’t expect Atlanta to accelerate like a destroyer on steroids, so it saves you from their easy shot.  You can also use this to dodge torpedoes sent your way.  What’s even cooler with this is you can really speed up your positioning within cover, so you can get in a comfortable position faster.  If nothing else, remember Atlanta is a giant destroyer.  Seriously, Atlanta accelerates like a muscle car with this upgrade, and that’s great considering the situations you might be in.  You should try it, I guarantee satisfaction.   I put it on my Kutuzov, and it worked fabulously.

 

Commander Skills:

This is for a dedicated Atlanta captain, disregard if you train captains on your ship.  Although I would recommend not using this ship to train captains since she is tough on untrained commanders, you need a lot of commander skills in order to even have a chance of doing damage.

Bold indicates I recommend

One-Point Skill(s):

I’d grab Preventive Maintenance because your modules have destroyer durability.  When you are behind an island, you usually will be detected by aircraft, but it is very difficult to hit a well-entrenched Atlanta.  Priority Target is pretty useless as a result, since people will be shooting you but it won’t matter anyway.  You could use it, but it isn’t the most useful skill.

Attack skills at this level are worthless.  Expert Loader doesn’t even matter when you have a 5 second reload.  Aircraft Servicing Expert doesn’t even apply, so why use it.

Direction Center for Catapult Aircraft doesn’t apply since you don’t have a catapult fighter anyway.  Dogfighting Expert doesn’t apply either since you don’t have fighters.

Versatility skills also are a bit lacking at this level, Incoming Fire Alert is mediocre; I don’t recommend it.  Evasive Maneuver doesn’t apply.  However, the best of Versatility comes later.

Two-Point Skill(s):

In the Endurance field, you have High Alert which is semi-useful.  Jack of All Trades is pretty much a nonspecific version of High Alert, which works since you have a decent amount of consumables.

For Attack, you only got one skill that even applies.  Torpedo Acceleration makes your torpedoes even more useless, as you don’t need the extra speed anyway.  Expert Marksman doesn’t even matter since you got the fastest turret traverse at the tier, even if it gives the better small-caliber buff.

Support skills have failed you, again.  If you were a Flint, Smoke Screen Expert would be good, but you don’t have smoke.  And like I said earlier, you don’t have aircraft, so Expert Rear Gunner is useless.  It’s pretty useless in general, considering rear gunners do 10-17 damage while fighters deal 5 times that amount, you might as well get Evasive Maneuver if you want your strike planes to survive.  Just random advice.

Versatility brings in the must-have skill.  Last Stand mostly removes the need to have Preventive Maintenance, since your rudder and engine break to pretty much everything.  Atlanta is basically a giant destroyer, and destroyers need this skill, so why not Atlanta?  Meanwhile, Adrenaline Rush is pretty useful but even if you are at 1 HP (and I’ve been there) your reload goes to about 4 seconds (3.6 seconds with Basic Firing Training), which is good but get Last Stand first.  Take it as the second two-pointer if you want to ramp up your damage output.

Three-Point Skill(s):

For the first time, the Endurance field doesn’t have a skill that is useful.  I mean, Basics of Survivability is OK, but it isn’t worth the three points now.  Survivability Expert is pretty darn useless, unless you think it is absolutely necessary to have an extra 2450 HP.  Another random thing, why do so many battleships run Survivability Expert?  The extra health is I guess it demonstrates the intelligence of the average player.

Attack skills are still bad.  Torpedo Armament Expertise is pretty useless for its cost, since your torpedoes are a last-resort weapon.  You don’t need 10 seconds less reload time for torpedoes when there are plenty of better skills.  Emergency Takeoff doesn’t apply, since you got no flight deck to be set on fire and no aircraft to launch.

This time, the Support skills are pretty darn useful.  Superintendent works since you get an extra radar charge, and an additional hydro charge if you are running Hydroacoustic Search.  However, Basic Firing Training is definitely what you should take here.  More daka is always good, and the skill also helps your AA significantly. 

Another good skill, brought by the Versatility category, is Demolition Expert.  This is a must-have if you are going to use IFHE, cause it’s hard to set fires with a 4% fire chance.  Even without IFHE, this skill is still a must-have, as fires are probably your biggest source of damage.  The other skill, Vigilance, is OK, but you probably don’t need it if you run Hydroacoustic search.

Four-Point Skill(s):

Endurance brings skills for battleships at this level, so you should avoid the skills here.

Although it looks tempting, while Inertial Fuses for HE Shells makes you able to penetrate more armor, about 6 mm of more to be exact, you should not always get it.  With this skill, your guns go from 21mm to 28mm HE penetration.  Having the skill will remove the need for precise aiming against Tier VI and VII battleships, and Tier VIII+ cruisers.  The catch is, however, your fire chance will drop to 4% without flags/Demolition Expert.  There is also another downfall with this skill, it won’t do anything against Tier VIII+ battleships.  In addition, even with a full fire build, you will get a 7% fire chance.  To be honest, I sometimes regret my decision to choose this skill, since I can usually aim for specific areas of the ship.  Long-term fire damage is what this ship does well, and if you get this skill you take away that perk.  It’s ultimately up to you in this choice; I cannot recommend nor condemn the use of this skill, although the recent buff to low-caliber guns has helped.  The question is whether you want a crap ton of damage on the spot, or steady fire damage.  The other skill, Air Supremacy, is pretty self-explainatory in terms of its effectiveness.

In the Support field, the skills are vital.  Advanced Firing Training is a must-have, since not only your AA gets significantly better, but also you get a firing range that is invaluable.  At least you will have a firing range that somewhat competes with the ones of other cruisers at the tier; 13.3 km is at least workable.  Manual Fire Control for AA Armament is an option too, as the majority of the AA damage comes from the 127mm/38 Mk32 Mod. 12s, but take Advanced Firing Training first.

Versatility brings in a good skill.  Concealment Expert helps greatly with sneaking around, dropping your surface detection to 9.4 km, which is great (but still not as good as the “Balanced” Belfast).  Meanwhile, Radio Positioning Finding is only semi-useful despite what people would normally think.  Don’t take it, there are better skills.  Seriously don’t, it’s not just Yuro who said that in his Missouri video, I second his statement.  This skill just isn’t worth it that much.  You got radar anyway, so don’t bother.

 

Is she worth keeping?

Well, if you have her right now, definitely keep her.  Never sell a premium ship; it is an invaluable asset, even the low-tier ones.  You never know when you might be playing with your friends grinding low-tiers and need to show off your shiny premium ship, that’s what I do with my Mikasa at least.  Besides, why not collect a few premium ships that are unavailable now?  -Also, if you have a destroyer division mate, particularly Sims, Mahan, Leningrad, Kiev, or Blyskawica, your needs for smoke are satisfied and you can usually do well.

I think the bigger question is: is she worth taking out?  I would say yes, but the meta points towards no.  Most maps have spots where you can set up and rain fire down, especially Estuary, Two Brothers, New Dawn, and Fault Line.  Here I have labelled the best spots.  You should rush to these spots as soon as the game begins.  I rate these maps based on how well you can do.

 

Estuary 10/10

Pretty much the entire center island chain north of C and south of B (or in between the bases on standard battles) is a great place to hang out.  You can fire through the gaps in the mountains of the island, or shoot over the low points.  Hanging out here means you can effectively stop a push from anyone, even from most battleships.  You can also shoot into both A and D caps.  Works even better in standard battles as most of the time people rush the base, allowing for easy kills.

North side of the D cap (or east side I guess) is a great place to hang if the action happens to be over there, it isn’t as well protected, but the cover is sufficient.  You can stop a push here.

Islands surrounding A are great cover to.  They are low and wide, making the best cover on the map.  I would not recommend as much however, as it can be hard to retreat from due to the relatively isolated nature of these islands.

Overall, Estuary is definitely best map for Atlanta, given the tier range that usually guarantees top or mid-tier placement, although you will sometimes be bottom tier.  Doesn’t matter that much though, since this map has great cover.

New Dawn 9/10

Islands near B or within the base if it is standard battle are good spots.  Decent spot, but some of the islands are too high and the ones that aren’t are often too small to completely shield you.

Given the tier range, it is the best besides Estuary.  Although it might lack cover sometimes, you will always be top tier on this map.

Fault Line 8/10

West side islands facing A (or normally facing A if it is a standard battle) are the best spots, good for holding off a push.

Island chain along the middle is good to run between if you have secured one side, as you can drop in and out of detection quickly.  However, this spot can be compromised easily if an enemy cruiser or battleship is on the outside of this chain on the same side.

C area is risky, especially from the north or south.  You can’t turn around without being shot at a lot, and the entire strait is pretty narrow there.  Approaching through the channel on the west is viable, but getting there is a challenge.  In addition, there is no way out except reversing, so think before entering.

The one pitfall of this map is the lack of cover outside of the middle of the map, you know, like the D-G lines roughly.

Overall it has decent cover, but your strategy relies on securing at least two of the caps in order to utilize it.  If your team only has one cap, you get outflanked and then…R.I.P.  At least you will be top tier all the time though.

 

Two Brothers 7/10

North spawn should use islands northeast of A, south spawn should use the southeast islands below A.  You can quickly run back to B or C (or the base) in case someone runs up the channel.  It’s a good spot, but you got little coverage elsewhere in the area.

B and C can be defended with sufficient cover facing the east, although cover is limited to just one side.  This spot is the best for stopping someone coming up the channel, but if the enemy team pushes aggressively west, then the spot is compromised.

Since most of the time teams push one side, this can work really well or really poorly.  Also, the obligatory idiot coming up the middle is usually any easy kill for you.  Not the best, considering the wide tier range and limited cover outside of A.

The matchups on this map are pretty mixed; you can be top tier, or you can be bottom tier. 

 

Hotspot 6/10

Hotspot is pretty good in A and C, since most of the islands are low enough to shoot over.  You can even push C and be OK as long as you use island cover.  Most of your combat in these caps is going to be close-to-mid range.

Overall, it’s one of the best maps for Atlanta.  The only problem is the kind of enemies you face, which means you will never be top tier, and often bottom tier.

 

Shards 6/10

Shards is the map I’ve never had exactly great experiences, but the outskirts and islands of A and C as well as the islands near B are workable.  They aren’t perfect, but you can single out people in those areas.  Most of your engagements will be at close quarters, so be prepared for ambushes.

Once again, you may be facing some tough opponents, but you can also be top tier. 

North/Northern Lights 5/10

The island chain west of where B would be is a great place to camp.  Problem is, some of the islands are a bit narrow, just watch out for incoming shells.

If you can’t reach that, hang out near the big island separating B and C, or go D if you are really desperate.

The enemies you will be facing are gonna be hard, so try to play smart and don’t be aggressive.

 

Okinawa 3/10

I personally never have played Atlanta on this map, but your only option is A basically.  It is extremely rare to be on this map, and you will always be bottom tier here.  You have great cover near A, but nowhere else.  Stay near A and rain shells into B.  Don’t leave until your team clearly has an advantage.

If it weren’t for the poor matchmaking range, this map would be decent, but bottom tier hurts in this ship.

 

Islands of Ice 2/10

The C cap is your only option, as the A cap has high or narrow islands.  It’s not like you’re guaranteed going to die at A, but I recommend the C cap over it.

The only time you’re going to be on this map is when you’re bottom tier, so you’re probably screwed anyway.

 

Haven 2/10

The islands here are boxy and rather tall, plus the ones that aren’t tall aren’t very wide either.  The B cap is basically the only place where you can even shoot over the islands.  Otherwise, you have to rely on ambush tactics in order to deal damage.

Maybe it’s just the fact I haven’t played this map much, but it seems to be general consensus that this map is not great.  Despite the wide matchmaking range, your experience on this map will probably suck. 

 

Tears of the Desert 1/10

Outside of the really, really limited cover near A, you have nothing.  I can’t really offer advice outside of that.  This map is horrible for cruisers.

I might have missed a few maps, so correct me if I did.

 

Well, thanks for reading!  If you have any questions, comments, or concerns; please post them below.

Edited by ValkyrWarframe
  • Cool 15

Share this post


Link to post
Share on other sites
Members
253 posts
5,779 battles

For all it's faults, Atlanta is easily the most fun ship I own. It's a very niche ship, but it is extremely powerful in that niche. Also raining hundreds of shells on people is  kinda fun.

Share this post


Link to post
Share on other sites
Members
472 posts
1,992 battles

Ty for the review/guide Got mine a few weeks ago and even in coop it can be difficult to get into useful positions to do good damage and some maps are just death

Share this post


Link to post
Share on other sites
6,799
[SYN]
Alpha Tester, Beta Testers
30,523 posts
4,420 battles

I've actually found for long range shooting ripple fire the guns, makes it easier to walk the shells in plus I've had BBs HOWL about just being under constant shell fire. Even if most shells are shattering, just the constant shells hitting is enough to drive people mad. And friendly BBs love to be shoves up your tail pipe because of said AA, but don't expect them to protect you.

Share this post


Link to post
Share on other sites
Members
472 posts
1,992 battles
Just now, IronWolfV said:

I've actually found for long range shooting ripple fire the guns, makes it easier to walk the shells in plus I've had BBs HOWL about just being under constant shell fire. Even if most shells are shattering, just the constant shells hitting is enough to drive people mad. And friendly BBs love to be shoves up your tail pipe because of said AA, but don't expect them to protect you.

With the Hotlantas firing arcs you could in theory use friendly BB's as chest high walls.

Share this post


Link to post
Share on other sites
6,799
[SYN]
Alpha Tester, Beta Testers
30,523 posts
4,420 battles
1 minute ago, Krupp_Sabot said:

With the Hotlantas firing arcs you could in theory use friendly BB's as chest high walls.

OTOH most BBs won't get into your firing range so it's a wash. Too bad they won't buff her gun base range to 12.5. 15km max range with AFT which would help A LOT.

Share this post


Link to post
Share on other sites
Members
472 posts
1,992 battles
1 minute ago, IronWolfV said:

OTOH most BBs won't get into your firing range so it's a wash. Too bad they won't buff her gun base range to 12.5. 15km max range with AFT which would help A LOT.

A related question do you know if a shell overpens can it hit someone behind or next to the person who got overpenned? Or is the shell spent? I wonder due to the one in million ricochet kill happened to me in wot and i wonder if something similar is possible in WoWs.

Share this post


Link to post
Share on other sites
23,523
[WG-CC]
WoWS Community Contributors
9,033 posts
7,609 battles

Great breakdown of one of my favourite ships.
(PS:  I've written three reviews of Atlanta over the years with the most recent being from February 2017.  Always great to see more opinions about premiums.  Keep it up!).

  • Cool 2

Share this post


Link to post
Share on other sites
325
[SYN]
[SYN]
Members
1,320 posts
14,667 battles
10 minutes ago, IronWolfV said:

OTOH most BBs won't get into your firing range so it's a wash. Too bad they won't buff her gun base range to 12.5. 15km max range with AFT which would help A LOT.

At that range you would have six salvo's in the air before you knew they hit.

Share this post


Link to post
Share on other sites
325
[SYN]
[SYN]
Members
1,320 posts
14,667 battles

I find it funny how many low tier DDs break stealth to take a pot shot at my Atlanta.

Share this post


Link to post
Share on other sites
1,575
[TASH]
Members
4,991 posts
7,885 battles
8 minutes ago, LittleWhiteMouse said:

Great breakdown of one of my favourite ships.
(PS:  I've written three reviews of Atlanta over the years with the most recent being from February 2017.  Always great to see more opinions about premiums.  Keep it up!).

Woops, corrected.

 

Sorry, I started this in like January and just forgot about it until last month.
 

Share this post


Link to post
Share on other sites
6,799
[SYN]
Alpha Tester, Beta Testers
30,523 posts
4,420 battles
18 minutes ago, Krupp_Sabot said:

A related question do you know if a shell overpens can it hit someone behind or next to the person who got overpenned? Or is the shell spent? I wonder due to the one in million ricochet kill happened to me in wot and i wonder if something similar is possible in WoWs.

I think it's spent.

11 minutes ago, Warped_1 said:

At that range you would have six salvo's in the air before you knew they hit.

True however least you could stand off some. Also would love to see this variation be a second hull for Atlanta. It was a proposed idea for an Atlanta hull but 5/54s.

s511-23.jpg

This would be fun. Lose the wings but unloaded she's 8100 tons so you'd get more HP, bigger shell, slightly faster shell and way better 40 and 20mm guns than Atlanta currently has.

 

I would buy in a heartbeat.

  • Cool 1

Share this post


Link to post
Share on other sites
4,015
[ABDA]
Beta Testers
16,019 posts
11,539 battles
36 minutes ago, IronWolfV said:

I've actually found for long range shooting ripple fire the guns, makes it easier to walk the shells in plus I've had BBs HOWL about just being under constant shell fire. Even if most shells are shattering, just the constant shells hitting is enough to drive people mad. And friendly BBs love to be shoves up your tail pipe because of said AA, but don't expect them to protect you.

I honestly find that it's easier for me to correct my shooting with salvo fire rather than ripple fire.  With ripple fire, I never know when the shots I fired are actually landing, and how much I actually need to correct.  Salvo fire tells me how far off my aim is, so i can adjust more quickly.

  • Cool 1

Share this post


Link to post
Share on other sites
6,799
[SYN]
Alpha Tester, Beta Testers
30,523 posts
4,420 battles
1 minute ago, crzyhawk said:

I honestly find that it's easier for me to correct my shooting with salvo fire rather than ripple fire.  With ripple fire, I never know when the shots I fired are actually landing, and how much I actually need to correct.  Salvo fire tells me how far off my aim is, so i can adjust more quickly.

To each their own I guess.

Share this post


Link to post
Share on other sites
4,015
[ABDA]
Beta Testers
16,019 posts
11,539 battles
2 minutes ago, IronWolfV said:

To each their own I guess.

I wasn't trying to criticize, I honestly wish I could do it your way for the intimidation factor of an unending hail of rounds.  I've tried, and just can't shoot that way with the five inchers.

Edited by crzyhawk

Share this post


Link to post
Share on other sites
6,799
[SYN]
Alpha Tester, Beta Testers
30,523 posts
4,420 battles
7 minutes ago, crzyhawk said:

I wasn't trying to criticize, I honestly wish I could do it your way for the intimidation factor of an unending hail of rounds.  I've tried, and just can't shoot that way with the five inchers.

I mean up close yeah broadsides away. But if you can get that ripple fire down. Oh the salt.

Share this post


Link to post
Share on other sites
4,015
[ABDA]
Beta Testers
16,019 posts
11,539 battles

yeah definitely.  It took me a while before I let the hail of fire stop intimidating me.  I think the shooting would be a lot easier if they at least lowered the artificial cap so the shells didn't fly off the screen unless you're zoomed out a good ways.  If I could just see the damned tracers fly, it would be a lot easier to hit with them.

Share this post


Link to post
Share on other sites
1,575
[TASH]
Members
4,991 posts
7,885 battles
20 minutes ago, IronWolfV said:

I think it's spent.

True however least you could stand off some. Also would love to see this variation be a second hull for Atlanta. It was a proposed idea for an Atlanta hull but 5/54s.

s511-23.jpg

This would be fun. Lose the wings but unloaded she's 8100 tons so you'd get more HP, bigger shell, slightly faster shell and way better 40 and 20mm guns than Atlanta currently has.

 

I would buy in a heartbeat.

Wargaming pls gib

Share this post


Link to post
Share on other sites
173
[SIDE]
Members
714 posts
3,131 battles

Makes me wonder when the British are gonna get there Atlanta Version (HMS Dido) lol

Share this post


Link to post
Share on other sites
1,575
[TASH]
Members
4,991 posts
7,885 battles
3 minutes ago, Merlox said:

Makes me wonder when the British are gonna get there Atlanta Version (HMS Dido) lol

Oh god British 133mm guns are cancerous.  Although they only have 10 guns and their reload is like 7 seconds, the HE alpha and fire chance will be retardedly good.

 

I want the later subclass that has 8 114mm guns, cause I love British 114mm guns.

Edited by ValkyrWarframe
  • Cool 1

Share this post


Link to post
Share on other sites
69
[LTNY]
Members
335 posts
4,045 battles

Great review, love it.

I find it one of the most irritating/infuriating ships in the game to fight against, and you can bet your life I am going to prioritize it over any other target.,

Its deadly to destroyers, cruisers and battleships if left unchecked. The Atlanta player team must be really bad to ruin a game, or just have very [edited] luck and be citadeled very early in the battle.

 

Just a thing

1 hour ago, ValkyrWarframe said:

Without islands, Atlanta is screwed, hard.  Without support, Atlanta is even more screwed.  Without a competent team

EVERY FREAKING MAP HAS ISLANDS ON IT, sometimes more rocks than ships.

And the other 2 things, that is true for every ship in the game.

Share this post


Link to post
Share on other sites
1,313
[TF16B]
Members
8,051 posts
16,991 battles
1 hour ago, Krupp_Sabot said:

With the Hotlantas firing arcs you could in theory use friendly BB's as chest high walls.

 

Have done this several times with destroyers; close an enemy with an allied BB between me and the target, then pop-out ahead or behind and launch torps at the Red.

 

Sometimes makes the allied BB happy; sometimes freaks them out to suddenly hear the torpedo alarm; but I haven't hit an ally while doing so yet.

Share this post


Link to post
Share on other sites
59
[B2P]
Beta Testers
150 posts
8,322 battles
1 hour ago, IronWolfV said:

Also would love to see this variation be a second hull for Atlanta. It was a proposed idea for an Atlanta hull but 5/54s.

s511-23.jpg

This would be fun. Lose the wings but unloaded she's 8100 tons so you'd get more HP, bigger shell, slightly faster shell and way better 40 and 20mm guns than Atlanta currently has.

 

I would buy in a heartbeat.

 

I didn't know that I needed this until just now.

 

42 minutes ago, ValkyrWarframe said:

Wargaming pls gib

 

Share this post


Link to post
Share on other sites
1,575
[TASH]
Members
4,991 posts
7,885 battles

EDIT: 

  • Fixed Indianapolis's concealment being incorrect.
  • Removed descriptions on incompatible mods.
  • Fixed general formatting, cause pasting from Word leads to a ton of errors.

Share this post


Link to post
Share on other sites
2,708
[HINON]
WoWS Wiki Editor, In AlfaTesters, Beta Testers
6,498 posts
3,751 battles
35 minutes ago, ValkyrWarframe said:

Oh god British 133mm guns are cancerous.  Although they only have 10 guns and their reload is like 7 seconds, the HE alpha and fire chance will be retardedly good.

Indeed. The reload will be thing that kills a lot of peoples opinions on the ship if/whenever she comes out.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

×