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Riker_2

Pensacole

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How are you supposed to do with the Pensacola when you spot a ship and by the time your turrets turn it is not spot and got nothing to shoot at also by the time they turn there in cover. And your guns won`t shot over it i am about to give up on it and try another line time you can get the turrets to turn .

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One of the issues of Pensacolas downtier, its a prime weakness of her.

My advice? Play her like a battleship, turn your guns in advance of where the ships are going to be, and turn your ship when you need to bring the guns around.

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Get the EM captain's skill, use your rudder, and avoid knife fights where you need to track quick targets - fight at ranges(8-10km+) where you don't need fast turrets.

...

Edited by Dr_Powderfinger

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I agree that the nerfed turret traverse is probably the biggest problem with this cruiser.  Hopefully WG will take notice and buff it to some extent.  It is pretty difficult to play as it is now.

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From what I've found, if you're trying to close to knife-fight ranges, you've either got to be really confidant that you will win or you've got to stay out.

And especially do not get close to battleships: they will remind you why Pensacola's nickname is "Pepsi-cola".

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Yea you get close 10 KM in or closer you are wiped out by Battleships or you got half the team shooting at you you can`t even turn a little and you have to wait on your guns.

 

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I've been thinking about running a dedicated AA build on Pensacola b/c of her concealment and turret traverse. If I'm going to stay backline, I might as well be a good escort for my neighbors, right?

Has anyone tried running AA build? Do you feel it's worth it now that she's a T6?

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It`s hard to hang back when you only have a 15 KM range and everybody out ranges you and shells are so slow you have to aim way out. AS far as the AA i did the same thing and the AA is good with out it going to change for Range Module because i have been missing a lot going wide or short going to see if that helps.

 

 

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7 hours ago, Akeno017 said:

One of the issues of Pensacolas downtier, its a prime weakness of her.

My advice? Play her like a battleship, turn your guns in advance of where the ships are going to be, and turn your ship when you need to bring the guns around.

Super Battleship Pensacola has the detection range of a Yamato, so why not play her like a BB? :cap_win:

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7 hours ago, Riker_2 said:

How are you supposed to do with the Pensacola when you spot a ship and by the time your turrets turn it is not spot and got nothing to shoot at also by the time they turn there in cover. And your guns won`t shot over it i am about to give up on it and try another line time you can get the turrets to turn .

The Pensacola is the reason I quit the US line and tried the Japanese..which is  a lot more fun with better play scenarios with Torps for me

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The guns turn slower then a battleship and you can`t tank like a Battleship they hit you 3 or 4 times your done even some Cruiser hit you your in trouble.

 

 

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All max buffs to her turret traverse still does not compensate for when the ship is turning. Basically, if you are going to attempt to track a target, do not turn OR plan ahead and use your ships rudder to get the guns into place.

At a full rudder turn, the turrets will swing away and never manage to keep track on a target. At half turn (at least full half turn) I believe the same applies... though I think it can at least keep a target in its sights. But I know for certain that they cannot track back (against even a half turn) to lock a target.

As was stated above, plan ahead and play at range. This nerf may be harsh, but those guns are certainly Grade A weaponry at tier 6 and they had to do something. I'll admit, at the very least, we should be able to keep a target tracked at half turn and/or at least be able to get the guns to bear while during a half turn.

Pensacola is/was always a ranged, support ship anyways, so don't go rushing up front and getting into a situation where you have to swing your guns around a lot. Try to keep the guns and enemy to one side.

As for AA builds, it's good, but not winning any awards like the Cleveland or the Baltimore+. The Pensacola and New Orleans lack any significant AA at the Max line (6-6.5km) and it's a little lackluster for the Mid and Close AA lines. Not bad, but unlike the Cleveland, your maximum range on AA isn't going to do as much damage to enemy planes.

I personally have every single one of my US cruisers setup with AA skills and by all means, those alone can allow you to down a good number of planes that fly in too close (NOTE: I'd never waste 4 pts on that 100% boost to larger caliber AA guns). Adding the Modules to extend range (which I don't use)... it would probably help out considerably to taking the enemy planes out, but that ties up a rather important module. Without AA modules equipped and only the two basic skills (dmg boost and range boost), the enemy can and will get their planes to you. Not fully intact, but the two skills simply determines how many of them actually make it through or get back to their CV alive.

I will say though, with the AA dmg boost consumable, you can almost guarantee that you take out most (if not all) of an entire squadron before it leaves your AA range if it's attacking you directly.

With the AA range boost module, the AA dmg and range boost captain skills, and AA dmg boost consumable (you know, the whole nine yards) you can easily wipe a CV's planes out of the air if it ever thinks to go after you personally. But again, not 100% sure on just how well your damage will cover a area at max range.

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The guns turn slower then a battleship and you can`t tank like a Battleship they hit you 3 or 4 times your done even some Cruiser hit you your in trouble.

I just pretend I'm aiming Furutaka guns. Profit.

Edited by Vekta408

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