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SuperComm4

T10 U.S.S. Austin: a new Smolensk?

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Looking at the new steel ship Austin: does it have Smolensk-like potential?

It’s reload is 8 seconds, 127mm main guns x 12, 15km range, but 75% reload booster drops RoF to 2 seconds. 
Sounds like a great DD killer and or AA ship, but I’m curious if it is SAP only or if it will get HE, and also what the cool down timer looks like for the reload booster.

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HE & SAP, reload booster has a ~116s CD with full build.

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Ran into 3 this past weekend.

Admittedly, that would be more likely people who know what they are doing but...

Kill it if you see it comes to mind

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@Serazahar has a video of highlights on it.  With the booster active, it BRUTALIZES anything it comes across (not just DDs).  But without it, it appeared very limited with the normal reload.  And it is squishy. 

 

Edit:  I would guess a very high skill floor/ceiling.

Edited by DrHolmes52

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Run into one this weekend. Not fun to see in the red team.

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It cant be nearly as oppressive as the Smolensk was. Although there will be at some point someone salty because the ship killed them guaranteed. 

 

No more AFT for cruisers, no more BFT for cruisers so not nearly as much ability to project fires. No smoke so it cant setup anywhere it wants to start raining fire. It doesnt have the soviet laser shells that let the smolensk rain fire at 17 km accurately. Finally the ROF is pretty miserable last I checked, worse than the Atlanta and 3 tiers higher. Literally the only time its more dangerous is when its shooting SAP with the reload booster active. Im sure someone will post a meme compilation of wrecking people but will wonder how many games it took to make that compilation because at the moment I am not sure its 3 tiers better than the Atlanta.

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Austin is the poster child of how insane MBRB can be; When active, disgusting. When on cooldown, worst T10 cruiser. At least you have an infinite number of reload boosters

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It has no smoke. That alone makes it hard for it to be a new Smolensk.

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I don't know about an 8 second reload on 12 127s when I can get a 9-10 second reload on 12 203s on a TT ship. Reload Booster is situational, I would rather not have the gimmick and have a 1 second better reload the rest of the time.

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15km range? That's just outrageous for a 127mm gun (but I knew WG could do it)! Meanwhile, Colbert and Smolensk are now at 13.8km. The AFT nerf bat only hit "active" ships.  

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From what I've seen the ship has severe trouble actually getting into it's preferred engagement distance without getting killed which should come to no surprise given the current meta.

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This ship is beginning to sound like a no for me.

 

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1 hour ago, SuperComm4 said:

Looking at the new steel ship Austin: does it have Smolensk-like potential?

It’s reload is 8 seconds, 127mm main guns x 12, 15km range, but 75% reload booster drops RoF to 2 seconds. 
Sounds like a great DD killer and or AA ship, but I’m curious if it is SAP only or if it will get HE, and also what the cool down timer looks like for the reload booster.

Austin is like a machine gun, and that it needs its barrels swapped out after the reload boaster expires, needing 1 minute to set up again.

 

maybe  Worcester Austin and smoke Minotaur would be a good div? Smoke from Minotaur, did killing from Austin SAP, and Worcester radar and hydro

or maybe Smolensk for Minotaur 

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I like the approach WG is using with this ship. Instead of trying to come up with a single value to balance the ship, they give it a super competitive RoF through a consumable. Which means it is going to be amazing at times, provided that you can make the best use of your consumables which does require a bit of thinking.  Consumables Specialist skills is going to be a must, especially as it improves cooldown for both the reload booster and DFAA.

As for the tankiness...  Some of the values make it looks like it could have a better armor scheme than Worcester, so that might be interesting. I just personally hope that the torpedoes are going to receive good firing angles, to compensate for the anemic base RoF it gets.

Edited by Mr_Argamas

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9 minutes ago, Boomer625 said:

Austin is like a machine gun, and that it needs its barrels swapped out after the reload boaster expires, needing 1 minute to set up again.

 

maybe  Worcester Austin and smoke Minotaur would be a good div? Smoke from Minotaur, did killing from Austin SAP, and Worcester radar and hydro

or maybe Smolensk for Minotaur 

Austin and <insert high DPM cruiser> + Somers for USN smoke and spotting

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6 minutes ago, ThisIsClassic said:

Austin and <insert high DPM cruiser> + Somers for USN smoke and spotting

Yeah, this seems like something that requires a teammate to tee it up, and then it gets gross. Its toolkit otherwise looks like a Colbert that left its running shoes at home.

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Austin has no Smoke, which Smolensk has.  This thing is far from being another Smolensk.  I'm assuming Austin's 127mm shells float like all other USN 127mm shells do, complete with parachuting shells to slow down the decent even more.  The Russian 130mm shells flying out of Smolensk's guns are more level.  USN 127mm shells already float too much at 9km.  I remember having fun trolling Atlanta players with DD Gunboats in the 9km+ engagement ranges.

 

Here is the Fitting Tool entry for Austin.  In case anyone wants to mess with builds for her.  Keep in mind she's a WiP ship and can still change.

Edited by HazeGrayUnderway

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I observed its SAP ROF at 25k damage during boost. Switch over to HE and torps, break off, you got a pest. if it ducks behind an island. 

The player that used it was able to erase a Halland, then hobble a BB with SAP, set it on fire, and force that BB to break away with the torps. 

It is effective, maybe in the most devious of hands perhaps. 

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1 minute ago, HazeGrayUnderway said:

Austin has no Smoke, which Smolensk has.  This thing is far from being another Smolensk.  I'm assuming Austin's 127mm shells float like all other USN 127mm shells do, complete with parachuting shells to slow down the decent even more.  The Russian 130mm shells flying out of Smolensk's guns are more level.  USN 127mm shells already float too much at 9km.  I remember having fun trolling Atlanta players with DD Gunboats in the 9km+ engagement ranges.

It has 127mm 54s like Montana. The longer barrel variant. It is why the longer reload. The longer barrel does affect velocity and range. It is well known in USN that 127mm 54 was a slower rate of fire than the original 127mm 38. 

Shell flight should be similar, it seemed that way from what I saw on this one player I saw using it. But they were shooting over islands well and also in open water angled positions too.

The SAP hit hard and booster made is devastating. Then switching over to HE just did the fire starting bit enough that torpedoes made any pursuit by red not a good idea.

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Ship with no fire setting ability or smoke. New Smolensk ....

ca1d215c591d2356acb0b071583798d1.png

NVM, I had the wrong ship in mind.

Edited by Lert

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3 minutes ago, Lert said:

Ship with no fire setting ability or smoke. New Smolensk ....

I must have missed something because it looked like it had an HE shell with 9% burn probability. 

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3 minutes ago, 1nv4d3rZ1m said:

I must have missed something because it looked like it had an HE shell with 9% burn probability. 

Yeah you're right, I was mistaken. Had the wrong ship in mind.

Still, even with a HE shell, ROF is just way too low to be the new Smolensk, and she's too easy to kill - doesn't have that easy overpen factor that Smolensk has IIRC. And lack of smoke also doesn't help.

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59 minutes ago, MasterDiggs said:

I don't know about an 8 second reload on 12 127s when I can get a 9-10 second reload on 12 203s on a TT ship. Reload Booster is situational, I would rather not have the gimmick and have a 1 second better reload the rest of the time.

I'm right there with you, Diggs.  I'd rather have a good base reload than to have a crappy reload with gun reload booster.

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Even the "infinite" Reload Booster isn't really infinite. On a build with max CD skills/signals you get 106,9 seconds; Add to that the 15 seconds of uptime while active and you get 121,9 seconds for activating MBRB and cooldown. Dunno if someone would be able to get more than 6-7 uses of the consumable in battle.

Edited by warheart1992

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35 minutes ago, Edgecase said:

Yeah, this seems like something that requires a teammate to tee it up, and then it gets gross. Its toolkit otherwise looks like a Colbert that left its running shoes at home.

Steel, (haven’t met a steel ship I like yet,) squishy, (my dodge-fu is average at best,) SAP, (which I can never make work reliably.)

Three strikes and its out.

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