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Raptor_alcor

Pensacola tips?

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I've gotten my pensacola not too long ago and wanted to know if anyone had any tips for her besides shaking it's rear arround more than miley cirus to dodge shells and using AP to make the grind through her a little bit easier. 

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The P'Cola packs a really nice punch, but she has a glass jaw. So you want to  play her pretty conservatively.

 

One step you want to take over the Cleveland is engaging more at range. You don't have to get very close anymore, as you finally get the larger guns the Japanese and Germans have had for Tiers longer, and therefore better trajectory on your shots.

 

Trigger warning:

 

She packs a good AAA sweet, which is completely useless in matches that don't involve carriers, and unrewarding for you personally when they do. By the way, the Myoko does an equally good job of shooting down aircraft.

 

Outside of that her damage is far below the Myoko it's flat out embarrassing.

 

Her damage is even below the Yorck which is largely considered the worst of the German cruisers after Tier 3.

 

So what does she have going for her? Being bottom of the barrel means people won't target you as much? She's been awful for ever, and War Gaming clearly has no indication of fixing her, or down tiering her anytime soon.

 

So suffer. :(

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I've gotten my pensacola not too long ago and wanted to know if anyone had any tips for her besides shaking it's rear arround more than miley cirus to dodge shells and using AP to make the grind through her a little bit easier. 

 

Upgrade the hull if you haven't already ASAP. gives you 2 more guns.  Other than that, shake you're groove thing!

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Get the gun upgrade as quick as you can.

 

Already managed to get her fully upgraded thanks to some leftover free XP. 

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Upgrade the hull if you haven't already ASAP. gives you 2 more guns.  Other than that, shake you're groove thing!

 

FUn fact, base pensa apparenlty has all 10 guns, don't know when they did that but when I first got her she had the tripple turrets above the double.s 

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Already managed to get her fully upgraded thanks to some leftover free XP.

 

The hull is still paper (A USN 5" can pen you at 7.5km), use AP on other cruisers often.
Edited by KmsH44

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FUn fact, base pensa apparenlty has all 10 guns, don't know when they did that but when I first got her she had the tripple turrets above the double.s 

 

Huh, must of changed that from CBT/OBT. Cause when I got her in CBT, she had 8 guns only starting out.

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The hull is still paper, use AP on other cruisers often.

 

God I got 20 citadels and rekt an Pensacola at close range with my ATLANTA. I truly felt bad for that Pcola driver.

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Huh, must of changed that from CBT/OBT. Cause when I got her in CBT, she had 8 guns only starting out.

 

Trust me, I had her in CBT as well and that was the thing I feared the most but no, she has all 10 guns thankfully.

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FUn fact, base pensa apparenlty has all 10 guns, don't know when they did that but when I first got her she had the tripple turrets above the double.s 

 

They did that for 5.1 I believe.

 

Really frustrated with the state of the American Cruisers right now. 

 

Being declared average, which is horribly wrong imo, doesn't mean they should be far and away the worst line of cruisers. Average means average. They're  not the bets, and they're not the worst. 

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God I got 20 citadels and rekt an Pensacola at close range with my ATLANTA. I truly felt bad for that Pcola driver.

 

Oh lawd I love the Atlanta in situations like that. I had 8 citadels against a fellow Atlanta today in the span of may be 10 seconds. It was beautiful. 

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Seems like you're supposed to treat her like a fragile BB. Stay back, use BB's and other ships as fodder/blockers and hang back. With a glass hull she should be a lower tier but is higher than the Cleveland because she has 8" guns. 5.2 gave her 1 extra barrel in 2 turrets, one fore and one aft, but her reload times are horrible...especially if you attempt to play her like a Cleveland. The grind is slow and dissappointingly filled with sinkage rates from one shot kills. Use the binocular view to shoot, then back out of it and scan for incoming. As soon as those shots are fired, alter speed and heading while waiting for your guns to reload. You will still likely die as soon as you are hit but you may live long enough to get a few shots in. HE for CV's and any DD's you may have the opportunity at, otherwise just keep the AP's loaded and fire at whatever may be in range.....then learn how to dance like you're at a rave with it. You will come to loathe its glass hull.

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Oposide what someone else said about my winrate with the Pensacola she can be a good ship. Her AP can do good damage if you know the citadels of other ships. If I read it right she comes now with the 10 gun layout which makes it easier to play at the start then before. You got a 8 gun layout with extrem slow turrets. If you angle her right you may have a chance against BB shells or other heavy cruisers but better don't get hit at all. She is slightly more manouverable then the Cleveland. Even her HE is good against DD. But she was always an unlucky ship to me. My last game ended with 4th kills, 80k damage but the team lost (like so may of them). 1200xp, number 2 had 1000, 3rd 800. I have already 72k xp on her but the follow up didn't seems to be fun. And I miss the IJN torpedos. If you are used to IJN cruisers it will be easy to learn how to play her. But she is a big difference from the Cleveland. Just make WASD your friend. Oh since carries return her AA is good.

I had a few Pensacola player in ranked who played excellent but I don't feel connect to her. Maybe later. I hated BB but the Colorado gave me lots of fun back so I prefer them now over cruisers. But Mad Card is right she is just average and less versantile like their IJN counterparts.

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Oh lawd I love the Atlanta in situations like that. I had 8 citadels against a fellow Atlanta today in the span of may be 10 seconds. It was beautiful. 

 

Lets just say I also had fired a spread of Torps at a range of 4 KM from that Pensacola. He was dead before the torps hit.  Then  I turned around and stomped an Atago in with AP to his hull too.

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When it comes to mods, your choice:

Accuracy Mod - You've got 10 guns, land more of them in one area.   I find that this mod increases your damage a little.

Traversal Mod - Track targets even while performing hard rudder.  A must if you're cocky enough to taunt a battleship.  Gun cooldown goes from 15 seconds to nearly 17 seconds though.

AA Mod - Hit aircraft from farther out.

Secondary Mod - Your ship seems to have some nice secondaries.  Extend their range and improve their accuracy.

Edited by Misniso

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FUn fact, base pensa apparenlty has all 10 guns, don't know when they did that but when I first got her she had the tripple turrets above the double.s 

 

The last patch they raised her base hull to 10 guns like she should have.

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God I got 20 citadels and rekt an Pensacola at close range with my ATLANTA. I truly felt bad for that Pcola driver.

 

I did that once in my Atlanta as well.  I caught him at point blank range (4KM)  on Fault Line  I knew he was there, and I don't think he knew I was there...I came around the corner, locked and loaded AP and good night Pensacola.  It was over before my torps hit his sinking hulk.

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Make sure to get Steering Gears Mod. 2. Getting that rudder shift down to 5.6 seconds means that you can juke incoming fire like there's no tomorrow. It also means that you can pretty safely swing your rear guns onto target in between enemy salvos, then get it back in line to hide your juicy citadel. Your primary target ought to be other cruisers, because those 8" guns can absolutely tear them apart. Your sweet spot for general engagement, I've found, is around 11-13km, as this gives you enough time to dodge fire while keeping your shell flight times very reasonable.

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Just don't angle too sharply.  Too many Tirpitz and Colorado drivers love putting the love thru the bow and get either a cit or just immense heavy damage.  The Penny is a pretty good DD hunter too. 

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