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IronWolfV

USN low caliber guns. This is simply terrible.

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Ok as we all know since CBT USN 155 and 127 caliber guns just flat out suck. They launch shells into low orbit to get a hit.  Instead of this I propose a second idea to WG.

 

I can understand about USN shells lobbing a BIT more than others due to lower muzzle velocity. But instead of this throwing a pop fly to get a hit, how bout you reduce the damage on the guns to reflect lower muzzle velocity.

 

I mean hell I'll take less damage on the 155s and 127s if it means I can actually reliably hit a damn target!  Hell I'll even take reduced fire chance on USN guns if it means again I CAN HIT A TARGET AT OVER 10 KM!!!

 

Please WG, enough with the sub orbital shots.  Just give us a slightly worse lob than others in this regard and reduce the damage a bit to reflect the muzzle velocity and call it a day?

 

PLEASE?!   Begging here.

 

DZ0NZ9m.jpg

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Hmm, arent the shell velocity historically accurate and historically, the  USN 127 and 155 guns have terrible  shell velocity?Not like that matters in an arcade game.

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Hmm, arent the shell velocity historically accurate and historically, the  USN 127 and 155 guns have terrible  shell velocity?Not like that matters in an arcade game.

 

They are, but gameplay should matter more (much like how Yorck now has a 30ish second traverse, Aoba had its 3 RPM buffed to 5.5 RPM, Furutaka being the frankenship that it is). The capped ranges also negate some of the effectiveness of the slower USN 8" SHS and USN 6" rounds. 

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Hmm, arent the shell velocity historically accurate and historically, the  USN 127 and 155 guns have terrible  shell velocity?Not like that matters in an arcade game.

 

Yes, but then fun factors in.

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All I hear is, buff the Cleveland.

 

No

 

1. i don't have a cleveland anymore.

 

2. This idea calls for a REDUCTION in DAMAGE and possibly fire chance so USN ships(more than just the cleveland) can actually hit something at range. Or have you not played USN DDs which suffer the problem even worse? Or god help the Atlanta.

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All I hear is, buff the Cleveland.

 

No

 

 

I can agree that it'd be a problem while the Cleveland is at tier 6.  But once the USN cruiser line is split into CAs and CL's, and the Cleveland is uptiered to either tier 7 or 8, this sort of buff might be much more acceptable.

 

 

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This seams to be a common error

You need to utilize the ability of this weapon.

Simply follow the enemy ship and fire , as it goes behind an island and continue pounding the heck of it while the skipper of said ship is trying to figure out who is shooting at him. Meanwhile watch the damage counter climb and his ship sink. This is the advantage of high arc medium caliber guns such as the ones you mentioned. If you are in the open stay 5 miles from all team ships to focus fire at close range because if you are out there alone, you are a glory hound looking to die or have not understood fleet formation and team tactics. In open water you feel the need to engage with guns , do so in a pack.


 

Exception USN destroyers who have torpedoes or skilled captains which should never be more than 10 km away for cover when firing as a general rule,

Hope this helps

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I feel your pain. I think I'd be better off using a catapult from one of the islands.

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They are, but gameplay should matter more (much like how Yorck now has a 30ish second traverse, Aoba had its 3 RPM buffed to 5.5 RPM, Furutaka being the frankenship that it is). The capped ranges also negate some of the effectiveness of the slower USN 8" SHS and USN 6" rounds. 

 

 

Yes, but then fun factors in.

Thats why I prefer gameplay > historically.I dont get why WG cant do the same for the USN shell velocity issues.Its not like they will lose anything if they at least make the USN gun arc /shell velocity a little bit  more playable  even if its not historically accurate.

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Could care less about the Cleveland....

 

Buff the turd cannons on the USN DD line though, shooting with them is like playing lawn darts....

 

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The generally low shell velocity is exactly why I don't play USN cruisers, and the TERRIBLE shell velocity is exactly why I don't play USN destroyers. I'm just not afraid of them in anything I drive, because the range in which I am able to dodge most shells on reaction is so big. Something seriously does need to be done, and using Cleveland PTSD as an excuse is not enough.

Edited by SeraphicRadiance
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All I hear is, buff the Cleveland.

 

No

 

1. i don't have a cleveland anymore.

 

2. This idea calls for a REDUCTION in DAMAGE and possibly fire chance so USN ships(more than just the cleveland) can actually hit something at range. Or have you not played USN DDs which suffer the problem even worse? Or god help the Atlanta.

 

 

Honestly, I think that the Atlanta is hurt more by this than the USN DD's.  I don't look at USN DD's at long range snipers like the VMF ones. 

 

OTOH, the Atlanta is basically an overly light CL using a lot of DD guns, and does seem hurt greatly by the high shell arcs.  Its range is already low, and trying to hit anything close to its max range (or worse when you have a Captain with AFT) feels next to impossible, short of shooting at a slow BB.  On top of that, the Atlanta's 5" guns do pretty pathetic damage vs anything with a little bit of armor, and one can see the problem pretty clearly.

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I have to agree with the OP the Cleveland now is not a great ship.  It used to be feared and now it is a paper ship that can't hit squat and is fragile .   I actively seek them out in the Omaha and my Clemson as the Cleveland can't hit anything and it is an easy kill. Prior to the nerf I avoided them at all costs now they are sitting ducks.  I would support a damage nerf and  flatting the trajectory on all USN ships saddled with the orbital trajectories.

Edited by Matthewq4b
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Yeah it would be great to be able to hit a ship that's not a BB past 10k. I'm fine with a damage nerf in return.

 

Of course WG seems to have some sort of irrational hatred of all things USA (including NA server) so don't hold your breath. :rolleyes:

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Hmm, arent the shell velocity historically accurate and historically, the  USN 127 and 155 guns have terrible  shell velocity?Not like that matters in an arcade game.

They were much better in CBT and no one was complaining about the Cleveland either. Honestly I never play my Cleveland for this exact reason shell arcs are way to big of a hassle to deal with. I wouldn't be surprised if WG refuses to budge on this issue even though they cleary are fine buffing the heck out of other non-american ships giving them hilarously non historical values.

Buff the Cleveland>>????

 

ROTFLMAO-R_zpsjzskhtq4.gif

If the Cleveland is so good why are you merely averaging 30k damage? and 43 percent win rate to boot.

 

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Buff the Cleveland>>????

 

ROTFLMAO-R_zpsjzskhtq4.gif

 

Has nothing to do with the cleveland and more with the USN DDs and Atlanta.  Only reason I added 155s, is because eventually there will be a Light cruiser line and it would worthless to have an entire line basically unplayable because they can barely hit the broadside of a barn.

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They were much better in CBT and no one was complaining about the Cleveland either. Honestly I never play my Cleveland for this exact reason shell arcs are way to big of a hassle to deal with. I wouldn't be surprised if WG refuses to budge on this issue even though they cleary are fine buffing the heck out of other non-american ships giving them hilarously non historical values.

If the Cleveland is so good why are you merely averaging 30k damage? and 43 percent win rate to boot.

 

Actually there were lots of complaints about the Clevelands in CBT and many wanted the Cleveland to swap tier with the Pensacola.

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Deck plates are pierced far easier than belt armor. Start a fire or 2 with HE then switch to AP for penetration.

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155s? You mean 152s. Leave the Mogami's 155s alone.

 

I do have Cleveland (don' t play it much) and Atlanta (like it more). This issue worries me more in USN DDs. I had always trouble from Nicholas to Mahan. I am now in Benson and only kept Clemson for fun (mostly play it in Coop to warm up). The arc at distance of these guns plus the low damage is an issue. In Benson (as in the other USN DDs) you need to get close to be able to hit a DD. OTOH with my Kiev or Blyskawica I can shoot from a distance and hit a DD reliably.

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Hmm, arent the shell velocity historically accurate and historically, the  USN 127 and 155 guns have terrible  shell velocity?Not like that matters in an arcade game.

They model shell velocity pretty realistically. The USN shells are relatively light with a terrible m/s of 792 with a brand new barrel

 

Average is an astoundingly poor 762 m/s. 

 

The reason USN shells get their range is because of the overall shell weight, not the overall shell velocity. Japanese DDs have an amazing muzzle velocity of 915 m/s with common rounds and a good 850 m/s with ASW rounds. However, due to the weight of the shell, they do not travel as far as their lighter USN counterpart. 

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Most people see "buff cleveland"

 

I see "buff atlanta"

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Cleveland's 152 millimeter guns have a best of 812 m/s. 

 

German 150mm guns get 960 m/s.

 

The 152 shell weighed 47.6 KG.

 

The German 150 weighed 45.5 KG. 

 

This allows far range with short shell travel time for the German 150s. However the American 152s are going into space orbit because of their muzzle velocity. 

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They model shell velocity pretty realistically. The USN shells are relatively light with a terrible m/s of 792 with a brand new barrel

 

Average is an astoundingly poor 762 m/s. 

 

The reason USN shells get their range is because of the overall shell weight, not the overall shell velocity. Japanese DDs have an amazing muzzle velocity of 915 m/s with common rounds and a good 850 m/s with ASW rounds. However, due to the weight of the shell, they do not travel as far as their lighter USN counterpart. 

 

Game velocity is close to the real values then, Atlanta has i believe 780, Cleveland has 820?

Most Japanese destroyers have 870-ish, only Zao (925), the high tier German cruisers (960~940), and the last two Russian destroyers (920) have shells above 900kt.

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