2,211 10T0nHammer Members 7,307 posts 3,323 battles Report post #1 Posted March 27, 2016 The Atlanta is not very fun to play due to having no armor and its turrets get destroyed easily. It makes one wary of future purchases of premium content, which I believe is the opposite of what a company would like. Look you want to have a turret destruction mechanic? Thats cool but give us something that we can use to counter it. Many ships do not have the means to take shots and not lose half their firepower. No, the solution is not "do not shot at" because its the same bad excuse you can use for any mechanic in this game. We need a real solution, at least for the Atlanta and DDs, to not lose guns so easily. At least, make Atlanta's guns indestructible, it is already the weakest T7, no need to add salt to that wound. WG, you are a business, and money is kind of important to stay in business. Buffing the Atlanta would definitely make money since we currently have no good USN line trainers. My suggestion would be dropping the concealment down to 8km and give it a ROF boost to 18RPM like the Benson. Share this post Link to post Share on other sites
65 Captain_Suzuki Members 392 posts 6,281 battles Report post #2 Posted March 27, 2016 Ouch... Share this post Link to post Share on other sites
104 [56TH] Coyote16 [56TH] Members 310 posts Report post #3 Posted March 27, 2016 my clanmate lost a turret the other night without taking any damage. Share this post Link to post Share on other sites
2,028 J30_Reinhardt Alpha Tester 10,267 posts 4,608 battles Report post #4 Posted March 27, 2016 I can agree somewhat with the constant complaints on the Atlanta's gun weaknesses.... But... That minimap mod is making my eyes bleed. Charles Barkley sez cyan is a turrible color. Turrible turrible. Share this post Link to post Share on other sites
206 SpeedingBus Beta Testers 1,198 posts 2,732 battles Report post #5 Posted March 27, 2016 my clanmate lost a turret the other night without taking any damage. I lost a torpedo rack on my Omaha from a no damage HE round..... Share this post Link to post Share on other sites
255 [STEC] XavierNova Alpha Tester, Beta Testers 1,591 posts 6,122 battles Report post #6 Posted March 27, 2016 I disagree with making the Atlanta's turrets completely indestructible but I think a possible limit to how many can be destroyed would be okay. Share this post Link to post Share on other sites
3,186 BlazerSparta Members 11,026 posts 30,665 battles Report post #7 Posted March 27, 2016 Those buffs would make Atlanta OP. Unless I'm mistaken, 8 km base detection, combined with the captain skill, would allow Atlanta to invisispam. Add 18 RPM on top of that....no. I don't care if Benson has those stats. Benson doesn't have a 14 gun broadside. Share this post Link to post Share on other sites
147 [ZKMS] VG_Kairos Members 559 posts 11,498 battles Report post #8 Posted March 27, 2016 I can't help laughing.... I really hate the destruction mechanism.....it should be able to incapacitated, (need repair, permanent longer reload time etc), but shouldn't be permanently destroyed. Share this post Link to post Share on other sites
4,521 [WOLF7] awiggin Members 12,620 posts Report post #9 Posted March 27, 2016 That does seem a bit absurd, losing 6 out of 8 guns. Really makes me glad I never bought one though.... Share this post Link to post Share on other sites
583 QuantumEntropy Beta Testers 4,007 posts 14,539 battles Report post #10 Posted March 27, 2016 (edited) Atlanta torpboat You should had seen my Kiev with just the back turret Edited March 27, 2016 by PrinzMakaay Share this post Link to post Share on other sites
221 Carrier_Graf_Zeppelin Beta Testers 803 posts 5,091 battles Report post #11 Posted March 27, 2016 Yep turret destruction is so stupid, this isn't real life it's a arcade game, BBs can magically Regen health, we have unlimited shells and torpedoes as well as ships being invisible unless spotted so give us a way to repair destroyed turrets. Make them not repair unless you use repair party, make them work at a reduced effectiveness, something! Iys not going to make the game any less realistic. Share this post Link to post Share on other sites
2,622 [-KIA-] Czevak Senior Volunteer Moderator, Beta Testers, Supertester, Privateers, Senior Volunteer Moderator 6,550 posts 8,491 battles Report post #12 Posted March 27, 2016 Agreed, to an extent. Remember Atlanta basically has DD guns on it, and what are DD's known for? being fragile. At least buff the Atlanta and make so it's turrets are not as easily destroyed - But not indestructible. Share this post Link to post Share on other sites
200 [DRB] Mainerd [DRB] Beta Testers 915 posts 5,530 battles Report post #13 Posted March 27, 2016 Actually making it work like in WoT would be nice. Adding to the reload time of a damaged gun so you were never completely helpless would work which was suggested by someone else in another thread. Share this post Link to post Share on other sites
552 [NDA] InvalidKey Alpha Tester 1,658 posts 6,794 battles Report post #14 Posted March 27, 2016 my clanmate lost a turret the other night without taking any damage. This is more common than it should be. Share this post Link to post Share on other sites
2,211 10T0nHammer Members 7,307 posts 3,323 battles Report post #15 Posted March 27, 2016 I disagree with making the Atlanta's turrets completely indestructible but I think with a possible limit to how many can be destroyed would be okay. Problem is that I lost 6 turrets to Tashkent HE. It can fire fast and accurate so its not like I can counter by trying to sway left and right or anything Share this post Link to post Share on other sites
104 [56TH] Coyote16 [56TH] Members 310 posts Report post #16 Posted March 27, 2016 Those buffs would make Atlanta OP. Unless I'm mistaken, 8 km base detection, combined with the captain skill, would allow Atlanta to invisispam. Add 18 RPM on top of that....no. I don't care if Benson has those stats. Benson doesn't have a 14 gun broadside. you are mistaken. base detection is 10.7km surface and 6.4 km by aircraft Share this post Link to post Share on other sites
4,053 [SYN] MrDeaf Members 16,027 posts 12,803 battles Report post #17 Posted March 27, 2016 Agreed, to an extent. Remember Atlanta basically has DD guns on it, and what are DD's known for? being fragile. At least buff the Atlanta and make so it's turrets are not as easily destroyed - But not indestructible. what's funny, is they already received a 100% boost in module HP a while ago. Share this post Link to post Share on other sites
104 [56TH] Coyote16 [56TH] Members 310 posts Report post #18 Posted March 27, 2016 what's funny, is they already received a 100% boost in module HP a while ago. that only worked for secondary guns. I don't think it helped the Atlanta. Share this post Link to post Share on other sites
2,211 10T0nHammer Members 7,307 posts 3,323 battles Report post #19 Posted March 27, 2016 Those buffs would make Atlanta OP. Unless I'm mistaken, 8 km base detection, combined with the captain skill, would allow Atlanta to invisispam. Add 18 RPM on top of that....no. I don't care if Benson has those stats. Benson doesn't have a 14 gun broadside. I disagree, we are still talking about a ship that is citadel-d through the bow with 152mm guns. Invising firing is useless on 5''/38s because of hang time. I still won't do it in my Gearing and that is vs big slow Yamatos and Montanas. That is how easy it is to dodge. Also giving it a ROF buff would help make up for the lack of damage and make it more competitive while not being stronger than ships like the HIpper, which does almost 30k a game. Share this post Link to post Share on other sites
4,053 [SYN] MrDeaf Members 16,027 posts 12,803 battles Report post #20 Posted March 27, 2016 that only worked for secondary guns. I don't think it helped the Atlanta. I could have sworn it was for all destroyer sized guns... I think it was a patch or two before soviet destroyers and German cruisers were released... Share this post Link to post Share on other sites
375 SavageTactical Beta Testers 1,100 posts 9,864 battles Report post #21 Posted March 27, 2016 I understand your pain, but you are just about dead in that picture. What do you honestly expect when you lost like 99% of your health? Are you running the Main Batter Modification 1? Share this post Link to post Share on other sites
977 [HINON] giovybez Members 3,381 posts 33,145 battles Report post #22 Posted March 27, 2016 (edited) Wow that's pretty bad. I agree the old girl needs some buffs. Edited March 27, 2016 by giovybez Share this post Link to post Share on other sites
104 [56TH] Coyote16 [56TH] Members 310 posts Report post #23 Posted March 27, 2016 I could have sworn it was for all destroyer sized guns... I think it was a patch or two before soviet destroyers and German cruisers were released... it was for the same guns, but only effected them if they were secondary weapons. So for the DD and the Atlanta using them as primaries, nothing. At least that is the way I have understood it. If I am wrong there, then it would appear that they still need a buff. Share this post Link to post Share on other sites
2,211 10T0nHammer Members 7,307 posts 3,323 battles Report post #24 Posted March 27, 2016 I understand your pain, but you are just about dead in that picture. What do you honestly expect when you lost like 99% of your health? Are you running the Main Batter Modification 1? Yep, Main Bat Mod 1. Also I had half health when I lost my first 4 turrets (Single HE salvo from a Cleveland knocked out all rear turrets and starboard side turret) and I just kept losing them with every HE hit. Sure in that photo, you only see the aftermath but this is a ship can cannot compete with other T7s with its current 8 turret make up, losing even 3 is a devastating hit to your performance and AA power. Share this post Link to post Share on other sites
148 INoCU Members 997 posts 2,054 battles Report post #25 Posted March 27, 2016 Those buffs would make Atlanta OP. Unless I'm mistaken, 8 km base detection, combined with the captain skill, would allow Atlanta to invisispam. Add 18 RPM on top of that....no. I don't care if Benson has those stats. Benson doesn't have a 14 gun broadside. Someone mentioned, concealment is 10.7km with its camo, 11km without and ROF is 12RPM and 13.3RPM with BFT Share this post Link to post Share on other sites