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The_One_Ring89

Recommend captain skills and upgrade modules for Cleveland, please.

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I'm a relatively new player (about 2 weeks) and I've finally reached the Cleveland. I plan on stopping the US cruiser line with the Cleveland for the time being while I explore other nations/classes - so I'd prefer captain skills for the Cleveland specifically rather than for higher tier US cruisers (I think I'd rather have a Zao vs Des Moines).

 

Kind of debating between BFT vs BoS; EM vs Last Stand, and also AFT vs DE

 

For modules - only the aiming system seems obvious, and I assumed the steering #2 (-20% rudder shift)...but not sure. Any help would be appreciated.

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Rudder shift is always helpful - I can't think of a ship where I thought "Man, this thing turns too fast, I wish it were slower".  Just really wish it wasn't a million credits.  For a cheapskate like me, that hurts.

Edited by kerensky914

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Cleveland is one of my oldest ships in my collection. While I have both BFT and BoS, if I had to choose one i'd pick BoS nowadays because BFT no longer affects the main guns and the AA rate is still good enough. EM is a given, because the turrets are somewhat slower than some of her rivals. For the 4th lvl skill, I opt for AFT for AA benefits, mid tier likely will see some CVs still and I can still spam enough HE shells to get decent fires going without DM.

 

I still leave my cleveland on AA spec for now but thats just preference.. And yes, rudder shift is important for cruisers to wiggle :)

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Thanks. So EM is still 'good' even though it's only 0.7 deg/s traverse buff? On a 32+ sec traverse...I guess it adds up?

 

So that takes care of most of my captain skills (only have a 9 pt captain at the moment) - and two of the modules. What do I need for upgrade slots #1 and #3?

 

Also - I was using Vigilance on my Omaha just to give me extra time to dodge torps (dodging torps is actually fun!) - skip that on the Cleveland, though?

 

 

I'm thinking I'll go IJN DD's then cruisers next. I won't go past T5 or T6 in the DD line...just want to get a feel for stealth torp boats (both how to play them...AND how to avoid them). The Zao looks like it'll be the first tier x that I want.

Edited by FormulaZR

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EM is fine enough, for those used to the old pre nerf ones might feel it sluggish at first but really its more useful than last stand because the engines arent that brittle.

 

-Main armament mod - because my turrets often get knocked out it seems:unsure: and with no torps those guns are important!

-Damage control mod because my engines and rudder seems tough enough but i get lit on fire a lot :D

 

Vigilance... depends. I dodge torps in BBs a lot so I'm used to not having it. Besides with Situational awareness now baseline, just dont sail in straight line when ur detected and you should be fine.

 

just my thoughts anyhow :)

 

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BFT is a 10% boost to AA. That's incredibly useful as an AA escort. I'd take it over BoS, especially if you use premium consumables.

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BFT is a 10% boost to AA. That's incredibly useful as an AA escort. I'd take it over BoS, especially if you use premium consumables.

 

Rarely does a Cleveland need to 'escort' a t6 or higher CV and in over 300 games in a Cleveland I can't ever remember being attacked by air but am ALWAYS being set on fire and dodging DD torps for which AAA is useless.  BoS is my choice.

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I'm a relatively new player (about 2 weeks) and I've finally reached the Cleveland. I plan on stopping the US cruiser line with the Cleveland for the time being while I explore other nations/classes - so I'd prefer captain skills for the Cleveland specifically rather than for higher tier US cruisers (I think I'd rather have a Zao vs Des Moines).

 

Kind of debating between BFT vs BoS; EM vs Last Stand, and also AFT vs DE

 

For modules - only the aiming system seems obvious, and I assumed the steering #2 (-20% rudder shift)...but not sure. Any help would be appreciated.

 

How to git gud in the Cleveland.

 

1: Free XP all of the Cleveland's upgrades.

 

2: Equip the following equipment: Main Armaments Mod. 1, Aiming Systems Mod. 1, Damage Control 1, and Rudder Shift.

 

3: Train your captain with the following skills:

 

Tier 1: BFT for better AA and Expert Loader because the Cleveland's AP is great at close range.

 

Tier 2: Expert Marksman for better turret traverse and Incoming Fire Alert to protect your citadel.

 

Tier 3: Superintendent for an extra catapult fighter and DF or Vigilance if you're a torpedophobe.

 

Tier 4: AFT to swat more planes out of the sky and/or DE if you're a pyromaniac.

 

Tier 5: CE for completely arbitrary reasons or Preventative Maintenance because your turrets are knocked out easily.

 

4: Equip the following flags: Victor Lima, India X-Ray, November Echo Setteseven, November Foxtrot, Sierra Mike, Juliet Charlie, Equal Speed Charlie London, India Bravo Terrathree.

 

5: Equip premium consumables: Having an extra catapult fighter is useful not just for fighting planes, it can also spot enemy torps sooner.

 

6: Because of the horrible, horrible gun arcs, play the Cleveland like you'd play a USN DD: Hug waifus islands and get in close to enemy DDs and cruisers. Fire AP against broadside cruisers at mid-short range for all the citadels and fire HE at everything else. The only things you should be firing at at range are BBs, and even then, focus on the slower ones. Play escort for friendly BBs if CVs are in the game because no CV worth their salt would dare touch a Cleveland or anything within the Cleveland's AA range with a 39½ foot pole. Angle your armour when BBs are around and protect your citadel. Use your catapult fighter to spot torps if you're fighting DDs. Be sure that enemy planes are going to stay within AA range before you activate Defensive Fire. Don't tunnel vision, especially when fighting ships with torps at close range.

 

 

7: ??????

 

8: Profit.

Edited by 1Sherman
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Thanks for all the help. Now I just gotta get my leads figured out with the sub-orbital shell arcs.

 

Because of the horrible, horrible gun arcs, play the Cleveland like you'd play a USN DD: Hug waifus islands and get in close to enemy DDs and cruisers. Fire AP against broadside cruisers at mid-short range for all the citadels and fire HE at everything else. The only things you should be firing at at range are BBs, and even then, focus on the slower ones. 

 

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