![]() ![]() In fact, her armor is so weak that even 203mm guns will overmatch her, making angling virtually useless against most opponents she faces at any sort of distance it only helps at close range to try and make the enemy over-penetrate her, in which case she should try to show a full broadside (this only works against battleship guns). Open water gun-boating is possible but not advised since she is outgunned by nearly everything at long range and angling against battleship shells will only increase the odds of getting hit for most of the ship's HP. It is highly advised to cooperate with destroyers at lower tiers and using islands for cover at higher tiers where Surveillance Radar is common amongst cruisers. AP shells at longer ranges against broadside targets are about as devastating as HE shells and thanks to plunging fire they can help where HE penetration is not enough and they can be devastating against targets under 5km for both bow part of rushing battleships, heavy cruisers and the broadside of light cruisers.Įvery single aspect of Atlanta requires careful planning and using any advantage that the map can offer. Thanks to her low fire chance, the majority of her damage is done by the shells themselves. The combination of Surveillance Radar with excellent short range firepower makes her devastating against any target that tries to hide in smoke while in close range. Success in game depends on finding the sweet spot between the two. The data presented in the AA Defense sidebar section may be incorrect.įor a graphic summary of ships Tiers VIII thru XI see LittleWhiteMouse's "Actual AA DPS".Ītlanta is a Tier VII American cruiser that plays like a "tweener" she can be used as a slightly under-gunned light cruiser, or she can be played as "heavy" destroyer. Superintendent is really really good for cruisers with Radar, even if they don't have a heal.Warning. It's probably about an 7-10% damage increase overall. Adrenaline Rush is probably the most powerful skill in the game for surface ships since you will get hit and you will lose hit points. ![]() ![]() Together with Concealment Expert, planes will only spot you as soon as your AA can fire on them, and destroyers only have a few hundred meters to turn away as soon as you spot them to avoid your radar range, which isn't enough in most cases.Įxplanation for the other captain skills in case you are interested: Priority Target gives you tons of really important information, that's also a must have skill for cruisers. And the rudder shift time is already good enough. It makes a big difference when accelerating. ![]() Slot 4: Propulsion Mod 2 is really good to juke attacks, either battleship volleys from far away or carrier attacks. The Cleveland gets to 9 and 7 flak bursts with this upgrade. More flak bursts are highly valueable if you can get over 6, since they will start to spawn to the left and right of the planes, making dodging them much more difficult. Slot 2: Hydroacoustic Search Mod 1 if you got the coal for it (and don't need it for anything else), otherwise Damage Control System Mod 1. You can change that to Main Armaments Mod 1 if your turrets get knocked out a lot and carriers aren't a big issue for you (e.g. Having your AA more difficult to destroy can save your life and the lives of your team mates close to you. Slot 1: Take Auxiliary Armaments Mod 1 if you encounter a lot of carriers. Preventive Maintenance is the best choice for the last skill point, but it should be taken after you got all 3 of the 4 point skills. Take the other skill when you got to 18 to have both. Take Concealment Expert or Manual Fire Control for AA Armament when you got to 14 points (Manual Fire Control for AA if CVs like to attack you or ships around you a lot, Concealment Expert otherwise - note that you have to use the sector reinforcement system all the time to make use of the Manual Fire Control for AA, but it's something you should do all the time, even without the skill). IFHE (Inertia Fuse for HE Shells) is a must have and you have to get it first. ![]()
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