This week I have a review of the USS Atlanta, a tier 7 Premium Ship for the US Navy.
The Atlanta Class Cruiser was commissioned by the US Navy in 1941, displacing 6000 tons and was 541 ft in length. The Atlanta class was closer to exisiting destroyers than its cruiser brethren, carrying torpedoes and having an armament of 8 Dual 5 inch (127mm) guns. These 5 Inch Guns were also doubled up as dual purpose anti Air Flak guns as well. This made the Atlanta a formidable ship in putting a lot of fire out in short periods of time. Unfortunately the Atlanta in World of Warships is consigned to only shoot at water borne targets with its main Turrets. Besides this draw back and slight inaccuracy these guns have a almost ridiculous fire rate.The Arch of travel for these shells is pretty big giving a fair amount of air time for shells at maximum range, however in a broadside firing, at maximum range you can fire 3 full salvoes before the first salvoes shells fall on their target. In the grand scheme of things this makes surprise attacks on tunnel visioning enemies at range quite effective, being able to out 42 shells before any impacts occur. The range on the guns is a bit disappointing sitting at about 10 km mark but once within range you can batter the hell out of your opponents with a withering shower of high explosive or armour piercing rounds. The top speed on the Atlanta sits at about 37 km which is respectable but the turning arch is pretty bad so keep this in mind when positioning your ship against torpedo bearing ships or in narrow channels.
As a Atlanta captain you have to keep in mind this is a light cruiser and for the most part has paper thin armour. Predominantly this ship really falls into the hit and run or support category as being in sustained fire generally ends up with knocked out turrets and critical damage across major drive components (All Atlanta Captains at this point will be nodding their heads in agreement having turrets knocked out on the first salvo hitting the ship).
The Standard screen after taking a few hits.
The Atlanta can be a real power house if left unnoticed on the open sea where surviving to the end of a battle regularly gives well over 300 individual shell hits per match. This ship poses a massive threat to any destroyer that happens to get caught out unaware as the turret rotation if pretty fast. This is the only cruiser in the upper american line have any torpedoes, catching many players with their pants down with a lethal surprise strike as they close the distance. Like all American they are pretty crap but I would rather have them and not need them, than need them and not have them.
Over all I would say this is a great cruiser that excels in its role of bullying battleships that have higher priority targets to focus on and tearing destroyers and cruisers in a new one in a hit and run attacks. This cruiser is unique in that the turrets are of a smaller size than its equivalent tiers (the same size as many destroyers) but the sheer number of guns on this ship makes for exciting game play. This guns firing speed allows players to really hone their skills in leading their target where missing the target doesn't matter too much as another round will be loaded before you know it. The range of the guns are a bit of a let down at first but once you learn to play this ship to its advantages you find that causing increasing damage to health and components with multiple hits is not hard to achieve.
That's all for this week, feel free to comment and leave feed back. If you think that the Atlanta is balanced or that you think that the amount of times that the ship takes critical turret damage happens far too much? If you found this review useful again I would like to know?
Till next week, catch you on the open sea.
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