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Atlanta in the New Era (0.8.x) Captain Skills

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38 minutes ago, tsounts said:

Nope.  I don't get crippled usually.

Good to know - thanks! I shall have to try my luck with a more ninja-esque build, then! :Smile_hiding:

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If I were to make a specific captain then a 19 pointer would contain:

- PT and PM.

- AR

- BFT

- IFHE, CE, AFT

 

CE combined with AFT gives you a lot of manuvering and engagement options, and IFHE for the raw damage is a no brainer. BFT holds more overall value than DE, as your RoF will ensure that fires are still common but since we opt for raw damage with IFHE DPM is more important than RNG fires. And BFT also boosts your AA so it is a universally  great skill.

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3 godziny temu, ollonborre napisał:

If I were to make a specific captain then a 19 pointer would contain:

- PT and PM.

- AR

- BFT

- IFHE, CE, AFT

 

CE combined with AFT gives you a lot of manuvering and engagement options, and IFHE for the raw damage is a no brainer. BFT holds more overall value than DE, as your RoF will ensure that fires are still common but since we opt for raw damage with IFHE DPM is more important than RNG fires. And BFT also boosts your AA so it is a universally  great skill.

That is what I am going for exactly. Although it can feel somewhat weaker when there is no CV present in the match. But otherwise you are a very big no fun zone for any planes around you. I usually keep both zones at 100% unless I am covering for a DD, in that situation I set focus on her's side. Planes just too easily fly over you and come charging from the unsupported side.

 

- PT

- AR

- BFT

- IFHE

- AFT

- CE

- PM

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I run mine with my Cleveland captain, that's pretty much the only reason why I kept that ship when I moved on to the Worcester. 

 

Two reasons why I picked her instead of my Worcester captain (both have 19pts):

 

1. Atlanta doesn't need SI and while having this skill on Cleveland is nice, it isn't as important as on Worcester due to the lack of a heal. 

 

2. Back when I made that choice I intended to play Worcester in CBs too. In which case both aft and bft were useless to me due to the lack of carriers in that mode. Dropping aft saved me enough points to run both SI and DE. 

 

 

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Just a random question, is the impossible to obtain Flint, any better than the Atlanta, (which in my hands just never lasts long) when can we have a cruiser with the armour of a Mushashi,and the dakka dakka guns we all so love, I'm sure WG are well capable of dreaming up a ship like that

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28 minutes ago, NoobySkooby said:

Just a random question, is the impossible to obtain Flint, any better than the Atlanta, (which in my hands just never lasts long) when can we have a cruiser with the armour of a Mushashi,and the dakka dakka guns we all so love, I'm sure WG are well capable of dreaming up a ship like that

You forgot the energy shields...

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3.04.2019 o 12:01, NoobySkooby napisał:

Just a random question, is the impossible to obtain Flint, any better than the Atlanta, (which in my hands just never lasts long) when can we have a cruiser with the armour of a Mushashi,and the dakka dakka guns we all so love, I'm sure WG are well capable of dreaming up a ship like that

 

It is somewhat difficult to compare the two, as it seems they have somewhat different roles designed for them. They use the same type of guns and shells, have the same concealment as well as maneuverability. Both have access to unlimited Defensive AA Fire. Now to clarify the differences...

 

Atlanta:

- Has two more turrets, but effectively only one can target an enemy, so two more shells per salvo;

- has an 8.49km radar consumable;

- has her AA more densily packed, 4x4 + 8x1 + 8x2;

- has 4.5km torpedoes.

 

Flint:

- Has one less turret than Atlanta;

- has a USN Smoke Generator consumable;

- has her AA more spread out, 6x2 + 12x1 + 8x2;

- has 9.15km torpedoes.

 

Based on this, a simple conclusion comes to mind. Atlanta is the DD hunter/support why Flint is more of a BB hunter/support ship. The Smoke allows Flint to be more aggressive in her plays. That smoke mitigates most of the weaknesses of those two ships, that being their gun range almost overlaps their detection range. With the Tier 7 USN Smoke you have some... 40-50 seconds between last bubble and the next use? It's also quite important to notice the difference in torpedo range, which is massive. Atlanta can only ever fire those at a charging BB that decided to put away their brain for a moment as they circle around an island. Flint is a lady with much more options for her torpedoes.

 

Based on the smoke alone, Flint is the easier to play. But Atlanta has the potential to be the early game carry with cap controll due to radar.

 

PS.

Shields for all DDs! So they can match the HP of their BB nemeses.

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I have PT, PM, AR, BFT, AFT, CE, IFHE on mine Flint too. Captain is assigned to Clemson and works very well with this DD even without LS. AFT helps both with  very poor range. For the other USA CLs and DDs I prefer not to use AFT nowadays. It is week AA skill and too much range on USA DDs is more of a liability than benefit. 

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16 godzin temu, DariusJacek napisał:

I have PT, PM, AR, BFT, AFT, CE, IFHE on mine Flint too. Captain is assigned to Clemson and works very well with this DD even without LS. AFT helps both with  very poor range. For the other USA CLs and DDs I prefer not to use AFT nowadays. It is week AA skill and too much range on USA DDs is more of a liability than benefit. 

I am curious, what is your full build on the Atlanta/Flint? As in not only captain but also the upgrades and stuff?

 

I was using the main armaments in slot one, the engine in slot two and anti-air in slot three with the stearing in slot four. I pair that with the +5% speed flag as well as the no explosion, both +% fire and higher AA damage flags. But... There are very few CVs in Tier VII battles recently. So if there are no planes, I feel like I am a bit underperforming really. Worse case scenario I will only face 2 DDs and the rest are CAs and BBs...

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4 hours ago, Lea_Flamma said:

I am curious, what is your full build on the Atlanta/Flint? As in not only captain but also the upgrades and stuff?

 

I was using the main armaments in slot one, the engine in slot two and anti-air in slot three with the stearing in slot four. I pair that with the +5% speed flag as well as the no explosion, both +% fire and higher AA damage flags. But... There are very few CVs in Tier VII battles recently. So if there are no planes, I feel like I am a bit underperforming really. Worse case scenario I will only face 2 DDs and the rest are CAs and BBs...

Can't remember now, probably similar to yours. I play Flint similar way to UK CLs, just I rain fire instead of lead, using islands as a cover between the smokes. Flint is less island depending due to smoke. Torps are better also I use DefAA more often than hydro now. It's very good ship but too much situational to be OP. Fiji is better IMHO. I have no Atlanta. 

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21 godzin temu, DariusJacek napisał:

Can't remember now, probably similar to yours. I play Flint similar way to UK CLs, just I rain fire instead of lead, using islands as a cover between the smokes. Flint is less island depending due to smoke. Torps are better also I use DefAA more often than hydro now. It's very good ship but too much situational to be OP. Fiji is better IMHO. I have no Atlanta. 

Atlanta is very fun. You go with a DD and the two of you are a very big no fun zone to any attempt at cap spot from CV or capture from DD. He smokes, you radar and def aa. But you need that smoke. Although a duo of Flint and Atlanta... That's just frightening. Smoke, Radar, and double the daka daka.

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8 hours ago, Lea_Flamma said:

Atlanta is very fun. You go with a DD and the two of you are a very big no fun zone to any attempt at cap spot from CV or capture from DD. He smokes, you radar and def aa. But you need that smoke. Although a duo of Flint and Atlanta... That's just frightening. Smoke, Radar, and double the daka daka.

Add Belfast to make a trio:Smile_trollface:

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On 4/9/2019 at 11:17 PM, DariusJacek said:

Add Belfast to make a trio:Smile_trollface:

Did that with two of my clanmates. Needless to say we won all games we went into, however we got our karma drop by almost 20 for only a few games... It's the same as if we were playing triple Stalingrad division - recipe for winning... and being reported :Smile-angry:

 

People do not like facing OP ships... Who would have thought...

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24.04.2019 o 09:09, almitov napisał:

Did that with two of my clanmates. Needless to say we won all games we went into, however we got our karma drop by almost 20 for only a few games... It's the same as if we were playing triple Stalingrad division - recipe for winning... and being reported :Smile-angry:

 

People do not like facing OP ships... Who would have thought...

Those are not OP. You more or less force three CLs into a tight smoke screen. A good salvo of Torpedoes will flush you out or cause damage. And on that tier there are numerous ships that can torp from outside of Atlanta's 8.5km radar range. Also anyone with radar of their own will mark you as an immediete target for any AP wielding CAs and BBs. Although I do agree. Atlanta with smoke and IFfHES is quite the formidable opponent. 

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On 4/29/2019 at 5:00 PM, Lea_Flamma said:

Those are not OP. You more or less force three CLs into a tight smoke screen. A good salvo of Torpedoes will flush you out or cause damage. And on that tier there are numerous ships that can torp from outside of Atlanta's 8.5km radar range. Also anyone with radar of their own will mark you as an immediete target for any AP wielding CAs and BBs. Although I do agree. Atlanta with smoke and IFfHES is quite the formidable opponent. 

Belfast most certainly is, as is the Flint. Belfast is OP once you unlock personal skills how to abuse the massive toolbox it has, and the Flint removes proper positioning because you can just create your own "cover" whenever you like, and it has torps that can be used offensively aswell. Sure you loose radar but a slight change in playstyle towards damage dealing rather than team utility negates that problem completely.

 

And the smoke screens are not exactly that small. Belfasts smoke screen can get cramped, but the Flint can put up a DD sized cloud, and every good player know that beeing stationary in a smoke is a death sentence. And if you run such a division, well the Belfast atleast will have Hydro so torpedoes are normally not that much of an issue unless 2-3 DD's carpet the entire smoke screen. And good luck coordinating that with random teammates.

 

Radar is the only proper equaliser here, but then again smoking up all 3 ships at once means that the division will have vision from allied ships. So the chance of a radar cruiser sneaking up on your dakka spewing death blob is extremely limited.

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On 4/29/2019 at 6:00 PM, Lea_Flamma said:

Those are not OP. You more or less force three CLs into a tight smoke screen. A good salvo of Torpedoes will flush you out or cause damage. And on that tier there are numerous ships that can torp from outside of Atlanta's 8.5km radar range. Also anyone with radar of their own will mark you as an immediete target for any AP wielding CAs and BBs. Although I do agree. Atlanta with smoke and IFfHES is quite the formidable opponent. 

Those are definitely OP. I have them, I played them, I know what I mean.

 

Belfast:

- can slot concealment module (not available for other T7 ships)

- has radar (not very common in T7)

- has hydro, smoke and RN CL acceleration (great combo to avoid getting torped in smoke)

- has 12 guns and HE available

 

The ship has some drawbacks but the pros are just too significant, making it a nasty enemy to fight.

 

Flint:

- has USN smoke (the best in the game)

- has 9.2 km torpedoes that are hard to detect (often catching enemies off-guard due to being slow but really tough to spot)

- can slot hydro (good in combo with the smoke to avoid torps)

- has almost Atlanta-level firepower

 

Overall it's an Atlanta that gives up one turret for great smoke and torps. Really good deal if you ask me.

 

Add to that the fact that those ships have the typical T7 MM - they are most commonly top tier in their matches. When that happens, their enemies cry. Even as bottom tier, they are still viable, though not OP.

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So sad that when you get this you are really wanting the flint, low torp range and only 11.12 gun range, i rarely play mine and it is in the same port being a queen with the Belfast, cruisers really are like quantum physics to me, you can't tank in them and they have no armour.

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1 hour ago, Inappropriate_noob said:

So sad that when you get this you are really wanting the flint, low torp range and only 11.12 gun range, i rarely play mine and it is in the same port being a queen with the Belfast, cruisers really are like quantum physics to me, you can't tank in them and they have no armour.

13.5 with the right captain skills. It's fine for it's role.

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