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wibe33

Cleveland shell velocity

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Weekend Tester
461 posts
2,563 battles

Yeah if you do the math shells hit/fires started you're on the low side.. sounds like RNGesus wasn't on your side :sceptic:

were you firing only on BBs? I've noticed that AP works wonders on CLs like Omaha again (hadn't played for a long time lately since the AP nerf/HE buff)

 

yes, i shot mostly at enemy BB's at 15-17 km, thus the poor hitrate. rng hates me, i am used to it ;)

and of course, AP is great, not only vs CL's, but also sometimes vs low-tier BB's. due to the extreme arc, the cleveland is the plunging-fire king ;)

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Beta Tester
203 posts
3,197 battles

I really don't know what to do with the Cleveland. I had a lot of great games with the Omaha, but with the Cleveland...I hardly ever do damage, even with like 100+ hits and then I get like two cit pens from some BB 15 kms away and that was it...

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[BBMMX]
Beta Tester
166 posts

you mentioned cit pens, so you're using AP exclusively? don't forget the armour mechanics, if the enemy ship is angled then yes, you will register a 'hit' but the shells just bounce off doing 0 damage. In cases such as this use HE.. I remember an enemy cleve shooting more than 100+ rounds at me in a duel in order to sink me and most just bounced of me because I was angled at him, wish I had made a screenshot of my damage report :teethhappy:

 

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Weekend Tester
461 posts
2,563 battles

The HE shells fired by the Cleveland will also do 0 dmg hits quite often. Played only Cleve today to get used to its gun arc, and when firing at heavy armored BB's I sometimes get 3-4 hits, but they deal no damage. It happens when small caliber HE shells hit thick armor with no unarmored hitboxes nearby, say the belt armor or the first turret. One lucky guy got 40 hits from me (as shown in the hitcounter), but I dealt only around 1k dmg to him (was easy to see because noone else was shooting him at that time).

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WoWs Wiki Team, In AlfaTesters
1,993 posts

The bigger problem about Clev, IMHO is the player. I mean, I often see players in clev letting the whole side just to bring all their guns to bear. For me is better, in Aoba i get straight or almost straigh to them, and change between HE to kill turrets and AP to citadel them, and half their shoots miss because of the tiny target a ship going straight is.

 

But when I ship a clev I'm starting to do the same, I sacrifice guns for less silouette. And since I started to do that, I'm getting better results.

 

We have to admit is not the Clev of CBT anymore, just adapt, is a pretty balanced ship and one that can support until you see the oportunity to shine. Every CV and BB in this game will thank you the support if he is a propper player (and is a pity they cant compliment you in a way that means more exp), and you could carry a game even if you are not engaged all time dealing dmg.

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[BBMMX]
Beta Tester
166 posts

true, you really NEED to target the superstructure (or just get lucky rng) to get good HE numbers/fires going when against a heavily armoured enemy especially with small caliber guns

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[BBMMX]
Beta Tester
166 posts

We have to admit is not the Clev of CBT anymore

Agree, it feels different now (plus new paint job).. I found out the omaha is the new cleveland in OBT, I hated it together with the phoenix back in CBT and now I did miracles in them :teethhappy:

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WoWs Wiki Team, In AlfaTesters
1,993 posts

Agree, it feels different now (plus new paint job).. I found out the omaha is the new cleveland in OBT, I hated it together with the phoenix back in CBT and now I did miracles in them :teethhappy:

 

Happen the same to me. I hated Omaha, but in hull B those guns and 2 torp shoots by side when close combat.....not bad at all.

 

But is not like Clev is bad now, just harder to adapt to the slow shells. Nothing to worry, I few games and it works as always.

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Players
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Ok i think Cleveland was quite strong before velocity change ( but when i think about it, omaha had a little less firepower, massive manueverability advantage, torpedoes, and that thing that you can shoot right away when changing sides, so higher tier should be better in something), but why nerf a ship with mechanic that player can't control? - If someone is sailing somewhere and you fire full broadside, he simply needs to go elsewhere where he was originaly going to not get hit. Then you can spray an area a little to cover his possible choices, either way, in the end, it's a mechanic - XY% of your shells simply wont hit cause of shell velocity - they added randomness not controllable by player to the ship performance, adding more rng in any way is in my opinion always a bad choice for a game.

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Beta Tester
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you mentioned cit pens, so you're using AP exclusively? don't forget the armour mechanics, if the enemy ship is angled then yes, you will register a 'hit' but the shells just bounce off doing 0 damage. In cases such as this use HE.. I remember an enemy cleve shooting more than 100+ rounds at me in a duel in order to sink me and most just bounced of me because I was angled at him, wish I had made a screenshot of my damage report :teethhappy:

 

No, I use AP against cruisers at somewhat shorter range and to great effect. 

 

The Omaha just is a better ship by now. You can just circling around spewing death everywhere. 

 

What I meant was, that I get cit pent a lot in the Cleveland, often with the first salve at long distances and with me angeling the ship. 

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Players
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slow shell velocity is absolutely frustrating, it makes almost unplayable and missing the joy I had with earlier cruisers :(  

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[PGTIP]
Beta Tester
7 posts
6,099 battles

So we have come to a conclusion that Omaha is a better ship. What's next? Let's ask wargaming to buff Omaha to tier 6 and make Cleveland a tier 5? Great idea :)

 

But seriously, Cleveland is OP at tier 6, it will win 1vs1 against both tier 7 cruisers, and against Aoba it itsn't even funny. Its real place would be tier 8 with the full 10 rpm rate of fire.

Edited by koivis

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Lol your comments are an utter joke...I hit a zig-zagging moving cruiser that was moving away from me at a range of roughly 13.5 km (was in my New York but whatever)...as been said it's about predicting where your enemy will be and considering there's a counter in-game that shows you how long your shells take to travel it makes a whole of a lot easier for you :)

 

All I see about people "complaining / hating" on the Cleveland is actually more like "Guys...we're having trouble adjusting ourselves to the gameplay here and need some friendly advice"...:B

 

Was in a New York case closed muppet we are talking about the Cleveland's shell velocity I can rape cruisers at that range in my New York the shells don't hang for nearly as long.

And people seem to be missing the point altogether,

The Cleveland is an AA gunboat with lower agility than the Omaha and no torps.

It's role is as a support ship not an assault ship.

What is the point of making a gunboat that's less agile and has no torps a close range ship. Then giving it extra range that is absolutely useless when facing anyone that has a clue.

The Cleveland great for noob powning and hitting bb's then get in close and get set on fire a hundred times by everything that aims at you causing ott damage for he yeah great ship.

Oh and at no point have I said that the ship should go back to pre nerf (Never had it before the nerf anyway) just that it needs to be a happy medium.

Edited by Eternus_Damnatio

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[MCSOB]
Beta Tester
55 posts

Got to admit in CBT this was a strong ship, and had no issues hitting things, now with the long shell flight time, having to shoot so far ahead off some fast cruisers and DD,s even at 10km range you shooting at a point where they no longer on the screen "can't see the turns as they happen" which Is resulting in lots of misses, yeh I can zoom out a bit to get them on screen, but you then can't procive the slight maneuvers and still miss lotts. yes if a BB is sailing straight you can rack up 200 hits, but you can't balance a ship on someone else's mistakes.

 

if you really need to  balance this then better try increasing Dispersion of shells, rather than adding to shell flight time!

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So we have come to a conclusion that Omaha is a better ship. What's next? Let's ask wargaming to buff Omaha to tier 6 and make Cleveland a tier 5? Great idea :)

 

But seriously, Cleveland is OP at tier 6, it will win 1vs1 against both tier 7 cruisers, and against Aoba it itsn't even funny. Its real place would be tier 8 with the full 10 rpm rate of fire.

 

Seriously you have no idea what you are taking about and probably have never sailed the Cleveland. The other day I have encounter Myoko IJN T7 CAs, I was at full heath and he was 3/4 of his health and the battle were 10km+, you wouldn't believe I died before leaved him at half health ! He was damn fast and with slow shell velocity I couldn't get any considerable damage on him. Yet it was Teir 7 ship who would it be on Teir 8 then.

 

Cleveland has to get her shell velocity thing fixed before it moved anywhere in the earth :ohmy:

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Got to admit in CBT this was a strong ship, and had no issues hitting things, now with the long shell flight time, having to shoot so far ahead off some fast cruisers and DD,s even at 10km range you shooting at a point where they no longer on the screen "can't see the turns as they happen" which Is resulting in lots of misses, yeh I can zoom out a bit to get them on screen, but you then can't procive the slight maneuvers and still miss lotts. yes if a BB is sailing straight you can rack up 200 hits, but you can't balance a ship on someone else's mistakes.

 

if you really need to  balance this then better try increasing Dispersion of shells, rather than adding to shell flight time!

 

Exactly they made the ship luck based. I have seen so many comments about prediction etc it makes me laugh I fire turrets individually and saturate areas they may turn into that's not prediction that's pure luck and hope.

Meanwhile they hammer you with precision setting you on fire and taking nice chunks out of your health.

Then you get under 10 km with turrets that are not as fast as Omaha ship isn't as agile and has no torps and get creamed by a BB or finished off by other CA's

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Beta Tester
19 posts
5,192 battles

Are we playing the same ship? The sheer amount of citadel hits I can dish out with Cleaveland is definitely better than with Omaha. And to be completely honest, without this topic, I wouldnt even think about shell velocity on Cleaveland, since I found it... just OK and adjusted for it. Now I'm reading I'm not suppose to hit anything beyond 12k and I should feel undewhelmed how worse it is compare to Omaha...

 

I was thinking that myself good god the Cleaveland eats same or lower tier ships alive its the only ship I can say that puts a smile on my face when I drop with CV's it turns fast AA is just OMG granted the guns will bounce off most BB same tier using AP but hell that is what HE is for, In short give it time your soon mentally adjust your shots and be nom nomming other ships.
Edited by historic

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You have good range, but you can't use it due to the retarded shell velocity. Fights over 12km and more are impossible if the enemy isn't a slow BB or stupid.

Why even get the range upgrade? Doesn't make any sense to me, you won't hit anything other than slow BBs and noobs. The shell velocity needs a buff, you can't take any engagement over 12km.

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[BBMMX]
Beta Tester
166 posts

imagine if you put the extra range with the lvl4 captain upgrade.. 16 secs shell flight time.. you can actually see 3 salvos flying in the air at the same time :trollface:

 

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imagine if you put the extra range with the lvl4 captain upgrade.. 16 secs shell flight time.. you can actually see 3 salvos flying in the air at the same time :trollface:

 

 

hahaha,:popcorn:

 

 

 

.

Edited by Memo1991

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[RACC]
Players
181 posts

in a bit of irony with the commander skill for +20% range for guns <155mm, the upgraded fire control and the accuracy ship module the >13.5km to just over 17km range was somewhat more effective than the >10km to <13.5km range, as with the former ranges AP is affective again along with HE and as long as there is no enemy ships within <13.3km or aircraft within <8.1km range you would become invisible again 20sec after firing which would be <~6sec after the initial three ranging/lead shells land, you can then open up with full salvos and at lest have 2 full salvos in flight before braking off and waiting the 20sec from your last shots to be invisible again as you reposition.

 

whereas in the >10km to <13.5km range you are constantly fighting the fact that many small and medium size ships manoeuvre to implicitly avoid your fire, so more than 3/4 of your shells are wasted covering the 3 possible places their ship will be while allowing some extra for dispersion of on-target shots.


 

another observation is, while the Cleveland is very good at taking HP from lots of ships its often not delivering the coup de grâce that sinks the ship, as someone can be further away from it than you and fire after you but they will hit it before your coup de grâce shot will land.


 

however the Cleveland dose stand you in good stead for using the Atlanta.

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[POPPY]
Players
110 posts
25,911 battles

The shell velocity makes the Cleveland  a challenge to  play, but I like that as I have to think hard about whether it is worth taking a shot or not.

the high rof does allow spam firing of areas at range which can unsettle targets and put them off or make a mistake. 

I do find that it takes me a couple of straight games to get the hang of the guns again but the AA makes this a fun ship and I get sad if there are no CV in the battle lol 

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[PKTZS]
Weekend Tester
2,567 posts
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Terrible. This is now this ship after the wipe. Only viable as an AA platform. At long range you can't hit crap (battleships maybe, if they don't pay attention at you), and if you close in you're not agile, your turrets don't turn well and you are always scared of torpedoes. It is well armored, but who wants armor when all they have to do is spam HE and burn you away.

 

 I wonder why they didn't announce any of the changes they made to it :angry:. I probably wouldn't have bothered buying it and would have spared a lot of credits that could have been spent somewhere else.

Edited by JapLance

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Players
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Really struggling with the hit ratio on this ship. It also puts me off the edge playing other ships as I find myself shooting well ahead of targets with normal shell velocities. Its probably too powerful if buffed on shell velocity, but as it is now I will sell it after unlocking Pensacola. Is the Cleve worth upgrading the main battery? 

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[MIMI]
Beta Tester
1,338 posts
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Same here. I just started playing the Cleveland (again). I had such good experiences with her in CB but now its a struggle. I have to say that i prefer the Aoba over her. I just have to look at the average main battery hit ratio to see that something is off.

I hope that I can adjust myself to her.

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