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wibe33

Cleveland shell velocity

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Thanks Wargaming, I have given up on USN CAs specially when I knew that even the Des Moines has the same Cleveland's arc trajectory and slow shell travel time.

I converted to play IJN CAs instead. Good bye USN CAs it was really fun but I can't this crap anymore even after I researched T7 Pepsi.

 

 

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Alpha Tester
34 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.

 

Exactly the same feeling here...

24% hit ration on the Cleveland

35% on the Aoba

 

Played the entire US cruiser tree in CBT, and looking back all ships after the Cleveland were a let down.

Pepsi untill Baltimore are basically the same ship with some variation.

So yeah.. time to try out the Japanese this time.

 

Maybe the germans can bring some nice cruisers to the table.. Prinz Eugen.. yes please!

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The Des Moines has the same kind of slow high arc shells? If that's true I'll stop the grinding right now and stay with the Omaha and Phoenix, which are way more enjoyable.

Edited by PoorTanker

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Beta Tester
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Just bought it back recently so I managed 10 games in it so far where I was more or less afk in one of them. (kids)

Still it performs, same avg damage as Aoba so far.

 

The gun performance feels different from CBT but it's still a solid ship. It' hard  to hit manouvering ships at range but once you find those those BBs... :)

I had a "New York BBQ" in my Cleveland yesterday and got reported for killing him. (some 15-20k fire damage)

At least he thought it was still an OP ship.

 

At closer range it's deadly, using AP at Cruisers showing their sides works well.

 

I still like it.

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Beta Tester
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The Des Moines has the same kind of slow high arc shells? If that's true I'll stop the grinding right now and stay with the Omaha and Phoenix, which are way more enjoyable.

 

it didn't on the PTR atleast, so just have to "survive" the slow shells on the Cleveland.

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

 

 

I, as i bet many others, struggled aswell with the transition from Omaha to the Cleveland.

 

I LOVED the quick action feel of the Omaha with a smaller more faster ship to turn and guns that hit their target fast.

 

In i come in a Cleveland and my first match is like, are you kidding me with those space shots?

 

But i learned to understand that the Cleveland plays best like a whole different cruiser than the Omaha and Phoenix.

 

While those two ships excel in holding their own thanks to fast speed turns, lesser siluette, torpedoes and fast shells the Clevelands role (to me) is to focus more on a proper support cruiser along with the heavy boys BBs.

 

You have some of the BEST AA available and with upgrades from commander and ship you gain such a great AA range that you can provide the BBs with a solid air cover area.

 

Along with the ships consumables a single Cleveland can be a nightmare for enemy carriers.

 

Reguarding the turrets, my main focus now has switched from hunting destroyers, boxing with cruisers (dont go 1v1 vs an Omaha or Phoenix if you dont want to feel depressed) to supporting BB fire within the main group.

 

If you get the turret range upgraded and plan on shooting from 17km then there really is no other target but BB you can hit anyway.

 

 

Is it as fun as the more direct and closer action of Omaha? No, definitely not.

 

But is it fun to shoot down 15+ planes per game and see your BB group not get consumed in torpedos? hell yea.

 

So for anyone thinking about getting the Cleveland, take a moment to search yourself what you like. Cleveland is NOT the same type of cruiser as its former Tier.

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Whats wrong with 1vs1 against Omaha or Phoenix? I always feel relieved, whenever that happens. Because they always die.

Cleveland is kinda an all purpose ship for me. Staying with BBs while hunting enemy DDs if they are nearby. The first 3-4min of the match, I normally guard the CV (if we got any)

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If you give more shell velocity to cleveland you completely destroy balance vs aoba, if you want cleveland to be an upper tier but then it is ok

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[FILO]
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The problem is that the Cleveland doesn't really have a Tech tree or Tier to fit into right now. US light cruisers before it were the Atlanta and the Brooklyn.

The Pensacola and the Brooklyn were the next things that followed the Omaha.

More paper designs for the US light cruiser tree I guess. The Omaha class is the split point of the heavy and light cruiser trees

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[BAZI]
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The Des Moines has the same kind of slow high arc shells? If that's true I'll stop the grinding right now and stay with the Omaha and Phoenix, which are way more enjoyable.

 

 

Got DM now. Must say I dont really like it. Shell arc is bad, although not Cleveland-bad. Still very long traveltimes which make hitting stuff hard. It is basically another Baltimore which is another New Orleans which is another Pensacola. But at least it shoots fast and therefore some of the spamability is back!

 

For the line beyond Omaha/Cleveland: Attack of the cloneships. Bad performance against surface targets and zero variations in playstile whatsoever makes it a somewhat dull experience. Would rate 3/10 and never grind again.

Edited by allufewig

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[RONIN]
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Is the 4th level skill Advanced Fire Training (+20% range) really worth taking for Cleveland? I have heard it s too hard to hit anything at 17 km range. I would really hate to pick it, see it s useless, and have to reskill with gold.

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Is the 4th level skill Advanced Fire Training (+20% range) really worth taking for Cleveland? I have heard it s too hard to hit anything at 17 km range. I would really hate to pick it, see it s useless, and have to reskill with gold.

 

You pick it not just for the main battery range, but also the increase in AA range. Cleveland's AA is the single saving grace that stops tier 6 CVs from being just as broken as the lower tiered ones. You better make use of it.

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[RONIN]
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You pick it not just for the main battery range, but also the increase in AA range. Cleveland's AA is the single saving grace that stops tier 6 CVs from being just as broken as the lower tiered ones. You better make use of it.

 

4 skill points for only 1 km extra AA range it seems not worth to me. Is the AA  Defensive Fire a consumable with 2 charges only?

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4 skill points for only 1 km extra AA range it seems not worth to me. Is the AA  Defensive Fire a consumable with 2 charges only?

 

I use the 4th skill for my Cleveland. And in my opinion, that "only" 1km extra AA range is well worth it. If you want your Cleveland at max peak AA ability, then you need the 4th skill. Its a matter of playstyle.
Edited by Mr_Burke

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4 skill points for only 1 km extra AA range it seems not worth to me. Is the AA  Defensive Fire a consumable with 2 charges only?

 

It's a pure cooldown and has infinite charges. If you're playing any mid and high tier USN CL/CA and you don't stack every AA upgrade you can get, you're doing yourself and your team a disservice. Having 7.2km range on your DP AA is insane at tier 6 due to Cleveland's 12 DP AA guns.

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[RONIN]
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I use the 4th skill for my Cleveland. And in my opinion, that "only" 1km extra AA range is well worth it. If you want your Cleveland at max peak AA ability, then you need the 4th skill. Its a matter of playstyle.

 

Was thinking of making it a more balanced setup, not only AA counter, because Jap Cvs 5-8 are getting some nerf.
Edited by 22cm

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Alpha Tester
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Was thinking of making it a more balanced setup, not only AA counter, because Jap Cvs 5-8 are getting some nerf.

 

It increases the main guns range as they are 155mm too, so it's not only AA for Cleveland.

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Beta Tester
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Well they nerfed Cleveland, Baltimore and Des Moines the same way. So how New Orleans and Pepsicola? I guess same treatment?

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[RONIN]
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It increases the main guns range as they are 155mm too, so it's not only AA for Cleveland.

 

Not usefull for main guns, if can only hit AFK ships at +15km.

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Not usefull for main guns, if can only hit AFK ships at +15km.

 

Or BBs moving at +15km.

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Got DM now. Must say I dont really like it. Shell arc is bad, although not Cleveland-bad. Still very long traveltimes which make hitting stuff hard. It is basically another Baltimore which is another New Orleans which is another Pensacola. But at least it shoots fast and therefore some of the spamability is back!

 

For the line beyond Omaha/Cleveland: Attack of the cloneships. Bad performance against surface targets and zero variations in playstile whatsoever makes it a somewhat dull experience. Would rate 3/10 and never grind again.

 

:( Tbh I'm in the New Orleans now. Same ship, just a bit better in almost every stat, which is not bad...If you ignore that the Pepsi is nothing special. The AA in the Pepsi and the NO is great at close range, but if that CV you are protecting doesn't want to slow down, you'll not be able to cover it. These ships are very boring and I'm not doing anything good with them in more than half the games, which doesn't help. I had to go back to play coop games to get a bit of my confidence back.

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     So i had a few games in my newly acquired Cleveland and i can't seem to get used to it's shell velocity and rather high firing arc. I had it also in CB but i don't remember it being like this. It's especially infuriating when an Omaha (which i love btw and had really good performance in) can beat a Cleveland at moderate ranges, maneuvering to avoid fire from Cleveland's really slow shells while dishing out in return with better shell speed (which always hits because Cleve is a pretty big target). Surprisingly though Cleveland did have the 47/ Mk16 6 inch guns which lost a few hundred feet/s of shell velocity, which is true and could/should be in the game but ingame they feel waaaay slower than Omahas guns. I should mention i haven't got the upgraded guns module but on paper it only increases DPM and nothing else.

     Anyway is there any of you guys that have difficulty hitting targets that are fast at more than let's say 10km out? What are some of your advices? And is there any hope that shell speed will be buffed in the future? 

Thanks.

 

lol.....try the Atlanta out if you think Cleavers bad.....lol

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it has nothing to do with aiming or "getting better". at 10k+ every cruiser can easily dodge your shot after you fire, they don't even need to zig-zag constantly. sure it's great for taking out isolated targets from close range but that rarely happens early-game and if you just play AA support until the field is thinned out, the game is already decided and you didn't contribute to it

 

considering the game is 90% about hitting your shots, cleveland has a massive handicap

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Got Cleveland too. every game i have in it i got two guns destroyed, shell speed is uber slow, where in omaha i had an average of 40k damage per battle, in this i barely do 10k, ok i dont have unlocked last gun yet, but it wont do wonders.  I rushed to it my self, only cos he have great AA to support team, but even tho it has 4x3 guns, it feels so weak and clumsy. Even with +20% to main gun protection  my guns get blasted in first few salvos, every game where i get shot by Tirpitz, takes out guns even with medules.  Cleveland have lost more guns in 5-6battles than all other Ships i have played to this day...its not much 200+ but still its a huge downgrade.   So only good thing to do in this ship, is upgrade all AA with range and stuff, and stick with team cvs.

 

Cleveland have alot longer learning time, but im sure ill get better in it. Still miss omaha :)

Edited by trrprrprr

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