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Premium Ship Review: Atlanta 3.0

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Poopin' rainbows.



Quick Summary:  A fragile anti-aircraft cruiser with radar and armed with sixteen 127mm rifles and short-ranged torpedoes.

Patch and Date Written:  0.6.1.  February 3rd, 2017

Cost: 9,000 doubloons.


Closest in-Game Contemporary


Flint, Tier 7 USN Cruiser


Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique




Flint is an Oakland-subclass of the Atlanta-class cruiser, so it stands to reason that the two ships would be very similar.  Flint has an upgraded medium-range anti-aircraft suite.  She loses out on the two wing turrets found on Atlanta giving her a maximum of a twelve-gun broadside.  Flint's superiority is very firmly set by her torpedoes which have a reach out to 9.2km.  Lastly, the two ships trade out their third consumable, with Flint having a USN Smoke Generator instead of Atlanta's Radar. 



  • Armed with sixteen, rapid fire 127mm rifles in eight turrets dispensing up to168 rounds per minute from a fourteen gun broadside.
  • Turret traverse is blinding-quick at 25º per second.
  • Able to fire over intervening terrain quite easily.
  • Her main battery customizes incredibly with the 0.6.0 Captain Skills.
  • Her torpedoes are very fast and very hard hitting for a cruiser of her tier.
  • Powerful anti-aircraft armament, with unlimited charges of her Defensive Fire consumable.  With a full AA-upgrade build, she has some of the best AA-power in the game, tier for tier.
  • She has access to the USN Radar consumable.


  • Tiny hit point pool of 27,500hp.
  • Her machine-spaces citadel sits over the waterline and has a maximum of 89mm of protection.
  • Her bows are overmatched by 203mm guns or larger.
  • Her turrets get temporarily disabled easily.
  • Painfully short ranged at 11.1km stock.
  • Very poor ballistics, with shells being launched into low orbit even at modest ranges.
  • Poor penetration values on her AP and HE shells.  She struggles to do damage to tier 8+ Battleships.
  • Torpedoes are pathetically short ranged at 4.5km.
  • Large surface detection range of 11.0km.


 My last review of Atlanta was over a year ago and there have been some rather significant changes to the game in that time.  Atlanta has been graced by some better fortunes, including one direct buff and many smaller, indirect buffs caused by differences in new mechanics and systems.  This time last year, she was an overspecialized oddity, unable to perform in the manner players wanted and expected her to perform.  She remained a favourite to eccentrics and experts and downright punitive to novice players. 




Atlanta's fame (or infamy) has waned considerably over the year.  She is no longer commonly available, having been removed as a permanent fixture from the online store.  She is also gone from the in-game tech-tree where she could be bought with doubloons.  Though far from rare, it is likely that as the game matures she may become a more uncommon sight.  This said, her game play style has been diluted somewhat by the inclusion of USS Flint, an Oakland-subclass of the Atlanta-class cruiser.  Flint shares many characteristics with Atlanta but with the benefits of better torpedoes and a smoke generator -- two fixes for the Atlanta-class many fans of her were clamouring for.




We received different fixes for Atlanta instead of questionable effectiveness.  This does raise the question if Atlanta is now worth purchasing for those who do not have her, especially given her limited availability.  Hopefully this review will address said concerns.






Atlanta subscribes to the original Wargaming design for premium vessels in World of Warships, where candidates were to be selected from ships that didn't fit in the tech tree.  These "weird" vessels included ships like Kitakami and Tone.






Atlanta's Defensive Fire is special.  Unlike other ships, she has unlimited charges of this consumable.  Its other characteristics, including reset timer, duration and intensity remain the same.  Atlanta is also one of the few tier 7 ships with Radar.  This has an 8.49km range, 25s duration and two or three minute reset timer depending if you took the premium version or not.





  • Damage Control Party
  • Defensive Fire or Hydroacoustic Search
  • Radar

Module Upgrades: Four slots, standard USN Cruiser options.
Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy






Main Battery:  Sixteen 127mm rifles in 8x2 turrets with an A-B-C-P-Q-X-Y-Z arrangement.  A-B-C and X-Y-Z are superfiring, with all three turrets capable of shooting unobstructed directly forward or aft respectively.  P and Q are wing turrets mounted just ahead of X-turret and behind the torpedo launchers.  This gives the ship a fourteen gun broadside.


Torpedo Armament:  Eight tubes between 2x4 launchers.  One is mounted to each side of the ship behind the rear funnel.




Let's start with Atlanta's torpedoes; they are terrible.  While individually hard hitting at 16,663 damage per and fast at 65 knots they are pathetically short ranged at 4.5km.  This limits their utility to ambush scenarios and acts of desperation.  In order to properly make use of Atlanta's torpedoes, your opponent has to have made a serious mistake.  In such scenarios, a broadside of all four fish will be catastrophic and your opponent deserves the punishment these can dish out for being so horribly out of position.




In close range brawls with enemy cruisers, a broadside of her AP shells is often more reliably devastating than her torpedoes. That's really all that needs to be said about these weapons.




Main Battery


 Atlanta has arguably the most entertaining main battery armament in the game.




There are few guns as interesting as the USN 127mm/38 rifles in World of Warships.  They are not without their controversies either.  With 0.6.0 they received a significant buff in regards to how they interact with select Captain Skills and the variety of builds centered around improving these weapons is diverse.   But let's start with looking at their raw performance before we worry about how we can modify them.






Common Captain Skills taken by Atlanta players to buff their Main Battery.  Few ships benefit so greatly from Captain Skills as the Atlanta. From left to right:  Basic Fire Training, Advanced Fire Training, Demolition Expert, Inertia Fuse for HE Shells, Adrenaline Rush and Expert Marksman.  Not all of these skills should be considered optimal or even necessary.




The 127mm/38 rifles found on Atlanta are similar to, but not an exact match to the weapons found on the USN Destroyers.  They fire the same shells, with the same relative range, ballistic qualities, alpha strike, penetration values and fire chance to her line's destroyers.  However, Atlanta doesn't enjoy the same rate of fire found on vessels like Mahan, Farragut or Sims.  Farragut, at tier 6, fires 15 rounds per minute -- a value matched by Mahan at tier 7.  Sims gets this volume of fire as high as 18.2 rounds per minute while Atlanta has to make do with 12.  For those wondering, this isn't historical and has been reduced for balance reasons.




Atlanta may appear to have the equivalent broadside to three USN Destroyers combined, once you factor in her reload time, this works out closer to two.  And this brings us to our first two Captain Skills.




Rate of Fire


Atlanta reloads every 5s giving her fourteen gun broadside a potential rate of fire of 168 rounds per minute.  There are two ways to increase this.  As a destroyer-caliber weapon, Atlanta enjoys full benefits of Basic Fire Training which drops her reload down to 4.5s and increases her rate of fire up to just over 186rpm.  As if that weren't enough, you can also take Adrenaline Rush which increases her rate of fire as your ship takes damage.  At half health, this drops Atlanta's reload by another half second, increasing it to 210rpm.




Let's look at some real-world examples.  Assuming penetrating hits from her HE shells (594 damage per), a full 14 gun volley (8,316 damage per) yields the following.  Against saturated areas, the damage will be half this.


  • At 168rpm:  99,792 damage.
  • At 186rpm:  110,494 damage.
  • At 210rpm:  124,740 damage.


This is contingent on being able to land hits with that level of accuracy and penetrate vulnerable areas.  Like all guns, Atlanta's rifles are exceedingly dangerous up close.  Landing with ten or more shells per volley is easy enough inside of 7km ranges.  However, even veteran Atlanta players only land between 29% and 35% of their hits overall which much of the accuracy disparity coming from her poor ballistic qualities at range.




Range and Ballistics


One of Atlanta's biggest weaknesses is her lack of reach relative to her surface detection.  Stock, Atlanta's guns can theoretically hit targets up to 11.1km away while she's detected from the surface from 11.0km.  This 100m buffer for such a fragile ship forces her to be placed in harms way anytime she pulls the trigger.  Taking the skill, Advanced Fire Training extends her reach up to 13.3km.  Between camouflage and skills, it's possible to get her surface detection down to 9.4km.  In theory, this opens the tiniest of stealth fire windows (less than 100m) but in all practical sense, Atlanta cannot engage targets and stay hidden without the use of cover.




This is further compounded by the appalling ballistic qualities of her shells.  At her maximum range, her shells are taking a full second per kilometer of distance traveled.  This leads to horrible lead times.  Depending on game resolution, some players may be prevented from using the maximum zoom when ranging their shells as their targets will be well off screen.




This can make targeting specific sections of ships very difficult   This is a necessary skill when facing off against heavily armored targets which her HE shells can struggle to damage.

Penetration and Fire


Atlanta has one of the lowest average damage per game values of any tier 7 cruiser.  Stock, Atlanta's high explosive shells can penetrate a maximum of 20mm of armour.  Aside from destroyers and some light cruisers, her shells just don't have the penetration power to directly affect vessels short of their superstructures.  So while her guns may murder a destroyer with some alacrity, when facing against cruisers and battleships, Atlanta was often on her back foot.




Atlanta's AP shells can be truly monstrous when properly applied.  However, their penetration values due to their low muzzle velocity and poor ballistics arcs prevents them from being used efficiently outside of 7km ranges.  Inside this distance, Atlanta is more than capable of blowing out the citadel of heavy cruisers or hammering the upper hull or extremities of a Battleship with her AP shells and wracking up enormous damage totals quickly.  It's not uncommon for Atlanta to deliver seven to ten citadel hits against a broadside cruiser inside of knife fighting range.  This can deal a whopping 29,400 AP damage if you can land 14 out of 14 shells as citadel hits.  For this reason, Atlanta's torpedoes are often forgotten in the heat of a brawl as her AP can be more than sufficient to put down an enemy cruiser. 




Outside of this range or against even slightly angled targets, her AP performance becomes quite anemic.  For this reason, the ship has often lived and died by her high explosive shells.




In the past, this forced Atlanta Captains to rely on the fire potential of her weapons to inflict damage against larger capital ships.  As a flamethrower, she was quite good at this in theory but in practice, this was never sufficient.   Her individual shells have a poor base fire chance at 5% per hit.  Demolition Expert can nudge this number up to 7%.  However, this plugs into a larger formula:




[Fire Resistance Coefficient x ( 1 - [Damage Control Modification 1 - [Fire Prevention ) x ( [Projectile Base Fire Chance + [Demolition Expert + [signals - [inertial Fuse for HE Shells) = Fire Chance




Fire Resistance Coefficients vary, from 0.8668 for a stock tier 5 to 0.5671 for a fully upgraded tier 9 vessel.  This makes the chances of stacking fires much easier against lower tiered targets than higher tiered, which is ironic given that Atlanta can often deal more damage directly to lower tiered targets than needing fires to prop up her damage totals.  Here are some real world examples:




Atlanta with Demolition Expert facing an upgraded Kongo with Damage Control Modification 1


(0.8335) x [1-(0.05) - (0) x [(0.05) + (0.02) + (0) - (0) = 5.54% per shell




Atlanta with Demolition Expert facing an upgraded Iowa with Damage Control Modification 1 and Fire Prevention


(0.5671) x [1-(0.05) - (0.1) x [(0.05) + (0.02) + (0) - (0) = 3.37% per shell




Combine this with Basic Fire Training on the Atlanta (186rpm) and a 30% accuracy and you're looking at 3.1 fires per minute against the Kongo and 1.9 fires per minute against the Iowa.  Based on these numbers, an Atlanta should be able to easily stack a fire or two past Kongo's Damage Control Party and disengage.  Against an Iowa or similar tier 9 Battleship, it's questionable whether any fires will stick at all if the target Captain manages their consumable properly.  Dueling with either Battleship for longer than a minute greatly increases the changes of reprisals from the now-annoyed battleship from which Atlanta is unlikely to survive, so it's important to stack fires in a limited time frame and disappear.




Without the ability to do damage quickly to larger targets and her own poor survivability when such ships elect to shoot back, it's perhaps no wonder that Atlanta's average damage has been so low.  There is a ray of sunshine, however.




Inertial Fuse for HE Shells


All light cruisers have benefited massively from this skill and it has been a real game changer.  For Atlanta, this increases her HE penetration from 20mm to 27mm allowing her to now damage the extremities of tier 6 and 7 battleships and all cruisers within her matchmaking spread.  With this skill, now Atlanta can drop those theoretical 8,314 damage, 14 penetrating hit HE volleys against most of her opponents.  Only tier 8+ Battleships retain an immunity to her shells with the exception of their superstructures.




This skill isn't without its trade-offs, however.  It's an expensive investment for one, requiring the sacrifice of one or more beneficial Captain Skills.  In addition, it damages her already poor base fire chance by a whole 3%.  It's this latter trade off which can really hurt as her (in)effectiveness against tier 8+ Battleships plummets even further.  Let's look at our Iowa example again.




Atlanta with Demolition Expert and Inertial Fuse for HE Shells facing an upgraded Iowa with Damage Control Modification 1 and Fire Prevention


(0.5671) x [1-(0.05) - (0.1) x [(0.05) + (0.02) + (0) - (0.03) = 1.92% per shell

And if you can no longer afford Demolition Expert:




 Atlanta with Inertial Fuse for HE Shells facing an upgraded Iowa with Damage Control Modification 1 and Fire Prevention


 (0.5671) x [1-(0.05) - (0.1) x [(0.05) + (0) + (0) - (0.03) = 0.96% per shell




Once again, assuming Atlanta is using Basic Fire Training and attaining 30% accuracy, this works out to 1.1 fires per minute with Demolition Expert and 0.5 fires per minute without.  So it becomes a question of a trade off.  Inertial Fuse for HE Shells greatly increases Atlanta's lethality against same tier or lower tiered battleships but worsens her performance against those found at tiers 8 and 9.






Few ships have their performance defined so significantly by Captain Skills as Atlanta.  With her torpedoes being a mere afterthought, how a player customizes and elects to use Atlanta's main batteries will largely define their level of success with this ship.  There is no build that is optimal against all targets and some that are superfluous or even damaging to Atlanta's damage output depending on the ship type engaged.  A player must decide well in advance what kinds of ships she wishes to specialize against and build her Atlanta accordingly.



One of Atlanta's more infamous traits is the awful shell flight times.  At maximum range (13.3km) it's possible to begin firing a fourth volley volley before the first has hit the target.  This makes lead times downright punitive and adjusting fire difficult.






Top Speed: 32.5 knots


Turning Radius: 610m


Rudder Shift Time: 8.4s




Atlanta's top speed of 32.5 knots isn't particularly exciting.  It's sufficient for her task as an escort cruiser, but she doesn't have the speed necessary to challenge evasive destroyers.  Perhaps more pressingly, she is also lacking in sufficient speed to outrun fast Battleships that may seek to engage her, such as Bismarck, Tirpitz, Scharnhorst, Gneisenau or Iowa and she has no chance of outpacing Soviet and Japanese cruisers.  So while not slow or inflexible, some care needs to be taken when planning Atlanta's course lest she find herself out of position or over extended.  This is a problem common to all USN Cruisers.




Ship rotation times from starting at maximum speed and rudder hard over.  Each ship was run through the course five times (except Flint and Atlanta which were run for ten to confirm their similarities) and the average taken.  Deceleration is the time taken for a ship to reach it's lowest speed in a turn.  The two most important factors for determining ship rotation speed is the radius of her turn combined with the average speed while turning.  Smaller turning circles and higher average speed will result in faster rotation rates.  The tier 7 and tier 8 American cruisers are all very similar to one another in their performance, but Atlanta and her sister, Flint, are hands down the most agile of all of the mid tier USN Cruisers with between a 0.5s and 1.0s advantage in turning 90º.




Atlanta's handling is almost identical to other vessels found in the American cruiser line.  This similarity between mid-tier USN Cruisers makes for easy skill transference from one ship to the next.  If you can torpedo beat in a New Orleans, you'll find Atlanta answer similarly to her rudder. 




Atlanta's turrets have no difficulties tracking targets, even with her rudder hard over.  They traverse at a rate of 25º per second compared to the 6.3º per second she turns at full speed, allowing Atlanta to quickly acquire targets and engage new threats from one side of the ship to the other even while under heavy maneuvers.  This makes the Captain Skill, Expert Marksman, much less valuable for Atlanta than on other USN Cruisers.





Atlanta is rather agile and can be a real bothersome target for destroyers.





Hit Points: 27,500

Citadel Protection: 89mm of belt armour


Min Bow & Deck Armour: 13mm


Torpedo Damage Reduction: None.




Over the last year, Atlanta has enjoyed a considerable buff to her turret durability.




Patch 5.5 from April 26th, 2016, all small caliber weapons had their hit points increased as much as 2.6 times what they had been.  Prior to this, Atlanta's turrets had 1,500 hit points each while she now enjoys 4,000 hit points per.  Previously, it was a rare occurrence for Atlanta to survive a battle without losing some of her main battery.  Now it's rather uncommon for Atlanta to permanently lose any of her weapons.




However, much of what was previously said about Atlanta's durability still holds true.

Atlanta is one of the worst protected cruisers in the game, making her truly a glass cannon. She has a pittance when it comes to her hit point total.  Her armour layout is laughable with 89mm of belt armour.  Her large citadel has a section that sits above the surface running beneath the twin superstructures, from the bridge to the  wing turrets.  Her bow has only 13mm worth of protection, making it possible to overmatch it with 180mm guns found on the Kirov, Molotov and Dmitri Donskoi, never mind the larger caliber guns found on heavy cruisers and battleships.  There are few HE shells not capable of landing penetrating damage on Atlanta, no matter where they strike her.




In short, an exposed Atlanta is very likely to become a dead Atlanta.  It's imperative to make use of her concealment and agility to stay alive.  Hug islands and use them to block incoming fire.




Concealment & Camouflage


Surface Detection Range: 11.0 km


Air Detection Range: 6.4 km


Minimum Surface Detection Range: 9.4km


Concealment Penalty while Firing: +3.8km (vs 11.1km gun range)




For such a fragile and short ranged vessel, Atlanta is shackled with an enormous surface detection range.  She is utterly incapable of engaging enemy targets with her torpedoes without giving her position away.  It's only when either her main battery range or her concealment is upgraded that she can ambush surface targets with her guns.  Even with a full investment into concealment and range modifiers, Atlanta cannot stealth-fire from open water and remains dependent upon friendly smoke or island cover to stay concealed.




 At best, Atlanta can get her surface detection range down to 9.4km which is still punitive for a ship of her size and range.  She's unable to sneak up on destroyers and, unlike HMS Belfast, her surface detection range exceeds that of her radar, giving destroyers time enough to begin evading before Atlanta can light them up with her consumable. 




It is worth mentioning that Atlanta, with her radar consumable, can make better use of borrowed smoke clouds than some other ships.  When divisioned with smoke-laying vessels, Atlanta can help provide eyes for herself and allies while remaining obscured within the smoke clouds.  Though her radar has a very short duration, this can tip the balance in some engagements to let this fragile vessel exploit concealment mechanics within the game to her advantage and decide the local fight.



Anti-Aircraft Defense
AA Battery Calibers: 127mm / 28mm / 20mm
AA Umbrella Ranges: 5.0km / 3.1km / 2.0km
AA DPS per Aura: 121 / 27 / 29


Atlanta used to have the best anti-aircraft armament at tier 7 without contest  She has been partially eclipsed by her sister ship, Flint, which has a modernized suite of weapons which replaces Atlanta's 28mm 'Chicago Piano' mounts with the famous (and more reliable and powerful) 40mm Bofors.  This gives Flint a better punch at medium to close range while Atlanta dominates at a distance.  When combined with Captain Skills and module upgrades, Atlanta competes very well with her sister.  The image below breaks down how Atlanta's anti-aircraft power can be modified.




* Bonuses are multiplicative, not additive. Note that all DPS values are approximate with some weird rounding occurring (which is why the tool-tip in port is weird when you begin stacking bonuses).  This table can be used to calculate partial bonus stacks.  For example, a 127mm mount (121dps) with Basic Fire Training (x1.2) Priority Target (x1.1) and Defensive Fire (x3) bonuses would generate an average of 479dps.  The maximum output of Atlanta in an optimal situation would be a combined total of 1,215dps.



Fully specialized and in an optimal situation, Atlanta puts out 1054 / 118 / 42 dps (a combined total of 1,215 dps) at ranges of 7.2km / 5.0km / 2.9km.  Flint manages a combined total of 793 / 392 / 62 dps (a total of 1,247dps) at the same range intervals.  No other ships at her tier come close to Atlanta as her sister-ship.  With Atlanta's anti-aircraft firepower focused on her 127mm rifles and their 7.2km range, she makes a much better anti-aircraft escort over Flint and bests just about any other cruiser in the game, tier for tier.




Atlanta's anti-aircraft advantages do not stop with just raw damage.  Her aerial detection range is only 6.4km.  If she keeps gun silent and switches off her AA guns, she can ambush incoming aircraft squadrons by sailing into their path to intercept them.  By  keeping her AA guns silent up until they're all in range, she gives the CV player no warning of her presence and can devastate a concentrated attack wave before the CV player can react.  In addition, her and her sister Flint are the only ships in the game with unlimited charges of their Defensive Fire consumable.




Specialized in this role, Atlanta becomes a 7.2km no-fly zone which any CV player is fool to test, no matter what their tier.  But don't kid yourself.  Without this specialization, without Defensive Fire specifically, you're only going to damage attack craft waves, not rout them.  Any carrier wishing to delete you will be more than capable of doing so.




In her element and unconcerned.




Overall Impressions
Skill Floor: Simple / Casual / Challenging / Difficult
Skill Ceiling: Low / Moderate / High / Extreme




 Atlanta is not a friendly ship for beginners. 




  • Her weapons are too short ranged with a very temperamental damage output. 
  • Her surface detection range is too large and she has no easy-escape tools.
  • She is far too fragile to account for any mistakes.



While it's terribly fun to hold down your left mouse button and poop out rainbows of 127mm high explosive rounds, the efficacy of doing so is highly suspect at best.  You can't deal damage quickly with Atlanta unless you get in close and without proper forethought, that will simply get you killed before accomplishing anything of note.




The influence a well played Atlanta can have on a game is telling, but it depends entirely upon her Captain / Consumable / Module build.  She's a good support ship, however the decision on how to support your team will largely dictate the spheres of influence you can perform.  When Atlanta is caught out of position (which, let's admit, occurs almost continually in this ship), her ability to affect the outcome of the match falls away to nothing. 



Mouse's Summary:


  • One of the oldest premiums in the game.
  • She's also one of the most unforgiving ships in the game.
  • The recent buffs were nice... sort of.  I wanted Atlanta to get what Flint has.
  • Despite all of her troubles, Atlanta is a riot to play.



What a difference a year makes.  Here's the long list of changes that occurred directly or indirectly to Atlanta between February 2016 and 2017.




  • Her main battery durability was buffed, increasing her hit points 2.6 times.  She no longer loses her turrets constantly (HOORAY!).
  • The Situational Awareness skill was given out for free.
  • Her AP shell normalization was changed from 8º to 10º.  This means that if her shells strike at a 10º angle to the flat broadside of a ship, her shells will treat it as 0º and calculate as if they had struck flush.
  • She received Radar.
  • The new Matchmaker system places her at top tier very frequently.
  • The Captain Skill changes have benefited Atlanta greatly, with easier access to quality of life improving skills like Concealment Expert and the introduction of Inertial Fuse for HE Shells.  In addition, many players can't easily afford fire-mitigation skills like they used to.



Atlanta has seen both feast and famine.  During Closed Beta, when AP shells were dominant, she was as powerful as she has ever been.  The changes to AP and HE shells nerfed her considerably, but she still had a lot of functionality with asymmetrical carrier Matchmaking and how common carriers were during Open Beta.  There was almost always need for an AA escort and Atlanta filled that role nicely.  Once deployment symmetry became a thing when the game was released in September of 2015, Atlanta's popularity began to severely wane.




Now in 2017, it's the increase in smoke generators, specifically those of the British Cruisers, that have breathed new life into USS Atlanta.  She has a purpose now -- an ability that's always welcome when there's an enemy that needs digging out.  It's sad to say, but she gets more use out of that than she does her Defensive Fire consumable.




Inertia Fuse for HE Shells has restored some of the bite Atlanta once enjoyed back in Closed Beta.  While her upgraded HE shells don't have quite the same ubiquity as AP did back in the day, the average damage that Atlanta is dealing out has been on the rise in the last six months.  Looking at a two-week snapshot of her performance ranks her 6th overall for damage output among tier 7 cruisers.  It's still not a good performance, but it's definitely better than has been for the last year.




Atlanta isn't back to her glory days from Closed Beta.  




Would I Recommend?

Atlanta is a weird ship.  She's not something you invest in because you think she's good.  You do it because you want something unique.  While it is possible to earn an equivalent through Ranked Battles in the form of USS Flint, Atlanta's analogue is likely to be out of reach for much of the player base.




  • For Random Battle Grinding

Atlanta isn't going to make it easy on you to earn rewards like High Caliber, Confederate or Kraken Unleashed.  While she or any premium will earn a fair amount of experience and credits, Atlanta is difficult to make perform to make such numbers consistent.  There are definitely better investments.  So no.




  • For Competitive Gaming

No.  There are much better ships to bring in a competitive environment than Atlanta.  She's too fragile and if caught out of position, she has no get-out-of-jail cards to play.




  • For Collectors


Yes.  They saw lots of action early in WWII and enjoyed success and tragedy (Google the Sullivan brothers and have tissues handy). 




  • For Fun Factor

Very yes on toast.  Her guns are hilarious.





Staying near islands is imperative for the longevity of your Atlanta.  Use it to set up attacks and cover your escape.  Atlanta is not an easy ship to play.  She's not like the British Cruisers or premiums like Mikhail Kutuzov or Flint where you can pop an easy smoke consumable and trump any attempts to engage you.




Outfitting Atlanta

Atlanta can be one of the most complicated premium ships to equip in the game presently.  It's important to decide on a role for your Atlanta first.  From there you may select Captain Skills and equip consumables which best support the role that you've decided upon.




Modules:  All of my builds for Atlanta include the same module choices.  Main Armaments Modification 1, AA Guns Modification 2, Damage Control Modification 1, Steering Gears Modification 2.  There's some pretty simple reasons for this.




  •  In slot 1, you can take Magazine Modification 1 if you're really paranoid about detonations.  If you're intending to take Atlanta into a competitive environment, this choice should be moot as you should be using Juliet Charlie signals instead to mitigate detonations.  Personally, detonations don't bother me.  Atlanta does pop a little bit more than other cruisers, so keep that in mind.


  • In slot 2, you may be wondering about the viability of Aiming Systems Modification 1.  Skip it.   At maximum range, and by that I mean 13.3km from Advanced Fire Training, ASM1 provides an eight meter dispersion reduction.  Yep.  That's it.  Eight whole meters.  It's 6.9m at 11.1km.  Whoo.  Exciting!  Take the AA mod.  You'll get more use out of it.


  • All of the choices in slot 3 are terrible for the Atlanta.  Take what you want.


  • In slot 4, Propulsion Modification 2 is also a fair choice.  However, Steering Gears Modification 2 will shave almost half a second off of a 90º turn going at full speed.



Core Skills:   Despite the 0.6.0 Captain Skill overhaul making several builds viable, there remain some skills that are optimal for Atlanta.  They re included in all of the builds below.




  • Your tier 1 skill for Atlanta should be Priority Target.  Knowing when you're targeted and when you're not will save your ship and allow you to pull off some rather audacious feats.  None of the other tier 1 skills is as useful.



  • At tier 3, Basic Fire Training is the second essential.  This increases your main battery rate of fire by 10% and your AA dps by 20%.  Few ships gain so much as Atlanta from this skill.




Bombardment Build


This build focuses upon doing damage to larger ships -- specifically cruisers and tier 6 and 7 battleships.  The idea is to keep her guns singing as often as possible and to use intervening terrain to keep safe.  Because you're expected to be shooting almost non-stop, stealth abilities are less of priority.  This build, grace of taking skills which improve her gunnery, also makes a passable anti-aircraft cruiser but this isn't our focus.




Consumables:  Damage Control Party II, Defensive Fire II, Surveillance Radar II





This build is all about maximizing the performance of your guns against these targets.  Basic Fire Training and Adrenaline Rush increase your rate of fire.  Inertia Fuse for HE Shells allows you to land damaging hits against the plethora of 25mm armoured sections found on ships of your chosen targets.  Demolition Expert helps mitigate some of the lost fire-potential. 

Variant:  Swap Inertia Fuse for HE Shells for Concealment Expert.  This changes the build from doing direct damage to relying on fire damage to affect your targets.  This will generally result in increased survivability but you'll pay for it with lower damage totals.




Destroyer Hunter


The idea here is to sneak up as close as possible to destroyers and annihilate them at close range. She's built for stealth. This ship is rather vanilla when it comes to the performance of her weapons against larger targets, but such is the price you pay for being a specialized hunter.  Keep your anti-aircraft guns disabled until you absolutely need them.




Consumables:  Damage Control Party II, Hydroacoustic Search II, Surveillance Radar II





The first thing that should stand out is that this will keep your Atlanta shorter ranged than other builds.  This will also impair her anti-aircraft power somewhat.   Radio Location is used to assist with finding the little blighters.  Concealment Expert is used to reduce the range at which you're spotted to give destroyers less time to react.  In addition, you will have to go gun silent to evade return fire from larger capital ships.  Superintendent provides an additional charge of your Radar and Hydroacoustic Search consumables. 




You'll use Radio Location to home in on the destroyers until you're spotted.  If haven't uncovered the destroyer within 20 seconds of being lit, activate your Radar to light the destroyer and be ready to evade any return fire.  Last Stand is there to help keep you alive when your rudder gets shot out as you try to evade.  The destroyers will shoot back and they always seem to hit your rudder and set you repeatedly on fire.  The last thing you want to be doing is spinning in circles.




Anti-Aircraft Escort


As the name suggests, this build focuses on protecting friendly ships from air attack.  This is hardly an optimal build in the current Random Battle meta -- carriers are not as commonplace as they once were.  However, few can argue against Atlanta's efficiency as an AA-platform with this build.



Consumables: Damage Control Party II, Defensive Fire II, Surveillance Radar II


Everything pushes towards increasing Atlanta's AA range and DPS.  Basic Fire Training and Manual Fire Control for AA Armament boost your DPS directly while Advanced Fire Training provides the range.  Concealment Expert provides some survivability while also helping prevent you from being spotted early by surface ships.  This can allow you to better intercept an inbound bomber stream and ambush them.  Jack of All Trades is used to reduce the reset timer of your Defensive Fire consumable so that it will always be ready when the next attack wave comes in.


Edited by LittleWhiteMouse
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[NED] Ferry_25
3,311 posts
9,031 battles

Thanks LWM. Always love your analysis! I bought it with gold in a weird mood. I actually like the ship. Did watch ATSF"s (or what the heck he may call himself now) YT movie and quickly got the hang of it. The 7 citadels per salvo are hilarious!

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[NWP] Negativvv
7,183 posts
9,923 battles

Great review LWM :B


Although I'd disagree with Atlanta being bad in competitive mode. I know at least one madman that's taken her to Rank 1 this season and rumours of another who did the same pre IFHE and pre Radar :amazed:

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Great review LWM :B

Although I'd disagree with Atlanta being bad in competitive mode. I know at least one madman that's taken her to Rank 1 this season and rumours of another who did the same pre IFHE and pre Radar :amazed:


Any player can take any ship and take her to Rank One, it's just a matter of how well they'll make her perform.  Obviously a unicum will have a much better time of things and get the most out of a given vessel.  The question on my recommendation becomes:  If it was an average player (45% to 51% win rate), would Atlanta be a good choice to take into Ranked Battles?  This is a player that will not know which islands they can use to lob shells over.  They're the kind of players that are going to do an average of 25,000 damage, survive one game in four, and land a killing blow only one out of every two games.  Stick that same player in a Fiji (41k damage) or Belfast (43k damage) and their contribution jumps considerably, including a one in three survival rate.


Don't get me wrong -- I love the Atlanta and I'm convinced that a great player can do great things in her.  But she's not a good recommendation for the average player to take into Ranked Battles.



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[TSUN] Shadowotaku
59 posts
3,136 battles

Nice review. As Atlanta player since CBT i can agree with all thing mentioned. The biggest buff to my Atlanta was when my mate bought Belfast :D. He pops smoke and hell starts and if DD try to hide in smoke he gets nasty surprise. :playing: Nothing is as fun as seeing all of the BBbabies turning and running away from smoke. :trollface:


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3,602 battles

Nice update Mouse.

My biggest issue with Atlanta is not her but the captain. I've been mucking about with a Faragut and Pensa cappy in her but neither have enough skills or the correct ones to truly do her justice.

I'm going to have to bite the bullet and train up an Atlanta only skilled cap. She doesn't suffer open maps or poor teams but those matches of pure firehosing like a Ghostbuster make her such good entertainment and salt farming!

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[FAIL] Hoggbert
15 posts
5,617 battles

Yea, got the Atlanta a few days back and i'm having a blast.

Mercilessly unforgiving, absolute hilarity when she's in her zone.

It's also the ship that i've had that produces the most rage, i've been ordered to get aids, cancer, die in a fire (lol they did, i didnt) and called wallet warrior a delightful amount of times the last few days :D

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[H_FAN] Gnirf
1,433 posts
16,247 battles

LWM I really like your module/captainskill modification? in your Review with several types of build. Perhaps a tiny little detail would be to specify the order of skills. Many of us does not have the 19 p captain.

As you cater to the average player that would be awesome. Thanks for your efforts I Always read any Review Before a buy of premium ship.

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LWM I really like your module/captainskill modification? in your Review with several types of build. Perhaps a tiny little detail would be to specify the order of skills. Many of us does not have the 19 p captain.

As you cater to the average player that would be awesome. Thanks for your efforts I Always read any Review Before a buy of premium ship.


Thank you for the feedback.  I've received a similar recommendation on the NA server so I'm definitely going to do this going forward.  For Atlanta, I would recommend the following order for skills:


For the Bombardment Builds One and Two, there are two paths (confusing, I know!). This build can come into its own pretty early.  A 6pt Captain can be reasonably effective if you can pick your fights with Demolition Expert.  At 10pts the comfort level of this build jumps up considerably. 


  1.  Priority Target at tier 1 (stay alive!)
  2.  Adrenaline Rush at tier 2 (more pew pews)
  3.  You have your choice at tier 3.  Basic Fire Training is arguably better -- it buffs not only your DPM but also your AA firepower.  However, Demolition Expert will let you tickle big ships in all of the ways they don't want to be touched right out of the gates.  If you like playing the support role on occasion, go BFT first.  If you want to live dangerously, DE is better as a first pick.  Do not double up on tier 3 skills -- move on to tier 4.
  4. At tier 4, take Advanced Fire Training as your first tier 4 skill.  This gives you so much more utility with increased AA range and adds a layer of safety for your Atlanta.  You might be tempted with the Concealment Expert build to grab that one first, but that would be a mistake.  Use this time to familiarize yourself with which islands you can use to lob shells at enemies and which ones you can't.  Get into the habit of learning when you need to bug out to avoid enemy reprisals.  If you have these habits worked out early on, it will make you all the more dangerous when you do have CE.


When you go back through the tech tree, it depends on what your second tier 4 skill would be.  If you're planning on taking Concealment Expert, then grab that first before hoovering up your second tier 3 skill.  If you're planning on taking Inertial Fuse for HE Shells then make sure you have Demolition Expert before you take this second tier 4 skill.


For the Destroyer Hunter build, the order is much more straight forward.  You want to gun for Concealment Expert ASAP, but the build will not really come into its own until you've got a 10pt to 14pt Captain.


  1. Take Priority Target for that lovely warning system.
  2. Next, grab Last Stand.  You're going to be on the firing line often.  Protect yourself.
  3. You live and die by your consumables with this one.  Superintendent is your best choice at tier 3.
  4. And finally, grab Concealment Expert to top off your first 10pts.


For the next skills, you'll want to grab Radio Location (14pts), Basic Fire Training (17pts) and finally Adrenaline Rush (19pts).


For the Anti-Aircraft Escort build, it's again very straight forward.  This ship is good enough with a 6pt Captain, but enemy carriers really have to start worrying about you once you get a 10pt Captain.  If carriers were more prevalent in World of Warships, this would easily be my go-to recommended build for novice players learning the ropes of this ship.  It would provide so many fun rewards.


  1. Take Priority Target first.  Don't bother grabbing your second tier 1 skill.  That will be our 19th point.
  2.  Jack of All Trades is next.
  3. At tier 3, grab Basic Fire Training.
  4. And for your 10th skill point, take Advanced Fire Training.  You're now super dangerous to any planes that slip within 7.2km of your ship.


Now it may seem counter intuitive, but take Concealment Expert before Manual Fire Control for AA Guns.  Concealment Expert will allow you to stay unspotted longer.  This will help you setup that first ambush of the enemy attack craft waves.  It will also let you do damage a bit easier if there aren't any carriers in the match.  After you've got your manual AA guns, drop back and spend your last point on Preventative Maintenance.

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[H_FAN] Gnirf
1,433 posts
16,247 battles

LWM: Your conversation answer and this extrapost can only be given top marks


I look forward to the new DD review

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@LittleWhiteMouse, I have owned Atlanta since Beta and I definitely have felt the changes over the years. I do have a question though, does your opinions on the worth of IFHE shells change now that the reduction of fire chance is now 1% for Atlanta? (since her artillery is < 139mm?). I feel like since that change the disadvantages for picking up that skill isnt as bad, especially since it can be offset by flags/demolition expert.

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[ALYEN] Hugh_Ruka
227 posts
1,567 battles

Bought the ship yesterday .... haven't ha so much fun since my first Khabarovsk game .... It's slow, fragile and short range ... but when those guns let loose it's amazing ....

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So i wont make a new topic for this, but i really need to write this somewhere . Anyone that likes cruiser gameplay, and is doing better in cruisers (or some gunboat dds) then with other classes, ATLANTA IS MUST HAVE :Smile_teethhappy:


After playing wows so long, i finaly bought Lolanta recently, that thing just makes the game so much fresh fun, unbelievable, 14 games and already two krakens in it :Smile_bajan2:, its a beast, when played right. Just had to put it out there :D


One question tho, so far i only got 12 point captain, went for IFHE first, but cant decide whether AFT is worth it over concealment, not really seeing CVs that often, so AFT would be only to boost range, but hows its accuracy with more then base range?

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[BYOB] Aragathor
1,156 posts
5,904 battles
3 hours ago, dealert said:

but hows its accuracy with more then base range?


Surprisingly decent in my opinion. The dispersion doesn't hit you at max AFT range, at least not more than at max base range.

But forget trying to hit DDs and fast cruisers, max range is only good for BB BBQ and stationary cruisers.


PS: AFT will allow you to target campers hiding behind islands on maps like Estuary, Neighbors, and Haven. Where your base range forced you to leave cover offered by islands on your side.

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[ALYEN] Hugh_Ruka
227 posts
1,567 battles
23 hours ago, dealert said:

So i wont make a new topic for this, but i really need to write this somewhere . Anyone that likes cruiser gameplay, and is doing better in cruisers (or some gunboat dds) then with other classes, ATLANTA IS MUST HAVE :Smile_teethhappy:


After playing wows so long, i finaly bought Lolanta recently, that thing just makes the game so much fresh fun, unbelievable, 14 games and already two krakens in it :Smile_bajan2:, its a beast, when played right. Just had to put it out there :D


One question tho, so far i only got 12 point captain, went for IFHE first, but cant decide whether AFT is worth it over concealment, not really seeing CVs that often, so AFT would be only to boost range, but hows its accuracy with more then base range?


Hmm ... I use the Atlanta primarily as a USN DD captain trainer (that was the main purpose of my purchase). Since they do not take AFT generally, I try not to take it on the Atlanta. The stock range is rather limited however. OTOH CE helps getting close to DDs to radar them.

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[WJDE] Strappster
550 posts
2,418 battles

I'm another recent convert to the Atlanta having been on the receiving end of the rainbow spam often enough to know how effective it can be. At 30% off, it's struck me as a rather fun bargain. Yes, the learning curve is steep but the guns are hilarious and catching a distracted enemy and hosing them down with HE while they have little recourse is great fun and if they do switch targets, it's agile enough to start your dodge as you see the guns turning.


I think my first 4-point skill is going to be AFT simply to get a bit more reach, the guns have to be firing so often that the extra concealment from CE won't be all that useful when it's better to be behind something solid in the first place. That's not to say I won't get CE, only that I won't go for that first. Building a captain around AFT, CE and IFHE will take some time but it's something I'm really looking forward to, particularly now that IFHE only has a 1% penalty to fire chance on DD calibre guns.


Thanks for this review, LWM, and all your work. It's always a pleasure to read your review when I'm thinking about splurging on a new ship. :Smile_great:

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[AXIS] stewie533
1,024 posts
2,202 battles

I don't think the extra 6mm of penetration is worth it on the Atlanta. If I can't pen it with he, I can probably find a spot to pen with the American piercing shells. 

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[IDDQD] Quetak
1,233 posts
12,273 battles
On ‎5‎.‎1‎.‎2018 at 11:20 PM, stewie533 said:

I don't think the extra 6mm of penetration is worth it on the Atlanta. If I can't pen it with he, I can probably find a spot to pen with the American piercing shells.

then you think it wrong. Its like day and night with and without IFHE - especialy since there is only 1% fire reduction now.

This 2% buff to Atlanta's fire chance by changing IFHE was huge (+40% total if fire chance is maxed by skills/signals).  


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[ALYEN] Hugh_Ruka
227 posts
1,567 battles
On 1/5/2018 at 11:20 PM, stewie533 said:

I don't think the extra 6mm of penetration is worth it on the Atlanta. If I can't pen it with he, I can probably find a spot to pen with the American piercing shells. 

If it was a T 8 ship, I'd agree. But as T 7 you will never face T 10 and T 8/9 have lot's of 25mm bow/deck armor ...

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Great review LWM as always, never thought much about the American line, have concentrated on the British and German ships but I got the Atlanta in one of my Santa Boxes and whilst I have fought against many in game, I have never played any US cruisers.  I have looked at the build and built her as a AA ship and escort and took her out for a quick match last night. 

Good god, firing at max range, I thought my shells had gone to the moon and back before they came down.  Well that didn't go well, as said above the skill level is high for this ship and she's very unforgiving of mistakes, i.e. getting caught in open water and being chased down by every man and his dog, could I dis-engage last night, could I F@*$ LOL.  Anyway time to re-think and get some research done on how to play her effectively for myself and the team.  I sadly miss the smoke that I get with my Fiji :fish_palm:.

Looking forward to reading tips etc from you more experienced guys & girls.


Thanks in advance 



PS - I got a 10 point captain with her, so I have a build of Priority Target, AR, BFT and AFT.  Can I do better with 10 points?

Edited by Soft_Kitty_Warm_Kitty

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A bit outdated but really the only instructions you will ever need: 


Yuro/atsf and SharonRoseMotorrad have published some more great vids about her dakka dakka.


Getting Concealment Expert is top priority. If you have a USN BB specced into AA (CE, mAA, BFT, AFT), use that captain and swap Defensive Fire against Hydro. You will become a nice multi-role boat if you can get a nice central position from where you can dakka dakka on enemy ships while hydro and radar will be a pain for any enemy DD nearby.

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In AlfaTesters
6,062 posts
5,142 battles
19 hours ago, deadly_if_swallowed said:

Getting Concealment Expert is top priority

I disagree on Atlanta.

You want to uses as much cover as possible. Usually you can find them without being spotted in early game.


Sure, CE helps. But AFT and IFHE are higher priority.

I'd go for AFT then IFHE then CE.


Well, on my end I just used a 18-points captain I had.


Still, one of the most fun ship to play when mastered.

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