![]() ![]() Her gun range is short anyway you will often have enemies inside your surface detection range- especially if you want to use your radar- and you might as well pick up an extra 8% fire rate boost for being so dangerously close. *edit- Top Grade Gunner is also good for Atlanta. You won't want to use a tech tree cruiser commander- pick a DD, BB, or CV commander who doesn't have his cruiser tree specced out yet, and use him instead if you don't have a dedicated skipper for Atlanta. USN cruisers other than Atlanta, Atlanta B, Flint, and Austin (the 127mm cruisers) shouldn't be taking Heavy HE the 15% detection range nerf hits them too hard. You could get away with taking BFT on a 152mm or 203mm cruiser, even if it wasn't optimal the points would be wasted, since the buff would only apply to their secondaries, but it wouldn't hurt- Heavy HE, on the other hand, will. That does mean that Atlanta needs a specialized commander more than before, though. It's a very, very good skill to have for Atlanta. Doesn't apply to AP shells like BFT did that's a separate skill now (and Heavy AP only works on 190mm guns and up anyway)- but Atlanta is an HE spammer first and foremost, so she won't miss that. BFT gave a 10% boost to rate of fire Heavy HE is +10% damage- which amounts to the same thing, and since they only have 127mm guns Atlanta and Flint get to ignore the detection penalty that larger cruiser guns get slapped with. Would you be willing to help me identify the acronyms you used? Some of them make sense but some of them seem to be removed from the game.īFT went away for cruisers, just like AFT- but the new Heavy HE Shells skill fills that niche, for any cruiser with guns smaller than 150mm. Pretty much the perfect boat for that Op. Just Dakka everything, heal up if needed, and keep on shooting. But when you get in the right position and are just spamming away it's a lot of fun.Ītlanta REALLY stands out in Operation Narai. Positioning is key, islands are you friend. It's a hard ship to get right, you will die a lot. But there is no way of making that ship tanky. Scary DPM if you can handle the catapults she has for guns. You mention you prefer DPM over survivability, that's good because Atlanta takes that to the extreme. Turrets turn fast enough you shouldn't need IFHE. I honestly forget if there's a BFT equivalent now in the cruiser tree, but if there is you can grab it. Superintendent if you want more radar, you could go with the extra consumable duration if you want longer radar. That's 14, the remaining 7 points are pretty up to you. You need IFHE to remotely penetrate anything meaningful with Atlanta. Whatever you want for T1 (I'd lean toward PM but up to you), then PT at T2. ![]() And it's still fun.īuild-wise pretty straightforward. So ATL isn't as good as she was, but to be fair Atlanta was never a ship you played if you wanted to win, it has always been a ship you play for fun. However in Atlanta's case this was rectified by straight buffing her range. Then the commander rework further shafted non-standard cruisers by removing access to captain skills for other ships. The Atlanta's current problem isn't her AA, it's the HE penetration, WG reworked IFHE a while back and with it armor thickness, and the main result was non-standard cruisers (like Atlanta) got the short end of the HE pen stick. ![]()
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