Atlanta
Revision as of 06:11, 1 January 2018 Updated upgrades section. | Revision as of 19:41, 21 March 2018 basic revision of radar fit info | |||
Line 109: | Line 109: | |||
The ''Atlanta''-class light cruisers were born out of a requirement by the US Navy for a class of scout cruisers that could also be destroyer flotilla leaders. As such, the 8,000 ton displacement limitation by the 1936 London Naval Treaty seemed ideal; what was needed was a small, fast ship armed with light-caliber weapons to fend off enemy destroyers. Although the final configuration was indeed capable of this intended role, by the onset of the Second World War in the Pacific, ''Atlanta''-class cruisers took on a more prominent duty: that of anti-aircraft escorts, as they had the perfect set of tools for the job. | The ''Atlanta''-class light cruisers were born out of a requirement by the US Navy for a class of scout cruisers that could also be destroyer flotilla leaders. As such, the 8,000 ton displacement limitation by the 1936 London Naval Treaty seemed ideal; what was needed was a small, fast ship armed with light-caliber weapons to fend off enemy destroyers. Although the final configuration was indeed capable of this intended role, by the onset of the Second World War in the Pacific, ''Atlanta''-class cruisers took on a more prominent duty: that of anti-aircraft escorts, as they had the perfect set of tools for the job. | |||
? | Originally it was proposed to arm the class with a combination of 6-inch and 5-inch rifles, but designers quickly realized that a mixed battery loadout was not ideal for such a small hull. With the development of the intended 6-inch mounts delayed, it was decided to use the readily available 5-inch/38 rifles. Final plans for ''Atlanta'' mounted sixteen (16) of them, in eight (8) twin barreled, dual-purpose turrets: three forward, three aft, and two in "waist" positions, all controlled by | + | Originally it was proposed to arm the class with a combination of 6-inch and 5-inch rifles, but designers quickly realized that a mixed battery loadout was not ideal for such a small hull. With the development of the intended 6-inch mounts delayed, it was decided to use the readily available 5-inch/38 rifles. Final plans for ''Atlanta'' mounted sixteen (16) of them, in eight (8) twin barreled, dual-purpose turrets: three forward, three aft, and two in "waist" positions, all controlled by two Mark 37 directors with Mark 4 "FD" fire control radar. In conjunction with the new “Variable Time” proximity fuse shells, the lethality of the main armament in anti-aircraft warfare soon became apparent. Supplementary to this newfound primary role, by 1942 the original AA armament of 1.1-inch guns and .50 caliber machine guns were replaced by the more reliable Oerlikon 20mm — and later, the Bofors 40mm — auto-cannons as they came available. USS ''Atlanta'' herself, however, was never fitted with the 40mm guns. | |
Designed as scouts, ''Atlanta''-class ships were outfitted with 585 tons of armor at the heaviest. This was distributed as 3.5 inches (89 mm) of belt and bulkhead armor, 1.25 inches (32 mm) of deck and turret armor, and 2.5 inches (63 mm) of armor on the conning tower. The designers initially proposed for a top speed of above 40 knots, but considering the weight of armor and artillery, the design speed was decreased to a more realistic 33 knots. ''Atlanta''s were also fitted with four high-pressure boilers linked to two geared turbines that produced a total of 75,000 shaft horsepower. This gave the class good sea legs, producing adequate speeds and decent range. | Designed as scouts, ''Atlanta''-class ships were outfitted with 585 tons of armor at the heaviest. This was distributed as 3.5 inches (89 mm) of belt and bulkhead armor, 1.25 inches (32 mm) of deck and turret armor, and 2.5 inches (63 mm) of armor on the conning tower. The designers initially proposed for a top speed of above 40 knots, but considering the weight of armor and artillery, the design speed was decreased to a more realistic 33 knots. ''Atlanta''s were also fitted with four high-pressure boilers linked to two geared turbines that produced a total of 75,000 shaft horsepower. This gave the class good sea legs, producing adequate speeds and decent range. |
Revision as of 19:41, 21 March 2018
127 mm/38 Mk.12 on a Mk.29 mount8 х 2 pcs. |
Rate of Fire12.5 shots/min. |
Reload Time4.8 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
Firing Range13.34 km. |
Maximum Dispersion115 m. |
HE Shell127 mm HE Mk32 |
Maximum HE Shell Damage1,800 |
Chance of Fire on Target Caused by HE Shell5 % |
Initial HE Shell Velocity792 m./s. |
HE Shell Weight24.5 kg. |
AP Shell127 mm AP/SC Mk38 |
Maximum AP Shell Damage2,100 |
Initial AP Shell Velocity792 m./s. |
AP Shell Weight25 kg. |
533 mm Quad2 х 4 pcs. |
Rate of Fire0.61 shots/min. |
Reload Time98 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoMk15 mod. 3 |
Maximum Damage16,633 |
Torpedo Speed65 knot |
Torpedo Range4.5 km. |
127 mm/38 Mk.12 on a Mk.29 mount8 х 2 pcs. |
. . . Average Damage per Second132.8 |
. . . Firing Range5.01 km. |
28 mm Mk.1 on a Mk.2 mount4 х 4 pcs. |
. . . Average Damage per Second9.2 |
. . . Firing Range2.4 km. |
20 mm Oerlikon on a Mk.4 mount8 х 1 pcs. |
. . . Average Damage per Second28.8 |
. . . Firing Range2.01 km. |
Maximum Speed32.5 knot |
Turning Circle Radius610 m. |
Rudder Shift Time8.4 sec. |
Surface Detectability Range10.66 km. |
Air Detectability Range6.44 km. |
Atlanta — American special premium Tier VII cruiser.
A light cruiser specifically designed for operations alongside destroyers. During World War II, USS Atlanta participated in the Battle of Midway and provided cover for U.S. naval task groups off the coast of the Solomon Islands. On November 12, 1942, during the Battle of Guadalcanal, the cruiser was struck by a torpedo from a Japanese destroyer, followed by several accidental hits from 203 mm shells fired by an American ship. On the following day, the cruiser was sunk on her captain's orders while being towed. Over the course of the war, the ship was awarded five battle stars.
Modules
Hit Points (HP) | Armor (mm) | Armor (mm) | Main Turrets (pcs.) | Secondary Gun Turrets (pcs.) | AA Mounts (pcs.) | Torpedo Tubes (pcs.) | Hangar Capacity (pcs.) |
Research price (exp) |
Purchase price () | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Atlanta | 27,500 | 10 | 89 | 8 | 8/4/8 | 2 | 0 | 0 |
Rate of Fire (shots/min) | Torpedo Tubes Reload Time (sec) | 180° Turn Time (sec) | Maximum Damage (HP) | Torpedo Speed (knot) | Torpedo Range (km) |
Research price (exp) |
Purchase price () | ||
---|---|---|---|---|---|---|---|---|---|
Mk15 mod. 3 | 0.6 | 98 | 7.2 | 16,633 | 65 | 4.5 | 0 | 0 |
Compatible Upgrades
Slot 1 |
|||||
---|---|---|---|---|---|
Slot 2 |
|||||
Slot 3 |
|||||
Slot 4 |
Player Opinion
Performance
Atlanta is a Tier VII American cruiser that plays like a "tweener"; she can be used as a slightly under-gunned light cruiser, or she can be played as "heavy" destroyer.
Success in game depends on finding the sweet spot between the two. At 27,500 HP and a good chance that one of the heavyweights on the enemy team will hit critical areas if given a clean shot, it's best to weave through friendly traffic, get in close (the 5-inch main guns have a range of a touch over 11km) and spray whatever target is a priority with HE rounds. She'll do far more damage with fire than she will with actual shell impacts. AP rounds are highly situational with this ship as they will only penetrate broadside targets at point-blank range (less than 5km); however, they can be utterly devastating if her captain knows when to use them.
Atlanta - and her sister ship, Flint - are unique in the game in that they have unlimited charges of the Defensive AA Fire consumable. When coupled with her excellent anti-aircraft armament, she utterly shreds enemy planes. As of patch 0.5.9.0, Atlanta has also been given access to the Surveillance Radar consumable, making her an even bigger threat to enemy destroyers.
LittleWhiteMouse's Premium Ship Review: Atlanta from the NA forums
Another guide by ValkyrWarframe, also on the NA forums.Pros:
- Experience-making machine if utilized with all the bonus modifiers, camo upgrades, etc.
- Huge rate of fire. Can generally get between 4 and 7 of the twin guns on target which produces a ROF of 80 to 140 rounds per MINUTE.
- Enormously high shell arcs make it easy to shoot over almost any island.
- Fast, agile, responsive. Can get into the fight fast, can get out fast.
- Incoming shots can generally be avoided.
- Rewards a driver that thinks like a destroyer captain. This is a support (light) cruiser not a brawler.
- This ship can harass the enemy all day long. In and out, land shells and be gone. Enemies will go nuts attempting to pursue, seeing the low HP and working for an "easy" kill.
- Excellent for picking off crippled ships or adding the "finishing" blow to a ship that other teammates are pounding on. While the enemy is trying to target a heavier light cruiser or battleship that is pumping shells at them every 15 or 30 seconds, Atlanta can rake the distracted boat with enough shells to really put the hurt on them.
- Outstanding anti-aircraft suite that will absolutely punish equal and lower-tiered aircraft. Paired with unlimited uses of the Defensive AA Fire consumable, enemy planes risk suicide coming near an Atlanta.
- Addition of Surveillance Radar to her available consumables makes her deadly to enemy destroyers.
Cons:
- Lightweight, doesn't handle damage well. Tends to wind up with lots of disabled modules if she gets hit by something solid.
- Low health pool, as befitting a light cruiser.
- Torpedoes are very short range. She must be in REALLY close to use them.
- Puny 5-inch guns with only 11.1km range. This ship is all about volume of fire.
- Landing shots with the Atlanta is quite dificult due to the long travel-time of her shells.
- Players are likely to die frequently in this ship. Even the best driver can't avoid every solid hit and she will crumple if anything above 12 inches rakes it.
- Extremely vulnerable to torpedo hits. A surprise or short range shot from a destroyer that wasn't picked up will put a big hurt on Atlanta.
Research
As a premium ship, Atlanta doesn't have any upgrades to research.
Tactical Advice: Stick with HE most of the time, she'll do more damage in the long run that way. Don't go toe to toe with anyone unless forced into it. Even some destroyers outrange and outgun her. Keep her speed up at all times and move, move, move. Twist, turn, vary her speed; anything to throw the enemy's aim off. This ship is a knife fighter and she is best used like a shotgun. Fast, messy, quick hit and run close quarters combat. If she finds herself at the front of the pack staring down a couple of ships, she's probably going to get hammered. Practice predicting the "arc" of the shells. This ship has a ridiculously high rate of fire but at anything beyond 4-5km the shells come in at such an extreme angle that she's literally "raining" or "walking" shells across her target. If she ends up going one-on-one with someone and they can concentrate on what her arc of fire is doing even a large slow ship has a decent chance to evade most of the impacts. Focus on ships already under attack by allies, add her firepower to the carnage. The most rewarding tactic using the Atlanta, is staying behind cover and using your outstandingly high shell arcs to harass the enemy with HE Rounds.
Optimal Configuration
Upgrades
- Slot 1: Main Armaments Modification 1 Atlanta lives and dies by her weaponry, this upgrade will keep them in the fight longer.
- Slot 2: Damage Control System Modification 1 fires can be deadly for Atlanta, so take this to keep the chance of fires lower.
- Slot 3: AA Guns Modification 2 () one of Atlanta 's strengths is her AA power, this upgrade will increase the reach of said AA allowing better fleet support.
- Slot 4: Steering Gears Modification 2 Atlantais a fragile ship, and needs to duck and weave to stay alive, a faster rudder shift can help with dodging incoming shell fire.
Commander Skills
The following information is provided for players who wish to create a permanent captain for the ship. Those players who are retraining captains or using the ship to gain extra experience for a captain should consult the page relevant to the ship to which the captain will be assigned.
Recommended Commander Skills | ||||||||
---|---|---|---|---|---|---|---|---|
Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★ |
★★★ |
|
|
|
|
★★ |
|
2 |
★★ |
★★ |
|
|
|
|
★★★ |
★ |
3 |
★ |
★★ |
★ |
|
★★★ |
★★★ |
★★★ |
★★ |
4 |
|
★ |
★★★ |
|
★★★ |
|
★★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Camouflage
As a premium ship, Atlanta comes included with Type 10 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns.Gallery
Historical Info
Historical Gallery
Video