Atlanta
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 relatively small ship for her type featuring powerful AA armament and designed for use in joint operations with destroyers. The ship carried torpedo tubes and numerous dual-purpose rapid-fire artillery.
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 |
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Slot 2 |
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Slot 3 |
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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.
Pros:
- Experience-making machine if utilized with all the bonus modifiers, camo upgrades, etc.
- Ridiculous rate of fire. Can generally get between four and seven of the turrets on target, which results in a rate-of-fire 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. Atlanta is a support (light) cruiser not a brawler.
- Excellent for picking off crippled ships or adding the "finishing" blow to a ship that other teammates are pounding on.
- 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:
- Non-existent armor; doesn't handle damage well. Tends to wind up with lots of disabled modules if she gets hit by something solid.
- Small health pool, as befitting a light cruiser.
- Torpedoes are very short range.
- Main battery has only 11.1km range.
- Shell velocities make landing hits at long range against fast or maneuvering targets very difficult.
- Low survivability. Even the best captain can't avoid every solid hit and Atlanta crumples 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 1 or Aiming Systems Modification 1 , as Atlanta no longer have medium ranged AA after update 0.8.0,AA Guns Modification 1 is of limited value.
- 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 | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★ |
★★★ |
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|
★★ |
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2 |
★★ |
★★ |
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|
|
|
★★★ |
★ |
3 |
★ |
★★ |
★ |
|
★★★ |
★★★ |
★★★ |
★★ |
4 |
|
★ |
★★★ |
|
★★★ |
|
★★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Atlanta can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire or Hydroacoustic Search
- Slot 3: Surveillance Radar
The Defensive AA Fire consumable has unlimited charges.
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