South Carolina
Revision as of 19:57, 3 June 2018 | Revision as of 19:58, 3 June 2018 | |||
Line 22: | Line 22: | |||
* Poor secondary armament: extremely weak AA armament though unlikely to encounter aircraft at her tier, and ineffective 76.2mm secondary guns leave her vulnerable to destroyers. | * Poor secondary armament: extremely weak AA armament though unlikely to encounter aircraft at her tier, and ineffective 76.2mm secondary guns leave her vulnerable to destroyers. | |||
* Abysmally slow top speed: she can make only 15.8kts stock, and not much better upgraded, making her one of the slowest ships in the game. | * Abysmally slow top speed: she can make only 15.8kts stock, and not much better upgraded, making her one of the slowest ships in the game. | |||
? | * High detection range: worst detection radius of all Tier III battleships, but | + | * High detection range: worst detection radius of all Tier III battleships, but her range does mitigate this somewhat. | |
* General sluggishness can be frustrating to new players who may be new battleships. | * General sluggishness can be frustrating to new players who may be new battleships. | |||
Revision as of 19:58, 3 June 2018
305 mm/45 Mk.5 in a turret4 х 2 pcs. |
Rate of Fire2 shots/min. |
Reload Time30 sec. |
Rotation Speed4 deg./sec. |
180 Degree Turn Time45 sec. |
Firing Range14.24 km. |
Maximum Dispersion202 m. |
HE Shell305 mm HE |
Maximum HE Shell Damage4,100 |
Chance of Fire on Target Caused by HE Shell20 % |
Initial HE Shell Velocity823 m./s. |
HE Shell Weight394.6 kg. |
AP Shell305 mm AP |
Maximum AP Shell Damage8,100 |
Initial AP Shell Velocity823 m./s. |
AP Shell Weight394.6 kg. |
76.2 mm/50 Mk.5 on a single mount22 х 1 pcs. |
Firing Range3.2 km. |
Rate of Fire10 shots/min. |
Reload Time6 sec. |
HE Shell76 mm HE |
Maximum HE Shell Damage1,100 |
Initial HE Shell Velocity823 m./s. |
Chance of Fire on Target Caused by HE Shell4 % |
Maximum Speed15.84 knot |
Turning Circle Radius480 m. |
Rudder Shift Time13.1 sec. |
Surface Detectability Range13.44 km. |
Air Detectability Range6 km. |
South Carolina — American Tier III battleship.
The first dreadnought in the U.S. Navy. Due to limited dimensions, the ship carried relatively weak armament and had a low speed. Battleships of her class were the first to receive superfiring turrets. This meant she could fire a full broadside with all main battery guns.
Modules
Compatible Upgrades
Slot 1 |
||||
---|---|---|---|---|
Slot 2 |
Player Opinion
Performance
The first battleship in the American tech tree, South Carolina is a fairly decent ship. For her tier, she has quite good armor and range, which prove to only be a problem when she faces higher tier ships. South Carolina is one of the first ships in the game to feature superfiring main turrets which allows for maximum firepower while maintaining a small silhouette. She does have severe limitations, however, when it comes to her top speed — a pattern that is repeated with the succeeding U.S. battleships until North Carolina — and maintains a top speed when upgraded of only 18 knots.
Players who want to do well with her must utilize her strengths. She is not a long-range sniper; she is a brawler. Make sure that South Carolina is always headed towards the fight. Load AP shells and citadel cruisers and battleships at close range; turn away and kite once the enemy begins to give chase. Don't be afraid of destroyers; blast them with a broadside and turn away in anticipation of their torpedoes. Just like any other ship, it's generally best to remain with the fleet and always angle her armor from enemy battleships.Pros:
- Decent guns for tier: receives eight 305mm guns with best-in-tier range and better handling than some of her counterparts (such as Kawachi).
- Superfiring turrets: can train at least half her guns in any direction, and bring all eight guns to bear on most aspects for a broadside.
- Good armor for tier.
- Good turning radius.
- Good accuracy and penetration against broadside cruisers and battleships.
- longest range of all tier III battleships
Cons:
- Struggles when up-tiered; Tier IV pack a heavier armament and are frequently faster.
- Poor secondary armament: extremely weak AA armament though unlikely to encounter aircraft at her tier, and ineffective 76.2mm secondary guns leave her vulnerable to destroyers.
- Abysmally slow top speed: she can make only 15.8kts stock, and not much better upgraded, making her one of the slowest ships in the game.
- High detection range: worst detection radius of all Tier III battleships, but her range does mitigate this somewhat.
- General sluggishness can be frustrating to new players who may be new battleships.
Research
This is a suggested research path:
- Propulsion mod. 2
- Mk3 GFCS mod. 2
- South Carolina (B) Hull
Optimal Configuration
Upgrades
The recommended upgrades for South Carolina are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Damage Control System Modification 1 - to reduce chances of fire and flooding
Commander Skills
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 |
Consumables
South Carolina can equip the following consumables:
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.
Signals
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★ |
|
★★★ |
★★ |
★ |
★ |
★★★ |
★ |
★ |
★ |
★★★ |
★★★ |
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
An enemy Clemson maneuvers to avoid South Carolina’s salvo.
Historical Info
Historical Gallery