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 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 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
Player Opinion
Performance
The Atlanta is a Tier VII American Cruiser that plays like a "tweener" you can use it as a very under gunned "Light" Cruiser or you can play it 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 out there will hit critical areas if you give them a clean shot, it's best to weave your way through friendly traffic, get in close (the 5 Inch main guns have a range a touch over 11 KM) and spray whatever target is a priority with HE rounds. You'll do far more damage with fire than you will with actual shell impacts. AP rounds are essentially forgotten with this ship as they fail to penetrate anything bigger than a Destroyer in most cases and typically over penetrate Destroyers. I went with all AP for 5 games to see what the effectiveness would be and recorded only 16,122 points of combined damage on 652 hits, I would have been better off ramming the targets.
Tactical Advice - Stick with HE, you'll do more damage in the long run. Don't go toe to toe with anyone unless you have to. Even some of the Destroyers outrange and outgun you. Keep your speed up at all times and move, move, move. Twist, turn, vary your speed anything to throw the enemy's aim off. This ship is a knife fighter and you need to use it like a shotgun. Fast, messy, quick hit and run close quarters combat. If you find yourself at the front of the pack staring down a couple of ships, you're 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 or 5 KM the shells come in at such an extreme angle you're literally "raining" or "walking" shells across your target. If you are going 1 on 1 with someone and they can concentrate on what your 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 your firepower to the carnage.Pros:
- XP Machine if you utilize all the bonus modifiers, camo upgrades and etc.
- Huge rate of fire, you can generally get between 4 and 7 of the twin guns on target which gives you a ROF of 80 to 140 rounds per MINUTE.
- Fast, agile, responsive. Can get you into the fight fast, can get you out fast.
- If you see the shots coming your way can generally avoid them.
- Rewards a driver that "thinks" like a DD Captain. This is a support CL not a brawler.
- This ship can harass the enemy all day long. In and out, 100 shells land and your gone. They'll go nuts chasing you seeing the low HP and working for an "easy" kill.
- Excellent for picking off cripples or adding the "finishing" blow to a ship that your team is pounding on. While the enemy is trying to target a heavier CL or BB that is pumping shells at them every 15 or 30 seconds, you can rake the distracted boat with enough shells to really put the hurt on them.
- Decent AA suite.
Cons:
- Lightweight, doesn't handle damage well. Tends to wind up with disabled modules and etc if you get hit by something solid.
- Low HP
- Puny 5 Inch Guns with 11.1 KM range. It's all about volume with this bad boy, be prepared to hear nasty comments about "spamming" your targets, which is just sour grapes as they try to figure out what the (expletive) just happened to them as they burn to the waterline.
- Torps are short range, you need to be in REALLY close to use them.
- You ARE going to die sometimes in this ship, even the best driver can't avoid every solid hit and this puppy will crumple if anything above 12 inches rakes it. Don't buy this ship if you place a high value on surviving every battle.
- Extremely vulnerable to Torp hits. Again, if you can see them coming in you have a 80% plus chance to evade. A surprise or "short" range shot from a DD you didn't pick up or a Torp run by aircraft will gut an Atlanta.
Research
Gallery
Historical Gallery