Cleveland
Revision as of 14:11, 18 October 2016 Added Camouflage section. | Revision as of 18:51, 4 December 2016 | |||
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|Performance=<!-- write text about performance in battles below --> | |Performance=<!-- write text about performance in battles below --> | |||
? | ''Cleveland'' is a very solid Tier VI cruiser due to its | + | ''Cleveland'' is a very solid Tier VI cruiser due to its medium rate of fire, excellent anti-aircraft armament, good maneuverability and speed, and reliable armor compared to other cruisers of the same tier. While ''Cleveland'' may have abominably slow shells past 11km out to max range, it has a medium rate of fire that allows it quickly put down enemy cruisers and destroyers within its reach. Additionally, the slow AP shells at long range can still reliably penetrate the citadels of other lightly armored cruisers when they are broadside, such as [[Ship:Aoba|''Aoba'']] and [[Ship:Nürnberg|''Nürnberg'']]. Furthermore, due to its high shell arc, it can easily shoot from behind islands safely as well as shoot at enemy ships hiding behind islands, rendering the enemy's cover useless. But because of its shell arc and long flight time, it is highly recommended to zoom out when firing at speedy and nimble ships. It is also highly recommended to not fire at destroyers more than 12km away even when fully zoomed out, again due to the shell flight time. In summary, while ''Cleveland'' has horrendously slow shells, it is overall a great Tier VI cruiser. | |
|Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> | |Pros=<!-- write list of positive points below. use * as in ordinary wiki-list. --> | |||
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*Reliable armor. | *Reliable armor. | |||
*Excellent AA suite. | *Excellent AA suite. | |||
? | * | + | *Fast rate of fire after upgraded. | |
*Good shell arcs for shooting over islands. | *Good shell arcs for shooting over islands. | |||
*Decent fire chance which can be upgraded to be comparable to that of Japanese cruisers (15%). | *Decent fire chance which can be upgraded to be comparable to that of Japanese cruisers (15%). | |||
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|Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> | |Cons=<!-- write list of negative points below. use * as in ordinary wiki-list. --> | |||
*Large profile (high detection). | *Large profile (high detection). | |||
+ | *Slow reload shell for a 155mm Gun. | |||
+ | *Very high shell arc makes her really hard on hitting fast ships. | |||
+ | *Very slow shell velocity. | |||
*Long shell hang time, leading fast ships is challenging at the edge of her range. | *Long shell hang time, leading fast ships is challenging at the edge of her range. | |||
*Fairly easy to catch on fire. | *Fairly easy to catch on fire. | |||
+ | *AP are very useless against armored ship even if they broad sided. | |||
+ | *HE doesn't dealt reliable damage, heavily relying on causing fire to damage enemy. | |||
+ | *Very slow turret turning speed (after upgraded) for a 155mm caliber gun. | |||
*AA guns easily knocked out. | *AA guns easily knocked out. | |||
*Turrets are vulnerable to higher-caliber armor piercing rounds. | *Turrets are vulnerable to higher-caliber armor piercing rounds. |
Revision as of 18:51, 4 December 2016
152 mm/47 Mk.16 in a turret4 х 3 pcs. |
Rate of Fire9.23 shots/min. |
Reload Time6.5 sec. |
Rotation Speed10 deg./sec. |
180 Degree Turn Time18 sec. |
Firing Range14.2 km. |
Maximum Dispersion140 m. |
HE Shell152 mm HE Mk39 |
Maximum HE Shell Damage2,200 |
Chance of Fire on Target Caused by HE Shell12 % |
Initial HE Shell Velocity812 m./s. |
HE Shell Weight47.6 kg. |
AP Shell152 mm AP Mk35 |
Maximum AP Shell Damage3,200 |
Initial AP Shell Velocity762 m./s. |
AP Shell Weight59 kg. |
127 mm/38 Mk.12 on a Mk.32 mount6 х 2 pcs. |
Firing Range6.6 km. |
Rate of Fire10 shots/min. |
Reload Time6 sec. |
HE Shell127 mm HE Mk32 |
Maximum HE Shell Damage1,800 |
Initial HE Shell Velocity792 m./s. |
Chance of Fire on Target Caused by HE Shell5 % |
127 mm/38 Mk.12 on a Mk.32 mount6 х 2 pcs. |
. . . Average Damage per Second90.6 |
. . . Firing Range5.01 km. |
20 mm Oerlikon on a Mk.4 mount23 х 1 pcs. |
. . . Average Damage per Second82.8 |
. . . Firing Range2.01 km. |
40 mm/56 Bofors on a Mk.1 mount10 х 2 pcs. |
. . . Average Damage per Second113 |
. . . Firing Range3.51 km. |
Maximum Speed32.5 knot |
Turning Circle Radius660 m. |
Rudder Shift Time9.4 sec. |
Surface Detectability Range11.52 km. |
Air Detectability Range7.16 km. |
Cleveland — American Tier VIII cruiser.
With the onset of World War II, the restrictions imposed by treaties were no longer applicable, allowing for the development of cruisers without limitations. The new project, based on the Helena class, featured improved anti-aircraft armament while sacrificing one main battery turret. The ship's hull was widened to accommodate the increased weight and preserve stability. USS Cleveland participated in the landing of troops in North Africa, then was transferred to the Pacific Theater of Operations, where she took part in numerous battles. Over the course of World War II, the ship was awarded 13 battle stars.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
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Slot 5 |
Player Opinion
Performance
Pros:
- Citadel armor can easily withstand calibers 155mm and below when broadside.
- Reliable armor.
- Excellent AA suite.
- Fast rate of fire after upgraded.
- Good shell arcs for shooting over islands.
- Decent fire chance which can be upgraded to be comparable to that of Japanese cruisers (15%).
- Decent maneuverability.
Cons:
- Large profile (high detection).
- Slow reload shell for a 155mm Gun.
- Very high shell arc makes her really hard on hitting fast ships.
- Very slow shell velocity.
- Long shell hang time, leading fast ships is challenging at the edge of her range.
- Fairly easy to catch on fire.
- AP are very useless against armored ship even if they broad sided.
- HE doesn't dealt reliable damage, heavily relying on causing fire to damage enemy.
- Very slow turret turning speed (after upgraded) for a 155mm caliber gun.
- AA guns easily knocked out.
- Turrets are vulnerable to higher-caliber armor piercing rounds.
Research
Optimal Configuration
Commander Skills
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
|
★★ |
★ |
|
|
|
★★ |
|
2 |
★★ |
★★ |
★★★ |
|
|
|
|
★ |
3 |
★★ |
★ |
|
|
★★★ |
★★ |
★★★ |
★★★ |
4 |
★ |
★★ |
|
|
★★ |
|
|
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
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.
Players who wish to spend doubloons can equip Cleveland with Type 16 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
References
- okieboat.com
- Wikipedia
- Volume I: U.S. Navy, U.S. Marine Corps and U.S. Coast Guard Aircraft Lost ...
- USS Cleveland CL-55 Reunion Association
- The Best Light Cruisers of World War II
- Navysite