Erie
Revision as of 04:39, 1 January 2018 Updated upgrades section. | Revision as of 00:48, 12 February 2018 Edited recommended commander skills; added performance, consumables, and signals sections | |||
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|Performance=<!-- write text about performance in battles below --> | |Performance=<!-- write text about performance in battles below --> | |||
? | + | For a Tier I ship, ''{{#var:ship_name}}'' has the worst rate of fire, making her possibly the worst Tier I ship to play. Coupled with the slow turret traverse which cannot benefit from the +2.5deg/s due to the main battery caliber, it can make Erie somewhat frustrating to play. However, she is merely the start of the USN cruiser line and does not represent the performance of later tier cruisers, as players will quickly discover upon playing ships such as ''[[Cleveland]]''. | ||
|Research=<!-- write text about priority sequence of research below --> | |Research=<!-- write text about priority sequence of research below --> | |||
Like the other Tier I ships, Erie only has the gun fire control systems module available to research. This module increases her range by 10%, bringing her firing range to 9.6km. | Like the other Tier I ships, Erie only has the gun fire control systems module available to research. This module increases her range by 10%, bringing her firing range to 9.6km. | |||
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|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
? | As it is unexpected that players will seriously consider playing '' | + | As it is unexpected that players will seriously consider playing ''{{#var:ship_name}}'' longer than necessary or that players will consider assigning a skilled captain to her, the following is primarily aimed at players new to the game and players just beginning the US cruiser line. The skills listed will be generally useful to ''all'' ships in the line, excepting Inertia Fuse for HE Shells, which becomes a point liability past Tier VI. | |
{{Commander Skills | {{Commander Skills | |||
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| Expert Rear Gunner = | | Expert Rear Gunner = | |||
| Adrenaline Rush = 2 | | Adrenaline Rush = 2 | |||
? | | Last Stand = | + | | Last Stand = 1 | |
| Survivability Expert = 2 | | Survivability Expert = 2 | |||
| Basics of Survivability = 1 | | Basics of Survivability = 1 | |||
? | | Torpedo Armament Expertise = | + | | Torpedo Armament Expertise = | |
| Emergency Takeoff = | | Emergency Takeoff = | |||
| Basic Firing Training = 2 | | Basic Firing Training = 2 | |||
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| Vigilance = 2 | | Vigilance = 2 | |||
? | | Manual Fire Control for Secondary Armament = | + | | Manual Fire Control for Secondary Armament = | |
? | | Fire Prevention = | + | | Fire Prevention = | |
| Inertia Fuse for HE Shells = 2 | | Inertia Fuse for HE Shells = 2 | |||
| Air Supremacy = | | Air Supremacy = | |||
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|Consumables=<!-- write text about selection of Consumables below --> | |Consumables=<!-- write text about selection of Consumables below --> | |||
? | + | As a Tier I ship, ''{{#var:ship_name}}'' has access to only {{Damage Control Party}}. | ||
|Camouflage=<!-- write text about useful camouflage below --> | |Camouflage=<!-- write text about useful camouflage below --> | |||
+ | [[Ship:Camouflage#Standard Camouflage|Type 1, 2, or 5 camouflage]] can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range. | |||
|Signals=<!-- write text about best set of signals below --> | |Signals=<!-- write text about best set of signals below --> | |||
+ | As a Tier I ship, it is highly recommended to save signals for use in the later tiers. But should the player have a surplus and enjoy playing this ship, they should utilize the following recommended signals. | |||
+ | {{Signal Flags | |||
+ | | November Echo Setteseven = | |||
+ | | Mike Yankee Soxisix = | |||
+ | | India X-Ray = 3 | |||
+ | | Juliet Whiskey Unaone = | |||
+ | | Victor Lima = 3 | |||
+ | | Hotel Yankee = 2 | |||
+ | | November Foxtrot = 1 | |||
+ | | Sierra Mike = 2 | |||
+ | | India Delta = | |||
+ | | Juliet Yankee Bissotwo = | |||
+ | | India Yankee = 2 | |||
+ | | Juliet Charlie = 1 | |||
+ | ||||
+ | | Zulu = | |||
+ | | India Bravo Terrathree = | |||
+ | | Equal Speed Charlie London = 2 | |||
+ | | Zulu Hotel = 2 | |||
+ | | Papa Papa = | |||
+ | ||||
+ | | Wyvern = | |||
+ | | Red Dragon = | |||
+ | | Dragon Flag = | |||
+ | | Ouroboros = | |||
+ | | Hydra = | |||
+ | }} | |||
|Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery> | |Gallery=<!-- write below list of files without tags. description (if necessary) for each should be separated with template {{!}} --><gallery> | |||
Revision as of 00:48, 12 February 2018
Hit Points4,950 |
152 mm/47 Mk.17 on a Mk.18 mount4 х 1 pcs. |
Rate of Fire10 shots/min. |
Reload Time6 sec. |
Rotation Speed9 deg./sec. |
180 Degree Turn Time20 sec. |
Firing Range9.59 km. |
Maximum Dispersion86 m. |
HE Shell152 mm HE/HC Mk34T |
Maximum HE Shell Damage1,100 |
Chance of Fire on Target Caused by HE Shell12 % |
Initial HE Shell Velocity853 m./s. |
HE Shell Weight47.6 kg. |
28 mm Mk.1 on a Mk.2 mount4 х 4 pcs. |
. . . Average Damage per Second2.72 |
. . . Firing Range0.75 km. |
Maximum Speed20 knot |
Turning Circle Radius310 m. |
Rudder Shift Time2.8 sec. |
Surface Detectability Range8.03 km. |
Air Detectability Range4.67 km. |
Erie — American Tier I cruiser.
Based on the restrictions of the London Naval Treaty, American designers conceptualized a gunboat to solve a wide range of tasks—from providing fire support to the Marine Corps during landing operations to protecting convoys from raider and submarine attacks. During the Spanish Civil War, USS Erie evacuated U.S. citizens from the belligerent country before joining the forces at the Panama Canal, where she served until the end of her career. At the outbreak of World War II, USS Erie defended the Caribbean from German submarines.
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 () | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Erie (A) | 4,950 | 6 | 88 | 4 | 4 | 0 | 0 |
Compatible Upgrades
Slot 1 |
---|
Player Opinion
Performance
Pros:
- Brilliant Armour for a Tier I starting ship.
- 9.6km Gun range.
- 20.8kts speed makes you currently the fastest Tier I ship.
- Guns are quite accurate with a small dispersion arc.
Cons:
- Seems to lose its forward gun often.
- Can get ahead of its support ships and get caught alone.
- The concealment is almost useless as you only have guns to rely on.
Optimal Configuration
Upgrades
- Slot 1: Main Armaments Modification 1 keeps the guns active and firing.
Commander Skills
As it is unexpected that players will seriously consider playing Erie longer than necessary or that players will consider assigning a skilled captain to her, the following is primarily aimed at players new to the game and players just beginning the US cruiser line. The skills listed will be generally useful to all ships in the line, excepting Inertia Fuse for HE Shells, which becomes a point liability past Tier VI.
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
As a Tier I ship, Erie has access to only Damage Control Party .
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.
Signals
As a Tier I ship, it is highly recommended to save signals for use in the later tiers. But should the player have a surplus and enjoy playing this ship, they should utilize the following recommended signals.
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★ |
|
★★ |
★★ |
★★★ |
★★★ |
|
|
|
★★ |
★ |
|
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery