Salem
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The largest difference between the two comes in the form of consumable choices. ''Des Moines'' can choose between {{Surveillance Radar}} (with a 10.0 km range), {{Catapult Fighter}}, or {{Spotting Aircraft}} for her '''Slot 3''' consumable, and equips the standard version of {{Repair Party}}; ''{{#var:ship_name}}'' — who wasn't completed with her aircraft catapults installed — eschews aircraft entirely and has access to either {{Surveillance Radar}} (with a 8.5 km range) or {{Hydroacoustic Search}} in '''Slot 3''', and equips a specialized repair teams consumable similar to those on Royal Navy cruisers. Most other vital statistics remain identical — or roughly comparable — between the two. | The largest difference between the two comes in the form of consumable choices. ''Des Moines'' can choose between {{Surveillance Radar}} (with a 10.0 km range), {{Catapult Fighter}}, or {{Spotting Aircraft}} for her '''Slot 3''' consumable, and equips the standard version of {{Repair Party}}; ''{{#var:ship_name}}'' — who wasn't completed with her aircraft catapults installed — eschews aircraft entirely and has access to either {{Surveillance Radar}} (with a 8.5 km range) or {{Hydroacoustic Search}} in '''Slot 3''', and equips a specialized repair teams consumable similar to those on Royal Navy cruisers. Most other vital statistics remain identical — or roughly comparable — between the two. | |||
? | The primary trait of ''Salem'' is her absurd rate of fire for a heavy cruiser: each of her barrels loads a fresh 203mm round every 5.5 seconds. The speed at which she pummels enemy targets is a sight to behold, whether she is punishing an enemy destroyer caught by her radar, or pumping super-heavy American armor-piercing shells into the sides of enemy cruisers and battleships. Enemy aircraft carriers don't enjoy seeing a ''{{#var:ship_name}}'' on the other team either; her | + | The primary trait of ''Salem'' is her absurd rate of fire for a heavy cruiser: each of her barrels loads a fresh 203mm round every 5.5 seconds. The speed at which she pummels enemy targets is a sight to behold, whether she is punishing an enemy destroyer caught by her radar, or pumping super-heavy American armor-piercing shells into the sides of enemy cruisers and battleships. Enemy aircraft carriers don't enjoy seeing a ''{{#var:ship_name}}'' on the other team either; her mediocre AA suite is only a touch worse than ''Des Moines''’, as ''{{#var:ship_name}}'' here is rendered without her short-range 20mm Oerlikons. With mediocre handling characteristics and the utility offered by her consumables, ''{{#var:ship_name}}'' is an excellent support ship and a late-game terror. She serveswell as an anti-destroyer screening vessel; however, unlike ''Des Moines'', ''{{#var:ship_name}}''’s radar is not as useful in assisting in the destruction of enemy destroyers due to it's shorter range. | |
? | Like her sister ship, learning to use ''{{#var:ship_name}}''’s main battery guns to their fullest requires a bit of time and adaptation. The high shell arcs and long flight times at medium to long range give her both advantages and disadvantages that other Tier X cruisers lack. She is capable of sitting behind an island and using her high shell arcs to lob shells at distant targets from cover, or — more commonly — snuggle up to an island and point her bow at the enemy, while presenting a relatively small target profile. Exploiting this technique allows captains to turn a disadvantage into an advantage. Lobbing armor-piercing shells at bigger targets such as battleships can deal a surprising amount of damage in a short time | + | Like her sister ship, learning to use ''{{#var:ship_name}}''’s main battery guns to their fullest requires a bit of time and adaptation. The high shell arcs and long flight times at medium to long range give her both advantages and disadvantages that other Tier X cruisers lack. She is capable of sitting behind an island and using her high shell arcs to lob shells at distant targets from cover, or — more commonly — snuggle up to an island and point her bow at the enemy, while presenting a relatively small target profile. Exploiting this technique allows captains to turn a disadvantage into an advantage. Lobbing armor-piercing shells at bigger targets such as battleships can deal a surprising amount of damage in a short time. | |
''{{#var:ship_name}}'' possesses a stronger repair consumable than ''Des Moines'', functioning identical to that of British cruisers of Tiers VIII-X. When it comes to taking fire damage, ''{{#var:ship_name}}'' is functionally immune: her heal can repair up to four full duration fires (damage from the HE shells that triggered the fires not withstanding). While the enhanced repair gives her more flexibility and survivability in the event of positioning mistakes, captains should not be relying it to keep them alive in situations that ''Des Moines'' couldn't survive. | ''{{#var:ship_name}}'' possesses a stronger repair consumable than ''Des Moines'', functioning identical to that of British cruisers of Tiers VIII-X. When it comes to taking fire damage, ''{{#var:ship_name}}'' is functionally immune: her heal can repair up to four full duration fires (damage from the HE shells that triggered the fires not withstanding). While the enhanced repair gives her more flexibility and survivability in the event of positioning mistakes, captains should not be relying it to keep them alive in situations that ''Des Moines'' couldn't survive. | |||
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* An insane rate of fire for such heavy guns. | * An insane rate of fire for such heavy guns. | |||
* High shell arcs make firing over islands easier. | * High shell arcs make firing over islands easier. | |||
? | * AP SHS (super-heavy shells) | + | * AP SHS (super-heavy shells) can retain pen and with American heavy cruiser ricochet angles(60-67.5) and can tear up all targets, especially in close. | |
? | + | * A mediocre AA suite that turns solid when the Defensive AA Fire consumable is activated. | ||
? | * A | + | ||
* Contrary to the sidebar data on this page, ''{{#var:ship_name}}'s'' long-range AA artillery reaches out to 5.8km. | * Contrary to the sidebar data on this page, ''{{#var:ship_name}}'s'' long-range AA artillery reaches out to 5.8km. | |||
? | * 27mm of armor protects against 15-inch guns; citadel is protected by a thick 152mm belt and a 127mm transverse bulkhead. | + | * 27mm of armor protects against 15-inch guns, 30mm of midsection protects against 16-inch guns; citadel is protected by a thick 152mm belt and a 127mm transverse bulkhead. | |
* {{Specialized Repair Teams}} with up to '''48%''' of the health pool restored per charge (with the India Delta{{India Delta|Size=20px}} signal mounted). | * {{Specialized Repair Teams}} with up to '''48%''' of the health pool restored per charge (with the India Delta{{India Delta|Size=20px}} signal mounted). | |||
|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. --> | |||
* Short ranged main battery with a stock reach of 15.8km. | * Short ranged main battery with a stock reach of 15.8km. | |||
? | * High shell arcs make hitting targets at range | + | * High shell arcs make hitting targets at range tricksy. | |
* Slow turret rotation for a cruiser. | * Slow turret rotation for a cruiser. | |||
* No torpedoes. | * No torpedoes. | |||
? | * Citadel is above water and easy to hit when showing broadside, and all | + | * Citadel is above water and easy to hit when showing broadside, and all 431mm or larger guns can overmatch her armor, making her exceedingly vulnerable. | |
? | * Poor torpedo defense. | + | * Poor torpedo defense (7%). | |
+ | * Mediocre agility. | |||
* Surveillance Radar has a relatively short range (8.5 km). | * Surveillance Radar has a relatively short range (8.5 km). | |||
* No [[Ship:Upgrades#Unique_Upgrades_.28.22Legendary.22_Upgrades.29|Unique Upgrade]] (the first tier X ship without one). | * No [[Ship:Upgrades#Unique_Upgrades_.28.22Legendary.22_Upgrades.29|Unique Upgrade]] (the first tier X ship without one). | |||
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The primary build for ''{{#var:ship_name}}'' is for the role of gunship to take advantage of her great strength: her main battery firepower. She can be built for long range, usually coupled with an open-water emphasis. Or more usually, as a shorter-range area control fighter. | The primary build for ''{{#var:ship_name}}'' is for the role of gunship to take advantage of her great strength: her main battery firepower. She can be built for long range, usually coupled with an open-water emphasis. Or more usually, as a shorter-range area control fighter. | |||
? | Her strong AA suite supports a | + | Her strong AA suite supports a half decent anti-aircraft build, though this build is somewhat situational unless divisioning with an aircraft carrier. | |
|Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable --> | |Upgrades=<!-- write text about best upgrades below, add * after upgrade link to designate that another upgrade may be viable --> | |||
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* '''Slot 6''': {{Gun Fire Control System Modification 2}} | * '''Slot 6''': {{Gun Fire Control System Modification 2}} | |||
? | + | '''Slot 2''' could better used for {{Hydroacoustic Search Modification 1}}. | ||
? | ||||
The recommended upgrades for a '''Short Range Gunship''' build. This build somewhat supposes the heavy use of terrain. | The recommended upgrades for a '''Short Range Gunship''' build. This build somewhat supposes the heavy use of terrain. | |||
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* '''Slot 6''': {{Main Battery Modification 3}} | * '''Slot 6''': {{Main Battery Modification 3}} | |||
? | '''Slot 2''' – | + | '''Slot 2''' – ''{{#var:ship_name}}'s'' radar has shorter range than others, it is better to pick {{Hydroacoustic Search Modification 1}} here | |
? | '''Slot 3''' – For close-in work, where quick targeting can be critical, accuracy may be less important than the time to get the battery on target. Thus many captains may prefer {{Main Battery Modification 2}}, particularly since Main Battery Modification 3 in Slot 6 slows the turrets | + | '''Slot 3''' – For close-in work, where quick targeting can be critical, accuracy may be less important than the time to get the battery on target. Thus many captains may prefer {{Main Battery Modification 2}}, particularly since Main Battery Modification 3 in Slot 6 slows the turrets. | |
The recommended upgrades for a maximum '''Anti-aircraft''' build: | The recommended upgrades for a maximum '''Anti-aircraft''' build: | |||
* '''Slot 1''': {{Auxiliary Armaments Modification 1}} | * '''Slot 1''': {{Auxiliary Armaments Modification 1}} | |||
* '''Slot 2''': {{Defensive AA Fire Modification 1}} – Special Upgrade | * '''Slot 2''': {{Defensive AA Fire Modification 1}} – Special Upgrade | |||
? | * '''Slot 3''': {{AA Guns Modification 1}} | + | * '''Slot 3''': {{AA Guns Modification 1}} '''<nowiki>*</nowiki>''' | |
* '''Slot 5''': {{Concealment System Modification 1}} – 6.4km detection by air with all modifiers | * '''Slot 5''': {{Concealment System Modification 1}} – 6.4km detection by air with all modifiers | |||
* '''Slot 6''': {{Auxiliary Armaments Modification 2}} | * '''Slot 6''': {{Auxiliary Armaments Modification 2}} | |||
+ | ||||
+ | AA Guns Modification 1 for '''Slot 3''' lowers the priority sector prep time (cooldown) from 10 seconds to 8 seconds, so another choice in this slot is justifiable. | |||
|CommanderSkills=<!-- write text about best set of Commander Skills below --> | |CommanderSkills=<!-- write text about best set of Commander Skills below --> | |||
? | + | |||
{{Commander Skills 3 CR | {{Commander Skills 3 CR | |||
? | <!-- Ratings 1,2,3 are legit. Others are ignored.--> | + | <!-- Ratings 1,2,3 are legit. Others are ignored. 0 is a reminder that the skill is meaningless on this ship. --> | |
| rating11 = 3 <!-- Grease the Gears --> | | rating11 = 3 <!-- Grease the Gears --> | |||
| rating12 = 0 <!-- Swift Fish --> | | rating12 = 0 <!-- Swift Fish --> | |||
| rating13 = <!-- Consumables Specialist --> | | rating13 = <!-- Consumables Specialist --> | |||
? | | rating14 = | + | | rating14 = 3 <!-- Gun Feeder --> | |
? | | rating15 = | + | | rating15 = 1 <!-- Incoming Fire Alert --> | |
| rating16 = 1 <!-- Last Stand --> | | rating16 = 1 <!-- Last Stand --> | |||
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| rating23 = <!-- Consumables Enhancements --> | | rating23 = <!-- Consumables Enhancements --> | |||
| rating24 = 0 <!-- Eye in the Sky --> | | rating24 = 0 <!-- Eye in the Sky --> | |||
? | | rating25 = | + | | rating25 = 3 <!-- Priority Target --> | |
| rating26 = 2 <!-- Expert AA Marksman --> | | rating26 = 2 <!-- Expert AA Marksman --> | |||
? | | rating31 = | + | | rating31 = 2 <!-- Heavy HE and SAP Shells --> | |
| rating32 = 0 <!-- Enhanced Torpedo Explosive Charge --> | | rating32 = 0 <!-- Enhanced Torpedo Explosive Charge --> | |||
| rating33 = 3 <!-- Adrenaline Rush --> | | rating33 = 3 <!-- Adrenaline Rush --> | |||
| rating34 = 2 <!-- Heavy AP Shells --> | | rating34 = 2 <!-- Heavy AP Shells --> | |||
? | | rating35 = | + | | rating35 = 3 <!-- Superintendent --> | |
| rating36 = 1 <!-- Survivability Expert --> | | rating36 = 1 <!-- Survivability Expert --> | |||
? | | rating41 = | + | | rating41 = 3 <!-- Top Grade Gunner --> | |
? | | rating42 = | + | | rating42 = <!-- Outnumbered --> | |
| rating43 = <!-- Radio Location --> | | rating43 = <!-- Radio Location --> | |||
| rating44 = <!-- Inertial Fuse for HE Shells --> | | rating44 = <!-- Inertial Fuse for HE Shells --> | |||
? | | rating45 = | + | | rating45 = 3 <!-- Concealment Expert --> | |
| rating46 = 1 <!-- AA Gunner --> | | rating46 = 1 <!-- AA Gunner --> | |||
}} | }} | |||
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* '''Slot 4:''' {{Specialized Repair Teams}} | * '''Slot 4:''' {{Specialized Repair Teams}} | |||
? | In '''Slot 3''', choose | + | In '''Slot 3''', choose Hydroacoustic Search because it is simply better than the 8.5km radar that salem has. | |
|Camouflage=<!-- write text about useful camouflage below --> | |Camouflage=<!-- write text about useful camouflage below --> | |||
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:* [https://worldofwarships.com/en/news/general-news/naval-legends-uss-salem/ Naval Legends: USS Salem - News - World of Warships] | :* [https://worldofwarships.com/en/news/general-news/naval-legends-uss-salem/ Naval Legends: USS Salem - News - World of Warships] | |||
:* [https://www.youtube.com/watch?v=auoadbNz0dM Naval Legends: USS Salem - World of Warships Official Channel - YouTube] | :* [https://www.youtube.com/watch?v=auoadbNz0dM Naval Legends: USS Salem - World of Warships Official Channel - YouTube] | |||
? | + | <br /> | ||
+ | <div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div><h2>Ship Change Log</h2></div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div> | |||
+ | See [[Changelogs_for_World_of_Warships|here]] for links to Update notes. | |||
+ | *Available for testing by supertesters in the game starting from Update 0.6.14. | |||
+ | *Update 0.7.6: | |||
+ | **available for purchase in the Armory for 240,000 Coal. | |||
+ | *Update 0.8.11: | |||
+ | **the operating time of the Surveillance Radar consumable was increased from 25 to 40 s. | |||
+ | *Update 0.9.2: | |||
+ | **armor thickness changes: side armor increased from 27 mm to 30 mm. | |||
+ | *Update 0.9.5: | |||
+ | **small changes to geometry and textures. | |||
+ | *Update 0.9.10: | |||
+ | **the distribution of HP in the hull was slightly updated. | |||
+ | *Update 0.10.0: | |||
+ | **the firing range of the secondary battery was increased to 7.3 km. | |||
+ | *Update 0.10.3: | |||
+ | **the horizontal firing angles of the bow guns were fixed - now they are both 149 degrees. | |||
+ | </div></div></div> | |||
[[Category:Premium ships]] | [[Category:Premium ships]] | |||
}}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> | }}<!-- DO NOT DELETE THIS LINE. DO NOT INSERT ANYTHING BELOW THIS LINE --> |
Revision as of 19:35, 14 August 2021
203 mm/55 RF Mk.16 in a turret3 х 3 pcs. |
Rate of Fire10.91 shots/min. |
Reload Time5.5 sec. |
Rotation Speed6 deg./sec. |
180 Degree Turn Time30 sec. |
Firing Range15.83 km. |
Maximum Dispersion142 m. |
HE Shell203 mm HE/HC Mk25 |
Maximum HE Shell Damage2,800 |
Chance of Fire on Target Caused by HE Shell14 % |
Initial HE Shell Velocity823 m./s. |
HE Shell Weight118 kg. |
AP Shell203 mm AP Mk21 |
Maximum AP Shell Damage5,000 |
Initial AP Shell Velocity762 m./s. |
AP Shell Weight152 kg. |
127 mm/38 Mk.12 on a Mk.32 mount6 х 2 pcs. |
Firing Range7.3 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. |
76.2 mm/50 Mk.22 on a Mk.33 mount10 х 2 pcs. |
. . . Average Damage per Second208 |
. . . Firing Range3.99 km. |
76.2 mm/50 Mk.22 on a Mk.33 mount2 х 2 pcs. |
. . . Average Damage per Second41.6 |
. . . Firing Range3.99 km. |
Maximum Speed33 knot |
Turning Circle Radius770 m. |
Rudder Shift Time8.6 sec. |
Surface Detectability Range13.44 km. |
Air Detectability Range7.9 km. |
Salem — American special premium Tier X cruiser.
A Des Moines-class heavy cruiser. Her main battery mounts were equipped with an auto-loading mechanism, which provided her with the greatest firepower among ships of her type. The cruiser's advantages included advanced radar equipment, powerful AA artillery, and reliable horizontal armor protection.
Salem was first released for sale with Update 0.7.6 and is available exclusively via the Armory for Coal.
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 () | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Salem | 49,700 | 6 | 203 | 3 | 6 | 12/6 | 0 | 0 |
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 |
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Slot 6 |
Player Opinion
Performance
Warning. The data presented in the AA Defense sidebar section is incorrect.
The first non-tech tree Tier X ship[1] in the game, Salem plays much like her tech tree sister Des Moines, albeit with more survivability at the trade off of less utility. Captains familiar with the American heavy cruiser branch should adapt to Salem’s minor quirks fairly quickly.
The largest difference between the two comes in the form of consumable choices. Des Moines can choose between Surveillance Radar (with a 10.0 km range), Catapult Fighter , or Spotting Aircraft for her Slot 3 consumable, and equips the standard version of Repair Party ; Salem — who wasn't completed with her aircraft catapults installed — eschews aircraft entirely and has access to either Surveillance Radar (with a 8.5 km range) or Hydroacoustic Search in Slot 3, and equips a specialized repair teams consumable similar to those on Royal Navy cruisers. Most other vital statistics remain identical — or roughly comparable — between the two.
The primary trait of Salem is her absurd rate of fire for a heavy cruiser: each of her barrels loads a fresh 203mm round every 5.5 seconds. The speed at which she pummels enemy targets is a sight to behold, whether she is punishing an enemy destroyer caught by her radar, or pumping super-heavy American armor-piercing shells into the sides of enemy cruisers and battleships. Enemy aircraft carriers don't enjoy seeing a Salem on the other team either; her mediocre AA suite is only a touch worse than Des Moines’, as Salem here is rendered without her short-range 20mm Oerlikons. With mediocre handling characteristics and the utility offered by her consumables, Salem is an excellent support ship and a late-game terror. She serveswell as an anti-destroyer screening vessel; however, unlike Des Moines, Salem’s radar is not as useful in assisting in the destruction of enemy destroyers due to it's shorter range.
Like her sister ship, learning to use Salem’s main battery guns to their fullest requires a bit of time and adaptation. The high shell arcs and long flight times at medium to long range give her both advantages and disadvantages that other Tier X cruisers lack. She is capable of sitting behind an island and using her high shell arcs to lob shells at distant targets from cover, or — more commonly — snuggle up to an island and point her bow at the enemy, while presenting a relatively small target profile. Exploiting this technique allows captains to turn a disadvantage into an advantage. Lobbing armor-piercing shells at bigger targets such as battleships can deal a surprising amount of damage in a short time.
Salem possesses a stronger repair consumable than Des Moines, functioning identical to that of British cruisers of Tiers VIII-X. When it comes to taking fire damage, Salem is functionally immune: her heal can repair up to four full duration fires (damage from the HE shells that triggered the fires not withstanding). While the enhanced repair gives her more flexibility and survivability in the event of positioning mistakes, captains should not be relying it to keep them alive in situations that Des Moines couldn't survive.
Unlike most other Tier X cruisers, Salem cannot effectively fight as an anti-surface combatant in open water, and her slower shell speeds prevent her from faring well in ranged firefights. Instead, captains should focus on playing defensively during the initial stages of a game, and choose areas of the map that provide hard cover and allow them to fight enemies on their own terms at short and medium range. Despite lacking a torpedo armament, the closer Salem gets to a target, the more dangerous she becomes. It should not come as a surprise that if played right, Salem can dictate the early flow of a battle, then become more aggressive in the mid- and late-game stages, quickly mopping up the enemy team with her withering rate of fire. This isn't the only way to play Salem, of course, but it's a common one; captains should adjust their play style depending on the situation to give their team the best chance of winning. Knowing when to go defensive or aggressive is key to conning Salem to victory.Pros:
- An insane rate of fire for such heavy guns.
- High shell arcs make firing over islands easier.
- AP SHS (super-heavy shells) can retain pen and with American heavy cruiser ricochet angles(60-67.5) and can tear up all targets, especially in close.
- A mediocre AA suite that turns solid when the Defensive AA Fire consumable is activated.
- Contrary to the sidebar data on this page, Salem's long-range AA artillery reaches out to 5.8km.
- 27mm of armor protects against 15-inch guns, 30mm of midsection protects against 16-inch guns; citadel is protected by a thick 152mm belt and a 127mm transverse bulkhead.
- Specialized Repair Teams with up to 48% of the health pool restored per charge (with the India Delta signal mounted).
Cons:
- Short ranged main battery with a stock reach of 15.8km.
- High shell arcs make hitting targets at range tricksy.
- Slow turret rotation for a cruiser.
- No torpedoes.
- Citadel is above water and easy to hit when showing broadside, and all 431mm or larger guns can overmatch her armor, making her exceedingly vulnerable.
- Poor torpedo defense (7%).
- Mediocre agility.
- Surveillance Radar has a relatively short range (8.5 km).
- No Unique Upgrade (the first tier X ship without one).
Research
Optimal Configuration
The primary build for Salem is for the role of gunship to take advantage of her great strength: her main battery firepower. She can be built for long range, usually coupled with an open-water emphasis. Or more usually, as a shorter-range area control fighter.
Her strong AA suite supports a half decent anti-aircraft build, though this build is somewhat situational unless divisioning with an aircraft carrier.
Upgrades
The recommended upgrades for a Long Range Gunship build. The longer range makes open water play more viable.
- Slot 1: Main Armaments Modification 1
- Slot 2: Damage Control System Modification 1 *
- Slot 3: Aiming Systems Modification 1
- Slot 4: Steering Gears Modification 1 ; Propulsion Modification 1 is a viable alternative.
- Slot 5: Concealment System Modification 1 *
- Slot 6: Gun Fire Control System Modification 2
Slot 2 could better used for Hydroacoustic Search Modification 1 .
The recommended upgrades for a Short Range Gunship build. This build somewhat supposes the heavy use of terrain.
- Slot 1: Main Armaments Modification 1
- Slot 2: Damage Control System Modification 1 *
- Slot 3: Aiming Systems Modification 1 *
- Slot 4: Propulsion Modification 1
- Slot 5: Concealment System Modification 1
- Slot 6: Main Battery Modification 3
Slot 2 – Salem's radar has shorter range than others, it is better to pick Hydroacoustic Search Modification 1 here
Slot 3 – For close-in work, where quick targeting can be critical, accuracy may be less important than the time to get the battery on target. Thus many captains may prefer Main Battery Modification 2 , particularly since Main Battery Modification 3 in Slot 6 slows the turrets.
The recommended upgrades for a maximum Anti-aircraft build:
- Slot 1: Auxiliary Armaments Modification 1
- Slot 2: Defensive AA Fire Modification 1 – Special Upgrade
- Slot 3: AA Guns Modification 1 *
- Slot 5: Concealment System Modification 1 – 6.4km detection by air with all modifiers
- Slot 6: Auxiliary Armaments Modification 2
AA Guns Modification 1 for Slot 3 lowers the priority sector prep time (cooldown) from 10 seconds to 8 seconds, so another choice in this slot is justifiable.
Commander Skills
Consumables
Salem can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire
- Slot 3: Surveillance Radar or Hydroacoustic Search *
- Slot 4: Specialized Repair Teams
In Slot 3, choose Hydroacoustic Search because it is simply better than the 8.5km radar that salem has.
Camouflage
As a premium ship, Salem comes with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, increases the credits she earns, halves her service cost, and increases the amount of experience she earns.
Signals
Salem captains should mount standard signal flags to improve the ship's performance in battle. India Delta () and November Foxtrot () flags are highly recommended to improve the ship's survivability. Sierra Mike () is also recommended to increase the ship's top speed. India X-Ray () and Victor Lima () signal flags can be mounted to improve the ship's main battery. Lastly, economic and special signal flags to increase the ship's economic gains per battle.
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★ |
★ |
★★ |
|
★★ |
★ |
|
|
★★ |
★★★ |
★★ |
★★★ |
|
★ |
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery
Video
References
- ↑ The status of Salem has been clarified: she is a "Special" ship, like others that are available for resources rather than cash. Special ships do not have the credit earning bonuses of true premiums. In all other relevant ways, they are treated as premium ships.