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 |Anno=<!-- you can write below short description for the ship. it will replace default once. --> |Anno=<!-- you can write below short description for the ship. it will replace default once. -->
?One of the first versions of a U.S. Navy light cruiser with a dual-purpose 152 mm artillery as the main battery. Further development of the project led to the creation of ''[[Worcester]]''-class cruisers.<br><br>{{Model3DViewer|d5f191accebe4c24b6645f0366111073}}+One of the first versions of a U.S. Navy light cruiser with a dual-purpose 152 mm artillery as the main battery. Further development of the project led to the creation of ''[[Worcester]]''-class cruisers.<!-- <br><br>{{Model3DViewer|d5f191accebe4c24b6645f0366111073}}-->
  
 |Performance=<!-- write text about performance in battles below --> |Performance=<!-- write text about performance in battles below -->
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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. -->
?* Very lightly armored; same armor for her belt, superstructure, and turrets as ''Cleveland'' but her citadel and turret barbettes are much less armored in comparison.+* Very lightly armored; same armor for her belt, superstructure, and turrets as ''Cleveland'', but her citadel and turret barbettes are much less armored in comparison.
 * Larger citadel than her predecessor; can easily be taken out by other fast firing cruisers such as ''[[Neptune]]'' in close ranges. * Larger citadel than her predecessor; can easily be taken out by other fast firing cruisers such as ''[[Neptune]]'' in close ranges.
 +* Just enough citadel armor that armor-piercing bombs will cause citadels.
 * Slow shell travel time. * Slow shell travel time.
 * Bad gun firing angles. * Bad gun firing angles.
 +* No secondary guns.
  
 |Research=<!-- write text about priority sequence of research below --> |Research=<!-- write text about priority sequence of research below -->
 Availability of researchable upgrades for ''{{#var:ship_name}}'' are as follows:  Availability of researchable upgrades for ''{{#var:ship_name}}'' are as follows:
 * '''Hull:''' Upgrade to Hull (B) for more health, better anti-air, and faster rudder shift. Research of this module unlocks progression to ''[[Worcester]]''.  * '''Hull:''' Upgrade to Hull (B) for more health, better anti-air, and faster rudder shift. Research of this module unlocks progression to ''[[Worcester]]''.
?* '''Gun Fire Control System:''' Upgrade to Mk9 mod. 2 for an extra 10% range on the main battery. +* '''Gun Fire Control System:''' Optional Upgrade to Mk9 mod. 2 for an extra 10% range on the main battery (Detection management can be a little easier when sticking to 14.3km, and the range loss is justifiable by questionable accuracy past 14km).
  
 |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)--> |OptimalConfiguration=<!-- write some general text about selection of optimal configuration below (optional)-->
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 The recommended upgrades for ''{{#var:ship_name}}'' are as follows: The recommended upgrades for ''{{#var:ship_name}}'' are as follows:
 * '''Slot 1''': {{Main Armaments Modification 1}} keeps the guns active and firing. * '''Slot 1''': {{Main Armaments Modification 1}} keeps the guns active and firing.
?* '''Slot 2''': {{Steering Gears Modification 1}} reduces the chances of having to repair the rudder.+* '''Slot 2''': {{Engine Room Protection}} reduces the chances of having to repair the rudder or engine.
?* '''Slot 3''': {{AA Guns Modification 2}} to extend the effective anti-air range.+* '''Slot 3''': {{Aiming Systems Modification 1}} improves main battery dispersion.
 * '''Slot 4''': {{Propulsion Modification 2}} for better acceleration as the ship already has good enough rudder shift time. * '''Slot 4''': {{Propulsion Modification 2}} for better acceleration as the ship already has good enough rudder shift time.
 * '''Slot 5''': {{Concealment System Modification 1}} to lower detection radius. * '''Slot 5''': {{Concealment System Modification 1}} to lower detection radius.
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 Key skills for ''{{#var:ship_name}}'' commanders include [[Ship:Commander#Jack_of_All_Trades|Jack of All Trades]], [[Ship:Commander#Superintendent|Superintendent]], and [[Ship:Commander#Concealment_Expert|Concealment Expert]].  Key skills for ''{{#var:ship_name}}'' commanders include [[Ship:Commander#Jack_of_All_Trades|Jack of All Trades]], [[Ship:Commander#Superintendent|Superintendent]], and [[Ship:Commander#Concealment_Expert|Concealment Expert]].
  
?{{Commander Skills+{{Commander Skills 2
?| Priority Target = 3+<!-- This version enables a '0' rating. Use it for skills that have no effect (e.g. Improved Engines on a non-CV) or are detrimental to the ship. They should mirror what appears in the game client. -->
?| Preventative Maintenance = 2+| rating11 = 2 <!-- Priority Target -->
?| Expert Loader = +| rating12 = 3 <!-- Preventive Maint -->
?| Aircraft Servicing Expert = +| rating13 = <!-- Expert Loader -->
?| Direction Center for Catapult Aircraft = +| rating14 = 0 <!-- Air Supremacy -->
?| Dogfighting Expert = +| rating15 = <!-- Direction Center for Fighters -->
?| Incoming Fire Alert = 1+| rating16 = 0 <!-- Improved Engine Boost -->
?| Evasive Maneuver = +| rating17 = 1 <!-- Incoming Fire Alert -->
 +| rating18 = 0 <!-- Last Gasp -->
  
?| High Alert = 2+| rating21 = 2 <!-- High Alert -->
?| Jack of All Trades = 3+| rating22 = 3 <!-- Jack of All Trades -->
?| Expert Marksman = 2+| rating23 = 2 <!-- Expert Marksman -->
?| Torpedo Acceleration = +| rating24 = 0 <!-- Torpedo Acceleration -->
?| Smoke Screen Expert = +| rating25 = 0 <!-- Smoke Screen Expert -->
?| Expert Rear Gunner = +| rating26 = 0 <!-- Improved Engines -->
?| Adrenaline Rush = 3+| rating27 = 3 <!-- Adrenaline Rush -->
?| Last Stand = 1+| rating28 = 1 <!-- Last Stand -->
  
?| Basics of Survivability = +| rating31 = <!-- Basics of Survivability -->
?| Survivability Expert = 2+| rating32 = 1 <!-- Survivability Expert-->
?| Torpedo Armament Expertise = +| rating33 = 0 <!-- Torpedo Armament Expertise-->
?| Emergency Takeoff = +| rating34 = 0 <!-- Aircraft Armor -->
?| Basic Firing Training = 2+| rating35 = 2 <!-- Basic Firing Training -->
?| Superintendent = 3+| rating36 = 3 <!-- Superintendent -->
?| Demolition Expert = 2+| rating37 = 2 <!-- Demolition Expert -->
?| Vigilance = 1+| rating38 = 1 <!-- Vigilance -->
  
?| Manual Fire Control for Secondary Armament = +| rating41 = <!-- Manual Fire Control for Secondary Armament -->
?| Fire Prevention = +| rating42 = <!-- Fire Prevention -->
?| Inertia Fuse for HE Shells = 3+| rating43 = 2 <!-- Inertia Fuse for HE Shells -->
?| Air Supremacy = +| rating44 = 0 <!-- Sight Stabilization -->
?| Advanced Firing Training = 2+| rating45 = 2 <!-- Advanced Firing Training -->
?| Manual Fire Control for AA Armament = 2+| rating46 = <!-- Massive AA Fire -->
?| Radio Position Finding = +| rating47 = <!-- Radio Position Finding -->
?| Concealment Expert = 3+| rating48 = 3 <!-- Concealment Expert -->
 }} }}
  
 |Consumables=<!-- write text about selection of Consumables below --> |Consumables=<!-- write text about selection of Consumables below -->
?''{{#var:ship_name}}'' can equip the following consumables:+''{{#var:ship_name}}'' equips the following consumables:
 * '''Slot 1:''' {{Damage Control Party}} * '''Slot 1:''' {{Damage Control Party}}
 * '''Slot 2:''' {{Defensive AA Fire}} * '''Slot 2:''' {{Defensive AA Fire}}
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 |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.+[[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 detectability range.
  
 Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type 19 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns. Players who wish to spend doubloons can equip ''{{#var:ship_name}}'' with [[Ship:Camouflage#Permanent_Camouflage|Type 19 camouflage]] that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.

Revision as of 02:50, 4 August 2020

Seattle
Seattle_wows_main.jpg
Cruiser | U.S.A. | Tier IX
Tech Tree Position
Cleveland
Arrow_down.png
Seattle_icon_small.png
Arrow_down.png
Worcester
stock
 top
General
Research price169000 exp
Purchase price14,100,000 Credits
Hit Points41,800 
Main Battery
152 mm/47 DP Mk.17 in a turret4 х 3 pcs.
Rate of Fire9.23 shots/min.
Reload Time6.5 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time22.5 sec.
Firing Range14.28 km.
Maximum Dispersion141 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.
AA Defense
152 mm/47 DP Mk.17 in a turret4 х 3 pcs.
. . . Average Damage per Second90 
. . . Firing Rangekm.
152 mm/47 DP Mk.17 in a turret4 х 3 pcs.
. . . Average Damage per Second90 
. . . Firing Rangekm.
40 mm/56 Bofors on a Mk.1 mount12 х 2 pcs.
. . . Average Damage per Second135.6 
. . . Firing Range3.51 km.
20 mm Oerlikon on a Mk.4 mount18 х 1 pcs.
. . . Average Damage per Second64.8 
. . . Firing Range2.01 km.
Maneuverability
Maximum Speed33 knot
Turning Circle Radius750 m.
Rudder Shift Time12.1 sec.
Concealment
Surface Detectability Range11.87 km.
Air Detectability Range8.52 km.
Battle Levels
12345678910
Wows_anno_flag_usa.png
IX
Ship_PASC209_Seattle.png
14,100,000

Seattle — American Tier IX cruiser.

One of the first versions of a U.S. Navy light cruiser with a dual-purpose 152 mm artillery as the main battery. Further development of the project led to the creation of Worcester-class cruisers.

Modules

Main Battery Guns Rate of Fire
(shots/min)
180° Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
152 mm/47 DP Mk.17 in a turret9.222.51412,200123,200 01,050,000
Hull 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
(Credits)
Seattle (A)41,80013178418/12/4 01,440,000
Seattle (B)43,60013178424 36,5002,820,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk9 mod. 10 0975,000
Mk9 mod. 20 28,0002,200,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 125,000 hp33 0915,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Spotting Aircraft Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Defensive AA Fire Modification 1
Hydroacoustic Search Modification 1
Surveillance Radar Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Airstrike Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1
 Slot 6 
Main Battery Modification 3
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

Player Opinion

Performance

Some aspects of Tier IX's Seattle will feel like a downgrade for players who took the time to play through Cleveland at Tier VIII. Seattle is notably longer and bulkier, trading Cleveland’s compact hull and svelte handling for a hull form and layout that has much more in common with her heavy cruiser counterpart Buffalo. Indeed, if placed side-by-side with Buffalo, captains will notice many similarities (such as her amidships aircraft catapults) and a couple of glaring changes.

One of the most notable differences between Cleveland and Seattle is the loss of the former's 5"/38 dual-purpose secondary turrets. These venerable guns — found in a myriad of places across American ships of all classes — that comprised the long-range anti-aircraft battery at Tier VIII have been replaced by Seattle’s 152mm/47 Mark 17 dual-purpose main battery at Tier IX. It's an awkward trade, but it ends up working out slightly in Seattle’s favor, as her outer AA bubble picks up an extra kilometer of range while the DPS is basically a wash. Seattle’s mid-range AA bubble is notably more powerful, though, as she packs a dozen quad 40mm Bofors mounts; her AA DPS at mid-range is 50% higher than that of Cleveland.

Seattle’s main battery guns themselves are also something of a mixed bag. The ship can equip Main Battery Modification 3 : -12% main battery loading time. / -13% main battery traverse speed. and lower her reload time to 5.7 seconds, but the traverse speed of her turrets is already slower than that of Cleveland and the aforementioned upgrade makes it even worse. Captains who invest in the Expert Marksman skill can recoup most of this lost traverse speed, but will still find themselves frustrated with how slow her turrets move for a light cruiser. The shell performance of Seattle’s guns remains identical to the American light cruisers before and after her, and she retains the lightly armored citadel of her light cruiser brethren. Seattle’s armor belt — such as it is — is longer than that of Cleveland and extends across more of her waterline, but tops out at 102mm (25mm thinner than that of her predecessor). She is decidedly less well-protected.

From a handling perspective, Seattle both an improvement and a downgrade from Cleveland. She's faster by about a half-knot, but responds to her rudder slower and has a notably larger turning circle. Captains who have grown accustomed to navigating the tight confines of certain maps with Cleveland are advised to spend some time learning how Seattle handles prior to attempting the same kinds of maneuvers. Like all other Tier IX cruisers, she gains access to the Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable, which greatly increases her longevity in the hands of a heads-up captain.

Appraised of all these nuanced differences, captains are advised to treat Seattle as a slightly larger, slower handling, and harder-to-conceal Cleveland. Most of the tactics and strategy used to work through Cleveland will still apply to Seattle; maximize use of them and move on towards Worcester.

Pros:

  • Decent health pool.
  • Same decent range as Cleveland.
  • Decently fast turret traverse, though slower than Cleveland’s.
  • Fast firing guns.
  • Good anti-aircraft capabilities.
  • Good maneuverability: decent acceleration, speed, turning radius, and good rudder shift time.

Cons:

  • Very lightly armored; same armor for her belt, superstructure, and turrets as Cleveland, but her citadel and turret barbettes are much less armored in comparison.
  • Larger citadel than her predecessor; can easily be taken out by other fast firing cruisers such as Neptune in close ranges.
  • Just enough citadel armor that armor-piercing bombs will cause citadels.
  • Slow shell travel time.
  • Bad gun firing angles.
  • No secondary guns.

Research

Availability of researchable upgrades for Seattle are as follows:

  • Hull: Upgrade to Hull (B) for more health, better anti-air, and faster rudder shift. Research of this module unlocks progression to Worcester.
  • Gun Fire Control System: Optional Upgrade to Mk9 mod. 2 for an extra 10% range on the main battery (Detection management can be a little easier when sticking to 14.3km, and the range loss is justifiable by questionable accuracy past 14km).

Optimal Configuration

Upgrades

The recommended upgrades for Seattle are as follows:

Commander Skills

Key skills for Seattle commanders include Jack of All Trades, Superintendent, and Concealment Expert.

Consumables

Seattle equips the following consumables:

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectability range.

Players who wish to spend doubloons can equip Seattle with Type 19 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.

Signals

Note: Use of the Juliet Charlie signal makes detonation impossible.

Gallery



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Pan-Asia  I Chengan • III Ning HaiDoubloons • V Chungking • VI Rahmat • VI HuangheDoubloons • VII Chumphon • VIII Harbin • VIII IrianDoubloons • VIII WukongDoubloons • IX Sejong • IX DalianDoubloons • IX MengchongDoubloons • IX TianjinDoubloons • X Jinan 
Spain  I Júpiter • II Méndez Núñez • III Navarra • IV Almirante Cervera • V Galicia • VI Baleares • VI CanariasDoubloons • VII Asturias • VIII Cataluña • VIII NumanciaDoubloons • IX Andalucía • X Castilla 
Europe  I Gryf • VI ElliDoubloons 
Netherlands  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven ProvinciënDoubloons • IX Johan de Witt • IX Van SpeijkDoubloons • X Gouden Leeuw • X Prins van Oranje 
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V GenovaDoubloons • VI Trento • VI Duca d'AostaDoubloons • VII Zara • VII Duca degli AbruzziDoubloons • VII Francesco FerruccioDoubloons • VII GoriziaDoubloons • VIII Amalfi • IX Brindisi • IX MichelangeloDoubloons • X Venezia • X NapoliDoubloons • X Napoli BDoubloons •  Piemonte 
Commonwealth  I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Delhi • VI Hobart • VI PerthDoubloons • VI MysoreDoubloons • VII Uganda • VIII Auckland • IX Encounter • IX HectorDoubloons • X Cerberus • X BrisbaneDoubloons 
Pan-America  I Hércules • II Almirante Barroso • II Almirante AbreuDoubloons • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de JulioDoubloons • VIII Ignacio Allende • VIII Almirante GrauDoubloons • IX Santander • X San Martín