South Carolina
Revision as of 19:58, 3 June 2018 | Revision as of 02:24, 9 August 2018 Streamlined descriptions and updated flags. | |||
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|Performance=<!-- write text about performance in battles below --> | |Performance=<!-- write text about performance in battles below --> | |||
? | The first battleship in the American tech tree, ''South Carolina'' is a fairly decent ship. For her tier, she has quite good armor and range, which prove to only be a problem when she faces higher tier ships. ''South Carolina'' is one of the first ships in the game to feature superfiring main turrets which allows for maximum firepower while | + | The first battleship in the American tech tree, ''South Carolina'' is a fairly decent ship. For her tier, she has quite good armor and range, which prove to only be a problem when she faces higher tier ships. ''South Carolina'' is one of the first ships in the game to feature superfiring main turrets which allows for maximum firepower while not showing the full broadside of the ship. She does have severe limitations, however, when it comes to her top speed — a pattern that is repeated with the succeeding [[Ship:Ships_of_U.S.A.|U.S.]] battleships until the Tier VIII ''[[North Carolina]]'' — and maintains a still painfully slow top speed of only 18 knots when fully upgraded. | |
Players who want to do well with her must utilize her strengths. She is not a long-range sniper; she is a brawler. Make sure that ''South Carolina'' is always headed towards the fight. Load AP shells and citadel cruisers and battleships at close range; turn away and kite once the enemy begins to give chase. Don't be afraid of destroyers; blast them with a broadside and turn away in anticipation of their torpedoes. Just like any other ship, it's generally best to remain with the fleet and always angle her armor from enemy battleships. | Players who want to do well with her must utilize her strengths. She is not a long-range sniper; she is a brawler. Make sure that ''South Carolina'' is always headed towards the fight. Load AP shells and citadel cruisers and battleships at close range; turn away and kite once the enemy begins to give chase. Don't be afraid of destroyers; blast them with a broadside and turn away in anticipation of their torpedoes. Just like any other ship, it's generally best to remain with the fleet and always angle her armor from enemy battleships. | |||
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* Good turning radius. | * Good turning radius. | |||
* Good accuracy and penetration against broadside cruisers and battleships. | * Good accuracy and penetration against broadside cruisers and battleships. | |||
? | * | + | * Longest range of all tier III battleships | |
|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. --> | |||
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* Poor secondary armament: extremely weak AA armament though unlikely to encounter aircraft at her tier, and ineffective 76.2mm secondary guns leave her vulnerable to destroyers. | * Poor secondary armament: extremely weak AA armament though unlikely to encounter aircraft at her tier, and ineffective 76.2mm secondary guns leave her vulnerable to destroyers. | |||
* Abysmally slow top speed: she can make only 15.8kts stock, and not much better upgraded, making her one of the slowest ships in the game. | * Abysmally slow top speed: she can make only 15.8kts stock, and not much better upgraded, making her one of the slowest ships in the game. | |||
? | * High detection range: worst detection radius of all Tier III battleships, but her range does mitigate this somewhat. | + | * High detection range: worst detection radius of all Tier III battleships, but her gun range does mitigate this somewhat. | |
* General sluggishness can be frustrating to new players who may be new battleships. | * General sluggishness can be frustrating to new players who may be new battleships. | |||
|Research=<!-- write text about priority sequence of research below --> | |Research=<!-- write text about priority sequence of research below --> | |||
? | + | Captains should first and foremost research Propulsion Mod. 2 to improve the abysmal top speed to something workable. | ||
? | + | Next captains should research Gun Fire Control System Mk3 Mod. 2 to improve the firing range of the ''South Carolina''. | ||
? | + | Finally, captains should research Hull B to obtain more hit points and some AA guns. Researching Hull B then allows captains to proceed to the ''[[Wyoming]]''. | ||
? | + | |||
? | The major hindrance to ''{{#var:ship_name}}''’s combat potential is her speed - having a top speed of only | + | The major hindrance to ''{{#var:ship_name}}''’s combat potential is her speed - having a top speed of only 15.8kts (18kts when upgraded) means that most ships — including ''[[St. Louis]]'' — can easily escape her firing range. Thus, attempting to position this ship correctly can prove very difficult. As such, the propulsion module upgrade is probably the most important to unlock and mount early on to be able to perform better. Although due to the low-tier nature of this ship, it is likely that players will fully upgrade the ship in only a few battles with decent performance. | |
|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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| Emergency Takeoff = | | Emergency Takeoff = | |||
| Basic Firing Training = 2 | | Basic Firing Training = 2 | |||
? | | Superintendent = | + | | Superintendent = 2 | |
| Demolition Expert = | | Demolition Expert = | |||
| Vigilance = 2 | | Vigilance = 2 | |||
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| Mike Yankee Soxisix = 1 | | Mike Yankee Soxisix = 1 | |||
| India X-Ray = 1 | | India X-Ray = 1 | |||
? | | Juliet Yankee Bissotwo = | + | | Juliet Yankee Bissotwo = 2 | |
| Victor Lima = 1 | | Victor Lima = 1 | |||
? | | Hotel Yankee = | + | | Hotel Yankee = 1 | |
| November Foxtrot = 3 | | November Foxtrot = 3 | |||
? | | Sierra Mike = | + | | Sierra Mike = 3 | |
| India Delta = 3 | | India Delta = 3 | |||
? | | Juliet Whiskey Unaone = | + | | Juliet Whiskey Unaone = | |
| India Yankee = 3 | | India Yankee = 3 | |||
| Juliet Charlie = 1 | | Juliet Charlie = 1 |
Revision as of 02:24, 9 August 2018
305 mm/45 Mk.5 in a turret4 х 2 pcs. |
Rate of Fire2 shots/min. |
Reload Time30 sec. |
Rotation Speed4 deg./sec. |
180 Degree Turn Time45 sec. |
Firing Range14.24 km. |
Maximum Dispersion202 m. |
HE Shell305 mm HE |
Maximum HE Shell Damage4,100 |
Chance of Fire on Target Caused by HE Shell20 % |
Initial HE Shell Velocity823 m./s. |
HE Shell Weight394.6 kg. |
AP Shell305 mm AP |
Maximum AP Shell Damage8,100 |
Initial AP Shell Velocity823 m./s. |
AP Shell Weight394.6 kg. |
76.2 mm/50 Mk.5 on a single mount22 х 1 pcs. |
Firing Range3.2 km. |
Rate of Fire10 shots/min. |
Reload Time6 sec. |
HE Shell76 mm HE |
Maximum HE Shell Damage1,100 |
Initial HE Shell Velocity823 m./s. |
Chance of Fire on Target Caused by HE Shell4 % |
Maximum Speed15.84 knot |
Turning Circle Radius480 m. |
Rudder Shift Time13.1 sec. |
Surface Detectability Range13.44 km. |
Air Detectability Range6 km. |
South Carolina — American Tier III battleship.
The first dreadnought in the U.S. Navy. Due to limited dimensions, the ship carried relatively weak armament and had a low speed. Battleships of her class were the first to receive superfiring turrets. This meant she could fire a full broadside with all main battery guns.
Modules
Compatible Upgrades
Slot 1 |
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---|---|---|---|---|
Slot 2 |
Player Opinion
Performance
The first battleship in the American tech tree, South Carolina is a fairly decent ship. For her tier, she has quite good armor and range, which prove to only be a problem when she faces higher tier ships. South Carolina is one of the first ships in the game to feature superfiring main turrets which allows for maximum firepower while not showing the full broadside of the ship. She does have severe limitations, however, when it comes to her top speed — a pattern that is repeated with the succeeding U.S. battleships until the Tier VIII North Carolina — and maintains a still painfully slow top speed of only 18 knots when fully upgraded.
Players who want to do well with her must utilize her strengths. She is not a long-range sniper; she is a brawler. Make sure that South Carolina is always headed towards the fight. Load AP shells and citadel cruisers and battleships at close range; turn away and kite once the enemy begins to give chase. Don't be afraid of destroyers; blast them with a broadside and turn away in anticipation of their torpedoes. Just like any other ship, it's generally best to remain with the fleet and always angle her armor from enemy battleships.Pros:
- Decent guns for tier: receives eight 305mm guns with best-in-tier range and better handling than some of her counterparts (such as Kawachi).
- Superfiring turrets: can train at least half her guns in any direction, and bring all eight guns to bear on most aspects for a broadside.
- Good armor for tier.
- Good turning radius.
- Good accuracy and penetration against broadside cruisers and battleships.
- Longest range of all tier III battleships
Cons:
- Struggles when up-tiered; Tier IV pack a heavier armament and are frequently faster.
- Poor secondary armament: extremely weak AA armament though unlikely to encounter aircraft at her tier, and ineffective 76.2mm secondary guns leave her vulnerable to destroyers.
- Abysmally slow top speed: she can make only 15.8kts stock, and not much better upgraded, making her one of the slowest ships in the game.
- High detection range: worst detection radius of all Tier III battleships, but her gun range does mitigate this somewhat.
- General sluggishness can be frustrating to new players who may be new battleships.
Research
Captains should first and foremost research Propulsion Mod. 2 to improve the abysmal top speed to something workable. Next captains should research Gun Fire Control System Mk3 Mod. 2 to improve the firing range of the South Carolina. Finally, captains should research Hull B to obtain more hit points and some AA guns. Researching Hull B then allows captains to proceed to the Wyoming.
Optimal Configuration
Upgrades
The recommended upgrades for South Carolina are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Damage Control System Modification 1 - to reduce chances of fire and flooding
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 |
Consumables
South Carolina can equip the following consumables:
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.
Signals
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★ |
★★ |
★★★ |
★ |
★ |
★ |
|
★ |
★ |
★★★ |
★★★ |
★★★ |
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
An enemy Clemson maneuvers to avoid South Carolina’s salvo.
Historical Info
Historical Gallery