South Carolina
Revision as of 00:02, 27 March 2020 references to Wikipedia for ship and class | Revision as of 20:03, 30 November 2020 Add test Commander Skills 3 matrix | |||
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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. --> | |||
? | 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 | + | 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 super-firing turrets. This meant she could fire a full broadside with all main battery guns. | |
+ | <!-- <br><br>{{Model3DViewer|4820a1f20b024bcaa535f55421266b8d}}--> | |||
|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 | + | 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 super-firing 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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* Best main battery range of all Tier 3 battleships | * Best main battery range of all Tier 3 battleships | |||
* Good accuracy for tier/class | * Good accuracy for tier/class | |||
? | * The only Tier 3 battleship with | + | * The only Tier 3 battleship with super-firing turrets | |
* Very tight turn radius and quick rudder shift | * Very tight turn radius and quick rudder shift | |||
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| rating44 = 0 <!-- Sight Stabilization --> | | rating44 = 0 <!-- Sight Stabilization --> | |||
| rating45 = 2 <!-- Advanced Firing Training --> | | rating45 = 2 <!-- Advanced Firing Training --> | |||
? | | rating46 = | + | | rating46 = <!-- Massive AA Fire --> | |
| rating47 = <!-- Radio Position Finding --> | | rating47 = <!-- Radio Position Finding --> | |||
| rating48 = 3 <!-- Concealment Expert --> | | rating48 = 3 <!-- Concealment Expert --> | |||
+ | }} | |||
+ | ||||
+ | {{block|!!|content=The following Commander Skills table reflects the [https://blog.worldofwarships.com/blog/70 proposed changes] to skills, placed here for tests. This is very much a [[File:WIP3_01.png|200px]]}} | |||
+ | ||||
+ | {{Commander Skills 3 BB | |||
+ | | rating11 = 0 <!-- Loader --> | |||
+ | | rating12 = 1 <!-- Pyrotechnist --> | |||
+ | | rating13 = 2 <!-- Consumables Specialist --> | |||
+ | | rating14 = 3 <!-- Emergency Repair Specialist --> | |||
+ | | rating15 = <!-- Alarming --> | |||
+ | | rating16 = <!-- Maintenance Specialist --> | |||
+ | ||||
+ | | rating21 = <!-- Gunner --> | |||
+ | | rating22 = <!-- Threshing --> | |||
+ | | rating23 = <!-- Consumables Expert --> | |||
+ | | rating24 = <!-- Argus-Eyed --> | |||
+ | | rating25 = <!-- AA Gunner --> | |||
+ | | rating26 = <!-- Vigilance --> | |||
+ | ||||
+ | | rating31 = <!-- Armor-Piercing --> | |||
+ | | rating32 = <!-- Secondary Armament Ballistician --> | |||
+ | | rating33 = <!-- Adrenaline Rush --> | |||
+ | | rating34 = <!-- Survivability Expert --> | |||
+ | | rating35 = <!-- AA Gunners Training Expert --> | |||
+ | | rating36 = <!-- Steady --> | |||
+ | ||||
+ | | rating41 = <!-- Marksman --> | |||
+ | | rating42 = <!-- Secondary Armament Expert --> | |||
+ | | rating43 = <!-- Straight-A Artillerist --> | |||
+ | | rating44 = <!-- Emergency Repair Expert --> | |||
+ | | rating45 = <!-- Concealment Expert --> | |||
+ | | rating46 = <!-- Fire Prevention Expert --> | |||
}} | }} | |||
|Consumables=<!-- write text about selection of Consumables below --> | |Consumables=<!-- write text about selection of Consumables below --> | |||
? | ''{{#var:ship_name}}'' | + | ''{{#var:ship_name}}'' equips the following consumables: | |
* {{Damage Control Party}} | * {{Damage Control Party}} | |||
* {{Repair Party}} | * {{Repair Party}} |
Revision as of 20:03, 30 November 2020
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 super-firing turrets. This meant she could fire a full broadside with all main battery guns.
Modules
Compatible Upgrades
Slot 1 |
||||
---|---|---|---|---|
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 super-firing 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:
- Best main battery range of all Tier 3 battleships
- Good accuracy for tier/class
- The only Tier 3 battleship with super-firing turrets
- Very tight turn radius and quick rudder shift
Cons:
- Abysmal top speed of only 18 knots, even worse before upgrading the engine
- Worst concealment in tier/class
- Virtually useless AA defenses, like most low tier battleships
- Small hitpoint pool - smaller than St. Louis!
Research
Captains should first and foremost research Propulsion Modification 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. Finally, captains should research Hull B to obtain more hit points and some AA guns. Researching Hull B then allows captains to proceed to Wyoming.
The major hindrance to South Carolina'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.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 | ||||||||
---|---|---|---|---|---|---|---|---|
Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★★ |
★ |
★ |
Χ |
Χ |
Χ |
★ |
Χ |
2 |
★★ |
★★ |
★★★ |
Χ |
Χ |
Χ |
★★★ |
|
3 |
★★★ |
★ |
Χ |
Χ |
★★ |
★★ |
|
★★ |
4 |
|
★★★ |
|
Χ |
★★ |
|
|
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
The following Commander Skills table reflects the proposed changes to skills, placed here for tests. This is very much a
Recommended Commander Skills | ||||||
---|---|---|---|---|---|---|
Cost (points) |
Attack | Defense | ||||
1 |
|
★ |
★★ |
★★★ |
|
|
2 |
|
|
|
|
|
|
3 |
|
|
|
|
|
|
4 |
|
|
|
|
|
|
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
South Carolina equips 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.