The USN light cruisers basically require a 10 point captain to play, because their 152mm guns don't have enough penetration to deal much damage to battleships and some armored/heavy cruisers and you need the skill that adds 30% penetration to HE shells. Their HE is okay, not as good as IJN HE, but not as bad as german HE. Their shell arcs are very high and it's not easy to hit targets that are far away, but the arc enable you to shoot over some very high islands. At t8 and higher, they have very good AP shells, just like the UK cruisers, but even more penetration because they have 203mm guns. They are okay from t7 to t9, but the t6 ship is very bad. The USN heavy cruisers are not very good, with the exception of the Des Moines at t10. In general, USN cruisers have very good AA (with the t10 ships probably beeing the best AA ships in the game), but they rely a lot on positioning, because they aren't very tanky and they don't have heals or smokes like the UK cruisers.Īll USN cruisers at t8 to t10 get the radar consumable, which is considered the most powerful consumable in the game. a bit underwhelming up to t5, but not bad per se. t6 is alright, and from t7 to t10, they are beasts.ĪA is very good, but they can't use the Defensive Fire consumable to make it even better. t4 is manageable, but you'll want to skip t5 badly. But they do have bad ships in their line: The t4 and t5 UK cruisers are terrible. You can kill some destoryers in almost one hit with that. Yes, they can fire only AP, but that AP has really good bouncing angles, very short fuse times (so you won't overpen destroyers like other cruisers) and an incredible high damage per minute. You can almost descripe their health pools with a binary system - either healthy or almost dead.īut don't let that fool you, they can protect themselves with smoke screens (care for torpedos in there!) to prevent enemies from deleting you, and they have very good torpedos to protect themselves from battleships pushing into the smoke.īut the best part of the UK cruisers are the guns. To compansate for that, they can "heal" (repair the HP, hull points) very early in the line, and their heals on t8 to t10 are massive. AA is quite good.īasically destroyers armor but with citadels - don't get hit by battleships, they will destroy you easily. They can be launched at good angles, but the range is very limited. They are also quite tanky at t9 and t10, and all german cruisers have the best hydro in the game. In general, german cruisers have very bad HE shells with extremly good penetration (they can penetrate thicker armor plates, but deal less damage and start less fires than other cruisers), and very good AP shells with extremly poor penetration (bounces easily, but the damage you can pump out is almost on battleship levels if you catch a broadside). Their first decent ship after t3 sits at t9. KM cruisers have a lot of bad ships in their line, from t4 to t8. Their torpedos are also very good, arguably the best torpedos amongst cruisers, although you have to show a lot of broadside to throw them, which can be punished by AP (AP deals severe damage on broadsides, so people often call good AP salvos "punishment for showing too much side"). But their reload speed is very low, so you have to rely on hitting well. Very punishing AP (since most of them have 203mm guns, paired with a good shell arc), very good HE (the highest HE damage per salvo amongst cruisers). Pretty much all cruisers are "playable", there is no ship where you feel that you have to skip it, althoug the Aoba is kinda bad. IJN cruisers are pretty solid overall, but battleships can punish you hard.
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