![]() ![]() But when you get in the right position and are just spamming away it's a lot of fun.Ītlanta REALLY stands out in Operation Narai. Positioning is key, islands are you friend. It's a hard ship to get right, you will die a lot. But there is no way of making that ship tanky. Scary DPM if you can handle the catapults she has for guns. You mention you prefer DPM over survivability, that's good because Atlanta takes that to the extreme. Turrets turn fast enough you shouldn't need IFHE. I honestly forget if there's a BFT equivalent now in the cruiser tree, but if there is you can grab it. Superintendent if you want more radar, you could go with the extra consumable duration if you want longer radar. That's 14, the remaining 7 points are pretty up to you. You need IFHE to remotely penetrate anything meaningful with Atlanta. Whatever you want for T1 (I'd lean toward PM but up to you), then PT at T2. And it's still fun.īuild-wise pretty straightforward. So ATL isn't as good as she was, but to be fair Atlanta was never a ship you played if you wanted to win, it has always been a ship you play for fun. However in Atlanta's case this was rectified by straight buffing her range. Then the commander rework further shafted non-standard cruisers by removing access to captain skills for other ships. The Atlanta's current problem isn't her AA, it's the HE penetration, WG reworked IFHE a while back and with it armor thickness, and the main result was non-standard cruisers (like Atlanta) got the short end of the HE pen stick. ![]()
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