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  • Portland VS New Orleans

    08. 31. 2011 13:14


junkers101
In all honesty I dont see the diference between the port and the orleans.  ive herd that the new orleans is faster although i dont see how, but is the orleans really worth the extra lvl?
thx and lets keep it to these ships only please

 

  • Re : Portland VS New Orleans

    08. 31. 2011 13:31


KingCong
If you are looking in the shipyard or this website, the numbers arent very clear. I has to do with the available displacement on each of these ships.

Basically the NO is lighter meaning it is faster when empty and also means it can carry more armor.

NO is indeed worth the extra lvl. And that extra lvl is 1 fewer lvl until your next ship. 12 lvls to neveda is quite the pain.

  • Re : Portland VS New Orleans

    08. 31. 2011 18:43


Platapus
From LK's guide in old data:


The New Orleans holds the reputation as the only US CA that can be armor whored.
For those of you who don't know what that means, it means mounting so much deck
armor that it can completely stop shells of the same caliber that it fires. It competes
with the Baltimore as the best US CA, and the debate between the two continues to
this day.

Originally, getting the New Orleans was considered a true test of patience, since
players had to go through the Northampton, which was once one of the worst CAs in
the game, and pass up on getting the Portland, which came two levels earlier.
Nowadays it's not as hard since the Northampton isn't so crappy anymore, but
nonetheless it's still a good reward at the end of a long grind. While the OpenNF patch
has closed the gap slightly between the Portland and the New Orleans, the New Orleans is
still a very flexible ship.

Like the Portland, you should play the New Orleans like an actual CA: use line tactics,
engage your targets at range, and back off when you know you can't handle the
enemy. Most players prefer to mount the Mark 13 L's, but you can also mount the Mark
14 L's with 3 binds of ammo. Beginner and advanced players alike prefer the Mark 13
L's because there's no risk of an ammo shortage, though players that like to play
more slowly and make their shots count can choose the Mark 14 L's. However, this
should only be attempted if your gunners are good enough to minimize your spread.

The engine choice on the New Orleans is a bit more complicated. You can actually
mount a CV II Engine on it to speed whore, but the displacement that it takes up
limits how much armor you can mount. Conversely, you can mount a DD III Engine,
which slows you down to a crawl but allows you to mount more armor. In general, you
should pick the CA III Engine, which is more balanced and suited for CAs. The New
Orleans is similar to the Cleveland in that it can be equipped in various ways, so you
can choose to speed whore, or armor whore, it's up to you.

Now, the kicker. The New Orleans has a low HE defense rating, lower than any other
CA. This means that with the proper engine and gun setup, plus a light enough crew,
you have lots and lots of room for armor, and this time you can make it count. The New
Orleans can mount up to 5" of deck armor, even more, which is enough to stop 8"
shells! While this means that you need lots of money and will run slow as a tub, it's
also well worth it if you force your opponent to switch to AP rounds in order to damage
you. If you don't have enough room to mount that much deck armor (heavy crews,
wrong engine setup, using the Mark 14L's), then it's best to just speed whore it and
play it like a Northampton. The problem, however, is that because you're putting so
much displacement into deck armor, you'll have very little space for other armor,
namely bulge, which makes you very vulnerable to torpedoes from ships and bombers.

Unfortunately, the New Orleans, like the Portland, keeps the same amount of space on
its T mounts as the Northampton, so mounting AA weapons is out of the question. Like
the Northampton, you should use the T slots to level sailors, as they'll be useless
otherwise. This can be a huge pain for those who like to use AA guns, as you won't be
able to do anything about circling scouts or approaching bombers. This actually
compounds your weakness to torpedoes, since torpedo bombers can approach you
without fear of being shot down.

Like the Northampton and the Portland, the New Orleans can launch scouts. As before,
use the scouts to spot your own fire, and look for the enemy. Remember to be careful
with them though, since you will actually need them, and they'll otherwise be shot
down quite easily, leaving you blind.

  • Re : Portland VS New Orleans

    08. 31. 2011 18:52


aingeal
Simply also:

Portland is a lesser baltimore. Whatever Portland can do, balti do better.

Portland remains a great ship, but if you are going both lines, its kinda not worth it.

NO on the other hands offer difference. It offer lots of speeds or AW potential.

While it cannot handle the 3x8" mk14" Ls well, it handles the Ns. They have about the same range as mk13 Ls, but more punch.

You'll have less range than portland and balti, but your 50+ knot out of the box OH speed with the CV engine will make it quite a dangerous opponent, able to close in that lesser range in seconds, or stay out of the range of lesser ranged ship as long as it wish.

  • Re : Portland VS New Orleans

    08. 31. 2011 23:09


jotabe
with this 2 you can go for NO in a BB BO, and Portland in a CV BO... so don't mind which one u choose, you can allways test the other one...

in my opinion NO is best, AW it's not my style, and also it's not US style... you should SH, and if your gunners are good enough to handle the 8 Mk 14L you will be having lots of fun. Besides the extra room avaiable and the fact that NO cames at lvl 45 will let u lvl crew up to lvl 55 (60 if you find the ship suited for your play)

Portland its a good CA, and a nice choice if you want to leave Northampton's Nightmare behind right now, but in the end Portland its a boosted Northampton, and New Orleans offers a little more variated setups

in the end, no matter if you choose Portland or New Orleans, the real fun will begin when your gunners reach the cap (they need arround 1600 of accuracy with 100 vets and full experts)

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