CONNECTICUT

Country
United States of America (USA)

Class
Battleship

MMweight
8.8

Obtain Method
Tech Tree

Arena rating

PVP rating

Connecticut is basically what South Dakota would look like if it was given 4×3 (twelve) guns instead of nine. Naturally, Connecticut’s hull is longer to incorporate more guns. It’s still shorter than Montana, though. Unlike Montana which is using MK 7 guns, Connecticut uses MK 6 guns (the same as South Dakota).

Connecticut’s guns have good penetration and good damage. Its raw damage is among the highest in its tier. Even against bowtanking battleships, shells that hit the superstructure can still inflict a lot of damage. The accuracy is also decent. At short range it can be very accurate and the shell spread is more circular, which makes it superior to Nakhimov. The main downside is slow AP shell velocity. The AP shell velocity is only 701 m/s, which makes aiming at more than 13 km range incredibly difficult for new players. On the other hand, Connecticut’s HE performance is very good, and the HE has decent shell velocity. When fighting distant targets, HE is usually a better option because of easier aim. Interestingly, Connecticut has good firing angle unlike most American battleships.

Connecticut’s side armor is the same as South Dakota, which makes its armor one of the weakest in its tier. The speed is a bit slow (28 knots) and it has bad maneuverability. It’s also pretty big. Going into brawl (joust) is not recommended because it can lose a lot of health quickly. The AA is great; better than most high tier battleships.

Playstyle

At the start of the battle, sail to a flank. Observe the enemy team. If your team’s firepower in your flank is superior, push together with your teammates. Fight at <13 km range. Angle or bowtank the enemy and don’t show broadside. Hide behind island if you’re getting too much focused fire. You can show more broadside to fire all guns only when the enemy is not shooting at you or you’re skilled enough to outmaneuver the enemy. Turn to bowtank again when the enemy shoots at you.

If you’re forced to fight at long range, use HE unless your aim is good. If the enemy’s firepower is superior, don’t push. Angle away and kite the enemy. Keep more than 12 km distance, shoot HE and burn the enemy. Switch to AP if the enemy is broadsiding. If your aim is good, you can use AP more often. If the enemy is bowtanking, aim at the superstructure.

In a battle with CVs in play, most of the time it turns to a long range battle. Connecticut will suffer because of slow shell velocity. However, its strong AA will be a deterrent to below average CV players. If you see the enemy CV is a noob, you can try to play more aggressively (but don’t rush). Also, try to sail together with your teammates so you can cover them with your AA. Your damage output might be low compared to sniper ships, but there’s a chance that you can be useful for your team.

Is it worth to buy?

Connecticut is a tricky ship to use. One wrong move can make you lose all your health. But it can be enjoyable in PVP where most battles are conducted at medium to short range. Just make sure to not show broadside.

Connecticut is a tech tree ship. If you want to get it, you just have to grind it. There’s no need to spend money. Connecticut is a nice training ship before you get Montana, the top tier battleship (continuation of Connecticut). They have similar playstyle, but Montana’s armor is much stronger.

Strengths
Good penetration, good damage, a lot of guns, decent accuracy, good firing angle, good AA, has fighter planes.
Weaknesses
Very slow shell velocity, bad side armor, big size, slow speed.
General playstyle
Pushing, bowtanking, kiting
Preferred fighting range
Short to medium range

Recommended Build

Equipment
Slot 1: adv. disaster retardant module
Slot 2: engine enhancement module (universal) or steering gears enhancement module (if you like pushing)
Slot 3: aiming system module (universal) or main gun enhancement module (if you like fighting at short range)
Consumables
Slot 1: elite damage control or adv. special control
Slot 2: elite repair
Crew Skills (after basic skill)
Captain: artillery warning – boost morale – hull protection
Gun: crack gunner – high speed aiming – burn the ship behind
Engine: quick shift – adv. quick shift – steering master
Damage control: emergency flooding – buoyancy reserve – extinguish

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