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Public Test: U.S. Supercarrier United States

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So…. let’s take care of the literal elephant in the room first. Ladies and Gentlemen, we are getting the first supercarriers of the game in the form of the USS United States as well as HMS Eagle. Sadly for the United States, the only thing that is super right now is the size of the damn thing.

Historical background

USS United States (CVA-58) was meant to be the lead ship of a whole new design of supercarriers. This design was meant to be able to operate the jet aircraft that were larger and heavier than the aircraft carried by ships of the Essex and Midway-class.

Compared to the Midway-class, the ship did not have an armored deck and also did not possess a main belt.

The United States was designed with the primary mission of strategic long-range bombardment with planes large enough to carry nuclear ordnance. She would also be able to carry long-range fighters to protect the bombers.

In total, 5 units of this new class were planned and the United States was laid down in April 1949. However, the project was quickly canceled due to budget cuts and the construction was stopped. The cancellation of the United States would be one of the major factors that would lead to the Revolt of the Admirals against the new policy of the U.S. government.

In World of Warships, the United States has some notable differences from the real design. She is missing a rear catapult on the starboard side and instead, has a superstructure.
In terms of planes, her standard squadrons are equipped with JATO and are the same as those of Midway except that she lacks torpedo bombers. She gets tactical jet aircraft that work in a similar way to the planes on hybrids. They can reach some really high speed but the engine boost doesn’t recharge when consumed and they have enormous turning radiuses.

Size comparison between Eagle, United States and Midway – Credits to Ch0m1n

Ship’s preview

Camouflage

While the ship is available for everyone on the Public Test, chances are that her balancing isn’t over yet so I’ll play it safe and slap the Work in Progress warning.

WG_SPb_WoWs_WIP-icon_black

Modules

Hull
Attack Aircrafts
Torpedo Bombers
Dive Bombers
Propulsion
icon_module_Hull_installedUnited States

Grumman F9F

‎A-2 Savage

A-2 Savage

icon_module_Engine_installedPropulsion: 280 000 hp

Ship and stock planes

General Characteristics

TierXI (Supership)
Health78 200 HP
Torpedo damage reduction19 %
Displacement83 034 tons
Dimensions
Overall length331.5 m
Beam71.0 m
Overall height (keel to the highest point on the ship)34.6 m
Freeboard(wrong value in the game files)
Aircraft on deck
Attack Aircraft14
Dive Bombers18
Tactical Attack Aircraft2
Tactical Torpedo Bombers1
Tactical Dive Bombers1
Secondary Armament
127 mm/54 Mk.16 on a Mk.42 mount8 x 2 127 mm
Maximum Firing Range7.300 km
Anti-Air Armament
127 mm/54 Mk.16 on a Mk.42 mount8 x 2 127 mm
76.2 mm/70 Mk.23 on a Mk.37 mod. 0 mount8 x 2 76.2 mm
20 mm Oerlikon on a Mk.20 mount20 x 2 20 mm
Maximum speed33.0 knots
Turning Circle Radius1 420 m
Rudder Shift Time19.4 s
Surface Detectability17.82 km
Air Detectability22.54 km
Consumables
Slot 1
Slot 2
Damage Control Party
Work time: 60 s
Cooldown: 90 s
Fighter
Number of charges: 4
Work time: 600 s
Cooldown: 40 s
Patrol Radius: 3.0 km
Planes in a squadron: 4

Attack Aircraft

Attack Aircrafts – ‎F8F Bearcat

TierXI
Hitpoints per plane1 590
Cruise speed176 knots
Maximum speed216 knots
JATO speed boost+30%
JATO duration10 s
Engine boost time5 s
Engine boost reload time10 s
Size of attacking flight3
Aircraft per squadron9
Rocket typeHVAR 127 mm
Rocket per plane10
Machine gun sequence3.5 s
Maximum rocket damage2 000
HE penetration capacity33 mm
Explosion size0.46
Fire chance7 %
Detectability range10.0 km
Aircraft restoration time94 s
Aircraft on deck14
Consumables
Slot 1
Slot 2
Engine Cooling
consumable_PCY034_ForsageBooster
Number of Charges: 2
Work time: 5 s
Cooldown: 80 s
Patrol fighter
Number of Charges: 3
Work time: 20 s
Cooldown: 10 s
Aircraft per squadron: 7
Patrol radius: 4.0 km

Dive Bombers

Dive bomber – ‎BTD Destroyer

TierXI
Hitpoints per plane2 150
Cruise speed131 knots
Maximum speed166 knots
JATO speed boost+30%
JATO duration10 s
Engine boost time20 s
Engine boost reload time40 s
Size of attacking flight12
Aircraft per squadron3
Bomb typeAN-M66
Bomb per plane2
Maximum bomb damage11 200
HE penetration capacity67 mm
Explosion size2.83
Fire chance64 %
Detectability range10.0 km
Aircraft restoration time76 s
Aircraft on deck18
Consumables
Slot 1
Slot 2
Engine Cooling
consumable_PCY034_ForsageBooster
Number of Charges: 2
Work time: 5 s
Cooldown: 80 s
Patrol fighter
Number of Charges: 3
Work time: 20 s
Cooldown: 10 s
Aircraft per squadron: 7
Patrol radius: 4.0 km

Tactical Attack Aircraft

Tactical Attack Aircraft – ‎Grumman F9F

TierXI
Hitpoints per plane1 610
Cruise speed170 knots
Maximum speed340 knots
Engine boost time30 s
Size of attacking flight2
Aircraft per squadron2
Rocket type11.75 inch AR Mod. 1
Rocket per plane2
Launch delay1.5 s
Maximum rocket damage8 700
HE penetration capacity76 mm
Explosion size2.93
Fire chance70 %
Detectability range15.0 km
Restoration time150 s
Consumable
Slot 1
Patrol fighter
Number of Charges: 3
Work time: 20 s
Cooldown: 10 s
Aircraft per squadron: 7
Patrol radius: 4.0 km

Tactical Torpedo Bombers

Tactical Torpedo Bomber – A-2 Savage

TierXI
Hitpoints per plane4 430
Cruise speed132 knots
Maximum speed264 knots
Engine boost time20 s
Size of attacking flight1
Aircraft per squadron1
Torpedo typeTorpedo Mk.25
Torpedoes per plane2
Maximum torpedo damage13 733
Maximum torpedo range4.0 km
Torpedo speed35 knots
Torpedo arming time5.0 s
Flooding chance112%
Detectability range15.0 km
Restoration time240 s

Tactical Dive Bombers

Tactical Dive bomber – ‎A-2 Savage

TierXI
Hitpoints per plane5 860
Cruise speed132 knots
Maximum speed264 knots
Engine boost time20 s
Size of attacking flight1
Aircraft per squadron1
Bomb typeAN-M56A1
Bomb per plane3
Maximum bomb damage16 000
HE penetration capacity85 mm
Explosion size4.82
Fire chance91 %
Detectability range15.0 km
Aircraft restoration time360 s

Secondary Armament

8 x 2 127 mm/54 Mk.16 on a Mk.42 mount
Maximum Firing Range7.300 km
Reloading Time4.0 s
Sigma1.00 sigma
Shells
Type of ProjectileHE – 127 mm HE Mk41
Alpha Damage1 800 HP
HE penetration21 mm
Explosion Size0.44
Chance to Cause Fire9 %
Projectile Speed808 m/s
Air Drag0.279
Projectile Mass31.75 kg

Anti-air Armament

8 x 2 127 mm/54 Mk.16 on a Mk.42 mount
Sector range0.1 km – 6.0 km
Hit chance100 %
Sector’s damage88
Sector’s damage frequency0.29 s
Sector’s damage per second308
Flak clouds number11
Flak cloud damage1 820
8 x 2 76.2 mm/70 Mk.23 on a Mk.37 mod. 0 mount
Sector range0.1 km – 4.0 km
Hit chance100 %
Sector’s damage127
Sector’s damage frequency0.29 s
Sector’s damage per second445
20 x 2 20 mm Oerlikon on a Mk.20 mount
Sector range0.1 km – 2.0 km
Hit chance95 %
Sector’s damage58
Sector’s damage frequency0.29 s
Sector’s damage per second203

The Armor

Weeeeeeeelllllllll… this behemoth of a flat top is ironically the least protected carrier in high tier by an enormous margin. The flight deck is 25 mm thick and for the rest, it’s 19 mm everywhere, including the citadel. There is no main belt or anything worth called armor.

External armor protection

Citadel armor protection

Personal Opinion

Well, that will be a massive no for me. What we are dealing with right now is nothing short of a worse Midway.

First and foremost, you have the problem of the hull that limits you immensely in terms of being able to position your ship. The United States isn’t just spotted from the moon, she also has no armor to speak of and literally any battleship can cancel her existence just as fast as Louis A. Johnson did in 1949.

For the planes, compared to Midway, she loses her incredibly valuable torpedo bombers and is as such limited to only operating attack aircraft and dive bombers. This can be a big issue as it makes squadron cycling quite problematic when dealing with strong anti-air. It’s especially true when considering that the HVARs of Midway aren’t anything crazy either and you will be tempted to use the dive bombers a lot more.

When it comes to the jets, they are a true disappointment. The rockets are the fastest to recharge but the damage they deal is honestly underwhelming. They are good at setting fires but that’s about it.
For the torpedoes, while they have the highest damage per hit of all plane-borne torpedoes, the reticule takes ages to line up forcing you to start the attack from relatively far away and the spread is also quite bad, making it easy to avoid for cruisers.
The tactical dive bombers are the only ones that pack a really strong punch with high damage and great fire chances but that’s the joke. They take 6 MINUTES to recharge (although it can be brought down a bit). At best, you will be able to use them 3 times in a match but it will generally not go beyond 2.

In the end, the United States is an 83k tons joke and there will also be no match where you won’t find yourself thinking “Man, the stuff I could achieve if I was playing Midway instead…”.
However, don’t get me wrong on that part, it remains a fairly strong carrier. It’s just… a bloody joke of a supership.

Recommended Build

In her current state, I recommend the following captain build and upgrades on United States:

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