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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

Tier XI (Supership)
Health 78 200 HP
Torpedo damage reduction 19 %
Displacement 83 034 tons
Dimensions
Overall length 331.5 m
Beam 71.0 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 Aircraft 14
Dive Bombers 18
Tactical Attack Aircraft 2
Tactical Torpedo Bombers 1
Tactical Dive Bombers 1
Secondary Armament
127 mm/54 Mk.16 on a Mk.42 mount 8 x 2 127 mm
Maximum Firing Range 7.300 km
Anti-Air Armament
127 mm/54 Mk.16 on a Mk.42 mount 8 x 2 127 mm
76.2 mm/70 Mk.23 on a Mk.37 mod. 0 mount 8 x 2 76.2 mm
20 mm Oerlikon on a Mk.20 mount 20 x 2 20 mm
Maximum speed 33.0 knots
Turning Circle Radius 1 420 m
Rudder Shift Time 19.4 s
Surface Detectability 17.82 km
Air Detectability 22.54 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

Tier XI
Hitpoints per plane 1 590
Cruise speed 176 knots
Maximum speed 216 knots
JATO speed boost +30%
JATO duration 10 s
Engine boost time 5 s
Engine boost reload time 10 s
Size of attacking flight 3
Aircraft per squadron 9
Rocket type HVAR 127 mm
Rocket per plane 10
Machine gun sequence 3.5 s
Maximum rocket damage 2 000
HE penetration capacity 33 mm
Explosion size 0.46
Fire chance 7 %
Detectability range 10.0 km
Aircraft restoration time 94 s
Aircraft on deck 14
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

Tier XI
Hitpoints per plane 2 150
Cruise speed 131 knots
Maximum speed 166 knots
JATO speed boost +30%
JATO duration 10 s
Engine boost time 20 s
Engine boost reload time 40 s
Size of attacking flight 12
Aircraft per squadron 3
Bomb type AN-M66
Bomb per plane 2
Maximum bomb damage 11 200
HE penetration capacity 67 mm
Explosion size 2.83
Fire chance 64 %
Detectability range 10.0 km
Aircraft restoration time 76 s
Aircraft on deck 18
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

Tier XI
Hitpoints per plane 1 610
Cruise speed 170 knots
Maximum speed 340 knots
Engine boost time 30 s
Size of attacking flight 2
Aircraft per squadron 2
Rocket type 11.75 inch AR Mod. 1
Rocket per plane 2
Launch delay 1.5 s
Maximum rocket damage 8 700
HE penetration capacity 76 mm
Explosion size 2.93
Fire chance 70 %
Detectability range 15.0 km
Restoration time 150 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

Tier XI
Hitpoints per plane 4 430
Cruise speed 132 knots
Maximum speed 264 knots
Engine boost time 20 s
Size of attacking flight 1
Aircraft per squadron 1
Torpedo type Torpedo Mk.25
Torpedoes per plane 2
Maximum torpedo damage 13 733
Maximum torpedo range 4.0 km
Torpedo speed 35 knots
Torpedo arming time 5.0 s
Flooding chance 112%
Detectability range 15.0 km
Restoration time 240 s

Tactical Dive Bombers

Tactical Dive bomber – ‎A-2 Savage

Tier XI
Hitpoints per plane 5 860
Cruise speed 132 knots
Maximum speed 264 knots
Engine boost time 20 s
Size of attacking flight 1
Aircraft per squadron 1
Bomb type AN-M56A1
Bomb per plane 3
Maximum bomb damage 16 000
HE penetration capacity 85 mm
Explosion size 4.82
Fire chance 91 %
Detectability range 15.0 km
Aircraft restoration time 360 s

Secondary Armament

8 x 2 127 mm/54 Mk.16 on a Mk.42 mount
Maximum Firing Range 7.300 km
Reloading Time 4.0 s
Sigma 1.00 sigma
Shells
Type of Projectile HE – 127 mm HE Mk41
Alpha Damage 1 800 HP
HE penetration 21 mm
Explosion Size 0.44
Chance to Cause Fire 9 %
Projectile Speed 808 m/s
Air Drag 0.279
Projectile Mass 31.75 kg

Anti-air Armament

8 x 2 127 mm/54 Mk.16 on a Mk.42 mount
Sector range 0.1 km – 6.0 km
Hit chance 100 %
Sector’s damage 88
Sector’s damage frequency 0.29 s
Sector’s damage per second 308
Flak clouds number 11
Flak cloud damage 1 820
8 x 2 76.2 mm/70 Mk.23 on a Mk.37 mod. 0 mount
Sector range 0.1 km – 4.0 km
Hit chance 100 %
Sector’s damage 127
Sector’s damage frequency 0.29 s
Sector’s damage per second 445
20 x 2 20 mm Oerlikon on a Mk.20 mount
Sector range 0.1 km – 2.0 km
Hit chance 95 %
Sector’s damage 58
Sector’s damage frequency 0.29 s
Sector’s damage per second 203

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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