Difference between revisions of "PC-451"

From War Thunder Wiki
Jump to: navigation, search
(Pros and cons)
(Fixed up the text)
Line 41: Line 41:
  
 
== Usage in battles ==
 
== Usage in battles ==
''do not think Twice,put a Talisman over this ship for you can use it even in the 3.0 BR, unlike it's sister of the same BR it has Steel armor, more secondary guns(all 20mm) and 3 shots with the 76mm is all you need to take out a PT boat,.''
+
<!--Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don’t get try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).-->
 +
This ship is an excellent vehicle even in an uptier compared to other US boats due to the steel armour, 20 mm secondary armaments, and a 76 mm cannon able to knock out a a PT boat. Though the armour is good enough against even a small crowd of PT boats, larger ships with bigger guns could still destroy the PC-451 with ease.
  
always attempt to make this ship your 2nd or last boat, most of the Torb spam will die out and planes will start Spawning, which a lot of captains can tell you that they bring down aircrafts they never saw thanks to the all the secondaries on the ship, Beware as expert pilot who aim for you will stil get ya if you are not careful.
+
During a match, the {{PAGENAME}} is best used somewhat during the middle or towards the end of a match as the second or third spawn. The number of players attempting to torpedo will go down, while planes will start spawning in. Using the secondary weapons, the PC-451 can bring down multiple enemies and rack up points. However, dedicated and skilled pilots can still get a drop on the PC-451 if left unattended with all of the PC-451's firepower.
  
in term of shell selection, you have the Fuse, HE, and AP with Explosive filler, if you are the upper tiers, pick the HE and Fuse load-out, the Fuse is perfect to use against aircraft is it will play as a Flak shell and register as a Hit, alongside your AA, you can bring down attackers going for your allies, or yourself. if by chance you were Down tiered, you could Damage destroyers with HE shell less than 3Km away, anything further and you might not penetrate in which your AP comes in handy..
+
In terms of shell selection for the main armament, which consists of Fuse, HE, and APHE, bring Fuse and HE during downtiers as the HE can cripple boats easily while the Fuse can be used to target aircraft, adding the main armament into the defensive network the 20 mm secondaries provide already. In uptiers, HE and AP are recommended for dealing with more persistent boats. While destroyers could be damaged with the HE, anything further than 3 km away should be engaged with the AP shell in order to penetrate through armour.
 
 
the armor on this ship is good enough take out 1 PT even 3 were shooting at you, against other lager ship smaller than a DD, becareful as they will have guns that can deal considerable damage to you.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 54: Line 53:
 
'''Pros:'''
 
'''Pros:'''
  
* The 3-inch gun is powerful for its rank.
+
* The 3-inch gun is powerful for its rank
* Powerful AA defense.
+
* Powerful AA defense
* first US ship to receive all out steel armor
+
* First US ship to receive all-out steel armour
  
 
'''Cons:'''
 
'''Cons:'''
  
 
* Not very fast
 
* Not very fast
* 3-inch gun can be difficult to master for newer players.
+
* 3-inch gun can be difficult to master for newer players
  
 
== History ==
 
== History ==

Revision as of 07:04, 27 August 2019

Introducing Wiki 3.0
PC-451
us_pc_451.png
PC-451
Research:7 900 Specs-Card-Exp.png
Purchase:10 000 Specs-Card-Lion.png

Description

GarageImage PC-451.jpg


The Experimental class sub-chaser PC-451 is a rank II American sub-chaser with a battle rating of 2.0 (AB/RB/SB). It was introduced in Update 1.79 "Project X" as part of the fleet closed beta test.

General info

Survivability and armour

Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Tips for preserving survivability should be saved for the "Use in battle" section.

If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armour.

Mobility

Write about the ship’s mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.

Armament

Primary armament

Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: {{main|Weapon name (calibre)}}.

Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.

Secondary armament

Some ships are fitted with weapons of various calibres. Secondary armament is defined by the weapon chosen with the control Select secondary weapon. Evaluate the secondary armament and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that anti-air armament, even heavy calibre weapons, belong in the next section.

If there is no secondary armament, remove this section.

Anti-aircraft armament

An important part of the ship’s armament responsible for air raid defense. Anti-aircraft armament is defined by the weapon chosen with the control Select anti-aircraft weapons. Talk about the ship’s anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets.

If there is no anti-aircraft artillery, remove this section.

Torpedo armament

Many ships are armed with torpedo launchers, and for some vessels such as boats, torpedoes are an extremely important means of defeating an opponent. Evaluate the position of the torpedo launchers, discuss the ammunition available, firing specifics such as dead zones, features of the torpedoes themselves, etc.

If there is no torpedo armament, remove this section.

Special armament

Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can be an unexpected surprise for an opponent. Evaluate the ammunition of this type of armament and rate its performance in combat.

Usage in battles

This ship is an excellent vehicle even in an uptier compared to other US boats due to the steel armour, 20 mm secondary armaments, and a 76 mm cannon able to knock out a a PT boat. Though the armour is good enough against even a small crowd of PT boats, larger ships with bigger guns could still destroy the PC-451 with ease.

During a match, the PC-451 is best used somewhat during the middle or towards the end of a match as the second or third spawn. The number of players attempting to torpedo will go down, while planes will start spawning in. Using the secondary weapons, the PC-451 can bring down multiple enemies and rack up points. However, dedicated and skilled pilots can still get a drop on the PC-451 if left unattended with all of the PC-451's firepower.

In terms of shell selection for the main armament, which consists of Fuse, HE, and APHE, bring Fuse and HE during downtiers as the HE can cripple boats easily while the Fuse can be used to target aircraft, adding the main armament into the defensive network the 20 mm secondaries provide already. In uptiers, HE and AP are recommended for dealing with more persistent boats. While destroyers could be damaged with the HE, anything further than 3 km away should be engaged with the AP shell in order to penetrate through armour.

Pros and cons

Pros:

  • The 3-inch gun is powerful for its rank
  • Powerful AA defense
  • First US ship to receive all-out steel armour

Cons:

  • Not very fast
  • 3-inch gun can be difficult to master for newer players

History

Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref>, as well as adding them at the end of the article.

Media

An excellent addition to the article will be video guides, as well as screenshots from the game and photos.

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the ship;
  • links to approximate analogues of other nations and research trees.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on ship;
  • other literature.


USA sub-chasers
SC-497 · PC-451 · Carmi (PC-466)