[JUNK] Affeks [JUNK] Beta Tester 1,934 posts 8,416 battles Report post #26 Posted May 4, 2018 This commander works good for Moskva/Stalingrad/Kronshtadt.. not for Donskoi or the rest of the CLs though. PM will always be my pick over PT for obvious reasons (cough cough players can play around PT by not locking on untill they shoot) EM is must on any of the cruisers listed above, even more so with main battery reload mod High alert.. ehh I wouldnt pick it on anything, even with this commander here to buff it. Share this post Link to post Share on other sites
EsaTuunanen Beta Tester 3,552 posts 8,863 battles Report post #27 Posted May 4, 2018 2 hours ago, Aotearas said: I for one would be looking to put that captain to use on my Gremyashchy, Okhotnik andLeningrad, they certainly can use the additional turret traverse rate and the improved Preventative Maintenance is incredibly useful on DDs. Looks about perfect for Gremyashchy as I don't use Last Stand in it. Share this post Link to post Share on other sites
[2DQT] RUSSIANBlAS Players 8,241 posts Report post #28 Posted May 5, 2018 10 hours ago, Affeks said: High alert.. ehh I wouldnt pick it on anything, even with this commander here to buff it. There's actually no build or ship that needs HA with the current captain skills and balance! WG buffing Cruiser and DD burn duration (as in half time) was pretty much the last straw for High Alert. Can't see why anyone would take it over JoAT, especially with any ship with a heal and other consumables. Plus for BBs taking FP these days is a strong pick over other preventative stuff... WG to rework High Alert? Share this post Link to post Share on other sites
[BABBY] StringWitch Beta Tester 1,608 posts Report post #29 Posted May 5, 2018 13 hours ago, Aotearas said: Plot twist: The shtick of stronk Russian BBs is going to be Octoblyatskaya Revolutskayak'y Damage Control Party with a 5 seconds active time and 20 seconds reload, so using the High Alert skill only shaves off 2 seconds (4 seconds with the speshul tovarish capitan skill). This is what I am seriously fully expecting. I don't think any of the special captains so far have been a gimme for a specific ship type, and I think they're meant not to be, like it's some dev's secret pleasure to make it so that if you want all the buffed skills you need to take a weird build that somewhat negates the competitive advantage you might otherwise gain. Share this post Link to post Share on other sites
[BABBY] StringWitch Beta Tester 1,608 posts Report post #30 Posted May 5, 2018 3 hours ago, Negativvv said: WG to rework High Alert? "High alert" and "vigilance" are descriptions of the same concept, and they're both skills which help one to avoid damage, so I always felt merging the two would be quite fitting. Share this post Link to post Share on other sites
[HOO] BeauNidl3 Players 2,192 posts Report post #31 Posted May 5, 2018 19 minutes ago, StringWitch said: "High alert" and "vigilance" are descriptions of the same concept, and they're both skills which help one to avoid damage, so I always felt merging the two would be quite fitting. Good point, it would attract me to the Vigilance skill more which I don't use on any Captain, nor do I use High Alert come to that. If the existing Vigilance was dropped as 3 points for such a limited benefit makes it rather expensive in payoff terms and the ability folded into High Alert (as I'm implying you suggested) then it would make High Alert more attractive. Share this post Link to post Share on other sites
[CPA] Procrastes Beta Tester 4,083 posts 4,481 battles Report post #32 Posted May 5, 2018 Got a look at the Special Commander Viktor mission requirements. Having to sink three German and three Japanese ships in stage 2? Cynic facepalm! I thought that Wargaming had finally gotten past that crap with 'kill missions' that only encourage people to play badly and hold fire until they can secure a kill. Or focus their fire on less relevant targets because 'mission requirements'. Not to mention that this kind of mission is dependent on finding ships of the relevant nationalities on the opposing team; good luck with meeting all that many German or Japanese ships out there during the coming week, since there will likely be a surplus of Russian ships about trying to complete this very mission. Not to mention, also, that I will be in Budapest for the better part of the mission session - but that's hardly something I can fault Wargaming for. Still, a few more weeks of mission running time would have been appreciated...! Share this post Link to post Share on other sites
[HOO] BeauNidl3 Players 2,192 posts Report post #33 Posted May 5, 2018 5 minutes ago, Procrastes said: Got a look at the Special Commander Viktor mission requirements. Having to sink three German and three Japanese ships in stage 2? Cynic facepalm! I thought that Wargaming had finally gotten past that crap with 'kill missions' that only encourage people to play badly and hold fire until they can secure a kill. Or focus their fire on less relevant targets because 'mission requirements'. Not to mention that this kind of mission is dependent on finding ships of the relevant nationalities on the opposing team; good luck with meeting all that many German or Japanese ships out there during the coming week, since there will likely be a surplus of Russian ships about trying to complete this very mission. Not to mention that I will be in Budapest for the better part of the mission session - but that's hardly something I can fault Wargaming for. Still, a few more weeks of mission running time would have been appreciated...! Yup that mission is a pain in the nuts, not forgetting you need to do those sinkings in a T6 or higher Russian ship, the only up side is you can do the mission in COOP as well so some persistent spamming (with a bit of luck or manipulation of team makeup with a division) makes it less painful. I completed it solo by playing Molotov and Makarov in COOP, it was frustrating. 1 Share this post Link to post Share on other sites
[JUNK] Affeks [JUNK] Beta Tester 1,934 posts 8,416 battles Report post #34 Posted May 5, 2018 4 hours ago, Negativvv said: There's actually no build or ship that needs HA with the current captain skills and balance! WG buffing Cruiser and DD burn duration (as in half time) was pretty much the last straw for High Alert. Can't see why anyone would take it over JoAT, especially with any ship with a heal and other consumables. Plus for BBs taking FP these days is a strong pick over other preventative stuff... WG to rework High Alert? Im sure the 20% High alert can be good somewhere. I mean Stalingrad will have 45 second fire duration but with cruiser cooldown on dmg con. So it would be a good place to use it. Problem is youll have to change the way one uses dmg con if youd want to get the most out of the high alert skill, but currently my playstyle and mindset doesnt fit it. So for me Id rather splurge another 1-2 points on FP and/or BoS even on cruisers. Share this post Link to post Share on other sites