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Rusty_9

Pensacola Captain

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Hi

 

I am planning on keeping the Pensacola - I am by no means good in it, but I do enjoy it and am (slowly) improving. What are your recommended captain skills for it?

 

I currently have a 10 pt captain in it - PT, EM, BFT and CE. I'm not convinced that CE is much help on it (detection is awful whatever), but I don't want to use doubloons to re-spec. Will this build be more suited to staying on the Pepsicola, or would it be more suitable to carry this up through the rest of the CA line as I grind (have unlocked the NO but not purchased yet) and train/spec a new captain for this ship?

 

Assuming I'm keeping this captain, I had wondered if this was the 'target' 19 pt build? http://shipcomrade.com/captcalc/1000000000100010000010100000100119

 

Spoiler

This is the sort of playstyle I like (anti-cruiser, anti-DD). I know, it's only T6 MM and a v. shaky start!

 

 

 

 

Many Thanks

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For the Pensa this looks good.

Should you plan to take the captain to Tier IX and X, I suggest taking Superintendent.

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Supertester
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I would say PT, EM, DE and CE are your bread and butter 10-points. Remember, the worse your base concealment the more you benefit from CE and Pensacola with her long reload is more of an ambush/alpha ship so every little helps in that way.

 

I would take AR next, too good not to. I also highly recommend EL on this ship.

 

That leaves 6 or 7 points (depending on EL) and on a T6 cruiser it basically doesn't matter how you spend them. I personally don't care for AA builds but if you want that, then by all means take BFT and/or AFT.

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Cool, thanks for that

27 minutes ago, ColonelPete said:

Should you plan to take the captain to Tier IX and X, I suggest taking Superintendent.

Yeah, I assumed this would be the skill of choice over against DE except for at T6-7 where there just isn't enough consumables.

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Supertester, Players, Sailing Hamster
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My Pensacola cpt build is PT, EM, DE, SI and CE. I think that every little bit helps when it comes to concealment, so I always spec for it (unless I'm going for a full tank build, which would be a stupid idea on Pepsi). Eventually she's going to get BFT and AR as well, not sure in what order though, but probably AR first because by and large AA is good enough as-is for T6 and in a pinch DefAA gets you out of trouble. EL might be a good choice for last point.

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@VC381 and @piritskenyer

 

Thanks. I think what I'll do is take this captain up through the line (AR as the next skill to spend on, then SI if I ever get there!) and start with a new captain on the Pepsi - not having a 10 pt captain is less painful at T6 than the higher tiers :). I have mixed views on EL - there are situations where 7.5 sec (less with AR) ammo switch instead of 15 sec could be more advantageous, but I think it's a 'final skill' - if I have a spare point then I'll spec it.

 

DE is not a massive deal for me at the moment. 80% of the time I fire AP... although higher fire chance on those few HE salvos would be better of course.

 

BFT is just a nicety for AA - I enjoy it more for the several CQE achievements I've collected with this build which is fun. Pensa doesn't feel like it's a prime DD hunter but is a good secondary (no pun intended) role - devastate their support cruisers with AP then HE and secondary's on the DD's. Had a few almost-double-strikes this way.

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6 minutes ago, Rusty_9 said:

@VC381 and @piritskenyer

 

Thanks. I think what I'll do is take this captain up through the line (AR as the next skill to spend on, then SI if I ever get there!) and start with a new captain on the Pepsi - not having a 10 pt captain is less painful at T6 than the higher tiers :). I have mixed views on EL - there are situations where 7.5 sec (less with AR) ammo switch instead of 15 sec could be more advantageous, but I think it's a 'final skill' - if I have a spare point then I'll spec it.

 

DE is not a massive deal for me at the moment. 80% of the time I fire AP... although higher fire chance on those few HE salvos would be better of course.

 

BFT is just a nicety for AA - I enjoy it more for the several CQE achievements I've collected with this build which is fun. Pensa doesn't feel like it's a prime DD hunter but is a good secondary (no pun intended) role - devastate their support cruisers with AP then HE and secondary's on the DD's. Had a few almost-double-strikes this way.

 

Demo expert comes in very handy because of your big broadside. A little improvement on every one of your individual shells results in a big overall improvement in your total output, and sometimes you don't have a viable AP target (Nose in T8 BB's:cap_viking:)

EL can actually be rather important. The other day I was playing my Indy, and I had HE loaded (after engaging a pesky DD in his smoke) when I spotted a golden opportunity in the form of a slightly angled Yorck. Without EL my window of opportunity would have been lost, but with EL I was able to drop a 23k "F you" AP salvo on him.

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Yeah, DE is a nice to have not a must. It's more that no other 3-point skill really benefits mid tier heavy cruisers in my opinion so I get DE anyway. If you're actually getting solid mileage out of BFT by all means stick with it.

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11 hours ago, VC381 said:

Yeah, DE is a nice to have not a must. It's more that no other 3-point skill really benefits mid tier heavy cruisers in my opinion so I get DE anyway. If you're actually getting solid mileage out of BFT by all means stick with it.

This pretty much. While the other 3 point skills come into their own in most games DE is useful in every game you play, even if you only have a dedicated operation captain.

 

My current setup is the basic one that most people have here, PT-->EM-->DE-->CE. My next skill is going to be AR and I think I might go for AFT over BFT. My reasoning is that you might aswell pick the AA range module since the accuracy one is almost not noticable, so with AFT you push your highest DPS aura to 5 km. This gives you a more of an escort bubble as opposed to a self defense one, and with defensive AA active you will eat planes.

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