Board Thread:Fleet's Prepared-ness/@comment-28301281-20180727171552/@comment-26082284-20180727183828

Few quick notes:

- type C and D guns are really powerful, but their usefulnes depends on proper use of class-specific bonuses and synergies. For example 2x C gun with radar on Kagerou-class K2 have +7 firepower bonus. For max upgraded guns that means impressive 9.5FP per gun, compared to 6.1FP of maxed Akiguns. Is it worth it? Depends on your style and which girls and setups you use most. IMHO it's worth consideration, especially for use on less air-heavy maps, like 3-2 or 3-5 south for example, but I wouldn't prioritize them.

- Large guns. 16inch and 41cm are overweight for FBBs (with exception of 16inch for Iowa). One proto 35.6cm is not enough, especially if you account for how much mileage FBBs get during events. Imho it's better to prioritize FBB guns, especially if you consider that slow BBs already have a lot of firepower and - as a percentage - improvements for them are less important. I mean, for a girls with about 200 total FP maxed gun accounts for less than 2.5% of their firepower, and often they'll be at cap anyway.

- OTOs don't see much use, but they are extremely cheap and easy to improve, so you might do it in a free time. They are still go-to guns when yellow gun is needed.

- Fighters. I'd kept maxed Zero 21 (skilled), and upgrade it into 52 only after I'd have second one ready. Idea behind it is to have at least 3 range 7 fighters, so with flying boat you can send fighter sweep to the range 10 node. I recall at least two events when such capability was useful.

- Of other equip, tankhatsu and Ka-mi tanks are worth improving. Because of the way anti-installation damage is calculated they have significant bonuses from improvements and they multiply each other. For example 2x tankhatsu + 1x Ka-mi used vs. Depot Hime have total x3.53 multiplier, but the same equip all-maxed have impressive x5.65 multiplier.