Just gonna leave you an info here. Without Air Superiority, Night Scout can't trigger in Night Battle, (with some exception) rendering it useless in 1 CL 5 DD composition. I recommend either a normal scout plane, Radar or Flashlight.
The limited period map 'Retaliate! Second SN Operation' operation starts! The KanColle Summer Event 2015 operation has been prepared and started. The length of the operation is scheduled to be 20 days. This operation is a 'Large Scale Operation.' We will be following up with announcements on the details of the operation. #kancolle
Regarding 'Retaliate! Second SN Operation': This operation is comprised for 4 operational areas:
Area 1: 'Initiation Preparation, Second SN Operation!'
Area 2: 'To the Solomon Sea, Combined Fleet!'
Area 3: 'Clash! Second South Pacific Sea Battle'
Area 4: 'Rush into the Straits! Destroy the Enemy Airfield!'
Chance meeting with new fleetgirls in the first half of the operation (main operation): Admirals who conquer the 2nd operation 'To the Solomon Sea, Combined Fleet!' will have the new fleetgirl of summer, Shiratsuyu-class destroyer 'Kawakaze' added to their fleets. In addition, admirals who conquer the final area (the 4th area) will be joined by the refueller ship 'Hayasui'. Look forward to it! #kancolle
Regarding 'combined fleets: The second area 'To the Solomon Sea, Combined Fleet!' and third area 'Clash! Second South Pacific Sea Battle' are to be sortied with 'Combined Fleets' The First Fleet will be the main force, and the second accompanying fleet can be organised by dragging the icon for the Second Fleet over the First Fleet. #kancolle
Regarding special items and equipment obtainable in the Summer event 1/3: Completion of the third area 'Clash! Second South Pacific Sea Battle' will result in the addition of the carrier based aircraft equipment 'Type 97 Torpedo Bomber (Murata Squadron)' to your military forces. The same Squadron can be upgraded to a different type of aircraft through the completion of a mission. #kancolle
Regarding special items and equipment obtainable in the Summer event 2/3: In the Summer Event, it is possible to obtain new items through conquering maps. Obtainable items include the 'Reinforcement Extension', 'Combat Rations' and 'Sea Resupply' consumables and items.
Regarding special items and equipment obtainable in the Summer event 3/3: While the new ships it is possible to encounter through the conquering of operation maps do not change regardless of the difficulty of the operations, the items and equipment obtained will be different depending on the difficulty of the operations. * The 'Type 97 Torpedo Bomber (Murata Squadron)' mentioned earlier will be obtainable at all difficulties. #kancolle
Regarding the 'Reinforcement Extension' system: The new item 'Reinforcement Extension' allows any shipgirl of your choice above a proficiency of Level 30 to be remodelled to include an additional equipment slot capable of equipping Damage Control (Emergency Repair Crew/Goddess) or Combat Rations. While this item will be available at the Item Store, it is also possible to obtain several of these items in the Summer Event. #kancolle
Regarding the 'Combat Rations': The 'Combat Rations' are a new type of item equippable in equipment slots. In the event of multiple combats in a battle sortie, the item will activate at a certain rate before the battle is joined. The shipgirl which activates the item will have her morale greatly increased, while the two shipgirls in adjacent slots will also have a fraction of the morale increase. * Upon activation, the item will be consumed. #kancolle
Regarding the new system 'Carrier-based Aircraft Skill': Carrier-based Fighter, Bomber, Torpedo Bomber and various Reconnaissance Aircraft will increase in 'Carrier-based aircraft skill' when they participate in battle or successfully perform a reconnaisance mission. As each aircraft squadron's skill level increases, in the equipment slot, a belt-like divider in the icon will change to match the skill level of the squadron. #kancolle
TL note: The system described will resemble the black-belt, brown-belt etc system used in martial arts, though the colours used here are not yet known.
The effects of the 'Carrier-based Aircraft Skill': Squadrons with high 'Carrier-based Aircraft Skill' will trigger reconnaissance (Contact) at a higher rate than normal squadrons. You can expect better battle results when using highly skilled squadrons in critical battles. #kancolle
Increasing and decreasing 'Carrier-based Aircraft Skill': While 'Carrier-based Aircraft Skill' will increase together with the number of times the squadrons are sortied for battle, taking too many losses will conversely result in the reduction of 'Carrier-based Aircraft Skill'. If the entire sortied squadron is annihilated in combat, the skill level of the squadron will be reset to its default value. * It is not possible for the battle potential of the squadrons to be reduced below their current values. #kancolle
Regarding Extended Operations 1/2: After the completion of the main 4 maps in the main operation, the first half of the 'Second SN Operation' (main opration) will be completed, which will allow participation in the Extended Operations. * As the Extended Operation 'Area 5' takes place in a different area, please pay attention to the distribution of your military forces. #kancolle
TL Note: This implies that ships used in the Main Operation may be locked and disallowed from participation in the Extended Operations - or that Map 5 specifically may lock ships and prevent participation in the other Extended Operation maps.
Regarding Extended Operations 2/2: Admirals who complete Extended Operation 'Area 5' will be able to take part in further Extended Operations 'Operation FS'. The second level of Extended Operations 'Operation FS' will begin tomorrow, 11 August at 1800h JST. At that time, it will become possible to advance into the 'Area 6' and 'Area 7' operational areas. #kancolle
The equipment/akashi/luckmodding setups are more or less done; fixing problems as they're found should more or less settle the part of the equation as to 'what equips should ships use'.
The efficiency formations list should settle the part of the equation as to 'what ships should one use in repeatable quests'.
The calculator that's reaching its late stages of development now will answer the question as to 'what ships are ideal for crossing preboss nodes without taiha', for maps (esp. event, since Autumn is approaching fast) where preboss taiha is a large problem.
The only remaining angle yet to be covered is 'what ships should I take to sink X abyssal targets' - the defensive calc gives an idea what will survive their attacks, but does not provide information on what can sink them before they strike. This one is significantly simpler than defensive calculations, and thus can use a LUA table form. Attack power is the main, and compensating attack power with postcap attack bonuses should allow one to back-derive the absolute minimum attack power necessary to sink anything, as well as the minimum attack power to sink that ship at a 100% rate. Players can then aim for this attack power range with the lowest taiha risk from the defensive calc and the lowest sortie/repair costs, to derive what would be the 'ideal' fleet formations to clear any given Abyssal fleet with maximum efficiency.
You edited incorrect firepower/armor/aa/armor stats into Module:Arashi under Kai. Please note that base stats are not the stats at remodel level. I have reverted your edit, as I assume the added evasion, los, and asw are remodel level stats as well. Please check your previous contributions to make sure you don't have this error.
This doesn't merit a full blog post as it is a single quest, so a wall post will do. This is on Quest B44. This merits a calculation only because this is the hardest quest in the entire game.
Assuming the ASW multiplier for ASW gear is 1 (not proven), A lvl 63 Inazuma Kai with 2x Type 4 Passive Sonar 4★ + Type 3 Depth Charge Projector ★ (What I'm using at the moment) will deal:
94.3 raw ASW damage
56 damage Parallel
45 damage Head-on
Chuuha numbers are too low to be viable, Taiha and Red T numbers are too low to be viable. In those cases, the quest is lost unless critical hit occurs, repeat.
75 damage Parallel, good health
60 damage Head-on, good health
52 damage Parallel, chuuha
42 damage Head-on, chuuha
Taiha and Red T numbers are too low to be viable. In those cases, the quest is lost unless critical hits occurs, repeat.
The submarine faced has 30 Armor 37 HP
Minimum damage required to sink: 40. (Hits 19 + 19 damage with two subsequent activations of 21 Armor). This is 45 if 3 battle nodes are fought.
Maximum damage required to sink: 58. (Hits 19 + 19 damage with two subsequent activations of 39 Armor). This is 63 if 3 battle nodes are fought.
Average recommended damage required: 49. This is 54 if 3 battle nodes are fought. These values are close to both healthy Line Ahead Parallel and chuuha Double Line Parallel, while the minimum values are also exceeded in both cases with Head-on.
Under these circumstances, an Admiral should choose Line Ahead if Inazuma is NOT chuuha, Double Line if Inazuma is chuuha, and abandon sortie if Inazuma is taiha (kuso risk). Since there's only a 1/3 chance of the submarine even appearing to begin with, the power of the surface fleet should not be compromised any further than these values. It is possible to use Double Line if healthy and Diamond if chuuha for a significantly greater chance of killing the submarine, but in exchange this sacrifices surface fleet firepower, making it less likely to S-rank the node.
Node Support shelling of the usual builds is used, and pretty much compulsory - especially for surviving the 2 Ru-Flag 1 Nu-Elite formation in node F. Since at maximum only 20% of attempts will make it to the boss, boss support is a Very Bad Idea.
I just put a post on the quests page asking for advice about this lol ^^ I ran it a few times already before I remembered the routing requirements. Unfortunately I have a lvl 15 nagara and barely kaied DDs, I feel like giving up, ugu.
Yeah I've completed similar quests with lower level ships and at least a few key ships to secure that S rank, but that routing is horrendous for this locked ship requirement. Actually I was barely getting through the few nodes past the sub node, and started using node support. That's when i remembered the routing, which would make this a bit too expensive for my tastes.
Anyway thanks for the short tips guide! I might change some equipment based off your advice, I was using 1 depth charge per DD and a full ASW DD so I didn't die so much.
Hi, there. I have read your guide on which equipment to improve first and find it very useful, thanks for your advice. Btw I also have read your information on your user page, that's quite impressive. I would like to ask how many hours in a week do you spend on playing cause I have started before you but it's getting nowhere. Can't clear summer event, No first class medal and still have a hard time to clear 3-5 for this month... I do envy you that you can accomplish a lot in such a short time, I wish I could do that too. Do you have any advice how can you do that?
At this point, I've already uploaded whatever I know which wasn't already on a wiki page either to a wiki page or one of the many blogs, so method wise that's more or less all there is.
The only remaining factor is sheer grinding. At this point 80 hours per week might be close to how much I'm playing. If anything I'd wish I could play less, but real life is not cooperating in giving me any of the jobs I'm applying for. Nonsensical amounts of free time is pretty much the tradeoff for having no reliable income source.