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  • 2 weeks later...

All right, I think I've got the best fleets for E1/E2 and the transport gauge for E3. Info for boss gauge for E3 will have to wait.

 

E1:
Kasumi/Ooyodo/Yuubari/BBV/Hiyou/Jun'you

E2:
North: Ashigara, Ooyodo, Kasumi, Asashimo/Kiyoshimo, Akizuki (with AACI), CAV

Use both supports. Route: Aerial support (red planes); Boss: Aerial support (blue planes)

South: BB(V), DD, DD, CA(V), Kaga, Taihou
Use boss support with blue planes.

E3:
(Transport gauge)
Chikuma/Tone/4 DD; 1 CL/2 CA/Yuudachi/Ayanami/Shimakaze
Boss support seems unnecessary here, not sure about route support.

(Boss gauge)

Use BOTH supports. Fleet still not known but suijou is highly recommended.

Edited by LameJoker (see edit history)
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I hate it when posts become un-editable after a certain amount of time has passed. I've got all the details down now, if anyone's interested.

 

For the record, regen cap is more than enough to clear the event in a couple of days, even if you're going hard mode for all.

 

E1

Kasumi/4 slotter/BBV/2 CVL/4 slotter (A-E-F-D-J)
4 slotters can be Yuubari, Ooyodo, Katori or Kashima.

Full ASW on Kasumi, 4 slotters.
Full AsW/zuiun on BBV.
All blue planes on CVLs, except for 1 saiun.



E2

(Rei-go)
CAV, CLT, Kasumi, Kiyoshimo, Asashimo, Ashigara
1 red 1 yellow 1 zuiun 1 sanshiki on CAV
AA cut-in setup + double attack on DDs (preferably with an Akizuki gun)
2 yellow 1 midget sub on CLT
1 red 1 yellow 1 recon plane 1 sanshiki on Ashigara

 

A-E-I-J-M-O is the safer route, but if you're feeling adventurous,
Aerial route support probably is needed, especially if you're going node L.

(non-Rei-go)
I've heard that bruteforcing with 4 BB 2 CV works wonders, but I haven't tried it yet, and it is an expensive fleet (but then that is the price to pay for lacking a Rei-go fleet). Give the BBs 1 red 1 yellow 1 zuiun 1 sanshiki in that case.

 

Otherwise, 2 DD is recommended here (give them AA cut-in), so you only have to fight node N instead of L + M. Add 1 BB, 1 CV and 2 CA(V). Give the BB(V) 1 red 1 yellow 1 recon/zuiun 1 sanshiki in that case. Setup for BB and CA(V) is as above.

As for total fighter power, 88+ is needed to avoid air denial at node G. Bring some extra to spare, especially if you're going to node D. This is also enough to obtain AS at the boss. For AS+, 99+ is needed for initial kill, and 141+ for final kill.

 

E3

(Transport gauge)

Main fleet: Either 2 BBV 4 DD or 2 CAV 4 DD (unless using Akitsu Maru; see below)
Daytime double attack on CAV/BBV. Make sure to have at least 3 zuiun (or 2 if using at least 1 BBV Kai 2).

If Kasumi Kai 2(B) is available, put her as flagship with FCF and you can use 2 BBVs with AP shell cut-in.

If using any slow ship (eg. BBV, Akitsu Maru) in main or escort fleet, try to have Akizuki or some other DD with AA cut-in.
Otherwise, put drums or daihatsu where available.

1 BBV/CAV 4 DD 1 Akitsu Maru is also viable here too; Akitsu Maru with a fighter plane eliminates the need for zuiun, although CAVs can still hold drums.

Escort fleet: 1 CL 2 CA(V) 3 DD
CL is preferably Abukuma (with either torp cut-in or double attack along with midget sub), but if not, give her daytime double attack (if her plane slots are all 0, drop the recon plane).

Daytime double attack on CA(V). Again, remember that CAVs can hold drums.

Give the DDs double attack at night.

Night battle equipment is optional. Again, fill up any spaces with drums (or daihatsu, if you have Kasumi Kai 2) where possible.


(Boss gauge)

Don't bother with kidou butai; go with suijou butai instead. Go J-K-I-L-T. And use both support fleets. You'll need them.

Main fleet: 4 BB(V) 2 CVL (recommended CVLs: Hiyou, Jun'you)
Make sure to have enough fighter power (maybe ~210+?) so you have 194+ at the boss. 3 Reppuu or stronger fighters should do. If BBV is brought, bring a zuiun as well. Give all BB(V)s AP shell cut-in, so if you're bringing FCF, have a CVL be flagship. Make sure she's either a Reppuu mule or has 2-3 bombers (preferably 3) if that's the case.

Escort fleet: 1 CL (preferably Abukuma) 2 DD 2 CLT 1 CA(V)/BB, not necessarily in this order

For BBs, only fast BBs can be used here. Put her in position 3 or 4 and give her AP shell cut-in setup. Bismarck is the best for this role. Give everyone else cut-in setup.
If no fast BB is used, give everyone torp cut-in setup (an exception can be made for CLTs, who can utilise double attack). This is usually for final kill if the fleet lacks Bismarck.

 

The ships not already ordered can be in any position, but the escort fleet flagship should be a cut-in ship, and the last ship must act as a reliable anchor (a CLT with torp cut-in setup works best for this role).

Edited by LameJoker (see edit history)
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Oops, sorry. I was out for the weekend and didn't think to check in here.

Overall a pretty easy event.

post-3227-0-37971200-1455612893_thumb.pn

All Hard clear, now I'm just leveling Hatsuzuki while looking for Akizuki in E2.

 

For clearing E2, I got lazy and didn't bother to level Kasumi or really any of the Rei-Go ships, but I still cleared it easily.

 

The difficult part came for the final kill in E3, but overall I spent more time than I needed because I spent it on sparkling entire fleets when the final kill was done on regular morale. Oh well, I'll take it, I guess.

 

For E3 I went with 1CA+2FBB+2BB+1CVB / 1CL+2CLT+2DD+1FBB

Taihou as a Reppuu mule with Saiun.

 

Last minute changes I made to my fleet towards the end were adding skilled lookouts to Bismark, adding equipment expansion to Abukuma, and giving her combat rations, which actually saw their first use this event. It was a neat idea and I found I was able to chip/kill the boss more consistently whenever it activated. I had both Yamato and Musashi in my primary fleet for last dance but I don't really think they're needed. I went the north route and even though I had FCF, I almost had no need for it.

 

For the transport portion of E3, I didn't bother with Daihtasu and just used 9 drums in my primary fleet.

 

Beginning resources were roughly 120/100/110/30 and 200 buckets. By the time I cleared E3, I now have 45/27/51/14 and 25 buckets. I got Mizuho and Amatsukaze, and a few Zuikaku dupes.

post-3227-0-09008200-1455613629_thumb.pn

My heart.

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>CVB

But that's wrong. There aren't any "large aircraft carriers" in the game.

 

I've also noticed that 2 CVL is generally a better setup for suijou than 1 CV 1 CA. I prefer putting one CVL as flagship and have her be Reppuu mule. I've also noticed that sparkling, while a godsend for single fleet, does practically nothing for combined fleet.

 

I hope your Bisko was still doing torp CI if you gave her skilled lookouts. Mixed is trash. Also I'm assuming your Abukuma wasn't the escort fleet flagship? Flagship should sparkle herself to 100 by the time the fleet reached the boss.

 

General consensus is that south is easier than north, but since you didn't have problems with north, I guess I can't argue with success.

 

Transport portion is easy, but so was the rest of the event. I started with regen cap and 100+ buckets and cleared the event in 2 days with resources to spare. Damage for clearing was like 100 buckets.

Edited by LameJoker (see edit history)
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>CVB

But that's wrong. There aren't any "large aircraft carriers" in the game.

Oh, is it? I just went with what KCV says.

post-3227-0-07284600-1456372868.png

Reason why I didn't do with 2 CVL was because I placed them in my support expedition fleets for routing and boss support. I think it should be okay though, since the air requirement in node I isn't very high.

The exact route I took for the boss portion of E3 was JKILT, since I saw most people agree to stay away from the submarine nodes.

The support fleet for the final kill went as follows:

post-3227-0-86019100-1456373420_thumb.pn

The PSVita game is out, and boy is it poorly received.

 

I hope no one here was foolish enough to buy it. You might as well dump the money into the browser game for a few extra rings instead.

To be honest, the only reason why I regret pre-ordering the Vita game is because of the Yuudachi folder.

 

I predicted the game would be complete shit from the moment I saw screenshots of it. Sometimes, you can judge a book by its cover, and as an amateur graphic designer, the UI design was a clear indicator of that for me.

post-3227-0-22667800-1456373772_thumb.pn

You can skip battle animations and go straight to the result. It actually takes a lot of effort to Game Over in KKai, and it requires skipping days repeatedly. Some say that leveling in KKai can also improve shipgirls' luck. I guess that's kind of neat?

 

Which brings me to,

https://twitter.com/noisy_sgr/status/701194482989969408

Looks like someone finally got Iowa from the Vita game. Artist seems to be Yoshinori.

Voice: https://twitter.com/noisy_sgr/status/701206064776114176

 

attachicon.gifCbsj2nGUMAAwBZC.jpg

^ This AV-esque actress right here. Yoshinori's designs are pretty solid, but some part of me was expecting another new Japanese artist like Jiji to handle their design. I mean, he already was in charge of some of the most popular ships in game anyway.

 

Certainly not a certain Chinese artist who seems to have a sizeable, cancerous, and salty fanbase that became quite vocal following Iowa's unveil.

And who even became salty enough so as to make his own reply!

post-3227-0-39521400-1456374412_thumb.jp

 

It's been a quite eventful month for Kancolle, indeed.

Kancolle Arcade looks pretty good indeed, but I am a little worried about its gameplay. I couldn't make sense of what the seiyuu(?) were actually doing as they were playing. I wonder how much of it is RNG dependent.

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KCV's translation is wrong on that count; it just stuck because of tradition. From the loading screen, it's clear that the game uses USN hull classification codes for the ships, and according to the USN CVB means "large aircraft carrier". Then again even in Japanese, KCV still calls Bismarck, Italia and Roma 巡洋戦艦, or "battlecruisers".

 

The Vita game's UI is somewhat worse than the browser game's; there's no one-click resupply button for example, but the worst thing is everything loads really slowly. What it does offer is extra resources and far more experience gain per battle, which makes you go through the game a lot faster (cancelling out the slow loading time somewhat, but it's still no less irritating). You can also save scum like mad to get the craft you want. It's more for those who are interested in the franchise but don't want to get too invested in the browser game.

 

I can't comment much on November's art, but something about it strikes me as not belonging to the franchise, so I guess part of me is happy his designs got jossed.

 

Also for the record, I've heard that the arcade game was widely acclaimed. I have no idea how RNG dependent it is, but I've heard it's nowhere as dependent as the browser game.

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