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|style="text-align:center;"|[[File:StartNode.png]]<br/>'''Start Node'''
 
|style="text-align:center;"|[[File:StartNode.png]]<br/>'''Start Node'''
|The Start Node dictates the point from which your fleet will start.
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|The Start Node dictates the point from which the fleet will start.
   −
Multiple start points may be present in the same map. In such cases, the Start Node from which you'll begin sortieing is defined by the fleet composition as well as fleet type when you enter the map.
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Multiple start points may be present on the same map. In such cases, the Start Node from which the fleet will begin sortieing is defined by the fleet composition as well as the fleet type, when it enters the map.
 
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|style="text-align:center;"|[[File:ChoiceNode.png]]<br/>'''Active Branching'''
 
|style="text-align:center;"|[[File:ChoiceNode.png]]<br/>'''Active Branching'''
|{{Anchor|Active Branching}}An Active Branching Node, also known as "Choice Node", is a special type of map mechanic that allows the your fleet to route to any of the desired paths. Introduced in the Spring 2015 Event.
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|{{Anchor|Active Branching}}An Active Branching Node, also known as "Choice Node", is a special type of map mechanic that allows the fleet to route to any of the desired paths. Introduced in the Spring 2015 Event.
   −
Upon hitting an active branching node, a text bubble will appear above the fleet icon saying "You can select the fleet's course!" (艦隊針路選択可能!). Nodes that you are able to select will glow. Clicking on the node will send your fleet in that direction.
+
Upon hitting an active branching node, a text bubble will appear above the fleet icon saying "You can select the fleet's course!" (艦隊針路選択可能!). Nodes able to be selected will glow. Clicking on the node will send the fleet in that direction.
 
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|style="text-align:center;"|[[File:MaelstromNode.png]]<br/>'''Maelstrom'''
 
|style="text-align:center;"|[[File:MaelstromNode.png]]<br/>'''Maelstrom'''
|{{Anchor|Maelstrom}}Upon entering the node, drains a specific value of a specific resource of your entire '''current fleet'''. This means that penalties derived from low levels of {{Fuel}} and {{Ammo}} are applied immediately. The strenght of Maelstroms can be mitigated by the number of ships independently carrying a RADAR. Maelstroms drain either {{Fuel}} or {{Ammo}}, but not both.
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|{{Anchor|Maelstrom}} Upon entering the node, drains a specific value of a specific resource of the entire '''current fleet'''. This means that penalties derived from low levels of {{Fuel}} and {{Ammo}} are applied immediately. The strenght of Maelstroms can be mitigated by the number of ships independently carrying a RADAR. Maelstroms drain either {{Fuel}} or {{Ammo}}, but not both.
   −
Certain Maelstrom are '''strong''', draining 150% more resources than regular Maelstroms and have roughly a 25% chance of draining all of a resource. See [[Maelstrom]] page for details
+
Certain Maelstroms are '''strong''', draining 150% more resources than regular Maelstroms, and having roughly a 25% chance of draining all of a resource. See [[Maelstrom]] page for details.
    
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|style="text-align:center;"|[[File:ResourceNode.png]]<br/>'''Resource Node'''
 
|style="text-align:center;"|[[File:ResourceNode.png]]<br/>'''Resource Node'''
|Upon entering, adds a specific amount of a specific resource or consumable to your '''resource stockpile'''. Resource Nodes do not refill your fleet's current resource levels.
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|Upon entering, adds a specific amount of a specific Resource ({{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}}) or a consumable ({{IR}}{{IC}}{{DM}}) to the '''stockpile'''. Resource Nodes do not refill the fleet's current resource levels.
   −
Note that the node must be a dead-end node, or a subsequent battle node must be completed, before the resources are added to your overall stockpile. Immediately refreshing the game after reaching such nodes '''does not''' provide resources.
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Note that the node must be a dead-end node, or a subsequent battle node must be completed, before the resources are added to the overall stockpile. Immediately refreshing the game after reaching such nodes '''does not''' provide resources.
   −
Using {{Drum}} and/or {{LandingCraft}} increases the resource gain if it is one of {{Fuel}}, {{Ammo}}, {{Steel}} or {{Bauxite}}, up to a possible node-specific cap.
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Using {{Drum}} [[Drum]]s, {{LandingCraft}} [[:Category:Landing_Craft|Landing Craft]], and {{Amphibious Tank}} {{EquipmentLink|Special Type 2 Amphibious Tank|text=Tanks}} increases the resource gain up to a possible node-specific cap.
 
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|style="text-align:center;"|[[File:FinishLineNode.png]]<br/>'''Finish Line'''
 
|style="text-align:center;"|[[File:FinishLineNode.png]]<br/>'''Finish Line'''
|Mechanically, behaves in the exact way a regular Resource Node does.
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|Is considered an Ending node like Boss nodes.
 +
*It can sometimes reward one or multiple resources at once, but no consumable.
 +
*Like Resources nodes, using {{Drum}} [[Drum]]s, {{LandingCraft}} [[:Category:Landing_Craft|Landing Craft]], and {{Amphibious Tank}} {{EquipmentLink|Special Type 2 Amphibious Tank|text=Tanks}} increases the resource gain
   −
Specifically in 1-6, the Finish Line has a pool of possible resource rewards rather than a single one.
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*In [[1-6]], the Finish Line has a pool of possible resources as rewards rather than a single one.
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**Unlike other Nodes, the resources here cannot be increased using any equipment.
 
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|style="text-align:center;"|[[File:TransportLoadoutNode.png]]<br/>'''Transport Loadout'''
 
|style="text-align:center;"|[[File:TransportLoadoutNode.png]]<br/>'''Transport Loadout'''
|Present in any map with Trasport Loadout operation. Upon reaching this node, the fleet's {{Drum}} and {{LandingCraft}}, as well as ships that are not '''Heavily Damaged''' will be taken account of. The result of this node determines the quantity of Transport Points (TP) deducted of a map's Transport Gauge after a successful Boss Battle with A-Rank or higher. See [[Transport Operation]] page for breakdown of values.
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|Present in any map with Trasport Loadout operation. Upon reaching this node, the fleet's {{Drum}}, {{LandingCraft}}, {{Landing Craft}}, and {{Rations}}, as well as ships that are not '''Heavily Damaged''' will be taken account of. The result of this node determines the quantity of Transport Points (TP) deducted of a map's Transport Gauge after a successful Boss Battle with A-Rank or higher. Simply reaching this node has no effect on the map's Transport Gauge.
 +
*See [[Transport Operation]] page for breakdown of values.
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Simply reaching this node has no effect on the map's Transport Gauge.
  −
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: justify;"
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!colspan="5"|Transport Load-Off
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|-
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! Ship Type
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! TP
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! rowspan="12" |
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! Equip Type
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! TP
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|-
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! colspan="2" | TP added per ship in fleet
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! colspan="2" | TP added per equipment
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|-
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| [[EliteDD|{{ToolTip|DD|Destroyer}}]]
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| 5
  −
| {{Drum}} {{EquipmentLink|Drum Canister (Transport Use)|text=Drum Canister}}
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| 5
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|-
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| [[EliteCL|{{ToolTip|CL|Light Cruiser}}]]
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| 2
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| {{LandingCraft}} {{EquipmentLink|Daihatsu Landing Craft}}
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| 8
  −
|-
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| [[Auxiliary Ships|{{ToolTip|CT|Training Cruiser}}]]
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| 6
  −
| {{LandingCraft}} {{EquipmentLink|Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force)|text=Daihatsu w/ T89}}
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| 8
  −
|-
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| [[EliteCAV|{{ToolTip|CAV|Aviation Cruiser}}]]
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| 4
  −
| {{LandingCraft}} {{EquipmentLink|Toku Daihatsu Landing Craft|icon=x|text=Toku Daihatsu}}
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| 8
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|-
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| [[EliteBBV|{{ToolTip|BBV|Aviation Battleship}}]]
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| 7
  −
| {{LandingCraft}} {{EquipmentLink|Toku Daihatsu Landing Craft + 11th Tank Regiment|text=Toku Daihatsu w/ 11th}}
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| 8
  −
|-
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| [[EliteAV|{{ToolTip|AV|Seaplane Tender}}]]
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| 9
  −
| {{LandingCraft}} {{EquipmentLink|M4A1 DD}}
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| 8
  −
|-
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| [[Auxiliary Ships|{{ToolTip|LHA|Amphibious Assault Ship}}]]
  −
| 12
  −
| {{Amphibious Tank}}{{EquipmentLink|Special Type 2 Amphibious Tank|text=Ka-Mi}}
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| 2
  −
|-
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| [[Auxiliary Ships|{{ToolTip|AO|Fleet Oiler}}]]
  −
| 15
  −
| {{Rations}} {{EquipmentLink|Combat Ration}}
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| 1
  −
|-
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| [[Auxiliary Ships|{{ToolTip|AS|Submarine Tender}}]]
  −
| 7
  −
| {{Rations}} {{EquipmentLink|Canned Saury}}
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| 1
  −
|-
  −
| Other
  −
| 0
  −
| {{Rations}} {{EquipmentLink|Combat Ration (Special Onigiri)|text=Special Onigiri}}
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| 1
  −
|-
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!colspan=5|<small>Different values may apply for each event</small>
  −
|}
   
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