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Introduction key notes:
 
Introduction key notes:
CLs -> Squadron leaders, i.e. usually tougher and stronger than DDs, but otherwise largely similar in terms of role. (As with DDs, however, probably need to mention that certain ships come with additional gimmicks.) Add that at least one is required for Combined Fleets under the Escort Fleet, and that in some cases they may be required for routing. Artillery Spotting with three slots at Kai remodel (mostly at level 20) and slots that actually have plane numbers (i.e. not Yuubari).
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*CLs -> Squadron leaders, i.e. usually tougher and stronger than DDs, but otherwise largely similar in terms of role. (As with DDs, however, probably need to mention that certain ships come with additional gimmicks.) Add that at least one is required for Combined Fleets under the Escort Fleet, and that in some cases they may be required for routing. Artillery Spotting with three slots at Kai remodel (mostly at level 20) and slots that actually have plane numbers (i.e. not Yuubari).
CLTs -> Remodel at 10 (K2 50) for Ooi/KTKM, K2 at 65 for Kiso. Note two slots until K2 for the former, mention the limitations this has for combat loadouts. Cannot artillery spot (or equip planes at all) once converted to this sub-class. However, opening torpedo strikes.
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*CLTs -> Remodel at 10 (K2 50) for Ooi/KTKM, K2 at 65 for Kiso. Note two slots until K2 for the former, mention the limitations this has for combat loadouts. Cannot artillery spot (or equip planes at all) once converted to this sub-class. However, opening torpedo strikes.
CTs? -> Are these even worth covering? Just chucking this here for now anyway. One is event-only, the other is available from construction (but not from the basic recipe). Slow, but have 4 slots. Only real advantages potentially conferred upon the fleet are where speed doesn't matter, where ASW is involved since 4 slots (depending on branching), and for bonus experience during PvP. Assure new players that they're not missing out on much by not having one (Translation: Don't be a dumbass and try to craft Katori).
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*CTs? -> Are these even worth covering? Just chucking this here for now anyway. One is event-only, the other is available from construction (but not from the basic recipe). Slow, but have 4 slots. Only real advantages potentially conferred upon the fleet are where speed doesn't matter, where ASW is involved since 4 slots (depending on branching), and for bonus experience during PvP. Assure new players that they're not missing out on much by not having one (Translation: Don't be a dumbass and try to craft Katori).
    
'''Jintsuu 神通''' - Level 60
 
'''Jintsuu 神通''' - Level 60
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'''Sendai 川内''' - Level 60
 
'''Sendai 川内''' - Level 60
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(Temporary notes, write a full summary.) Not nearly as strong as Abukuma or even Jintsuu. Only real utility is the stock equipment she comes with. Briefly explain the benefits and drawbacks of the following: Night Scout, Searchlight, and Star Shells. Emphasise that these are Important Things™ for Night Battles.
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''(Temporary notes, write a full summary.) Not nearly as strong as Abukuma or even Jintsuu. Only real utility is the stock equipment she comes with. Briefly explain the benefits and drawbacks of the following: Night Scout, Searchlight, and Star Shells. Emphasise that these are Important Things™ for Night Battles.''
    
'''Abukuma Kai Ni 阿武隈 - Lander/Tank Capable, Minisub Capable - Level 75, <span style=" color:blue">Blueprint Required</span>'''
 
'''Abukuma Kai Ni 阿武隈 - Lander/Tank Capable, Minisub Capable - Level 75, <span style=" color:blue">Blueprint Required</span>'''
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