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Difference between revisions of "Sandbox/Event Planning"
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Revision as of 23:42, 20 April 2017
Planning Your Event
Know your Objectives, Know your Enemy
When planning for an event, two questions should take precedence above all others:
What are my objectives from this event? How do I prioritize these goals?
Never just limit your list of objectives to "Clear the event", be specific as to what you're aiming to achieve and get out of the event. For example, in Spring 2016, obtaining Iowa (E7 clear reward) by any means necessary might have taken precedence over a riskier all-hard clear.
Other goals may include farming a few useful rare ships (e.g. U-511, Prinz Eugen, I-13) or obtaining rare equipment (e.g. Duplex Rangefinder, Prototype Catapult)
The nice thing about laying out your objectives is that it doesn't matter if you're new or if you're veteran, it's something that will always be beneficial to your overall event plan.
Once you've established your objective, the next thing you should consider is the following.
What's the likely scale of this event?
This question tends to get easier to answer as the developers release more events over time. In general, trends suggest that Spring and Summer tend to be relatively larger events, while Autumn and Winter are relatively smaller.
Know Your Fleet
Notice how so far, we've not actually even looked at our ships yet, and instead have chosen to focus on your goals and the key challenges. That's because these questions are common to everybody.
Only now do we reach the questions pertaining to the state of the fleet:
- How many fleets will I need?
- Do I have enough ships to fill out aforementioned fleets? How good are they
- What do my resources look like?
What am I willing to forgo to accomplish my primary objective?
You should always be prepared to give up the chance to achieve some goals if it means you can accomplish others. In fact, if you're new, forgoing clearing the event might even be on the cards in some cases.
Expeditions
When it comes to expeditions, three expeditions stand head-and-shoulders above all others in terms of importance: Expeditions 2, 5, and 6.
Expedition 2 is the best source of buckets for an expedition, averaging one bucket every hour of play
Sparkling Your Ships
Sparkling is an important-enough thing that it gets its own header and section. Sparkling involves getting your ships above their default level of morale (49).
Battle-wise, sparkled ships possess increases their evasion and accuracy; strategically, sparkled ships enable expeditions to return with great successes, granting 50% more resources.
Some of the more important things ways that morale may change are:
- +1 for an S-Rank (flawless or not), less one for every rank below S
- +10 for being the MVP of a battle
- +3 if starting the battle as the flagship
- -15 at the end of a sortie
As such, it is possible to see that being the flagship and MVP for each battle in a sortie comprising of two battles will grant 10+10+3+3-15 = 11 morale, plus up to 2 more if those battles are S-rank.
As this is an event guide, the methods here will be the more important ones, more methods can be found on the morale page.
1-1 Sparkling
1-1 sparkling is as basic as sparkling gets, take your desired sparklee (I'm inventing this word, fight me), equip her with the longest range equipment you have, add on some level 1 DDs, and send her to 1-1 to do both nodes. 1-1 can be used to sparkle any ship in the game.
If you have a maruyu, it is extremely useful to use pair her up with the ship you want sparkled to prevent scratch damage to your desired sparklee.
DDs tend to have a slightly harder time here because of their tendency to have their MVP stolen (short range) or take scratch damage, fortunately, there is an even more efficient way to sparkle DDs.
1-5 Sparkling
1-5 sparkling is far more efficient than 1-1 sparkling, by going to three nodes, you can increase your morale gain to 24 morale for 3 nodes, more than double the morale for a 50% increase in cost. More importantly, A node's submarine becomes a Ka-elite past HQ 80; this means that ships will find it difficult to kill unless fitted out with ASW gear. This in turn makes it easy to ensure that your flag gets MVPs.
Your Core Expeditions
Below is a list of the core
# | Key Resource | Time | + | Total Gross Resources per Hour[1] | Sparkling Load [2] | |||||
---|---|---|---|---|---|---|---|---|---|---|
2 | 0:30 | 200 | 60 | 200 | 230 | 1 | 8+ for GS | |||
3 | 0:30 | 90 | 90 | 120 | 180 | 300 | 9+ for GS | |||
5 | 1:30 | 133 | 133 | 13 | 13 | 266 | 318 | |||
5 GS | 1:30 | 200 | 200 | 20 | 20 | 400 | 477 | 3 1⁄3 [3] | ||
6 | 0:40 | 120 | 360 | |||||||
6 GS | 0:40 | 200 | 600 | 6 | ||||||
21 | 2:20 | 137 | 116 | 253 | 253 | |||||
21 GS | 2:20 | 206 | 174 | 380 | 380 | 1.7 or 2.1 [4] | ||||
37 | 2:45 | 138 | 98 | 138 | 236 | |||||
37 GS | 2:45 | 207 | 147 | 207 | 354 | 1.5 or 1.8 or 2.2 [5] | ||||
38 | 2:55 | 144 | 69 | 144 | 213 | |||||
38 GS | 2:55 | 216 | 104 | 216 | 320 | 1.4 or 1.7 or 2.1 [6] |
Blueprint Discipline
Blueprints are probably not what you think of as a resource, but they are. They're limited, valuable, and in this case, gamechanging
The #1 piece of advice with regard to blueprints is this: DO NOT SPEND ANY BLUEPRINTS UNTIL IT IS CLEAR YOU WILL NEED TO. This holds true even if the choice is as apparently obvious, such as Abukuma K2 versus Italia.
Blueprints don't go away if you don't use them, neither will your fleet lose levels. The only real disadvantage is in not being able to re-modernize the ship in advance. To refer back to the earlier example, although Abukuma K2 will almost always be far more useful than Amagi
We'll evaluate how much bang you get for your blueprint further in the ship guide.