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Difference between revisions of "Help:Equipment Setup"
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Are listed here some recommended equipment setups for ASW duties. ''The equipment order is illustrative and does not reasonably matter. | Are listed here some recommended equipment setups for ASW duties. ''The equipment order is illustrative and does not reasonably matter. | ||
As general rules: | As general rules: | ||
− | *The first priority is to have OASW, even at the expense of synergy: | + | *The first priority is to have an [[OASW]], even at the expense of damage synergy: |
− | + | **Because {{ASW}} increase with levels, using high-level ships will help reach the required stat threshold, | |
− | **Because {{ASW}} increase with levels using high-level ships can | + | **[[DE]] can OASW more easily than other ship types, |
− | **Take note that | + | **Take note that DE also have an armor penetration bonus when using [[Depth Charge]]s. |
− | *To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use: | + | *To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use the "damage synergy setup": |
− | **{{Small Sonar}} {{DCP}} {{DCR}} | + | **{{Small Sonar}} + {{DCP}} + {{DCR}} |
− | * | + | **This ASW setup maximizes the ASW by taking advantage of the synergy, and must include 1 [[Small Sonar]], 1 [[DCP|Depth Charge Projector]], and 1 [[DCR|Depth Charge (Racks)]]. |
|-|CL/CLT/CT/DD/DE= | |-|CL/CLT/CT/DD/DE= | ||
Line 259: | Line 259: | ||
!Notes | !Notes | ||
|- | |- | ||
− | + | |{{Small Sonar}} {{DCP}} {{DCR}} {{WildCard}} | |
+ | | Best ASW damage setup utilizing synergy. | ||
+ | Do note that '''reaching the [[OASW]] threshold takes precedence over everything''', and if not reached, then any ASW equipment giving enough ASW to reach 100 should be used instead. | ||
|- | |- | ||
− | |{{ | + | |{{Light Gun}} {{Light Gun}} {{Small Sonar}} {{WildCard}} |
− | | | + | | A setup keeping a DA, while unlocking OASW for ships with enough ASW. |
+ | For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration. | ||
+ | |- | ||
+ | |{{TorpedoWeapon}} {{TorpedoWeapon}} {{Small Sonar}} {{WildCard}} | ||
+ | | A setup keeping a TCI, while unlocking OASW for ships with enough ASW. | ||
+ | For ships with innate OASW, the sonar should be replaced with any depth charge with armor penetration. | ||
+ | |} | ||
+ | |||
+ | |-|DE= | ||
+ | {|class="wikitable" width=100% | ||
+ | !width=13%|Equipment | ||
+ | !Notes | ||
+ | |- | ||
+ | |{{Small Sonar}} {{DCP}} {{DCR}} | ||
+ | | Best ASW damage setup utilizing synergy. DE should only utilize this setup as any other setup is not viable. | ||
|} | |} | ||
|-|CV/CVL= | |-|CV/CVL= | ||
− | Only [[CVE]] & [[Kaga Kai Ni Go]] should be considered for this task, as other CV/CVB cannot attack submarines, and other CVL lack ASW stats. | + | Only [[CVE]] & [[Kaga Kai Ni Go]] should be considered for this task, as other CV/CVB cannot attack submarines, and other CVL lack sufficient ASW stats. |
+ | *The use of [[ASW Aircraft]] is recommended or even mandatory, in order to unlock certain OASW. | ||
{|class="wikitable" width=100% | {|class="wikitable" width=100% | ||
− | !width= | + | !width=15%|Equipment |
!Notes | !Notes | ||
|- | |- | ||
− | + | |{{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}} | |
+ | |When the right OASW conditions are met, using a regular CVCI setup is recommended when other surface targets are also present. | ||
+ | |- | ||
+ | |{{Torpedo Bomber}} {{Dive Bomber}} {{Fighter}}+{{ASWPlane}}/{{Autogyro}} | ||
+ | |When the right OASW conditions are not met, using an additional [[ASW Aircraft]] just to trigger the OASW is recommended, usually put in the smallest slot for the ones immune to shutdown. | ||
|- | |- | ||
|{{Torpedo Bomber}}/{{Dive Bomber}}/{{Autogyro}}/{{ASWPlane}}/{{Sonar}}/{{DepthCharge}} | |{{Torpedo Bomber}}/{{Dive Bomber}}/{{Autogyro}}/{{ASWPlane}}/{{Sonar}}/{{DepthCharge}} | ||
− | |[[ASW Aircraft]] | + | |When focusing on submarines only, using an assortment of [[ASW Aircraft]]/[[Sonar]]/[[Depth Charge]] is enough, as a CVCI cannot trigger against submarines. |
|} | |} | ||
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!Notes | !Notes | ||
|- | |- | ||
− | + | |{{Large Gun}} {{Large Gun}} {{Seaplane}} {{WildCard}} {{Autogyro}} | |
+ | |Setup unique to {{Ship/Link|Hyuuga Kai Ni}} which allows her to do an [[OASW]] with a decent base ASW, while keeping some surface combat capabilities like [[Artillery Spotting]]. | ||
+ | The {{Autogyro}} must be an '''{{EquipmentLink|S-51J|S-51J Kai|text=Helicopter|link_category=Helicopters}}''', and should be placed in the smaller plane slot when other planes are used. | ||
|- | |- | ||
− | |{{ | + | |{{Dive Bomber}}/{{Autogyro}}/{{ASWPlane}}/{{Sonar}}/{{DepthCharge}} |
− | | | + | |Setup for {{Ship/Link|Yamashio Maru Kai}} to allows her to do an [[OASW]], while keeping some utilities by using {{Fighter}} or {{Supplies}}. |
− | Setup | ||
|} | |} | ||
</tabber> | </tabber> |
Revision as of 22:35, 21 February 2024
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There is no such thing as a "perfect" or "universal" setup. Each and every situation requires its own assortment of ships and equipment, with some setups being more common/effective than others. |
This article aims to cover the most commonly used equipment setups for each ship type. It is to give an idea of what are the most efficient load-outs to make ships effective in a particular role. This means that this article will not cover some niche setups that are too specific. For those equipment setups, please refer to the relevant pages.
- See here for a breakdown of all equipment types and their related mechanics.
- For more details on some mechanics, please see each relevant page.
- Please mind each individual plane slot size when applicable. Aircraft should be placed in the biggest slots available to be more effective.
Standard Combat
"Standard combat" refers to most of the encountered engagements in the game, being surface battles in nature, with some air component.
- For more information on this topic, see Combat.
- For more information on this topic, see Day Battle.
- For more information on this topic, see Aerial Combat.
- For more information on this topic, see Night Battle.
Anti-Submarine
- For more information on this topic, see Anti-Submarine Warfare.
- The first priority is to have an OASW, even at the expense of damage synergy:
- Because
increase with levels, using high-level ships will help reach the required stat threshold,
- DE can OASW more easily than other ship types,
- Take note that DE also have an armor penetration bonus when using Depth Charges.
- Because
- To further maximize ASW effectiveness, regardless if an OASW is triggered or not, it is recommended to use the "damage synergy setup":
Small +
DCP +
DCR
- This ASW setup maximizes the ASW by taking advantage of the synergy, and must include 1 Small Sonar, 1 Depth Charge Projector, and 1 Depth Charge (Racks).
Anti-Installation
- For more information on this topic, see Anti-Installation.
- Regarding
:
- If a ship's base firepower is low, it can be viable to use Anti-Ground Rockets to provide a large flat damage increase to supplement the ship's anti-installation damage.
- Depending on whether one or more Anti-Ground Artilleries are to be equipped on a ship, it is recommended to use a WG42 for singular purposes, or Shipborne Model Type 4 20cm Anti-ground Rocket Launchers (or CD) if multiple are needed.
ASW Mortar
are inferior substitutes to regular Anti-Ground Artilleries when lacking those.
- Regarding
and
:
- These provide a high damage multiplier against Installations. Some specialized variants also provide an additional flat damage increase that is multiplicative with certain modifiers.
- As Landing Craft and Special Amphibious Tanks have separate multipliers, it is recommended to use them in tandem to maximize the effect.
- Such a setup has a strong anti-installation power against all installations but is hampered by the daytime damage cap.
- Nuke Setups are recommended to be used when dealing with Supply Depot Princess in particular, utilizing the high post-cap side of the bonuses to deal with her generally high HP pool.
- The setup's damage can be further improved by using multiple copies of those types of equipment where applicable.
- For example, equipping multiple
Special Amphibious Tanks
or Landing Craft with unique bonuses instead of anti-ground rockets provides better damage output for the ship, however, it is advised to only do so if you have enough available for the other ships in your fleet that require them.
- For example, equipping multiple
Exhautic Setups
Other setups that are used in specific situations and/or on specific ships.
Equipment Selection
While the above set-up guide recommends only types of equipment, this section gives the general rules on how to choose equipment within a given type.
Equipment of a same type are mainly differentiated by their "Stats" (,
,
, ...), including Fit Bonuses (both visible and invisible) and Improvements (
) stats, as well as some more specific attributes, like:
- Modifiers brought in certain mechanics, ranging from combat to routing,
- Special mechanics induced by certain equipment...
Equipment have a wide range of stats, however, not all stats are ranked the same way, some being more important than other, depending on the equipment type.
Here, equipment stats are dispatched into 3 categories:
- Primary Stats: stats that influence the effectiveness of the equipment in its main role, being the main choosing factor,
- Secondary Stats: stats that can influence the effectiveness of the equipment for other purposes, helping to choose between equipment sharing the same "Primary Stats".
- Bonus Stats: All the other stats. These stats do not influence the effectiveness of the equipment much, but are appreciable for the general stat stats of the equipping ship.
Equipment Stats Category | |||||
---|---|---|---|---|---|
Main Armament | |||||
Icon | Equipment Types | Primary Stats | Secondary Stats | Notes | |
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Main Gun & Secondary Gun | ![]() |
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| |
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High-Angle Gun | ![]() |
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| |
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AA Gun | ![]() |
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| |
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Torpedo | ![]() |
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| |
Midget Submarine | |||||
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Anti-submarine Weaponry | ![]() |
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| |
Aircraft | |||||
Icon | Equipment types | Primary stats | Secondary stats | Note | |
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Dive Bomber | ![]() |
AAR ❱❱ ![]() |
| |
Fighter-Bomber and Jets | ![]() |
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Torpedo Bomber | ![]() |
AAR ❱❱ ![]() |
| |
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Fighter | ![]() |
❱❱ ![]() |
||
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Carrier Recon | ![]() ![]() |
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||
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Seaplane Recon | ![]() ![]() |
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||
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Seaplane Bomber | ![]() ![]() |
❱❱ AAR | ||
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Seaplane Fighter | ![]() |
❱❱ | ||
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ASW Aircraft | ![]() |
|||
Other Equipment | |||||
Icon | Equipment types | Primary stats | Secondary stats | Note | |
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Surface Radar | ![]() |
![]() ![]() ![]() |
| |
Air Radar | ![]() |
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Anti-Installation Equipment | Anti-installation modifiers |
| ||
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Extra Armor | ![]() |
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Engine Improvement | ![]() |
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| |
All Other Equipment | Are chosen on a case-by-case basis, being often bounded to some specific mechanics |
- Notes
Range gained from certain equipment can either be advantageous or detrimental, depending on the situation, like for Special Attacks or when Leveling.
See Also
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