Changes
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→General Tips: Changed "firepower and shields" to "firepower and armor," standardized "xp" and "XP" to "XP."
*Leveling speed, cycling ships
*Leveling speed, cycling ships
*Resource cost: Submarines, Destroyers and Light Cruisers have relatively low consumption.
*Resource cost: Submarines, Destroyers and Light Cruisers have relatively low consumption.
* [[Modernization]]: Improves the primary four stats of your ships. AA tends to be difficult to modernize but also the least effective for farming xp. Firepower and shields can help the most. Stats gained during modernization are lost upon remodel, so typically modernization is used after the first remodel.
* [[Modernization]]: Improves the primary four stats of your ships. AA tends to be difficult to modernize but also the least effective for farming XP. Firepower and armor can help the most. Stats gained during modernization are lost upon remodel, so typically modernization is used after the first remodel.
* For more experienced Admirals that do not need ships drops, leveling speed can also be increased by sortieing with maxed out ship slots so that you do not waste time getting new ships.
* For more experienced Admirals that do not need ships drops, leveling speed can also be increased by sortieing with maxed out ship slots so that you do not waste time getting new ships.
* Using spare level 1 ship drops can help reduce the cost of sorties. This is usually used with the objective of focusing XP on a single ship as it takes other slots away from being able to gain XP. When the ship is heavily damaged or runs out of supplies (fuel/ammo), they can be used as modernization fodder or scrapped.
* Using spare level 1 ship drops can help reduce the cost of sorties. This is usually used with the objective of focusing XP on a single ship as it takes other slots away from being able to gain XP. When the ship is heavily damaged or runs out of supplies (fuel/ammo), they can be used as modernization fodder or scrapped.
*MVP is awarded to the ship that does the most total damage with ties going to ship in highest slot.
*MVP is awarded to the ship that does the most total damage with ties going to ship in highest slot.
* S rank gives 20% extra xp; C/D- ranks have XP penalty
* S rank gives 20% extra XP; C/D- ranks have XP penalty
*Placing a ship at flagship and achieving MVP grants the most XP. This is useful for quickly leveling up a single ship or focusing XP on more resource expensive ships to reduce the resource costs of leveling it up.
*Placing a ship at flagship and achieving MVP grants the most XP. This is useful for quickly leveling up a single ship or focusing XP on more resource expensive ships to reduce the resource costs of leveling it up.
* Artillery spotting helps increase the chances of doing damage and the amount of damage done.
* Artillery spotting helps increase the chances of doing damage and the amount of damage done.
* Achieve air superiority an air phase to utilize it.
* Achieve air superiority an air phase to utilize it.
* Double attack, Mixed and Cut-in will vary damage outputs (trigger chances and multiplers).
* Double attack, Mixed and Cut-in will vary damage outputs (trigger chances and multiplIers).
* Typically put Double attack (with Radar) or Mixed (AP) on the ship you want to MVP.
* Typically put Double attack (with Radar) or Mixed (AP) on the ship you want to MVP.
* Common Double Attack Setup: ({{RedGunMedium}}{{RedGunMedium}}{{Template:Seaplane}})
* Common Double Attack Setup: ({{RedGunMedium}}{{RedGunMedium}}{{Template:Seaplane}})