Changes

no edit summary
Line 21: Line 21:  
Each plane has its own ''equip cost'' (in bauxite) that is immediately deducted when it is '''''equipped'''''; thus, changing the planes equipped to your squadrons multiple times will drain your bauxite quickly. The equip cost for each slot is calculated as follows: [math]\text{Equip Cost of Slot} = \text{# of planes allowed in slot(4 or 18, depending on what kind)} \times \text{Equip Cost of Plane}[/math]
 
Each plane has its own ''equip cost'' (in bauxite) that is immediately deducted when it is '''''equipped'''''; thus, changing the planes equipped to your squadrons multiple times will drain your bauxite quickly. The equip cost for each slot is calculated as follows: [math]\text{Equip Cost of Slot} = \text{# of planes allowed in slot(4 or 18, depending on what kind)} \times \text{Equip Cost of Plane}[/math]
   −
As of May 5th, 2016, your airfields can be attacked by enemy planes. If your airfield gets heavily damaged too often, your planes will be fatigued faster and increase the costs of airfield supports. To avoid this, use the air defense option outlined below.
+
As of May 5th, 2016, your airfields can be attacked by enemy planes, aircraft will be lost from the first slot sequentially down to the fourth slot should they sustain more than 50 damage in a single air raid
 +
 
 +
===Veterancy===
 +
 
 +
Veterancy does not have an impact on the airstrike power of dedicated land-based aircraft when used in LBAS, whereas carrier aircraft used in a land based will receive an additional 120% multiplier on top of the 150% critical firepower modifier. <ref>http://wikiwiki.jp/kancolle/?%B4%F0%C3%CF%B9%D2%B6%F5%C2%E2#airskill</ref>
    
===Tables of Usage Costs===
 
===Tables of Usage Costs===
793

edits