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Currently, there are only two known purposes for Line of Sight (LoS):
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Currently, there are three known purposes for Line of Sight (LoS):
* A higher '''total LoS''' increases trigger chance of [http://kancolle.wikia.com/wiki/Combat#Artillery_Spotting_.28Post-Cap_Modifier.29 artillery spotting] for a ship's double/cut-in attack in sorties (daytime).
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* Increasing success rate in the scouting phase, which allows participation in aerial combat.
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* A higher fleet total LoS positively correlates with the trigger chance of [http://kancolle.wikia.com/wiki/Combat#Artillery_Spotting_.28Post-Cap_Modifier.29 artillery spotting] for a ship's double/cut-in attack in day battle.
 
* '''Effective LoS''', which allows the fleet to reach a specific node (usually a pre-boss or boss node) instead of being diverted to a dead end. Effective LoS is employed in special maps, such as [[Events|event maps]] and extra operations maps ([http://kancolle.wikia.com/wiki/World_2:_%E5%8D%97%E8%A5%BF%E8%AB%B8%E5%B3%B6%E6%B5%B7%E5%9F%9F#Stage_Guide_2 2-5], [http://kancolle.wikia.com/wiki/World_3:_%E5%8C%97%E6%96%B9%E6%B5%B7%E5%9F%9F#World_3-5_.E3.80.90Extra_Operation.E3.80.91_.E5.8C.97.E6.96.B9AL.E6.B5.B7.E5.9F.9F_Aleutian_Islands_Campaign 3-5]).
 
* '''Effective LoS''', which allows the fleet to reach a specific node (usually a pre-boss or boss node) instead of being diverted to a dead end. Effective LoS is employed in special maps, such as [[Events|event maps]] and extra operations maps ([http://kancolle.wikia.com/wiki/World_2:_%E5%8D%97%E8%A5%BF%E8%AB%B8%E5%B3%B6%E6%B5%B7%E5%9F%9F#Stage_Guide_2 2-5], [http://kancolle.wikia.com/wiki/World_3:_%E5%8C%97%E6%96%B9%E6%B5%B7%E5%9F%9F#World_3-5_.E3.80.90Extra_Operation.E3.80.91_.E5.8C.97.E6.96.B9AL.E6.B5.B7.E5.9F.9F_Aleutian_Islands_Campaign 3-5]).
    
== Effective Line of Sight ==
 
== Effective Line of Sight ==
 
* Effective LoS = Recon LoS×2 + Radar LoS + √(Fleet total LoS - Recon LoS - Radar LoS). This is the formula used since Spring 2014 event; in 2-5, 3-5 boss node, and any node with the seaplane-searching animation.
 
* Effective LoS = Recon LoS×2 + Radar LoS + √(Fleet total LoS - Recon LoS - Radar LoS). This is the formula used since Spring 2014 event; in 2-5, 3-5 boss node, and any node with the seaplane-searching animation.
* '''Due to the formula, recon planes will contribute more to effective LoS than radars. For the purposes of fulfilling effective LoS, avoid using radar that does not give at least +10 LoS. '''
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* '''Due to the formula, recon planes will contribute more to effective LoS than radars. For the purposes of fulfilling effective LoS, avoid using radars that do not give at least +10 LoS. '''
 
* '''You can make an exception to the above if your ships require other equipment for more damage, in which case you can make a DD/[[Yuubari]] a radar 'mule' to contribute to LoS by stacking radars.'''
 
* '''You can make an exception to the above if your ships require other equipment for more damage, in which case you can make a DD/[[Yuubari]] a radar 'mule' to contribute to LoS by stacking radars.'''
* ONLY Recon planes' (yellow & seaplanes, which are light green planes WITHOUT A LOGO, see [http://kancolle.wikia.com/wiki/Type_0_Recon_Seaplane?file=Seaplane.png this]) LOS values are doubled. LOS from attack planes (red & blue) are not doubled, but in fact square rooted. Do not double your attack planes' LOS value when making LOS calculation.
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* ONLY Recon planes' (yellow & seaplanes) LOS values are doubled. LOS from attack planes (red & blue) are not doubled, but in fact square rooted. Do not double your attack planes' LOS value when making LOS calculation.
 
* ''You know you fulfilled the LoS requirement if you see a short animation with a seaplane flying to the node and back to your ship icon, plus the flagship's image appearing on-screen. Otherwise, you will be diverted off-course to a dead end without the animation playing.''
 
* ''You know you fulfilled the LoS requirement if you see a short animation with a seaplane flying to the node and back to your ship icon, plus the flagship's image appearing on-screen. Otherwise, you will be diverted off-course to a dead end without the animation playing.''
    
5:06-5:11 of this video here shows what the animation looks like: http://www.youtube.com/watch?v=J-x1tNuCeSE
 
5:06-5:11 of this video here shows what the animation looks like: http://www.youtube.com/watch?v=J-x1tNuCeSE
* <u>You can have a high''' total '''LoS and still '''FAIL''' the '''''effective LoS''''' requirement. Do not use the total LoS as a guide.</u>
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* You can have a high''' total '''LoS and still fail the '''''effective LoS''''' requirement. '''<u>Do not use the total LoS as a guide.</u>'''
    
* If you have trouble reaching LoS requirements, take a look at the sortie page (for 2-5, 3-5) or other players' reports (for event maps) and adjust your equipment accordingly
 
* If you have trouble reaching LoS requirements, take a look at the sortie page (for 2-5, 3-5) or other players' reports (for event maps) and adjust your equipment accordingly
 
=== (Events) Variations in effective LoS between players ===
 
=== (Events) Variations in effective LoS between players ===
During the Summer 2014 event, there were many player reports where players of similar HQ levels have differing effective LoS requirements, leading to confusion among many players. This hinted to a '''<u>''possibility''</u>''' that effective LoS '''<u>scales to level.</u> Do not be surprised if you level up or reach the next HQ bracket (e.g. HQ lvl 60-99, 100+) and fail to reach boss node when you did reach the node the previous sortie.'''
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During the Summer 2014 event, there were many player reports where players of similar HQ levels have differing effective LoS requirements, leading to confusion among many players. This hinted to a ''possibility'' that effective LoS scales to level. Do not be surprised if you level up or reach the next HQ bracket (e.g. HQ lvl 60-99, 100+) and fail to reach boss node when you did reach the node the previous sortie.
 
[[Category:Game System]]
 
[[Category:Game System]]
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