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    Kantai Analyst nwrtz's Avatar
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    Loadout Guide 2.0; now with a slice of Akashi Factory

    Table of Cotents















    It has been a while since the first guide was written and a lot of things have changed. Due to these changes updating the former wasn't a feasible task so I decided to write a new one. This one will have a different focus where a lot of fluff will be cut since general mechanics are already known and can be looked up via different sources. If you can read Japanese I'd recommend using wikiwiki whenever possible. Instead the big part will be a new section explaining Akashi improvements since they now play major part in the game.

    The first section will list loadouts and what type of equipment is required for them. It will cover most common ones and some niche options as well but leave out everything else. A description will be provided, however there will be no tier list anymore. This is mainly meant as a quick reference for players since it won't cover mechanics extensively.

    Instead the new section for Akashi will cover specific equipment corresponding to the loadouts mentioned in the first section. It will also cover which equipment is more or less important, how to farm duplicate equipment and general points about efficiency.. This section will follow certain rules on how the equipment is chosen:

    • only endgame equipment is considered, substitutions are just a waste of improvement material
    • except for ranking rewards almost all equipment is eligible including rare stock ones
    • some equipment is not viable due to the extreme cost/reward ratio, these will not be listed
    • break point efficiency is considered
    • overload penalty is considered for battleships
    • covering a wide range of situations and versatility will be favored over specializing in one area
    • this site and wikiwiki will be used as reference for which bonus stats the equipment receives


    The end goal of this guide will be to enable a new player or someone who has neglected Akashi improvement to be able to clear entire events on hard difficulty. Provided they implement what this guide suggests and don't have other glaring hurdles to overcome like missing important ships, no resources or lack of understanding basic game mechanics. While improving equipment is a time consuming process it is now the main option on how to improve the fleet. The main limitation is the amount of improvement material players can gather each month. However significant improvement in terms of power can be made without a lot of effort. Over time players will see diminishing returns when looking at how much time and resources the possible next step in terms of power will take. How far someone is willing to go in this process is up to the player.
















    Standard Destroyer Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main WeaponryMain WeaponryWildcardUnavailable
    The most commonly used setup used for destroyers due to providing the highest daytime firepower and the reliability of double attack in night battle.


    Akizuki-class AACI Loadout
    Slot 1Slot 2Slot 3Slot 4
    10cm + Fire DirectorHigh Angle WeaponryAir RadarUnavailable
    The Akizuki-class needs two HA guns and an air radar to trigger their best AACI. To retain double attacks in night battle the second HA needs to be main- or secondary weapon.


    Destroyer AACI Loadout
    Slot 1Slot 2Slot 3Slot 4
    10cm + Fire DirectorMain WeaponryAir RadarUnavailable
    This setup functions the same as the standard one except that the using one 10cm + Fire Director and an Air Radar (increases trigger chance for AACI) will let standard destroyers perform an AACI. Standard destroyers have a weaker AACI compared to the Akizuki-class.


    Destroyer Torpedo CI Loadout
    Slot 1Slot 2Slot 3Slot 4
    TorpedoTorpedoWildcardUnavailable
    Highly situational and generally only used in event maps where the firepower of double attacks is insufficient. The 3rd slot is either for utility or another torpedo to increase the firepower further. It is highly recommended to only use this setup with destroyers with 50 or more luck to ensure an acceptable trigger rate.


    Destroyer ASW Loadout
    Slot 1Slot 2Slot 3Slot 4
    SonarSonarDepth ChargeUnavailable
    One sonar + one depth charge are required for the ASW bonus. Due to sonars having higher ASW stats a second one is used in the 3rd slot. Destroyers which exceed 100 ASW from base stats and equipment can perform pre emptive ASW attacks which trigger before the opening torpedo. Please note that Akashi improvement bonuses don't factor into this calculation.
















    Standard Light Cruiser Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main WeaponryMain WeaponryRecon SeaplanesUnavailable
    While 3 slot light cruisers have a lower trigger rate for artillery spotting attacks it is still preferable to using 3 secondary weapons. This is the go to loadout for almost all situations.


    Standard CLT Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main- or Second WeaponryMain- or Second WeaponryKo-hyotekiUnavailable
    99.9% of the time players will use this setup. Ko-hyoteki is needed for the opening torpedo and the 2 weapons provide a double attack at night, the ko-hyoteki does not count as a torpedo thus it does not turn into a CI attack.


    Standard Yuubari Loadout
    Slot 1Slot 2Slot 3Slot 4
    Secondary WeaponrySecondary WeaponrySecondary WeaponrySecondary Weaponry
    Due to not having any planes Yuubari is unable to perform artillery spotting. Stacking secondary weapons provides the highest firepower and therefore is favored over using any setup involving main weapons which would be limited to two.


    Standard Ooyodo Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main WeaponryMain WeaponryRecon SeaplanesRadar
    Ooyodo functions like a standard 3 slot light cruiser but the additional slot equipped with a radar provides a boost to the artillery spotting trigger rate.


    Standard Abukuma Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main- or Second WeaponryMain- or Second WeaponryKo-hyotekiUnavailable
    Abukuma Kai Ni functions like a CLT however counts as a normal light cruiser for branching and fleet restriction purposes. Due to this she uses the same loadout as the CLTs.


    Light Cruiser ASW Loadout
    Slot 1Slot 2Slot 3Slot 4
    SonarSonarDepth Charge (3 slot) or Sonar (4 slot)Unavailable (3 Slot) or Depth Charge (4 Slot)
    Light cruisers follow the same rules as destroyers for ASW. Depending on if the ship in question has 3 or 4 slots you will either use 2 or 3 sonars + 1 depth charge. They are also able to perform pre emptive ASW attacks if they 100+ ASW from base stats and equipment combined, Akashi improvement stats do not count for this calculation. Isuzu Kai Ni can always perform pre emptive ASW attacks regardless of her equipment.
















    Standard Heavy- and Aviation Cruiser Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main WeaponryMain WeaponryRecon SeaplanesRadar
    This loadout provides daytime artillery spotting double attacks and double attacks at night. The radar increases the trigger chance for the daytime portion. In most situations aviation cruisers should also use standard recon seaplanes since seaplane bombers can be shot down by enemy AA.


    Maya AACI Loadout
    Slot 1Slot 2Slot 3Slot 4
    High Angle GunAnti Air GunAir RadarWildcard
    Maya Kai Ni has the strongest AACI in the game and is invaluable on event maps. She needs a specific setup which makes her weak at daytime but if the wildcard is a main weapon she can still have double attacks at night.
















    Battleship AP/DA CI Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main WeaponryMain WeaponryRecon SeaplanesAP Shell
    For 99.9% of the game battleships will use this setup regardless of their battleship subclass. It is preferred over the double attack setup because it can trigger both AP CI and DA at day and has a significantly higher trigger rate overall compared to the only DA setup. The AP CI also does bonus damage against heavily armoured targets.


    Battleship DA Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main WeaponryMain WeaponryRecon SeaplanesRadar
    Highly situational due to having a lower trigger rate than the standard setup. Players will almost never use this setup.
















    Standard Submarine Loadout
    Slot 1Slot 2Slot 3Slot 4
    TorpedoTorpedoUnavailableUnavailable
    Submarines are very straight forward, they gain the ability to perform the opening torpedo at level 10. Until then a Ko-hyoteki can be used to peform it. Due to it not counting as a torpedo later on 2 torpedoes should be used to be able to trigger a CI in night battle.
















    Equipping carriers isn't quite as straight forward since some considerations have to be made in advance. First of all it should be explained that the opening airstrike servers 3 functions:


    • Gaining Air Superiority (AS) or Supremacy (AS+)

      This is achieved by having either 150%~300% of the enemy fighter power (AS) or 300%+ (AS+). This will result in fewer attack planes shot down on your side on average and your fleet being able to perform artillery spotting attacks while the enemy can't. Please note that the abyssals are capable of performing artillery spotting with the right equipment and if they have AS or AS+. Players just never see it because this situation should be avoided at all cost. Usually AS is enough but AS+ does result in a lower bauxite bill after each sortie so if the amount required to obtain it doesn't cost several attack plane slots on your carriers it can be worth it.

    • Shooting down enemy attack planes

      Your fighter planes will shoot down enemy attack planes before they attack your ships which can render the enemy opening airstrike useless or at least less threatening.

    • Your bombers attacking the enemy fleet

      Optimizing your carrier loadouts can result in having attack planes equipped in bigger slots and in turn your opening airstrike can do devastating damage as long as the enemy isn't a capital ship. But even those can take significant damage from time to time. The difference optimization can make will be showcased later on.



    The next step is determining if you even need to bring fighter planes on your own. If the enemy has no carriers players can just load up on torpedo bombers and not worry about fighter power. However if the map contains enemy carriers on the way the next step is to figure out how much minimum fighter power is needed. This information can be found on the usual sites like wikiwiki, for events the forum threads in the Event Section will contain the information in the first post.


    Afterwards comes slot optimization which can make a big difference. Generally it is best to equip planes with the highest fighter power on a big slot to get the most out of these rare planes when using a low amount of carriers, usually when only 1~2 of them are in the fleet. However since veteran ranks were introduced small slots have become really useful on ships like Hiryuu Kai Ni, Souryuu Kai Ni, Shoukaku Kai Ni A and Zuikaku Kai Ni A. Due to the bonus fighter power being a flat value based upon the veteran rank of the plane equipping it in a small slot will yield a good amount regardless of the small slot size. In contrast attack planes on a small slot are generally useless because they can be emptied out easily and the opening airstrike formula includes the slot size to determine the damage. Therefore in situations when players use 3 ore more carriers using the fighters in smaller slots to utilize the flat bonus should free up the big ones for attack planes.


    In summary:

    • achieve AS or AS+
    • have a 5%~10% to account for long maps and enemy AA
    • use a Saiun on the smallest slot
    • equip small slots with fighter planes to utilize the flat bonus from veteran ranks
    • any slots that are still empty are equipped with a torpedo bomber



    Example

    To illustrate how big a difference optimization can make I will use 5-5 as an example and show 2 loadouts which in practice will provide drastically different results on average. There is still a factor of RNG as always, But as in everything in Kancolle the goal is to gather enough advantages to tilt the chance of being "successful" in favour of the player.



    nonoptimized loadout


    Fleet Composition
    Ship NameSlot 1Slot 2Slot 3Slot 4
    Kaga KaiTorpedo BomberTorpedo BomberReppuTorpedo Bomber
    Hiryuu Kai NiTorpedo BomberReppuTorpedo BomberSaiun
    Zuikaku Kai Ni AReppuTorpedo BomberTorpedo BomberReppu
    Shoukaku Kai Ni AReppuTorpedo BomberTorpedo BomberReppu



    optimized loadout


    Fleet Composition
    Ship NameSlot 1Slot 2Slot 3Slot 4
    Kaga Kai NiReppuTorpedo BomberTorpedo BomberReppu
    Hiryuu Kai NiReppuTorpedo BomberTorpedo BomberSaiun
    Zuikaku Kai Ni ATorpedo BomberTorpedo BomberReppuReppu
    Shoukaku Kai Ni ATorpedo BomberTorpedo BomberReppuReppu


    Comparing both loadouts makes it very clear that the difference is very significant. If you summarize them this is the result:


    • Loadout 1
    • 9 Bomber slots with 20, 20, 12, 18, 22, 23, 12, 21 and 12 planes respectively.

    • Loadout 2
    • 8 Bomber slots with 20, 46, 36, 22, 34, 24, 34 and 21 planes respectively.




    While the first one has one more bomber slot the second one has 6 slots which have more planes allotted to them. Including the biggest slot on each carrier respectively. This example makes it clear how valuable small slots can be for fighters, especially in a fleet with 3+ carriers. Both examples will meet the AS requirement for 5-5 assuming 376 is the minimum required and will have some buffer on top. The fighter planes used in the calculation are only Reppu in this case. As for calculating your fighter power on your carriers you can use the build in ones from viewers or use aircalc which lets you change some settings on how things are calculated.
















    Standard Loadout for Battleships, Heavy- and Aviation Cruisers
    Slot 1Slot 2Slot 3Slot 4
    Main WeaponryMain WeaponryRecon SeaplanesType 3 Shell
    Against installation enemies the type 3 shell provides a significant damage bonus against them in night battle. The standard setups only change slightly with the shell replacing the last piece of equipment. The ship is still able to perform artillery spotting double attacks at day and also has a double attack at night.


    4 Slot Light Cruiser WG42 Loadout
    Slot 1Slot 2Slot 3Slot 4
    Main- or Second WeaponryMain- or Second WeaponryWG42WG42
    WG42 provides a firepower bonus against installation enemies just like the type 3 shell. Due to this light cruisers can also do significant damage to them if players have enough WG42 available. Players lose the ability to perform artillery spotting at day, for night battle this setup still does double attacks.


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  2. #2
    Kantai Analyst nwrtz's Avatar
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    For the Akashi section the tier list refers to how important a piece of equipment is. Some items might not be clear cut but usually it is fairly easy to determine which ones provide a higher increase in overall performance.


    Tier List
    Special TierDue to the importance of AACI having at least two 10cm + Fire Directors is of the utmost importance. Players need them to have an AACI available if Maya Kai Ni cannot be used or as a backup AACI in addition to Maya Kai Ni. Therefore if the player hasn't acquired a Akizuki-class destroyer yet upgrading two Type 94 Fire Directors to 10cm + Fire Directors takes precedence over anything else. Improving the 10cm + Fire Director is not necessary.
    Tier 120.3cm(no.3) Twin Gun Mount, Prototype 35.6cm Triple Gun Mount, 38cm Twin Gun Mount Kai, 16in Triple Gun Mount Mk.7, Type 53 Zero Fighter (Iwamoto Squadron), Type 98 Reconnaissance Seaplane (Night Recon)
    Tier 210cm + Fire Director, 61cm Quintuple O2 Torpedo Mount, 20.3cm(no.2) Twin Gun Mount, Type 0 Observation Seaplane, Prototype 41cm Triple Gun Mount, 16in Triple Gun Mount Mk.7 + GFCS, Type 91 Armor-Piercing (AP) Shell, Type 52 Zero Fighter (skilled)
    Tier 3Type 22 Surface Radar Kai 4, Type 3 Sonar, Type 3 Depth Charge, Type 62 Zero Fighter-bomber (Iwai Squadron)
    Tier 4Type 13 Air Radar Kai, OTO 152mm Triple Rapid Gun Mount, Type 32 Surface Radar, Searchlight, Type 94 Anti-Aircraft Fire Director








    Breakpoint Efficiency








    Improvement material is a severely limited resource in Kancolle. Therefore getting the most out of them is quite important. Each piece of equipment has certain breakpoints that will provide one additional point of stats. For example the Prototype 35.6cm Twin Gun Mount receives one point of additional firepower at 1*, 4* and 9*. The “*” in this case refers to the number of improvement levels the item has.

    Due to the necessity of using the slider for the improvement from 7~MAX those levels cost more improvement material. In addition the item may also start to consume duplicate equipment. These can be quite rare and hard to obtain. Therefore the last break point which falls in the 7~MAX range is a lot harder to reach.
    As a general rule players should only improve equipment until a breakpoint is reached and not blindly stop at arbitrary levels. Since rare equipment is generally necessary for the last break point it is also a good idea to gather those in advance and save them for later.

    Overall this means that the first breakpoint provides the highest increase in power relative to the resources used. The second and if applicable third one are somewhere in the middle of the cost/reward ratio. Unfortunately the last one has a terrible cost/reward ratio because it can possibly be more expansive than the previous ones combined.

    Incremental values are added up, e.g. if 3 pieces of equipment have 3.4 firepower it will result in a total of 10 additional firepower instead of one. However for the sake of simplicity this guide will not mention these since the formula which decides the exact values an improvement provides does tend to still change a lot. This is also mainly a concern for players who already have an extensive list of highly upgraded equipment.

    Each piece of equipment will have a breakpoint highlighted in red which is the first goal in terms of improvement for each item. This will usually be the second breakpoint since that one still has a decent cost/reward ratio. Afterwards players should switch to another piece of equipment instead until at least all of the tier 1 ones are at the highlighted level.
















    One of the initial rules for this guide stated that no substitution equipment will be used. However since obtaining sufficient 20.3cm no.3 can take quite some time this will be the exception. Relying solely on 20.3cm no.2 is not possible because for some reason they do not receive the accuracy bonus in night battle when used on a heavy cruisers.. Fortunately it is enough to use one 20.3cm no.3 to receive the bonus therefore using pairs of 20.3cm no.3 and 20.3cm no.2 is an option.

    Players who have obtained all heavy cruiser remodels will have fifteen 20.3cm no.2 and four 20.3cm no.3 available. Due to this they can easily form 4 pairs of no.3 + no.2 which are good enough until the player can obtain additional no.3 later on. I would not recommend improving the four 20.3cm no.2 past 4* since they will be replaced later on and the last break point is not worth the cost. There is also no point in forming more substitution pairs after the initial four and any additional pairs should be two 20.3cm no.3 instead.











    A lot of players have trouble acquiring enough improvement material. It is the most limited resource in the game right now but there are several ways to obtain them. It mostly comes down to finding a routine for the necessary activities and not ignoring them because they can be time consuming or frustrating sometimes.

    The main source of improvement material is quests. These include one time, weekly, monthly and quarterly ones.


    • Quests


      Quest List
      Quest NameDescriptionRewards
      Weekly Quests
      C4Win 20 PVP battles in one week.1
      D11Complete expedition 37 or 38 7 times in one week (includes one for D9)1
      F34Scrap 6 Anti-air guns in one week.1
      BW5Sink 15 submarines in one week1
      BW7Score 5 victories against bosses found in world 3. (3-3, 3-4, 3-5)3
      BW9Obtain 2 S-rank victories at the boss of 5-2.2
      BW10Score an A-rank victory or better 3 times at the boss node of 1-5.3
      Monthly Quests
      BM3Score a S-rank victory at the boss node of 1-4. Fleet composition: 1~3 CLs (one as flagship) and fill up the remaining slots with destroyers.3
      BM4Score a S-rank victory at the boss node of 5-1. Fleet composition: 3 slow BB/V, 1xCL and up to two other ships4
      BM5Score an A-rank victory or better 10 times at the boss node of 1-5.3
      BM6Score a S-rank victory at the boss node of 4-2. Fleet composition: 2xCV, 2xCV and up to two additional ships.2
      BM7Score a S-rank victory at the boss node of 4-2. Fleet composition: 4xDD (one as flagship, 1xCL and 1xCA (CAV doesn't count).2
      Quarterly Quest
      BQ1Score 2 S-rank victories at the 2-4 boss node.5


      As you can see from this table players can obtain 12 improvement materials from weekly quests, 14 from monthlies and 5 from quarterlies. In addition each day has a quest that will reward one improvement material for successfully performing an equipment improvement (F18). This totals to 88 at the end of the month assuming 30 days of daily quests and will already provide a healthy basis for slowly improving equipment.

      There are also several one time quests that reward improvement material. I won't be listing them all here but in total they reward 79 improvement material if a player completes all of them.


    • Exchanging Medals


      Another source for improvement material is medals. Each medal can be traded for four of them and at this point players can acquire 6 medals each month. Which means it is possible to acquire one blueprint and 8 extra materials every 4 weeks. 5-5 and 6-5 can be understandably frustrating for a lot of players. However the other 4 extra operations should be cleared each month after the player has played for a reasonable amount of time. This can also be combined with 2 weekly quests where 3-5 is used to complete BW7 and 4-5 will net players some kills for BW6 which is required to get to BW9. If you have trouble with the EOs use the Help & Support subforum to ask for help.

      Even if one ends up spending a lot of resources on clearing the EOs those can be recovered quickly. Losing out on the medals each month stand in no relation to that cost since they cannot be obtained otherwise except in events.


    • Events


      The last source is the Kancolle events. They frequently yield improvement material and/or medals for clearing maps on harder difficulties. While this guide tries to help players get ready to clear these on hard usually only the last map and one additional one prove to be difficult. Therefore it is quite possible to clear the other maps on hard even early on in a players career. One should look out for information on the rewards and then plan which difficulty each map should be cleared on. Since it is always possible to drop the difficulty for the next map or reset the current one it is almost impossible to get stuck.

      How many are given out per event varies but in the past we had several ones where 2~4 medals and/or 15~25 improvement material were rewarded which can make quite the difference.

















    10cm High-angle + Fire Director
    Obtainable viaAkizuki-class stock equipment, Upgrade Type 94 AA Fire Director
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | no equipment
    7~Max4/7 improvement material | 2x 10cm High-angle
    Duplicate Equipment10cm High Angle
    TierSpecial Tier for first two and Tier 2 afterwards
    AmountMinimum: 2 | Optimal: 8
    DescriptionThe best weapon available for destroyers. It also enables them to perform AACI which makes the first two especially important. There is no point in substituting it with 12.7cm Type B. Players should just start improving the Type 94 Fire Director to turn them into 10cmFD.


    61cm Quintuple O2 Torpedo Mount
    Obtainable viaCLT second remodel stock equipment
    Breakpoints1* | 3* | 7* | 9*
    Cost1~63/5 improvement material | no equipment
    7~Max3/7 improvement material | 1x 61cm Quintuple O2 Torpedo Mount
    Duplicate Equipment61cm Quintuple O2 Torpedo Mount
    TierTier 2
    AmountMinimum: 4 | Optimal: 8
    DescriptionThe 61cm Quintuple O2 Torpedo Mount is the best easily farmable torpedo and players should have at least 3 from leveling their CLTs already. Due to the 3rd breakpoint being at 7* only on additional Quint is necessary to get most of the stats possible. With two of them at 9* the incremental value will add another point of torpedo power to the ship.


    Type 3 Sonar
    Obtainable viaDevelopment, stock equipment of some remodels
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max3/5 improvement material | 1x Type 3 Sonar
    Duplicate EquipmentType 3 Sonar
    TierTier 3
    Amountlow priority, no specific amount needed
    DescriptionDue to being tier 3 equipment these can be ignored for the most part. However players should note that due to it's low cost using them on days when nothing else is available is an option for the daily quest if improvement material is not a problem.


    Type 3 Depth Charge
    Obtainable viaDevelopment, stock equipment of Arashi Kai and Isuzu Kai Ni
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max2/4 improvement material | 1x Type 3 Depth Charge
    Duplicate EquipmentType 3 Depth Charge
    TierTier 3
    Amountlow priority, no specific amount needed
    DescriptionDue to being tier 3 equipment these can be ignored for the most part. However players should note that due to it's low cost using them on days when nothing else is available an improvement material are not the issue improving these for the daily quest is an option.


    Type 22 Surface Radar Kai 4
    Obtainable viaChoukai Kai Ni stock equipment, A38 Quest Reward
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | 1x Type 22 Surface Radar
    7~Max4/8 improvement material | 1x duplicate Type 22 Surface Radar Kai 4
    Duplicate EquipmentType 22 Surface Radar | Type 22 Surface Radar Kai 4
    TierTier 3
    AmountMinimum: 1 | Optimal: 2~3
    DescriptionThe best radar available for destroyers, they provide a good accuracy bonus. Due to it's rarity obtaining more than 2 is very hard but players usually won't need more than that.


    Type 13 Air Radar Kai
    Obtainable viaStock equipment of a handful of remodels like Akizuki Kai, Teruzuki Kai and Ooyodo Kai among others.
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | 1x Type 13 Air Radar
    7~Max4/8 improvement material | 2x Type 13 Air Radar
    Duplicate EquipmentType 13 Air Radar
    TierTier 4
    AmountMinimum: 1 | Optimal: 2~3
    DescriptionOnly used in AACI setups on destroyers therefore improving them is unimportant and mainly for completing the daily when nothing else is available and improvement material is not a problem.
















    20.3cm(no.3) Twin Gun Mount
    Obtainable viaStock equipment of Kinugasa Kai Ni, Chikuma Kai Ni, Tone Kai Ni and Mikuma Kai
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max3/5 improvement material | 1x 20.3cm(no.3) Twin Gun Mount
    Duplicate Equipment20.3cm(no.3) Twin Gun Mount
    TierTier 1
    AmountMinimum: 4 | Optimal: 10
    DescriptionThe 20.3cm(no.3) Twin Gun Mount is the best medium gun in the game. Unfortunately obtaining enough copies of it can be extremely time consuming. It should however be a long term goal to obtain 10 of them at 4* or later on 9* for your cruisers.


    20.3cm(no.2) Twin Gun Mount
    Obtainable viaStock equipment of almost all CA/V second remodels
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max2/4 improvement material | 1x 20.3cm(no.2) Twin Gun Mount
    Duplicate Equipment20.3cm(no.2) Twin Gun Mount
    TierTier 2
    AmountMinimum: 4 | Optimal: 4
    DescriptionBeing the lesser of the two special 20.3cm mounts it only serves as a placeholder until players have enough 20.3cm(no.3) Twin Gun Mounts. This is the only time substitution equipment is considered but it is restricted and follows a set out a plan that is explained in the Misc section.


    Type 0 Observation Seaplane
    Obtainable viaDevelopment, Yamato-class and Mizuho stock equipment
    Breakpoints1* | 3* | 7*
    Cost1~63/5 improvement material | 1x Zuiun
    7~Max4/7 improvement material | 1x Type 0 Observation Seaplane
    Duplicate EquipmentZuiun | Type 0 Observation Seaplane
    TierTier 2
    AmountMinimum: 4 | Optimal: 6~8
    DescriptionThis equipment is necessary for artillery spotting, due to this several of them are necessary.


    Type 32 Surface Radar
    Obtainable viaDevelopment
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | 1x Tyoe 22 Surface Radar
    7~Max4/7 improvement material | 2x Type 22 Surface Radar
    Duplicate EquipmentType 22 Surface Radar
    TierTier 4
    Amount~
    DescriptionDue to high cost of improving the Type 32 it can be largely ignored especially if the player has FuMO25 Radars available. There are only a small numbers of situations when radars are used on the main fleet.They are commonly just used for support expedition which are unaffected by Akashi improvement.


    OTO 152mm Triple Rapid Gun Mount
    Obtainable viaStock equipment of Littorio-class
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max3/5 improvement material | 1x 15.5cm Triple Gun Mount (Main)
    Duplicate Equipment15.5cm Triple Gun Mount (Main)
    TierTier 4
    Amount~
    DescriptionDue to being tier 4 equipment it can be largely ignored until players run out of other equipment that needs upgrading since it will probably only be used on Yuubari.

















    20.3cm(no.3) Twin Gun Mount
    Obtainable viaStock equipment of Kinugasa Kai Ni, Chikuma Kai Ni, Tone Kai Ni and Mikuma Kai
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max3/5 improvement material | 1x 20.3cm(no.3) Twin Gun Mount
    Duplicate Equipment20.3cm(no.3) Twin Gun Mount
    TierTier 1
    AmountMinimum: 4 | Optimal: 10
    DescriptionThe 20.3cm(no.3) Twin Gun Mount is the best medium gun in the game. Unfortunately obtaining enough copies of it can be extremely time consuming. It should however be a long term goal to obtain 10 of them at 4* or later on 9* for your cruisers.


    20.3cm(no.2) Twin Gun Mount
    Obtainable viaStock equipment of almost all CA/V second remodels
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max2/4 improvement material | 1x 20.3cm(no.2) Twin Gun Mount
    Duplicate Equipment20.3cm(no.2) Twin Gun Mount
    TierTier 2
    AmountMinimum: 4 | Optimal: 4
    DescriptionBeing the lesser of the two special 20.3cm mounts it only serves as a placeholder until players have enough 20.3cm(no.3) Twin Gun Mounts. This is the only time substitution equipment is considered but it is restricted and follows a set out a plan that is explained in the Misc section.


    Type 0 Observation Seaplane
    Obtainable viaDevelopment, Yamato-class and Mizuho stock equipment
    Breakpoints1* | 3* | 7*
    Cost1~63/5 improvement material | 1x Zuiun
    7~Max4/7 improvement material | 1x Type 0 Observation Seaplane
    Duplicate EquipmentZuiun | Type 0 Observation Seaplane
    TierTier 2
    AmountMinimum: 4 | Optimal: 6~8
    DescriptionThis equipment is necessary for artillery spotting, due to this several of them are necessary.


    Type 32 Surface Radar
    Obtainable viaDevelopment
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | 1x Tyoe 22 Surface Radar
    7~Max4/7 improvement material | 2x Type 22 Surface Radar
    Duplicate EquipmentType 22 Surface Radar
    TierTier 4
    Amount~
    DescriptionDue to high cost of improving the Type 32 it can be largely ignored especially if the player has FuMO25 Radars available. There are only a small numbers of situations when radars are used on the main fleet.They are commonly just used for support expedition which are unaffected by Akashi improvement.
















    Prototype 35.6cm Triple Gun Mount
    Obtainable viaQuest reward from A40 and B27, upgrade 35.6cm Twin Gun Mount
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | 2x 35.6cm Twin Gun Mounts
    7~Max4/7 improvement material | 3x 35.6cm Twin Gun Mounts
    Duplicate Equipment35.6cm Twin Gun Mount
    TierTier 1
    AmountMinimum: 2 | Maximum: 4
    DescriptionDue to being the only battleship gun that doesn't eat 41cm and having a fit bonus on Kongou-class these are a good place to start. Players should consider upgrading two additional basic 35.6cm Twin Gun Mounts to prototypes to have enough guns available further down the line.


    38cm Twin Gun Mount Kai
    Obtainable viaBismarck DREI stock equipment, upgrading 38cm Twin Gun Mount
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | 1x 41cm Twin Gun Mount
    7~Max4/6 improvement material | 2x 41cm Twin Gun Mounts
    Duplicate Equipment41cm Twin Gun Mount
    TierTier 1
    AmountMinimum: 2 | Maximum: 2
    DescriptionThe reason why it is suggested to improve 2 of these which you will get from Bismarck instead of creating 2 additional Prototype 35.6cm Triple Gun Mounts is the resources involved in the latter. It costs 69 improvement material to create the one from scratch while it only costs 36 to improve the 38cm Twin Gun Mount Kai to 9*.


    16in Triple Gun Mount Mk.7
    Obtainable viaIowa stock equipment
    Breakpoints1* | 4* | 9*
    Cost1~66/8 improvement material | 3x 41cm Twin Gun Mounts
    7~Max8/20 improvement material | 3x 46cm Triple Gun Mounts
    Duplicate Equipment41cm Twin Gun Mount | 46cm Triple Gun Mount
    TierTier 1
    AmountMinimum: 2
    DescriptionCurrently it is believed that the 16inch Triple Gun Mount Mk.7 has no overload penalty on any battleship. Due to having the best stats off all the available guns it makes them invaluable. This justifies the extreme cost involved in improving them.


    16in Triple Gun Mount Mk.7 + GFCS
    Obtainable viaUpgrading 16in Triple Gun Mount Mk.7
    Breakpoints1* | 4* | 9*
    Cost1~68/12 improvement material | 2x Type 22 Surface Radars
    7~Max8/16 improvement material | 2x Type 32 Surface Radars
    Duplicate EquipmentType 22 Surface Radars | Type 32 Surface Radars
    TierTier 2
    AmountMinimum: 2
    DescriptionWhile the upgrade is only 3 accuracy at 9* players are basically looking at an Type 32 Surface radar in terms of stats for each of these equipped. The cost of creating these is probably something player should leave for the endgame but it is worth it in the end. One should leave your basic 16inch at max level until you can immediately improve the upgraded version to at least 4*.


    Prototype 41cm Triple Gun Mount
    Obtainable viaFusou-class second remodel stock equipment
    Breakpoints1* | 4* | 9*
    Cost1~64/6 improvement material | 2x 41cm Twin Gun Mounts
    7~Max5/8 improvement material | ´3x 41cm Twin Gun Mounts
    Duplicate Equipment41cm Twin Gun Mounts
    TierTier 2
    AmountMinimum: 2 | Maximum: 2
    DescriptionRounding out the battleship guns are two 41cm prototype which can be used on slow battleships. They have fairly good stats and are easy obtain. However due to excessive amount 41cm needed in improving battleship guns acquiring more than two is unreasonable and they are limited in their use due to overload penalty.


    Type 0 Observation Seaplane
    Obtainable viaDevelopment, Yamato-class and Mizuho stock equipment
    Breakpoints1* | 3* | 7*
    Cost1~63/5 improvement material | 1x Zuiun
    7~Max4/7 improvement material | 1x Type 0 Observation Seaplane
    Duplicate EquipmentZuiun | Type 0 Observation Seaplane
    TierTier 2
    AmountMinimum: 4 | Optimal: 6~8
    DescriptionThis equipment is necessary for artillery spotting, due to this several of them are necessary.


    Type 91 Armor-Piercing (AP) Shell
    Obtainable viaDevelopment
    Breakpoints1* | 4* | 9*
    Cost1~61/1 improvement material | no equipment
    7~Max1/2 improvement material | 1x Type 91 AP Shell
    Duplicate EquipmentType 91 Armor-Piercing (AP) Shell
    TierTier 2
    AmountMinimum: 4 | Optimal: 6~8
    DescriptionThese are part of the bread & butter battleship loadout and very cheap to improve. Therefore players should start on them right away


    Type 32 Surface Radar
    Obtainable viaDevelopment
    Breakpoints1* | 4* | 9*
    Cost1~63/4 improvement material | 1x Tyoe 22 Surface Radar
    7~Max4/7 improvement material | 2x Type 22 Surface Radar
    Duplicate EquipmentType 22 Surface Radar
    TierTier 4
    Amount~
    DescriptionDue to high cost of improving the Type 32 it can be largely ignored especially if the player has FuMO25 Radars available. There are only a small numbers of situations when radars are used on the main fleet.They are commonly just used for support expedition which are unaffected by Akashi improvement.
















    Type 53 Zero Fighter (Iwamoto Squadron)
    Obtainable viaQuest reward from F30 (one time)
    Breakpoints5* | 10*
    Cost1~63/5 improvement material | 2x Zero Fighter Type 52s
    7~Max4/6 improvement material | 3x Zero Fighter Type 52s
    Duplicate EquipmentZero Fighter Type 52s
    TierTier 1
    Amountonly one available
    DescriptionThe best plane available for new players from a long quest chain. At 10* is has 14 fighter power and is invaluable, therefore this equipment has top priority over almost anything else.


    Type 52 Zero Fighter (skilled)
    Obtainable viaQuest reward from F24 (one time) and F25 (monthly quest)
    Breakpoints5* | 10*
    Cost1~63/5 improvement material | 2x Zero Fighter Type 52s
    7~Max4/6 improvement material | 3x Zero Fighter Type 52s
    Duplicate EquipmentZero Fighter Type 52s
    TierTier 1
    Amountas many as possible, they replace Reppu
    DescriptionWhile starting out with 9 fighter power improving them to 10* will result in a total of 11 fighter power which makes them the best farmable fighter plane in the game.


    Type 62 Zero Fighter-bomber (Iwai Squadron)
    Obtainable viaQuest reward from F27 (one time)
    Breakpoints4* | 8*
    Cost1~63/5 improvement material | 2x Zero Fighter Type 52s
    7~Max4/6 improvement material | 2x Suiseis
    Duplicate EquipmentZero Fighter Type 52s | Suiseis
    TierTier 3
    Amountonly one available
    DescriptionNot too important but at 8* it has 9 fighter power and is still an attack plane. Can be useful in some situations but being tier 3 players can put off improving it for a while.











    61cm Quintuple O2 Torpedo Mount
    Obtainable viaCLT second remodel stock equipment
    Breakpoints1* | 3* | 7* | 9*
    Cost1~63/5 improvement material | no equipment
    7~Max3/7 improvement material | 1x 61cm Quintuple O2 Torpedo Mount
    Duplicate Equipment61cm Quintuple O2 Torpedo Mount
    TierTier 2
    AmountMinimum: 4 | Optimal: 8
    DescriptionThe 61cm Quintuple O2 Torpedo Mount is the best easily farmable torpedo and players should have at least 3 from leveling their CLTs already. Due to the 3rd breakpoint being at 7* only on additional Quint is necessary to get most of the stats possible. With two of them at 9* the incremental value will add another point of torpedo power to the ship.















    Type 98 Reconnaissance Seaplane (Night Recon)
    Obtainable viaSendai Kai Ni stock equipment
    Breakpoints10*
    Cost1~63/4 improvement material | 1x Type 0 Reconnaissance Seaplane
    7~Max4/8 improvement material | 2x Type 0 Reconnaissance Seaplane
    Duplicate EquipmentType 0 Reconnaissance Seaplane
    TierTier 1
    AmountMinimum: 1 | Optimal: 2
    DescriptionDue to being the only equipment which increases critical chance this recon plane is irreplaceable on harder maps. Recent tests suggest that improving it increases the trigger chance and the low cost means that getting it to max level should not be an issue.


    Type 94 Anti-Aircraft Fire Director
    Obtainable viaUpgrading Type 91FD, Fubuki Kai Ni, Maya Kai Ni
    Breakpoints~
    Cost1~62/3 improvement material | no equipment
    7~Max3/5 improvement material | 1x 12.7cm Twin High-angle Mount
    Duplicate Equipment12.7cm Twin High-angle Mount
    TierTier 4
    Amount~
    DescriptionImproving these is only necessary if you either have no 10cmFD right now or want to build additional ones. I would highly recommend using 12.7cm Twin High-angle Mount for the duplicate equipment since they are easier to obtain than 10cm Twin High-angle Mounts.


    Searchlight
    Obtainable viaSendai Kai Ni, Jintsuu Kai Ni among others
    Breakpoints1* | 4* | 9*
    Cost1~62/3 improvement material | no equipment
    7~Max2/4 improvement material | 1x Searchlight
    Duplicate EquipmentSearchlight
    TierTier 4
    AmountMinimum: 1 | Optimal: 1
    DescriptionPlayers don't really need to upgrade their searchlight but it should at least be mentioned.
















    One of the biggest problems for most players is the daunting task of actually grinding all the duplicate ships needed for the equipment that will be consumed in the improvement process. However there are some ways to use regular gameplay that will hasten this task. It also helps to plan ahead and keep all the equipment needed in advance, please refer to the duplicate equipment list for a full summary of those.


    There are 3 options which will hasten the grinding process:

    • Your best friend in grinding these ships is PVP. Depending on what kind of battles you get each reset you might be able to bring completely useless fleets into the battle and still win. I’d argue that you should use at least 3 slots permanently for duplicate ships, 4 would actually be better. If you have played for a while and are not missing a lot of remodels you can increase that number. Veterans basically use nothing but duplicate ships to fight their PVP battles.


      There are 4 pieces of equipment that are notoriously hard to farm. This is either due to high remodel levels on the ships that have them or the amount of duplicates required. These 4 items are:



      41cm Twin Gun Mounta lot of these are required to improve battleship gunsstock equipment of Kongou-class Kai (remodel level 30) and Nagato-class Kai (remodel level 30)
      61cm Quintuple O2 Torpedo Mountplayers need additional ones for torpedo CIs and improving existing Quints past 6* costs one copy per levelstock equipment of Kitakami and Ooi Kai Ni (remodel Level 55)
      Zero Type Fighter 52srequired for improving planes, a large quantity is necessaryCV/L first remodels (remodel level 25~30)
      20.3cm(no.3) Twin Gun Mountadditional ones are required to equip all your cruisers and improving them past 6* costs one copy per levelKinugasa Kai Ni (remodel level 55), Mikuma Kai (remodel level 30)


      As you can see players want to use one of each ship in that list in every PVP fight which will take up 4 slots permanently. Over time this will result in a steady income of the 4 important pieces of equipment.

    • The second option is using duplicate ships in regular gameplay, e.g. daily, weekly and monthly quests. Some of these are too hard to bring subpar ships however there are a few where one can get away with it. One requirement is for these ships to have some modernization so they won’t be heavily damaged from a single hit.

      For example the weekly quest BW7 for world 3 works well here. Using a 3xCV/L + 3xCLT fleet retreats are rare and the cost is fairly low except for ammo which isn’t hard to come by. Players can substitute duplicate carriers and CLTs here to level them at the same time. I would recommend limiting it to two in total or retreats might start to happen more often. This is just one example but anytime you sortie on an easier map consider replacing any of the ships you use with their equivalent from the list above.

    • The last one is the traditional grinding option and depending on how fast players want to progress it is unavoidable. Luckily 3-2-1 provides a good option where you only need 4xCV/Ls and can actually use anything for the last 2 slots. You load up the CV/Ls with your best attack planes and put whoever needs the experience the most as the flagship. A submarine for tanking is not required since you are not limiting the amount of damage your opening air strike can do.









    Duplicate Equipment List








    Duplicate Equipment List
    NameUsed in improvingObtained from
    10cm High Angle10cm High Angle + Fire DirectorDevelopment, stock equipment on a lot of remodeled destroyers
    12.7cm Twin High-angle MountType 94 Anti-Aircraft Fire DirectorDevelopment, first remodel of several ships
    20.3cm(no.3) Twin Gun Mount20.3cm(no.3) Twin Gun MountKinugasa Kai Ni, Chikuma Kai Ni, Tone Kai Ni, Mikuma Kai
    20.3cm(no.2) Twin Gun Mount20.3cm(no.2) Twin Gun MountStock equipment of almost all second remodel CA
    15.5cm Triple Gun Mount (Main)OTO 152mm Triple Rapid Gun MountDevelopment, Mogami and Ooyodo
    35.6cm Twin Gun MountPrototype 35.6cm Triple Gun MountDevelopment, tock equipment on several battleships
    41cm Twin Gun Mount38cm Twin Gun Mount Kai, Prototype 41cm Triple Gun Mount, 16inch Triple Gun Mount Mk.7Development, Kongou-class kai, Nagato-class
    46cm Triple Gun Mount16inch Triple Gun Mount Mk.7Development, Yamato-class
    Type 91 Armour-Piercing (AP) ShellType 91 Armour-Piercing (AP) ShellDevelopment
    61cm Quintuple O2 Torpedo Mount61cm Quintuple O2 Torpedo MountCLT second remodels
    Type 13 Air RadarType 13 Air Radar KaiDevelopment, Shigure Kai Ni, Kiso Kai Ni, Uzuki Kai, Haruna Kai Ni, Kiyoshimo Kai
    Tyoe 22 Surface RadarType 22 Surface Radar Kai 4Development, Hamakaze Kai, Yuugumo Kai, Shigure Kai Ni, Agano Kai, Noshiro Kai, Isuzu Kai Ni, Kumano Kai, Kongou Kai Ni, Yamato-class Kai
    Type 32 Surface Radar16inch Triple Gun Mount Mk.7 + GFCSDevelopment
    Type 3 SonarType 3 SonarDevelopment, Makigumo Kai, Nagami Kai, Amatsukaze Kai, Kiyoshimo Kai
    Type 3 Depth ChargeType 3 Depth ChargeDevelopment, Arashi Kai, Isuzu Kai Ni
    Zero Fighter Type 52Type 53 Zero Fighter (Iwamoto Squadron), Type 52 Zero Fighter (skilled), Type 62 Zero Fighter-bomber (Iwai Squadron)Development, stock equipment on almost all CV/L first remodel
    SuiseiType 62 Zero Fighter-bomber (Iwai Squadron)Development, stock equipment on first remodel CV/L
    Type 0 Reconnaissance SeaplaneType 98 Reconnaissance Seaplane (Night Recon)Development
    ZuiunType 0 Observation SeaplaneDevelopment, Mogami-class remodel, BBV remodel
    Type 0 Observation SeaplaneType 0 Observation SeaplaneDevelopment, Yamato-class, Mizuho
    SearchlightSearchlightStock Equipment Jintsuu Kai Ni, Sendai Kai Ni among others


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