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Qukekid

this is what happen when you sh*it talk about paper DD







Please no more
Juuryoushin

Jinxy wrote:

Honestly, this event's Hard is a step down the previous few imo. This one is just a "CI Snipe" final map, compared to Spring's gimmicky LBAS and Winter's CI Snipe but with 3 Hime decoys (2 BB Hime + 1 CV Hime). The fact that my fleet has more CI Snipers now than before certainly helped; All but Maya were geared for CI in the final battle.

But if you felt that you kept getting Cs or Ds on boss, it's natural. The enemies are really bulky and deal a lot of damage rather accurately. However, you should also have felt that you reached boss much much more often compared to previous events, so it balances out quite well imo.
I found that map much harder than Winter E3 Hard for several reasons. (Can't compare to spring, wasn't here)

For starters, reaching the boss when your fuel already went down the drain is kinda hard by itself. Sure, the LBAS here could serve as permanent support, but then you'd need to send them on prebosses due to their dangerosity. (I stands out compared to the other ones, 2 Installations able to 1 shot you are no laughing matter.)

Second, I found that there was really a high number of enemies who could easily one shot your ships with terribad luck, particularly on the escort side where they were subjects to a lot more battles than usual (Looking at K and the sniper DDs), thus leading to less chances to annihilate the boss.

Last, you were pretty much forced to use CTF due to the air dominant nature of the entire map (430 FP required ? STF can't achieve that without sacrificing carrier shelling, no BS crits for you.) so you couldn't carry on with a healthy and bulky main fleet anyway. And ironically, STF faced more air nodes on the way.
Jinxy
Node I is a hilarious joke with two LBAS on her with 1 interceptor:3 land bombers. Day S and perf S for days. LBAS seems to do a lot more damage to installations than ships this event. The third is either used on air defense or to weaken the two preboss air nodes, sending them to boss doesn't do much at all, just use boss support instead.

K is arguably the worst node but it still isn't really that threatening unless you're just stupidly ridiculously unlucky. BB Hime almost always cuts in, but due to the overkill protection mechanic, it will almost always orange your ships instead of directly sending them to red. The LM DDs don't even have night time specials.
Qukekid
A sacrifice need to be made in this event....I'm sorry Akagi


With what cost
RSC
Before


After


And Akagi

First event to be completed :) , but this is the saddest too :cry:
Rantai
Yay managed to complete my first all hard event~

Got really tight on resources as I only had 40k of each (20k bauxite) and 180 buckets to start with D:


Probably doesn't help that I still don't have an Akashi or any hotels either /sigh

Edit: Then Prinz drops on my first run on E-2 farm, what a day!
Jinxy
Obligatory "holy shit it's rantai hi rantai"

Congratulations of your first Hard medal, and with those kind of res too

I think the last time I felt a resource crunch was exactly one year ago with the AA Hime event, time flies.
Rantai
Oh man it's been a while with the obligatories, nice to see familiar faces are still around :3

I think that was my 4th medal though. Just every other time I cheesed my way to it with easy-med maps.

Also just for noting; I feel like E-4 this event would have been a complete nightmare without Hayasui for the final kill. Maybe not as bad as E-7 last event but still I shudder to think how incredibly lucky you'd need to be to kill with that 60% modifier.
Jinxy
That's interesting to say the least, most people like me do the opposite, grab all the equip rewards on Hard then ignore the medal. They keep giving named LBAS planes so those will probably make a return after fucking forever, or never.

I got only like 2 clean kills through my chipping, and average sub-100 chips. It'll definitely have taken a long while, especially if you had to see the elite tsus and get your bombers shot down
Juuryoushin

Rantai wrote:

Yay managed to complete my first all hard event~

Got really tight on resources as I only had 40k of each (20k bauxite) and 180 buckets to start with D:


Probably doesn't help that I still don't have an Akashi or any hotels either /sigh

Edit: Then Prinz drops on my first run on E-2 farm, what a day!
Hey congrats~~

I thought all hope was lost when I failed the fake Last Dance but then I realized I still had 3 tons of resources left and some barrels to make it through. In hindsight it felt just like a classical snipe map .... with today's mechanics.

My only clean kill during chipping was the very first boss reach where I got a ridiculous amount of flagship snipe, CA Hime herself was already Taiha at day and it lacked only one small attack to take her down. (which happened later)
But hey, I got my 4th medal, too. So it's not too bad, I guess.
Xytox
so

What was the point of opening ASW?
Oinari-sama

Xytox wrote:

so

What was the point of opening ASW?
So they can put Sub Hime + 2 Dyson on Pre-boss+Boss node to tank our attacks next event? orz
Jinxy
OASW = no need for BBs = easier E1 route or something probably while still being able to easily sink SS Hime

Since SS Hime isn't combined so you can't sink her in NB

While E1 would still have been easy without OASW, it made it more of a cakewalk which I ain't complaining about
Juuryoushin
With an OASW army you can at least farm E1 in whatever difficulty without huge trouble unless preboss fucks you because Wa flags are kinda nasty for DDs.
It's a Maruyu fishing place if anyone needs some.
Xytox
They take their time to implement a new feature that could revolutionize the way we look at submarine nodes/maps. It could allow them to make events more fresh and interesting by putting submarine nodes in line ahead pretty much wherever they want, forcing the player to think twice while deciding what setup to sortie with, and all we get is your everyday submarine map with every node in echelon/line abreast like usual.

Wasn't that fun guys? I bet everyone loved that E1. It was so interesting and fun and you really had to use this OASW feature in such creative ways to win.

I mean, maybe having to drag along a DD stacked with ASW on the final map to get rid of an escort submarine or whatever wouldn't have been as interesting as I maybe think it could've been, but at least they could've tried. Right now I don't see the reason for it being in the game at all. It adds absolutely nothing except making already easy maps even easier.

Missed opportunity, but maybe they'll decide on something for the next event. But why putting it into the game this early then?
Juuryoushin
Interesting post, I never thought about such things, yeah.

I see the point, but I have a feeling that they made OASW more of an "utility tool" created in order to make Submarine things less of a chore rather than an attempt to add more variety to the game.
However, using it to take down random escorts from mixed fleets wouldn't be much different than the stuff you could find in World 4 for example.

Furthermore, I can see an impractical drawback if they were destined to use the strongest subs in Line Ahead to force you to use the weakest formations, so you'll end up killing subs and not the surface ships that destroy you at the same time, effectively making it stupid in the end.
Tossing in only Elite subs would be enough to make it viable, but then if you call "Throw a DD/CL in the fleet to kill some annoying subs" a revolution, then you're talking to the wrong game if you're looking for exciting stuff.

I can hardly see a way to make the game not boring this way, but yeah, I agree with the fact that they could at least try to make something different for once.
Xytox

Juuryoushin wrote:

I see the point, but I have a feeling that they made OASW more of an "utility tool" created in order to make Submarine things less of a chore rather than an attempt to add more variety to the game.
However, using it to take down random escorts from mixed fleets wouldn't be much different than the stuff you could find in World 4 for example.
But submarines aren't a chore! They don't do anything, that's the point! The only one that is actually capable of doing anything is 1-5-A. And you're telling me they added this feature to deal with a single node?

Even in this event on both E2 and E3 we completely ignored the fact that there were submarines on our way to the boss. Because they don't do anything, we decide against using OASW, thus ruining its entire purpose. At the very least, even if it would've been a copy of world 4, we would've used it voluntarily just like we use AACI.

Juuryoushin wrote:

Furthermore, I can see an impractical drawback if they were destined to use the strongest subs in Line Ahead to force you to use the weakest formations, so you'll end up killing subs and not the surface ships that destroy you at the same time, effectively making it stupid in the end.
Tossing in only Elite subs would be enough to make it viable, but then if you call "Throw a DD/CL in the fleet to kill some annoying subs" a revolution, then you're talking to the wrong game if you're looking for exciting stuff.

I can hardly see a way to make the game not boring this way, but yeah, I agree with the fact that they could at least try to make something different for once.
Sure, I realize I used very strong words which might have made it seem more exaggerated than intended. I wasn't trying to imply it would be the most amazing thing ever, that's my bad. I was just trying to put into perspective how little OASW actually adds to this game right now.

Like E1 as an example: They could remove OASW from the game, make the best route able to bring a BBV, and voila, you got the same map as we have now.

I think it has the potential to be a good support aspect of this game, just like AACI, but they have to make appropriate maps for that to be the case, just like they have to with AACI. Making players stack up entire fleets with ASW is nothing new, we just happen to have this new feature now that makes these kind of maps EVEN easier than they were before by making submarines, instead of kinda defenseless, completely and utterly defenseless.
Juuryoushin

Xytox wrote:

But submarines aren't a chore! They don't do anything, that's the point! The only one that is actually capable of doing anything is 1-5-A. And you're telling me they added this feature to deal with a single node?

Even in this event on both E2 and E3 we completely ignored the fact that there were submarines on our way to the boss. Because they don't do anything, we decide against using OASW, thus ruining its entire purpose. At the very least, even if it would've been a copy of world 4, we would've used it voluntarily just like we use AACI.
Err, I guess that's true. You could straight up ignore them most of the time due to how they introduced them in every map until now, and they didn't take an opportunity to CHANGE this now that we have another way to deal with them. So yeah, it's pointless if they don't make them harmful indeed.

I now understand (and agree) what you were trying to illustrate so I don't need to quote anymore.

On another note, I finally got Unryuu Kai, SCAMP-chan and ....

Kitsunemimi

Juuryoushin wrote:

Furthermore, I can see an impractical drawback if they were destined to use the strongest subs in Line Ahead to force you to use the weakest formations, so you'll end up killing subs and not the surface ships that destroy you at the same time, effectively making it stupid in the end.
I think you forgot that this is literally what this game is all about.

Xytox wrote:

Even in this event on both E2 and E3 we completely ignored the fact that there were submarines on our way to the boss.
I actually took the chance to use OASW for E-3 to maintain consistency, because otherwise, there's still that random chance that one of your ships will get shafted. For a map with such brutal preboss nodes, every little thing helps, especially if you're full sparkling, and OASW actually helped make my life easier for a change.
LigerZero
new teitoku reporting in

name teitoku: setrania (inspired from bus marissa holiday use chassis scania k360iB+body setra adi putro jetbus HD2+)
Juuryoushin

Looking forward to level the crapton of dupes I have and t100 next month .... It's gonna be tough.
Oinari-sama
I just finished leveling 20+ dupes from event @1-5-A. Feel like puking but the loot is good =.=
Reunilu
There's no point in leveling Mikumas just for a silly 20.3cm (no.3)... right?




I don't really have much else to do except level my Akizuki and Souryuu dupes.
Oinari-sama
I'm curious too. I'm only leveling Ashigara dupes for her 3x no.2
Juuryoushin
Rantai


I'm ready, all hard let's go! .-.
KatouMegumi
New event; new girls.
Jinxy
H H H N

Doing E5H now, just unlocked second starting point. I am told after this it's a cakewalk to the medal but let's just see
Juuryoushin
Aw, was expecting someone to talk earlier.
I've done my event 3 days ago so here's a quick review of all maps (Hard everything):

E1: Farmland, Akashi and unlimited Akizuki-classes are godsends, same goes for Kashimas and unlimited searchlights. Hard clearing is a fast cakewalk as long as you get big points from Daihatsu stacking.

E2: Yamakaze farm is pretty much a blessing given her high drop rate. Interesting map but quite a pushover despite the little gimmick for the last kill. At least, this map tells that carriers at bottom isn't always the best placement, so yeah.

E3: Annoying. Getting to boss isn't hard but killing it is quite an ordeal with the goddamn 223 armor. If not for my bad luck to strike in straight into my face I would have been less salty over it.

E4 part one: Pretty easy as long as you can take the adequate route depending of your number of seaplane fighters available. Otherwise, just use damn node support and you're done.

E4 part two: This shit is rigged. I feel like they wanted to make the Catapult reward a super baiter to make people try over and over, so they put in all their worst nodes in then laugh at the failures. Last Dance runs airstrikes become absurdly hard to survive from this point. It would have been a fine map until the end without this change, because prefinal itself is almost guaranteed kill once you land to boss.

E5: The new mechanic is excellent, but rendering it hidden to make people cry is stupid as fuck. Other than that it's an extreme Tsu/Wokai land map where your baux will get sucked faster than Hayasui does with your fuel. The post-Mario exit part is a fun one but I kinda hated the Airstrike syndrome from E4. (much more manageable, though) Boss is pretty simple with adequate preparation and LBAA bomber spammingall the way. If you have nukes, it's just too easy.
Kudos to the awesome BGM and the sub node levelling spot !
Jinxy
And done. +1 A rank medal

Having Sakawa and Prinz makes it ez, though getting clean kills wasn't reliable

Didn't use Nagato and no FBB in the escort fleet, so I took the shortest route.

Now to do a bit of E5 node M to regain proficiency on my planes and level the buttload of trophy DDs I got from this single event. Like jfc man; Isokaze, Yamakaze, Amatsukaze, Asakaze, Oyashio, all without farming. What the fuck game
Juuryoushin
Yoho, grats. You could also do no FBB in main, it avoids one shelling against Wo Kai triad on O.

My number of trophies is pretty shit due to me not wanting to farm annoying places, so I just went with some E1 spam for Ducks dupes and Akashi #2 (and got lots of other dupes later on ........ yay levelling for equip)
Rantai
Oh my god E-4H had me wanting to stab the nearest living thing.

Devs please not that again =.=
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