Patch notes are out. Opposite-Colored Divergent Chessboard and Christmas events, Crescent and Comet remodels. St. Louis, Aurora, Atago, Prince of Whales, and Vampire are all going into the construction pools. Aurora and the Z-Force weren't announced previously.
Ooh, okay--so you must get every "branch" before advancing? That makes sense.
Nearly all ships have to be level 85 before you can get their final upgrade
The starter destroyers (and other elites in the future, going by the wiki) have an extra skill that unlocks at level 90 but are otherwise the same
those skills are from retrofits and are only unlocked upon paying for that particular node in the retrofit tree, which is level gated at 90 - they don't obtain them from just leveling
Orphane on
0
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
edited December 2018
I usually just do my 10 exercises with my usual daily stuff and don't think about them. I just checked my merit and whoops, I have almost 80k. I should probably start spending that....
Edit: This Akashi questline is weird. She wanted me to defeat 8-4, then she wanted me to really test myself by defeating Hard 1-4.
Sir Carcass on
0
IanatorGaze upon my works, ye mightyand facepalm.Registered Userregular
Divergent Chessboard is now live on EN! CN and JP servers are hosting the Graf Spee rerun.
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+1
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
So it's safe to open Ironblood boxes now?
0
IanatorGaze upon my works, ye mightyand facepalm.Registered Userregular
Interesting. There's an EX Dangerous mode that I can't find anything about on either the original or rerun event pages on the Wiki.
First EX map was Fallen Wings IIRC so the original wouldn't have one. Going by this map selection screenshot there was an EX map in the rerun so there should be some youtube videos or something. In fact this is pretty much the rerun version just without the submarine stuff and maybe a little bit of difficulty balancing.
0
Orphanerivers of redthat run to seaRegistered Userregular
the ships available indicate that this should be the "rerun" version of the event which makes sense, because there wouldn't be any reason to run the original version with less content/ships
the enemy ship levels i've run into so far on hard seems like we got the JP version of the event, which was tuned down a little compared to the CN one since presumably CN servers have been out for longer
0
Orphanerivers of redthat run to seaRegistered Userregular
Scharnhorst and Gneisnau are stationary bosses in A4/C4
Ayanami likes that. She likes that a lot.
+3
Orphanerivers of redthat run to seaRegistered Userregular
edited December 2018
Sorry for the triple post but i cleared the EX stage
It's like the Fallen Wings EX as opposed to the Neptunia one, just a single boss fight with lots of danmaku and most importantly, it doesn't cost fuel to attempt so practice is free!
I cleared it with Helena frontline and Hood, Washington, and Enterprise in back
Tirpitz alternates between two patterns, pattern A with bullets that fragment into smaller ones which spiral around and pattern B where she hoses bullets and you have to do small, precise moves to stay out of damage. As she starts losing health she adds aimed, high damage shots to pattern A that you want to avoid and marked artillery shots (red warning circles) to pattern B that you also want to avoid. It's fine to take a few scatter bullets or the hose ones if it means avoiding the bigger, more dangerous hits. Tirpitz is completely stationary during Pattern A (if you're using carriers with Sakura torps, now is the time to use them) and moves up and down during pattern B. I tended to hold onto E's airstrikes for when Tirpitz was in pattern A since carriers usually can bank up to 2 but tended to fire BB volleys as soon as i got them, partially cause Hood wants to get off as many volleys as possible due to her skill being proc based and since BBs can't bank volleys.
Mostly if you focus on dodging bullets your backline should wear her down eventually. I brought Helena for the occasional 40% dmg debuff on the boss. I saw a vid which used Ayanami and magnetic torps, which i might try after i get the rainbow ones.
Got all the ships in the construction pool now I just need to get the drop only ships and get off my lazy butt and start doing the hard maps. They also announced Honolulu coming in the next patch 12/21 she only drops in world 10 so stealth Jintsuu announcement too.
0
CorporateLogoThe toilet knowshow I feelRegistered Userregular
Quick question about Z46, does her AP damage boost skill apply to the shells in her barrage or is it only applied to shells from the main gun?
Do not have a cow, mortal.
0
Orphanerivers of redthat run to seaRegistered Userregular
Quick question about Z46, does her AP damage boost skill apply to the shells in her barrage or is it only applied to shells from the main gun?
i don't see why it wouldn't
but using AP guns on Destroyers is kind of icky even if Z46 and her colleagues have AP expert because of ammo type modifiers against the 3 armor types
I know that DD AP guns are bad, that's why I was asking if it applied to her barrage, because I won't bother leveling it if it doesn't
Do not have a cow, mortal.
0
Orphanerivers of redthat run to seaRegistered Userregular
edited December 2018
After a lot of practice, a lot of swearing at myself for getting careless/greedy, and some RNG, I managed to get a 5k+ kill score on the EX stage!
I ended up using Hood, Enterprise, Illustrious, Ayanami, and Helena- Hood for the reload buff on the backrow (every second counts!), Enterprise for damage, Illustrious for her shield which was instrumental for keeping Ayanami alive so I could aggressively launch torps at point blank, and Helena for her ever-useful Radar Scan debuff.
I put the rainbow magnetic torps on Ayanami which are much more forgiving since you don't have to be literally nestled up against the enemy like you do for standard torps, and basically only tried to press torp/airstrike buttons when Supernatural was up and Radar Scan was on Tirpitz.
damage chart ended up looking like this:
For reference, Ayanami's base magnetic torp damage with no Supernatural or Radar scan was 3.4k-ish per torp, jumping to 5.4k-ish with Supernatural, and reaching 7k+ with Supernatural and Radar Scan active. Demon Dance torps hit for somewhat less but were still a considerable amount of damage, so I tried to be on the same x-axis as Tirpitz as much as I could.
I might try later with regular torps to see how hard i can hit but it's still pretty tough to land all of them especially with the highest damage 610mm only having 4 torps in a spread.
Orphane on
0
IanatorGaze upon my works, ye mightyand facepalm.Registered Userregular
Quick question about Z46, does her AP damage boost skill apply to the shells in her barrage or is it only applied to shells from the main gun?
i don't see why it wouldn't
but using AP guns on Destroyers is kind of icky even if Z46 and her colleagues have AP expert because of ammo type modifiers against the 3 armor types
I know that DD AP guns are bad, that's why I was asking if it applied to her barrage, because I won't bother leveling it if it doesn't
Did some testing and it does boost her barrage.
0
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
I saw they fixed the jiggle physics in the Live2D stuff for EN (apparently it was using the "censored" Korean and Chinese version). Praise be to Sandy!
0
Orphanerivers of redthat run to seaRegistered Userregular
edited December 2018
After a lucky 10-pull I got Z46 and Z25 so now I'm just missing Admiral Hipper from construction, Deutschland, and Gneisenau. I will probably nurse my cubes by only doing the 3 crafts a day and then only try to do mass pulls if I don't get Hipper before the event ends. Guess i'll probably have to start farming for Deutschland as well, since getting Gneisenau is only a matter of time.
Orphane on
0
IanatorGaze upon my works, ye mightyand facepalm.Registered Userregular
If anyone's interested, Crunchyroll interviewed the devs in CN. Video.
Also, for those playing on CN or JP, they finally announced the Ryuujou event.
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0
IanatorGaze upon my works, ye mightyand facepalm.Registered Userregular
edited December 2018
Hiryuu and Souryuu Retrofits just announced.
I've five Hiryuu and zero Souryuu. plz game
EDIT: Maint starts in half an hour.
Ianator on
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Only announced for CN/JP so far right? Plenty of time to farm 3-2 for Souryuss SB2C Helldivers.
0
Orphanerivers of redthat run to seaRegistered Userregular
edited December 2018
Hiryuu has a pvp skill and Souryuu has fleet carrier as their non pair skill? Hmm
Gonna have to be at least a decent baseline kind of retrofit skill to make them worth taking over Zuikaku/Shoukaku imo unless their retrofits just roid them out statwise like Portland
Orphane on
0
Orphanerivers of redthat run to seaRegistered Userregular
edited January 2019
new post since we're back to regular forums
two more things actually make that three @UrQuanLord88
I would try to enhance only purple, gold, and rainbow quality gear except for a few outlier blue equips such as the fire suppressor, hydraulic steering gear/navy camoflauge, and the 76mm DD gun (meant for very specific shipgirls that want to keep their "on-shot" skills constantly procced, the most famous being Ayanami). Blue guns, torpedos, and planes are mostly going to be transitional gear you use early and then drop in favor of purple and gold equips as you get them, so if you want to get the most out of your equip enhancement plates I would consider enhancing blue equips to +3 early and then stopping (they cap out at +6 anyways compared to purple and above capping at +10). Rainbow gear is special and only obtained via events so far so don't worry about getting them because they don't drop from any equip boxes.
When you're fighting enemy fleets, the type of fleet influences what types of enemy shipgirls you encounter (which comes into play in later stages since that affects how they attack) and more importantly for you early on, what kind of enhancement plate drops you get for enhancing gear: main fleets (the big battleship-looking ones) drop main gun, anti-air, and general plates; aviation fleets (the carrier ones) drop aircraft, anti-air, and general plates; recon fleets (the small ones) drop torpedo, anti-air, and general plates. I would say try to mostly fight main and aviation fleets when you're clearing maps because the demand for main gun and aircraft plates are way higher than torpedo plates unless you're trying to build all-torpedo fleets. It's possible to build up a stockpile of torpedo plates but you will constantly feel like you're out of main gun plates the moment you want to outfit a few new ships. Needing aircraft plates is because light carriers/carriers field 2/3 aircraft and you will at least want to enhance your dive bombers and torpedo bombers, with fighters taking lower priority, to get the most damage out of airstrikes.
It's possible to move your ships on the stage to avoid unnecessary fights if you know the rationale behind enemy flagship and fodder fleets spawning. Obviously, new fleets will never respawn on the wreckage of old ones so any fleet you clear out will make that square passable for good, but you can also move your fleets accordingly on top of empty chokepoints to prevent enemy ships spawning there and blocking your fleets from passing by. Remember that you can get one fleet into a battle and then back out to move your other fleet around, although you won't be able to move your other fleet through any fleet currently in combat with the enemy. Flagship enemies usually have 1-3 spots they can spawn on the map depending on what world you're in, so if you pay attention you can also move your ships so that they're less likely to be blocked off from possible flagship spawns as well. Clearing fleets in such a way as to prevent you from being blocked off can save you a lot of extra unnecessary fights that will accumulate damage on your fleets, waste ammo, and waste oil. Ambush fleets and airstrikes have a chance to occur as your fleets move around on the map; airstrikes are just chip damage on all your ships while ambush fleets are a time-wasting pita that have worse rewards than regular enemy fleets. You can raise your chance of avoiding enemy ambushes by using a destroyer to raise your recon value and also equip SG radar auxiliaries once you start getting them out of boxes since those both lower your chance to get ambushed in the first place and increase your odds of evading once you do get attacked on top of their stat bonuses.
IanatorGaze upon my works, ye mightyand facepalm.Registered Userregular
Aaand we're back!
- "Crimson Echoes", an event featuring battleship Kaga and battlecruiser Akari, is anticipated to begin on January 10.
- Christmas Town, Boar Feast and Sakura Empire Shogatsu dorm themes will be available for a limited time.
- IJN Isokaze is our January login reward ship.
I really wish I could be bothered to get all the dorm coins needed for this furniture.
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Hello! I was inspired by the holiday post for this game to install and give it a try.
I actually briefly tried it when the game first came out, but it didn't hold my attention. Turns out, there's a bit more depth to the game and I didn't give it a chance.
So now I'm attempting to muddle my way through. I've cleared most of the first map, and started the 2nd one. I haven't made a 2nd fleet yet though, as I only have the two back-line ships you start with. I guess I should move one of those to the 2nd fleet? I tried a couple constructions and didn't appear to get anything worthwhile.
I did get Leander somewhere, and the OP says that's a decent ship?
I chose Javelin as my starter ship, hopefully that doesn't matter too much?
Also, my grandfather served on the USS Slater in WW2. It was a Destroyer Escort, so I'm not sure it's in the game. It would be fun for a giggle to have his ship though. Even if the ship would be an anime girl.
I'm currently digesting the OP here and some of the other posts.
Several times it says not to open the T1 or T2 boxes, that they can be combined for higher tier boxes. Where is that done? When I was playing yesterday I didn't see the option, but I'm sure I just missed it.
I did get a bunch of T4 Sakura boxes. Some sort of free gift I think? OP says to open those right away, which I'll do shortly.
Also, I saw a "tips" video on Youtube that said you shouldn't Limit Break until higher levels or something?
So many questions . I should just play some more.
+1
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
Hello! I was inspired by the holiday post for this game to install and give it a try.
I actually briefly tried it when the game first came out, but it didn't hold my attention. Turns out, there's a bit more depth to the game and I didn't give it a chance.
So now I'm attempting to muddle my way through. I've cleared most of the first map, and started the 2nd one. I haven't made a 2nd fleet yet though, as I only have the two back-line ships you start with. I guess I should move one of those to the 2nd fleet? I tried a couple constructions and didn't appear to get anything worthwhile.
I did get Leander somewhere, and the OP says that's a decent ship?
I chose Javelin as my starter ship, hopefully that doesn't matter too much?
Also, my grandfather served on the USS Slater in WW2. It was a Destroyer Escort, so I'm not sure it's in the game. It would be fun for a giggle to have his ship though. Even if the ship would be an anime girl.
I'm currently digesting the OP here and some of the other posts.
Several times it says not to open the T1 or T2 boxes, that they can be combined for higher tier boxes. Where is that done? When I was playing yesterday I didn't see the option, but I'm sure I just missed it.
I did get a bunch of T4 Sakura boxes. Some sort of free gift I think? OP says to open those right away, which I'll do shortly.
Also, I saw a "tips" video on Youtube that said you shouldn't Limit Break until higher levels or something?
So many questions . I should just play some more.
I would probably work on getting some more ships before tackling the levels that require 2 fleets. You'll probably want 6 ships per, at least until you know enough to know when you want less. Anything will work, really. Don't worry about fielding Commons at this point. By all means give it a go (there's no real penalty for retreating that I know of, other than lost oil), but if you're finding it too tough, work on leveling up a bit before trying again.
For combining boxes, you go into your Storage, tap one of the T1 or T2 boxes if you have 5 or more, and select Craft. It turns 5 of one tier into 1 of the next tier.
Limit Breaking increases ships strength and max level, but it also increases their oil requirement, making them more expensive to field. Unless you plan on grinding a lot, I would limit break as soon as you can, at least to get a couple of strong fleets. I only run into oil problems when I'm grinding my maxed ships for an event. Normal play never presented a problem. You can limit break when the ship is at level 10, level 30, and level 70.
Sir Carcass on
0
Orphanerivers of redthat run to seaRegistered Userregular
edited January 2019
I noticed you didn't have a section on daily challenges on the OP so I figured I'd do a quick writeup @Ianator just in case anyone could use some tips about them.
Daily challenges are the biggest incentive to raise your commander level since the higher leveled you are, the better the rewards from the daily challenges. They're your only consistent source of skill books and equipment boxes, and greatly supplement your equipment plate supply.
The daily challenges are on a set schedule: Escort Cargo (Plates) on Monday/Thursday, Maritime Attack (Skill Books) on Tuesday/Friday, Urgent Ops (Equip Boxes) on Wednesday/Saturday, and most importantly, all 3 of them can be done on Sunday.
For the Plate challenge, it's usually best to field a single frontline ship to both save oil and make it easier to dodge and then field aircraft carriers since air strikes clear the screen of enemy attacks. You can field only 1 backline ship to save oil or field backline ships you're leveling since they aren't under any threat and all you have to do is survive till the end anyways. The easy albeit boring way to clear this challenge is to drop your single vanguard ship as far back towards the left side of the screen as possible, which should make it so that only the front row of torpedo ships will aggro (although the configuration of torpedo ships is different for each level tier, and I confess i haven't done the lower-level ones in a long time and don't remember their particular formation or firing patterns) and so you're only dealing with 1/2 to 1/3 of the torpedoes you would be if you were up in their faces where the game spawns you. Once you're far back, just move up and down slowly to dodge incoming torps with minimal movements.
One thing to note about Escort Cargo is that it's split into Escort Cargo (Firepower) and Escort Cargo (Air), so pick depending on what plates you need. 90% of the time I pick Firepower all 3 times, though.
For the Skill book challenge, I would recommend light cruisers or destroyers since they have faster reload times and can keep up shots against the multiple waves of suicide boats the challenge pits you against. I would also highly recommend a battleship backline, preferably ones able to equip CL secondary guns, and then equip the Triple 152mm scattergun so they can spray shots and easily deal with stragglers that slip through. I personally run Queen Elizabeth, Rodney, and Nelson since they can all use the Triple 152mm, Rodney and Nelson can proc screen-clearing barrages that can chew through multiple waves of fireboats if I'm lucky, and Queen Elizabeth has the insane Queen's Command buff for all HMS ships (primarily buffing fp and reload).
For the Equipment box challenge, it's just a series of boss fights. Just bring your strongest fleet and maybe manual it if you want to get through it quicker since auto tends to waste torpedos and airstrikes.
Orphane on
+2
CorporateLogoThe toilet knowshow I feelRegistered Userregular
I prefer the Twin 152mm for suicide boat defense, they have a slightly smaller AoE than the Triple 152mm but the AP rounds travel much faster than the Triple's HE
Honestly, outside of events, lack of oil is never a concern for me. If anything, I don't play enough and am always overflowing with oil, which is why I stopped worrying about oil costs and just do my dailies with whatever my current fleet comp happens to be (I only change the backline to carriers/bbs as necessary)
Posts
Divergent Chessboard Probably JP version
Holy Night of Love and Peace
The starter destroyers (and other elites in the future, going by the wiki) have an extra skill that unlocks at level 90 but are otherwise the same
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click for the patch notes cause twitter's embedding is crap, the img file is too damn big and i'm too lazy to resize it
those skills are from retrofits and are only unlocked upon paying for that particular node in the retrofit tree, which is level gated at 90 - they don't obtain them from just leveling
Edit: This Akashi questline is weird. She wanted me to defeat 8-4, then she wanted me to really test myself by defeating Hard 1-4.
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There was a Reddit post earlier that had mag torps coming from boxes so Imma say yes.
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First EX map was Fallen Wings IIRC so the original wouldn't have one. Going by this map selection screenshot there was an EX map in the rerun so there should be some youtube videos or something. In fact this is pretty much the rerun version just without the submarine stuff and maybe a little bit of difficulty balancing.
the enemy ship levels i've run into so far on hard seems like we got the JP version of the event, which was tuned down a little compared to the CN one since presumably CN servers have been out for longer
Ayanami likes that. She likes that a lot.
It's like the Fallen Wings EX as opposed to the Neptunia one, just a single boss fight with lots of danmaku and most importantly, it doesn't cost fuel to attempt so practice is free!
I cleared it with Helena frontline and Hood, Washington, and Enterprise in back
Tirpitz alternates between two patterns, pattern A with bullets that fragment into smaller ones which spiral around and pattern B where she hoses bullets and you have to do small, precise moves to stay out of damage. As she starts losing health she adds aimed, high damage shots to pattern A that you want to avoid and marked artillery shots (red warning circles) to pattern B that you also want to avoid. It's fine to take a few scatter bullets or the hose ones if it means avoiding the bigger, more dangerous hits. Tirpitz is completely stationary during Pattern A (if you're using carriers with Sakura torps, now is the time to use them) and moves up and down during pattern B. I tended to hold onto E's airstrikes for when Tirpitz was in pattern A since carriers usually can bank up to 2 but tended to fire BB volleys as soon as i got them, partially cause Hood wants to get off as many volleys as possible due to her skill being proc based and since BBs can't bank volleys.
Mostly if you focus on dodging bullets your backline should wear her down eventually. I brought Helena for the occasional 40% dmg debuff on the boss. I saw a vid which used Ayanami and magnetic torps, which i might try after i get the rainbow ones.
i don't see why it wouldn't
but using AP guns on Destroyers is kind of icky even if Z46 and her colleagues have AP expert because of ammo type modifiers against the 3 armor types
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I know that DD AP guns are bad, that's why I was asking if it applied to her barrage, because I won't bother leveling it if it doesn't
I ended up using Hood, Enterprise, Illustrious, Ayanami, and Helena- Hood for the reload buff on the backrow (every second counts!), Enterprise for damage, Illustrious for her shield which was instrumental for keeping Ayanami alive so I could aggressively launch torps at point blank, and Helena for her ever-useful Radar Scan debuff.
I put the rainbow magnetic torps on Ayanami which are much more forgiving since you don't have to be literally nestled up against the enemy like you do for standard torps, and basically only tried to press torp/airstrike buttons when Supernatural was up and Radar Scan was on Tirpitz.
damage chart ended up looking like this:
For reference, Ayanami's base magnetic torp damage with no Supernatural or Radar scan was 3.4k-ish per torp, jumping to 5.4k-ish with Supernatural, and reaching 7k+ with Supernatural and Radar Scan active. Demon Dance torps hit for somewhat less but were still a considerable amount of damage, so I tried to be on the same x-axis as Tirpitz as much as I could.
I might try later with regular torps to see how hard i can hit but it's still pretty tough to land all of them especially with the highest damage 610mm only having 4 torps in a spread.
Friday morning patchnotes
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Did some testing and it does boost her barrage.
Also, for those playing on CN or JP, they finally announced the Ryuujou event.
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I've five Hiryuu and zero Souryuu. plz game
EDIT: Maint starts in half an hour.
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Only announced for CN/JP so far right? Plenty of time to farm 3-2 for Souryuss SB2C Helldivers.
Gonna have to be at least a decent baseline kind of retrofit skill to make them worth taking over Zuikaku/Shoukaku imo unless their retrofits just roid them out statwise like Portland
two more things actually make that three @UrQuanLord88
I have 10-4 down to 0 now so I can farm Jintsuu without worrying too much. Still manual modeing the boss though just to make sure I get the S ranks.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
- "Crimson Echoes", an event featuring battleship Kaga and battlecruiser Akari, is anticipated to begin on January 10.
- Christmas Town, Boar Feast and Sakura Empire Shogatsu dorm themes will be available for a limited time.
- IJN Isokaze is our January login reward ship.
I really wish I could be bothered to get all the dorm coins needed for this furniture.
Twitch | Blizzard: Ianator#1479 | 3DS: Ianator - 1779 2336 5317 | FFXIV: Iana Ateliere (NA Sarg)
Backlog Challenge List
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Backlog Challenge List
I actually briefly tried it when the game first came out, but it didn't hold my attention. Turns out, there's a bit more depth to the game and I didn't give it a chance.
So now I'm attempting to muddle my way through. I've cleared most of the first map, and started the 2nd one. I haven't made a 2nd fleet yet though, as I only have the two back-line ships you start with. I guess I should move one of those to the 2nd fleet? I tried a couple constructions and didn't appear to get anything worthwhile.
I did get Leander somewhere, and the OP says that's a decent ship?
I chose Javelin as my starter ship, hopefully that doesn't matter too much?
Also, my grandfather served on the USS Slater in WW2. It was a Destroyer Escort, so I'm not sure it's in the game. It would be fun for a giggle to have his ship though. Even if the ship would be an anime girl.
I'm currently digesting the OP here and some of the other posts.
Several times it says not to open the T1 or T2 boxes, that they can be combined for higher tier boxes. Where is that done? When I was playing yesterday I didn't see the option, but I'm sure I just missed it.
I did get a bunch of T4 Sakura boxes. Some sort of free gift I think? OP says to open those right away, which I'll do shortly.
Also, I saw a "tips" video on Youtube that said you shouldn't Limit Break until higher levels or something?
So many questions . I should just play some more.
I would probably work on getting some more ships before tackling the levels that require 2 fleets. You'll probably want 6 ships per, at least until you know enough to know when you want less. Anything will work, really. Don't worry about fielding Commons at this point. By all means give it a go (there's no real penalty for retreating that I know of, other than lost oil), but if you're finding it too tough, work on leveling up a bit before trying again.
For combining boxes, you go into your Storage, tap one of the T1 or T2 boxes if you have 5 or more, and select Craft. It turns 5 of one tier into 1 of the next tier.
Limit Breaking increases ships strength and max level, but it also increases their oil requirement, making them more expensive to field. Unless you plan on grinding a lot, I would limit break as soon as you can, at least to get a couple of strong fleets. I only run into oil problems when I'm grinding my maxed ships for an event. Normal play never presented a problem. You can limit break when the ship is at level 10, level 30, and level 70.
Daily challenges are the biggest incentive to raise your commander level since the higher leveled you are, the better the rewards from the daily challenges. They're your only consistent source of skill books and equipment boxes, and greatly supplement your equipment plate supply.
The daily challenges are on a set schedule: Escort Cargo (Plates) on Monday/Thursday, Maritime Attack (Skill Books) on Tuesday/Friday, Urgent Ops (Equip Boxes) on Wednesday/Saturday, and most importantly, all 3 of them can be done on Sunday.
For the Plate challenge, it's usually best to field a single frontline ship to both save oil and make it easier to dodge and then field aircraft carriers since air strikes clear the screen of enemy attacks. You can field only 1 backline ship to save oil or field backline ships you're leveling since they aren't under any threat and all you have to do is survive till the end anyways. The easy albeit boring way to clear this challenge is to drop your single vanguard ship as far back towards the left side of the screen as possible, which should make it so that only the front row of torpedo ships will aggro (although the configuration of torpedo ships is different for each level tier, and I confess i haven't done the lower-level ones in a long time and don't remember their particular formation or firing patterns) and so you're only dealing with 1/2 to 1/3 of the torpedoes you would be if you were up in their faces where the game spawns you. Once you're far back, just move up and down slowly to dodge incoming torps with minimal movements.
One thing to note about Escort Cargo is that it's split into Escort Cargo (Firepower) and Escort Cargo (Air), so pick depending on what plates you need. 90% of the time I pick Firepower all 3 times, though.
For the Skill book challenge, I would recommend light cruisers or destroyers since they have faster reload times and can keep up shots against the multiple waves of suicide boats the challenge pits you against. I would also highly recommend a battleship backline, preferably ones able to equip CL secondary guns, and then equip the Triple 152mm scattergun so they can spray shots and easily deal with stragglers that slip through. I personally run Queen Elizabeth, Rodney, and Nelson since they can all use the Triple 152mm, Rodney and Nelson can proc screen-clearing barrages that can chew through multiple waves of fireboats if I'm lucky, and Queen Elizabeth has the insane Queen's Command buff for all HMS ships (primarily buffing fp and reload).
For the Equipment box challenge, it's just a series of boss fights. Just bring your strongest fleet and maybe manual it if you want to get through it quicker since auto tends to waste torpedos and airstrikes.
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