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- New battle mechanics introduced with each event (and sometimes in-between):
- Equal grounds era
- Spring 2013: Boss gauges, ship type restriction for maps (returning during autumn 2014), enemy submarines
- Summer 2013: Support expeditions
- -Interlude-: Battles starting at night
- Autumn 2013: Night-to-day battles (returning when?)
- Level scaling era
- Winter 2013/14: Level scaling
- -Interlude-(a): Equipment branching rules (drums); resource collection determined by drum count
- -Interlude-(b): Extra Operations
- Spring 2014: Artillery spotting, LoS branching rules (with animation)
- Summer 2014: Combined fleet sortie (carrier task force), air battle nodes, ship locking
- Autumn 2014: Combined fleet sortie (surface task force), AA cut-in (added halfway through), different EXP for different enemy fleets
- Difficulty levels era (甲、乙、丙)
- Winter 2015: Difficulty levels (replacing level scaling)
- -Interlude-: Non-battle boss node
- Spring 2015: Active branching
- -Interlude-: Recon for resources
- Summer 2015: ?
- Autumn 2015: ?
- Event map count, size, difficulty and themes:
- Spring 2013: 4 ★★☆ ★☆☆ N/A
- Summer 2013: 4 ★★☆ ★★☆ N/A
- Autumn 2013: 5 ★★☆ ★★★ Ironbottom Sound (Guadalcanal Campaign)
- Winter 2013/14: 3 ★☆☆ ★☆☆ Arpeggio collaboration
- Spring 2014: 5 ★★☆ ★★☆ Battles of Java Sea and Wake Island
- Summer 2014: 6 ★★★ ★★★ Operations AL and MI
- Autumn 2014: 4 ★★☆ ★☆☆ Operation Kon
- Winter 2015: 5 ★★☆ ★★☆ Operation Hailstone
- Spring 2015: 6 ★★★ ★☆☆ Operation C
- Summer 2015: 7+★★★ ☆☆☆ 2nd Battle of the Solomon Sea
- Autumn 2015: ?
- Changes to combined fleet mechanics over the events
- Summer 2014: Carrier task force added
- Autumn 2014: Surface task force added, escorted ships removed from battle result rank calculation
- Winter 2015: Slow battleships no longer allowed in escort fleet
- Spring 2015: Submarines no longer allowed as flagships in main or escort fleet
- Waiting for equipment:
- 試製35.6cm三連装砲(ダズル迷彩)
- 紫電
- 紫電改
- 震電
- 九六式艦戦(熟練)
- 零式艦戦52型(熟練)
- 烈風(熟練)
- 零戦52型甲
- 零戦52型乙
- 零戦52型丙
- 天山(熟練)
- 天山一二型
- 流星(九三一空)
- 流星(七五二空)
- 流星(友永隊)
- 流星(熟練)
- 彗星(熟練)
- 彗星(六三四空)
- 流星艦爆
- 流星艦攻爆
- FuMO23 レーダー
- FuMO81 Berlin-S レーダー
- 増設バルジ(小型艦)
- Waiting for upgrades (and improvements):
- 35.6cm連装砲(ダズル迷彩) → 試製35.6cm三連装砲(ダズル迷彩)
- 41cm連装砲 → 試製41cm三連装砲
- 零式艦戦21型 → 零式艦戦52型
- 烈風 → 烈風改
- 流星 → 流星改
- 彗星 → 彗星一二型甲
- 零式水上偵察機 → 零式水上観測機
- 瑞雲 → 瑞雲12型
- 瑞雲(六三四空) → 瑞雲12型(六三四空)
- 33号対水上電探 → 33号対水上電探改?
- 改良型艦本式タービン → 強化型艦本式缶 → 新型高温高圧缶
- Waiting for improvements:
- 試製35.6cm三連装砲
- 10cm連装高角砲
- 12.7cm連装高角砲(後期型)
- 試製41cm三連装砲
- 12.7cm連装高角砲
- 12.7cm高角砲+高射装置
- 15.5cm三連装砲(副砲)
- 25mm三連装機銃 集中配備
- 零式水中聴音機
- 三式弾
- 甲標的 甲
- 熟練艦載機整備員
- Waiting for extra modes of normal maps.
- For extra modes:
- -Requires a quest to unlock.
- -EXP per node is the same as normal mode.
- -To sortie to any map, you need to have cleared it in normal mode first.
- -EO rewards still undecided.
- -No plan as of yet to introduce this in events.
- -The same support fleet expedition will work for all maps, but support animation will differ depending on mode.
- Old school mode (tentative name)
- -Old animation, both in-battle and during sortieing.
- -Old battle music.
- -Ships' battle lines in day battle alternate instead of being random.
- -Same drops as normal mode.
- -Either LoS branching rules still apply but the recon plane won't show, or all LoS branching rules become random instead.
- -Artillery spotting, AA cut-in and night battle equipment won't work here.
- -Ru and Ta flagship BBs will have their old cut-in setup. Flagship Kai BBs will still have double attack.
- Nightmare mode (tentative name)
- -Same animation, music and mechanics as normal mode.
- -Just about every map will have a boss gauge that needs to be destroyed to unlock the next map.
- -Enemies will be much stronger (eg. 1-1 will have late model DDs/CLs). Prepare for late model DD flagship Kai in later maps.
- -In return, the drops will be much better than normal.
- Nightmare old school mode (tentative name; optional to add)
- -Requires another quest to unlock. That quest involves sortieing to maps in both old school and nightmare mode.
- -Same enemies, boss gauges and drops as in nightmare mode.
- -Animation, battle music and mechanics will be as in old-school mode.
- -As in old school mode, Ru and Ta flagship BBs will have their old cut-in setup.
- -To sortie to any map in this mode, you need to have cleared it in both old school and nightmare mode first.
- Hypotheses of equipment determining accuracy of each attack in battle
- Before I start:
- -Equipment in highest slot refers to the highest slot with the equipment type in question. It does not necessarily have to be the first slot.
- -Midget subs do not count as torps (torpedoes).
- -If both main (red) and secondary (yellow) guns are applicable (which is taken to be the case unless stated otherwise), main guns take priority over secondary guns, regardless of slot position. (Exceptions: 1) if both main and secondary guns are equipped and there are 2 shelling phases, the first shelling attack will be done by the main gun in the highest slot and the second shelling attack will be done by the secondary gun in the highest slot, and 2) for night battle single attacks, main guns do not take priority over secondary guns; instead, highest slot equipment rule applies.)
- -"Default accuracy" is the effective accuracy of the ship before taking specific equipment in the highest slots into account. Apparently different equipment can have different weightages when it comes to effective accuracy. Do gun/torp/depth charge accuracies have different weightages for gun/torp/depth charge attacks? (It's known that upgrading depth charges give higher accuracy, so the difference can be tested with, say, a +0 T3 depth charge and a +10 T3 depth charge.) How about sonar/radar accuracies for attacks on subs/other enemies?
- Aerial phase
- -Accuracy of each attack plane's attack independent of one another, contact notwithstanding
- Shelling phase, aircraft attack
- -Is it default accuracy? Or is accuracy determined by the red/blue plane (for CV(L)s) or ASW aircraft (for AVs/CAVs/BBVs, always against subs) in the highest slot? Does the slot still need to have planes left? For AVs/CAVs/BBVs, do recon seaplanes count?
- Shelling phase, single attack (depth charge if attacking submarines, gun otherwise)
- -If no gun/depth charge, default accuracy
- -If 1 or more guns/depth charges, accuracy determined by gun/depth charge in highest slot
- Shelling phase, double attack
- -First attack's accuracy determined by main gun in highest slot, second attack's accuracy determined by main gun in second highest slot
- Shelling phase, cut-in
- -Accuracy determined by equipment shown in cut-in animation
- Torpedo phases (opening and closing)
- -If no torp, default accuracy
- -If 1 or more torps, accuracy determined by torp in highest slot
- Night battle, single attack (gun/torp/depth charge, depending on animation)
- -If no gun/torp/depth charge, default accuracy
- -If 1 or more guns/torps/depth charges, accuracy determined by gun/torp/depth charge in highest slot
- Night battle, double attack
- -First attack's accuracy determined by gun in highest slot, second attack's accuracy determined by gun in second highest slot
- Night battle, torp cut-in
- -Accuracy of the two torp attacks determined by the two torps in the highest slots (but how?)
- →Hypothesis 1: Each of the two torps determines the accuracy for each attack individually
- →Hypothesis 2: Both attacks have the same accuracy; torp in second highest slot has double the weightage of torp in highest slot
- Night battle, mixed cut-in
- -Mixed cut-in consists of a main gun attack and a torp attack, which both deal the same damage, but how are their accuracies determined?
- →Hypothesis 1: Accuracy of gun attack determined by main gun in highest slot, and accuracy of torp attack determined by torp in highest slot
- →Hypothesis 2: Both attacks have the same accuracy; accuracy of torp in highest slot has double the weightage of that of main gun in highest slot
- Night battle, gun cut-in
- -Accuracy determined by the three guns shown in cut-in animation
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