"Drops", rather. I've been farming Houshou since Chapter 7 hard mode became available. She still hasn't shown up. Farming Chapter 10 for St. Louis would be even more of a pain. If I can do something to reduce my reliance on the drop RNG, I'll do it.
Yep. That thing isn't clearing for me no matter what I do.Anyone get stuck on day 6 of z23 classroom sortie hard mode twice?
Hah, I've been doing the whole daily mission -> claim -> daily mission -> claim thing for so long that I didn't even realize that. Welcome change indeed.No need to claim daily missions rewards to unlock new daily missions anymore, thank god
1st fleet i have Bismarck, Unicorn, Souryuu, Indianopolis, Prinz Eugen and Portland.Pretty much impossible to give any specific advice without knowing who you have available, and what your set ups currently are. Beyond ship selection itself, there's ship skill levels, gear selection, and gear levels that can make a big difference. Generally speaking though you're at the anything goes phase.
Your first fleet's vanguard is heavily defensive in nature. Indy, Portland, and Prinz all have damage reduction for either themselves, shot blocking shields, or fleet wide damage reduction. Then you added Unicorn to the backline who is constantly healing them and boosting their reload. Bismarck is taking care of suicide boats that get through, and Souryuu, while not that impressive by herself is giving a bit of a boost to the vanguard's damage. It's not surprising that fleet can take a beating and keep ticking at the stage of the game you're at. It's not an ideal fleet by any means, but it's got some level of synergy and is stacking the odds in favor of survival.1st fleet i have Bismarck, Unicorn, Souryuu, Indianopolis, Prinz Eugen and Portland.
2nd fleet changes everytime cause i'm testing it, but right now it'sTerror, Ark Royal, Rodney, Helena, Z23 and Laffey.
1st fleet is 4k strenght and the other 3k and they get brutalized every time. They can't do 1 attack run without loosing a ship. 1st fleet can do over 6 runs before someone sinks.
Thanks dude, i will switch out Indy and Portland into 2nd fleet to see if that help, but i like my set up in 1st fleet. Souryuu was put cause i can't find a good 3 back ship so if you have some tips for who to put in there as the way it is now would help. is San Diego and Belfast any good? And are there any good 1 star ships cause i'm avoiding them like a noob.Your first fleet's vanguard is heavily defensive in nature. Indy, Portland, and Prinz all have damage reduction for either themselves, shot blocking shields, or fleet wide damage reduction. Then you added Unicorn to the backline who is constantly healing them and boosting their reload. Bismarck is taking care of suicide boats that get through, and Souryuu, while not that impressive by herself is giving a bit of a boost to the vanguard's damage. It's not surprising that fleet can take a beating and keep ticking at the stage of the game you're at. It's not an ideal fleet by any means, but it's got some level of synergy and is stacking the odds in favor of survival.
Meanwhile your second fleet aside from Rodney is squishy. Terror (and all monitor class ships) are made of paper. Helena is a boss killer and aside from leveling in a safe environment, has no business in a clearing fleet. Z23 and Laffey are great ships, but they *are* typical DDs, so they're more evasive than tanky. The backline isn't doing anything to boost or preserve the vanguard, and the vanguard isn't doing anything to protect the backline. Basically no skill synergy, and every ship is focused on damage. It's a glass cannon fleet, and the cannon isn't even that strong.
Whatever fleet has Unicorn will have a massive survivability boost, but you can swap some units around to make things a bit more balanced. Swap Indy and Port out of fleet 1 for Z23 and Laffey. Z23 will get a boost from Bismarck along with Prinz, and the DDs will benefit from Prinz's shields and Unicorn's healing. Indy and Portland will retain their synergy in fleet 2 and provide some shielding to Helena along with some backline damage reduction. Swap Souryuu with Ark. That'll push more damage into fleet 1, and more support into fleet 2. Swap Terror for damn near anything if you're looking for survivability. Monitors have a neat skill, but they're basically worthless due to how easily they die.
Also, don't get hung up on power ratings. They're next to worthless and don't factor in ship/skill/gear synergy.
San Diego gets good after her retrofit, which hasn't come to EN yet. Belfast is always good.
I hear that Downes is good for a cheap clearing fleet (I haven't tried her, myself), and that Leander and Ranger are good after their retrofits (which are available on EN).And are there any good 1 star ships cause i'm avoiding them like a noob.
Sandy is not worth using until she gets retrofitted into a UR ship. Belfast is absolutely worth using, and is one of the best CLs that you can get easily (exchange).Thanks dude, i will switch out Indy and Portland into 2nd fleet to see if that help, but i like my set up in 1st fleet. Souryuu was put cause i can't find a good 3 back ship so if you have some tips for who to put in there as the way it is now would help. is San Diego and Belfast any good? And are there any good 1 star ships cause i'm avoiding them like a noob.
Ranger is RNG given ship form. Not keen on relying on her myself.I hear that Downes is good for a cheap clearing fleet (I haven't tried her, myself), and that Leander and Ranger are good after their retrofits (which are available on EN).
1st fleet i have Bismarck, Unicorn, Souryuu, Indianopolis, Prinz Eugen and Portland.
2nd fleet changes everytime cause i'm testing it, but right now it'sTerror, Ark Royal, Rodney, Helena, Z23 and Laffey.
1st fleet is 4k strenght and the other 3k and they get brutalized every time. They can't do 1 attack run without loosing a ship. 1st fleet can do over 6 runs before someone sinks.
Prioritize getting Phoenix (as early as chapter 4-1). Cassin and Downes are decent, but both would have to be fielded to match one Phoenix as Phoenix has close to twice the HP, and much more firepower to boot (torps can bridge that gap, but only reliably on manual play). She'll allow a flexible and low oil trash clearing fleet, freeing up units for the boss fleet that should ideally *only* be used for the boss.Yeah thanks for those tips. This is my current setup.
Bismarck (flag)/Shouhou/Hood in back, Z23/Prinz Eugen/Konigsberg up front. And U-556 and U-73 for subs.
Koni is there mainly for the Iron Blood buff from Bisko, I've got Z36 too but I don't really know if she's any good or not. As for the other recommended units that were mentioned, I've got Cassin and Downes leveling up in the dorm while I work through the story. Don't have any of the others.
PvP as a newbie is probably damn near impossible these days. The meta fleets are super powerful, and Enterprise isn't even part of that meta anymore. She was a major member of PvP fleets back in the day since she is basically 1.7 carriers worth of damage and invincible for a period of time on top of that, but there's enough counters and better combos now that she's really only on troll fleets like that: 1:1 fleets that have low ratings, but high damage to catch newbies off guard.Man, PVP is scary.
Just got owned by an Enterprise and a Laffey.
You'll absolutely murder your exercise win ratio doing that though - assuming that matters to you. Defeat also cuts both merits and experience in half, so you're not going to be getting a whole lot anyhow. Only real benefit would be that the experience would be oil free. Plus it can just be demoralizing to get defeat after defeat after defeat. In the end it's up to the player, but I know that I personally would just wait until I had a fighting chance of winning against the non meta fleets.Eh still do PVP. You can get fleet exp and some merit to exchange for stuff. But yeah don't worry about winning if you're new.
Proficiency is baked in at the ship level. It generally increases some amount every time you limit break a ship, but what a ship ultimately ends up at will vary, and you have no control over that. Things like secondary weapons on gunships like Indy will always be on the low side. To an extent this factors in who will get what gear when you're limited on what you can throw around.Yeah i figured it out when it was giving me 100lvl 5 start oponents that i should not bother. Fixed my 2nd fleet a lot, now i'm trying to grasp gear and proficency and who should get what. Indy has a 60% and it annoys me.
I would gladly accept such a trade, were it possible.
Everything I hear says she has to be alive.Question about Little Sandy:
Does she have to live to give me the point bonus, or can I corpse drag her along until she's more properly leveled to live?
Thanks, I guess it's manual play until I level her up a bit. It sucks I can't add her to the dorm or send her on missions to help speed things up. :(
True, I would like to lessen the grind as much as possible, but we'll see how things go (and I get tired of manual control >_<).It's not like you need to use her at all. You get points for every clear even without her. I'm ~20% through getting her just going through a single day's activities. Doing the math, a single SP run and 4 D-3 runs per day without her would net you more than enough points to clear that event.
You're not really lessening any grind IMO. You're trading potential main event points for Sandy event points, and the later is far less important if you're going to get her either way. I see her mostly as a way for folks with less powerful fleets to get her without a large grind since easier stages give less points, which would be counteracted by having her in the party. Likewise she'd be less likely to die in easier stages.True, I would like to lessen the grind as much as possible, but we'll see how things go (and I get tired of manual control >_<).