If you only take one piece of advice away from this guide it should be this: always upgrade your damn equipment. If you learn how to fight at level parity early on, you will always be capable of fighting at level parity. My goal as a guide creator is to grant players the knowledge necessary to make informed decisions on their own and rely on tactics that will always remain effective. While this will technically work, and work for quite awhile, it will stop working at some point.
When stripped of their skills, all that sets ships apart is their equipment and their statline, which only serves to enhance the equipment you give them.Īnother piece of advice I see frequently given to new players is just to overlevel your ships and rely on level advantage. What ultimately sets ships apart in the late-game is their skillset more than anything else per se, and a newer player is most likely running ships still at skill level 1. Especially for a player who might come from another game where equipment selection is a more secondary concern, or perhaps even non-existent, it's easy to not realise how incredibly impactful equipment selection is. But what do you do when that player is already using strong ships when that player replaces their ships but still struggles when that player is so grossly overleveled they're gaining the maximum damage boost from level advantage? I've seen many newer players hit a wall and struggle with content, and they'll ask 'What ships should I replace?' Many times, they are using ships generally considered weak and they do have superior options that they could tag in. More than anything else, an understanding of tech level will aid you in making informed decisions about what equipment is worth using.
If you wish to skip this section, at least read the first two sections that cover why equipment is more important than ship selection and tech level. While an understanding of these concepts is not truly necessary to play or enjoy the game, they are important if you wish to understand why certain guns are superior to others, especially when a more surface-level examination would not imply such. Major events are grouped under E.X., smaller events with only SP maps are grouped under S.P.Basic Concepts Very Important, Please Read: Event ships will either be available as map drops, added to the permanent construction pools or can be acquired through other permanently available methods like the Core Shop and Exchange Shop.
Archive drop rates are exactly the same as original run or rerun if available, and will not be changed. High-Efficiency Combat Logistics Plans(HECLP) can be used on cleared stages and does not consume additional data keys.Įvent maps will not reward event points, complete event missions, or unlock EX mode. Normal and Hard stages are independent of each other but A1 must be cleared before A2 can be accessed.Ī key is deducted per entered stage, and is not refunded upon retreating or losing. Progress within an event works just like live events. However, any progress on associated Memories will not be lost.
Up to 60 keys can be stored.Īny progress made on an event stage prior to its addition to War Archives does not carry over. Stages are unlocked using " Declassification Keys", of which 4 can be obtained per day by clicking the "Collect" button in the upper left of the War Archives screen.