#Unstable Transit
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ah
it was dirty screenshots, sorry about that. I know it was possible to get 10 cleared with it, but maybe I got more than one screenshot wrong. Sorry
I'm not complaining so much as maybe helping others that wanna try ^^
got me from 8 clear autorun to 10 clear autorun, so I'm quite happy xD
oh, didn't think you were complaining, and it's appreciated. I'll try to be more careful next time I do it
thanks everyone with tuderen's change i was able to get 10 stages cleared
was my first clear btw, not second
for me it was the second
autoclear shouldn't affect it
i know, just mentioning
fair
thanks, getting 7 more artifacts/20hrs on auto run
Yeah, we worked out what the bug for autoclear is. Raised a bug report, we'll see how that goes
The auto clear was resetting the date, even though it wasn't incrementing the run. So if you auto cleared it'd be whatever run number for the day your previous run was last time you did a manual clear
seriously?
snipers are op
bruh moment
but it turns out they aren't when there are nothing but snipers. that was actually one of the easier fights
snipers are op if they have ships infront of them that are slow to kill
particularly swarmers
Today (20th March) might be pretty good for a high-ish run (I'm using run 2 for the day) 2 Vets and a Cruiser are the first ship unlocks.
For upgrades, have we settled on a rough priority? I've been trying to pick Capital Battle > Synth > Specimen > Mastery > Fighter Efficiency > Fighter Damage/Durability.
But the way they have grouped up over time puts my actual results at Cap>Mastery>Synth>Spec>Eff>Dam/Dur.
I think those 4 are probably best, fighter damage/dura is atrociously small even for UT, and efficiency falls off in EoC since core leveling provides marginal benefits and Discipline Gain isn't that impressive
mastery went from bottom tier to top tier with crew supremacy actually being real lol
Sunday, March 23, 2025
wait, sunday?
time zones
are you planning on posting the clears later?
I think there's a higher chance of getting a 12 clear if you post them now, so people have more time to collectively try to improve on it
a fabled 12 would of course be even better
last time I vaguely recall people didn't try improving on it until the screenshots were posted
though now that we now it's a good seed, might as well start now
good thing I have like 3+ days of fuel, in case it wasn't his first daily clear
I have 2d 8h cause I was planning on going afk for quite a while starting soon
also it's not Sun 3/23 for me for over 14 hours
5+ hours for me
so I couldn't make a legit non-hax run until then anyway
eastern hemisphere players and europeans shoot your shot ๐
do people tend to do runs and reload if they aren't happy with it?
yeah
that's how to really try out lots of stuff and optimize
if anyone is going to come up with a 12 clear, that's probably going to be the way
That stage 12 looks pretty nasty
I will post the SS later.
I think we could win stage 12 with 3 corvetts, 2 cruisers, and 2 fighters, cost 90, but I didn't feel like we could whittle it down that much by stage 11.
you were 32 short, doesn't seem like that big an increase, but of course that's without knowing how much time you spent optimizing
wait nvm, that was artifacts, not resources
just under 60 short, that's a decent chunk
There is a slight chance it may be possible to clear it with 3 cruisers and 2 fighters for a cost of 80.
@hollow badger just to make sure, this was your first UT run of the day, right?
yes
Just to be clear, people can attempt this starting this time?
<t:1742702401:R>
post says the 23rd, which will be in 6 hours for me
slightly over 6 hours anyway
yeah
my understanding is as long as your system is the 23rd, your first UT manual run will be the same one as killer777's
If you haven't done an auto run after midnight ticks over to that day. There's a bug that's been noted to be fixed that means the seeds don't reset unless you do the manual first
You are my hero
often timezones are such that by the time someone has a good clear, its the next day over here
Just look at the date on your computer. If it says Sun March 23 and you haven't done a run on March 23 (based on your computer's time) yet, you can do this run.
Don't even need to do time zone calculations really.
Speed optimization check:
Stage 2: running at 2x speed uses 8.3 resource, 1x uses 8.38
Stage 4: running at 2x speed uses 9.17 resource, 1x uses 10.28
Stage 5: running at 2x speed uses 19.2 resource, 1x uses 22.14
Stage 7: running at 2x speed uses 36.67 resource, 1x uses 45.3
Stage 8: running at 2x speed uses 23.87 resource, 1x uses 31.55
Stage 9: running at 2x speed uses 33.78 resource, 1x uses 35.49
Stage 10: running at 2x speed uses 37.15 resource, 1x uses 43.15
all configurations attempted with 1x/2x and no Railgun/Railgun fighters. 2x speed is strictly better for the pictured layouts.
fml I need to fix this
thank you kindly @hollow badger , excellent work
43% more artifacts from here on out
unumustable transit
any wizards been dabbling yet? is 12 totally unreachable?
tried to use the frigate in the last couple fights but it always made things worse
stage 11 is some voodoo magic I can't believe that it works against those enemies
armor tank cruisers stronk
beating stage 11/reaching stage 12 is barely doable on some very lucky days
beating stage 12 so far is just impossible
so my clear's resource spending fluctuated a fair bit from the posted run
check: battle speed
sometimes better, sometimes worse
double check mods ๐ค
it is definitely the same layout, yes
err, the armor/shield/charge laser/etc. mods
oh, yeah, also the same
is it a fps thing? seen quite a few games where fps changes stuff unpredictably
ok, did it again, made 100% sure I was using the same mods, got a wave 11 clear with 51.93 resources to spare
the numbers were still off from the pictures, like I gained 5 on stage 2 I wanna say, then lost some other stages
If you got better than the posted images, can you share your layout for that stage? That lets us improve it maybe
oh it was completely the same layout, the resource numbers just never quite matched what killer777's screenshots showed
some minor optimisations:
Stage 2 - 6.84
Stage 5 - 16.73
Stage 6 - 26.14 (same layout but different mods)
Stage 11 - 28.47
but 60 for stage 12 was not enough for my brain to work out a solution
Thank you for the improvement
57.41? damn!
.45 now
heh I need to do a longer comps run at some point. instead of trying to cram a short run in right before a good seed which helps but only a bit
what stage did you get to?
9 because i am bad
and also i was just seeing what the ships were so i just clicked next every time
these layouts are wild, I have no idea how you fleet wizards come up with them..
Sun 3/23 improvements incoming (I have 2 so far)
Sun Mar 23 improvements:
Stage 3: 11.15
Stage 4: 8.06 (1x speed! ๐ง )
Arrived at stage 12 with 65.57 FR (not cleared)
also apparently the artifacts you get are locked in when you arrive at the last sector I think (sector 12 in this case). Relevant if you're running base 6 comps in the middle of a fleet run. But maybe someone can dig through the code to figure out how it actually works. @obsidian glade? ๐
Not sure what you mean exactly, the artifact multi gets locked in when you enter a stage?
yeah, or something like that
I'm not sure exactly what it does, but the code should say what it does
it definitely doesn't match your mult when you exit the run
or your mult when you enter the run
I suspect it's whatever it was when you entered the last stage you were in before you exited
it does somewhere, but upgrade stuff is all over the place
But I'll see what I can find
do part run. your comp lv still e13 part
yeah, I need to do like 30 hours of parts to boost the comp rate followed by like 24 hours of farming comps or something like that
and then I'll have a mere 1.915 instead of 1.858 after all that lol
I also only cleared 9
you gain the artifacts as you clear the stages
errr, I think thats how it works on that version at least
That version being the latest one?
live ya
Prod? I can't see the developer versions lol ๐
lol

Prod sounds wrong for a game ><
Why lol? ๐
b
The latest version released to the public
It stands for production
I guess it's like the "game industry" which also sounds wrong lol
Unless you're making factory games, but only if you're chaining AIs together like a factorio factory to make your game(s).
oh
The factory game factory
But industries make products ๐
at one point there might have been some vaguely coherent language in games for testing and live, with alpha and beta and so forth
but the marketing people want to call demos "early access" and "alpha"
yeah, it was used at a job I worked at. for software that wasn't games related at all
Maybe 'Prod' is more for server side applications than client apps
I'm in enterprise apps so yeah, Prod is used a lot
That makes sense. Yeah I was working on web based systems.
first run of Wed Mar 26 has 4 corvettes
I only managed to clear 9 stages though, cause I suck at fleet
Thursday, March 27, 2025
Today is a lucky day. I think I can clear stage 11.
Do I haved to reinforce to get the upgraded fleet resources?
ah
Did you manage to?
I'll probably have 2x capital battle bonus from UT before the update gets released ๐
It's significant even now, just takes time to build
you wont
assuming you're at about 1k cap battle artifacts now so you need 1k more for 2x, and you get ~50 artifacts per quick clear, and cap battle is an option 50% of the time and you always pick it
i get 33 days
Oh damn is today the fabled 12 stage run?
stage 12 clear lets go
Oh damn. Thanks man!
Oh damn. Only 65 minutes of that day left for me
king
I would use it if I really wanted it but knowing what's in the UT rework I don't care
damn i think i did an autocomplete after midnight
f
used some timeskips and nope, i have this run
fantastic, i'll get it later today ๐
oh nice
i can tell from my fuel i must have done that run at least at 11:30pm. lucky!
beautiful - thanks!
sigh, used my fuel earlier
Timeskips are your best friend
null has probably timeskipped more years than christianity has existed
i used auto complete
Reload your save 
too late
i always wonder how you guys do it.... my enemy ships are on different positions always
i managed till 9 but cant further
General tips- try to have tank cruisers (uncommonly doable) or fighters (frequently doable especially early round) to soak up hits and distract snipers
Use charge laser corvettes when you can, extra range means safety
Try 1x and 2x speed on good layouts you find, it can still be better than you think
Simply be a better gamer and be gifted a fighter and corvettes as you progress
wave 13 clear when? xD
nice
Oh ok it's not a 13 clear
yeah
@wild timber be like
Now that there's a 12 clear, wait for rework or accept this clear ๐
i was like 7-8 FR ahead of your runs at times, and then it caught back up in one go, so weird
yeah, happened to me aswell
Post the updated runs?
Or was it the same layouts but just different FR?
same layout for me, just slightly varied numbers on efficiency
there's clearly some other factor somewhere affecting the numbers
I didn't get the SS in one play, so I think there will be a discrepancy in the remaining cost.
as long as people end stage 11 with 70+ left, shouldn't matter too much
I assumed it was just rng with targetting and such
you should end up at 70 in s12 regardless
thank you so much for the walkthrough to get the stage 12 clear โค๏ธ
hmm, what useless upgrade shall I put my likely only ever 12 run into?
I know the 85% bonus matters more in the long run, but still, ewww...
i wouldn't really call synth useless
at this point synth = investing in gains that will only come after the next update requiring a reinforce (so probably g6)
i.e. after octoberrer
it helps mildly with fixtures, but so does the veil piercer boost from more resources
at this point I just hope I remember to use the time
splitting them equally is so bad..
because that is the worst that it does take 20 hours every time but that does mean I leave it at 4 days very easily because it is easy to forget
not using it at all is worse
how often are you playing USI?
is checking that page every 4 days and using up all fuel when you do too much?
if I wait until ~11:30pm I can get a 1.95x mult for my only ever 12 run (tossed into a "useless" upgrade of course)
nice
I think dargonite showed that requires 2x
getting there
a little less resource farming from me it seems
working on getting 2e30 specimen before pushing level 36 bottom row
also woopsie not Unstable Transit discussion
I love how the final stage 12 battle is in slow motion. very dramatic lol
lol
well it ain't fighters (10x lower than everything else lmao)
Thank you killer777
yes, thank you killer777!
I am going to get the cap battle bonus to 2x before the UT update btw ๐
you decidedly won't
I'm only 12 runs away lol. 23 on average if you consider there to be a 50% chance of cap battle appearing in the choices
lol ๐
guess this is good enough for the first ut run
eta is "sooner" than "one or two months"
i've always said 13 is unrealistic though
20 days would still be on time for that, so with any small delay it's likely
But there's a 12 clear
I think 11 runs are still useful at this point cause they give more artifacts than the 12 stage 85% amount. And of course 12+ runs are useful. Runs with 10 or fewer stages will just default to the 12 stage 85% I think, but idk what the artifact gain formula is exactly.
What is the UT artifact formula anyway?
changing
But what is it now?
all I know is there is a big jump every 5 stages cleared
it's a linear jump
You said a 12 clear
FFS
You didn't say a 13 clear
Stop moving the goalpost?
i have no idea what you're talking about
i didn't realize there was a goalpost in the first place, were we even arguing about anything?
i did use 12
I see, my apologies
shit best I can do is an 8
2nd run of Thu 3/27 had 4 corvettes fwiw
I'm in a late time zone, I don't expect to be the first to discover anything in UT
surprised we got no discussion in here after allat reworking :(
update's been out an hour ^^
Not even
The discussion happened in other channels I guess
Like typical discord, can't maintain topics
hey, it was new and shiny, I felt the need to share where most saw it ^^;
Came in here to comment though immediately after trying update (only just saw and tried it)
Old version I was at "How in the world do I get past 7, I give up trying and will just auto collect". Enjoyed the new version
not really, I just got very op
well the scaling got buffed a lot now
I can share these broken things freely now
need to find the best one
Exploiting bugs smh
Wtf so soon
is the strat to just focus on buffing one ship type as much as possible?
yes, however there is weighting that increases the more mods on a ship you have that reduces the chances of getting more on them
the enemies were just too weak, no bugs exploited ๐
no, this was in beta
big enemy ships seem so much stronger than everything else
and then they got buffed... 2x hp to armor and shield because I found that they were weaker than hull
case in point
base 6 production yay or nay
nay
what's the max amount of artifacts you can obtain?
well, it scales from base 6, so it varies for everyone
but stage 10's the last stage that increases artifacts
scales on base 6 but the maximum is from a stage 10 clear
before base bonus
guh
I assume modifiers increase the artifact gain? or are they just for testing
so what are run modifiers?
modifiers to the run, I've only seen stuff that makes it more difficult, but dunno if there's beneficial modifiers aswell
so they're just for fun?
you don't choose to add them, they're either on or not, guessing based on the day's seed
oh
ok under simulation I see there's a few beneficial modifiers
for testing purposes
sure, but if they're there, I assume they can show up on the actual runs
UT Mod Compendium:
All mods are additive unless otherwise stated
Mods cannot be turned off or changed once chosen
Each ship type is limited to one ability slot, and abilities cannot stack with themselves
Most Rare and Very Mods do not stack
Basic Mods:
Damage Boost: +10% damage
Fire Rate: +5% fire rate
Hull Boost: +15% hp
Range Boost: +3% range
Rare Mods:
Ship Improvement: ||Every basic mod as one||
Armor Tank (Cruiser Only): ||Damage block equal to 1% of max hp, 1.3x fire rate, 1.75x damage, 2x hp, -1 ship||
Barrier: ||Adds barrier, -10% damage||
Burst Fire: ||+1 Burst Fire, -30% damage|| Stacks
Damage Amplifier: ||1.2x damage|| Stacks, multiplicative
Hull Amplifier: ||1.3x health|| Stacks, multiplicative
Rapid Fire (Corvette Only): ||1.5x Fire rate, lasts 4s, charge time 6s||, ability
Double Tap (Frigate Only): ||2x Burst Fire, lasts 3s, charge time 6s||, ability
Hull Bomb (Cruiser Only): ||Deal damage equal to 25% of max hp to closest enemy, charge time 5s||, ability
Dispersion Pulse (Heavy Cruiser Only): ||Deal damage equal to 1.5% of max hp to all enemies in range 500, charge time 2x||, ability
Teleport Drive (Fighter Only): ||Teleport behind furthest enemy, double damage for 1s, triggers once, 3s charge time||, ability
Very Rare Mods:
Fleet Rapid Fire: ||1.5x Fire rate to all allies, lasts 4s, charge time 6s, requires corvettes to be present||, ability
Fleet Double Tap: ||2x Burst Fire to all allies, lasts 3s, charge time 6s, requires frigates to be present||, ability
Fleet Teleport Drive: ||Teleport every ship behind furthest enemy, double damage for 1s, trigger once, 3s charge time, requires fighters to be present||, ability
Exploitation Field (Base Only): ||Enemies take 20% more damage, 6s charge||, ability
Fleet Barrage (Base Only): ||+25% Fire rate to all allies, 8s charge||, ability
Barrier Projection (Base Only): ||Gives Barrier to all allies, 8s charge||, ability
I'll work more on this later
can you stack multiple of all of them?
No abilities stack with other abilities, except for very rare mods
otherwise all mods stack
you can get achievements in simulation
feels unintended since you can just make it easier
intended
it's harder than it looks btw
is simulation seeded aswell?
teleport drive was moved to very rare, huh
I wonder if should add secret achievement solutions
nah, people can figure it out themselves
uh holy shit it teleported everyone
guess I was just lucky this time huh
it completely ruined my first attempt
"best clear" being 0 damage taken feels so nice over minimizing resource spent
yep
does G5 vesrion not give you extra ships?
g5 lets you have starting cruiser
but can you get more ships during the run?
it's probably that
charge laser feels a little stinkier (lot stinkier) than usual
I'm just blind
feels really bad not being able to hover over the enemy ships and see their values, no idea if the tiny hull boost for Fighters matters
they are
at first glance
i dont feel like spending time to try this out.....
ive had 50 arts per 20 hours, but now i have no progress in new system and a bit depressed - but also reasons in real life...
will get back to that later maybe... cause random modifiers and so many of them - ill need a month to roll something nice to get a hgih score, or maybe im wrong...
no its very eaysy no by comparison
you will get more artifacts your first run then you probably had ever before now
from what little experience I've had with the new UT so far, I think clearing stage 10's a lot easier than before
unless you had a sicko run earlier maybe
You don't always feel a feeling of being run out of resources as you play, "perfect" clears are possible for some stages which feels pretty rewarding
USI ~~Tower ~~ base defense, I like.
wait @shell jasper is the day still based on local timezones? cause I've passed midnight, but it still says I've done 2 runs today
no its utc
so the day swaps for everyone at the same time now? no more getting intel from the japanese that are ahead? xD
But no...?
"fewer"
loving the new ut thus far
Another finely cooked meal from chef Sylv ๐งโ๐ณ
is there a way to apply a skin to all ships?
under prestige gotta do all for UT though
ty
yw
standard mode modifier chances:
- Hard 10%
- Less Choice 15% OR More Choice 15%
- Duo 20%
- No extra ships 20%
- More Mods 20%
- Balance 20%
you aren't getting this many mods in a real run, but something seems off with the 4th stack of Burst Fire here
i guess the damage reduction doesn't care about the current burst
ya its +1 burst and 80% damage so theres a spot its worse
i already got it but whats the req for the too many mods achievement
35+
fighter + teleprt + missile launcher + burst = lag spike on weak computer ๐
missiles in general are rough can 100% blow up computer with it haha
for the "too hard combo" achievement, do you need to pass a given stage (say first one), or can failing it work?
on mono
90 fighter shooting 3 missile x 2 burst at same time ๐คฃ
May I suggest (1.1+LOG(N))/N damage for N levels of burst fire instead of 0.7^N.
Goes like this:
it's better forever, it's just not great
feels silly to have a literal no upside nerf mod
yeah it takes three stacks of a rare, but still lame
I dont have a way to do an arbitrary formula on those unfortunately
but ill do this if I end up making one
ya it just stacks the mods and applies their changes individually
could you make the 70% reduction only happen the first time?
that would be +40%/+50%/+33%/+25% would kind of make sense
second stack kinda spicy but not insane
nope. Easier then that other thing, but if I did something "custom" for it might as well do it a good way
worth doing if/when add mroe complext stuff in anyways
finally
the hardest
||extreme, no choice, standard ships, fragile||
oh lol wow, I was adding in balance and no extra ships too during some of my initial attempts and that caused it to not work...
why though?! no extra ships at least makes it even harder..
i think extra ships add both player and enemy ships
right enemy ship count matches yours. so you just both have less ships with that one
i thought the same to be honest....
"no extra ships" would be harder since you dont get the option to gain a ship on stage 5x
and also @shell jasper , the description of "Balance" needs to be a bit better. its a little confusing as to what it means.
suggest away
by that i mean, when you hover over the "Balance"
i am in a fleet battle right now. when i get out i'll let you know. ๐
it makes your ship and mod count even/the same for all
was the 1x speed cheese fixed?
i dont think it can be
@shell jasper
"mod choices presented will result in equal amounts on all ships"
what confuses this is:
- is whatever i select going to be applied to all types of ships i have? (unlikely). This is read as "selecting this option will give all ships types an equal amount of damage boost" assuming you select damage boost.
- if i buy fighter round 1, cruiser round 2, then will it present me only frigate round 3? (assuming i only have 3 ships). this will "equalize" the number of mods.
- if i get option of damage boost on fighter vs damage boost on cruiser, then the choices presented are going to do equal amounts of damage regardless of ship type.
Basically, i think that sentence can be read in multiple ways. So, just a slight improvement on the sentencing would be helpful.
2
hmm that base is base 6
doesn't that mean base 6 should take damage every time you lose a UT round?
-1 level to a random base 6 producer/booster every time you complete a UT round ๐
perhaps "Equalizes the number of mods on each type of ship" ?
or perhaps, use something like "count" instead of "amount" ? Count implies number/counting, while amount could be anything including damage/boost/range/number etc...
or maybe this is just me. ๐
are these applied independently of each other? (except the 15% less choice or 15% more choice)?
Yes
any max modifier cap? or can we end up in theory with most active?
and the less/more choices is 70% nothing for that category or 15% less or 15% more?
0.000024% chance to get 6 modifiers if I did the math right ^^;
oh wait
0.0024% chance
Ya
ability
rapid fire exclusive to corvette
double tap exclusive to frigate
teleport exclusive to fighter
hull bomb exclusive to cruiser
is that right
so the very rares affect all ships?
I'm not entirely sure, I think maybe it's an aoe, so ships far enough away aren't affected
at least I believe that's what I saw when I had the fleet rapid fire mod on my corvettes, but it's possible I just wasn't paying attention
The fleet teleporter seems like a trap... you end up in the middle of the enemy ships and shredded. Even just the one just for the fighters gets them murderfaced.
alr people
is this right
https://spaceidle.game-vault.net/wiki/Fleet#Mods
wait, how do you get secret achievement for it being too hard?
just failed on the first stage, figured that'd be it, but didn't get it
select hardest possible combination in simulation
which combo is the hardest? I feel I've tried the obvious ones
hint: you only choose one in the "other" category
I see
carnage
fleet barriers also divide damage by 1000x just like normal barriers lol
simulated battles contribute to the "command n fleet battle victories" achievement now?
Balance: "Mod choices presented will always be for the ship(s) with the fewest mods."
just did a sim run to test it, from what I saw it does not
oh wait
fleet battle victories, I thought you meant enemy ships
yeah, they do count for fleet battle victories
uh isn't it 70% damage
my calculations have it as -30% damage per burst fire mod
correct, at least the ones that say 'Fleet' x ability
10x Fighters + Fleet Teleport + Fighter Teleport = lag spike on 4090 lol
it's the new UT weapon: lag
at least it isn't burst missiles
fleet teleport doesn't really mean anything when you have mono fighters anyways
Well lets see how bad it gets with both once I get 10 fighters
some of these upgrade mods feel so wacky. Charge Laser on a Fighter?!
ooga booga
note: never click that, they suck
as one would expect
at the same time, I can choose mini rail gun on a cruiser 
Yeah, I figured that was likely
mini rail gun is objectively speaking the best weapon in terms of base stats
at the same time, I could also take missile launchers on the fighter as well
the other options are missiles which are... missiles and charge lasers which are... worse in UT
A study of opposites
tfw 3 skirmishers spawn when you click charge lasers but only two when you click missiles
mini rail gun cruiser it is
i think shields are a problem in UT so i am reluctant to pick the options that convert anti shield weapons to anti armor
and then proceeded to get wiped by basic skirmishers. HA
versatile mini rail gun solves that problem
also, enemy ships can at most have 1 hull type more than what your weapons can counter
Hu surprisingly not that different. The lag spike is purely from the teleport.
i.e. if you have 10 charge lasers you can see at most 1 armored enemy
huh
how are you getting fleet teleport drive so often tho
counterintuitive. that means if you are afraid of shield enemies you want to pick anti-armor ships and weapons
Never seen it then I had in in these 2 back to back runs. Pure luck lol
weird
maybe just because you have mono fighters and fleet teleport drive it doubles up on the tp calculations which are already super intensive
just a guess
Aaa could be. Been messing around with mono cruisers for most of the time and don't know if they can even get it.
they can't
teleport drive and fleet teleport drive require fighters to be present
everything stated in the pins
Oh hey, I got the very rare rapid fire fleet. Niiiiice
Aaa I'm blind and didn't notice the (fighters only)
is hull boost worth it? or stack more damage?
It is kind of weird that you can get both Teleport Drive and Fleet Teleport Drive with mono fighters. But I guess that's such an edge case that there isn't a point to code an exception.
Weird thing is though that only the fleet teleport drive was causing the lag spike. When I just had the fighter teleport drive there wasn't any lag at all when they teleported.
yeah, as I thought, perhaps a weird interaction with mono fighters causing it to stack somehow
glass cannon meta
hull boost is basically not worth it unless you get hull bomb early
one or two is sometimes good for cruisers though if you have armor tank and just the chance to get hull bomb
and the number is big
that depends quite a bit more
like any good roguelike the answer is 'it depends' ๐
I could do a whole writeup for when to take either one but currently it's too late I need to sleep, so adios
thinking of maybe writing a ut guide in the future tho
versatile minigun. It doesn't add as much dps, but I feel might be better for skirmishers
Sleep well mate
Oh I've got that on my corvettes, along with the fleet attack speed boost
which is why I'm trying to work out if raw damage of .03 fire rate 
boost is additive, ie 100 + 12 + 12 etc. stacking dmg fall off at certain point
Fighters still really like to get up close even when you boost their range a ton
kinda gimps the range advantage a fair bit, though starting your attack sooner still helps
turn them into snipers xD
the game really wants to bait me into putting CLs on my fighters
and.. my CPU now hates fighters
or my GPU I guess, I hope the game code uses my graphics card
so useful with mono fighters that already teleport.. ๐
this may also be the first very rare that I ever got
completely useless very rare
my fighters sparkle like twilight vampires
I have no idea what's going on here, that doesn't look like a normal barrier
this game definitely has a memory leak. doing a mono fighter run lowered my frame rate even after finishing the run..
restarting the game fixed it
^
Just run it on potato mode instead 
14 cleared for real (non-simulated) run. yay! ๐
so how do the banked runs get used up exactly? in "goes down by up to 3 if above 10", i assume "up to" means it doesn't screw you as it passes 10, so no 11 > 8. but does that mean 14 > 11 > 9 or 14 > 11 > 10 > 9
or maybe 11>10>10, 12>11>10?
I'm guessing 14>11>10 personally, but haven't tried it yet
I'll test it in a few hours, 2ish more hours before I can buy instability
hmmm seems good to me?
I thiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiink it stops at 10.
anything in UT that needs addressing for upcoming patch?
Got:
- typos/grammar
- Shotgun hull being too high
was the mangled base graphics fixed in an earlier patch?
no
are gatling enemies supposed to be able to get multiple shots in before they die to the base?
Luna wanted the ability to partially feed fuel to instability
something about being able to remove themselves from the game for longer periods of time
uh, I dont think thats happening, complicates UI for that stuff a lot for pretty small gain
are we supposed to be able to view enemy details in the preview options? Cuz i was only able to select them to give them a red border
same
nope
I figured it wasnt needed and wasnt a spot to really put it
but if its something people find useful I can add it in
I personally have a hard time squinting to figure out which ship type it is when comparing fights. When there's like 9 different types and I just want to know how many skirmishers, etc there are
but I dunno how to do that without cluttering the UI
I would find it pretty useful to see if I want a shield/hull booster or not
I have a z89 with 12 banked, and a z95 run with 10 banked. When I use an instability, the z89 went to 10 (still maxed artifacts) and the z95 run went to 9 (just below max)
actually what might help is if the ship preview is reordered so that all the same types are next to each other
hull skirmisher/shield skirmisher/armor skirmisher/shield sniper/armor sniper/etc
Which is inline with the tooltip
hmmm that does sound nice
ok good confirmation thats what I as pretty sure I set it up as haha.
The new UT is rather stable for a new /reworked gameplay mechanic, I'm rather happy with the change
Ok simplified thing that requires no UI change: when you hit 4 days astrium fuel, the excess fuel automatically goes into lowering the instability countdown timer continuously. So basically you have the timer going down from both the normal 1 second per second from itself plus extra speed from astrium fuel feeding into it.
oh, thats not a bad idea really
not 100% sure it would really be used though thinking of it. if you just dont login for 5 days, instabilit maxes and then the excess fuel cant go to it anyways
It's still used if you have banked astrium but not so much banked instability
can we get an option to take no upgrades? There are some situations where the only choices ruin your build
And for anyone dumping astrium into instability anyway it's a quality of life improvement too, only having to manage 1 resource instead of two just to do one thing (i.e. do UT runs)
Since in that scenario it would be possible to just ignore the astrium fuel, let it overflow into instability, and just use the instability as it comes in.
yeah, a skip would be nice
though to be fair, I can see how it could be viewed as part of the challenge
Embrace the 1 fps ๐
that is the option yes
except that it just means you do less damage and immediately die sometimes
skipping could make no choice less punishing
like there's no strategy or placement at that point
or wait, no choice can't roll on standard?
apparently not
Missile launcher mono fighters with teleport just looks hilarious
I'm trying without teleport
With mono it forces you to pick some weapon type at a specific stage, right?
Like you can't just stay standard
No matter what, even if the weapon speciality choices are random
It's a random selection of only weapon specialities at a specific point, right?
With duo or standard (i.e. all ship types) you can at least make only one ship type specialize at that point.
yeah but i've had situations where my crowd control unit is ruined by getting locked into a slow rate of fire option
and then all the fight options have 4 skirmishers and then i just die on a fairly early stage
I anticipate a lot of save and reload for the real (non-sim) runs..
this to me seems more like an issue of come thigns being too weak
every time I've taken charge laser I almost immediately regret it
Missile fighters aren't weak. They're so strong they even defeat your graphics card. ๐
Also I got past stage 20 with them
mono missile fighters with no extra ships
G4 or G5?
g5
And either way, how??
are all upgrades "equal strength" regardless of stage? For instance, if I have a completely unmodified Fighter, will the Damage Booster increase be the same on Stage 1 as it is on Stage 15?
I believe so yes
stage doesnt matter. but the amount you have of the specific upgrade already does, since its additive
whats the likelyhood of UT balance changes within the next week/month
Burst decreases dps once it gets high enough
i want to get some numbers down but don't want to immediately have to redo it b/c of a new patch
burst 3+ decreases dps from my experience
wdym?
there's like no benefit to a high score now assuming you get more than 10
well one balance fix coming later today
if charge lasers get gigagassed like I hope they do then the numbers I write down today won't matter
what
I find myself wondering the value on some upgrades like Fighter Hull and if it's ever really relevant
"they do then the"
if charge lasers get gigagassed like I hope they do, THEN data pulled today is meaningless
oh "like I hope they do, then the..."
have you ever been so far as to like when do
they're at least somewhat decent on cruisers with hull bomb I've found
enemies at the end one shot you no matter what so you have to go full dps
No hull? ๐ค
hull bomb is pretty neato
non barrier fighters have done the best so far cuz they technically can take more shots than a fleet of cruisers
Wait how does barrier make them worse?
hull upgrades could be fleet-wide instead of per ship type? that would be nice
less dps
even though they take more shots than non barrier
but they let the enemy get more shots off
hull upgrades could also just be bigger and/or multiplicative instead of additive (i think they're additive?)
plus i think the enemy has a lag in switching targets. they can hit the same unit twice faster than hitting two different units once
Lol all the strategizers are totally shredding Sylv's carefully crafted selection of upgrades. ๐
you could also have at least two common defensive upgrades with synergy, such as a damage reduction upgrade to go with the hull
I try to avoid barrier. Everytime I've tried it, it felt bad
that way there's an actual "defense build"
I guess that's what happens with a subgame requiring such careful balance
teleport would be nice if you could turn it off when there aren't snipers, but otherwise I think it's also generally detrimental
I mean, just jucing the hull upgrade seems fine I guess
teleport seems cool in early rounds but agree that it's kinda bad
some kind of "taunt" specialization/weapon equivalent could also be nice. BIG hull increase + damage nerf downside + enemies attack this first
the target priority of small ships by small ships over mediums is also annoying
comically fat fighters
i've had a deathball of fighters sit on mediums while shooting everything else and getting plucked off by the mediums
You have to use the new skin to make them look fat too ๐
armor / shield resist mods could be strategic, adding to which matchups you want to line up
too many defensive mods would dilute the pool though
40 hull is enough to survive hits that late?
does cl need a slight buff?
evidently, yes
that said, mono run and I've put almost all my upgrade into hull for the lulz
What about after 20?
I just tried hull fighters and they died on stage 2 
hull 12% -> 15%, see if it makes it ever so slightly better
Probably shitty placement smh
coudl also make it multiplicative I suppose
Stage 21:
Generic enemy - 30.02 damage
Skirmisher - 10.51
Shotgun - 100.06
Sniper - 161.6
Medium - 112.57
stage 22 is cool because I no longer have to worry about optimizing deployment with 10 fighters
Which one is shotgun?
instead, I simply lose
lol
this asshole
carriers do look the same just larger
yeah they can't do anything after stage 20 or so
that's odd...
I thought difficulty was a damage/hull multiplier
but it doesn't add up here
to be fair, I went full damage/fire rate and lost at stage 22
nevermind my formulas were wrong
If you wanna be creative, make it add shield
And have all enemies do 2x hull, idk
Adding shield and armor as upgrades could be cool
Could also dilute your choice pool too much though
neat, haven't seen this very rare perk yet
running some math, if you got a shield upgrade for a given ship once per stage clear, you will keep up with enemy damage ramping until the 12th upgrade/difficulty 1.8, then you will fall off
fleet ships use the capital barrier texture because the normal one is very wonky in fleet
sylv said 'nah all of them should be upgrades so you don't get to skip'
less damage plus the enemies most dangerous for fighters, shotguns and mediums, already fire two shots so barrier doesn't doa nything
I would like to try hull bomb with that
he already said that just means the upgrades are weak
yeah
you mean no dps penalty?
cuz not taking one hit with the bullet hell going on is hardly worth the dps hit
oof game crashed again
so much of your stuff eies in 1 to 2 hits its a large surviability boost
except that the dps loss means the enemy survives long enough to get an extra 1 or 2 shots off
or 10+ shots
hard to put a theory behind it but barrier fighters have performed worse in my experience
considering a situation where ships are getting one shot, barrier is actually the worst on fighters
12 hits instead of 9, whereas other ships have double life. fighters are the only ones that lose units right?
ya
fighter lose units
other ships lose damage
btw fleet barriers also divide damage by 1000 just like s./c. enemies
is it floored?
then it's fine
only players have barriers and only in UT
UT doesnt have enemy bases and normal galaxies do
so we cant use barrier to hit bases multiple times
:(
Barriers hasn't felt noticably better than without it I think? sometimes I feel like it's doing worse but it's a little hard to tell, but I don't feel like it's a big advantage
wasnt there some funny thing about cruiser surviving a low difficulty base shot
counter sniper build kinda fun
so im doing:
hull boost 12% -> 15%
barrier -20% damage -> -10% damage (and fighers get this version too)
anythign else?
if teleport needs to be buffed (feeling like a maybe on that), have it activate when the ship is about to be hit. Might tread on barrier's toes a bit, but it's dumped in the backline and it's going to be shredded, so it's not really a tanking upgrade despite giving a free hit
I'm not sure if Burst Fire is actually good, overkill damage is wasted and higher fire rate is better (mostly on skirmishers), would like to hear thoughts from others
would like to see charge laser get some small buffs
wait sylv, is it just shotguns that are supposed to have lower hull than their shield/armored counterparts?
i think i saw fighters having the same hp too
uh
rip
ya basically all hsield or armor enemies should have 2x of their hull counterparts
so I jus csewed up when adding the hull dudes in
psh
two nerfs gonnamake UT so easy
2x damage for 1 shot on the teleport be good enough prolly?
not an instant shot?
I dont have a way to force a shot
i think there's gonna be a decent amount of cases where you tp right after shooting into a medium or shotgun and then you just get deleted while your weapon is still on cd
o dang
how does volley work then? in the main game
the turret firing stuff is different, iI could kinda port volley in but thats not a today thing
I mean, could do 2x fire rate for like 1 second, youd fire real quick again and get part of next shot done
is tp insta fire really solving much though? I feel like plenty of time you are insta firing with it
it mostly makes fleet tp not a grief pick if you have something with low fire rate like charge laser ig
ok finally got one
well ill just do 2x damage for 1.5 sec or something as a start
i wonder if there's any other enemies
ill double check the data I cant think of any others though as its been for ones I created the armor/shield variant first
also as far as other balance goes
i've only heard bad things about some weapon mods like fighter charge laser
its just a silly combo dunno how to make it ok when fighters tryna be up in there as their thing ><
usually frigate going to x2 shield or corvette going to x2 armor is also kinda bad cuz you lose versatility
versatile mini rail gun is nice
Might be interesting to see charge laser's speed modifier go from -1 to x0.5, to slow fighters down to 2x speed
charge laser with 3x speed is kinda L
thats simple enough
Fighters really seem to want to push forward even when they have enormous range increases and no need to do so, if they were mildly less suicidal that would be nice too
aka don't push further if they can fire on an enemy in range
they need that to guarantee they screen enemy snipers though
maybe some middle ground
CL fighters should be pushing less far forward then non CL fighters
unless that jst doestn work
they don't need to push to ~100 units when they have 700+ range
they should be pushing to 400
fighter deceleration
rip, my test run tanking my ranking
how many players are there
how does rank compare between galaxies
using z95 or z89 would presumably have different generation for upgrades and stuff throughout the run, right?
its galaxy specific
o ok
can a hypothetical mod be repeatable but also have a prerequisite mod?
should work fine ya
i was going to suggest you might use miniature tree systems like Nova Drift
if you do even basic mods that way, it helps the pool self manage. if you take the base fire rate mod, the pool now has more fire rate mods
and if you never take the base range mod, there's only that one range mod
kinda odd with them all stacking though I feel like
so there's more of what you take and less of what you don't. and you can add a lot more mods without making builds impossible
also, you can put spicy strong mods that do themed things
that you can only get if you take a couple normalish mods from the tree
so you partially solve the "is hull too bad" and "is barrier too good" problem
by making you take +hull to get barrier
the main "drawback" of the strong mods can be being at the bottom of the tree. so that the actual mods themselves can just be strong, which is more fun
tis a good idea
the main issue here is making strong mods interesting/different
unless just go with a simple better version style thingy
shot scaling for the fire rate tree. higher damage per distance to target for the range tree (straight from nova drift, but that's a classic)
mono teleport barrier missile fighters with no extra ships 
only stage 36, needs a buff
Um, being able to see your current upgrades for all those ships would be nice when picking a new upgrade. My brain is lacking the ram to remember what I've picked
just dont have space T.T gotta figure out how to do it, maybe enext to them I guess? 
Sub menu/button to see ships?
wow, hit space roguelike nova drift
before hull shotgun fix
very versatile choices
You get to choose which enemies to fight
gonna add weapons to mod compendium eh
{{fleet}}
Fleet is a late-game system unlocked after reinforcing 5 times. Here, players can travel to Galaxies, short gauntlets of multiple battles against enemy fleets, which grant powerful permanent upgrades that last through reinforces. It is the first system that takes place outside the reinforce-layer, finally making reinforcing a true second Prestige-layer. Hence, nothing about the Fleet system gets reset on reinforces.
Fleet gameplay takes place entirely separate from standard and capital gameplay.
(the speed stats are probably not right)
frigates continue to be the worst
unsurprisingly
oh yeah, something about teleport drive, is that they jump behind the furthest enemy of the same size class
๐
Charge Lasers Suck. Ugh
I know minibosstank said they were meh, but ugh
(didn't have a choice)
Rebalancing needed
nah, let frigates be stinky
got golden on first try ๐
these people doing golden easy after hull shotgun fix
hull shotgun and hull swarmers
we had to suffer through those
๐ด Back in my day we had to do extreme UT uphill. Youngsters these days
Wind in your face, sun in your eye
(Corvette, didn't try others) Charge laser kinda feel like a trap, they're only better in select few scenarios and in most others they overkill a few enemies and then get swarmed, and since 1. the enemy composition is unpredictable and 2. you can't adjust the ships/mods, it's a gamble you're really likely to lose. Unless I'm missing something.
yep, charge lasers are kind of stinky in UT
unless you get like 40 fire rate mods and 10 charge lasers
I generally dont like the rail guns (for frigates for example). Its like an awkward mix between missiles and just base cannons
rail guns are objectively the best weapons tho
missiles are surprisingly good on either cruisers or fighters but otherwise stinky as usual, and charge lasers are absolute dogshit on fighters and usually worse than usual
but MR is just generally always good
Missiles splitting off and hitting lots of targets might be better than expected for aggro management
just a bit
z89 gives more artifacts than z95 right? How much more?
2x, it should say it on the UI
it does
I had gotten to 12 on my first run before the fix, and haven't gotten past 8 on any subsequent runs. ๐ฆ
Try mono sniper rapid fire barrier CL corvettes with 1000+ range and all damage/fire rate
Current max is 33, but low rolled some mods. Not sure if there is a theoretical max but I do want to find out what it would be ๐
Was there supposed to be a message at the end of the battle? Or does the "when finished" mean when implemented in a future release?
Basically, I am curious if the max artifacts we gain are the same no matter what/how many runs we do ? If so, whats the point of going past stage 10?
you bank your run
and then can spend stages from it on autoclears
so while you get the same artifacts from a stage 10 clear as a stage 15 clear, the stage 15 clear will be able to be used for autoclears more times before it goes below stage 10 and starts giving less artifacts
Well here's something a little higher
Ignore the bisected base he's currently not grooving
There definitely is a theoretical max stage, the scaling runs out of control
Huh neat
huh, the mono i did was cruisers. the enemy types eventually became nothing but mediums
but mono fighters keep a vareity?
Yeah, because cruisers raise enemy ship "amount" and mediums take up more of that cap easier
funny. picking +cruiser when it's a option is not a no-brainer then
Ultimately I'm pretty sure mediums will still fill enemy units if you got far enough... But I doubt you can with only fighters
Cruisers are a bit inflexible
Low target amount, and they get clogged by small units
maybe. they have high fire rare and multiple target weapon options though
There's some line of thought that the upgrade increments are the same for cruisers as small ships, while enemy size increases "faster"? Idk, maybe it's not correct to try to think of them that way
also, they kind of concentrate you mods. if taking a cruiser is like taking 2 small ships
then your cruiser mods are on a higher effective % of your fleet
Perhaps yeah
I find it hard to manage aggro with cruisers on some layouts and mediums charge in and break them down faster than I'd like
yeah targeting priority is a bit of a crapshoot
you can do the same to them. you can sometimes make the enemy smalls fly diagonally through your cruisers field of fire and get shot to peices
because they're trying to get to your smalls in the other corner
I find that being able to do that becomes harder in later stages
And taking cruisers means more enemy ships show up
So your own ships tend to want to fly forward
Hull bomb is pretty cool though
the auto balancing logic of enemy spawns may have some perverse strategic results
if i understand, armor and shield enemy spawns are restricted by your weapons. i was told +1 more can spawn than you have the vulnerabilty for?
which means that if you pick shield killers it makes more shields spawn
so if you don't like shields you want to avoid the thing that kills shields ???
or maybe that just means a balance is always better?
36 max for now, 37 seems to be too much for what you can get so far
News to me
lol.. Lag creator
still not the fattest though
I feel like UT needs some area effects. without their built in armor and shields, all the basic ships are bodies and stats. and the upgrades are all mostly the equivalent. so fighters > corvettes >>> frigates
almost entirely from # of bodies
I don't even know how I'd get that combo 
well it kinda exist already
i meant for the enemy, as much as for us
missiles do exist
but they are pretty soft aoe
no enemy skirmishers already exist pls no more
if we had aoe it would be especially good against skirmishers
and if the enemy had some, it would give frigates a reason to exist
future galaxy stuffโข๏ธ
frigates are ok (but not amazing) in galaxies, with their weapons and armor. new UT is different now
compared to corvettes with the same dps, the same range, half the bodies and not even double the hp
did some mono runs forcing versatile railgun
fighter dies at 32, corvette at 30, frigate at 22 lol
mono doesn't need to be balanced but that's still not a good showing
skul
man I thought the frigate hate was a bit unwarranted but that's a pretty significant drop
otoh i can't remember ever picking frigate as a ship option ๐ฟ
frigates aren't very good
Just set it to mono and reroll for corvettes
Pick charge laser and then get the sniper variant after
Then just grab all the things
stage 33 is nuts
tried it, got to 24. seems underwhelming. very sensitive to enemy composition
I think I got 30+ with it. You have to avoid skirmishers
mediums also body charge lasers really hard I feel
30 seems like a lot. did you have "no extra ships" on too?
it would be nice to have a UTC clock on the UT page. Maybe above "Run Modifiers". Which shows both the date and time in UTC.
damn
get frig'd
charge laser was able to work here
offtyped enemy defense kinda ended me though
also thinking on barrier
+1 hit kinda... doesn't feel that great (I know it was buffed but thinking more on it)
medium enemies deal a ton of damage and you'd love to tank a hit from them
but they have 2 turrets, so they'll blow through the barrier and one shot the ship anyway, if it doesn't have a ton of health
snipers also spawn in groups of two, and while positioning definitely changes things, if they double up on a target then barrier tends to also not get much if any value
double rare? ๐ฎ
๐
why is this 17 instead of 18 though? ๐ค
oh wait I actually died on stage 18
barrier doesnt need to be amazing, it needs to be worth more than 10% damage plus whatever you picked it over
i think it always will be except maybe on cruisers
in standard runs it's even better if you can pick it for a ship that has fewer of your offensive mods
4 is a mistake, 3 was bad enough, straight up nerfed me, though at that point, 1x is less damage taken than 2x speed
Just one more hit...
The burst fire could still have some merit, DPS is lower but if you kill in one blast as opposed to two, then it's probably better
it felt like it slowed it down significantly more, because it'd stay on the same target longer because of the burst when it was killing
on the other hand, 2 stacks of burst fire on missile barrage with fighters is straight up hilarious and lags out the game quite badly
"
we have the power of emojis