#Unstable Transit
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DPS is literally per second my dude, fire rate is included. going to 4 shots is weaker per burst:
7.76 x 3 = 23.28 per burst
5.43 x 4 = 21.72 per burst
multiply by fire rate to get DPS, so 3 shots is better at any fire rate.
or to say the same thing another way, the damage loss is always x0.7, and 4/3 is x1.3333
and .7*1.333 = x0.933
less than one
it's x0.7, so even worse
how are yall even getting that many burst fires T.T
mono simulation power fantasy
you're basically guaranteed everything but the super rares and you usually get those too
anyway the second burst fire mod isn't crazy like the first one, but it's still a good roll. taking you to 3 shots is "only" x1.05% fire rate, but it's multiplicative. so it's the same as a fire rate upgrade at worst, and better than that if you get any normal fire rate mods.
I am happy with today's run. Being able to get 3 cruisers, 2 rare modifiers (one on fighters, one on cruisers), and getting missile launchers was a god sent.
everyone is getting 18 or close to it with this seed I guess
I am bad, so I got to stage 17.
12
nice
I'm still waiting for #1 and #2 to come out on discord lol
Wow O_O
galaxy numbers need to be in order lol
I was at #1 for a while
and then 2 people passed me apparently
yeah
wow made it to stage 19 for g4. sadly it wasn't my first run of the day so it's unranked
I think that's all new achievements done, unless I missed something
the total burst damage in one blast is lower if the dps is lower because burst fire doesn't touch fire rate, so if it does less damage then it has less dps
and yeah, never take more than 2 burst fire because it's just worse
1 is great, 2 is decent, third even though it says more dps seems to cause target swapping issues if your fire rate is too high.
feels like pretty fun system...
my first battle stage 2 atm
it seems like 10 stages max..
ok i dont want to ss or smth just trying it out once
lol cruisers with missiles - fun
easier than reaching stage 10 before, and probably stage 9
fighters with blink and charged lazer?:):)
i wont try that...
shame i cet see what upgrades i got when choosing gain +1 ship....
design
reuse this run's result more times? what?
ok soon ill know
why so big?
does it want me to pick fighter?
ok then, and also r.i.p.
dont understand corvette rapid fire ability...
feels stronk
I guess the text made it big
what is barrier...
was a bad choice it seems
maybe negates 1 hit...
corvetttttteeee
corvette barrier is alright
I could slap a 30 one in there I suppose
f
for me 20 was just enough and pretty difficult
i couldnt beat 21 anyhow
maybe there some cheese/meta setups/upgrades i dunno
so far so good,
also i dont want very difficult ones
mono modifier makes 20 easy
slap a 100 please
Wait. Isn't that a lot of modifiers?
(Viewing what would have been my second run)
This ain't in a simulation
You can have all 6 in non-simulated
wait... for the ship specials you don't need the normal rare ship version to get the very rare fleet version?
i never realized that
starting to think teleport is a trap
teleport doesnt have a 2x damage for a short duration
can the golden ship shoot golden lasers, too?
oh good
something to drive people mad
yo enemy scaling is 1.05x per stage and that doubles every 10 stages (so 1.1x after stage 20, 1.2x after stage 30...)
don't think you want to know what enemy stat at stage 100 would be
you can get a 35 clear with mono fighters relatively easily - 36 is pretty hard if not impossible
ow
I wouldn't say relatively easily... with quite a lot of luck
fair enough. maybe I was lucky. Tried it twice, got to 35 each time (and I'm not actually good at UT)
then we all must be terrible π
yeah, there's no skill to it - just fighters, damage + fire rate in DPS balance, teleport and missles - and avoid the big octagon ships at 34+ when you chose the next wave
'nothing to it' π«
the hard part of UT is layouts
if all your ships are the same there's not that much to screw up
So. I savescummed the first run of April 2nd a bit
basically, it looks like everything is predetermined and your choices dont change future choices....
EXCEPT if you take or dont take a non-repeating mod, liks a rare ship mod
that changes the pools, so after that everything is different
not taking teleport in run 2 made everything awful
so if you want to tell us about a "good day" for UT, you might mention your choices if you ever passed on a barrier or a ship or fleet special. both you skipped one outright or if you had to choose between two of them
for us at EOC, theres no benefit to doing this currently right? at least until new galaxy is released
not entirely true
since fuel efficiency works on the fuel to instability ratio
though chances are the math will say that it'll be paid back in like 6 months or something ^^
hadn't noticed/realized that fuel efficiency was used for the conversion, thats cool.
but yah, with my b6, id lose about 40 artifacts running z95. .005 extra fuel efficiecy would take a long time to pay that back
though i guess the payback period is mostly independent of b6 progress
oh! the clear stage 20 achievement counts in simulation
got to 24 without much trouble
while going for the too many mods one
How good would stage 16 with ~283 hull left be?
Asking as I 'finished the run' (on stage 5) and then reloaded, counting the run before reloading.
10th ish
how much burst fire is too much burst fire?
yea i went 4 for the fun of it, bad choice
I've just been looking at the dps number, once it starts going down, I don't take more burst
If barrier enemies ever get introduced then getting 3 burst upgrades (4 shots) might be good. But for now itβs a pure dps nerf
3 -> 4 is strictly worse (the third burst fire mod you pick)
dps drops
What does the Rank mean?
I personally messed up today, so I expect a bad rank π
I thought this was talking about the capital weapons and was confused for a while lol
channel
I locked in a 3rd place for april fools day lol
you can wait to do the achievement run for a UT where the best upgrades are unselectable, so that you "lose" the artifacts from a lesser bonus
good call
CL still seem universally bad or having some uses for it?
enemy composition is just really against them
they're worse than usual against shotguns because it's far more common in UT for them to be screened by other enemies, particularly skirmishers, which are also quite common
they can't do shit to snipers
unless, of course, you already have a lot of mods on them already and quite a few of them
but the inability to turn it off when you are forced to fight armored skirmishers makes it more difficult than usual too
CL doesn't have target priority on high health enemies so you just get one or two shots and then the unit dies to a swarm
because the approach distance of skirmishers make them 0.01 units closer causing them to be targeted rather than the annoying gatling on 1hp that you want to kill
and they tend to avoid mediums at all costs until other small ships are dead
Yeah I never liked CL in general
And I didn't choose it in testing
So I didn't report it being bad, sorry about that
all we need is a better skirmisher solution
CL nerfs fire rate too much
fire rate is good
CL could pierce through to enemies behind, then balance damage/AS around that
though that geometry might be rough
- just make CL fire faster
- just make CL do less damage to compensate
- oops we made rail gun again
it's good at what it does, however UT requires you to deal with everything
I'm curious about the possibility of a weapon like this, "Space Ray" or smth, it fires very slowly or rather, one time at the start of a battle, fits on a different type of ship, and pierces setups (so at the start, if placed at the very top, deals damage to both the enemy spawns in the top row)
Maybe a G7/G8 thing down the line
Not UT related but I had the idea
kill everything in these tiles, yes please
what if Charge Laser had even more damage, but no bonus against shields
so it has a general better matchup against armor and hull enemies
would it be awkward that it doesn't match with galaxy based charge lasers
in theory these shoudl be quite similar to galaxy stuff
hmm
does seem like a very hard problem to solve
what if charge laser was a rare weapon mod and had busted damage
maybe one of the charge laser upgrades could be versatile charge laser
charge laser would work better if all the ships didnt shoot at the same 2 fighters
fleet plasma chainer
Charge Laser... Knockback
no extra ships, balanced, seems like a very annoying combo xD
good thing I have some banked stages left
DO ITTTT
that just means 'get mono fighters'
content is content!
with how UT scales...
Any excuse to play more UT is a positive. Best thing the game has gotten for a long while.
π
I think they're okay as long as they get to target non-swamers. My suggestion would either be force it to target furthest within range, or if you want to keep its close range targeting, give it enemy ship slow / knockback so it gets to fire off a few shots before it dies. (single target or AoE depending on balance). Though that might be better suited as its own rare upgrade mechanic.
CL is bad because of overkill damage and swarmers appearing much more than normal galaxies
perhaps it's just the kind of ship that requires its buddies to take care of swarmers for it. They do go down rather fast. But it's when they don't you're in trouble.
Noooo
I did suggest a ricochet mod, but it didn't work out
Maybe convert some % of overkill dmg to shield at least?
oooh, or like some sort of base regen/siphon
Yay! Not 1st anymore today. π
Got 18th myself. Gotta bum-rush UT one day just to get 1st place π
I am surprised that I was 1st for almost half a day
Prolly not a lot of people doing the harder days when you can get away with tapping on bank savings
that and yesterday was pretty decent, so people might have banked runs
that's at least why I haven't done one today
Getting to 11-12 today is free. No extra ships = weaker enemy fleets
Would be cool if the harder days with more modifiers gave more artifacts.
no extra ships to me feels easier
probably, but the balanced mod definitely is a difficulty spike
or at the very least, similar in difficulty
I agree that balanced is a difficulty spike
How would this interact with banking though?
idk, lots of options there. Probably best banking doesn't change so you're not disincentivized from playing.
is there an optimum time to buy instability with astrium or does it not matter
damn barrier is useless against mediums
yeah mediums fire two shots
so do shotguns, so barrier is also useless to them
even snipers come in pairs so if they target the same guy (which they usually do anyways...) the barrier still doesn't help.... barrier isn't actually that good lmao
except on fighters where you get a lot a lot of them
yeah i feel like it should scale
I could just make it 2 barriers
i mean that it should scale on ship size cuz it's always a % dps loss right
so blocking 1 shot has different value on a fighter with like 3 hp or a cruiser with 300
just something like 1 barrier on fighter per upgrade, 2 barriers on corvette/frigate, 3 on cruiser
3 barriers cruisers 2 barriers frigates 1 barrier corvettes π€
ok maybe corvettes 1 too yeah
half barrier fighter π€
2 barriers is an advantage for frigates but they suck ass already so yeah whatever
i liked fighters lose 3 fighters but don't change dps, was that just too bad in practice or something
well cruisers will take medium hits more often so barrier kinda auto worth more on there?
yeah
1 for fighers and ocrvettes 2 for others could work though
usually i want cruisers to get screened from medium hits anyway honestly
but mediums shoot two shots so in practice the barrier doesn't do much
mediums kinda shred them in a straight fight without screening anyway
well 3 fighers down is mroe dps loss then 10% damage.
like i have fighters and then corvettes/frigates keep mediums parked so they can't even target the cruiser, then the cruiser just outranges and gets 4-6 shots off for "free"
it was really bad
yeah 1/3 is pretty substantial i guess
if the other barriers are gonna keep to being marginal loss then it's too much for sure
like often, the fighters go forward and a pair of snipers would target one, so the barrier doesn't actually do anything because it takes two shots and dies, except now you just have 6 instead of 9
and like, half of fleet optimisation is getting one fighter to tank multiple shots
right and withotu barrier two snipers still shoot the one fighter anyway most of the time
thats just the lead guy though it might change once in the thick of it
yeah, but the lead guy is so crucial to the outcome of the battle because it could mean that one extra fighter gets to tank a shot from a medium which keeps your cruiser alive and that single handedly wins the fight
also do you guys think this achievement be progressable via simulation
all the other stuff including manual victories is, which honestly feels weirder since that one is actually achievable with normal gameplay
so is that -10% damage even materring?
I want barrier, being a rare, to be picked over other stuff 99% of time, do I need to remove the 10% and give frig + cruiser 2 barriers? or just the latter?
the -damage def matters, lots of cases where enemies live at 5-10% hp
I mean matters in termsfo makign you not pick barrier
yeah it does, it basically means barrier costs 1.5 waves of upgrades instead of just .5, since you'd need 2 damage upgrade to make up for it
actually more than that since the damage mods are additive and barrier is multiplicative
(though if you have no damage mods, first one is +10%)
yea true
no third barrier to cruiser π¦
oh right it's fire rate that's 5% baseline additive
what about making barrier mod stack π
but anyway 2x opportunity cost minimum, and in practice somewhere between 2x and 3x
wait, barrier mod can't stack?
but burst fire can?
I guess I could let it stack
issue is tha tjust makes health even more laughable bad ly
well if it's rare what's even the chance of getting it twice in like a 12 stage run
is it 6 chances per stage or 3? never actually seen it in the 2nd choice with enemies, only the 1st
not that high
every 3 stages the second choice is a weapon or ship choice
until they are maxed
so it won't have any of the other mods
so every 3 stages there are 15 possible barrier spawns, since # 16-18 are reserved
@shell jasper Is it possible to have the barrier damage reduction linger for half a second / some amount of frames instead? That's how other games with damage immunity handle it. Would be simpler.
I just dont have that built as an option
but it might be worth doing. It might be too good though. Eat the first whole volley from stuff everything?
Perhaps, gotta test it. Just my thoughts.
barrier being 2 levels on frigates does sound significantly more appealing
frigates no longer being trash??? what is this sorcery
I think the frigate hate is undeserved
it's... what's the situation where you want another frigate that's not "I have been consistently taking frigate buff options over other choices and thus it's clearly better to double up on effective mods"
or rather, justifying why you were taking frigate buff mods over other ships
because they're damage mods and hp mods are stinky
tru
or 'I now have missile frigates because the only other option was charge laser fighters'
frigates were helpful in UT because they were the de facto anti armor choice
but with the enemy health type being highly variable and the effectiveness for your ships much more customizable, that's not an edge they have anymore
Of the enemy ships: skirmisher, shotgun, sniper, gatling, medium-
also the fact that unarmored frigates could one-shot normal enemy fighters
they survive longer
which they can't anymore when enemies get 5% more hp
except they don't because there are two of them and 4 corvettes live longer
depends what you're facing
a few damage upgrades and they still oneshot normal ships
main downside with corvettes is you can easily lose one or two of them at the beginning and lose out on dps
what favorable matchups are there for a frigate?
Skirmishers are worse, corvettes have more independent targets and can clear more faster
shotguns are pretty strong in damage, but frigates have the same range as corvettes, so there's not really an edge there.
snipers can focus down a single ship very quickly, which makes corvettes more resilient as they are more of them, and there's no particular offensive edge from frigates inherently
gatlings?
mediums have really high damage, enough to one shot (2x 28.72 damage per medium) unbuffed frigates
already answered you
I don't think your answer is good enough
I think you're too biased to think straight
any ship can have "a few damage upgrades" and keep up in killing enemy ships
the "downside" of corvettes isn't- it's better survivability against high damage ships, and snipers/mediums scale really fast and are unreasonable to tank hits from
corvettes in the frontline is only useful if they take sniper fire, otherwise you want frigates.
the fact that mono frigate does like 10 stages worse than mono fighter or corvette is pretty telling
and they aren't that great as a support unit
it's not telling anything
we've all completed G1-5, it should be obvious to anyone who's cared about optimizing layouts that they're on par with corvettes.
this is the UT chat
irrelevant to my point.
kek
very relevant to your point
unstable transit is real different from galaxies (also corvettes are still better than frigates in galaxies)
not if all your upgrades are in other ships
you can put your upgrades in any ship, not a relevant point unless you have some very clear breakpoints that justify X number on frigates being better than X number on corvettes
well there are breakpoints lol
which are
Frigates being a 2x ship has been seen by many as not an advantage over 4x ships that can spread targetting for both offense and defense
but I'm talking about base ships here
because anything beyond that gets muddy since you can change the weapons
yeah, but your base ships only happen on stage 1 and stage 2
that's why I said "not if all your upgrades are in other ships"
cuz then your frigate stays at base level pretty much
so justify picking the upgrades
if given the option of the same upgrade for corvette or frigate
why is the range on frigate better
why is the damage on frigate better
why is the hull on frigate better
I'll take damage on a frigate for oneshot capability
where are they better
I'll take firerate on cruiser that has oneshot capability
better survivability for backline ships who do the real damage
and if they are better in X stage, how long can that keep up with stage scaling?
ok, so against snipers that oneshot everything that isn't a cruiser
and shotguns that also oneshot everything that isn't a cruiser
they can keep up as long as corvettes that's for sure lol
and mediums that oneshot everything that isn't a cruiser
how exactly are they tanking
4 ships is strictly better than 2
ok, I'll play some mono runs right now
no they're not strictly better than 2, because 4 gets reduced to 3 quickly and then you've lost 25% dps
instead of 2 goes to 1 because it was shot by a sniper and losing 50% dps
2 goes to 1 just as fast and now you've lost 50% dps
not true
I feel like this went from "frigates aren't that bad" to "yeah but corvettes are also pretty bad"
there are plenty of layouts where 2 frigates survive but 4 corvettes do not
personally a fighter main and low key cruiser hater
I shouldn't have to say this, you should have seen it first hand.
cruisers drive up the enemy's cost budget so i don't like picking them
where
hate fighting medium ships
enemy layout variety can seriously screw you with them
more than other ships imo
tfw no medium enemy solution
plus the enemy scales better than you so the faster you speed up the scaling, the faster you fall behind
cruisers mostly 1v1 but i'd really love for a wave of fighters to come in and sponge all that damage
well yeah, because cruisers are just strong
but even "mostly 1v1" is awkward because they can end up shooting at one ship each, instead of focusing fire on one
but fighters are possibly better
frigates are like low 20s, cruisers mid 20s, corvettes low 30s and fighters mid to high 30s
doesn't help that the fighters are hard to build
ideally you can lead them in, but ideally isn't every time
fighters are braindead easy
pick the gun
I've had cruisers to low 30s
missile or railgun have both been pretty effective
fighters are easy as long as it isn't charge lasers
kinda 𫦠on missile though
yup
except barrier barrier on fighters can be cool now
mfw two gatlings and two cruisers, but instead of focusing one they shoot at one each so I die to two gatlings with 4hp
i feel like gatlings should maybe be medium class
or they shoot at the mediums that are behind them
like they're on the highest end of small ship
but it would (probably) feel so good for my cruisers to pop them
cruisers also have some cool mods
hull bomb is pretty neato
but then the small ships would ignore them and they'd get in close and wreck your shit
not like mediums don't do that already
I claim the idea for that one π
rate of fire is huge in fleet because the damage and health numbers are relatively small
man it would be so cool if we could have "ghosts" to play against
at the end of stage X (your last attempt or you decide to move on), you see a ghostly version of a specific other player, so you can see what their choices were...
unless the enemy waves are up to what ships/mods you've chosen, which I feel like I read something about enemy health type having a max or minimum of one of something
today's mods look pretty op except for fewer choices
enemies can have at most +1 things that counter your overall damage type composition (e.g. if you have all charge lasers, at most 1 armored enemy can spawn)
<
<><
is this an anti-cheat mechanism?
lmao what
hoooly
gg I guess
lmfao
i blame the frigates
I wish charge lasers wouldn't have 4 frigates shooting one swarmer (bruh why)
if they didn't, then this stage would be perfect instead of taking 50 damage
Charge Laser doom
think the main problem here is in UT they are somehow not smart enough to target different enemies
somehow?
so you have like 10 charge laser shots going into one skirmisher overkilling it by about 50 times and wasting a ton of damage that could've one-shot a whole shotgun squad next to it
the target logics the same
I think part of it is that you're given the tools to precisely take on the enemy ships in Galaxies, or at least the opportunity to
so the messier cases we see in UT are there because we can't pair charge lasers for the shielded shotguns and a fighter to pull aggro while rushing skirmishers at the same time
yeah, you have less choice over the tools you are given which forces you to take a few more slightly unfavorable situations, but it turns out charge lasers are a lot worse in slightly unfavorable situations
and those charge laser corvettes ARE strong enough because you've been accruing boosts after each run, so you CAN trust them to do their job and keep up
slow firing stuff just sucks even more in an uncontrolled thingy
@shell jasper #1335902304959987733 message
is this intentional or is it something weird that happens when the same seed gets called twice?
skill
"seed gets called twice"?
game had to unlock the secret difficulty
frigates + fighters
i loaded into UT, quit, then reloaded the save
then did UT again to check if duo changed
got the same units but the enemy brought friends
weird
blegh it not working
windows + shift + s then select record icon
screen rec?
win+shift+s i dont see a record icon
ah, if only I could take a screenshot of the screenshot taking thing
take a print screen every second, post them in a powerpoint, and scroll through it really fast
π€
hmm
... dark.. .dark magic
????
that looks like after you drag it, its before the drag?
before
old OS?
idk
is it windows 11?
rip
either way just download a screen recorder
i can use win+g
i use lightshot, more freedom to draw on the screet shot before copying
hmm ok im doin the barier lasta 0.1 seconds after being hit thing. hopefully it doesnt make things too insane with angles or anything ><
anti frigate propaganda because someone didn't post benchmarks
stage 10, 3 hull upgrades and my frigates still get fried by doubled snipers
other upgrades poured into fighters
stage 11 medium doesn't quite one shot, so here's your benchmark, you win
I would love to have corvettes or more fighters over my frigates here
so called tankiness when they get blown up by one shot by either unit, meaning more ships would be better
thinking more on UT upgrades and wrote out the math for how weapon mods affect a base ship
Composite row is the stats of the "tier 1" weapon mod multiplied by the "tier 2" upgrade mod
and then I tried to compare what the "equivalent" would be in terms of normal upgrades for damage/range/fire rate, aka how many of each upgrade would you need to have a comparable effect in each stat
surprisingly, charge lasers have an enormous equivalent upgrade amount despite being generally the worst weapon type, mostly due to range carrying the hell of out of the budget
with minimal range, the Rapid Mini Rail Gun seems like it has a really high budget and should be a high performer if you don't value the range (say, teleporter fighters)
this still happens after using an auto run and waiting for another instability
once you get to stage 2 it returns to normal but i take 450 or so damage
just started a simulate run and got the same enemies
after "clearing" stage 1 in simulate, standard run works again
My totally inconsistent rankings lead me to believe that I know so little about what I'm doing that I don't even know whether I know what I'm doing.
be jealous
behold, stage 30+ charge laser
so you're saying CL is totally fine with only 41 fire rate mods
and the inherently higher fire rate of the fighters
yeah fighters are just good lol
honestly did better than I expected
still not picking charge laser unless I'm forced to, but at least charge quick tries to patch the damage
someone tell me when I should pick hp over other things
almost never over damage
over range, sometimes.
cruisers have synergistic mods, so it's better on them
there's also the effect of picking different upgrade paths that can screw you over. I had a stage 14 clear vs a stage 22 clear just from picking the upgrades in different orders (almost entirely because of getting offered barrage launcher instead of close range)
or otherwise if you have like 3 corvettes with a lot of good mods, and 1 frigate with no mods
then corvette health might be better than frigate fire rate
ok - now, when damage over fire rate?
higher DPS is going the be pretty close
technically you would want to skew damage slightly for various reasons
for many weapons you will get the first shot ready before you're in range, which means the first shot is instant. you get some fire rate equivalent for free
so pewpew big numbers is the correct feeling, got it
if you shoot fast and do low damage
missiles, anything on fighter, just go with the DPS
someone says frigates are good at tanking things so apparently hull boosts are good on them πΏ
I agree though, only take it for cruisers, damage (and sometimes range) is king
aaaaaaaaaaaa
Barrier change is noticable and appreciated
wide
can't really push any further than before though
enemies are just too big
π€
at least you can still pick the enemies, although tbh none of those compositions are particularly friendly
yo what is that synth output looking mod
oh nicec
wonder if you can get it more than once
i did a fighter mono run and only saw it once
also only saw burst once, so i think "burst fire caps at 2" means the stat = 2
one mod, not two
same which i thought was lame, or a mistake
or sylv stealth nerfed the rate that it appears
also from what i can tell the Ship Improvement is exactly the effect of +1 to the 4 basic mods
as in it's additive with them
it's at worst a fire rate and damage mod in one
ew stinky
also did some thinking
so there's a max of 1 offtyped health you can encounter
but if that one ship chosen is a medium, that's kinda bruh
since it's a harder single shiptype
yeah not picking the option with the shield medium is the name of the game, for all anti-armor
and vice versa
and let's be honest it's always anti armor because there's only one option for shields and it's the worst of the three.
beam weapon when
burst double tap beam frigates
kek
g6 surely
finally the anti-shield cruiser we've always wanted??? right???
surely
actually now that i think about it, double tap on frigates turns the 2nd burst into a dps nerf (if we still had it)
a cool frigate mod would be reflectors (with a fleet wide weaker reflector)
get fucked snipers
upgrade to barrier?
was thinking it'd be a frigate exclusive to give some sauce
evasion frigates
shotgun weapon type, and a rare perk that gives a dash dodge that pushes your ship closer to the attacking enemy
double tap does not have the damage reduction that the burst fire mod has
it should not be a dps nerf, just essentially double damage for 3 seconds
no I mean if you got a 2nd burst mod
mmm yes
should be 2x burst not +1 burst π€
im still not entirely sure if it actually works lol
I'm assuming it's +1
- UT Barrier now lasts a moment after being hit so ships with two turrets wont just bypass it
is that why barriers were bad
they were never bad but now they are better
whats the new mod in z89
no they were kinda mid
barrier for -20% damage was not great
-10% damage was mostly a justifiable pick
current barrier isn't really any better against something like skirmishers, but does a lot better against mediums, and usually better against snipers
and shotguns
and notably the ones you most want to block a hit are mediums, shotguns and snipers, but it didn't really work cuz mediums and shotguns shoot two shots and snipers came in pairs
#sector-124-131 message
ship improvement, all basic mods in one
and is it repeatable
not stackable
ship improvement also additive with the other 4 stat boosts
at worst a damage and fire rate mod in one
weird. stage cleared changed to 0 once the leaderboard locked in
did you clear a stage?
rip
I think technically since the base survived the enemy fire
but then I reloaded so the server kept that run
I feel like there's some -1 index stuff happening here
might've caused the legion I was up against
I can verify I went from 8 missiles to 12. Barrage, Burst, Double tap - so +1 projectile with double tap active.
Was it broken in some other way?
Oh that was changed
RIP
.
huh, it should be 2x
im not sure actually
mod says 2x
is there some where that the mod actually says what it does?
all I saw was "grants double tap" or whatever
"2x burst fire" is consistent with what I saw though. I had +1 burst fire, and with double tap active I had +2 burst fire π
Would be cooler if it just doubled projectiles instead though
max targets stat
?
oh it says it right there on the ship stats.
.
oh just managed to test it. No burst fire upgrades. Only double tap. Shoots 4 projectiles total. So +1 burst fire
burst fire is kinda fun though. Gatling cannon brrrrrrrrt
also, how many missile is that
oh yeah why does gatling laser exist and not gatling gun(kinetic)
better to put all your kinetic energy in one projectile in USI universe, I guess
UT challenge mode: you have to pick CL π¦
the humble fighter mono more choices extra mods:
fighter with CL isnt that bad
messing with mono frigates right now, and nearly lost stage 4 lol
it seems considerably less bad than other ships with CL
as long as you dont use both CL and teleport
but it's also... kind of a big L when fighters could be doing any other weapon and supporting your other ships
bah I just want to test launchers. Why does it keep giving me CL and rail gun
I love missile launchers
128 missiles
do I take more burst fire...? Yes. Yes, I think I do.
is... a lot of missiles?
fighter missiles stunlock pretty hard
#1335902304959987733 message
lag lock
how many missiles is that per fighter?
im stealing that
lol it takes me 16 missiles just to kill a single fighter
.03 damage is a good deal, surely
12 I think
stage 35 is higher than wherever you're at
I did not get to stage 30 though, probably woulda helped if I didnt compulsively pick burst fire even if though it's detrimental
you are optimizing the wrong number
"luckily" when you finally give up and patch, the burst fire mod isn't repeatable anymore
well, you can get it twice
98% sure no
unless you count the frigate buff
my only evidence was I did some 30+ mono and didn't see it so it's possible
I read that as you can get the upgrade twice
could see how it could eb read otherwise
but unless you've actually had it, im pretty sure "limited to 2" means a Burst Fire stat of 2
as in 2 projectiles, just 1 mod
2 mods
yeah i got like 3-4 bursts in a big mono run before i feel like
im actually glad it's intended to be +2, the second one was still pretty good
did you do two separate non-repeatable mods, second one with the first as prerequisite?
or is there an actual system for repeatable N times
that'll happen
there;s something slightly weird going on with the mod pool you can see with "more choices" also, might be related?
used to be when you did mono+more choices, you were essentially guaranteed one of each of the basic mods, unless you got a rare or something
now i'm seeing mostly 3+1 duplicate
yeah, just did a simulation with more mods and didn't get more than 1 burst
also only got one of the new "upgrade everything" mod, dunno if that's intentional or not
ship improvement is not repeatable
should be multiplicative so it feels more exciting
it's already 4 mods, it's pretty dang good
but realistically only two of those matter
hull and range, right?
π
tbf neither's entirely terrible, just nothing you'd pick over the other two options, so getting a taste for free's pretty decent
one of my fav builds is with hull
cruiser with hull bomb and reduced damage just wipes screens
only got to stage 21 on mono hull bomb cruiser π¦
I'm not a fan of hull bomb because it has no visual. It's hard to tell when it's doing its thing
i think my highest with it has been 24. just because its one of my favs, does no mean that its good.
highest for me is mono fighters at round 34
well you said wipes screens π which it didnt do π¦ Nothing die before it was in weapon range, that I noticed. I was expecting more!
sorry for mislabeling, i just found it to be a fun build that caused stuff to die without having to move far at all
many times i would just watch the first half die on the first trigger
I'm partial to missiles π
i do miss the burstfire x 5 fighters that warped behind enemies..... where my game froze for a few seconds
not enough missiles with fighters π¦
Missile gang
Sylv is anti missile gang >.< uber nerf to missile fun last patch
sylv loves nerfs
Ill remove the limiti if you really want lol
I just want more missiles, I care for nothing else
(it would be cool if you removed the limit and made it not negative DPS at high levels though)
hey there is a charge bar
well sylv did say it was a little weird with no visual
should've used the 'huge weapon' βͺ shot to indicate it
needs to be AOE and just give it a nova animation
it already has infinite range thats a bit op
although in the past I got e11 damage out of it but we don't talk about that
it's only OP if you keep the damage or range the same. So many levers to pull
ah yes hull bomb for e9
hmm
new cruiser perk where when it dies, it explodes into a cluster of fighters
carrier that got its hangar stuck
So I've just tried UT fleet teleport very rare ability .... and I have mixed feelings.
It always completely confuses my ships, and they have to turn around while enemy ships instantly shoot into them
Anyone finds this actually useful ?
didn't find it useful either - same as barrier upgrade
Thanks, that makes a lot of sense - may have to try it if I ever get it offered for fighters ... RNG hasn't been on my side in that regard π
I think.. I might not be good at UT
Combination Alloy doesn't unlock anything helpful before new materials right
T18.0 Synth would bring it down to ~15 days with 4 synth running
just got to stage 27 with hull bomb cruisers!
ended up doing it with charge lasers too!
hit 15 today with barrage cruisers
should i just be spending astrium for instability any time the button is blue, or is there an optimal strategy for when to spend it?
You gain 1 instability per day as base.
It takes 60 hours of fuel to speed up instability gain by 24 hours.
Then you divide that 60 hours by your fuel efficiency to get the actual time it takes for the 24 hour speed up.
And it scales linearly, so it is up to you.
is it ever beneficial to wait to spend it, like if i could spend it now with 20 hours left or wait til 4 hours left
or does it not matter
the only way it could matter is if the caps get involved
there's no downside to spending fuel other than getting to 4/4 instability and wasting it
^
Unless you want to micromanage your fuel so that you have around the same fuel between the skipping cycles, in which case, it is recommended to skip when you would gain automatically in 6:51-7:35h
6:51 is base case scenario and 7:35 is with 1.15392 efficiency
cool ty guys
dang, just cleared up to stage 18 with the "only 2 ship-types" mod, which gave me cruisers and corvettes
yeah duo is strong. good run for me too
i also had cruisers and corvettes. i assume standard runs have the same seed
sheesh 20 only got you 26th?
pretty good rares, burst+barrier on the corvettes
how does the ranking go for ties, chronological?
exact ties are grouped
huh
quite alot of people cleared 20 with 500 base left, seems that was just the spot it falls apart is 21
yeah i just died to stats, there were like 6 mediums in all options
i wonder how many times taking the rare option immediately then deadlocks you into a lose state from bad enemy spawns 10 waves later
and then like 30 people just didn't take it and get easy spawns to live another wave or 2
it shouldnt cascade like that in theory
taking another cruiser will chagne things
but not the mods
"bad" spawns only matter on fights that are hard enough to be close
i thought the mods that can't spawn again do change things for the rest of the run
which is only near the end on duo
you can also only see half the difficulty, because the other half is in the enemy layout
there was like one stage for me that was losable on layout
not enemy compositions
ah ok
true, some layouts are rough
anything that modifies the pool will change outcomes, but all else should be stable
so rare mods, mostly
layout is probably worth +/- 3 stages between like the 10% most favorable and 10% least favorable spawn patterns if i had to eyeball it
most favorable being like, snipers in the front row kind of shit
least favorable...probably multiple enemy shotguns being screened by fighters?
fighters are weapon dependent though, if you have missiles they're actively good for you
screened by shielded fighters
the stat scaling doubles from 1.1x to 1.2x right? not suprising tbh
ya makes sense
at stage 21 you can die to like 3 enemy shots, like if a single medium or pair of snipers survive, you lose

There can be some layouts where a medium spawn lives forever and shreds your fleet
just a shielded medium surrounded by skirmishers and you can't do anything about it
stage 30+ πΏ
skirmishers actually are the most dangerous at high level just because they shoot lots of shots
another winning run
all 4 basic mods in one
spending fuel to gain an instability seems to reset the 24 hour instability gain timer, maybe worth it to spend fuel right after gaining an instability from the 24 hour timer?
that level of micromanagement is too much for lazy me though, I got lucky and happened to have the game running when it occurred today
it scales with the time left
the only reason not to spend fuel as soon as the convert button activates, is if you think next content patch is around the corner, and you want keep fuel near the 4 day mark.
there is no timing that is more effient
24 hrs left costs more fuel than 1 hr left
Today's run is pretty fun
I locked in rank 2 yesterday it seems. beats the rank 3 I got on april fools day
both of those runs were with no run modifiers π€
guess I should just keep making record attempts whenever there are no modifiers roflmao π
wait are there fewer people doing manual runs where there are no modifiers cause it's too boring?
wouldnt surprise me tbh
and I guess you also get a worse banked run since it's easy to beat 18 stages with other modifier sets
which disincentivizes people from trying
Maybe every run should just have a modifier by default
but then again it might be op
how is the modifier determined though?
I guess with all the saved runs from the rank system it's possible to come up with a median or something for each modifier set, and then apply a multiplier to equalize them all?
not sure what you mean
doesn't solve the problem of boring multiplier sets
like say with duo the median run is 20 stages and with none the median run is 15. Give people a bonus 1.3333x multplier to the number of stages for the banked run when there are no modifiers to equalize the two
and same for all the modifier sets to equalize them all
Ah yeah I see
oh wait you were talking about something different
you just wanted to get rid of none
Yeah that was my original idea
so that every run has at least some modifier, but then that would probably just shift the problem and people would just skip the "bad" ones
yeah, so the multiplier would fix that unless I'm overlooking something
probably yeah
really easy runs like duo should probably have a multiplier less than 1 to prevent overreliance on the banking
I wonder who currently has #1 for today's run
||I fell to #2 while sleeping||
im sorry for your loss
| ||
|| |_
I wish i could tell you but sylvs api only allows you to return your rank for your player id :(
something something data security smh
not me
but maybe it can be if I try it
it's the "No Extra Ships" one?
yeah
does it give each player a GUID or something?
There's one in the settings
not a guid, just a 12-character number. if you go to your save directory you can read it in the config.cfg - or yeah, if you ran it through steam you can read it in the settings too
bottom left
that seems hackable..
it is
like you can just pick some other player's number and download their save and also save some crappy save in its place?
havent tried that one yet but I have been playing around with the idea of submitting a stage-1000 clear lol
but yeah the issue is that you need their id
lol at what point does it count as cheating though?
idk if the server rate limits you (probably not)
I feel like at this point it very much is blatant cheating lol
yeah
which is why I wont do it even though its tempting
giving me the mod role is one thing but cheating in a leaderboard? not on my watch
so this is why you use GUIDs
good luck finding another's player number when they are GUIDs unless they mess up and leak theirs somewhere
yeah very true
with badly generated ids you can just offset your own by 1 and get a valid id
Though, again idk if sylvs server rate limits you, but even if it doesnt I assume it'll just crumble if you try to brute force your way through the ids
like it will just DoS the server?
I would assume so, if you actually try to work your way through them
unless you space out the requests in which case it will take forever if youre not lucky
oh that's some bad cheating
hmm it seems when you launch the game through steam, it uses your steam id, and if not it generates a UUIDv4
with getting a 1000 stage clear at least you're just cheating in singleplayer and if you already reached S117+ legitimately you don't even get extra giveaway entries
so funnily non-steam players are safer from fake submissions than steam players
I can just grab the steam id from any of my friends lol
yeah for sure
so steam's ids are worse? lol
wow that's just silly
unless they are some sort of universal id type thing
omg, ok that's bad
idk how steam ids are generated but they're literally just in the url
Sylv please fix lol
that's quite a security hole
and people sometimes link their steam profile pubicly too, right?
I messaged him about the mod role exploit earlier so I'll tell him about that too when he replies
so it's actually worse than just being able to steal friends' ids
mod role exploit? like you can obtain the mod role on this discord?
and it's not a discord-side issue?
nope thats a sylv-side issue lol
oh so you were actually yellow lol
I thought there were no yellow names lol
I guess lactose is one now that I think of it
cheesy role
mmm cheese
even though cheese doesn't have that much lactose
depends on the cheese doesnt it
cream cheese probably has a lot more than hard cheese
I guess if you add lactose back in somehow
yeah
oh wait cream cheese is low carb so probably not
lactose is a carbohydrate so anything with low net carbs will be low lactose
Don't try it lol
it can and will make you sick if you dont chew the maggots well enough
oops I lost this conversation and went looking for it in #sector-124-131
not just the eu
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last time we talked about weird food, someone got banned
who's next? π¨ββοΈ
lol what are you doing?
nothing just writing documentations for future reference :)
you've gone beyond looking through the code and are actually submitting API calls?
how do you think I made my name yellow
that's from Sylv's code? lol
I probably shouldnt go into detail but yeah lol
other than that I havent POSTed anything though, just fetched data because I was curious how the responses are structured
I guess having a game link give you roles can do that lol
(I mean, technically that wasnt a POST either because sylvs api isnt restful but eh)
what, was it a GET or something? lol
yeah its all get
I mean I guess the game uses POST
but the API doesnt care
I just used get in postman
didnt even realize that until now lol
lol ok
(we should probably stop bullying sylv, sorry sylv, love u)
I mean to be fair, it's sorta hard to make a client side game like that secure
but it should at least be secure against turning yourself into a discord mod lol
giving yourself S1000+ not so much lol
funnily it didnt want to give me the dev role
lol
so either sylv put a check there specifically for that, or its some discord safeguard
maybe bots cant assign admin roles
server creator restrictions maybe? idk
I would assume this is the case tbh
me neither I just know their API is a mess
that sucks
servers are internally called "guilds", and now that there's actual guilds those have some other obscure term lol
So Luna, did you manage to get first or second? π
I didn't run today
yet..
oh
we have like 9+ more hours lol
it doesnt come up as a normal one, simulation only
its the opposite, the ones that require the othe rmode say that and ones that work in either dont. though this one techinicaly wont work caus eyoull never roll extreme I suppose
oh noice
damn it
apparently we have different strengths and weaknesses here
and no one has claimed a rank 1 run that stayed rank 1 at the end of the day yet..
too lazy to do it daily
Terriama needs to challenge this guy to a duel ^ π
Also you have 29 minutes left or else you automatically lose
I fell down to 5th
I wrote in my spoiler about 12 hours ago that I fell from 1st
tl;dr I am bad at fleet
Apparently not as bad as me
I guess I rely too much on stacking onto one ship, cause not being able to do that today made it much harder
One ship type I mean
Yeah
What I have noticed is that
a). I love getting missiles
b). Distracting fighters (i.e. teleport) helps a TON against the back lines
c). Cruisers are a scam which make the fights harder than they need to be since bigger ships spawn earlier because of them
d). Taking single cruiser upgrade is also a scam because of reduction to fire rate, given that in later stages, your defence does not matter - your offences do
meh, died at 18
Oh really? I rely on cruisers lot
122.43? wtf how?
2.7 b6
I personally hate cruisers because they're mostly defensive
I also took single cruisers in many of my runs including my rank 2 run lol
I had like 3 of them stacked a lot lol
I may be inadvertently be doing a tank & dps type thing
But idk really
My cruisers usually have the highest dps so not really
upgrade that reduce your ship amount is scam
More mods?
hard, fewer, balance
my reason to die ealier bcs i got scammed by turn into 1 cruiser upgrade
Oh that gives you an extra every 3, right?
yes
Hopefully 10 is still possible though lol
more ship = kill weakling faxter
its scam, its 2 cruiser stat into 1
dps is each ship
15 dps of 2 cruiser into 30 dps of big one
Rank?
stage 10 is a bottleneck today
that 21 hull is because of that
although I lost some on stage 4 and 7-8
early choices are also bad
You get a choice of fights though
cough cough
forced charge laser
So choosing the right fight for 10 probably helps
fell down to 3rd already π
Who are all these players getting good ranks and not posting on discord?
idk
does it detect cheats
it blocks highly out of range stuff
so like stage 50 for example
It blocks minibosstank runs XD
ive been looking at the ranks each day and havent seen anything that looks like cheating so
