#Unstable Transit

1 messages ยท Page 5 of 1

woeful zephyr
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rank 1 stuck, and today wasn't so bad either

nova light
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I just gave up after stage 10, did people really not try harder

storm bay
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22 minutes after reset, probably only 2 people did a run

nova light
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yeahh im going down

urban bridge
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I was all excited about rank 1

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then I was like "wait, it's the 14th. How many minutes has it been since this rolled over... ๐Ÿ˜ฆ "

dire bison
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Whatever. Screenshot says you made it to number 1. That's good enough for me

nova light
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immortality is a long and dangerous path

errant dagger
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do i get this achievement after finishing a run?

nova light
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what achievement

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also yes

errant dagger
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for to many mods

nova light
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enough

nova light
nova light
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the most fearsome enemy ever encountered

elfin hawk
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out of interest, what difference is there in UT between z95 and z89?

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I assume 89 is more artifacts, what else

jade zenith
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z89 has double artifacts and you both start with a cruiser and can get more cruisers

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might be some enemy stuff too, can't remember if mediums show up on z95, only did it once

elfin hawk
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yea you get mediums in 95

woeful zephyr
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m0Re CHoiC3s!!!11

nova light
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only enemies that have appeared in that galaxy or earlier can show up, and only ships that have been unlocked in that galaxy or earlier can be used, although for weapon/hull mods I think are always available, not sure

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does armor tank cruiser show up in g4 origin?

shell jasper
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no

nova light
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huh

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so also only weapons and hull mods that have been unlocked in that galaxy or earlier too

woeful zephyr
urban bridge
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I did good once!

woeful zephyr
#

not a bad rank history

urban bridge
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why you so good at UT ๐Ÿ˜ฆ

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I need to win at a galaxy again so I can feel good about myself

wanton wolf
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I'm curious if all the practice I've gotten in UT is going to translate well to the new galaxy. The objective is fairly different, finding the cheapest path to victory vs finding any path to victory, often with overwhelming force.

woeful zephyr
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your FR spend depends on exactly how much damage your fleet takes, and there is no such thing in UT. if you get a win with 0 base damage there's no need to optimize any further in UT.

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but there are other things too like deciding exactly what you're deploying for each battle in galaxies instead of just deploying all you have

urban bridge
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should be a decent amount of crossover, but galaxy is more baout your patience in obtaining a perfect layout and optimizing scrap gains

woeful zephyr
storm bay
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g6 at least doesn't seem to have a major split path

storm bay
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yeah bottom right is the biggest detour

woeful zephyr
#

looks like no loops this time unless I missed something

woeful zephyr
#

how?

nova light
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no you can't edit images sadly

astral jay
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So I've never made it past Stage 9.....

alpine hemlock
# astral jay So I've never made it past Stage 9.....
  • never take cruisers (adds too many enemy ships)
  • take rares, rares are strong

only take offense:

  • take damage/fire rate
  • skip hull and range

We want only anti-armor damage:

  • take missile or railgun
  • never take charge laser
  • get a new weapon for corvette (because they start out anti-shield)
  • get a new weapon for fighter

After you have all anti armor, skip shielded mediums. ignore the all of above if necessary to do so

#

None of that is always the best choice, but it should get you to max artifacts pretty much always

fleet steppe
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Range can be ok sometimes, but definitely skip hull

dire bison
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Both would be better if it was a stacking % gain instead of a flat value. Would like to see how powerful hull bomb would get

scenic lichen
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mono cruisers in the simulator can get me almost to wave 30 relying on hull bomb

alpine hemlock
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hull bomb having infinite range is kind of funny

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snipers really good against lingering snipers

tired blaze
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I haven't tried CL yet, but with all the buffs its gotten, surely it's usable now.

wanton wolf
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My highest is a 26 clear, but that was on duo/balanced/more choices

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I'll have to remember the hull bomb infinite range thing, that's good to know.

alpine hemlock
river flax
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I LOVE barrier against Snipers holy shit

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Easy UT today

alpine hemlock
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i spent my instability on banked without checking ๐Ÿ˜ฆ

river flax
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RIP

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No worries

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Stage 19 is my best clear, a few days of not having to do it LOL

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Why does it list x1.1 at the top if it's variable?

shell jasper
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the top is the first level of it is all

river flax
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Huh?

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Like with 1 Artfiact?

river flax
alpine hemlock
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literally 1 artifact

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1 to any power is 1, * 0.1 is 0.1

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+10% is x1.1

shell jasper
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right

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I mean its there as an "artifact" of how upgrades show, not needed but easier to just have and sho wrest

alpine hemlock
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this information is not really helpful here, the exponent is more important, but custom tooltip case to hide it would be work for sylv ๐Ÿ˜›

shell jasper
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well it has to show WHAT it upgrades haha

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thats main reason its sitl lthere

alpine hemlock
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fair

river flax
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Oh, I see

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Yeah the 1 artifact assumption is interesting

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Stated that way, I think the reasonable assumption is 1.1x per artifact

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Which is insane for obvious reasons

hearty idol
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Why they dont attack?

empty cargo
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bug

alpine hemlock
hearty idol
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thank you!

hearty osprey
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I got it too. ๐Ÿ˜„

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Saving and quitting and starting the game again didn't work

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After a minute or two they suddenly shot and killed it

river flax
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We call it "Time Dilation"

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They're shooting so fast that our perception of it is slowed down

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Not actually time dilation I know

hearty osprey
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It happens quite frequently

shell jasper
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what uptgrades do they have?

hearty osprey
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I thing charge laser

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But I've also had this issue with the small fighers that had rail guns.

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If you want I can try to replicate it to give you better infos.

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Replicated it with this.
I do feel like that the burst isn't working anymore either.

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Getting it in every stange with the mini rain gun fighters

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Same once I reached the versatile rain guns

shell jasper
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if you can make it happen nearly "on demand" in UT let me know

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at first this was only beams, butnow its spread O.o

hearty osprey
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With the mini rail gun I can make it happen on demand pretty much. ๐Ÿ˜›

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I will try the charge laser again too

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Hmm charge laser and charge laser sniper don't have it.

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Can't reproduce this issue with missiles either.

storm bay
hearty osprey
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Having rail guns on the heavy cruiser seems to work quite well. It apearas that it's not just the weapon but the combination of weapon + ship type that is the issue

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Nevermind I got it again with the versatile rail gun once I got the burst upgrade. Maybe the burst one is the actual cause of the problem.

shell jasper
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oh ok Ill check burst

hearty osprey
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If you want me to check out more let me know

shell jasper
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burst being a thing is a good lead ill try to figure it out

alpine hemlock
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wait, how does burst beam work

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that's the neat part?

shell jasper
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burst just doubles beam damage

river flax
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I did actually run this one

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Did I do so poorly as to not place, or was it bugged, or what

fleet steppe
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Duo is pretty epic

alpine hemlock
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duo cruiser hcruiser when

fleet steppe
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looks like it's 5 corvette 5 fighter this run

shell jasper
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should always show, so bugged or you did wrong galaxy or something

river flax
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I totally did G5

hearty osprey
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Still having it with the versetile mini rail gun once I got burst. ๐Ÿ˜„

shell jasper
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on 0.5?

hearty osprey
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THis version

shell jasper
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womp

hearty osprey
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It appears to be working properly with the charge laser.

vapid marlin
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Fighters with teleport drive take Corvettes with them for some reason. I only managed stage 18, maybe someone who is better than me can use this more effectively

alpine hemlock
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two different mods

vapid marlin
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never knew there are 2 different ones, thanks!

nova light
nova light
errant dagger
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ok so weird question, but my corvettes just jump on the back of the enemy, bugged?

errant dagger
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for fighters, yes

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why corvettes

empty cargo
errant dagger
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oh so its new

empty cargo
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"fleet teleport drive" and "teleport drive" are different

errant dagger
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ok

alpine hemlock
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needs a different icon honestly

errant dagger
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this is my fav perk anyway, its instantly +5-6 levels

river flax
wild timber
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new ut feels considerably more difficult

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feels like there's way too many ships on the field from the get-go so it's a lot harder to try to strategically take out key targets first

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snipers in particular feel kind of overloaded since they can survive multiple cruiser shots starting from like stage 3 and you have an extra ship category diluting the upgrades now

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barely scraped to a s10 clear

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actually that's a s9 clear lol

alpine hemlock
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last time he rebalanced the stage 1 base to not change based on the new cruiser

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or something like that? does HC do the same?

wild timber
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i have no idea, but i do know that s9 enemies can one shot the base from full hp

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and that i fluctuate from losing 450 base hp to losing no base hp by tweaking a single cruiser placement

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it's way too swingy for a roguelite system atm

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if a enemy missile barely clips the base and gets immediately killed that's 100 less damage compared to if it gets to prepare a full volley on it

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also my beam cruisers lose 1:1 trades with mediums

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i think beam griefed this run

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im gonna savescum probably

fleet steppe
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do we know the rare upgrades for heavy cruiser

wild timber
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nvm i threw the entire run to kill 3 shotguns so i could barely survive stage 10

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i see that past stage 10 it opens up to a 3x5 grid again but the first 10 feel so volatile and they're the ones you're gonna be running 80% of the time

fleet steppe
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how soon do you start seeing regen shield enemies

wild timber
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i haven't seen any

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im just getting disintegrated by like hull snipers

fleet steppe
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oh the rocket snipers

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that's gotta be miserable

wild timber
fleet steppe
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Stage 7 z69 easily beats Stage 10 Z89 right

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so I guess that's something for lazy people

wild timber
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stage 1 is equal to stage 10 z89

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i don't realy think it's meant to be a difficult new zone, it's just meant to be like an entire tier up

alpine hemlock
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oh god, the field is 2 squares wider

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so you base is 2 squares farther away from the two surviving snipers on 1 hp

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some rounds will take 47 years to end

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enemies should gain infinite range 1sec after your ships die

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just shoot our base it's fine

shell jasper
#

Could give base more hp

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Wait what did i do for stage 1 last time?

alpine hemlock
#

as i recall, at first the cruiser counted as a full ship for extra enemy spawns

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so it was effectively +20FR but also starting harder and scaling from there

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which i think you nerfed to being the same spawns so it was literally just before with a free extra cruiser?

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maybe im hallucinating.

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About making the base more durable, idk. it's good in that it gives you a chance to come back

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but a lot of the time i feel like it would just be an extended lose state

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sometimes you lose on layout, which is when base HP saves you, but usually you lose on stats

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"no extra ships" runs are already funny that way

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you sometimes get to zombie an extra sector or two after you "lose" because 4 enemies cant kill your base

wild timber
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+ship feels really bad in the first 10 stages, it's already cramped as-is and you lose even more flexibility every 3rd stage

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and yeah the cruiser thing

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stage 1 starting with like 8/10 enemy squares filled

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is kind of bad for flexibility lol

shell jasper
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Huh I don't remember what I did I'll have to check lol

wild timber
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you just watch your cruisers tunnel on the 4 packs of swarmers and the 1 sniper in the back row kills everyone

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bc you didn't get any missile weapons

alpine hemlock
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you might have to RNG us a starting squad

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or let us draft one

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so we can start with less than the full crew

wild timber
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i would like to just sell my ships for more upgrades

alpine hemlock
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well sure, but ship count is your card game "deck size"

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we know from duo/mono fewer ship types is power

shell jasper
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I could just do 4 ship starts

wild timber
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3 choices feels like too little now

alpine hemlock
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trading in extra duplicate ships could be a thing i guess

shell jasper
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Could also axe or reduce additional ships

alpine hemlock
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you could also roll "3x small and one of the cruisers" or "both cruisers and a small" for example

wild timber
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start with larger grid, more choices per upgrade, and either more upgrades per stage or axe enemy base stats

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paired upgrades would be interesting yeah

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idk if the previous UT was too easy, where you just blindly clicked damage up and almost always got to stage 10 even if you had to get bailed out by base's hp cushion like once or twice

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but considering it consumes an instability even if you fail, it just feels bad

alpine hemlock
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it was pretty easy, 10 wasnt 100% free but you had to do something "wrong"

shell jasper
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Oh I did up complexity
Aka more enemy types sooner

alpine hemlock
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but i think that's actually good balance, the reward for being "good" doesn't need to be more artifacts

shell jasper
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Maybe u should revert that

#

I

wild timber
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well like, the thing is that the grid is so small that you can't really react to enemy layout much

fleet steppe
alpine hemlock
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sticking with 3-4 starting ships on the 10 slot makes sense

wild timber
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this is stage 1

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and you keep getting more ships every 3rd stage

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you always see enemies at 8/9 squares full

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not much breathing room anymore

alpine hemlock
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yeah i don't think we want 7 "spawn point" starts

wild timber
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i feel like missiles might be overstatted too but it's hard to tell right now

alpine hemlock
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or at least, make it a mod. "full house" to go with duo/mono

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a sometimes food

wild timber
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it's also silly that cruisers with beam still lose to bulwarks on like stage 5

alpine hemlock
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for missiles i imagine it's partly that the enemy had no aoe before, so our fighters and corvettes* were objectively better platforms for having more bodies

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when they're all reduced to a hunk of stats

wild timber
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well, the missiles are shredding cruisers

shell jasper
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Hmm beam for buffed last second too, though only slightly. Should do ok vs bulwark

wild timber
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so i don't actually know what an antimissile ship is supposed to be

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we don't have any mods starting out

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no armored cruiser etc

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so it's very hard and unreliable to try to play around the new enemy types

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increased complexity on its own is fine, but we don't have tools to actually engage with it

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especially early on, given the roguelike nature of ut

alpine hemlock
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i think one missing element is a way to draft a tank specifically

wild timber
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also i do think you should see how other people are dealing with ut atm

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because i only did 3 runs, 2 of them savescummed

alpine hemlock
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+hull is underpowered, but also importantly it's better on already good ships that do your damage

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like all mods

wild timber
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the diminishing return thing was nice but it feels a bit too gradual and probably only palpable at high stages

fluid solstice
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I have left my banked stage clear at 7 after my first few UT runs because it was very easy to get scuffed around stage 7 anyways

alpine hemlock
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so i want like a "++++++hp -----damage" mod

wild timber
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yea, i did notice the baseline is permanently s7 now

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i'm ok with that, if stage 10 is still consistently reachable with good active play
i'm just not convinced that's the case atm

alpine hemlock
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if the initial impression is "it's a little hard" and "it's a little cramped"

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probably should fix the second one first, cause that spins the wheel on difficulty

wild timber
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i scummed 3 runs to get to stage 10 before immediately dying

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and that stage 10 was apparently a rank 8, though idk how many people have actually unlocked ut yet

fluid solstice
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The only good/successful run I had was duo ships both being the cruisers, haven't gotten above 11 on anything else

alpine hemlock
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duo is cheat mode, this is known

wild timber
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that bodes ill

fluid solstice
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I'm not great at optimizing Fleet nor do I switch around the layout that much so take it with a grain of salt

wild timber
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i mean frankly being in the discord at all is gonna put you in the top 50 percentile baseline

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just the nature of how community engagement works

shell jasper
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Mini got high in testing i wonder if some breakpoint occurs or of it was just various bugs and minor tweaks that have compounded

wild timber
#

@nova light reveal your secrets

shell jasper
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Oh there was a bug that buffed beam for a while

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And testing was focused on that

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Sup might be big chunk

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Bed now so figure out the way to go and can probably do it tomorrow

fluid solstice
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In Sylv we trust ๐Ÿ™

wild timber
#

prayge

alpine hemlock
#

limit normal runs to fewer than all 5 ship types seems like a no brainer to me

wild timber
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the thing is, what if you get limited to like, no normal cruiser

alpine hemlock
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the question would be, is a "6 point" spawn with both our heavies like "cruiser hcruiser fighter corvette" too much

wild timber
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how do you handle missiles at that point

alpine hemlock
#

raw power, dont draft them

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but yeah if the "real" answer is a mod, at least two ships should have access imo

alpine hemlock
#

ECM mod: Enemy missile projectiles have a 50% chance to miss your fleet, provided that any ship with this mod survives.

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(to avoid rng, literally every other missile launched misses)

sick yacht
#

New UT is hard, had to do multiple tries for a stage 10 clear

storm bay
#

stage 10, 14th kek

wild timber
#

oh hey darg

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did you reinforce

river flax
wild timber
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unironically that would be fun

river flax
#

Make it a galaxy 14 upgrade

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+1 reroll

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EZ

shell jasper
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you guys were spposed to solve this for me while I was sleeping

river flax
#

You were supposed to have Galaxy 7 ready a week ago

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Use ChatGPT to generate the grid

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Totally won't be complete horseshit

wild timber
#

sorry sylv

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i passed out for 11 hours

shell jasper
#

so uh...
more base hp
4 ships randomly choosen (1 of each)
maybe a reroll on upgrades?

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or the grid could start wider with 5 ships

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I dunno how much that actually does though

alpine hemlock
#

i think maybe it should be "5 enemy small ships" worth of ships?

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cruiser hcruiser + 2 might still be too crowded

shell jasper
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hmmm I dunno, an occasional extra big one might be fine, still 1 less then now

river flax
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Do you "have" to start with 1 of the ships in order to be able to get more

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Dunno if this is a good idea, but maybe be able to "unlock" the missing ship if you need it (if the programming allows it)

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But that dilutes the upgrade pool

shell jasper
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nope it can just show up and you can be brave nd take it to futther dilute your choices lol

river flax
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I mean you might need it

shell jasper
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well if do 4 ships dont need to increase base hp I guess

wild timber
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depends

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how much damage does a single like, s8 missile do to the base

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80?

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or a bulwark i guess, since those were pretty much impossible for me to deal with even with beams

shell jasper
#

S8 missiles are 3.35 per missile and 8 so 28?

river flax
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3.35*8 = 26.8

shell jasper
#

ill just do 4 ships and not increased complexity from last one and se ehow she goes

river flax
#

Alright you skibidi sigma Sylv

obsidian glade
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๐Ÿค”

river flax
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Also not a big deal

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But this never showed up

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Dunno why

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For April Fool's next year can you make it like

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Mono extreme no choice fragile no extra ships

shell jasper
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an april fools UT setup would be pretty funny

lunar ivy
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Row C at stage 11

shell jasper
#

oh you got to 11? ok its easy enough no changes

lunar ivy
#

no pls nerf I want to bank more than 1 day

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But 11 was actually impossible

shell jasper
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dont owrry

wild timber
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nice

nova light
nova light
#

done

nova light
nova light
nova light
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although I did mention getting shanked on stage 3 after selecting beam laser as an option as that's when all the enemy types come out and woe befall you, beam laser is not good on armored skirmishers

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also has anyone seen the grid slot buffs yet

wild timber
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tbh i have no idea what is good on armored skirmishers stage 3

nova light
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was also testing those

wild timber
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i didn't know those existed so probably not

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are they s10+ only?

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when the grid expands?

nova light
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huh

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no, I got them as early as stage 2

wild timber
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well, the first seed of today has nothing leading up to stage 10 at least

nova light
#

๐Ÿค”

wild timber
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i think everyone just died before getting past stage 11

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ok a few people got past stage 11 while i was sleeping

nova light
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sylv did buff the spawn rate of them for testing and then nerfed it later, but I still saw at least half a dozen on the way to stage 10

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should probably check that

wild timber
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can they spawn stage 1

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could just spam simulation if so

nova light
nova light
nova light
river flax
#

Today's G6 has Rare then Very Rare immediately?

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People were struggling on this 10?

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I got to 14 with no issues whatsoever?

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Ayyy I'll take it

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Oh, it's the 29th, that's why

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Do you unlock this upon clearing G6 or upon clearing your first G6 UT or what

shell jasper
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first G6 UT

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well now, when g6 ut unlocks

river flax
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Ah, I see

wild timber
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you have to restart game i think

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my UT options before and after the savescum yesterday were different

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showed 3/7 options instead of 4/8

shell jasper
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It wont update what it was before until nex tone is set so ya

edgy musk
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I think I am cooked unfortunately ๐Ÿ˜”
good run though

lunar ivy
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Losing to 2 ships staying alive cryge

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Duo modifier is a massive buff

empty cargo
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mono in standard when

urban bridge
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noooooooooo versatile railgun. WHY

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๐Ÿ˜ฎ

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double tap, duo, teleporting fightrfs, fleet buffs, what is this run

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if only I could get more burst fire on my double tap...

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that's... a coup[le artifacts

river flax
urban bridge
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because I didnt want to spawn shield enemies

alpine hemlock
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unless it's changed, it doesn't

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versatile rail gun counts as anti armor

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for spawns

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and gives you some play against the 1 shield spawn you still get when you're all anti-armor. i prefer it to the other one

nova light
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yeah, versatile is actually good

nova light
urban bridge
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orly? this great news. I can stop hating one of my choices

knotty spade
#

Can you make ut harder for more rewards after only g4?

old hound
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i love versatile

river flax
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No, UT isn't ever harder for more rewards except when clearing a new galaxy

lunar ivy
river flax
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Ah, then "after only G4" is weirdly worded

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It requires G5 completion, then G6, etc.

wanton wolf
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Any suggestions? I just unlocked the new galaxy and I'm at the end of my first (pretty lucky) run. I'd like to see if I can make it any further.

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B5 is 2x damage, A5 is 2x health in case it's hard to see. That setup was the closest I've gotten to cracking it so far.

nova light
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ya ded

wanton wolf
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I am indeed. But I'll take 2nd place for the day so far.

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Fun run, looking forward to many more.

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And the OMG amazeballs rewards that apparently just doubled my highest total.

river flax
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Interesting

shell jasper
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man what happeend

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it went from too hard to stage 25s with reroll and 4 ships instead of 5????

river flax
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I didn't need to reroll

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Maybe it was too hard cuz the stats that day?

alpine hemlock
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than 20 mods across 7 ships of 5 types

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quick maffs are wrong, that's why they're quick

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less quick math says +10% more average ship stats at 20 mods and +2ships

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which is still a decent amount

shell jasper
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true, could just keep you ahead of enemy stats vs falling behind and thats the crux of the matter

alpine hemlock
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and i was assuming a lot, such as mods are all +10%

river flax
shell jasper
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it doubles scaling every 10 waves already ><

river flax
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Oh LOL

wanton wolf
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I was mostly just shocked it worked as well in a game mode I'd never played before.

urban bridge
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and we're back to UT for the next 12 months

upper swan
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the artifacts gained in UT, are those the artifacts used for galaxy upgrades in g6?

nova light
alpine hemlock
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yeah duo doesnt count

wild timber
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yesterday gave like a rare + very rare + rare in the first 4 stages and today is a duo

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rerolls are pretty strong though

river flax
river flax
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With 20 sectors of content and 2 new system reworks

urban bridge
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probably 16 months

nova light
alpine hemlock
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time to make an automated galaxy generator

shell jasper
#

doable, but the reason galaxies are jenjoyable hignges on new stuff and new fight layouts with actual intentionaliity I think T.T

brisk lantern
astral jay
alpine hemlock
#

focus on the exciting enemy ship draft

urban bridge
#

the last one has fewer rows of ships

#

do that one

remote rain
river flax
#

Grats

fleet steppe
#

hate this guy

#

man

#

tried to reroll triple corvette twice and still stuck with them

alpine hemlock
#

did you start with corvette?

#

it think it's always been biased against the ships you have least, but idk how that works when starting with 4/5

wanton wolf
#

Here's a picture of something I've mentioned before, not sure if it's intended that taking burst to 4+ lowers damage & dps?

#

I should probably file a bug either way

fleet steppe
#

thought it stopped offering after a while

wanton wolf
#

Boo, my 24 clear only got me 10th place today lol

wanton wolf
alpine hemlock
#

he capped it, then he uncapped again

#

it's only an issue in duo anyway, or mono which is sim only

wanton wolf
#

Fair, but that said my best clears so far have all been in duo, so that's where you're likely to see it

#

And as I said in the bug report I filed, it's a bit of a newb trap, even though it does come with a warning label in the form of the DPS dropping, that's not really something people look at unless they're comparing best options, and if a rare comes up with two not-rares, this is the only case other than replacing a base power with worse one where picking the rare isn't the better option.

#

I guess now you could technically end up replacing a slot buff with a worse one too, but that seems exceedingly rare where this is pretty common

wet terrace
#

first time in z89, must say it went quite well. Should have chosen the last battle better, as I was dominating every one and so I slacked off a bit in checking it.

wanton wolf
#

Had basically the same experience but managed to make it 2 stages further with some creative ship wiggling

#

The one yesterday was my first time hitting the top 10

#

And my first run in the new galaxy type, so probably just a small pool of competitors lol

edgy musk
#

I think I am finally cooked
rolled pretty high along the way
almost died to 25 but managed to eke out a win by cheesing a kill on missilies

#

Duos is so broken

wild timber
#

why do we keep getting duos post-reroll update

#

makes it kind of hard to gauge the current balance properly smh

solemn sedge
#

oh no this is not a friendly duo

shell jasper
#

OG duo

solemn sedge
#

I mean, I say that, but then I just lost at 21 so who am I to judge

#

came shockingly close to winning that one too

nova light
#

all part of the fun

nova light
#

things in this game require you to read

vital oar
#

ok now i need to try this ....

#

have to..
for the achvmnt

#

still 5 retries omfg infinite when

#

i dont wanna ss thatpart of the game :9 tired

vital oar
#

actually this UT is pretty fun - i like such games
and atm i dont need to figure out layouts with DUO mod standart just enjoy life

#

got this thing

alpine hemlock
#

i keep giving new charge laser a chance

#

and it keeps feeling disappointing

#

feels like anti-armor still meta

vital oar
#

lol how many burst fire u guys gathered

#

is it always viable or at some point when bullets are infinite it gives nothing

wild timber
#

idk what the buffs were but old charge laser was actually decent on fighters since you still had so many shots going off per volley

vital oar
#

this one

#

and i guess im dead

#

s25

dire bison
#

3 rows of missile fighters give my PC fans a workout lol

shell jasper
#

lol

alpine hemlock
#

so the first one is +40% damage, the second one is +5% (still pretty good, hard multiplier with no diminishing returns)

#

the third stack is literally a debuff, it's -6.6% damage. it gets worse if you take even more

edgy musk
obsidian glade
woeful zephyr
#

It definitely does according to task manager

obsidian glade
#

It might, I never checked. I don't recall seeing any specific gpu related code so it depends on what Godot does with the project settings it has

#

But it definitely doesn't feel like it does lol

woeful zephyr
#

It might be the graphics only. Like it probably doesn't do any parallel computations for the game mechanics on the GPU.

#

So idk how much of the missile calculations are done on the CPU vs the GPU.

obsidian glade
#

Oh yeah that's probably what makes it feel so software rendered. I was thinking about rendering only but you're right, all those missiles need to do pathing and everything

#

And I do recall seeing an OpenGL error at some point

#

So yeah you're right

woeful zephyr
#

Mono?

#

This but 1000 times simultaneously in parallel

#

Make it happen please. ๐Ÿ˜†

obsidian glade
#

Rookie numbers!

woeful zephyr
#

Ok 1 million times

#

We may need a game update to make that happen lol

obsidian glade
#

I said it before and I will say it again

#

Pull a zachtronics and package up UT into its own thing

#

Unstable Transit: The Game

#

I'd pay for that

woeful zephyr
#

And then make a 3d version lol

#

Or a 3d sequel like game studios used to do

obsidian glade
#

Risk of rain intensifies

dire bison
# woeful zephyr Is this simulated?

Yes, mono fighters, more choices. If I get bored I run these to inch up in that achievement ladder. Topped out at 40, only g6 sim I've ran so far, so not sure how others compare. Think being selective on the tile bonuses will matter a lot, I ignored some in favor of the small bump in attack speed or power, and I think that was wise.

alpine hemlock
#

i did learn you need to be actually thinking about the tiles

#

defensive tiles on the back row are much worse

empty cargo
#

nice visible base

nova light
vital oar
#

do we know upcoming UT mods? r they predetermined?

obsidian glade
#

They're based on the same seed everyone has so yeah they're predetermined but I don't think anyone wrote a prediction tool yet

vital oar
#

ic

#

well after todays single run - next one is None mod

#

i dunno how it works -

obsidian glade
#

I wanted to a while ago before the UT rework, then I figured I'd wait until that's done, and then never went to do it lol

vital oar
#

maybe Sylv will just share so we can plan our lives ahead and not miss smth like Duo mod

#

also separate question - how to try increased difficulty? not in practice mode

obsidian glade
#

Well for actual runs I don't think you can

vital oar
#

how / thx

obsidian glade
shell jasper
#

uh its not like prearranged, just random seed I cant predict the next ones

#

well, I could probably if like looked into it but USIShrug

obsidian glade
#

Well yeah it's not "predetermined" but it is predictable

#

If you have the seed and the code you can write a UT explorer

#

Which I wanted to do forever and then never did lol

obsidian glade
#

And then you just add the run number to it

shell jasper
#

heres the logic if someone wants to make one I guess

  • Seed is date in YYYY-MM-DD format
  • rolls with randf() which is a random float between 0 and 1
    # setup the rng
    var rng: RandomNumberGenerator = RandomNumberGenerator.new()
    rng.seed = seed_in
    # get the level
    var roll = rng.randi_range(0,len(db.unstable_transit)-1)
    #challenge_level = db.unstable_transit[db.unstable_transit.keys()[roll]].id
    # now modifiers
    run_modifiers = []
    # difficulty
    var rollf = rng.randf()
    if rollf > 0.9: # 90% for standard
        run_modifiers.push_back(Fleet.UTModifier.HARD)
    
    # choices
    rollf = rng.randf()
    if rollf > 0.7: # 70% for standard
        if rollf < 0.85: # 15% for less choices
            run_modifiers.push_back(Fleet.UTModifier.FEWER_CHOICES)
        else:# 15% for more choices
            run_modifiers.push_back(Fleet.UTModifier.MORE_CHOICES)
    
    # ships:
    rollf = rng.randf()
    if rollf > 0.8: # 80% for standard
        # 20% chance for duo
        run_modifiers.push_back(Fleet.UTModifier.DUO)
    
    # other
    rollf = rng.randf()
    if rollf > 0.8: # 80% for standard
            run_modifiers.push_back(Fleet.UTModifier.NO_EXTRA_SHIPS)
            
    rollf = rng.randf()
    if rollf > 0.8: # 80% for standard
        run_modifiers.push_back(Fleet.UTModifier.MORE_MODS)
    
    rollf = rng.randf()
    if rollf > 0.70: # 70% for standard
        run_modifiers.push_back(Fleet.UTModifier.BALANCE)
    
        
    return run_modifiers```
#

apparently theres a blank roll in the front thats not useed any more lol ah well

obsidian glade
#

I'll have to look into godots RNG class but it should be manageable tbh

#

But no, I don't have time for another project like that, lucky will just get mad at me

river flax
#

I'd get mad too if someone disassembled my code and wrote a PRNG predictor lol

obsidian glade
#

Nah lucky doesn't care about that he just wants me to work on my own game

obsidian glade
obsidian glade
shell jasper
#

lol ya, having access to browse code means you can make cool tools/things easier so I dont mind :P

#

think 1.0 might see that go away but dunno

obsidian glade
#

How so? It'll still be Godot no? And Godot is just extremely easy to take apart

#

If lucky moves some stuff to external C++ libraries those parts will be more tricky but the rest should still be super easy

#

(and hey then I at least have a reason to use my IDA pro installation again)

#

But this is getting a bit off-topic, my bad

shell jasper
obsidian glade
#

Oh huh

#

Well that's gonna be fun at the very least

shell jasper
#

lol

#

dunno if will bother just felt like something could do if really push for bigger reach/im a real game now thing

obsidian glade
#

I'm surprised that's not the default tbh

#

But I guess now I know what all that time spent gba hacking was meant to prepare me for

vital oar
#

i like UT overall
feels like i can kill some stages with fail choices

#

also i get like 4k arts even for starting waves so feels ok

#

once per day not enough:(

vital oar
#

what means max?...

nova light
#

max artifacts you can get from that run, i.e. stage 10 cleared

vital oar
#

is that true for all UTs with any mods?

i havent paid attention

#

ok reread tooltips

woeful zephyr
#

How did you get it above 6000? it's possible to increase it more even after getting the new b6?

#

Once that caps at 2.5x what bonuses can you get after that?

#

Something from new warp? Or new splicing upgrades?

nova light
#

no

#

achievements?

woeful zephyr
nova light
#

galaxy artifacts?

woeful zephyr
#

Hmm ok I need to get that one ๐Ÿ˜†

#

Is that the only one?

nova light
#

g6 origin

#

im pretty sure that's it

woeful zephyr
#

G6 origin?

woeful zephyr
nova light
#

um yes

#

when in doubt, check stats & info

woeful zephyr
#

Yeah I'll check that when I'm at my computer lol

#

The new update added way too much active busy work all at once. What ever happened to the idle part of idle game? ๐Ÿ˜†

#

I could have reinforced with all artifacts nearly 2 days ago if I was a robot capable of playing 24/7 lol

nova light
#

lol

#

I didn't run out of fuel even after finishing all artifacts in g6

shell jasper
#

wut

woeful zephyr
#

Yeah that's what's going to happen to me. I should have over 3d fuel and only need like 30 hours

woeful zephyr
# shell jasper wut

I assume it's due to not blowing through all 4d fuel at at the start and having it go up and down

shell jasper
#

the optimize vs fuel per run was off for g6 I feel like

#

actually kind ahard to get through your fuel if really optimizing haha

woeful zephyr
#

Yeah definitely

nova light
#

yeah lol

shell jasper
#

G7 24 hours of fuel and 100 battles

rain kindle
#

and someone will beat it in a day or so. and be back at eoc. ๐Ÿ˜›

woeful zephyr
#

So when is the g7 update?

shell jasper
urban bridge
#

I did good today!

urban bridge
fervent turret
#

so do I just suck or is z89 UT challenging? I've usually been losing at around 12-15 instead of getting to 20-22ish

urban bridge
#

what does it take to unlock z69 anyway?

fervent turret
#

finish g6, innit?

empty cargo
#

clear the final battle

urban bridge
#

z69 has been a bit easier for me than z89 was. But I think the two I've done have just been favorable modifiers

fervent turret
#

๐Ÿค” does z69 artifacts go to 3527.2 per UT?

urban bridge
fervent turret
#

oh, I should've looked at the gain multiplier

#

so yeah... ๐Ÿ˜” I was holding fuel for my base but I guess maybe I'll just do a quick component production and get that last base node unlocked

#

cause that's kind of a big jump

urban bridge
#

lil bit lol

pallid walrus
#

Its possible to get even further

empty cargo
#

much further

mortal otter
#

Nice first ever run in z69๐Ÿ˜Ž

civic dirge
#

lmao nice

#

yeah I've been kinda sleeping on this new update. Sylv_NotLikeThis

rain kindle
fleet steppe
#

mono beam laser is pretty funny

fervent turret
#

when did this show up?

#

that hasn't always been there surely?

obsidian glade
fervent turret
#

I'll take it

#

-# don't tell Nem

obsidian glade
#

Lmao

woeful zephyr
#

is this the maximum artifacts per run you can get?

rain kindle
#

btw... i just noticed that with this new galaxy giving 5800-6187.5 artifacts, spending resources in UT, for say synth, gives nearly 70% increase in speed! this is up from like 7% it used to give pre-update. Is that the intended effect ? It makes UT very power. More so than Fixture (20%) and OD Tiering - which is 1900% but takes a very long time.

nova light
#

they fall off very quickly

rain kindle
#

yeah. i just realized/remembered that.. the more you spend in UT, the less effective it starts becoming.

woeful zephyr
#

It's no longer linear

#

According to the tooltips anyway

upper spade
#

Feeling like I focus on the wrong things when it comes to the upgrades

woeful zephyr
#

Finish g6 basically

#

Nothing much else to it

#

Well finish the artifacts. Don't need to finish the scrap nodes or g6.

alpine hemlock
#

fleet teleport was always a meme but it's impossibly bad now

empty cargo
#

fun right

alpine hemlock
#

ships still use their preferred size targets, so your large ships jump to bulwarks and do nothing all fight

#

prioritizing enemy mediums wasnt so bad in comparison

#

oh he teleport beams are kind of comical

#

you can maintain lock

nova light
#

teleport beam fighters is a weird not quite a combo

fleet steppe
#

How do people feel about slot upgrades

fervent turret
#

very hard to figure out

fleet steppe
#

First one usually seems pretty valuable to me but after that it's a toss up on if I can plan around two

fervent turret
#

is this a candidate for reroll? lol

#

I kinda want to find out how bad beams are on fighters but I think I can save that for practice run

fleet steppe
#

Rail Gun is ok

#

Usually prefer missiles on everything

#

If you don't want railgun then reroll

nova light
#

I tried beam laser fighters and promptly died on stage 12

#

completely could not kill a bulwark that had missiles sitting behind it

alpine hemlock
#

overall i do like that there are enough choices now that the drafting is less obvious

#

pick the one that does the most damage is still mostly correct but now there are slot upgrades and so on to think about

vital oar
#

does fire rate has any impact n charged lazors?

#

it doesnt show dps increase

shell jasper
#

it does, not sure why it wouldnt show dps increase

past wing
#

I dislike charged lasers tbh ๐Ÿ™‚

#

they worked ok for G6 but in UT I prefer dakka or missiles

vital oar
shell jasper
#

Oh, o guess only damage shows dps I'll fix that

shell jasper
#

currently modifier odds are:

  • 10% Hard
  • 15% Less Choice OR 15% More Choice
  • 20% Duo
  • 20% No extra ships
  • 20% More Mods
  • 30% Balance
#

ooooooooh wait, beam laser, no fire rate no work on beam laser, uh, I should amke it work though lol

#

or well it does, but miniusculy

dire bison
#

Hey guys, how is UT reward calculated? I see the multiplier in the Stats and Info page (4.13x for me), but not sure what is being multiplied

fervent turret
#

like secretly?

shell jasper
#

just hard

nova light
shell jasper
#

I dunno copied old one over lol

nova light
#

lol

#

unpin the other one then?

civic meadow
#

what's the best way to gun for the "clear stage 20"? Searching has been difficult to find an answer. I assume it's simulation with more choices, and more mods selected, but is z95 or 89 easier? and does difficulty make hitting 20 easier, or is standard actually easier for those purposes?

nova light
#

mono

#

is really op

civic meadow
#

oh that makes sense

alpine hemlock
#

times artifact multiplier (4.13x), times galaxy multiplier (100x after g6)

#

speaking of that lets us back out that the artifact multipler is actually 4.125

dire bison
#

Cool, thanks ๐Ÿ™‚

tacit cloud
#

barely alive

nova light
fervent turret
#

is there a list anywhere of what weapon upgrades can be?

#

was wondering what the other beam option was, found it

vital oar
#

how to complete this freaking beat stage 10 on expert???

#

oof im failing miserably

#

actually nvm ๐Ÿ™‚

shell jasper
#

haha grats

alpine hemlock
#

however single armored cruiser interacts with HC, it's insane here with barrage missiles

#

i dont remember it being a straight damage buff before

#

but here the increase is more than double

tiny marlin
shell jasper
shell jasper
tiny marlin
#

Not shown: 07-02 was also "No Extra Ships", and I'm pretty sure several before that but I only started paying close attention yesterday...

alpine hemlock
#

which is still +13% more than 145.15

shell jasper
#

its meant to be a slight increase. less total turrets is always worse

alpine hemlock
#

i see

vital oar
#

u might wanna delete the other pin

shell jasper
#

Oh ya

#

Can't do on mobile it seems

river flax
#

First try

nova light
#

to be fair, it still gets the 2x hp and 2x damage block as well is really strong

river flax
nova light
#

it's the "fuck swarmers" ability

#

heavy cruiser exclusive

#

sylv shadow nerfed it from 2% to 1.5% hull

wild timber
#

range of 500 is a little sadge

nova light
#

tbf it hits everything in range so imagine if it had infinite range like hull bomb

#

it gets rid of swarmers which is nice

fleet steppe
#

I'm not super sold on it

#

Swarmers can demolish your heavy cruisers if the timing of the pulse is off

#

Still probably worth picking

nova light
#

good thing armor tank works on heavy cruiser too

fleet steppe
#

Idk if it's me but heavy cruisers seem more prone to double target the same enemy than regular cruisers

nova light
#

im pretty sure it's because their projectile speed is lower

fleet steppe
#

I guessed it was their movement speed causing targeting issues, didn't know about the projectile speed

wild timber
#

heavy cruisers should have the normal s turret retargeting where they just mark a guy as dead if a projectile in motion is gonna (over)kill it

fervent turret
#

yeah but what happens when the enemy also benefits from it

fervent turret
#

umm... how is this fair

#

the sniper there just decimates me no matter how I set up

#

but also why is there so many freaking enemies

#

it's only fight 4 and not on hard mode or anything

#

made it to 12 but that did not feel good, I don't really follow how you're meant to cope being outnumbered nearly 2 to 1, that's not a difference positioning can really make up for

#

not until you have at least 20 stage's worth of upgrades

wild timber
#

new ut feels like feast or famine

nova light
fervent turret
#

are they though?

wild timber
#

well, in terms of enemy generation, yes

#

still kind of sucks if you can't get missiles early

fervent turret
#

that feels like a 1.2-1.5 at best comparison early on

alpine hemlock
#

they're about double the raw damage too

#

but if you've drafted 6/8 points of cruiser, you better avoid drafting swarmers

#

if the enemy was mostly two ship spawns you'd do ok

fervent turret
#

I don't think it's even the swarmers there really being the issue so much as the thirty two mediums

wild timber
#

those aren't mediums

#

and cruisers handle normals fine

fervent turret
#

I don't think they are, the 'normals' seem like the constant thing that breaks the camel's back for me

alpine hemlock
#

i feel like they're always fine

#

they counter nothing in particular

fleet steppe
#

Cruisers kinda weird in UT compared to galaxies for that

#

Missiles help a lot for spreading out the high cruiser damage to a bunch of smaller ships

But Battle 4 lol

fervent turret
#

same thing again here, it's not really the swarmer, shotgun, or snipers doing me in, it's the stinking normals

#

basically forced base damage

#

and again, it's the normals here making this impossible to win

#

they take too long to deal with no matter how I position so the snipers just clean up

#

straight up unwinnable

shell jasper
#

you have to lose at some point ><

fleet steppe
#

Wtf bad game design where is unstable transit prestige

river flax
#

We call that "Galaxy Completion"

vital oar
#

i need some DUO or another decent mod asap - cause ive used all 25 banked runs

#

and i cant even reach stage 10 with this crap we have lately ๐Ÿ˜ฆ

#

still got about 6 days to bank charges so i hope

river flax
vital oar
#

cause 4 random ships and random bad upgrades i dunno

when DUO, etc modes apply massively to one type of ships so all ships got buffed etc

#

easy to get to stage 20 etc

#

well what do u want if some modifiers are negative and some are just positive boosts

#

ofc we will have less progress with negatives

#

ive made a mistake ive been using some of 25 banked charges when i could get to stage 10 at least on some days

alpine hemlock
#

drafting enemies is a lot more important now. it's not just "avoid shield mediums"

#

early missile guys when you have fighters for example, lights out

vital oar
#

now i will only use such stuff if i cannot get to s10 that day etc

vital oar
#

thats ok

i just hope in the next 6 days ill get something good

#

or 4 days? im not sure how it works UT charges + Astrium

alpine hemlock
#

oh ive basically never ran when i had banked how does that work

#

if you get less than your bank you just keep the old one?

vital oar
#

actually if i get less than s10 i load backup save

#

so i dunno

#

but if u reach s10 and accept reward, banked stays banked and not spent

nova light
# fervent turret straight up unwinnable

well yeah, that is going to happen at some point because enemy stats scale faster and faster the higher up you go, even if there's one single sniper you will lose eventually

fervent turret
#

I don't think "at some point" should be as early as stage 3 or 4

#

10+ is more reasonable but going from seeing how far I can go and getting to 20+, to whatever is going on there, it feels off

nova light
#

stage 3 or 4 is definitely wrong

#

but the generally intended point is to be able to clear stage 10 most of the time (but not all of the time!)

alpine hemlock
#

i do often feel like i hit a weak section early on. where you dont have weapons or good upgrades

#

i usually dont take damage but you do have to try a little, change around the layouts

#

then it gets easier and you steamroll for a bit, then it gets hard again until you lose

#

and like i said before, if you have a lineup with weaknesses, like 2 cruisers or 2 fighters, you have to pay attention to the enemy draft now

#

even early

wild timber
#

i feel like the 3x5 grid thing makes fights a little easier past s10 because on average you get less "unfair" enemy layouts

nova light
#

that's good

#

keeps the game interesting as layout actually still matters

wild timber
#

yah, but what i mean is more that we could probably just get the grid from stage 1 to mitigate bad enemy spawns

nova light
#

hmm true

#

guess that lets you get grid buffs on the back tiles earlier too (has anyone even seen those yet?)

fervent turret
#

I dunno, all I know is the grid buffs seem to screw me more than they help me, if anything

wild timber
#

barrier grids suck pretty bad but everything else is good

nova light
#

although since the b43 support has been buffed to two barriers, maybe the barrier grid can be two as well

#

it's honestly not that much better because of the old issue 'most dangerous enemies fire in pairs' but it's something

river flax
#

Barrier Grid good against Snipers

nova light
#

yeah but there's also just a like

#

barrier mod

lusty ocean
#

Did today's UT reset get bugged with a hidden hard/extreme mod?

nova light
#

what?

#

extreme can't spawn in standard and also they only affect the difficulty multiplier scaling of enemies

#

enemy types shouldn't diversify on stage 1 though

#

did you save scum?

lusty ocean
#

but that's what I thought, there should only be the grey 6-packs on stage 1... not a sniper, a swarm, and blues and oranges everywhere

alpine hemlock
#

not to mention you have 5 points of ships and the enemy has 7

nova light
#

wow, built in anti cheater :)

lusty ocean
#

Is that new? Iโ€™ve been backing up and restoring for a while on iffy mod combos and never seen it before today.

Also is it intended? Because if so, thatโ€™s just not funโ€ฆ

river flax
#

"No Choice" should ban rereolls

wild timber
#

fewer choices should also start with fewer rerolls

nova light
urban bridge
#

is beam laser any good

nova light
#

not really, but its too variant upgrades are extremely good

urban bridge
#

I've only sseen split beam, what's the other

nova light
#

rapid

#

quick charge laser but beam

fervent turret
#

I feel like I start losing every time I take beam so far

#

also feel super, super, super unsure about hull boost (on cruisers/hc) vs damage boost vs rate of fire

#

my ships getting creamed too quickly feels like an issue, not having enough rate of fire for the inevitable being out-numbered feels like an issue, but the scaling is an everpresent issue requiring the damage boost

#

and a lot of the ship abilities feel like bait because ships start dying before they even proc to get value

#

I don't even understand what is going on here

#

this is fair?

#

there's such wild swings between fights like this where there's no hope and then next few fights can feel like a breeze

#

also very unsure about missile launcher on cruiser/HC, expanding the targets it can hit at once seems good sometimes but other times like it's just ruining any chance to deal with other 'mediums'

alpine hemlock
#

in that image your fleet is 4/7 cruiser and you drafted into 4/7 swarmer

#

idk if you should be losing on stage 5, but that is supposed to be a bad matchup

wild timber
#

i also wouldn't have taken charge laser with that lineup

#

normal corvettes were the closest thing you had to anti-swarmer

wild timber
#

because they have high opportunity cost

alpine hemlock
#

i think missiles are just the best weapon

#

there are scenarios where spreading damage out hurts you but fights dont last very long and are very chaotic

#

and even heads up what you lose on mediums surviving with low health you gain on lower overkill

undone kiln
#

Is me or charge lazer , beam are just a trap

obsidian glade
#

Charge is pretty bad from what I've heard yeah

#

Which is funny given how strong it is in normal combat

shell jasper
#

is beam feeling underpowred? I think the upgrade versions of it are quite good but maybe they only quite good copared to basic beam?

lusty umbra
#

Did some random simulation run and I was able to reach 32 with mono barrier fighters ๐Ÿ˜›

#

It was fun

#

Unlikely ever happen in real run though

fervent turret
#

there's just too many quick-priority targets for beams, which are sustained-single-target-DPS-ramping-up-over-time, it's like the opposite of priorities in UT

#

even with the splitter it's just constantly overwhelmed by target-richness

#

lowkey the default weapons feel better than most of the options

novel quiver
#

every time ive used beam or charge laser ive regretted it

urban bridge
#

rate of fire and # of targets are very important in UT

novel quiver
#

you get beam for your first weapon, fight a bunch of swarms, and take a bunch of damage lol

woeful zephyr
#

so what's the best choice for HC?

urban bridge
#

who knows, I havent seen HC yet lol

shell jasper
#

HC can have missiles

grave horizon
#

Yep, I've had missile HC

wild timber
#

beam should probably stop advancing super into the enemy's face at least

nova light
nova light
fervent turret
#

well I have but it doesn't particularly seem any more useful

#

2x targets slow ramp or 1 target fast ramp ๐Ÿคทโ€โ™‚๏ธ

nova light
#

maybe the burst fire issue made it seem stronger than it was

#

๐Ÿค”

river flax
#

I tried to save scum

#

And this is my wave 1 when it was wave 6 before?

#

I tried to save scum cuz I accidentally selected Beam Laser but RIP

nova light
#

built-in anti-scumโ„ข

river flax
#

Fair fair LOL

#

Gotta respect Sylv if true

fleet steppe
#

Beam lasers have felt horrendous

#

Its way too easy for them to get clogged on the wrong targets, can't plan on enemy layouts ahead of time for it, and every upgrade put into beam ships means other ships are harder to deal with comparatively with their low target rate

wild timber
#

yeah beams are pretty garbage, tried fighter and corvette and it made those units unusable for the rest of the run

shell jasper
#

Even with second tier?

novel quiver
#

Never gotten to second tier because I died to fast after choosing beam lol

#

If beams had a bit more range and like prioritized large things or furthest things maybe they might be worth it (or that might be too strong)

#

Even in G6 most of the best runs didn't use beam unless there are just an overwhelming amount of those shield charge dudes

terse night
#

Charge lasers also feel bad. Most times it only works when you outnumber them. Anything else just gives them a lot of 'free' hits. IMO. They work in regular galaxy content because you can switch them off when appropriate.

fleet steppe
#

Second tier beams seem interesting but it's such a dangerous gamble to attempt even with a Duo run to minimize the time you spend with a basic beam laser (mostly because now half your ships are basic beams and it'll get you killed)

shell jasper
#

ok so I can uh...

#

up their base damage a little and change the closing in distance so they stay out a little more?

#

they already ramp decently fast for killing small stuffs or I guess, what is the key issue on beams?

fervent turret
#

being outnumbered is their key issue

I mean that's always been true throughout the game - you never go beams in swarmer sectors, you don't stick to beams in galaxy unless there's regen enemies or bases (and oftentimes not even then)

#

unless you alter UT turret behavior to enable each to target independently of each other rather'n all focusing nearest target always, I don't really see how you can fix it tbh, not without basically remaking what beams are to begin with

shell jasper
#

they do target independantly in the group they are in

#

well, for kill shots etc I mean

#

I dont think purposefully not firing when they could fire to kill something faster is going to be better overall behavior

fervent turret
#

USIShrug their gimmick is single target high ramped sustained DPS

#

the kill shot logic just doesn't efficiently apply to that

#

I think the idea's been floated before but what about targeting settings for fleet battles, just in general? basic avoid/allow, high hp/low hp stuff

#

-# rip to the g6 spreadsheet if that happens but I still think it would be an interesting way to affect what's going on

shell jasper
#

im just generally against that since it so significantlly increases complication/combinations for clears. Its already a hot mess to find a near optimal solution to each battle, target settings that will cascade and completely alter fights, and still have situations where "dumber" seeming targetting settings win out needs a hyyyyyyyyyyper good reason to go in

#

baked in settings per weapon is more plausible

#

but still a little obtuse potentially there

fervent turret
#

-# that sounds you've tested this in a dev build ๐Ÿค”

#

I think the other direction is toning down how badly outnumbered we are in UT

#

like, I've been recommended all-MLs from the very start

#

and it's always made me scratch my head because of how one-dimensional MLs are for armor + high amounts of enemies

#

but the more I've done UT the more I see why

#

I also said this before but between CL, beams, and railgun, all three seem like a sidegrade or down grade to the default laser/kinetic cannons to me... like I'm genuinely curious about if I could test a run where you aren't required to change the weapons

#

my suspicion is that that feeling is just the same root cause, being outnumbered

alpine hemlock
#

the first target is ok, because they warm up before they get in range. but they switch targets SO slow

#

all target the same ship, ramp up, it dies.... everybody sit there doing nothing for a second

#

all target the next same ship, repeat

#

can we make charge start to time tick down as soon as it fires, like while the beam is beaming?

#

so that they can start beaming again right away if the target takes at least the charge time to die

#

or just, make the charge time 0 seconds and nerf the ramp speed to compensate. beams are instant, the lore checks out

shell jasper
#

the target switching is relatively fast on beams im pretty sure

#

I mean its not gatling but I think its as slow as default weapon at worst? I could be wrong though dont fully recall offhand

alpine hemlock
#

i was looking at beam fighter vs swarmer which is like the worst case scenario and is supposed to be bad

#

but it's real bad

shell jasper
#

well is anything vs swarmer other then missiles and I think the faster mini rail not bad?

alpine hemlock
#

yes. but if rail has 1.2 and charge laser has 1 fire rate, meaning 0.83 or 1 second to acquire a new target

#

beam has 1 second plus time to kill

#

charge and rail overkill and miss too, but the cadence is faster

terse night
#

IMO, "I'm firing my lazor. Oh target died. Why turn it off? Lemme just sweep to the next target"

#

We're pulling in alien supply ships with void pierce. Do we really care about "Maybe in 10k years I just accidently lasered a planet"?

river flax
#

Death Star for final boss of USI or bust

#

Go toe to toe with Disney

#

We will support you

shell jasper
alpine hemlock
#

yeah it's not charge it's fire rate

#

point being.

  1. beam shoots, target instantly dies, beam waits 1 sec, shoots again
  2. beam shoots, starts to ramp, target dies in 0.79 seconds, beam waits 1 sec, shoots again
#
  1. is fine, that's just overkill. charge laser would do the exact same
#
  1. is kind of rude. it takes 1.79 seconds per target
#

Instead, i'd like:
2. beam shoots, 1 sec fire rate timer starts, damage starts to ramp, target dies in 0.79 seconds, beam waits remaining .21 sec, shoots again

#

it's still beam, so it's low damage the entire time because it's switching targets. but the cycle time is still 1 sec per target like charge laser would be

shell jasper
#

it had quite a bit higher fire rate in testing for a bit bu it totally dominated

#

the ramp time starts relatively high and the top end damage is higher then other weapons so its actually ok at killing small guys soon into the ticks, giving it real fast fire rate with that change would probably be overkill, can try like 2x fire rate instead I spose

#

although... thats part of what the fast beam 2.0 doess

alpine hemlock
#

i appreciate it's not an easy problem. the engagements are so chaotic and short

#

there's not a lot of space to play with

fervent turret
#

genuinely curious what slowing down rate of fire universally in UT would be like

#

for both player/enemies

alpine hemlock
#

range would matter less

#

and also positioning. everything would be full slugfest, even more than it already is

fleet steppe
#

Fire Rate and distancing(speed?)/range would need to change a lot for me to consider beam

#

fast firing/multi target weapons are acceptable against big targets, but slow firing weapons are a death sentence against masses

fervent turret
#

is versatile railgun also just bad?

#

it's hard for me to shake the idea that having both armor & shield damage bonus is good but every time I take it I feel like I can't keep up

river flax
#

Versatile is almost always good?

nova light
#

the basic one still sucked

median marlin
#

Any good strategy tips for this? I never seem to make it very far

wild timber
#

damage upgrades are generally king, don't blindly pick +cruiser/hcruiser if you don't have good upgrades on them yet because they also make enemies scale up faster

median marlin
#

So just all in on straight damage upgrades, ignore range and hull?

wild timber
#

p much yeah unless you have no better options

alpine hemlock
#

damage and fire rate

#

also, pick anti armor weapons

#

missile and railgun

#

with prioirity on the ships that start out anti-shield (fighter, corvette, HC)

#

you want no lasers on your whole squad ASAP

#

aslo, look at the enemies. dont draft the thing that kills you. missile boat if you have fighters, shielded mediums when you are anti-armor, swarmers if you're half non-missle cruisers

vital oar
#

its Duo after the first (None) run today

#

and once again after that

#

pump your banked runs

woeful zephyr
#

21 stages clearing using the duo

#

and then I'm out of fuel and can't do the second duo ๐Ÿ˜ฆ

#

and won't have enough before the day changes ๐Ÿ˜ฆ

light verge
#

i love rockets

#

but how do you make it so i don't die to shotguns

fervent turret
#

what does this even do if I have beams on my fighters already? (screwing around in practice mode)

fervent turret
#

-# isn't this tooltip misleading then

alpine hemlock
#

the burst count multiplies beam damage

#

the actual mod still has the damage reduction too

#

so the dps is correct, with ramp

young oxide
#

Can the beat level 10 on extreme acheivement be done in any galaxy? Is it easier to do on one vs the others?

nova light
lusty umbra
#

how far one can go with most preperable options?

#

lv 30 has softwall to kill you no matter what I guess

nova light
#

well choose enemies that don't have skrimishers for one

winter flicker
#

how do you activate the double click ability? sounds like a silly question but i have tried double clicking on them, shift/ctrl/alt clicking ect

doesnt seem to work for me so seems like a pointless upgrade unless there is something i am missing?

alpine hemlock
#

if you mean "double tap"

#

that's refering to the idiom for shoot twice

#

it gives frigates +1 burst for a bit when the bar fills up

#

there are no manually activated abilities

#

@winter flicker

winter flicker
urban bridge
#

my first UT with HC! ๐Ÿ˜ฎ

#

oh neat

#

too bad their range is 500++

novel quiver
#

But enemy range could be less

#

1.5% also seems like a small number unless their hp is just that larger than everything else