#Unstable Transit
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I just gave up after stage 10, did people really not try harder
22 minutes after reset, probably only 2 people did a run
yeahh im going down
I was all excited about rank 1
then I was like "wait, it's the 14th. How many minutes has it been since this rolled over... ๐ฆ "
Whatever. Screenshot says you made it to number 1. That's good enough for me
immortality is a long and dangerous path
do i get this achievement after finishing a run?
for to many mods
enough
I would like to leave now
the most fearsome enemy ever encountered
out of interest, what difference is there in UT between z95 and z89?
I assume 89 is more artifacts, what else
z89 has double artifacts and you both start with a cruiser and can get more cruisers
might be some enemy stuff too, can't remember if mediums show up on z95, only did it once
yea you get mediums in 95
m0Re CHoiC3s!!!11
gatling
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
does armor tank cruiser show up in g4 origin?
no
huh
so also only weapons and hull mods that have been unlocked in that galaxy or earlier too
I did good once!
not a bad rank history
why you so good at UT ๐ฆ
I need to win at a galaxy again so I can feel good about myself
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.
based on g5 I think it's very different
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.
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
should be a decent amount of crossover, but galaxy is more baout your patience in obtaining a perfect layout and optimizing scrap gains
yeah, aka more annoying ๐
g6 at least doesn't seem to have a major split path
damn that's a long main path..
yeah bottom right is the biggest detour
looks like no loops this time unless I missed something
hey the spoiler
no you can't edit images sadly
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
Range can be ok sometimes, but definitely skip hull
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
mono cruisers in the simulator can get me almost to wave 30 relying on hull bomb
hull bomb having infinite range is kind of funny
snipers really good against lingering snipers
I haven't tried CL yet, but with all the buffs its gotten, surely it's usable now.
Only real exception to this is on single armored cruiser, then it becomes more:
damage
hull
fire rate
range
Because extra chip damage protection is worth it.
My highest is a 26 clear, but that was on duo/balanced/more choices
I'll have to remember the hull bomb infinite range thing, that's good to know.
huh, i totally missed that line - UT Charge Laser increased damage and reduced how close ships with it will get to their target
i spent my instability on banked without checking ๐ฆ
RIP
No worries
Stage 19 is my best clear, a few days of not having to do it LOL
Why does it list x1.1 at the top if it's variable?
the top is the first level of it is all
What do you mean "first level" it has "no defined" level, no?
right
I mean its there as an "artifact" of how upgrades show, not needed but easier to just have and sho wrest
this information is not really helpful here, the exponent is more important, but custom tooltip case to hide it would be work for sylv ๐
fair
Oh, I see
Yeah the 1 artifact assumption is interesting
Stated that way, I think the reasonable assumption is 1.1x per artifact
Which is insane for obvious reasons
bug
save quit reload, should fix it
thank you!
I got it too. ๐
Saving and quitting and starting the game again didn't work
After a minute or two they suddenly shot and killed it
We call it "Time Dilation"
They're shooting so fast that our perception of it is slowed down
Not actually time dilation I know
It happens quite frequently
wait this isnt beam though
what uptgrades do they have?
I thing charge laser
But I've also had this issue with the small fighers that had rail guns.
If you want I can try to replicate it to give you better infos.
Replicated it with this.
I do feel like that the burst isn't working anymore either.
Getting it in every stange with the mini rain gun fighters
Same once I reached the versatile rain guns
if you can make it happen nearly "on demand" in UT let me know
at first this was only beams, butnow its spread O.o
With the mini rail gun I can make it happen on demand pretty much. ๐
I will try the charge laser again too
Hmm charge laser and charge laser sniper don't have it.
Can't reproduce this issue with missiles either.
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
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.
oh ok Ill check burst
If you want me to check out more let me know
burst being a thing is a good lead ill try to figure it out
burst just doubles beam damage
I did actually run this one
Did I do so poorly as to not place, or was it bugged, or what
Duo is pretty epic
duo cruiser hcruiser when
looks like it's 5 corvette 5 fighter this run
should always show, so bugged or you did wrong galaxy or something
I totally did G5
Still having it with the versetile mini rail gun once I got burst. ๐
on 0.5?
THis version
womp
It appears to be working properly with the charge laser.
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
fighter teleport is a rare mod, fleet teleport is a very rare
two different mods
never knew there are 2 different ones, thanks!
check if you are on latest version
conveniently there's a long pin listing every single one ๐
ok so weird question, but my corvettes just jump on the back of the enemy, bugged?
fleet teleport drive
affects all enemies
oh so its new
"fleet teleport drive" and "teleport drive" are different
ok
needs a different icon honestly
this is my fav perk anyway, its instantly +5-6 levels
I am, and this was a few days asgo
new ut feels considerably more difficult
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
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
barely scraped to a s10 clear
actually that's a s9 clear lol
last time he rebalanced the stage 1 base to not change based on the new cruiser
or something like that? does HC do the same?
i have no idea, but i do know that s9 enemies can one shot the base from full hp
and that i fluctuate from losing 450 base hp to losing no base hp by tweaking a single cruiser placement
it's way too swingy for a roguelite system atm
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
also my beam cruisers lose 1:1 trades with mediums
i think beam griefed this run
im gonna savescum probably
do we know the rare upgrades for heavy cruiser
nvm i threw the entire run to kill 3 shotguns so i could barely survive stage 10
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
how soon do you start seeing regen shield enemies
Stage 7 z69 easily beats Stage 10 Z89 right
so I guess that's something for lazy people
stage 1 is equal to stage 10 z89
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
oh god, the field is 2 squares wider
so you base is 2 squares farther away from the two surviving snipers on 1 hp
some rounds will take 47 years to end
enemies should gain infinite range 1sec after your ships die
just shoot our base it's fine
as i recall, at first the cruiser counted as a full ship for extra enemy spawns
so it was effectively +20FR but also starting harder and scaling from there
which i think you nerfed to being the same spawns so it was literally just before with a free extra cruiser?
maybe im hallucinating.
About making the base more durable, idk. it's good in that it gives you a chance to come back
but a lot of the time i feel like it would just be an extended lose state
sometimes you lose on layout, which is when base HP saves you, but usually you lose on stats
"no extra ships" runs are already funny that way
you sometimes get to zombie an extra sector or two after you "lose" because 4 enemies cant kill your base
+ship feels really bad in the first 10 stages, it's already cramped as-is and you lose even more flexibility every 3rd stage
and yeah the cruiser thing
stage 1 starting with like 8/10 enemy squares filled
is kind of bad for flexibility lol
Huh I don't remember what I did I'll have to check lol
you just watch your cruisers tunnel on the 4 packs of swarmers and the 1 sniper in the back row kills everyone
bc you didn't get any missile weapons
you might have to RNG us a starting squad
or let us draft one
so we can start with less than the full crew
i would like to just sell my ships for more upgrades
well sure, but ship count is your card game "deck size"
we know from duo/mono fewer ship types is power
I could just do 4 ship starts
3 choices feels like too little now
trading in extra duplicate ships could be a thing i guess
Could also axe or reduce additional ships
you could also roll "3x small and one of the cruisers" or "both cruisers and a small" for example
start with larger grid, more choices per upgrade, and either more upgrades per stage or axe enemy base stats
paired upgrades would be interesting yeah
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
but considering it consumes an instability even if you fail, it just feels bad
it was pretty easy, 10 wasnt 100% free but you had to do something "wrong"
Oh I did up complexity
Aka more enemy types sooner
but i think that's actually good balance, the reward for being "good" doesn't need to be more artifacts
well like, the thing is that the grid is so small that you can't really react to enemy layout much
but is it sustainable for the next galaxy
sticking with 3-4 starting ships on the 10 slot makes sense
this is stage 1
and you keep getting more ships every 3rd stage
you always see enemies at 8/9 squares full
not much breathing room anymore
yeah i don't think we want 7 "spawn point" starts
i feel like missiles might be overstatted too but it's hard to tell right now
it's also silly that cruisers with beam still lose to bulwarks on like stage 5
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
when they're all reduced to a hunk of stats
well, the missiles are shredding cruisers
Hmm beam for buffed last second too, though only slightly. Should do ok vs bulwark
so i don't actually know what an antimissile ship is supposed to be
we don't have any mods starting out
no armored cruiser etc
so it's very hard and unreliable to try to play around the new enemy types
increased complexity on its own is fine, but we don't have tools to actually engage with it
especially early on, given the roguelike nature of ut
i think one missing element is a way to draft a tank specifically
also i do think you should see how other people are dealing with ut atm
because i only did 3 runs, 2 of them savescummed
+hull is underpowered, but also importantly it's better on already good ships that do your damage
like all mods
the diminishing return thing was nice but it feels a bit too gradual and probably only palpable at high stages
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
so i want like a "++++++hp -----damage" mod
yea, i did notice the baseline is permanently s7 now
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
if the initial impression is "it's a little hard" and "it's a little cramped"
probably should fix the second one first, cause that spins the wheel on difficulty
i scummed 3 runs to get to stage 10 before immediately dying
and that stage 10 was apparently a rank 8, though idk how many people have actually unlocked ut yet
The only good/successful run I had was duo ships both being the cruisers, haven't gotten above 11 on anything else
duo is cheat mode, this is known
that bodes ill
I'm not great at optimizing Fleet nor do I switch around the layout that much so take it with a grain of salt
i mean frankly being in the discord at all is gonna put you in the top 50 percentile baseline
just the nature of how community engagement works
Mini got high in testing i wonder if some breakpoint occurs or of it was just various bugs and minor tweaks that have compounded
@nova light reveal your secrets
Oh there was a bug that buffed beam for a while
And testing was focused on that
Sup might be big chunk
Bed now so figure out the way to go and can probably do it tomorrow
In Sylv we trust ๐
prayge
limit normal runs to fewer than all 5 ship types seems like a no brainer to me
the thing is, what if you get limited to like, no normal cruiser
the question would be, is a "6 point" spawn with both our heavies like "cruiser hcruiser fighter corvette" too much
how do you handle missiles at that point
raw power, dont draft them
but yeah if the "real" answer is a mod, at least two ships should have access imo
ECM mod: Enemy missile projectiles have a 50% chance to miss your fleet, provided that any ship with this mod survives.
(to avoid rng, literally every other missile launched misses)
New UT is hard, had to do multiple tries for a stage 10 clear
stage 10, 14th 
Time to give us BANISHES and REROLLS
unironically that would be fun
you guys were spposed to solve this for me while I was sleeping
You were supposed to have Galaxy 7 ready a week ago
Use ChatGPT to generate the grid
Totally won't be complete horseshit
so uh...
more base hp
4 ships randomly choosen (1 of each)
maybe a reroll on upgrades?
or the grid could start wider with 5 ships
I dunno how much that actually does though
i think maybe it should be "5 enemy small ships" worth of ships?
cruiser hcruiser + 2 might still be too crowded
hmmm I dunno, an occasional extra big one might be fine, still 1 less then now
Do you "have" to start with 1 of the ships in order to be able to get more
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)
But that dilutes the upgrade pool
nope it can just show up and you can be brave nd take it to futther dilute your choices lol
I mean you might need it
well if do 4 ships dont need to increase base hp I guess
depends
how much damage does a single like, s8 missile do to the base
80?
or a bulwark i guess, since those were pretty much impossible for me to deal with even with beams
S8 missiles are 3.35 per missile and 8 so 28?
3.35*8 = 26.8
ill just do 4 ships and not increased complexity from last one and se ehow she goes
Alright you skibidi sigma Sylv
๐ค
Also not a big deal
But this never showed up
Dunno why
For April Fool's next year can you make it like
Mono extreme no choice fragile no extra ships

an april fools UT setup would be pretty funny
oh you got to 11? ok its easy enough no changes
nice
they don't exist, it's unfair
I'll plop the ability int he compedium
done
that's dirty because you can't adapt to enemy types that early
hull bomb stonks
probably, I was mostly running beam and finding various bugs around it that we didn't really look at other things (and because no other testers play UT apparently)
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
also has anyone seen the grid slot buffs yet
tbh i have no idea what is good on armored skirmishers stage 3
was also testing those
i didn't know those existed so probably not
are they s10+ only?
when the grid expands?
well, the first seed of today has nothing leading up to stage 10 at least
๐ค
i think everyone just died before getting past stage 11
ok a few people got past stage 11 while i was sleeping
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
should probably check that
armor tank is also available on heavy cruiser :P
pretty sure not that early
50 FR of starting ships ๐
Today's G6 has Rare then Very Rare immediately?
People were struggling on this 10?
I got to 14 with no issues whatsoever?
Ayyy I'll take it
Oh, it's the 29th, that's why
Do you unlock this upon clearing G6 or upon clearing your first G6 UT or what
Ah, I see
you have to restart game i think
my UT options before and after the savescum yesterday were different
showed 3/7 options instead of 4/8
It wont update what it was before until nex tone is set so ya
I think I am cooked unfortunately ๐
good run though
mono in standard when
noooooooooo versatile railgun. WHY
๐ฎ
double tap, duo, teleporting fightrfs, fleet buffs, what is this run
if only I could get more burst fire on my double tap...
that's... a coup[le artifacts
Why is that a bad thing
because I didnt want to spawn shield enemies
unless it's changed, it doesn't
versatile rail gun counts as anti armor
for spawns
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
yeah, versatile is actually good
note that the damage type display is still armor
orly? this great news. I can stop hating one of my choices
Can you make ut harder for more rewards after only g4?
i love versatile
Huh?
No, UT isn't ever harder for more rewards except when clearing a new galaxy
I think they meant selecting another galaxy for 10x rewards
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.
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.
ya ded
I am indeed. But I'll take 2nd place for the day so far.
Fun run, looking forward to many more.
And the OMG amazeballs rewards that apparently just doubled my highest total.
Interesting
man what happeend
it went from too hard to stage 25s with reroll and 4 ships instead of 5????
quick maffs spreadsheeting estimate of 20 mods spread across 7 ships of 4 types is about 30% more total fleet stats
than 20 mods across 7 ships of 5 types
quick maffs are wrong, that's why they're quick
less quick math says +10% more average ship stats at 20 mods and +2ships
which is still a decent amount
true, could just keep you ahead of enemy stats vs falling behind and thats the crux of the matter
and i was assuming a lot, such as mods are all +10%
Increase scaling every 5 waves after 10 ๐
it doubles scaling every 10 waves already ><
Oh LOL
TBF I was getting 24-26s on the previous galaxy on duo runs fairly regularly.
I was mostly just shocked it worked as well in a game mode I'd never played before.
and we're back to UT for the next 12 months
the artifacts gained in UT, are those the artifacts used for galaxy upgrades in g6?
the difference is it's a duo run
yeah duo doesnt count
yesterday gave like a rare + very rare + rare in the first 4 stages and today is a duo
rerolls are pretty strong though
No
But you said you "hadn't played it before" but you were doing 24-26 runs?:
1 year for G7 that better be some 300+ run GAUNTLET
With 20 sectors of content and 2 new system reworks

time to make an automated galaxy generator
doable, but the reason galaxies are jenjoyable hignges on new stuff and new fight layouts with actual intentionaliity I think T.T

The illusion of choice?
focus on the exciting enemy ship draft
Nice.
Grats
hate this guy
man
tried to reroll triple corvette twice and still stuck with them
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
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
thought it stopped offering after a while
Boo, my 24 clear only got me 10th place today lol
I accidentally took it to 5 or 6 once before I realized and it totally killed the run
he capped it, then he uncapped again
it's only an issue in duo anyway, or mono which is sim only
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
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.
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
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
why do we keep getting duos post-reroll update
makes it kind of hard to gauge the current balance properly smh
oh no this is not a friendly duo
OG duo
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
it's intended
all part of the fun
basically skill issue tbh
things in this game require you to read
Seems like we tied ๐
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
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
i keep giving new charge laser a chance
and it keeps feeling disappointing
feels like anti-armor still meta
lol how many burst fire u guys gathered
is it always viable or at some point when bullets are infinite it gives nothing
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
3 rows of missile fighters give my PC fans a workout lol
lol
burst fire is +1 projectile and multiplicative -30% damage
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
Sure does
31 is probably completely unbeatable isn't it
Just can't have enough stats
I think it's time for GPU acceleration lol
Wait doesn't the game already use the GPU?
It definitely does according to task manager
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
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.
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
Is this simulated?
Mono?
This but 1000 times simultaneously in parallel
Make it happen please. ๐
Rookie numbers!
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
Risk of rain intensifies
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.
i did learn you need to be actually thinking about the tiles
defensive tiles on the back row are much worse
sneakily nerfed from 2% to 1.5% rip
do we know upcoming UT mods? r they predetermined?
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
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
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
Well for actual runs I don't think you can
uh its not like prearranged, just random seed I cant predict the next ones
well, I could probably if like looked into it but 
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
Since the seed isn't really random either it's just the date string no?
And then you just add the run number to it
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
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
I'd get mad too if someone disassembled my code and wrote a PRNG predictor lol
Nah lucky doesn't care about that he just wants me to work on my own game
I feel like if sylv or lucky didn't want me to dig through their code they'd have yelled at me a long time ago :p
Don't even have to do it ourselves anymore smh my head
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
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
lol
dunno if will bother just felt like something could do if really push for bigger reach/im a real game now thing
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
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:(
max artifacts you can get from that run, i.e. stage 10 cleared
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?
Which ones?
galaxy artifacts?
G6 origin?
Like the B46 one? Or a different one?
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? ๐
I could have reinforced with all artifacts nearly 2 days ago if I was a robot capable of playing 24/7 lol
wut
Yeah that's what's going to happen to me. I should have over 3d fuel and only need like 30 hours
I assume it's due to not blowing through all 4d fuel at at the start and having it go up and down
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
Yeah definitely
yeah lol
G7 24 hours of fuel and 100 battles
and someone will beat it in a day or so. and be back at eoc. ๐
A few thousand timeskippers will
So when is the g7 update?
I did good today!
Sylv is endorsing my sticker!?
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
what does it take to unlock z69 anyway?
finish g6, innit?
clear the final battle
z69 has been a bit easier for me than z89 was. But I think the two I've done have just been favorable modifiers
๐ค does z69 artifacts go to 3527.2 per UT?
oh, I should've looked at the gain multiplier
so yeah... ๐ 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
lil bit lol
Its possible to get even further
much further
Nice first ever run in z69๐
you also unlock another "upgrade" in UT.
mono beam laser is pretty funny
#announcements message
Lmao
is this the maximum artifacts per run you can get?
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.
they fall off very quickly
yeah. i just realized/remembered that.. the more you spend in UT, the less effective it starts becoming.
Damn, how?
Feeling like I focus on the wrong things when it comes to the upgrades
Finish g6 basically
Nothing much else to it
Well finish the artifacts. Don't need to finish the scrap nodes or g6.
fleet teleport was always a meme but it's impossibly bad now
fun right
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
teleport beam fighters is a weird not quite a combo
How do people feel about slot upgrades
very hard to figure out
First one usually seems pretty valuable to me but after that it's a toss up on if I can plan around two
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
Rail Gun is ok
Usually prefer missiles on everything
If you don't want railgun then reroll
I tried beam laser fighters and promptly died on stage 12
completely could not kill a bulwark that had missiles sitting behind it
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
it does, not sure why it wouldnt show dps increase
it's bad, even upgraded for fast beams it still sucked ๐
I dislike charged lasers tbh ๐
they worked ok for G6 but in UT I prefer dakka or missiles
big thx, it doesnt show me so i thought this charging ramping thing works differently - i dunno these words sorry
btw that is charged laser followed by rapid charged laser if u need that info
Oh, o guess only damage shows dps I'll fix that
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
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
do the modifiers change the way the enemies scale at all?
like secretly?
just hard
so is this for like, just G6 UT or UT in general
the only change is +10% chance for balance (ew)
I dunno copied old one over lol
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?
oh that makes sense
15 artifacts per stage cleared, up to 10 stages
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
Cool, thanks ๐
barely alive
'tis but a scratch
is there a list anywhere of what weapon upgrades can be?
was wondering what the other beam option was, found it
how to complete this freaking beat stage 10 on expert???
oof im failing miserably
actually nvm ๐
haha grats
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
Are you sure these odds are working correctly? For z69, 6 days of the last 7 have had "No Extra Ships" modifier...
I think its onot calculating the ship reduction properly for dps is all.
dont see why it would be broken, works afaik
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...
the dps on mods like this is the per-ship dps, which is fine? but 330.22 / 2 = 165.11
which is still +13% more than 145.15
its meant to be a slight increase. less total turrets is always worse
i see
u might wanna delete the other pin
First try
it's such a shame that armor tank armor doesn't benefit from 2x health grid slot buffs, despite the damage block normally being 1% of hull
to be fair, it still gets the 2x hp and 2x damage block as well is really strong
HUH?
it's the "fuck swarmers" ability
heavy cruiser exclusive
sylv shadow nerfed it from 2% to 1.5% hull
range of 500 is a little sadge
tbf it hits everything in range so imagine if it had infinite range like hull bomb
it gets rid of swarmers which is nice
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
good thing armor tank works on heavy cruiser too
Idk if it's me but heavy cruisers seem more prone to double target the same enemy than regular cruisers
im pretty sure it's because their projectile speed is lower
I guessed it was their movement speed causing targeting issues, didn't know about the projectile speed
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
yeah but what happens when the enemy also benefits from it
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
new ut feels like feast or famine
well you have 3 cruisers which are each worth two small enemies
are they though?
well, in terms of enemy generation, yes
still kind of sucks if you can't get missiles early
that feels like a 1.2-1.5 at best comparison early on
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
I don't think it's even the swarmers there really being the issue so much as the thirty two mediums
I don't think they are, the 'normals' seem like the constant thing that breaks the camel's back for me
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
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
you have to lose at some point ><
Wtf bad game design where is unstable transit prestige
We call that "Galaxy Completion"
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 ๐ฆ
still got about 6 days to bank charges so i hope
How do you not hit stage 10?
i dunno ive tried couple runs but die at like 8 or lower - usually to swarm enemies or snipers
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
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
now i will only use such stuff if i cannot get to s10 that day etc
well weve had no ships or smth like that and i died without missiles
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
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?
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
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
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
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!)
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
i feel like the 3x5 grid thing makes fights a little easier past s10 because on average you get less "unfair" enemy layouts
yah, but what i mean is more that we could probably just get the grid from stage 1 to mitigate bad enemy spawns
hmm true
guess that lets you get grid buffs on the back tiles earlier too (has anyone even seen those yet?)
I dunno, all I know is the grid buffs seem to screw me more than they help me, if anything
barrier grids suck pretty bad but everything else is good
about expected
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
Barrier Grid good against Snipers
Did today's UT reset get bugged with a hidden hard/extreme mod?
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?
by save scum you mean backup before I try and reload if it's awful? yes
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
not to mention you have 5 points of ships and the enemy has 7
yeah, if you savescum that will happen
wow, built in anti cheater :)
Is that new? Iโve 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, thatโs just not funโฆ
"No Choice" should ban rereolls
fewer choices should also start with fewer rerolls

is beam laser any good
not really, but its too variant upgrades are extremely good
I've only sseen split beam, what's the other
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'
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
i also wouldn't have taken charge laser with that lineup
normal corvettes were the closest thing you had to anti-swarmer
unlike normal fleet, missiles are an overall dps gain over base weapon too
because they have high opportunity cost
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
Is me or charge lazer , beam are just a trap
Charge is pretty bad from what I've heard yeah
Which is funny given how strong it is in normal combat
is beam feeling underpowred? I think the upgrade versions of it are quite good but maybe they only quite good copared to basic beam?
Did some random simulation run and I was able to reach 32 with mono barrier fighters ๐
It was fun
Unlikely ever happen in real run though
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
every time ive used beam or charge laser ive regretted it
missiles are the best weapon imo. It's usually a race to destroy each other, and eliminate incoming dps more than anything else. Missiles can do that to 3+ targets at once with 100% dps at impact. Beams cannot ๐ฆ
rate of fire and # of targets are very important in UT
you get beam for your first weapon, fight a bunch of swarms, and take a bunch of damage lol
except it isn't an option for HC, right?
so what's the best choice for HC?
who knows, I havent seen HC yet lol
HC can have missiles
Yep, I've had missile HC
beam should probably stop advancing super into the enemy's face at least
never met the rapid ramp version?
please implement the same charge laser logic, because they do pretty similar things to beam laser all things considered
well I have but it doesn't particularly seem any more useful
2x targets slow ramp or 1 target fast ramp ๐คทโโ๏ธ
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
built-in anti-scumโข
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
yeah beams are pretty garbage, tried fighter and corvette and it made those units unusable for the rest of the run
Even with second tier?
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
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.
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)
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?
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
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
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
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
-# that sounds you've tested this in a dev build ๐ค
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
i think a key issue is charge time
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
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
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
well is anything vs swarmer other then missiles and I think the faster mini rail not bad?
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
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"?
Death Star for final boss of USI or bust
Go toe to toe with Disney
We will support you
nothing has charge time in fleet
yeah it's not charge it's fire rate
point being.
- beam shoots, target instantly dies, beam waits 1 sec, shoots again
- beam shoots, starts to ramp, target dies in 0.79 seconds, beam waits 1 sec, shoots again
- is fine, that's just overkill. charge laser would do the exact same
- 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
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
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
genuinely curious what slowing down rate of fire universally in UT would be like
for both player/enemies
range would matter less
and also positioning. everything would be full slugfest, even more than it already is
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
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
Versatile is almost always good?
that was only for the quick beam laser
the basic one still sucked
Any good strategy tips for this? I never seem to make it very far
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
So just all in on straight damage upgrades, ignore range and hull?
p much yeah unless you have no better options
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
its Duo after the first (None) run today
and once again after that
pump your banked runs
21 stages clearing using the duo
and then I'm out of fuel and can't do the second duo ๐ฆ
and won't have enough before the day changes ๐ฆ
what does this even do if I have beams on my fighters already? (screwing around in practice mode)
#1335902304959987733 message
-# isn't this tooltip misleading then
the burst count multiplies beam damage
the actual mod still has the damage reduction too
so the dps is correct, with ramp
Can the beat level 10 on extreme acheivement be done in any galaxy? Is it easier to do on one vs the others?
it can be done using any galaxy origin
how far one can go with most preperable options?
lv 30 has softwall to kill you no matter what I guess
well choose enemies that don't have skrimishers for one
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?
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
thanks mate appreciate it - i was quite confused lol

