#Unstable Transit

1 messages · Page 6 of 1

urban bridge
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if enemy range is less, that means I'm getting shot at, which means they're already dead anyway 😦

terse night
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Anti-swarm

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I guess

light verge
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only really has synergy with missile-

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wait

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this is a weapon?

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fire rate?

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wait no it's an ability

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yeah synergy with missiles

fervent turret
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this feels giga goof troop

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first damage taken

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finally fell over here

nova light
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2s charge time

fleet steppe
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oh that's neat

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didn't realize I did so well

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I ended up picking two zone upgrades for B5 then B4, B5 was doubled hp and damage and I think it played out quite well until the medium spam caught up to me

deft jetty
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Rank 2 poggies

lusty umbra
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What is rank in this context?

novel quiver
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Sector and base hp

proper zinc
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does this only work if I use 1 heavy cruiser?

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oh is it reducing the number of ships for me?

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(it didnt)

fleet steppe
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Each deployment of Heavy Cruisers puts two ships in one slot. The Tank cruiser makes each deployment one ship, with health and damage that roughly equals both of the original heavy cruisers combined

proper zinc
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ah so it probably didnt work because I didnt change my old formation.

alpine hemlock
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before upgrade

alpine hemlock
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get it?

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one ship in the box instead of two

lusty umbra
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how burst works with missile launchers?

alpine hemlock
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they shoot twice, same as most things

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you get an entire spread of however many projectiles for each burst

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anyway, burst is good with missiles. it works the way you would want

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burst missile fighters can lag your game a bit though lol

light verge
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wave 30 mono fighter 3 choices with barrier and teleports and jacked up to its gills with 20 fire rate and 50 damage boosts and 3 instances of burst fire resulted in lag so high i get 4 frames per sec

nova light
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it is also roughly speaking the best setup you can get

light verge
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we break the core with this build

fervent turret
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does burst fire still keep a single target only?

alpine hemlock
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per turret, yes. another W for missiles, which can reacquire when their target dies

fleet steppe
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Missiles the goat

vital oar
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2nd run after None is DUO more mods - get your hand on it

lusty umbra
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Is there hard max at stages you can get in UT? Or if you get super lucky you will able to go infinite?

fleet steppe
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enemies outscale you very quickly around stage 20

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there is no way to go infinite

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there's probably some mathematical "impossible stage", somewhere below 40

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it's somewhere over 30

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but I don't think it's possible to get to or beat 40

lusty umbra
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Ye you can go farther with barrier fighters because it doesn't care how hard enemy hit but even that doesn't get that far

fleet steppe
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even with charge lasers 🗿

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looks like Ship Improvement also buffs tick rate, which is nice

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rapid beam did so much better than heavy split beam from a single test

woeful zephyr
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GPUs HATE this one trick!

nova light
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stage 49 actually

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anyways you can safely say that stage 50+ is impossible without shenanigans

woeful zephyr
nova light
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(game is buggy in testing)

woeful zephyr
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impressively good None today

fervent turret
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think I made it to 15 😔

vital oar
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lol what

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ok 3rd run might be better - i need to hurry up

woeful zephyr
vital oar
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thats 3rd run frm yesterday

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i guess that one after none duo and this

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or maybe its the first run today

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i dunno how does it reset and when

imtrying to bank but usually i have no charges

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everything goes SO well

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i dunno if i should take fighter teleport now...

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well let me take it and we will c

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acceptable

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this is my fighter atm and i think i like mini rail gun weapon type

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cant get past wave 27

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aaalrighty then

woeful zephyr
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27? wow

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in real (non-simulated) UT?

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that's impressive

vital oar
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but ppl above showing 45+- waves

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i just pick damage related stuff for fighters only and watch they melt /rip

fervent turret
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I'd really love to earn more retries or something...

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it's so annoying trying to iterate to figure out what makes a fight work and then run 5 is like the worst one yet but its "haha too late now sucker"

alpine hemlock
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duo craps out at 30-31 even when you get a god run

nova light
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40+ is just impossible btw

vital oar
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or else its just so lame... but, ofc saving us sometimes...

nova light
wild timber
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yeah the ui for it is kind of bad but it always keeps best one

alpine hemlock
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particularly where it keeps the base damage of the last attempt showing at the top for a while

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doesnt it stay during the draft even?

vital oar
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nice then

wild timber
light verge
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does UT have a cap?

alpine hemlock
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25 runs or so and you're getting less than 1% improvement

fervent turret
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pretty confident this is flatly impossible

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why is it SO MANY???

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it's only stage 10?

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my base is taking 380 damage bare minimum

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got it down to this on last try but dude

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it really feels to me like something is wonk in pre-10 enemy quantity scaling

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I don't know if it's because the weapon options are imbalanced, if it's the player ship choices, or what

wild timber
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charge laser is also generally still an active downgrade over no weapon

shell jasper
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There is no enemy quantity scaling. It just mirrors your so count with mediums on either side counting as 2

alpine hemlock
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wait. BULWARKS count as small enemies???

shell jasper
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Oh no I'm wrong

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It's also +1 enemy every 10 i think

wild timber
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it's kind of funny that no extra ships is beneficial because it means you don't get one regular upgrade eaten by +1 ship every 3rd wave

alpine hemlock
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at stage 29

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no +2

shell jasper
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Oh right or double start gain every 10 not enemy

alpine hemlock
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yeah i knew about the stats

shell jasper
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So bulwark wrong but I'll need to check it's stats

alpine hemlock
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but in thegreenguy #1335902304959987733 message here, he has 10 vs 11

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assuming bulwark counts as 2 which it must in a just world

shell jasper
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Or maybe edge case bug where it rolls last one wrong

alpine hemlock
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bulwarks are run killers

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i fear them more than mediums

wild timber
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bulwarks are mostly just a coinflip

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if they spawn in backrow it's awful

alpine hemlock
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if you're all missiles they can be ok

wild timber
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it they spawn in frontrow you throw like 2 fighters at them and they become a nonissue

alpine hemlock
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well for sure, the damage they do is not the issue

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it's in the name

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they die last, anything shooting them is wasting their time

fervent turret
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especially the 'normals' or whatever they're called

shell jasper
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How much juice does cl need to not suck still?

fervent turret
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I really don't know with the CL - I've been messing with it on purpose last few runs and doing practice runs too, it feels best with fighters or maybe corvettes to me, I was seeing here if CL would be solid anti-medium counterplay

wild timber
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i don't think it'll ever not suck on 2-ship units

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you just lose so much clearing potential

fervent turret
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not sure where my result for today went

wild timber
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honestly i think frigates and cruisers just shouldn't have options that completely gut their firerate (aside from possibly beam)

fervent turret
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part of my theory is the heavy cruiser only having the 1 weapon mount means it should be focused on anti-medium while the regular cruiser with 3 turrets each can be missile launcher or railgun

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but it's a damn struggle to get the heavy cruiser to upgraded CL and not fall over

wild timber
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the extra turrets on cruiser is kind of whatever, they still target the same enemy 99% of the time

fervent turret
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but that makes a big difference with missile launchers at least

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3 by 3 or 4 instead of 1 by 3 or 4

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'course maybe that means my reasoning should be reversed and HC should be ML and regular cruiser should be CL, I dunno

fervent turret
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(this config cleared it but idk why exactly)

fervent turret
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some thinking-aloud commentary:

  • CL being good on fighters seems to be less about the actual change in damage and more that it just slows the fighters down to not outpace your other ships
  • fire rate on corvette/cruisers seems like I've been underrating it vs damage, stacking a lot of it seems to make a better difference?
  • having SOME range boost seems like it's having a significant impact (but I think should be avoided on CL fighters, or they stay too far back to soak damage)
terse night
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uhh. At a guess your swarmer crossed up some and ate shots (like their cruiser) so other things could get in range without taking to much damage.

fervent turret
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still pretty lost on the impact of hullboost, I would think it makes bigger difference on cruiser/HC, but...

terse night
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Best defense is a better offense

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Issue with Hull. If each shot = half your health. Increasing slightly MIGHT make you take 3 shots. More likely though you'll still take 2 for awhile so you have to take 3-4 upgrades to live through a single shot. Where as if you kill something. It's DPS is 0.

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Hull would have to be a lot bigger to be worthwhile to take

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If it doubled your effective health it'd be worth it because then you can go "Yeah. I can kill something in 3 shots. I die in 2. If I take more damage I MIGHT get it down to 2 shots but if I get hull I survive 4 shots so I can kill more per ship"

fervent turret
wild timber
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the first volley when directly aligned with an enemy can hit multiple fairly consistently, but beyond that they just double up as usual

fervent turret
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makes me wonder if the HC had 4 turrets like ours does, CL would be good then?

wild timber
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considering the cruisers lose this stage 4 engagement, i somewhat doubt it :V

fervent turret
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I mean to me that's more proof that mediums =/= 2 smalls

wild timber
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in terms of dps they're actually worth more than 2 smalls

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it's just that they suck with firerate

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it's just way too easy for charge cruisers to get bottlenecked by like 1-2 alive enemies for one final volley, which snowballs into dying because they don't move on to snipers quickly enough

fervent turret
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how is this missile sniper almost one-shotting my cruiser???

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there is also a normal sniper next to it I guess...

fervent turret
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tried a run with duo CL fighters and ML HC... got to 25 without a hitch and then suddenly fell over because bulwark + 3 snipers

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seems to be the limit here with CL corvette & ML cruisers

fervent turret
# shell jasper How much juice does cl need to not suck still?

I know I'm kinda ramble/spamming so I'll try to settle on my input - my feeling is it's not that CLs 'need juice to not suck', but a bunch of other factors about UT playing against their favor (and these factors also affect beams similarly)

  • the game is grossly outnumbering players to the point that sheer missile spam is the meta to deal with it, whether it's the 2:1 smalls to medium thing or the additional enemies after 10
  • HC having just 1 turret instead of 4 makes it a very bad combination with slow-firing single-target weapons
  • bulwarks soak up priority and damage so heavily that it doubly punishes you for not having missiles instead of single-target weapons
  • snipers/missiles/regular smalls all counter using CLs pretty heavily, because the snipers just have so much range that they gib CL ships before they can get close enough (the players' ships slowing down before they reach firing range hurts a lot with this), and the regulars take too much time tanking the hits
  • against gatlings, regular mediums, or fighters (IF not using CL on a frigate/HC), they seem to do fine
wild timber
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you also generally want to avoid having any lasers at all so you don't end up with multiple shielded enemies

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the enemy layout would not have 2 shielded mediums if your corvettes were on mini rail

fervent turret
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my suggestions are to look at:

  • lower the ratio of smalls-to-mediums spawns
  • reduce regular smalls to a fleet of 5 instead of 6, or adjust their stats a bit
  • try a 4-turret HC instead of 1
  • nerf bulwarks
  • nerf sniper/missile range
fervent turret
wild timber
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they do

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if you have 0 laser weapons you can only have 1 shielded enemy on future spawns, and vice versa for 0 kinetics

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it doesn't work if you had 1 laser and switched it to kinetic on that particular wave though

fervent turret
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does that mean if I start out with corvettes/HC then that rules that out from the start?

wild timber
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yeah, but there are no good laser options for dealing with swarmers so it's generally worse to be pure laser than pure kinetic

fervent turret
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also fighters start with lasers

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I do think the shielded fighters/regular smalls can be a problem but it's not as big a problem as the other things I listed

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and my idea for that is to be able to choose to stick with laser/kinetic cannon... or add in gatling as an option

wild timber
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i doubt HC or bulwark/sniper nerfs will make it through because they're still meant to reflect actual galaxy gameplay

fervent turret
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I mean if that's the case then where's our shielded corvettes, armored frigates, and much-more-effective armor-reduction cruisers 😛

wild timber
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much more effective? it's the 1:1 armored cruiser template im pretty sure

fervent turret
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we also do get barriers and all but that's not so useful because of the enemy quantity problem

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if it is the same template, then something is up because missile enemies still murder my damage-reduction cruisers

wild timber
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damage block scales with hp and nobody takes hp upgrades in UT

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so of course the damage block falls off at stage 12 or whatever

fervent turret
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I've tried taking HP upgrades with it

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doesn't seem to make much difference

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I'm honestly feeling like when I do take it it's usually detrimental because it reduces my turret #

wild timber
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because taking HP means you still do less damage and you get outscaled in the end anyway

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that would be cuz it is usually detrimental

fervent turret
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and it's not intuitive - I had no reason to suspect that's how spawns get altered until you told me

wild timber
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yea i like the idea of some bad rng protection but it's a bit spotty and imo enemy spawn positions are worse than armored/shielded enemy rng anyway

fervent turret
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mhmm, and I think the spawn situation is because of imbalances in enemies - in ideal circumstances I think enemy positioning should be solvable by player positioning primarily

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seems like versatile railgun counts as 'kinetic' for influencing the spawn types too? which is kinda odd

wild timber
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it does, yeah

light verge
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charge lasers are dogshite

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the rapid one is barely rapid

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the snipe laser makes it... useable

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but you're basically consigning a run with charge lasers not to go past wave 8-10 depending on where you put it

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on frigates that's a death sentence

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fighters are kneecapped

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they still work ok with corvettes

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one of their major problems is their inability to retarget to an enemy they can one shot with the highest HP

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between an enemy with 5 and 20 hp, both in this example it can one shot, it will not go for the 20 hp but instead go for the 5

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they also like to overlap as well

alpine hemlock
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i understand you don't want to make the AI too complciated or do too much custom stuff

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but you mentioned per-weapon targeting tweaks might be on the table

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CL having a baked in default of "highest HP" or "highest max HP" would go a long way

light verge
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a range boost too would also go a long way

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snipe mode makes it useable

alpine hemlock
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but the otherwise, the damage type spawn mechaics mean the meta is to specialize. so we are encouraged to go all rail+missiles, or all lasers+beams

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but both CL lasers and beams are good and bad against the same things

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it's fine to have slow anti-shield weapon(s) but there needs to be at least one fast one

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where gattling

wild timber
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honestly, i don't even need gatling

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i just need like augmented default weapon

alpine hemlock
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laser cannon would also be fine

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a generic shield option to match rail gun

nova light
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also doesn't actually change anything for non-g6 origin runs because you pretty much max out by stage 20 already 🤔

nova light
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...mini rail gun still fits that btw

shell jasper
# fervent turret I know I'm kinda ramble/spamming so I'll try to settle on my input - my feeling ...
  • Other then that one bug that seems to be an edge case you arent outnumbered. Mediums have disadvantages in the form of less ships so they have less shots and are slower to kill higher numbers, but they have more then double the stats and choosig an upgrade for them vs smalls is a bigger increase in stat totals. I dont think the underlying problem is here really.
    That said, the enemy matching could maybe match types too, 3 mediums to your 3 mediums etc. Ther ejust isnt much medium enemy types lol
  • its not 1 vs 4 turrets that causes the problems, its 2 vs 4 (or whatever) ships. Turrets on the same ship target the ssame thing except for very specific ranges where they can't, shouldnt come up much
  • Thats the point/difficulty of bulwarks. smalls will shoot other smalls though if they enter range when shooting a bulwark etc
  • Ya CLs suck. I dont know if there is any hope for a slower weapon to be useful without insane buffs like overflow damage increasing how soon you shoot again or something ><

I cant really lowe rthe ratios of smalls to mediums, 1.5 means you or the enemy are more disadvantaged then normal frequently since it wont evenly fit in to your totals IE 3 small 1 med = 4.5 so does it do 4 or 5 enemy smalls? The end result would be matching medium and small counts exactly, which could be a thing, just not to do with weighting

light verge
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is there even a chance not to get an upgraded default weapon? As far as I'm aware most times the choice system just ends up giving me alternative weapons for all of my ships.

wild timber
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upgraded default weapon does not exist

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it should exist, but does not exist

shell jasper
light verge
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upgraded default weapon is a better CL

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if CL got splash damage...

shell jasper
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beam is meant to take care of a rapid fire slot for laser, its just too shitty right now

nova light
nova light
shell jasper
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I mean sorta, they are fully seperate with their own stats, just same idea/stat direction

nova light
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long range, high damage, good against single beefy enemies

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that is NOT the concept that kills swarmer

shell jasper
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rapid beam is fast USIShrug

nova light
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we don't have laser boost to increase charge speed and tick rate by 10x which is actually fast

nova light
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which sucks

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a lot

shell jasper
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ya thats what I mean

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beam is too shitty

wild timber
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i think each ship should probably only have like 3 weapon mods in addition to upgraded default, i can't see frigate beam ever being good

shell jasper
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I almost kept weapons partly ship specific

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but then you just choose ships for weapons :*(

nova light
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you have to choose ships for mods and you choose mods for weapons

shell jasper
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ya, thats choosing the ship your upgrading though not "missiles are best I just take frigat ever time every run"

nova light
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kwee

shell jasper
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missiles probably just too good at enemy swarm killing, throwing off perceptions smh

nova light
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friendly reminder we don't have any other solution

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well when you boil it down UT just comes down to how many shots and missiles have the most shots

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it's because missiles are the most flexible, which you have to be in order to do well in UT

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charge lasers are too rigid, and therefore suck

nova light
shell jasper
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damage ratios probably off too

wild timber
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also frigate is awful with stuff like barrier

shell jasper
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missiles shoud do less and/or slower weapns should do more, and ther eneeds to be more big 1 or 2 ship groups that they take care of

nova light
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at least cruisers are stronger

wild timber
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ut rerework when

nova light
light verge
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tbh i think the issue is the lack of control on how to counter specific configurations

wild timber
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oh yeah charge lasers could use another like

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300 range

light verge
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it will all become an all-out melee if we're just going to use the same ships and be at the mercy of the rng

nova light
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which, missiles are the best

light verge
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because that means since we have no guarantee about what ships we'll be getting

nova light
light verge
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we'll just choose the BIS for most general situations

nova light
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because they are outrange by like, 400

light verge
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the ones that snowball incredibly

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idk how the old fleet resource system worked

nova light
light verge
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but i feel you'd get more strategic mileage by making certain ships/weapons hard counters to other ship types

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and turning the fleet resource system on again as a point-buy system

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that gets restored to 100% every battle so there is no reason not to use all of them

nova light
light verge
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the alternative which is what we have isn't any better

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it's just stack missiles and kill

fervent turret
# shell jasper * Other then that one bug that seems to be an edge case you arent outnumbered. ...
  • what do you see as the reason for missile launchers being the meta pick then, if not for players being outnumbered by the opponent, even though MLs are low damage, low range, bad vs shields, and bad against mediums & snipers? not for nothing, I'm seeing this as the biggest difference between UT and regular galaxy fleet battles.
  • compositions mirroring players more closely might work? but also might not, e.g. what happens when it's 4 bulwarks to my 4 mediums and 7 missile/snipers to my 7 lights, as a really simplified example?
  • it's 1 ship if taking the armor upgrade but that's not the point really even though it worsens the issue; 1 missile launcher vs 3 targets is a lot less separate targets and Sol did post a video of CL cruisers splitting targets here #1335902304959987733 message
  • I understand 'that's the point' with bulwarks - but only to a point, I think they're doing it a little too well. I wouldn't go as far as to call them run-killers by themselves like others here have but I do highlight it as a point of concern; and the smalls shooting other smalls is often a bad thing when they could be finishing off a low-health medium
  • I don't think CLs suck. with enough burst fire/rate of fire upgrades they seem to do OK in a decent number of enemy comps (I got a bunch of test runs to 25 with them on fighters/corvettes and MLs on mediums), again I think it's other various factors working against them in tandem here - or said differently based on what you've said here, I think it's possible to tweak other factors so that slower weapons can be useful like they are in galaxy/fleet
  • I would err on the side of rounding down, or alternatively, assign different smalls/mediums different weights, e.g. gatlings probably would be an 0.7 right now where I would rate small regulars about 1.2; either way my point is still that mediums do not feel equal footing to 2 smalls to me
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(sometimes the small/medium target priority can work in player favor too, just like in fleet, I'm just saying it's a hindrance as much as an advantage)

light verge
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I don't think CLs suck. with enough burst fire/rate of fire upgrades they seem to do OK in a decent number of enemy comps (I got a bunch of test runs to 25 with them on fighters/corvettes and MLs on mediums), again I think it's other various factors working against them in tandem here - or said differently based on what you've said here, I think it's possible to tweak other factors so that slower weapons can be useful like they are in galaxy/fleet

fervent turret
# shell jasper beam is meant to take care of a rapid fire slot for laser, its just too shitty r...

this is weird to me, I know there's that one challenge where the pick is the BL with bunch of laser support but that's an exceptional case in no small part owing to stacking tons of big damage buffs with the supports for tick/speed to the point that long-range hitscan becomes the play; I've never felt like beams are anything close to a rapid-fire weapon outside of that exception, even with full laser boost support (which we don't exactly have going for us in galaxy stuff)

light verge
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problem with this is that you got as far as run 25

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most runs end at 10, and the difficulty kind of ramps up quickly for charges to just be phased out

fervent turret
light verge
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even more problems then

wild timber
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even though MLs are low damage, low range, bad vs shields, and bad against mediums & snipers?
only initial range is bad
dps is the same as mini railgun, and the retargeting actually means they can kill snipers earlier than other weapons with the remainder of a volley

light verge
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feels like it should be tested on standard

fervent turret
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also there was somebody posting the other day about getting to 45-50 with barrier fighters with CL

light verge
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any overspent shot by fighters means that magically kills another target

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god forbid you get a teleport

fervent turret
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teleport straight up feels like bait

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I avoid it always now

light verge
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idk

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teleport is good for MLs but everything else is eh

fervent turret
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"instantly teleport your fleet into weapons range of the entire enemy fleet" is insta loss to me

light verge
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it's for the same reason you stack mutalisks in starcraft

fervent turret
light verge
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but missiles are functionally flexible though

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retarget does a lot for it

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it flies fast

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the many projectiles helps with it getting dps upgrades i feel

wild timber
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it just means missiles are baseline more flexible than versatile in spite of the additional x2 shield modifier

fervent turret
# shell jasper rapid beam is fast <:USIShrug:1288517050708529224>

also I haven't had a good experience with rapid beam, there's never a case where rapid beam is better than splitting for dealing with multiple targets and the DPS never gets high enough to be better for single target, it's only "fast" when you're strong enough to be sweeping the opponent anyway is what it feels like

nova light
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it was stage 30

nova light
light verge
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in terms of flexibility missiles are overtuned because you can regularly get to 30 without breaking a sweat almost every single time

fervent turret
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I don't think it is them being overtuned, I think that it's cause it's the only way to overcome the aspect of being outnumbered

light verge
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at the current balance it feels like it's designed for you to fail at around 10-15

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which is fine

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missiles can regularly get you to 20 with no sweat

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i'd say it's overtuned for the context

nova light
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it is designed to basically lose even before stage 10 sometimes

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kinda lame if you can get max artifacts every run with only a little effort

fervent turret
shell jasper
light verge
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it's functionally 7 levels of survivorlike exp in one item

nova light
nova light
shell jasper
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Ya missiles are just too good more then the others being bad i think, or at least it's partially that way

nova light
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beam lasers do better because the ticks and instant connect make them more efficient

light verge
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iirc burst fire does NOT operate as burstfire with missiles

alpine hemlock
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? yes it does

nova light
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however still not super great because they do have low fire rate still

light verge
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it just lowers fire rate and produces another set of projectiles at the same time

nova light
light verge
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good then

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because if it did

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and you could offset it with fire rate boosts presuming optimal gameplay

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yeah that's kind of bonkers

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the faster you kill a target after all means there's one less enemy targeting you

alpine hemlock
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make missiles do more damage, remove ability to hit the same target more than once

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if there are too few targets, eat shit

light verge
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i'd say just remove retarget

nova light
nova light
light verge
#

no middleground huh

alpine hemlock
#

missiles actually bad against things that arent >2 ships per unit

nova light
#

missiles do have very low dps but they use it very effectively with retargeting, and overall they come out to more effective dps

alpine hemlock
#

instead of just good against everything and GREAt against >2

light verge
#

more damage then, hit targets only once and prioritize unique targets, no retarget

fervent turret
nova light
#

y'know, this is basically the problem we have now xd

#

missiles go brrr

light verge
#

yes

fervent turret
#

overkill doesn't become a detrimental thing unless you're being sufficiently outnumbered

#

(or really unlucky thresholds but those should be edge cases, not the norm)

light verge
#

the state of UT atm

light verge
#

rail gun is just consolation prize

fervent turret
light verge
#

default laser is undesireable

#

charge laser is shit

alpine hemlock
#

well it isnt lol, they double up and focus fire when there's only one thing in range

light verge
#

a lot of my charge laser corvettes just up and croak

#

the range isn't too good that they can get a few cheap hits in before getting hit themselves

nova light
#

charge laser range buff would help

light verge
#

snipe charge laser is pretty good though because they can get 1.5 hits in

nova light
#

charge lasers getting stomped by snipers is sad

light verge
#

yes

#

standard gameplay

alpine hemlock
#

problem with trying to actually play range, is that you have other units that are not long ranged

light verge
#

charge lasers literally get bodied by snipers first

alpine hemlock
#

so you're still in a brawl most of the time anyway

light verge
#

there's still a funny strat in that though

#

you put the chargies up front

#

and the fast movers in the back

fervent turret
#

cause the hull upgrades as-is ain't doing the trick

light verge
#

they're scaling damage every time

#

your hull damage reduction is only scaling on pace if you always obtained hull upgrade

fervent turret
#

yes but why is it that the hull upgrade doesn't keep up where damage does

alpine hemlock
#

making defense good is harder than making offense good

#

there's a big risk you get slow boring fights

light verge
#

said in another way you are always lagging on def

#

they can get bulwarks

empty cargo
alpine hemlock
#

i mean from a dev persepctive

light verge
#

but you dont have anything like that in your repertoire

alpine hemlock
#

currently making defense good as a player in UT is impossible

#

def sucks

light verge
#

it does

#

def needs to scale sharply for players to offset the fact you don't always get it and you have to sacrifice damage to do so for the most part

nova light
#

glass cannon meta

light verge
alpine hemlock
#

i think defense is best as a kind of pass fail in games

#

you have enough or you die horribly, you have even more than enough it doesnt do much

#

a threshold thing

fervent turret
#

basically every ARPG ever

#

that has its own merits and downsides imo

alpine hemlock
#

a dimension UT is missing is ship/build specialization

#

almost all upgrades are good

#

all the time

#

a few are situational like teleport

fervent turret
alpine hemlock
#

but not just that they're all good, they're not particularly good on specific ships

#

or in combination with specific other mods

#

if you are offered any good mod, you always want it on your best ship, essentially

#

for example, you might have a mod that's good on long ranged ships, or fast firing ships

#

hull bomb is like the only example currently

#

that i can think of

#

and hull bomb itself is good, but it's not good to take HP with it

light verge
#

just needs better execution

#

i feel this is an overall gameplay direction issue instead of a singular elemental issue

#

e.g. hull upgrades not working is i dont think an issue of the hull upgrades themselves

#

more like the enemies still pace their damage and hull with you anyway

fervent turret
#

hull upgrades - not worth
range upgrades - ??? one or two maybe??? you need too many to actually trade with the things that outrange you so pretty moot
rate of fire upgrades - very worth, because outnumbered
damage upgrades - default pick because scaling
teleport - probably bad idea, you want fighters to take hits for your mediums/frigates
barrier - barely matters with the volume of fire coming in most of the time, okay on fighters though
burst fire - good 1-2 times only (and even then I'm not too sure about it, it doesn't help with multi targeting right?)
grid buffs - seems good but really not since it locks your positioning in
beams or CLs on frigate/cruiser/HC - don't even think about it
railguns - "I don't know what else to try and am ok with petering out some place after 10" choice

alpine hemlock
#

hull upgrades suck because they're weak. you could make the numbers high enough that they were good

#

but i dont think that would actually be fun

light verge
#

barrier seems fine

alpine hemlock
#

it would be correct to take them but the battle would just be slower

light verge
#

maybe have it scale on quantity based on ship type

#

idk if it's because i played too much SMT or not but i prefer things to have hard counters with them and also have the freedom of choice what to field

fervent turret
#

this is where I wonder about having shield/armor, and have maybe "1 offensive upgrade + 1 defensive upgrade" preceding the "pick a fight" round, where the choices in defense could be hull multiplier, shield multiplier, barrier, or armor multiplier

light verge
#

all of this is just melee to me

fervent turret
#

that way players can scale offense/defense round by round more smoothly instead of having to go all-in on offense to keep up?

alpine hemlock
#

an ideal drafting game has options that are correct in some circumstance

#

more than one "final build" which is good

#

and doesnt allow you to guarantee which "final build" you get

fervent turret
#

mmhm, roughly equally viable alternatives

alpine hemlock
#

ie you take what you get and make something good out of it

fervent turret
#

-# which sadly goes past the head of so many other games' devs

alpine hemlock
#

instead of always take the best stuff, from this list of stuff in this order

#

that's boring

fervent turret
alpine hemlock
#

the synergies can be extremely on the nose obvious. the mere existence of "mod that is insanely good if you have charge lasers but bad if you have missiles"

#

type thing, is really positive

fervent turret
#

I could tell you guys all day about Elite Dangerous and its balance issues and why it results in a lot of 'this thing is the best option, in objective mechanical terms'

or like, I still watch a bunch of HS battlegrounds streamers, all day it's just watching them pick the best comp based on the lobby conditions rather'n really see interesting plays get made aside from the memes

but I digress that's all getting off-topic

light verge
#

and not a card-based sts clone

#

we dont have a magic the gathering spread of alternative cards

alpine hemlock
#

yeah but just a few A=meh, B=meh, A+B=power

#

goes a long way

light verge
#

what i'm saying is to effectively achieve your vision there needs to be a lot of choices

shell jasper
alpine hemlock
#

i did say increase the damage

#

but being actually bad against big stuff was the point, yes

light verge
shell jasper
#

but they are kinda too good sooooooooooooooooooo

alpine hemlock
#

CL are godawful against swarmers

#

being bad against X is allowed

light verge
#

12 swarmers are a guaranteed party wipe for a cl user

#

and that's just a single ship group

fervent turret
#

mmmm

light verge
#

i almost feel like CL should have a tight AOE on it

fervent turret
#

I think with the right burst fire + amount of rate of fire upgrades CL fighters or corvettes might cope with 12 swarmers

#

maybe not past like 20 though

light verge
fervent turret
#

well yea

shell jasper
light verge
#

at the moment, yes

#

i am not sure if you intend to add new ship classes for the player to use

alpine hemlock
light verge
#

i know you get more choices later on

fervent turret
#

an elephant in this room too is... how many secret goodies Sylv is saving for the next galaxy's UT

#

in terms of more choices/upgrades to toy with

#

obviously expect no comment on that though 😄

shell jasper
light verge
#

currently though picking hull is always a bad option

#

so i am not seeing your vision here

alpine hemlock
#

yeah i don't think making a raw health upgrade meta would be a good thing. I just saying it was possible

fervent turret
#

so to some extent I can settle that 'this is just how z69's UT's quirks shake down and this is what we have for time being'

shell jasper
fervent turret
#

I mean would it? player positioning to match damage types would be key ideally, no?

light verge
#

would be if we got more damage types from weapons

light verge
#

as it stands the upgrades apply per ship type

#

not ship

alpine hemlock
#

rather than a round with all defense, maybe combined options. "hp for frigate and fire rate for corvette" vs "hp for corvette and fire rate for fighter"

fervent turret
#

atm it feels a lot like "position to distract problem enemies until missile chuckers can wear them down without getting wiped, until scaling makes it all fall over"

alpine hemlock
#

is a real choice

shell jasper
light verge
#

i feel it would be funny to have the ability to select weapons for ships

light verge
#

maybe barrier-shields then

#

and the barrier upgrade just gives you more barriers for its rarity

shell jasper
alpine hemlock
#

when the choice is HP or X, the choice is always X. so you could make it HP+X or HP+Y

light verge
#

currently it's not possible because taking hull is always a loss

shell jasper
light verge
#

+1 barrier, small hull upgrade

alpine hemlock
#

i enjoy the tension of the good mod comes with the bad fight

shell jasper
alpine hemlock
#

it's less fun if the fight is an obvious loss though

fervent turret
light verge
#

inb4 barrier shield meta because absolutely negating something is op as well on certain builds

#

inb4 barrier shields are limited only to corvettes and up (not fighters)

alpine hemlock
shell jasper
#

oh, ya I suppose

fervent turret
light verge
alpine hemlock
#

it's good that it's not a great meta thing to do on purpose every time, but it would add some variety if occasinally your corvettes end up really tanky

fervent turret
#

ngl when I was messing with CL HC it was devilishly hard to figure out why it was targeting certain things at certain points instead of what I expected

#

same issue for non-splitter beams

alpine hemlock
#

shoot mediums in range > shoot smalls in range > move towards mediums > move towards smalls

#

cruiser / HC logic

fervent turret
#

which reminds me of a thought I had earlier - what's with the targeting area being a square instead of a circle?

alpine hemlock
#

with opposite for smalls

light verge
nova light
light verge
#

or rather it does that independently depending on who's in range

alpine hemlock
#

it's a flowchart though

#

they (mostly) stop moving when they have targets

nova light
alpine hemlock
#

well. i want it to be more of one, but that's because i like those

#

taste varys

nova light
light verge
#

closer still if raisin's useful idea is applied

nova light
# light verge i almost feel like CL should have a tight AOE on it

shitty cruiser weapon ideas mk3:
Nuke Launcher:
damage: 100 (per turret, 300 total for a normal cruiser)
splash damage: 10%
splash radius: 50
firerate: 0.2/s
range: 5000
projectile speed: 3000
movement speed: 0 (ship cannot move)
2x armor damage
thoughts:
bomb launcher but actually interesting - anti-base weapon (the ones that return fire) - sniper on steroids - absolutely hilarious with the 5x damage 0.25x grid bonus in g6

fervent turret
#

doesn't the targeting area being square instead of circular introduce its own weirdness here?

empty cargo
light verge
#

fair enough

#

always saw them as moving because they tend ot kill my smalls fast enough

#

xd

nova light
empty cargo
#

"cant move unless no enemy is in range"

alpine hemlock
#

when no enemy is in range, fires weapon behind itself to move via recoil

nova light
#

rip charge laser reload time

#

there goes the range 'advantage' too

empty cargo
#

🙃

fervent turret
# nova light because a circle is harder to calculate

https://godotshaders.com/snippet/circle/ 🤔 what's this about dot product?

float circle(vec2 position, float radius, float feather) { return smoothstep(radius, radius + feather, length(position - vec2(0.5))); } How to use Call circle() in the fragment() function. COLOR.rgb = vec3( circle(UV, 0.2, 0.005) ); How it works There are several ways you can do a circle. However, the core principle is the same – we define...

alpine hemlock
#

you could give just give CL fiat overkill protection. gains +1 chain when "hitting" a corpse

fervent turret
#

plasma chainer CLs? Sylv_NotLikeThis

#

sounds OP to me 😂

empty cargo
#

make it lose some damage

nova light
#

why not just a plasma chainer

fervent turret
#

I think plasma chainers would break UT period

alpine hemlock
#

my idea doesn't ever do damage to more than one target

fervent turret
#

you thought MLs were good? ha

alpine hemlock
#

it only bounces on dead things was the idea

nova light
nova light
#

like... one charge laser could literally oneshot a whole swarmer squad...

alpine hemlock
#

am i not explaining it well? it would be ok against swarms but not amazing

#

they still have slow fire rate

nova light
#

kills swarmer
+1 chain
kill swarmer
+1 chain
kill swarmer
+1 chain

alpine hemlock
#

my idea was, 4 CL corvettes shoot at 9 swarmers = 4 of them die

#

it bounces when you hit something already dead

#

not when you kill something

#

if you do any damage it doesnt bounce

#

laser flavoured missile reaquiring, not actual overkill damage overflow

light verge
#

tl;dr plasma chainers but the condition is it needs to deal overkill damage to transfer

#

that's not anymuch different from ML retargets

nova light
#

you never hit it

alpine hemlock
#

yeah sure. but detect that and make it bounce off that spot

#

instead

nova light
#

now that's more interesting

#

kind of weirdd

#

what should really happen is charge lasers just swerve midflight to retarget like missiles do

#

assert dominance

alpine hemlock
#

curved lasers are anathema

#

space ricochets make more sense

#

because science probably

light verge
#

swarmer 20/100 hp
frigate: 30 damage
cl chainer: 100 damage

frigate hits swarmer, -10/100 hp
in the same time cl chainer shoots a 100 hp projectile. Swarmer is already dead; it theoretically has overkill 100 damage, it moves the projectile to another swarmer with 40/100 hp.
Overkill damage remaining: 60. Moves projectile to another swarmer 80/100, dealing 60 damage.

alpine hemlock
#

yeah that's what miniboss though i meant too. which i did not, that would be OP lol

nova light
#

ya that's op

alpine hemlock
#

you could do a Luna from dota bouncing glaives version of plasma chainer instead

light verge
#

so there's no overkill damage then

#

i'm confused

nova light
#

raisins just phrased it really strangely

light verge
#

nevermind

#

i get it now

alpine hemlock
#

does way lower damage on each bounce

nova light
#

what we should really get is ricochet beam laser

light verge
#

just retarget if target is dead

#

if target is not dead, hit for full damage and no overkill leak

nova light
alpine hemlock
#

yes, it's just retargetting. BUT with a flavour explanation

#

which is essential, obviously

light verge
#

obviously

fervent turret
#

swarmers are sort of just bulwark lite though

nova light
#

target one bulwark, kill everything else

fervent turret
#

soaks up your hits with the real danger being backline units

nova light
#

except swarmers have more guns and are therefore more dangerous in the long run

alpine hemlock
#

yeah swarmers are worse because they are good against your fighters and barriers

light verge
#

swarmers have threat levels

#

xd

#

the other one just soaks

alpine hemlock
#

swarmers are acually good to fight though

#

because they are weak against missiles

#

which you take because they are good

light verge
#

true, they have notable weaknesses

alpine hemlock
#

missiles also soft counter bulwarks, because the bulwark tanks 1-2 missiles and the rest still hit important things

shell jasper
shell jasper
shell jasper
#

There's also the issue of ut being a like side thing of a single system in game.

I don't want it to be overly complex or take tons of dev time lol

light verge
#

xdd

#

understandable

#

it's funcitonal enough as it is

fervent turret
#

pure CLs

#

could maybe have gone further if I wasn't memeing on corvette fire rate so hard? 🤔

fleet steppe
#

Idk I love fire rate

fervent turret
#

I also took 4 hull things late on the cruiser thinking they'd be the damage wall for the corvettes but then it became evident that I needed to delay them to burn through the mediums 😔

fleet steppe
#

hmmm do I commit to the beam laser bit

#

i immediately realize this was a mistake as I'm stuck picking a corvette weapon next

#

i hate how aggressively beam ships push towards their target instead of keeping distance

#

beam laser was a throw on a balance run

woeful zephyr
#

You can reroll

#

Though there was one run where I blew through all my rerolls trying to get a missile launcher on anything, and failed to get it. 😆

nova light
alpine hemlock
#

hm. beam could do more damage at close range? or any weapon. could be another good variable impact mod

empty cargo
#

0.5x distance 4x damage

nova light
#

fighter stocks skyrocketing

fleet steppe
fleet steppe
jade zenith
#

oh yeah about the rerolls

#

didn't notice them until like a few days ago, so only really had one run with them

#

is it just a flat 4 rerolls, or do we earn more as the run goes?

fleet steppe
#

+1 per 5 stages

jade zenith
#

oooh dope

boreal sun
#

Any thoughts from people on prioritizing UT Upgrades? Not the ones in the runs themselves but what you allocate the points to. Or just whatever I'm needing/lacking?

jade zenith
#

I threw 2 runs into each, then prioritize synth > cap battle > mastery > base 6 > spec gain >rest

nova light
#

since the UT artifaacts fall off pretty quickly it doesn't super matter after the first couple

jade zenith
#

that's also true

#

some fall off faster than others though

boreal sun
#

Cool thanks for the input

fleet steppe
#

tend to keep them balanced since diminishing returns will make each upgrade less effective than the last, with some slight bias towards any system I'm actively focusing on boosting

fervent turret
#

I'm messing around with going all-railgun and every time I'm crashing out before 15... not sure what the deal is, maybe I should cheese it on duo type?

#

I throw MLs on the mediums still

fervent turret
#

definitely seems like beam ships are moving up way too far after they start firing, frigates especially

#

I'm positioning like this and my frigates are still charging out in front somehow

#

😒 and missiles really do need a range nerf smh

#

3 fights in a row like that

#

if I'm taking CLs and beams I feel like I should be countering missiles, not getting creamed by them

light verge
#

why are they hitting from a mile away

fleet steppe
#

UT is really a different beast from galaxy fights and CL do not hold up nearly the same

#

tragic

empty cargo
#

enemy missile have high range

fervent turret
#

I still maintain CLs aren't really the issue, I'm having an easier time making CLs work than railguns atm

#

it's a bunch of these other compounding things piled together that makes it difficult

#

even stage 4 dude ffs

fleet steppe
#

CL not having a second good laser weapon to pick up the slack really hurts

#

rapid beam isn't bad but it's a massive penalty to take basic beam

fervent turret
#

I think rapid beam sucks

fleet steppe
#

it feels way better than split beam

fervent turret
#

I disagree

fleet steppe
fervent turret
#

split beam gives you range so your ship slows down sooner and you get multi target which helps address its main pain point in UT which is being outnumbered

#

mono testing I feel skews results weirdly

#

even duo feels like cheesing when I do it

fleet steppe
#

the kill times on split beam just felt way too slow, rapid beam was killing more ships faster

fervent turret
#

I can see that on fighters perhaps

fleet steppe
#

still eat a lot of damage while running basic beam and limping along for the upgrade

#

the max dps is so promising but the ramp time of 6.5 is brutal

fervent turret
#

it is but look how much lower the damage starts out on rapid

fleet steppe
#

split beam already choking on stage 7

light verge
fleet steppe
#

maybe the range means more in a mixed ship environment

empty cargo
#

well they look like snipers

fervent turret
#

their strengths heavily compound on the disadvantages we have in UT

#

I'm starting to wonder about the importance of rolling second weapon upgrade strength being a reason why rolling duo/mono feels so much stronger

#

it takes so much longer to reach second upgrade especially with 'balanced'

#

like balanced actually feels like a debuff

#

which I would guess is not Sylv's intent?

fleet steppe
#

balanced is a debuff

#

hard focusing one ship is good and balance strictly forbids that

fervent turret
#

-# I don't think I'll be taking this one

fleet steppe
#

was curious on how much the dps difference mattered and made up a quick chart for comparison

#

in terms of raw damage split beam will do more against 2 targets up until ~2.5 seconds, then rapid beam pulls ahead for around 1 second, then split beam pulls ahead again

#

"seconds" but I think Galaxy/UT/Fleet now runs at 2x speed by default? so I don't know if that's really 1.25s/0.5s in real time

#

but is that really a noticable increase in damage dealt? one damage upgrade for comparison

#

also chart is not continuous and does intervals of 0.2s because I don't want to have a million values and have the graph be terrible to read unless you super zoom in

fervent turret
fleet steppe
#

amusingly, in terms of total damage dealt, it seems like basic beam beats out split beam's two target damage over 6.5 seconds

fleet steppe
fervent turret
#

this worked

#

but I feel like having to manipulate the target priority to succeed still stands as in favor of my point with that 2:1 ratio being off-kilter

fleet steppe
#

also thinking on the times- the beam isn't truly continuous either and would be based on tick rate, which makes the chart messier but it is what it is

fervent turret
fleet steppe
#

unfortunately I really do not like the odds of giving split beam a chance in "normal" runs because there's that many extra ships with weapon mods to roll and being stuck with basic beam for two weapon upgrade instances sounds like a death sentence

fervent turret
#

I don't think I've gotten much further than 12-14 messing with split beams

fleet steppe
#

I made the mistake of doing a balance run and trying to use beam laser and I crashed and burned on either stage 10 or 11 because I couldn't upgrade the weapon mod twice due to balance

#

i had missiles offered but I wanted to take a chance

fervent turret
#

dumb idea maybe... take beams and then focus nothing but hull upgrades to try to live long enough for the ramp to kick in?

fleet steppe
#

I guess hull is sort of a damage upgrade in that sense but... guh

#

tank cruiser would help with longevity... but -1 ship to target with

fervent turret
#

lemme finish my current thought of 'ML smalls railgun mediums' and I'll trial it for the heck of it lol

fervent turret
#

this is going way better than I thought it would have any right to

#

the hull bomb is actually hilarious because it instantly counters the snipers left at the end

#

actually not sure if I'm just being carried by hull bomb at this point

#

first loss lol

#

what is happening

#

I think maybe taking mono-HC shot myself in the foot here

#

fell over here

#

@fleet steppe thoughts? I feel like I should try again but avoiding single-HC upgrade, and then another one but without doing hull on HC

#

maybe I'll resort to mono for this, getting it to roll Cr + HC again is proving annoying

#

looks like the game is on board with the plan here 😂

#

hmmm... I'll risk it this time

#

buyer's remorse

alpine hemlock
#

this was monocruiser? i dont think you lost from not splitting your damage enough

fervent turret
#

surprisingly decent result with HC here, avoided single-cruiser deliberately, without the bomb it felt like bulwark/snipers were an issue again, weirdly never got offered the unique HC AOE thing, 2 of my grid buffs are the 5x damage 2x range things and I think those were detrimental

alpine hemlock
#

i dont find grid buffs that good

fervent turret
#

I still have no idea if burst fire is helping beams much

#

Sylv says it does but I never feel the difference

alpine hemlock
#

unless it's in column A i never take them

#

i wanted to try to test something with HC beam and died on stage 3

#

beam sucks, i dont need more info lol

fervent turret
#

so dispersion pulse sucks for this strat I think

fervent turret
#

all hull upgrades lol

alpine hemlock
#

when your team is all heavy cruisers you face tons of mediums

nova light
fervent turret
#

what about this?

#

think this is about the limit of this idea but look, hull & beam doesn't suck you guys 😂

nova light
#

I think how burst fire works is that it is a multiplicative multiplier to damage, which is the same as the normal burst fire penalty (0.7x) and then multiplies it by an additive multiplier which is essentially equal to what the burst amount would be

#

so basically the relative dps increase is the same as for other weapons

fervent turret
#

taking beam on Cr/HC on 3 without hull sure does seem to be guaranteed base damage 🤔

#

was going to try doing fire-rate focus but I guess I gotta start at least with some hull picks first?

fervent turret
#

well, this is the end result of focus-fire-rate, had to stick with hull upgrades first few stages to not take damage

#

felt kind of like I hit a point of diminished return somewhere around 2.0 fire rate?

nova light
#

as one does

#

fire rate is also a lot worse for beam anyways since it doesn't do jackshit for tickrate

fervent turret
#

it seems to affect the time to acquire target? and refire on new ones

alpine hemlock
#

why does everything about beam have to be downsides

alpine hemlock
fervent turret
#

I'll try to aim for... 1.75 fire rate and go in on damage then 🤔

wild timber
#

because both are supposed to affect tickrate now i think

#

idk i barely paid attention to the patch note because i always skip beam anyway

alpine hemlock
#

lol

#

tried to test that

#

died before i got a post-beam fire rate

#

rip beam

fervent turret
#

can burst fire 4 just like... be removed as an option? 🫤

alpine hemlock
#

fire rate upgrade mod does do tick rate

fervent turret
#

hit the 1.75x fire rate goal on 15, this is stage 17, gonna see how all damage goes from here

#

made it to 30 🤔

#

hull-first frigate beams on 3 is pretty poo 😂

fervent turret
#

this feels like a matchup error on my part, goal was 1.5x fire rate & then even split hull/damage

alpine hemlock
#

which would have been my first guess

fervent turret
#

well I think the conclusion to my earlier "bad idea" hypothesis is that going hull-heavy early tends to work well with early beam but it doesn't particularly matter for endgame

nova light
fervent turret
#

this is not how poorly I expected fleet teleport + split beam to go

#

still made it to stage 32

#

but I feel like this just because barrier fighter spam OP and working in spite of the fleet teleport

#

last one and I'll quit spamming the channel (I'll make a thread or something if I start up again) - rapid beam attempt, fell over really hard here, the target swapping is much better but the damage just feels worse

fervent turret
#

kinda feels like the single-cruiser/HC is a debuff in most circumstances

alpine hemlock
#

i think that's specifically in mono

#

armor is good against lots of small hits

#

you fill the battlespace with 2 point ships, the enemy has to match with thier two point ships

#

which do big hits

#

in that screenshot, the enemy fleet is 83% heavies as points (20 points of heavies and 4 points of smalls)

#

and what IS good against big hits? barriers and bodies

#

non-armor cruisers have double of each

fleet steppe
#

you might be able to make mono Tank cruiser work if you have missiles to spread damage but yeah the loss in target amount is really bad

alpine hemlock
#

i honestly dont think our offense is much of a problem, for the basically same reason

#

the enemy is all mediums, they have lots of health, so hitting slower but harder is not that wasteful

light verge
#

today's UT:

#

balance

#

no just no

woeful zephyr
#

either way, it's a good day to use banked

shell jasper
fervent turret
#

but what actually happens when I take it multiple times?

#

it doesn't just double the beam damage every time surely?

shell jasper
#

burst fire = damage

#

all the same calcs apply

#

so it gets the damage reduction and the burst fire 2x

#

so its uh, 1.6x damage or wahtever I forgot waht the damge reduction is on that

fervent turret
#

#1335902304959987733 message I get what mini said it was here but I'm still lost on whether it's detrimental after the second time, like the statcard says, or not

shell jasper
#

the stat card is correc tin that regard

#

you dont want to take it more than twice

vital oar
#

this Hard+More choices hangs for a few days it seems doesnt it?

#

whet the hell will it reset?

#

or maybe thats just a long day 24 hours...

deep granite
#

when do the modifiers cycle?

vital oar
#

exactly

wild timber
nova light
#

UTC 00:00

vital oar
#

how long till utc 0?

wild timber
#

just google midnight utc

urban bridge
#

lots of rares today

fervent turret
#

kind of a screw-around run...

do you think maybe some of the problem is with non-mono/duo, your fleet just fails to scale properly because there's not enough upgrades for the different ships you have?

#

I'm wondering if that's contributing to my sensation of just being outnumbered constantly when playing 'normally'

urban bridge
#

I think level 10 is the intended clear, anything beyond that should be seen as your fleet being op

#

but yeah, mono/duo let you concentrate upgrades to great effect

fervent turret
#

compared to how I was getting all those beam-hull mono-ship limit tests to around 25-30, I feel rather differently

urban bridge
#

are you getting other mods to 25-30?

#

'cause I think you're just supporting my point 😛

fervent turret
#

I did a few different ideas on mono that got to 25-30 yeah

urban bridge
#

other mods being not-mono

#

I'm usually getting 13-20 doing the randomd daily UTs

fervent turret
#

oh I thought ship weapon/choice stuff, sorry

urban bridge
#

more often on the lower end

fervent turret
#

13-20 sound like the 'more usual' thing to me yeah

#

I wanna try to identify what the gap is, because based on my spam the other day... it's not necessarily a beam/CL issue

#

it's sort of like maybe there's a methodology to be had... early hull upgrades for HC/cruiser, damage for fighter, +1 range every 5-6 stages, things like that

#

certain amounts of fire rate to get

alpine hemlock
#

what were you comparing beam to though

#

how high did you get when you tried something similar with missiles or CL

#

your experiments require a control

fervent turret
#

well, I haven't done that yet lol
I can tell you when I tried rapid beam instead of split it was always worse

#

always fell over right around 25 instead of 30ish

#

I definitely am being a bit lax on testing methodology

#

fighters I should give another go with beams without the fleet teleport

#

cruisers worked well, frigates I gave up on

light verge
#

but that's also not an issue inherent to this game alone

#

every game like slay the spire has this issue

#

in those games you are constantly awarded with new cards

#

they will populate your deck

#

yes, your deck sucks ass at the beginning but having more cards makes your pulls more unreliable especially since they tend not to have an upper limit

#

further compounding the issue is the ability to upgrade those cards one by one and the ability to remove cards being seldom available.

#

this game TRIES to make up for it by making it so that entire ship classes get the same upgrade

#

all it does is making your clear to sector 10 more consistent

fervent turret
#

yeah I mean I guess it is kinda like deck games where it's detrimental to have cards not part of your core rotation...

#

I feel baited, the game put base barrier behind this comp...

#

just ultra hard countering fighter spam lol

#

idk what I'm proving with this one... thought was simply 'let's try hull-first ML'

light verge
#

i have mixed feelings with UT

#

for one i like it because it's just 10 rounds

#

but it's a little bit dry

#

...still better than how I actually like StS

#

...or should I say

#

how I don't like it

#

and its clones

fervent turret
#

played this one kinda loose/by feel but still mainly hull-first CL...

#

that much hull and still getting one-shot by the bulwarks is gross

alpine hemlock
#

the "deck size" variable is important but also kind of a nonissue in UT

#

duo is a treat

#

mono is a cheat mode for testing

#

I feel like UT is missing builds, synergies, risk-reward

#

there's no mod i take speculatively because it could work out if i "get there"

#

there's no "get there", just +dps

nova light
#

I like sts....

nova light
alpine hemlock
#

mods that good with certain other mods

#

or ships, or enemies, or anything really

nova light
#

things are really just good standalone or bad

#

there's kind of synergy between hull bomb and health but that's basically it....

alpine hemlock
#

i wanted to describe a corvette "build" in UT I basically cant

#

did i get the rare or burst

#

ok

#

but that's not a choice or a tradeoff

#

i just got it or i didnt

nova light
#

funnily armor tank is kind of anti-synergistic with hull bomb because it's half targets and same total hp therefore less flexible overal

alpine hemlock
#

ok sure if i DID get burst corvettes then i draft +1 corvette on ship selection

#

which technically counts

#

but is weaksauce

#

hull bomb is a legit example

#

i want more

#

of those. but also hull bomb is also not a great example in that i dont think having hull bomb makes taking HP mods worth it

nova light
#

the idea behind hull bomb was to make HP modes not completely unpickable in literally every situation

#

so if you saw hull bomb early then leaning into health would actually be somewhat viable

fleet steppe
# alpine hemlock but that's not a choice or a tradeoff

It would be neat if there were something like Chained or Linked upgrades, something like:

Chained Upgrade
Corvette ⛓️ ⛓️ ⛓️ Fire Rate
(Stats as normal)

Picking the Chained upgrade would mean the next time you get an upgrade choice, Corvette would be an option. Since there are three chains, this would continue for 2 more upgrades after this one, so you know you can be offered three Corvette upgrades in a row

You could also have something like
Fighter Damage ⛓️ ⛓️

Which means you'll have damage be an option on the next upgrade, though not necessarily for fighter, or

Cruiser ⛓️ ⛓️ Hull ⛓️ ⛓️

A double chain which means the same upgrade would be offered

#

If you break the chain midway then you don't see any remaining guaranteed upgrades from that chain

#

Might encourage rerolling early to find a chain to build off of and focus a "build" around

#

Could possibly have Chained Enemies (not the entire enemy fleet, just some units)

vital oar
#

this one is the next after i dunno how many tries today maybe 3

#

maybe 2x None

fervent turret
#

would it oversimplify things to make generic damage/rof/range/hull upgrades be fleet-wide instead of ship-specific?

#

cuz I reckon that'd solve the gap between quad & mono

fleet steppe
#

It would also make trying to have a "build" be harder

#

Otoh it might be interesting to have fleet wide upgrades be paired against zone upgrades and have them be similar rarity

shell jasper
#

gap in quad and mono is fine imo

#

non ship specific basic upgrades makes for like actual 0 choice situations 99% of time I feel like

alpine hemlock
#

and can be fun

#

but is basically the opposite of what i want

#

more control over the draft makes it easier to force a generic best build

#

if i got my wish of multiple builds existing

shell jasper
#

I think the thing you mentioned a while ago is a good solution... uh, whatever it was ><

alpine hemlock
#

i think it was on hit effect mods. simplest being +x raw damage and -x damage, +something

#

because they care about fire rate so they are good on fast or slow weapons respectively

#

but you can do synergy mods in pretty blunt ways that still end up cool

#

mods with an arbitrary tag that are better with each other

#

the lore flavor can be anything. in an rpg magic system it might be elements like "fire" or "poison"

#

we already have kinetic or laser but you could do like "Xyloquant mods" or whatever

shell jasper
#

hmmm

#

it wasnt either of those I dont think

alpine hemlock
#

Xyloquant Fire Rate: +4% fire rate, plus an additional +1% per Xyloquant mod

#

oh there was the HP mod "solution"

#

which was that HP sucks so bundle it with other stuff

shell jasper
#

it was something that added a tiny bit of synergy stuff for builds but like... nothing new I have to do haha

alpine hemlock
#

are you sure it wasnt the mods that care about fire rate?

simple examples of what i mean: on hit effects, absolute damage modifiers. these mods care about relative fire rate, and output different damage with different weapons.

  • +5 damage per projectile (relatively bad on CL)
  • -5 damage per projectile +50% fire rate (relatively good on CL)
#

err, i proposed a nerf to missiles to make them more polarized against enemies instead of generically ok or great

make missiles do more damage, remove ability to hit the same target more than once

#

but idk if that's actually more fun lol

#

I think that's all my recent UT posts, so if those weren't it i dont think it was me

shell jasper
#

huh maybe it was the per projectile

#

also im looking at the values on stuff, the mini rail gun in ut seems weird

#

is it super good or anything?

#

specificall, the fighter CL and mini rail gun have same fire rate for some reason

#

or well not same, just ery close, 1.2 for mini rail gun, 1.0 for cl

#

maybe I shouild just put fighter CL in line with normal CL

#

for beam im upping damage slightly, upping base fire rate so it switches faster and increasing (as in stay further away) closing distance

fervent turret
#

I might do some mono rail tomfoolery but my impression is it's not great, might be because it's in an unhappy spot of not doing enough damage and also not enough fire rate to be good vs smalls

fleet steppe
#

rail gun seems like a neutral sidegrade, better than charge lasers, worse than missiles

#

bit better than neutral because it's armor typed which helps as filler for converting fleet to anti armor prioritizing missiles, it's fine to pick on "sacrificial units" that don't get many upgrades since the anti-armor fleet focus helps the most

wild timber
light verge
#

there is otherwise no other reason to pick any other railgun other than versatile after that

fervent turret
#

definitely think that range decreases for rapid is a detriment in excess of any benefit

shell jasper
wild timber
#

rail gun firerate is very nice if you're not getting good missile picks for swarmers

shell jasper
#

hmmm why is versatile a pick? 10% damage and range doesnt seem better then 1.5x fire rate and 0.75x damage of the rapid one if everyone values fire rate so highly

light verge
#

no need to care about bad matchups

wild timber
#

it's not fire rate on its own, it's ability to get kills per second

light verge
#

since you don't get to control spawns in your favor

wild timber
#

which rapid is worse at because of the big range hit

light verge
#

railgun on shields is giga shit

shell jasper
#

what big range hit?

wild timber
#

well, relatively speaking compared to versatile

#

any firerate between 1.2-1.5 is like mostly acceptable anyway, it's just dropping super low with charge or beam that's bad

light verge
#

versatile gives no fire-rate increase; rapid gives 50% more
Versatile does give a reasonable range increase which compounds on fighters

wild timber
#

part of the reason why in regular fleet, mini railgun was better than charge laser and had to get nerfed like 4 times in a row

light verge
#

plus the ever-useful shield damage x2

wild timber
#

was because it did much more damage in 1 hit on fighters

#

which meant fighters could "bank" damage while moving towards the next enemy even while it was out of range

shell jasper
#

I guess 10% range is 3 range upgrades worth

wild timber
#

excessive firerate on low range is also kind of self-defeating

shell jasper
#

but 50% fire rate is 10 fire rate upgrdes worth ><

wild timber
#

well rapid also loses like

#

5 upgrades of damage

#

so it kind of cancels out to a large extent

shell jasper
#

75% is only 2-3 upgrades of daamge

wild timber
#

it's not anywhere near 10 firerate upgrades of net gain in practice

#

1 damage is usually worth 2 firerate anyway

fervent turret
#

I think range makes a difference... at least it seems to have during my beam spam - but only up to about 6 or 7 range buffs; just however much is enough to enable all ships shooting as much as possible & not taking forever to hit missile/snipers

light verge
#

a dead enemy deals no damage

#

increasing survivability

#

i prefer versatiles because of that since it kills shields quicker and doesn't become useless over shield mediums

shell jasper
#

"equalibirium" on them is rapid + 3 range and 4 damage vs versatile with 10 fire rate

#

and then whatever shield damage is worth which with the balancing it does im not 100% sure what that is

#

maybe the shield damage is just way better then I gave it value wise in balancing those

wild timber
#

shield is like

light verge
#

the increased versatile range also allows one more hit

wild timber
#

mostly bad rng protection

light verge
#

before you get

#

killed

wild timber
#

bc you want to avoid having lasers anyway

#

lasers bad

shell jasper
fervent turret
#

railguns skew the enemy spawn towards kinetic too

#

so the shield thing is kinda whatever

wild timber
shell jasper
#

now if you get it on turn 6 or whatever, you dont have enougnh for equilibrium and f course cant always get the exact ones you want

#

but just in general

wild timber
#

it does matter a lot for galaxy

shell jasper
#

oh galaxy values are all different and the point of weapons is different there too

wild timber
#

like in a vacuum the firerate sounds good

#

but you get spaced by snipers a lot more

shell jasper
#

you guys cant go from "fire rate is all that matters CL sucks" to "fire rate sounds good only in a vacuum" T.T

wild timber
#

it's more like every stat has thresholds

#

going below "good enough" makes it immediately garbage

#

every charge laser is below "good enough" firerate for general use

#

every mini railgun is already good enough firerate, and it's range that becomes the limitation for their consistency

light verge
#

i mean that's very reductive sylv

#

the reason why cl sucks is because it's slow and allows way more hits from enemies

#

you get like 1 hit before 3/4ths of a squad dies

fervent turret
#

-# maybe Sylv needs to take a second vacation and play nothing but UT for a week 😂

wild timber
#

the most accurate summation would probably be more like it's about maximizing the alpha strike capability

light verge
#

^

#

it's all about the alpha strike

#

again

#

dead enemies don't contribute to their dps

shell jasper
#

cl has great alpha strike? unless im misunderstanding alpha strike

light verge
#

cl tends to only kill 1 enemy

#

or 2