#Unstable Transit

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wild timber
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except CL ends up with like 80% damage wasted as overkill

light verge
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in a squad of 6

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the remaining 4 kills half of your squadron

wild timber
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so you kill 4 swarmers per friendly unit in the first volley and then everything is in range and shooting you

shell jasper
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cl kills the most of anything in a first volley no?

light verge
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no

wild timber
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missiles

light verge
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like 33%

shell jasper
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well missiles is op and its own issue

light verge
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missiles kill like 70% of a squad

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op or not

wild timber
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CL will pretty much never actually shoot the highest hp guy

light verge
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it's gonna get compared to it

shell jasper
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I mean out of all the rest cl has best alpha

wild timber
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so it's always wasted damage

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because the highest hp guys are slower than swarmers and normal enemies

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and CL just shoots closest enemy instead of being smart about it

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and if the option is only killing normal enemies, it then just becomes killing normal enemies with minimal reload time

light verge
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the closest enemy with like 10% remaining health

shell jasper
# light verge it's gonna get compared to it

no, cause thats not unique to CL. missiles is better then everything, and cl is worse then everything, comparing cl to missiles is pretty pointless, it needs to compare to the rest I think so in a missiless wordl its not the worst by a ton etc

wild timber
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so rail > charge at that point

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well im also talking about rail

light verge
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rail has less overkill spillage

wild timber
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and fighter charge laser vs. other charge lasers, since fighter charge has way higher firerate

light verge
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which is why it's better

wild timber
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also like

light verge
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maybe when cl has splash damage it might be worth

wild timber
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i would take default weapon over charge laser lol

light verge
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^

shell jasper
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but then rapid rail removes too much damage so it doesnt kill fast enough any more or?

light verge
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100%

wild timber
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rapid is acceptable

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but versatile shores up the biggest downsides of railgun better

light verge
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rng protection

wild timber
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rng protection against shields is pretty big, but even without that i would still favor versatile slightly

shell jasper
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is cl still bad at 0.75 fire rate instead of 0.5?

wild timber
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.

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cl also has issues beyond fire rate

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your range is super bad compared to snipers, but you move slow as hell

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so if there's an enemy sniper in the corner it just picks off like literally 3 entire units before your snipers get in range of their snipers

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which is pretty bad

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i don't think movespeed is indicated in weapon choices at all atm

shell jasper
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could remove or significantly lower the slow down on cl

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oh is it not? thats dumb

wild timber
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wait no it is, but it's still buggy iirc

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remember when i reported fighter charge laser having weird speed stats on the specs

shell jasper
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oh the overriding ones dont show right ya

wild timber
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1500 range lol

light verge
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fighter speed on charge laser is slow as molasses

shell jasper
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they are still faster then all other units arent they?

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oh maybe its tied

light verge
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fighter charge laser is still good though

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because they have numbers

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they can shore up the sniper fire

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...god forbid you put it on a frigate or a corvette

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snipers can and will oneshot you

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almost feels like charge lasers should give a hull multiplier

wild timber
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fighter charge works decently well because you still have 12 fighters per unit and the extra range is actually pretty nice for them

shell jasper
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well the slow down is its own thing, we can lower it but it wont solve cl at all. perhaps cl just has to baaaaaaaarely be cl and be like... nearly same fire rate

wild timber
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2.2 is slightly faster

light verge
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prioritizes targets it can one shot that aren't swarmers

wild timber
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fighters just disproportionately benefit from a lot of stuff due to their unit count

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barrier is another example

light verge
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^

wild timber
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frigate barrier ๐Ÿ’€

shell jasper
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ya thats fine fighters are good dont matter much

light verge
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frigate barrier is literally just 1 shot thick

wild timber
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honestly it's more 2 unit barrier still doesn't feel worth the dps hit

light verge
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feels like corvettes should get 2 unit barriers and frigates like 3

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but that's kinda fucky to balance tbh

shell jasper
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what is the fire rate that would save CLs?

wild timber
shell jasper
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err you mean 50% more fire rate and range?

wild timber
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yeah

shell jasper
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50% more range seems bonkers paired with 50% fire rate

light verge
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ultimately depends on how you balance it

shell jasper
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but maybe long range is a better niche then high damage I suppose

light verge
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i mean

wild timber
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range could be anywhere from 25-50%, i don't actually know how much extra range will affect its viability with precision

light verge
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we're spoiled with missiles

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and can't help but sometimes compare it to that

shell jasper
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missiles can get nerfed once other stuffs all in a nice spot

wild timber
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simulation builds are like nice for testing but they're still a far cry from actual dev build capabilities of just spawning in upgrades at will

shell jasper
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either with that single target being bad setup, or some damage wteak

wild timber
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you mentioned that fighter charge has abnormally high firerate compared to other charge, are there any other weird exceptions for charge laser currently?

shell jasper
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no

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I was just surprised that theirs such a difference for fighres there, the other fighter weapons are only slightly different or the only difference is the range. so that is a huge departure

light verge
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anyway as it stands: CL has issues with:

  • Dumbfire. This is related to its next problem
  • Overkill damage
  • Slow navigation speed makes it worse vs its obvious matchup in other games - snipers
  • Fire rate and speed makes it possible for 2 squadrons to just outright wipe a sniper after it fires its initial shot; needs to be backed up by other units.
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Exceptions:

Fighters - They have the numbers to shore up.
Fire rate isn't also as low as the others. For some reason.

wild timber
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in terms of net shots per time
mini rail: net x1.2
charge: net x0.5
missile: net x2.4

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i uh, don't actually know how beam firerate works since it's not in the tooltip

shell jasper
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maybe missile retargeting should just go away, that kinda makes it even better

light verge
wild timber
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i think beam needs 1s from enemy kill to blasting new enemy
and additional 1/tick_rate from blasting new enemy to actually dealing the first tick?

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so it's a net 1/1.25 = 0.8?

shell jasper
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no I think it insta ticks, unless thats not fleet beam

wild timber
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there's definitely not an insta tick

light verge
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yeah i think beam needs to transfer targets quickly

shell jasper
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ah ya it sjust 0.25 so real fast

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I already doubled fire rate on beam for next patch

wild timber
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so yeah it takes 1.25s per enemy assuming it one ticks them

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oh nice

shell jasper
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so its good bit quicker about that

wild timber
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that puts it at 0.75s per enemy

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so actually higher than minirail potentially? will have to see how it fares

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unlikely to keep first ticking even swarmers past stage 10 anyway

shell jasper
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first tick is kinda low damage though so not really a fast kill thing still probably

wild timber
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first tick is 1.5s out of the ramp time of 4.5s?

shell jasper
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ok well ill just explode cl

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ya

light verge
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what does explode mean for this context

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splash damage

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or just kill it

shell jasper
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lol no

wild timber
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i don't get this

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why is it 7.84 on the first hit and 4.76 on the second

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oh wait

shell jasper
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it means ill slap some new numbers on it and see how it goes ><

wild timber
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overkill damage?

shell jasper
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ya

wild timber
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no wait

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if you see the replay though

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the swarmers don't ever show a damage state

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they're either full hp or instantly exploded

shell jasper
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hmmmm maybe battle log is just double dipping on beams as they are kinda weird

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whats the swarmer health their?

nova light
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although part of that was a bug giving it plus like 150 range or something

wild timber
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no grid slots on the field

fervent turret
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I tried getting missiles to 30 in mono once or twice during my hull-bomb crusading and never got close

wild timber
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they aren't better 100% of the time, just 80% of the time

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that sounds more like it's because you're on a hull bomb crusade

fervent turret
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I keep saying this but it's a bunch of factors at once at play with this

nova light
wild timber
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maybe the better word here is beta strike because every weapon always blows its initial volley on swarmers

nova light
nova light
shell jasper
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think it needs more then 300 range prolly, snipers purty big

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ah I guess its close. ya ill reduce slow down a little and bump range just not quiiiite that big

nova light
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at least make the snipe charge laser a little more range too

shell jasper
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ya ill make snipe cl same as snipers

nova light
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having your snipers get curbstomped by enemy snipers is lame as hell

shell jasper
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or ill be nice and give them like 25 more range then snipers lol

nova light
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like, 10 charge lasers corvettes loses to like... 4 snipers

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squads

shell jasper
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just get 25 range upgrades

nova light
shell jasper
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25 ship upgrades

nova light
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๐Ÿค”

fervent turret
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quick railgun test, went with only as much fire rate/range as I felt seemed good and then even hull/damage

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falling over at 25 seems like a common thing for me on mono with things being 'less than optimal'

wild timber
nova light
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no extra ships

shell jasper
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ok normal cl now:

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quick:

wild timber
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quick

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that's 0.75 back to .975 normally?

fervent turret
shell jasper
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its already different in ut

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ad this is only ut

shell jasper
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hardly

nova light
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unless you buff missiles moderately another way

shell jasper
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it just makes it have wasted shots like everything else

nova light
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edge case where enemy missiles having retargeting an benefit you

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is if they kill your ships and then one missile flies off and hits the base

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then the missiles enemies get like half a volley at most instead of a full one

shell jasper
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snipe to outrange snipers

wild timber
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nice

shell jasper
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speed stat still worng on display tho

empty cargo
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๐Ÿค”

wild timber
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what range are they going to halt at

shell jasper
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1000

wild timber
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cruiser charge might be pretty funny then because you can reliably screen

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instead of advancing into enemy range

nova light
fervent turret
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question - are you also going to change how the CL is different for every ship in terms of rof/range/ship speed?

wild timber
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fighter was the only abnormal one i thought

shell jasper
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its not different for every ship just fihgters

wild timber
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everything else is standardized

shell jasper
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but for fighters, its getting equalized to this too

fervent turret
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ah I thought that was a thing with all weapons

empty cargo
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CL act like snipers too now?

shell jasper
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fighters have their own, just cause of range really

wild timber
fervent turret
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the thing that popped into my mind just now is how frigates are inexplicably more suicidal with beams than the other ships, in my tests

nova light
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fighters are just op

shell jasper
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ships have different innate close distances

wild timber
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well that's due to base parameters of frigate's halt distance

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yeah

shell jasper
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so ya frigates can go closer but not as close as fighters

nova light
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bruh

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why frigates

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they suck on the frontline

shell jasper
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uh its not frigates

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I mean not specail to them I think corvetttes get closer

nova light
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well I guess missiles

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huh

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?

wild timber
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frigates just explode more because you lose half of your firepower instead of 1/4 when advancing too far

shell jasper
nova light
fervent turret
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frigates should be the cagiest of the bunch tbh

shell jasper
wild timber
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frigates makes sense because they can take more hits before dying, except in UT you die when getting tapped beyond like stage 8 because nobody takes hull upgrades

shell jasper
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smh

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oh I guess I can buff hull upgrades this patch too

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nd have no one take them still

fervent turret
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well even if you do take hull upgrades with frigates they get one-tapped anyway

shell jasper
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but fun patch notes

nova light
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12% -> 15% -> 20% (?)

wild timber
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make frigates 4 barrier instead of 1

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๐Ÿ‘

nova light
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make hull upgrades 3% but multiplicative Big_Brain

shell jasper
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but then I have to make a frigate specific barrier mod bah

nova light
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so now hull bomb becomes funny

wild timber
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arguably every unit could use a decent barrier buff besides fighters anyway

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either a buff to barrier or a smaller penalty at least

shell jasper
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well barrier should probably just not have downside

nova light
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honestly I think extra barrier doesn't actually do anything because of the same old issue of 'most dangerous enemies come in pairs' or shoot in pairs and such

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so if you have two barriers then they just both go down

fervent turret
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the thing with frigates is they only have the 2 ships but don't have anything near the health of the HC/C, and they don't benefit as well from barriers, so they're the most fragile ship, and then on top of that they charge way too far forward

nova light
wild timber
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well if they shoot in pairs, you still have the brief invulnerability period from first barrier, no?

shell jasper
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its got that special thing where the barrier stays alive for a moment

wild timber
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or does that still reduce the other barrier anyway

fervent turret
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like I don't mind frigate being a fleet-wide support unit, but it has to not move so far ahead

shell jasper
nova light
empty cargo
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.

wild timber
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๐Ÿค”

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well it should probably protect the other barrier if it currently doesn't

nova light
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barriers should just be damage invulnerability instead of 0.001x

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in fleet

wild timber
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does that change anything

fervent turret
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I don't think that is any issue

nova light
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no but it's funnier

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and makes protecting the second barrier more logical

wild timber
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barrier should bounce sniper shots back to the sniper

nova light
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now we're talking

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ultra rare barrier: rebound

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uno reverse card

shell jasper
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well everything only has 1 barrier right now really so just not sure what the behavior got set as im lookin tho

wild timber
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you can have multiple barriers in ut with the base perk

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it's just a pain in the ass

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oh yeah also grid

fervent turret
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maybe with barriers just remove it giving you negative stats elsewhere?

nova light
wild timber
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even with that, it would be a universal buff to all barriers and still not really address frigates benefitting way less than corvettes/fighters

shell jasper
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hmmm, looks like barrier damage stacks up in the invuln window so ya, it only servers to prevent a full like volley if you had ANY barrier, so more is nearly 100% pointless atm

light verge
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being the anti-armor ship, with an armor mod

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and also missiles

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in UT everyone can use missiles so

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๐Ÿค”

nova light
fervent turret
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something I've said before in UT is that it's a bummer we don't get armor/shield

nova light
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why no armor/shields in fleet

shell jasper
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well only gonna change that if introduce more barrier things. its fine if barrier is less good on frigates USIShrug

wild timber
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give corvettes regenerating shields and frigates damage block ๐Ÿค”

nova light
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what about a special barrier that turns on/off for 1s, e.g. 1s normal, 1s 0.001x damage taken, 1s normal etc.

shell jasper
nova light
light verge
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damage block is interesting

wild timber
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make heavy cruisers explode on death or something, why are they heavy anyway

light verge
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that tank mod for ships was funny

nova light
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make armor tank in UT scale to 2% of hp instead of 1% to make it more interesting

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because currently the 2 -> 1 ships kinda screws you

shell jasper
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ok so uh recap for patch if any final thoughts:

  • CL: more fire rate, range, move speed and distance, less damage
  • Beam: more fire rate and distance
  • Barrier: no downside except fighters
light verge
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seems fine to me

nova light
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cool

shell jasper
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  • missiles: removed
light verge
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CL being the long range option seems nice

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i won't miss missiles

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it's just too strong

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unless you decide to remove retarget instead

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which is better i think

shell jasper
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not gonan throw in a hasty nerf, will see how this goes and if beam and cl at least kinda ok with mini rail then can figure out the missile nerf

light verge
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reasonable

wild timber
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does beam affect halt distance atm

shell jasper
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so far lol

wild timber
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cuz if not it should probably halt farther away

shell jasper
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thats the distnace I mentioned

wild timber
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oh ok

light verge
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finally charge laser

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mmmmmmmmm

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remind me what was its original range

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700 ish?

shell jasper
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dunno already changed values in db

wild timber
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for railgun you could have the higher base range always so versatile doesn't get that extra bone over rapid

light verge
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fair fair

wild timber
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but rapid isn't like sucking or anything, just overshadowed

light verge
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inb4 remove range from versatile, buff overall range from railguns

shell jasper
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cl was 800 and snipe was only 1.2x

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now its 900 and 1.5x

light verge
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the 2x armor 2x shield makes it imo

wild timber
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did snipe also affect firerate i don't remember

shell jasper
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snipe is damage and range, qucik was fire rate

wild timber
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seems like fighter snipe at least has a minor firerate down

shell jasper
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oh wait no they had 0.9 fire rate ya

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I removed that tho

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1.5x range 1.05x damage now

wild timber
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pew pew

shell jasper
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or 1.3x fire rate rapid

fervent turret
shell jasper
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oh barriers only 0.9x damage reduction tahts basically nothing already hrm

wild timber
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i guess it could be 15% on fighters, 5% on corvettes, 0 on frigates/cruisers

fervent turret
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isn't this weird that close range MLs is less DPS?

shell jasper
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huh ya thats dumb

nova light
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good point

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weird how barrage missile launchers are like way better

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'missiles being strong' is actually 'barrage being very strong'

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close range... kind of sucks

fervent turret
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interesting that I got to a point where fire rate is actually more DPS

shell jasper
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ill reduce damage little more on barrage and make close range less close range

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wiat barrage is more rnage too wtf, out of my mind

nova light
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nah keep that but make close range like way more dps instead

shell jasper
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no perfect time to nerf missiles in a smart way, just reduce the damage on those a bit and up the range on close

wild timber
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i mean barrage is kind of meant to be more range considering it's not called closer range

shell jasper
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well close range is reducing it though so even with no range mod barrage is further :P

fervent turret
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-# (btw this is dropping the game below 7 FPS for like 10s at a time lul)

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there you go sylv - lower missile projectile count and call it necessary for game performance ๐Ÿ˜

shell jasper
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lol ya thatd be good too ><

wild timber
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that seems more because of burst fire

fervent turret
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๐Ÿคฃ

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unironically though? more damage per missile and less missiles could be a path forward for MLs

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but, if it applies to normal battles too swarmer sectors would need a check

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seems this is the limit, also it's like 50+ seconds of 1FPS combat

shell jasper
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ok the final final changes

- Fleet UT Charge Laser has more fire rate, range, move speed, reduced damage, upgraded versions also improved
- Fleet UT Close Range Missiles fire rate and range increased, Barrage Missiles damage decreased
- Fleet UT Barrier mod now has no downside except on fighters```
wild timber
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barrage missiles +range removed, right?

shell jasper
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nah I left it just a little reduced

wild timber
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o ok

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could increase barrier downside for fighters and give corvettes like -5% or something but meh

shell jasper
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ya eh, maybe if I bother doing the barrier change to not evaporate with multiple too

wild timber
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i think the only other thing was possibly a versatile vs. rapid railgun tweak but that's really whatever

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as far as weapon mods go

shell jasper
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I feel like consensus there is at least kiiiiiinda split

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so will wait

wild timber
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for other stuff besides weapon mods uhhhh
another hull buff? won't change anything though lul
dispersion pulse buff

fervent turret
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abilities triggering in 3-4 seconds instead of 6 would be nice

light verge
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i'd take weaker abilities if they procced sooner

wild timber
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oh yeah @shell jasper did you investigate the bulwark thing? it does seem like the first bulwark in an enemy draft counts as a small, though subsequent ones count as a medium

shell jasper
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oh I didnt ill check

fervent turret
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-# what's the point of range upgrades gonna be if we just buff everything to have enough range by default though

river flax
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Hull and Range bonuses are shit anyway

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I did mention this to Sylv when I was giving feedback for the UT rework and he mentioned there needed to be some filler

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Which I agree with and understand

light verge
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2x damage or maybe a separate, smaller damage mult that is multiplicative

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at the expense of range

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also what if hull upgrade didn't just give hp but gave damage reduction instead

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like 2% less damage from sources

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or they could do both

river flax
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What? Why would it give 2% DR if the current bonus is higher effective HP gain

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That's a nerf lol

light verge
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not exact values lol

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also hull is bad anyway because raw numbers don't scale well

nova light
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hull is bad because damage is better

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glass cannon meta

light verge
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read: fighters goated

wild timber
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and i guess close range missiles but that was also complete garbage
probably still is too

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range still relevant on other stuff like railgun

fleet steppe
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one bit of feedback I have on CL is that it's something I'm really hesitant to invest in which gives scaling concerns for later stages- If it can get clogged on skirmishers then I don't want to invest many if any upgrades into the charge laser ship, which will lead to it not keeping up against one shotting enemies (not sure when base 19.6 damage falls off, but wouldn't expect it to hold for too long, it's probably double that with 2 corvettes targetting)

fleet steppe
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just had a simulation run where I had a 2x damage and fire rate zone upgrade and it kinda made charge laser feel missile tier in strength, so that ~1.5x buff is probably close to the right place

river flax
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Zone upgrade?

urban bridge
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the slot buffs

wild timber
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gridge

supple comet
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I don't understand UT reward system

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Where are the supposed artifacts going

urban bridge
supple comet
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Thought so but I finished the tutorial run at stage 9 and they are still sitting at 0

supple comet
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Ah actually not

urban bridge
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it randomizes which ones you can select

supple comet
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I see now, they changed

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Okay gotcha, it clear now thank you

median marlin
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Ugh, this is getting so frustrating, all that happens is that my stupid ships sit around shooting at nothing while they get absolutely mulched by fighters and snipers

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I don't understand what I'm missing at all

shell jasper
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shooting at nothing??

median marlin
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I mean they're just slowly taking potshots at random fighters and crap instead of the ships that are actually dangerous

shell jasper
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theres no smart targeting anywher ein fleet

nova light
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oh yeah that's just how fleet works

shell jasper
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its just shoot closest broski

nova light
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it also means your fighters are good at blocking

wild timber
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who up unstabling they transit

alpine hemlock
wild timber
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but today is when charge laser soars

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@shell jasper are fighters supposed to drop to .75 firerate or x0.75 (so 1.5)?

shell jasper
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hmmmmmmmm

wild timber
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i picked charge laser quick

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it actually got faster, not slower xd

shell jasper
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oh no thats right

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I made it same as other cl just like all the other fighter weapons

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only difference is range

wild timber
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gotcha

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i may have made an error

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so many snipers

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think it's joever

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i forgot that not only do enemy missiles shred fighters

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they also shred barriered units lol

shell jasper
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ya missile enemies pretty much counter everything lol

wild timber
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a bit stronk since they also keep a high distance like regular snipers

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oh yeah i didn't see in the patch notes

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was the random extra bulwark thing figured out

shell jasper
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nope but im going to check it for this upcoming patch

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uh, it doesnt seem to happen for me

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ill need to find whatever exact circumstance it is

wild timber
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i feel like it might be a rounding issue

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so either even or odd # of smalls w/o bulwark, and then bulwark squeezes in as a small somewhere

shell jasper
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ah its just the setup being dumb, it adds ships until equal "cost" but its not removing mediums if it gets one light ship away

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so its just any time your rolling a medium as last ship added

wild timber
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lmao

nova light
vital oar
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  • Fleet UT Barrier mod now has no downside except on fighters
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wth?

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it had downsodes?

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what is it about fighters

fleet steppe
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it was a minor damage down on any ship that upgraded to barriers

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fighters have the most ships = the most barriers = the highest damage mitigation possible with barriers and they're kinda busted and it's not unwarranted for them to keep the damage penalty

nova light
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it used to have -10% damage

fervent turret
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is rapid meant to be a DPS loss?

wild timber
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hasn't it always been a loss

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it might be a bigger loss now since maybe only basic beam got the base damage buffed in the patch though

fervent turret
#

this is a weird lose... 500/500 base and it gets one-tapped by one single shield sniper?

#

took all the range upgrades cause I kept noticing my ships not being in range to shoot missile/snipers before they got shot

shell jasper
wild timber
#

depending on rapid's starting number it might be worse than basic beam now that basic's biggest issue of slow target switchrate is fixed

fervent turret
#

CLs OP

wild timber
#

haven't run numbers yet but it looks like rapid might only be like a 10% gain in the short run now?

fervent turret
#

this isn't even slowing down yet, just showing how far it's getting me already

wild timber
#

also all the charge laser tooltips still say they further reduce speed when they don't

fervent turret
#

seems this is finally where it dies

nova light
#

dang

wild timber
#

i wonder how charge snipe fares in non-mono runs now

#

because basically they're able to take out snipers before mediums now which is good in mono when everyone is doing it

#

but in a regular run, that's splitting your fire since the non-charge units will still be shooting the mediums

fervent turret
#

this run fell over here, I tried to take hull upgrades just enough to keep from being one-shot by mediums but felt pretty cope tbh

#

these got oneshot after the barriers here

wild timber
#

hull upgrades omegalul

fervent turret
#

what's going on here with the bulwark's damage?

#

I don't have the damage-reduction hull thing going on

nova light
#

๐Ÿค” why's it doing about 50% more damage

fervent turret
#

ah... the pre-fight screen doesn't include the scaling?

nova light
#

ah yes

#

it do be like that

fervent turret
#

damage logs do match up with that, alright

#

so now the trouble is - how the hell do I know when I need an armor upgrade to not get one-shot by that, before I can see the fight screen?

nova light
#

you don't

#

ignore hull, glass cannon meta we go

#

or all in on hull bomb

#

there is no in between

#

although, if you really want to, calculate the difficulty multiplier for the next fight and then multiply the base stats yourself

fervent turret
#

or I could ask @shell jasper very nicely for the hovertip here to include the scaling for the next battle

wild timber
#

i mean there's lots of bugs with hover still

#

like every charge laser upgrade still saying they reduce speed when they don't

fervent turret
#

yeah okay maybe this idea of mine is cope...

#

well, screwed around with hull about as much as last time anyway, as I expected rapid beams fell off a fair bit sooner

wild timber
#

i'd expect rapid to be worse in mono yeah

#

lack of range hurts a lot too

fervent turret
#

bit of a screw-around close range missile test

dire bison
#

I played some games with cruisers testing CL, settings at Standard/More/Mono/More. Hung out in back, took only DPS upgrades (no hull/range) and bomb/ship improve/2x burst/barrier/exploitation. If I focused damage / attack speed and it wasn't there, I took the other. If neither was there, I rerolled. With snipe, both speed and damage got to 29, and balanced to 33. With quick, speed got to 31, and both damage and balanced to 33. Every loss was from bulwarks doing their job very well lol

Quite happy with the CL changes. It seems that quick is more powerful than snipe... but who knows in actual UT.

wild timber
#

dang, today has no fighter

#

why do both of these use the same icons anyway

#

should just use the regular hull one for x2 health

#

well uh

#

that worked a lot better than i thought it would

#

the nice thing about charge snipe is that the range lets you effectively take advantage of ANY grid slot

#

usually the 2nd and 3rd column damage ones are shooting yourself in the foot, because it means it takes a lot longer to start actually shooting stuff

#

it would be nice if the display here also indicated if the weapon was modded

#

An A/B superscript or something would work

#

like Q/S for quick/snipe in the top right of the charge laser

#

holy shit

#

that is a wild 2nd run of the day

#

that's gonna be funny af

shell jasper
#

dang lol

#

a/b subscript or maybe unique icons if I can rustle em

twilit oak
#

I think teleport related perks need some adjustments?
At present, the waiting time of Teleport is exactly equal to the shooting interval of enemy snipers.
After teleport, it will immediately become the most hated target(due to doubled damage), and the most likely result is that it has not done anything except attracting a wave of sniper salvos
If the waiting time for teleport is shorter or slightly longer than 2 seconds, the performance may be much better

wild timber
#

is there a reason why heavy cruisers can't have exactly 40 damage btw

wild timber
#

they just go for the closest target of the same size category (small or medium)

nova light
#

tbf teleport is usually on fighters which are the 'anti sniper' bros

wild timber
#

yeah but snipers would be going for them whether or not they tp since their range is massive

nova light
#

what it really does is ensure that each sniper can pick off exactly one fighter instead of one fighter eating 10 sniper shots

wild timber
#

also makes fighter shots completely synchronized which is annoying and wasteful

dire bison
#

seems to be a death sentence in this galaxy, while was really powerful in the last 2. Not sure what changed.

wild timber
#

it's always felt like a gamble to me

#

the grid actually can do it better because it doesn't nuke your entire supply of fighters, but you also don't have control over the placement vs. enemy snipers so it's still a bit meh

fervent turret
#

this run felt like poo

#

never offered split beam upgrades, never offered hull bomb stuff, I thought the single hull was for cruiser and not heavy cruiser

#

and this is just a stupid number of snipers

#

the missile one especially just wipes my corvettes before they can do anything

alpine hemlock
#

yeah you cant draft swarmers with laser strats

#

they mangle you

#

i like it, good contrast to missile strats where swarmers are food

fervent turret
#

after the beam buffs swarmers don't even feel like an issue

#

instantly losing my lights to the missile, and having 4 more snipers behind the bulwark & shotguns, felt like an issue

alpine hemlock
#

enemy missiles do always suck

#

but if the swarmers weren't there, you might be able to shoot snipers in time

wild timber
#

you want normal units on CLs and cruisers on beams

#

otherwise prioritizing backrow snipers is awful

fleet steppe
#

New CL feels very pickable, great improvement from how they were before

#

kind of a pog modifier for the second run of the day

woeful zephyr
#

missile missile missile missile

nova light
#

except with the added bonus of scaling hp at the same time as damage, which you can't do

dire bison
#

hp / range upgrades would be more attractive if they were a % increase to current hp / range rather than base.

#

Don't know if that'd be enough to make them worthwhile for hp except for the bomb ability, but a few ranks of range (instead of a dozen) might solve some problem situations

shell jasper
#

any one try rapid beam yet?

#

the numbers look low but its hard to tell from them

fervent turret
dire bison
#

I have on vette and HC. vette get slaughtered with either beam in 20-22 rounds. HC made it a bit further, mid 20s I think. HC travels exactly fast enough for the front rank to bulldoze the baddies and the back ranks do nothing, OR the front ranks get wiped out without the backranks there for support, and we have a domino effect into a loss. HC with a dozen or so range boosts helped this, but the dps loss was too much to matter by then. But they are beefier so they last a little longer vs, say, missile/sniper. So, I think range and/or ship speed needs adjusted.

It felt stronger than split beam, which gets erased from not being able to reach distant enemies.

shell jasper
#

errr, 29 is far haha

wild timber
#

i mean mono runs are kind of a meme anyway

#

not really good to balance off of imo

fervent turret
shell jasper
#

33 vs 29 is fine though

wild timber
#

i think the regular UT run i posted yesterday that got to s21 with beams + CLs was using reg beam

#

sylv, do you have numbers on the start/end values for regular beam vs. rapid beam?

shell jasper
#

strat end numbers?

#

damage?

#

the damage you see on the display is the end number

wild timber
#

like regular beam was 4.5 total connect time but invisibly started at 1.5s or something

#

so it ramped over 3s but the initial tick was higher than you'd expect normally

#

since the 1.5 was a "hidden" value

#

this was for g6 heavy cruiser beam though, idk if the values translate over exactly to UT values

shell jasper
#

ok so 4.5 and 1.5 start is the baseline
10 damage
first tick 1.5/4.5*10 = 3.33333 if im mathing

wild timber
#

yeah so regular beam starts at 33% and ramps to 100% over 3 seconds

#

what about rapid beam then?

shell jasper
#

HS = 6.5 ramp 0 start 10 damage

wild timber
#

i guess i can just spreadsheet the beam values given the base parameters to see when each one pulls ahead and for how long

shell jasper
#

Rapid = 2.5 start 4.5 total 5 damage = 2.5/4.5 * 5 = 2.77 start

dire bison
#

Is it based on actual time, or number of ticks? (does attack speed decrease time needed to reach full power)

shell jasper
#

raw time

#

ticks just how frequently it does a damage tick wherever it is on timeline

wild timber
#

ok, so for regular beam, the first tick is actually at 1.75s base damage value i think, since there's no immediate connect time tick

#

aka 1.5s connect start + 1/tick_rate

#

let me verify that, then i'll set up a spreadsheet

#

also sylv is there reason uhh

#

heavy cruiser has 39.98 damage

#

instead of 40

dire bison
#

balance. 40 too OP

wild timber
#

unironically cuz it can barely not one shot armored guys in like s2

dire bison
#

:)

shell jasper
#

no it just worked out that way with ship multipliers

#

heavy cruiser has 1 weapon which ends up as 4.8 damage mult to keep it same line

#

and medium weapon is 8.33 damage

wild timber
#

but isn't it actually

#

less dps than cruiser initially

#

by that 0.02ish

shell jasper
#

uh, maybe?

#

rounding might be doing it in I spose

wild timber
wild timber
#

LITERALLY unplayable

#

apparently it's like that in g6 normally too

wild timber
#

= 6.22

#

ok, my math is correct

#

@shell jasper requesting clarification on heavy split beam, is it 10 base damage or 20?

#

cuz dps doubles but

#

oh is it just due to 2 targets

shell jasper
#

yup

#

I feel like heavy split should be a bit too much better then rapid but its just hard to tell those dps numbers are after 6.5 seconds so ><

wild timber
#

yeah i have my sheet set up now but it's a bit messy

#

it just displays tick by tick so i want to reformat the data to show damage dealt after X seconds

#

@shell jasper

#

as i thought, rapid's gain over normal is generally <10% and then IMMEDIATELY falls behind once rapid reaches full power

#

you can make a copy and play around with the base parameters here

#

i think rapid vs. heavy split is pretty fair actually

#

but uh

shell jasper
#

ya 2 seconds is a long time

#

so it being ahead is solid

wild timber
#

i would prefer normal beam to rapid a lot of the time LOL

shell jasper
#

2 targets and range on heavy though sooooooooo

wild timber
#

normal is just a really appealing middle ground i think atm

#

i think rapid feels like an antiswarmer backup

#

if you have no good missile setup

dire bison
#

split beam slows the ship to 1, from 2, iirc? Getting to the back range baddies is a bloodbath, I remember that

wild timber
#

yeah

#

the templates are kind of important, we should compile all of them and get it pinned

dire bison
#

mhmm

wild timber
#

i'll prob do that later this week if nobody else does

dire bison
#

Can we double beam a single target with split, or does one beam turn off?

#

thinking bulwarks, specifically, since they draw fire

wild timber
#

i don't think it can double

#

but it would be nice for bulwarks, yeah

dire bison
#

So the calcs would assume 100% uptime on two targets? Would be worse results in the field as targets die/reacquire or are not avail

wild timber
#

yah

dire bison
#

Tested fighters with close missiles. 12/15 spawn squares had a bonus.

alpine hemlock
#

barrage missiles still good, close missiles now also good

#

seems fine

light verge
#

enemy missiles are still greater

#

when one sees a missile, there is no choice but to clench your asscheeks and pray it doesn't drop the deuce

wild timber
#

i too want missiles with massive range and halt distance

nova light
wild timber
#

im guessing it's another rounding thing like how crew used to scale x1.98 over a sector instead of x2

#

wow it actually locked in

#

crazy considering i was just shitposting with as many charge lasers as i could reroll into

wild timber
#

hard mode is hard

#

also balance is hard

#

was basically scraping along for 10 stages until i could finally pick up a charge laser snipe

#

but then i kept rolling swarmers ๐Ÿ˜ญ

wild timber
#

hmmm

#

i guess barriers still get eaten during invuln

#

stacking cruiser barrier + grid barrier did not work well on beam :^(

woeful zephyr
#

Damn I need to relearn UT..

#

So CL is good now?

fleet steppe
#

CL isn't a throw anymore indeed

alpine hemlock
#

im not sure if 4x CL works great in a 4 ship type run

#

but CL and beams has been fine

wild timber
#

backrow missiles are so strong

#

i think the real strat to climb is to just spam all your rerolls until you get 0-1 missiles

#

on s18+

#

amazing

#

3rd run today looks insane

light verge
#

based rng

woeful zephyr
#

does the game force you to have roughly equal numbers of each ship type?

nova light
#

kind of I think

shell jasper
#

its weighted

wild timber
#

ok what are the relevant parameters for a hypothetical table comparing all UT mods
all weapons:

  • damage/fire rate/number of shots/x2 modifiers
  • range/closest distance

beam:

  • tick rate
  • ramp time/connect start time
shell jasper
#

hmmm, that seems like its all

#

by mods you mean weapon mods right?

wild timber
#

yeah

#

also im looking at default beam numbers now and wow it really does seem nicer than rapid beam in a lot of situations

shell jasper
#

womp

wild timber
#

aside from only being a small gain over beam over the first 2 seconds, it looks like normal beam also stays further away which makes it less likely to get shot at while blasting mediums or w/e

shell jasper
#

uh, normal beam shold be same closest I think?

#

oh nvm

#

rapid is closer

#

oop nvm read it wrong

#

they both do 525 closest

wild timber
#

oh i also misread it

shell jasper
#

heavy is 600

wild timber
#

they just both override but same value

#

yeah

shell jasper
#

haha

wild timber
#

ok scratch that part then

#

also what is arrival time?

shell jasper
#

I thiiiiiiiink more damage first 2 seconds is worth it but looking at how MUCH more (or rather how little) maybe it aint

shell jasper
wild timber
#

ooooh

shell jasper
#

it closes in faster, but doesnt go closer in total

#

it doesnt really need that I spose

wild timber
#

oh and that reminds me, i need to make a list of broken weapon tooltips since they most frequently report wrong speed values

shell jasper
#

nah I just need to fix it

#

its cause of how the calcs work no good way to do it

wild timber
#

extra speed isn't necessarily bad, i think it's like

shell jasper
#

uh, its just speed values right?

wild timber
#

good in 60-70% situations and bad in the rest?

shell jasper
#

thats wrong I mean

wild timber
#

speed is the only outright wrong one yeah

#

i think damage upgrades can be a little misleading/hard to compare since they report changing dps per ship instead of total unit dps but that's not a huge deal

#

and you mentioned before that all ships besides fighter use the same templates, and fighter just changes range values now?

shell jasper
#

I thiiiink fighter only difference should be range values now yes

#

oh and closest distance

wild timber
#

ah right

shell jasper
#

ah crud I remember why I havent fixed that spped thing yet >< its not that tits speed, its that its anything where the base weapon mod has a stat change like upgrade to the ship and then the next one does, I dont have a way to roll back/off the existing upgrade that gets replaced

wild timber
#

do you know if the base's fire rate bonus and corvette's fleet fire rate boost affect tick rate

shell jasper
#

should bite the bullet tho lol

wild timber
#

o

shell jasper
#

oh the mods?

#

one sec

wild timber
#

yeah the very rare ones

shell jasper
#

I mean the abilities that is right?

wild timber
#

abilities yah

shell jasper
#

yes they do tick rate AND fire rate

#

so beam double dips

wild timber
#

noice

#

oh right

#

i should probably include the initial delay from fire rate in my table comparing the beams

shell jasper
#

probably tip rapid a bit better

wild timber
#

normal beam has 2 fire rate and 4 tick rate

#

so the first tick after locking onto an enemy in range actually happens in 1/fire_rate + 1/tick_rate = 0.75s

shell jasper
#

still only a slight increase really but big at start

wild timber
#

yah it do be shredding swarmers pretty well

#

it's a bit committal though, compared to just finding like an x2 fire rate grid and letting that one unit become the shreddinator

#

prob fine in regular gameplay though

shell jasper
#

ya, one will always be the generally better one. just so long as the other aint a total brick

wild timber
#

wow there's a lot of funny unused mods here

shell jasper
#

haha few leftovers

wild timber
#

looks like they were mostly meant to be analogues for cruisers having an armor tank thing

nova light
#

errrr you mean heavy cruiser?

#

heavy cruiser shields would be funny

fleet steppe
nova light
#

regen shields seem a bit strong though

wild timber
#

hmmm

#

cruisers are being listed as base 0.95 fire rate if i'm reading this right

#

but they're 1 fire rate in-game unless there's weird rounding going on

nova light
shell jasper
#

thats a size scalar on the turret that displays

wild timber
#

oh

nova light
#

unless all of them are scaled below 1 for some reason'

wild timber
#

that was the only value listed as 1.2 on hcruiser so i thought it was just a weird name like arrival time

woeful zephyr
shell jasper
#

to find the fire rate yo uhave to reference the weapon in the weapon data

wild timber
#

ah

shell jasper
#

so FBallisticCannon1

wild timber
#

oh so that's why hcruiser is 39.98 instead of 40

nova light
wild timber
#

do closest distances scale with range upgrades

#

default weapons

nova light
#

if it doesn't, it should

shell jasper
#

it doesnt "automatically"

#

I jsut set the values like that

wild timber
#

ok now to do the others

#

then i have to go back for fighter-specific parameters

#

which seems to be range, closest distance, and also speed

#

unlimited reroll simulation run when

#

oh yeah and also # of targets for missiles

shell jasper
#

I could do a 9000 rerolls modifier lol

fleet steppe
#

Infinite Rerolls, but each reroll increases difficulty a tiny amount

wild timber
#

dps value in here seems to not only be per ship

#

but also per turret

#

so it's kinda annoying comparing fighter/frigate/corvette damages upgrades to cruiser and heavy cruiser

shell jasper
#

hmmmm

wild timber
#

hmm i think my mini rail values are wrong

#

oh right just not multiplied by damage scale

#

CL quick is a bit stronk i guess

#

i'll do fighter specific stuff tomorrow im lazy

#

base cl having higher baseline dps makes sense, because even though the firerate penalty isn't as bad now, it's still a penalty, so you do a bit more than missile/mini rail and have significantly higher range to compensate

but then cl quick basically eliminates the downside of base cl while being a huge dps increase too

shell jasper
#

hmmmm ok

wild timber
#

oh also i forgot to multiply beam by damage scale too lmao

#

i wanna go check how beam's "actual dps" is if you only spend like 1 second on each target

terse night
#

I love it. Start with 4 ship types. Options. CL. I go "Well shoot. I guess frig". Next weapon? Again for everyone BUT frig... CL.

wild timber
#

cruiser is about 80 average DPS with 1 second, 120.88 average DPS with 1.5 seconds, 152 average with 2 seconds

wild timber
#

all charge is actually viable now so it's not the end of the world but it's funny

terse night
#

when you're putting it on your fighter it is pretty funny though ๐Ÿ˜‰

wild timber
#

oh yeah fighter cl kinda sucks now i feel

terse night
#

and I don't get an option to reroll. What you talking about there? Is that something later? Am I missing something?

wild timber
#

uhh

#

no button at the top of the screen during choosing upgrades?

#

oh, i see, it's only there for the latest galaxy

terse night
#

That'd explain it

wild timber
terse night
#

yeah. No reroll.

wild timber
#

also affected by more choices and fewer choices, though i don't remember the details

#

i think it could be put on the other 2 galaxies too, maybe just with smaller starting #

#

it's mostly there to counter the problem of having an increased number of ship types each galaxy making it more swingy to get desirable ones

terse night
#

yeah. I was wondering if I'd make it to 5 for a bit there

wild timber
#

but then you can reroll anyway on duo

#

so it's kind of lol

terse night
#

I kinda wish there was a single mode.

#

Why? memes. It'll either be great or frustrating as hell

wild timber
#

well mono is there in simulation

#

but it's very broken because you can get to stage 40+ with it

wild timber
#

classic

wild timber
#

oh there's no fighters today either

#

well ok then

wild timber
#

ok i saw close range missile and immediately picked it bc big dps number

#

i forgot that close range missile gets obliterated by shotguns

#

time to never pick this again

#

that being said i got mega folded anyway on a shotgunless stage, balance is def hard to push on

alpine hemlock
#

i mean 18 is a good result

median marlin
#

When is it best to use your rerolls?

fleet steppe
#

imo either on weapon selection to force one weapon type (mostly missiles or mostly charge lasers), or to pick preferred ships (weak (heavy) cruisers in your fleet will make your life a lot harder)

wild timber
#

???

nova light
#

something don't look right

wild timber
#

isn't it kind of weird that even though frigates are worse than corvettes by default, they also have less total hp

#

4x30 vs. 2x55

#

bump it up to 2x65 tbh

nova light
#

but, but - they lose less of their dps after taking 40 damage! (and lose half of it when taking one shot doing 60 damage)

wild timber
#

also half barrier value :)

nova light
light verge
#

Frigates in galaxy are bonafide tanks that still have a niche

#

AT least until you get Tank Cruisers

#

...in UT though they're kind of crap

#

They cant fulfill their tank role, fighters deal more damage, absorb more damage and

#

Lose less damage per loss

#

The only thing that's marginally a loss for fighters is their speed, but that is also their strength as it enables tanking

#

Friggies need a niche

fervent turret
#

they do make a nice CL platform in UT... they're especially neat for going after snipers/missiles instead of mediums while fighters/corvettes handle the frontline work

#

but that's also sort of just CL OP imo

fervent turret
#

this got a lot further than I expected

#

took a ton of cruiser hull hoping to find bomb, never got it

light verge
#

Breaks it

#

But then again

#

CL not having that range either is also going to break it

fervent turret
#

hmm
with a full grid of grid upgrades it seems you can still roll grid upgrades but taking them does nothing

#

just prior to this I took an A1 upgrade for x2 damage & health

#

also turns out it's end of the run ๐Ÿ˜… was kinda just testing close range CL out

fervent turret
#

snipe CL to compare against

jade zenith
#

so let's not talk about today ever again xD

wild timber
#

honestly the real surprise to me is that there are over 1000 people actively doing specifically the eoc version of UT

#

i'd expect like 2-3x total players who just do perma-stage 7 turn-ins too

shell jasper
#

ya honestly having it record that stuff so can see how active players are is awesome

#

well, awesome so long as the numbers high, sad day if we get down to like 10 haha

wild timber
#

:^(

river flax
#

Today's UT is nice

wild timber
shell jasper
#

ruination

supple comet
#

Everytime I pick Charge Laser, I instantly lose

light verge
#

select the right ships for it

nova light
#

skill issue charge laser shouldn't suck anymore

light verge
#

charge lasers are like

#

significant game changers now

#

you still need ships to soak up the damage tho

nova light
#

charge lasers are actually kind of strong now

#

because they can actually match snipers

light verge
#

if the cl users are fighters well, they're bound to die

#

cl cruisers are hilariously bonk

nova light
#

CL is still best at home on corvettes though

light verge
#

yeah

wild timber
#

cl fighter got nerfed in the patch yeah

#

but everything else is gigabuffed

jade zenith
woeful zephyr
#

who is actually getting good ranks this week??

#

I think all the old strategies are a liability after the update, even if you do throw in some CLs and maybe beam lasers

alpine hemlock
#

CL are good now, but you dont have to force them

#

i did ok with missiles and rails today

#

frigates got burst and ship improvement, but could have been better if not for balance

#

i still think pure beam or pure kinetic is best

#

but mixed strats are probably ok too now

cerulean compass
#

progressively better week for me so far. 7th

nova light
wild timber
#

i feel like yesterday was actually a kinetic-favored run so i got owned since i've been basically going all in on lasers since patch

light verge
#

More choices made me happy

#

Balance did not

#

I skipped again

#

But maybe i can do a balance/cl run and have it carry me

fervent turret
#

tbh I've lost interest in doing non-duo/mono UT

#

I know where it ends

#

being outpaced from being unable to keep up with upgrades per ship type

river flax
#

Thatโ€™s fine? You only need to get to 10

nova light
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aye that's one hell of a fuck you enemy composition

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all swarmers in the front row all missiles in the back row

fleet steppe
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villainous

fervent turret
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mediums are not equal to 2 lights evidence lot number 33

empty cargo
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they have the same weight

fervent turret
#

every position I put here is a losing fight

fervent turret
light verge
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2 can't screw over 12

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when the 12 is x3

fervent turret
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2 lights consistently beat 1 medium

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every single time I take early second medium it screws me over

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another run I'm just not even interested seeing where it would go after 10

river flax
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Then don't?

light verge
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you don't understand; this guy is trying to maximize UT

fervent turret
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"I'm not having fun"
"then don't"
good talk

fleet steppe
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"I take early second medium"
"Then don't?"

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We have rerolls, most of these cases can be avoided

woeful zephyr
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I think I ran out of rerolls once

fleet steppe
#

I don't disagree that medium ships tend to make runs worse unless you're all in on them

woeful zephyr
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it was back when missile was the only way to go

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and I used up all my rerolls and got no missile option ๐Ÿ™

fleet steppe
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Would be nice if upgrades factored into weighting somehow, maybe

woeful zephyr
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like at least 3 in a row

fleet steppe
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So if you pick unupgraded heavy cruiser, it doesn't add the equivalent two light enemy ships count (at the current difficulty level)

fervent turret
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hoarding them for weapon selection and late game fleet comp dodging is the clear optimal play with rerolls

fleet steppe
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i disagree- the earlier you can focus your ship layout the better the future will pan out, to me it's not about dodging fleet comps at stages 4-6, it's about preparing to avoid them for the entire run

fervent turret
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???

fleet steppe
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rerolling for better enemy formations is good but it's not every stage

fervent turret
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you can't magically make "too many missiles" or "too many fighters" or "too many bulwarks" just not appear

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choices at early stages have nothing to do with that in lategame

fleet steppe
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but picking a medium at stage 4-6 means you're just going to have more fighters for the rest of the run, on average?

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seems "magic" to me

fervent turret
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correct

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which is the whole point I started with

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mediums are not equal to 2 light enemy spawns.

fervent turret
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I picked it because the alternatives was hoards of fighters and, it being stage 4-6, I had no preparation for dealing with it

fleet steppe
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so did you pick any ships at that point

fervent turret
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as can be seen in the image, no

fleet steppe
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and just started with them

fervent turret
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๐Ÿคฆโ€โ™‚๏ธ

fleet steppe
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idk what to say

fervent turret
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obviously I picked a second heavy cruiser

fleet steppe
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๐Ÿ—ฟ

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not seeing the point of going on with this

fervent turret
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neither am I, I have zero idea what you are getting at

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I picked no other ships up to that point/none were offered, and HC was the first pick I could reasonably take without burning a reroll

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very puzzled at what the confusion is; anyway, the point is to show why I strongly believe mediums being weighted 1:2 to lights is not fair

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how much of that is due to the mono vs quad upgrade gap, I can only speculate; maybe the ratio could be different depending on whether it's quad/duo/mono, I don't know

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but I'm not enjoying that "increasing" my fleet strength is straight up detrimental & that the strategy is to dodge taking extra mediums at all costs

dire bison
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Would be happy to see the penalty removed for taking mediums, and making mediums less likely to be an option to balance that out a bit.

shell jasper
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its not a peanlty perse. the stats on mediums are 2x that of lights

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if they counted for 1 light youd be completel out of you r mind to ever not take them and focus upgrades on them USIShrug

wild timber
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you don't need to dodge mediums period, only if you're also refusing to get your units any antiswarm upgrades

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an early enemy layout that's more than 50% swarmer/sniper is pretty clearly a grief pick imo

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also buff frigates

nova light
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lowest total hull ๐Ÿ—ฟ

wild timber
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bad at clearing swarmers, bad at screening, bad at even raw hp numbers, bad at barriers

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double tap is pretty good but that's about it i think

fervent turret
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literally have not had any opportunity to get to anti-swarming options

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and there's also the thing of trying to focus damage types

wild timber
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i reroll first weapon choice pretty frequently USIShrug

fervent turret
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which is also a reason why rerolling ship choice/fleet comps so early is lousy

wild timber
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lousy in what context

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ut seems pretty clearly balanced to just get to the stage mid-teens, and anything past that is a bonus

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also, even if you wipe on an early stage, does it even matter? when you're shooting for a stage 30 non-sim run or whatever, if you let a single ship through it'll one shot your base anyway

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so taking damage early on has basically no direct impact on your pushing ability overall

fervent turret
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it does if you wind up facing a comp that you can't avoid taking damage on on the way up to stage 30

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I've had as many as 4 or 5 of that sometimes

wild timber
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is there a reason you have to be able to climb that high on standard runs though

light verge
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just because he can probably

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but it might be a bit of a lost cause

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sylv already said he didn't want to overly complicate UT

wild timber
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i mean changing weighting to facilitate more s20+ runs isn't overcomplicating it, it's just missing the point

light verge
fervent turret
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getting past 10 is trivial and can be done more or less facerolling your way through it, it's not very intriguing

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being beaten by scaling eventually is fine, being beaten by bad positioning or not paying attention on my part is fine

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being forced to eat a lose early because of factors I can do little to nothing about - encountering fights where no amount of good positioning will make a difference - is not fine

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and in narrowing down what is the likely cause behind those encounters - the change to beam early on helps some, the change to CL helps later, but overall I don't feel the cause is owing to weapon choice; early ML pick can just as well be overwhelmed by too many snipers, so that leaves the logic affecting enemy compositions, and given the comps more or less match your damage types early on, that's usually not such a factor

so that leaves us with enemy balance & the ratio of enemy ships to player ships

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positioning can mitigate the balance situation to an extent, but there's nothing I can do about getting flatly outnumbered

wild timber
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arguably speaking, if getting past 10 is too trivial now, enemies should scale harder to make it slightly more challenging

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the design intent is balanced around getting 10 stages being easy but not a complete faceroll

wild timber
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the previous iteration where you had to wait for the 1/60th day that could push to stage 12 max instead of stage 11 max for a permanent 6% extra artifacts or whatever was not it

fervent turret
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well, there was someone in EOC channel the other day grumbling about not reaching 10 the past few runs, my 'faceroll' might not be so easy for others I guess, but I wouldn't say no to higher challenge to 10 in exchange for more fairness with these pain points

fervent turret
wild timber
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i mean the game could just put snipers/missiles on the backrow always and swarmers up front
there are no exceptional pain points if every stage is equally painful

river flax
shell jasper
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im not particularly concerned with balance post stage 10.
But im not opposed to simple changes to make it slightly more fun. It just depends on what tthose would be and how complex they are to do or what they mean for like longer term UT stuff.
Really though its just such a low priority

wild timber
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more modifiers would be funny

shell jasper
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I do want to add more modifiers if I think of them and they're not crazy

wild timber
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gridtastic where every single tile on both your side and the enemy side is a random grid bonus, every round

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the 9001 reroll thing but always appearing in conjunction with extreme in normal runs would be pretty funny, though i think boring in practice because you just spam shuffle until you get one with 0 missiles/bulwarks every time

fervent turret
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it's understandable UT being lower priority all considered here, especially if each further galaxy down the road has its own new one with new features to play with

nova light
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you are not, in fact, supposed to always reach it unless you are suuuuper good at UT

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yes, it is possible to get steamrolled before then. cry about it

fervent turret
nova light
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well fair enough

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but again, balance past stage 10 is extreme low priority and you'd preferably not faceroll to stage 10 always either

dire bison
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Would like to see the Ut grid locked in place so I don't drag it around with a misclick, unless something is planned for that functionality ๐Ÿ™‚

alpine hemlock
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when you have 3 lights and a medium, taking 2nd medium first ship makes your fleet 4/7 those mediums

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taking a small, your fleet is 2/6 that small

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so yes, unless that medium is your best upgraded ship, making over half your fleet into it is bad

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this is not because mediums are bad

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so like, if your first weapon upgrade was on your mediums, taking them is probably good

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if not it's probably a mistake

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that's also mostly true of smalls but it's less punishing

supple comet
#

I asume you can grab the achievements via simulation?

light verge
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if it doesn't explicitly say that you need to do a few standard rounds for it

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in fact

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there are achievements you can only obtain via simulation

shadow spear
#

What happens if you have Burst and Beam Laser on the same ship type?

wild timber
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it just directly multiplies beam damage

fleet steppe
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Not a full increment/stage in difficulty, but maybe like 1/4-1/5? Up to balancing

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Don't know if it would be seen as more tediousness/"gotcha" in practice, but a randomization in upgrade potency for a run-
For example, Hull upgrades 1.9x more powerful, fire rate 0.7x as powerful, damage 0.8x as powerful, range 1.7x as powerful

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A run like that might make players reconsider hard skipping on hull upgrades, and stick to faster firing weapons to cope with the reduced fire rate potential

woeful zephyr
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that's a lot of nones..

dawn gate
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oh wow. Made it to round 20 on the hardest unstable transit difficulty. But I might just be hardcore boned here since I picked a bonus for my fighters to teleport to back of enemy fleet and they get all wiped out within a second somehow despite multiple barriers for my entire fleet stacked

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tried 3 times with different setups, all failed including my base getting rekt from 100% to 0%