#Unstable Transit
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if only I could like save this run to let me go back to main game controls till maybe someone tells me if there is even a layout switch I could do ๐
ah nice thx. Figured might be a cheevo for finishing 120, but it's leagues further then I had ever gotten
shower thought: what about speed upgrades?
movement speed upgrades?
I think more often than not it'll be worse for the player, diluting the pool of damage/fire rate upgrade options
a little more choice over speed control might be nice but charge lasers/close range missiles might be enough
maybe add it to hull upgrade?
kind of worse, because the ones that actually have more hull and therefore benefit from it more are things like heavy cruiser, which are slow, and fighters which are fast basically don't benefit from hull at all
no, being slow is an advantage, because it means they don't rush to the front and get slaughtered
instead fighters can go first and cover for them
since enemies are as stupid as your ships are and only target closest
fighters practically have to be slotted in the back instead of in front
in most cases so they can do their shield task better
that's exactly what would make increased speed interesting on the bigger ships?
enables you to position differently
is triple burst (two burst upgrades) + the fleetwide burst upgrade from frigate detrimental?
the double tab ability has no downside on its own so... probably not?
that wasn't too bad
wow people did better than stage 23 cleared ๐ฎ
it's been a good few days for banking
It's a shame we can't stack banked levels
-# 1 free instability for every 10 banked levels?
well maybe more like 20... or 50, idk
that kind of defeats the purpose of banked levels existing in the first place
^
banked levels are used to skip
put an instability incentive on it and people will run the mode just to get more instability
... right?
the point being nobody will use the skip function if you put an incentive every 10 banked levels
because people will instead constantly go for banked levels
wouldnt mind the initial stacking idea though
the people who don't wanna spend extra time in UT would use the skips
what would be the point of stacking 60... 80... 200 skips
if that's what you think then you should doublecheck why people keep asking in these number go up discords what's the most optimal strategy to deal with things
answer: loss aversion
you should doublecheck how many people in this very discord express not wanting to play UT and use the most of their skips as possible
skips would absolutely still get used
by the people that want to skip
and people like me who don't really want to skip save for convenience, can get something out of pushing and limit testing and improving
They're not incompatible thoughts
What this means is if you incentivize instability gain via active play people will be forced to play actively to maximize growth in the minimum amount of possible time
so what they already do
No, because using banked clears is equal to a full UT clear so long as people have 10 or so clears in stock
Putting instability gain per 10 clears will grant one more round of UT and so people will try gaming and playing it to hopefully get 20 clears regularly
remember how pre-ut rework everyone was just waiting for the 2-3 mega optimizers to push a new high score so they could immediately copy it for 5% gains or whatever
it'll be like that again if banking super high stage gives you additional bonuses beyond qol
we'd like not to do that
Agreed, kinda... But if we got back to back "more choices / duo / more mods" it would be awesome to be able to take advantage of that by building the bank up.
what's the difference when people just blow skips to ignore anything but the "2-3 mega optimizers"
there isn't an incentive to actually play UT out as things stand
just hit 10, just get some banked skips, no effort/thought/challenge
for waiting a day or so for each one it's an underwhelming feeling
it's a tough balance between people who want more and people who don't care and just use 7 banked stages forever
truth
i mean you can call it boring and too easy to hit s10 (which it probably is) but current ut still has like 500+ people a day
UT is one of those features where some days I CBA with it cos I have other things I want to do with my time. Other days I absolutely love it and use a couple of banked ones b2b just for funsies.
UT reminds me of a game I used to play years ago though called Gratuitous Space Battles (https://store.steampowered.com/app/41800/Gratuitous_Space_Battles/ and https://store.steampowered.com/app/344840/Gratuitous_Space_Battles_2/) so it has large parts of nostalgia for me.
Ultimately though, I think UT does need some additional spice. The daily mod changes do keep things exciting and incentivised, but I'm not sure that stacking runs is the right answer.
Stacking is a convenience for those days when you're too busy - is that the intended purpose? Maybe? Turning it from a QoL to a scaling feature feels poor.
What about a drop system for alien artifacts that you use in a reward/upgrade tree? Every 5th wave a mini boss wave, every 10th a major boss wave, with increasing drop chances at rarer artifacts, maybe even unique upgrades at milestone waves. Using banked runs would yield lower %s
love upgrade trees
don't want banked runs penalized, fleet is already a really high activity tab relative to the rest of the systems
the last several days runs really like giving us these 4 ships
sylv secretly stealth removed fighters from UT? 
I don't like frigates
bold
Was CL buffed?
yes
Will every adviser setting with cl used need to be re-verified?
Or it's strict buff that it won't needed?
CL buff in UT only
sweet jesus
fun
id take it for laughs but im on stage 9
tbh on s9 cruisers can still tank a couple volleys fine
idk if this is worse than a swarmer + sniper layout
i had two fighters, i wasnt risking it
stage cleared 0 ๐ค
insane enemy loadout ngl
oh lol no extra ships expands the grid past 10 ><
beefy
charge laser snipe supremacy
good times
uh, probably a hard thing to like "notice" or remember I guess but
if you guys run into any interesting enemy arrangement that is not just "wowzers this sucks" toss it in here or something and I can use it for a normal galaxy battle lol
I dont even know what that would be but figured might as well watch for anything 
aye
but that is a devious enemy arrangement anyhow
bulwark for complete draw aggro
mediums for high damage on medium-sized units
and missiles for everything else
is this AI Total War when the AI decides to really screw you over?
using rng to generate ideas as was meant to be
The Unstable Transit of Babel
More run modifiers like this please ๐
never noticed till afgter my last run that the run moidifiers change maybe every day or least when one does a run or otherwise buys an upgrade. Had balance my last time which explains why couldn't get fighter buffs to appear reliably
could've beaten the final one that gives a cheevo if hadn't picked fighters teleport to back cause enemy setup was built to counter that hard
I just avoid teleport now
even with heaps of barrier it just results in enemy deleting your fleet
I think it's maybe more interesting with "no extra ships"
I think teleport still works with missile fighter mono
kinda surprised myself getting this far on this
more mods is pretty good
Oh yeah there's a very rare here, yay
OH, I thought More Mods was +1 CHOICE every 3rd, not "an additional upgrade"
Yeah wow
more mods not more choice
I didn't get the extreme stage 10 clear achievement D:
Oh fuck I had fragile on ffs
Welp time to do that again
thats pretty impressive
:D
Yeah I had a great combo with charge laser in the back and teleporting missile fighters in the other back
I just kinda assumed the 1hp was part of extreme lol
I really like teleporting fighters lol
the hardest part is just not getting chipped on stage 3 when enemy types first differentiate and you get your first weapon pick
if you're unlucky, it's just impossible
yeah thats true it can be rough
like you can get front row swarmers back row missiles a shotgun and fighter in between and then now what
die

rip
more mods like this one please ;P
barrier > QCLs > Fire rate > damage > range
29 super good
missiles at this stage just delete my fleet with each volley
I think a single hull upgrade would actually matter here, missiles do 30.1 damage, corvettes are still at their base 30
NICE! 29's awesome
you didn't get barrier for corvettes either, huh?
I got to 30, burned all my rerolls, accepted fate
how burst fire works with beam?
#1335902304959987733 message
scroll up a bit for more convo
Indeed ๐
The ship improvement bonus was a trap, wasn't worth facing the missile enemies in stage 30 ๐ฆ
i think im just gonna keep spamming stage 0 1st runs to get to see how many people are doing ut
wowzers over 1k?
looks like ~150 each for the other galaxies
sure looks like im dead
damnit
at the end I was rerolling for as few missile enemies and mediums as possible and got an extremely stinky layout xd
WTF is this...
that layout managed to beat it, crazy weird to me how bad that prior result was
sounds about right
I've done stage layouts that moved like 2 ships and went from 300 to 0 damage taken
I also don't think this works for UT at all
fights vs bases are one thing but things go so fast in UT you barely get to shoot twice and the fight's over even with missile launchers
I mean yeah it sucks so don't click it
it's actually a lot better for beam laser since tickrate doesn't get debuffed
game really just said "screw your run"
next time don't click on the enemy layout that has 4 missiles
Fewer choices no extra ships is rough
I actually had a decent run with one of these
I had a missile cruiser that had a wiping volley despite not having to upgrade it that much
I think it's pretty bad most runs but it did work out for me one time
Someone cleared 30, we all got bumped down it looks like lol
bullocks
I did think 30 was clearable, I had a couple rerolls left to fish for better enemy configuration
you could just do a simulation 
yeah, but that doesn't give you banked stages or advance your record stages cleared for non-simulated
oh right
why do I keep doing this
closest I managed was killing 1 sniper
on frickin' stage 3
10 ships/16 guns vs 46 ships/guns? Perfectly balanced lol
3 runs today.. they were ALL none somehow
I feel like if I reroll a rare/very rare it should stay rare
I've seen a bunch of other roguelikes handle it like this and I think it makes sense
let's ignore the fact that rerolling the base mod for barrier projection is way better than every other options
Yeah missiles wreck havoc!
oooo interesting, you took my first spot, but with exact same results. Wonder how it decides draws then. Latest to do it? Alphabetically?
and interestingly I still have rank 2 but so.. do you...?
I think I shared it, not took it ๐
bless you, kind person
I'm a giver!
I'll take a 2nd ๐
if you tie you all get the same rank
oh it seems to be a tie
minibosstank (and probably others) also shared it. We were 1st place when I matched you, but moved down to 2nd by the time he joined us
nice
ahhhhh got it
2nd place gang ๐
Shame we don't see the top score. Was it 30? 32?
aye, would love to know
probably not past 30, because the enemy difficulty scaling doubles again
it doubles every 10 stages
ahh
ohhh damn, no wonder 30 wooped my behind
or would it be 31 would scale uup?
1-10 (10 stages), 11-20, 21-30
beating 30 seemed possible with a better enemy layout but 31 definitely would be over
I don't quite remember but I think so
like you see beating stage 10 is 'about intended' so no extra scaling but from then on it gets harder faster
playing mono cruiser with close missiles. Have 14 ranks in range, and my third row still can't fire a single shot before the match it over
31 the scaling is increased, yes
I wonder when the next time getting to 30 will be possible in non-simulated..
We need public leaderboards
but then you have to name yourself in the game
or I guess it could take the discord name
what about web players
they get some weird number
Thats fine, my name is 000adcd8-0c64-4635-8263-03fe3df9f082
unless Sylv implements a way to name yourself in game
That never went awry ever
average day in #1335902304959987733
ah good old bobby tables
stage 20 looks like. I could maybe just put like the first place score somewhere
blorp
oh no we were under 1k on the 18th very sadge :*(
did well today
oh no extra ships always seems funny ><
feel like on none days there would be fewer people willing to play
yeah no extra ships is arguably the second best modifier after duo
not only is it effectively the same as more mods because you don't "lose" a mod every 2 stages to having to add extra ships to your roster
but it also means you can very consistently screen ships on your side, esp with charge snipe
no extra ships is great because you don't get butt-screwed by additional ships
๐
ofc as soon as I post I manage a winning layout... and I don't understand how it works
same mods and half the distance I got...
xd
your performance is real hit or miss :P
space battles are just too complicated smh
lowkey I kinda wish there were practice mode options for no player/enemy scaling, just more/bigger enemy ships as you advance in stages, and periodic additional ship choices for players if not using 'no extra ships'
maybe the point of using that to understand tactical placement better, would be moot because scaling is present everywhere else, though
ya wouldnt apply much at last for UT stuff since that scaling is so assymetrical and wonk
kinda does for normal galaxies though since you usually can be even statted with enemy comps for most part even if thats not always the case
I would love a full-on sandbox mode though
Placing ships wherever I want, setting scaling myself
the whole point of simulation is basically that
Just to play around
but a full sandbox mode is fun
-# I think something like that already exists in the debug build
rip all cl run
That describes all of fleet
Real space battles aren't 2D. They aren't even 3D cause they take place in 4D spacetime with relativistic effects.
Is exploitation considered the better base ability compared to barrage?
yea, way higher coverage and even if it was the exact same boost on average i'd prefer it because fire rate can still overcap when ships are out of range
Thanks ๐
phase enemies would solo your fleet if you didn't hard pick disruption weapons every single game
maybe enemies which can only phase once and then they're done phasing?
or twice or whatever
so... barrier with extra steps
ah yes the total war military vs peasants inside a garrison grindset
Precisely
i hate balance i hate balance i hate balance
"balance" lol I've gotten 4 burst for the corvette, zero for the frigate
well this be the end
had horible enemy rerolls
either missiles or gatling enemies
WAIT IM ALIVE
now im dead
:D
that was only top ten
zam
my record breaking run only got me to rank 80 lol
and it didn't slightly break my previous record, it broke it by a long shot
Are hull boosts "good"
Lovely
Barrier Projection + Burst Fire ๐คฏ
Got baited into rare but bad pick rip ME
Didn't get Versatile but was looking
generally no, I don't think anyone has done math on particular breakpoints but damage/fire rate are generally accepted as better
one hull upgrade on corvettes helps them live against one missile from a stage 27 missile ship which is something I guess
hull boost on cruiser for hull bomb is fine
hull boost + ship upgrade, or just hull boost? For vettes
If hull boosts scaled somehow, instead of flat rate of base ship, they would be more attractive. Especially for the hull bomb abilities. If forced to pick between hull and range, though, I almost always pick range (which also needs improved to be attractive)
corvett is base 30 hull, and the missiles on stage 27 were doing 30.1, so I needed any hull upgrade - full ship upgrade would have worked too
might be nice to know damage thresholds for mediums, snipers, maybe even gatlings to know if hull boost gives you an extra hit on some stages
That wouldn't be too difficult to figure out, but would take a good bit of time and focus
it also isn't some golden rule, mixed engagements means those thresholds will be very messy, outside of clear conditions like a sniper or medium stalls
I don't enjoy Unstable Transit enough to dedicate the time to finding that out
I started playing with ranged numbers a while back, to see when certain weapons would let me get close enough to attack enemy snipers at their 1200 range. Most were mid 20 ranks of range, lowest was 15, and close missiles at least had 30 ranks before I couldn't beat the level and were only at 955.35 range.
think only fighters can use those effectively in mono testing, thanks to teleport
I think if hull/range worked off of current max hp/range instead of base, that'd make them a choice instead of a "never click this upgrade button." Or if instead of a flat one time boost they activated/improved an increase-over-time function. So a 600 range weapon with 1 rank in weapon range would get 605 next level, 610 the following, and so on. With two ranks, it would gain 10 per level, etc. Had a lot of games where the C row never fired a shot because A/B killed everything before C got into range, or C row never fired a shot until A/B had already been wiped out because C wasn't there to help in time and C gets to face the entire enemy force. Especially vs missile/sniper in enemy back row with their 1000/1200 range
this is cursed
managed a solution
@shell jasper you wanted to know about interesting layouts yeah? this maybe is one
I wouldn't say no to having like... +2 retries
hmmm what make sit awkward? the fighters coming in late or?
idk about awkward it just was interesting working out how to beat it with positioning
interesting layout moment
but also one of those that makes me begrudge being outnumbered lol
never found barrier so that run fell over a few stages later
Honestly, i really like no extra ships as it keeps the enemy sizes down aswell
duo is king
dang, I missed out on it cause I was busy making the capital synth chart
synth addict
is it just me or does CL feel bad on the cruiser in particular?
ok yeah, perception of run mods is definitely off compared to how good stuff is in practice
Maybe. I cleared 26 on 8-24. I don't think I'll run UT until this weekend unless the mods look really good, I'm still at 18 banked.
I personally hate unstable transit. I just try getting to 15ish, finish, and then using all my charges complete the 3+ others
If it were a bit more controllable it'd be more interesting.
thats why its pretty easy to get to 10
there's no smart targeting, but is there anything that determines where they move towards besides closest enemy? #sector-124-131 message
also using same calculations for nearest/farthest enemies?
same calculation?
#sector-124-131 message
they perfer some targets in the sense of the same size class. (fighter, corvette, frigate) and (cruiser, heavy cruiser)
they shouldnt
Ayyy
passing thought: what if teleport had a button here that let you turn it on or off as desired?
You pick teleport, you better know what youre doing
teleport is exceptional though in that it genuinely hurts you more than it helps you
because you can't really control when/where to use it
Its weird tho because I feel like some of my best runs were with teleporting fighters
They distract the enemies so perfectly
Especially snipers
I mean yeah
oh I need a ut mode that starts with fleet teleport lmao
honestly, would be funny
Overcharged
Every Friendly Ship has fleet teleport.
lol
or could go for Ludicrous Speed
for the meme
seeing swarmers with fighters would be funny
if there was a few funny ones could be a mode that randoms which one
kinda how balance chooses the ships randomly
Could have a Randomized Weapons Modifier
Would also be interesting to see a potential Hazard Ship in the next UT galaxy. Provides a Hazard for the entire Match till its is destroyed.
in practice tp is basically just like having another reroll
even if on average it gives you net value, it can still turn favorable engagements into unfavorable ones
fun in mono fighters. Eliminates the need for range upgrades. I never pick it in actual play, though.
Nothing personal
Overcharged - Every friendly ship teleports every 5 seconds
Gridlocked - Every tile has a random grid bonus each round, including enemy tiles
Final Exam - Extreme + No Choice + 9001 resets
it would be funny if you could pay 1 reset to move 1 enemy unit around
or delete one enemy unit. As long as we don't change the rate that we earn them, it wouldn't make a huge actual impact, but it sure would feel like it did
enemy spawns are related to our ships so
realistically teleport doesn't do anything after the first couple rounds
Neat
which run is that lol
let's go gambling
first of the day
oh wow yeah I see it
I should do this one, it's interesting
Nice.
damn nice
dang, I'd have liked to keep trying this fight, felt like I was getting close a couple times
-# technically I can close & reopen the game but that's cheesing
wow I guess all CLs is the new winning strategy, always
the old missile fighters work well but not as well as CLs now
honestly I feel like a big part of CLs winning is just keeping your own ships at a distance and being able to fire back at sniper/missiles
it's part of why I feel like teleport is sabotage, it just means the enemies all focus fire and delete you instantly
this fight was hard because the bulwark was grabbing CL attention too soon/too long, if I did it again I might try railguns on the cruisers but not sure if the range would be there (maybe the rapid CLs instead of the snipe?)
plus I spent a bunch on cruiser hull here hoping for cruiser bomb, never found it
When I go all CLs I go all snipe and put my ships as far back as possible
Seems to work decently well
Especially with corvettes
Yea I went long range CL on the cruisers and TP fast CL on the fighters.
got to stage 23 just fine with missiles ๐
misclicked on one fight where I took a lot of damage, it was a tough layout but probably could have reduced the damage
round 23 Hard scaling shot up super fast though, went from mostly ok round 22 to impossible 23
hard to argue with CLs since they outrange most enemies, which it should be like that
fighters are still pretty weak with them though
I just used TP fighters for distraction mostly.
Didn't really care about their damage, it was the long CL cruisers that were pumping for this seed.
CL Snipe, no TP/HB, vaguely kept upgrades even between fighters and cruisers but started favouring cruisers more towards the end. At 20+ I picked the upgrade with more focus on what enemies to face vs what upgrade to get. Skirmishers bad, missiles/snipers good
I would like to be able to explicitly disable Teleport
Oh, this
mono oh no
what
when are we getting regen bulwarks in ut
never, that's op
Bulwarks my beloathed
damn only 710 yesterday
lowest i've seen by like 200
must be because everyone is getting ready for SILKSONG tomorrow
noooooooooooooooooooooooooooooooo we slippin
maybe just boring modifiers on those days
Nice rank
nice
we had 1300 3 days before that so
were back, before
this fight just curbstomps me no matter what I try and results in full base death ๐
mods were fewer choices & more mods
yay ๐
my goodness - what on earth is this wave... cannot get anywhere near beating it... it's wave 8 for crying out loud. Those missiles are too good
wave 10 had 3 bulwarks, easier than that wave 8 ๐ฎ
so Sylv tried to balance UT after everyone was picking all missiles and now everyone's picking all CLs it seems ๐
probably CL snipe specifically
yeah, I default to CLS whenever I can... CLS + fire rate stats + barrier/rapid fire = winning
I wasn't at UT when it was missiles meta
but the receiving end of it hurts :S
Ez fix can just revert lol
I wonder if the introduction of Heavy Cruisers made frigates indirectly worse (for UT)
It's one more ship type with only two ships for less aoe/multi targeting
I keep thinking about mixing MLs and CLs but then I always second guess myself on what ships to put them on
you need the ML ships to be able to take a couple extra hits (e.g. barriers) because they get closer, you can't spam hull reliably enough outside of mono, if you get frigates you neeeeeed them to be snipe CLs, the cruiser/HC both also die much too fast if they get closer, but fighters/corvettes will also just melt without heaps of barriers...
the fact that CLs slows your ships's speed, on top of raising their range, feels actually so beneficial
and I think it's because the thing that matters most is staying out of missile/sniper range as long as possible... which is a bit :\
when it's not mono/duo, my runs are feeling pretty heavily dominated by whether or not I can collect barrier upgrades on all 4 ships
From my games, it's almost completely about range. There are multiple weapons that take 25-30 range upgrades before they can attack a sniper that's attacking them. Close missiles are only 955 range (245whatevers away from the sniper) after 30 upgrades. And the only way to get that many is under simulation settings, basically, testing mono runs. By that time, range doesn't matter since we gimped out damage output so much from the 30 missing damage upgrades. Not being able to attack ships that one-shot mine doesn't give me much incentive to ever pick a different weapon. 3rd layout row makes this problem worse.
that's why I'd want to mix in the CL to deal with that
but then you get these weird combos that just melt you
now that's an interesting layout
welp, never found any barriers, so I guess I should be happy I got this far
is the strat still to avoid picking big ships?
not bad
nice ๐
almost
almost what?
almost always 1
I'll take it.
Twins!
noice. Now we just need to find the third
Stage 3 choice of barrier vs fleet wide fire rate on corvette...
depends on what the barrier is on
especially if you aren't using beam/CL on the corvette
corvettes or fighters? yes
frigates or cruisers? no
it's still good on frigate/cruisers if possible
lousy sniper randomly deciding to aggro one of them over a more disposable target
I end up with cruisers making the last stand with all CL snipe crew, so yeah, it can be useful
they don't make a very good last stand but it's something
๐ค
I wish I could burn through these fast enough to have 3 scores at once visible lol
I don't burn through mine lol
I cash my paycheck after I work, too ๐
I save the banked stages for whenever I'm not actively at my computer
otherwise I do an active run, no matter what I have banked
I refresh ahead of time if there are killer modifiers going on ๐
refresh?
like you bank a bit in case there are awesome modifiers?
maybe I should do that
not that it's needed to get 7425 every run
I'm still massively behind on these..
despite not using all my banked stages down to 10
with the damned diminishing return system, it won't be long till I stop bothering at all and just take the 7 stage freebie. The difference is already getting pretty low
not going for 135?
increasing cap battle helps a lot towards that
still with diminishing returns, but there aren't a lot of alternatives
I doubt I'll hit 135 before patch, but we'll see. Right now a 10 clear gives me a x1.0110 vs a 7 at 1.0077 so it's still worth hitting the 10. But with every upgrade those numbers get closer together. %wise, keeping the same flat value already has diminishing returns, this double dipping is ... rough.
I'm apparently below 1% for cap battle now ๐
<laughing> Give a 10th grade kid, me, and Warren Buffett each $100 and the impact differences are already huge, but give the kid $100, me $1, and Warren a penny and it's just some joke
for the full 10 stage max
Not sure when I'll hit the 1%, I'm close at 2.05e5
Hmmm
I was told that Damage is basically the king here, but I might've misunderstood
Does Fire Rate count as part of that, or is it just the Damage only that you want to roll for?
I've been taking both and prioritizing the one that increases DPS more.. ๐ค
fire rate helps a LOT more in the beginning. After the first 5 or 6 levels (stages) I go with whichever has the higher dps gain
UT Classicโข
Oh, interesting, I'll have to consider that then
The type of enemy matters with this, of course. But if you're already 1 shotting skirmishers (for instance) and you're facing a few groups of them, being able to fire quicker will help clear them while firing at more power per shot will not benefit you.
Kind of like hull bomb being really powerful in the beginning but not in later stages.
UT sure likes giving UT classic lately
oh my good lord those missiles are unkillable
in the end, the damage wasn't too much as long as all the shotguns and the mediums were killed
it was only the missiles left alive at the end
anyways I was just doing a quick run to spend instability
Yay, a Very Rare
well this is a nice set of 5 day ranks
huh, some quirk of timing maybe? did they do that if you put them in a different starting slot that sitll tps to sniper?
i think missile default behavior is to shoot 1 missile per enemy in range, since the snipers are still getting plinked here
yeah
even if the missile does like, 2% of the enemy hp
i belive thats how it is
wait sola put beam laser on two of the ship types? ๐ฎ
and on cruiser of all things? ๐ฎ
hey beam laser is actually pretty good
the sniper also ignores them...
oh ya your right I didnt see th emissiles hit those snipers
well you can see it starting to turn to the fighters but they all die between sniper shots so it doesn't get any off
Agreed, I really like it. I think it needs some slight tweaking to fill the niche, but overall it is decent.
oh right, the snipers don't turn when they change target, only when they shoot...
I'd like to see attack speed increase rate of damage ramping up on it, for instance
just make firerate also increase tickrate on beam laser
I thought it did?
noooooooooooope
I think it always did, but didn't show in tooltip - but that could just be my memory glitching
it was probably during spaceversary
I kind of forget there's actually been updates since g6
eoc moment
Here's my gripe. 24 (25 if you count ship improvement) range upgrades and I can still be attacked by ships that I can't fire back upon
snipers only have 1100 range innit
No, the missiles are 1000 and the snipers are 1200
mauybe it was 1100 and 1300 and they were nerfed
Could be, truthfully I don't remember
would be interesting to see a UT beam upgrade which makes the enemies weaker
Exploitation beam, similar effect to the base effect
That would be cool. Each weapon be able to apply a debuff, would encourage mixing weapon types. Dunno how much the system can track
that is a lot of swarmers
I'm pretty sure I've had more, many times
rank 1 stuck ๐
noice
I love that we flex differently ๐
why does only 1 of them say z69?
how does it decide when to put that on?
Good question, I'm not sure. The days before it didn't have that either
That might have been the day I had a windows update? So had to restart the game
๐คท
stil missing a bunch of these despite running UT a lot..
๐ค
if you actually care, ships per fuel is almost certainly maximized with g6 (currently). which will also progress the galaxy entrances counter - that isn't incremented from UT
I think ships per fuel is maximized by simulated, since it uses 0 fuel ๐
simulated UT that is
true. but realistically, how much do you simulate ;p
well I don't run galaxies either cause what's the point?
it takes away from UT artifacts too, so it's even worse than simulated
however it's much healthier for your sanity
cause it's all automated? I guess
or I could just wait until G7 ๐
which is even better for sanity
fuel has to go somewhere...
at this point I can't be bothered to do too many UT runs... well, also been busy for a while
I guess you can get away with about 1 real run and roughly 4 banked runs (or however many depending on how well you're doing) and still get the 10 stage max, which means less actual UT runs done
snipes. Barrier on both ships + base barrier. Really got hurt by only having 1 burst and 2 grid bonus, though. Had to heavily rely on rerolls starting from the very first selection
๐ค I had a similar loadout
also CL snipers
must be luck with picking the order of stuff right
Think I got 10 attack speed on vettes before their first damage T_T
damn, pretty different than me
I also prioritized corvette upgrades which might have been the wrong thing to do
I didn't really prioritize, tried to keep them balanced. But didn't have the option for about half the choices - hp/hp/range/speed was very common
interesting that balanced did better ๐ค
usually stacking is better I think
also I avoided range upgrades
cause snipe already has plenty of range
depends on what you're up against. And yeah - agreed. Snipe has enough range to not need ranged upgrade. EVERY OTHER DAMN WEAPON has so little range that you're dead by the time you get enough range upgrades to do anything.
But vettes prio the small baddies and HCs prio the big baddies. So position them so that they run interference on the opposite baddy types, see if that helps.
run interference?
I guess since they target different types, balancing helps cause of that
yes
and the mirror seems true... big baddies target my HCs, and so on
So if those hexagon guys have to travel from the top to the bottom because of where I put my HCs, that whole field of fire is a great place to line up the other guns. As soon as the smalls get dead, those hexes are the next prime target
the bulwarks get ignored as they crawl towards my HCs lined up in the back, then all the sudden the vettes they passed turn around and whack them from all sides because the swarmers and snipers died off.
etc
or "hard"
i don't actually know how much hard increases difficulty by stage like 15 tbh
I dunno either, but I avoid that one if possible
on duo, balanced is good enough
reverse is true, all ships will target same size class
no extra ships are amazing lol
but muh single-digit fps missile fighters
yay ๐
how curious
What was your basic strat?
curious because I didn't really have one beyond the usual 'just take damage/firerate/rare mods'
and uh, snipe charge lasers
been tying with rapid beams in sims, liking more than the splits. But I want to find a way to add in some range before getting overwhelmed to allow 2nd/3rd ranks to join the fight
I remember sola doing some math and showing rapid beam is generally worse than default beam lol
I think it is after so many tics, but that was so high that I figure I'm dead anyway at that point haha
or maybe damage increase, not tics. It was a while ago
anyways if I tried harder, one or two more stages is definitely possible
3
maybe
that's what I got
so better luck on rerolls could have pushed even higher.
I didn't even get burst one one ship, and had 2 bonus tiles total by the end
is there a way to see what the run modifiers are after you've already started and it's not the first run of the day?
oh never mind found it
is it possible to cram more modifiers in?
technically? yes. 1 more.
if i have charge laser fighters what do yall think i should run for heavy cruisers, beams, missiles? something else?
I prefer keeping either all energy or all kinetic, so I wouldn't get missiles. Beam or CL would be my choice
CL will often be "more powerful" but the craptastic range of beam might let your cruisers get in front of the fighters to absorb shots for them
interesting, why do you prefer not mixing?
CL cruiser and fighter feels... vaguely unsettling to me but im not sure why
CL fighter is just weird already
what i love my CL fighters
fighters are anti-snipers, not snipers 
they can be both!!!
so you don't get a mix of enemy types
wait it works like that? i thought it just sassed you however it wanted
really makes you wonder how ive ever gotten a top rank in this heh
You get up to 1 of the "other" type, I believe
ahh interesting
and however many vanilla ones they want to send your way
i still dont quite get beams, like you need them for those blockers but arent they kind of weak otherwise?
ive tried both kinds and they both felt sort of clunky and wierd
well you don't really need them because they don't regen in UT
well double CL it is then, wish me luck
I REALLY like beams. They just need some minor tweaking imo
when the rest of your fleet is snipers, what are the fighters supposed to be? splitting your forces in half seems to be bad overall
I guess teleporting missiles could be good otherwise
Cl snipe always
the best defense is a good offense, or something like that
you prefer snipe over quick?
yeah
CL already has crazy range
not enough
it feels far easier to get swarmed and lack fire rate
if I can't reach their whole fleet from the back row it's not enough ๐
but ive never done the math to find out if buying fire rate is more efficient than buying damage and range i guess
it always feels like you get maybe 2 shots off and then its a liability unless their fleet is entirely heavies
put everything farther back
my usual plan is to get 4-6x fire rate, then whatever has highest dps gain after that
should be able to kill the first row before they're even in range
and hopefully more
that only seems to work until they spawn a couple fighter units
and then its game over!!
i suppose i could do CL snipe fighters and CL quick HC
really invert expectations
Don't Rian Johnson your fleet.
you arent my real dad
ok what is this reference?
He's the guy that directed the 2nd film of the 3rd star wars trilogy... I want to say last jedi. He made a big stink about subverting our expectations. And he did, we went to the theater expecting a decent movie
you mean like fleetwide teleport drive on my snipers???
that might not be awful. It's good in mono testing
i have never gotten teleport drive off the ground
its always a tremendous failure of everything
never seen it good as a grid bonus, and all fighter bonus is rough when 2 of your 7 are fighters. But fleetwide? That might do something positive
teleport was good back when missile fighters reigned supreme
yup
before the CLs got boosted
and missiles got nerfed
alas unkillable bulwarks have done me in
damn, only rank 3
soon to be rank 89 after 100 more people do the run
maybe, ties share rank. How far idd you get?
23 with no damage but i didnt clear it
CL Quick isn't bad
if it's not enough to outrange enemy snipers, it's not enough
mono moment
indubitably. It's the only way I sim, gotta inch forward on that achievement somehow ๐
snipe just feels too slow and also that you just get more stats from quick?
2x Burst helps a lot with the speed, but it doesn't take many fire rate upgrades to not feel slow for me
cl snipe is good but risky to full lean into
even regular cl can be a little risky until mediums can start spawning, because until then you're more likely to run into large %s of swarmers
maybe that's why my ranks tend to be all or nothing (sorta)
due to CL snipe either being amazing or a flop
it seems to do well more often than not though
Is there a recommended strat to maximize artifacts gains? Barrage missiles vs CL, fire rate vs Hull, etc? What mods to look for when I run?
UT artifact gain caps at stage 10, so anything past that is just bragging rights and/or time off from running again.
Weapons (imo) - CL > ML > Beam/Mini. Any of them are more than adequate to get you well past stage 10. Stick with both energy or both kinetic.
Upgrades - Fire Rate >= Damage >>> Range >>>>>>>>>>>>>>>>>>>>>>>>>>>>>> HP. In general, go with whatever says it has the best DPS gain. Never get HP.
Upgrade Rares - Burst x2 and x3, never x4. Ship Improvement. Rapid Fire / Double Tap. All of these are very good. Hull Bomb / Dispersion are both very good in the beginning but lose power in later levels. Teleport is a trap, only worthwhile in duo, and only situationally at that point. In general, avoid it.
Spawn location bonuses: 2x Damage + 2x Speed >>> 2x speed >(slightly) 2x Damage + Health > 2x Damage >>>>>>>>>>>>>>>>>>>anything else.
Run simulation, a lot, and get familiar with different ships and weapons.
barrier grid buff can be decent if you don't have it normally
lol
'tis but a scratch
is that floating piece of scrap a base?
Thank you! I'm wondering if there's
a way to maximize the efficiency overall, like, wait for x run mods, get to level 19, use artifacts to level 8 while you wait for the same mod config etc
My best stage cleared is 18, I always split weapons (missiles and charge usually), I expect I'll do better just focusing on one
(I'm at the point in the game where I have nothing to do, login once a day to see how far I still am from my next synth goal and spend Warp Q points, so I'm getting too invested in UT because it all i have left lol)
Best way I've found is fight battles with good modifiers. Good = more choices, duo, no extra ships, more mods. Avoid bad modifiers - fewer choices, hard, balance (balance is OK, but not great). Get a good score, click the free point buttons until you get down to 13 or so, and start looking for your next battle. Repeat forever
For weapons, beam + CL go well together, so do missiles + railgun. Not ideal to mix the two groups, though.
tbh, not worth caring all that much imo. the scaling is just so bad
as far as i know, the only things you need from UT to get to s135 are fighter stats and cap stats. cap stats you can also get from research and adaptations, and much more given how poorly UT scales. fighter stats you can't get anywhere else, but it's also the worst scaling UT out of all of them, so....
Yeah, I just have nothing else active to do so I'm getting too invested in this ๐
I've got max Capital synth, maxed first two warps and done with Residuum (just have OD and AF science left), 180 Capital alien research.
I'm going to get a few levels in the next tier of Discipline synth to get the Crew Capital bonus at 400 discipline points, then go back to alien research until new content drops
discipline mastery module is nice, but don't bother getting too much of it. i'd say 3 levels max. 2 levels is almost exactly +1 humanity per crew, 3 levels is +1.41 average, so basically +1 per crew but you get it faster
I've been going heavily into synth
synth addict
not just to try to eke to 135 that way, but to future proof
tbh i don't see the point in going over 1e5 in anything aside from cap stats and fighter stats
and those two only to make it to s135
well mastery vaguely makes it easier to get humanity points, which also persist on reinforce
other advice I'd give on UT:
Avoid picking (Heavy) Cruisers when possible, as it will increase the enemy fleet ship deployment "strength" higher and can lead to increased variance and harder fights. Never pick Tank Upgrade.
Barrier is King in basically every situation
on Duo, consider missiles over CL if you're given Fighters as one of your ships
Zone upgrades/Spawn Location bonuses massively rise in value with No Extra ships
Column A zone upgrades are a bit scuffed when going CL, but play better with ML, something to keep in mind when one is offered early
Spend your rerolls to ensure you get the weapon choice you want (CL or ML run), then use your rerolls late in the game to avoid particularly bad enemy fleet selection (Avoid Bulwarks, more than 1 Missile, and offtyped Medium ships for your chosen weapon type)
cap stats does too but even more vaguely
note: in duo, (heavy) cruisers are generally worth picking though (you don't have much choice either way)
balance is outright bad (unless you have duo as well), forcing you to split mods between 4 ships is terrible for scaling stats
in duo keeping balanced stats between just two ship types is much more acceptable
CL + a bunch of fighters with barriers!
I also hard disagree that HP is a bad stat. Obviously you want to stack as much damage as you can on your main DPS ships. But you don't always have that option. In that case going for HP is worth. Even delaying the backline's doom for just 1 second can be the decider.
'hp is bad' depends on how far you are aiming to go
it's mostly only useful for making you be two-shotted instead of one-shotted, but at that point you'd then need to take hp every single time to avoid just getting one-shotted on the next stage, which makes it not very useful
and at high enough stage enemies will one-shot you regardless, so the only time hp is useful is at the tail end of a relatively short run to make your ships survive just a little bit longer and then maybe you can clear one more stage
Knowing ahead of time where your final wave would be would add a little value, and it does technically have more value for HC/C if you take their aoe attacks. Perhaps others can make it work better than me, I just won't ever take/recommend it.
and a little bit more fire rate might ensure they can shoot one more ship to draw aggro, which might come up with missile offense clearing their previous "target"
I wish my characters with a 30% crit rate had the type of luck Balance has had this week ๐
9-17 doesn't exist, nothing to see here
Mine just updated. Got 3 skips banked, so I'm good still ๐
what's a banked skip? ๐
I don't even remember what day the 23 came from lol
whatever it was, it fell off the end of the history apparently ๐
From the 16th I believe
yeah, looked at old screenshots and mine was also from the 16th I think
I'm guessing I spent 1 banked run from then lol
๐ค
Waiting for good mods to go for 20 again
is this something constant across for every player?
https://discord.com/channels/1023372620705566740/1420201073465098260
Notice something strange ? Or maybe its just strange for me.
๐ค
What run options?
Like the ones rolled by the game?
yeah. Not been a good selection for a while now
Terrible options - hard, balance, no extra ships, fewer choices etc
barrier look weird now
pixelated
I could really use some tips for clearing stage 20 of this
I've gotten as far as 19 but no further than that
simulation run with mono?
Mono?
it's not in the standard pool, but the achievement doesn't specify standard runs only
Oh, wait, does a Simulated run count?
yea
extreme also does not spawn in standard runs
so rather than simulated runs count, you can only simulate a run
pew pew
mono is stupidly op
mono close range teleport missile fighters my beloved
barrage is still better than close range even with teleport lol
hmm, armed with this knowledge, maybe i'll finally break through 42
aren't there arrows next to their icons at the top
only 39 this time. matches my previous best for g4. g6 has better mods, but i wanted to get g4 and g5 to clear 40 at least before pushing harder in g6
Oh, I hadn't even thought about the specific galaxies...
Being blatantly overpowered can be kinda fun~
I kind of want to experiment with rapid-fire Charge Laser...whichever the 4-ship one is, I forget
meh, corvette is just worse fighter
Got up to 38 that time!
In G6 specifically
I'll head back to the first galaxy to see how far I can push that, and to mess around with strategies
the reason i do it is to get fleet kills for the achievement. i really find UT to be unfun in general
Oh, wait, do those count towards that achievement?
Oh
Well that changes some things
Okay, this Charge Laser spam probably isn't really optimal, but it is quite fun, and it's a lot friendlier to the ol' framerate X3
Do you want Burst Fire, or no?
two levels max
And what ratio of Damage vs Fire Rate do you go for?
I've been doing 2:1 but I can probably do it better
it shows you the expected dps
So just get whichever is higher, then, instead of trying to pay attention to exact ratios?
yes, but getting a head start on fire rate has helped me a lot, especially with slow / single target weapons
It seems to still be ending up at 2:1 anyway so I guess I have good instincts X3
Got the z89 galaxy up to 37
Whew, managed to reach 41 myself in G6!
Stage 2, and I get barrier'd fighters, this gun' be a good run ๐
Stage 4... even more barriers lol
Yeah I'm done.
Yeah I'm never getting this crazy of a setup again. Look at the fire rate on those missles lol
Helluva run, congrats ๐
Barrier Projection on 7 fighters is nutty
Haven't tried missile / rapid beam combo before, looked effective
somewhat
think they needed a bit more range to be safe
because I picked teleport they had no protection lol
shame it wasn't group tele
if I had just gone standard CL might have gone further
but idk I never get to use laser
I love beam, it just needs some slight tweaks (imo)
fire rate increasing ramp up speed for instance
I don't know I think it's been buffed enough to be viable
but I still don't have the confidence to pick it lol
they are all viable, I just what the choice between them to be difficult
I feel like missles or at least rapid fire is mandatory to make lasers work
but haven't played with them enough to know.
What're the strats for CL vs ML?
Try to get barrier and lots of snipers for CL snipe, group tele for CL quick, lots of skirmishers/meds for ML barrage, and group tele for ML the_other_one.
I admit I haven't been paying a lot of attention to the enemy loadouts...
It matters a lot in the beginning and end, and much less in the middle.
And do you want to use Fighters or something else for CL?
Whatever they give me. If no fighters in my lineup, I don't take the short range option.
I prefer all one weapon for every ship. Failing that, both energy or both kinetic.
Oh, I was talking about in Simulation for min-maxing purposes
Nowadays? I pick a number 1-4 twice, then click start. First number is the weapon choice, second is the specialty. 1,2,3,4 left to right
It's just to inch forward to the achievement at this point, any combo gets me between 20-40 somewhere.
I do wish fighters were even less aggressive with pushing when given the range to use
pic isn't great but CL snipe gives a lot of range
Uuuh....is there a way to scroll to the left?
1st pic is early in the fight, where the fighters move up to where they are now, Second is moments before it to show their range
yeah, think it's a hard limit or set % for hold distance, forget which ๐
Takes a LOT of the range advantage away
also think this might be a bug post engine update, but not being able to see enemy stats for a given stage here feels really bad
Nice UT today
CL is pretty legit after the buff
Ah, on Frigate I take it?
on anything
maybe not fighters as much but with the third column the range advantage is quite impressive
no extra ships makes the range even better
that much extra range was overkill for fighters, I had hoped to give them the extra reach so they'd stop getting shot at (fighter base range means even charge laser snipe isn't full coverage) but it wasted some upgrades
CL snipe or the other one?
I used CL snipe
generally prefer CL quick over snipe but felt good about it this run and decided to commit to it
we're so back
yes
And avoid missile enemies like the plague?
teleport is funny for mono run meme but I don't take it in daily runs
yeah
Barrier Base very rare upgrade also just incredible this run
Oh didn't see it, I'll see it later
looks like Stage 30 is the end of the line
I think the enemy selection was ok and the layout isn't horrendous, there's just too many stats to chew through
I wish Weapons had a Rare or even Very Rare versatile marker
Maybe Very Rare for 2x > 3x
Gaming
Grats
holy second run has great run mods too
Big sad
Interesting to see that both CL snipe and missiles+beam can tie for 1st place
is there a leaderboard beyond the "rank" you get when you complete a run?
no
the prestige tab
probably also due to not getting crappy hard or balance modifiers
damnation rank 3
you mean cl quick right
cuz thats what i did
wait @fleet steppe did CL snipe on both, right?
Eternal and Skolander tied for 1st with different weapon sets
that's what I'm talking about
oh, 3 people did better.. and cl quick can tie with cl snipe and missile+beam too ๐ค
i was rank 3
wow Sylv might be getting close to balancing UT ๐
i believe its a 4way tie currently, unless im missing something
if you're 4th that means 3 people did better than 29 500
a 4 way tie for 1st would give 1st to all 4 people
how embarrassing
does rail gun need balancing? does anyone use it?
well one day i will get first, i feel good about how i did using tp anyway
or maybe not and i will die in obscurity
maybe im just too tired but if eternal cleared 29 with 500 and i cleared 29 with 500 then how would the score be different, or are we all tied for 2nd??
then eternal is also 4th
oh i think i know why i was confused now, you said they were 1st but they must have dropped
andi was simply too slow to be 1st
alas
i was reeeeal close to clearing 30
we'll see how close I get later ๐
maybe if i had been paying attention to the enemies instead of just grabbing whatever
couldnt finish the last cruiser
got to 31 with snipe CL on frigates and trying out rapid CL on fighters... had a great start with early barriers
really not sure about rapid CL or not
feels like it helped getting past a fighter-heavy one on 29 or 30 maybe
but anything else it feels like it's worse than snipe?
click and drag?
wow someone beat 32

