#Unstable Transit

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wild timber
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backrow missiles...

dawn gate
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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 ๐Ÿ˜†

wild timber
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well i doubt it's winnable, but there's a save button right there

dawn gate
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ah nice thx. Figured might be a cheevo for finishing 120, but it's leagues further then I had ever gotten

woeful zephyr
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ANOTHER none?

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if you draw a trendline, I think I'm due to reach rank 1 today ๐Ÿ˜‚

fervent turret
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shower thought: what about speed upgrades?

fleet steppe
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movement speed upgrades?

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I think more often than not it'll be worse for the player, diluting the pool of damage/fire rate upgrade options

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a little more choice over speed control might be nice but charge lasers/close range missiles might be enough

fervent turret
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maybe add it to hull upgrade?

nova light
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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

fervent turret
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right?

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fighters don't need more speed

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slow things do

nova light
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no, being slow is an advantage, because it means they don't rush to the front and get slaughtered

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instead fighters can go first and cover for them

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since enemies are as stupid as your ships are and only target closest

light verge
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fighters practically have to be slotted in the back instead of in front

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in most cases so they can do their shield task better

fervent turret
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that's exactly what would make increased speed interesting on the bigger ships?

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enables you to position differently

fervent turret
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is triple burst (two burst upgrades) + the fleetwide burst upgrade from frigate detrimental?

nova light
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the double tab ability has no downside on its own so... probably not?

light verge
#

that wasn't too bad

light verge
#

game is literally fucking trolling me

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sends me all the balance mods

woeful zephyr
#

wow people did better than stage 23 cleared ๐Ÿ˜ฎ

woeful zephyr
#

it's been a good few days for banking

dire bison
#

It's a shame we can't stack banked levels

fervent turret
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-# 1 free instability for every 10 banked levels?

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well maybe more like 20... or 50, idk

wild timber
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that kind of defeats the purpose of banked levels existing in the first place

light verge
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^

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banked levels are used to skip

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put an instability incentive on it and people will run the mode just to get more instability

fervent turret
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... right?

light verge
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the point being nobody will use the skip function if you put an incentive every 10 banked levels

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because people will instead constantly go for banked levels

alpine hemlock
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wouldnt mind the initial stacking idea though

fervent turret
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the people who don't wanna spend extra time in UT would use the skips

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what would be the point of stacking 60... 80... 200 skips

wild timber
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number go up

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it's a number go up discord

nova light
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incremental game brain

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number go up

light verge
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answer: loss aversion

river flax
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UT isn't that hard

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Just do it, fun or not

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It's content you have to engage with

fervent turret
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skips would absolutely still get used

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by the people that want to skip

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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

light verge
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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

nova light
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so what they already do

light verge
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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

cerulean compass
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๐Ÿ˜ฎ

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charge lasers are broken

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and grid slots

wild timber
# nova light so what they already do

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

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it'll be like that again if banking super high stage gives you additional bonuses beyond qol

nova light
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we'd like not to do that

dire bison
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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.

fervent turret
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there isn't an incentive to actually play UT out as things stand

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just hit 10, just get some banked skips, no effort/thought/challenge

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for waiting a day or so for each one it's an underwhelming feeling

nova light
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it's a tough balance between people who want more and people who don't care and just use 7 banked stages forever

fervent turret
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truth

wild timber
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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

cerulean compass
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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.

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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

fleet steppe
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love upgrade trees

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don't want banked runs penalized, fleet is already a really high activity tab relative to the rest of the systems

nova light
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ow, my face

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never mind, easy game

woeful zephyr
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the last several days runs really like giving us these 4 ships

fervent turret
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sylv secretly stealth removed fighters from UT? USIStunfisk

nova light
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I don't like frigates

wild timber
#

bold

lusty umbra
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Was CL buffed?

empty cargo
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yes

lusty umbra
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Will every adviser setting with cl used need to be re-verified?

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Or it's strict buff that it won't needed?

empty cargo
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CL buff in UT only

alpine hemlock
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sweet jesus

empty cargo
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fun

alpine hemlock
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id take it for laughs but im on stage 9

wild timber
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tbh on s9 cruisers can still tank a couple volleys fine

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idk if this is worse than a swarmer + sniper layout

alpine hemlock
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i had two fighters, i wasnt risking it

wild timber
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apparently i did an autoclear at some point immediately after zoning in

nova light
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stage cleared 0 ๐Ÿค”

nova light
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guess I'm finished

fleet steppe
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insane enemy loadout ngl

shell jasper
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oh lol no extra ships expands the grid past 10 ><

nova light
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beefy

light verge
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for you

wild timber
nova light
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good times

shell jasper
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uh, probably a hard thing to like "notice" or remember I guess but

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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

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I dont even know what that would be but figured might as well watch for anything USIShrug

light verge
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aye

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but that is a devious enemy arrangement anyhow

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bulwark for complete draw aggro

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mediums for high damage on medium-sized units

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and missiles for everything else

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is this AI Total War when the AI decides to really screw you over?

nova light
fleet steppe
#

The Unstable Transit of Babel

dire bison
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More run modifiers like this please ๐Ÿ™‚

dawn gate
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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

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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

fervent turret
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I just avoid teleport now

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even with heaps of barrier it just results in enemy deleting your fleet

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I think it's maybe more interesting with "no extra ships"

woeful zephyr
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I think teleport still works with missile fighter mono

fervent turret
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kinda surprised myself getting this far on this

nova light
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more mods is pretty good

river flax
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Oh yeah there's a very rare here, yay

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OH, I thought More Mods was +1 CHOICE every 3rd, not "an additional upgrade"

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Yeah wow

nova light
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more mods not more choice

obsidian glade
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I didn't get the extreme stage 10 clear achievement D:

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Oh fuck I had fragile on ffs

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Welp time to do that again

nova light
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thats pretty impressive

obsidian glade
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:D

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Yeah I had a great combo with charge laser in the back and teleporting missile fighters in the other back

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I just kinda assumed the 1hp was part of extreme lol

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I really like teleporting fighters lol

nova light
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the hardest part is just not getting chipped on stage 3 when enemy types first differentiate and you get your first weapon pick

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if you're unlucky, it's just impossible

obsidian glade
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yeah thats true it can be rough

nova light
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like you can get front row swarmers back row missiles a shotgun and fighter in between and then now what

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die

obsidian glade
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rip

cerulean compass
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barrier > QCLs > Fire rate > damage > range

fleet steppe
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29 super good

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missiles at this stage just delete my fleet with each volley

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I think a single hull upgrade would actually matter here, missiles do 30.1 damage, corvettes are still at their base 30

dire bison
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NICE! 29's awesome

fervent turret
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you didn't get barrier for corvettes either, huh?

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I got to 30, burned all my rerolls, accepted fate

lusty umbra
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how burst fire works with beam?

fervent turret
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scroll up a bit for more convo

dire bison
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The ship improvement bonus was a trap, wasn't worth facing the missile enemies in stage 30 ๐Ÿ˜ฆ

wild timber
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i think im just gonna keep spamming stage 0 1st runs to get to see how many people are doing ut

shell jasper
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wowzers over 1k?

wild timber
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yah

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been consistently above 1k whenever i did it so far

shell jasper
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looks like ~150 each for the other galaxies

nova light
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sure looks like im dead

nova light
nova light
fervent turret
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WTF is this...

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that layout managed to beat it, crazy weird to me how bad that prior result was

nova light
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sounds about right

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I've done stage layouts that moved like 2 ships and went from 300 to 0 damage taken

fervent turret
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I also don't think this works for UT at all

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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

nova light
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I mean yeah it sucks so don't click it

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it's actually a lot better for beam laser since tickrate doesn't get debuffed

fervent turret
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game really just said "screw your run"

nova light
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next time don't click on the enemy layout that has 4 missiles

obsidian glade
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Fewer choices no extra ships is rough

fleet steppe
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I had a missile cruiser that had a wiping volley despite not having to upgrade it that much

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I think it's pretty bad most runs but it did work out for me one time

dire bison
nova light
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I did think 30 was clearable, I had a couple rerolls left to fish for better enemy configuration

woeful zephyr
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dammit I missed the awesome duo

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now my record stages cleared is stuck at 23..

nova light
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you could just do a simulation USIShrug

woeful zephyr
nova light
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oh right

fervent turret
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why do I keep doing this

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closest I managed was killing 1 sniper

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on frickin' stage 3

dire bison
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10 ships/16 guns vs 46 ships/guns? Perfectly balanced lol

woeful zephyr
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3 runs today.. they were ALL none somehow

obsidian glade
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I feel like if I reroll a rare/very rare it should stay rare

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I've seen a bunch of other roguelikes handle it like this and I think it makes sense

nova light
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let's ignore the fact that rerolling the base mod for barrier projection is way better than every other options

cerulean compass
cerulean compass
# dire bison Indeed ๐Ÿ™‚

oooo interesting, you took my first spot, but with exact same results. Wonder how it decides draws then. Latest to do it? Alphabetically?

cerulean compass
dire bison
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I think I shared it, not took it ๐Ÿ™‚

cerulean compass
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bless you, kind person

dire bison
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I'm a giver!

cerulean compass
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I'll take a 2nd ๐Ÿ˜„

woeful zephyr
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if you tie you all get the same rank

nova light
dire bison
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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

nova light
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nice

cerulean compass
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2nd place gang ๐Ÿ™Œ

dire bison
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Shame we don't see the top score. Was it 30? 32?

cerulean compass
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aye, would love to know

nova light
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probably not past 30, because the enemy difficulty scaling doubles again

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it doubles every 10 stages

dire bison
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ahh

cerulean compass
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ohhh damn, no wonder 30 wooped my behind

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or would it be 31 would scale uup?

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1-10 (10 stages), 11-20, 21-30

nova light
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beating 30 seemed possible with a better enemy layout but 31 definitely would be over

nova light
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like you see beating stage 10 is 'about intended' so no extra scaling but from then on it gets harder faster

dire bison
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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

river flax
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31 the scaling is increased, yes

river flax
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Did I miss the mono day

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RIP me

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Oh Duo, yeah

woeful zephyr
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I wonder when the next time getting to 30 will be possible in non-simulated..

river flax
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Day just started, but my highest result ever

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Who beat me REEEE

woeful zephyr
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๐Ÿค”

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who got #1?

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and what was the stage cleared?

obsidian glade
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We need public leaderboards

woeful zephyr
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or I guess it could take the discord name

empty cargo
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what about web players

woeful zephyr
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they get some weird number

obsidian glade
woeful zephyr
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unless Sylv implements a way to name yourself in game

obsidian glade
#

That never went awry ever

woeful zephyr
empty cargo
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average day in #1335902304959987733

obsidian glade
#

ah good old bobby tables

shell jasper
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stage 20 looks like. I could maybe just put like the first place score somewhere

wild timber
shell jasper
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oh no we were under 1k on the 18th very sadge :*(

torpid oriole
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did well today

wild timber
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that was fun

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got owned by bulwark

shell jasper
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oh no extra ships always seems funny ><

nova light
wild timber
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yeah no extra ships is arguably the second best modifier after duo

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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

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but it also means you can very consistently screen ships on your side, esp with charge snipe

light verge
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no extra ships is great because you don't get butt-screwed by additional ships

river flax
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What if you like getting butt screwed

light verge
fervent turret
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๐Ÿ˜

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ofc as soon as I post I manage a winning layout... and I don't understand how it works

fervent turret
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same mods and half the distance I got...

wild timber
shell jasper
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your performance is real hit or miss :P

shell jasper
fervent turret
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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'

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maybe the point of using that to understand tactical placement better, would be moot because scaling is present everywhere else, though

shell jasper
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ya wouldnt apply much at last for UT stuff since that scaling is so assymetrical and wonk

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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

obsidian glade
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I would love a full-on sandbox mode though

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Placing ships wherever I want, setting scaling myself

nova light
obsidian glade
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Just to play around

nova light
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but a full sandbox mode is fun

obsidian glade
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-# I think something like that already exists in the debug build

nova light
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maybe in like g15, we understand enemies enough to create full on

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stages

obsidian glade
#

custom galaxies

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Super Galaxy Maker

nova light
#

rip all cl run

woeful zephyr
dire bison
#

Is exploitation considered the better base ability compared to barrage?

wild timber
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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

dire bison
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Thanks ๐Ÿ™‚

lusty umbra
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Will we ever see disruptor and phase enemy in UT?

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Or it'd too broken

fleet steppe
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phase enemies would solo your fleet if you didn't hard pick disruption weapons every single game

woeful zephyr
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or twice or whatever

nova light
light verge
obsidian glade
#

Precisely

obsidian glade
#

i hate balance i hate balance i hate balance

dire bison
#

"balance" lol I've gotten 4 burst for the corvette, zero for the frigate

bitter umbra
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well this be the end

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had horible enemy rerolls

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either missiles or gatling enemies

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WAIT IM ALIVE

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now im dead

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:D

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that was only top ten

nova light
#

zam

woeful zephyr
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my record breaking run only got me to rank 80 lol

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and it didn't slightly break my previous record, it broke it by a long shot

river flax
#

Are hull boosts "good"

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Lovely

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Barrier Projection + Burst Fire ๐Ÿคฏ

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Got baited into rare but bad pick rip ME

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Didn't get Versatile but was looking

fleet steppe
fleet steppe
# fleet steppe 29 super good

one hull upgrade on corvettes helps them live against one missile from a stage 27 missile ship which is something I guess

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hull boost on cruiser for hull bomb is fine

dire bison
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hull boost + ship upgrade, or just hull boost? For vettes

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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)

fleet steppe
#

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

dire bison
#

That wouldn't be too difficult to figure out, but would take a good bit of time and focus

fleet steppe
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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

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I don't enjoy Unstable Transit enough to dedicate the time to finding that out

dire bison
#

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.

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think only fighters can use those effectively in mono testing, thanks to teleport

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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

fervent turret
#

this is cursed

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managed a solution

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@shell jasper you wanted to know about interesting layouts yeah? this maybe is one
I wouldn't say no to having like... +2 retries

shell jasper
fervent turret
#

idk about awkward it just was interesting working out how to beat it with positioning

nova light
#

interesting layout moment

fervent turret
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but also one of those that makes me begrudge being outnumbered lol

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never found barrier so that run fell over a few stages later

wild timber
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i wonder if the majority of people think duo is weaker than more choices

bitter umbra
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Honestly, i really like no extra ships as it keeps the enemy sizes down aswell

torpid oriole
#

duo is king

nova light
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dang, I missed out on it cause I was busy making the capital synth chart

empty cargo
#

synth addict

fleet steppe
#

not bad

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charge lasers relatively available today

fervent turret
#

is it just me or does CL feel bad on the cruiser in particular?

wild timber
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ok yeah, perception of run mods is definitely off compared to how good stuff is in practice

dire bison
#

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.

terse night
#

I personally hate unstable transit. I just try getting to 15ish, finish, and then using all my charges complete the 3+ others

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If it were a bit more controllable it'd be more interesting.

nova light
#

some people like the roguelike, some people don't

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it just do be like that

bitter umbra
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thats why its pretty easy to get to 10

nova light
#

there's no smart targeting, but is there anything that determines where they move towards besides closest enemy? #sector-124-131 message

shell jasper
#

medium vs smal

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they move toward nearest same class, shoot any threats in range

nova light
shell jasper
#

same calculation?

nova light
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so this is false, yes?

nova light
shell jasper
#

they perfer some targets in the sense of the same size class. (fighter, corvette, frigate) and (cruiser, heavy cruiser)

nova light
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yeah, aside from that

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like this

shell jasper
#

they shouldnt

river flax
fervent turret
#

passing thought: what if teleport had a button here that let you turn it on or off as desired?

nova light
#

the idea of mods in UT is that they can't be toggled

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unlike galaxies

obsidian glade
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You pick teleport, you better know what youre doing

fervent turret
#

teleport is exceptional though in that it genuinely hurts you more than it helps you

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because you can't really control when/where to use it

obsidian glade
#

Its weird tho because I feel like some of my best runs were with teleporting fighters

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They distract the enemies so perfectly

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Especially snipers

empty cargo
#

fighter tp is alright

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fleet tp is not

obsidian glade
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I mean yeah

shell jasper
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oh I need a ut mode that starts with fleet teleport lmao

nova light
#

goofy

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make enemies teleport too for maximum chaos

bitter umbra
#

Overcharged
Every Friendly Ship has fleet teleport.

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lol

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or could go for Ludicrous Speed

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for the meme

obsidian glade
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ship speed x10

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both yours and the enemies

bitter umbra
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seeing swarmers with fighters would be funny

shell jasper
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if there was a few funny ones could be a mode that randoms which one

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kinda how balance chooses the ships randomly

bitter umbra
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Could have a Randomized Weapons Modifier

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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.

wild timber
#

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

dire bison
#

fun in mono fighters. Eliminates the need for range upgrades. I never pick it in actual play, though.

light verge
nova light
wild timber
#

it would be funny if you could pay 1 reset to move 1 enemy unit around

dire bison
#

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

nova light
#

enemy spawns are related to our ships so

nova light
wild timber
#

what the f

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0.06% chance...

shell jasper
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Neat

obsidian glade
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which run is that lol

nova light
wild timber
obsidian glade
#

oh wow yeah I see it

nova light
#

I should do this one, it's interesting

obsidian glade
#

it's fighters and cruisers

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first battle too lol

nova light
#

no

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it's not no extra ships so fewer positioning choices

obsidian glade
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it's working pretty well for me rn lol

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I'm happy with that

remote rain
obsidian glade
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damn nice

wild timber
#

i wonder how many people will play this one

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we'll find out soonโ„ข

torpid oriole
fervent turret
#

dang, I'd have liked to keep trying this fight, felt like I was getting close a couple times

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-# technically I can close & reopen the game but that's cheesing

woeful zephyr
#

the old missile fighters work well but not as well as CLs now

fervent turret
#

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

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it's part of why I feel like teleport is sabotage, it just means the enemies all focus fire and delete you instantly

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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?)

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plus I spent a bunch on cruiser hull here hoping for cruiser bomb, never found it

woeful zephyr
#

When I go all CLs I go all snipe and put my ships as far back as possible

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Seems to work decently well

#

Especially with corvettes

remote rain
#

Yea I went long range CL on the cruisers and TP fast CL on the fighters.

fleet steppe
#

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

light verge
#

hard to argue with CLs since they outrange most enemies, which it should be like that

#

fighters are still pretty weak with them though

remote rain
#

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.

dire bison
#

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

river flax
wild timber
river flax
#

Mono be like

#

Finally lost

nova light
empty cargo
#

what

nova light
#

what?

#

perfectly normal thing

wild timber
#

when are we getting regen bulwarks in ut

nova light
#

never, that's op

fleet steppe
#

Bulwarks my beloathed

wild timber
#

damn only 710 yesterday

#

lowest i've seen by like 200

#

must be because everyone is getting ready for SILKSONG tomorrow

shell jasper
#

noooooooooooooooooooooooooooooooo we slippin

obsidian glade
#

maybe just boring modifiers on those days

river flax
#

Nice rank

obsidian glade
#

nice

wild timber
shell jasper
#

were back, before

fervent turret
#

this fight just curbstomps me no matter what I try and results in full base death ๐Ÿ˜

#

mods were fewer choices & more mods

woeful zephyr
#

yay ๐Ÿ˜„

cerulean compass
#

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 ๐Ÿ˜ฎ

woeful zephyr
#

so Sylv tried to balance UT after everyone was picking all missiles and now everyone's picking all CLs it seems ๐Ÿ˜‚

#

probably CL snipe specifically

cerulean compass
#

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

shell jasper
#

Ez fix can just revert lol

fleet steppe
#

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

fervent turret
#

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

dire bison
#

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.

fervent turret
#

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

fervent turret
#

like this

#

don't ask me why this worked

nova light
#

now that's an interesting layout

fervent turret
#

welp, never found any barriers, so I guess I should be happy I got this far

tired blaze
#

is the strat still to avoid picking big ships?

woeful zephyr
#

not bad

woeful zephyr
#

nice ๐Ÿ˜„

nova light
#

almost

woeful zephyr
nova light
#

almost always 1

tired blaze
#

I'll take it.

dire bison
#

Twins!

tired blaze
fleet steppe
#

Stage 3 choice of barrier vs fleet wide fire rate on corvette...

fervent turret
#

oof

#

I think I'd pick the barrier tbh

nova light
#

depends on what the barrier is on

fervent turret
#

especially if you aren't using beam/CL on the corvette

nova light
#

corvettes or fighters? yes
frigates or cruisers? no

fervent turret
#

it's still good on frigate/cruisers if possible

#

lousy sniper randomly deciding to aggro one of them over a more disposable target

woeful zephyr
#

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

woeful zephyr
#

๐Ÿค”

dire bison
#

I wish I could burn through these fast enough to have 3 scores at once visible lol

woeful zephyr
dire bison
#

I cash my paycheck after I work, too ๐Ÿ˜›

woeful zephyr
#

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

dire bison
#

I refresh ahead of time if there are killer modifiers going on ๐Ÿ™‚

woeful zephyr
#

like you bank a bit in case there are awesome modifiers?

dire bison
#

my bank

#

So if I'm at 12 and duo / more mods show up, I'll take it

woeful zephyr
#

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

dire bison
#

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

woeful zephyr
#

increasing cap battle helps a lot towards that

#

still with diminishing returns, but there aren't a lot of alternatives

dire bison
#

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.

woeful zephyr
#

I'm apparently below 1% for cap battle now ๐Ÿ™

dire bison
#

<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

woeful zephyr
#

for the full 10 stage max

dire bison
#

Not sure when I'll hit the 1%, I'm close at 2.05e5

dire bison
median marlin
#

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?

woeful zephyr
#

I've been taking both and prioritizing the one that increases DPS more.. ๐Ÿค”

dire bison
#

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

woeful zephyr
#

UT Classicโ„ข

median marlin
dire bison
#

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.

woeful zephyr
#

UT sure likes giving UT classic lately

nova light
#

oh my good lord those missiles are unkillable

fervent turret
#

rip

#

heavy cruiser to A1 and cruisers to A4/5 and pray imo

nova light
#

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

river flax
#

Yay, a Very Rare

woeful zephyr
#

well this is a nice set of 5 day ranks

wild timber
#

why do they ignore the sniper...

shell jasper
#

huh, some quirk of timing maybe? did they do that if you put them in a different starting slot that sitll tps to sniper?

wild timber
#

i think missile default behavior is to shoot 1 missile per enemy in range, since the snipers are still getting plinked here

bitter umbra
#

yeah

wild timber
#

even if the missile does like, 2% of the enemy hp

bitter umbra
#

i belive thats how it is

woeful zephyr
#

no more missiles

#

CL only ๐Ÿ˜†

bitter umbra
#

:D

#

CL meta? always has been

woeful zephyr
#

wait sola put beam laser on two of the ship types? ๐Ÿ˜ฎ

#

and on cruiser of all things? ๐Ÿ˜ฎ

nova light
#

hey beam laser is actually pretty good

nova light
shell jasper
#

oh ya your right I didnt see th emissiles hit those snipers

wild timber
#

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

dire bison
nova light
#

oh right, the snipers don't turn when they change target, only when they shoot...

dire bison
#

I'd like to see attack speed increase rate of damage ramping up on it, for instance

nova light
#

just make firerate also increase tickrate on beam laser

dire bison
#

I thought it did?

nova light
#

noooooooooooope

dire bison
nova light
#

it does now never mind

#

wait what when did that happen wtf

dire bison
#

I think it always did, but didn't show in tooltip - but that could just be my memory glitching

nova light
#

it was probably during spaceversary

#

I kind of forget there's actually been updates since g6

#

eoc moment

dire bison
#

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

nova light
#

snipers only have 1100 range innit

dire bison
#

No, the missiles are 1000 and the snipers are 1200

nova light
#

mauybe it was 1100 and 1300 and they were nerfed

dire bison
#

Could be, truthfully I don't remember

bitter umbra
#

would be interesting to see a UT beam upgrade which makes the enemies weaker

#

Exploitation beam, similar effect to the base effect

dire bison
#

That would be cool. Each weapon be able to apply a debuff, would encourage mixing weapon types. Dunno how much the system can track

fervent turret
#

if I position right I can almost kill all the small fighters

#

๐Ÿ˜’

nova light
#

that is a lot of swarmers

woeful zephyr
#

I'm pretty sure I've had more, many times

woeful zephyr
#

rank 1 stuck ๐ŸŽ‰

shell jasper
#

noice

dire bison
#

I love that we flex differently ๐Ÿ™‚

woeful zephyr
#

how does it decide when to put that on?

dire bison
#

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

#

๐Ÿคท

woeful zephyr
#

stil missing a bunch of these despite running UT a lot..

woeful zephyr
#

๐Ÿค”

autumn fossil
woeful zephyr
#

simulated UT that is

autumn fossil
#

true. but realistically, how much do you simulate ;p

woeful zephyr
#

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

nova light
#

however it's much healthier for your sanity

woeful zephyr
#

or I could just wait until G7 ๐Ÿ˜†

#

which is even better for sanity

nova light
#

fuel has to go somewhere...

woeful zephyr
#

it's going into UT

#

need to get as much cap battle UT as possible for 135

nova light
#

at this point I can't be bothered to do too many UT runs... well, also been busy for a while

woeful zephyr
dire bison
woeful zephyr
#

what was your weapon loadout?

dire bison
#

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

woeful zephyr
#

๐Ÿค” I had a similar loadout

#

also CL snipers

#

must be luck with picking the order of stuff right

dire bison
#

Think I got 10 attack speed on vettes before their first damage T_T

woeful zephyr
#

damn, pretty different than me

#

I also prioritized corvette upgrades which might have been the wrong thing to do

dire bison
#

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

woeful zephyr
#

interesting that balanced did better ๐Ÿค”

#

usually stacking is better I think

#

also I avoided range upgrades

#

cause snipe already has plenty of range

dire bison
#

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.

woeful zephyr
#

run interference?

#

I guess since they target different types, balancing helps cause of that

dire bison
#

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

wild timber
#

look at that 9-12 vs. 9-15 contrast

#

people really are scared of no extra ships

dire bison
#

or "hard"

wild timber
#

i don't actually know how much hard increases difficulty by stage like 15 tbh

dire bison
#

I dunno either, but I avoid that one if possible

nova light
nova light
bitter umbra
autumn fossil
#

but muh single-digit fps missile fighters

bitter umbra
#

buh

woeful zephyr
#

yay ๐Ÿ™‚

nova light
#

how curious

dire bison
#

What was your basic strat?

nova light
#

curious because I didn't really have one beyond the usual 'just take damage/firerate/rare mods'

#

and uh, snipe charge lasers

dire bison
#

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

nova light
#

I remember sola doing some math and showing rapid beam is generally worse than default beam lol

dire bison
#

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

nova light
#

anyways if I tried harder, one or two more stages is definitely possible

dire bison
#

3

nova light
#

maybe

dire bison
#

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

woeful zephyr
#

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

woeful zephyr
#

is it possible to cram more modifiers in?

dire bison
#

technically? yes. 1 more.

drifting hinge
#

if i have charge laser fighters what do yall think i should run for heavy cruisers, beams, missiles? something else?

dire bison
#

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

drifting hinge
#

interesting, why do you prefer not mixing?

#

CL cruiser and fighter feels... vaguely unsettling to me but im not sure why

nova light
#

CL fighter is just weird already

drifting hinge
#

what i love my CL fighters

nova light
#

fighters are anti-snipers, not snipers Sylv_NotLikeThis

drifting hinge
#

they can be both!!!

nova light
drifting hinge
#

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

dire bison
#

You get up to 1 of the "other" type, I believe

drifting hinge
#

ahh interesting

dire bison
#

and however many vanilla ones they want to send your way

drifting hinge
#

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

nova light
#

well you don't really need them because they don't regen in UT

drifting hinge
#

well double CL it is then, wish me luck

dire bison
#

I REALLY like beams. They just need some minor tweaking imo

woeful zephyr
#

I guess teleporting missiles could be good otherwise

drifting hinge
#

shield icon what are you doing there

woeful zephyr
#

the best defense is a good offense, or something like that

drifting hinge
#

you prefer snipe over quick?

woeful zephyr
#

yeah

drifting hinge
#

CL already has crazy range

woeful zephyr
#

not enough

drifting hinge
#

it feels far easier to get swarmed and lack fire rate

woeful zephyr
#

if I can't reach their whole fleet from the back row it's not enough ๐Ÿ˜†

drifting hinge
#

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

woeful zephyr
#

put everything farther back

dire bison
#

my usual plan is to get 4-6x fire rate, then whatever has highest dps gain after that

woeful zephyr
#

should be able to kill the first row before they're even in range

#

and hopefully more

drifting hinge
#

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

dire bison
#

Don't Rian Johnson your fleet.

drifting hinge
#

you arent my real dad

woeful zephyr
dire bison
#

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

drifting hinge
#

you mean like fleetwide teleport drive on my snipers???

dire bison
#

that might not be awful. It's good in mono testing

drifting hinge
#

i have never gotten teleport drive off the ground

#

its always a tremendous failure of everything

dire bison
#

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

woeful zephyr
#

teleport was good back when missile fighters reigned supreme

dire bison
#

yup

woeful zephyr
#

before the CLs got boosted

dire bison
#

and missiles got nerfed

drifting hinge
#

alas unkillable bulwarks have done me in

#

damn, only rank 3

#

soon to be rank 89 after 100 more people do the run

dire bison
#

maybe, ties share rank. How far idd you get?

drifting hinge
#

23 with no damage but i didnt clear it

woeful zephyr
#

I need ass fuel

#

can't do the run yet

dire bison
#

CL Quick isn't bad

nova light
nova light
dire bison
#

indubitably. It's the only way I sim, gotta inch forward on that achievement somehow ๐Ÿ˜‰

drifting hinge
#

snipe just feels too slow and also that you just get more stats from quick?

dire bison
#

2x Burst helps a lot with the speed, but it doesn't take many fire rate upgrades to not feel slow for me

wild timber
#

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

woeful zephyr
#

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

digital bobcat
#

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?

dire bison
#

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.

nova light
#

barrier grid buff can be decent if you don't have it normally

fervent turret
nova light
#

'tis but a scratch

empty cargo
#

is that floating piece of scrap a base?

digital bobcat
#

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)

dire bison
#

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.

autumn fossil
digital bobcat
#

Thank you both!

#

How often do the UT mods change?

dire bison
#

You're welcome ๐Ÿ™‚

#

daily

digital bobcat
#

Sorry last question, I'm Columbo over here ๐Ÿ˜‚

autumn fossil
#

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....

digital bobcat
#

Yeah, I just have nothing else active to do so I'm getting too invested in this ๐Ÿ˜‚

#

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

autumn fossil
#

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

fervent turret
#

I've been going heavily into synth

empty cargo
#

synth addict

fervent turret
#

not just to try to eke to 135 that way, but to future proof

autumn fossil
#

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

nova light
#

well mastery vaguely makes it easier to get humanity points, which also persist on reinforce

fleet steppe
# dire bison UT artifact gain caps at stage 10, so anything past that is just bragging rights...

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)

nova light
#

cap stats does too but even more vaguely

nova light
nova light
#

in duo keeping balanced stats between just two ship types is much more acceptable

tired blaze
#

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.

nova light
#

'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

dire bison
#

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.

fleet steppe
#

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"

dire bison
#

I wish my characters with a 30% crit rate had the type of luck Balance has had this week ๐Ÿ˜‚

woeful zephyr
#

9-17 doesn't exist, nothing to see here

dire bison
#

Mine just updated. Got 3 skips banked, so I'm good still ๐Ÿ™‚

woeful zephyr
#

I don't even remember what day the 23 came from lol

#

whatever it was, it fell off the end of the history apparently ๐Ÿ˜‚

dire bison
#

From the 16th I believe

woeful zephyr
#

yeah, looked at old screenshots and mine was also from the 16th I think

woeful zephyr
#

I'm guessing I spent 1 banked run from then lol

woeful zephyr
#

๐Ÿค”

woeful zephyr
#

๐Ÿค”

#

lol no one else is posting in here. did everyone give up on UT? ๐Ÿ˜†

fleet steppe
#

Waiting for good mods to go for 20 again

rain kindle
woeful zephyr
#

๐Ÿค”

nova light
#

I guess you won't trying yesterday

#

also wtf is these run options, hello?

woeful zephyr
#

Like the ones rolled by the game?

dire bison
#

yeah. Not been a good selection for a while now

digital bobcat
#

Terrible options - hard, balance, no extra ships, fewer choices etc

wild timber
#

that's certainly a new look

nova light
#

barrier look weird now

empty cargo
#

pixelated

median marlin
#

I could really use some tips for clearing stage 20 of this

#

I've gotten as far as 19 but no further than that

wild timber
#

simulation run with mono?

median marlin
#

Mono?

wild timber
median marlin
#

Oh, right...

#

I don't think I've ever seen Mono pop up though

wild timber
#

it's not in the standard pool, but the achievement doesn't specify standard runs only

median marlin
#

Oh, wait, does a Simulated run count?

wild timber
#

yea

median marlin
#

Oooooh!

#

And does that also count for Extreme?

nova light
#

nope

#

oh wait, you mean simulation, not mono

nova light
#

so rather than simulated runs count, you can only simulate a run

wild timber
#

extreme achievement specifies "by itself"

#

no other modifiers allowed

median marlin
#

Aaaah, right, right

#

Well that was quite fun X3

wild timber
#

pew pew

nova light
#

mono is stupidly op

autumn fossil
#

mono close range teleport missile fighters my beloved

nova light
#

barrage is still better than close range even with teleport lol

autumn fossil
#

hmm, armed with this knowledge, maybe i'll finally break through 42

median marlin
#

Damn, 42?

#

...I've forgotten where you change ship designs

nova light
#

aren't there arrows next to their icons at the top

median marlin
#

I mean for your main ship

#

This is a lot of missiles X3

#

Well, I got up to 35

autumn fossil
# median marlin Damn, 42?

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

median marlin
#

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

autumn fossil
#

meh, corvette is just worse fighter

median marlin
#

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

autumn fossil
median marlin
#

Oh, wait, do those count towards that achievement?

autumn fossil
#

yes

#

1k kills per run

median marlin
#

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?

autumn fossil
#

two levels max

median marlin
#

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

autumn fossil
#

it shows you the expected dps

median marlin
#

So just get whichever is higher, then, instead of trying to pay attention to exact ratios?

dire bison
#

yes, but getting a head start on fire rate has helped me a lot, especially with slow / single target weapons

median marlin
#

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

median marlin
#

Whew, managed to reach 41 myself in G6!

tired blaze
#

Stage 2, and I get barrier'd fighters, this gun' be a good run ๐Ÿ˜Ž

#

Stage 4... even more barriers lol

#

Yeah I'm done.

tired blaze
#

Yeah I'm never getting this crazy of a setup again. Look at the fire rate on those missles lol

dire bison
#

Helluva run, congrats ๐Ÿ˜„

tired blaze
#

Barrier Projection on 7 fighters is nutty

dire bison
#

Haven't tried missile / rapid beam combo before, looked effective

tired blaze
#

somewhat

#

think they needed a bit more range to be safe

#

because I picked teleport they had no protection lol

dire bison
#

shame it wasn't group tele

tired blaze
#

if I had just gone standard CL might have gone further

#

but idk I never get to use laser

dire bison
#

I love beam, it just needs some slight tweaks (imo)

#

fire rate increasing ramp up speed for instance

tired blaze
#

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

dire bison
#

they are all viable, I just what the choice between them to be difficult

tired blaze
#

I feel like missles or at least rapid fire is mandatory to make lasers work

#

but haven't played with them enough to know.

median marlin
#

What're the strats for CL vs ML?

dire bison
#

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.

median marlin
#

I admit I haven't been paying a lot of attention to the enemy loadouts...

dire bison
#

It matters a lot in the beginning and end, and much less in the middle.

median marlin
#

And do you want to use Fighters or something else for CL?

dire bison
#

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.

median marlin
#

Oh, I was talking about in Simulation for min-maxing purposes

dire bison
#

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.

fleet steppe
#

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

median marlin
#

Uuuh....is there a way to scroll to the left?

fleet steppe
#

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

dire bison
#

yeah, think it's a hard limit or set % for hold distance, forget which ๐Ÿ™

#

Takes a LOT of the range advantage away

fleet steppe
#

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

river flax
#

Nice UT today

fleet steppe
#

very very nice UT

#

Charge Lasers go crazy

river flax
#

Ew

#

RIP me

#

I never pick CL

fleet steppe
#

CL is pretty legit after the buff

river flax
#

Ah, on Frigate I take it?

fleet steppe
#

on anything

river flax
#

I mean for this UT

#

Why do you go for so much range?

fleet steppe
#

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

river flax
#

CL snipe or the other one?

fleet steppe
#

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

river flax
#

Grats

#

And avoid teleport on Fighters like the plague?

fleet steppe
#

yes

river flax
#

And avoid missile enemies like the plague?

fleet steppe
#

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

river flax
#

Oh didn't see it, I'll see it later

fleet steppe
#

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

river flax
#

I wish Weapons had a Rare or even Very Rare versatile marker

#

Maybe Very Rare for 2x > 3x

fleet steppe
#

Gaming

river flax
#

Grats

fleet steppe
#

holy second run has great run mods too

river flax
#

The fucking lag with 6 fighters

#

Ugh

wild timber
#

ut engagement spike

#

probably due to the engine update

river flax
#

Big sad

woeful zephyr
#

Interesting to see that both CL snipe and missiles+beam can tie for 1st place

dreamy pilot
#

is there a leaderboard beyond the "rank" you get when you complete a run?

empty cargo
#

no

nova light
nova light
drifting hinge
#

damnation rank 3

drifting hinge
#

cuz thats what i did

woeful zephyr
#

wait @fleet steppe did CL snipe on both, right?

drifting hinge
#

yes, im saying i did cl quick

#

and teleport funny enough

woeful zephyr
#

Eternal and Skolander tied for 1st with different weapon sets

#

that's what I'm talking about

drifting hinge
woeful zephyr
# drifting hinge

oh, 3 people did better.. and cl quick can tie with cl snipe and missile+beam too ๐Ÿค”

drifting hinge
#

i was rank 3

woeful zephyr
#

wow Sylv might be getting close to balancing UT ๐Ÿ˜†

drifting hinge
#

i believe its a 4way tie currently, unless im missing something

woeful zephyr
#

if you're 4th that means 3 people did better than 29 500

drifting hinge
#

oh

#

its been a long day

woeful zephyr
#

a 4 way tie for 1st would give 1st to all 4 people

drifting hinge
#

how embarrassing

woeful zephyr
#

does rail gun need balancing? does anyone use it?

drifting hinge
#

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??

empty cargo
#

then eternal is also 4th

woeful zephyr
#

at least 3 of you are tied for 4th

#

Skolander is 4th too

drifting hinge
#

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

woeful zephyr
#

yeah

#

midnight UST speedrun can be a cheeky way to get 1st

drifting hinge
#

i was reeeeal close to clearing 30

woeful zephyr
#

we'll see how close I get later ๐Ÿ˜…

drifting hinge
#

maybe if i had been paying attention to the enemies instead of just grabbing whatever

#

couldnt finish the last cruiser

fervent turret
#

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?

fervent turret
dire bison
woeful zephyr
#

wow someone beat 32

woeful zephyr
#

I cleared 29 but banked 30?