#Unstable Transit
1 messages Β· Page 9 of 1
ah yeah that reminds me, I never got frigate barrier but had base barrier, got frigate improvement very early along with the fighter barriers, got frigate burst to x3 and fighters on first burst upgrade
layout did get tricky a couple times
wondering if rerolling more often would help me more on interim upgrade stuff
an all hull/range selection is an automatic reroll, they're useless/nearly useless, so once I get my weapons I don't save them
Both of those upgrades need a redesign, badly π
Yes
I did CL snipe on both too. I guess we didn't get as lucky as groundsel with the rolls
Post 27 or something it's all luck of the draw. If you get missles or unlucky medium gunner it's gg.
I think their design is fine. They only become useless because enemy damage scaling goes out of control. If that was nerfed in the later stages a bit and replaced with more ship scaling think that would be wonderful.
If I was aware of the poor returns on range I might have had a little more damage but my stage 30 was rough
I took 2 zone upgrades for fire rate
which snipers do you guys use? quick or long range?
long range
Sounds like we are saying the same thing. I think they are worthless because of their design, you think they are worthless because of enemy scaling design.
As an experiment, replace damage or fire rate with HP or range, and see how far you're able to get. For me, the only way I can achieve high scores is ignoring hull, sometimes hitting a breakpoint in range but usually ignoring it, and balancing fire rate / damage.
Some ways that hull could be tweaked: % of current HP instead of base, refilling shields, damage reduction armour, automatic scaling hull, etc
I think it already is 10%
Generally like quick but I got a new PB with snipe so starting to reconsider
Same here! But all I've got is a 29 on today's run, so I didn't know if there was a better alternative
me when im quick
lol never noticed the icon is wrong
The best defense is a good offense
the best offense is a good defense
huh, has tha talways been wrong?
Seems so
fnp
I feel like 1-2 of those aren't bad
cruiser/HC especially feels like it's a pretty significant difference to have some extra hull, prolongs the time until they get one-shot by quite a ways
think it happened when you fiddled with charge lasers last time π€
non-snipers can't even get a single shot off cause I kill them before they get in range
make it rain photons
corvettes died at 37, cruisers made it farther
died at 39 (too many snipers)
this selection.. π
π€
I haven't tested - how further can you get taking hp?
I know range depends on the weapon - like, split beams 'only' need 15 ranks to trade shots with a sniper, but close missiles are still 250km, or whatever the range unit is, short of the sniper after 30 ranks. I expect hp to be somewhat less wasteful on the cruiser/HC because of larger initial HP pool, as well as the hull bomb
uhh I did a bunch of hull-heavy runs somewhere north of around here #1335902304959987733 message
or was it here #1335902304959987733 message
reminder that you are only supposed to be able to clear up to stage 10 usually
enemy scaling doubles at stage 10 and every 10 stages after that, you aren't really supposed to go that far
What's the highest stage anyone has made it to in simulated and actual runs?
:)
game don't like it once you reach stage 50
actually reached higher before, but before enemy scaling in UT was changed to double every 10 stages instead of just at stage 10
π€―
Oh the stage 49 was in the beta test version? Not the actual released UT?
but going far is the fun part lol
Only the beta testers got the fun of going far. π Unless 49 is possible in a released version (without exploiting bugs)
I haven't managed to break 40 yet. And if it's 2x as strong as 39, well that could be a problem.
And that's with simulated mono.
What settings?
Oh you didn't even pick no extra ships π€
I don't remember what ship weapon, though... I think close missile fighters
I made it to 39 with cl snipe cruisers and 37 with close missile fighters. Will have to try missile fighters again
Also why not turn on "no extra ships"?
I could be barrage missiles, but I think it was one of the two. Don't believe it was an energy weapon
more kills
No extra ships makes it even easier to go farther, right?
For CL snipe it definitely does. Can camp the back row
no, it'd be impossible to beat stage 49 now
sylv fixed the bugs
Don't think it was with NES turned on... this happened quite a while ago, though
Ok, I'm using your own quote against you. Replace timeskipper with beta tester. xD
it would've been possible to clear like stage 100 at least if it wasn't for the fact that enemies are so beefy it takes more than 30 minutes to clear one stage
to find bugs so you can't use them
π
Ok, I'm going to have to try a fighter run with NES
Hold reset when you turn power off or you'll lose your progress
lol
I never even had one of those π
did you have one @dire bison ?
Yeah. I went from Intellivision/Atari -> NES -> Genesis -> PS4 π
wow quite a jump at the end there
You were right π
I wonder, though, if I should have gotten 2/3 as many damage upgrades and used those as fire rate? All four had 2x damage buff.
So teleport close ranger fighters are the best for mono? Have you tested the other combinations?
It's multiplicative, right? Which would mean no, you can just go off the dps numbers on the upgrade selection screens
Best? No clue. Had 1 good run with it, but wasn't ideal (good but not perfect spawn bonuses). I haven't played with other combos. Heavy split beam is likely strong, the tele reduces the massive speed penalty. And the DPS counter at the upgrade selection doesn't take spawn bonuses into account, so damage bonuses on 100% of fleet overweighted my upgrades on damage. Would very likely have fared better putting some of those upgrades into fire rate instead.
from my testing that build looks like it's the current strongest.
close missile teleport?
ye
No extra ships = to the moon!
and i accidentally clicked finish on one of the early stages where i took damage ;-;
with 5 retries left
could have been my first ever 1st q.q
wooo! Took ages to get because... well you guys know. π
only this one to go!
kinda wrong channel, mb!
but I can now officially spend time on UT runs π
rank 1 stuck. let's see how I do on today's duo
you probably did way better than me
my ranks are symmetric though π
rough choice
(I'm taking fighter barrier)
excuse me
...back row missiles behind mediums, this mf is actually unkillable
when did these guys have 8 targets
I swear it was 4
weird
okay so the idea is to avoid missiles like the plague because they suck
and swarmers too
ow
I'm on CD, might be able to try in the morning if I wake up early enough before work. Otherwise I'll be at the mercy of Friday traffic, might miss this one.
CD?
good one today
Does that mean I will lose the barrier if I pick this?
Ic thanks
lol all these players who disappear for weeks and then pop in for a second. eoc is weird π
nature of the beast
Their raw value start getting insane at this point lol
Good thing I don't need to actually battle for few days.
ok, who has enough ass fuel to do the 4th run of today?
(I don't unfortunately βΉοΈ)
Cool Down
Really stupid choice on stage 29 opponent fleet, should have been able to get to 30 at least, but can only blame myself there.
Going CL snipe might have screwed me, idk
And favoring the corvettes
I tried to keep them kind of even and it worked well, both snipe spec
I guess stacking onto one ship type isn't always the best then?
man 29th for stage 28? lotta long runs today.
Power Stacking half your fleet is one way to look at it. Another way is gimping the other half of the fleet into uselessness
Lexi got 31 π
I think I could have gotten TO 30, but not sure if I could have cleared it. I didn't have any spawn bonuses at all, by the time we're in the late 20s, those are make/break items most of the time
i went cl snipe on both, but priority on the corvettes. fighters had a barrier, base had rapid fire, corvettes had fleet rapid fire. only got a single grid buff
Fleet rapid fire, wow
That's lucky
My "Best Stage Cleared" is still 30
Though I think that actually means 29 cleared
actually might have been explotation field on the base instead of rapid fire? i did 3 all back to back and had both of those base things show up in a run
and yeah same boat, not enough fuel to do the more choices/duo run
Yeah it does, I submitted a bug reported about it
oh right theres a bug with that somewhere I think?
so clear 31 -> both those show +1?
mmhmm, my previous best was 27 or something
Wow big jump
weirdly never seen anyone fully surround an enemy
yeah today's run was the dream...though it probably helps that i fully committed to the cl snipe ways, before i was all in on barrage missiles
I'm curious about vette barrage w/ telefighter close missiles
I don't get lag
if you pick no extra ships it doesn't, and you get farther π
ahh but where's the fun of that, having a jillion missiles on screen is a blast, even if i'm only getting 4fps
ok, how it possible to surround the enemy like that?
That's a lot lol
yeah the sim is pretty great for that sort of thing
My guess is since I had only small ships, my wings went after other small ships first before coming back for the med.
what I observed in UT is med ships target med first and small target small first unless the other is really close.
Hard, Duo, Balance on my first ever UT... Not sure if this is bad or not
It sounds rough lol
Anything I should take care of when chosing mods / enemies?
Just do what this guy did
I'm only on z95 π
Oh oops lmao
And is there some sort of priority order for the buff for artifacts?
Currently have Fighter Efficiency, Synth and Mastery as a choice
Honestly I just spread them out semi-equally, with a little more focus on synth, mastery & c battle
But they have super quickly diminishing returns
Okay
I understood it correctly I auto-gain one instability per day, regardless if I spend FR in galaxies?
Spending FR in UT is just to speed it up right?
I've been going hard into synth
others have been going hard into cap/fighter stats to eke into 135
Correct yeah
You can spend fuel to skip this wait time and immediately get the instability
But that's not worth doing while you still have galaxy content to do
Yeah I figured
Is simulation and real fight the same regarding which upgrades and enemies I will get?
I mean... insofar as the chosen modifiers work
Okay for example, if those pop up in sim after the first stage, will those exact three also pop up on the real fight after stage 1?
I'm not sure but I think so yeah, keep in mind that every run you do on a day will have a new seed, and simulation counts runs separately from normal
But I think it should mirror it
Gotcha. Well, I'll figure it out I guess π
Is there better or worse upgrade I should always pick / not pick?
usually the focus is on damage and fire rate with some range maybe? barriers are everything
cruiser/heavy cruisers, you can sometimes do silly things with hull bombing
but really not viable to pull off outside mono/duo
Teleporting fighters can be a lot of fun
Hull upgrades get quickly outscaled by enemy damage so aren't really worth it
Okay sim runs also differ each time. Had no armored enemies this time on stage 2
okay note to self... Look closer at the enemies. Shielded Shotguns just completly obliterated my ships xD
Could've been worse in my first run
Just doing some sims for the secret achievements.. Jumping close range burst fighters are fun as hell xD
im still in #1 im assuming this is a conspiracy out of pity
How are y'all treating banked stages? Use them if too lazy or the modifiers are too iffy?
Yeah exactly that lol
Okay so I should keep them banked for today if I have none modifieres XD
I use them at every opportunity unless the modifiers are good
UT is unfun. i just use banked 7s most of the time
i say while burning off the 26 i banked last duo
I use them if I wake up, play USI for like 2 min, and go back to bed and really need whatever bonus the UT will give me
otherwise manual run, lol π
I guess if I REALLY don't want to do a manual run like I'm tired or something I'll use it too
Once I use a banked stage after 10 I hope there's a good mod set in the next few days
this is some incredible level of stacking
fighters have CL, HC has 1 damage, and cruiser has nothing
oh and that's fleet double tap, not regular double tap
Use until 15 or so, then start looking for decent modifier runs to refill. Take whatever is up if it's that vs a banked 9.
I banked 18 on my first run (still on the first UT)
Not sure if it get's more expensive later but right now it only costs 2 to just take the artifacts
2 per until 11, then 1 to bring you to 10, then 1 to bring you to 9, 8,7. Can't go below 7.
So if you have 13, you go to 11, then 10. If you have 12, you go to 10.
For modifiers: Fewer choices is bad; Balance without Duo is bad; Duo without anything else is good; Hard is bad, Duo is good, Balance WITH DUO is neutral-good; None is neutral.
recommend playing in the sim and getting a feel for it, ships behave somewhat differently than in galaxies.
damn you must have been very lucky to get 3 double tile boosts
tile boosts on no extra ships feels like it can only work if you've got a teleporting fleet
It was a teleporting fleet
yes, that's the point
i don't think a layout like this could possible work without fighters
Yeah. Even with teleport the layout matters. The fleet can be split, which happens more often if all the ships don't start from one side of the screen. And also the initial pull before the teleport can affect the outcome it seems
My games seem to have a glut of spawn bonuses or none at all. I definitely got lucky there, turned down a lot of singles or health/barrier/etc. I'm still on the fence with the one that slows the ship, even with teleport that's a really harsh penalty.
The 5x damage etc one?
nod
That one seems amazing for close range teleport fighters
Worked amazingly well for me
Also I suspect damage is better than fire rate
Which makes it even better
Maybe not as good as a double bonus though
I'd want a backup spawn bonus for it. It's easy to get stranded and picked off.
If you can get the fighters to all teleport to one spot the speed nerf is irrelevant
maybe. Remember - in war, the enemy gets a vote too.
So how they setup plays a huge part
Getting all the tiles on one side seems to help keep the fleet together, most of the time
Like all rows 4 & 5 or all 1 & 2
does 2x health double hull bomb damage?
would be nice to choose which specific ships to have for simulated
Yes please
yes, but not the armor from armor tank (which is normally 1% of hull)
hmm I don't remember Tank Cruiser getting a fire rate increase, is it Heavy Cruiser exclusive or am I just not remembering
I'm pretty sure they always have
nice
do you not want your extra 000000000000000000000001 tick rate?
No, kill it with fire π
lmao
I tried a hull bomb build (or whatever the HC version was called) a few times. Hilarious, but not super effective for getting into high levels. I definitely recommend it.
Don't pick weapons that slow move speed, though, for whichever one had the limited range (I think that was HC)
Yeah I think I got to a max of line 38 with it. Not bad but not the best. And CL snipe ended up doing most of the heavy lifting in the end.
Doubt I got that far, think mine were before the latest balance pass on weapons.
a reduced effectiveness from weapon damage/speed upgrades would help that remain relevant longer. Damage upgrades increase the % of HP it's based on, Hull upgrades increase the HP pool, weapon fire rate decrease the CD on it. But they'd have to be minor tweaks or it'd be way overpowered.
Fun, but not impressive. I'm not convinced that damage was being applied properly, many times it would go off and a smallish ship, like a sniper or generic 'enemy', would be hit by most/all of my fleet and only have half hp knocked off. Dunno if it's a range issue (45 degree rotated square vs a circle to range changes things), shared damage amoung all targets, max targets hit, max number of dispersions hitting 1 target, or what. But it really felt off. Used close missiles to increase speed to get close enough for it to hit the 1k missile and 1.2k sniper enemies. Certainly an amusing diversion, though π
Also, when only picking hull or rares for the upgrades, you burn through rerolls FAST. Disadvantage I didn't predict compared to standard 2pick strats.
Made it to 41 with fighter beam build. Making it further requires very lucky enemy layouts.
1.5% of your max hull is really not a lot
Finally reached stage 45! I'm confident this is the limit of what's possible in the current version UT.
that's... yeah probably
strategy
none of the layouts I tried got even close
normal run ended, only stage 14
that's stupid
the one before it was bogus too but I didn't think to screenie it, just take one on the chin, eked out a -50 base health at the very end
bunch of fighters up front, couple snipers mid, fat medium in back
okay that is a flat out diabolical layout, swarmers and fighters in front, snipers and missiles in back, couple of shotguns and gatlings to screw with you too
that's why you always take teleporting fighters
Just take the stage 14 completion and run with it
You don't need to hit 20 every time, as long as you're hitting 10
donount
do no 
you seem to have said everything without saying anything
Ayyy
there was a duo/more choices as the 2nd UT today, got a 32 clear
interesting strategy there, aliens.. π€
Suggestions?
missile uber alles
on corvette or cruiser?
Corvette 1 barrier 2 dmg, cruiser 1 barrier 3 dmg
fighter 1 range 1 hull
Can't remember frigatte rn
it's no extra ships mods
cruiser. not just because it's got more upgrades, but also because it's nice to have the bonus shield damage on the corvette in case you need it
yea, today's UT is more choices, no extra ships
very strong combo
can get mid 20s
Good to know, I'll see. stage 11 right now
Burst Fire for Corvette or Fighter?
Tending to Corvette cause they live longer
tbh i just hate corv in general. in a lot of ways it's just a worse fighter in the later stages
early on it's better
think it was yesterday where I had sniper corvettes. was pretty neat
barrier on fighters is goated. when everything dies in one hit, having nine bodies that take two hits each to drop is so nice
yea, charge laser or missile are the two weapons i will reroll for
but not together
Took it on Fighters now just to get Rapid Fire ability on Corv right after xD
Ah great, fighter barrier gotten
Now I just need the teleport xD
Close range or or barrage missile launcher better on cruisers?
Got it π
Oh god.. Forced to either take charge laser or mini rail gun on fighters. Well, rail gun it is
can't reroll?
Barrier tele fighters would be bad on charge I'd assume
reroll
above the options
should eb above the options
kek
it's gone..
huh, maybe
i sure hope you're only spending your free instabilities and not spending fuel on UT before getting g6 ;p
only free yeah xD
Okay stage 22 seems to be my end now
@woeful zephyr @autumn fossil here we go π
'tis but a scratch
huh. Heavy split beam laser doesn't work on the heavy cruiser with the armor upgrade. Good to know
this is lousy
"more mods more options" and I'm getting boned this early?
very fun
if you don't get early barriers you might as well just give up
Not a fan of the beam weapons on cruiser/heavy cruiser. Takes 15 range upgrades to trade shots with a sniper for split beam, and 25 for the rapid beam. And the speed penalty on split (don't think it's on rapid) means you're dead long before you get into firing range without those upgrades. MAYBE on a duo setup I can make it work, but even then, that's a crapton of damage I'm giving up.
Usually grab either snipe CL or barrage ML on a 4 ship fleet. Though I should give vers railgun some more runs to see how it's holding up since latest balance pass.
Went heavy on (3)corvette and (4)fighters. No specials were avail other than hull bomb (I chose ship imp instead), no spawn bonus, CL snipe. Got barrier on fighters in late teens, that helped a ton. Missile enemies and swarms were my downfall.
enemy missile range just continues to be so oppressive
We need to get a contract with their supplier
it makes so much positioning just feel useless
you can't do anything to avoid them, you just have to outrange them and outbarrier them
vettes and frigates (I forget about fighters) prioritize them over enemy mediums, so sometimes we can make something of that π€·
if they were more like the shotgun enemies then I feel like tactics of positioning would matter more
it's just pointless trying to keep fighters/corvettes away from them - honestly I think the fact that CL snipe slows your fighters/vettes so much is part of why it feels good at the moment
it keeps them out of the ML fire for long enough to do something
Agreed. Range is so very important when 1-4 shots kill almost any ship
also when enemy missiles shoot 8 at once for some bs reason
they can wipe almost an entire fighter squad pretty much
Gotta wipe out our fighters in almost 1 shot after all
I get that missiles are supposed to be anti-fighter. However, they're anti-everything
that's pretty much what you get when fighters are the best ship
π
ount
I'm waiting until you catch yourself saying this out loud in response to something IRL and having no way of explaining casually
i dont speak english irl
ount transcends languages
i dont talk much irl either
what do you speak irl?
chinese
shock
ryan is chinese? π€
news
#1330813787464405094
π€¨
π€
now I have to figure out how to say it in minibosstank's language π
-# π
δ½ θ―΄δ»δΉοΌ
ε¨#1335902304959987733ζ£εΈΈηδΈε€©
δΈι
what in the world happened in this channel
uh I mean
θΏδΈͺι’ιε°εΊεηδΊδ»δΉ

#1424634970864877730 containment has failed
verrΓΌcktheit
was that meant to be containment?
I assumed so
would I ever make a channel to contain anything? π
-# Well you didn't make a channel you made a thread π€βοΈ
who can make channels anyway?
Du kannst das nicht?
Nein kann ich nicht
that should be reactor 3.0
Minecraft font
i dont have the font
just pixel it yourself :D
pull a dargonite
graphic design is my passion
ok, that could be misinterpreted π€
needs more comic sans
perfect font for coding in
ount
what do you use those for?
combining things like !=, ==, ->, etc into single symbols
It's amazing imo
Makes things look really clean and easier to parse for me
average day in #1335902304959987733
oops
wait is Melina using comic sans for her discord font?
Thats not comic sans
Thats one of those wannabe comic sans that you have on various phones (samsung loves them for some reason)
#unstable-topic
Theyre nowhere near the same level
the containment field for ount failed
well that explains a lot from Melina XD
imagine interacting with discord through that lol
Oh there's much much worse
like the whitespace fonts?
oh god
yipee. got my first rank 1 position on a day π¦¦
so uh
i was coding and this happened
count
out
ou||n||t
eww java
π
Need the comic sans font
π
1-2 of those early on isn't bad for cruiser/heavy cruiser
it's bad
This one stuck.
tch, every time it's the damned back row missiles that get me
still had like 4 rerolls I could've used to find an enemy layout without missiles...
new highest, today was real nice
ye, duo corvette and fighter
4x slot buffs (2 damage 2 fire rate) ship improvement on both, fleet barrage on base, 2x burst, rapid fire on vette, barrier on fighter, 7 vettes, 8 fighters, cl snipe on both
I got exploitation field instead of fleet barrage
no burst fire except for the last (mistake, because it had missile enemies)
only slot buffs I got were the sniper one and a 2x firerate one
ah yeah i saw that sniper one but it was in A, figured whatever's there is just gonna die first without firing a shot
I got a sniper one in C, combo is actually pretty good with rapid beam fighters
Need to keep an eye out for that, never tried it before
since beams aren't particularly affected by the firerate debuff, the dps increase is generally a lot higher than any other weapon
it'd reduce tick (tic?) rate, though?
I'm pretty sure it don't?
Since attack speed buff increases it
firerate buff was hardcoded to increase tick rate so it's not useless on beam, but the debuff doesn't decrease tickrate
Nice π
interesting choice aliens π€ (I was supposed to be the one going all snipers)
missiles imposter
missile 1 and missile 2
today's gonna be interesting
dang
CL is fun in Duo
Fun fun fun
Still going strong, just gotta avoid Missiles
RIP, stage 27
My best one ever
DAMN
very exciting run today
Grats
the scaling with Hard modifier is rough
i got greedy and picked a 2x damage/health slot buff, but it had a missile enemy π
ran into shitty enemy layouts the past several days
some fights were very rough, used all of my retries on stage 24 I think and barely managed to scrape out a 0 damage clear
everything else had 2-3 mediums roll up to the base and obliterate it
well this probably won't stick...but good run
Grats
nice one for today
more choice + duo is a very attractive combo
Is it reasonable to assume I'd able to reach lv10 every day whatever set server gives?
if you're good then you should be able to get there consistently
however you are also supposed to occasionally get shanked
didn't think I was doing this well
honestly just gave up cause it didn't feel like positioning was going to get me over the hump anymore lol
ooh, cool run, I should try it
I played around with the sniper buff split beam in sims, btw. The lag before beginning to fire was rough, esp when combined with speed penalty. The range was awesome, though. I didn't take teleport buffs on the runs. Not sure I like it overall, the penalties are pretty harsh, even if it looks like an overall buff.
mono ez
Does mono actually happen in real run?
mono, no choice, fragile never appear in standard
also extreme
Fun matchup, don't think I've ever ran frigate/vette before π
Don't hold back from using your rerolls in the beginning, lot of hull/range garbage flooding you. Behind them were good upgrades though - early 2x damage/attack speed spawn bonus really helped out in B2.
Both CL snipe?
bah, why do I never find good spawn bonuses
yes
wow this is cutting it close.. I keep hitting 0 rerolls, but it's working unexpectedly well..
stage 12, 0 rerolls AGAIN but I got my double CL snipe..
and it flopped.. π
π€
I should have picked a better enemy ship selection for stage 30 π
π€
Yeah, it was close. But I wouldn't mislead
ah fuck I might've cucked myself with this enemy choice
yep I died
armored swarmers shielding a missile when you got cl snipe going on is insta gg
best I could do was kill one missile and bring the other to 20% hp before it deleted my entire fleet in one volley
still had one reroll left so I could've saved myself
I should pay more attention to the enemies listed at higher stages
It helps, but also makes a huge difference where on the map they spawn, not just what spawns.
at least I kept rank 1 from a couple of days ago π
I'm sure you agree I got a very unlucky spawn
yup
honestly missiles in the back row would be easier because you outrange them ez with cl snipe
Might get lucky with 2x attack speed spawn bonus directly across from them, affects first fire
couldn't do it, missiles eat like 3 CL shots and the swarmers get in front before they can be finished
Both otherwise, having in the back, give me time to clear the skirmishers (hopefully) is the best chance
I got killed by mediums (whatever they are called). I got all the smalls, but just couldn't muster enough dps to clear it no matter how I set up
shitty enemy layouts even earlier are even worse. results in horrible ranks
Okay with todays modifiers, what should I aim for? It's my first z69 run
like what upgrades or what ships to face?
this is a very exciting set of options so it's different to how you would normally face runs
Duo, no extra ships, and balance all drastically change how you approach it
I like barrage missile, versatile minirailgun (whatever), and sniper charge laser the best. I used sniper on this but had to really lean into rerolls to get it. Don't mix beam with kinetic.
Focus on weapon damage and attack speed. Keep your ship types roughly balanced, and your upgrades for that ship type roughly balanced as well. "Ship Improvement" is a priority. Base upgrades (imo): Enemy debuff (whatever) > barrage >= shield. Burst 2 is huge upgrade, burst 3 is noticable, burst 4 is downgrade. Both frigate and vette specific upgrades are priority, really strong burst and fire fast (whatever).
Enemies - Bad: skirmishers (in early levels), missiles (always), snipers (if you don't have CL snipe). Good: normal, bulwark, sniper (if you DO have CL snipe). Rest fit somewhere in between.
Bad upgrades: hull, range (until you get experienced enough to know when it is good), 2x health spawn, 5x damage and all the other crap spawn, teleport spawn, barrier spawn (not bad, just meh - and takes up a spot that could be good).
exploitation field and rapid fire
yeah them
barrier projection can be broken sometimes
barrier projection vs massed bulwarks = advance to next level
if you have a lot of fighters you can make a lot of them survive way too long
main problem is that it doesn't help with the deadliest enemies: missiles and skirmishers
rock paper scissor lizard spock
skirmishers are bad in the late levels too because enemy scaling is hard enough that even they can one-shot your ships, and there are a lot of them
plus they get to tank entirely too many shots
another counter to snipers is tele fighters
true, and it depends a LOT on what ship type you have. cruisers ignore them and die in the early to mid 20s.
teleport in general is a counter to snipers
unless you have cruisers
then you just die
agreed, but it's a duo frigate/vette run
exciting
duo frig/vette is nice because you can both of the good fleet upgrades
but that's only at later levels
I got the singles, and they helped a ton π
amazing, thank you! after my first reroll I have the option between frigate ship improvement and grid slot buff for 2x dmg/fire rate now
Just asking because I don't see grid slot buff in your explanation
that grid buff is the best one avail
I picked it over ship improvement, and later on got SI anyway
But it was a tough choice, since it limits positioning and B rank isn't my favourite
Both good options (imo) but I had a reroll here that let me grab CL, which I did.
Think I'll reroll too (my last one for now). Too much skirmisher on left and mid, sniper and shielded shotgun sounds bad on right
With Corvette on CL it's best to give Frigate the Missile launcher, right?
no, don't mix energy and kinetic
Have mini rail and beam laser as the other two options
no more rerolls?
one more
I'd take beam over ML/MR. But unless you used more in between weapon selections than I did you should have enough rerolls to get snipe x2
with that you mean either both on x2 on armor OR x2 on shield, right?
hah, hit CL with my reroll xD
Kinetic/energy affect enemy fleets. If you only have one or the other, all but one enemy ship will either be vulnerable or neutral. But if you mix, enemies can be any mix of armor/normal/shield.
So ML with MR, and Beam with CL.
Oh wow didn't know that, that explains why some of my runs felt really bad. Always tried to keep it balanced
base ship weapons also have a shield/armor bias, so that another potential disadvantage to 4 ship fleets - it can take a long time to get the enemy fleet focused.
more specifically, enemies are only allowed to have (your number of counters) +1, so if you have 0 kinetics, they are allowed 1 armor, or if you have say 3 lasers, they are allowed 4 shields
Damn, the medium shielded is my bane. One always comes through. Tried to flip corv and frig already but was even worse
oh! Thanks, didn't know that specific - that'll help with planning
It get's ignored as long the other ships are alive
24
try either fully stacking, or evenly splitting your fleet.
The two south frigates are in trouble.
Have one more attempt xD
glhf
nah didn't work
Well, 24 is more than I expected xD
One last thing I didn't quite get until now. Banked Stages drop down by 2 (>10) and by 1 (<10) everytime I spend an instability. It won't ever go below 7
Why do I want to make runs by myself then?
Is there an artifact difference?
artifacts scale linearly per stage cleared up to stage 10
you want banked to be at 10 at the minimum
Scale by 2 when at stage 12 or higher, 1 at 11 or lower.
Could've sworn it always was the maximum amount
y'know... I feel like this tooltip would be a lot more honest if it read out the sum total of shots per second from both ships as the 'fire rate'
on the face that looks like a fire rate increase, but in reality that's going from 2.88 shots a second to 1.872
which also makes me question how honest the DPS thing is being
Have you made a good build using those? I tried a few times in the beginning, but found it pretty underwhelming. The DR just couldn't keep up
And I agree 100% on the total DPS vs individual ship DPS. Think it should have both. Would help when deciding cross ship upgrades too. Do I get the damage increase for vette vs frigate, for instance
no, has never worked out
even the hull bombing meme in simulation did better with dual
I also think mini rail gun should get replaced with gatling laser or something, it's too underwhelming
the armor/shield gimmick just does not matter
vers MRG used to be king. It's still solid, but I think BML and SCL are both strictly better.
I imagine we'll have a new metagame in a few weeks, though.
The fire rate is per shot?
This isn't "dishonest" (not talking about the DPS thing)
?
feel like you missed the first thing I said there
I didn't misread it
I read it
I would disagree, this is far more accurate and intutive
how
Because the fire rate is defined as "the amount of shots per second on one ship"
the indicated stat change is an "increase", and it isn't
I don't want fighter's fire rate to display as 9 or whatever
It is
It increases the fire rate of one ship
obviously
Then it's an increase to the fire rate of one ship. The DPS is not "for the squad" it's "per ship"
Everything is "per ship"
now you're getting there
Changing it in this instance is inconsistent and unintuitive
having it be per ship is what I think is unintuitive, hence me saying something
I don't want fighter's fire rate to display as 9 or whatever
Actually cringe
But whatever
I don't want to have to divide all the stats by number of ships
That's insane
The way it is right now is the most correct it can possibly be, and if it were your way, we would have screeched at Sylv to change it
as opposed to multiplying the stats by the number of ships ????
If you want to do that, you can?
But yes
The current "value per ship" that is obvious is the best way
You're free to have your opinion, but your opinions on UT have consistently gone against Sylv's vision in the name of "fun"
except it isn't obvious at face value
So I digress
nah, this is crossing a line for me; you are consistently incredibly annoying to talk with, the way you express things constantly gets on my nerves, and resorting to speaking for Sylv like you own the vision of the game is unreasonable
so I'm done with that
I never spoke for him in this convo though?
And sure, you can find me annoying, whatever, IDC
Lots of people do, doesn't change the way I talk, you're free to have your opinion
On the topic of UT:
Damn, almost everything lol
damn
waiting for g7 to introduce armored/shielded missile/bulwark enemies π
Well well well
suggested armor tank bulwark enemies
imo dps should be per unit instead of per turret (it's not per ship, compare cruiser vs. heavy cruiser), but every other parameter should remain as per turret
group of ships
a.k.a. a fleet
1111 cool
ay big amount too noice
Does Barrier stack? As in the ship upgrade plus the grid slot upgrade. Do you get two, or is it the same thing so pointless to put a barried ship into that slot?
why are my cruisers also teleporting despite only my fighters have the ability?
your fighters have "fleet teleport"(very rare) not "fighter teleport"(rare)
you get two, although if an enemy fires 2 shots both go down at once so it's only sometimes useful compared to the first barrier
its weird
ta
oi oi some good looking mods today eh
fighter and heavy cruiser, eh, this'll be interesting
Made it to 23 with that fighter+heavy cruiser. Furhest I've ever made it.
where no extra ships
the rare "wait no i want both of those" pull
at this point i think the thing i want most is burst fire--oh hello burst fire. Sadly its on my fighter and i really want it on my heavy cruiser for more missile targets but that is very nice too
very rude to not let me have both abilities
one ability slot only :)
hmmm.... it may have been possible to clear stage 31
I spent the rest of my rerolls trying to greed a slightly better enemy composition but failed, everything that remained had swarmers and missiles which are instant gg at this level
damn, I didn't get any very rare abilities...
this really doesn't feel like the same rarity as other rares
single cruiser should have a bigger multiplier to fire rate instead of damage tbh
reaching stage 30 is quite nice
I opted to focus stats on heavy cruisers since it was a duo run, and I'd be stuck picking them for half my fleet
I don't regret my decision, but I don't remember the last time I had a duo run go this late with a medium ship
The high enemy fleet deploy often stuck me with opposing armored mediums which are nearly as bad (or maybe worse tbh) than Bulwarks
That's it for me, pretty fun run and enough stages saved up to take it easy for a few days
that's a super lucky run. Barrier on both and 7 slots, and I got none lol
is it terrible as is and needs this buff or just a nicety
i think it's generally worse than generic damage/fire rate upgrades
it's too risky because you expose yourself to swarmers
for a very small gain, and the cruisers still disintegrate to mediums so they're worse at fighting those too (less screening)
fire rate it is
Yeah tank cruisers are a hard never pick for me in UT
I don't know if there's room for it but if the tank could have different targets for each turret that also might be a nice feature to help draw aggro
If it had a teleport with brief damage reduction upgrade, that would be kinda cool. Whatever can be done to make it actually tanky in later stages, and not get oneshot lol
tank cruisers are really good in galaxies because yeah
in UT they suck because tanking in UT via conventional methods is straight up impossible
enemy stats super outscale you
barrier fighters are the true MVP tanks
most everybody ran with double charge laser, huh
I ran with snipe charge laser on heavy cruiser and rapid beam fighters
I did that too, but got outnumbered. Also got unlucky with no slot upgrades.
it's surprisingly not that bad, and more effective on swarmers than pure charge laser is
after stage 30 you have to get lucky and be real good with positioning and such
I think this is the first time I actually cleared 30
I'm still not sold on beam lasers
It's better than anti armor weapons if you're forced to pick but in 20+ stages I don't have a lot of confidence that they can noticably contribute to skirmisher kills
I could give beam lasers main dps a try
well, I'm not sure how good they are compared to charge lasers, but I dislike charge laser fighters so beam does pretty well
beams are slightly better at killing swarmers than default weapons on cruisers (because they have enough damage to 1-3 tick swarms) baseline, and then rapid beam is comparable to missiles
stonk
it's pretty sad that damage block does nothing even against swarmers/missiles
what weapons?
strronk
no extra ships is like having more mods
and balance isn't really bad on DUO
not bad, 2 record breaking runs in a row
not sure if that's gonna hold but dang
Don't think I've seen anyone ever post higher, nice run
I'm pretty sure I've cucked myself at stage 30
wasn't paying attention to enemy composition and now I have to fight 3 missiles...
sad, because I got like 10 rerolls left lmao
I guess stages 30 and higher will just be hard even under ideal circumstances. And if you get the wrong enemy layout it could be impossible.
Maybe it's possible to roll an easy layout for 30+, idk
I do this constantly
on this one with no extra ships I was amazed that missiles will one-shot a barrier HC
at around 30-32
couldn't come up with a formation that might maybe let me get by
exponential stage scaling moment
definitely is
if you get like 4 shotguns and one medium it's super ez
getting a back row upgrade before even seeing the back row
Is it there on that fight?
I mean, it appears on stage 11 so it's technically in the background
it appeared in the right place after I picked it if that's what you mean
looks like it adds the 3rd column in the background after you win stage 10, but doesn't show you it until after you've picked upgrades
I think the UI could use a "hide" or "info" button so we could check the board before getting the upgrade.
erm, that block % still looks like 1%
meanwhile in g7
hey @shell jasper is armor block also broken in g7? i don't know what the value was meant to be before
if ut is unchanged
and g7 is 2%
it makes me thonking
ya, the whole ugprade is on wrong ship
ohhh
ok so it's not only killing twice as fast but it's taking like half damage normally too from these difficulty 1 normal enemies
damn
orly
seems like it's only on normal fleet cruisers and not UT lmao
wtf
quick little soft limit test - the damage block seems to work pretty well against smaller fry now? but the rate of fire thing, doesn't feel too different
field exploitation on the base
are you on 71.0.1?
oh, nope
it's not actually different to how it was
unless you are on the hotfix
huh, was this supposed to happen after updating to hotfix?
that does look different now don't it
alright think soft limit for this run is here - probably because I tried versatile railgun instead of the charge laser again?
gonna give it a couple goes with duo and see how mono HC/cruiser feels without hull-bomb meme strat
overall I like the change, it doesn't feel detrimental as a pickup now, but I'm not sure it's beneficial for extreme stagepushing either, maybe better off with ML than CL
Is anyone else getting half UT artifacts?
if you've completed g7 you should get 5x
double check the number of ooms
Oh
My newest best unstable simulation.
2e5 ough
Wish there was a better ability fo the heavy cruiser. It gets quite useless after a while
Wtf LMFAO
good riddance I can finally get rid of the stinky frigate eating my upgraddes
-> literally turns into mono
-> downside
imagine if you still got offered mods after removing a ship
i mean its still a downside as youll loose ships lol
meaning you cant scale as much
ye
well, better in duo
mono is just a pure downside with losing ships
if it dosent effect the amount of enemies spawning
when update pin mod list
and it looks like particle cannon is buggy with its targeting behaviour. Even if one would kill the ship, every single ship with particle cannon will target the same target...
or at least it's been that way a few times
ohhh, that's what glass cannon is. Damage in trade for losing hull...
the hull amplifier seems like a better version of hull?
and as funny as it seems, particle cannon fighters with warp doesn't work, because the fire rate of the cannon is just faster than the warp, so they arrive with no guns
is there a general guide or tips for unstable battles soemwhere?
Always go for damage. Always choose barriers. Always choose smaller ships, larger ones make future stage scaling harder. Charge Laser and Missles are the best weapons atm. Prioritize as many upgrades on one ship type as you can. In late stages, rerolls are essential, avoid missle enemies and swarm fighters.
In terms of placement strategy, there's a lot to say. But try to group them up so they can protect whichever ship has the most upgrades. Sometimes a stray fighter as a distraction is also good. That should just about cover it.
Thank you that is very helpful
does it make sense to go back to a previous unstable galaxy and use my newfound knowledge to improve the max level there?
particle cannon isn't supposed to be there btw
Not really in terms of rewards, but if you wanna test how far you can go, simulation is always an option for funzies.
Or to get missing achievements, if any.
hole up is it still in? I thought I fixed that lsat ppatch
literally just free damage
Oh. Did make for some very interesting combat once I got it going though. Scaled the hull on the fighters and they became actually viable
I might be a patch or so behind?
Yeah. Mine was still on .02 when I did that, and hadn't realised there was a patch. Steam is weird about telling me there's updates if I leave things open
i just did the latest galaxy on v0.71.0.4 and particle cannon was still there
lol
oh god
oh dear
I -really- liked that run. HC Snipers + C Missiles, got barriers on all + barrier ability.
Is Particle Cannon lag the game badly for anyone?
particle cannon isn't supposed to be there π«
Oh, so that why it cause bug due to not optimize yet eh
π€
I guess it's worth to pick armor on cruisers now?
it also does buff damage block once you get single cruisers
Yeah, got nice run with 22 stages cleared with armored HC and CL snipe cruisers
how does heavy cruiser with heavy split beam laser work with burst fire?
pretty much just extra beams
yeah
it can't occasionally multitarget
fair
what if we could choose the slot when we get slot upgrades?
also wonder if damage block were % based, would it scale better?
can have similar scaling to the maneuverability stat
that would make it scale better
but not really needed
as long as people are getting to 15 runs deep its fine
damage block already is % based
ah
% of incoming damage, not hull, I mean
at that point you can just multiply the hull by X instead
if damage block isn't supposed to work better against swarmers than snipers, how is it different from regular extra hp?
-# I don't know
armored cruisers could specialize even more into being anti-plink and get like, -20% base hull but doubled damage block (so net damage block is 0.8 * 2 = 1.6x as strong) or something
but that actually still makes it a risky option because now armored cruiser will die to mediums more easily
idk
that would be absolutely worse for scaling
yea
Maybe I misunderstood the tooltips. I thought that damage block was a flat bonus with a 75% ceiling. So a block rating of 10 and incoming fire of 5 would still hit for 0.8, and incoming fire of 15 would hit for 5. The bonus was based on ship hull HP, but that goes up the same amount each upgrade, so you get less protection percentage per upgrade.
there is a minimum damage taken though
that doesn't matter much in ut since even enemy missiles start deleting
yeah honestly
is particle cannon gone
minimum damage isnt that impactful with scaling
think its just Armor version of CL's
havent tested it either
sadge
guessing it was left over from testing
ya
was it op
dunno lol
its just a armor version of CL
i was correct
at least in this state anyway
i wonder what happens if you reach 0 hull
with glass cannon
its x0.8 or whatever each time so shouldnt be possible lol
or well if ti is, its an absurd number
im guessing it just dies instantly
lol
that or loops back around to inf hp
π
ewwww
hmm yes
π
snipers are piercing through barriers now
π
400 dps
Stronk
ok it turns out that if you take glass for like 40 stages in a row enemy missiles one shot fighters through barrier
Lol
yeah
- Bullet hits target
- Bullet gets stronger
im dead but
fully glass
xD
damage numbers get insane on fighters if your able to select glass so many times
So whatβs the current meme build? Still mono fighters with no extra ships?
Mono with no extra
it IS % based, 1% in normal fleet and 2% in UT now
Sniper CLs or something else?
Snipers yeah
sounds like we need stronger barriers
only way for them to live that long
i saw a s46 heavy cruiser but that was with particle cannons
sir not-appearing-in-this-galaxy
particle/cl's are basicly the same
technically particle cannon is a little more interesting than just 'armor CL'
Fighter ult - anti hull bomb
Deal damage to nearest enemy equal to 100 divided by fighter hull
glass cannon meta: reborn edition
I have the same understanding as groundsel that it's a flat additive block based on % of hull
I wonder if it could be better or if it should be better
armor tank is pretty strong in normal fleet tbf
itd be useful later if anyone choose hull upgrades lol
Not speaking for thegreenguy, but to me, that isn't scaling. The HP, and therefor the block value, increase at a flat rate based on the beginning HP of the ship, similar to range increases. So we have natural diminishing returns (instead of the infinite DR in our rewards) since each increase is less % value. To me, that's anti-scaling lol
yeah well you kinda aren't supposed to outscale the UT enemies
OIC he replied too lol I should finish scrolling before replying
friendly reminder you are really only supposed to clear stage 10 xd
Agree, we shouldn't outscale the enemies - the 75% (I believe?) cap is a great way to prevent that (imo). And REACHING 75% should be damn difficult. But, with diminishing returns like it is currently, I don't believe it's possible to reach 75% except in the very early stages, vs the weakest enemy guns
If we we only supposed to reach 10, we wouldn't be able to start 11 π
High scores just return this to an idle game for longer stretches π
19 best stage so far
I am happy with this