#Unstable Transit

1 messages · Page 10 of 1

woeful zephyr
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how do you get 2.08e5?

languid cedar
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The stars aligned and my heavy cruiser became a sniper

rancid turtle
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oh, only now noticed OD in UT
interesting

bitter umbra
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ye

nova light
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slam clicked that upgrade hehe

wild timber
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this is the real compensation for the catchup nerf

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(for us)

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(pulling the ladder up)

bitter umbra
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yeah

bitter umbra
empty cargo
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can something have hull and another damage mult

shell jasper
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not right now

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if that happens prolly just need to change setup and show multiple instead

bitter umbra
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Yeah

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would be interesting to have Damage special upgrades

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x1.5 more damage to priority damage type

woeful zephyr
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I think Sylv is trolling us with the glass cannon

nova light
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damage enhancer

woeful zephyr
fervent turret
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I'm still in limbo working on g8, semi-hoarding UT points til then

alpine hemlock
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glass cannon singlehandedly adds quite a lot of depth

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you can make really different ships

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that you want different mods on

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"glass cannon ships you want to hide in the back" vs not that

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but it's a start

shell jasper
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I kinda fear glass cannon ends up almost just a no downside choice past like... 15 levels maybe?

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errr 15 battles rather

alpine hemlock
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the numbers may need tweaking but the idea is good

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if all damage no defense is optimal, push the envelope even more

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the opposite concept is also good. the rare health mod on your "tank" ships

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you could help that out with a "taunt" effect. maybe something that changes the small/medium target preference? it's a bit of an issue that you cant tank for smalls with mediums or vice versa

nova light
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and you kind of lose instantly at that point so it doesn't matter anymore lol

alpine hemlock
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a missile defense mod option would also be nice

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maybe "all missiles attack this ship" type deal

nova light
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'fuck this ship in particular'

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would maybe be useful with armor tank

alpine hemlock
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or just any ship that has hull and isnt your good damage

nova light
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super armor tank mod that completely kills your dps but gives you 10x hull

alpine hemlock
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defensive builds are tricky in a game where super tanky means dies in 2 sec instead of instantly like normal

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not that i want UT to be slower paced

jade bough
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wait did this get multiplied again?

empty cargo
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g7 final battle

jade bough
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was there a patch that changed it? I was getting 2e5 yesterday

storm bay
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should be 2.08e5

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i think somebody was saying it's a visual bug

jade bough
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ah

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can't do a run right now, guess I'll find out in the morning

cloud hatch
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yeah if you switch between standard/sim, or change galaxies, or select a different upgrade that'll probably get the display to update

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you might actually need an instability though

vital oar
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just finished g8 to this Duo more mods ♥

bitter umbra
dire bison
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Third option for our weapon? ML Barrage, ML Close, ML Countermeasures. New one would be reduced offensive ability but would intercept enemy missiles, or a portion of them, or weaken their damage, etc.

lusty umbra
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Give expersion field to kill missiles in range?

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Feels natural to them do that

woeful zephyr
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🤯

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is it possible to get a better roll than this?

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oh I guess it could have more mods

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but it's only 1 step away from the best roll

azure fulcrum
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ship improvement for fighter followed by barrier for fighter, truly one of the best rolls for the first set of upgrades

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what weapons do i want for this run even...

woeful zephyr
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eh, did better yesterday somehow

obsidian glade
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no extra ships

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hull amplifier sure is something lol

obsidian glade
dire bison
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indeed

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Never thought to try defensive fighters - how'd you like it?

obsidian glade
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Worked pretty great I think, they still got outscaled eventually but teleporting tank fighters and then quick charge lasers with all the range buffs I could find on the heavys was a killer combo

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the fighters bought so much time for the snipers

velvet tide
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Was just typing that I've only ever done defensive fighters when I had the teleport. Great minds clearly

obsidian glade
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heh

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I love my teleporting fighters

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and hull amplifier makes them so much more viable

empty cargo
dire bison
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telequick was great last UT. I just unlocked this UT so still feeling things out. Are the boosts a 1 time boost or can we get multiple? I don't think I saw repeats in my run

obsidian glade
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which boosts?

dire bison
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the amplifiers hull, damage... um... was there range and attack speed?

obsidian glade
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you can stack almost all of them

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I had 5 hull amplifiers on my fighters

empty cargo
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that ship might have a few too many mods

dire bison
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noticed my fighters got a LOT more chances to take glass cannon than the HC did. Luck or weighted rolls?

obsidian glade
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luck most likely

velvet tide
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Oh assume luck? It seemed about equal for me although I've only done one run of this UT galaxy so sample size is tiny

obsidian glade
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I got most of them offered for fighters too I think

shell jasper
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does glass cannon feel free? ><

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er, as in downside is moot

dire bison
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No, it feels risky. But I've only had one run so far

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But I actively chose damage or attack speed instead of GC many times as the enemies got tougher

obsidian glade
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I havent tried it yet

velvet tide
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I was too scared to take it and just stuck with my old strats. I did OK but definitely feel I could have pushed a lot further with it based on comments in here

obsidian glade
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I went all in on tanky fighters for this

dire bison
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I felt more confident taking it on the HC, but it was offered a lot less

tired blaze
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glass cannon is def free for corvettes and fighters imo.

storm bay
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tried a hull bomb build. looked good for a while but got out paced

velvet tide
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Oh nice, I had some fun a while back with a teleporting hull bomb setup. Wasn't the best but did make me laugh when it worked

woeful zephyr
raven seal
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I got a 28 run with it. But it had some bugs with targeting. If a ship was ahead of others, every single one would target the same ship.

But if you got the upgrade that made it target multiple ships it became overpowered. Especially on fighters. If it weren't for the targeting bug it would have been crazier I think

storm bay
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problem is the bulwarks have like 40k hp or some shit

dire bison
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That's really good, nice to see hullbomb viable strat now. Curious vs dispersion field

storm bay
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it was funny watching a squad of swarmers get deleted

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which kinda works for cruisers since they never target the smalls first

dire bison
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used snipe, tried to keep GC low-ish. Had my usual poor luck on base/spawn buffs of course

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yeah, I think that's the rationale on it

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Now we need to train our ships to use them on incoming missiles

wild timber
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hull amplifier and damage amplifier being exponential means you can stay on "win more" runs for significantly longer

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ceiling probably went up by like 5 stages

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also we totally should've gotten new wacky ut mods

shell jasper
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like wut tho

storm bay
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cloning

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fighter exclusive ability that bricks our pc

shell jasper
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wait mods or modifiers

storm bay
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Other: All Bases

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player controlled command ship would be dope

shell jasper
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controlled?

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bullet heaven/survivorslike modifier go!

tired blaze
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top of my list for UT / Fleet additions would be crowd control.

lusty umbra
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Not sure if there are people that skip UT and just take 7 every day

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Some eocer might

empty cargo
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me

vital oar
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jeez i wish i had a charge!!!!!!!!!!!!

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thats the best combo

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WHY can't we spend our accumulated AI on UT charges?????

vital oar
vital oar
fervent turret
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did HC or split beam move speed get nerfed?

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I did split beam glass cannon HC thinking it could actually target shit

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4 range upgrades and it still can't deal with snipers

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missiles hitting me in spawn at stage 8 also just does not feel good

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hull amplifier feels pretty useless?

dire bison
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Haven't had the chance to test, been doing OT at work. I know that heavy split beam slowed the ship a lot last UT, without teleport you were dead if they had sniper or missile. I can look when I get home, but I believe it took about 25 ranks of range boost to hit sniper at range.

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Hull amped hull bomb fleet looks like it's in a decent place reading what dargonite posted last night. I haven't played it yet

fervent turret
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that's about where it was before the patch

river flax
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2 very rares, nice

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I rarely take CL, I’ll have to start that

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I like missiles

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What happens if you get burst fire with missiles?

dire bison
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Victory, usually 😁

autumn fossil
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single-digit fps

alpine hemlock
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duo more choices no extra, start with fighters, first rewards are barrier and ship improvement for fighters

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might be the all time best start

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stage 10

wild timber
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including enemies

nova light
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putting the unstable into unstable space idle

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wait, what

wild timber
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steady growth

nova light
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people finishing up g8 and getting to do UT

shell jasper
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oh no

wild timber
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something something image for ants

river flax
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I cleared it on no internet, do I just not get a rank?

nova light
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yep

fervent turret
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in my defence there's so many missiles here I didn't actually register in my brain that there were so many in the menu

nova light
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wtf 7 missiles that's evil

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gg

rain kindle
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Maybe this is just me, but I just beat the z52 for the first time now. Got myself a whopping 1.97e5 artifacts (i still need the last bonus from achievement). And then, saw the UT screen get a new option - overdrive charge.
Anyways. I was comparing the numbers to try and figure out which one to power up next, and noticed that some of the fields had a different total entirely than what I had prior to the run. Most were the same, but synth was more (by 2.42e4), research (by 9.57e4) and fighter damage was lower (by 7.32e3).
Not a lot of difference in grand scheme of things, but interesting to spot - and curious why/how/what could account for it.

tired blaze
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Sounds odd. Mine didn't change.

fervent turret
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did something change with the rate of fuel gain for z52 or something?

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it's been like 2 days after I finished g8 and I haven't been able to afford buying an instability

river flax
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Are you sure you didn’t get one naturally?

fervent turret
river flax
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Resetting the fuel cost

fervent turret
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natural ones have been coming

woeful zephyr
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Fuel efficiency should have gone up ever so slightly

river flax
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When you get one naturally, the fuel cost resets to 3d/4d or whatever

fervent turret
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I woulda sworn the cost didn't shift things so much from the free ones though

woeful zephyr
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Probably not enough to notice though

fervent turret
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I think fighter teleport would be a lot better if it canceled the targeting for missiles shot at them before they teleport - instead of now, where the missles just do a u-turn and hit them anyway

nova light
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It's funny because other shots fired also teleport to them

shell jasper
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I suppose a "shots in the air dont hit me" added to teleport would be uh... logical

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im like 90% that would make it waaaaaaaay good though

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tp fighters front line just nearly entirely negates opening enemy volley

fervent turret
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yeah, and then get wiped with the second

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it's just a detrimental mod as-is

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and having a potential soft-counter to missilers sounds fun to me

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I should've just said teleport too, I forgot about it being a slot buff

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not just fighters

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could also make an interesting tactical tool for future galaxy shenanigans~

nova light
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I like the idea because it makes teleport more tactically interesting and less generally bad

nova light
tired blaze
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Tp is fine as it is.

tired blaze
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didn't feel like a great run, but I'll take it.

wild timber
woeful zephyr
rain kindle
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I am a bit confused by how the artifacts total is calculated for UT.
Two days ago, I had: 4.97e5 synth, 1.10e5 fighter damage, 1.07e5 AF research.
Now, I have: 5.10e5 synth, 1.03e5 fighter damage and 2.03e5 AF research.
Between then, the only changes has been the completion of galaxy nodes, thereby giving me a multiplier for artifacts (via achievements).
I have NOT spent any instability at all.

nova light
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retroactive artifact bonus 🤔

fervent turret
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that'd explain why I was seeing strange numbers too

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was genuinely like "uhh I'm pretty sure this wasn't quite here before"

shell jasper
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wut, like they went up without runs?

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uh

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dats a bug then and I dunno how it could even happen Thonking

rain kindle
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yeah. i saw them go up/down without actually doing any runs.. just changing of the multiplier somehow affected it.
they went up AND down. so, totally unsure how/what.

woeful zephyr
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2nd run of the day is a duo.. 🤔

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I don't have the ass fuel to do it ☹️

echo spear
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guys u playing the new ut?

bitter umbra
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ye

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also mini you gotta update the pin for the new ut upgrades

vital oar
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guyz

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im doing well today

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glass cannon? nah,

nova light
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well I know, just not the exact stats

bitter umbra
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ah

wild timber
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damage amp is x1.2 exponential and hull amp is x1.3 iirc

digital bobcat
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What's worth spending UT on? I was at eoc before and only Fighters and Capital were worth going over 4e5 i believe

Now I earn 2e5 per UT

fervent turret
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I'm going for a bit of everything, then when it's more diminishing-return-sy... I dunno if I'll lean synth heavy again or build up cap/fighter stats like everyone else

fervent turret
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unexpected W?

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just kind of spammed glass cannon CL and had only 2 HC somehow, one parked with beam on the 5x 2x 0.25x slot thing

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had like 3 & 4 of all the small ships

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never found any barriers

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starting to suspect the 'burst fire' pickups aren't particularly good to grab without ML

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like just a normal rate of fire upgrade might be better on CL

tired blaze
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Doesn't it give you like 60% dps increase, no way it isn't mandatory.

fervent turret
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yeah, that's if the game is being honest about the real DPS increase though

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e.g. what happens to that DPS increase on a frigate that has fleetwide bonus active?

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or that has a sufficient amount of fire rate increases built up?

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and it's not like it helps against multiple targets

dreamy sentinel
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Wasn't there a guide with UT tips? What upgrades to prioritize etc?

obsidian glade
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i remember some post like that

wild timber
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holy moly

nova light
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they had fun

shell jasper
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oh 1801 is that a new record?

wild timber
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i think so

obsidian glade
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Dang that's a lot

ashen nebula
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Duo+More mods is among the best mods that could happen

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Is that possible to also have more choices at the same time?

autumn fossil
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yes

wild timber
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and no extra ships

obsidian glade
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But that makes it harder lol

wild timber
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huh? no extra ships is like more mods but better

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they both give you an extra stats upgrade every 3rd wave, and no extra ships also means you can do more positioning memes like in regular fleet since you don't have to fill the grid with 15 different ships

obsidian glade
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Idk I just always have the feeling I get outscaled way too fast with no extra ships, but I also rarely do runs with that mod

wild timber
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spam more charge laser snipes next time you run into that mod

obsidian glade
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Fair enough lol I'll give it a try

autumn fossil
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getting a small ship type improves enemy ships by less than a medium ship type does

obsidian glade
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That does check out...

wild timber
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more player ships is at best a short term boon (reaching s10) and almost always a long term detriment (s15+)

wild timber
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well fuck you too

stiff minnow
woeful zephyr
shell jasper
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man I need to figure out how to run a tournament on this and avoid cheating it

woeful zephyr
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or if it's not real time, have the clients send back the layout for every stage and the server verifies each run by running it, possibly later if the load is too high at the time

shell jasper
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oof T.T

obsidian glade
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I mean you could just record each battle and then validate them like with advisors after the tournament is done

woeful zephyr
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except the validation has to happen server side

obsidian glade
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sylv validating each battle individually on his laptop

shell jasper
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:*(

woeful zephyr
obsidian glade
stiff minnow
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omg is sylv accusing me of cheating ;;

fervent turret
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screwing around, got both fighter burst upgrades right off the rip, and now I'm losing in stage 2

autumn fossil
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yea, for some reason, stage 2 for mono fighters always gives me trouble. you have to be discriminating with early upgrades. no glass cannon, etc

fervent turret
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but if the DPS indicated by the tool were actually that good, surely it'd make that difference

autumn fossil
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the first burst is always a large dps boost. the second burst usually isn't worth it till later

river hornet
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At EOC what is everyone pushing in terms of artifacts?I do everything mostly equally except synth and cap which are far ahead

autumn fossil
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i think i'm gonna continue pushing everything until i get softcapped at ~1e7ish

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and from there see what's needful to max out anything that's still maxable

ashen nebula
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A bit of everything then Cap>Fighter I guess

wild timber
autumn fossil
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was just throwing a number out there. 1e6 is too low, we're gonna have plenty of time to blitz past that

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it takes 45 runs to get everything to 1e6 from 0, which is not a lot in terms of eoc

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that's roughly 1 month of UT time

wild timber
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i kind of doubt i'll be pushing some stuff to e6 tbh

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(b6)

rain kindle
# wild timber holy moly

i am confused... is higher rank better or rank worse? i have never really bothered or looked at this screen before.

wild timber
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it's a leaderboard

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you want to be #1

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i throw every run so i can check the total number of unique players though

rain kindle
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huh. until now, i thought it was random for everyone. didn't realize its the same set of power-ups across the board. 🙁

rain kindle
wild timber
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yeah i don't get to stage 10

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i go to stage 1 and leave

shell jasper
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it boggle my mind that so many people run this daily and like go kinda deep too Thonking

wild timber
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average rewarding minigame nested within broader idle game experience

fleet steppe
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FleetGPT training in progress

river flax
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Not completely awful

woeful zephyr
tired blaze
shell jasper
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0.2 ai points?

tired blaze
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I'll take it.

dire bison
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it's a non-zero benefit 🙂

empty cargo
woeful zephyr
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how does that work?

obsidian glade
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but none for the actual code because for some reason thats separate and gives 3 extra

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so if you then use the code later again you get 3

empty cargo
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hi stunthacks

woeful zephyr
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wait so if you're offline you only get 22?

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and can't get the 3?

empty cargo
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ye

woeful zephyr
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wait codes can't be redeemed offline?

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huh

empty cargo
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you can get achievement while offline but not code rewards

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you can get now and 113107 offline too

woeful zephyr
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so only some codes work online only?

empty cargo
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wat

obsidian glade
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most of them

empty cargo
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only achievement codes work offline

woeful zephyr
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except secret for some reason?

obsidian glade
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it half works lol

empty cargo
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secret is an achievement code and not an achievement code at the same time

obsidian glade
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schrödingers code

light verge
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testing fighters on mono with beams

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  • rapid beam: OP. Not only do fighters retain speed, but with enough fire rate upgrades, they will deal a lot of damage fast and reliably. After you get glass cannon and especially on the last UT sector, taking the damage amplifiers are a massive boost to dps.
  • heavy split beam: borderline unusable. Fighters are already glass, taking it makes them very slow, akin to corvettes and vulnerable to sniping from even normal ships. The ramping takes too long for it to be profitable on fighters. Low speed on switching targets (low fire rate) makes them an incredible liability even versus the targets the beams are supposed to deal with (clustered enemies)

As there are no ships faster than fighters, there are no other ships that can tank damage for them save cruisers versus a medium matchup. Even then, that's unreliable.

I think fighters shouldn't get penalized on speed for split beams so it can at least be useable to a certain extent, but the best course of action is probably a range buff instead since the slow speed is an indirect buff to their defensive values if mixed with other ships (split beam fighters flying ahead of other ships turns them into a tank role instead with poor damage).

wild timber
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does rapid beam actually count as op or is it just heavy split being that bad

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like rapid beam vs. other weapon mods in general

autumn fossil
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tbh i've never been too impressed with beam fighters in the past, idk if the recent UT changes touched them

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neither heavy nor rapid. fighters just die too fast

tired blaze
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Only applies in mono simulation though. For real runs, never pick beam.

wild timber
fervent turret
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I've always had better results with split beam than rapid

light verge
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ive had better results on weapons that bring immediate results than delayed, scaling damage

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a dead target is a target that can't push more dps

light verge
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split beam takes a while to ramp up

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if nothing else at least it's not old charge laser

shell jasper
light verge
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it is after all impractical to run

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for the casual UT enjoyer, that usually spells out low quantity of banked clears

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for the usual UT enthusiast, it usually spells out dying due to poor rng

ashen nebula
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IMO balance is the worst, I will take fewer choices over balance

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Duo More Choices More Mods would be the dream day

light verge
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balance ain't too bad with Duo

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I always avoid fewer choices

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you can get bricked by multiple hull rolls

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yes, yes, you can use the built-in rerolls to avoid that situation

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but i prefer saving them for later to avoid the instanuke missile boats

rain kindle
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whats instanuke missile boats? i feel like i probably ran into this, but cant put my finger on it.

dire bison
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How far did you mono fighter testing get you, as far as average/max stage reached? And did you include/exclude taking the teleport upgrades on these? I have not had time to do any testing since latest changes.

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LOL Just ran a mono fighter taking 3x glass cannon and was not able to clear Stage 2. Definitely have to be careful with picking that upgrade I guess

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Simulation mode should allow us to pick which ships we start with.

autumn fossil
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lol. stage 2 is always rough with monofighter. don't take glass cannon early. i try to stick with fire rate upgrades early

light verge
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Glass cannon early is suicide

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Get glass cannon when enemies stop doing plinking damage and otherwise pretty much oneshot you

autumn fossil
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damage upgrades feel like a waste of a choice on fighters. because later on, glass cannon is a strict upgrade over it

dire bison
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Thoughts: ranks in GC lower the HP gained from future hull upgrades, so juggling GC/Hull is a net loss to hull over time. Hull amplifier was always valuable, as it allowed more GC. Finding that fire rate is more valuable than before, but not having it affect the rate that the beams ramp up is harsh. Range upgrades help with the speed penalty (if using teleport), but having the range additive instead of %gain is also harsh. Four new upgrade choices vastly reduced the chance of getting any particular choice. Finished the run with only 3 spawn location buffs, got burst 1 in the low 30s, and burst 2 on stage 41, in spite of using rerolls to hunt for upgrades.

Split Beam is not targeting two different targets. I'll try to get a screen shot later, but had 3 bulwarks in very distinct positions around my fighters. I was attacking all three, and it was clear that there were no crossed beams - fighters on the left were only attacking the bulwark on the left, not the other two. All were easily in range of each other. Is this intended behavior? Fighter has 1 turret, but the SS shows "Targets: 2"

Died on stage 42. I think the split beam weapon is fine IF we have teleport ability. Without TP, I would never ever ever take it. So, teleport by stage 6 or I use rapid beam. The speed penalty is too harsh. We have no way to increase our speed through upgrades, and the range increases are awful when you get about 15 range per increase. Also, I do not WANT a way to increase our speed unless it is baked into another buff (Hull boost perhaps), because it's already very difficult to get vital upgrades even when playing on mono.

wild timber
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fire rate affecting ramp time might feel better than affecting tick rate

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(affecting both sounds a bit op)

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i think i still have my spreadsheet for beam mod comparisons somewhere...

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baseline

dire bison
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Both bulwarks are firing on me, my fighter range has been boosted to 586.5 vs bulwark range of 550, so I am not hitting 2 targets as stated on the weapon sheet. Am I double shooting the closer bulwark? If so, is that always the case ("2" targets, but both targets are always the same ship)? Or is it because the second bulwark got INTO my range after I started double shooting the first, and the weapon does not change targets once it begins to shoot (like still attacking the same ship after teleporting out of normal range of it)?

nova light
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it's a beam, plus like all weapons they don't change targets

dire bison
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Just replayed that battle. There were some ships to the left of this attacking while the first bulwark was engaged. The second bulwark flew into range, and then engaged combat. Then, the smaller ships on the left were killed and all of my fighters engaged the first bulwark while ignoring the second. So, "Targets: 2" does not mean 2 different targets

nova light
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huh

shell jasper
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pretty sure it does target 2 at other times though

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or it did and I broke it later

nova light
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it definitely did before

dire bison
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All enemy ships were within range and firing

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or this one, showing it isn't just against medium enemies.

shell jasper
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are you sayign this is every time?

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or just sometimes?

light verge
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Behavior according to my tests says its every time

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Poor fire rate of the split beam makes it painful to have it switch between targets

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There's like an almost 1 second delay before a new target begins roasting

dire bison
# shell jasper or just sometimes?

You can usually only spot it in high levels and/or against high HP enemies (relative to your firepower) because otherwise the enemy dies too quickly for it to register visually. Like, I can't tell vs skirmishers or 6pack enemies. But it becomes very easy to spot once you're in the 30s because that's when it takes several ticks for the enemy to die. Once you get to the point where you can see the behavior, it is constant and very hard to miss seeing.

#

bulwarks are the best for it, because they have very high HP and very low rate of fire, so they will last a long time vs the fighters. Putting two bulwarks against one 9 fighter patrol would be easy to see

shell jasper
#

beams dont instant kill early on do they?

dire bison
#

no, but the enemy is usually in larger packs. So 9 fighters against 6 skirmishers is hard to visually trace out before the number of skirms/fighters change

#

grouping several 9fighter packs on top of each other makes it more difficult

#

Tested with vettes. They also have 1 turret and 2 targets with heavy splitter beam. Two of my vettes are in range of the enemy, and both are firing at both enemies. So the problem might be fighter specific

vital oar
#

when will new mods appear from now please?

#

i will try to remember for future

#

atm its Balance for me

obsidian glade
#

What do you mean?

vital oar
#

in how many hours from now

obsidian glade
#

We all have the same modifiers every day, and they change every run you do

vital oar
#

this will change

obsidian glade
#

Like 7 or something

#

I assume his server is too but it could be anywhere

vital oar
#

ic thx, so around 8-9 a.m. for me

#

12 hours left till 4/4 and 4 days i hope for better mod..

obsidian glade
# vital oar

I heard that one today is supposed to be kinda fun though

vital oar
#

ima go watch Suits:)
not up for starwars atm

obsidian glade
#

Have fun lol

vital oar
#

lets make a wish:

i want
DUO
NO EXTRA SHIPS
MORE smth
(and decent ship picks)

thatll make me happy for certain

#

--

#

we need to make a suggestion to Sylv to lower consumption of banked clears per use down to 1 from 2

#

its pretty exhausting to worry about:

  • low cap for Instability charges 4/4 only and 4 days astrium
  • tiny chance of close to perfect modificators combo
  • doing all those long runs
woeful zephyr
#

More mods and more choices

vital oar
#

i have best stage at around 20+ and it only lasts for like 5 uses - which is what? 3 days?

#

i definitely dont get decent modificators and willing to run again every weeks or twice

#

i think 1 banked per run instead of 2 would be just acceptable

#

or maybe its time to give up and start using Banked stage:7 runs and not worry

obsidian glade
lusty umbra
#

no medium z52 run?

woeful zephyr
#

I might have made my cannons a bit too glassy.. oops

#

aerogel cannons

vital oar
#

not sure when it has changed

obsidian glade
#

might just be utc

vital oar
#

but already

obsidian glade
#

in which case 2 hours ago

wild timber
#

midnight utc yeah

vital oar
wild timber
#

i mean you can just google midnight utc

#

it was 2.5 hours ago

vital oar
#

2 a.m. ill try to remember

dire bison
#

A countdown timer on the UT page would be a nice QOL addition

woeful zephyr
wild timber
#

do people also think balance is a good mod just like how they think no extra ships is bad

empty cargo
#

they "sound" good

woeful zephyr
#

you need to know that the enemy strength scales with your ship count to know NES is good, and the game doesn't say that anywhere

#

balance is at least explained

#

otherwise it sounds like you're just facing the same enemy ships without any extra ships yourself, which would be bad

dire bison
storm bay
#

or is that yesterday?

wild timber
#

11-17

#

not 11-18

#

yesterday yeah

#

idk

storm bay
#

got no barriers this run sadge

#

it's like if you don't get them in the first half, you're never gonna get them

nova light
#

duo is good and having balanced on duo is actually pretty useful but generally balance is bad

light verge
#

A good duo pull is you having two useful ships per ship type and a shrunken pool of possible ships

#

Kind of crap though if you end up with a shitty collection of heavy cruisers and frigates tho

#

I love it when it gives me corvettes or fighters and a cruiser

storm bay
#

2 smalls are good

dire bison
#

cruiser / HC was interesting.

storm bay
#

even if it's frigate/vet like today

dire bison
#

I like frigate and vette, esp if I can get one or both of their fleet bonuses.

light verge
#

Frigate and vette is solid

#

I mald when its frigate and fighter

#

Fighter dps from the beginning is crap and both ship types are glass

#

At least with corvettes when i get charge lasers or missiles i can change the course of destiny

ashen nebula
#

What a week lol

fervent turret
#

-# clearly people been asking for too much balance

empty cargo
#

balance enjoyer

light verge
#

Sylv's update:

Implemented Transit Balancer.

All Unstable Transits are more balanced.

Players: not like this bro

empty cargo
#

rip to dumbness

wild timber
#

balanced now applies to mod types as well as ship types

#

hope you enjoy mandatory 25% range and hull upgrades too

jade bough
#

Damn wasn't paying attention to how many missile enemies there were

#

I wish our missiles were as strong as theirs

autumn fossil
#

the range difference between our missiles and theirs is wild

wild timber
#

armor block is not good at countering missiles either after like s15

#

maybe it should turn into reactive armor for cruisers but that might get silly

ashen nebula
#

Give our ship some CIWS to shoot down the missiles.

dire bison
shell jasper
#

ill just ignore it for now, low priority

dire bison
#

Thanks for checking 🙂

vital oar
wild timber
#

it's not about whether it's actually good or not

#

it's about whether people not in this discord perceive it as good

light verge
#

no extra ships sounds like you're gimped because you only get the few ships you're handed to you

#

but as we all know

#

it also doesn't add enemy ships following that scaling factor

#

which can snowball out of control in terms of dps

#

against you

river flax
#

Simulation

#

Nooooooo

light verge
#

have one

#

take neither (in non-sim)

river flax
#

Wait why, they're both very good?

light verge
#

i'm tryin to make a joke

#

where you spent your luck in simulation

#

both wont show up in standard

woeful zephyr
#

"spent your luck"

light verge
#

what

#

did i say anything wrong

#

did i ount hard

empty cargo
#

ount

woeful zephyr
#

which upgrade would you like for your frigates? Yes.

light verge
woeful zephyr
#

fighter frigate duo 💀

#

stage 5 picks 💀

light verge
#

Mistakes were had with the FiFri duo

#

The frigates had charge laser

#

It was great

#

...the fighters i thought i could get away with lasers

#

For the most part did, but i am HARD WALLED by missiles

#

And they tend to be around because lasers are fast

#

On that note do we actually have spawn weights somewhere

#

Like how often so and so spawns based on weapon builds

soft lagoon
#

Any way to see what the leaderboard on a particular day actually is? It would be fun to see wat everyone's different strategy was.

wild timber
#

oh wait

#

z69

#

yeah rip

soft lagoon
#

Not part of the G8 clear club yet. I'm a very lazy idle player.

#

How do you get more than one run anyways? Sim?

wild timber
#

if you're done with galaxies you generate almost exactly an extra 0.5 runs/day from fuel

#

baseline is 0.4 extra UT runs per day from fuel before efficiency

soft lagoon
#

Ah, right.

dire bison
#

Good mods. Beware fleets full of missile enemies, some combos were ridiculous. Got fleet barrage on frigate, zero base options were avail, 2 spawn bonus (both late game), early(ish) fighter barrier helped a lot.

woeful zephyr
#

I cleared 28 on run 2 of today

#

it was more mods, no extra ships, balance

#

same as the first run mods except replace more choices with more mods

autumn fossil
#

hmm, i was looking pretty leery at today, i don't like balance with 4 ship types, but you guys are saying the no extra ships and more choices/mods makes up for it?

dire bison
#

It isn't ideal, but it worked better than expected to refill the banked stages.

woeful zephyr
#

all cruiser duo is interesting

#

if there are any enemy snipers they get ignored until all the mediums are dead

#

wow this duo is terrible..

wild timber
woeful zephyr
#

swarmers are the kryptonite to cruisers it turns out..

wild timber
#

or the opposite, where the 2nd run of yesterday gave you like 4 high value rares in 5 stages

normal prism
#

Does Astrium fuel efficiency affect Unstable Transit - anyone knows, please?

woeful zephyr
#

Yes

#

If you spend astrium fuel to gain instability

light verge
#

fuel efficiency basically makes it cheaper to buy instability

tired blaze
#

I think fighter barrier needs to be nerfed. Or potentially just removed as an option for them. For slow firing enemy ships, they single handedly carry late stage fights where nothing survives more than 1 hit anyway. It's super binary atm. You either get barrier fighters and are allowed to go far, or you don't and end up suffering.

Same story for missle enemies. I fear them more than I do Bulwarks. A single shot can take out half your fleet because of how missle tracking works. I recommend a range nerf, or a max number of target switching nerf, but any nerf would be welcome.

wild timber
#

i mean if you remove barrier then doesn't that just mean you always "end up suffering"

tired blaze
#

Yes.

wild timber
#

oh ok

tired blaze
#

Unless you suggest we give fighters a barrier natively, but that kinda goes against the design of UT.

wild timber
#

it's more that i'd still rather not feel sucky investing in fighters all the time, especially for the sake of late stage balance

#

going beyond 10 is still meant to be a bonus, not the expectation

tired blaze
#

your investment is meant for late stages

#

you'll get to 10 with pretty much any setup

wild timber
tired blaze
#

Well gotta speak up about it if ya want Sylv to make it a higher prio.

#

Another option I just thought of is maybe reducing the number of fighters from 9 to 6 if you get the barrier upgrade. Then buffing dps to compensate of course. That might be enough to make it less of a must-have.

wild timber
#

that was how it originally worked

#

it made barrier a grief pick

tired blaze
#

Was it? I don't recall

#

Barrier also didn't block simultaneous shots back then

#

Anyway I'm not big brained like Sylv is, I leave it to him to decide.

cloud hatch
#

imo the missile enemies are more of a problem than barrier fighters, they just seem WAY over tuned

tired blaze
#

Indeed

#

I think they were just copy pasted from G6 without much thought.

wild timber
#

they actually got nerfed like twice i think, but they're still super op

shell jasper
#

id rather they be a little too godo and fun then useless or bad

#

maybe an option woudl be to make barrier only reduce by /10 or /100 instead of /1000?

wild timber
#

well i don't think that'll affect fighters much, either they can take 2 hits or 1 hit before dying

shell jasper
#

isnt the issue barrier is too good late game?

#

so if barrier just gets overcome by raw damage sooner then USIShrug

fervent turret
#

it's our only late game defensive tool

#

single cruisers, hull, and the rare hull thing, all do nothing still

cloud hatch
#

they actually hurt cause those could have been damage upgrades

fervent turret
#

the damage amount doesn't matter, everything takes either 1 hit or 2 hits with barrier and that's it

#

kinda depends what the 'goal line' for 'end game if played well' is meant to be

shell jasper
#

I dunno what you mean that the damage amoutn doesnt matter

#

if barriers only /100 instead of /1000 that means the fighters will die in 1 hit sooner

fervent turret
#

that becomes the case so quickly, that they die in 1 hit, that it doesn't matter

shell jasper
#

what I thought they dont die in 1 hit which makes them strong?

fervent turret
#

that's only true for like, the first 8-12 stages, somewhere in that range I think. maybe as far as 15 depending on some enemies/weapons involved?

shell jasper
#

fighters with barriers?

#

die in 1 hit at 15?

fervent turret
#

I haven't paid much attention to it frankly I just go in with the assumption they're gonna die in 1 hit

#

oh I thought we were talking without barrier

#

dying in 1 hit with barrier? I don't know if I've spotted it happening in current circumstances, MLs if they're present wipe things so quickly

shell jasper
#

ah ok ya. The thought was barrier fired or super strong, so reducing how much barrier absorbs just means they arent the garuntteed wsurvive later thingy, at least not as far out

fervent turret
#

if they weren't already hard countered by MLs then like... maybe?

#

any MLs being present just make barriers on the whole fleet pointless

#

like, if it's just 1 ML, sometimes positioning can overcome (which is where everyone is pretty much at atm with pushing UT I reckon)

cloud hatch
#

ML's do a pretty good job of making your entire fleet pointless

#

yeah pretty much anything over like 16 if there's more than 1 ML it's probably a loss

fervent turret
#

if barriers get changed to be overcome by a certain amount of damage I feel like they should take a certain amount of damage to be removed, too - as in 1 ML hit not likely to reach a point of stripping barrier in 1 hit (or at least, for the bigger ships - maybe have it partially based on their base HP amount or something)

cloud hatch
#

feels bad when the strat is "reroll, hoping not to get ML's, and ignore the bonus"

nova light
#

...I think?

#

uh, compared to g6 I think they are the same

nova light
nova light
nova light
cloud hatch
#

yeah and ML's shoot a ton, have huge range, and are usually protected by a bunch other enemy ships

nova light
#

the range is a good point too

cloud hatch
#

and your crusiers/heavy cruisers tend to ignore them and shoot at the meat shield other big ships

nova light
cloud hatch
#

ML's are pretty much cl snipe and barrage missile launchers at the same time

#

they don't feel particularly fair

tired blaze
storm bay
#

yeah the range on the MLs is bs

wild timber
#

not true, it's very skillful on the enemy's part and they should actually get range buffed

light verge
#

late game fighters or barrier users are just functionally 2 hit targets

#

i would argue you should remove glass cannon instead if we were going around this topic, but i wouldn't personally recommend it

#

in lategame the glass cannon dmg boost is far too high for practcally no con

#

that missile enemy is going to shoot you down in 1 hit anyway (2 if barriered)

shell jasper
#

would a reverse glass cannon be a cooler one?

#

thats liek big

#

kind of a "heres a way to actually survive late stuff, but its gonna cost ALOT of damage too"

fervent turret
#

for everything other than 'hull bomb' I see that being pure downsides

#

killing things before you get 2-tapped is how late stuff goes

#

going from that to "okay now it's a few more hits but you can't kill anything"? 🤷‍♂️

#

depends how crazy you're talking with 'actually survive' perhaps, lol

empty cargo
#

eternal battle

fervent turret
#

fwiw I've tried a few sim runs with the idea of 'tank w/ hull-bombing cruiser/HC with CLs in back'
it always falls flat because there's just no way to get enough hull

#

if upgrades were sort of split into 2 choices each round, 1 offensive & 1 defensive, then I reckon that possibility would open up?

#

and I guess you could like, deny the split for mono to keep that more in line with the other options

cloud hatch
#

that'd ensure nobody would get too high

#

the only way to climb real high is pure offence

fervent turret
#

I don't mean 'every other upgrade is offensive or defensive'

#

I mean each upgrade you get, you pick 2 benefits

#

1 offensive and one defensive

cloud hatch
#

ahh

#

that still doesn't really fix the ML problem, if you manage to avoid them all then you'll get a way higher clear

fervent turret
#

that's one of the things I would want to try if that happened - countering the MLs by having tanky frigates, maybe

cloud hatch
#

if you can out tank ML's, then you'll do really well if they aren't there

fervent turret
#

aggroing all the initial missile waves onto just a few points and preserving barriers elsewhere

#

I don't think it'd be outright out-tanking them, just 'be able to absorb/deflect missiles long enough to be a worthwhile strategy'

shell jasper
#

one of the general "balacne problems"

#

is just how deep you CAN go with specific stuff

light verge
#

ye

shell jasper
#

its almost more like that stuff needs to be less effective more so then anythign else I guess

#

caus elike... htes nthing I coudl do scaling wise tha tlets you suriive for real at like 25+

light verge
#

i like glass cannon for actually offering an important choice though

#

taking it early is actually going to brick your run

fervent turret
#

is stage 25 your goal line for 'how deep players oughta go if they try', then?

#

because if we know what that goal line is it'd be easier to tell you how viable the options feel compared with one another, I reckon

shell jasper
shell jasper
fervent turret
#

yeah I mean atm it'd be like, choosing which ships get hull+ and range+ and the odd barrier/grid-barrier upgrades

shell jasper
#

10 failry easy, 10+ should get hard pretty fast, 20+ should be very very difficuult
I guess? ><

fervent turret
#

feels a lil short for a roguelike dungeon deal but alright lol
in that light I guess I'd have to agree the 'effective options' are pretty collectively overshooting the target

shell jasper
#

its "short" but theres not much to it so its gotta stay kinda short imo or really wears itself out fast haha

cloud hatch
#

we were hitting low 30's last galaxy on good runs

#

so "only" hitting 20 now feels kinda bad

fervent turret
#

us 'older gen' USI'ers will live 😛 it's the overall experience at stake after all

empty cargo
#

UT isnt really balanced post 10

cloud hatch
#

i just think ML's have no downsides, they're too good in all areas

fervent turret
#

that said I would likely go ham if it were actually an 'endless dungeon' vibe

cloud hatch
#

and with the different flavors of armor/shielding, it's pretty likely they're gonna end your run cause a ton of them can show up

shell jasper
#

itd be rpetty easy to make it an endless dugeon vibe

#

just reduce the every 10 scaling increase

#

but I feel like itd be soooooooooooooooooooooooooooooooooooooooooooooo boring to go far haha

cloud hatch
#

yeah and i don't think too many people would even bother, plenty of people just take the banked 7 thing every day and never do UT period

#

on a side note, any possible way to make it so that your entire fleet doesn't try shooting the same target when multiples are available, waaaay overkill and you just watch 20 projectiles disappear in mid air cause the first 2 killed it

shell jasper
#

not in any easy fashion (meaning outside of totes changing targetting lol)

fervent turret
#

would probably affect all prior galaxy experiences too, for considering targeting improvements (still worthwhile imo)

cloud hatch
#

yeah it'd change galaxy as well..though not nearly as much since the goal is as few ships as possible, so it doesn't really come up as bad as it does in UT

dire bison
shell jasper
#

itd be to tank with a ship I think

#

although stakcing all upgartdes on one ship seems to be the meta anyhow so not relaly work

light verge
#

For 1-10 this is not a problem you can scrape by

#

But if you didnt stack upgrades on one ship for dps (and you would otherwise have no room for hp upgrades)

#

You're dead

#

If enemies have upwards to 8e4 hp on 35+ you are still going to die

dire bison
#

I never solo stack upgrades on a single ship type, and I've done fairly well in UT.

#

certainly not 35+ though lol

shell jasper
#

It's possible it could get way better with like more restrictions put in and then balancing the enemy's appropriately too

#

Like that earlier split of offense and defense stuff so you're forced into some semblance of having some of each

#

And then have it balanced so that it actually matters on the enemy side a little

dire bison
#

I like that idea. Hull, regen shields, point defense cannons, evasive maneuver (fighters only, really), etc

#

I also like the idea of secondary bonus. Pick the 5% damage for the cruise, and the others get 1% (or whatever number). So every ship is getting at least a little love as we advance.

#

For ML, putting a hard cap on the number of them in a wave would be an option. Saw some fleets with 4+ ML, and there is simply no surviving that.

fervent turret
#

I've noticed it seems to keep a certain level of 'spreading the upgrades' just by default

light verge
#

The system has a rudimentary matchup system that works for it somewhat

#

E.g. picking missiles blatantly puts way more swarmers than you usually face

#

Incidentally this makes charge lasers more powerful than it should normally be since it gets paired with sniper groups

fervent turret
#

I'm looking forward to UT destroyers

#

eventually, of course, no pressure Sylv 😛

dire bison
#

I think CL is more powerful than it normally would be because of how undertuned the range upgrade is. So many weapons need to get 20-30+ upgrades to reach ML/snipers

dire bison
cloud hatch
#

when the only way to win is "shoot them before they shoot me", yeah the longest range weapon is going to come out on top

fervent turret
dire bison
#

I think it would help, as long as it isn't "pick 1 offensive for 1 ship type, pick 1 defensive for one ship type, next wave begins" Unless the defensive boosts were REALLY powerful, we'd be in trouble quickly.

cloud hatch
#

turbo barrier, takes 10 hits to deplete

dire bison
#

Reinforcements 😄

cloud hatch
#

oo that come in behind the enemy, pincer attack!

#

honestly that would be a fairly cool base upgrade, have it send reinforcements every x seconds

dire bison
#

yeah, that'd have to be a base, so powerful. Maybe even a 1shot, not repeating every x seconds. But it'd be great fun

woeful zephyr
#

None run of the day: UT Classic

fleet steppe
#

Maybe there could be different UT "mission types" where the enemy scales in different ways beyond all stats up

#

Enemies that scale with higher hull per stage would encourage you to pick up some bulk so you can fight the attrition war instead of going all in on damage and explode after one hit

Enemies that scale with higher damage per stage would be like it is now, all in on damage/fire rate/glass cannon

IDK if primary range scaling would be enough for significant differences in upgrade selection

#

Enemy could still get hull increases on a Damage Primary mission, it just wouldn't be nearly as much

#

Other idea for variety would be something like a "Lock Lane"

Lock Lane: Found in the Restriction Pool. Format: [Row or Column], [Stage Count], [Potential Penalty]

For Instance, a Lock Lane could look like: Row 4, 3 Stages

The Lock Lane requires a ship to be present in the Row/Column for each deployment (can be more than one) (in this case Row 4), and after 3 stages, the Lock is removed.

Another Example could be: Column B, 2 Stages, If Broken: Fleet Fire Rate -15%

This Lock Lane lasts for 2 Stages, and requires at least one ship in Column B. While those conditions aren't particularly harsh, the penalty for all of the Lock Lane ships being destroyed lowers your fleet's collective fire rate by 15% for the remainder of the fight. This shouldn't be a hard pick for a normal run, but on a No Extra Ships mod run, against enemy teleporters, or maybe just early in your run, it could give you something to think about.

#

Other Restrictions would go into the pool to add variety

woeful zephyr
#

wow triple rare

autumn fossil
#

I'm kinda disappointed in the value of hull bomb

#

and frigate barriers to tbh. late runs it makes them as squishy as no barrier corvettes :/

fervent turret
#

it just takes so many hull upgrades for hull bomb to feel viable

and yeah frigates atm I view as "has to use snipe CLs, no alternative"

#

being 2 smallship targets as opposed to 4 or 8 with corvette/fighters is a disadvantage always... unless there were a possibility to make them hull tanks, at least enough that positioning vs MLs would be viable

#

with no frigate hullbomb thing going on (or the split offense/defense upgrade idea I spitballed earlier), there's just no reason to even try it

fleet steppe
#

Wonder if Mediums could get a Tractor Beam upgrade that yoinks far away units to it

#

mildly awkward since the medium ships they prioritize won't be the ones they are targetting, but it would be nice to pull missiles and snipers

tired blaze
#

So like a reverse teleport?

dire bison
#

Anyone checking out other weapons with the introduction of GC/DamAmp/HullAmp? Got a corvette mono sim to 45 with barrage missiles

#

wondering if 50 has been reached yet

light verge
#

40 with rapid beams

woeful zephyr
autumn fossil
#

ive gotten 45 clear twice. but not farther

#

i should run more sims

river flax
#

Oh on sim

humble bough
#

Who needs hull?

wild timber
#

2nd run of the day looks cracked

dawn gate
#

think I got to 17 my first try with the hardest mode, base didn't take any damage but then I went up against a enemy setup I just had no chance at beating. Wiped out most of mine in seconds and took my base one in one shot. Enemy missles OP

fleet steppe
#

second run of the day

#

hmmmmmmmm

#

CL is a trap with double cruisers rip

#

should have known better

#

too many swarmers show up too often

wild timber
#

yeah want a beam/missile first for sure

light verge
#

doublecruisers can't keep up with swarmers

#

especially when fire rate is bitch

#

beam actually gets farther lol

#

rapid beam guarantees an easy 20

#

split beam can probably get you farther

storm bay
#

if you can get hull bomb it kinda works

fervent turret
#

I wonder how much of ML feeling viable is thanks to extra rockets hitting backline units while the ship is targeting closer ones

woeful zephyr
autumn fossil
#

got 24 with dual split beam. felt nice but i had such a hard time with swarmers

#

maybe a mix of split and rapid beam would have been better

#

i got lucky with a 5x damage tile and four 2x damage tiles all in the front row

#

the extra range from the 5x tile is really nice with beams

#

but it feels like the only real counter to swarmers is missiles

wild timber
#

there's some awkward antisynergy where armored cruiser should in THEORY be good vs. swarmers because of the damage block, but if you don't have any small units like today, the net loss in fire rate (it's still a loss, just got much smaller after the buffs) and inability to target snipers means you take a lot of additional damage anyway

woeful zephyr
#

I think I'm barely going to be able to make the window for starting that sweet 2nd daily run (UTC midnight is in 2h29m41s as of the screenshot) 😬

#

9m49s window to start it before the day changes if my math is right

#

saved runs can be continued if you save and exit and continue after the day changes, right?

shell jasper
#

yup but I dotn recall if it puts you on leaderboard then or not

nova light
#

it does

#

I've done that before and landed #1

dire bison
#

hax

woeful zephyr
#

it's the second run of the day so there's no ranking anyway

#

you can have 5 burst fire on 1 ship type? roflmao 😆

#

make that 6.. 😄

#

damn stage 30 is hard af.. died at stage 30

nova light
woeful zephyr
tired blaze
#

A shame burst fires beyond 3 is a damage loss lol

tired blaze
#

Rank 1 two days in a row! PogChamp

light verge
#

sköl

river flax
#

Grats

woeful zephyr
#

for being no extra ships, it was sorta a brutal run

shell jasper
#

anyone got run modifier suggestions?

cloud hatch
#

if you have banked fuel, the third run for today is pretty great, duo/no extra ships with fighter/frigate, and the first or second round reward option is fighter barriers

cloud hatch
shell jasper
#

as a run modifier?

cloud hatch
#

aha no as a "they're too strong and need adjustment" thing

#

but are you asking about "fun" mods?

shell jasper
#

ya just hanvet had a new one since original UT stuff so might be time for more if can think of somet htat make sense and arent like.. absurd to implement lol

cloud hatch
#

range in general would be interesting, either increasing player range or decreasing enemy range

#

we had talked about reinforcements a bit ago...that'd probably be hard to implement but would be quite interesting

#

"more rare mods" wouldn't really be interesting from the "changing things up" perspective, but it would produce some deeper runs

shell jasper
#

hum I spose thats an easy one to do

cloud hatch
#

"all/no large ships", so you get either just cruiser/hc, or vette/frig/fighter

shell jasper
#

oooh also pretty easy. though a good bit more dull then other one

cloud hatch
#

technically just cruiser/hc is the worst duo you could get, but it still might shake things up with the vette/frig/fighter option

#

"more extra ships", fill up the board faster but once you're full it doesn't change much (granted, in "regular" UT runs you aren't often filling up the whole board)

#

"more grid options" would also be pretty neat

#

i don't really think it'd be needed, but an "easy" difficulty that slightly reduces the scaling

#

but if you're just wanting to have more options so we get a lot fewer "none" days, then it might be worth it

river flax
#

0.5x speed

#

No resets

#

Always choosing the first listed option

#

Only health/range upgrades

cloud hatch
#

i'd imagine it'd be rough to implement, but bringing in over some hazards/supports from G6 or something

cloud hatch
shell jasper
cloud hatch
#

"use all resets to go back to the last selection cause you got greedy and picked the option you knew you were gonna lose on, but couldn't resist the really good upgrade so you can pick the safe one and get to the next stage"

#

not sure how to fit that one in 2 or 3 words, but it happens to me a lot more than i'd like it to

shell jasper
#

whats the damage on enemies looking like at 35ish? ><

cloud hatch
#

uhh high

#

it doesn't even matter what the number is, they just one shot you

wild timber
#

changes each round

#

works on enemies too

#

watching the enemy missile with x5 range x5 damage x0.25 fire rate charge up the volley of doom

shell jasper
#

hrm, I wonder if that one can be random show or too sadge/annoying

wild timber
#

it should be

shell jasper
#

you can def just get a forced loss with that id bet haha

wild timber
#

otherwise nobody will see it

cloud hatch
#

make it not kick in till stage 10?

wild timber
#

you can give player base x5 hp too

#

as a cushion

shell jasper
#

hrm ok maybe

#

should more rare modes be like. modestly more? or literally rainin rares?

wild timber
#

another one is every ship having x100 speed

#

which is actually advantageous most of the time because you can delete snipers

shell jasper
#

movement speed? game go break lol

wild timber
#

x5 then

cloud hatch
shell jasper
#

could ddo a framerate killer mode. more movement, more fire speed, less damage

shell jasper
#

wut

#

rares ar 6% right now

wild timber
#

oh wait rare mods

#

i thought you meant rare run modifiers

cloud hatch
#

yeah maybe 20% rare mods?

wild timber
#

i think grids are a little too rare on normal runs (they have diminishing returns as you get more ships in your fleet) but the other stuff is fine

cloud hatch
#

not TOO high, but you'll still probably get one every other or third round

wild timber
#

or maybe it should be like

shell jasper
#

errr wait I mean for the special "this modifier gives more rare mods" mode

wild timber
#

regular x2 damage or fire rate or hull is non-rare
then the really good ones (x2 damage+hull, x2 damage+fire rate) are

#

oh

#

it should rain rares because there's actually a funny failure state

#

where you can get too many burst fires

#

and start losing dps

wild timber
shell jasper
#

uh iirc grid buffs are already split between rare or very rare

wild timber
#

i don't think any grid buffs are listed as very rare at least

#

but the good ones def seem rarer so maybe that's true internally

shell jasper
#

listed?

wild timber
#

yeah, like the ui still just says it's rare for like, x2 damage + x2 fire rate

#

which is the "best" one

shell jasper
#

oh really hrm ok ill check

storm bay
#

very rare is only base bonuses and fleet buffs iirc

shell jasper
#

well my data has a rarity setting for the grid ones and some say very rare

#

unsure if the display is just skipping it

#

or if the whole thing is skipping it lol

wild timber
storm bay
#

my mind palace doesn't recall a slot buff with a very rare tag

wild timber
#

and maybe fighters/swarmers guaranteed not to be in the pool

shell jasper
cloud hatch
wild timber
#

burst fire beyond 2 is a dps gain still

cloud hatch
#

i have....8 hull

#

thanks charge lasers

shell jasper
#

lmao

wild timber
#

probably becomes close range missile meta

shell jasper
#

uh, so barrier being /100 instead of /1000 would mean youd get 1 shot there

wild timber
#

oh yeah base's counterattack also only does 999 damage so some enemies at higher stages don't even die from it

#

aka bulwarks

shell jasper
#

ok too many thingies going on. so we got:

  • Rarer mods: 25% and 5% rare and very rare instead of default 6% 1%
  • Grids everywhere randomly
  • Frame rate destroyer move speed + fire rate - damage
  • Barrier party 5 barriers for eeryone
wild timber
shell jasper
#

thats a combo lol

wild timber
#

yeah but extreme and no choice don't show up in normal runs anyway

#

so it would be exclusive to being in the combo

shell jasper
#

<

storm bay
#

i like grids everywhere randomly

cloud hatch
#

random grid days will be fun

storm bay
#

every fight, every slot has a different bonus

wild timber
#

works both ways tho

storm bay
#

ye

shell jasper
#

hrm, what about on reset, should it shuffle every fight attempt?

wild timber
#

that would be incredibly funny but probably not

#

i think i said earlier that it should also come with a healthier base though

#

as rng protection

shell jasper
#

ya thatd make sense

wild timber
#

also for non run mod stuff uhh

#

armor cruiser mod still bad lol

#

like, if the main draw is supposed to be the armor, the armor sucks

#

otherwise, could just further buff damage/range/fire rate values until it "feels" good

storm bay
#

yeah -3 or whatever it is is laughably bad

wild timber
#

i think it would be funny if the armor got mega buffed and then all enemies try to prioritize armored cruiser if in range though

#

that would probably need substantial targeting reworks to support tho

shell jasper
#

make armored cruiser new large class

#

set all enemies to large Thonking

wild timber
#

i think armor is like x2 hp and 2% armorblock atm
would keep it at x1 hp and have like, 20% armor block or some shit so it's basically invincible vs. smalls and only dies against being ganged up on by mediums/snipers

shell jasper
#

uh ill buff the thing stats I dont think any saving armor really without like absurd reworks

#

iirc it still lets a min damage throuhg

#

which makes it irrelevant

wild timber
#

25% yeah

#

the 25% cutoff is actually okish vs. enemy missiles, at least until stage 15ish

river flax
#

We have Duo, we have Mono

#

Can we get Zero?

#

Alright I'm done shitposting kek

wild timber
#

also this only really affects like stage 2-4

#

but is painful

river flax
#

Hey Sylv if you rework UT can you do my UT change k thx

wild timber
#

heavy cruiser has some annoying rounding on the base damage that makes it leave enemies with like 0.2 hp instead of just dying for those stages

#

like why isn't that 80

shell jasper
#

womp

wild timber
#

wtf

#

dick move smh

cloud hatch
#

the 1 turret of HC make them feel pretty bad in general

wild timber
#

it's more the 1.7 speed i think

#

they have issues with getting in range before charge/beam

shell jasper
#

uh ill make damage block not take min

#

ill do more fire rate

wild timber
#

that sounds funny but i think it won't have a ton of impact

#

hmm

#

lemme go find another mod

shell jasper
#

just 2x fire rate, same as 2 ships except cant split targeting

wild timber
#

nightmare

cloud hatch
#

aha i mean that kinda IS supposed to be the counter, lots of smaller ships against the big ol ones...it just feels bad when the enemy does it to us

wild timber
#

it's skewed when stages 2-4 can't spawn mediums and just fill everything with smalls

cloud hatch
#

it's also simulation...but we CAN get cruiser/hc duos (like 2 of em this past week)

cloud hatch
#

so yeah actually kind of a problem

wild timber
shell jasper
#

ah just display issue

wild timber
#

where the heck is the armored cruiser mod

#

it's stage 25

cloud hatch
#

6%

#

no burst fire either

#

(yes i know you're just testing)

wild timber
#

burst didn't spawn until 30

#

so x1.2 damage and x1.7 fire rate currently, which is increasing to x2

shell jasper
#

thinking 1.05 damage 2 fire rate

empty cargo
#

what if enemies do % damage to base

wild timber
#

honestly i was wondering if x1.2 damage x2 fire rate was enough

#

or if it was still gonna be a grief pick lol

shell jasper
#

uh, 1.05 damage 2.1 fir rate

wild timber
#

net x2.4 vs. net x2.205

#

the real problem is that the downsides are huge

#

bad at screening and splitting fire

#

so a bonus of 10%-20% (2.4 / 2) is pretty mediocre for the cost

cloud hatch
#

honestly i'd have expected the hull to actually increase since you're entering "tank" mode

wild timber
#

maybe make it x4 hull instead of x2 lul

cloud hatch
#

not like that matters much though, same concept as the armor

#

x4 hull, blocks 100 damage

#

might be worth it

wild timber
#

flat 100 is just an autowin until stage 30 i think

cloud hatch
#

yeah 100 is way too high

#

but at 34 a medium is still doing 963 damage, so even wth 4x health and blocking 100 it's gonna get one shot (without hull upgrades)

#

balancing around deep runs is problematic

wild timber
#

ye

#

i think x3-x4 hull is pretty safe though

#

i also think it should x2 barrier

#

since you lose 1 atm when going from 2 barriered ships to 1

cloud hatch
#

yeah that's a good point

#

i wonder what a good damage block number would be

wild timber
#

probably like 15 for stage 10 and 40 for stage 20

cloud hatch
#

skirmishers do 5.31 and normal enemies do 15.16 on stage 15

shell jasper
#

15 as in number or %?

#

oh number

cloud hatch
#

a number

#

stage 20 is 9.08 and 25.93

#

yeah honestly like 30 damage block doesn't sound TOO unreasonable, it falls off enough where it doesn't matter at all past like stage 30, but it'll get you to 20 pretty free and hopefully by then you have gotten a few good upgrades

shell jasper
#

gonna be a lot of teleport chaos lol

#

huh, this one keeps stomping me on stage 2 ><

#

oh and enemies survive a base shot with barrier lmao

wild timber
#

you have 2 enemies with barrier

#

and it's stage 2

#

it's expected to get owned because default weapons suck at killing enemies

cloud hatch
#

can you also also add a little help tooltip chart that had the icons of the grid buffs and the words? just in case someone doesn't know what the icon means (and you can't move the enemy ships to read)

shell jasper
#

best attempt ><

cloud hatch
#

chaotic, love it

shell jasper
#

clicking enemy tells youg ridb uff the have

cloud hatch
#

had that read that a few times to figure out if it was a weird text to speech thing, but it was just the spaces being off, aha

#

but i didn't know you could get grid info from clicking enemy, good to know

empty cargo
light verge
#

Reinforcements. 50% less enemy spawns, equal amount of enemy reinforcements as there are enemies on the map after 5 sec prolly pair with Balance for equalizing measure on ally side

#

runs that change your armor type from standard to armor and enemies still have the appropriate weapons (missiles become frightening foes)

#

all tiles have modifiers but also enemy tiles also do

#

reversed speed modifiers?

e.g. slowest ship classes fastest and fighters are slowest

#

Morale nodes?

Grid spaces where your ships get a bonus to performance if the ships comprising it are alive, but you get a stat reduction if they're dead?

#

e.g. All ships deployed x1.25 stats when ship in grid is alive, 0.75x stats when no ships in this grid are alive (multiplicative, start with 2 of these grids placed at random), speed -50%

dire bison
# shell jasper anyone got run modifier suggestions?
  1. run mod that let's us select the ship types we get, only works with duo
  2. mono. Include reduced reward for this one - perhaps whatever% fewer points or fewer banked stages
  3. fragile. Include increased reward for this. Reward stacks with extreme
  4. extreme. Include increase reward for this. Reward stacks with fragile
  5. player and/or enemy reinforcements. Time based, single instance reinforcement. If combat is still active after xx seconds, 1-3 random ship types arrive to help player and/or enemy
  6. faster weapon selection. Weapon upgrades happen every 2 stages. -OR- Weapon selection still happens every 3 stages, but allows us to then immediately decide on the type of upgrade. Upgrade Fighter to Missile Launchers -> pick Close or Barrage -> Begin stage 4.

Also, could you change the modifier selection so that once a run modifier is chosen, it cannot be chosen again for x days? Lately, we've had some very long streaks of 'Balance' showing up every day.

light verge
light verge
#

How about enemy monotype?

tired blaze
tired blaze
# shell jasper anyone got run modifier suggestions?
  1. Ship type is hidden during mod selection. Ie. you don't know what ship you're picking the upgrade for. (I really love this one)
    2a. To the extent it's possible, all upgrades now apply fleet wide. -70% upgrade power.
    2b. Predetermined weapon type for entire fleet. Ie. all lasers. Might restrict player freedom a bit too much though. In that case allow weapon upgrade path to be chosen mid run.
  2. Grid upgrade every 2 stages.
  3. X amount of enemy ships / grid positions with teleport capability each stage. (Viewable from enemy preview would be ideal)
  4. More additional ships
  5. Mono additional ships (same one each time)
  6. Restricted time to decide mod upgrades, like 8-ish seconds.
  7. All mods now have downsides for other ship(s) than the chosen ship. Ie. you upgrade one but nerf another. Might require new UI.
  8. Ships now target furthest enemy ship. (More range mods?)
  9. No small ships. (Could apply to enemy too, but might be boring. Reduced scaling?)
  10. Improved rerolls. Rerolling now always gives you a rare mod.
tired blaze
#

On another note, just thought of a new type of unstable mod. The idea is you get a supercharged upgrade, but it decays after 3 stages. A lot of ways to implement it, think it would be cool.

light verge
#

Ship type is hidden during mod selection. Ie. you don't know what ship you're picking the upgrade for. (I really love this one)

This is just balance but different

#

2a. is really cool.

#

2b is just mono but different flavor

#
  1. what if not ship upgrade but you upgrade grids instead
#

grind upgrade power 150%, at the cost of having to maintain 10/15 grids

tired blaze
#

Idk what you mean

light verge
#

depends on which one youre referring to

#

i like 3.

tired blaze
#

There are rare grid upgrades that give you 2x damage, fire rate, etc. 3 would be you get to pick one of those instead of a normal mod every 2 stages.

light verge
#

but what if instead of getting grid upgrades, you instead get ALL grid upgrades only, and you can upgrade those slots like ships

tired blaze
#

If you like even more grid upgrades, all the power to you. Just trying to stay within current scope of UT lol

wild timber
#

stonks

finite wave
#

Finally some glory

river flax
#

Wow today's is HARD

#

Picked REALLY bad options (so 6) but still 5

#

😛

#

Came out 5 min ago

river flax
#

Should have waited and saved instabilities lol

#

But it genuinely hardly matters so I digress

woeful zephyr
ashen nebula
woeful zephyr
#

2nd run of the day is hilariously good. died at stage 28, rip

tired blaze