#Unstable Transit
1 messages Β· Page 11 of 1
Their loss - The fewer that play it, the easier it is to rank
tried committing to heavy split beam this run
looks like a complete loss on stage 14
my ships just cannot keep up with the incoming skirmishers, 6 fire rate upgrades on cruiser, 1 on corvette
ok well I actually can survive with only ~140 damage taken
maybe Cruiser should have more than 2 targets with its 3 turrets
stopped at Stage 17
could be Balance making it harder but extra mods with duo should balance that out a bit
Beam splitter's full potential is only really unlocked when you have barrier fighters (that survive) which can give you the time they need to ramp up.
heavy split in non-sim feels like old charge, absolute garbage at clearing enemy packs
first time I ever got past round 19 today, got to 22 but that seemed like a hard wall of fail. Hardly got touched in the rest and base never hit even once, then couldn't even take out 2/3 the enemies cause some big ships one shot anything that didn't have a barrier
22 and then got rekt by those missiles
should ve checked next enemies probably
not bad i guess for almost randomly taking upgrades and not swapping a layout since i had 5+ ships
Those missiles seem to wreck a bunch of people lol
we've been calling it out for weeks now I feel like lol
It still looks silly when the missiles at the other end of the battle field send a volley my way and it just snipes me from halfway across the galaxy
3 column with missiles = annihilation
just 2 missile users in 17 will ruin your day
any more than that in 18+ will just outright kill you
especially since there's no priority sorting for missile boats
I dunno what woudl improve it at all
lowering damage helps but only a few levels worth of help prolly at most
less targets I guess?
i dont think you need to bother at present
there are like a few run enders depending on configuration
if you have less than 2 capitals at 16 or so a bulwark is a potential run ender
a bulwark in a sea of capitals is a huge run ender
two of them will just kill you
Would be nice
I dunno if it's ok but rn it feels like the best way to get to highest stage is to to choose whatever layout has the least amount of missiles (and sometimes snipers)
Also would be great not to have them at column C where our ships just can't reach before dying
A trait of missiles that make them work so well is that as soon as ANY ship is within range, they fire the full payload, which hit targets no matter how far away they are. But that helps us at least as much as the enemy - it helps lessen the range and speed handicaps that we might have. Hopefully this doesn't change.
Maybe a cap or weighting system on how many of each type can spawn in a wave would help, or limits / weighting on which rank they can spawn at. That'd likely be best as a per-ship-type setting (imo). Maybe adjusting the stats (esp range) of our missiles and their missiles so they are more alike. Maybe clicking a target to set it at priority. Point defense systems of some sort (like hull bomb) that could intercept some of the missiles. I dunno, I'm just spitballing ideas here π
But the last couple of screenshots amount to the Kobayashi Maru for any fleet we send out to meet them.
It doesn't matter how many if they one shot everything you have
Having a max rank where they can spawn would help but this would be a bad design
I mean if missiles dont exist at all how many more rounds do yoiu make it?
depends on the build
one could easily make it to 30-40 with the right rerolls with a full charge duo more choices no extra ships
it's also why no extra ships is op
less ships to reroll on the opposition
you can control your enemies and outpace their damage by a bit
glass cannon usage is only a problem until round 8
vs dieing to 2-3 missiles on what round?
if there's enough missile boats, like 2 slots worth, probably between 17-23
so there multi target just kicks you that hard I guess hrm
missiles only start ramping up on damage imo at around 15
there's also the seeming behavior that missiles also target your units far beyond their range due to retarget behavior
ya thats just same as your missiles
funnilly enough that also includes hitting the base with a SINGLE stray missile
and them getting nuked
it saved at least one run and got me further by 4 levels
halving the range and targets will make missiles more manageable...they'll still hurt, but they won't destroy your entire fleet from way out of range instantly
reducing range much just makes them a shitty gatling
ok maybe not half, but they outrange several charge laser ships of ours
so like, 750/800 maybe?
the other thing that feels bad is the
targeting
that benefits us as much as them so it can stay
we have to kill everything before we can touch the missiles while they rain on us
nah it doesn't
yeah that's a lot harder to change though, reducing the range would help them move a bit closer so maybe our cruisers hit them once before getting in range of the bigger ships
you can give us sniper missiles
cl snipe gets a buff "fires at 3 additional targets", no damage changes
sounds crazy broken, but honestly ML enemies would still be better
it'd just be increased range on missiles
buffing your missiles doesnt really change the aspect of enemy missiles being the stopper tho
right thats like my original line of questioning reason lol. something ends your run
something ends it, ML end it about 10+ levels earlier than everything else
so does changin missiles really do much
well, tamp down target count and range a bit nd thattle close the gap
and you can play around with positioning a bit more with swarmers/bulwarks, ML just hit you from so far away it doesn't matter where you're positioned
bulwarks just have so much hp that they screen your mediums for the whole fight while they get shredded by swarmers and missiles
They should still be threatening, so hopefully don't nerf them into irrelevance. They just shouldn't mean auto-wipe
which positioning doesn't really help either
targets 12->8
range 1000->800
damage 2.5->2
shoudl still be a threat
just little less
They had 12 targets? Wow, no wonder lol
swarmers are only game enders for certain builds
bulwarks end games if two of them exist past 20
missiles end games
love getting bulwarks vs fighters with base shield powerup
don't love them in a lot of other fleet setups heh
equalizing
maybe guaranteed soft pity base powerup if you didn't get any before round 10
(and if you did get pity beforehand, you get a choice of ship powerup instead)
Or choice of base at 10, choice of upgraded base at 25, no chance any other time. Level 10, pick shield -> level 25, pick faster reapplying shields or stacking shields
current missiles already have 8 targets
oh looked at wrong one, 6 then
that's per ship right? so the unit goes from hitting 16 to 12?
yup
I guess that means it can only nuke one fighter squad
Any missles nerf is welcome. I think the range one alone will do a lot.
rank 1 stuck
Maybe scales entirely differently more akin to what players could have, so they are still reasonable health check but never outright show stopper.
yeah the scaling goes nuts as we go
well, i think it's less that and more there's no real opportunity to bulk up HP on our side because a hull upgrade (but not hull amp) is generally a lost opportunity
that 2 dmg rocket becomes a 20 and then suddenly all your 15hp fighters are instakilled... for obvious reasons
and your cruisers are melted
it almost feels like hull upgrades should add damage negation as well
but i'm just shitting ideas out of my head
no the scaling goes nuts
every 10 stages the rate of scaling doubles
you are left behind no matter what
but thats the point. if the scaling didnt go crazy thered be no challenge past a point nd youd keep going prolly for decades
First (till I ain't)
What Run Modifiers make you go, "I gotta do UT now"?
Is "more mods" on its own good enough?
(I usually go for Duo)
More than 15 banked, I'll run 2+ positives. Anything that is 1+ positive when I am between 10-15 banked. Less than 10 banked, I take whatever happens to be up at the time.
anything duo works for me
unless it also has hard
because duo will have balance in it and will likely have fewer mods
duo, balance, fewer choices, hard is a death knell for me so i skip that
today's was pretty good
Is there never any Duo without Balance?
Like right now?
Feels like the duo mod balances pretty well regardless of having the Balance modifier, though.
nice run
yeah today was good too
twins
aha i'm 5th now
Poor selection for my wave 31, too many hexes
i just got #2 sorry
Did you favor one ship, or run balanced? I kept mine pretty balanced
everything into corvettes, hc's got missiles (and barrier)
i lucked into base barrier
double snipe, both had barriers (not until WELL into the 20s), exploit. Single grid 2x damage bonus, only 1 burst - think on HC.
Really fun run, though
RIP
attempting to stack the HCs does about equally
I say attempting to, cause the rng in this run REALLY wants you to stack the corvettes
maybe additional ships shouldn't be called "rewards". that way people realize that no extra ships is good
rng STILL wants corvettes to be stacked roflmao
duo + more choices for the daily run? it's been forever since that happened! π
should have saved my fuel
Had to pick barrier / ship improvement on my HC. Got lucky - picked Ship Improvement, first roll next wave gave me barrier π
much tougher than yesterday
what 2 ship types?
HC and Frigate. Didn't get a base ability or any spawn boosts. Both had barrier and SI, and frigate had its special ability... barrage I think it's called.
You Do UT every day?
almost
i do UT when the winds are favorable
is a raid boss bulwark this one
i do it when I'm awake
if I wake up in the middle of the night I might spend banked if there's a useful UT upgrade waiting to be claimed
Whats like the current βmeta buildβ for UT? What stuff do I aim for? What is considered the strongest?
basically just synth. it scales the best, aside from AF, but AF is completable
the amount of AF, base, od, fighter, and efficiency UTs you need to get to a point where there is such diminishing gains that further progress is useless, is relatively low
i stopped all those at 1e6 and even that's probably too much
cap stats is always nice to get, but you don't need high UT to reach 143
mastery and spec are nice to have, but don't scale as well as synth
lol. wrong channel. i thought this was eoc.
barrage missiles and snipe charge laser are considered best iirc. but not together. damage is king, which includes fire rate. i would avoid glass cannon on anything aside from fighters. at least until your frigates and cruisers are dying in one shot anyway
mostly straight into the corvettes, double snipe charge, almost exclusively went damage instead of any attack speed
what was the bait?
prob damage amp with 4x missiles and 3x snipers
interesting.... maybe i have been playing it wrong. lol. i would have absolutely picked that one. or re-rolled. but mostly picked that one.
i think i have looked at the enemy ship list only when two of the combos are same, and those are the power-ups i want.
in other words, they come second in terms of criteria to power-up
then again, i am never in top 10. so what do i know.
i am just...
enemy loadout matters a lot for stages past 20
Starting 18 arguably
Regardless
If using cap ships, avoid swarmers
They're a death sentence especially when your capships can no longer oneshot them
Avoid bulwarks. Depending on what's inside the enemy configuration, you're likely to be screwed ESPECIALLY when there are two of them
Capital ships you have are worth two mediums, and so you might be screwed if you have too much of them, depending on build
There are other tips as well but those are like very important
Oh and yes, Missile enemies prioritize small ships and in higher difficulties will most likely kill them leaving your cap ships naked
16 stages cleared gets 2nd place? damn..
π€
I have returneth to give you competition once again.
well lets see if i stay
π€
let's see if that stays
#1 with 14 stages cleared roflmao
hard seems to be coming up a lot lately lol
One of the best runs I've done recently. Ain't no way it's getting beaten.
Got tons of barriers and fleet barrage.
duo which is sadly out of reach π
Grats
regrets
managed to get positioned to beat it on last retry π°
this without the frig barrier
I'm dumb, I want to go back
my run is just over
Mine ended at 16 π
Are 4 charge lasers good?
It's what I usually go for. But I also like missles for cruisers. Great for swarmers, if they live lol
Had missiles on cruisers today
Didn't help much against 5 missile enemies π
Otherwise was very good
I usually only put missiles on tele fighters
I like them on cruisers cuz they have higher damage than normal ships, and 3 launchers. So a single salvo can take out a lot of ships at once.
I am not a fan of pure more choices or none
My runs almost always end up being scuffed
more choices huh?
First time ever getting missiles with burst fire
It's glorious
Heavy split beam laser on stage 6. Top ships are hitting two targets, bottom ships are hitting one target (twice?).
π
this is bonkers
Enemies get slot bonuses now?
new simulation only option to give a slot randoma bonus every level
dies at level 51
looks like a stalemate
Oh after a while my base get annoyed and just shoot it anyways :p
are you sure it's sim only?
its not it can be on live one at uh, some % chance
gaming
The forbidden rare
i htink that stat should be changed from burst fire to max targets
The new simulations is fun
??
why did these missiles stop firing
they shoot one volley then they just stop lol
these missiles just dont shoot
Ooh i see whats happening
their range isnt inside friendly ships so they dont shoot, but they stop to quickly to actually counter
that should have been fixed on 0.2
I never got aorund to putting update notice on server but did a few mins ago now haha
today's daily run is nuts
π€
holy shit grid mod is hilarious
i fucking love it
oh god i'm getting teleport assasinated
teleport jump actually useful?
in live Unstable?
shocking truth!
Wow I love that grid buff mod
pft
and that's just cuz i picked a fight with 2 MLs by accident
mono sniper CL fighters with rare mod on
hot damn, nice
wait what
this truly is peak...
beams taking L to enemy barriers is expected but still sad
damn
grid buffed peak gameplay though
not getting lucky on x2 damage + fire rate in column C
barrage missile fighters as usual
nice
only difficulty 3527714.357
exponentials go brrr
stage 60 cleared π
damn what modifiers did you pick?
glass cannon is capped at 4 now?
I prioritized fire rate over glass cannon
it stops giving you them at higher stages for some reason
i'm just noticing that glass cannon is not showing up anymore
did I really pick 23 hull amp? that doesn't seem right
but the hull numbers are there
you could probably get another handful of rounds in there
but you're definitely going to have to find the damage amps for it
Corvettes get the fire rate rare mod which is a decent multiplier to damage that fighters don't get, and also respect range of charge lasers a lot more, so I opted for them
Holy shit what a run lol
let me guess, the lab rats discovered that you can progress forever if glass cannon isn't capped
died at 74, but almost made it..
what's the highest stage cleared so far?
hmm, eternal vigilante avoided hull π€
but was 1 stage lower
just 1
the grid experience
oh, its just one grid, eh.
Wait, two grids?
Oh no....
Oh yes...
Oh yesno
10 stages in: TEAM ALPHASTRIKE
yeah it was quite a fun conversation thinking about the crazy ideas
the best part of the grid is it removes slot upgrades which increases the chance you'll get damage amplifier. the grid itself sorta sucks, especially with no extra ships since without it you can get 4 specifically chosen slot upgrades which are better than the random ones you get through grid.
The grid thing feels minor advantage with some risk, usually we can assign our fleet to take more advantage from the grid, until we rolled some nasty combos.
I died here for the second run of the day
this event is great for getting record stages cleared
Barriers stop working at very high stages. Their damage scales so high that even with the 99% damage reduction or whatever it is, they still oneshot. Pls fix π
It's actually 99.9%
Is that due to the barriers not working or due to players avoiding all hull upgrades?
Get a bit of hull amplifier. It's good for you. π
also don't take too many glass cannon
got to 54 with dispersion pulse and so much armor as fk
weapon no need π
P.S. Build with teleport also funny. Like barbarian jump πͺπ
Glass Cannons appear to be limited to 4 per run now, so that's not an issue
holy that is a lot of hp
Do single Cruiser supposed to make split beam become single target?
This run my HC took split beam then single cruiser, it stop doing two beams
Oh wait, it still do two beams against med size enemies, but not smalls
Them stats
This can exterminate entire planet
Star Destroyers
(regular Cruisers, hull bomb, mode with ships and bonus fields) -- finished on 69 stage
rare mods is interesting; it's fun but it seems to balance itself by effectively reducing how often you see plain damage buffs
hull/mono cruiser continues to be just not worthwhile outside of funny solo bomb shenanigans
that's about as good as it can ever be
also stage 60 is way past anything anyone was ever meant to come close to
If you can tell it but Rarer Mods can go way further because of amps
becomes much more common
yeah but it competes against all the other rare mods early on
The one that needs to stop competing is Burst Fire once a ship gets to 3. Getting the downgrade option 4th rank almost every level
2 copies of burst fire
-# hey there has to be a few duds
True, but I thought that was what hull was for hehe
Mediums are death sentence here π²
73 cleared by Luna here, I got 72 a little higher up
There's a pretty high amount of luck fishing for damage amps
61 damage amps is silly
Absurdly fun* lol
Stacking every positive modifier gets us some crazy scores, though π
I think you effectively need Grid Boosted mod to filter out the grid bonuses for your reward options and increase odds of finding damage amp
Agreed, but I have had a LOT of runs where grid bonuses rarely came up at all, so I'm not sure the actual impact once "Rarer Mods" is no longer there.
are the rare/grid buffs going to stick around in simulation after spacemas?
I'd assume so
i hope so
they will, just not rare every time
There should be a "well done" modifier that gives you no rares π
I thought a "slog it out" mode with no damage upgrades might be silly but maaaaaaaaaaaaaaan I feel like those fights would be slow and sucky. or itd be undoable in general
beam does show particles
wohoo.. my first on the podium.
yay. i am first of the losers. π
How does it works with fighters?
with 9 fighters per fleet means 9 hits without barrier and they die in a single hit anyway
unless their health is too low
Can enemy barrier fighters tank Disruption Bomb or whatever once?
Today's records are gonna be wild
I'm surprised I only made it to 35, felt like I had a solid setup. Maybe too many missles, who can say.
did anyone clear 40? lol
Is teleport on fighters good now?
apparently 3 people made it to 40, don't know if any cleared it
Best weapon is still charge lasers, maybe quick on fighters and sniper on Corvette?
I think I coulda made it further with beam lasers, but I weren't brave enough.
really? I went double snipe CLs as usual lol
well mono gets into the 70s lol
yeah well my brain didn't connect the dots lol
Woo hoo. Just got to 40, glad I had the fuel saved up
what weapons?
42 cleared highe st so far
I just meant todays, might be ever too not sure
is that hard to look up?
no just had to go back and look. Its highest outside of one thats almost certainly cheated/bugged from 12/1
that was in simulation with mono
I made it to 74 using mono simulated lol #1335902304959987733 message
afaik no one has claimed a higher stage yet
Fighters are good, but their special ability (teleport) doesn't help as much as vette and frigate abilities. But Frigate only has 2 ships, so they die off faster. Vette seems to be the best combination of ships/specials, it's certainly the highest I can push with.
So what's the new meta now?
For very very deep late game of ut
CL snipe or ML Barrage. Stack damage abilities, hit range upgrades for breakpoints. Hull amp is marginally useful, but reg hull upgrade is not. Glass cannon now limited to 4, get all 4. Burst is still unlimited, so ignore it after your second upgrade. It'll keep spawning forever, though, don't take the bait.
I'm going for snipers
and also Corvettes replaces the fighter?
For me, in mono sims, I can push higher levels than fighter. Others may have better luck. They are both good, though.
but do I need those upgrades?
The glass Cannon and the amps of dmg and hp
And burst
yes, yes, maybe, and yes (2 only)
Or a 4 burst shot when frigate
Like idk if I can do a 4 burst with frigates
if the dmg decrease happened with the 4th burst shot with an ability
1 (base) -> 2 -> 3 -> stop. The fourth one is a DPS loss.
The frigate spacial doesn't lower damage per shot, I believe. So get that one if avail
That would expect that a 4 burst shot is a DPS increase as long it's a frigate
This is getting annoying lol
hull, you say
π Ran out of rerolls, had to pick between two nonupgrades, both with a tough enemy fleet. Maybe I should have chosen the other one - those skirmishers made excellent shields against my weapons
nice!
and then duo/rarer mods for the next run is also nice
did you do it yet?
nah, gotta wait a bit for fuel, but i'll have enough for it today
not expecting a run that deep, but it's probably an easy 20+
hoping it's not cruiser/hc though, aha
those are a bit annoying the first few levels
I expected some hardcoded "super mega easy" one on Christmas
RIP me
40 WOW
Wtf lol
I did quick charge on fighter, sniper on Corvette
quick CL? interesting..
that makes sense with fighter since they can't keep their distance lol
That's why I did it lol, I get annoyed by the fighter running in with snipers. And if I'm unlucky and get lots of swarmers, they seem to overwhelm my snipers
This was hella fun! Shame I took the missiles thinking it was bulwarks :S
first time all field slots are full on this difficulty π
(I'm not very good at this)
Thought was Extreme
With insane scaling
aye, t'was!
not even rank 1 π
people really cooked today!
oof. Had a setup that was flawless when looking casually, no base damage and hardly ever lost a ship...till I hit round 32 then I got whacked so hard it was a total fail
barriers on top of barriers, almost every node had a buff, if I made one mistake it was possibly taking a teleport all fighters to far side of the field
think those sniper ships might've had their own missles cause my fighters get wiped out 2 seconds
would you like double tap or fleet double tap? π
3 duos in a row, and not enough fuel to do them all π
Love to clear 35, and still only be rank 76, really says a lot about how strong a day it was :V
Today had to be rigged.
100%!
it's good for maybe a position node for 1 ship to do, but all your fighters π¬
it is your entire fleet
very effective trap, people don't even know what it does π
Yeah that's what it is
The position node is "fine" ish
The fighter node is generally bad
Fleet teleport is omega cringe
Teleporting fighters are the most fun thing UT can give you imo
But yeah teleporting fleet is just bad
what?
is synth being used as a weapon now?
not that anyone would be surprised if it was XD
Having tried it once, I realised that the amplifier is the most powerful.
only if you have barrier and your entire squad teleports with you
the what?
damage amplifier?
We need range amp. Fire rate amp would be funny but I bet MLB would crash it.
Yes, it's a damage amplifier.
meaning the base buff I expect
this is another noob trap
good with beam
it is?
does fire rate affect tick rate if done as a tile mod?
it can be depending on the enemy makeup. beams are immediate so while they may take longer to ramp or whatever, this is immediately dealing more damage and burning off small enemies
and the range is a nice bonus
it's a massive trap with cl since they already have more than enough range and decent damage but are already suffering for fire rate
the problem is the fire rate also affects target swap speed
I've found that to be in the 'never get this' category.
maybe 0.5x fire rate?
maybe if made that ship target the furthest enemy instead of the closest
^ Yes, that would make this attractive. Way too often, the target dies before the shot arrives, so any ship we have with this upgrade does not contribute to the battle. With beams, there is no travel time, but the delay to begin shooting still makes it less effective than not having it. But with targeting the rear-most enemies instead of the closest, it is no longer competing for targets and losing. Not sure if it would need the fire rate changed to 0.5x at that point or not, would need to test.
eh no targetting stuff, I could increase projectile speed?
wouldn't really help, since most of the time half your fleet (or more) is targeting the same thing the buffed ship is targeting, and since it's firing slower, it'll never even going to get to shoot
about the only time i've ever seen that buff work is when you stick a crusier/hc in it, and the rest of your fleet is small...the cruiser will target a big ship while the rest of your fleet deals with the smaller stuff (or as mentioned above, beams will at least connect)
changing it somehow to "as soon as target is acquired, shoot, then start 10 second cooldown to select next target" would be good though
keeps the spirit of "big shot, but not very often" and makes it actually contribute
I think attack speed buff would help, without changing the code I guess at least reduced its drawbacks.
Or maybe make it mult-target/extra target.
nope
Ok that's big
yeah 0.25 fire rate makes it very restrictive. But I like the design.
At least 2
ount
is anyone doing the 4th run of the day? π
I'm curious if this will stick. Clearing stage 25 was really cutting it close. Was only doable with this exact layout I'm sure.
Ah it's the attack of the dildo ships
This.... is just simulation mode but still.
Finally done at stage 50
Though, not sure what the game considers 'hardest mods' for the Unstable Transit combo
NM
2
lmao
ok the next run was duo/rarer mods with cruiser/vette, and the one after that was duo/rarer mods with cruiser/fighter
which of the three were you able to push furthest?
I only got to 31 on the first run, didn't try the next
the first one, cleared 34, the second one cleared 33, the third one i cleared 32
At face value, I would have bet on the cruiser/vette, followed by cruiser fighter
yeah i would have thought so too, but the fighter one had very few damage amps
plus the fighter ability is terrible
on the first one i got fleet double tap, but didn't the fleet one with the vettes
yeah. I got fleet barrage or whatever its called on the frigs
Wow I just unlocked UT, I am stoked to have a rogue-like mode where we get to have a big scary base haha, and it will be a great trainer for learning positioning
I feel like I'd want the Synth one for Alien parts and such, the Mastery one is neat but I have M7 crew and 2492 sleeves with it taking about 600 for a mastery so it seems it'd save me like a day of crew leveling but also then I have to wait a day for another UT haha, unless Mastery still matters after page 3 of crew mastery
Get a few points into each one, they are all useful. They all have MASSIVE artificial diminishing returns, so early points matter more than later points. Always spend your fuel on Galaxies if you have an active galaxy you can attack, once the galaxies are clear you can use fuel to get more UT battles.
Synth, Capital, and Mastery are likely the most important up through EOC. Research has the least bad diminishing returns, so points there stretch value further, but eventually you run out of research (only affects AF, not specimen research).
You can stockpile 4 days worth of attempts, so if the mods are "Hard, Balance, Fewer Mods" just wait a day and see if you get a better selection. And use the simulation a lot, so you get a good feel for each ship, weapon, and combination of the two.
Ran into this bugger in a mono fighter sim. My dudes were wearing him down extremely slowly while he was picking them off one by one. Wasn't sure if I would win, and my base got bored --- randomly shot him out of the sky lol
Proposing this be a base mod in-game. Long range, slow firing artillery that can Death Star a random enemy during normal play. It could replace the base retaliation strike if that sounds too powerful, but if it's slow enough (perhaps 2x the other buff timers?) it would probably be balanced and cool π
Also - holy hell, enemy barriers are paper to my rock when playing rapid beams
(this is a good thing)
Thank you for the information, I'm gonna go for Mastery then since it's helpful right now and was just worried it'd be not so helpful once I get that 3rd page of mastery upgrade haha
Oh my, I assume the level only got this high due to Xmas with the higher rare mod chances haha, guess I ought to keep some restraint
How many extra waves is worth doing? So far I'm on stage 19
I took half my base's damage on wave 20 haha so I guess the answer has been found
Wave 21 and I esploded haha. I reckon buying UT's with fleet time is just for when galaxies are maxed? Cuz it's a pretty poor deal at like 2.5x real time
Yeah it's not worth doing when you still have galaxies to do
Happy New Year π
teleport drive is such a funny modification
i have it on fighters and so all they ever do is sit in the corner, immediately all pile jump the snipers/anything in the back, obliterate them with their collective firepower and confuse the enemies
having a barrier, base barrier and charge lasers with burst is not helping the enemy fleet
forbidden technique: bum rush
what is anything going to do against this
what could go wrong
enemy scaling gets ridiculous is what could go wrong π
what 50 fighters stacked on the same ship does to a guy
I heard of the cringe of the teleport module but used it anyway and it's pretty great in sniper maps but at the very least it makes the enemies turn a bit in a match which buys time, I went 21 sectors my first go thanks to it haha
Yeah, the main thing with it is, you not being able to disable it lol
Yeah haha
Hello all.
I got this upgrade showing up but i have it already on my corvette, does it stacks?
its also a grants whole fleet on my corvette, so wondering if my heavy cruiser gonna get double buff or if i should go for one of the two other upgrade i have available. ?
Barrier projection is the best upgrade, so there's no reason to replace it, ever.
what?
why?
not 1.25x fire rate with snipe CL?
it's not just one barrier, it keeps putting it back, i found i go further with the barrier base upgrade
π€
also i kinda feel like the exploitation field one works better than the fire rate one
really?
I guess near the end of the run damage matters
earlier on fire rate matters more
yeah, the different phases are fun
"gotta shoot now", "don't care lol", "omg need damage"
I'm also kinda convinced the barrier stacks, seen some weird stuff.
But don't take my word on that
i know it stacks with the normal barrier, and it gets re-applied
bit harder to tell if it stacks with itself
It's a good thing the enemies don't have a regenerating barrier or else it might be possible for a battle to last forever
The enemies do have regenerating shields though π€
nice, my first time getting rank 1
I had a run with 5 heavy cruiser on fast firing charge laser, so kinda wanted the firing rate overall. But yeah near the end i got like at minimum 4 fighter squad in front per fight, got overun my missile launcher couldn't handle them enough :/
sorry
lol, i'm still rank 1. we're tied
oh nice
I think it stacks, but I'm not positive. Overall, I prefer exploitation once my attack speed is high enough. I'm torn between barrier and exploitation overall, since enemy numbers / attack speeds change how powerful barrier is. LOVE it against bulwarks, barely notice it against missiles/skrimishers.
someone told me it stacks and tested, it does π
but yeah it was'nt very effective further in the runs.

pick it and record the battle XD
too late (I lost that round anyway)
(heavy) cruiser as a duo ship does terrible things for the enemy fleet configurations
it CAN be a good though though
since your fleet is dumb and targets a single ship with everything
when you have a split between vette/frig/fighter, and a cruiser/hc then at least half of your fleet is targeting something different
at stage 33 each bulwark is so fat any mediums will shred
how are enemy missiles now anyway
well, kinda hard to say with the rare mods always on, runs are a bit stronger in general
but they don't feel as oppressive as before
I tell ya, what really kills a run seemingly no matter how good, is if you arren't carefully looking and avoiding picking any choice that gives enemies the missle weapons
few days ago had a run that was so great but I failed at like round 24 I think despite flawless up till then, kept getting great bonuses for entire fleet + enemy debuffs ..then all lost at an impossible battle even with 4 rerolls
enemy had 2 of them giant ships with massive missle spam that asploded my fleet right thru double hp, maybe like triple net damage, and all with multiple stacked barriers
π€
the funny is here
hehe
Oh wild, for me that was a rare mod
Oooh I see, the 2x damage haha
I assume that the "No Extra Ships" modifier basically means no UT today?
the rare version is fighter-specific
the very rare version applies to the entire fleet
Oh, I see how memful that would be haha, especially since it scrambles your fleet position haha
no extra ships is actually a good modifier. the enemy fleet's size is based on your fleet's size
Ooooooh, I didn't know that, so it would be "fair" especially as you get more starting ships, I assumed fleet size was entirely scaling of waves haha. I have 1x of Fighter, Corvette, and Frigate which means no medium ships for me but hopefully also not needing it since I'll have super boosted "heroes" haha
the first few rounds can get a little rough with no extra ships, just don't pick the 4x swarmer enemy option or something
Fair, missile Frigate would be the answer but also would make the other enemies tougher, so best avoided haha
There's never Mono in normal play
If anything, I would have expected it hardcoded on Christmas
No Extra Ships definitely among the best mods to get
is nice our missles finally got boosted, but when the enemy comes with the near indestructible ships especially if they get missles, that just ruins the fun by basically being a surprise middle finger game over run if you didn't check before you start
yep. I always forgetting to do it π
got a bit spoiled having rarer mods for a few weeks, aha
lol
rng is trolling us now..
literally
lmao
awe not first run of day tho
in todays edition of lol hard run enders at round 15 no matter how many times I try, even with 2 runs
YAYYAY.... finally... i am now going to ignore how much i drop in the next few hours! π
I'm satisfied where I am, lol.
obliteration by firing squad
im just amping fire rate and seeing how far this can go
im seeing sizable volleys of lasers just fuck off to the spirit realm because their target died to volleys that got there earlier, lmao
π€
out of curiosity... are you playing it daily just for the bragging rights?
tbh i should be playing it daily. fleet kills achievement isn't gonna happen by itself
just hop into a random galaxy, autobattle all the nodes, undo, end the run, go in again, repeat and undo and repeat and undo etc
UT also costs Fuel π
With UT, is it better to get specimen gain or AF gain? Both are 0
both. technically AF has the best scaling, but that's something that matters only when you're 1e6+ on everything
And obviously, concentrate on the system you are currently, or about to be, working on.
nope, mainly to save the banked runs for when I can't do a run due to irl stuff
π€
why is there a huge empty space on the right side of the box?
you could fit a 6th day there lol XD
current record is stage 50 cleared
very standard
no i mean you chose very standard modifiers
i know i was joking
can get around stage 70 with more choices + mono + no extra ships + more mods + rarer mods
no extra ships is actually good
really?
UT enemy "mass" is the same as players
i did it with more choices more mods rarer mods mono grid buff
ohh i see
is grid buffed good too?
idk about grid buff
you get an extra random grid buff every stage
that affects enemy too iirc
people here really seem to like missile
i like it too
grid buff is a lot of fun, but don't use beam lasers. It won't clear enemy barriers, so you have a very real chance every level of dying. I've lost on stage 9
you can usually take better advantage of the grid buff than the enemy random placement does
but you need to have no extra ships
one thing it does that is very nice is that it prevents you from getting grid buff upgrade rewards. which means you have more useful rewards on average
It does make me laugh if I'm playing a full 15 squads of teleporting fighters, and get 7 grid teleports π
dear god, their learning
not a bad run
I'm not sure if the sniper grid buff is better or worse on enemy missiles
but oof, double swarmer barriers
it's definitely better if they have sufficient screening
but probably not as scary as a regular x2 fire rate
Could very well be a buff for the player, depending on what level it's on. If the missile will 1 shot you anyways, that massive decrease in attack speed might be enough to take it out.
That grid buff is on my "Never get this" list.
@woeful zephyr
Don't worry, the tester chat is worse
cries
They don't do AB testing, they do 67 testing.
Embrace the π΄ πΊ π³ πΉ
π΄ πΊπ³ πΉ
I do feel sorta likea hypocrite, in my server this stupid continuous brainrot would not fly at all, I would have nipped it in the bud on like, day 2
ount no more
Suffer not the alien to live
good thing you posted at least
Thanks for pointing it out, I've no clue how long I was just grinding on z69 π©
3rd run of the day has some really nice modifiers
died on stage 37 for the 3rd run of the day.. picking orange mediums was a bad idea oof
I think that may be the highest stage posted here for a non-simulated run without the spacemas modifiers (grid buffed, rarer mods)
and now I have 1e7 artifacts in cap battle lol
Is the Armor for Cruisers good? I have 2 units of them but I'm not sure if the upgrade is worth it since it cuts them in half in exchange for just 6 damage of removal when this units do like 70 per shot, I'm on wave 19 so that might be why it doesn't seem so obvious
Okay yeah I reckon
Thankfully I did take it, but was slaughtered in the next round so the poor decision didn't mean much haha
My reasoning behind the recommendation to not take it is overkill. At a certain level, an enemy shot will hit for 100% of your HP. But it doesn't stop there, the next level it might hit for 120%. Then 167%. Then 285%. The numbers are made up but the concept is true. All that extra % of damage is wasted potential on the enemy's part. He has to fire a second time to kill the second Cruiser/HC.
But if you went with the single cruiser upgrade choice, that extra damage is no longer wasted and will quickly reach 1shot kill anyways. This is true even with damage block stat, which scales very slowly and has an effective ceiling. If you stack hull upgrades, you aren't taking offensive bonuses, so you will get whittled down faster than you can kill, and not reach as high of a stage. The missing damage upgrades are worth far more than the dps buff that a single ship receives. Single ship option is absolutely on my "Never take this" list.
honestly now thinking about it a shot scaling mod would be interesting
could be like very rare
when your base takes daamge from the FIRST ROUND. Ouch...good thing re-dos refresh every round
π€
How do you play this? Do you just do 1 run per day to avoid it from over-filling? See how it goes, or save-scum the hell out of it?
you can do more than 1 run per day but only the first one is ranked
(it's the same daily list of runs for everyone hence the runs can be compared)
save scumming will cause the game to not rank your run afaik
(I think)
since that would give an unfair advantage
is there a UT setup guide
with UT, you dont need to save scum at all tbh
cause after 10 Rounds you get the max bonus of Artifacts
but i wouldnt put your fuel into UT until eoc
is there any reason to run ut more than stage 10
im on the first run and its still going...
Yeah
so you can auto complete UT without penalty
while 10 is max, go as high as you can so you have banked artifact max
Also, eventually it's about 1.5 runs per day
lol
There's also block
SMH
when all you have is a hammer..
It's easier for me to block people that don't comply with a request to not ping than it is to change how I want Discord to operate
I WANT to get pings for important shit
Like announcements, updates, etc.
So DND and muting server pings doesn't work for me
The only option left is blocking
I've had this discussion so many god damn times, it's unreal, either stop pinging or get blocked and then it doesn't matter anymore
Obviously I'm not directing frustration at Sounding, they're fine (as it's only this once, so far), but a useless ping is a useless ping and if it continues I'm just going to block
Pings are distracting, stop it
yeah i get it
was glad went someone pointed it out to me for the first time, I never even noticed it always defaults to on
I don't, tbh lol
I still try to respect it tho
i wonder if there's a plugin that lets you set ping defaults per user
That violates ToS
Which I'm unwilling to do, but IDC if you do as long as it's not in my server, if it allows you to improve my Discord experience by not pinging, that's all good π
I gave the only reasoning necessary, you're welcome to disagree but if you actively fail to respect it, I will block
I am curious what your misunderstanding is from
Oh yeah don't worry I definitely try to respect it even if I don't really understand it
I get your reasoning, it makes logical sense, I just personally don't care at all about getting pinged by people. In fact I prefer it, as it means I don't miss the conversation. And pings show up in the server sidebar anyway, so if there's important announcements I'll see them soon enough anyway
So I just can't really put myself in your shoes there, but that's alright, I don't have to understand to follow your preference
double rank 1 stuck, not bad
not bad
Since Damage/Hull Amps are 1.2x, don't they allow you to go infinite?
Doing a Fighter Mono run RN with 18 damage amps, they have about 500 DPS
Make that 900
You get the idea
eventually the scaling outgrows what you can combat with damage amps
I Balance a bad or good modifier?
Oh dang, maybe I'm really bad at this UT thing haha, my record for z52 is wave 13 haha
manageable in duo, utterly trash otherwise
Ah okay noted, I shall abstain this day then haha, it's just Balanced for me
Is no Modifier also bad?
Neutral. It won't hinder you getting max points, but it won't help either. I generally skip it, others play regardless of the mod.
pretty much in any rouglelike you want to stack stats onto one thing which is why balance is bad for late game runs
some mechanic that encourages spreading instead of stacking might be interesting. or like a cap on upgrades per ship based on how deep you are? That feels "arbitrary" and dumb tho so more natural be betrter but 
well, we all hate balance...so it'd be interesting to have a mechanic where spreading is a benefit
"every different buff across your entire fleet gives x damage/shields to your entire fleet"
damage spread
like force the damage you take to be spread out among all your ships
actually that could be very bad
ok, that still doesn't encourage spreading buffs..
ya it almost just has to be a forced thing with either presenting less options for ships with more upgrades, or capping them
really? should be easily beatable.. but the rank 1 from Jan 18 stuck so there's that
need that sol post to see how many playin
just implement it into the actual game π
hrm, maybe
it's really just the nature of the roguelike
you haven't got anything else in particular to help scale stats enough to compete
maybe something like scales with mods on other ships, but it becomes weird
hell no lol
that would break things
ok so they rotate when i do the next run
yeah
and you always start the run with no bonuses and accumulate them over the course of the run
i mean the buffs you select at the start
so these ones get replaced by my next run
oh those stay
nice
I thought you meant the buffs within the fleet run itself
so a small gain every day then
yeah
possible idea for a new UT buff: damage spread by linking all your ships together? Fighters would still go poof first probably and it might be a mess if ya got any barriers
or maybe like shield/armor repair/remote repair?
Strength in numbers would be a interesting modifier where each ship thats still alive gives a bonus based on the amount currently alive. Would work both ways
Buffed grid was a bigger bonus than I guessed it would be, hit 39
(fewer choices, duo, rarer mods)
39? wow i did bad, lost on 32
31 is my limit\
i love charge laser snipe
using them always hope they wont get nerfed
I think it was a bit of luck
CL Snipe and I always filled the X2 health, barrier, and X2 DMG/rate. Only used teleport when I had to.
Got barrier and *3 burst on both ships and fleet bonus to fire rate
One of my best runs yet and the first time I've hit rank 1 even it it might not last π
you said you got rank 39, are you on z52 galaxy?
aha, I don't think you got 39 then, maybe a typo
ok I feel less bad now
someone earlier did get a good rank and he was on the prior galaxy, hence my question
wow 34 is good
i dunno, just straight up balance is a pretty big "nope" from most people
esp since yesterday's was good enough to bank several days worth
true
I wonder how many people played today's run..
Sylv should add that to the rank history page π
π€
π€
sylv really like balance
i really should have done a run with more choices, but i was busy that day
hurry up.. π
the game should add a self-destruct button
Rank 1 on my birthday. Balanced as all things should be.π
So do people who max g8 just use fuel to refill UTs?
yes. UT bonuses are important.
you get 10x amount of artifacts each galaxy cleared post 5
I have all cleared, get ~1.75e5 max artifacts for UTs
Does the deployment grid matter much for UT? Is there a preferred arrangement for each stage?
Happy Birthday Skolander
There's a bonus missing somewhere, then, should be getting 2.08e5
Ah, I don't have the crew upgrade yet
each run, each stage is different
there's no specific setups that you can predict
There any kind of generic UT guide? Donβt see anything in pins and literally nothing in the wiki
#1335902304959987733 message
everything there is correct, but i'd say charge laser snipe is prob the best weapon, being able to hit enemies before they can hit you is really the only way you can survive in later stages
UT banked stages changed to be banked runs that can stack
pls explain
something good?
yeah it's good
instead of just one run contributing to your banked clears, every run that gets higher than 10 keeps adding to it
u mean DOUBLE the amount like it should be???
say you have 2 banked stages right now, and you do a run that gets to stage 17, you'll gain 3 banked stages bringing your total to 5, then the next run you get to stage 15, you'll get 2 more banked stages for a total of 7
thanks, bookmarked those tips. though i'm still a bit unclear what I should do at all for my first UT run lol. all i've done is click around in the simulator but that didnt really clear anything up
welp rank 69 tells me idkwtfid. got to stage 17 anyway by "always choosing damage, stack as many on one ship as possible"
yeah that's pretty much what you wanna do, focus on getting charge laser snipe (ideally on corvettes if you have them)
so of the 6 ut upgrades (are there only six), it looks like you cycle through them at random but your artifacts applied to them, and thus their boost, grow?
when do you want to do "spend instability for X artifacts"?
the banked runs are when you don't wanna do the UT run, it just gives you the reward as if you finished stage 10 (the reward cap)
and does it cost you 1 or more "banked stages" or something?
yeah, 1 banked stage every time you do it
there any general plan to picking which of the 3 upgrades to target each run? due to the fractional exponent do you get the most gain by spreading the artifact gain around?
they have different scaling
so keeping them all even isn't the best idea
A/F and synth scale the best
cap battle is always gonna be helpful
ah yeah they've got a β¨β¨^0.5β©β© while fighter dmg has β¨β¨^0.2β©β©
progressing to more galaxies will also dramatically increase the number of UT artifacts you get as well
so it might be a good idea to hold on to instability if you're close to finishing another galaxy
does it matter at all how many ships you lose, to make it worth retrying? or basically if you win with 0 base damage that's the best worth achieving
base damage is all that matters, even if you have 0 ships left it's still fine
no benefit to trying to save ships
simulation is free though, so practicing there is a decent idea
me wondering for a second why my banked stage is 8: π±
what does stacked UT mean?
banked runs just keep accumulating now, right?
like you can have an unlimited number now, right?
I wonder if the number of people doing UT each day will drop a lot cause of this..
it might go up, since just a middling mid teens run will still get you a few banked stages
Banked runs?
Yeah but when you first glance at it it looks like you lost a bunch of banked stages
π€
Oof, feel like every time I choose teleporting fighters my run ends on the next round. The fighters jump and get nearly immediately annihilated, then the rest of my fleet has no meat shield
but Iβve just been selecting every Rare mod Iβm ever presented. Maybe I shouldnβt.
same, the teleporting has a big enough charge up time that by the time they do it they're mostly dead or they get somewhere and insta-die, i'll never take that one again
The first time I thought βoh I must be doing it wrongβ the second time I thought βfuuuuck teleportβ lol
for rares generally get 2 bursts, ship imp, 4 glass cannon, frigate/corvette special ability (especially fleet version), fire rate/damage/damage+fire rate/damage+hull grid bonuses, and every damage amp that comes up. Some of these are not marked rare on the card. Hull Bomb and the other one are nice at early levels to help clear skirmishers, so is hull amp, barrier grid bonus, and HP grid bonus. But if you can make it to mid-late game, you'll be happy you took a damage increase instead. Teleport isn't very good. Fleet teleport can be better. But both put your ships into immediate fire range of the enemy - having enemies gradually come into fire range is usually better. Avoid the teleport grid bonus also, since it's a suicide card for that 1 ship. The .25x attack speed grid bonus is a downgrade (imo) - the benefits of that card don't come close to the penalties. But some people like it with beam weapons so YMMV. I think that's all the rare/rare-ish cards avail, and this is only my assessment - others may disagree.
You mention a ton of rares I havenβt seen yet so maybe they come later? The main rares Iβve gotten: teleport, burst fire, barrier, and not rare but I take every charge snipe I can get
But yes your comment about teleport and firing range is exactly the problem, my fighters drop into the middle of swarms which havenβt been thinned yet and RIP
maybe teleport needs a barrier but man that seems like itd just be way too good then
:/
chain teleport if it kills the enemy that it shoots at πΏ
though it is rare so maybe
or maybe immediate refire if the enemy it targets dies, to really lean into the ambush type feel? rip fleetwide solo missile fighter framerate though
the teleport bunches them all up and I think it's likely they'll all be targetting the same enemy so the offense is probably wasted a bit
maybe teeleport one after another actually?
cooking??
negates the eney volley a bit, and prevents the giga clumped shooting from your guys
even like 0.05 between would help
curious how this change would affect multiple teleporting units that choose the same spot to teleport to
it shouldnt effect anything aside from the slight delay causing an enemy death and thus different jump location
Teleport feels like it should be a powerful ability. The stagger is a step in the right direction. I think testing it with players would be a good idea, would allow some fine tuning on the amount of staggering to give them. I don't think it's enough to make me desire teleport any more than I currently do ... since they die within 1 salvo anyways. I like your barrier idea, perhaps have it be invuln instead of a barrier that can be overpowered, but only lasting as long as the small damage boost teleport gives. Maybe replace the damage boost. I think defensive buffs are what's needed, so it doesn't feel like a suicide mission that doesn't last long enough to affect the battle.
(My thoughts are based around mid-late game dynamics)
sylv giveth and sylv taketh away
we can now accumulate free runs instead of just taking the max every time, but now we have to spend them more because it's all balance
What multiplies your max artifacts gained besides completing more galaxies? I notice each UT run I earn veeery slightly more artifacts
I dunno even this 0.05 second stagger seems to have vastly improved the results. the fighters dont all target one ship and it takes several volleys to bring them down
targeting is kind of the weak point in UT, so yeah it makes sense that forcing a re-target makes things better
and staggering them also causes the fire times to desync from the individual ships in the group, so that also keeps the benefit
if you had an entire fleet's worth of cl snipe ships and they all could acquire targets on spawn, adding a stagger delay to their first shot would be a pretty large damage increase cause they wouldn't all fire at the same thing
that might actually be an interesting thought, fleet wide (you and enemy) the first shot a ship does is staggered within it's group...doesn't require changing the targeting code, it'll just naturally happen due to the the firing times being different
oh balance 5 days in a row wow
30% chance per day so uh... less then 1% chance for that
yeah and then there's this too #1335902304959987733 message
it really does seem like balance is showing up too frequently
and another balance shows up, aha
6 in a row? sheesh
on the plus side, the new banked runs system is real nice
is there a cheat sheet on what mods to lean towards if you don't know what you're doing
damage and fire rate, whichever leads to more dps
(snipe) charge laser xor (barrage) missile launcher. don't mix anti-shield weapons with anti-armor
glass cannon is decent lategame on fighters because they die in one hit anyway
on that note
don't take glass cannon early if at all possible, especially if the map has a lot of counters to your current build
taking glass cannon early is fine
Sooooo much balance π
I guess I bank another day. When does it flip over? In a few hours?
midnight gmt
ok, so teleport on barrier fighters, think itβs worth?
worried Iβll lose their blocker effectiveness, think iβll pass
is there any reason to continue fighting stages once your artifacts says MAX

