#Unstable Transit

1 messages Β· Page 11 of 1

wild timber
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the fear of no extra ships continues

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maybe it should get renamed lol

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no extra ships -> skirmish/little war

dire bison
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Their loss - The fewer that play it, the easier it is to rank

fleet steppe
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tried committing to heavy split beam this run

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looks like a complete loss on stage 14

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my ships just cannot keep up with the incoming skirmishers, 6 fire rate upgrades on cruiser, 1 on corvette

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ok well I actually can survive with only ~140 damage taken

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maybe Cruiser should have more than 2 targets with its 3 turrets

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stopped at Stage 17

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could be Balance making it harder but extra mods with duo should balance that out a bit

tired blaze
wild timber
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heavy split in non-sim feels like old charge, absolute garbage at clearing enemy packs

dawn gate
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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

wild timber
mortal mason
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22 and then got rekt by those missiles
should ve checked next enemies probably

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not bad i guess for almost randomly taking upgrades and not swapping a layout since i had 5+ ships

fervent turret
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well that's my game over, did not count missile chuckers 🀦

obsidian glade
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Those missiles seem to wreck a bunch of people lol

fervent turret
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we've been calling it out for weeks now I feel like lol

obsidian glade
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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

mortal mason
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3 column with missiles = annihilation

light verge
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just 2 missile users in 17 will ruin your day

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any more than that in 18+ will just outright kill you

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especially since there's no priority sorting for missile boats

shell jasper
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I dunno what woudl improve it at all

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lowering damage helps but only a few levels worth of help prolly at most

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less targets I guess?

light verge
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i dont think you need to bother at present

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there are like a few run enders depending on configuration

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if you have less than 2 capitals at 16 or so a bulwark is a potential run ender

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a bulwark in a sea of capitals is a huge run ender

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two of them will just kill you

mortal mason
# shell jasper less targets I guess?

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

dire bison
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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 πŸ™‚

But the last couple of screenshots amount to the Kobayashi Maru for any fleet we send out to meet them.

mortal mason
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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

shell jasper
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I mean if missiles dont exist at all how many more rounds do yoiu make it?

light verge
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one could easily make it to 30-40 with the right rerolls with a full charge duo more choices no extra ships

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it's also why no extra ships is op

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less ships to reroll on the opposition

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you can control your enemies and outpace their damage by a bit

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glass cannon usage is only a problem until round 8

shell jasper
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vs dieing to 2-3 missiles on what round?

light verge
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if there's enough missile boats, like 2 slots worth, probably between 17-23

shell jasper
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so there multi target just kicks you that hard I guess hrm

light verge
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missiles only start ramping up on damage imo at around 15

light verge
shell jasper
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ya thats just same as your missiles

light verge
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funnilly enough that also includes hitting the base with a SINGLE stray missile

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and them getting nuked

shell jasper
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they also have a huge range though anyway

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oh lol base catching a stray is funny

light verge
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it saved at least one run and got me further by 4 levels

cloud hatch
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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

shell jasper
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reducing range much just makes them a shitty gatling

cloud hatch
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ok maybe not half, but they outrange several charge laser ships of ours

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so like, 750/800 maybe?

storm bay
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the other thing that feels bad is the smooth targeting

nova light
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that benefits us as much as them so it can stay

storm bay
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we have to kill everything before we can touch the missiles while they rain on us

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nah it doesn't

cloud hatch
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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

storm bay
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you can give us sniper missiles

cloud hatch
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cl snipe gets a buff "fires at 3 additional targets", no damage changes

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sounds crazy broken, but honestly ML enemies would still be better

storm bay
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it'd just be increased range on missiles

shell jasper
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buffing your missiles doesnt really change the aspect of enemy missiles being the stopper tho

storm bay
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well missiles aren't the only run ender

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swarmers and bulwarks are ruinous as well

shell jasper
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right thats like my original line of questioning reason lol. something ends your run

cloud hatch
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something ends it, ML end it about 10+ levels earlier than everything else

shell jasper
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so does changin missiles really do much

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well, tamp down target count and range a bit nd thattle close the gap

cloud hatch
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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

storm bay
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bulwarks just have so much hp that they screen your mediums for the whole fight while they get shredded by swarmers and missiles

dire bison
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They should still be threatening, so hopefully don't nerf them into irrelevance. They just shouldn't mean auto-wipe

storm bay
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which positioning doesn't really help either

shell jasper
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targets 12->8
range 1000->800
damage 2.5->2
shoudl still be a threat

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just little less

dire bison
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They had 12 targets? Wow, no wonder lol

light verge
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swarmers are only game enders for certain builds

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bulwarks end games if two of them exist past 20

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missiles end games

dire bison
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love getting bulwarks vs fighters with base shield powerup

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don't love them in a lot of other fleet setups heh

light verge
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if only the shield powerup appeared so often...

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also 12 targets lmfao

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no wonder

dire bison
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Round 10 get a choice of base powerups

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like weapons every 3rd

light verge
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πŸ€”

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that sounds delicious

dire bison
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equalizing

light verge
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maybe guaranteed soft pity base powerup if you didn't get any before round 10

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(and if you did get pity beforehand, you get a choice of ship powerup instead)

dire bison
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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

wild timber
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current missiles already have 8 targets

woeful zephyr
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πŸ€”

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2nd run of today crams a lot of mods in lol

shell jasper
storm bay
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that's per ship right? so the unit goes from hitting 16 to 12?

shell jasper
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yup

storm bay
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I guess that means it can only nuke one fighter squad

tired blaze
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Any missles nerf is welcome. I think the range one alone will do a lot.

woeful zephyr
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rank 1 stuck

ashen nebula
light verge
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yeah the scaling goes nuts as we go

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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

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that 2 dmg rocket becomes a 20 and then suddenly all your 15hp fighters are instakilled... for obvious reasons

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and your cruisers are melted

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it almost feels like hull upgrades should add damage negation as well

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but i'm just shitting ideas out of my head

shell jasper
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no the scaling goes nuts

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every 10 stages the rate of scaling doubles

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you are left behind no matter what

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but thats the point. if the scaling didnt go crazy thered be no challenge past a point nd youd keep going prolly for decades

finite wave
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First (till I ain't)

digital bobcat
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What Run Modifiers make you go, "I gotta do UT now"?
Is "more mods" on its own good enough?
(I usually go for Duo)

dire bison
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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.

light verge
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anything duo works for me

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unless it also has hard

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because duo will have balance in it and will likely have fewer mods

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duo, balance, fewer choices, hard is a death knell for me so i skip that

cloud hatch
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today's was pretty good

river flax
dire bison
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Like right now?

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Feels like the duo mod balances pretty well regardless of having the Balance modifier, though.

undone kiln
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no hull no problem

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sniper long range rapid fire is good

fleet steppe
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Bulwarks get so fat

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really got to lean into corvettes this run

mortal mason
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nice run

cloud hatch
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yeah today was good too

dire bison
cloud hatch
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aha i'm 5th now

dire bison
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Poor selection for my wave 31, too many hexes

drifting hinge
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i just got #2 sorry

dire bison
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Did you favor one ship, or run balanced? I kept mine pretty balanced

cloud hatch
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everything into corvettes, hc's got missiles (and barrier)

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i lucked into base barrier

dire bison
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double snipe, both had barriers (not until WELL into the 20s), exploit. Single grid 2x damage bonus, only 1 burst - think on HC.

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Really fun run, though

woeful zephyr
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attempting to stack the HCs does about equally

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I say attempting to, cause the rng in this run REALLY wants you to stack the corvettes

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maybe additional ships shouldn't be called "rewards". that way people realize that no extra ships is good

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rng STILL wants corvettes to be stacked roflmao

woeful zephyr
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duo + more choices for the daily run? it's been forever since that happened! πŸ˜†

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should have saved my fuel

river flax
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Oh a very rare, nice

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Lotta damage amps

dire bison
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Had to pick barrier / ship improvement on my HC. Got lucky - picked Ship Improvement, first roll next wave gave me barrier πŸ™‚

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much tougher than yesterday

woeful zephyr
dire bison
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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.

woeful zephyr
light verge
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more choices duo today is cursed

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hc/frig

lusty umbra
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You Do UT every day?

woeful zephyr
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almost

light verge
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i do UT when the winds are favorable

undone kiln
woeful zephyr
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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

wicked zealot
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Whats like the current β€žmeta buildβ€œ for UT? What stuff do I aim for? What is considered the strongest?

autumn fossil
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basically just synth. it scales the best, aside from AF, but AF is completable

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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

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i stopped all those at 1e6 and even that's probably too much

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cap stats is always nice to get, but you don't need high UT to reach 143

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mastery and spec are nice to have, but don't scale as well as synth

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lol. wrong channel. i thought this was eoc.

autumn fossil
fervent turret
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almost baited me, game...

drifting hinge
rain kindle
autumn fossil
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prob damage amp with 4x missiles and 3x snipers

rain kindle
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interesting.... maybe i have been playing it wrong. lol. i would have absolutely picked that one. or re-rolled. but mostly picked that one.

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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.

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in other words, they come second in terms of criteria to power-up

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then again, i am never in top 10. so what do i know.

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i am just...

tired blaze
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enemy loadout matters a lot for stages past 20

light verge
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Starting 18 arguably

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Regardless

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If using cap ships, avoid swarmers

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They're a death sentence especially when your capships can no longer oneshot them

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Avoid bulwarks. Depending on what's inside the enemy configuration, you're likely to be screwed ESPECIALLY when there are two of them

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Capital ships you have are worth two mediums, and so you might be screwed if you have too much of them, depending on build

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There are other tips as well but those are like very important

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Oh and yes, Missile enemies prioritize small ships and in higher difficulties will most likely kill them leaving your cap ships naked

woeful zephyr
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16 stages cleared gets 2nd place? damn..

woeful zephyr
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πŸ€”

tired blaze
bitter umbra
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well lets see if i stay

bitter umbra
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that'd be a no lol

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:D

woeful zephyr
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πŸ€”

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let's see if that stays

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#1 with 14 stages cleared roflmao

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hard seems to be coming up a lot lately lol

tired blaze
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One of the best runs I've done recently. Ain't no way it's getting beaten.

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Got tons of barriers and fleet barrage.

woeful zephyr
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duo which is sadly out of reach πŸ™

bitter umbra
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death sentence at stage 20

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happy with that run

river flax
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Grats

fervent turret
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regrets

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managed to get positioned to beat it on last retry 😰

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this without the frig barrier

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I'm dumb, I want to go back

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my run is just over

mortal mason
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Mine ended at 16 πŸ˜„
Are 4 charge lasers good?

tired blaze
mortal mason
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Had missiles on cruisers today
Didn't help much against 5 missile enemies πŸ˜„
Otherwise was very good

obsidian glade
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I usually only put missiles on tele fighters

tired blaze
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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.

light verge
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I am not a fan of pure more choices or none

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My runs almost always end up being scuffed

woeful zephyr
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more choices huh?

woeful zephyr
river flax
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First time ever getting missiles with burst fire

dire bison
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It's glorious

dire bison
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Heavy split beam laser on stage 6. Top ships are hitting two targets, bottom ships are hitting one target (twice?).

ashen nebula
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πŸŽ‰

lusty umbra
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this is bonkers

woeful zephyr
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Enemies get slot bonuses now?

lusty umbra
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new simulation only option to give a slot randoma bonus every level

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dies at level 51

ashen nebula
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looks like a stalemate

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Oh after a while my base get annoyed and just shoot it anyways :p

wild timber
shell jasper
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its not it can be on live one at uh, some % chance

wild timber
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gaming

ashen nebula
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The forbidden rare

wild timber
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i htink that stat should be changed from burst fire to max targets

ashen nebula
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The new simulations is fun

bitter umbra
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why did these missiles stop firing

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they shoot one volley then they just stop lol

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these missiles just dont shoot

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Ooh i see whats happening

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their range isnt inside friendly ships so they dont shoot, but they stop to quickly to actually counter

shell jasper
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that should have been fixed on 0.2

bitter umbra
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ah gotcha

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wasnt a update notification in game

shell jasper
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I never got aorund to putting update notice on server but did a few mins ago now haha

woeful zephyr
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today's daily run is nuts

bitter umbra
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probably because everyones testing it

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also so much modifiers

woeful zephyr
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πŸ€”

light verge
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holy shit grid mod is hilarious

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i fucking love it

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oh god i'm getting teleport assasinated

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teleport jump actually useful?

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in live Unstable?

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shocking truth!

dire bison
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Wow I love that grid buff mod

storm bay
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and that's just cuz i picked a fight with 2 MLs by accident

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mono sniper CL fighters with rare mod on

dire bison
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hot damn, nice

empty cargo
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wait what

light verge
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this truly is peak...

fleet steppe
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beams taking L to enemy barriers is expected but still sad

storm bay
fleet steppe
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grid buffed peak gameplay though

storm bay
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not getting lucky on x2 damage + fire rate in column C

empty cargo
autumn fossil
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barrage missile fighters as usual

fleet steppe
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πŸ’― βŒπŸ’―

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looks like the end for this run

fleet steppe
empty cargo
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nice

fleet steppe
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this is the end of the road

bitter umbra
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Holy hell

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73

fleet steppe
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I farmed for damage amps periodically with my rerolls

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Super powerful

bitter umbra
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only difficulty 3527714.357

autumn fossil
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exponentials go brrr

woeful zephyr
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stage 60 cleared πŸ’€

woeful zephyr
autumn fossil
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glass cannon is capped at 4 now?

fleet steppe
fleet steppe
woeful zephyr
autumn fossil
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i'm just noticing that glass cannon is not showing up anymore

fleet steppe
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did I really pick 23 hull amp? that doesn't seem right

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but the hull numbers are there

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you could probably get another handful of rounds in there

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but you're definitely going to have to find the damage amps for it

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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

obsidian glade
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Holy shit what a run lol

woeful zephyr
woeful zephyr
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died at 74, but almost made it..

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what's the highest stage cleared so far?

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hmm, eternal vigilante avoided hull πŸ€”

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but was 1 stage lower

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just 1

light verge
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oh, its just one grid, eh.

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Wait, two grids?

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Oh no....

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Oh yes...

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Oh yesno

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10 stages in: TEAM ALPHASTRIKE

cloud hatch
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yeah it was quite a fun conversation thinking about the crazy ideas

woeful zephyr
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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.

ashen nebula
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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.

river flax
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There's very rare tile mods?

woeful zephyr
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I died here for the second run of the day

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this event is great for getting record stages cleared

tired blaze
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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 πŸ™

obsidian glade
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It's actually 99.9%

woeful zephyr
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Get a bit of hull amplifier. It's good for you. πŸ˜„

nova light
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also don't take too many glass cannon

proud vector
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got to 54 with dispersion pulse and so much armor as fk USIModule_CapitalShield weapon no need πŸ˜†

P.S. Build with teleport also funny. Like barbarian jump πŸͺ“πŸŽ…

dire bison
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Glass Cannons appear to be limited to 4 per run now, so that's not an issue

nova light
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holy that is a lot of hp

ashen nebula
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Do single Cruiser supposed to make split beam become single target?

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This run my HC took split beam then single cruiser, it stop doing two beams

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Oh wait, it still do two beams against med size enemies, but not smalls

hearty osprey
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Them stats

proud vector
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This can exterminate entire planet ount Star Destroyers

(regular Cruisers, hull bomb, mode with ships and bonus fields) -- finished on 69 stage

fervent turret
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rare mods is interesting; it's fun but it seems to balance itself by effectively reducing how often you see plain damage buffs

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hull/mono cruiser continues to be just not worthwhile outside of funny solo bomb shenanigans

nova light
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that's about as good as it can ever be

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also stage 60 is way past anything anyone was ever meant to come close to

echo spear
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If you can tell it but Rarer Mods can go way further because of amps

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becomes much more common

fervent turret
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yeah but it competes against all the other rare mods early on

dire bison
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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

nova light
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2 copies of burst fire

nova light
dire bison
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True, but I thought that was what hull was for hehe

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Mediums are death sentence here 😲

shell jasper
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full grids seem so absurd lol

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stage 73 sheesh

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do we have a record stage?

fleet steppe
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There's a pretty high amount of luck fishing for damage amps

tired blaze
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61 damage amps is silly

dire bison
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Absurdly fun* lol

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Stacking every positive modifier gets us some crazy scores, though πŸ™‚

fleet steppe
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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

dire bison
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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.

cloud hatch
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are the rare/grid buffs going to stick around in simulation after spacemas?

obsidian glade
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I'd assume so

cloud hatch
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i hope so

shell jasper
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they will, just not rare every time

woeful zephyr
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There should be a "well done" modifier that gives you no rares πŸ˜‚

shell jasper
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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

river flax
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Oh nice

empty cargo
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beam does show particles

rain kindle
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wohoo.. my first on the podium.
yay. i am first of the losers. πŸ™‚

echo spear
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with 9 fighters per fleet means 9 hits without barrier and they die in a single hit anyway

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unless their health is too low

river flax
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Can enemy barrier fighters tank Disruption Bomb or whatever once?

tired blaze
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Today's records are gonna be wild

woeful zephyr
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someone is going to clear 40

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sadly it's not me

tired blaze
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I'm surprised I only made it to 35, felt like I had a solid setup. Maybe too many missles, who can say.

digital bobcat
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Is teleport on fighters good now?

woeful zephyr
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apparently 3 people made it to 40, don't know if any cleared it

digital bobcat
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Best weapon is still charge lasers, maybe quick on fighters and sniper on Corvette?

tired blaze
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I think I coulda made it further with beam lasers, but I weren't brave enough.

woeful zephyr
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really? I went double snipe CLs as usual lol

tired blaze
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same

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didn't expect duo to be so strong

woeful zephyr
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well mono gets into the 70s lol

tired blaze
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yeah well my brain didn't connect the dots lol

digital bobcat
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Woo hoo. Just got to 40, glad I had the fuel saved up

woeful zephyr
shell jasper
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42 cleared highe st so far

woeful zephyr
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or both?

shell jasper
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I just meant todays, might be ever too not sure

woeful zephyr
shell jasper
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no just had to go back and look. Its highest outside of one thats almost certainly cheated/bugged from 12/1

obsidian glade
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Wait didn't someone reach the 60s not too long ago?

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Or 70s even

cloud hatch
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that was in simulation with mono

obsidian glade
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Oh

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That makes more sense

woeful zephyr
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I made it to 74 using mono simulated lol #1335902304959987733 message

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afaik no one has claimed a higher stage yet

dire bison
# echo spear How does it works with fighters?

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.

echo spear
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For very very deep late game of ut

dire bison
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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.

echo spear
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and also Corvettes replaces the fighter?

dire bison
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For me, in mono sims, I can push higher levels than fighter. Others may have better luck. They are both good, though.

echo spear
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The glass Cannon and the amps of dmg and hp

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And burst

dire bison
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yes, yes, maybe, and yes (2 only)

echo spear
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Like idk if I can do a 4 burst with frigates

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if the dmg decrease happened with the 4th burst shot with an ability

dire bison
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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

echo spear
dire bison
#

This is getting annoying lol

nova light
#

hull, you say

dire bison
#

πŸ™ 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

cloud hatch
#

great day

dire bison
#

nice!

cloud hatch
#

and then duo/rarer mods for the next run is also nice

woeful zephyr
cloud hatch
#

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

river flax
#

I expected some hardcoded "super mega easy" one on Christmas

#

RIP me

#

40 WOW

#

Wtf lol

zinc kindle
digital bobcat
woeful zephyr
#

quick CL? interesting..

#

that makes sense with fighter since they can't keep their distance lol

digital bobcat
#

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

vital oar
#

Charge.Laser.Snipe.

#

s29 cleared for me, but my fav weapon

cerulean compass
#

This was hella fun! Shame I took the missiles thinking it was bulwarks :S

#

first time all field slots are full on this difficulty πŸ™‚

#

(I'm not very good at this)

echo spear
#

With insane scaling

cerulean compass
#

aye, t'was!

cerulean compass
dawn gate
#

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

woeful zephyr
#

would you like double tap or fleet double tap? πŸ˜†

woeful zephyr
#

3 duos in a row, and not enough fuel to do them all πŸ™

azure fulcrum
#

Love to clear 35, and still only be rank 76, really says a lot about how strong a day it was :V

waxen portal
#

Today had to be rigged.

river flax
#

Ultimate noob trap

cerulean compass
#

it's good for maybe a position node for 1 ship to do, but all your fighters 😬

river flax
#

I thought it was the entire fleet

#

LOL

woeful zephyr
#

it is your entire fleet

#

very effective trap, people don't even know what it does πŸ˜†

river flax
#

Yeah that's what it is

#

The position node is "fine" ish

#

The fighter node is generally bad

#

Fleet teleport is omega cringe

obsidian glade
#

Teleporting fighters are the most fun thing UT can give you imo

#

But yeah teleporting fleet is just bad

nova light
#

if only sylv added my 'sawblade' weapon idea

#

then it'd be fun

woeful zephyr
#

is synth being used as a weapon now?

#

not that anyone would be surprised if it was XD

obsidian glade
#

No idea why that text is there but that's how I imagine it

hollow badger
#

Having tried it once, I realised that the amplifier is the most powerful.

light verge
woeful zephyr
#

damage amplifier?

dire bison
#

We need range amp. Fire rate amp would be funny but I bet MLB would crash it.

hollow badger
fervent turret
#

meaning the base buff I expect

woeful zephyr
#

this is another noob trap

empty cargo
#

good with beam

woeful zephyr
light verge
#

does fire rate affect tick rate if done as a tile mod?

autumn fossil
# woeful zephyr it is?

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

fervent turret
#

the problem is the fire rate also affects target swap speed

dire bison
#

I've found that to be in the 'never get this' category.

shell jasper
#

maybe 0.5x fire rate?

cloud hatch
#

maybe if made that ship target the furthest enemy instead of the closest

dire bison
#

^ 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.

shell jasper
#

eh no targetting stuff, I could increase projectile speed?

cloud hatch
#

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

ashen nebula
#

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.

light verge
#

Ok that's big

tired blaze
#

yeah 0.25 fire rate makes it very restrictive. But I like the design.

woeful zephyr
#

πŸ€”

#

how many people actually did this run? lol

obsidian glade
#

At least 2

empty cargo
#

ount

woeful zephyr
#

is anyone doing the 4th run of the day? πŸ˜†

tired blaze
#

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.

woeful zephyr
astral jay
#

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

woeful zephyr
#

πŸ€”

#

ok, how many people did this run?

empty cargo
#

2

bitter umbra
#

lmao

woeful zephyr
#

πŸ€”

#

never seen that before

cloud hatch
cloud hatch
#

ok the next run was duo/rarer mods with cruiser/vette, and the one after that was duo/rarer mods with cruiser/fighter

dire bison
#

which of the three were you able to push furthest?

#

I only got to 31 on the first run, didn't try the next

cloud hatch
#

the first one, cleared 34, the second one cleared 33, the third one i cleared 32

dire bison
#

At face value, I would have bet on the cruiser/vette, followed by cruiser fighter

cloud hatch
#

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

dire bison
#

yeah. I got fleet barrage or whatever its called on the frigs

woeful zephyr
#

rank 2 stuck

#

and i don't have enough fuel for the duo πŸ™

uncut gate
#

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

uncut gate
#

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

dire bison
# uncut gate I feel like I'd want the Synth one for Alien parts and such, the Mastery one is ...

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 😎

#

Also - holy hell, enemy barriers are paper to my rock when playing rapid beams

#

(this is a good thing)

uncut gate
#

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

obsidian glade
#

Yeah it's not worth doing when you still have galaxies to do

tired blaze
#

Happy New Year πŸŽ‰

uncut gate
#

Sheeesh, mine is just Rarer Mods haha

#

Though that's z95 haha

pastel hedge
#

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

woeful zephyr
#

Teleport fighters:

pastel hedge
#

forbidden technique: bum rush

#

what is anything going to do against this

#

what could go wrong

pastel hedge
#

what 50 fighters stacked on the same ship does to a guy

uncut gate
#

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

bitter umbra
#

Yeah, the main thing with it is, you not being able to disable it lol

uncut gate
#

Yeah haha

woeful zephyr
#

πŸ€”

#

I was expecting someone to get to stage 40 today lol

simple lagoon
#

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. ?

empty cargo
#

what

#

they just have the same icon

tired blaze
#

Barrier projection is the best upgrade, so there's no reason to replace it, ever.

woeful zephyr
#

why?

#

not 1.25x fire rate with snipe CL?

cloud hatch
#

it's not just one barrier, it keeps putting it back, i found i go further with the barrier base upgrade

woeful zephyr
#

πŸ€”

cloud hatch
#

also i kinda feel like the exploitation field one works better than the fire rate one

woeful zephyr
#

really?

#

I guess near the end of the run damage matters

#

earlier on fire rate matters more

cloud hatch
#

yeah, the different phases are fun

#

"gotta shoot now", "don't care lol", "omg need damage"

tired blaze
#

I'm also kinda convinced the barrier stacks, seen some weird stuff.

#

But don't take my word on that

cloud hatch
#

i know it stacks with the normal barrier, and it gets re-applied

#

bit harder to tell if it stacks with itself

woeful zephyr
#

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 πŸ€”

autumn fossil
#

nice, my first time getting rank 1

simple lagoon
#

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 :/

cloud hatch
autumn fossil
cloud hatch
#

oh nice

dire bison
simple lagoon
#

someone told me it stacks and tested, it does πŸ‘€

#

but yeah it was'nt very effective further in the runs.

fleet steppe
woeful zephyr
fleet steppe
#

too late (I lost that round anyway)

#

(heavy) cruiser as a duo ship does terrible things for the enemy fleet configurations

cloud hatch
#

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

fleet steppe
#

at stage 33 each bulwark is so fat any mediums will shred

wild timber
#

how are enemy missiles now anyway

cloud hatch
#

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

dawn gate
#

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

woeful zephyr
#

πŸ€”

bitter umbra
#

the funny is here

pastel hedge
#

hehe

uncut gate
#

Oooh I see, the 2x damage haha

#

I assume that the "No Extra Ships" modifier basically means no UT today?

autumn fossil
#

the very rare version applies to the entire fleet

uncut gate
#

Oh, I see how memful that would be haha, especially since it scrambles your fleet position haha

autumn fossil
uncut gate
#

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

cloud hatch
#

the first few rounds can get a little rough with no extra ships, just don't pick the 4x swarmer enemy option or something

uncut gate
#

Fair, missile Frigate would be the answer but also would make the other enemies tougher, so best avoided haha

woeful zephyr
bitter umbra
#

Sad

#

no mono

river flax
#

There's never Mono in normal play

#

If anything, I would have expected it hardcoded on Christmas

fleet steppe
#

No Extra Ships definitely among the best mods to get

dawn gate
#

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

river flax
#

So check?

#

The game is intended to kill you no matter what eventually

dawn gate
#

yep. I always forgetting to do it πŸ˜›

cloud hatch
#

got a bit spoiled having rarer mods for a few weeks, aha

empty cargo
#

lol

woeful zephyr
#

rng is trolling us now..

empty cargo
#

literally

bitter umbra
#

lmao

shell jasper
#

awe not first run of day tho

dawn gate
#

in todays edition of lol hard run enders at round 15 no matter how many times I try, even with 2 runs

simple lagoon
rain kindle
#

YAYYAY.... finally... i am now going to ignore how much i drop in the next few hours! πŸ™‚

stone spear
#

I'm satisfied where I am, lol.

dire bison
pastel hedge
#

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

woeful zephyr
#

rest of the recent history is pretty good too

woeful zephyr
#

πŸ€”

rain kindle
#

out of curiosity... are you playing it daily just for the bragging rights?

autumn fossil
#

tbh i should be playing it daily. fleet kills achievement isn't gonna happen by itself

pastel hedge
#

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

wild timber
#

that costs fuel

#

which costs progress

river flax
#

UT also costs Fuel 😝

uncut gate
#

With UT, is it better to get specimen gain or AF gain? Both are 0

autumn fossil
#

both. technically AF has the best scaling, but that's something that matters only when you're 1e6+ on everything

dire bison
#

And obviously, concentrate on the system you are currently, or about to be, working on.

woeful zephyr
#

πŸ€”

#

why is there a huge empty space on the right side of the box?

#

you could fit a 6th day there lol XD

cloud hatch
#

not there for me?

old marsh
#

current record is stage 50 cleared

empty cargo
#

very standard

old marsh
#

damn really?

#

i though that was impressive

#

lmao

empty cargo
#

no i mean you chose very standard modifiers

old marsh
#

i know i was joking

empty cargo
#

can get around stage 70 with more choices + mono + no extra ships + more mods + rarer mods

old marsh
#

no extra ships?

#

that seems like a nerf

empty cargo
#

no extra ships is actually good

old marsh
#

really?

empty cargo
#

UT enemy "mass" is the same as players

old marsh
old marsh
empty cargo
#

whenever you get a ship the enemy also get a ship

#

(1 medium = 2 light)

old marsh
#

is grid buffed good too?

empty cargo
#

idk about grid buff

old marsh
#

you get an extra random grid buff every stage

empty cargo
#

that affects enemy too iirc

old marsh
#

it doess yeah

#

do you know which weapon type is best or does it not matter?

empty cargo
#

people here really seem to like missile

old marsh
#

i like it too

dire bison
#

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

autumn fossil
#

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

wild timber
dire bison
#

It does make me laugh if I'm playing a full 15 squads of teleporting fighters, and get 7 grid teleports πŸ˜‚

bitter umbra
cloud hatch
#

not a bad run

nova light
# wild timber

I'm not sure if the sniper grid buff is better or worse on enemy missiles
but oof, double swarmer barriers

wild timber
#

it's definitely better if they have sufficient screening

#

but probably not as scary as a regular x2 fire rate

dire bison
#

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.

empty cargo
#

@woeful zephyr

bitter umbra
#

banning you

river flax
#

Don't worry, the tester chat is worse

bitter umbra
#

cries

woeful zephyr
#

They don't do AB testing, they do 67 testing.

river flax
#

YES

#

Testing Sylv's patience

#

Not tester chat but DMs

obsidian glade
#

et tu, brute?

#

Nobody is safe from the brainrot

woeful zephyr
obsidian glade
#

πŸ‡΄ πŸ‡ΊπŸ‡³ πŸ‡Ή

river flax
#

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

woeful zephyr
obsidian glade
#

ount no more

finite wave
#

Suffer not the alien to live

cloud hatch
#

why are you doing z69 instead of z52?

finite wave
#

... I forgot to switch galaxies

#

Fuck I've wasted so much fuel

cloud hatch
#

good thing you posted at least

finite wave
#

Thanks for pointing it out, I've no clue how long I was just grinding on z69 😩

woeful zephyr
#

3rd run of the day has some really nice modifiers

woeful zephyr
#

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

uncut gate
#

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

nova light
#

possibly, with right synergy

#

generally not though

uncut gate
#

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

dire bison
#

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.

river flax
#

Enemies have shot scaling in UT?

#

Oh the damage scaling

bitter umbra
#

honestly now thinking about it a shot scaling mod would be interesting

#

could be like very rare

dawn gate
#

when your base takes daamge from the FIRST ROUND. Ouch...good thing re-dos refresh every round

woeful zephyr
#

πŸ€”

merry hare
#

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?

woeful zephyr
#

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

grim veldt
#

is there a UT setup guide

bitter umbra
#

cause after 10 Rounds you get the max bonus of Artifacts

#

but i wouldnt put your fuel into UT until eoc

grim veldt
#

is there any reason to run ut more than stage 10

#

im on the first run and its still going...

bitter umbra
#

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

river flax
#

Not "EoC"

river flax
bitter umbra
woeful zephyr
#

there's a setting to turn off ping notifications on your end.. smh

bitter umbra
#

lol

river flax
#

SMH

bitter umbra
#

thats right

#

it goes into the square hole

woeful zephyr
river flax
#

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

bitter umbra
#

yeah i get it

dawn gate
#

was glad went someone pointed it out to me for the first time, I never even noticed it always defaults to on

woeful zephyr
#

rank 1 stuck

#

that green guy must be green cause he's green with envy πŸ˜›

obsidian glade
#

I still try to respect it tho

#

i wonder if there's a plugin that lets you set ping defaults per user

river flax
#

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 πŸ‘

river flax
#

I am curious what your misunderstanding is from

obsidian glade
#

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

woeful zephyr
#

double rank 1 stuck, not bad

woeful zephyr
#

not bad

river flax
#

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

autumn fossil
#

eventually the scaling outgrows what you can combat with damage amps

uncut gate
#

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

nova light
uncut gate
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Ah okay noted, I shall abstain this day then haha, it's just Balanced for me

uncut gate
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Is no Modifier also bad?

dire bison
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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.

bitter umbra
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pretty much in any rouglelike you want to stack stats onto one thing which is why balance is bad for late game runs

shell jasper
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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 USIShrug

cloud hatch
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well, we all hate balance...so it'd be interesting to have a mechanic where spreading is a benefit

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"every different buff across your entire fleet gives x damage/shields to your entire fleet"

woeful zephyr
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damage spread

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like force the damage you take to be spread out among all your ships

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actually that could be very bad

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ok, that still doesn't encourage spreading buffs..

shell jasper
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ya it almost just has to be a forced thing with either presenting less options for ships with more upgrades, or capping them

woeful zephyr
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really? should be easily beatable.. but the rank 1 from Jan 18 stuck so there's that

shell jasper
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need that sol post to see how many playin

woeful zephyr
shell jasper
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hrm, maybe

nova light
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you haven't got anything else in particular to help scale stats enough to compete

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maybe something like scales with mods on other ships, but it becomes weird

wild timber
slim scroll
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do i keep the buffs i earn forever?

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with UT

woeful zephyr
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that would break things

slim scroll
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ok so they rotate when i do the next run

woeful zephyr
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yeah

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and you always start the run with no bonuses and accumulate them over the course of the run

slim scroll
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i mean the buffs you select at the start

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so these ones get replaced by my next run

woeful zephyr
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oh those stay

slim scroll
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nice

woeful zephyr
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I thought you meant the buffs within the fleet run itself

slim scroll
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so a small gain every day then

woeful zephyr
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yeah

dawn gate
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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

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or maybe like shield/armor repair/remote repair?

bitter umbra
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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

digital bobcat
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Buffed grid was a bigger bonus than I guessed it would be, hit 39

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(fewer choices, duo, rarer mods)

cloud hatch
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39? wow i did bad, lost on 32

vital oar
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31 is my limit\

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i love charge laser snipe

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using them always hope they wont get nerfed

digital bobcat
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I think it was a bit of luck

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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

magic lake
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One of my best runs yet and the first time I've hit rank 1 even it it might not last πŸ˜„

cloud hatch
digital bobcat
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The last one

cloud hatch
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aha, I don't think you got 39 then, maybe a typo

digital bobcat
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Ohhh yea, sorry

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I was looking at my best clear 🀣

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I cleared 32

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D'oh

cloud hatch
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ok I feel less bad now

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someone earlier did get a good rank and he was on the prior galaxy, hence my question

woeful zephyr
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πŸ€”

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no way that's going to stick

cloud hatch
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i dunno, just straight up balance is a pretty big "nope" from most people

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esp since yesterday's was good enough to bank several days worth

woeful zephyr
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I wonder how many people played today's run..

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Sylv should add that to the rank history page πŸ˜„

shell jasper
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tis on the list!

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eventually!

woeful zephyr
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πŸ€”

dire bison
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πŸ€”

autumn fossil
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sylv really like balance

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i really should have done a run with more choices, but i was busy that day

woeful zephyr
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hurry up.. 😐

obsidian glade
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the game should add a self-destruct button

tired blaze
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Rank 1 on my birthday. Balanced as all things should be.πŸŽ‰

potent cloak
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So do people who max g8 just use fuel to refill UTs?

tired blaze
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yes. UT bonuses are important.

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you get 10x amount of artifacts each galaxy cleared post 5

potent cloak
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I have all cleared, get ~1.75e5 max artifacts for UTs

fallow isle
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Does the deployment grid matter much for UT? Is there a preferred arrangement for each stage?

dire bison
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Happy Birthday Skolander

dire bison
potent cloak
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Ah, I don't have the crew upgrade yet

autumn fossil
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there's no specific setups that you can predict

shut otter
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There any kind of generic UT guide? Don’t see anything in pins and literally nothing in the wiki

cloud hatch
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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

vital oar
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UT banked stages changed to be banked runs that can stack

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pls explain

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something good?

cloud hatch
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yeah it's good

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instead of just one run contributing to your banked clears, every run that gets higher than 10 keeps adding to it

vital oar
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u mean DOUBLE the amount like it should be???

cloud hatch
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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

shut otter
shut otter
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welp rank 69 tells me idkwtfid. got to stage 17 anyway by "always choosing damage, stack as many on one ship as possible"

cloud hatch
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yeah that's pretty much what you wanna do, focus on getting charge laser snipe (ideally on corvettes if you have them)

shut otter
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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?

cloud hatch
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currently there's 9

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and yes, the artifacts you put on them don't go away

shut otter
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when do you want to do "spend instability for X artifacts"?

cloud hatch
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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)

shut otter
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and does it cost you 1 or more "banked stages" or something?

cloud hatch
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yeah, 1 banked stage every time you do it

shut otter
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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?

cloud hatch
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they have different scaling

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so keeping them all even isn't the best idea

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A/F and synth scale the best

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cap battle is always gonna be helpful

shut otter
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ah yeah they've got a ⁨⁨^0.5⁩⁩ while fighter dmg has ⁨⁨^0.2⁩⁩

cloud hatch
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progressing to more galaxies will also dramatically increase the number of UT artifacts you get as well

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so it might be a good idea to hold on to instability if you're close to finishing another galaxy

shut otter
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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

cloud hatch
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base damage is all that matters, even if you have 0 ships left it's still fine

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no benefit to trying to save ships

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simulation is free though, so practicing there is a decent idea

woeful zephyr
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me wondering for a second why my banked stage is 8: 😱

fervent turret
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what does stacked UT mean?

woeful zephyr
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banked runs just keep accumulating now, right?

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like you can have an unlimited number now, right?

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I wonder if the number of people doing UT each day will drop a lot cause of this..

cloud hatch
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it might go up, since just a middling mid teens run will still get you a few banked stages

fleet steppe
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Fewer Choices really does a number on Rarer Mods

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it feels like it's not even there

woeful zephyr
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Yeah but when you first glance at it it looks like you lost a bunch of banked stages

woeful zephyr
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πŸ€”

shut otter
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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

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but I’ve just been selecting every Rare mod I’m ever presented. Maybe I shouldn’t.

deep coral
shut otter
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The first time I thought β€œoh I must be doing it wrong” the second time I thought β€œfuuuuck teleport” lol

dire bison
# shut otter but I’ve just been selecting every Rare mod I’m ever presented. Maybe I shouldn’...

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.

shut otter
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You mention a ton of rares I haven’t seen yet so maybe they come later? The main rares I’ve gotten: teleport, burst fire, barrier, and not rare but I take every charge snipe I can get

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But yes your comment about teleport and firing range is exactly the problem, my fighters drop into the middle of swarms which haven’t been thinned yet and RIP

shell jasper
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maybe teleport needs a barrier but man that seems like itd just be way too good then

empty cargo
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:/

fleet steppe
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chain teleport if it kills the enemy that it shoots at πŸ—Ώ

shell jasper
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though it is rare so maybe

fleet steppe
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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

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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

shell jasper
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maybe teeleport one after another actually?

fleet steppe
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cooking??

shell jasper
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negates the eney volley a bit, and prevents the giga clumped shooting from your guys

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even like 0.05 between would help

shell jasper
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seems better

fleet steppe
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curious how this change would affect multiple teleporting units that choose the same spot to teleport to

shell jasper
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it shouldnt effect anything aside from the slight delay causing an enemy death and thus different jump location

dire bison
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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)

cloud hatch
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another day, another balance...

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wonder if the weights changed or something

autumn fossil
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sylv giveth and sylv taketh away

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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

shut otter
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What multiplies your max artifacts gained besides completing more galaxies? I notice each UT run I earn veeery slightly more artifacts

shell jasper
cloud hatch
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targeting is kind of the weak point in UT, so yeah it makes sense that forcing a re-target makes things better

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and staggering them also causes the fire times to desync from the individual ships in the group, so that also keeps the benefit

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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

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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

shell jasper
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oh balance 5 days in a row wow

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30% chance per day so uh... less then 1% chance for that

cloud hatch
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yeah and then there's this too #1335902304959987733 message

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it really does seem like balance is showing up too frequently

cloud hatch
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and another balance shows up, aha

woeful zephyr
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Exactly 1 balance per day, a perfectly balanced rate

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Balance balance

shell jasper
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6 in a row? sheesh

cloud hatch
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on the plus side, the new banked runs system is real nice

delicate marten
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is there a cheat sheet on what mods to lean towards if you don't know what you're doing

autumn fossil
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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

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glass cannon is decent lategame on fighters because they die in one hit anyway

light verge
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on that note

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don't take glass cannon early if at all possible, especially if the map has a lot of counters to your current build

woeful zephyr
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taking glass cannon early is fine

light verge
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you are courting death in that case

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(unless you know what you're doing)

woeful zephyr
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just don't get hard enemy layouts early on lol

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and it's fine

digital bobcat
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Sooooo much balance πŸ˜‚

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I guess I bank another day. When does it flip over? In a few hours?

cloud hatch
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midnight gmt

deep coral
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ok, so teleport on barrier fighters, think it’s worth?

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worried I’ll lose their blocker effectiveness, think i’ll pass

delicate marten
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is there any reason to continue fighting stages once your artifacts says MAX