#Unstable Transit

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empty cargo
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you can bank stages

delicate marten
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what does that mean

empty cargo
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you can spend instability to get artifacts instantly without running
artifact gain depends on your banked stage
banked stage decreases by 1 below 10 or 2 above 10(minimum 7)

tired blaze
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@shell jasper Please let us view the current Rank 1's stage reached on the leaderboard. I'd be nice for the few of us who care about the leaderboard to know what the limit is, so that we can have a clearer goal to strive for.

autumn fossil
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you don't have a banked stage anymore, you get banked runs for every two stages you reached above 10. those banked runs are cumulative

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when you run out of banked runs, you can still autorun but the artifacts you gain are set to the stage 7 cap immediately

vital oar
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why the whole army of charge sniper heavy cruisers target ship for 100500 crazy overkill instead of predict needed amount of damage and split targets between them?????

this is absolutely annoying to see huge strong fleet destroyed by lame swarm coming in a chain !!!!!

empty cargo
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sync issue

cloud hatch
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not a sync issue, that's just how targeting works

river flax
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And you like Charge Laser Snipe, try Quick ๐Ÿ˜›

dire bison
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Sylv tested a staggered teleport, no clue if it's possible or not but a staggered firing order might help this. Maybe. The fighters were dead about the same time as the enemy hex/bulwark, and all the enemy artillery was still firing. That was a tough lineup ๐Ÿ™

shell jasper
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things naturally stargger a bit due to range, thats just not the case with a range that is basically the entire field lol

woeful zephyr
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๐Ÿค”

river flax
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You are rank 0.00201207243

woeful zephyr
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0.0002? Out of 0.1?

river flax
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Sorry, joke about 1/497

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Instead of rank 1 compared to 497

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Forgive me

obsidian glade
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how dare you

woeful zephyr
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But you're off by 1 oom..

river flax
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Ah, my apologies

merry hare
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I finally got to battle 21 today!

woeful zephyr
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it stuck

eternal beacon
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Is the only use of fuel after completing z52-8 speeding up unstable transit?

cloud hatch
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there's achievements for going to a galaxy x number of times

eternal beacon
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gotcha thank you

light verge
delicate marten
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I don't understand banked runs, how do you spend them?

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am I missing a button?

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oh hang on, is it just an auto complete feature with spend instability for x artifacts

shell jasper
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ya, if you had an instability that second from bottom grey button would be clickable

merry hare
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Oh hey

delicate marten
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what are the differences in going to a different galaxy in unstable transit? do you get more rewards for upgrades in later galaxies?

obsidian glade
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More artifacts yeah

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It shows the multiplier on the UT screen somewhere

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It goes up significantly

delicate marten
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ahhh it does too, just below the galaxy buttons

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I assume they're also more difficult

obsidian glade
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More complex at least, difficult is hard to say

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There's more mechanics since it's based on the galaxy you select, both for the enemies and you

delicate marten
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is it worth doing the latest galaxy you have available to you every time

obsidian glade
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I think that's what pretty much everyone does yeah

delicate marten
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since the cost of entry is the same

obsidian glade
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Especially since the rewards scale so slowly

light verge
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they also get newer sets of modifiers

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or access to new weapons present in the previous main galaxy

cloud hatch
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been a while since i did a run, turns out today was pretty good

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shame i don't have any more instability, cause the one after shows promise

deep coral
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Does the rare ability "rapid fire" work with beam attack? I'd assume they all work together but figured I'd check since it's not quite like some of the other attacks

cloud hatch
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it increases damage

shut otter
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When the guide says โ€œalways choose smaller shipsโ€ does that mean for your own fleet or for the enemy fleets? ie: donโ€™t pick battles that have those large hex shaped ships?

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Or does it mean like, add a fighter instead of a cruiser to your fleet

empty cargo
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own fleet

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enemy fleet mass is the same as yours, light ship mass 10 medium 20

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choosing a light ship increases mass less

nova light
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and enemy mediums scale better than yours do

dense swallow
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Ooooh

cloud hatch
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ohhh today's gonna be crazy

dire bison
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Definitely not a day to skip

vital oar
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renewable shield from base is crazy - ive never thought its more than a single shield charge

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only wave 33 tops

cloud hatch
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i won't have fuel for a while, what ships do we get?

river flax
river flax
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FUCKING LOL

cloud hatch
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ahh ok, yeah we could have gotten better options

vapid marlin
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insane modifiers today

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got a 4th x2 fire rate for stage 40, but sadly not enough

digital bobcat
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Awesome mods, made it to 34

fleet steppe
fleet steppe
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๐Ÿ˜Ž

cloud hatch
cloud hatch
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what in the mods?

cloud hatch
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yeah, weird one

vital oar
vital oar
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s20 for me

fleet steppe
# vital oar how the hell s39???

try doing the following:

hard focus for charge laser snipe
prioritize: damage amp, barrier, ship specific ability upgrades (rapid fire), glass cannon, fire rate until around 1 or more with snipe, grid buffs for damage/firerate, damage
try to avoid enemy configurations after stage 20 that have armored medium ships, too many skirmishers, more than 1 bulwark, too many snipers/missiles

digital bobcat
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If you do a run with banked runs, do you lose them or just add to them?

cloud hatch
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you spend your banked runs when you use that option, so if i were to click "spend instability for 2e5 artifacts" button, my banked runs would go down to 61

digital bobcat
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Ahh gotcha so you can keep banking them

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It didn't work that way before banked runs right?

cloud hatch
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correct

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so in the past 2 days i cleared a 39 and 28, which gave me +14 and +9 banked runs

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i should have enough banked to not actually NEED to run UT at all till new content

vital oar
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:(:(

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i dont get them by icons :9

dire bison
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nuanced change to Lexi's suggestions: Only prioritize certain ship abilities, not all of them. Hull bomb is good in very early levels, but it's usefulness quickly falls off - especially vs "hard" run modifier. I'd recommend skipping it if you don't have it before 10 at the latest (probably earlier, tbh).

Also - if "grid buffed" is active, make sure you don't take beam weapon. It* won't eliminate enemy barriers.

tired blaze
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At long last I'm back in it. Better stick.

broken bridge
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does burstfire affect beam lasers?

cloud hatch
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yes, it just increases the damage

dawn gate
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dude. Ow...just...ow. What is it with some of the unstable transits suddenly going from easy to basically "unwinnable", by like huge margins? Just had one where the first round I barely got thru w/o base taking damage, then it was easy till round 13...where no matter what layout I tried, all my ships AND base got 100% destroyed in like 5 seconds, not even the 4 or 5 retries was enough to even take out 1/3 of the enemy ships

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5 tries at it with my ships in all sorts of positions and nothing worked.

empty cargo
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thats just how fleet works

fervent turret
# dawn gate

all missiles is gonna wind up like that vs that opponent comp

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best bet is probably to try and huddle in a corner to bait the small ships to outrun the bulkwark towards yours

dawn gate
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feels like the enemeies just have some types that can absolutely nuke any setup

storm sand
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heya, what does rank part mean in stats

empty cargo
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global ranking

storm sand
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owh i see thx

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doesnt matter much then

tired blaze
nova light
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at some point skirmishers are by far the most deadly since they have the most number of shots

pastel bramble
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Is something happening that is causing my Unstable transit values to drop? I don't have proof at the moment but I sure feel like I keep pushing the same numbers back the same numerical threshold like 5-6 times now

e..g I've gotten my Base 6 production above 5.0e6 several times and I swear its back down below in the 4.6 range or something. It's at 5.34e6 right now (will reply later if/when I can truly verify)

wild ginkgo
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Will i keep this first place?

dire bison
# pastel bramble Is something happening that is causing my Unstable transit values to drop? I don...

I've felt like that a few times, yes. I use Solanaceae's spreadsheet to track things (pinned in #sector-124-131 ) and have had times where a UT bonus needed to be changed, even though I "know" I haven't put points into it in a long time. It's entirely possible that it's operator error on my part, though. Or it could be gremlins USIShrug Either way, it has been really rare occurance so I didn't follow up on it.

rain kindle
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Proof that people (the usual suspects) are not playing this game much...

dawn gate
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well that run went amazing. wave 27, went all lasers of whatever sort then fire rate or damage. Wave 27 my base just gets one-shot

deep coral
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25/943 so far? Iโ€™ll take it, that was tough!

vital oar
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don't miss the decent combo today!!!
duo+stuff

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it gives barrier to both: corv and fighter almost from the beginning etc

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argh ive almost set my highscore
buy snipers with missiles are killing too many of my ships

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actually ive killed all of them but a single sniper that has 770 dmaage :(:(

storm sand
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never got any very rare mod am i missing something ?

obsidian glade
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its just random

dire bison
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They are very rare.

delicate marten
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I'll never do better than this

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nobody do unstable transit today plz

deep coral
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turns out a lot of other ppl did it today, cleared 20 and I'm rank 43/716!

delicate marten
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I ended up on 5/123 for yesterday's one, I'll take it. that still seems miraculous to me

dawn gate
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so glad I screenshooted tip for the best things to use for unstable transit. Used to barely hit round 15-17, now I can usually hit like mid 20's

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got to round 32 today but failed solely cause our ships aren't coded to focus fire and had several tanky ships take mine out. Not sure if barriers or other buffs can stack like especially ability ones

dire bison
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That's awesome, grats on the improvement. 30+ scores always make me pretty happy ๐Ÿ™‚

I don't believe, but am not positive, that barriers can stack. They can refresh though if using the base barrier ability. Fantastic early/mid game base buff. In later levels, enemies can 1-shot through a barrier, so having the buff does not change anything. I generally prefer exploitation buff instead, especially if using barrage / fleet barrage upgrade from ships. It doesn't feel like the base and ship barrage buffs stack, although they might.

vital oar
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i must admit i love the update for UT: stacking banked runs AND

often DUO and rare interesting mods

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i actually play from time to time at least couple times a week

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with pleasure

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i mean just look at this beauty

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renewable shield for all ships

i love this one for base

vital oar
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my sniper CL corvs had 4 stacks: 1 native and +1 from base every 4 seconds

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ive never checked if they are bugged and are used all at once or able to take 4 shots as intended but i guess they work properly

dawn gate
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nice

vital oar
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armored enemies are unkillable:):)

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anyways feels like top score for me today

digital bobcat
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Nice mix today

dire bison
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Personal best ๐Ÿ™‚

cloud hatch
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but yeah, a pb for me as well...have two 2x damage/fire rate on the back row was crazy good

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ran out of rerolls though, i think i had the stats to beat 43, but couldn't get the right comp

dire bison
cloud hatch
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hahaha

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back up to 60 banked runs

dire bison
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The banked run change has me playing a LOT more games

cloud hatch
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i think i'd be playing more, but there's just nothing for me to do right now other than UT

nocturne idol
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Daamn, what a dream mix! Especially with fighter+HC. Stomped my Spacemas PB but 40 was impossible. Went CL as usual, but what could I have done better? Apart fron the teleport, that one was bonkers... Just as my duo fail yesterday๐Ÿ™ˆ

cloud hatch
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in general, single cruiser/HC is bad

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the damage reduction won't matter once it gets harder, and you reduce the number of targets (eventually everything will one shot you, so only having one ship is worse than 2)

void slate
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What is the number of artifacts gained based on except the galaxy and maxing to Stage 10. Is there any other way to increase the amount of artifacts I get?

sick yacht
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A new record for me ๐Ÿ™‚

vital oar
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lol

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i was gonna go out, but now ill have to go through this fast:)

jade bough
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"surely one missile enemy will be fine, right?"

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Shoulda kept rolling, I probably could've gotten another stage or two outta that crazy run

deep coral
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cleared 35, absolutely wild to see 42+, thatโ€™s so good

vital oar
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stage 37 cleared -my best

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CL snipe and fighters missiles

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no base shield ๐Ÿ™

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no base abilities at all

deep coral
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my highest is 35, also didnโ€™t get base shield sadly, i kept being offered the deal damage based on hull ability but I feel like by the time it offered, it was going to do nothing

vital oar
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same also a single HC instead of 2 - i took it by the end

deep coral
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ahh, i avoided that to keep the ability to target more things, i took quick laser, wishing i took snipe

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but barrier barrage missiles fighters was fun

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I got stuck in positioning though, I had 4 grid buffs that made my layout static or I got a lot weaker

vital oar
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ive had more grid buffs - to choose from

deep coral
fleet steppe
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very plentiful damage amps this UT

nocturne idol
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Thanks for all the insights! I now want to beg for the "replay this exact UT in simulation" button, after finishing it.

thinking of it...how much of UT is fresh RNG and what will all players get exactly the same?

cloud hatch
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everyone gets the same, but not everyone choses the same stuff so the runs are different for each player

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and in the future if you wanna do the same UT run again, you can just take a backup before doing a run, and reload it after doing it, your rank won't change, but you can "try again" (on the same day)

dawn gate
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think I got to 34 or something, if I made 2 big mistakes it was taking grid buffs that never got used cause every ship eventually had a 2x damage 2x something else at same time, and picking to get one super uh...biggest cruisher ship thing instead of 2

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sometimes ya might get like 4-5 choices but actually just like 2

storm bay
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armored mediums done did me in

paper orbit
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My third one ever. I am oddly satisfied.

nova light
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fun

tired blaze
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Now that we have an abundance of banked runs, a way to convert them to artifacts would be neat.

cloud hatch
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when you have instability, you can click the button and you get artifacts

dire bison
cloud hatch
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I do get where you're coming from though, we can get a ton of banked runs...but I don't think that the people that actually run UT need any more gains than the people that don't

tired blaze
dire bison
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^ excellent example of real diminishing returns, rather than artificial.

river flax
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Thoughts, people?

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#feedback message

dawn gate
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ah sometimes I wish we could undo a pick or two during unstable transit when the enemies turn out to be just like impossible to win or even get close no matter what setup you have, even in earlier rounds. Like hard-stopped at 15, then next round hard-stopped at 18. Usually is cause I didn't catch the enemy types that spam missles or are hard to kill + one shot anything

shell jasper
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like fully undo your last choice after you fought the battle?

dawn gate
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nah, like like us redo the last pick if we ended up with a enemy setup that can't be beat. Atm all we can do is move what ships we got around

shell jasper
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oh well a better preivew of the fight would be good

dawn gate
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most times seems if one picks a upgrade that ends up spawning enemies that spam missles or are super ultra tanky + dps that is like unwinnable

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ah yep

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could maybe like add small icons to indicate, like a small m if enemy type fires missles

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"this setup will almost certainly be unwinnable, proceed yes/no?"

nocturne idol
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Seems like I'm ging to keep that one ๐Ÿฅน
Only chose CLQ, pushing HQ, F and Damage, or whatever gave the biggest amp. And some luck, I guess.
Now I wonder if that would make for a nice achievement ๐Ÿ™‚j

nocturne idol
keen sonnet
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No basic tips on ship setup here?

deep coral
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ppl tend to recommend gaining smaller ships, so your enemies are overall weaker, afaik

keen sonnet
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I gave up trying to understand all the different upgrades and enemies in fleet galaxies and just use the spreadsheet

deep coral
keen sonnet
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Ah

deep coral
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so today we have X, tomorrow we'll all have Y, then Z, and so on

keen sonnet
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Well I've figured out that fighters in the back row seems to always work best from my time in galaxy. But I'm still unclear on frigates vs corvette positioning/priority

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I always take another frigate first in galaxy

dawn gate
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seems certain upgrades especially for unstable transit fleet are just way better then others though

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like charge laser then charge laser snipe upgrade to make range pretty much unneeded + high damage. Enemies can't do damage if they don't even get one shot off

tired blaze
dawn gate
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seems there be mainly 2 enemies to avoid especially after wave say 10 or 15. Missle launcher ones and the super ultra tanky ones that can also like oneshot

dire bison
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Depends on your fleet. If you're getting decent upgrades it's fairly safe to ignore enemy fleet makeup until 20-25 waves

nocturne idol
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Had a good week, with going all charge laser quick, and pushing fighters (if available), barrier, damage booster/amp, with fire rate and special upgrades second choice. Went more on range or armor before, but that didn't get me as far.

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I think Fighters with barriers are a crucial asset, because in the end most enemies deliver one-shots.

fervent turret
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2c thoughts on UT - there ought to be higher factoring in of focused-fire value

as in, the 'single ship' upgrades for cruiser/HC, still doesn't go far enough to compensate for receiving twice the effective damage by virtue of higher focused fire

ditto for teleport drive - which throws that group, or the whole fleet on the rare version, into firing range of all enemies almost instantly and makes it a straight attrition fight top to bottom with no positioning nuances

like, I don't think it'd be out of the realm of fairness that teleport drive just give you a temporary invulnerability window. or like, 10x barrier

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the damage increase just doesn't do anything - it could probably be 10x or even higher and still not really measure up as an improvement

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that said I feel that that focused-fire value should be measured somehow, even if it's arbitrary, but have no ideas on how to do that

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tangential note, I still dunno how to feel about glass cannon - it feels like it gets me through easily winnable levels faster, but also runs up against 'the wall' sooner

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lately just been avoiding it

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I'd also like an option, to see DPS increases listed as 'per group' and not 'per ship'

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-# also just remove burst upgrades past 3 if it's the case there's never a point where it's a DPS increase

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gnarly loss, not even a single missile chucker ๐Ÿค”

tired blaze
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Today was a fun one, but it is getting monotonous doing CL for every run. Even if missles can work, it's just too risky.

shell jasper
fervent turret
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glueing its stats + small buffs onto the single ship, more or less?

shell jasper
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its more then a 2x I thought

fervent turret
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what I'm saying is the single ship would wind up with like, 4x or 6x stats with focused fire in mind (I dunno how math works, remember)

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at least, defensively

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I didn't think it through regarding offensive stats really

tired blaze
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I think the tank upgrade is fine. Sure it doesn't survive at stages 20+, but nothing does.

nocturne idol
tired blaze
fervent turret
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well, unless we're counting being a negative impact

tired blaze
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It's good for swarmers and missles. But I wouldn't mind getting it reworked to be good against its medium counterparts, since they focus each other afterall.

deep coral
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I was holding at rank 2 for a while, finally dropped to 3/511 so far today, felt like a pretty good run, but definitely could have improved it looking back

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I wish it showed us what rank 1 achieved

tired blaze
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rip, only made it to stage 24. Got unlucky.

river flax
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I SEE NO GOD UP HERE BUT ME

storm bay
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unless you meant 3/31

deep coral
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yeah i meant 3/31 but no worries!

storm bay
rain kindle
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show off.

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oh .... spoke too soon. Lol

wet terrace
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how you guys get to 29/30/30+ is beyond me, I get happy with getting 24 ๐Ÿ˜…

deep coral
fervent turret
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are enemy barriers supposed to be impervious to beams?

obsidian glade
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I'd say yes

empty cargo
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just like s. battle

deep coral
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yeah any time grid buffs show up I avoid beams

dawn gate
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ah todays run was...a thing. Flawless base until round 25 then it was like rigged to be unwinnable. cruisers and fighters all with barrier and all with high damage sniping and I barely took down half their ships

storm bay
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curious what 1/2 got on bonuses or fight composition that made the difference. I didn't get any damage amps or slots but got both barriers with fire rate base bonus

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last fight had no missiles, swarmers, or bulwarks but my HCs got hung up on mediums the entire fight while the regular ships chewed up my fighters

nocturne idol
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had a good week, so I need to brag a bit. was sooo close to place single digit for 6 days straight ๐Ÿฅฒ
I think I'l keep my strategy of pushing all CL-Q, with the earlier reinforcements primary on fighters (or vettes) to tackle large fighter clouds. upgrades strictly focus on damage (rate, if no dmg), but barriers, ship improvements, burst1 and the occasional amplifier, always go first. Didn't get a sweet barrier base all week, but i guess the boss is now stingy with those ๐Ÿ˜„

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Of course I got thinking, what really determins ranking. Is it really stage cleared and base health? and is everyone with 500 health sharing the same rank or is it in the order who came first? Wouldn't something like "total enemy health left" on your last uncleared stage be a better second criteria?
And as you might guess, I'd love to have a longer, more detailed log of past rounds and rankings... together with statistics and achievements, please xD

empty cargo
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achievement about ranking? oh no

nocturne idol
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First one might even be boring, because in the end you only need to be fast ๐Ÿ™‚
Maybe top ten at the end of the day, participation trophy for not missing a day for a month or secret achievenents for weird combos ๐Ÿ˜„
Maybe I am just bored in this little corner of USI, waiting for the update...

empty cargo
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log in for a month straight seems like those crap f2p mobile games

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there are secret achievements for certain run modifiers

nocturne idol
nocturne idol
empty cargo
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๐Ÿค”

dire bison
# nocturne idol Of course I got thinking, what really determins ranking. Is it really stage clea...

Ranks are shared. Assuming full base health: If two people clear 25, and 4 people clear 24, the two that cleared 25 both get rank 1, and the four that cleared 24 all get rank 3. If one of the 25 clearing players had 500 base health and the other had 250, the 500 would get rank 1, the 250 would get rank 2, and the other 4 would still share rank 3. Ranking will change throughout the day as more people play and (possibly) beat your score - so your initial ranking is the highest it can possibly go. Time zones make this wonky, as I've seen my score from the previous day change even after I played the current day's level.

nocturne idol
dire bison
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yes, that's exactly correct. Doesn't matter if they cleared it with 1 hp remaining on the base. And anyone with <500 hp on the same clear as you would have 2 + you + all the people tied with you = their rank.

lament pollen
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been running simulations to see how high i can clear. best i've gotten so far is 54

restive hinge
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Just to be sure, there is any reason to go for more than 10 stages in unstable transit?

cloud hatch
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higher stage = higher amount of banked runs, but no, as far as the actual reward is concerned, no need to go higher than stage 10

restive hinge
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Tkx

dawn gate
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reached round 30 today. Couldn't pass but I got fairly close. If only got a few more shots in or my base could fire one more shot

vital oar
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well hello there beauty

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let's see what are the ship types

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frigates and fighters - interesting!

vital oar
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easy my highest score

lament pollen
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is there any reason my ranking wouldn't show up?

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i cleared stage 38 Dx

deep coral
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woohoo cleared 40, I'll take Rank 5 (so far)

glass dune
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Confused on UT artifacts

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Are these perma buffs or?

obsidian glade
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yes

glass dune
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Got ya, i should start trying to clear higher then. Got to 14 so far

obsidian glade
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10 is where your artifacts max out, everything above that is only for banked runs that let you do runs in 1 click when you dont wanna bother some days

cloud hatch
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completing new galaxies unlocks them for UT, which give a lot more artifacts, so make sure to do the highest one you can in UT

timid grotto
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my first first ๐ŸŽ‰ :

lethal kiln
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do beams work with burst fire

bitter umbra
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yeah

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think it literally just makes the beam count as two singular shots as the same one

bitter umbra
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Thought of a fun UT Mod

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Chaos mode modifier: Any Difficulty, Choices and Other Modifiers can be applied to Battle/Selection Screen for that instance of Battle/Selection

lusty umbra
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anyone running z40 unstable transit?

vital oar
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i do

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why wouldn't we as long as we have access

fervent turret
deep coral
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may not last but proud of this one regardless!

bitter umbra
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I cast, D e a t h

pastel crescent
deep coral
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i wanted to try cruisers missile barrage but didnโ€™t come up when i was rdy to pick it, content w how CLQ went on them tho

pastel crescent
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Thanks. Haven't bothered with UT for a LONG time and forgot everything xD

restive hinge
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This is bad right?

cloud hatch
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generally, yeah

bitter umbra
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yeah cause it reduces barrier amount

cloud hatch
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if you only care bout hitting stage 10 and you get it early, it's actually nice

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but it falls off hard

fervent turret
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the damage block just doesn't make up for being focused fired harder by scaling enemies

bitter umbra
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now if the damage block was precentage based in UT

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that would be interesting

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probably using the maneuverability math for fighter dodges for damage block

vital oar
sick yacht
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Well, this guys ignore all my damage ๐Ÿ™

empty cargo
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run ender

sick yacht
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I feel like multi PC on fighters isn't great

ashen nebula
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I'm pretty proud for today

sick yacht
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rank 21

wild timber
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ironclad damage block should probably get min 10% or something lol

#

feels silly to instantly brick vs. it

ashen nebula
#

Yeah they should get the same treatment as ours

wild timber
#

dude is literally glowing from the 3 million shots

#

ok now it's actually over

fervent turret
#

multi-particle fighters are really making performance choke ๐Ÿ˜†

crisp mango
#

ok wait. i call foul! Enemy ironclad ships in Unstable take zero damage from my dudes. shouldn't 1/4 of the damage be getting thru regardless?

#

...i just read some of the chat

#

and i agree its kinda bullshit

river flax
#

Damage block doesn't work on enemies IIRC?

#

Multi Particle Cannon was mega busted in my testing

crisp mango
river flax
#

Sorry, I meant the minimum damage

astral kayak
#

is there anything new with z40 to know about or just same strats as before?

timid grotto
#

you have Definitely Not Another Charge Laser I Swear in the form of Particle Cannon

#

I'm not sure which is better though, have only done one actual run of it personally

dire bison
#

haven't tested it really. Don't like the slow firing, DO like the slow ship speed. Picked multi and watched it single target 1 ship in a group instead of 3 (3, right?) ships of that group. Couldn't tell if it fired 3 times or not at that one ship.

fleet steppe
#

that looks like a run ender

#

yeah it takes 0 damage from my particle cannons

#

very sad

fleet steppe
#

mfw 4MB Event Log

#

anyway reached stage 61

#

Ironclad existence means z40 is a worse mode to set records in vs z52

#

though I think Particle Cannons are better than CL for trying to go super far

wild timber
#

i feel like mediums should be able to spawn in early UT stages

#

mostly because the increased amount of swarmers is actually more dangerous than a medium/bulwark would be lol

#

never picking early PC again

timid grotto
# wild timber never picking early PC again

#1335902304959987733 message that bit of hull damage taken was the first battle after I picked charge laser as my first weapon upgrade, as long as it doesn't die it is fine

astral kayak
#

You have a higher chance of ship survivability with charge laser compared to pc

#

Thats not really comparable

wild timber
#

charge laser has like twice as much base firerate as pc or something

#

or 75% more?

#

it's true early damage doesn't really matter if you end up getting a god run that hits s25+

dire bison
#

The speed penalty is harsher than I originally thought, since speed boost upgrades only added 0.03 to the base PC, 0.033 to the mid, and 0.015 to the multi. Compared to 0.05 to the starting weapon. Getting to the 1.0 shot speed is going to be difficult.

shut gazelle
#

Cruisers with barrage missiles doing 0 damage hits to a medium ironclad on stage 21, is this a bug? Can move to bug reports if needed. Still in fight so I can produce video evidence if needed as well.

Edit: Looking above I notice others with similar experiences of doing no damage to one. So ill chalk it up as intended design for now.

wild timber
#

it's working as intended due to them not having a min block value unlike player-side armor, but might be an oversight because completely bricking vs. 1 ironclad is kind of silly

shut gazelle
#

I agree and imagine it will be adjusted in an update I'm sure

shell jasper
#

uh I cant remember

#

its very deliberate,I think its becuase you just completely outscale and make it irrelevant

#

ah

#

the UT damage blcok amount is way smaller

#

hrm

#

oooooh wait

#

I wonder if that was meant for YOUR ship more so Thonking

#

@wild timber @shut gazelle
and @ whoever else has run into this
Do the values before 21 seems meaningful at all on those nemies?
And also, is there some reason you can think of for the PLAYER ship to also always not allow a minimum through?

empty cargo
shell jasper
#

very nice of my past self to include 0 reasoning lmao

wild timber
#

Do the values before 21 seems meaningful at all on those nemies?
if you run fighters and/or missiles yes. technically i imagine it also makes cruiser way worse against them than hcruiser but i haven't really done UT runs with similar setups on either ship to compare?

And also, is there some reason you can think of for the PLAYER ship to also always not allow a minimum through?
probably just a protection against super degenerate 1 armored cruiser vs. 500 swarmers in galaxies?

timid grotto
shell jasper
#

nuked it for enemies only have fun

wild timber
#

ok looks like both enemies and players have 25% min now

#

cool

shut gazelle
echo spear
#

I still didn't use my uts bc the galaxy it's worthless now

#

I need to beat z40 to have a valuable UT

dire bison
#

@echo spear Don't sit at 4/4 Instability until that happens, though. "Worth Less" and "Worthless" are not the same thing.

echo spear
#

Is from the previous galaxy where that ut is available for that galaxy the value is getting less

#

So beating that z40 it will probably be

hot plank
#

I didn't realize/remember that banked runs are specific to the galaxy. Kinda sad that my 98 banked runs for z52 are just going to sit there forever.

#

Particle cannon is fun, particularly the multi-shot version, but the speed and targeting make it a hindrance early on. Or maybe Frig/HC makes for a poor duo. I've gotten it twice now.

wild timber
#

yeah no fighter/corvette makes it kind of painful to lose even more firerate early on

dire bison
# echo spear Like why because since the uts are starting to lose value

Let's say you'll clear galaxy 10 on this coming Monday, unlocking the top level of UT. You gain instability at 1 per day, and you're at 4/4 currently. On Monday, you'll still be at 4/4 whether or not you spend the instability gained today, tomorrow, and Sunday. Since you'll be back at full anyway, spending them to keep from wasting them will have a small bonus for your stats. It probably won't be a lot, but it will be a non-zero gain. And since it 'cost' you nothing, even a small gain should be grabbed ๐Ÿ™‚

echo spear
#

So I have to beat z40 to unlock UT on that galaxy

#

Which multiplies from the last one

dire bison
#

This is from z52

echo spear
#

Which I didn't spend any of my UT fuel bc I knew that I'm going into z40 ut especially I have so much FR saved up from that sheet

#

Instead of mindlessly spamming ship

#

And waste that fr

dire bison
#

Ahhh, perhaps we're talking about different things, then. I'm recommending not letting instability cap at 4 and staying there until you unlock UT-z40 --- keep it at 3/4, so you aren't wasting any. But don't spend ALL of it, that's wasted potential also - you'll want to dump it as soon as you unlock UT-z40 and get the higher return.

Astrium Fuel is different than instability, and you should most likely be spending it in G-z46 and G-40 as soon as you can, so you can get the artifact upgrades. ๐Ÿ™‚

waxen portal
#

That armor block ended up being too much.

hidden cave
#

these things are silly lol

#

idk if it is actually any good, but the combination amuses me

timber ice
#

Is there a list of what unstable upgrades are available now?

tawny musk
# hidden cave these things are silly lol

Did that with corvettes. It was absolutely filthy and got me to zone 62. Would have gone farther, but by thet point the Medium Ironclads dmg resist was like 380 000 and outstripped my ability to do damage to it, at which point it went asnd systematically popped every corvette.

#

Did try it with fighters just now. Had to stop when my PC began trying to melt itself

remote rain
#

Second run of today got me to 38 lol.

#

Had crazy mods.

#

Was no extra ships, rarer mods, more mods, balance.

echo spear
#

Okay the issue with fighters is that they're lag machines

#

When I do super endless mode

#

Fighters used as particle snipers

#

Which lags alot so probably do heavy cruiser as snipers

lusty umbra
#

what ships are good to instal pc?

#

I guess it'd kinda work like charged laser thoue

astral kayak
#

more or less but the skirmishers in the early stages are brutal

echo spear
#

Bc it can hit 3 enemies

echo spear
#

This was on fragile btw one hit and dead

#

I believe going for missiles first then particle to deal with fighers

wild timber
timber ice
#

Okay - thanks

reef yacht
lusty umbra
#

wow burst multishot Pc is just broken

dusk echo
#

Too bad I didn't get a nice RNG for grid slots =/

bitter umbra
#

okay game.

empty cargo
#

0

bitter umbra
#

0

#

literally nothing i can do

#

sob

#

was baited by a C slot barrier

deep mortar
#

Lol is the dmg reduction on those bats new?

wild timber
#

the armored and shielded variants are new

deep coral
#

i misread and took mid-range PC instead of multi and felt sad

sick yacht
#

mid range PC is so bad

#

imo it's worse than regular PC

wild timber
#

yeah i agree

#

beam is another one i sometimes don't want to get either upgrade for

deep coral
#

is there ever a reason to take the mini rail gun? seems like itโ€™s always a bad move

#

i usually go CL, now iโ€™ve been trying PC some, occasionally i get some missile barrage for the swarms but never ever rail gun, almost never beam

#

I need to actually test this, but it also looks like a ship's targeting priorities are based on the ship, not its weapon loadout. So a heavy cruiser seems to want to target shielded enemies even if you put a PC on it. Not 100% sure on this, so I'll pay attention in future UT runs to confirm.

dense swallow
#

Similarly, small ships target other small ships

#

So the enemy snipers will bypass your HC/C to shoot your frigates

deep coral
dense swallow
#

They matter but not as much as other things

#

It's still a good idea to set the board where your anti-shield will hit shielded enemies first, if possible

#

etc

deep coral
#

yeah, just hurts to see a CL snipe an armored ship and ignore all the easy targets with shields

dense swallow
#

Up til like level 27 or so, you can simply overpower most boards with raw damage + range

deep coral
#

oh sure, it's deeper into the run where it bites you

dense swallow
#

And by 30+ the enemy scaling makes damage match up more important, but also your ships don't really scale as hard anyway

#

It's easier to do longer runs with duo or no extra ship mods

deep coral
#

i just wanna claim another Rank 1 ๐Ÿ˜›

timid grotto
deep coral
#

a "None" modifier day I'll often skip

#

or if I'm busy, but they're fun, esp now that there's a new weapon in the mix

timid grotto
#

I lack that dedication/do not find them that interesting:

timid grotto
#

I try to do "good" combos so I get more banked runs per run ๐Ÿ˜›

sick yacht
wild timber
#

no, beam isn't suited for highroll runs

#

but even in the normal case of going to like stage 15-20 i often would rather not get an upgrade for it

hot plank
#

I've found beam decent for swarmers, or some larger, shielded ships, but my highest run is stage 34, so it may not be an optimal strategy.

hidden cave
#

this was silly while it lasted

fervent turret
#

hoarding rerolls to avoid spawns of unfavorable matchups is part of the tryhard strategy

deep coral
restive hinge
#

UT counts for this?

timid grotto
#

nope

#

been at 194/250 (still on the prior achievement) since finishing G10

tired blaze
#

Take your guess, did I win this one?

restive hinge
light verge
#

multi PC is kind of a trap unless you have a specific build for it (read: single medium-tier ships)

#

mid PC is like the inverse of the charge laser tree

#

you get the sniper early

#

but in turn you pay for it in the next run

#

by having a chance of downgrading your weapon

sick yacht
#

Had stage 30+ duo runs with multi PC too

#

If you want to play it safe, get railgun on heavy ship and PC for small ships

light verge
#

Single cruiser with multi pc eliminates the weakness it has because it doubles firing rate

#

Not having single cruiser is rather suspect for pc users

#

Mid pc just is pure trap

sick yacht
#

Actually, beam can be okay if there are no extra ships and you can buff it enough:

light verge
#

That looks like its just for simulation purposes

#

There is no mono otherwise

sick yacht
#

Yeah, it would be hard to use even with duo

willow kayak
#

I've just cleared stage 74 with mono Frigate in simulation

willow kayak
fervent turret
#

I think base exploitation is carrying me

#

doing everything I can to deliberately juice damage as high as possible and still getting gated by the damage block lol

#

full grid of 2x damage

#

oof, and I lose here - mostly to the mediums

#

5.14e6 hull lol

tired blaze
drifting hinge
#

i did it, nobody ruin my good time

bitter umbra
willow kayak
#

Passed this one but barely

dire bison
#

Vette/Cruiser duo run, good pairing for new high score. Curious what #1 picked for upgrades. I leaned towards Damage Amp > Fire Rate > Damage. Wasn't able to get 2x burst on cruiser, just vette

river flax
#

Alright how did everyone do

dusty oar
#

only 42, but best so far for me

potent shoal
dire bison
#

Nice! I didn't think of splitting weapons, prolly spend some time in the sim later on that =]

finite wave
#

Prob one of my best runs so far

onyx bramble
#

Is burst fire actually good? getting for corvettes with multitarget particle cannons

opaque grail
onyx bramble
#

so the first here is good then? or do I just go for the pure damage

willow kayak
# onyx bramble so the first here is good then? or do I just go for the pure damage

In no extra ship for me : First very rare grid buff fire rate and double damage combo, then rare damage, then fire rate, then grid buff (one or two fire rate buff at game starts is also a good idea, even against fire rate upgrade) at random on every case except C column and B1 and B5. Ideally B1, C1, B5 and C5 should be the very rare sniper grid buff and the rest of C damage and fire rate combo (another one can be useful in B).
Once you can easily clean everything, take glass canon then damages (still a bit of fire rate but fire rate can be a bit behind in term of DPS upgrade). Generally you should take most of the one time upgrades to clean the possible drawable. (Same reason as to why fully upgrading the grid)

#

Burst is good at start but a handicap later

#

Someone have another strategy? This one take me to 60-75

onyx bramble
#

yeah I got here with the run which is fine I guess, cruiser + corvettes

fervent turret
#

so has anyone figured out a role or niche for charge lasers to fill with particle cannon in the mix?

glad sleet
#

Is there a guide for this? Clear stage 10 in Unstable Transit with the Extreme modifier by itself

empty cargo
#

keep spamming simulation

obsidian glade
#

its not that hard to pull off tbh

empty cargo
#

was during hull shotgun 2x hp hell

obsidian glade
#

I still find it funny that on my first ever run where I tried it I accidentally picked fragile too but still made it to 21 or something

#

I felt robbed

cold path
#

got to stage 30 on the last UT with casual ships
wtf

#

that was an insane luck, damn

cerulean sparrow
#

What're the "best" weapons / setups / tips for UT?

#

I've just kinda been clicking stuff that seems good for a while now.

timid grotto
#

charge laser snipe, multi particle cannon, barriers, max DPS

glad sleet
#

I tend to focus on range, dps, damage, and defense

light verge
#

The last UT was unlocked after g10 right?

empty cargo
#

yes

bitter umbra
#

4/5/6/8/10

#

iirc

light verge
#

Yeah UT4 only has up to Charged lasers.

Top 1 is charged laser snipe, top 2 is missiles, then for both all dps and barriers, especially for fighters

UT5 gets a lot of mileage out of multiparticles, especially when mounted on solo cruisers

#

Midrange particle is a trap

fervent turret
#

has anyone managed to get a direct comparison of sniper CL vs particle?

#

damage-wise?

astral kayak
#

i think it's more about the type of enemies you get

#

ie ironclad bulwarks in z40 make charge inherently worse

proven knot
#

When do you ever pick mid-range particle cannon? The multi just seems straight better

fervent turret
#

the bulwarks are the issue now, for certain

#

the question I have is, particle cannons don't get a damage increase with their upgrade, far as I can tell - not vs single target anyway

#

whereas CL + snipe, maybe is on par with particle?

light verge
#

particle cannons have armor damage, which is crucial for the armor bulwarks since they have larger health pools due to a lack of a shield

#

CL+Snipe is pretty much on par with particle tho i believe, at least up to 30

#

i do love the niches for CL and Particle

#

particle is basically upgrade now pay later

#

because multi also sucks ass to an extent

#

fire rate with multi is quartered

#

this disadvantage can be countered with the cruiser types being upgraded to single ship only

#

which turns particles into ship ripping devices

#

CL+snipe is still higher fire rates if mounted on smaller ships

#

though nowadays i only play on duo mods, and never on non-duo

jade bough
#

Huh never noticed these guys had flat damage reduction. Got beaten by a single one of them because I focused too much on fire rate

light verge
#

explains why they become incredibly thicc

river flax
#

Yeah it basically requires Particle Cannon

#

Not particularly good design

fervent turret
#

we don't have the full picture though

#

like, last couple UTs it's kinda become clearer to me that it's more of a "let him cook" situation, because we aren't at the 'final form', we're in mid-progression with only some unlocks visible to us