#Unstable Transit
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what does that mean
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)
@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.
the way it works now is slightly different.
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
when you run out of banked runs, you can still autorun but the artifacts you gain are set to the stage 7 cap immediately
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 !!!!!
sync issue
not a sync issue, that's just how targeting works
Bro is whining as per usual
And you like Charge Laser Snipe, try Quick ๐
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 ๐
things naturally stargger a bit due to range, thats just not the case with a range that is basically the entire field lol
๐ค
You are rank 0.00201207243
0.0002? Out of 0.1?
how dare you
But you're off by 1 oom..
Ah, my apologies
I finally got to battle 21 today!
it stuck
Is the only use of fuel after completing z52-8 speeding up unstable transit?
there's achievements for going to a galaxy x number of times
gotcha thank you
i think if you also screw up a run by ending it lower you also end up consuming a bank run to get the full 10 unstable fleet bonus?
I don't understand banked runs, how do you spend them?
am I missing a button?
oh hang on, is it just an auto complete feature with spend instability for x artifacts
ya, if you had an instability that second from bottom grey button would be clickable
Oh hey
what are the differences in going to a different galaxy in unstable transit? do you get more rewards for upgrades in later galaxies?
More artifacts yeah
It shows the multiplier on the UT screen somewhere
It goes up significantly
ahhh it does too, just below the galaxy buttons
I assume they're also more difficult
More complex at least, difficult is hard to say
There's more mechanics since it's based on the galaxy you select, both for the enemies and you
is it worth doing the latest galaxy you have available to you every time
I think that's what pretty much everyone does yeah
since the cost of entry is the same
Especially since the rewards scale so slowly
they typically inherit the mechanics of the main galaxy (e.g. g6) that unlocked it
they also get newer sets of modifiers
or access to new weapons present in the previous main galaxy
been a while since i did a run, turns out today was pretty good
shame i don't have any more instability, cause the one after shows promise
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
it increases damage
When the guide says โalways choose smaller shipsโ does that mean for your own fleet or for the enemy fleets? ie: donโt pick battles that have those large hex shaped ships?
Or does it mean like, add a fighter instead of a cruiser to your fleet
own fleet
enemy fleet mass is the same as yours, light ship mass 10 medium 20
choosing a light ship increases mass less
and enemy mediums scale better than yours do
Ooooh
ohhh today's gonna be crazy
Definitely not a day to skip
BEST combo
renewable shield from base is crazy - ive never thought its more than a single shield charge
only wave 33 tops
i won't have fuel for a while, what ships do we get?
Crusier/Frigates
FUCKING LOL
ahh ok, yeah we could have gotten better options
Awesome mods, made it to 34
waow
๐
what in the mods?
yeah, weird one
todays my favorite!!!
couple downsides, but i love duo no extraships
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
If you do a run with banked runs, do you lose them or just add to them?
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
Ahh gotcha so you can keep banking them
It didn't work that way before banked runs right?
correct
so in the past 2 days i cleared a 39 and 28, which gave me +14 and +9 banked runs
i should have enough banked to not actually NEED to run UT at all till new content
thats what i always do except priporitising enemies
:(:(
i dont get them by icons :9
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.
Beat me by two both days T_T
At long last I'm back in it. Better stick.
does burstfire affect beam lasers?
yes, it just increases the damage
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
5 tries at it with my ships in all sorts of positions and nothing worked.
thats just how fleet works
all missiles is gonna wind up like that vs that opponent comp
best bet is probably to try and huddle in a corner to bait the small ships to outrun the bulkwark towards yours
feels like the enemeies just have some types that can absolutely nuke any setup
global ranking
that's what happens when you go triple missle launcher and pick a fight with bulwark instead of skirmishers.
at some point skirmishers are by far the most deadly since they have the most number of shots
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)
Will i keep this first place?
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
Either way, it has been really rare occurance so I didn't follow up on it.
Proof that people (the usual suspects) are not playing this game much...
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
25/943 so far? Iโll take it, that was tough!
don't miss the decent combo today!!!
duo+stuff
it gives barrier to both: corv and fighter almost from the beginning etc
argh ive almost set my highscore
buy snipers with missiles are killing too many of my ships
actually ive killed all of them but a single sniper that has 770 dmaage :(:(
never got any very rare mod am i missing something ?
its just random
They are very rare.
turns out a lot of other ppl did it today, cleared 20 and I'm rank 43/716!
I ended up on 5/123 for yesterday's one, I'll take it. that still seems miraculous to me
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
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
That's awesome, grats on the improvement. 30+ scores always make me pretty happy ๐
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.
i must admit i love the update for UT: stacking banked runs AND
often DUO and rare interesting mods
i actually play from time to time at least couple times a week
with pleasure
i mean just look at this beauty
renewable shield for all ships
i love this one for base
yes barriers can styack
my sniper CL corvs had 4 stacks: 1 native and +1 from base every 4 seconds
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
nice
Nice mix today
Personal best ๐
sorry
but yeah, a pb for me as well...have two 2x damage/fire rate on the back row was crazy good
ran out of rerolls though, i think i had the stats to beat 43, but couldn't get the right comp
I'd be disappointed otherwise
The banked run change has me playing a LOT more games
i think i'd be playing more, but there's just nothing for me to do right now other than UT
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 yesterday๐
in general, single cruiser/HC is bad
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)
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?
A new record for me ๐
"surely one missile enemy will be fine, right?"
Shoulda kept rolling, I probably could've gotten another stage or two outta that crazy run
cleared 35, absolutely wild to see 42+, thatโs so good
stage 37 cleared -my best
CL snipe and fighters missiles
no base shield ๐
no base abilities at all
my highest is 35, also didnโt 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
same also a single HC instead of 2 - i took it by the end
ahh, i avoided that to keep the ability to target more things, i took quick laser, wishing i took snipe
but barrier barrage missiles fighters was fun
I got stuck in positioning though, I had 4 grid buffs that made my layout static or I got a lot weaker
ive had more grid buffs - to choose from
oh i couldโve taken more, i just chose other options along the way. was definitely a self-created problem ๐
very plentiful damage amps this UT
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?
everyone gets the same, but not everyone choses the same stuff so the runs are different for each player
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)
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
sometimes ya might get like 4-5 choices but actually just like 2
competitive day 
armored mediums done did me in
My third one ever. I am oddly satisfied.
fun
Now that we have an abundance of banked runs, a way to convert them to artifacts would be neat.
when you have instability, you can click the button and you get artifacts
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
the banked runs scheme is meant to reward you marginally for reaching stages higher than 10. Previously that reward was said banked runs, so you didn't have to do runs very often. But now that it stacks, you have hundreds of banked runs, the marginal utility of additional banked runs trends to zero. Hence why I'd like them to have an additional use.
^ excellent example of real diminishing returns, rather than artificial.
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
like fully undo your last choice after you fought the battle?
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
oh well a better preivew of the fight would be good
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
ah yep
could maybe like add small icons to indicate, like a small m if enemy type fires missles
"this setup will almost certainly be unwinnable, proceed yes/no?"
Seems like I'm ging to keep that one ๐ฅน
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 ๐j
Maybe a full sized preview of the enemy formations would help the most, to access and chose the next battle.
Also a single use booster thing would be great, to bridge an extra bad battle early in a run. Like a barrier for the base, reinforcements or those lasers from offscreen ๐
No basic tips on ship setup here?
it depends on what you have, upgrades you've chosen, and the specific layout of each wave you're facing
ppl tend to recommend gaining smaller ships, so your enemies are overall weaker, afaik
You always start with the same ships each run right?
I gave up trying to understand all the different upgrades and enemies in fleet galaxies and just use the spreadsheet
Yes and no, there are different starts depending on the Run Modifiers active that day. We all start with the same ships, yes, but what those ships are changes based on the Run Modifiers that are active
Ah
so today we have X, tomorrow we'll all have Y, then Z, and so on
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
I always take another frigate first in galaxy
seems certain upgrades especially for unstable transit fleet are just way better then others though
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
A reroll of the enemy positions could be interesting
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
Depends on your fleet. If you're getting decent upgrades it's fairly safe to ignore enemy fleet makeup until 20-25 waves
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.
I think Fighters with barriers are a crucial asset, because in the end most enemies deliver one-shots.
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
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
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
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
lately just been avoiding it
I'd also like an option, to see DPS increases listed as 'per group' and not 'per ship'
-# also just remove burst upgrades past 3 if it's the case there's never a point where it's a DPS increase
gnarly loss, not even a single missile chucker ๐ค
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.
I thought the amounts were a bit more then 2x i had set, am I misremembering or are you saying thats still too low essnetially?
that 2x is just compensating for the removal of the second ship, right?
glueing its stats + small buffs onto the single ship, more or less?
its more then a 2x I thought
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)
at least, defensively
I didn't think it through regarding offensive stats really
I think the tank upgrade is fine. Sure it doesn't survive at stages 20+, but nothing does.
That run seems to be exeptionaly good. I got 6th/852 at stage 27. CLq, with focus on damage and Fighters.
I also think the tank upgrade has it's place, with helping to safely get above stage 10 or even in the lower 20s while stepping into fighter and missile swarms rather unprepared.
It was, I got very rare base, frigate and corvette upgrades, as well as 4x barrier fighters. Couldn't get much better.
it doesn't make any impact up to stage 20+
well, unless we're counting being a negative impact
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.
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
I wish it showed us what rank 1 achieved
I'll reach rank 1 real quick and show you, trust.
rip, only made it to stage 24. Got unlucky.
yeah i meant 3/31 but no worries!
wee
how you guys get to 29/30/30+ is beyond me, I get happy with getting 24 ๐
depends on the mods tbh, today 24 is really impressive
are enemy barriers supposed to be impervious to beams?
I'd say yes
just like s. battle
yeah any time grid buffs show up I avoid beams
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
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
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
had a good week, so I need to brag a bit. was sooo close to place single digit for 6 days straight ๐ฅฒ
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 ๐
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
achievement about ranking? oh no
First one might even be boring, because in the end you only need to be fast ๐
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 ๐
Maybe I am just bored in this little corner of USI, waiting for the update...
log in for a month straight seems like those crap f2p mobile games
there are secret achievements for certain run modifiers
Indeed, but I was more thinking of something you really need to achieve ๐
More like not skipping manual UT. Who does not log in daily, and cares about anything like achievements ;D
rn theres only the extreme stage 10
๐ค
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.
Thank you! So if I am 3rd with 500 left, two players actually did clear the sector I did not, right?
Now I need to know with how many I share that rank. I guess this might be hundreds most of the time ๐
Would it be too much, to wish for a bar diagram to see the daily distribution? Maybe even two bars per stage ( cleared with 500 health / less than 500) ๐ฅน
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.
been running simulations to see how high i can clear. best i've gotten so far is 54
Just to be sure, there is any reason to go for more than 10 stages in unstable transit?
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
and banked = skip run to get reward
Tkx
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
well hello there beauty
let's see what are the ship types
frigates and fighters - interesting!
woohoo cleared 40, I'll take Rank 5 (so far)
yes
Got ya, i should start trying to clear higher then. Got to 14 so far
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
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
my first first ๐ :
do beams work with burst fire
yeah
think it literally just makes the beam count as two singular shots as the same one
Thought of a fun UT Mod
Chaos mode modifier: Any Difficulty, Choices and Other Modifiers can be applied to Battle/Selection Screen for that instance of Battle/Selection
anyone running z40 unstable transit?
you beat galaxy 10 already while still only at sector 144?
may not last but proud of this one regardless!
I cast, D e a t h
what did you run for fewer/duo?
I did heavy cruiser charge laser snipe, cruiser cl quick bc i needed something to handle the ambushers/masses of ships
i wanted to try cruisers missile barrage but didnโt come up when i was rdy to pick it, content w how CLQ went on them tho
Thanks. Haven't bothered with UT for a LONG time and forgot everything xD
This is bad right?
generally, yeah
yeah cause it reduces barrier amount
if you only care bout hitting stage 10 and you get it early, it's actually nice
but it falls off hard
the damage block just doesn't make up for being focused fired harder by scaling enemies
now if the damage block was precentage based in UT
that would be interesting
probably using the maneuverability math for fighter dodges for damage block
yep ofc, i ve maxed all nodes and art already bu ive used 15 6 h timeskips iirc
Well, this guys ignore all my damage ๐
run ender
I feel like multi PC on fighters isn't great
I'm pretty proud for today
rank 21
ironclad damage block should probably get min 10% or something lol
feels silly to instantly brick vs. it
Yeah they should get the same treatment as ours
multi-particle fighters are really making performance choke ๐
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
Damage block doesn't work on enemies IIRC?
Multi Particle Cannon was mega busted in my testing
It most certainly does work. Ironclads ended my run
Sorry, I meant the minimum damage
is there anything new with z40 to know about or just same strats as before?
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
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.
yeah it's brutal
welp
that looks like a run ender
yeah it takes 0 damage from my particle cannons
very sad
Battle Report is also a very bad idea to try to open, takes a long time
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
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
#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
You have a higher chance of ship survivability with charge laser compared to pc
Thats not really comparable
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+
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.
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.
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
I agree and imagine it will be adjusted in an update I'm sure
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 
@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?

very nice of my past self to include 0 reasoning lmao
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?
"get fucked, nerds" - sylv, probably
nuked it for enemies only have fun
Unfortunately I haven't run enough UT to have any comparison data so far its like my 3rd run. But seeing as the change was already made this comment is more or less moot.
I still didn't use my uts bc the galaxy it's worthless now
I need to beat z40 to have a valuable UT
@echo spear Don't sit at 4/4 Instability until that happens, though. "Worth Less" and "Worthless" are not the same thing.
Like why because since the uts are starting to lose value
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
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.
yeah no fighter/corvette makes it kind of painful to lose even more firerate early on
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 ๐
In fact it's already at e5 so when at e6 it's started to get worthless in that same galaxy
So I have to beat z40 to unlock UT on that galaxy
Which multiplies from the last one
This is from z52
Yeah but by the time it's like e7 or e8 it started to be valueless on that galaxy and would have make sense for z40
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
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. ๐
That armor block ended up being too much.
these things are silly lol
idk if it is actually any good, but the combination amuses me
Is there a list of what unstable upgrades are available now?
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
Second run of today got me to 38 lol.
Had crazy mods.
Was no extra ships, rarer mods, more mods, balance.
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
more or less but the skirmishers in the early stages are brutal
The multishot on Particle makes it's a better choice than Charge
Bc it can hit 3 enemies
Unfortunately yes I got particle cannon first and overwhelmed
This was on fragile btw one hit and dead
I believe going for missiles first then particle to deal with fighers
||it just gets reduced to a/f, spec, synth, mastery, all others are capped||
Okay - thanks
the mono fighters with missiles lagfest is back. Only this time, it seems like it's slow even between battles (picking upgrades, moving ships, etc.). It's not slow if you save and quit, and return before starting a battle
0
Lol is the dmg reduction on those bats new?
the armored and shielded variants are new
i misread and took mid-range PC instead of multi and felt sad
is there ever a reason to take the mini rail gun? seems like itโs always a bad move
i usually go CL, now iโve 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.
Correct. Cruisers/HC always prioritize enemy heavies and visa versa. They will fire a shot at a closer target if it's in range and attacking it, though.
Similarly, small ships target other small ships
So the enemy snipers will bypass your HC/C to shoot your frigates
Got it, I thought I saw somewhere a player recommending not mixing damage types (unless you're going all-in on something), this must be why
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
yeah, just hurts to see a CL snipe an armored ship and ignore all the easy targets with shields
Up til like level 27 or so, you can simply overpower most boards with raw damage + range
oh sure, it's deeper into the run where it bites you
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
i just wanna claim another Rank 1 ๐
do you actually do UT daily?
not every day, especially certain combos that just don't seem fun
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
I lack that dedication/do not find them that interesting:
so fair haha
I try to do "good" combos so I get more banked runs per run ๐
Have you ever made a good beam run? When I've tried it was very weak (compared to PC, CL, railgun or missiles)
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
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.
this was silly while it lasted
to clarify better -
mixing damage types affects the spawn tendencies
targeting doesn't care about enemy defenses, only whether they are big or small
hoarding rerolls to avoid spawns of unfavorable matchups is part of the tryhard strategy
I didnโt know the spawns had any relationship to the weapon choices I made
UT counts for this?
Take your guess, did I win this one?
Lots of G1 on my way then haha
PC is like a devil's bargain
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
I did a great test run with single armored cruiser with multi PC
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
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
Actually, beam can be okay if there are no extra ships and you can buff it enough:
Yeah, it would be hard to use even with duo
I've just cleared stage 74 with mono Frigate in simulation
And with heavy cruiser
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
If anyone cares, this setup made it to wave 30, rank 1. Given it was with no modifiers, should be a good baseline. All hail PC. Don't pick fighter damage mods if you can avoid it.
lmao
Passed this one but barely
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
Alright how did everyone do
only 42, but best so far for me
i went for multi particle cannon on corvette and heavy beam laser on cruiser
glass cannon + dmg upgrades corvette if possible
kinda messed up my cruiser upgrades, the more u know i guess 
Nice! I didn't think of splitting weapons, prolly spend some time in the sim later on that =]
Prob one of my best runs so far
Is burst fire actually good? getting for corvettes with multitarget particle cannons
1-2 maybe but eventually you usually end up losing because of enemy armor, and bursts make their armor apply more effectively
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
yeah I got here with the run which is fine I guess, cruiser + corvettes
That's what I get with it:
so has anyone figured out a role or niche for charge lasers to fill with particle cannon in the mix?
Is there a guide for this? Clear stage 10 in Unstable Transit with the Extreme modifier by itself
keep spamming simulation
its not that hard to pull off tbh
was during hull shotgun 2x hp hell
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
Bastard
What're the "best" weapons / setups / tips for UT?
I've just kinda been clicking stuff that seems good for a while now.
charge laser snipe, multi particle cannon, barriers, max DPS
I tend to focus on range, dps, damage, and defense
In general yeah, but i think weapon choice and enemy variety also depends on which part of the galaxy progression the player is in
The last UT was unlocked after g10 right?
yes
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
has anyone managed to get a direct comparison of sniper CL vs particle?
damage-wise?
i think it's more about the type of enemies you get
ie ironclad bulwarks in z40 make charge inherently worse
When do you ever pick mid-range particle cannon? The multi just seems straight better
you donโt!
the enemy spawn tendency shifts to match your choices
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?
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
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
explains why they become incredibly thicc