The Obliterate Everything 3 topic, online VS multiplayer space shooter **game updated October 14th**

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This topic is to house any and all Obliterate Everything stuffs. :)

(place holder for more info)

 
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Possible new update coming this weekend. (fingers crossed)

And maybe new ships too! :D

(and nerfs and buffs and bug fixes)

Game here:

http://www.kongregate.com/games/cwwallis/obliterate-everything-3

Image Gallery:

Fire Rate + Fire Rate + Fire Rate!!

Constructor + Quad missile Rush

I may have let my lust for power get the better of me:

Goliath SMASH!

Ways to get Platinum:

Beat a boss.

Win a PvP fight.

Get the daily log in bonus at 8 PM EST. (but you have to do something in the game to make it update, like do a fight, or buy something in the shop)

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General tip:

PAUSE THE GAME! (space bar, or click the pause icon at top left)

Want to start paused? No prob. Best way to do this it to click the screen before the fight starts, then press Space Bar. Now place your stuffs!

Unpause with space bar.

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Any medium or capital ship with hangars can get a ship called a Fury.

If you pair a ship, with Self Destruct, and Fury, the Fury will get improved SD!

If this ship is a forward facing ship (like the Jupiter, that spits out 12 ships at once) this will bring much carnage.

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Other Carrier + Hangar combos include Cloak + Sapphire. Cloak + Mosquito. Or Cloak + Cutlass.

Cloak + Mosquito is brilliant because it will shoot out a base killing swarm of bombers that will only un-cloak, at the enemy base! Devastating! Stealth Bomber!

Cloak + Cutlass is nasty because Cutlass is a strong close range fighter with short range weapons, but it has issues getting close. With cloak, and Capital Ships shooting out swarms of them (12 total for Jupiter or Legion) this is quite a boost)

But the best ship hangar is usually considered the Sapphire. The most expensive ship that can be a hangar.

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Generally considered really bad ships for Carriers are the normal Pirahna, Engineers, and Miners.

But again you can pair them with cloak for fun times.

Having massive amounts of miners cloaked around the map might make for tons of metal.

Having massive amounts of cloaked Engineers might make for awesome front line healing.

And having Pirahnas + SD is still a typical deadly combo.

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As you play the game more, you will notice your ships getting frozen, or dissolving by acid, or being infested by alien spores.

These can all be prevented by having Shielded ships / turrets.

This is not so important on fighters. But it very important to Capital ships. It’s also pretty handy on medium ships. And great on turrets.

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Having read all that, 2 of the best upgrades for Capital Ships are Shields, and for Carrier Capitals, hangers, and for those ships, having Cloak or SD or Freeze or Acid improves them further. So, in general, the best set up for carrier capitals is Shields / Hangar / Cloak.

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A funny ship is the Engineer. He doesn’t do much until damage happens, but when it does, he goes into action. The thing is he dies a lot. The best way to improve this ship is cloaking. Then you can have the engineers waiting until they are ready to help!

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As you can see, Cloak is all around goodness. It is particularly good for ships that are either close range only, or ships that rarely fire.

So that also makes Cloak a natural fit for Spartans and Hades, and the Void Lance.

Cloak allows these ultra devastating medium ships to actually get stuff done!

And of course, shields prevent Freeze from stopping all your fun.

So again, shields and cloak are awesome. As always.

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Ships by energy and by metal.

Fighters (total, empty bay costs 35)

NRG MET
_60 ___ Pirahna
_70 ___ Mantis
110 ___ Knight
110 ___ Mosquito
110 ___ Engineer
110 ___ Miner
160 ___ Hawk
160 _25 Sapphire
_85 _50 Fury
_85 _50 Rapier
110 _50 Cutlass
_85 100 Spectre (cannot be in a carrier hangar)

Medium Ships (total, empty bay costs 200 / 100)
NRG MET
300 100 Puma
350 100 Odyssey
350 100 Tremor
450 100 Athena
300 125 Falcon
275 150 Exhumer
300 175 Corvette
375 175 Grendel
275 200 Pandemic
350 200 Myrmidon
400 200 Spartan
300 250 Hades
275 250 Minotaur
225 325 Scorpion

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I’ll also be doing some Miners testing to post to this topic.

 
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About time someone did this. Thank you Fate :)

 
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Welcome Willy :)

Lets start with a few facts to common newbie questions.

In order to sell items and clear up space, don’t miss the SELL OPTION, in the shop!

You can reset the map you are playing by pressing the NEW button under campaign. (this costs 1 life)

You can also use this to change to an easier difficultly level map.

This is required because you will definitely need to go back and gain and upgrade better ships.

 
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I plan to add some more stuff to this topic over time, so another place holder.

Add some stuff, anyone. If you got some newbie questions that pop up all the time.

Or ideas on how to beat things, like freeze rushes, or cloak rushes, or turret self destruct rushes.

 
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For freeze rush, lasers or some cheaper tower with shield A-E
For cloak rush, build empty fighter bay to reveal incoming fighter and take the hits
For self destruct, phalanx
I met some guy who was doing all three of these I could hold it, but he was doing capital rush at the same time
In some case it’s better not to waste your time

ways this could be balanced
-a new tech that add shield to every units (including reactors, base and auxiliary)
-make cloaking cancel the freeze rounds
-add a unit that can reveal cloaked units
-reduce the cost of fighter bays so that they can be mass produced early on(increase fighter cost consequently)
-what freeze curently do is: stop attack, stop movement, stop production and stop armor/shield regen
make it so that it doesn’t do all of these things
-add cooldown to freeze

 
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I agree, beating a freeze rush is annoying, but can be done.

The way I do it is I place a laser right behind my base. The base is pretty tough. But you want to place an empty fighter bay in front so as to absorb the freeze.

This placement of the laser also allows you to take out cloaker fighter spam. 2 lasers is often good enough to take out swarms and swarms of them.

Also add in 2 repair turrets to further repair any minor damage done.

You can also use Quad Micromissiles instead of lasers. These cost less, but are less accurate and you will take more damage. If the swarm isn’t too big it might be worth the 50 energy.

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More tips.

Technology set ups.

The commonly used Techs seem to be… Battery, Metal, Freeze, Iridium, and Plasma Mastery.

Battery and Metal start you with bonus energy or metal. This can essential to getting started running beyond the other guy.

Freeze is just good good good. The counter to freeze is shielding everything you own. Which is very time consuming to get. So you can guarantee most people won’t!

Iridium is the best anti shield, anti armor combo munition. It’s what the highest level players use higher in the campaign.

Plasma Mastery makes all plasma shots homing and more dangerous. Extremely deadly when paired with the right ships.

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Very common traps.

Freeze fighters, to beat them place a laser behind you base. If shielded, place in front.

To beat aliens, also place a laser somewhere nearby.

Is the enemy using missles, plasma, artillery, and self destructs on you? Use a Phalanx.

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Suggestions for the game:

There is lots of talk of matching players up with rankings.

But this is a bad idea for 1 reason.

Platinum farming.

The current system prevents this by matching up random players with another random player.

I think this is great because it allows all players to play everyone else. And to see all the possibilities in the game.

It allows the ranking system to be fair.

But if you segregate the players by rank. For example, only high rank players play high ranks, and only low rank player play low ranks, then what will happen?

What will happen is high skilled players will lose on purpose in order to gain easy platinums.

That’s no good.

So what solution is there?

The only solution I see is there could be a NON PLATINUM MATCH.

I think there should be a second option to specifically ask another player to a match.

Another solution would be if we could watch other players.

This will give newbies a chance to learn the game, but without being obliterated.

So, I want online to have 3 options.

1) Quick play. (fine as it is)

2) Invite play. (type in another gamer’s name an invite him to a non-plat match)

3) Watch mode. (type in another gamer’s name, and watch his matches)

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I think there should be a “level” shown for all player who fight.

That level should be adding up all the red units a player has, 1 of each unit.

For example, let’s only talk about if a player has EVER HAD in his storage (not his armory, or inventory!) a Red Goliath, a Blue Jupiter, and Green Legion, his level would be 8 + 7 + 6 = 21

That would be a level 21 player. (if we just think about Capital Ships)

But what if he also had blue Ragnarok, but sold it? Then add on 7 more. For level 28.

The reason I chose 5,6,7,8 as the numbers is 5 is the base power of a unit, but a lot of the upgrades in the game are +20%. Which makes a 5, a 6. (20% bigger)

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Along with the “level” system. We should have an achievement system in the game to tell us when we do noteworthy things.

Some achievements.

Beat level 1,5,6,7,8,9,10

Reach unit level 10, 20, 50, 100, etc.

Beat a certain number of matches.

Place a certain number of buildings.

Win a long match.

Quickly beat a match.

Come up with some more.

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There should be timers for game events in 1 spot, please.
Shop timer.
Life +1 timer.
Daily Bonus timer.

That way people know to come back to the game.

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I think the shop updates too slow to be fun.

Every half hour would be better, and get more people checking in. (people’s work day often revolves around half hours more than full hours)

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Try to make the campaign matches more unique.

For instance, if we are going to fight a match over a Corvette, please feature Corvettes heavily in the current battle!

This serves a dual purpose, it mixes things up.

And it teaches people about the unit!

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Updates hopefully this weekend. (but maybe not?)

But here are the plans for the update, from the chat room 1 (the best chat for OE3)

cwwallis: 3 new turrets
cwwallis: 2 new caps
cwwallis: balance, and private matches

Some of the bit for balance include a Freeze nerf, a Self Destruct nerf, and a Hammerhead buff, and a EdgeSlasher buff.

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Couple more ideas:

A new Tech that allows us to set any 1 space in our Armory to any 1 unit. For example, let’s say we wanted an 8th Turret. But we couldn’t decide which of the prior 7 to get rid of. Well, with this Tech, we can take that 8th turret, and place it in any other spot. (Such as a Medium ship spot)

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How about a new capital ship that concentrates on Freeze?

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How about a new capital ship called The Bull? It should have a weapon up front that Force Pushes ships a decent space back. Think of it like a ship with rapid fire + force rounds. But better.

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How about a bunch of new ships that have different weapons built into them for some of their weaponry?

For example, some have a top side acid gun, but normal (changeable) bullets in front. Same with EMP, or Freeze, or Force rounds.

Basically, make more ships that can have “combo munitions”, in their onslaught.

These would be fun ships to add to our selection and strategies.

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I wish less capital ships would spawn at once from a star port.

IMO capital ships should not be their own back up.

The way capital ships should work is they work best with some medium ship back up.

Think, a fighter escort for a bomber.

Or battleship cruisers, that go along with naval airplane carriers.

So my idea is to tone down capital ship spawning by half (at least) forcing us to use more med ships as escorts.

I think it would create a more interesting dynamic in battle.

You’d know a player by his COMBO of med + caps, rather than just his “one ship” (cap, or med ship rush)

More interesting.

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Another idea would be to let us use a feature I call “syncing”.

Allow us to sync up two buildings on screen, so they release at the same time.

Like, I might want to sync two med ships to release at the same time, always. So all I do is drag and drop 1 Dock, onto another dock. And now, they are synced. They will always release their ships at the same time.

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Could we get a meter under carriers that tell us when they are about to release their squadrons? Just like a fighter bay.

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Could we get a separate shield meter for the Arch Angel’s tactical shield?

It seems to be a confusing issue with the Arch Angel because it has 2 shield systems. (no other ship does)

Also I heard there is a bug with adding a shield to an ArchAngel where the regen doesn’t work right.

1 more thing, please add the shield stats for an arch angel into its stat sheet when upgrading a unit.

 
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More Suggestion/fix
- Keep whether I want the game muted or not in memory
- The shop is the best place to view and compare all my stuff however should I click on anything accidentally I might lose some important item
- You should show which items are already equipped in inventory (when I have 2 identical item I always seem to sell the equipped one, same thing happens when I equip technologies)
- You should be asked confirmation for selling every unit, not just purple and red( we won’t need to sell tons of things at once with the inventory limit)
- It’s frustrating how surrendering doesn’t work when paused

 
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Good ideas.

I’d also love to have “go to Sell Inventory Window” button when I win an item.

The way it should work is after winning a battle, I click this button if I want, and it will take me to the right spot in my inventory. Then I can compare, and sell, right there. Or not.

Right then and there I will know if I want to keep it. It’s a bit of a chore to dig down into the shop menu, sell, scroll around… HOPEFULLY click the right thing…. haha. The shop is a bit of a minefield with how easy it is to lose your favorite unit. Kinda scary.

Also, game updated!! :D

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Possible update in the future:

(chat room)

cwwallis: 2v2 or 4 player FFA?
cwwallis: other idea was 4 players vs huge boss
cwwallis: maybe a portal in the middle that launches progressively stronger ships
cwwallis: im looking into 4 player raid bosses

WillyNailer: are we gonna get rewards for boss raids?
cwwallis: yeah plat or chance at unique ship

Americankiller98: How about a carrier that launches ship backwards and looks like the great fox?
cwwallis: i was going to add one that launches backwards next actually

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What do any of you guys think?

2v2? is best?

4 vs Boss is best?

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Suggested idea:

Allow for multiple armory load outs. Allow these load outs to be auto selected when you enter a map. Based on what type of map it is. These are the load outs I’d want.

Multiplayer
Flank
Skirmish
Boss
Duel
Pincer

So 6 load outs, and also maybe allow for several alternate load outs, for each type.

If we have more than 1, show a menu with a list of the load outs.

We can name the load outs so it’s easier to tell at a glance.

I think this would not only be user friendly, but increase the desire for having lots and lots of units.

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Along with this idea, if I sell a unit, it would be nice if all load outs automatically replace the sold unit with the best alternate available. (red blue green of same unit, or if not same unit, then same class, most expensive)

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cwwallis is thinking of adding some 3rd mode to the multi player.

Here are the ideas.

2 vs 2, multi player:
Wallis says this is guaranteed to be unbalanced. But isn’t it the exact opposite?
2v2 is guaranteed to be more balanced.
Imagine if it were possible to do 8 vs 8. Wouldn’t having that many players on each side, on average, make the fights more likely to be balanced?
Because it is more likely to get a few newbs on each side.
The funny thing is, if 2v2 is unbalanced, 1v1 is wildly unbalanced!
The more players per side, the more likely balance is achieved.

Here’s how the 2 vs 2 map should look

1oo3
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2oo4

Player 1 and player 2 should be adversaries. Player 1 and player 3 should be allies. (odd vs even) And notice that 1 and 2 are nearer to each other. That means 1 vs 2, and 3 vs 4 will usually happen first. And then the winner from that team, will move onto the next guy.

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The other mode Wallis has mentioned to consider if 4 player free for all.

This map would be similar to the one above. But with no one any anyone’s side.

This might be more fun.

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And finally, the best idea.

Campaign Co-op!

Allow 2 players to tackle any campaign level they want. (also keep a separate score board for co op progress)

The beauty of this idea is that with only 2 players needed (unlike 4) the game will…

… not lag.

… not have to wait for people to join. (4 player Free For All sounds like a long wait time to get a fight in)

Also fun would be if all the winnings from the map could be fought over between the 2 players.

Like, the items from each map.

When the whole map is done, both players should vote on which items they want.

They each choose half the blues. Each choose half the reds. (2 out of 3) And half the greens. Half the techs. Half the blanks.

Everything they agree with, is granted. (he chooses 2 reds, but you choose 1 of the others)

If they can’t agree, they can do a duel to fight for the item they want!

I think this would lead to some fun times. :D

Of course, we could just randomly give the items out, but that’s no fun.

 
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Game updated! :D

2 new capital ships. Beam Halo, and Plasma Halo. (high energy, or high metal)

1 new Tech. (Dark Mastery = Homing Black Holes, instant killers)

UPDATE 6/12/2014 New Capitals: Beam-Halo (from OE2), Plasma-Halo

New Tech: Dark Mastery Buff: Biohazard spores, Scorpion cost

Nerf: Constructor armor (400 life., to 50), Turret Self-Destruct damage (half damage), Micro-laser damage (33% lower)

Bugs: Archangel Shield mod recharge rate (fixed tac shield and shield mod are now separate)

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More ship ideas for Wallis.

How about more Capital and Medium ships that have some functions built into them?

Like, some that always come with a Cloak. Or always come with a Shield. (similar to the above idea about some ships having CERTAIN GUNS, always coming with Force rounds, or Freeze, or Acid)

Or carriers, that always come with Mosquito carriers.

Another possibility is that lots of carrier ships could come with a specific squadron of ships. Such as, Piranha, Piranha, Rapier, Mosquito.

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A new technology idea: Explosive Munitions. These rounds cause much greater damage to enemy buildings.

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A new upgrade idea: Allow all ships to not only get Piranha hangars. But Miner, and Engineer hangars.

Think of it. Every player who uses carriers (med or cap) always sells their Miner/Engineer modded ships.

If you make this mod available to a lot more ships that can’t normally use hangars, some people might actually use the Miner or Engineer hangars.

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I think some changes to the turrets might make them more individual.

- Quad Missiles should have slightly shorter range. And a maximum range cap of their Circle. Why? Because Laser Cannon is nearly completely useless because Quads own.

- Laser Cannon, its only benefit is its a laser, and that mostly only good for fighting against Yellow ships.

- Plasma Caster, so many turrets that fire forward. Why not make a turret that fires from the front and back at the same time? Maybe this is a way to get Plasma Caster to be more individual. (for example, it might make them really useful in Pincer missions, or fights where there are lots of units to the left and right, like fighter swarms)

- Edge Slasher, maybe a way to make this more individual is to make the boomerang bullets it fires to hit larger targets more. Lasers would be seen as the way to fight fighters. Quads more as an anti med. And edgeslasher as more an anti Cap. (along with void lancer)

- Bomb Racks, they should be loaded with 2 user chosen munitions. First, you place the bomb rack down, then you can upgrade it again to a combination munitions. 0 munitions, 1, or 2.
Freeze, Acid, Force, EMP, and/or Fusion. In this way, you can choose how you want it to behave.

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Bug with Carriers:

I noticed that the +25% Hangar Rate upgrade mod for Carriers is not working properly.

What I did was bring into battle both an upgraded carrier, and a carrier with +25% Hangar Rate, and build them right next to each other, and right at the same time (pause the game).

Then what I do was carefully watch the release of ships, and test (with pause, and placing units, 1 at a time, to advance the pause 1 frame) to see how fast the carriers launched their hangars.

What I found was that the first wave from a hangar is NOT affected by the +25% Hangar Rate, but the follow ups were.

2 Corvettes.

1 with hangar rate, and 1 without.

The bug:
25% Hangar Corv: 100 frames until Hangar release. Then 75 frames until 2nd release.
Plain normal Corv: 100 frames until hangar release. Then 100 frames until 2nd release.

That’s what happens.

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But should be like this:
25% Hangar Corv: 75 frames until Hangar release. Then 75 frames until 2nd release.
Plain normal Corv: 100 frames until hangar release. Then 100 frames until 2nd release.

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Consider that most ships only launch twice in a close fight, thats pretty much making the 25% hangar rate into a 12.5% rate only.

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Idea Suggestion:

Free Upgrades to all basic units in the game, based on your performance in Campaign mode.

The idea is, you must beat each Campaign boss level, against each boss possible on that level. (red, yellow, orange, purple, green)

So, beat level 3 against those 5 (game keep tracks) and you get a free upgrade to your units, like your Command Base gets a small laser. (or other possibilities)

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Some ideas for free upgrades.

Extractor Laser Miner Boost.
Extractor Extra 5th center laser.
Extractor Laser Range

Command Center Laser. (single tiny laser)
Command Center Shields.
Command Center Shield Boost.
Command Center extra Laser (4 tiny lasers total, over riding the single laser)
Command Center laser range boost. (range, then later rapid fire)

Reactor energy boost. (150 to 145)
Reactor energy cost reduction. (maybe from 3 to 3.1)

Fighter bay armor boost.

Medium bay armor boost.

Capital bay, laser turret.
Capital bay armor boost.

Constructor shield.

Mega Shield armor boost.

Cloak Field Range boost.

Tac shield regen boost.

Biolab speed boost.

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Any of these possibilities should be available for each level. Meaning, the player chooses what upgrade he wants. That way, there can be less argument over an upgrade being too good, but too hard to get.

Also, if you beat Level 6 (and beat each boss on level 6) then you get all the Free Upgrades from Level 1-5. So in this example, if I beat all the bosses on level 6, I’ll get a +6, and can spend 6 upgrade points on my units.

It should look like this:

Green Highest Boss: 9
Yellow Highest Boss: 6
Purple Highest Boss: 9
Orange Highest Boss: 7
Red Highest Boss: 10

If you look at that example, since I beat all the bosses up to level 6 (yellow), that is how the game keeps track.
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All these upgrades should be SMALL BOOSTS. Nothing too big. These should be seen as tiny gifts to the good campaign player.

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What is the point of all this?

The point is to encourage people to beat the higher and higher campaign maps! To get upgrade points for all these tiny boosts.

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Tips:

Tremors lay mines.
These mines act as motionless fighters. They can be shot down.
But they can also be augmented like a fighter can.
One of the best upgrades you can get on your Tremor is the Launches Extra Ships.
This causes the Tremor to lay extra mines.
Each Tremor lays 2 mines, 1 out each side.
With 2x Launches Extra Ships, that will be 6 total.
And if Tremor has Self Destruct, the mines become doubly powerful.
So, that’s like 6 times 2, meaning 12 mines.
You can also use Carrier Rack technology to further boost Tremors.
Another consideration is that since each mine is a real fighter, they can be shot down.
If you want, you can use Cloak on a Tremor to have cloaked mines.
This has positives and negatives.
The mines can now no longer be shot down! More effective!
But that also means the mines cannot act as diversions to guns. So, it’s a positive and a negative.
And since mines are considered fighters, they may also benefit from Range+20%, to home in on ships with.

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People ask, what use is an Engine?

Well, Engine A is the weakest, and Engine E is the strongest.

Generally if you want an engine, you want E.

IMO the best use of an engine is on ships with low range weaponry.

Think of it like this, the less time a short range ship spends at LONG range, the better.

All long range turrets want you to stay away. So, get an engine to close that gap!

But that also means that any ship with long range, doesn’t really want an engine.

He wants to keep his range advantage as long as possible.

You can think of Carriers as the ultimate long range ship. They want to spit out as many fighters as possible, and that’s less likely the closer they are to enemies.

The biggest exception would be the Arch Angel. It does have 6 side launching ships as a carrier, but it also has a very deadly Black Hole turret. This ship can perform very well if it can get into the enemy base with this black hole turret. All in all, Arch Angels are one of the weirder ships in the game. And it can do a little bit of everything.

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The best mod upgrades per unit.

Let’s give our opinions.

Miner:
Rate + Rate + Range
Cloak + SD + Rate

Legion:
Sapphire + Shield A + SD
Cloak + Cutlass + Shield A

Jupiter:
Fury + SD + Shield A + Plasma Mastery

Exhumer:
Cloak + SD + Piranha

QuadMissiles:
Range + Range + Iridium

MicroLaser:
Rate + Rate + Reactor
Shield + Rate + Range

Phalanx:
Rate + Rate + Range
Shield + Rate + Range

Add your favorite combos. Add technology if it’s important to the combo.

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Idea on upgrades.

I think there should be a really good reason to go higher and higher in campaign.

One idea I had is above, and it’s the “upgrades to your base” idea.

An additional idea is that the higher your last boss beaten battle is (let’s say you just beat the boss on level 11) the better your upgrades are. (make sure this is visible on the upgrade screen, make it say something like Upgrade Level = 11)

The reason to do this is to make sure people want to play the higher and higher levels of campaign to get upgrage bonuses in the shop.

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Time for Legions with Miners!

Tons of miners!

223 Metal per second!

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Trivia Q::

If you have 100 Mini Reactor (turrets), how much energy are you producing?

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Energy is fiftyeight per second.

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So what’s the best munition round type to use?

Well, if we assume every enemy is a ship with a 25% shield (average shield size) these are the results we get.

Let’s assume the base ship is 400 hp, and the shield is 100 hp (that’s 25%) (the HP number doesn’t matter, it can be any number)

500 = 400 + 100 = for No rounds (worst)
467 = 267 + 200 = for Fusion rounds
433 = 400 + 33 = for EMP
417 = 333 + 83 = for Neutron rounds
408 = 308 + 100 = for Thermal rounds
398 = 348 + 50 = for Iridium rounds (best)

Turns out, Iridium is the best! :O

But also take into consideration that building in your base never have shields, and there are plenty of ships that have no shields.

And if you take into consideration that you might rarely ever run into shields, you can just go all Fusion munitions, and then just use something like an EMP quad for the rare shields you do run into.

A good combination for fighting bosses would be to start with 1 or 2 EMP units, then add in Fusion units.

Iridium is the best efficiency if all you are fighting are capital ships with 25% shields. But Thermal is not really that far behind. Iridium does reduce shields quickly though so it could be combo’d well with Freeze.

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Nysion asked me to test my ROF ROF ROF miner.

So, I did.

Bottom left corner of small asteroid, 1 triple rof miner.

Total metal = 32

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Suggestion:

Another idea to keep people playing multiplayer. Give people gifts when they lose. But nothing too good. It should only be blank items. But these blank items should not be able to be sold for money. (they sell for 0 credits) Nor can they be upgraded. Instead of white, color them GRAY. (also make sure there is a TRASH button there) I think this might encourage newbies to play more multiplayer, along with my previous idea of creating 2 leagues of players (based on wins). Another benefit of this idea of losing gifts, is that it allows any player, even if they sell all their items! To get back into the game.

 
Flag Post

spec 20 range 20 range fusion

quads with 20 20 range and force rounds

exumer with 40 RoF

4 primers

 
This post has been removed by an administrator or moderator
 
Flag Post
Originally posted by WillyNailer:

About time someone did this. Thank you Fate :)

the chump just copied it from the wiki.

 
Flag Post
Originally posted by desciclope666:
Originally posted by WillyNailer:

About time someone did this. Thank you Fate :)

the chump just copied it from the wiki.

Specifically, copied what from the wiki?

Nothing here was copied from any wiki, it’s all my own observations.

BTW, your art sucks. :p

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Updates that Wallis will be adding into the game.

Technology that adds Turrets to all 2×2 base structures (except constructors)

Technology that adds a mega shields to the command center.

Some multiplayer maps. (bigger ones)

Spectre range nerf.
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Update to game (soonish?) to include:

More multiplayer maps. (bigger longer maps, so constructors don’t always work)

Multiplayer map with asteroids in center, rebalanced.

Spectre nerf. (-15% range)

2 new techs.
1, cannons on all buildings 2×2. (can be stacked)
1 mega shield on on main command center. (can be stacked)

Goliath nerf.

New Fighter. A flying Phalanx fighter.

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One more update Wallis said he was going to add:

Fighters with Shields are no longer immune to Laser damage penalty.

A fighter ship takes 5 times damage from lasers. But in previous version if they had a shield, this penalty did not exist. Now CWWallis is saying that penalty will also apply to the shield. So all fighters, even with shields, are now much more likely to 1 hit die to any laser.

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2 more updates to come.

Cataclysm buff (new missiles added to it)

Tremor buff (mines layed quicker)

The ideas I think that are essential to making ObliterateEverything a long term success.

1) The multiplayer needs to be split into 2 leagues. (or 3, but 2 at least) The only way the leagues should be split it by wins. Wins = platinums. By keeping the leagues dynamically split by wins you keep the new players in 1 league, and the more experienced in the other. Do not split the leagues by rating/rank, or win/loss ratio, as these 2 measurements can lowered on purpose to intentionally fight the weaker players.

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2) Campaign needs to be balanced so that the quickest way to get platinums and credits is in multiplayer. IMO it’s too easy to just stay in campaign. There’s little reason to go to PVP. Levels 1-4 should probably be nerfed in terms of payout.

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3) We need to have at least 2 (or infinite) armories. It’s a huge pain to swap gear to go from playing in campaign, to playing in PVP, and then go back again to campaign.
By having just 1 armory set up, you are encouraging people to NOT use one more, or the other.
Please allow us to have at least 2 armory set ups. 1 for PVP and 1 for Campaign. (ideally I’d love to have even more armories to set up different ways, but at least 2!)

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4) Campaign maps are very samey same over time. They need more variables. 2 things you can do to spice up the campaign. First, make the prize for the map a big part of the enemy’s fleet. (even clouds and infestors) That means if the item to win is a Piranha, the enemy is using it. If the prize is a mega shield, the enemy is using it. If the prize is a Red Goliath, the enemy is using it. (if the prize is credits, then the enemy is normal)
Second idea is to bring back stage hazards, like black hole or close sun. To be fair, please put these conditions up front.

Here are some conditions:

a) Black hole – time limit.
b) Close sun – all units take 1 damage per second.
c) Thick nebula – All ranges are cut in half
d) Electrical anomaly – random shut down of ships, and shields.
e) Comet storm – random freezing Area Of Effect asteroids flying through the map.
f) Solar panels – Double boosted energy for both sides.
g) Meteor storm – Random damage asteroids flying through the map.
h) Infested system – Random alien ships come into the map.
i) Close flanks, close skirmish, close pincer – Some Flanks will be closer than others for 2 of the enemies. Like, here’s a flank: O——x—x or another flank: o-x———-x Play with the ranges a bit so the maps will be unique! In my experience almost all flanks are easy because I can always count on the enemies to be closer to each other than to me. Make it unfair sometimes!

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5) Even losers in PVP need to get a prize! Newbies get disheartened by losing. They need a prize to keep playing. I suggest giving all losers in a fight a free unit. This unit will be grey (rather than white/red/blue/green) and that signifies it cannot be upgraded, nor can it sold for credits (0 on sale) but this at least gives the newbie something to experiment with!

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6) Make getting to higher campaigns worth it.
The best way I can see this working is to make it so that the last boss you best boosts your Upgrade shop by that amount.
So let’s say I just beat level 11. That means my upgrade shop will say : Level 11 Upgrades!
And the items I upgrade will be more awesome. (higher chance of blues and reds)
If I beat level 8, but then go back level 4, that means my shop goes back to level 4 upgrades.

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Update update:

1 new cap to come:
Mjolnir-Halo

1 more turret:
2×2 Repair Station.

And turrets now have a start up time, so they don’t fire immediately on drop.

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Update update:

Shield Technology getting doubled in power.

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Official Update:

UPDATE 7/6/2014
New units: Gladiator, Artillery Halo, Cobra, Hyper Repair, Naval Yard

New techs: Base Cannons, Base Shield

Buffs: Cataclysm, Hawk, Fury, Rapier, Cutlass, Tremor, Cloak Aux, Armor Regen, Flash Charge

Nerf: Spectre, Goliath, Primer

Bug fixes: 25% hangar mod bug, lives bug, server crash store platinum bug, aux shield collision, shield fighter laser damage calculation

Other:
-Repair turrets prioritizes based on health
-Gun cooldown before first fire so you have time to counter.
-Old pvp map modified, plus a new map.

 
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i would like to report 2 bugs, will i’m not exactly sure if these are bugs or not but, alien spores from a player’s biohazard ship glow blue-green but alien spores from a player’s biolab glow orange. also it’s hard to see aliens on the player’s side are blue. probably because they’re not even blue.

 
Flag Post

Game updated:

Servers fixed

Repair turret fixed/tweaked

Odds and ends bugs fixed

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Using constructors on the long map to reach enemy base, and void lance it.

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[changed my opinion on some greens]

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So you want to get good units?

Well you need to know that a good green or good blue, can be better than a red! And even a blank unit can be better than a really bad upgrade! (Engine can make Miners/rangey/carriers bad, Miner hangar can make a Carrier terribad)

So, let’s list some of the best green upgrades you can get. That offers the best single boost. (shields are really good for capital ships, but let’s skip them, cause that’s boring)

Plasma Halo = Cloak (phalo is a glass cannon, with lesser range, needs to get in close)
Void Lance = Cloak (best saved for caps that get too close, or sneak rush)
Hades = Cloak
Spartan = Cloak
Cutlass = Cloak
Exhumer = Cloak
Engineer = Cloak
Mosquito = Cloak
Athena = Cloak
Spectre = Cloak (this ship has bad range now, so it needs to survive to get in close)
Artillery Halo = Cloak (Halo doesn’t Decloak and fire until in range of enemy base, cloak also causes the halo to vanish between shots, making it live a long time!)

Mastodon = SD (add racks)
Jupiter = SD (add racks and plasma mastery)
Odyssey = SD (add racks)
Piranha = SD
Rapier = SD
Tremor = SD (add racks)
Mantis = SD

Grendel = Range (improves phalanx and guns, let’s navy Grendels cover each other better)
Beam Halo = Range (range lets other beam halos cover the front line halo)
Quad Micromissile = Range
Laser Cannon = Range
Bomb Rack = Range
Myrmidon = Range (add plasma mastery, range covers other myrmidons)

Miner = Fire Rate
Repair = Fire Rate
Goliath = Fire Rate
Phalanx = Fire Rate

Legion = Sapphire (add racks)
Corvette = Sapphire (add racks)
Arch Angel = Sapphire (add racks)

Mjolnir = Fusion (by the time you pull this out, shields will be gone)

Artillery = Iridium (so you can use this 1 unit to beat clouds, and infestors)

Biohazard = Shield (this protects the spores, and your own ship, from the acid)

Microlaser = Mini-reactor

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’Splosions!

I have crushed the Purple AI into psychosis.

Almost 100% processors.

It will not build more that 3 fighter bays.

It will not build more than 3 turrets.

It will not build processors beyond that front line.

Purple AI… annihilated. (or glitched lol)

Of course, the question becomes, why does the AI do this?

I figure maybe CWWallis made a mistake and when the AI is low on metal, it mistakenly builds things that eat MORE metal? (to turn to energy)

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The most important suggestion that this game needs.

Match making.

Even a simple system like the following will work wonders.

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Suggestion:

There are good reasons to add some sort match making into the game.

And there are good reasons not to.

Reasons Not To:

1) Any sort of ranking system encourages players to DE-rank to only get newbie fighters, for easy platinum.
2) Matches are quicker to find.
3) Matches pull from a bigger pool of players, more diversity.
4) All players see what all the other players consider good or powerful. (you learn from this)
5) You also learn smart unit usage, even when you lose.
6) It’s harder to match up with a SPECIFIC person when there is a bigger pool of people.

Reason to add match making:
1) It’s QUITE a bit more fun to fight a closer match.
2) You can learn much more from a close fight, than a blow out.

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So, then, what would be a solution that reduces most of the disadvantages, and increases the advantages the most?

Well, firstly, quick match ups are great.

So, only splitting the community EVENLY… into 2 groups seems best.

So 2 groups.

Next, we want to have a system that cannot be abused.

We could match people up, based on rating rank. Or on win / loss ratio. But those are no good because those can be faked. (intentionally lose/surrender to get into the NEWBIE ranks to farm platinum)

However, we can instead just measure the number of wins a player has! This can never go down. Therefore, it’s impossible to abuse.

Next problem then becomes…. What’s good dividing point? If you want to split the online players into 2 groups, you need to find the right middle point for NUMBER of wins.

Well let’s say there are 20 players online in PVP fights.

And we count their wins. And then we put them into a simple list.

1 iworkshop 2,506
2 Gedge 2,412
3 puga007 2,380
4 liguzu1992 2,348
5 dr_ugs7 2,318
6 Alsee 2,283
7 billiska 2,264
8 jan_is123 2,226
9 tigertank3 2,224
10 mrbean97 2,197


11 145914 1,150
12 sebidooo 1,148
13 xenniax 1,145
14 PanzerStofa 1,142
15 sappoie 1,142
16 Skeltek 1,141
17 Qu4ck3r 1,140
18 NEWBIE 483
19 NEWBIE2 284
20 NEWBIE3 133

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[remember now, the match making system only takes into consideration the people who are in multiplayer fights! Not the people in campaign.]

Now as you can see, I split the group of players into 2 groups. The top group can only play with the top group. (for right now, it changes when new people come online, or go offline), and the bottom group can only play with the bottom group.

This helps greatly to split the group up into more even skilled groupings.

It also preserves the greatest speed matching that it can. (2 large groups, evenly sized)

Another thing to note is that the list changes dynamically, so people near the middle will often pop into the the top list, but can also pop into the lower list too, depending on who is online at the moment.

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This also encourages the top players to play their best, and only make really good set ups that can kill other really good players.

Instead of relying on free platinums from newbies.

So, I think is the best solution.

Base match making on splitting the current players online into 2 groups, based on win number.

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For the future of this game, I think this is essential.

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Tidbits of useful factoids and common mistakes:

1) Black Holes prevent SD!
If your ship dies to a black hole, it gives off no SD plasma.
USe Void Lance to beat Tremor rushers.

2) Tremor mines do not count as bullets. They count as fighter ships.
That mean phalanx cannot beat mines alone.
The mine needs to be shot down, and then phalanxed.

3) Legions and Jupiters both shoot out 12 ships.
Legions shoot out 3 sets of 4. Jupiters shoot out 4 sets of 3.
Racks help Legions a TINY bit more because they have 1 more hangar; but it’s not really much of an advantage. 15 ships vs 16 ships isn’t a big deal.

4) Self Destruct prevents Alien Infestation!
If your ship gets infested, it blows up! Rather than be taken over by aliens.
Useful in alien fights with no shields, or VS biolab players :)

5) Plasma balls come in 3 sizes. 10 damage. 40 damage. And 80 damage.
Bigger plasma balls also hit more targets at once due to a larger Area of Effect.

6) Extension tech, and Primer tech take away Energy when you start. But that just means they are more useful on boss fights, because boss fights always start you with 2000 energy.

7) Cloak can make you invincible, if you recloak before the bullet hits you.
This can be useful for certain ships that have larger period between their shots.
Hades, Spartan, for example. But it even comes into play with bigger capitals that some times have to make really big turns to shoot at something. I know it’s helped my Jupiter out often, even when you wouldn’t expect it to!
Also, a carrier with cloak does NOT uncloak when releasing ships. Useful too, for Jupiters.

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Game developer, Cwwallis, to update game this weekend (before October 14th) with at least Fighter Yard (multiple fighter ship Auxilliary) and maybe more ships. Should happen sometime this weekend. (Fri-Sat-Sun)

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Freeze Grendel navy spam, on yellow boss level 24.

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Red Boss, level 17.

No metal.

All mosquitos.

Orderly phalanx.

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Here’s me beating Outlawz with nothing but 1 single Hammerhead.

(since he cries in the chat room if you use any sort of fighter)

I built absolutely nothing else.

He still couldn’t beat it.

His problem isn’t fighters, it’s everything.

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Newbies sometimes wonder what technologies they should use.

There is no 1 answer, but a good set up that should help any newbie beat all of the early maps would be…

Base Shield – To protect, and regenerate, a defensive shield on your base. Protecting your structures.

Base Cannons – A strong enough set of guns that will do well early on in the game, for 0 energy cost.

Repair Organ – Regenerating health for every single ship and unit you have.

Freeze Munitions – Freeze bullets for all your units, and base cannons. This will help you buy more time to build bigger units.

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I’d say that’s probably the best newbie build for tech you can get, and it’s very generalized it will work with almost anything you find.

If you want to find technology often, you should do level 3 of the game. That’s the first level were tech can be found and is therefore the easiest place to get new tech.

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Killing DaltonLP and his Exhumer Pir SD.

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Here is a pic of all the asteroids being destroyed in a Multiplayer match, vs IvyMike11.

His Exhumers had SD so the SD all homed in the asteroids as I was taking out his Exhumer SD + Pirs.

Here’s the finale of defeating Metalari, who uses Exhumer + SD + Piranha Bay + Carrier Racks

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Here’s me defeating Mebbi (2nd highest All Time, ranked player), twice in a row.

I’m the Corvettes (+ Constructors armory), and he has the Exhumer Navy Yard Bases + Bricks.

http://imgur.com/vQAZ9Yd

 
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Flag Post

Hey guys… Don’t know if I can write this here, but I have a problem with the game:
I wanna play this game when I’m at the office and have nothing to do / during my huge (1,5 H ) lunch break.
I have a new PC here and tried 2 different browser (IE / Chrome) installed all possible plugins: Flash, Shockwave, Unity, Java.
But the game still don’t work. When I click start it stays on “Loggin in… Please Wait” forever!
I think a possible problem could be the office proxy.
I tried some other random kong games and they works… but I think they were single player, so the problem could really be: online game + proxy.
Someone had this problem with kong/OE3 or can try to help?

P.S. I tried also to configure a proxy program (I know only proxifier coz I used a couple of times some years ago) but I wasn’t even able to open Google! xD

 
Flag Post

who thinks this game should be an app?

 
Flag Post

i may be new to this site butill like to say thx for creating this game i havelooked all over for orbital everything 3 1 thing plz can you fix this thing if possilble at the end off game all ships fly to middels and it keeps happening i hade this 100 thimesknow i dont know what to do ill surrend still cares on then when it finaly finshes i lose 10 plaute plz help me i dont know what to do

 
Flag Post

gamewill never end plzhelp add on to other commant plz help

 
Flag Post

The best way to break the game is to spam legions :3/Users/donheathcote/Desktop/Screen Shot 2014-10-27 at 7.47.12 AM.png

 
Flag Post

Whoops, my bad, image went awry.
basically getting over 30 starports with legions that have at least one carrier racks makes your computer explode.

 
Flag Post
DPS and Fire Rate data and predictions from CWWallis is incorrect!

Here is the information that shows that.

I tested 4 micro lasers (at least) against a single Command Center, in a private match, and counted the amount of energy generated (+10 energy, from 4 mini reactors) from the time the Microlaser was dropped TILL the base died! Here are the results.


750 energy (75 seconds past) = Microlaser blank (+0% basic rate of fire)
500 energy (50 seconds) = Microlaser + rof (+20% rate of fire)
500 energy (50 secs) = Microlaser + 3 beam doctrines !!!(+45% rate of fire)!!!
250 nrg (25 secs) = Microlaser + rof rof !!!(+40% rate of fire)!!!
250 nrg (25 secs) = Microlaser + rof rof + 4 Beam Doctrines (+100% rate of fire)


So the question becomes, how does a micro with 40% rof, beat a micro with 45% rof???

As you can see in the test, 2 rof causes the micro laser to fire 3 times as fast! (only 250 energy was produced)

That's 40% fire rate causing a 300% DPS!

While 20% rof only causes a 150% DPS! (still wrong! But not 300% wrong!)

According to the in game help, base micro laser should be...

7 DPS (blank Microlaser)
8 DPS (rof microlaser)
10 DPS (rof rof microlaser)

Way, way, way wrong! (according to my test results, plain micro laser does 13.3 DPS, rof micro is actually producing 20 DPS, and rof rof micro is producing a whopping 40 DPS)

40 dps = 4 damage per frame. (1 game second = 10 frames)

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Here is the chat log, if you all want to read out the testing adventures. (talk about Rof, DPS, frames, reading code, etc)

uzies: well im ganna use the 4 beam docs techs in pvp now :p
FateIsEscaped: I feel like beam docs cant ever be that important
uzies: it is now
qualXXL: they are
uzies: for defense and offense
uzies: i used 4 manufacturing before :p
qualXXL: glads with 8% rof are real heavy
FateIsEscaped: but 4?
qualXXL: 80%
uzies: 80% rof?
uzies: u mean 60
FateIsEscaped: I feel like its diminishing returns
Evernewb: it's exponential, not additive
FateIsEscaped: the more rof you addd, the less its worth.
qualXXL: i assume you are using a rof glad
uzies: not with todays tactics
Evernewb: 1.2^3, not 1.6
uzies: i mean cloak cutlass rushes and such
FateIsEscaped: Im not sure that is the right formula
FateIsEscaped: thats what people say
FateIsEscaped: but, wheres the proof
Tirikatene: now therye gone
qualXXL: fate it doesn really matter
Evernewb: you can test it pretty accurately with range, framerate checks on fire rates are a bit harder
qualXXL: 80% rof glads are real heavy^^
uzies: fate go pvp and see how hard it is to counter a cloak cutlass
FateIsEscaped: thats what I mean Evernewb
qualXXL: no matter whats the exaact ratio
Evernewb: especially since the animation only loosely follows the actual numbers being ran
FateIsEscaped: since there is no evidence
qualXXL: its every 0.3 sec a shot maybe 0.4
FateIsEscaped: people cant correct each other on whats the correct formula
Evernewb: exponential stacking holds perfectly with range
FateIsEscaped: range is easy
FateIsEscaped: the number is right there
FateIsEscaped: but there is no evidence it works like that for ROF
AshtonKiros: hi guys its me again
FateIsEscaped: people just assume it does
Evernewb: ...I guess the closest to a real test on fire rate would just be to stack it up to some crazy number where the difference is significant
FateIsEscaped: also, there is the fact that rof decreases the time between shots
uzies: yea
AshtonKiros: wait what are you talking about?
Evernewb: like, say, 1.2 1.2 1.15 1.15 1.15 1.15 being 2.52
FateIsEscaped: so weapons that fire salvos are less affected by ROF, apparently
FateIsEscaped: lets say there is 1 second between shots
FateIsEscaped: with 1 rof 20%, that is 8 seconds between salvos
FateIsEscaped: .8
Evernewb: pretty sure it just counts the start of the salvo
FateIsEscaped: so each ROF boost, you get less and less out of each rof
Evernewb: though I don't think you can get it to stack salvos
FateIsEscaped: like a quad missile shoots a salvo of 2 missiles, 3 times
Evernewb: ...that IS a concern, never considered that rof would be reducing rather than increacing
Evernewb: silly of me
AshtonKiros: can you guys even hear me?
uzies: yea but were talking about rof
Evernewb: sorry ashton
AshtonKiros: ok sorry
AshtonKiros: I just thought like the chat server was like broken for me
uzies: :p
FateIsEscaped: well, I was trying to explain, as I made my point Ash
FateIsEscaped: so youd pick up on the convo as it naturally lowed
FateIsEscaped: flowed
Evernewb: ...I suppose you could check distance between missiles on quads to see if it just compresses the whole salvo or changes time in between
FateIsEscaped: thats true
FateIsEscaped: youd need at least a double rof quad missle for that
FateIsEscaped: maybe even triple, to be sure
FateIsEscaped: hey, does missile doctrine boost artillery?
Evernewb: most of my items aren't much good for testing like that
uzies: wat how?
FateIsEscaped: does artillery, count as missile tech?
Evernewb: I think atrillery is it's own round type
Evernewb: like bombs
RavenSpyr: Yes it is a round
RavenSpyr: Missiles are homing
FateIsEscaped: is apocalypse missile tech?
Tirikatene: sort of
Evernewb: ...should be
Tirikatene: its a nuclear missile
Evernewb: now that you really could test
FateIsEscaped: I heard bomb racks do get boosted by missile doctrine
Evernewb: fire rate is low enough that even counting it out in your head is reasonably accurate
AshtonKiros: i hate bomb racks
Tirikatene: me too;)
AshtonKiros: lol
Tirikatene: hey;)
uzies: i fint it funny how beam halo gets beaten by sd jup :p
Evernewb: I haven't seen any drop since they boosted the range on them
AshtonKiros: ._.
Tirikatene: hmm
Tirikatene: it is innt it?
Evernewb: kinda considering getting one from the shop since now they really do seem usefull for turret wars
Tirikatene: hmm
Tirikatene: I like arty halo;)
Tirikatene: destroys everything
Evernewb: ^
Tirikatene: usually
Tirikatene: if your fighting infest then..it does not work
AshtonKiros: it can be blocked by a fighter swarm
AshtonKiros: so yeah
Tirikatene: hmm
Tirikatene: yeah I guess your right;)
Evernewb: 1 rapier reduces that issue to the mid ship, glads kill it entirely
AshtonKiros: beam halo is cool
Tirikatene: yeah I lke it too
AshtonKiros: the best way to escort a cap ship is to use glads
Tirikatene: gladiators
AshtonKiros: make a fighteryard
AshtonKiros: use the galds
Tirikatene: lve hammerheads!
AshtonKiros: then use the cap bay
Evernewb: those 4 phalanxes are amazingly helpfull, yeah
AshtonKiros: yeah
AshtonKiros: great escort
Evernewb: though honestly just 1 glad is enough to do the job in most cases
AshtonKiros: use it all thetime
qualXXL: so back
qualXXL: fate still here?
AshtonKiros: odyssey sucks
Tirikatene: perhaps
FateIsEscaped: I iz.
Tirikatene: hate it!
qualXXL: basically all the formulas doesnt matter
Tirikatene: hmm
qualXXL: i have ran some tests
Evernewb: don't be so sure of that ashton
FateIsEscaped: tests on what?
AshtonKiros: if it has mods, yeah then its good enough
Evernewb: you don't actually need all that many fighters to fighter swarm if they have the right mods and oddy IS faster to launch
FateIsEscaped: oddy shoots out front tho
qualXXL: and with 80% rof (20%+15%+15%+15%+15%) it fires every 0.3 seconds
Evernewb: it's 1 bay producing 3 base
AshtonKiros: wha
qualXXL: at 65% rof it is only at 0.4 seconds
AshtonKiros: that's pretty good then
FateIsEscaped: well, the only real test is pausing
FateIsEscaped: in campaign
Evernewb: qual, you need to take shot count over time not frame count
AshtonKiros: but its default are weak ships
FateIsEscaped: and testing frame by frame
Evernewb: the numbers being ran are separate from animation
qualXXL: so it doesnt matter how it stacks. fact is the 80% get you to the next frameskip
uzies: isnt 100% rof like 0.3 for a phalanx
Tirikatene: hmm
qualXXL: to know the exact formula we would need to know how its rounded too
AshtonKiros: so fury mod is what it really needs
Evernewb: qual, according to CW the animation is an approximation of the numbers, not the actual game
FateIsEscaped: I think it is
qualXXL: @evernewb i have counted generated energy until the enemy command base was killed
FateIsEscaped: each frame is the game's speed
AshtonKiros: wait you meanFPS
FateIsEscaped: but the game does skip animation
FateIsEscaped: if things get too budy
Evernewb: the biggest easy example is that you caneasily get phalanx and microlasers to above 1 shot per frame
FateIsEscaped: busy
AshtonKiros: um no
Tirikatene: bye;) have to go an eat lunch!;)
AshtonKiros: that not how it works
Evernewb: the animation goes screwy but they preform accurately
FateIsEscaped: well
AshtonKiros: what it does is use spites
FateIsEscaped: sprites
AshtonKiros: same thing
AshtonKiros: each ships has the pic need for the thrust and turn
AshtonKiros: so when the game goes on
qualXXL: the game logic calculates every 100 miliseconds, only graphics are rendered more often if there is enough gpu power available. if the game is laggy it falls back to 10 frames a second, if it goes even slower then a second just takes more real life…
qualXXL: time
FateIsEscaped: hmmmm
qualXXL: but the ingame time is still 10 frames per second
AshtonKiros: nah it works a about 27 frames for me
AshtonKiros: not game frames
AshtonKiros: the rendering frames
qualXXL: i have asked cwwallis about this, so im pretty sure
AshtonKiros: oh
AshtonKiros: well i guess ur correct then
FateIsEscaped: the test I wanted to do was in campaign
FateIsEscaped: kill an enemy base to nothing
FateIsEscaped: leaving only their command
FateIsEscaped: then place a micro laser at their base
FateIsEscaped: count the frames while paused
FateIsEscaped: then try again, with a rof rof micro laser
FateIsEscaped: or even 4 beam doc, rof rof micro laser
Evernewb: yeesh; I'd forgotten just how much damage spectres can put out
FateIsEscaped: then we'll see if there is "game logic"
FateIsEscaped: going on faster than the animation
FateIsEscaped: which I doubt.
qualXXL: @fate: i did it in private match. the enemy just did nothing, i placed a fixed amount of generators and send 1 gladiator. then i counted my energy at the glads 1st shot to the base expoding
qualXXL: *exploding
FateIsEscaped: better with micro laser, no?
Evernewb: the "check" I used for faster than 1 rof was 1 phalanx trying to block yellow's quads
qualXXL: well i did it for glad cause i was curious how much beam doctrines i need^^
Evernewb: a lot more missiles dissapeared than beams appeared
FateIsEscaped: how does that help, Ever?
FateIsEscaped: hmm
Evernewb: and missiles dissapeared that didn't have a beam go to them
FateIsEscaped: thats a good observation
Evernewb: ...I haven't actually tested much in several updates though, so I'm not sure if things are still the same
FateIsEscaped: what rof and techs did that phalanx have?
qualXXL: this are the numbers i got for a 20%rof glad:
qualXXL: rof: 4 x +15%: 1558-301 = 1257 rof: 3 x +15%: 1769-123 = 1646 rof: 2 x +15%: 1768-120 = 1648
qualXXL: aah before "rof" there should be a new line ^^
Evernewb: 2 rof phalanx, 1 beam doctrine and 3 heatsink
uzies: :p
AshtonKiros: r u you like the smartest guy in the world qual?
FateIsEscaped: qual, you can get exactly 1 energy per frame with 4 mini reactors
Evernewb: I think the base rof got dropped back on the update that added the naval yard though
qualXXL: mmh i would have to explode my base.. yeah might have been interresting how much frames it took
FateIsEscaped: the point with that energy
FateIsEscaped: is that if you have less than or more than eactly 10 generation
qualXXL: aah true you meant generation moved to 10 per second
qualXXL: true
FateIsEscaped: on some frames there will be +1 energy, and some will be +0
FateIsEscaped: that will make energy counting exact
FateIsEscaped: with 4 mini reactors
qualXXL: well i was at 4 reactors, that should be exactly 2 energy / frame
FateIsEscaped: that would work too
FateIsEscaped: anyway, I think a microlaser would be the best test
uzies: wait how we got from rof to energy per frame?
FateIsEscaped: glads have to fly and turn, and retarget
FateIsEscaped: we are using energy to measure frames
qualXXL: but microlasers are easy to get to shoot every frame
uzies: um guys u heard wat i said?
FateIsEscaped: we are also trying to test Evernewb's position that the game fires fasster than the game can animate
qualXXL: and microlasers have not the same basic rof like glads, so it does not really help to know it for glads
uzies: :p
FateIsEscaped: @uzies: we are using energy to measure frames
uzies: thought ya meant the eco energy :p
FateIsEscaped: I do
FateIsEscaped: we are using energy over time, to measure how much time has passed
uzies: if ppl r going to use cloak sd engine e cutlasses then i might aswell play defensivw
FateIsEscaped: we are using the energy like a clock
qualXXL: mmh i must have missed evernewb writing this. but i doubt it as i think ingame frames are fixed and dont ever get skipped
uzies: i see fate
FateIsEscaped: using a hand held clock or stop watch is inaccurate
uzies: mostly yes
FateIsEscaped: because everyone's game runs different speeds
FateIsEscaped: thats why pvp games can feel laggy to people
uzies: im starting to see it
FateIsEscaped: 1 person can say: Laggy! and the other can say it feels fine
uzies: anywa in pvp ppl r going to use that sd vloak engine strat then im ganna use a counter to it
FateIsEscaped: and yes
FateIsEscaped: I agree Qual
FateIsEscaped: I personally dont think the game does stuff faster than 1 frame at a time
FateIsEscaped: I feel like it does everything in chunks, at each frame
FateIsEscaped: but maybe Evernewb is right
FateIsEscaped: he says his Phalanx was shooting down more missiles than possible per frame
FateIsEscaped: maybe... there is an AOE on phalanx tho
Evernewb: and more tellingly it was popping missiles with no animation to match
uzies: ther is?
Evernewb: there is a 1 pixel aoe
uzies: oh :p
FateIsEscaped: like all lasers, right?
Evernewb: everything has an aoe, for the lasers it's 1 pixel, phalanx included
qualXXL: anyone want an old times match? (no fy, ny, glad, micro, halos, tyrant, cobra, hyper repair, base cannons, base shield)
uzies: y no halos :p
FateIsEscaped: halos are new gear
qualXXL: ooh i forgot: no dark mastery
qualXXL: just cause they got added at some point
Evernewb: AA is new gear too
qualXXL: true
qualXXL: damn the wikia is not complete :D
FateIsEscaped: you can tell the order cwallis added gear
FateIsEscaped: by the order it appears in your armory
qualXXL: biohazzard is new also
FateIsEscaped: true
FateIsEscaped: for me, manufacturing is the first tech
qualXXL: void lance is also new?
FateIsEscaped: void lance is new too
uzies: oh
FateIsEscaped: newish
FateIsEscaped: it wasnt in v 1.0
FateIsEscaped: like for me, in my techs
FateIsEscaped: Manufacturing is first
FateIsEscaped: so I guess Cww made manufacturing as his first tech
FateIsEscaped: when he was programming the game
uzies: i used all 4 manufacturing tech before
qualXXL: is the list of new stuff complete now?
uzies: now i use all 4 beam docs
FateIsEscaped: glads are new
uzies: ad FY
uzies: and
FateIsEscaped: oh you had that
uzies: had wat
FateIsEscaped: qual made a list of new stuff
FateIsEscaped: we are trying to make sure its complete
uzies: is it?
qualXXL: no fy, ny, glad, halos, tyrant, cobra, arch angel, biohazard, micro laser, hyper repair, void lance, base cannons, base shield, dark mastery
qualXXL: biolab?
FateIsEscaped: biolab was important at one point
uzies: is biolab even new?
FateIsEscaped: it was the only 1 shot kill turret
RavenSpyr: no
RavenSpyr: They had it in OB2
qualXXL: i dont remember but it got buffed
FateIsEscaped: but then void lance made it worth less
Evernewb: heck, micromissile used to be usefull, not sure why that insane delay that makes it useless was added
uzies: no for oe3
Evernewb: it's more of a micro bomb rack now
RavenSpyr: No....bio lab was here from the start
qualXXL: ok
qualXXL: well it wont be the real old game, some stats have modified also
FateIsEscaped: yeah, qual has the full list now as far as Ive been playing
FateIsEscaped: all his stuff was added after version 1.0
uzies: as cww makes a new game that does not relate to this one atm
qualXXL: autocaster
qualXXL: wikia IS complete, i just did not scrolled to the end :D
uzies: :p
FateIsEscaped: qual, want to test micro fire rate?
qualXXL: fy, ny, glad, halos, tyrant, cobra, arch angel, biohazard, micro laser, autocaster, hyper repair, void lance, base cannons, base shield, dark mastery
qualXXL: yeah
FateIsEscaped: I got a rof rof micro
FateIsEscaped: and 4 beam docs
FateIsEscaped: Ill construct over to your base
FateIsEscaped: and count energy
qualXXL: im pretty sure it does not require 4 beamdocs
FateIsEscaped: well do 2 fights
uzies: :p
qualXXL: ok
FateIsEscaped: pass: rof
qualXXL: so im the one to be killed
FateIsEscaped: ya :p
uzies: or u could use a turret or a brick
FateIsEscaped: 100 hp is most accurate
qualXXL: something with much hp
FateIsEscaped: 1000
uzies: to be the one being killed
qualXXL: maybe starport?
uzies: or FY
qualXXL: use extractor to ... yeah^^
uzies: all u got to do for fy is divide by 3 :p
qualXXL: but i go to 20 e... aaah damn i have power core equipped
yhvan: guys,if I put freeze and acid mod in my tech what will happened?
uzies: wait can u guys try to sell ur base after u build an constructer
uzies: so the energy be more accurate
yhvan: never
qualXXL: sorry
qualXXL: ^^
dragold: xyan i dont think
dragold: that works out
dragold: probs only the first one u put in works
uzies: ther doing sum scientific stuff atm man
qualXXL: do you have a rof microlaser too? would be nice to know where the frameskips there
FateIsEscaped: 180
qualXXL: start: 445
FateIsEscaped: starting energy for me
FateIsEscaped: this is blank micro laser
FateIsEscaped: I also have a rof rof micro laser
qualXXL: nice
FateIsEscaped: for second test
qualXXL: from watching t i would guess its at 0.6
MERGLON: what caps do you have?
FateIsEscaped: I do think energy keep growing after killing enemy base
qualXXL: i see my start was at 439
FateIsEscaped: 883
FateIsEscaped: was my final energy
FateIsEscaped: as you blew up
qualXXL: 1932-439= 1439
FateIsEscaped: this is 4 beam docs
FateIsEscaped: and double rof, micro
FateIsEscaped: and shield 1
FateIsEscaped: a
qualXXL: lol
vinster7: imagine 4 missile docks with 80% firerate cataclysm
qualXXL: ^^
vinster7: docs
elementalz: +60% firerate
vinster7: ya
vinster7: dat
dragold: wish i had the plasma halo with that
FateIsEscaped: 120 energy
FateIsEscaped: start point for me
elementalz: it's actually 72.8%, am i right?
qualXXL: 731
FateIsEscaped: -50, brings it to 70
FateIsEscaped: the same with my first number
qualXXL: im pretty sure your micro is at the max frameskip even with 2 beam docs, amybe even with 1
FateIsEscaped: it was 50 higher
FateIsEscaped: 323 energy
qualXXL: 50 higher? aah you placed the micro
FateIsEscaped: when you blew up
FateIsEscaped: yeah
qualXXL: 1226
FateIsEscaped: so, 70 to 323 on my screen
FateIsEscaped: 4 mini reactors
FateIsEscaped: +10 energy generation
FateIsEscaped: 1 energy per frame
qualXXL: 1226-731=495
qualXXL: almost 3 times faster
qualXXL: .. that dont fit to 0.6sec starting rofrate
qualXXL: *rate
FateIsEscaped: 130 to 883, on first test
uzies: so u guys got the formula yet :p
FateIsEscaped: micro, blank
FateIsEscaped: 70 to 323 energy, second test
qualXXL: id like to see the double rof withou any beamdoctrines
FateIsEscaped: rof rof micro + 4 beam docs
FateIsEscaped: okay
FateIsEscaped: Ill do that now qual
FateIsEscaped: oops
FateIsEscaped: 100 start
FateIsEscaped: down to 50 start
FateIsEscaped: wow, thats quick
elementalz: got a normal stuff
FateIsEscaped: 303
elementalz: sapph shield jupiter
elementalz: been using it
FateIsEscaped: well
FateIsEscaped: thats pretty damn exact there
FateIsEscaped: 2 rofs
qualXXL: 1055-560=495
FateIsEscaped: are as good as 2 rof, 4 beam docs
FateIsEscaped: that means, too many beam docs can be wasteful
qualXXL: brb
qualXXL: yeah
qualXXL: the micro dont need any :D
elementalz: so still same or smth?
FateIsEscaped: yup
FateIsEscaped: 2 rof micro laser = 2 rof micro laser + 4 beam doctrines
FateIsEscaped: the 4 beam doctirines did crap
FateIsEscaped: qual, wanna test 1 more things?
FateIsEscaped: I want to test if 1 rof + 1 beam doc reaches max frames
qualXXL: ok im ready
FateIsEscaped: and if not that, then blank + doc doc
qualXXL: i had 2 micros equipped a while
qualXXL: 1 range and 1 rof
qualXXL: at 2 beam doctrines they were at the same rof if i remember right
FateIsEscaped: Im building this one
qualXXL: mmh wait 1 more minute
FateIsEscaped: kk
husnaalvali_581: mutiplayer
FateIsEscaped: I have a blue micro laser with 1 rof
FateIsEscaped: and 1 beam doc
FateIsEscaped: thats what Im using
FateIsEscaped: so you are saying that 2 beam docs reaced maximum frames?
FateIsEscaped: reaches
FateIsEscaped: 2 beam docs = 2 rof?
FateIsEscaped: for a micro laser?
FateIsEscaped: are you sure?
FateIsEscaped: you know what, Ill test that first
FateIsEscaped: blank micro + 2 beam docs
qualXXL: so im back now
qualXXL: still want some tests fate?
FateIsEscaped: yeah qual
FateIsEscaped: you here?
qualXXL: yeah im ready
uzies: so u guys got the formula?
FateIsEscaped: if youre still around qual I want to test
FateIsEscaped: still data gathering
FateIsEscaped: micro is too fast for a good formula
uzies: then use a quad and phalanx
qualXXL: actually im not searching the formula, just know relevant frameskips :D
FateIsEscaped: I want both
FateIsEscaped: but so far we discovered there is a maximum speed
uzies: rly?
SahilD2: hI GUYS
qualXXL: ^^
uzies: is it max to 100%?
NoobClone: is this about the phanalax fireing speed
FateIsEscaped: micro laser max is 40%
FateIsEscaped: the max might even be lower
NoobClone: isn't there someone who has e firerate micro
NoobClone: 3 firerate*
FateIsEscaped: if he does, sucks to be him
SahilD2: Ihave 40% micro
FateIsEscaped: because 40% micro is max
FateIsEscaped: 250
NoobClone: ddid you try going beyond 40 with beam lasers
FateIsEscaped: 200 energy start
FateIsEscaped: yes
qualXXL: 1200 something
FateIsEscaped: we tried 2 rof + 4 beam docs
FateIsEscaped: 2 rof + 4 beams EXACTLY equal to 2 rof micro
NoobClone: are you sure it's not a turn rate limitation
qualXXL: fate have you written down your numbers? i got confused cause of the +-50
rickrollreversed: max fighter rush hype
FateIsEscaped: I copy pasted chat
FateIsEscaped: I have it all
NoobClone: I remmeber your micro geing slow sometimes on fireing spore because of turn rate
NoobClone: or was that lag..
FateIsEscaped: this is a 2 beam doc blank micro
FateIsEscaped: slower for sure
FateIsEscaped: 703 final energy
dumbasarockstar: gg
FateIsEscaped: now wanna try 1 more
FateIsEscaped: 1 rof + 1 beam
qualXXL: 2156-1170 = 986
FateIsEscaped: pass: rof
rickrollreversed: 4 fighter rush techs and a fighter yard
rickrollreversed: op
rickrollreversed: lol cloak army
rickrollreversed: cloak miners and gladiators
qualXXL: what was your start at former test fate?
qualXXL: damn
Mergelon_2pointO: f7v
FateIsEscaped: 200 to 703
FateIsEscaped: for 2 beam doc blank
Mergelon_2pointO: 2000-795
Mergelon_2pointO: play colon
rickrollreversed: shielded engine spores look cool
Mergelon_2pointO: i nment colony
FateIsEscaped: 150 - 50 = 00 start
FateIsEscaped: 100
FateIsEscaped: this test is 1 rof, 1 beam doc micro
FateIsEscaped: 602 final energy
FateIsEscaped: qual, I wanna try 1 more test
rickrollreversed: the fighter rush is real
FateIsEscaped: just to be certain
qualXXL: which laser was this?
FateIsEscaped: 3 beam doc, on a blank
FateIsEscaped: this was 1 rof, 1 beam
qualXXL: aah 35%
FateIsEscaped: final test qual
FateIsEscaped: wanna try 3 beam doc
qualXXL: 1395-400 = 995
FateIsEscaped: oh wait skip
FateIsEscaped: last test
SahilD2: can u get sap hangar on puma >
SahilD2: ?*
FateIsEscaped: showed 1 rof 1 beam was max
FateIsEscaped: right?
qualXXL: no
qualXXL: 35% rof were the same as 30%
FateIsEscaped: ah
FateIsEscaped: yeah
FateIsEscaped: lets try the last test
FateIsEscaped: just to be sure
qualXXL: so 3x 15% now?
1ab1: anyone here every dream-- or is dreaming to go to Princeton?
uzies: idk man
1ab1: http://www.cbsnews.com/news/princeton-university-rejects-all-its-applicants/
1ab1: you've been dreamin
FateIsEscaped: yeah, thats the test we are doing, 3 beam docs
FateIsEscaped: this should put the micro at max frames
1ab1: and I'm serious, that is a real link
FateIsEscaped: should.
qualXXL: the numbers look strange
FateIsEscaped: the numbers work for me
FateIsEscaped: at max frames
qualXXL: apparently max rof is 3 times faster than a blank micro
FateIsEscaped: it took me 250 energy to kill
FateIsEscaped: oh, havent checked that yet
qualXXL: that would mean blank is 0.3 and 0.1 is max
FateIsEscaped: next frame skip took me 500 energy
qualXXL: but that does not really fit
FateIsEscaped: remarkably clean and exact
qualXXL: 40% does not make it 3 times faster one would think...
FateIsEscaped: start is 100 -50 = 50
uzies: um sahil is this for fun or sumthing?
SahilD2: ya
qualXXL: so maybe the initial point is 0.6 and its max is at 0.2?
SahilD2: my first mp in months
FateIsEscaped: weirdness dude
qualXXL: maybe rounding have a hughe effect also
uzies: oh at first i thought u were going to fighter rush me with sd since iwasnt prpared for it
FateIsEscaped: 3 beam doc is NOT as good as 2 rof
qualXXL: lol yeah
FateIsEscaped: the formula has been destroyed
dumbasarockstar: gg
SahilD2: i have gotten slow
uzies: uh hold dat thoguht
1ab1: can't anyone just look through the code for the formulas?
FateIsEscaped: 553 final energy
Mergelon_2pointO: yes i can
FateIsEscaped: so
uzies: early gg sahil :p
qualXXL: maybe you had accidentally equipped wrong number of beamdoctrines?
FateIsEscaped: it appears the rof formula that everyone touts
FateIsEscaped: is WRONG
FateIsEscaped: way wrong
uzies: u got a free win
FateIsEscaped: qual
SahilD2: man its no fun
FateIsEscaped: lets try 4 beam docs
SahilD2: should have played
1ab1: Mergelon
1ab1: how is rof calculated?
FateIsEscaped: we dont know yet
qualXXL: 2201-1208 = 993
1ab1: can't you loolk through code?
1ab1: or ask cwwallis?
SahilD2: its laag
FateIsEscaped: even cww gets it wrong :p
1ab1: he wrote the code
1ab1: probably somewhere is the formula
qualXXL: 4bds on a blank one now?
FateIsEscaped: yup, 4 beams now
FateIsEscaped: if this isnt max frames
FateIsEscaped: then... wow
1ab1: techtype1*techtype2*techtype3*techtype3
1ab1: or somethin
1ab1: good >;)
1ab1: jk
FateIsEscaped: 100 - 50 = 50 start
qualXXL: yeah faster now^^
FateIsEscaped: phew
FateIsEscaped: but still
FateIsEscaped: how can 2 rof be quicker than 3 beam doc
FateIsEscaped: that totally screws with thinking
1ab1: dem formulas
FateIsEscaped: 303 final energy
FateIsEscaped: and cww can be wrong
1ab1: he wrote this
FateIsEscaped: Ive discovered several bugs
FateIsEscaped: by testing
1ab1: there way be unanticipated bugs
qualXXL: 970-473
1ab1: but he wrote the formulas
FateIsEscaped: like, his dps formula is wrong
qualXXL: 970-473 = 497
1ab1: and he can give us the formulas
1ab1: if he wants
FateIsEscaped: bugs
1ab1: or we can find it
1ab1: its ok if there is bugs
qualXXL: seems like the rof mod on microlaser is not what it should be
FateIsEscaped: bugs mean program operates in ways even the dev doesnt understand
1ab1: bugs just mean the formulas are messed up
1ab1: the formula, not code
1ab1: is messed up
rickrollreversed: i am a wizard :3
FateIsEscaped: we only care about results
FateIsEscaped: we are the players
1ab1: so?
1ab1: we get results from the formula
FateIsEscaped: no
1ab1: plug'n'chug
FateIsEscaped: we get results from the game
1ab1: yes we do
FateIsEscaped: cww idealized formula isnt reality
FateIsEscaped: it is theory
1ab1: the formulas ARE the bugs
FateIsEscaped: we want data, real evidence
1ab1: therefore
FateIsEscaped: no
FateIsEscaped: if we ask cww
1ab1: if we use the formulas to calculate, it will calculate the bugs as well
FateIsEscaped: he will give us what he THINKS the formulas are
1ab1: or incorporate the bugs i mean
1ab1: FORMULA=BUG
FateIsEscaped: but his mistaken programming will produce different results
1ab1: ?
1ab1: no
FateIsEscaped: Ive asked cww for technical info before
1ab1: FORMULA=BUG
FateIsEscaped: and hes been wrong
1ab1: k
1ab1: paste it here pls
1ab1: lol
FateIsEscaped: 2 rof > 3 beam docs
FateIsEscaped: pasted
1ab1: so, cwwallis can be wrong
1ab1: anyone can
FateIsEscaped: yup
qualXXL: aah comon guys dont make me mute you
1ab1: but
FateIsEscaped: he can be wrong about his own game
1ab1: the formula is the bug
SahilD2: searching searching
1ab1: the formula will incorporate the bug
FateIsEscaped: the point was said: "ask cww"
SahilD2: cmon someone give me a full game
1ab1: if we use the formula, we will get the same results-- with the bug
FateIsEscaped: and my counter point is "he can be wrong"
1ab1: so?
1ab1: I brought up two options
FateIsEscaped: therefore, its better WE test it
qualXXL: the point is cwwallis uses several DIFFERENT formulas hich he think they are the same. so he use 1 formula to calculate money from sold towers and ANOTHER formula to write the money you should get by selling that tower
1ab1: 1: ask him for the formulas
1ab1: 2: find the formulas in code
1ab1: 3: test
FateIsEscaped: no 1ab1, we testing is best method
1ab1: like you said
qualXXL: this way you end up seeing the base energy only not taking into account the tower is on insurance
FateIsEscaped: thats what we are doing
FateIsEscaped: thanks :p
1ab1: why not look through code?
1ab1: waaaaay more acc
shpooky: i wonder how ,many reds i would get per level at levels 200+
FateIsEscaped: you go do that
1ab1: naw
SahilD2: do u get more reds if u are at higher lvl?
1ab1: i could just ask him
1ab1: :P
FateIsEscaped: we'll get the results right now
FateIsEscaped: be testing
FateIsEscaped: by
1ab1: lol
1ab1: I hear you've been testing quite a long time ago
1ab1: not sure if its true
FateIsEscaped: not really
1ab1: nevermind then
FateIsEscaped: I only tested my ideas just now
FateIsEscaped: with qual
1ab1: anyway, im tooo lazy to test
FateIsEscaped: turns out, my ideas were right
FateIsEscaped: and people were thinking of rof in way too simple terms
1ab1: the contrarian ideas?
1ab1: yep, jk
FateIsEscaped: it doesnt work in the way people expected it to
FateIsEscaped: and, Evernewb put forth the idea that it works faster than frames do
FateIsEscaped: also now disproven
1ab1: OMG
1ab1: you took your time to....
qualXXL: mmh testing phalanxes would be cool too
1ab1: ah, players usually understand the game better than the dev
FateIsEscaped: Im not sure about a quality test for phalanx
qualXXL: but thats a harder taks as if you want to stack towers you must time them right...
FateIsEscaped: anyway, its cool that we know a bit more now
1ab1: just use a blaster and a phalanx
1ab1: and constructors
uzies: salhid if ur wondering y i didnt played because i was eating dinner atm
salhid if ur wondering y i didnt played because i was eating dinner atm
qualXXL: im missing some of your records, could you send them to me in that style? 303-(100-50)=253 (reply)
qualXXL: we could add a page to wikia if we have some more data :D (reply)
FateIsEscaped: Ill look over the chat logs qual
FateIsEscaped: I have it all copy pasted
FateIsEscaped: the two most interesting points
qualXXL: im missing the blank micro with 0% rof and both tests of the 40% micro (reply)
FateIsEscaped: rof rof micro = rof rof micro + 4 beam docs
1ab1: refresh and BOOP! all gone
qualXXL: mmh yeah thats true, also our numbers were very close
FateIsEscaped: and, that 2 rof micro beats 3 beam doc micro
qualXXL: yours seems a bit more exact
FateIsEscaped: mine is more exact because I was the one planting the micro
FateIsEscaped: I think
qualXXL: seems like
FateIsEscaped: the biggest question
qualXXL: you placed it at exact 100 and it took 0.3 secs to be placed
FateIsEscaped: is why 2 rof micro beats 3 beam doc micro
FateIsEscaped: 2 rof in only 40%, 3 beam doc is 45%
qualXXL: i still think your setup has not been what you expected it to be
FateIsEscaped: so there is no reason for 3 beam docs to be slower
qualXXL: sometimes it does not get the last techs changed
FateIsEscaped: you wanna try it again?
FateIsEscaped: maybe you're right
FateIsEscaped: the tech didnt "save"
qualXXL: not really but to be sure it would be good
FateIsEscaped: but it did
FateIsEscaped: when I looked after the fight
FateIsEscaped: but lets test again
FateIsEscaped: pass: rof
FateIsEscaped: I agree
FateIsEscaped: its good to test this controversial evidence
FateIsEscaped: retest, I mean
SahilD2: never knew those fighter yards are powerful
rickrollreversed: yes they are
qualXXL: rof rof no bds now?
dumbasarockstar: yeah
rickrollreversed: especially with max fighter rush
1ab1: to the extreme
dumbasarockstar: searching
qualXXL: fighter rush has never been that great
SahilD2: yeah
qualXXL: i gained about 400 rating having 60% rof equipped while everyone used fighterrush :D
1ab1: "controversial evidence" reminds me of the Da Vinci code...
FateIsEscaped: placed at 100 -50 energy = 50 energy start
FateIsEscaped: triple beam doc is still slow
FateIsEscaped: I can see the laser alternating
qualXXL: yeah now its at 0.2
FateIsEscaped: I guess we should check the rof rof micro again?
FateIsEscaped: just to be ultra sure?
qualXXL: hum isnt that the rof rof?
FateIsEscaped: this is the blank
FateIsEscaped: and 3 beam docs
qualXXL: aah ok
FateIsEscaped: 553
FateIsEscaped: energy, final
FateIsEscaped: qual, 1 more test?
Miles3057: people?
FateIsEscaped: last test
qualXXL: 1398-401 = 997
FateIsEscaped: double checking that rof rof micro laser is max speed
shpooky: k???????????????????
uzies: ...?
FateIsEscaped: start 150 - 50 = 100 energy
qualXXL: this is 40% now?
FateIsEscaped: this rof rof micro is full speed
Miles3057: sorry
FateIsEscaped: no beam docs
SahilD2: i will try fighter rush too searching
Miles3057: again?
qualXXL: hum
FateIsEscaped: 4 batteries
FateIsEscaped: no chance of wrong techs
FateIsEscaped: starting energy was 700
qualXXL: end energy at 553?
FateIsEscaped: yup
FateIsEscaped: final was 553
qualXXL: i was at 869-372 = 497
FateIsEscaped: also, this was a different micro laser
FateIsEscaped: this one was rof rof range
FateIsEscaped: first one I tested was rof rof shield A
qualXXL: maybe red ones get an additional boost?
FateIsEscaped: good point qual
FateIsEscaped: possibility
qualXXL: you need more reactors miles this match will take a while :D
qualXXL: mmh so the 20% rof micro, we did only 1 test with?
Miles3057: qual
FateIsEscaped: yeah
FateIsEscaped: we did 20 rof + 1 beam doc
Miles3057: any reason you have 12 reactors?
qualXXL: i just like being prepared xD
Miles3057: yes
FateIsEscaped: but what this did show qual
qualXXL: if yu are fast now you can get me
FateIsEscaped: is that your build
qualXXL: lol
FateIsEscaped: qual and uzies
FateIsEscaped: who said to use 4 beam docs
FateIsEscaped: well, if you want ideal efficiency
Miles3057: awwww
FateIsEscaped: use micro lasers with 0 rof
Miles3057: unfair
qualXXL: i said it, i think uzies too
FateIsEscaped: yeah
FateIsEscaped: so if you do it, get a red micro laser with 0 rof
Inori2300: morning people
FateIsEscaped: morn
qualXXL: damn sorry this was too fast :D
Miles3057: you ass im new to this game
FateIsEscaped: are you using that now qual?
qualXXL: nah im on 2 beam doctrines now
qualXXL: and a rof micro
qualXXL: i think thats at max frameskip too but are not sure
FateIsEscaped: should be
qualXXL: again miles
FateIsEscaped: but then again, who know lol
Miles3057: let me win
Miles3057: no haols
qualXXL: no sorry i lose to much rating
Miles3057: *halos
qualXXL: but sometimes i do big mistakes so maybe you get me ;)
Miles3057: bruh dem capital ships doe
FateIsEscaped: so qual is turtle + generators
FateIsEscaped: right?
FateIsEscaped: build a shell?
Miles3057: uhh im goona sound like a noob qual
FateIsEscaped: then overwhelm?
qualXXL: generatorspam works quite well
qualXXL: if doing right it can even beat cloak sd cutlass
uzies: multiplayer private pass
uzies: test
FateIsEscaped: uzies, able to explain our rof test results?
uzies: well my micro dont have rof on i the only thing i need to know iss how fast it can shoot :p
uzies: anyway speaking of which wat about it
FateIsEscaped: do you think you can explain our results?
FateIsEscaped: 2 rof micro laser, was faster than 3 beam doc micro laser
SahilD2: U use rapier right ? dumbas
FateIsEscaped: meaning, 40% rate of fire laser, was faster than a 45% fate of fire laser.
FateIsEscaped: possible explanations?
247domingoboss: slow computer
uzies: try the same rof x2 micro and use 4 beam docs instead?
FateIsEscaped: we tried that too uzies
FateIsEscaped: 2 rof micro, was exactly as fast as, 2 rof micro + 4 beam docs
247domingoboss: campaign level 10, getting pretty crappy stuff
Miles3057: ?????????
uzies: wait y ask me?
Miles3057: im supposed to get 14 energy but i get like 2 a second
Miles3057: the hell?
Miles3057: what the crap
FateIsEscaped: move the decimal places miles
uzies: its 14 per second
uzies: not 14 per frame
FateIsEscaped: if it says 14
FateIsEscaped: that means 1.4
Miles3057: ?
Miles3057: ooooohhhhh
qualXXL: seconds gets bend down
Miles3057: apparently i am expierienceening lag
FateIsEscaped: +14 energy means 1.4 per frame. so it will only move 1 energy or 2 energy, per frame
SahilD2: hows rapier with shield D + SD ?
Miles3057: wait
Miles3057: what fps does this game operate on?
FateIsEscaped: shield d lets the rapier survive 1 miner laser
Miles3057: 26?
FateIsEscaped: 10 per second
Miles3057: wow
Miles3057: thats terrible
SahilD2: rapiers with cloack are better maybe
uzies: not rly
Miles3057: 10fps?
FateIsEscaped: if you didnt notice it, its not terrible :)
uzies: yea cloak on rapier is good
Miles3057: thats bad bruh
uzies: r u an fps player
Miles3057: depends
Miles3057: you see uzies
uzies: fps player cares about the frames
Miles3057: there is a bit of a "wait period" of like 2 seconds
Miles3057: when i
uzies: not rly
Miles3057: make an action in the game
FateIsEscaped: that might be your computer
Miles3057: also things keep freezing in place
Miles3057: ****ing shit bill gates
uzies: its mostlikely ur computer
FateIsEscaped: you might have too many things open on your computer
FateIsEscaped: like youtube, or itunes
FateIsEscaped: or other music or video stuff
Miles3057: fate i have only this and youtube on another tab
uzies: like me but i have a very good computer now
FateIsEscaped: or your pc is just slow
FateIsEscaped: or lots of programs boggin your pc down, like anti virus
FateIsEscaped: but yeah
FateIsEscaped: if you game is freezing
Miles3057: ima have to restart
FateIsEscaped: its some computer issue
Miles3057: this is rediculous
Miles3057: brb
uzies: ok
FateIsEscaped: what browser?
Inori2300: what type of rounds should i use
uzies: iridum
Inori2300: i have ice neutron and iridium
FateIsEscaped: ice ice baby!
uzies: yea use iridum
uzies: :p
FateIsEscaped: if you are on early levels, use freeze
Inori2300: so neutron
Inori2300: level 7
FateIsEscaped: level 1 to 4, freeze rules
uzies: use iridum
FateIsEscaped: on 7, you can use freeeze or iridium
AshtonKiros: freeze is good
uzies: neutrin suks compared to iridum
FateIsEscaped: just try to get an iridium ship
AshtonKiros: I don't have freeze
FateIsEscaped: if you use freeze rounds later on
uzies: AI have shields and stuff
FateIsEscaped: like, use freeze
FateIsEscaped: but then later on use beam halo
SahilD2: higher the lv = more reds
Inori2300: pvp go
FateIsEscaped: like, quads, blasters, bomb racks, and base cannons, are pretty cool with freeze
uzies: not rly but increase the chances for modded ships
FateIsEscaped: you can stall enemies for a long time with that while you build up
FateIsEscaped: I think the way CWW says it works is
uzies: the chances of getting modded ships increases all the way to lvl 30 i beleive
FateIsEscaped: that the hgierh the level, the less blanks
FateIsEscaped: maybe it caps out? IDK
FateIsEscaped: platinum caps out
uzies: i was watching a youtube video about sumone playing oe3 and they got so lucky on lvl 3 getting a mastadon red
AshtonKiros: whoa
AshtonKiros: i wish i was him lol
FateIsEscaped: that is pretty lucky
uzies: i forgot wat mods it has on
uzies: the only thing i remember on that vid is how one of the mods is terrible on it
FateIsEscaped: there arent too many oe3 vids
qualXXL: mosquito hangar?^^
uzies: idk i think its extra armor on it or sumthing
Mergelon_2pointO: i posted a comment please tell me wht you think
uzies: wait a minute remember how the rof works fate
uzies: i think that when beam docs stack it decreases the effectivness for it
FateIsEscaped: how it works?
FateIsEscaped: so you are proposing a way to explain why 45% beam doc micro, is worse than 40% rof micro?
uzies: sumbody said that when stacking fighter rush tech it decreases the effectiveness for it
qualXXL: ?
qualXXL: thats nonsense
uzies: idk i might be bullshitting
AshtonKiros: or not
FateIsEscaped: maybe fighter rush caps out?
FateIsEscaped: oh, I wonder how many beam docs a beam halo needs to max out
FateIsEscaped: like double speed beam halo
FateIsEscaped: thats like having 2 beam halos out at once
uzies: lets try it fate u have an FY right?
FateIsEscaped: no more testing right now
FateIsEscaped: for me at least
uzies: :p
FateIsEscaped: just wondering, since beam halo rocks
FateIsEscaped: maybe 4 beam docs max it out
FateIsEscaped: and it doesnt need any ROF
uzies: i wanted to test out the diffrence between 3 manufacturing to 2 fighter rush tech
uzies: or 4 manufacturing and 3 fighter rush tech
FateIsEscaped: one test I can propose
FateIsEscaped: is medium bay and capital bay
FateIsEscaped: vs fighter by
FateIsEscaped: bay
qualXXL: ive heard fighter rush subtracts 1 second from spawn delay
FateIsEscaped: build them right next to each other
uzies: no an FY on FY battle
qualXXL: o it goes down to 6 seconds with 4 fighter rushes
Andrew_H_Davis: I want to live with a cinnamon girl
FateIsEscaped: fighter rush is a %
uzies: using only blank rapiers
uzies: or sumthing that could one hit kill
FateIsEscaped: I think
FateIsEscaped: anyway
FateIsEscaped: the best way to test is in campaign
FateIsEscaped: build a cap or med or navy bay. then build a fighter bay right next to it
uzies: let me get my other account out for a bit
FateIsEscaped: each 1 frame apart
FateIsEscaped: by using the pause
FateIsEscaped: then you can look at the fighter generation gauge
uzies: that might work
FateIsEscaped: you can compare them
uzies: alrite well u got 3 fighter rush tech rite
uzies: i dont have any :p
FateIsEscaped: nooo testes right now
FateIsEscaped: too many testes
uzies: ok well i need to find sum fighter rush tech then
cheesearmyca: urrr...
FateIsEscaped: you go testes
FateIsEscaped: you want my testes cheese?
uzies: fine hopefully that the store has fighter rush tech next
FateIsEscaped: you cant have my testes cheese. sorry.
uzies: i wish the extracters r bufed
FateIsEscaped: mining beam?
uzies: no less cost
FateIsEscaped: ah
uzies: like from 250 to 200
FateIsEscaped: they don even get base cannons
FateIsEscaped: dont
FateIsEscaped: oh
FateIsEscaped: one nice thing about that test qual
FateIsEscaped: 4 damage per shot on a micro
FateIsEscaped: and the test showed 250 energy
FateIsEscaped: 250 * 4 = 1000 hp for command center
FateIsEscaped: just.... perfect
FateIsEscaped: and the next frame skip was 500 energy
elucasPIE: anyone want to quickmatch?
qualXXL: aah true fate
qualXXL: so we can be sure on the base hp atleast
FateIsEscaped: Ever newb, you hear about the rof stuff?
deathhunter10290: is anyone on qm?
Evernewb: what about it?
FateIsEscaped: I discovered that rof does have have a cap
Evernewb: I headed for bed somewhere around using energy count for a frame count base
FateIsEscaped: yeah, we did it
FateIsEscaped: a micro laser with rof rof, does the same DPS as a micro laser with rof rof 4 beam doctrine
Evernewb: so, is it additive/exponential+/exponential-
1ab1: oh grreat
FateIsEscaped: we determined that Rate of fire does not extend past the frame of animation
FateIsEscaped: like, the game does not do game logic beyond the animation
Evernewb: that is rather odd...
FateIsEscaped: maybe for phalanx it does?
FateIsEscaped: but for micro laser, it certainly doesnt
Evernewb: I got the exact oposite result back when I tried testing it, definitively with the phalanx and "probably right" with microlaser
Evernewb: ie microlaser was killing alien mid ships in less distance
FateIsEscaped: how did you test for phalanx?
Evernewb: just put one up where yellow's quads could see it
Evernewb: they popped more missiles than they showed shots being fired at
FateIsEscaped: thats hard to be objective with tho
FateIsEscaped: but...
FateIsEscaped: shop did luckily have an AWESOME phalanx yesterday
FateIsEscaped: so now I can at least try to test it
FateIsEscaped: (store had a rof rof range Phal ysterday)
Evernewb: I still have the phalanx I used, not the microlaser though
Evernewb: heh, that's what I have
FateIsEscaped: sweeet
FateIsEscaped: also
Evernewb: use a range/insurance most of the time though
FateIsEscaped: other test we did also showed curious results
FateIsEscaped: we found that a rof rof micro laser was more DPS, than a 3 beam doctrine microlaser
Evernewb: wait...what?
Evernewb: that doesn't make sense at all
FateIsEscaped: so. 40% rof is better than 45% rof, micro laser. ( 2 rof > 3 beam doc)
Evernewb: should be 1.44 vs 1.5208
FateIsEscaped: yup
FateIsEscaped: thats what people assumed it should be
FateIsEscaped: but no one ever had any evidence for making that formula
FateIsEscaped: even better.
Evernewb: what would the delay reduction model be...god it's been forever since I did anything with math
FateIsEscaped: we have no idea
FateIsEscaped: even better
FateIsEscaped: 1 rof micro laser = +50% DPS
FateIsEscaped: 2 rof micro laser = +200% DPS
Evernewb: erm...the hell?
FateIsEscaped: of course, CWW's dps prediction is completely wrong then
Evernewb: now that we allready knew
the1cam: look at the laser
FateIsEscaped: yup, but being over 160% wrong
FateIsEscaped: is extreme
the1cam: ???
the1cam: on what?
FateIsEscaped: okay like this
FateIsEscaped: blank micro laser, cww prediction = 7
FateIsEscaped: 1 rof micro laser, cww prediction = 8 dps
FateIsEscaped: 2 rof micro laser, cww prediction = 10 dps
Evernewb: 7-7.99999 by the way, display will always round down unless you do some rather annoying things to it to get it not to
FateIsEscaped: the real results is, blank = 7, 1 rof = 10.5, and 2 rof = 21 dps
Evernewb: that makes no sense whatsoever, even assuming it's a frameskip system
FateIsEscaped: thats true Newb
FateIsEscaped: it does round down
FateIsEscaped: the prediction
FateIsEscaped: but also true, the evidence provides results that are unexplainable
FateIsEscaped: according to any model by anyone
FateIsEscaped: (in public)
Evernewb: including CW...yet annother mark in the "CW spews BS whenever someone asks him about mechanics" theory
Evernewb: in favor of*
FateIsEscaped: well, I mean, I was finding out that the DPS system by Cww was wrong months ago
FateIsEscaped: but never really tested it again till yesterday
FateIsEscaped: after you and Qual were making some interesting points
Evernewb: that's been pretty clear to anyone that looked at how the ships actualy preform, though the only noteworty exceptions were that salvo weapons get grosly distorted fire rates
FateIsEscaped: so...
Evernewb: I'm usually to lasy about this game to try testing it
FateIsEscaped: any ideas on how 2 rof micro laser can be 300% dps?
FateIsEscaped: while 3 beam docs can only be 150% dps?
FateIsEscaped: blank = 10 dps, 1 rof = 15 dps, 2 rof = 30 dps
FateIsEscaped: and 3 beam docs = 15 dps
Evernewb: the closest I can think of is that it works on a frame system in direct contradiction to the creator's statements and it goes to 1 per frame, but that doesn't hold to close
Evernewb: how was the dps test done? just distance to kill same target?
FateIsEscaped: btw, 4 beam doctrines goes to 30 dps
FateIsEscaped: test was
FateIsEscaped: +10 energy per second, build micro laser under enemy base (private match)
FateIsEscaped: count energy
Evernewb: same locations?
FateIsEscaped: Of course, bro :)
FateIsEscaped: under the base, and to the left
Evernewb: dangit, there goes one major error factor
FateIsEscaped: Thats why I only trust myself to do testing :p
Evernewb: angle seems to efect fire rate, again with being to lasy to hard test it past a repeated observation
FateIsEscaped: yeah, so same position, on a stationary target, with large hp
Evernewb: pretty conclusive...only other option I can think of is a bit of a nightmare
Evernewb: and that's simply that there are huge problems with the syncing in pvp
Evernewb: effecting things like fire rates and spawn rates
Evernewb: I know for a fact that there are problems like that in the campaign, but pvp is supposed to run on a different system
FateIsEscaped: just to be sure
FateIsEscaped: we even ran the tests twice
FateIsEscaped: same results
FateIsEscaped: 2 rof > 3 beam docs
Evernewb: try with different people
Evernewb: ?
FateIsEscaped: and 2 rof + 4 beam docs is equal to 2 rof
FateIsEscaped: so not only does rof cap out
FateIsEscaped: but for some reason 40% rof is better than 45% rof
FateIsEscaped: so Im trying to think of an objective test for phalanx
Evernewb: brain is to fuzzed right now to check if the 3 15s would be more or less than the 2 1.2 if it's a reduction to remaining CD rather than increace in rate
FateIsEscaped: but I cant think of a good one, like the energy counter test with the micro laser
the1cam: arty?
FateIsEscaped: reduction in cool down, or increase in rate
FateIsEscaped: it is hard to imagine how 40% is better than 45%
FateIsEscaped: no matter the formula model
FateIsEscaped: so how can 40% rof rof, be better than 45% rof 3 beam doctrines
FateIsEscaped: and yet.... rof rof is better than 3 beam doctrines
Evernewb: one is making a reduction in stages one is making an increase in stages, the reduction would loose benefit with added stages in the same way the increase gains benefit
NageshM1: hi Fate ._.
FateIsEscaped: hi nageshhhhh
NageshM1: how are u???
FateIsEscaped: all good in the hood
FateIsEscaped: well, Im gonna test bigger lasers next
NageshM1: and what doing your older laptop ?? o_O
Evernewb: there is also a good chance that the rof techs don't work quite how they say they do, and/or that they don't combine right with inherent boosts
NageshM1: fine and that results
NageshM1: say*
FateIsEscaped: I also know that armor mod, is different from armor techs
FateIsEscaped: beyond just 15% vs 10%
FateIsEscaped: but the rof rof issue is much more interesting hehe
OutlawZz: Fate
OutlawZz: search plz homie
FateIsEscaped: Im just chilling now, not pvping
Evernewb: ...dammit: I was almost ready to go to sleep before this came up, now it's 11:12 and I'm wide awake and need to get up in a few hours
FateIsEscaped: lol
OutlawZz: aight b
FateIsEscaped: its pretty cool though
Evernewb: I'd better sign out and find something excruciatingly boring
FateIsEscaped: micro laser with 300% dps
FateIsEscaped: later
OutlawZz: micro with 30 fr
the1cam: triple rof O.o
FateIsEscaped: yeah cam, thats how weird the DPS gets
FateIsEscaped: blank micro = 10 dps, 1 rof = 15 dps
FateIsEscaped: and rof rof micro = 30 dps
FateIsEscaped: and 3 beam doctrine (45%) = 15 dps
OutlawZz: i have beam doctrine 2x is all
the1cam: game physics are weird
FateIsEscaped: also, rof rof 4 beam doc = 30 dps
FateIsEscaped: so that is the max dps


.

.


Game updated! New Fighter Yard added! And new capital ship: Tyrant!
 
Flag Post

How to Void Lance rush a boss:

Use 3 Expansion + 1 Fighter Rush (sometimes use 4 Expansion, sometimes you can use only 2 expansion. It depends on the range of the boss.)

Build 14 miners WAY BEHIND your base. (if you can’t because the only asteroids are in front, build 1 microlaser or barricade up front to protect your miners a bit)

Then wait till you get 280 metal. (sometimes if boss is close enough, you only need 1 constructor for 225 metal)

Then pause the game, then build constructors to reach boss.

Destroy oldest constructor to get more metal.

Build a CLOAKED Void Lance near to the boss. You should build the Void Lance so it can hit the boss directly, but more often, so the black holes can hit the boss at the same time as another target, like a fighter bay that is AROUND the corner from the boss. The Void Lance will aim for the fighter bay, but also hit the boss. Sometimes it can also explode on a nearby shield and hit the boss too, or if you are really slick, the void lance can target a passing ship. Rarely will a void lance get 2 shots, unless you have higher Fire Rate. You can also gamble with Insurance and retry the void lance rush. But I find this often fails. You’d also need a blue Cloaked Insured Void Lance. Instead of just a plain green Cloaked Void Lance

You win. :)

[this rush can fail due to randomness, or worse, if the boss is in a very cramped spot and builds stuff around itself too fast to get a good VL sniping spot. That’s why you want Fighter Rush, so you get can metal super fast] [additional note: if you don’t have a cloaked void lance, try 3 expansion and 1 Black Hole Mastery, and a Fire Rate boosted Void Lance, and add in some barricades. This might also work if no cloak.]

by FateIsEscaped @ Kongregate for Obliterate Everything 3 by CWWallis 2014 Dec 10th

http://imgur.com/cG39E3F