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My Biohazard [self destruct + shield + armor + Freeze] vs far level 64 flank Cloud.
I set it up so my only offense was the Biohaz (totally OP, except VS shielded stuff) and the Clouds (almost pure shield beings) and filling my base with Repair Turrets.
The battle goes back and forth each time getting deadlier and deadlier. (it builds up)

Anyway, I think my base looked pretty cool with all the repair turrets healing all the self inflicted Biohaz acid and the clouds that got over the base. :D Too bad I didnt gif it.
Here’s another day, taking my Biohazzards out for walkies!

https://imgur.com/AmPoM9u
All my lovely boys!

https://imgur.com/FTP3HVh
Oh! We meet a friendly green! Hi Mr Green!

https://imgur.com/Rnleuzt
I hath not abandoned thee.
UPDATE 7/6/2015
Nerfs: Biohazard spore rate, Fighter SD halved except Fury, Fighter Yard launch spread, Carrier Racks slowed
Buffs: Armor Tech, Force Round Damage, Mosquito and Athena Range, Athena Armor, Laser Turret fire rate, Plasma Halo Speed, Small Artillery double shot, Dark Mastery homing speed
Also, **Obliterate Everything Four** has been said by the game developer to be aimed for release in December, along with a beta key.
Here is an OE4 topic for suggestions you can add too:
[http://www.kongregate.com/forums/12-kongregate-multiplayer-games/topics/505487-oe4-suggestions](http://www.kongregate.com/forums/12-kongregate-multiplayer-games/topics/505487-oe4-suggestions)
As for OE3, let’s see if we can come up with some quick ideas.
**New Mods and Upgrades**
1) Engine behavior change!
Here’s an idea I really like. Make the Engine upgrade for ships slow down AND speed up ships!
How should this work? Kind of like spectres.
When a ship is OUT of range with its guns, make the ship speed up.
(higher top speed = \* 1.6)
When a ship is IN range with its guns, make the ship slow down!
(lower top speed = / 1.6)
This will cause the ship to spend more time in a good position, and people wouldn’t just sell their Engine modded units, as they do right now.
(I think also make the ships slow down in preparation for being in range)
2) Armor Plating buff
Change armor mod to Prism Armor. This causes lasers that hit that ship to split laser damage to all nearby ships. I’m going to say it causes the main ship to take 1/5th the damage from lasers, but spread the other 4/5th damage to 4 other ships? (so it will look like 4 lasers shoot out from the ship being hit, maybe make them colors of the rainbow due to the prism effect) This will work with green Armor+15% barricade in the Store Packs. This prism effect can hit allies OR enemies. (maybe only if no allies are near?) 1/5th damage might be too extreme? What about 2/5th damage, and 3 off shoot prism lasers?
3) Repair Organs
Since armor plating would be changed to Prism Armor, change Repair Organs to give a higher armor. Like 10% armor buff.
**New Techs/buffs**
1) Base Cloak.
This is like the cloak field from Cloak Field, but as a tech. It will make all buildings and ships near your base be cloaked. Exceptions are: HQ, Barricades, Constructors, and Cloak Field generators. (constructors will also generate cloak?)
2) Shielded Plating.
This gives every unit you own a tiny 5% shield. If you think that is too much? Then also have it take away 5% armor. (-5% armor, +5% shield) Maybe have this replace the Armored Plating tech that no one uses?
3) Insurance Policy
This tech adds a small insurance for all your buildings. Say, 10% insurance to all?
4) Dark Mastery buff
Have dark mastery make black holes that hit something not be targets any more. Right now as a black hole hits a target, the target takes a second to shrink, while at the same time still allowing the target to SHOOT and also still allowing the target to take bullets. What dark mastery should do is cause the ship to instantly stop being a target. (that way 2 black holes cant hit the same target)
5) Expansion tech buff
Expansion makes your base bigger, it should also make lots of things bigger. Like Base Shield should expand. Base Cannons get more range. Mega Shield expands. Tactical Shield expands. Cloak Field expands.
6) Mining Beam
Make mining beam have a crazy RANGE boost. Like, 20% range boost. Also I think it might be good to make the mine rate NOT boost mine fire rate, but instead just make metal collection stronger? For example, each shot of mining takes 2 metal now, but with 1 mining beam tech, it should take 2.15 metal. (it would also be nice if asteroids only lost 2 metal, so that this mining beam tech would be useful in low metal asteroid situations?)
**New Turrets/changes**
1) Force Rounds AOE Missile turret
This turret is like the Pandemic acid missile, but it uses FORCE ROUNDS, and it targets ships.
2) Mine Sprayer turret. The way I think this should work (so as to have a unique usage) is it with toss 3 mines in a line at a target that approaches, but the mines don’t activate for a second. So what happens is some mines will appear behind the enemy. A small diagram:
T ~~-~~ —→ o E o o
The turret will shoot 3 mines, and 2 will land behind the enemy. This will cause a unique situation for a turret to end up hitting enemies behind the frontal enemy.
EdgeSlasher
The edgeslasher is really terrible.
How it should be changed is to have the boomerands fire all at once, in a shotgun pattern.
Think of it as a spread shot. This will cause the homing boomerangs to go in all sorts of directions as they target different ships.
**Ship changes**
1) Pandemic and Tyrant and Biohazard changes
Please have the AOE missile these ships shoot, aim only for the nearest enemy building, rather than enemy ships. You can make the missile a bit fatter so it hits passing ships. But the idea for this change is to have the acid/freeze missile to aim “more deeply” into approaching enemies.
I think this would breath new life into these ships. It would make their weaponry more interesting, while still keeping the friendly fire aspect to their missiles intact.
2) Ragnarok
Could it be possible to make the nukes exit the Rangnarok exit the ship at 45 degree angles instead of straight forward? Kind of like Biohazard shoots its spores out at 90 degrees. I feel like the Ragnarok gets absolutely no use, but with this change, it would have a wider burst to its nuke, whil still killing itself.
3) Falcon
Please change the bomb racks on the falcon to Microlasers. Make it a mini laser medium ship. The game doesn’t have one, and also, no one uses the falcon. If you make it a mini laser ship it will at least have that unique aspect to it.
4) Literally never used Minotaur
Make the minotaur fire its big ass missile but also make the Mino “knockback” when doing so. Because the kick back from shooting that missile is so high. That way it keeps a bit of a longer distance once it gets closer. Think of this as reverse force rounds?
5) Literally used less than 0% Myrmidon
Ummmmm. I’d say like the Falcon, make this the premier Plasma ship for mediums. Change its guns to more plasma. Heck. Make it fire 5 plasma. That would look cool in an arrow head shape.
6) Miners/Exhumers
I think miners should have a behavior change. Instead of mining for 16 seconds. Instead make them mine for 12 **shots.** (not sure how many shots on exhumer, but basic miner should be 12) IMO, this will have a positive effect on the game’s metal economy fairness, while stabilizing how crazy metal mining can get.
7) Engineer
No one uses these guys. I figure what they could be used for is as a way to heal freeze. RATHER than a way to heal damage. So, in other to make this work, have engineers have very long range beams (170 range). Very high rate of fire. (every frame) But very very very low heal power. (.1 hp heal?) And give them a targeting system that aims for whatever unit just got frozen. (most recently frozen is most in need)
This still doesn’t give units that much to do. So engineers should also give a 1 HP shield? Even to units that don’t have shield.
Maybe if the unit has cloak abilities, it can turn the cloak back on?
Maybe engineers can give some buff? I’m not sure what. Maybe speed tune up? Quick turn? Heat cool down? Maybe they can give units cloak? Would that be too good? I mean, the cloak will likely turn be lost, and you can’t get every ship. Plus it’s using a fighter slot and you have to build it.
So this is turning engineers from HP healers, into status healers/buff.
**Auxilliary changes**
Change all Auxilliaries to Turrets. That means, we can use multiple auxilliaries! (also change the 2 auxillary slots into Turret slots)
I think this would major change how the game feels, because, there really are some Auxilliaries that are terrible, and some that are great. But since there is only 2 slots the great auxes hog all the slots, while the weaker auxes get rarely (if ever) used.
Processor bufffffff
This would really really help! Please change Processor to NOT use metal below our current Energy.
For example, if I have 500 energy, please stop the processor from eating metal below 500. This would make the item so much more user friendly. The reason being is, is that metal collection is sometimes a random thing. And by putting in this limit, it makes using the processor much more sane to use. It’s no longer a crazy balancing act.
**Enemy Changes**
1) Buff Flank and Skirmish enemies.
These maps are way too easy. Way too simplistic. 95% of the time there is 0 challenge to these maps. Why? Because I can just sit back, away from the enemies, and they end up killing each other.
The fix.
Make Flanks like this.
Me ~~-~~ —— CPU1 ~~-~~ ————CPU2
The large range between cpu1 and cpu2 mean cpu1 will 100% of the time attack me.
Make Skirmishes like this.

https://imgur.com/OJKogOB
**Shop change**
1) Remove blanks from store. Replace it with RAINBOW RANDOM UPGRADE unit. (have the color on the item quickly rotate between green/blue/red)
Here’s how I see it working.
For example, currently let’s say there is a blank item that sells for 1000 credits.
In my idea, that ship now sells for 1750. And the ship’s color on the shop menu quickly rotates between colors.
Clicking on the ship buys 1 ship.
After clicking the ship the shop will show you the ship you bought, and you will also have an option to immediately sell that item.
The reason this is good is it eliminates the whole click journey of buying blank items, then going to upgrade menu, then finding the ship in the list, then clicking that ship, then getting a bad upgrade, then having to scroll and find the ship to sell it. Repeat over and over.
This idea clears this whole thing down to 1 click.
(this does eliminate pure blanks from the store, but IMO even newbies don’t really care about blanks from store. Blanks can still be found in campaign. Honestly think about it. 1 blank item is only useful 1 time to any player, 99% of the time people want upgrades)
**Multiplayer changes**
1) Please make the the “Multiplayer” text at the bottom right of the menu have an exclamation point if there are people playing PVP. (this will alert people to go into PVP to SEARCH to get the next game)
But also make the “Multiplayer” text flash red is someone searching for pvp!
These 2 additions would help so much :D
2) If someone disconnects and the are 100% not connected to the game (check if they are still connected to the game server, if the player’s screen says “disconnected” then I would accept that as an honest disconnect, and no loss or win is necessary) please give them a loss. And the other player the win.
Battle between ShadowDrake VS ShadowDragon

https://imgur.com/a8nIH2A

https://imgur.com/oQrWDJY
And now FractalPanda vs a pincer fight, caught between two enemies.

https://imgur.com/RG2O6Qb

Doubled artillery halo, VS level 99 pincer.
Doubling a capital is done just by making a capital bay in 1 spot while paused, then blowing it up, and rebuilding it. This will produce an extremely powerful overlapping arty halo that can pierce even highly phalanxed and defended bases (my arty halo is fusion + fire rate) because all the mjolnirs aim at the same targets. (and the fusion eats any capitals in the way)
This technique is good to use in tight spaces when you don’t have constructor.
Navy and Fighter Yard efficiency.
Earlier in this topic I did a small bit of math for Navy Yard VS Medium Bay efficiency. That work is outdated, so why not redo it.
Base data:
Fighter bay = 75 frames between ships (35 energy)
Medium bay = 100 frames (200 energy + 100 metal)
Capital bay = 100 frames (400 energy + 300 metal)
Fighter Yard = 4 fighters, every 40 frames (200 energy + 200 metal)
Navy Yard = 4 mediums, every 120 frames (300 energy + 400 metal)
1 Fighter Yard produces 7.5 times more ships than 1 Fighter Bay.
1 Navy Yard produces 3.33 times more ships than 1 Medium Bay.
To produce +1 energy every 10 frames takes 50 energy. (150/3)
To produce +1 metal every 10 frames takes 62.5 energy. (extractor, 250/4)
So that means that 1 metal is 25% more valuable than 1 energy.
It is possible to say there are different costs for metal, especially since you can have a Rof Rof Rof Exhumer. But it’s also true that you get +8 energy generation for free (and can start with 500, 1250 or even 2000 energy. And that really can cut down on the cost of energy.) So to solve that, I figure try to use a more objective approach. 1 reactor vs 1 extractor.
So let’s do some test cases.
Miner Bay cost VS Miner FY (miner=75 energy cost)
7.5(75 + 35) VS (200 + 75) + 1.25(200)
825 VS 525
825/525 = 1.57
That means Miner FY is 57% better than building the same amount of Miners via fighter bays.
Now let’s do a Scorpion comparison.
Scorp Bay VS Scorp Navy (cost = 25, 225)
3.33(225 + 1.25\*325) VS 325 + 1.25\*625
1833.32 / 1106.25 =
1.66
Navy Scorp is 66% better than building normal medium bay scorps.
Dream units I wish I owned.
Rof Rof Rofs of Spectre, Trident, Cataclysm, Laser, Micro, BeamHalo.
(and for testing, Spartan, Hades, Apoc, Ragna, VoidLance)
Range Range Rof BeamHalo
Range Range Rof Laser
Range Range Iridium BombRack
Range Range Rof BombRack
Range Range Freeze Quad
Range Range Freeze Blaster
Range Range Rof Phalanx
Range Range Insurance Phalanx
Fury SD Fusion Jupiter
Fury SD ShieldA Jupiter
Fury SD Cloak Jupiter
Fury SD HangarRate Jupiter
SD ExtraFighters Cloak Tremor
SD ExtraFighters HangarRate Tremor
SD ExtraFighters Fusion Tremor
Sapp SD ExtraFighers Corv
Sapp ExtraFighters HangarRate Corv
Rof Rof ShieldA Tyrant
The only dream red unit I own is Rof Rof Rof Miner. (which is pretty awesome, probably best unit to own in general, it will never go out of style)
**I officially call BS** on the frames and Fire Rate Mod system.
Look at the above, and now look at the new data. I’ll post things as a comparison. First is a blank, and the next is a blank with a Heatsink.
►Phalanx
[2 frames] fire,wait,repeat
+HS=[1 frame] fire,repeat **Twice as good!**
►200 Laser
[3 frames] fire,wait,wait,repeat
+HS=[2 frames] fire,wait,repeat **50% dps boost!**
Keep those in mind. Now look at Spectre.
►Spectre
Outer blasters
[2 frames] fire,wait,repeat
+HS=[2 frames] **THE SAME!**
Center blaster
[3 frames] fire,wait,wait,repeat
+HS=[3 frames] **THE SAME!**
►Trident (4 main cannons)
[3 frames] fire,wait,wait,repeat
+HS=[3 frames] **THE SAME!**
►Quad Micromissiles
[26 frames] fire,wait,wait,fire,wait,wait,fire,19wait,repeat
+HS=[25 frames] fire,wait,wait,fire,wait,wait,fire,18wait,repeat **1 FRAME DIFFERENCE?!**
►Cataclysm
2 Outer Center missiles
2 Inner Center missiles
A small comparison test for “When is it smart to build another reactor?”
Lots of people just build reactor after reactor. But, when is it truly smarter to build a new reactor?
Here’s a small test.
2 extractors, these both gain +4 metal per second. (total +8)
Building an arty halo. (total 700 energy, and 600 metal)
Test comparison build orders:
1) Extractor, extractor, arty halo.
or
2) Extractor, extractor, reactor, arty halo.
Which gets you a faster arty halo? Arty Halo needs 700 energy, thats a ton.
Well, here is the test results.
2 extractors alone, when they reach 600 metal, at that moment, Energy reaches 602 energy.
However, 2 extractors, then 1 reactor, when we reach 600 metal (same as the above) we reach 622 energy.
That means that at somewhere around 600 energy is the switching point. Before 600 energy, 0 reactor is best. AFTER needing 600 energy, 1 reactor is best. (that means, to build an arty halo 1 reactor is best, because its energy costs are so high, but cheaper capitals might not need that)
But there is a further wrinkle, if all we want to build is 700 energy, we can sell each Extractor for 63 energy (total 126 energy for 2 of them) once you reach your metal goal. (you can even sell the reactor if you bought 1)
So 600 energy isn’t necessarily the point where you want to build 1 reactor, for a singular goal.
I guess I need to do a few more tests. But I didn’t expect the numbers to be so close at 600 energy.
That really makes the case for 0 reactors being really good for lots of builds.
BTW, I was rushing a blank Arty Halo on my all blanks account:
[http://www.kongregate.com/accounts/AllBlankUnitFate](http://www.kongregate.com/accounts/AllBlankUnitFate)
Proof of all blanks set up:

Proof of beating bosses with blanks: (check the turrets, they are blank/clear)

Rushing the arty halo with this tech combo: Base Cannons, Fusion Munitions, Base Shields, Manufacturing
Currently at level 12 with all blank ships. No reds. blues, or even green upgraded ships. And it’s not at all difficult yet.
Another reactor comparison test.
Here is the set up.
**1 player has 4 Batteries(+ 50 start up energy).
The other player has 4 Power Cores(+ 5% energy generation).**
Its a standard PVP match. Which starts with 500 energy, and default of +8 energy generated per second. (each reactor costs 150 energy, and generates +3 energy per second)
**The question becomes, how many Reactors can each build until the Power Core player over takes the 4 Batteries player in number of Reactors?**
The answer is: At 15 reactors, 4battery is STILL AHEAD. At 16 reactors they are tied. At 17 reactors FINALLY 4PowerCore wins.
Conclusion: Power Core sucks.
The question becomes, why does Power Core take so long to catch up with Batteries. The math behind it.
New test results obtained.
Ever wonder how good or bad acid is?
Question yourself, if Fusion is +50% damage VS armor, how much better or worse is Acid if you take into account the acid burn damage?
What is your answer? +40%? +50%? +75%?
**Try to come up with an answer on Acid damage** to see if you can guess, then read below.
Ok so here is the test I made.
3 artillery tests VS a plain Station that has 1000 HP.
**1st artillery test is plain. Just to count how many shots it takes for a plain arty to kill a Station.**
This is the base comparison.
Can you figure it out? It’s pretty simple. Artillery is 56 damage per bullet. A Station is 1000 HP.
**1000 hp / 56 damage = 17.86 shots, which means it takes 18 shots.**
Tested and confirmed. It is 18.
2nd artillery test is just an Acid Artillery, letting it fire continuously. How many shots it takes to kill a station.
3rd artillery test is just an Acid Artillery, but blowing it up for EACH SHOT, to count how many Acid arty shots it takes to kill the station if we let the acid burn.
So the last 2 tests get to the heart of the matter. What are the answers to those 2 questions if you were to guess? What would you expect?
The answers are as follows.
> 2nd artillery test is just an Acid Artillery, letting it fire continuously. How many shots it takes to kill a station.
The answer here, for you to guess was… it takes 20 Acid Artillery shots to kill a base! Which means, Acid SLOWS your DPS. Why? Because killing a Station without Acid takes 18 shots!
And on top of this, Artillery is one of the slowest firing weapons in the game!
> 3rd artillery test is just an Acid Artillery, but blowing it up for EACH SHOT, to count how many Acid arty shots it takes to kill the station if we let the acid burn.
The answer here is… 6 shots total!
That’s actually extremely huge.
Me and Evernewb did some further testing an figured out 1 arty shot can kill any 1 turret, if unshielded. An we tried to test the exact damage it did.
We came up with 176 damage.
So that means, a basic arty shot does 56. And a full acid burn shot does 176. So, 176/56 = 3.14
**Wow, so acid makes weapons do 3.14 damage? Thats +214% damage. (Fusion is +50%)**
Pretty wild. **But, Acid sucks. Because the third test is unrealistic. While the second test is much more typical of a fight. Most fighting is done on frontal ships VS frontal ships, under CONSTANT fire. And even with one of the slowest weapons in the game! (artillery) it still couldn’t beat a non-acid BLANK version artillery!**
In theory Acid does more damage over time. But in actual practice Acid is horrible. Don’t forget that shields highly stop acid (and each bullet is even less damage, not just the missing acid burn), and even if you do get the acid burn applied, in Multiplayer people can just use 1 repair turret and its all gone!
**Acid is garbage. Sell Acid techs. Sell any ship you own with acid. It’s WORSE than a blank!**
Acid rounds Damage Over Time should not be negated by repair turrets. I think this is the reason why Acid is useless. Let the repair turrets repair the damage, but not negate the D.O.T. effect and Acid becomes viable.
To prevent Acid from becoming too overpowered, it might be necessary to re-balance the shots so that D.O.T. no longer stacks up or something. I’m not sure. As it is, Acid is far too easy to defend against, thus neutering a potentially interesting game mechanic and strategy.
With so many battles coming down to the use of the most powerful ships, many ships go collecting dust in player Armories. Why not created an alternate list of these ships for play in pvp or private matches?
Here is my suggestion for the underdogs, the rejected, and the wimpy, to make for a different play dynamic.
Try a playing a match where players agree not to use ships and items that do not appear on this list:
* * *
**The “Underdogs/Wimpy” Game Match allowed items list:**
_FIGHTERS:_ Piranha, Mantis, Knight, Engineer, Mosquito.
_MED:_ Puma, Falcon, Minotaur, Myrmidon, Pandemic, Athena.
_CAPS:_ Mastodon, Plasma Halo.
_TURRETS:_ Blaster, Double Blaster, Autogun, micromissile, Edgeslasher, plasmacaster, autocaster.
_AUXILIARIES:_ Tactical Shield, Barricade, Cloak Field, Processor.
_TECHS:_ Flash Charge, Expansion, Mining Beams, Armour Plating, Freeze/Acid Boost, Canon Mod.
- (Reactors and Extractors would be allowed for metal and energy.)
* * *
What do you think? Should something be on the list that I missed? Should anything be removed?
Hey guys, dunno how many of you knew this but alien spores with shield can surive one cloud bullet, and theoretically, if you had a shield 15% armor 15% armor biohazard and 4 armor techs you could make a spore survive a plain blaster hit. or two freeze hits. or 2 acid blaster hits. (depending on how rapidly they are fired, of course.)