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My underdogs, version 2, iteration 1.
Fighters: No miner or gladiator.
Mediums: No corvette, odyssey, exhumer, or hades.
Capships: No trident, legion, goliath, jupiter, biohazard, archangel, or beam halo.
Turrets: No microlaser, laser, or void lance.
Aux: No constructor.
Techs: No base shield or base cannons.
To be modified after testing.
just some ideas for buildings/aux mods:
- Armor regen(A+6hp/s, B +3hp+1% of all hp,C 1hp(or 0.5 or 0)+2% of all hp)
- cloak – turning off if buiding activets ( producting ship( for producting buildings), constracting a turret/building/aux(constructer/hq) , begining/stops converting metal(converter) , create new shield (area shields)), also if turret fire
- Turret mod ( for buildings affected by base cannon tech) maunted [turret] (blaster, doubl blaster, autogun, edgeslasher, autocaster, plasmacaster, phalanx(?), micromissels, quad micromissels, bomb rack, microlaser, laser, laser cannon, autocannon)
- Personal shield
- Area shield ( only for 2×2 & 3×3 buildings) tact shield for 2×2, mega for 3×3, also make constructer afected by base shield tech (add to it tact. shield, not mega like on hq)
- +5~8%( how many u want for balance) production rate
- +5% energy generation
- +1 ore generation for reactors, +3 for hq
- Rof & range for extractor! deal with miners!
- +20% armor
I had a pincer like that once :(
Also had one with cloud in range, and yellow with quads in range.
Chat battle pics


since we got some new factions for faction mach,some time ago,im trying to write some rules that shuild aftomaticly balance new faction.
1st of all, some units will never enter faction mach, they too op or imbalanced: arty halo, beam halo(?) , apoc, raga, corv( u can belive me, that thing is more poverfull that it looks like), jup
2nd coosing eco, its simple, miner + processor or extractor + reactor
3rd coosing of def, you must coose 2 turrets for human faction, 2 or 1 for alien race, coose 1 def aux or phalanx
4th coosing ships,
"fighters": 1 fighter if u using ore eco + miner, 2 fighters for energy eco human faction ( one of them shuild be more poverfull, it for choosing build order) & 1 or 2 for alien
"mids", same 4 fighters but not afected by eco( 1st more poverful... etc)
"cap",u shuild choose only1, she will be like a face of faction, so choose wisly
& last choose a special tech, i mean 1 spechial tech, only 1, it can be munition, or one of techs that restriced for faction mach( base cannons restricted 2 tims so dont think to add them)
remember 1 thing, evrythig that will choose will characterize u faction, will give it a "face" so dont make it unsymetric, like laser laser plasma plasma & bio; u faction shuild contain a some kind of idea, i dont know how call that...
P.S. choose a epic name ;)
# THE LIST
The best ships, and the best mods.
Notes)
1) I will list the best ships in the game, and then rank the upgrades/mods for that ship. Add up the mods to give that ship a score.
2) (Technology can substitute for a mod, such as a 10% Heatsink or Freeze tech)
3) If you get a red unit with just the top +3 mods it will be considered very good and you should make room to keep it.
4) +0 mods aren't truly worth 0, but they tend to be trivial mods that don't matter much compared to the other mods.
5) +1 mods are the base line mod for a unit, all other mods are scaled from the +1.
Therefore, don't compare mod scores vs other units, only compare miner vs miner scores. Not miner vs blaster scores.
6) Also giving my "ideal" or "all-around" mods for a unit sometimes.
Ideal is pretty much the unquestioned king. If you get this you basically shouldn't make any more.
"All-around" lists a mod combo that works decent everywhere, with any techs. But isn't an necessarily the best in any situation.
7) Shield A is the best shield almost always.
8) **Any unit with an Acid mod you should sell immediately.**
9) Also this guide will be a bit more weighted towards PVP quickmatch-good gear, rather than just Campaign-good gear.
1) Miner. - The essential ship for every armory you make. No serious player plays without one.
**Ideal miner: ROF ROF ROF**
+3) ROF
+1) Range, Cloak, SD
-3) Engine (sell sell sell sell! Ruins the metal rate)
+0) Everything else.
Perfect reds total:
2) Microlaser - Everyone uses one (or two!) in their set ups.
**All-around micro: ROF INSURANCE SHIELD** (+50% dps, insurance means sellable, and shield means it can deal with freezer swarms)
+2) +10% ROF, Insurance (so you can plant these to block Goliath/Spartan shots or just to kill mediums then sell)
+1) Shield, Reactor, Range
+0) Everything else.
Perfect reds total:
3) Phalanx - A reliable anti-BS turret. Eats up SD, Mines, and artillery well. (no fear of Artillery Halos) Can also block non-AOE missiles well.
**All-Around phal: ROF, INSURANCE, RANGE** (insurance is important for phal in PVP since they can be used temporarily/easily refunded)
+5) 10+% rof (rof more than 10% doesn't work on Phalanx)
+2) Range, Insurance
+1) Shield
+0) Everything else
Perfect reds total:
4) Gladiator - Too god mode with Fighter Yards. Only fears lasers. Changes the entire game.
**All-Around Glad: ROF RANGE RANGE**
+6) 10+% ROF (the phalanx reaches max speed at 10%, more doesn't help)
+3) Range
+2) Cloak (helps a ton vs rapiers and ranged laser turrets), Shield A/B only (can block 1 laser shot only with these, also blocks spores)
+1) SD
-1) Engine (some say its ok, but I think it makes it get hit too much)
+0) Everything else
Perfect reds total:
5) Trident - The basic capital that ain't so basic. (glad fy has made laser turrets and FG meta)
**All-Around Trident: ROF RANGE RANGE** (rof rof range is great with 3 heatsinks)
+3) ROF (70% gets you a FG trident, birthing a monster DPS machine)
+2) Range (2range is popular, especially with Force Rounds. Also 2range can glitch past Base Shields)
+1) Shield, Force, Freeze, Piranha Bay
-1) Engine
-2) Acid (acid is garbage, sell)
+0) Everything else
Perfect reds total:
6) Blaster - Humble but useful. Only good because its an inexpensive freezer unit. But because of that excellent.
**Ideal Blaster: Range Range Freeze**
+3) Range, Freeze
+2) Insurance
+1) Reactor, Shield
-7) All other munitions. (ruins the unit for its only use, sell!)
Perfect reds total:
7) Void Lance - Insta cap killer. And that range. Can kill boss stations too.
**All-around VL: Range Range Cloak**
+4) Range (2range can hit enemy station at match start in PVP if on a close map)
+2) ROF, Insurance, Cloak (good or planting the turret next to the enemy's station)
+1) Shield
+0) Everything else
Perfect reds total:
8) Repair Turret - Anti-Laser damage, heals freeze and acid, pumps up survivability of front line turrets.
**Ideal repair: Rof Rof Rof**
+4) ROF (if someone rushes you with FG lasers on your station, laugh them off with a ROF repair turret. Also great for healing front line Phalanxes)
+2) Range (however some prefer to add some range for more flexibility in placement)
+1) Shield, Reactor, Insurance
+0) Everything else.
Perfect reds total:
9) Cobra 1) Removes enemy shields 2) Freeze em! 3) Profit. (Clouds hate this guy)
**All-Arounder Cobra: Rof Rof Shield**
++ Rof range shield pbay
If you use just these 9 units you have a decent set up that can deal with lots of threats.
(will add more later)
# **Level 108** Green duel, 500 starter energy.
Freeze, 2 Base Cannon, 1 Heatsink
0 reactor. 2 extractor.
1 blaster (2 range)
1 biolab
1 microlaser (2rof range)
2 hyper (2 rof)

# Reactors and miners are for ***n0000000bzzz!***
Update:

2nd update, another green duel 500.

Still working! Even with Legions!
I may have discovered the easy way to beat high level Green! =D
3rd update

You'll notice once I get the 2 hypers and biolab up, I sell 1 extractor to replace with phalanx and micro. There are not too many bullets, but Legions do shoot.

And replace more structures with artillery spam. (replace, to be sure not to lure enemy ships to the wrong target, the right target which is the Station. I only use artillery here because its an ultra safe surgical victory. No chance of chaos or blowback from the enemy if I used a capital. Go ahead and do so if you want. I just know that eventually with enough arty that the enemy will bend his knee, but I've had cases with the wrong caps where you still dont win and you wasted all that metal. In the end game, Energy is easy, metal isn't)
Also the techs used for this were: Freeze, and **3 Base Cannon Techs**! LOL
# No reactors! No miners! 3 Base Cannon Tech! * kicks meta into the corner *
New Alt-Match idea:
**SHOP LOTTERY MATCH**
(Or "SHOP LOTTO" perhaps? I'm open to different names.)
For this match type, two players use the current shop as a list for playable units.
**General Units:** A player may use any unit of that type in their Armory, but is limited to only those units.
For example, if the shop has no miners, no miners may be played.
**Techs:** If the shop has techs, those are the only techs available for players to choose from. If there are no techs in the shop, than each player may choose any tech.
**Auxiliaries:** Only Auxiliaries in the shop may be used. If there are no Auxiliaries in the shop, then *none* may be used.
This match type should be fun. It is best played as a Private Match between two players.
It is important for players to talk to each other about expectations. If one player doesn't have the right techs available, players should talk to each other about it. Likewise if the units listed in the shop will lead to a game imbalence then players may adjust the list of allowed units amongts themselves to something they will enjoy.
-------------------
Does this match work? Are the rules clear?
Feedback appreciated.
-------------------
Other Alt-Match game types found here:
http://www.kongregate.com/forums/12-kongregate-multiplayer-games/topics/580220
# The miner rates for single asteroids based on placement! OMG
# (incomplete and maybe a tiny bit wrong here or there)
Notice that the rof rof rof miner gets 28 metal at TWO spots!
(1,-2) and (-1,-2)
And that those spots are NOT THE CLOSEST to the asteroid! Madness!
On top of that, you'll notice that the miners at the top dont do better than the ones below, like you'd expect.
```
Miner with rof rof rof (king of miners)
xy -3 -2 -1 +0 +1 +2 +3 xy
+3 __ __ 26 26 __ __ __ +3
+2 __ 26 24 26 24 __ __ +2
+1 __ 24 24 26 26 24 __ +1
+0 __ 26 24 aa 26 26 26 +0
-1 __ 26 24 26 24 26 __ -1
-2 __ __ 28 26 28 26 __ -2
-3 __ __ 26 24 24 __ __ -3
xy -3 -2 -1 +0 +1 +2 +3 xy
Miner with rof rof range (the challenger)
xy -3 -2 -1 +0 +1 +2 +3 xy
+3 __ __ __ 24 __ __ __ +3
+2 __ __ 24 26 24 __ __ +2
-1 __ 24 24 26 26 24 __ +1
+0 26 26 24 aa 26 26 26 +0
-1 __ __ 24 24 24 24 __ -1
-2 __ __ __ 24 26 26 __ -2
-3 __ __ 24 26 24 __ __ -3
xy -3 -2 -1 +0 +1 +2 +3 xy
Miner with rof rof (the hopeful)
xy -3 -2 -1 +0 +1 +2 +3 xy
+3 __ __ __ 22 __ __ __ +3
+2 __ __ 20 24 20 __ __ +2
+1 __ 20 20 24 24 20 __ +1
+0 __ 24 20 aa 24 20 __ +0
-1 __ __ 20 20 20 20 __ -1
-2 __ __ __ 20 24 22 __ -2
-3 __ __ __ 20 __ __ __ -3
xy -3 -2 -1 +0 +1 +2 +3 xy
The Imaginary Fantasy Miner (the way people thought miners work)
xy -3 -2 -1 +0 +1 +2 +3 xy
+3 __ __ 22 24 22 __ __ +3
+2 __ 22 24 26 24 22 __ +2
+1 __ 24 26 28 26 24 22 +1
+0 20 22 24 aa 24 22 20 +0
-1 __ 22 24 22 24 22 __ -1
-2 __ __ 22 20 22 22 __ -2
-3 __ __ __ 18 __ __ __ -3
xy -3 -2 -1 +0 +1 +2 +3 xy
```
You can see there in the 4th miner map, I totally made up how people kind of imagine miners to work.The imaginary rules for best miner placement are:
1) Always place the miners closest to the asteroid. (**proven untrue in the tested maps)**
2) Place a miner above an asteroid, rather than below, because miners always start facing downward. **(also proven untrue)**
Of course, rule 1 is more a rule of thumb than true in 100% of cases. (look at tiles further away with MORE METAL to the left of the asteroid, than the one closest)
Rule 2 doesn't really seem to be true very often. Maybe a slight bias to the above tiles, but barely.
***Why do those rules not work? They seem like common sense!!***
Because miners have reality in the way. All ships have a delay before firing. Miners turn. Miner speed. Accelleration. And more internal quirks of programming, prevent reality from matching common sense.
# Common Sense fails.
..
.
.
# How to stay stealthier on Skirms and Flanks, and mine a bit more metal.


# ----Quick Fire Rate data----
People like to think in straight percentages for Fire Rate. (like a Laser needs 50% fire rate to go Frame Glitch, AKA 300% dps)
But they'd be wrong. (including on the wikia)
Here is what each fire rate combination actually gives.
fire rate mod list (not counting Cannon Mod, which slows down fire rate)
Fire Rate boost = Whats Needed To Get That Firerate
Actual Fire Rate calculated list
(added up %s dont match the true rate)
# Compare Column 2 and Column 3 to see the game errors
```
Upgrades = Approx FR=True Min DPS+= Internal FR
____________________________________________________
1hs = +10% FR = +11.1% dps = .9
1doc = +15% FR = +17.6% dps = .85
2hs = +20% FR = +23.5% dps = .81
1rof = +20% FR = +25.0% dps = .8
1doc+1hs = +25% FR = +30.7% dps = .765
3hs = +30% FR = +37.2% dps = .729
2doc = +30% FR = +38.4% dps = .7225
4hs = +40% FR = +52.4% dps = .6561
2doc+1hs = +40% FR = +53.8% dps = .65025
2rof = +40% FR = +56.3% dps = .64
3doc = +45% FR = +62.8% dps = .614125
1rof+1doc+1hs = +45% FR = +63.4% dps = .612
4doc = +60% FR = +91.6% dps = .52200625
3rof = +60% FR = +95.3% dps = .512
2rof+3hs = +70% FR = +114.3% dps = .46656
3rof+1hs = +70% FR = +117.0% dps = .4608
3rof+3doc+1hs = +115% FR = +182.7% dps = .353736
3rof+4doc = +120% FR = +199.3% dps = .334084
```
The internal FR is what the game's math produces based on a misconception by CWWallis.
Here is how the game works:
NewFR = Frames(1-.FR)
Example 1 ROF mod: 800=1000(1-.2)
Intended DPS = +20%
Current Game DPS gain = ***+25%***
# FAIL (intended DPS does not match what actually happens)
Here's how the game's internal math SHOULD work: (to match predicted DPS on stat screen)
NewFrames=Frames/1.FR
Example 1 ROF mod: 833=1000/1.2
Intended DPS = +20%
New Math DPS= ***+20%***
# Success! (intended DPS matches what the game's math produces)
.
# The loot, per level of campaign. (incomplete)
Level 2 loot includes all level 1 loot. And level 3 would include everything from 1 and 2.
level 1 loot
credits nogreens noblues noreds
constructor processor barricade (all rare)
blaster laser mjol quad edge autogun arti repair bomb double autocannon
cutlass hawk mosquito miner hawk engineer fury rapier knight pir mant
gren spart trem corv athena puma falcon myrm scorp exhumer ody
legion trident
level 2 loot
credits greens noblues? noreds?
fighterrush cannonmod rorgan powercore aboost fcharge mbeam fboost
supply aboost armorplating
megashield biolab cloak tact
minotaur
lcannon
level 3 loot
level 4 loot
level 5 loot
Hello everyone, I have decided to make a discord server for the Obliterate everything series. https://discord.gg/FBvPM7F is the link for the discord server (Note: It is still a heavy work in progress)
In case any of you haven't heard about discord, its the only cross platform voice and text app designed specifically for gamers. Its just so much better than skype, and if you haven't already, make a discord account to join the server. (You don't need to install the app to join the server, there is a browser version as well)
New Alt-Match idea:
**"Non-Rof/Range Match"** (*Please suggest a better name?* "Vanilla Match" maybe?)
This match type is best played as a PVP private match.
For this match type, players may use any unit, as long as it does **not** have a *Rate-of-Fire* or *Range* mod. Additionally and no Range or Rate-of-Fire enhancing techs or Economy enhancing techs.
*Primer* and *Heatsink* techs are banned as well as weapon specific Rate-of-Fire techs including *Missile Doctrine, Beam Doctrine, Plasma Mastery* and *Dark Mastery*. Economy boosting techs like *Power Core, Manufacturing, Mining Beams, Battery,* and *Supply* are banned. Because *Fighter Rush* affects miners, it will also be banned.
(Before you say to yourself, "but those are my favourite mods and techs," remember your opponent doesn't have them either.)
(Yes, that means RoF or Range mods on miners.)
All other techs and mods are legal. No units are specifically restricted, just the *Rate-of-Fire* and *Range* Mods.
---------------------
Did you try this match type out? What do you think?
Are the rules clear? Do they work?
Feedback appreciated.
---------------------
Other Alt-Match game types found here:
http://www.kongregate.com/forums/12-kongregate-multiplayer-games/topics/580220
Someone brought up a discussion on "how much inventory should they have?" So I thought it might be fun to try to answer it for myself. This is like,the minimalist OE3 inventory that I would say is acceptable for campaign and multi-player.
004 Fighters: Miner(rof), Glad(rof), Spectre(cloak and/or freeze), Rapier(cloak). Sell everything else.
002 Mediums: Cobra(shield), Hades(cloak). Sell everything else.
003 Capitals: Trident(range), Jupiter(sapphire or hawk), Ahalo(cloak). Sell everything else.
006 Turrets: Repair(rof), Phalanx(rof), VoidLance(cloak), Microlaser(insurance), Blaster(freeze), Artillery(Iridium). Sell everything else.
004 Auxilliaries: Constructor, FighterYard, Biolab, TactShield. Sell everything else.
016 Techs: Supplies(4), Heatsink(1), Batteries(2), BaseShield(1), BaseCannons(1), Freeze(1), Iridium(1), Manufacturing(2), Expansion(3). Sell everything else.(including powercores lol)
# 035 total units. Smaller than I thought. If you go with 1 of every unit, and 4 of all techs beside munitions, you need about 170 space.
I feel like that about covers it. The minimalist survival kit for camp and pvp. (of course, more mods and more techs are better to have, especially for pvp, but this is the core's core of what you will always have with you)
Small but fun discovery.
Frame Glitch Exhumers (rof rof rof, or rof rof mining beam) get to shoot 124 times per Exhumer. (not counting enemy hits)
That's 248 metal per Exhumer.
Exhumers appear every 10 seconds. That's 248 / 10, for a metal rate of...
# +24.8 metal, for FG exhumer
(1 rof or 1 mining beam exhumers neatly do half that, 12.4 metal rate, since they fire half as fast)
# But everyone would tell me that Fighter Yard 3rof Miners while somewhat close metal rate, were worse.
[their wishful thinking]
# BUT THATS NOT TRUE
fy miner (3rof) gets... 104 metal per miner wave.
FY releases miners every 4 seconds.
104/4 issssss...
# +26 metal rate, for FY miner.
Oh my. 
And that's not even best case. That's worst case for fy miner, flying to 1 tiny asteroid.
Best case is miners that fly *and orbit* to 4 asteroids. I haven't fully tested an IDEAL fy miner situation. But have gotten >+28 metal rate easily. (basically just make sure the FY doesn't straight throw a miner to a Large Asteroid N/S/W/E of itself, and you good. Orbits everywhere)
# Fuck outta here, FG Exhumer!
The true king has appeared.*** FY Miner.***
(in addition, FY miner can use either Fighter Rush or Manufacturing, while Exhumer can only use Manu. On top of that, Miner can boost even further by using more Mining beams.. while Exhumer is capped by the universal light speed limit of 1shot per frame, FG)
# Bow to the Miner.
.
.
[as a side note, the reason this discovery took so long is because the metal rate indication in OE3 is so awful.]
[as the metal rate counter in game, only averages metal over a 1 second period]
[and no one had ever tested the metal rate directly as shown here.]
[1 second is totally inappropriate for a miner cycle that lasts 16 seconds at LEAST]
[most appropriate averaging cycle should be 10 to 20 seconds]
[not a freaking 1 second chaoticly fluctuating trash metric.]