Unnamed Space Idle

Unnamed Space Idle

View Stats:
Tom Foolery Sep 26, 2023 @ 7:31am
Progression after 22
Hi guys its me again :)

Anyways ive gotten stuck at 22 no matter what combination of kinetic t1 and t2 and laser cannons i use, ive been grinding up the base materials and the battle materials and have a good 2000x boost from the base but im still dying frequently on the early enemies of 22, i was wondering if theres something big ive missed, ive been doing my best to do do warps but since its listed as after level 22 i doubt ill be able to do it
< >
Showing 1-15 of 16 comments
rob_s_cat2 Sep 26, 2023 @ 6:40pm 
4 beamers with (as close to as your ship will allow) permanent laser boost and the synergy boost for beamers by beamers is max damage. this involves having the laser booster module made in synth. also might consider one bulk and remaining continuous shields and try for permanent shield boost as well. these are the absolute max damage/defence setups and the remaining guns when you get the destroyer can be your customisation for the enemies you're facing. before the destroyer you don't need to change this setup at all, just get your damage/shield modules up as well and you should be good for now
Tom Foolery Sep 27, 2023 @ 1:16am 
Originally posted by rob_s_cat2:
4 beamers with (as close to as your ship will allow) permanent laser boost and the synergy boost for beamers by beamers is max damage. this involves having the laser booster module made in synth. also might consider one bulk and remaining continuous shields and try for permanent shield boost as well. these are the absolute max damage/defence setups and the remaining guns when you get the destroyer can be your customisation for the enemies you're facing. before the destroyer you don't need to change this setup at all, just get your damage/shield modules up as well and you should be good for now

surely the beams are useless after 22 as all the enemies are armoured no? i understand the perm laser boost thing can speed up kinetics as im using it now with 2 t2 kinetics and 2 t1 laser cannons but i dont think beams would be a good choice for the armoured enemies
Tom Foolery Sep 27, 2023 @ 1:20am 
Originally posted by michael zombies:
Originally posted by rob_s_cat2:
4 beamers with (as close to as your ship will allow) permanent laser boost and the synergy boost for beamers by beamers is max damage. this involves having the laser booster module made in synth. also might consider one bulk and remaining continuous shields and try for permanent shield boost as well. these are the absolute max damage/defence setups and the remaining guns when you get the destroyer can be your customisation for the enemies you're facing. before the destroyer you don't need to change this setup at all, just get your damage/shield modules up as well and you should be good for now

surely the beams are useless after 22 as all the enemies are armoured no? i understand the perm laser boost thing can speed up kinetics as im using it now with 2 t2 kinetics and 2 t1 laser cannons but i dont think beams would be a good choice for the armoured enemies

i know im replying to my own thing but like ♥♥♥♥ it
maybe i could do beams up till 22 and then retrofit into my kinetic laser boost thing?
also iirc cont generators are always worse than the bulks
but who knows, ill check it out next time i presteige :)
rob_s_cat2 Sep 27, 2023 @ 3:29pm 
stick with the lasers. the difference in damage output more than makes up for the lack of kinetics. if you want to experiment, try putting one charge laser in the mix at the back row, in suort mode for the range extension on the beamers. it's less damage but longer range, it might make the difference you need. edit: if you want to really experiment, you can try using a charge laser and a gattling laser, both in support mode, in the back row for quicker firing and longer range. again less damage, but quicker shots at longer range.

the reason for the bulk shield in front of the continuous shield is the bulk shield is 3x more capacity so even if it's only recharging a third as quickly it's still recharging the same. that it can get up to 45% recharge with permanent shield boost means continuous shields simply can;t keep up with it, but you need the continuous shields behind it to make permanent shield boost possible
Last edited by rob_s_cat2; Sep 27, 2023 @ 3:30pm
rob_s_cat2 Sep 27, 2023 @ 4:11pm 
all previous discussion aside for the moment, 22 is a pretty big wall because there's so much going on you really need to be prestiging quickly (4 to 6 hours) to take advantage of different things in a rotating sequence. at the risk of stating the obvious in parts here, i'm going to rehash what needs doing. a lot of it is basic, but often in idle games players lose progress for forgetting or overlooking one of the basics.

- you really need at least t4 synth started, and by this stage you should be going flat out to build base 1.
- prestiging to take advantage of base building affects a lot, from directly having more damage and shields, you can get back there quicker, and your compute and reactor play an important part here.
- forego engine speed in your reactor, it won't be necessary because you're never going to take more than half an hour to get back to 22 at normal engine speed, but turn it on and turn all non-direct effects off if you go for the speed run challenge (iirc only the first is available at this stage?) because if you can do it, it's over so quickly you won't have to have them off for long whether you make the challenge or not.
- modules and utilities should be swapped in and out to customise for whatever you're trying to build up that run. i personally find that doing this at prestige time is marginally better than doing it at refit time, but that's just my playstyle. others will play longer prestiges and refit time is better when the prestiges are longer.
- weapon synergies are of paramount importance. if you choose to go with kinetics in the lineup, use them in support mode to enhance your strongest weapons, ie, beamers.
- prestiging synergies are useful. faster research means more everything at this stage. later research is more limited once you hit the unlimited researches, but even then research plays an important part in progression. for around 22 though, it means more modules, more damage, more reactor, more of everything basically, so don;t leave it out of your prestige rotation.
Variant 13 Oct 1, 2023 @ 11:34am 
Originally posted by michael zombies:
Hi guys its me again :)

Anyways ive gotten stuck at 22 no matter what combination of kinetic t1 and t2 and laser cannons i use, ive been grinding up the base materials and the battle materials and have a good 2000x boost from the base but im still dying frequently on the early enemies of 22, i was wondering if theres something big ive missed, ive been doing my best to do do warps but since its listed as after level 22 i doubt ill be able to do it

I'm using a Gatling Laser, Beam, & two Kinetic - all T2 - and have reached 27 with little difficulty. How is your Synth & modules looking like? I've just finished up Blue... For research I've completely 14 levels for each.
Tom Foolery Oct 3, 2023 @ 10:03am 
Originally posted by rob_s_cat2:
stick with the lasers. the difference in damage output more than makes up for the lack of kinetics. if you want to experiment, try putting one charge laser in the mix at the back row, in suort mode for the range extension on the beamers. it's less damage but longer range, it might make the difference you need. edit: if you want to really experiment, you can try using a charge laser and a gattling laser, both in support mode, in the back row for quicker firing and longer range. again less damage, but quicker shots at longer range.

the reason for the bulk shield in front of the continuous shield is the bulk shield is 3x more capacity so even if it's only recharging a third as quickly it's still recharging the same. that it can get up to 45% recharge with permanent shield boost means continuous shields simply can;t keep up with it, but you need the continuous shields behind it to make permanent shield boost possible

Hi its me again, i cant figure out how i get the perm shield boost as even with the cont gen it wont be perm its off by like 20 seconds ish.
Variant 13 Oct 3, 2023 @ 11:47am 
Originally posted by michael zombies:

Hi its me again, i cant figure out how i get the perm shield boost as even with the cont gen it wont be perm its off by like 20 seconds ish.

Wouldn't that just be selecting the bottom option for the lasers, which adds +5 duration (each) for the boost & then use the auto activate module...
Tom Foolery Oct 3, 2023 @ 12:43pm 
Originally posted by Variant 13:
Originally posted by michael zombies:

Hi its me again, i cant figure out how i get the perm shield boost as even with the cont gen it wont be perm its off by like 20 seconds ish.

Wouldn't that just be selecting the bottom option for the lasers, which adds +5 duration (each) for the boost & then use the auto activate module...

yeah thats what im using with 4 t2 beams but im talking about shields
rob_s_cat2 Oct 3, 2023 @ 1:28pm 
sorry, my bad, at 22 you don't have the destroyer yet, so permanent shield boost is not possible. you CAN, however, get it to around 2/3 of the time by going with both the bulk shield and the continuous behind it in support mode (but don't bother with the delay reductions on the bulk or the capacity lowering at 70 for either shield, both are not worth the capacity sacrifice during shield boost). in other words, take the shield boost options each time for both shields. even with the destroyer you'll need to do this with all 3 shields for permanent shield boost, but for part of the way you'll divert with a deflector because the enemies are hitting you for 2 orders of magnitude more than your combined shield capacity.
Last edited by rob_s_cat2; Oct 3, 2023 @ 1:28pm
iron.helix Oct 3, 2023 @ 10:47pm 
how do you even have a ship that can carry 4 of anything at sector 22? The Heavy Cruiser, which I'm thinking will have a 4th weapon slot, haven't got there yet, doesn't unlock until sector 23... Did I miss an upgrade that would have given the Cruiser a 4th weapon? I've been stuck on 22 for a while, and would hate to think I just missed an upgrade
Tom Foolery Oct 4, 2023 @ 2:03am 
Originally posted by iron.helix:
how do you even have a ship that can carry 4 of anything at sector 22? The Heavy Cruiser, which I'm thinking will have a 4th weapon slot, haven't got there yet, doesn't unlock until sector 23... Did I miss an upgrade that would have given the Cruiser a 4th weapon? I've been stuck on 22 for a while, and would hate to think I just missed an upgrade

yeah i managed to struggle my way to 27 atm and have been using this as a guide because im assuming it still holds up for a while, i shouldve made this more clear sorry man
Tom Foolery Oct 4, 2023 @ 2:04am 
Originally posted by rob_s_cat2:
sorry, my bad, at 22 you don't have the destroyer yet, so permanent shield boost is not possible. you CAN, however, get it to around 2/3 of the time by going with both the bulk shield and the continuous behind it in support mode (but don't bother with the delay reductions on the bulk or the capacity lowering at 70 for either shield, both are not worth the capacity sacrifice during shield boost). in other words, take the shield boost options each time for both shields. even with the destroyer you'll need to do this with all 3 shields for permanent shield boost, but for part of the way you'll divert with a deflector because the enemies are hitting you for 2 orders of magnitude more than your combined shield capacity.

ohh that makes sense, yeah i tried the bulk and con shield boost but honestly i feel right now the double bulk is better in most cases, once im able to im getting perm shield boost tho
Tom Foolery Oct 4, 2023 @ 2:07am 
Originally posted by rob_s_cat2:
4 beamers with (as close to as your ship will allow) permanent laser boost and the synergy boost for beamers by beamers is max damage. this involves having the laser booster module made in synth. also might consider one bulk and remaining continuous shields and try for permanent shield boost as well. these are the absolute max damage/defence setups and the remaining guns when you get the destroyer can be your customisation for the enemies you're facing. before the destroyer you don't need to change this setup at all, just get your damage/shield modules up as well and you should be good for now

also man im sorry for doubting you even with 25% damage against armoured enemies 4 beamers shreds everything
iron.helix Oct 4, 2023 @ 10:49am 
Originally posted by michael zombies:
yeah i managed to struggle my way to 27 atm and have been using this as a guide because im assuming it still holds up for a while, i shouldve made this more clear sorry man

No problem, I just saw your post and thought, I must have missed something, at least I was hoping I had :) My latest prestige gave me a big Base bonus, so I think I might be able to push through 23 for the first time
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Sep 26, 2023 @ 7:31am
Posts: 16