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Tom Foolery Nov 14, 2023 @ 3:47am
Weapon loadouts
Right now im wondering again what loadouts are really good at the 50ish sectors
Atm i use 2 laser cannons for inf boost and damage, 2 gatlings for faster fire and tick rate and a beam and charge to deal the actual damage, the beam seems to fall over quite late into the sectors and i seem to be dying a lot, i was wondering if i should be using some other combo right now.
Also any reccomendations for shields and utilities would be appreciated :)
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Showing 1-7 of 7 comments
rob_s_cat2 Nov 14, 2023 @ 4:26am 
very soon you will hit phasing if you haven't already.

a single charge laser and single gatling and your beamer, and a disruptor and two base lasers, should see you through. if you haven't hit disruptors yet, put a third base laser. all supports the beamer. range extensions from charger, speedups from booster and gatling, and all laser powerup from base lasers (and armour damage bonus from disruptor if present) should see you being able to outdamage anything. if your shields are good enough you should be good to go.
as weapon loadouts go, this is the best general purpose loadout for lategame. shorter range without the charge laser but more damage in exchanging it for a fourth base laser (3rd if disruptor is present) is close to best damage, but you really don't want to be dropping the gatling until you're past the tiny swarmer ships with the big guns that do more damage than the snipers at the same sector.

if these two setups don't work, the problem isn't in weapon loadout.
DerpyPannycake Nov 16, 2023 @ 11:08am 
I use 1 Beam 3 Laser cannons and 2 Disruption charges
Inf laser boost as usual and all laser cannons set to Supportive routing and shield dmg synergy I used that since i hit the phasing enemies and am now at sector 67 (almost done hope the update comes soon)
Dragon Nov 16, 2023 @ 7:36pm 
I farm on sector 69 and this setup i think works for me
2 Disruption Charges (set to maximum ticks and targets, support weapon only) 2 are needed for the higher sectors that have a huge number of phase charges. Target priority should be split between highest damage, can phase and highest hp (adjustable based on situation) for the 2nd one to spread the charges out as fast as possible.
1 Beam Laser (set for the most damage) Swap this one as needed for fighters and such as it's the real damage dealer and should be set to target highest damage that can't phase as priority most of the time.
1 Laser Cannon (pure support) i just set this one to can't phase and closest to try and pick off the weaker ones but even at tier 4 it's pretty useless.
2 Charge Lasers (set for range boost skills and laser boost c/d reduction) the range boost is extremely helpful for disruption charges to start stacking early as this becomes an issue later on. Even though it's mostly support they are strong enough to pick of the bombers and carriers.

I would recommend allowing everything to overlap targets, can't phase priority (except disruption charges) to keep the phasing from resetting and wasting kill time and everything with laser boost (even the beam). The cooldown reduction for laser boost is met with the charge cannons and the single laser cannon allowing the beam. armor targets can just be overcome with V device if your pushing content as it's only a 75% reduction which isn't that much when everything is already in the exponent range anyways. you can just spend a little extra time computing if you really need to push through the armor.

Weapon config really isn't all that important in the later sectors because you can just power through everything as long as you meet requirements to kill the "special" functions but 6 weapon slots is enough to do everything if you ignore armor types. this might change if the "barrier" ♥♥♥♥ i saw middle of sector 69 requires a special weapon or is just there to prevent anyone from completing sector 69.
Elgareth Nov 17, 2023 @ 2:50am 
My go-to loadout for all sectors post-destroyer and phasing was:
2 disruptors on the front, max targets, fire rate, duration, armor dmg support, set on closest enemy, keep target and allow overlap
2 beam lasers on damage, closest, keep target and avoid overlap
2 laser cannons full support, lowest HP, allow overlap
1 bulk generator
2 deflector shields
Enhanced Reactor
+Whatever Thing you want to focus on atm

The deflector shields, once fully upgraded, offer 4 deflects in total, which is usually enough for sniper waves, so you don't need to outrange them. The 2 beam lasers because I had problems with fighter/skirmisher/swarmer waves with only 1 beam, 2 beams zap them all away nicely, 2 disruptors to be able to forget those phasing stuff, and 2 laser cannon supports for damage.

This setup worked well for me, I didn't need to change setups from sector to sector, it can clear all warp zones just fine. Other setups might be faster/more efficient, but I'm lazy and wanted a build that required no adjustments between swarmer and sniper sectors :D
Blaise0903 Sep 28, 2024 @ 3:33am 
im before yall at before section 32 and i need a loadout to get past it, please lemme know whats good
RaptorSolutions Sep 28, 2024 @ 3:43pm 
Originally posted by Blaise0903:
im before yall at before section 32 and i need a loadout to get past it, please lemme know whats good
Checkout the guide section, the wiki it links to has builds all the way to sector 69.
phenir Sep 28, 2024 @ 4:07pm 
Just use the newest anti-gimmick weapon and pump your stats.
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Date Posted: Nov 14, 2023 @ 3:47am
Posts: 7