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Retrofitting is far from worthless either way. You can use Reconstruction Specialist to speed up sleeve generation, which will let you change your whole crew setups several times, allowing for several 'focused' tasks in one prestige. I use that to synth components I don't automatically max out yet, to increase my survival chances and be able to stay at higher sectors. Then I switch to a resource farming setup to try and get my weapons as close to maxed out as possible (T5 can get to level 90+ with enough time.)
Then I switch to computing to make my fighters actually do something. After that, depending on what I want to do, I switch my crew and devices to maximize whatever I want to work on.
Also, I don't manually run warps unless I see the numbers in them are way weaker than mine - I let the game run them automatically when I go to sleep, setting up so it takes less than one hour per core to charge up, which basically gives me six or seven warp runs without having to do a thing.
I also use the game as a background app, so I'm not worried about things taking a few hours to get done. I'll be shouting at dragons, or robbing banks, or forcing weird monsters to fight each other for money and glory, or something else.
Heck, it was only one week ago that I got the first reinforce, took me at least a month to get to sector 80 last time, so thing are definitely speeding up by a lot. If that continues on subsequent reinforces, it's going to be (slightly annoying at times) fun.
while in battle cruiser, retrofitting refunds 100% of all spent resources. compute also scales terrible with time in r1+ so you shouldnt farm compute for very long(you are also nowhere near lategame)
core loadout is not as important(unless you use 4.0 weapons instead of 5.0 or something like that). its much easier to increase damage/shields through other systems
the updates/reworks make this game easier. a pointer like that removes almost all choices you can make in this game and you literally just push whatever the game tells you to
Oh, I must have read the battle cruiser text while half-asleep, because I didn't see that. No wonder it's so easy to 'get back' all improvements after a retrofit.
Also agreeing on core loadout. I'm still using two kinetic, one missile, one disruptor, one beam laser and one bomb, and as long as I at least have close enough damage than the enemy's shields (which is easy with T5 weapons/shields) I'll chew through anything that wasn't going to 1-shot me anyways (namely, mostly the capital ship.)
Step 1: max out a mechanic
step 2: wait for 30 minutes or whatever time you want
step 3: repeat from step 1 with a different mechanic.
Unless your game is different than mine, no it doesn't. All of the core weapons reset, some is refunded but not 100%
Direction is what I'm asking for. An idle game should have some progression, not just running in the background using CPU resources. If the user is missing something important, it should be at least referenced that it is missing.
Agreed from what I can see, but if so then there should be *ALOT* more information. This information should come from the game, but at the absolute bare minimum it should be on a wiki. As with all idle games, the numbers being used are almost irrelevant because they are so large. I swap a device, a number changes, is it good or bad? I change a module, another number changes, good or bad? Check the "Info" page, no information. Maybe it says something is missing, maybe it doesn't.
I refer to this: warp/research/base/crew/synth/fixture/reactor/compute/core as things that need to be checked and possibly improved. Or you can spend a day trying to increase something that doesn't need to be increased with no information. I have base 1 at 1.09e22x, is that good enough for now? Do I need to let it idle on base generation for a day again to get 1.5x more? Who knows, because the game gives NO information about what my progress is.
There are so many options it becomes scope creep to figure out what is happening. And ALL of it can be something that the dev puts some time into, since he knows what the numbers will be needed for progression and not just wasting CPU cycles
base 1 1e22(done)
base 2 1e12
base 3 1e6
base 4 4e3
s82 is a bit of a wall yes but not a week long wall. s83 unlocks a system upgrade that will help you reach s85
I have a guess. Before you refit go to the crew page and uncheck the auto buy for crew XP. It's being refunded, but it's getting spent there before you have a chance to re-buy things.
The issue with telling you what system you are behind on, is that its not really possible to have anything even close to granular enough to handle that I think. While you do need to improve all the systems you have, you can generally push a good bit while neglecting some slightly or at least being suboptimal about it. I just dont know how I'd get a concrete "You are at 82, your base 4 should be e20x and A/F research on row 13" or something. Some SUPER loose thing that triggers when a system is waaaaaaaay too low could be doable, but the risk even there is if one is a bit off, you have the game providing incorrect directions. Or at least misleading, as Synth Speed being way too low could be a result of your research being too low but not quite triggering whatever the cutoff is, but the game tells you to focus synth not research etc.
If I had a way to do some light guidance, that wont be innacurate and is realistically implementable in a way that wont potentially break on balance tweaks etc, I would do it. I just cant figure a way. The way you progress is just not quite linear enough in sense of raw stat numbers.
I am unsure what you mean by the stats & info not having updated information. It should show you any optional stat upgrade you are not using, otherwise thats just a bug that needs fixing.
It may not come across as best advise, but it really is.
No matter the creep of features and functions you get, the principle remains the same.
At the start you have like 2 or 3 systems, you max em out and repeat.
In the mid game you have 5-8 systems that interact with eachother. So the order in which you max them, becomes a point you should think about. BUT: You don't have to. Just circle them all in whatever order and you will advance. Just slower if you don't wanna think about it.
In the end game nothing really changes. Some systems vanish, some new emerge... you have more than 8 at most points and you just circle max em all.
There is no big need for a wiki either. What would the wiki tell you anyways? You need to max each system and move to the next... repeat untill you beat what you want to beat, then you get a new system, max that out...
OP, phenir's advice is the answer. I plan to follow it.
Side question, on R1 massive reactor (83) and massive warp unlock a lot of crew mastery bonus. It would be possible to raise to mastery 3 with planning and a bit of time. But seing that R2 is at sector 85, I wonder if mastery 3 is to be left in R2 and sector 85 to be rushed as soon as possible.
Mastery is infact kinda strange when it comes to Reinforce. You kinda get the r-perk to have it at the same level as you got it, right after you get it.
So shortly before you get mastery 3 for free, you will have done it. I did it like 5min before that lol.
Even more extreme with base 5: The R-Perk that unlocked the whole grid came before I unlocked the last 4 slots myself ;-)
I got 2 M3s while derdling last prestige.
If i'm not mistaken, the Capital/Small slider in core page is dangerous. You can gain a little boost if you lack a bit of balance but you lose far more in one than you gain in the other.
As a side note: Experimental Material is evil. I got it to level 12 but still, kill it with fire, I say.