Utopia Must Fall

Utopia Must Fall

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Pazik Sep 21, 2024 @ 12:49pm
Asking the important questions
Between outposts A-F, what slots are best for your first 2 laser towers?
Is upgrading them to green worth the longer rebuild time?
Is "rapid arc flail" or "combo arc flail" more important if you can only choose one?
When do you extend it's range? Before or after other upgrades?
Does extending it's range further hurt it's focus on defence?
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Showing 1-9 of 9 comments
Fenris Sep 21, 2024 @ 6:52pm 
I'll add - do the odd civilian suggestions actually do anything? The escalating nature of the attacks and lack of a larger roguelike metaprogression makes me feel like I never have any room to mess around with them.
MendelPalace87 Sep 21, 2024 @ 7:46pm 
Originally posted by Fenris:
I'll add - do the odd civilian suggestions actually do anything? The escalating nature of the attacks and lack of a larger roguelike metaprogression makes me feel like I never have any room to mess around with them.

The Citizen Proposals are just rerolls. If you select them, you get another set of upgrade choices. You can use them if you don't really like any of the options you've been given.
Fenris Sep 21, 2024 @ 7:52pm 
Ah, ok. I was looking at the 'details' and selecting the rerolls in there. I did not interpret the Citizen Proposal itself to be the reroll, instead I was wondering if it would do some kind of generally unhelpful or double-edged wildcard upgrade.
Last edited by Fenris; Sep 21, 2024 @ 7:52pm
beep Sep 22, 2024 @ 1:50am 
Originally posted by Fenris:
Ah, ok. I was looking at the 'details' and selecting the rerolls in there. I did not interpret the Citizen Proposal itself to be the reroll, instead I was wondering if it would do some kind of generally unhelpful or double-edged wildcard upgrade.

Nope :)

As a general rule, if you're not seeing a main gun upgrade, reroll.
t-blade Sep 22, 2024 @ 4:49am 
For outposts, I believe you should always start with the closest spots: C and D, then B and E for all rounder and Hermit routes, and only then A and F for Berserker since that route provides two more towers. If you don’t know what I’m talking about, check the reward list in the menu, and scroll towards the end.

Towers are incredibly fragile and will often die to a single direct mine (rainbow bomb) hit, so placing them close to your railgun should allow you to defend them more easily. I’d strongly suggest getting the shield reflex upgrade, followed by the pivotal pulse reflex that pushes things away from your railgun periodically.

High frequency lasers should be left to the very end. Yes, they also act as an instant tower repair, but their slow regeneration speed proves to be a problem the longer you survive: generally, you’d always want *some* of your towers active at all times, and the red towers, despite the lower power, regenerate much faster, giving you more breathing space while acting as decoys.

As for the flail upgrades, there’s no particular order you should follow. I tend to prefer getting combo arc flail first, then rapid arc flail, followed by extended range, and superconductive, then finally stratospheric. This usually gives me the best results, but really, just grab whatever you see first. That said, you can always leave the regeneration upgrades for later, and focus on the flail upgrades first - offense is the best defense. Extending flail range is always a good thing, it does not hurt your defense.

Currently the game is rather short on upgrade variety, so you’d still want to focus on upgrading your gun first. If you see a firerate upgrade, take it. Once you reach 1800 RPM after two upgrades, you can choose between a multi-barrel railgun with adjustable spread, or a single barrel cobalt coil gun. After extensive testing, I can say both are good.

Overall, my upgrade priority for an all rounder build is as follows: railgun > nuke production > arc flail > regeneration > blackout protocol > nuke miscellaneous (antimatter, booster upgrades) > outposts. I find outposts pretty lackluster so I leave them to the last.
Last edited by t-blade; Sep 24, 2024 @ 11:49pm
ZePHOS (She/Her) Sep 23, 2024 @ 2:43am 
Also, abandon the idea of Hermit ever being viable for higher scores until there are changes. Nukes are needed to deal with missile and rainbow bomb death balls that happen later on. The flares and shock just isn't powerful enough to deal with the health being thrown at you, the DPS, the enemies it works on, and the lack of control make it so it just doesn't work
Iridic Sep 23, 2024 @ 5:11pm 
Every new tower means another vulnerable patch of screen real estate competing with the city core for your attention and protection. If you group towers close together (think B & C or D & E), they can cover each other so you don't have to.
Pazik Sep 24, 2024 @ 6:36pm 
Originally posted by t-blade:
For outposts, I believe you should always start with the closest spots: C and D, then B and E for all rounder
Do you set them to target closest, weakest, or strongest?
t-blade Sep 24, 2024 @ 11:40pm 
All towers on closest. I don’t think changing this actually matters much in the long run. Strongest has the most noticeable difference but makes nuke defense harder, so I suggest not doing that in the current version.
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